GAME REVIEWS
Wednesday, June 17, 2009
Kyuukyoku Tiger
Tuesday, June 16, 2009
Momotarou Katsugeki
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.
Thursday, June 11, 2009
Ai Choaniki
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:
Wednesday, June 10, 2009
Choaniki
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.
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.




















































