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.
GAME REVIEWS
Friday, March 27, 2009
Champions Forever Boxing
Sunday, March 22, 2009
Sinistron (Violent Soldier)
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.
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.

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.
Bravoman
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.
Saturday, March 21, 2009
Detana TwinBee
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.
Sonic Spike
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.
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."








































