GAME REVIEWS

Tuesday, July 21, 2009

Obocchama Kun

~ OBOCCHAMA KUN ~
Pack-in Video / Namco
HuCard
1991

A quick point-by-point comparison of Obocchama Kun with its cartoony peers might lead one to believe that the game is a relative failure. Its run-and-throw style reminds one of New Adventure Island, but it certainly doesn't achieve the pace or excitement of that mad sprint. Its levels are as straightforward as its core gameplay, so expect none of the exploration, secret-searching, or strategic item management that can be enjoyed in Son Son II. It has no thrillingly dangerous obstacle courses a la Momotarou Katsugeki, as it chooses to remain content with typical bottomless pits as far as hazards go. And while its visuals and audio are really rather nice, they're still dinosaur-era stuff, so nothing it does superficially can best the wonderful colors and high-quality audio of a Bonk's Revenge or the occasional special effects of a Dragon Egg.

Things look grim indeed at this point, but there are two things that save Obocchama Kun from the life of scorn that a J.J. & Jeff endures.

First of all, it's really fucking weird. The main character is a funny, odd-looking freak who absolutely refuses to conform to game-society norms. He doesn't simply duck--he transforms himself into a little mutt. He doesn't just hop along and grab power-ups--he leaps up onto turtle-shell stages and strikes a singer's pose to make the good stuff appear. And he has plenty of nut-job allies, including a musclebound escort man, a helicopter bearing the face of a bearded fellow, a truncheon-tossing crybaby, and a gleeful Air Zonk reject.



Yep, the good guys sure are interesting... as are the villains, like the speedy hyenas and bubble-belching condors. These creatures certainly are neat in design, and they keep you very busy and alert. There's always something being shot or thrown your way or some miscreant trying to claw you or crush you or charge right through you. The designers were so proud of these active evildoers that they made sure every single one of them--from the big, tough minotaur to the small, silly monkey--gets introduced just prior to the start of the level it resides in.



Bosses get no such fanfare, but they're neat too, if too easy to take down (especially the chicken choker).



Obocchama Kun is at its best when it sticks to its strengths--being weird and providing lots of attackers to deal with. When it occasionally tries to "change things up," it typically falters: underwater levels, for instance, play horribly. But such deviations take place infrequently enough not to make a major impact. And considering that the game is indeed aesthetically appealing when it comes right down to it, there actually aren't many points to mark it off for, whether it's quite as awesome as its contemporaries or not. It's a title worth trying for its own bizarre merits.

Monday, July 20, 2009

Ranma 1/2: Datou, Ganso Musabetsu Kakutou-ryuu

~ RANMA 1/2 3 ~
NCS/Masaya
Super CD-ROM
1992

This third title in the PC Engine Ranma series is known as "the fighter one," but it bears little resemblance to other games from the 16-bit era that we usually refer to as "fighters." There are no quarter-circle-activated moves to be found here. As a matter of fact, there's hardly any technique involved in the proceedings at all. You pretty much just tumble around and whack your opponent. Assorted "special" moves can be performed simply by pressing Select or holding down the attack button to charge up a meter. This is essentially a shoddy sidescrolling action game that has you beat up one enemy at a time.



The funny thing about the three PCE Ranma games is that the middle one is a true gem, an almost perfectly crafted example of what can be done with a digital comic, while the action title and the "fighter" are unrefined flops. I do like the first episode, however, as it closely follows the only Ranma season actually worth watching, and it has appealing graphics and some interesting tough spots. This one, unfortunately, gives me very little to enjoy other than a few funny full-screen cinemas.



Ranma fans will certainly get a kick out of this game, but everyone else should stay away--especially people seeking a legitimate fighter, as this isn't one.

Sunday, July 19, 2009

Implode

MindRec - 2002 - U.S.A.
Super CD-ROM


Implode is a curious footnote in TurboGrafx history, being the first pressed-CD released by an independant developer after the "official" death of the console (the last official licensed releases were the "Dead of the Brain" games released as a single package in 1999). Implode hit Turbo Zone Direct's shelves in 2002, but it wasn't until 2005 or so that I picked up a copy. Truth be told, I just wasn't all that excited about the premise of Implode despite my predilection for the genre.


Gain bonus points at the end of each level for every clear line.

Implode proved itself to be a well-executed product after all, and something a little different than what I'd had in mind. At first glance, Implode looks like your typical dime-a-dozen Tetris rip-off but the concept is surprisingly significantly different. Colored blocks stack up one-by-one from the bottom of the screen and it's your job to clear clusters of three-or-more like-colored chunks. You'll get the occasional "wild" block that cycles colors to contend with as well as bombs that will clear all like-colored blocks from the play area. If at any point the stack of blocks reaches the top of the screen, it's game over for you. As inane and boring as this may sound on paper, the game is actually quite entertaining.


