This game joined my collection as something of an afterthought. I was expecting it to be goofy and cartoony--not the sort of platformer that's usually up my alley.
This game joined my collection as something of an afterthought. I was expecting it to be goofy and cartoony--not the sort of platformer that's usually up my alley.
I don't think I've ever seen anything even remotely positive written about this into-the-screen dash-and-shoot game. After just a few minutes of playing it, I was ready to join the crowd and rip it for its many apparent flaws. The animation and Space Harrier-type field scrolling were choppy as hell, and huge doses of slowdown and flicker didn't help matters at all. The weaponry seemed inadequate, as I started off with nothing but a sword-swipe attack, and minor upgrades that allowed my blade to emit little projectiles didn't seem particularly helpful or impressive. Worst of all, the controls felt extremely shoddy.
But things turned around once I made adjustments to those unwieldy controls. Changing the "RUN" setting from "AUTO" to "KEY" on the title-screen menu (thus ensuring that the sprinting swordsman would hold still unless I was impelling him via the d-pad) made the game feel entirely different (and much better). On AUTO, my clumsy samurai fell from platforms, got stuck on poles, and bumped into bosses. KEY allowed me so much more control over the unfortunate hero. And following my discovery of manageable controls, other bright spots became evident.
The music holds up well throughout the game. I'm sure people have ripped on it and will continue to rip on it, but I'm convinced that if it were part of a different overall package, no one would have any issues with it. One effective boss tune actually reminds me of a fantastic Zelda II palace track. And the aesthetic pleasantness doesn't end there: while the graphics are indeed choppy, some of the distant backdrops are actually quite nice to look at, and the huge bosses are often impressive and compellingly bizarre in design.
You'll need those upgrades to contend with even the standard stage villains, whom you'll find yourself baiting into position before destroying or evading completely. The stages themselves are more than just flat pseudo-3D affairs. You'll have to make tricky speed runs and avoid numerous danger spots. Underworlds and warp zones provide alternative routes through some sections. Power-up locations are not always immediately evident. You'll need to get dialed in and learn the levels inside and out.
I waited, like, an eternity to get this game. I'd wanted to get my hands on Ray III ever since I saw some awesome-looking screenshots of it in EGM many years ago, but it just didn't happen for an extremely long time. During that lengthy period of Ray III-lessness, I played through Rayxanber II, which I found to be one of the coolest and most rewarding PC Engine shooters. So suffice it to say that I was amped up for the Ray III experience. Unfortunately, it didn't go the way I'd hoped it would.
Following years of negotiations with my shrewd cousin Zigfriedenov, I was finally able to acquire Renny Blaster at the mere cost of six billion truckloads of moneybags. And do you know what other title this elusive, super-expensive collector's "grail" ended up reminding me most of? That would be Fist of the North Star, the forty-cent black-and-white Gameboy fighting game. Renny is an action game and not a fighter; but like Fist, it features stick-figure characters, charge-up techniques masquerading as "special moves," and weak-feeling attacks.
Hawk is more of a, uh, "normal" shooter than Deep Blue (Pack-in Video's legendary underwater blaster and greatest hit). I'd say it loosely compares in feel to Aero Blasters, which is certainly normal (and very good at that). But Hawk doesn't look normal, as almost all of its sprites are extremely flat. Your craft is flat, your beams and projectiles are flat, your enemies are flat, and everything is pretty darn small at that.