This is a really interesting little game and a bit of a sleeper. In the spirit of Cyber Knight, it begins by having you utilize menus (the main commands of which are in English) to travel via starship to different worlds and solar systems. You'll encounter plenty of strange beings--some friendly, some adversarial--during your voyages.
GAME REVIEWS
Friday, April 10, 2009
Spiral Wave
Gradius II
I'd heard lots of great things about Gradius II before I purchased it. Back then, it was relatively expensive and hard to come by, so I had to wait a while to nab my own copy, and I grew more and more eager to play it as time went by. Right before I finally got it, I'd beaten and loved Parodius, so at that point in time I was totally psyched for more Gradius-style action.
I ended up disappointed. There are lots of 16-bit sidescrolling shooters that are more intense and have better visuals, and very little of this fairly antiquated game seemed fresh to me. Cartoony Parodius boasts not only more personality than G2 but also more action. But at least the CD renditions of familiar Gradius tunes are absolutely wonderful (fans of the series will adore them), and while the bitter taste from that initial experience still lingers, every time I replay the game I like it more than I expect to, as it really isn't terrible.
I could gripe about the lousy checkpoints, the options thieves (who sometimes appear during boss fights--argh!), the unimpressive weaponry, the horrible slowdown, the poor collision detection, and the absurdly redundant "shoot the core" bosses, but Gradius fans already know about all of that stuff and are accepting of it. What bugged me the most was the lack of freshness, which might just be what'll make G2 paradise for the aforementioned fans. In any event, let's take a look at each stage in turn:


Stage 1 - The money level--the one everyone knows about thanks to its huge "fire planets" and flame serpents. It scores points for cool looks and cool concepts, but there's pretty much nothing going on action-wise. That's fine for a first stage but not so much for a money level.

Stage 2 - You get web-like crap to shoot through and hopping spider-like things to kill as you make your way through a drab gray level. This stage has one of the few tunes that I dislike in the game.

Stage 3 - How many shooters have you seen by now with a level where you have to break apart chunks of rock/ice/crystal?

Stage 4 - The usual Gradius forestial "bytopia" with the usual cannons, little guys, and volcanic debris to deal with.

Stage 5 - Moai head time. Seen these guys before? It's still pretty intense stuff, and the Moai music sounds GREAT here, very chilling.


Stage 6 - Ruins with pillars that break from their foundations and shoot vertically across the screen. This stage wasn't in the arcade game. It's pretty lackluster, but the statue-like things that hop towards you are quite cool.

Stage 7 - Maze level. I much prefer high-speed reflex-based scenes like the Aero Blasters speed tunnels to crap like this that basically has you crash, learn, and proceed.


Stage 8 - Boss gauntlet. Great rendition of a familiar tune. You've seen most if not all of these bosses elsewhere by now.
Cotton
A number of years had passed since I'd last played through Cotton when I decided to revisit it for this review, and I was able to recall pretty much nothing about it. That wasn't a particularly positive sign, but at least everything seemed fresh as I made my way through it once again.
Thursday, April 9, 2009
Toy Shop Boys
The draw in this vert is that players "get to" control a party of three flying guys. Each dope wields unique weaponry (normal bullets, homing boomerangs, or a spinning laser blade good for swatting away projectiles). You change the "leader" of the group to switch weapons; the other two clowns just flank the shooter and essentially act as defense-only options. For all that, TSB basically plays like any other shooter that lets you change weapons with the push of a button. It counts on its multi-goof system to be its hook, but there really isn't that much strategy involved or many on-the-fly changes to be made.
You'll have to deal with a decent number of small toy-themed enemies, but the action never really becomes intense. Although the weapons you're granted are underwhelming, you'll probably cruise right through the levels. The boss battles, on the other hand, may require some practice, which is good...
...but the checkpoints can be downright stupid. Die and you'll be back to square one with your weaponry and dropped down to slow-as-shit speed, and since your adversaries usually won't accommodate you with a sufficient supply of power-ups right away, making progress following but a single setback can be an unduly frustrating process.
It's hard to recommend Toy Shop Boys when the system has so many better verts, even if we count only the HuCard-based options. While there's nothing terribly wrong with its fundamental gameplay, the chip comes off as a weak product overall with drab graphics, annoying checkpoints, and a calling card that wasn't built on adequately. And those three kids look really dumb as they're flying around.
S.C.I.
After Chase H.Q. had become an unlikely favorite of mine, I wasn't expecting much in the way of surprises from its successor. I figured S.C.I. was pretty much a sure thing, a followup that would give me more of the same chasing-down-the-scoundrels fun I'd gotten out of H.Q., but with a gun thrown in for good measure.
However, the addition of ammunition necessitated a reconfiguration of the controls, resulting in a scheme I've never been able to get completely comfortable with. This already-grim situation is in no way improved by the importance placed on precision driving, as deviating from the course even momentarily often has consequences graver than the traditional crash-and-recover driving game waiting sequence. You may end up falling from a cliffside route or plummeting into the sea or a sub-highway abyss. Even if you can cope with the new control arrangement and stay true to the trail, you'll have to worry about the belligerent drivers who share the road with you, as they have a nasty knack for sending your apparently light-as-a-feather machine flying with the slightest nudge. And if they aren't irritating you through aggression, they'll strike via passivity, as they sometimes set themselves up as roadblocks.
What the gun element does (to the delight of those who struggle with Chase H.Q., I imagine) is make it quite easy to obliterate the crooks' cars--that is, of course, if you can avoid taking a fall and remain on their tails. H.Q.'s pursue-and-pound system is simple and exciting; S.C.I.'s chase-and-shoot action typically feels either too easy (while you're carelessly blasting away and watching the bad guys' damage meter fill rapidly) or too frustrating (when the bums get away after you've been knocked off the road, leaving you to play catchup).
S.C.I. isn't a bad game, but it isn't always an enjoyable one either. Frankly, even though S.C.I. has better graphics, I prefer Pack-in Video's similar Knight Rider Special.


Pre-stage screens provide information on what's to come. "HILL" must be the secret codeword for "bus."

In some spots, a helicopter will drop off the limited-use rocket launcher, which allows you to deal even greater damage to your foes.

















































