Saturday, 21 November 2020

United States Presidential Race - America Daitoryo Senkyo (NES)


 Here's a rare bit of topicality from this blog, even though it is a couple of weeks late: a game about getting elected to the presidency of the USA, which coincidentally had a translation patch released just as an actual election was taking place in that country in real life. Unfortunately, it's one of those super-abstract stat-manipulation strategy games, and like I said in my review of Graduation, I just don't understand what I'm supposed to be doing or how, so I haven't been able to get particularly far in this one.

 


I've made a couple of attempts at playing this game, but every time, I get knocked out of the race by scoring fewer than fifteen percent of votes in two consecutive primaries. The way the game works is that you pick a candidate and an assistant, then you go and campaign in primaries, one state at a time. Campaigning means picking three out of several screen's worth of issues, and deciding how far left or right you want to lean on those issues. Then you can decide how many speeches you want to give during the campaign, as well as spending money on opinion polls and TV ad campaigns. I guess the secret to success is figuring out exactly which issues are important to each state, and which direction the people there want you to go in on each issue.

 


I was actually surprised when I started playing at how specific the politics in the game are. There's three candidates each for Republicans and Democrats, and the Republicans have traits like "Televangelist" and "Anti-Communist", while Democrats have traits like "Liked by unions" and "Black". And the little left/right slider you use when setting policies is actually labelled Democrat and Republican at the left and right ends, respectively. Going in, I'd expected a much more abstract kind of politics, where you just had to manage your campaign budget, maybe avoid randomly-occuring scandals, and so on.

 


I guess I'll have to say what I always say regarding these games: if you have the patience to figure out how the whole thing works, and get far into it, then it seems like it has a lot to offer. But I can't, so it's just a bunch of boring numbers and a few well-drawn character portraits to me.

Saturday, 14 November 2020

Ninku 2 - Tenkuuryuu e no Michi (Game Gear)


 Ninku was an anime that ran for little over a year in the mid-1990s, but even though it's pretty much completely unknown in English-speaking parts of the world, in that short time it was somehow popular enough in Japan to have spawned seven tie-in games! This one's a fighting game, with a slight emphasis on single player, which makes sense, given how impractical it was setting up multiplayer on handhelds in those days (though it does have a versus link up mode, too).

 


There's two main modes of play: story mode, which has you playing as the three protagonists (an ugly little boy, a generic young man, and a guy in just his underpants) as you go through the story, watching lavishly pixel-illustrated cutscenes and fighting opponents (including one instance of that annoying little quirk of fighting game story modes: the unwinnable battle). It reminded me a lot of the Game Gear's most famous fighting game, Virtua Fighter The Animation, though it's actually a lot more fun than that, as the more traditional superpowered fighting game style of Ninku 2 fits the GG better than trying to squeeze the realistic martial arts of Virtua Fighter into a tiny 8-bit game. Then there's 1P battle, which is a standard arcade mode, allowing you to play as any of the eight characters in the game, and fighting the others in random order.

 


The cutscenes aren't the only thing that reminded me of VFTA, either, as the game has a quite impressive faux-zoom thing going on in the fights, too, as if the two characters get far enough apart, the camera zooms out to show everything much smaller at a distance. I'm pretty sure the only way they could have done this is making two complete sets of sprites for each character: one large and one small, as well as a large and small version of every stage. That seems like a lot of work for what is essentially a pointless visual gimmick, but I'm glad they did it, it really makes the game stand out! And it's not the only standout feature, as for an 8-bit fighting game, it's surprisingly complex! There's forwards and backwards dashes, power meters, multiple special moves for each character (and yes, you can do every move as the tiny zoomed-out sprite too!) and so on!

 


The power meter is something I have to take issue with, unfortunately, though. There's no super moves in the game (as far as I can tell, at least), and the meter instead limits your use of special moves. This alone wouldn't be an issue, but coupled with how meter is built, it becomes one. There's two ways of building meter in this game: charging it by holding punch and kick together, or getting hit. Hitting your opponent doesn't build meter. So all this comes together to de-incentivise using specials, and punishing players for trying to combo their opponents, or wear them down with specials. I can see why they might have done this, to disable "spamming" of specials and also to serve as a primitive comeback mechanic, but it just makes the fights a little less exciting, in my opinion.

 


Despite that one rather large flaw, Ninku 2 is a game I think is worth playing. It's a lot of fun, and most of the characters look cool! I think if a copy of this game had somehow come into the possession of my nine-year-old self, even though I'd never have seen the show, and wouldn't be able to read even the character names, let alone any of the story text, I think the visuals and the accessible fighting action would have been enough to capture my interest. And then I probably would have spent decades frustrated at how I couldn't get my hands on any English-language Ninku stuff.