GAME REVIEWS

Friday, March 5, 2010

Mahjong on the Beach

~ MAHJONG ON THE BEACH ~
NEC Avenue / Home Data
Super CD-ROM
1993

Mahjong on the Beach doesn't just plop you right down on a beach somewhere. You have to explore a vast metropolis and earn the right to set foot on this game's sandy shore.



In fact, even many of the urban locations are initially off limits. You must purchase certain items to gain access to the forbidden grounds.



You can acquire money for these items by confronting the girls that are strutting around town...



...and giving them a good looking over...



...and beating them at mahjong.



Once you make it to the beach, you have to chase down the town's most "super-desirable" chick. Beat her at mahjong and maybe, just maybe, your character can finally score.



Maybe.

It's a short, simple quest, which is probably a good thing, as you'll undoubtedly grow tired of encountering the same girls over and over again (even though there are quite a few of them), and this title doesn't have the sort of extreme hook that some other PC Engine mahjong games do. There are no crazy combat scenes, no over-the-top naughtiness, no absurdly wacky spectacles.

Then again, that simplicity might make the game exactly what some players are looking for. Mahjong on the Beach feels very laid back, like, uh, a carefree stroll on the beach. Even the music is relaxing. And if you're simply looking to bide a little time and enjoy a little mahjong action, this largely inoffensive title might be just the thing for you.

Thursday, March 4, 2010

Magical Chase

~ MAGICAL CHASE ~
Quest / Palsoft
HuCard
1991 (US: 1993)

People would seem to have good reason for being excited about acquiring this game, even aside from overcoming its elusiveness. I'd seen nothing but high praise for MC for a number of years, and based on testimonials from a variety of sources, I thought it was a sure thing. But I'd also kept in mind the lukewarm review it received from VideoGames & Computer Entertainment back when it first came out. I'd pretty much written off that review, but as it turns out, once I'd played the game, I concluded that VG&CE was right on: Magical Chase is... okay.



I don't know about anyone else, but I like elements of precision and smoothness in my shooters. The sharp simplicity of the gameplay and the exactness often required in the more exciting efforts serve to separate the genre from others and make it much more appealing to me in most cases. MC lacks those elements, going the sloppy-shooter route instead. It has you waft along with a large hitbox and a hilariously long vitality meter (which you can stretch to even greater lengths by purchasing the appropriate item in shops). Feel free to blunder through fields laden with pudgy foes and the projectiles they fire, as money is abundant and shops will be right around the corner by the time you get into any trouble. You might have to make effective use of your "stars" (read: options) against certain bosses, but otherwise, strategy and precision are hardly necessary and don't really seem expected of you. Hard mode is a little more exciting than normal, but it feels even sloppier, as there's more aerial crap to bumble into, and it still isn't very tough. So MC isn't challenging, it isn't rewarding, and it doesn't feel particularly great to play.



When I'm up for a sloppy shooter with shops, I prefer to go with Lords of Thunder, as it features plenty of awesome creatures and boasts lots of incredibly impressive visual moments. MC's cast of small-fry is uninteresting and unendearing (which is especially disappointing considering the "cutesy" subject matter), while its bosses are simpletons.



Its graphics are technically impressive, I suppose, but they largely seem like spatterings of colors and scrolling without any regard for what might actually be visually appealing.



I must note that there are some differences visually between the TG-16 release and its PC Engine counterpart, with the only significant one working in favor of the US version, which has a refined brick-tower background for its Stage 1, while the PCE game sports simplistic, multicolored Tetris-block terrain.



Well, I said that MC is okay, but as I wrap up this review, I'm hard pressed to remember why I was that "generous." Let's see: I like Stage 5's tune a bit, I like the few instances where I feel compelled to put my options to good use, and I enjoy the decent challenge presented by the final stage on hard mode. That about covers it. Sure, I'm in the minority, but the game definitely was a disappointment for me, and it might be for you too if your taste in shooters is like mine. Others may find the visuals appealing and relish the opportunity to stumble through a shooter sans much grief or thought, but I don't. I wouldn't even rank MC above Cotton in the prestigious broomstick sub-genre. If you're a serious shooter player and you're interested in laying down big bucks for one of the more elusive PCE releases, I'd recommend titles like Sapphire and Sylphia long before this one. VG&CE probably would have too.

