This isn't a good game, but it really, really should be. It offers the sort of stage variety one likes to find in a cartoony platformer, as it features disparate environments that include prehistoric jungles, dusky graveyards, and Arabian palaces. Large sprites roam these areas (which look all the nicer when parallax is present), so the visuals are better than adequate (though some of the enemy sketches are quite crude).
GAME REVIEWS
Tuesday, November 17, 2009
Doraemon Nobita no Dorabian Night
Saturday, November 14, 2009
Godzilla
Alfa System did a wonderful job on this fighting game's presentation. Even the pre-match "stage select" parts are memorable thanks to very cool music, Godzilla's fierce roar, and the large names of the combatants slowly sliding into place. It's stylish stuff that gets me psyched for battle every time.
Friday, November 13, 2009
Racing Damashii
Racing Damashii allows you to suit up and hit the road as one of the world's premier "DAREBEVIL RIDERS" (as the game's heartfelt epilogue lovingly refers to them). There's no superfluity of motorcycle games on the PC Engine, and Damashii doesn't play like the system's typical auto racers, so it's different if nothing else. Thankfully, the bike handles well enough to make the distinct gameplay a positive rather than a deterrent; and with decent graphics and some challenging courses, the overall package isn't unappealing after all. It beats Super Hang-On, for sure.

As in Victory Run, there's a parts-management element. You don't have to budget out spares for the entire trip, though; instead, you simply make race-by-race adjustments (such as replacing your standard "Slick" tires with "Rain" or, uh, "INTER MIDIEIT" ones, as dictated by course conditions).

The first order of business is always a two-lap time trial to determine your starting spot for the real deal. Figure out the lay of the land during the first lap, and exhaust your "turbo boosts" for a quick run through the second.

Then head back out for the five-lap main event, which won't feel much different from the preliminaries if you get off to a good start and never look back. Seven laps don't just fly by, so the game feels a little tedious and repetitive at times.

Win by a comfortable margin (as you likely will during the easy opening events) and you'll get to sit around staring at nothing while the losers finish their runs. This only adds to the tedium, but those early-stage victories will prove very important: points are tough to come by during the more-challenging races.


Inclement weather and super-sharp turns are tough to deal with, but your opponents themselves constitute the biggest concern later on, as they suddenly turn into talented speed demons.

Pit stops are a necessary evil. Try to build up a big lead before heading in for work, and don't take it for granted that your competitors will also need breaks (chances are they won't, especially near the end of the game).
Thursday, November 12, 2009
Tanjou: Debut
Debut's language barrier is harsh--not as difficult to circumvent as Princess Maker II's, but far more troublesome than Tokimeki Memorial's, which is about where I draw the line denoting the limits of practical accessibility. You must manage a group of teenage songstresses, sorting out their weekly schedules as they strive to achieve stardom. I did a poor job: two of my girls were constantly angry, sick, or sad, and one decided that becoming a nun was preferable to dealing with me any longer.
Tuesday, November 10, 2009
Shanghai II
Shanghai II comes through in the ways that most players would expect a Shanghai CD sequel to: it offers multiple stack sets and tile types, red book music, and, well, fancier dragon art. The first element, I believe, is the one that will be of greatest significance to people who view the HuCard original as simple and dated. You can still play with standard pile arrangements and typical tile-face designs...
Friday, November 6, 2009
Shanghai
A Duomazov never turns down a PCE freebie, but Shanghai was far from the most thrilling Turbo toss-in I'd ever received. I mean, I already had a fancy version of the game on my PC, and I'd determined ages ago that if I were ever bored enough to fuck around with such frivolous extras, I'd play reliable old Hearts instead. So the HuCard seemed a long shot to entertain me, and its chances took a severe hit when I discovered how little it offers as far as play and presentation options are concerned. The only way to find variety in the experience is to alter the tile arrangement. So if you don't like, say, this board...












































