Tuesday, 4 August 2020

Dunk Kid's (Game Gear)

The strangeness with Dunk Kid's doesn't actually start with the superfluous apostrophe on the title screen: before you even get to there, there's a splash screen featuring the logo of ASBA, the All-Japan Street Basketball Association. What's strange about ASBA? Well, not only do they seem to not exist anymore, but the only reference I can find to them online is in relation to this game, which makes me wonder if they ever existed at all. None of the teams in the game have names besides their home city/country/state/continent, either, which makes ASBA's existence all the more questionable.

But let's not allow possibly-fictional governing bodies skew our opinions of this game, that simply wouldn't be fair, would it? Especially since it's a pretty good game, after all. Like Jammit, it's a basketball game in which both sides are trying to score in the same basket. Unlike Jammit, it doesn't make many embarassing pretensions towards being "tough", nor does it have a buffet of weird variant rules.

In Dunk Kid's, there's a time limit, and whichever team has the most points at the end of it is the winner, and that's that. Baskets score one point when they're put in close to the basket, and two points from far away. If you get one in from directly beneath the basket, this sometimes triggers one of a few special dunk animations, which look cool, but still only score one point.

It's a pretty fun, simple sports game that doesn't make a quixotic attempt at squeezing a psuedo-realistic "simulation" out of an 8-bit console. But what it does squeeze out is some surprisingly great presentation! Each team has their own slightly stereotypical stage, for example, and while you might expect an 8-bit sports game to have one player sprite that's cloned and recoloured many times for every player on every team, there's actually four player sprites that are copied over the game's eight teams! Not only that, but the devs have even got a nice little bit of diversity out of those four sprites: there's a bunch of different skin colours spread across the teams, and one of the sprites (or, if you like, two of the teams) is a girl! Even in 2020, there's not many games where you can play as a black girl, but this little-known Japan-only handheld sports title is one of them!

There's really only one big problem Dunk Kid's has, and to be honest, it's not even that big a problem. I'm sure you remember how in Cyber Dodge, the teams' stats were based on the order in which you face them in the single player campaign. Well, the same is done here, so if you play a single match (or if you somehow get two Game Gears, a link cable and two copies of the game to play versus mode), the only viable teams to pick are Russia, China, and Hawaii. In campaign mode, only the teams representing Japanese cities are playable, making this a Japanese game where all the Japanese player options are the weakest. How odd!

Anyway, yes, Dunk Kid's is a very fun game that I definitely recommend to people who aren't the types to turn their noses up at ancient sports games. It's just a shame it's on a system that requires such faff to set up a two-player game.

Wednesday, 29 July 2020

Other Stuff Monthly #15

So, back in the Tokyopop-led English-translated manga boom of the early 2000s, one of the titles that really caught my eye and my imagination was actually a Korean comic, Ragnarok, by Lee Myung-Jin. It's a fantasy comic with amazing art, and it's probably less well-known than its spin-offs: the MMORPG Ragnarok Online, and the TV anime Ragnarok The Animation (which was based on the MMORPG, rather than the comic, but I'll return to that subject later).

Re-reading it as an adult, it definitely feels like a case of style over substance. Luckily, the style is good enough for that not to really matter. The art is consistently excellent, and though most of the comic is made of characters either firing big magic attacks at each other, or dramatically delivering exposition to ach other, it all looks so good that you barely even notice. Me and my friends definitely didn't back then, at least. The look of the world is a very videogamey mix of European and Asian fantasy aesthetics, with a slight bit of sci-fi flavour on the weapons and armour, which all appear to be made of some kind of very smooth, curved, futuristic materials.

Teenage me was very disappointed, of course, when after the tenth volume, Ragnarok just seemed to stop coming out. I even e-mailed Tokyopop! They actually did reply, and even more interestingly, they told me the real reason as to why volume eleven wasn't out yet: the creator was making so much money from Ragnarok Online that he was focussing on that instead of his comic. How disappointing! There was even an interview with him in the back of the fourth volume, in which he describes his plans for Ragnarok: a 40-50 volume saga with seven story arcs! Tokyopop were clearly behind the series, too: I remember it being heavily promoted by them at the time, and they also added an unusual extra to the volumes themselves: psuedo-Dungeons and Dragons stats for all the main characters! (Well, they said the stats wee just "inspired by the manga" and not part of any real RPG system. But they look closest to DnD, at least.)

