Wednesday, 12 August 2020

Deae Tonosama Appare Ichiban (SNES)

 At first sight, I'd assumed that this game was going to be a clone of Kiki Kaikai, which obviously got my interest right away. As it turns out, it's more of a top-down beat em up, like the arcade game Kyros. Well, with one of the characters, at least. There's two to pick from: a Japanese guy, and a White guy, both of whom give the impression of being effeminate dandies, which is an unusual choice for a pair of action game protagonists.

 

The Japanese guy is the melee character, attacking enemies with a harisen, while the white guy throws roses at them. From this point on, assume that I'm mostly talking about playing as the Japanese guy, because the white guy's attack is so slow and weak, that playing as him solo is almost impossible. He might make more sense in the context of co-operative play, though. As well as normal attacks, you also get screen-clearing magic bomb attacks, limited by needing to collect scrolls before using them. These magic attacks are done in the form of summons, with the white guy summoning maids and butlers, and the Japanese guy summoning ninja and, for some reason, bunny girls.

 

The final skill in the dandy pair's offensive repetoire comes in the form of transformation. Sometimes enemies will drop little percentages as items. Collecting them, obviously, increases the percentage on your player HUD, and when it's over 50%, you can transform your dandy into a gigantic musclebound freak who confidently strides around destroying normal enemies in single punches and bosses in only a few more. You even get a different victory splash screen if you finish a stage in this form!

 

Aside from the unique protagonists, the game's overall aesthetic is pretty interesting, too. The graphics are generally excellent, being both detailed and well-drawn, and after the first set of stages, all set in Japan, the game goes on a bit of a world tour, with stages in China, India, Europe, and Arabia, all with their own stereotypical enemies. So there's kyonshi and martial artists in China, levitating Yogi and an elephant (complete with impressive multi-sprite trunk!) in India, knights, witches, and cherubim in Europe, and so on. Though Arabia just seemed to be another Europe-style castle stage for some reason? That was a disappointment. Still, having gone into the game expecting only Japan, it was a nice surprise.

 

Deae Tonosama Appare Ichiban is definitely a game worth playing, bringing some unusual twists to the beat em up genre, both mechanically and aesthetically, and though I haven't been able to play a co-op game, I'm pretty sure that the game was designed with that in mind, and would presumably play even better with a friend.

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.