The first five or so levels can really drag on, especially once you've gotten the hang of the gameplay but by level 7 or so things really pick up the pace. (Luckily, the impatient can speed things up prematurely by pressing button I.) You'll start out dealing with only three colors, but Implode begins adding new colors every handful of levels. In addition, the speed at which blocks appear increases significantly by level 9 making for a challenge that calls for far less strategy than it does fast reflexes. Music is ambient techno/trance style stuff that I usually utterly despise, yet here it's not only inoffensive but actually works. Visuals are conservative but colorful, though the game could have used some backdrop graphics in place of a black void.

Bye-bye blue.

I ended up getting a lot more out of Implode than I'd bargained for, and it's the fast paced "twitch" action of the later levels that keeps Implode a mainstay of my puzzle game rotation. I also find it somewhat ironic that a game developed by an independant group of dudes in their spare time manages to succeed in so many areas that "big label" titles like KLAX and Hatris are so deficient.

Spin the wheel of fame.

Hit the Ice

~ HIT THE ICE ~
Taito / Williams
HuCard
1992

My heavens, what a revolting piece of shit this game is.

Before I delve into just what makes Hit the Ice so offensive, let me say that I like quite a few "wacky" sports games. No "true to the real life clipboard" Madden play is as enjoyable for me to execute as a ridiculous 100-yard heave in Tecmo Super Bowl. I can abide few boxing games but totally dig Mike Tyson's Punch-out! And I spent many a multi-player get-together swishing threes and performing insane slam dunks in NBA Jam. In fact, were Hit the Ice the hockey equivalent of Jam, or something even remotely close to that, I probably would have penned a far more positive opening line for this review.

But it didn't quite turn out that way. It is indeed a "no holds barred" game of hockey; but unfortunately, it has practically no personality and requires virtually no skill. It can be fine for a sports game to chuck realism out the window, but the game had better be charismatic and it had better not be a snoozer gameplay-wise. Hit the Ice is as uncharismatic as they come; it takes more than an octopus-on-ice to bring a smile to my face, especially when the hockey "action" is as simplistic and tedious as it is here (there's a lot of back-and-forth "checking" with occasional weak shot attempts). In fact, sad-sack TV Sports Hockey, with its earnest but failed attempts at realism, arguably has more personality than Hit the Ice, as it features a gap-toothed announcer and nice-looking closeups. Heck, I get more of a kick out of TVSH's goofy player "portraits" than I do out of Hit's caricatural cast.

As if it isn't bad enough that Hit the Ice is a complete bore, it bears additional methods of repulsion in its disgustingly plain and ancient-looking visuals and laughable sound effects (which include lazy crowd whistling and annoying, all-too-frequent player "grunts").


Sweet, three goals. That's a hat trick...


...and chicks love hat tricks.


Booring. Remember when Blades of Steel let us play Gradius during intermissions? Those were the days.


Ouch. This calls for some sort of retaliation. Perhaps fisticuffs are in order...


You'd think a "wacky" hockey game would at least have fun fights, but this one doesn't. TV Sports Hockey has better. So does Blades of Steel. Hell, so does NES Ice Hockey, with its dust-cloud brawls.


Sometimes, the weakling who loses the punch-up ends up injured. How embarrassing.


Uh oh. I have a feeling something really dumb is about to happen...


...Yep.


At least the rewards to be reaped are well worth enduring all the foolishness and boredom. Yeah.

Saturday, July 18, 2009

TECH DOC: TurboExpress "No Video" Repair


==============
TURBOEXPRESS "NO VIDEO" REPAIR DOC
TurboExpress/PC Engine GT
April 6, 2008
Written by: Nat Hall (hall.nat -at- gmail.com
)
==============

It's long been known that by replacing all the capacitors in the audio circuit on the Express PCB you are able to cure all sound issues, but video issues have been a bit of a grey area. What has been unknown (until now) is just which component is directly linked to the common video problem these units are beginning to have. Let's give a round of applause to my wacky cousin Sinisi, the real hero in all this, for donating a TurboExpress with bad video for me to butcher on the operating table.

The culprit turned out to be the smallest, most innocuous capacitor on the entire board. Real quick: the capacitor in question is in the power circuit, specifically, the line that supplies the mains to the LCD. This cap fails, dries out, bleeds, etc causing insufficient voltage supplied to run the LCD.

So let's get down to it.... I took photos documenting the entire process, but I'll only post the relevant ones here.


Circled in green is the audio circuit. We already know what these caps are for, so we ignored them for this procedure.
Circled in red is the culprit for the video issue. You can barely see it.



Since I didn't know where the problem was specifically, I removed the shield covering the CPU, VDC, etc. The caps circled in blue are the ones that are exposed by removing the shield. It is not necessary to replace these to fix the video. I included this pic so folks who might want to replace EVERYTHING can see just what's under the shield.