More disappointment came when the anime came out, and it was based on the MMORPG rather than the comic itself. Even now, I'm not interested in online games, but back then, I didn't even have a computer or internet connection at home! Not only that, but it really did feel like the last nail in the coffin of the original Ragnarok story and its characters. Well over a decade later, and I'm pretty sure Ragnorok Online is long dead by now, too, and I haven't heard anything about the comic coming back, either. RIP Ragnarok!

Thursday, 23 July 2020

Taiyou no Yuusha Fighbird GB (Game Boy)

So, I was attracted to this game due to it being a vertically-scrolling shooting game on the Game Boy, which is pretty unusual. The Game Boy does have some surprisingly great shooters, of course, but they tend to scroll horizontally, like Nemesis II, for example. It's also interesting because instead of a ship flying up the screen, you're piloting a giant robot, walking up the screen.

Unfortunately, it doesn't do a very good job of representing vertical shooting games on the Game Boy, on account of it being rubbish. The problem is not just that it's easy, but it's also boring. You trudge up the stages, easily killing the occasional enemies (that mostly don't even really look like anything besides abstract shapes). You can take eight hits before getting a game over, but after you've taken one or two, you can rely on a nice convenient power-up to come along and restore you back to full health.

As a result, I completed Taiyou no Yuusha Fighbird the first time I played it. Then I completed it again to take screenshots for this review. The thing is, before you start playing, there's a character select screen, with two characters to pick from, and the title "select your level". Whichever you pick, there doesn't appear to be no difference at all, either in the character you're controlling or in the difficulty of the stages. Mysterious. Either way, the game's about ten minutes long, and they aren't even ten particularly exciting minutes.

I don't recommend wasting any time on this game, unless you really need to play every Game Boy shooting game, or if you're completely obsessed with the anime on which its based and need to experience everything to do with it. Otherwise, don't bother.

Thursday, 16 July 2020

L'Aigle de Guerre (GBA)

The Game Boy Advance being a big step up in power from the handhelds that had preceded it meant there were various attempts at genres that were previously impossible on handhelds. Like how there are a whole bunch of GBA first person shooters, for example (I know the original Game Boy had Faceball 2000, but that's a far cry from a port of Doom). L'Aigle de Guerre is an attempt at squeezing a real time strategy game onto portable hardware,and a fairly successful one at that.

Well, it's successful at being an enjoyable game, at least. I suspect that fans of super fast-paced multitasking PC real time strategy games will probably be left a little cold. It is a lot slower paced, which is at least partially down to the fact that instead of a cursor, you control Napoleon, as you ride around the battlefield, telling your soldiers where they should go in person. Other than that, the game mostly focusses on capturing bases by sending infantrymen, the weakest units into them.

Infantrymen are the weakest, but you need to send four into an enemy base (or a neutral city) to capture it, cavalry are faster and more powerful, and artillery are the most powerful, but they move very very slowly. On some stages, you'll also get various kinds of boats, but they're pretty much just nautical versions of your land units. Like I said, most stages will have a main enemy base to capture, but some of them are boss fights, like a giant monster troll thing, or Horatio Nelson surrounded by giant cannons and endlessly respawning soldiers.

The plot is something that's definitely worth talking about in this case, as all of the characters seem to be people who actually existed, with the main villain being the strangest of all: wax museum proprietress Marie Tussaud, depicted ingame as being an evil monster-summoning witch who wants to take over the world. Only Napoleon and his plucky band of French military commanders can stop her!

L'Aigle de Guerre is a pretty fun game, and I definitely recommend that you give it a try. Like I said earlier, though, don't go in expecting something like Starcraft or even Command and Conquer. It's its own thing!

