GAME REVIEWS

Thursday, June 18, 2009

Gensou Tairiku Auleria

Gensou Tairiku Auleria (or just Auleria to non-wapanese. If you call Dracula X "Chi no Rondo" instead of "Rondo of Blood" you're a wapanese and welcome to call Auleria by it's full title and then go stick a 7lb trout in your asshole you racially-confused retard)
Taito - 1993 - Japan
CD-ROM

Auleria is a side scrolling action RPG set in a victorian era/medieval fantasy world. You'll control multiple characters, explore many different lands, and watch some pretty cool cinema screens as you go through the quest. Fans of the Wonder Boy games, Castlevania II, Zelda II, etc, are the people I would say will enjoy this game the most (and also people with the best taste in games). I'm a huge action RPG fan, especially side-scrollers, so I really dug Auleria.

You start the game as a warrior who comes home to his village to find everything burned and destroyed and his woman (I presume) dead. All this is revealed in a cool opening cinema-- when you actually take control of your guy you'll be kneeling at the woman's grave. I couldn't really decipher much anything else from the story except that there's your usual purple and green demon boss guys, chicks with horns, and other 80s anime crap like that.

Action screens vary from countryside roads, swamps, forests, snow covered mountains and deserts to name a few, while dungeons are generally of the underground cave variety. There are also a few instances where you'll have to fight your way through a castle or mountain side to get to a boss.

There aren't any real levels (except dungeons)-- each chapter of the game is instead comprised of many different screens and is walled off from the previous chapter in some way so that you never have to backtrack to locations from earlier chapters. Each screen will scroll right to left, or left to right (there are a few where you go up and down, but they're only in dungeons or castles), and generally end with an option to go to 2-4 other screens. Screens will be either action stages or towns. You'll have to remember which options lead where, which isn't too hard once you get the layout of each chapter down. At first it's pretty confusing since everything is in Japanese, but what I did was just make a mental note of what the first japanese character of each screens name was, and then it was easy to get around. This is important because you'll be doing lots of backtracking and talking to people in towns during each chapter. Don't worry though, there's only about 5-8 people in each town and only like 2 towns per chapter so talking to everyone is SUPER quick.

The controls are a high point because everything is DEAD on-- movement is fast and responsive, although the collision detection is a little annoying sometimes. Button 1 makes you jump, and button 2 is attack. Holding button 2 will charge up your magic attack, which is different for each character (except the spear guy, he doesn't get any magic). Each of the characters have unique abilities, and switching between them is quick and easy. For example; the spear guy has really good range but is slower and can't jump worth crap, your main character is average with a cool fireball magic, and the girl you get is weak but has the best magic, so you have to decide which one is best for each part.

One of the coolest features, or possibly the coolest feature, of this game is leveling up. Two things are sweet about this; first of all your magic gets more powerful as you go up-- you'll start out with a puny fireball but by the time you're a pretty high level your fireball will dominate the screen. The second and COOLEST feature ever in an action RPG is that as you go up in levels, weaker enemies stop appearing! This makes all the backtracking between screens painless since you don't have to waste time fighting enemies that give you 1 experience point. Every time you level up enemies will give you less experience, until finally they just stop appearing. This makes it so you can't immediately max your characters out (like in Ys), and takes away the pointlessness of fighting for no reward. Seriously this one stroke of genius puts this game in top tier in my opinion. I can't believe this ingenius system hasn't been used in more games since it's so simple and obvious.

The graphics are pretty average at best. There are a couple really cool looking spots in the game, but for the most part you won't be impressed. Your characters and the enemies are fairly large, but the animation is choppy. The backgrounds don't feature any parallax scrolling and the color palatte seems rather limited, which is ridiculous on a system known for pumping out both sweet parallax and the best & most vibrant colors of the 16bit generation. These shortcomings don't detract from the game, but still I would have liked graphics that pushed the Duo a little harder since it was released in 1993 alongside other games that graphically destroyed anything the SNES had on offer.

I also started writing a walkthrough for the game back in the day to save people some needless backtracking but I never finished it because my Duo's memory got corrupted. I was probably 3/4 of the way through the game so someone might find it useful. Get the walkthrough here, mah jiggaz.

Genesis game that is better than this game rating- Wonder Boy V

Wednesday, June 17, 2009

Kyuukyoku Tiger

~ KYUUKYOKU TIGER ~
Taito
HuCard
1989

If you've played other stone-age vertical shooters, then you're probably familiar with the template used here. Fields, seas, and generic military bases make for backdrops as you blast up lots of tiny boats, tanks, and aircraft. Occasionally, a larger, tougher boat, tank, or aircraft shows up and fires bullets by the bunches. And in true Raiden style, the bosses really pour on the projectiles. Actually, Raiden does ever so little more to deviate from the prehistoric norms by eventually taking its battle to outer space. There are no interstellar odysseys to be experienced here... but there are plenty of small helicopters.