Circled in red is the replacement cap I installed in place of the bad one. The cap is a 4.7uF 35-volt electrolytic. This is THE culprit of the backlight-but-no-picture video issue. Replace it and your video works again.

There you have it. It's a simple fix, really, and luckily it's probably the most easily accessible cap on the entire board.

TECH DOC: TurboTap Cable Replacement/Extension


==============
TURBO-TAP/MULTI-TAP EXTENSION CORD D.I.Y.
TurboGrafx-16/TurboDuo/SuperGrafx/PC-Engine
March 18, 2007
Written by: Nat Hall (hall.nat -at- gmail.com
)
==============

I'm writing this because of interest expressed at
www.pcenginefx.com and because (apparently) nobody else ever has bothered to do it before.

WHY?
--------
Because the TurboTap (TG16) and MultiTap (Duo/PCE) by default come with cords so short they hardly classify as cords. You want the 'tap to at least make it to the coffee table, where it belongs. You also don't want to waste your time with inconvenient extension cords. Finally, the reason this document exists is because it is not a simple plug 'n play swap like it is exchanging cables between US- and Japan-region controllers. The pinouts on the inside of TurboTaps and MultiTaps are different from Turbo/PCE Pads, although the cables are compatible with some simple re-wiring. You can also use these instructions to make reverse DuoTaps, etc.

WHAT YOU NEED
-------------------------
* TurboTap or MultiTap (from here on out we are going to consider the "DuoTap" a "MultiTap")
* a spare controller cable from a dead TurboPad, Avenue Pad or PCE/SuperGrafx pad (or you can butcher a working pad, but keep in mind you are now going straight to Hell)
* philips head screwdriver
* very tiny flathead screwdriver (like the kind used for eyeglass repair)

ENOUGH OF THIS, LET'S DO IT
-------------------------------------------

First off, you're on your own in securing a replacement cable you intend to use in your 'tap. If you can't figure that part out you shouldn't be attempting this at all.

Use the philips head screwdriver to open your 'tap. Remove screws, then remove the half of the shell that's facing you (bottom half). You should be looking at the bottom of the circuit board.

Carefully remove the circuit board and flip it over. You can remove the cable and plug from the PCB.

Get your new cable in hand with the white PCB plug closest to you, "number" side up.

Use the tiny flathead screwdriver (a knife blade might work to) to push down the small metal "teeth" for each of the wires' pin sockets. These teeth are what hold the wires into the white connector. After you've pushed them all down, you are now able to remove them from the connector. Do this now.

Depending on what kind of Pad you pillaged for this cord, the actual wires for each pin will be one of two color sets. See the following chart for these sets and how they correspond:
Wire color for Avenue Pad | TurboPad/PCE Pad
--------------------------|-----------------
BLACK | BIG BLACK
PURPLE | GREY
YELLOW | BROWN
BROWN | GREEN
BLUE | BLUE
ORANGE | YELLOW
RED | LIL BLACK
GREY | WHITE
GREEN | RED

Now we need to re-wire the connector so the 'tap will work with the cord. Re-insert the wires into the connector using the following pin schematic:

Pin | Wire color for Avenue Pad | TurboPad/PCE Pad
----|---------------------------|-----------------
1 | GREY | WHITE
2 | RED | LIL BLACK
3 | ORANGE | YELLOW
4 | BLUE | BLUE
5 | YELLOW | BROWN
6 | BROWN | GREEN
7 | PURPLE | GREY
8 | GREEN | RED
9 | BLACK | BIG BLACK
Now re-attach the connector to the PCB. Be careful as you do this as sometimes the pins on the PCB will push the wires backwards out of the socket because we bent the "holding teeth" earlier. Just apply a small amount of pressure to the base of the wire and any stragglers should push on just fine.

Re-assemble your 'tap. Make sure you route the new cable through the posts so that it is held securely in place. As long as you do this you won't have to worry about the wires coming loose inside.

Seal 'er up and you're done. If it doesn't work, don't blame me, blame your inability to follow directions.

If it does work, you're now cooler than anybody else because your 'tap has a longer cable than theirs does.

Except me, of course, because I did it before you.

What to do with the old cable? If you're like me, you have a box of miscellaneous console "parts" in your closet dating back to who knows when. You might as well throw this useless excuse-for-a-cable into this box where, like everything else in the box, it will likely never be used again for anything. But at least you can rest easy knowing should an unfortunate natural disaster ever wipe out 99% of the world's supply of MultiTaps, you can restore yours to it's original factory condition and sell it on eBay for $1,294,345,983.00.

