It'd been a while since I'd last played this highly sought-after vert. Every now and then, I'd take it off my game shelf and toss it around my house just for the hell of it, but today I remembered that it's an excellent shooter and that throwing discs around is the act of a madman. So I played it and reacquainted myself with its awesome action and visuals.
GAME REVIEWS
Wednesday, April 15, 2009
Ginga Fukei Densetsu Sapphire
Tuesday, April 14, 2009
Chiki Chiki Boys
Chiki makes for some good, clean platforming fun, but it's the sort of CD game that seems like it could've just as easily been done on HuCard. It plays kind of like a linear, simplistic Dynastic Hero, and it's ridiculously easy (to the extent that it makes breezy Schbibin Man 3 seem as brutally difficult as Gaiares). I completed it on my very first try and never actually felt threatened at any point. There are some good ideas here as far as level and enemy designs go (you'll travel through cloudy combat zones via sliding rope hooks, face Deep Blue-esque shoals of hard-charging sea creatures, bash through brittle doors of sunken-ship cabins, and rush from a crumbling tower while beasts plummet to their doom all around you), but I breezed through the game so quickly and effortlessly that I didn't really come to appreciate any of them, and I wasn't eager to do a repeat run afterwards. The good news? The music during the end credits is very nice.


Chiki features stages that are quite bright and colorful, and it gives you some interesting locations to explore.


There's a good bit of variety in the gameplay, as some stages have you fly or swim instead of doing the usual dash-and-leap stuff.


Some of the bosses are neat in concept, but they're all feeble in battle. The entire adventure comprises a single path of little resistance.

On the off chance that they do spot you, remember that they're more scared of you than you are of them.
Super Air Zonk (CD Denjin)
I knew when I acquired this game that just about everyone considers it to be much worse than the original Air Zonk, so I was prepared for something inferior to the awesome chip shooter, but what really came as a shock was the drastic decline in graphical quality. AZ looks a hell of a lot better than its successor, which can boast of only one brief stretch of backdrop (featured in its sixth stage) that's even remotely impressive visually; the rest of its strips are incredibly flat and not even very colorful. The game flops when it comes to audible elements as well: the soundtrack is awful at times, and even during its best moments, it can't touch its predecessor's sweetest melodies. And the action just kind of lollygags along, as there's plenty of dead space. Don't be surprised if you one-credit this the very first time you play it, with plenty of lives to spare.
It's a shame that the graphics, music, and action took such hits, as some really good ideas went into the design of the game. The new charge attack, which surrounds your avatar with a ring of bombs, is quite handy and enjoyable to use. Chums come under attack and make funny pleas for help before teaming up with you, and they perform admirably in the stages they appear in. Abilities can be developed via a new "level-up" system, and collecting smileys is a blast (as always). A couple of tunes (particularly the TV Stage theme) are indeed nice, and the game actually seems a little less sloppy than Air Zonk (partly because you can really get into a rhythm with your charge attack... but also because there usually isn't all that much onscreen that actually threatens to hit you).
The bad stuff is more obvious off the bat, and I didn't like the game at all initially, but it grew on me a little thanks to its positive aspects. I still consider Air Zonk a much better game, of course, as will most other players. And this probably isn't something you want to spend big bucks on, so go with the JPN version unless you absolutely must have every US release that's out there.


The game feels way too laid back for a shooter, and while not all of its backdrops are unattractive, most of them are disappointingly flat and simplistic.

There's actually a lot going on in the Stage 6 background. Unfortunately, the activity isn't evident in this screenshot, and there's still hardly anything happening in the foreground, which is kind of the important part.

Mmhuh. Statues are nice and all, but this guy would probably be even more "revered" if he had put together a respectable army. He certainly doesn't intimidate anyone on his own...


You can still team up with buddies to evolve into cool new forms, and mini-Zonk makes his triumphant return.

While most of the bosses here are tame compared to Air Zonk's cool, crazy giants, some of 'em can hold their own.
Sunday, April 12, 2009
Shape Shifter
What first made Shape Shifter so alluring to me back in '92 were its apparent similarities, visually and conceptually, to The Legendary Axe, one of my favorite TG-16 titles. Screenshots showed a barbarian fellow wielding a battle axe as he fought off giant spiders and the like in forests and caverns. I figured SS would take the excellent basics of LA and place them in a Simon's Quest-type adventure setting. I was right in my assessment, and the quest lived up to my expectations.
(If you find yourself struggling with any aspect of the quest, you can refer to the walkthrough I wrote.)





















