Wednesday, March 3, 2010

Moto Roader II

~ MOTO ROADER II ~
NCS/Masaya
HuCard
1991

Faster from the start and offering many more options and much more variety in general, Moto Roader II immediately comes off as an obvious upgrade over its excellent predecessor.



The first cool new element you're likely to notice here is that you have a choice to make regarding the type of vehicle you'll be using. No longer relegated to traditional race cars, MR2 players can opt to pilot tanks or hovercraft instead. I must say that I still prefer the speedy little autos to the bulky war machines and wafty hovers in most situations, but the presence of these new entities means you have a wider variety of opposing vehicles to concern yourself with. And since each type can be built up numerous times and in varying ways, you're bound to run into lots of different contraptions out on the tracks.



The courses themselves are no longer enclosed by typical green-field-type areas. Now you can tour volcanic regions, ice zones, cities, and savannahs.



There are plenty of new hazards about, including boulders that come rumbling across the road and birds, helicopters, and UFOs that assail you from above.



The overall improvement is clear as day, yet I hesitate to say that I rank MR2 above its predecessor. The original has better music (not to say that the tunes in 2 aren't very good), and for some reason I view it as being slightly more enjoyable (likely because its incredibly high fun factor took me by complete surprise, whereas I expected excellence from 2). Surely, most players will view the sequel as the superior episode. Regardless, this is one of those situations where buying both is undoubtedly the best course of action. They both rule.


Tuesday, March 2, 2010

Moto Roader

~ MOTO ROADER ~
NCS/Masaya
HuCard
1989

Moto Roader immediately reminded me of Legend of Dekoboko, another "car combat" game that insists on having all five racers onscreen at all times and smacks the bottom feeders forward when they fall too far behind. The memories of Dekoboko caused me much stress and vexation, as I did not enjoy that game. But I soon discovered that MR is a far cry from the debacle that is LoD.

Instead of walloping you with the edge of the screen and causing spin-out chains like Dekoboko does when you're trailing, MR simply gives you an oftentimes helpful little nudge that can be implemented tactically if you're willing to take some chances. And MR knows what it is; it knows what makes itself tick. Dekoboko is a failed attempt at cuteness: it tries so hard to incorporate "wacky" elements that it ends up being a slow, annoying obstacle-course run. MR, on the other hand, concentrates on providing simple, fast-paced fun.



You'll probably find that it delivers plenty of smile-evoking moments, like when you make a big jump and see your auto bouncing on the pavement and speeding on ahead of the pack, or when you avoid a slick spot that trips up all of your opponents, or when you pull off a last-second miracle at the finish line thanks to some crazy mishap that befalls the other drivers.



Also, the snazzy soundtrack is surprisingly good. Props to Goblin Sound!

I've read complaints about the one-player mode, and most of them involve the "high" level of difficulty, which the gripers attribute to the car being "too slow" at first. I don't know what the hell these people were expecting at the beginning of a game with purchasable upgrades--a speedster right off the bat? Heck, MR even gives you enough money so that you can upgrade your engine immediately if you want to, so I'd say it's more than fair in this regard.



I've also heard some gripes about the controls, which are indeed different from those in most racers, but spend an afternoon with the game and you'll have them mastered if you're competent.

So do buy MR if you aren't a bumbling fool. But bear in mind that there are actually some differences between the US version and its Japanese counterpart. For one thing, to access different courses in the JPN game, you have to input various button combinations at the title screen, whereas the US rendition presents them all on a convenient menu, no codes required.


The US chip also features extra background art during the pre-heat and trophy scenes along with a different chick (though, unfortunately, neither one of these girls is particularly pleasant to look at).



Both cards contain more than just a single ending image that you can view, though you do see only one each time you play through the game, and the one you end up with seems like a totally random thing.



One last difference to note is that the US version fails to give special thanks to SCHBIBIN MAN in its end credits. For shame.