Surprisingly enough, Kyuukyoku Tiger is extremely enjoyable. Sure, like Raiden, it's laughably outdated thematically and visually, but it makes up for that with good action and exciting music. In fact, it ends up kicking Raiden's ass, though it sports similarly lame boss designs. Redundancy, too, plagues the end-of-level encounters. Behold:



But taking on these deadly double teams and avoiding the batches of bullets they send at you is a lot of fun, regardless of their simplistic shells.

You can bust 'em up with four different types of weapons, which might seem like a huge assortment when compared with Raiden's limited two-trick system but hardly comes off as impressive when contrasted with the deep gun supplies offered in PCE vertical stars Spriggan and Final Soldier. Still, wielding a powered-up red vulcan or blue Contra-type spreadshot is supremely enjoyable, as you can do serious damage all across the screen.



Building up to that mighty level of firepower can be an annoying process at times simply because the icons you need to snatch tend to drift towards the top of the playfield, leading you directly into harm's way. But such a minor gameplay flaw is easily negated by the otherwise fair, fast, consistent action. While some oldies allow you to snooze for stretches before abruptly sending out huge machines to raze your ass, Tiger keeps you active by filling the screen with lots of enemies and bullets without ever recruiting any sort of unfair entity to challenge you with. And while it ain't cheap, it certainly is exciting, and in some spots it might actually push you to your bullet-dodging limits.

Tuesday, June 16, 2009

Momotarou Katsugeki

~ MOMOTAROU KATSUGEKI ~
Hudson Soft
HuCard
1990

Katsugeki is commonly referred to as "the good one" when the PC Engine's Momotarou games are discussed. Of course, this has a lot to do with the others being primitive Japanese board games and RPGs that few have spent more than a couple of minutes with. (In actuality, Densetsu II and Densetsu Gaiden are pretty darn good.) But even independent of comparisons with its "inaccessible" siblings, Katsugeki seems to have earned widespread respect as a quality platformer.

That didn't exactly mean that the game would work for me, however. Cartoony platformers generally aren't my thing. I do love a few of them, including New Adventure Island with its urgent pacing and Son Son II with its exploration elements. But I've never been a fan of the adventures that proceed in leisurely fashion as one hops and bops along, picking up coins or what-have-you and contending with mindless little adversaries; the "intrinsic fun" of these titles usually eludes me. So I wasn't all that thrilled to find after a few seconds of play that Katsugeki seemed to be of this lackadaisical ilk.



But upon being given a chance, Katsugeki won me over by providing an enormously wide variety of obstacles and challenges. Flipping platforms, floating platforms, sliding hooks, mechanical crusher claws, spinning razor blades, plummeting stalactites, water spouts, lava geysers, ladder-climbing gauntlets, flesh-covered teeth pits, enemies that give you rides, enemies that hurl their heads at you, flame wielders, bomb droppers, swimming sections, animal-aided aerial fights... you really never know what you're going to have to deal with next in this game. Sure, none of those obstacles or ideas were brand new concepts when Hudson employed them for Katsugeki, but they're implemented so well here, with such frequent and seamless transitions from one to the next, that they seem very fresh and exciting.



Along with handling all that platforming stuff, you'll have to manage your inventory. You can earn money by killing creatures and spend that money in countryside shops, very similar to how commerce works in Keith Courage's overworld areas. Item names being displayed in hiragana will be a downer for some, but it doesn't take a whole lot of experimentation to figure out which ones happen to warp you back to town or restore health or provide special temporary attack powers. And the stores provide pictures of their wares, so you're never at a complete loss when making purchases.



Add in some attractive scenery (particularly the snow-stage backdrops) and catchy tunes and you end up with an addictive winner. But be warned! It's a little more expensive than the other buck-and-under Momo titles. Katsugeki might actually cost a lofty sum of, oh, four dollars or so. But the enjoyment it provides more than offsets the crippling damage it does to one's wallet.

Thursday, June 11, 2009

Ai Choaniki

~ AI CHOANIKI ~
NCS/Masaya
Super CD-ROM
1995

This is an atypical shooter, and I don't just mean in the most overt way. I'm sure everyone knows about Choaniki's bodybuilder element by this point, but if you're not acquainted with the series, take a look at this:



Now you've got the idea. But the thing here that will capture the serious shooter fan's attention is the control scheme. In order to pull off attacks that can dent the stronger enemies, you have to input Street Fighter-esque button combinations: back-forward-II, quarter-circle-II, and so on. Your bodybuilder flings stardust, deals spin-slaps, and blows enemies away with the devastating MEN'S BEAM. I didn't expect Ai to play very well, but performing the wacky techniques can feel pretty natural after just a short time, although few players ever reach a point where they're completely comfortable with the setup (pulling off a fighting-game move while you're flying around and dodging projectiles can prove to be a little tricky).



If the gameplay doesn't do it for you, the superficials probably will. In fact, this game has some of the most appealing visuals to be seen in a PC Engine shooter. You travel through typical environments like forests, oceans, and outer space, but they're jaw-droppingly beautiful here, and you get plenty of huge, well-drawn foes to deal with. And I won't even attempt to describe the music except by saying that it's eclectic and quite crazy (and definitely in a good way).



