GAME REVIEWS

Tuesday, March 31, 2009

Formation Soccer Human Cup '90

~ FORMATION SOCCER HUMAN CUP '90 ~
Human
HuCard
1990

I considered the '92 episode of "FSHC" to be the weak link of the otherwise enjoyable Human Sports Festival, so I wasn't expecting great things when I worked backwards and visited its predecessor. Well, this is pretty much the same game; in fact, it even has the same "watch TV" gimmick during halftime (with the same channels to flip through, no less). It's not a trainwreck or anything and it doesn't look terrible, but it doesn't offer the greatest playability, either (as the cumbersome control scheme has you press Run to switch players and select teammates to pass to), and the music is incredibly annoying and repetitive. Even for a sports title, there just isn't much going on here. This is one of those games that make me wonder how people felt after they actually paid full price for them back in the day. Even rabid soccer fans might not have been thrilled, and the era eventually delivered superior alternatives, like FIFA.


Select your team and decide on your "strategy." Choose carefully, for the Human Cup is at stake!


Enjoy goals when they actually happen. You'll be spending most of your time involved in scrums for the ball.


Two of the fascinating programs you can watch during halftime.


Typical penalty-kick battles decide games that end in ties.

Devil's Crush

~ DEVIL'S CRUSH ~
Naxat Soft / Red / NEC
HuCard
1990

Most people will tell you that Devil's Crush actually wipes the floor with its awesome predecessor, Alien Crush. After all, DC boasts faster gameplay, more bonus rounds, a larger main playfield, and a higher level of challenge. Unlike AC, which requires marathon sessions, DC allows you to save play data. Its main musical track is much longer and more intricate than any of Alien's numbers. It stars charismatic creatures--including a fire-breathing dragon, a grinning skull with a creepy roving eyeball, and a monstrous face-shifting lizard woman--who certainly outdo any alien brains and mutants. There's just a lot more to be aware of, a lot more going on at any given moment, in DC. In fact, in comparison, AC's playfields seem vacuous, and its monsters, static.

All of that being said, I'm a bigger fan of AC, myself. My allegiance to DC's older, simpler sibling is no doubt buoyed by nostalgia and a personal preference for its tunes. But the scrolling playfield that so many players laud DC for is an "improvement" I could have lived without, as I like AC's "blinking" system for the simple fact that it allows me to see my flippers at all times. Of course, regardless of which Crush brother you end up devoting your loyalty and game time to, you'll likely consider both to be excellent pinball titles. I myself consider them TG-16 must-buys.


Demons, sorcerers, and other strange beings are constantly hustling and bustling about the playfield.


Witness the famous Lady Lizard transformation sequence.


Here are just a few of Devil's many bonus rounds.

Monday, March 30, 2009

Ys Book I and II

~ YS BOOK I & II ~
Falcom / Hudson Soft / NEC
CD-ROM
1990

Ys Book I and II is by far the most captivating, awe-inspiring, involving video game that I have ever played. And since the game is so special to me, I decided to do something different with this piece: I've noted the parts of the adventure that have really stuck with me throughout the years. Some of them are little goofy things, while others are unquestionably among the most dramatic scenes in Turbo-game history. So here we have IvaNEC's list of the most memorable moments from the greatest game available for the system:


I must start off with the two opening cinemas. The second one is especially impressive, with its rockin' rendition of Adol's theme and the stylistic way it augments the awesome imagery with cast-member names, making the affair seem like a grand production right off the bat. I always tell people to return to this cinema after they've completed the game so that they can connect names and plot points with the images. I particularly love the depiction of Lair playing her harmonica in the rain.


The first instance of truly immersive atmosphere comes upon entering the shrine, with its enchanting but somewhat chilling tune that incorporates the sounds of falling water droplets and concludes with beautiful piano lines. I like how the game changes things up by replacing that number with another cool (and more upbeat) tune when you delve deeper into the structure.