Override

~ OVERRIDE ~
Data East
HuCard
1991

Override seemed absolutely wild the first time I gave it a try. Fast scrolling! Lots of speedy enemies! BILLIONS of bullets! (Okay, maybe just a dozen bullets at any one time, but that's still pretty impressive for an oldie.) And an insane charge attack that allows you to completely MASSACRE the opposition! Hold your fire, do a little dodging and dancing, and then let loose with your horrifying FLAMES OF THE HELL FIENDS blast cannon!


DIE!

Achieving complete and utter fiery annihilation of the enemy is incredibly satisfying. The charge attack is so ridiculously overwhelming that I end up feeling kinda bad for my charred foes. Heck, even the standard weaponry in Override is quite devastating. I often grab the red homing weapon, power it up a bit, and sit back while it seeks out and wrecks my enemies. They usually don't stand a chance, and for the few that are capable of withstanding a good heat-seeker bludgeoning, I break out my FLAMES OF THE HELL FIENDS cannon and yell...


"DIE!"

Yeah, as crazy and as fast paced as Override is, it's still a quick, easy clear. Due to the overpowering weaponry and the abundance of kill fodder, score totals rocket to ridiculous heights. With extend marks aplenty, lots of extra lives are awarded, and your ship loses one only after taking multiple hits. Just about the only way to screw up is by being impatient. Power-up icons initially float about at the top of the playfield, practically baiting you into collisions with hard-charging foes. If you're willing to hang back and allow said icons to complete their downwards crawl, and you can resist the temptation to blast away with pellet fire when ducking-and-charging is called for, you shouldn't run into many problems.



While it feels completely different, Override reminds me quite a bit of Cyber Core. Both games are fairly successful in diminishing the negative impact of ugly background graphics by presenting lots of onscreen activity, but both also somehow manage to be really easy in spite of all that action. Override is faster than CC and serves up even more enemies to blast. But CC is a very endearing game thanks to its remarkably catchy soundtrack and lovable cast of insect baddies. Override's music is nice but nothing special; its evil army, uninspired. And while the tiny ship that stars in it seems to have endearment potential at first, it ultimately comes off as a little overpowered bully, pushing around the big-but-defenseless boss machines.



A few of those machines do require a bit more thought and effort than simple utilization of the sit-back-and-crush-everything "stratagem" that works against their peers; but while confrontations with these step-above-the-rest bad guys are enjoyable and can be rewarding, they're also few and far between. Even the last boss can be destroyed without much trouble: hug either side of the screen, do a tiny bit of bullet evading, and let your charge attack take care of all the dirty work.



Thankfully, while Override is easy, it's an exciting easy (like, say, Cyber Core or Schbibin Man 3) as opposed to a sleep-inducing easy (like, say, Chiki Chiki Boys). Unfortunately, it just doesn't present much memorable material; some awesome tunes and outstanding bosses would've done a hell of a lot for the game's overall appeal. Certainly, it's a good, action-packed shooter, one well worth playing but maybe not rushing out for, as it costs a little more than a number of other chip shooters that match it... or, in some cases, best it.

Friday, July 17, 2009

Download

~ DOWNLOAD ~
NEC Avenue
HuCard
1990

I somehow survived for many years without owning either Download episode, and during that time, the CD sequel was the only chapter I was truly curious about. People never seemed to discuss the original except to share a few laughs over its profane death-screen messages. I don't mind a little COMEDY in my shooters, but the THRILLS and SUSPENSE are what really do it for me, so I shunned DL for eons. My brother Alexei was smart enough to give the game a try and, upon doing so, immediately sent word to me that it's not only funny but also thrilling and suspenseful. My interest in it increased minutely, but even when it somehow found its way into my collection, I wasn't all that excited about it. Man, was I in for a surprise.



Download is a great, great shooter. The parallax-heavy graphics are incredible in some areas and deserve a lot more attention than they get (and probably would receive that attention if the game had been released in the US with fellow fancy multilayer sidescrollers Aero Blasters and Dead Moon). DL also boasts a solid soundtrack, fast action, and big bosses who hold their own by firing plenty of bullets, not to mention some well-implemented strategic elements. Pre-stage selection of weaponry is certainly not new to the genre, nor are the "vulcan vs. laser"-type choices that must be made here, but you'll find that your decisions can go a long way towards determining your fate in a given stage. Spreadshots will effectively fend off crafty enemies who move in from above and below, but concentrated beam-fire is your best bet for thwarting frontal assaults. You can boost the offensive capabilities of your armament through the addition of auxiliary missiles or elect to turtle up behind a defense barrier. Even the setting of ship speed, usually a matter handled at take-off and then forgotten about entirely, can come into play during tight segments.



And you'd better make some damn good decisions in preparation for and during the final level, where the game goes absolutely crazy with wild background effects and introduces a host of bizarre enemies.



As a capper to the entertainment, Download tells a strange story via lots of cinemas. No swear words are necessary for this package to be a total blast.