The disappointing thing about Ai is that it's incredibly easy. Once you have the moves down, you'll be smacking and stardusting your way right through the stages, and it takes only one look at any given boss (and its respective attack repertoire) to figure out exactly how to beat it. Also, there are only four stages to get through. Granted, all of them are split into sub-levels and contain multiple bosses, but they still constitute a very short trip.



And I guess the theme won't be for everyone, but you might be surprised at how much you end up enjoying the game. A buddy of mine was reluctant to purchase it, but when I finally persuaded him to and he powered it up, he yelled out "SEXY DYNAMITE!" within ten seconds and has been a big fan ever since. See, there's a euphoric feeling, a sense of both bewilderment and amusement, that goes along with experiencing Ai Choaniki's genius for the first time. This is a short, easy shooter, but if you'll be whipping it out every now and then to let friends experience the fun too, you'll find it to have pretty decent replay value. Otherwise, it'll probably be a one-day-and-out affair.

Wednesday, June 10, 2009

Choaniki

~ CHOANIKI ~
NCS/Masaya
Super CD-ROM
1992

Choaniki plays more like a traditional sidescrolling shooter than does its bizarre kinsman Ai Choaniki, and it doesn't have quite as much... uh, "homoerotic" stuff. But it does feature lots of oddball enemies and strange musical tracks (most of which are really good and will inevitably get stuck in your head, watch). Said enemies have an affinity for projectile attacks, so the screen tends to fill up quickly with bullets, making this title reminiscent of another NCS/Masaya shooter, Wings of Wor (although Choaniki never gets nearly as intense as that masterpiece). Still, while I wouldn't quite call the game easy, you'll be done with it in a day or two if you're a decent player.



The trip is made up of only five levels, but there are no fewer than twenty enormous bosses patrolling those levels. These weird, wacky giants frequently flood the playfield with bullets and are definitely the highlights of the Choaniki experience.



The action that will occupy your attention outside of boss fights is satisfying but formulaic. Basically, you'll face a wave or two of small fiends whom you can wipe out with your standard shots, and then you'll encounter a larger enemy or two whom you'll probably want to use your mighty "men's beam" on. The large guys usually drop "protein" power-ups; you'll pick those up and march onwards, repeating the process, occasionally finding a bald bodybuilder to serve as an option ship. There's plenty to shoot at and dodge, but the proceedings never really stray from this basic pattern. I remember my brother Duomitri talking about another shoot 'em up and saying it was "too linear"; at the time, I thought that was a ridiculous comment to be making about a shooter, but now, having played through Choaniki, I think I understand what he meant.



Ai Choaniki has better graphics, while this one has finer play mechanics and holds the slight musical edge. I get more of a kick out of Ai, but I'm more likely to play its predecessor on any given day. They're both good (if not quite great) and worth purchasing, though Choaniki can be a bit expensive. You may want to do some deal hunting before buying it.

Salamander

~ SALAMANDER ~
Konami
HuCard
1991

It's no secret that I'm not a big fan of most of Konami's space shooters--I was one of the few people disappointed with the ballyhooed Gradius II--but I actually love this one. It's fast and exciting (the majority of the others are neither), and it transitions from sidescrolling to vertical stages in seamless fashion, successfully incorporating variety lacking in its one-track-mind peers. It employs a nice, normal nab-the-icon-and-enjoy-the-upgrade power-up system (rather than Gradius' "innovative" bars-at-the-bottom nonsense) and fair checkpoints that let you come up with strategies to get by rather than simply requiring you to get lucky.



While some other players revel in the purported delights offered by the aforementioned Gradius II, I utilize that clunker as an object of comparison when extolling Salamander's many positive traits. Considering the conglomerate of orange balls and worms that are the predominant elements of G2's fiery first stage only makes the raging flames and fire hawks of Salamander's "BURNING CHAOS" level seem all the more impressive. Memories of G2's Stage 3, which has you methodically bust up crawling, crumbling crap chunks and evade pellet shots, serve to accentuate the awesomeness of Salamander's "ASTEROID HELL" area, which places you under extremely heavy enemy fire amid a veritable storm of stone.



While Gradius II's "thrilling" conclusion involves a "joke" boss that merely sits there as you batter it, Salamander's final stretch comprises a daring escape from the enemy base in the form of a tight, exciting speed run.



You duel with many of the same bosses in Salamander as you do during Gradius II's gauntlet stage, but here they actually go for the kill, and there's no goofy pharoah head to deal with. (Okay, so that fool isn't in Gradius II, but whatever.)



Salamander is a fairly short game at six levels, but I think that's a good thing. Gradius II is long and slow, and as a result, I feel like I'm being hit over the head with its antiquity, as its many levels employ one tired concept after another. Salamander is brief and exciting, and at no point do I even consider that the game is rather archaic visually. I just have a blast with it.



And no matter how many times you've heard it and how many lesser games it's appeared in, the Salamander boss music will always rule. Always.