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.
Saturday, January 30, 2010
Drop Off
Friday, January 29, 2010
Cyber Core
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.

It's unfortunate that Cyber's backgrounds generally don't look very nice, but the game thrives on speed and onscreen activity, so its visual shortcomings are hardly devastating.

Heck, most of the midbosses do look pretty cool, and they're lots of fun to fight. An enormous mosquito with a mighty sword of a proboscis challenges you to a duel. And then there’s the gargantuan moth who plops himself onto the playfield.

Some of the bosses really make you work: you'll have to sneak through a barrage of projectiles and smaller vermin to make precise bomb strikes on the massive spider. The final boss, on the other hand, gives up after a few seconds' worth of direct hits from powered-up weaponry.

Speaking of weaponry, four different devastators are at your disposal. Power up the mighty blue "pinwheel" and you'll be flying freely for most of the adventure. The defense-oriented green shot had the most promise, as it unleashes sickles capable of eliminating any sort of projectile attack, but CC gives us little reason to play with a defensive game plan.

Look down at Stage 2's desecrated city to find a line of funny little beetles scampering down the road. The game gets more serious with its enemies later on.
Thursday, January 28, 2010
Addams Family
Ah, NEC and their wonderful properties. I didn't like the "classic" Addams Family television show, nor did I enjoy the "hit" movie NEC intended to cash in on here, so as you might imagine, I wasn't exactly dying to play this game. Still, I was a bit--and I really do mean a bit--interested in it because of the unusual direction the project ended up taking. Umbrella-wielding Tully Alford is hardly a dream hero, but as I fully expected to play as the "good-guy" Addamses, the unlikely protagonist was a pleasant surprise. And since some of my favorite games are ambitious side-scrolling adventures that shun the idea of level-by-level progression, I'm always interested in giving new ones a try. Indeed, exploring the hallways (and dungeons and caverns and torture chambers) of the Addamses' mansion can be quite enjoyable, as you never know what sorts of freaks you'll run into.
Tuesday, January 26, 2010
Bikkuriman World
Well, thank goodness things got better, a hell of a lot better, with Dragon's Curse. That's what I was thinking a few levels into Bikkuriman World--a very early PC Engine release, an aged, decrepit chip title that showed its revolting wrinkles at every "cartoonish" turn and starred a dopey-looking, poorly dressed Chubby Cherub wannabe.
Sunday, January 24, 2010
Shockman (Shubibinman 2)
Shubibinman 2 retains the charge-up method of attack featured in its predecessor but ditches swordplay in favor of MegaManish run-and-shoot action. Indeed, a Turbo title so prominently featuring the MM style (the resemblance goes beyond basic combat elements) is a novelty unto itself...










































