GAME REVIEWS

Friday, August 21, 2009

Spin Pair

~ SPIN PAIR ~
Media Rings
HuCard
1990

Media Rings developed two incredibly interesting PC Engine sleeper titles in Spiral Wave and Zero4 Champ II, so I'm always eager to give their products a try, even when it comes to a dull-looking well-puzzler like Spin Pair. For the first few minutes of play, I was completely baffled as to what I was supposed to be doing; but once I got things figured out, I found SP to be a pretty enjoyable game, even though it lacks the personality and excitement of the genre's premier representatives.


The way to keep your well clean is to drop a particular "block" onto another of the same variety. The catch is that the two icons in question have to be shaded in contrasting fashions. The purple spades about to connect in the screen above meet the criteria.


The objects actually represent captives of the evil "Black Wizerd." Once a successful connection is made, the prisoners involved regain their freedom. In this case, a bunch of grapes found themselves liberated.


Travel from stage to stage restoring color to the Wizerd-besieged kingdom.


After you rescue the fruit folk, you'll aid the birds and animals and robots and aquatic creatures of the land...


...and then knock broomsticks with the diabolical Wizerd.


Once the Wizerd has been thumped, take off and enjoy your victory.

Thursday, August 20, 2009

Bouken Danshaken Don (The Lost Sunheart)

~ THE LOST SUNHEART ~
I'MAX / Manjyu-do
HuCard
1992

The Lost Sunheart has garnered the reputation of being a "diamond in the rough" among the not-so-many who have experienced it. Personally, I have no qualms with it being left off lists of unappreciated PC Engine gems. To credit it as a neat little shooter that few have heard of is acceptable, but it does very little in my view to merit sleeper status.



Coming in, I expected unimpressive visuals and weak weaponry. I was sure there were reasons the game receives so little attention, after all. The fact that it met my pessimistic expectations in those respects was not a big deal. But I also anticipated that it would display some intriguing concepts at work to make it worthy of the "cult following" its few fans profess to be a part of. I didn't see much along those lines, but I did encounter lots of small enemies with an affinity for moving in from behind and firing tiny projectiles that would tirelessly trail my ship about the screen. Those enemies were not cool and not fun to deal with. But deal with them I did, enduring horrible sound effects all the while and "enjoying" cinematic break scenes barely up to the level of Energy's awful bookend story bits.



I searched high and low for the promised "cool stuff." I discovered that I could earn new auxiliary items for my craft; but when I actually bothered to pause the game (which one must in order to switch between said items), I found nothing particularly interesting in the heap--just typical charge lasers and option orbs and the like. I stuck with heat-seeking whatever-they-ares for the most part, anyway. I fired them from a variety of ship types throughout the adventure, but there really weren't any non-cosmetic differences between the ships themselves.



The music could've been a "redeeming factor." I fell in love with the rich, passion-imbued third-stage tune after a mere four seconds... and then realized that those four seconds of notes would loop throughout the entire lengthy level. But while the soundtrack isn't perfect and doesn't work any miracles, it does feature some sweet melodic moments. Also, the bosses and mini-bosses are actually pretty cool. Face-offs with them aren't all that cerebral, really, but there's enough thought involved to make the battles enjoyable and fairly difficult to emerge victorious from.



Is Lost Sunheart bad? Nah. But it's a PCE shooter, for crying out loud, and PCE shooters are supposed to show some guts and pride. This is a staunch lot we're talking about. If I'm gonna play a chip shooter that offers poor presentation elements and relies heavily on ideas, I'd rather go with Rock On (call me a madman, but that game is ace concept-wise). Lost Sunheart is pleasant to listen to at times and offers some neat bosses to spar with, but overall, it disappoints.

Wednesday, August 12, 2009

3x3 Eyes

~ 3X3 EYES ~
NEC Home Electronics / Nihon Create
Arcade-Card-Enhanced Super CD-ROM
1994

If you have an Arcade Card, you should own this game. Even if you don't like digital comics and aren't familiar with the 3x3 Eyes manga or anime, plunk down ten bucks for this CD because it features some of the most amazing cinemas ever to hit the Duo, incredible examples of the sort of theatrics this technology is actually capable of. You won't see animation of this caliber in many other PCE titles.

The game itself is an interesting beast. It has you sit through long, boring stretches of conversation, and then, for brief spurts, utter chaos occurs. Large bugs burrow into people's heads, limbs are severed, bodies are chopped in half, sphinxes and giant lizards and three-eyed girls appear, bathroom walls turn monstrous, beautiful women hurl your character down and have their way with him... it's bloody, crazy, and shocking. You just need to be willing to sit through the slow stuff to experience the interesting material.



It's possible to get Game Overs, but they're not such a big deal. In fact, even though I've played through the adventure multiple times, taking different paths and reaching different endings in the process, I can recall an experience ending prematurely only once; it happened during an unforgettably brutal sequence that sees the protagonist's mother stab him and his dad beat him down with a golf club.



Still, you'll probably want to keep multiple save files going to avoid finding yourself in a bad position. More annoying than the inclusion of Game Overs is a first-person maze sequence late in the affair; I hate when good comic-style adventures deviate from storytelling for the sake of pointless stretches of labyrinth. (There's a path you can take to avoid the maze, but you probably won't discover it the first time you play through the game.) But to note another positive, there's a handy in-game option under the System command that allows you to see the files currently stored in your backup RAM, how much room they're taking up, and how much free space is available. And, again, you'll probably want to have multiple 3x3 Eyes files going concurrently--not only to sidestep Game Overs but also to view all of the included scenes.

Monday, August 10, 2009

Tengai Makyou II: Manji Maru

~ MANJI MARU ~
Hudson Soft / Red
Super CD-ROM
1992

If you're planning to give Manji Maru a try, be aware that it requires a serious time commitment. Fifty hours went into my first playthrough, and while I like to take my time and bumble about, there's no way around the fact that the Manji trek will be a long one even for the quickest of players. But unlike modern fifty-hour RPGs, Manji places emphasis on true adventuring, not movie watching and endless conversing. You'll visit exotic locations like mermaid villages and travel via sailboat, mecha, transformable submersible tank, huge flying fortress, and drowsy giant turtle. You'll meet hundreds of people and acquire countless items and spells.



But you won't watch all that many cinemas. After some killer opening bits, breathtaking cinematic interludes are few and far between. MM doesn't really need full-fledged cinemas for its story to be effective, however. Dramatic situations like the heroic mutt Shiro putting his life on the line against a billion giant bear mecha... funny sketches like the one during which Kabuki and his rival inexplicably turn themselves into various beasts, weapons, and structures in a hilarious game of one-up... tragic events like allies taking arrows in the back or crumbling buildings to the head in order to save your party... we don't need cinemas for such material to make a significant impact...



...though there are some memorable ones (particularly noteworthy is a sequence depicting a gory ice-cave showdown).



We do need a good battle system to keep the action moving along smoothly, however, and Manji Maru comes through in this regard: its fights are typically resolved in the blink of an eye. You can basically rev up turbo on your control pad and slash your way across the countryside. You won't get great backdrops like you do in Ziria, and you won't see your party members running around like you do in Kabuki Den, but Manji's system works in super-fast fashion, and speed in execution might be the most important thing of all to me when it comes to RPG combat.



And you do get gigantic, animated bosses.



Justin Cheer's great four-part MM FAQ will help you overcome the language barrier if you don't know Japanese. Basic knowledge of the language (and I'm not just talking katakana here) really comes in handy later in the game when you need to warp between towns and provinces and keep track of what all your spells do. But whatever you need to do to play through this awesome game, do it.