GAME REVIEWS

Thursday, March 11, 2010

Cratermaze (Doraemon Meikyuu Daisakusen)

~ CRATERMAZE ~
(JPN: DORAEMON MEIKYUU DAISAKUSEN)
Hudson Soft / NEC (US)
HuCard
1990 (JPN: 1989)

Because I had fond memories of the handheld games I'd played in the days prior to the release of the NES, and because Super Mario Land was pretty neat, I made the mistake of purchasing a Gameboy when I was a kid. Of course, pickings were slim when it came time to acquire some games for the system--so slim that one title I actually considered was Boomer's Adventure in Asmik World. Digging holes for goofy creatures to stumble into didn't seem like it would be much fun, but I found Asmik World's main character--a crudely drawn, funny-looking, pink dinosaur thing--oddly amusing. Thankfully, manliness and common sense eventually prevailed, and I bought Nemesis instead. Upon trying Boomer's game a short time later, I realized I'd chosen wisely.

The reason I've told you this decidedly uninteresting story is that when Cratermaze came out, it seemed an awful lot like Asmik World to me, except with a Bomberman clone for a main character instead of an endearing dinosaur thing. This time, I wasn't interested. I viewed the game as a typical NEC stateside release, a largely unnecessary title that didn't seem to do anything at all to show what the system was really capable of. At a time when the Turbo was seeing so few releases and the system seemed to be fighting for credibility (due to the "it's not 16-bit" revelation), NEC delivered this unimpressive, piddly little "puzzler." That seemed like a dumb move on their part, and I ignored the game for many years.



Look, this isn't going to be some sort of Cinderella story about how Cratermaze blew me away once I finally bought it, but it isn't a terrible game. In fact, as far as "waddle around and bury things alive" games go, I reckon it's actually pretty good. It boasts very nice music, presents opening and closing "cinematics," features a number of different level themes, lets you obtain freeze guns and yo-yos and other helpful weapons and items, tosses in things like teleporters and springs to make the action a bit trickier and more enjoyable (leaping over walls is a lot of fun for some reason), and even throws in a couple of bosses.



All of that being said, there was only so much the designers could do with a concept that was more suitable for a Gameboy title than a Turbo product. Cratermaze plays at a surprisingly fast pace; but at a length of sixty boards, it feels very long and repetitive, and it's extremely easy, especially when played on its default difficulty setting. Frankly, it seems like it was meant to be played in its Expert mode, as that's the way to see all the enemy types and meet foes who are actually aggressive. Once you've adjusted the difficulty, the game still won't feel very challenging, but it will certainly be a little more enjoyable, and at least it won't seem like something designed for babies. However, Expert mode has to be unlocked via a complete playthrough, and not everyone will feel compelled to give the game another go after finishing one sixty-stage quest.



While it's common knowledge at this point, I feel obligated to mention that the PC Engine version of the game, Doraemon Meikyuu Daisakusen, features Doraemon as its main character (of course) rather than the Bomberman wannabe. This means that you can expect differences in the opening, closing, and "reunion" scenes, along with different in-game icons, not to mention a different final boss. The music was also changed up; Cratermaze's soundtrack is actually superior, but DMD's is okay.



I prefer the US version because of its music, but the game in either form ends up being fairly enjoyable and a bit of a pleasant surprise. Of course, I must note that as far as overhead "action-puzzle" things go, Bomberman '93 is a higher-quality title, with tougher gameplay, more bosses, and even better music. Actually, Batman makes for a better object of comparison as far as pacing and action style go, and it, too, is superior to Crater (and, of course, has better music, as its tunes are incredible). But hey, if you'd like something along the Batman lines, this is a cheap, enjoyable option.

Tuesday, March 9, 2010

Jantei Monogatari

~ JANTEI MONOGATARI ~
Renovation / Telenet / Atlus
CD-ROM
1990

In Jantei Monogatari you play a "cool" detective guy whom a truly cool detective guy like J.B. Harold would probably kick the living crap out of. It's up to you to solve a kidnapping case. Of course, the only people who can help you are girls...



...and of course, they won't tell you what they know until you've beaten them at mahjong.



Once you prove yourself superior at tile management, the girls' senses of dignity will be forever lost, so they'll spill their guts freely.



It's an incredible journey that features three things most dudes love to find in video games:


ACTION


WOMEN


MOTORCYCLE RIDES

Actually, it's pretty horrible. The mahjong screen is as dull as can be; and with a lot of hands, losing seems unavoidable. The premise is ridiculous, the story is goofy and uninteresting and keeps getting worse as it goes along, and many of the girls are quite strange looking (and yes, this matters--if a mahjong game features a mostly female cast as one of its main drawing points, the females should not be awkwardly drawn abominations). Better things were yet to come for this series, but this first chapter is a dud.