Saturday, February 27, 2010

Image Fight

~ IMAGE FIGHT ~
Irem
HuCard
1990

What I ended up getting with this vertical shooter in regard to action style was actually quite a bit different from what I'd anticipated. I'd read numerous articles that compared the game to R-Type, so I was expecting it to be relatively slow and methodical. But it really isn't like that at all.



Image Fight isn't Spriggan-fast, but it certainly doesn't plod along in the manner I'd expect from a shooter often classified with R-Type. For its first four stages, it feels somewhat like a Star Soldier game that grants the player nifty red pods to control (more on these in a moment). The "organic" fifth stage does remind me of R-Type with its large snake-type creatures, but throughout the early and middle stretches of the affair, reflexes take priority over memorization. It isn't until the last three boards that knowing the level layouts and strategizing for enemy patterns and vulnerabilities really become key. Even then, progress plays out more like it does in the excellent Sinistron, where you hammer away at segment after segment as you gradually make it further and become more comfortable, than it does in R-Type, where a little memorization allows you to charge through the first six levels as if there's no opposing army at all.



The red pods I alluded to earlier are Image Fight's hook. You can grab standard blue options that simply flank your ship and shoot straight ahead, but the red guys are much more interesting. You control their bullet streams by flying in the direction contrary to where you want them to fire. There are similar armaments in a number of other shooters, but few of them are as integral a component in their respective games as the red pods are here. You must not only master the direction-based firing but also consider ways to utilize the pods defensively.



Indeed, most of the later boss fights are all about ship positioning and pod placement. The early-level skirmishes are no cakewalks either, however. All of the bosses are cunning and can really make you panic with their attacks; and of course, panicking is the worst thing to do. The enemy leader in Stage 3 shoots long, shot-blocking lasers that crisscross the screen; if you decide to run around like a chicken with its head cut off, you won't stand a chance.



Oddly enough, your final opponent can be destroyed incredibly easily if you simply determine what the best weapon is to bring to the fight.



The bosses, as well as the regular enemies, look quite cool, but the level graphics are ho-hum at best. It's not that anything's particularly ugly about 'em, but there's nothing really eye catching about any of the environments, from the forest to the bases.



The music is nice, though, particularly the surprisingly soft numbers, and there's a cool Ninja Spirit-style sound test.

One more thing I must mention is the penalty zone, an extremely difficult area that serves as your punishment if you fail to obliterate a significant chunk of the enemy legion during the regular levels. I'd never been there until I swallowed my pride and missed shots intentionally so that my hit percentages would plunge below the border, so it's a fate you shouldn't have to work very hard to avoid. If you're wondering if it's worth taking pains to visit the zone just for the experience, well, I sure as hell don't think so, and there's practically no reward for overcoming the extreme difficulty and making it out of there alive.

Friday, February 26, 2010

Cardangels

~ CARDANGELS ~
Fujicom
Super CD-ROM
1994

Cardangels has you take on a troop of anime girls in four different card games: blackjack, poker, speed, and babanuki.



Blackjack and poker are... well, blackjack and poker, with no real surprises held therein (except for the fact that the computer makes some extraordinarily dopey decisions in blackjack). Speed can be the most enjoyable of the four, as it actually allows you to stay active instead of having you sit there staring at a hand, but it can also be frustrating: you'll have to fiddle around with the I, II, and Run buttons just to plop your cards onto the correct piles, while your adversaries can toss their own cards out incredibly quickly; and once the computer gets on a roll, there's pretty much no stopping it. An unfair round of speed is still preferable to any sort of experience with babanuki, however, as the latter has you and your opponent blindly, tediously picking cards from each other's hand, with both sides simply hoping to avoid the joker.



Once you've defeated a given girl... SURPRISE! She undresses for you!



I bet you didn't see that coming.

As predictably perverted as Cardangels is, it's still a high-quality product. Its artwork is nice, its music is listenable, and it offers up forty-five girls to play against, meaning you probably won't finish it off all that quickly. I must mention that while you earn points for your wins, you never actually make any bets, so the "thrill" that comes with placing a huge wager in most casino-type games is nowhere to be found here. That's all right with me, though: girls over gambling anytime, I say.