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.
GAME REVIEWS
Wednesday, June 10, 2009
Choaniki
Salamander
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.
Tuesday, June 9, 2009
Power Golf
I don't like golf at all, but I've enjoyed a couple of golf video games. My friends and I spent quite a bit of time with PGA Tour for the PC way back in the day, and I love Fine Shot Golf (one of the three games that Human Sports Festival comprises). So I was perfectly open to the possibility of liking this title, but it just didn't happen. "Stroke Play" landed me in golfing doldrums, with one boring tune to listen to and one course consisting of holes either facile or inane in design; and practically nothing is offered as far as alternative modes and tournaments go. Variety is clearly lacking, as is personality. The true video-golf enthusiast will probably be satisfied with the basic gameplay and revel in club selection and experimentation, but I'm left thinking this chip could've used a nice RPG mode.


You don't get many play modes to try, but you do get to pick from three available golfers. Leaving out the fellow with the red bucket-hat would've been akin to dropping Guy from Final Fight. Luckily, the TurboGrafx-16 is mightier than the SNES.

The swinging system is standard stuff, but some of the hole designs are not, including this "fourteen bridges to the pole" nonsense.


Birdies elicit fist pumping. Holes in one earn you large letters that soar onto the screen and thrillingly spell out "HOLE IN ONE."
Sunday, June 7, 2009
Parasol Stars
I was late to the party on this one. PS received mediocre grades in Electronic Gaming Monthly upon its release (one guy even gave it a 4), so I didn't immediately dash out to buy it. But I heard nothing but praise for it after seeing those scores, and as I had enjoyed Bubble Bobble back in the day, I believed that I would have a good time with this similar-in-style followup.
Saturday, June 6, 2009
Legend of Hero Tonma
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.
Wednesday, June 3, 2009
Jimmu Denshou
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.






















































