GAME REVIEWS

Friday, March 27, 2009

Yawara

~ YAWARA! ~
SOFIX / Hudson Soft
Super CD-ROM
1992

This is a terribly bland digital comic in which you play a goofy journalist who hunts for scoops and scandals with his clumsy sidekick (a chubby cameraman) and takes an interest in the eponymous judo girl. The premise is uninspiring, and the plot is largely uneventful. Long stretches are spent on chatter-sessions, with the myriad newsroom meetings leaving me dozing every time.


Events intended to liven up the proceedings, including the many judo bouts, typically fall flat.



It doesn't help that the characters aren't particularly likable. The protagonist has wide owl eyes that make him look rather freaky, and he regularly finds himself on the receiving end of drubbings. Now, the hero in the far-superior 3x3 Eyes also gets tossed around like a rag doll, but that guy has to deal with frightfully fucked-up situations involving formidably fucked-up adversaries. The bum here suffers his defeats at the hands of other nerds, some of whom revel in hurling him off buses and into garbage cans.


But he's certainly not alone among the game's "stars" when it comes to making an unfavorable impression. Even Yawara herself isn't particularly cute or interesting.



While the plot and cast leave a lot to be desired, not every aspect of the comic comes off poorly. The graphics aren't very colorful, but the shades that are utilized are nice and bright, making the game easy on the eyes. The music also isn't completely awful. But these somewhat-decent aesthetic elements aren't enough to make up for the boring story and repulsive characters.



The game is very accessible, however. There are no Game Overs, no quizzes, and no first-person maze sequences. You typically don't even have a choice as to what course of action the protagonist will take; you simply click the given commands and proceed through the scripted events. This accessibility would seem to make the game ideal for those who are new to digital comics, but I'm afraid that Yawara! is so uninteresting that it'll turn newcomers off from the genre for good.

Champions Forever Boxing

~ CHAMPIONS FOREVER BOXING ~
Distinctive Software / NEC
HuCard
1991

My early impressions of this one weren't at all positive. The famous/infamous "hip hop" title-screen music disappointed me, as I found its "beats" technically unimpressive and the accompanying Fighting Street-quality voices unamusing. And then there was the horrid in-fight animation. Isn't boxing supposed to be the "sweet science"? There's nothing graceful about these plodders, and their blows seem extremely weak.



But once I got going in the career mode, I started to appreciate Champions for its gameplay style. It ain't about button mashing (though two-player battles can degenerate into back-and-forth bludgeon fests). It's about taking your time; utilizing your jab during a match's early stages to whittle away your opponent's stamina while powering up your blows of choice; and breaking out your power punches later on, when your foe has been sufficiently bloodied up. Most boxing games, especially older ones, take after the brief, action-packed slugfests of Rocky III, but Champions embraces the epic, go-the-distance style of the first Rocky.



It's a nice departure from the boxing-game button-smashing norm, but it's very methodical, and it won't make for nearly as good a test of your hand-eye coordination as Mike Tyson's Punch-out would. In fact, it's ridiculously easy unless you play foolishly. I didn't lose a single round in the fifteen-match career mode, let alone a whole fight.



And if anything, Champions is too averse to the unpredictable. I wish that it allowed for the possibility of solid, well-placed hits wiping out a fighter's vitality in the blink of an eye--the sort of random killer blows that are occasionally delivered in Andre Panza Kick Boxing. Devastating, tide-turning shots do happen in real-life boxing, after all. Champions' matches are very long and very easy; even the slightest chance that the computerized opposition could turn the tables on me with one huge punch would at least keep me on my toes and make things a bit more interesting. As it is, knockdowns are the results of systematic pummeling, which gets boring after a while.


Also problematic is the limited roster of fighters. Sure, it's nice that "real legends" are included, but I get sick of fighting the same five dudes over and over again in career mode, and it doesn't help that every match unfolds in pretty much the same way regardless of who your opponent is. Not once have I needed to alter my approach. The lack of variety makes me yearn for the good old days of Soda Popinski, King Hippo, and Mr. Sandman.

Sunday, March 22, 2009

Sinistron (Violent Soldier)

~ SINISTRON ~
(JPN: VIOLENT SOLDIER)
IGS
HuCard
1991 (JPN: 1990)

This is actually my second-favorite chip game. When I was a kid, the possibility that it would one day hold that status never crossed my mind. I was only about twelve when I first played it; and as I hadn't developed any shooter skills at all yet, it CRUSHED me over and over and over again. I would get through the first three levels just fine, but then the fourth-stage asteroid field would absolutely murder me. Yet I still loved the game, and I kept trying... and dying... and trying... and dying.