Saturday, 11 July 2020

Sutte Hakkun (SNES)

I think I've mentioned before that I'm not very good at platform puzzle games, nor do I really enjoy playing them very much. Still, I occasionally give one a try, to see if it'll click with me. The only one I can think of that I really liked was Samurai Kid on Game Boy Color, and even that cleverly disguised itself as an action game. Sutte Hakkun is one such attempt, being a puzzle platformer released on the SNES in 1997, either through Satellaview, or through the Nintendo Power download stations, different sources seem to claim different things.

In it, you play as a flightless hummingbird/mosquito thing made of glass that has to collect multicoloured gems that are stashed away in hard-to-reach places on each stage. To get to them, you have to utilise your innate drinking/regurgitating ability. There are transparent blocks lying around, that you can drink in one location, then spit out in another. Furthermore, there's pots of coloured ink that you can drink, and then inject into the transparent blocks. Doing this makes the blocks move on their own: vertically with red ink, horizontally with blue ink, and diagonally with yellow ink.

Eventually, the game also introduces other elements, like stone statues, that make you incredibly heavy while you have them drank, or weird transparent creatures that take on various different properties when injected with coloured ink. Like all games of this type, it familiarises the player with the essential building blocks of its world, then arranges puzzles that require the expert use of those blocks, quickly requiring outside-the-box techniiques like placing a block inside a wall, so you can suck it up again from the other side, or rapidly extracting, then re-injecting the colour from a block in midair to re-set its range of movement.

It's pretty generous to the idiot player, too, allowing access to thirty stages across three areas right from the start, and unlocking more after twenty-five of them have been solved. Unfortunately, as I've already mentioned, this really isn't my kind of game, and I had to throw in the towel at twenty-three. I know it's a terrible cop-out, but as far as I can tell, if you like these kind of environment-traversing puzzle games, then this seems like it's a high-quality example of the genre, and it does have plenty of interesting and original ideas. I can't really recommend it fully myself though, as, like so many other games of this type, most of my time with it was frustrating and boring.

Monday, 6 July 2020

Pleasure Hearts (MSX)

Pleasure Hearts is one of the early works of M-Kai, a developer who would go onto later fame through his Wonderswan game Judgement Silversword, and even later than that, the XBox 360's Eschatos. Though it's an early work, you can already see that he's a developer with plenty of ability in both programming and game design. In fact, this might be the best-looking game on the MSX (discounting laserdisc games, of course), with all kinds of animation and scrolling tricks in effect.

Luckily, it also plays really well. Though it might look like an old-fashioned horizontal STG, it actually occupies a space in between old-fashioned games like Gradius and the like, and faster danmaku-style games, which had already been populatr in arcades for a few years by the time of Pleasure Hearts' release in 1999. Bullet patterns are mostly confined to boss fights, though, with the stages having large crowds of small enemies each firing individual bullets directly at you, often at different speeds. This is a really strange paragraph to read, isn't it? Sorry about that.

Basically, it's a fast and fun and very high quality game. Interestingly, for a game on an 8-bit system, the scores go really high, really quickly, and score growth seems to be exponential: I tend to hit the one billion mark around the start of stage four, and only a stage later, I'm already at three billion! I'm not totally certain on this, but there is a bullet graze counter among the various other stats and meters at the top of the screen, and I think this acts as a multiplier on the points diamonds that are dropped by some enemies, and which your bombs turn bullets into. Like I said, I'm not 100% certain of that theory, though.

There's even some kind of plot in the game, as evidenced in the optional prologue stage, which sees a fully-powered up ship with a massive score at the end of some grand adventure getting betrayed by its allies and ultimately destroyed by a giant dragon. Presumably, then, the game's plot is about seeking revenge on the traitors and their dragon? I'm only guessing, of course. There's no text or anything as far as I can tell, and it would presumably be in Japanese anyway, even if there was.

I could keep writing about how great this game is, but if I did, it really would be just that: a stream of compliments directed at every aspect of the game. Obviously, I strongly recommend that you go and play this game as soon as possible. It's very easily available online, since M-Kai himself released it and his other MSX games as freeware back in 2009, so go and find it, load it up in your MSX emulator of choice, and have a great time!

Tuesday, 30 June 2020

Other Stuff Monthly #14!

