Never in a million years did I think I'd end up enjoying Camp California. Goofy animal characters... sunny days at the beach... crappy tunes like "Good Vibrations"... it all sounded rather hellish to me.
GAME REVIEWS
Tuesday, December 8, 2009
Camp California
Sunday, December 6, 2009
King of Casino
Saturday, December 5, 2009
Battle Royale
Battle Royale has one thing going for it but fares poorly in practically every other area. It definitely has personality, which it is imbued with by its colorful, showy, rambunctious wrestlers and their nutty, freaky-looking managers. And that's where the good news begins and ends, as BR's gameplay and graphics are simply terrible.
Your job is to use one of the gregarious grapplers to clear the squared circle of the hooligans who stand against you. Unfortunately, there just isn't much to the action: without any real "techniques" to make use of, you basically have to smack people around until somebody hits the mat; then you can lift up the fallen brawler and heave him from the ring. The controls aren't very good, but they suffice for beating the game, as it's so simple and easy. The fighters' movements are extremely choppy, but it's amusing to hear the fools scream as they're eliminated, which brings us back to the game's strong (and utterly wasted) charisma.
That charisma is the reason Battle Royale is considered by many to be a viable multiplayer option. There's nothing wrong with mashing buttons for a little while with friends, especially when a game provides a great cast to pick favorites from. But make no mistake about it: there are lots of better games that you can go with for any given Turbo get-together, titles that feature superior gameplay and more than one virtue to boast of.

...and then you take control of a manager and race for the right to represent your favorite fighter. You can pummel your rivals if you want to, but I usually just make a beeline for my brawler of choice.

...to all-out rumbles. I usually hover on the fringe of the fray and utilize my "special kick" when the opportunity to do so presents itself.
Friday, December 4, 2009
Shanghai III: Dragon's Eye
Opinions I'd garnered on Shanghai III were few (two, to be exact) but differed to a wild degree. "BEST OF THE PCE SHANGHAI GAMES!" yelled one man; "DISGRACE TO THE SERIES!" warned another. But being indifferent to the game of Shanghai to begin with and an all-around goofball in general, I didn't really care about any of that "good or bad" or "integrity of the series" stuff. I was just intrigued by the idea of playing another ASK KODANSHA product, as the company had endeared itself to me somewhat with its likably wacky HuCard RPG, Necros.
Well, Shanghai III didn't need the aid of my pro-KODANSHA bias to impress me right away; its many available options accomplished that on their own. Lots of different board layouts and four interesting tile sets can be experienced as soon as you start up a basic game.
Wednesday, December 2, 2009
Artist Tool
Artist Tool comes with an enormous tome of an instruction manual that may fool you into thinking that the card offers a substantive drawing program to enjoy. In truth, AT is extremely limited and not at all fun to use. Old Windows Paint presents many more options and is much more user friendly. If, for some bizarre reason, you need a 16-bit "game" of this nature, well, Mario Paint easily destroys this waste of a chip.
Still, AT can have appeal as a collectible, as it's somewhat rare and obviously unique (within the PCE library). And with additional equipment (the oh-so-common-and-useful Illust Booster, Photo Reader, and Print Booster), those who do acquire it can print out whatever pictures they create with it. Unfortunately, there's little reason to believe anyone will like the program enough to do more than doodle with it for a few minutes.

Not a pretty way to start things off. You can tell right from the get-go that Artist Tool is simple and dull.

Adjust your palette as you see fit before beginning your work. This is as far as the game goes with customization options.

At least you can bring up your "coordinates" at any time, so there's no need to worry about getting lost.

There are three main drawing "techniques" at your disposal. You can show off your natural talent by sketching freehand...

...or you can make circles. You can even combine all three methods to create one incredible masterpiece, but I was far too bored at this point to spend twenty more seconds on another stupid picture.
Tuesday, December 1, 2009
Super Volleyball
Super Volleyball had always seemed like a strange game to me. I mean, in screen caps it looked like a volleyball game that had all the players lined up on a single plane, with no lateral movement taking place whatsoever... but that'd be fucking ridiculous, I thought. There must be some trick at work, some mechanism that gives depth to the playfield, I figured. And I was interested in discovering just how the designers pulled this trick off, how this clever mechanism worked.
Well, there are no tricks or mechanisms here. This really is a single-plane 16-bit sports game. And why the hell any programmer ever thought that this would be a good idea for a volleyball sim is beyond me. The TurboGrafx-16 library is loaded with sports games that feature "innovative" concepts gone bad, but at least I could see how the folks who came up with those ideas thought they were on to something neat. Leading receivers with passes out in front is something every quarterback needs to do, so at least we can consider TV Sports Football's wonky directional passing system a representation of an admirable attempt at realism. Including set plays in TV Sports Basketball surely seemed like a way to get players to think strategically. Hit the Ice's hijinks were no doubt intended to provide wacky fun for all. But this straight-line crap in Super Volleyball makes no sense; in fact, it's the sort of cutting-corners move designers had to resort to when crafting sports titles for the 2600. I'd like to think my Turbo is capable of more than the 2600.
There's nothing catastrophically horrible about how Super Volleyball plays. It controls pretty well, actually. But its gameplay is ridiculously shallow thanks to the constrictive playfield, and since it has no personality, it gets boring extremely quickly.

You can do this high-flying stuff while serving, or you can just give the ball a little nudge over the net. It doesn't really matter against the computer, which allows very few aces.

Offense is all about timing your spikes so that the ball gets past the opposition's blockers. It's easy to do and not very exhilarating.

You can try these little "trick shots" when protocol calls for a set, but they don't often fool the computer.

Defense is all about positioning yourself for a bump while the other guys are setting up their attack. Determining the correct spot to occupy becomes a simple matter before long.

If you'd like to pretend there's more depth to the game than there really is, you can make mid-match substitutions. Of course, there isn't really any reason to take advantage of this "feature."





















