It wasn't until years after I'd purchased the chip that I was good enough to beat that board. And once I did beat it, I kept on playing until I cleared the whole damn thing. To this day, I consider it the gaming accomplishment I'm most proud of.

I don't struggle with those asteroids as much as I used to, but I still find the final stretch of the game to be extremely tough. In fact, I consider this title more difficult than the infamous Rayxanber II. Sinistron starts off easy but becomes completely insane later on. And we're not just talking R-Type-esque difficulty; you can't merely memorize things and proceed. You'll certainly have to do some strategizing, but your reflexes are what will ultimately save you. You'll have to face lots of late-stage enemies who shoot lots of fast projectiles, and if you aren't playing at the top of your game, you'll be promptly obliterated--even if you know the layouts of the levels like the back of your hand. And right before the final fight, you'll have to beat the bosses from the first two stages again--but they're about a BILLION times harder the second time around. Figuring out how to annihilate them for good requires perseverance and thought, but the process is extremely enjoyable.

The entire game is enjoyable, in fact.


The Stage 1 base essentially acts as a warm-up area. Sit back and enjoy the multilayer scrolling and energizing music as you come into contact for the first time with the opposing army, which is made up of an interesting blend of mechanical troops and organic terrors.


Stage 2 is one of the more appealing levels visually (a flashing gas storm acts as the backdrop). It's amazing that the large cruiser vessels can fire off so many bullets and lasers yet pose almost no threat at all, but the intense music keeps the excitement level high.


Gorgeous yet foreboding melodies welcome you to Stage 3's creepy bug lair. Bring hanging creatures down on your fluttering foes while fending off gigantic worms and mushroom-headed abominations.


Cunning alone won't get you through Stage 4's infamous asteroid gauntlet. You'll need a great deal of skill to dodge the many stones and bullets--and having the blue energy weapon in tow won't hurt either.


The devious maze of Stage 5 houses large, fast missile-firing craft, but the biggest threats are the mischievous little drones.


The organic warzone of the final stage has you navigate some very tight, very crowded corridors.

Some of these levels are quite easy while others are hard as hell, but all of them are fun to play through. The ship's steel jaws (which can be opened to enable wide-range firepower at the cost of frontal defense) are an effective novelty and probably the most distinct aspect of the game. And I appreciate the option presented upon continuing to start from the beginning of a level rather than the checkpoint (once you've reached it). Going back to the start might not sound like an appealing option, but it definitely comes in handy at points (in one level in particular), and I can think of some other shooter stages that would've benefited from this feature (Stage 7 of R-Type being the most obvious example). The only downer here is that the "ending" is pretty horrible (although the tune that accompanies it is fantastic--as are all the other tunes).

Yeah, I gush over this game, but I recommend it only if you are willing to put in some practice and won't be put off by repeated deaths. It is HARD. You've been warned. And when you get through it--if you get through it--try its Japanese counterpart, Violent Soldier, which differs from it in more than just name.




Being that I've loved Sinistron since I was a kid, discovering the various ways that the original differs from it was a real treat for me. Some of the differences involve the graphics and audio; I won't document them all here because, if you're a fan like I am, you'll have fun noticing them for yourself when you play the game. But the perceptive player may spot a few interesting ones in this screen alone:



What I will comment on are some of the differences in the actual action that (can possibly) affect the level of challenge.


You know these fellas: the first-stage mini-bosses who float around in circles synchronistically and never, ever pose any sort of threat to your ship in Sinistron. Their approach is different (not quite as simplistic) in Violent Soldier. Not that they're at all hard in VS, but you've gotta wonder why they were rendered helpless in Sinistron. This appears to be an instance of unnecessary "dumbing down."