Monday, March 8, 2010

Dragon Slayer: The Legend of Heroes

~ DRAGON SLAYER ~
Falcom / Hudson Soft
Super CD-ROM
1992

Falcom is famous among Turbo fans for their classic action-RPGs (Ys, Xanadu, Brandish, Popful Mail, et al.), but with Legend of Heroes, they displayed a willingness to deviate from bump-and-run quests and dabble instead in turn-based battles and lengthy spell lists. Dragon Slayer is a traditional-style RPG, but veterans of the aforementioned titles will feel right at home upon seeing its neat little character sprites and windowed-in playfield--signature elements of Falcom fantasy.



Falcom is also known for keeping things simple, and they didn't allow a greater reliance on menus here to dictate that the gameplay would be slow or cumbersome. In fact, Dragon Slayer's combat is incredibly fast paced; these are the quickest-to-end scrums to be found in a 16-bit adventure. The awesome swiftness with which your company annihilates its opposition helps make up for the mediocre enemy art, drawings that disappoint doubly when stacked up against the cool monster designs found in fellow US RPG release Cosmic Fantasy 2.



The bosses are a little more impressive than their minions design-wise, but the best thing about them is that they actually demand a little thinking, a bit of strategizing, on the player's part. Merely trading shots won't do the trick unless you've spent a lot of time leveling up.



While the field graphics are endearingly simplistic and the battle graphics are, well, disappointingly simplistic, there's nothing simplistic at all about DS's soundtrack. The compositions can't compare with the best of Ys, but Ryo Yonemitsu's arrangements definitely call to mind the brilliance of Book I & II's music.

Nothing about the cinemas is very Ys-like, unfortunately. Opening and closing sequences are all you get, and the artwork is mostly ho-hum, with just a few cool images...



...along with gratuitous doses of goofiness.



There aren't all that many stirring in-game moments, either. Some scenes make quite an impact; when Prince Logan and company discover that the townsfolk surrounding them are actually shape-changing rock beasts, for instance, an intense chase ensues. But for the most part, this is typical town-to-field-to-cave progression, with a focus on grinding rather than drama. You spend two-thirds of the adventure chasing after a runaway bad guy who can hardly measure up to Sephiroth, and there's little joy to be felt during his anticlimactic slaying.



But while Dragon Slayer doesn't deliver much in the way of suspense, it does have a good sense of humor. I can't help but be amused by Ethan rambling on long-windedly about justice, gangster-type Giles telling off his Brando-of-a-grandpa, and tough-guy Captain Morgan wincing as his dear old mum administers a stern disciplinary lecture. And then there are the many instances when characters suddenly overflow with rage and mouth off at (or outright attack) one another.



The laughably hammy voicework adds to the fun. Logan's VA in particular was so poorly suited for his role that one can't help but chuckle whenever the lad speaks, especially during the pretentious exchange that takes place after the final battle. The kid looks like he's twelve (if that) yet speaks with the voice of an uptight thirty-year-old.



Obviously, the cheesiness here won't appeal to everyone. If you want a serious adventure, well, this isn't the ideal game for you. You've gotta be willing to laugh when something's silly--even if the silliness isn't actually intentional. And if you are, you'll discover that DS is not only mechanically sound and super-swift in action but highly entertaining as well.

Saturday, March 6, 2010

L-Dis

~ L-DIS ~
NCS/Masaya
CD-ROM
1991

Sunny skies lend to the wonderful sense of freedom our two heroes experience as they break free of the bondage that is junior high. The final bell of the day brings limitless possibilities, homework a trifling matter when the weather is so beautiful and the trial that was the school day has been left conquered and forgotten. But youth goes hand in hand with recklessness, and in accordance with this proven rule, the newly freed students decide to shun the potential for constructive activity, instead opting to duck into a dreary alley and smear a complacent brick wall with all sorts of wacky illustrations.



And so they doodle away the late afternoon, taking pride in their ability to contribute to the neighborhood’s desecration, until a scrawny sorcerer comes along and brings their creations to life, transforming the products of their imaginations into ruthless beasts of destruction. Of course, the evil sketch-animator abducts the female member of the duo as well. You know what comes next. One’s woman must be rescued, and vengeance must be had.

What a way to spend a sunny day.

Recognized for the cinematic magnificence of Macross 2036 and notorious for the bodybuilding abominations known as the Choaniki episodes, NCS/Masaya cranked out another shooter for the Duo that has received substantially less fanfare over time. While 2036 represents their attempt at an intense Thunder Force-style blastathon and the Choanikis are simply, well, odd, L-Dis stands as the company’s foray into the world of cartoonishness. If the opening sequence detailing our heroes’ plight doesn’t clue you in on this, then the mere appearance of your ship certainly will: this tool of destruction resembles a piece of bubble gum plastered with eyeballs and roughly molded into the form of Fantasy Zone's Opa Opa.