So, a while ago, I discovered the Japanese youtuber Crafty Transformer, who makes cool mechanical weapons and machinery (mostly recreated from videogames and anime) out of cardboard. Coupled with my ever-increasing love of tokusatsu, it's made me think "I want to make cool things too". At some point, I also became aware of the subject of today's post, a Japanese children's book entitled Saikyo Kosaku Craft Wars.

The book contains instructions on how to make various toys out of household objects, a long-standing tradition of kids' media the world over, of course. The gimmick here though is that all the items are tied into various stories that are told alongside the instructions. Of course, I can't read the stories, but they're accompanied by some really awesome artwork, and the instructions on how to make the things are mostly diagram-based anyway.

There's two basic types of thing to be made from the instructions in the book: weapons and armour for kids to use themselves, and smaller-scale spaceships and monsters and things. I'm really just interested in the weapons and armour, to be honest, to learn the bare basics, then figure out ways of making them bigger, better, and more mechanically complex. There's swords, shields, guns, claw-gauntlets, and so on. Regarding the guns, there's non-firing guns that just look cool, a bazooka that fires a missile made from paper cups, and a magic blaster that shoots a puff of air. I haven't even started to attempt making anything from the book yet, and I've already been thinking of ways to make the last two more powerful than the book's blueprints.

As, like I said, I haven't made anything from the book yet, there's not much more to say. It's a cool little book with some really amazing artwork in it (which was actually the main initial thing that caught my attention). And, you know, it's been pretty hard to get stuff for these monthly posts what with the ongoing boring apocalypse.

Thursday, 25 June 2020

Maniac Racers Advance (Game Boy Advance)

Also known as Motorcross Manaics Advance, this is the second sequel to that orginial Game Boy pirate cart classic, Motorcross Maniacs. (The first sequel was on Game Boy Color, and I might also feature it here someday. Shame they didn't carry the sries onto Nintendo's later handhelds, isn't it?) In case you never played that game, it was a slightly platformy racing game, where you were a little motorbike guy doing laps around crazy tracks full of ramps and loops and such,  all with a strict time limit, and an opponent racer who was so inept that they might as well have not shown up. Maniac Racers Advance is very much a sequel to that game, buidling on its ideas while still having a similar feel.

The main thing you had to worry about in the original was nitro management, and that's the same here. Using them at the right time means getting round the track faster, being able to collect more of them, and being able to take optimal routes, as each course has a few different routes to take, kind of like the stages in the 2D Sonic games, only here the only method of jumping you have is nitro boosting off of ramps. You can also hold left or right to rotate in the air, the main pruose of which is making sure your wheels meet the ground at the correct angle when you land, but you can also show off by doing lots of flips during particularly long jumps, if you are so inclined.

Obviously, the biggest change compared to the original is the graphics: Motorcross Manics was released very early in the Game Boy's life, and like most games of that time, it had very minimalist, functional graphics. By contrast, Maniac Racers Advance looks amazing! The stages take place in a variety of locations, there's a bunch of character to pick from, who all have appealling cartoony designs, and everything's big and colourful. The characters are of course another big change, though they all feel identical to play despite having different stats. You now race against three opponents instead of just one, and once you get past the novice courses, you really do have to do your best to come in first!

Even with that in mind though, it probably won't take more than about an hour to finish the game and unlock everything. That's fine, to be honest, I'm a big proponent of shorter games, but in this case it does feel like something's missing. Maybe it's the fact that most of the tracks are repeated a fair few times over the course of the championship mode? I can't quite put my finger on it, but once I finished the game, I was left asking "is that it?". There are a couple of bonus modes, like one that has you running over zombies, and another where you're wheelying over frozen penguins in a lab to collect stars, but they don't have a lot to offer, either.

I think I can recommend this to anyone with fond memories of the original, though. It might only be an hour long, but it is a good hour, and the feel of the boosts and the midair rotation is  as good as it ever was. It just looks a lot nicer here than it did before.

Saturday, 20 June 2020

Small Games Vol. 7!

