GAME REVIEWS

Friday, April 2, 2010

New Zealand Story

~ THE NEW ZEALAND STORY ~
Taito
HuCard
1990

Way back in the day, before any console version of New Zealand Story had made it to America, GamePro ran a feature on the game. The article convinced me that I had to have the title in some form. The little sneaker-wearing kiwi seemed like a really cute and awesome protagonist.



And I thought it was great that he used arrows, lasers, and bombs to dispatch his foes rather than the generic hopping/spinning attacks that most "mascot-type" heroes employed back then, not to mention that he got to use those weapons against cool bosses like a giant whale who would swallow him up (leaving him no choice but to decimate the beast from the inside).



I eventually got the game in its "Kiwi Kraze" incarnation for the NES and discovered it's about more than just a cutesy style and interesting animal characters. It's a very tricky platformer, with tight balloon-flying and swimming sequences to navigate through and spikes and other such hazards placed all about the land.



Heck, when I was a kid, I regularly got my ass kicked by the second boss. (Yeah, I was HORRIBLE back then.)



I liked the game despite my struggles but eventually sold the cart with the knowledge that I was ultimately going to acquire the PCE version anyway. I was an older, wiser, better player by the time I purchased the NZS HuCard, and I fared quite a bit better with it than I had with its NES counterpart. With knowledge of what the full adventure has to offer finally in hand, I appreciate the game now more than ever. As mentioned above, it's very tricky, and some parts seem so tight at first that they make you wonder how you'll ever get past them without sacrificing lives. But this is the sort of game in which practice and experimentation go a long way. You'll eventually find yourself breezing through those tough parts and feeling great about it. Looking for the many hidden warp spots is also great fun.

So NZS certainly is a sweet little platformer, but some things about the PCE rendition bother me:


Some of the color choices and combinations just boggle my mind. I don't mind the turquoise tones of the third world so much; but even during that stage, there are plenty of "uneasy" visual moments to endure.


No version of NZS that I've experienced has boasted exemplary controls, but the balloon flying here seems even looser than in other renditions. Kiwi Kraze feels tighter than this.

I've never played the arcade original, but from what I understand, it features five full worlds. This one goes up to 4-4 and then straight to Round Final for the battle against a pathetically easy last boss. Leaving out an entire round is a pretty significant omission.

Also, the music is AWFUL. It's so shrill and terrible. Kiwi Kraze does a much better job with the main tune, which I'm very sad to say, as I think NES audio is shitty in general. But on the plus side, the playfield seems "wider" here, less cramped, than in the NES version, giving you more room to move around in, which makes a number of situations play out a lot more smoothly.

It's too bad that HuCard NZS didn't end up as excellent as it could and should have been, but the game still rules, and it makes for a great pickup despite the issues I've enumerated. And while this might be small consolation, it fares better in almost every area than the MegaDrive version, which is wretched.

Thursday, April 1, 2010

Beyond Shadowgate

ICOM Simulations - 1993 - U.S.A.
Super CD-ROM


Beyond Shadowgate sucked me in right from the get go. My first time with the game I remember being extremely taken with the hand painted backdrops and the immersing audio. Playing through again for this review, I found things were even better than I remembered them.

A product from the incredibly talented team over at ICOM Simulations, Beyond Shadowgate is the second game in the Shadowgate series. Preceded by the classic Shadowgate that debuted on vintage Apple computers or perhaps more famously, the NES, I played through all three games including the classic-that-wasn’t finale Shadowgate 64 to get a better perspective on things. Beyond Shadowgate takes place a few generations after the final events in Shadowgate and stars a Prince Erik determined to expose the truth behind his father’s murder. His young sister is kidnapped in the process by a man who intends to sacrifice her in order to revive the evil Warlock Lord. It’s up to you to stop him.


Unlike its predecessor and successor, Beyond Shadowgate plays like a more or less non-linear adventure in the King’s Quest style. According to Dave Marsh (of ICOM Simulations), a Mac/PC port of Beyond Shadowgate was in development even before work began on the Turbo version. The Turbo version was ultimately based on the unreleased PC game, and as such the gameplay in Beyond Shadowgate seems almost tailor-made for a mouse. Oddly enough, the game is not compatible with the PCE mouse that already existed for the console at the time of the game’s release.


I already mentioned Beyond Shadowgate’s amazing visual presentation. The artists obviously spent a decent chunk of time on these, and it shows. Every single scene is a hand painted masterpiece that really sets Beyond Shadowgate apart from its peers. Like the first adventure, you’ll encounter plenty of strange creatures along the way. Creature design follows the precedent set by the background art-- which is to say, fantastic.



Deal with these guys swiftly or they'll deal with you.

This guy's a classic.

A common complaint about Beyond Shadowgate is the speed (or lack thereof) at which Prince Erik plods along. Personally, I find his pace a perfect fit for the game. When a game looks and sounds this good, the extra couple seconds it takes me to go from one scene to the next is less a detriment than it is a chance to revel in the game's spectacular environments. If you’re the kind of person that digs games like King’s Quest or Loom, you’ll feel right at home with the gameplay here. That said, BS is best played with a three button controller since it heavily utilizes Button III for item/icon selection. Without one, you’ll be stuck using SELECT for this stuff.

