I know I pull the "too easy" card a lot when I review shooters. And when I do it, I bet I sound like a no-life-having, Sinistron-loving snot (which, of course, is exactly what I am). But I feel entirely justified in labeling the Star Parodier default-settings experience too easy. The very first time I played the game, I accumulated a stock of twenty-four lives before some bum finally managed to kill me. The second time I played the game, I finished with a surplus total of thirty-three. That's just ridiculous.
GAME REVIEWS
Friday, March 13, 2009
Star Parodier
Thursday, March 12, 2009
Psychic Storm
I wouldn't objectively rate this vertical shooter as being anything better than "decent," but I still play it fairly frequently, mainly for its quality soundtrack. There's plenty of variety in the music here: the ocean planet theme waltzes along in ominous fashion while the "Stage X" track is extremely upbeat and inspirational and has one hell of a hook. Beyond the tunes, the game is a mixed bag.
Victory Run
I bought this driving game way back in 1989, but it wasn't until many years later that I finally managed to beat it. I didn't play it much when I was a kid because it was pretty difficult for me back then, and I didn't play it at all for a number of years because it just didn't seem like a very good game. When I finally gave it another go as a skilled and determined (and extremely geeky) adult, I not only beat it but also enjoyed it.
Practice is necessary to take a firm grip on the clunky Victory Run vehicle. Of no help at all are the other drivers, who are collision-happy bastards, and the patches of crap that are littered about most of the tracks. Making matters even more difficult is the fact that your car slows down (and loses valuable extra seconds) during the final straightaway in each stage in order to "check in" at the finish line, an element of the proceedings that immediately seemed silly and objectionable to me. There are very few tunes to accompany the initially unenjoyable racing, and the first few levels are visually dull and redundant.
Frankly, I'm probably being a little too positive here. The appealing strategy-related aspects of the affair and the late-stage visual heroics don't offset the fact that the actual driving calls for some grueling practice sessions. Still, if you dismiss (or have already dismissed) the game due to early-level boredom (as I once did), I recommend giving it another shot at some point because of the fun that can ultimately be had with it.
Wednesday, March 11, 2009
Son Son II
Son Son II's soundtrack caught my attention immediately; it definitely ranks among the catchiest in the PCE library. I was truly surprised by just how awesome the melodies are, as cartoony platformers of SS2's ilk usually feature merry little jingles that just aren't my thing. The first stage's theme is pleasant enough, but then comes Stage 2 with a fantastic hook, Stage 4 with a wonderful bass-heavy number, and the final board with a fast-paced classic that had me pumped for the entire last stretch.
The bright, colorful graphics also pull their weight. They reminded me a bit of Tiger Road's at first, but with emphasis on vibrancy rather than grittiness. In fact, early on I was concerned that the whole affair would come off as just too darn "happy," but the areas are so visually appealing that it's practically impossible not to enjoy them, from Stage 4's snow land and Stage 5's orange skies to Stage 6's cloud castles and Stage 7's grand fortress.
And at the end of it all, you'll feel awfully good, as this is a very tough game. It's also one of the greatest HuCards ever made.
Bloody Wolf
Amidst comparisons to Contra, Last Alert, and the like, Bloody Wolf has seen its essence grow increasingly obscured over the years. Stone-faced scribes have shrouded the game’s true nature with flimflam-filled articles detailing the “solid action” and “cool graphics” that it flaunts. We must assume that these apocryphal assessments resulted either out of ignorance or an unwillingness to accept the adventure for what it is--which, of course, is an examination of the romances of chivalry.
Believe it. Bloody Wolf, an apparent overhead shooting game, pays homage to heroes who cherished only their reputations for magnanimity over their talent with weaponry. Admonishing those who tread down dishonorable paths, slaying giants in the names of the damsels they adore, and generally transforming wrongs into rights were the duties of these chivalrous warriors, all of which they went about while unleashing the most noble and eloquent of speeches, never to be forgotten by those who were privy to their beautiful melodies.
Select your knight errant from two soldiers reminiscent of Rambo. The fellow who goes unchosen will not be left out of this history entirely--he will merely be relegated to the role of squire. Our brave knight won’t quest for the sake of a lady--rather, the apple of his eye will be the beloved president of our country. He'll come equipped with the requisite stilted lines of dialogue, however, the delivering of which he undoubtedly practiced for hours in front of a mirror before nobly setting off on his mission.
Have you ever had the honor of hearing such mellifluous brilliance as the poetry our hero delivers upon acquiring a healing item?
MEDICINE. THE PAIN IS GONE.
THE PRESIDENT IS IN THE ENEMY CAMP. HE IS A TROUBLEMAKER.
Perhaps we’d do better to take a listen to our hero’s eloquence while he's in the midst of battle, when he feels at home and in his element. Perhaps the perfect instance would be when he encounters his knife-wielding rival in a dense, foreboding jungle:
Knife Guy: HA. I’LL SLICE YOU TO RIBBONS.
Our Hero: A-HA.
Knife Guy: WOWWWWW...
WATCH OUT FOR BRIDGES.
Goofiness isn't confined to the charming dialogue; there are plenty of chuckles to be had when action is actually taking place. Let’s say that you nail an advancing soldier with a machine-gun shot right to the stomach--watch as blood pours out of his abdomen and he writhes in pain. Pretty cool, eh? Now, let’s say that you decide to annihilate your next foe with the toss of a grenade. Watch as your enemy rises up into the air, spinning all the while, and goes flying off the screen--perhaps the goofiest darn death sequence since similar misadventures took place in Last Battle.
And now we’re arriving at the essence of Bloody Wolf. Sure, it’s an intense study of chivalry and the heroes who subscribed to those ideals. Even more importantly, though, it represents the unholy alliance of Last Alert and a multitude of the silliest kitsch classics ever released.
Well, if you’re going to get any enjoyment out of this adventure, you’d best be of the ilk that finds amusement in such classics, as Bloody Wolf struggles a bit with its fundamentals. Gameplay-wise, it doesn't fare well in comparison with the similar (and much deeper) Last Alert. It lacks LA's varied mission objectives; instead, it delivers fairly straightforward run-and-kill stuff along with occasional hostage-rescue missions. Its control scheme is rather cumbersome (you can make use of two different weapons at once, but the second is triggered via the Run button) and doesn't feel as refined as LA's (forget about strafing). And your knight errant's adventure comes to an end much more quickly than Guy Kazama's does.
BW's cast of enemies also fails to impress; these certainly are not the kinds of villains that an aspiring knight errant could make history doing battle with. There is an unlimited quantity of dull-witted soldiers to destroy, most of whom appear in generic green garb and offer so little in the way of challenge that you might as well be dueling with windmills. These cretins are often accompanied by troops of red and blue varieties--the red fellas are a bit quicker than the greens, while the blue guys make use of spread guns. Prepare to run into these three types of adversaries quite often. Sure, to break up the monotony, you’ll be allowed to battle “armored” soldiers who can be defeated only if you attack them with certain types of weapons, but this remains a crew that falls far short of being exemplary.
Speaking of the boss encounters, you’ll spar with helicopters, tanks, and other assorted giants as you attempt to prove your valor.
Defeat him and you’ll have the privilege of witnessing one of the goofiest sequences in action-gaming history. With the president by your side, you’ll have to make a mad dash past dozens of enemy troops to reach the point where your rescue ‘copter is waiting. So off you go, wary but confident, when you suddenly remember that you still can only make use of your knife. As you hack and slash your way through fools who somehow can’t seem to kill you even with all their fancy spread guns and grenades, the president waddles along behind you, hands still bound (you’d think that while your knight is making so much use of his knife, he’d bother to cut the president loose). Not only will all those villains most likely fail in their attempts to stop you, but not one of them will actually think to grab the helpless president as he huffs and puffs his way to freedom.
You see, when you finally do reach the helicopter, a soldier jumps out and tells you that there is room on board for only one more passenger.
But no, it wouldn’t be proper for a knight errant to force his president to take a trip in discomfort. So the hero stays behind and gets captured by the enemy troops, who finally manage to catch up to him.
Here’s where the fellow whom you didn’t choose to play as enters the picture. As Sancho Panza would for Don Quixote, your squire comes running to the rescue. For most of what remains of the adventure, you’ll play as the “other fellow,” who raids the enemy headquarters in an effort to rescue our beloved knight errant. You’ll reassume your role as the true hero when the time comes for the final battle--and what an incredible battle it is!
Being a poor man’s Last Alert is nothing to be ashamed of. But even when considering Bloody Wolf’s own distinct merits, I feel that it has been overrated in the past. This is not a great game. Still, you’ll complete the adventure with a feeling of accomplishment and a smile on your face (as the ending sequence actually contains a good dose of effective intentional humor). Certainly, most knights errant would be content to retire in such a state.
Tuesday, March 10, 2009
Wonderboy in Monsterland (Bikkuriman World)
HuCard