The fourth-stage asteroid field is much, MUCH different from what we get in Sinistron. Many of the asteroid formations here will be unfamiliar even to Sinistron veterans. In fact, the entire second half of the stage is completely different. And at first, VS's field seems a lot tougher: there are spots where asteroids come at you from every which way and instances when you'll run up against veritable walls of rock that span the screen. But after I came up with a plan, which didn't take long, I didn't have much trouble. In fact, while Sinistron's field doesn't require as much thoughtful planning, it does seem to demand more in the way of reflexes. In VS, I was able to deal with the parts where asteroids come from all over simply by knowing which rock to blast and where to have my ship positioned a second later. Heck, just remembering that the big blue "charger" rocks won't hurl themselves at you if you don't bother them makes a few spots quite easy to deal with after they initially seem daunting. Also, in Sinistron, when I die past the checkpoint, I find myself with little recourse but to continue from the start of the level to reacquire the all-important blue energy weapon. You don't need to do that here, as VS hands you a power-up pod containing said energy weapon following the checkpoint, and another gun works just fine anyway.


The sixth stage is much more challenging in Violent Soldier than it is in Sinistron (where it is also very hard). These small green bums prove to be extremely dangerous enemies, as they emit projectiles that spread in circular patterns all over the screen, allowing you no quarter as you near the game's conclusion.

Bravoman

~ BRAVOMAN ~
Namco / NEC
HuCard
1990

Upon giving Bravoman a few quick tries when I first acquired it, I found it to be a fairly routine and innocuous beat 'em up with one interesting element in its hero's ability to stretch his limbs to ridiculously extreme lengths. I decided that it really didn't deserve its bad reputation, as it seemed to make for a goofy-but-enjoyable romp. Having actually experienced the adventure in full since I formulated those early opinions, I now know the truth of the matter, and I wonder what the hell I was thinking in the first place. This game is bloody awful.



Most of the enjoyment to be had here comes from beating up on Bravo's allies and reading the resulting talk-bubble bits.



Additional chuckles are to be had when the bosses make "scary" threats.



The one technical merit the game has going for it is parallax scrolling. Sadly, the same few backgrounds are employed ad nauseam as you "stretch fight" your way through an absurdly high number of levels. The enemy sprites are dirty, ugly, and oddly diminutive. Bravoman comes off as a stinker of a "superhero" as he bullies around tiny tanks, dwarfish ninjas, and other such munchkins who stand barely one-half his height.



Not content with mere multilayer backgrounds as their trump card, the Bravoman design team tried to go the extra mile by tossing sidescrolling shooter levels into the mix. Unfortunately, Bravo's hitbox is huge, the controls feel clunky, and all of the strips look the same.



In fact, repetition is what ultimately deals the deathblow to Bravoman. It may seem like an acceptable game early on because of its amusing cheesiness and parallax-graced backdrops, but eventually the experience becomes sickening, as one continually comes across redundant visual elements and perennially endures the hero's infamous, irrepressible shouts of "Bravo!" And as all of the recycling occurs, the bosses become more aggressive and the stages themselves become more mazelike and restrictive, making the inadequacy of the controls not only evident but also unforgivable.

Saturday, March 21, 2009

Detana TwinBee

~ DETANA!! TWINBEE ~
Konami
HuCard
1992

I think of TwinBee as one of those games that make people like them a little more than they really deserve to be liked. It's a cutesy vertical shooter that reminds me of Cyber Core gameplay-wise (both titles allow one to blast through airborne adversaries while simultaneously bombarding terrain-based nuisances), but CC moves along at a faster pace and keeps the player much busier.



TB's "pelt-a-bell" power-up system (blast an uncovered instrument to effect a change in the weaponry that can be acquired from it) is inconvenient and yields weapons that are nothing special. Its music is completely inoffensive but forgettable and is often drowned out by the sound effects, which are decent but not noteworthy aside from the impressive ones used for explosions. Personality is essential for a cute 'em up, and this game has it, but not nearly as much of it as true stalwarts of the subgenre like Parodius have. It's short and quite easy. And while its bosses are cool enough in appearance, you shouldn't anticipate any thrilling confrontations.



All of that being said, the game does look very nice, though not necessarily in a technically impressive way. The color choices are impeccable, and some of the background concepts are extremely interesting. I particularly like the wavy green clouds in Stage 6 and the pretty pink mountains overrun by streams and waterfalls in Stage 5.


Considering TwinBee's focus and merits, I'd say it's more suitable for a casual player than for a hard-core shooter fan. Still, it's good enough to be worth the low cost for anyone. It's true that for most of the time I'm playing TB, my thoughts are elsewhere, with my attention only occasionally recaptured for moments when I think, "This is a nice-looking part." But having such a game to play every now and then really isn't such a bad thing.