GAME REVIEWS

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.

Sonic Spike

~ SONIC SPIKE ~
IGS
HuCard
1990

This beach-volleyball game seemed utterly awful to me at first. The players, with overboard "beefcake" physiques and caricaturish facial features, looked absolutely ridiculous. The animation fared no better, and the music was NES-type garbage. There was too much "downtime," as I regularly found myself waiting around while the crowd cheered or the players switched sides or prepared to serve. And the gameplay sucked.

Well, as I spent more time with the chip, I gradually discovered that the gameplay isn't completely terrible. Elements of offense are actually handled pretty well: bumping, spiking, and serving all feel good once you get the hang of the controls, and it can be pretty exciting to nail a super-fast winner or serve up a crucial ace.



Defense, on the other hand, never feels all that great, as the action is too random. You can try to anticipate where an opponent's spike will end up, but blocking/returning said spike will ultimately prove to be a matter of luck. Instead of being able to rely on skill, I was relegated to "hoping for the best."

So after elements of offense redeemed the game to a degree, aspects of defense killed it all over again. Shame, but in truth, Sonic Spike doesn't have enough appealing ingredients to come off as a strong title anyway. If you really must play an old volleyball video game, go with the much better Kings of the Beach for the NES.


Pick your players (I like to go with Cindy for her "SLNM Spike"), and then face off against other "global superstars." My evil counterpart is apparently a "boss blocker."


Everyone is all smiles before a match begins.


One or two of the backdrops actually look pretty nice, while others are just odd.


Serving and other aspects of offense feel fine. It's too bad that the defensive elements don't follow suit.

Friday, March 20, 2009

God Panic

~ GOD PANIC ~
Teichiku
Super CD-ROM
1992

God Panic resides with Star Parodier in the PC Engine's niche of wacky/cartoony verticals, and the one you prefer might just come down to the kind of humor you enjoy in your "lighthearted" shooters. SP cleverly caricatures Soldier-series enemies while GP features a huge, weird-looking red guy with explosive farts. SP has bright, gorgeous snowfield and underwater levels while GP has you soar over an enormous bikini-clad sun bather.



Seriously though, GP actually does succeed with its nutty character designs. The fourth stage alone features the aforementioned crimson fart giant; pudgy pouncing guys whom you can knock to the turf; a mohawk-sporting, chain-wielding punk-rocker dude and his two oddball sidekicks; clones of your own character; a lunatic tanuki; and a fire-breathing dragon.



That's a solid boss parade, and even the normal enemy sprites are often large and appropriately off the wall in design.



The soundtrack is pretty good and presents rips of some famous rock numbers (like "Danger Zone"). Still, SP whips this game superficially, as the background graphics here are far from impressive. But GP holds up well enough with its aesthetics.



Its gameplay is where most of my concerns lie. The action is heavy on projectiles even though your hitbox is a little large for a bullet-heavy style of play. In fact, even the bullets themselves are huge, relatively speaking. (The developers seemed to have an idea that this would be a sloppy affair, as they decided to grant players an extendable life bar and allow play to resume right from the spot of death even after the use of a continue.) GP is still easy, though, as it suffers from the Cyber Core syndrome: it keeps you busy with lots of things to blast, and it hurls lots of crap at you, but somehow it still ends up lacking challenge. The weapons are lame for a shooter of this ilk, and the adventure is too short, with only five proper stages to play through. (If you're wondering what I mean by "proper," well, let's just say that there's a GNG-ish twist that a lot of people will not be amused by.)



Once you do reach the end (which will probably happen sooner rather than later), there's little incentive to take another trip through the game. You can set it to Hard to try to draw a little more life out of it, but then you end up with sped-up bullets hurtling towards your huge hitbox, which just makes the whole thing feel messy. If you stick with the default difficulty level to maintain a playable feel, you'll find that it's simply too easy to stay one step ahead of the game, regardless of the constant fire coming at you; and you'll discover that GP is a classic case of a title featuring a lot of good concepts that aren't executed particularly well. Take the last boss, for instance.



He's a gigantic vampire/monarch/pro-wrestling-champion bear dude, definitely neat in design, and he has five or six types of attacks at his disposal. Unfortunately, instead of utilizing his attack types randomly to keep you on your toes, he continues to use the same one over and over until you deal a certain amount of damage to him, provoking him to switch to the next. What should've been a great battle ends up a simple scrum, just like the fights that precede it.



GP certainly had the potential to be one of the PCE's true sleepers. It's still a decent shooter, boasting charismatic enemies, quality tunes, and consistent action. Honestly, though, based on screens I'd seen and reviews I'd read prior to purchasing it, along with the first few fun-filled moments I'd spent with it, I thought it'd be a bit better than it actually is. I ended up disappointed, but I have little doubt that there's an audience out there for it. Nonetheless, if it comes down to buying either this or Star Parodier for $5-10 more, SP is certainly the smart choice.