The mine boss encounter was the first spot that gave me problems back in the day. It certainly isn't difficult to figure out the correct approach to take, but I usually haven't reached an adequate level by the time I get to him, so I have to bumble around the caves and power up for a bit. It seems like a lot of other folks have experienced the same predicament.


I enjoy the spot in Darm Tower where the statues surrounding a chest come to life and charge at you when you attempt to take the treasure, if for no other reason than the previously (and subsequently) worthless Timer ring actually serves a purpose for me.


The scene where you meet up with Lair in Darm Tower always reminds me of why I think she's such a cool character. While Feena whines about headaches and how scary the shrine is, cunning Lair actually goes ahead and gets herself captured on purpose to help out with things. I also think Lair's VA had a very appropriate voice for the character and did a wonderful job.


One of the greatest scenes in video game history is the encounter with Dark Fact. His cool voice, his awesome speech, and his chilling violin theme make the meeting absolutely unforgettable.


The cinematic intermission that follows the Fact fight is nothing short of stunning. The cool exchange between Darm and Dalles followed by Adol's fiery trip to Ys (which is accompanied by one hell of a rockin' track) makes for a dynamic and amazingly dramatic beginning to Book II. The first time I viewed this sequence (from the meeting with Fact through the subsequent cinema) was when I began to feel that the game is truly something special.


Want to hear some fantastic music that isn't red book? Take a moment to stroll around the village of Rance and listen to the tune that plays. It's incredibly beautiful and has a very soft, melodic hook.


The worst sentries ever have to be the two immobile dudes guarding a chest in the Ruins. You can hit them, take a second to heal up, and repeat until your path to the treasure is clear. It's such a goofy sequence, and I like goofy stuff, so of course this ridiculously obscure moment has stuck with me through the ages.


The Divine Area is one of the best parts of the game. You get a rocking tune in the corridors (the first few bars in particular are kick-ass), and a majestic, ethereal number in the priests' chambers. That soft, enchanting track makes it feel like you truly are uncovering the hidden secrets of a lost land. The experience feels so important and dramatic and immersive.


Jira's basement, where loads of monsters come bursting through the wall, is quite simply the best and most enjoyable "leveling up spot" in any RPG.


One of the coolest things about Ys is that you can actually talk to any beast you want by magically transforming yourself into a monster. During my very first playthrough, I spent ages simply going around and conversing with my enemies. Some of them are quite the comedians!


Keith is probably my favorite Ys good guy. A cool-looking friendly green monster--what better ally could one ask for? Not to mention his famous "Adol, this way!" line and his shy costume dropping during the end credits.


My favorite puzzle in the game comes when Adol is eavesdropping on a monster meeting in Solomon Shrine. Not only must he put on special earrings to hear what's being said, but he has to turn himself into a beast as well to understand the language being used. Awesome stuff. When I was a kid, I felt so cool for figuring it out. ^_^


Dark Fact and Darm are the "household names," but Dalles is the villain who actually wreaks the most havoc. One of his coolest acts is changing Adol into a beast (who's topped by a little tuft of red hair, of course).


The boss guarding the Belfry, whom you have to fight by nailing his projectiles with fire magic, gave me fits back in the day.


The Belfry sequence was crazily intense the first time I experienced it. From charging up the tower with bells ringing and the urgent music cranked to ultimately encountering the despicable Dalles, the whole sequence is extremely exciting and suspenseful.


The entire last stretch, from the glowing red tunnels on, might be my favorite part of all, with the "goddesses in flames" scene providing as much excitement for me as any part in any game that I can think of. Darm's speeches, Feena and Lair's revelation (even though we all knew it was coming), Goban's "YOU ANIMAL!" outburst, the playing of the silver harmonica, Adol's sword beginning to glow as the music rocks more than it ever had before, the bridge being struck by lightning and collapsing, Darm's promise to "crush and consume"... nope, I can't think of a more amazing string of events. I was wide-eyed all the way through it the first time I beat the game.


It all culminates with the greatest Turbo ending. The cute Lilia-Adol stuff is followed by the most entertaining end credits I've ever witnessed, and the music rules right through to the very end.