This was originally going to just be a post about one PC88 game, a Buddhism-themed action RPG called Gandhara. It's definitely not a small game, as it takes place over a bunch of massive stages, and I only gave up on it, as after a few hours going around stage one, and even finding the entrance to stage two, it was becoming increasingly obvious that I wasn't going to get anywhere. Also, playing it got the ending theme from the old 1970s tokusatsu show Saiyuki/Monkey stuck in my head, and I hope reading the title earlier in this paragraph does the same to a few of you, too. If you want to try it, here's a little help with the controls: Space attacks with your sword, Shift uses your magic (once you get that ability), and 5 on the numberpad lets you pray to certain trees to regain your HP, at the cost of one hundred beads.

So, what do we have instead? First, an interesting little maze game entitled Daidassou, which is all about freeing your comrades from prison! First thing on each stage you have to kill a guard to get his key, then you run around opening cells and leading the inmates to the exit. If you're not careful, inmates can be taken to a special maximum security cell if they're caught by guards, or even killed in the crossfire. It's a cute little game, and it's fun to play, even if it's also very, very hard (it took several attempts just to get past the first stage!). I especially like the isometric look of the game, which results in some mazes looking kind of Escher-esque, and maybe impossible? Like the heights of different floors don't totally make sense all the time.

Finally, The Demon Crystal, which, despire its grandiose title and plot about a demon invasion, seems to take place in a series of suburban houses. You run around these houses, picking up keys to open locked doors, looking for the big key that opens the door to the next stage. It's a nice touch that the rooms behind the locked doors are shrouded in darkness until you enter them, and generally, this is a fun game, mechanically speaking, at least. Unfortunately, it's let down by the fact that the behaviour of most types of enemy is randomised, which can in some cases make the very possibility of being able to complete a stage entirely down to luck. If each enemy type had a learnable pattern, or a specific way they reacted to your presence, then this would have been a great lost classic I could have shown to you all, like an archaologist showing off an amazing artefact. Unfortunately, though, it's not only frustrating to play, but also frustrating to think about what could have been.

Sunday, 14 June 2020

Dossun! Ganseki Battle (SNES)

Dossun! Ganseki Battle is a fantasy RPG-themed versus puzzle game. I wonder if the developers of Yuusha Puzzle, which was featured on the GG Series Collection cartridge for DS that I wrote about long ago had been inspired by it, because the two games have a lot in common, and not just the theming.

Like Yuusha Puzzle, your aim is to defeat various enemies by arranging the various items that fall into your pit into rows of three. Also like Yuusha Puzzle, different items have different effects: swords for physical damage, scrolls for magic damage, potions to heal, and orbs to summons monsters to fight on your behalf. Where the two games differ, though is in mechanical complexity and sophistication.

In Yuusha Puzzle, your foe was just a sprite and a health bar, while in Dossun! Ganseki Battle, they're a full-blown opponent, playing the same puzzle game as you, albeit with various advantages, like more special attacks, a longer health bar and so on. As well as this, there's a more robust chain system, whereby your attacks do more damage the later in a chain they are, and sufficently large chains (though I'm not totally sure whether this is decided by the number of stages in the chain, or the total number of items erased) will trigger a special animated attack for big damage.

It seems kind of unfair to keep comparing these two games, since Yuusha Puzzle was released well over a decade after this game, and it was a budget title/part of a compilation, while this was a full-priced standalone release. Come to think of it though, the passage of time should tilt things in YP's favour, while the circumstances of the two games releases should favour D!GB, so maybe it all evens out? Either way, this is the better game. It's better presented, it plays better, and it's just generally a higher quality game all-round.

That being said, though, is it recommended? Yeah, why not? It's decent enough. There's better puzzle games on SNES, of course, like Magical Drop 3, and Tetris Battle Gaiden, but I think this one's still good enough to be worthwhile.

Tuesday, 9 June 2020

Aa Harimanada (Mega Drive)

You might remember all the way back in 2014, I reviewed the Game Ger version of this, or rather, the Game Gear game that's based on the same source material as this one. Because the two are very different: while the Game Gear game took a somewhat spartan , sports game-like approach, the Mega Drive version has a much flashier fighting game-inspired take on the concept of Sumo. There's even special moves and a health bar!