The second game in an extremely confusing series, this is the only entry of all the titles ported to the Turbo that didn’t get an official US release. Despite this, an independent party released a translation at some point so the game is playable in full English if you’ve got a flash cart.


As if this all wasn’t enough, Monsterland also happens to be the very first game ever released for the console and sure did a lot to pave the way for many more arcade-accurate ports down the road. Wonderboy in Monsterland saw an almost pixel-perfect port to the home system, and if it wasn’t for the changing of a few bosses due to licensing issues with SEGA, I’d say it’d rank in the top 3 arcades ports in the vast Duo library. But Monsterland’s blessing is also it’s Achilles' heel.


One of the cooler looking bosses, despite being stupidly easy.


The late ‘80s were a transition time for video games-- 16-bit graphics were new on the scene, but the gameplay remained strictly 8-bit. Monsterland is a perfect specimen from this era. Aesthetics are primitive by an 16-bit standard, but still better than anything an 8-bit system could crank out, with shading much too deep for a paltry 16-color pallete. The music in Monsterland ranges from average to excellent. Two tunes here will be very familiar for anyone who’s played the fourth game in the series (Dragon’s Curse). Most of the stuff is really good, but there is one song in particular that can be a little grating.



Fans of Dragon's Curse might be thinking this looks a little familiar....


You probably already know how this battle ends.




















