One of the strengths of the Shadowgate series is each game’s ability to create a unique atmosphere while simultaneously maintaining an air of familiarity. Beyond Shadowgate is no different, and one of its best assets is the successful melding of top-notch audio to accompany the visuals. Whether it be subtle wind blowing as you venture up icy mountain ledges, or a pleasant tune accompanied by the sounds of wildlife as you explore a forest, if you’re like me you’ll find yourself getting chills as you play.


Some fans of the TurboGrafx/PC Engine go to great lengths to pan the domestic library at every opportunity, claiming the only titles worth playing were released in Japan. Well, Beyond Shadowgate wasn’t released in Japan and it’s one of the best games on the system. I’d go so far to say must-own if it wasn’t so pricey. Like so many other US titles Beyond Shadowgate often sells for way too much. Unlike many of said titles, BS is actually usually worth it.



Failure has its consequences.





Tuesday, March 30, 2010

Jack Nicklaus' Turbo Golf CD

~ JACK NICKLAUS' TURBO GOLF ~
Accolade
CD-ROM
1990

Accolade opted not to forsake the Jack Nicklaus HuCard's play system while designing the CD version of the game. Their decision sat well with me: Turbo Golf is a mechanically sound title on either medium. Unfortunately, they also stood pat with the revoltingly crude visual style "boasted" by the TurboChip...



...and elected to continue making players sit through slow, stupid course redrawings in between shots.



Thankfully, JNCD does not retain the card's in-game silence; in fact, it allows you to select from three different tunes during play, and surprisingly enough, all three are pretty good. You'll enjoy listening to them as you tour the disc's five different courses (the mute TurboChip offers but one).



Other additions come off as obligatory CD-version tack-ons. The opening cinema is a three-screen throwaway, and Jack's advice being read aloud isn't much of a "special feature."



If you consider the HuCard Jack Nicklaus a decent title (as I do), you'll probably want to upgrade to this version for the music and the extra courses. If you're just looking for a quality golf game for your Turbo, well, Fine Shot Golf on Human Sports Festival is far superior to this title. Should you crave more than a single representation of the sport, give Turbo Golf CD a try.


Monday, March 29, 2010

Power Golf 2: Golfer

~ POWER GOLF 2 ~
Hudson Soft
Super CD-ROM
1994

This is definitely a step up in quality from the original Power Golf, thank goodness. PG2 plays better than its predecessor and boasts superior course design.



It's more sophisticated in general, presenting much more in the way of course and play-mode selection.



There are some negatives to note, though: the action plays out slowly, as the game likes to switch views of the ball three or four times during long shots (and with each switch comes a slight delay)...



...and the CD unit's capabilities are largely wasted on horribly grainy "videos" and useless digitized pictures.



I prefer Fine Shot Golf (which can be found on the Human Sports Festival disc), as it's livelier, faster, and more fun overall. Still, golf fans and people who actually enjoy the first PG will probably be happy with this.


Sunday, March 28, 2010

Dekoboko Densetsu Hashiru Wagamanma

~ LEGEND OF DEKOBOKO ~
Renovation / Telenet
CD-ROM
1990

For those who aren't familiar with the legend, this Dekoboko is an overhead-perspective "combat racing" game that leans heavily towards the "cutesy" side of things. You drive through or leap over ponds, ice patches, lava streams, and snowy wastelands...



...while evading cows, snowmen, fish, birds, elephants, and flame-spitting dinosaur-things...



...and walloping your opponents with weapons bought at shop-screens in between stages.



The silly-in-theme courses should be the colorful highlights of Dekoboko, but they're actually rather dull. Some canvases are dominated by ugly yellows and browns, and a simple Lego-land can't exactly compete with Mario Kart's Rainbow Road.



The musical tracks are forgettable save for two vocal numbers (a goofy male vocal at the title screen and a decent female vocal at the end) and the Stage One theme, which is remarkably reminiscent of Basted's main in-game tune.

Superficial disappointments might have been forgivable if the gameplay were solid, but it isn't. Dekoboko was designed with five-player action in mind; hence, it insists that all of the cars be visible onscreen at all times. This means that if you're leading the pack, you'll be a mere centimeter or so away from the very top of the playfield and have no time to avoid obstacles that suddenly appear. On the other hand, if you hang back, you'll run the risk of being "hit" by the bottom of the screen, which will send you into a spinout. The spinouts constitute the most irritating aspect of the experience, as it can be very difficult to "right the ship," and you often end up caught in an inescapable chain of spins.

You pretty much have to hang out somewhere in the middle of the field, conserving your energy and keeping your vehicle on course until the very last stretch of a given track, where you can finally make your move and go for the win.



Ultimately, this is more of an obstacle-course run than it is a racing game, and there isn't much of a speed element anyway, as the cars basically just roll along. Give Dekoboko a try and you'll probably end up agreeing with me that the coolest thing about it is that Yuko and Megas briefly appear in the opening cinema.