Up to two goofy mechanical allies may accompany the heroic little craft and contribute their own distinct brands of firepower. Minuscule as the members of our fellowship may be, they sure can deal out some heavy damage, and they definitely do their jobs in interesting fashion. Human hands fly forward to pelt your enemies, women’s shoes drop to the ground and slide along the terrain, deadly missiles-with-feet soar to the top of the screen and dash onwards, a rubber egg of death bounces about the playfield, and a smiley-faced energy burst clears the path ahead. Just as lethal as they are unique (or should I simply say “weird”?), all of these weapons can be at your disposal simultaneously. And this conglomeration represents but one of many possible combinations.



Use that mighty weaponry to obliterate Stage 1's toy snakes and talking clams. Admire the personality that the enemy cast is imbued with--it’s typical for your larger foes to exchange a few words with you, and even the genre’s standard mini-cannons are granted cute mini-eyeballs.



The nighttime city scene that is Stage 2 boasts the type of super-fast scrolling that NCS/Masaya enjoyed flaunting in 2036. Your ship kicks into high gear, zipping past looming structures, tearing through cyclopean craft and speedy vehicles that act as the mini-cannons’ convoy, and slowing down only when confronted by a gargantuan egg of doom that flutters about the screen via the use of two tiny golden wings. Defeat this abomination and access the underground, where large rats lunge towards you by flapping their enormous ears and a silly, slinky, orange-hurling robot attempts to thrash you by utilizing its slithering body and citrus brand of weaponry.



And all along, you’ll be privy to the cute, catchy tunes that make up L-Dis' comforting, nostalgia-inducing soundtrack. The game has a distinctly old-school feel about it; there are no wailing guitars or pounding drums, just warm tunes that seem to welcome you back each time you power the game up. Similarly endearing are the “Pyoom! Pyoom!" sound effects that often substitute for flat-out explosions.

Oh, but you will hear explosions--large, thunderous explosions akin to 2036‘s beautiful ear-bleeders. And they will act as your first clue that L-Dis isn’t quite as warm and cutesy as it's initially cracked up to be.

In fact, this game crushed me repeatedly when I first obtained it years ago. I eventually realized that finding weapons you're comfortable with and making masterful use of the option pods are the keys to success. Memorization and reflexes won't get you through the game if you aren't competent with the auxiliary weaponry.



This isn't a very cute "cute 'em up," and I don't say that just because it's hard. Sure, there are some funny voices, a bubblegum-ball ship, and an end-credits sequence that's kind of like a cartoony take on Ys', but you're not traveling through a land of pastels and silliness. After the pretty twilight sky of the first stage, you get cities, sewers, and bases that Opa Opa wouldn't be caught dead visiting.



The sub-aquatic kingdom that is Stage 4 returns to the game's cartoonish roots, and its icy brilliance marks the adventure’s highest point, although the bullet-spewing octopi and stone-faced submarines let you know that the enemy forces are done being "cute.”



From Stage 4 on, things get downright tough. And that's fine. A cartoony answer to the likes of Gaiares and R-Type seems like a brilliant concept. There could finally be refuge for the shooter pro who has had his fill of standard sci-fi spaceships and aliens.



Sadly, when L-Dis decides to get tough, it also chooses to leave behind much of its cartoony charm. The flying rabbits of Stage 5 can’t offset the dullness of the ugly brown-and-purple structures we’re forced to navigate.



And Stage 6, while boasting a level of difficulty just below the tier of insanity, manages to bore us with laser-spewing robots and mundane “navigate the maze of moving blocks” sequences. The streams of lasers seem never ending, and the mazes are cleverly designed (the concept is typical but the block patterns are not); and any level that features twelve damn bosses (and we're not talking rehashes of earlier guys) definitely deserves some respect...



...but this just isn’t the same L-Dis that many players come to love early on. It’s like a novel that features a deep, clever conclusion--but not the conclusion that one was hoping for.



And that stands as the reason why L-Dis isn’t an elite shooter--but it sure as hell doesn’t mean that the game isn’t wonderful. The excellent music, comedic voices, and cleverly designed boss characters are indisputable signs that NCS/Masaya put a great deal of heart and effort into it. Throw in attractive visuals, an innovative weapons system, and a challenge that’s sure to last and you wind up with a game that any PC Engine shooter fan should be proud to own.

It’s a great way to waste a sunny day.

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.