













PoP was ancient even at the time of its release for the Duo, and there are a million other versions out there. But this is a nice-looking rendition of the classic, with a quality soundtrack (by T's Music) to back it up.
Well, I know I defy consensus with my views on the series, but here are what I consider to be the strongest points of each Turbo Bonk episode:
Adventure - The original brilliant tunes, the most memorable and charismatic band of bosses, the tightest controls (smooth spin attack), and the most nostalgia value.
Revenge - Superior graphics and stage designs.
And then there's Bonk III. It has... giant and tiny Bonk forms, which are amusing for about thirty seconds before seeming silly and gimmicky, if not utterly pointless.
My lord, does this thing show its age. Remember that really old guy in the wheelchair in Big Trouble in Little China, the dude who had been cursed to walk the earth for eternity or whatever? Well, this is the "really old guy in Big Trouble in Little China" of HuCards. It's absolutely ancient.
Not that I necessarily mind ancient visuals. Mystical Fighter on the Genesis is kind of a personal favorite of mine. But Youkai asks a lot here... not only is it so, so primitive looking (especially since the play field is scrunched down to accomodate a "map" at the top), but it doesn't play all that wonderfully either. At least it offers some levels with multiple objectives to complete and paths to take, along with a few different ending scenes. And it's dirt cheap--unless, of course, you're looking for the gold version, in which case you're completely nuts.
Something weird about the game: I first tried it on my Duo-R, and it didn't work. However, when I gave it a go on my SuperGrafx, it worked just fine. My brother Alexei had similar issues with his own copy (or "copies," I should say, as he actually purchased the HuCard twice thinking the first was defunct, and neither worked on his US Duo+Kisado, or on his TurboGrafx+Kisado, or even on his SGX--it wasn't until he tried them on his GT that he realized they were in "working" condition). Now, I haven't heard any other reports regarding this sort of thing, but that's probably because Alexei and I are the only ones who actually play stuff like this. Anyway, Youkai's apparent aversion to certain units is very weird.
And that's not the only thing that's weird about this game...






Let's call it "Tsuru."
You won't find many other PCE games like Tsuru. Buying and selling stocks is its unusual basis of play. Analyze market trends, acquire the right shares at the right times, and get out while the going's good.
I've never been a big fan of Revenge, but whenever I power it up, I'm immediately struck by how appealing the cartoony graphics are. Bonk's Adventure was nice and colorful and all, but Revenge definitely takes things to an entirely different level. The difference in graphics is vast despite many level themes and cast members being quite similar.
Good old Bonk. I've never liked "mascot platformers" in general, but this one has always been great fun. It's a very endearing game, with its charismatic and infectiously gleeful protagonist, colorful enemy cast (T. Ractorhead and the crew of giant-dino bosses are particularly memorable), cute ending, and neat visual touches. And I must mention that the soundtrack is one of the Turbo's finest.
I turn the game on from time to time with the expectation of playing only a level or so, getting a nice dose of nostalgia, and then finding something else to do. I always end up playing all the way through. It's really, really nice when you revisit an old game and that sort of thing happens.









It isn't often that a line of games is given until its third episode to achieve greatness. Most companies are more than happy to put an engine to sleep following a single unimpressive outing--a repeat performance typically signals certain death, usually displaying prudence on the part of the executioners. The first two Shubibinman titles hardly made a mark on the world, but NCS/Masaya stuck to their guns and finally unleashed brilliance in the form of the sidescrolling torpedo, Shubibinman 3, an insanely fast-paced hack-and-slash platformer propelled by adrenaline-pumping senses of urgency and sheer madness. Dash through futuristic metropolises and penetrate enormous airships; shatter crystal monsters and annihilate faceless flame-throwing magicians. There are no level breaks here, just one crazy scenario after another--a "parade of insanity," as my impressed cousin Zigfriederov once called it.
I've always hated Breakout and its many imitators. The only title along those lines I'd ever enjoyed was an ancient LCD handheld game called Spitball Sparky, which starred a likable Q*bert-like character and played better than its "paddle"-featuring peers. Of course, I haven't had the pleasure of giving SS a go since I was about seven years old; if it's actually crap and my memories are horribly distorted by nostalgia, well, I'm none the wiser. And this didn't bode well for Drop Off: I'm inclined to despise its ilk to begin with, and there wasn't any chance it could compete with the masterpiece that I recall Spitball Sparky being. With things looking grim, DO actually brought a quick smile to my face with its opening cinematics, which can boast of very cool music and very goofy text that relays a Psychosis-like "go inside a mind" plot.
People often compare this game to Dragon Spirit, which I think is inane. The control setups are similar, as you have your main weapon to take out aerial foes and "bombs" to deal with enemies on the ground, but that's where the similarities end. Cyber Core is faster and has much more action; it really is one of the "busiest" chip shooters, while crappy Dragon Spirit plods along. Delightful, upbeat melodies and a lovable cast of big-bosses and mini-bosses contribute to CC's irresistible charm. Veteran players will have little trouble beating it, but the fast action gives it good replay value.