The most obvious difference though, is that while the Game Gear game's characters all used the same sprite with different colour palletes, this version has all the characters looking different. They're not totally unique, though: every character has a unique head, but it's put onto one of a few different body types, with a variety of skin tones. It's also nice that there are different body types, when you'd think most sumotori would have pretty much the same physique.

Well, they are all pretty mastodonic compared to regular people, but if we take the player character (single player mode has you playing through the story of the manga's protagonist Isao Harimanada) as being an "average" sized sumotori, with most opponents being the same size, then there's also some opponents who are noticably a lot smaller than him, as well as a few who are a lot bigger, standing like mountains of muscle. Body size doesn't seem to be any indicator of how difficult an opponent's going to be, though, which is mainly thanks to the ring out mechanic.

Though you can win by repeatedly slapping and headbutting your opponent into unconsciousness (and also picking them up onto your shoulders and putting them into a Torture Rack hold, in a feat of incredible strength!), most fights will be decided by ring out, sometimes only a couple of seconds after they start. The fighters lock upwhen thy get close enough to each other, and from there, there's a power struggle to get your opponent's back to the edge of the ring, or to throw him overhead to do some damage. Once you get to the edge, depending (I think) on how much health each sumotori has left, either one of them will be thrown out right away, or a new power struggle begins, this time based entirely on who can hit buttons the fastest. So an easy way to win fights is to walk straight into your opponent, keep pressing forward and B to get them over to the edge, then rub all three buttons with the knuckles of your fingers as fast as you can. Of course, I take no responsibility for any damage you might do to your controller or fingers in trying this technique.

I reservedly recommend Aa Harimanada. It's a fun game, and I'm sure it'd be a great laugh to play with friends in between bouts on "proper" fighting games, but even by the standards of a 1993 fighting game, there's not much to entertain a single player, due to there only being one playable character and all. Furthermore, I definitely don't recommend trying to buy a legitimate copy in this day and age, as the prices it fetches online are ludicrous.

Thursday, 4 June 2020

Geograph Seal (X68000)

To be honest, I should really have written about this game years and years ago, and it barely even counts as obscure anymore: along with Cho Ren Sha 68k, this is easily one of the best-known X68000 games, and since Cho Ren Sha has a Windows port, it's definitely the best-known X68000 exclusive. Of course, for a lot of people, just being an X68000 exclusive alone is enough to be considered obscure, so let's just get on with it, eh?

Now, the most obvious thing to say about this game is that it's by the developers of the much-loved Playstation series Jumping Flash, and it acts very much as a genetic forebear to those games, too. It's got similar weapons, the same super-high triple jump, even some of the same fonts are used in its GUI. While those more famous games focussed heavily on the dizzying heights available to the new world of 3D platforming, Geograph Seal is more of a straight first person shooter, where you also happen to have the ability to jump really high. This makes sense, though, as the short draw distance (yes, even shorter than Jumping Flash!) means that any platforming would have been unfair and confusing.

Draw distance aside, it's an incredible-looking game. Seeing it in motion, it's hard to believe it's running on a 16-bit machine from the eighties. Pretty much everything is a 3D model, when they could just as easily have used sprites for the enemies and items, it all moves a lot more smoothly than its console contemporaries like Starwing or Virtua Racing, and even though none of the models are textured, the background is, and even that small thing adds a lot to how the game looks. I remember when I first played this, back on my first PC, on a much earlier version of the emulator xm6, and the backgound images were plain black, and the models weren't even filled in, so it was wireframe on a black background, with no GUI. Even then, it looked pretty good, but now that we can see the game in its full glory, it's on the level of some of the 3D arcade games Namco were putting out in the early nineties, like Cyber Sled and Starblade.

Geograph Seal isn't just a game that was ahead of its time technologically: it's clear that the devs at Exact had a clear view of the direction in which action games were going to go over the following few years, and they were right. I don't know what the reaction to it was on release, but I can only assume that people must have been blown away by a fast, exciting, full 3D game of this quality. It's definitely a game you could have looked at in 1994, and said "this is the future".

I don't really think there's much more for me to say about this game. Yes, you should definitely play it if you haven't already. It's excellent.