GAME REVIEWS

Sunday, July 25, 2010

Macross 2036

~ MACROSS 2036 ~
NCS/Masaya
Super CD-ROM
1992

This is one of the PC Engine games that I made daily supplication for back in the TG-16's "heyday." Rumors constantly abounded about 2036 making the trip overseas, but of course, it never did. So I had to wait a number of years (ten, to be precise) before finally getting my hands on it. And once I finally did obtain it, I played it over and over again, pulling off one-life completions, conquering its various difficulty levels, and reveling in its intense action and sweet aesthetic elements. It continued to earn my regard to the point where I viewed it as my favorite shooter of all time.



I'm a Robotech/Macross fan, have been for many years, and playing a Macross-based game presented in the manner in which this one is was like a dream come true for me. Much of the music was lifted straight from the great Super Dimension Fortress: Macross soundtrack, providing fans of the show with quite an aural treat and contributing to the impeccable atmosphere of the adventure more than any other individual element. The tracks are dynamic: the abrupt change in tempo exhibited midway through Mission Five’s theme is more reminiscent of Tool tunes than it is of Robotech‘s straightforward riffs. The soundtrack reaches its apex during Mission Two, where it starts off in explosive fashion to accompany the heroine's journey through an asteroid field littered with Zentradi attackers. Not only does it rock and get me pumped up to the extreme, but it's actually scored to the action, matching up dynamically with the events onscreen. Just as the explosive track settles into a beautiful, melodic interlude, the game holds back attackers and serves up a pretty sight of red asteroids dancing about the playfield. Superlative design and coordination here.



The situations that you'll find yourself in, from blasting Zentradi mecha on a rubble-laden planet Earth to playing a protective role during a desperate outer-space offensive, are so faithful to original show concepts that they'll make you feel as if you're participating in an actual episode if you're a fan (and what fan didn't wish to be a part of this universe?). Indeed, with its abundance of animated cinemas and obvious focus on plot, 2036 comes off as a segment of the show that you can take part in rather than as a mundane sidescrolling shooter.



Knowledge of Japanese is hardly necessary to feel right at home with the game’s startlingly true-to-the-source-material atmosphere and imagery. No language barrier can diminish the impact of scenes depicting enormous laser cannons obliterating entire armadas or gigantic vessels smashing into one another.



Of course, amidst all of the animated festivities, there is a game to participate in, and as a pure sidescrolling shoot ‘em up, 2036 ranks among the best. With the press of a single button, you'll have your jet spewing forth lasers while releasing both rising and plummeting missiles. Remember to make optimal use of these devastating weapons by firing constantly and covering as much ground as possible, as you never know when or where you’ll reveal a one-up Minmay icon (cute stuff) or a force field that'll grant you temporary invincibility. And to help you deal with your speedy adversaries, your Valkyrie comes equipped with a radar system that alerts you when you’re in line with an oncoming enemy and lets you know from which direction said enemy will be making its attack.

In addition to standard lasers and missiles, 2036 presents you with an impressive fourteen different auxiliary weapons to make use of. You’ll have to earn the right to carry them into battle, however. Points are awarded each time you take down a Zentradi attacker; these points are used in determining which brands of secondary weapons will be available to you following each stage.



Perform at a high level and you’ll be trusted with the more explosive devastators in battle, some of which are quite original in design. One impressive arms system takes the form of dual cannons stationed right behind your ship; the cannons themselves provide protection from enemies attacking the rear of your vessel as they spew a veritable rainbow of spreading missiles at your adversaries.



Your decision as to which weapon to take into battle (you can use only one secondary gun per level) can prove to be critical. Different strips call for distinct strategies; cannons that appeared to be useless during early phases of the adventure can become tools of destruction if utilized properly later on. Initially, you might not find much use for a satellite that hovers above your ship and fires lasers towards the bottom of the screen, but during Mission Five’s descent into the enemy’s labyrinthine factory, said satellite becomes a godsend. Your choice in weaponry will also play a vital role during Mission Four’s all-out-war scene. Glance at the background and you’ll witness an incredible battle taking place between Earth’s forces and the Zentradi invaders. With enemies attacking from every which way, it’s a good idea to make use of a particular spread weapon that hurls fireballs at various angles all around your ship.



Of course, the time will come when, if you’re a skilled-enough player, you’ll wish to move on to a higher difficulty level (the game offers four settings in all). At that point, you’ll have to scrap your previous strategies. Accept the challenge offered by Hard mode, and those spheres of fire will be too weak to take care of the enemy hordes. A powerful needle-thin laser can get the job done--but its severe lack of range will make fancy flying on your part a requirement. Crank 2036's difficulty up a notch and its aerial wars become as hellishly intense as those in any other Thunder Force-style shooter.



The elements of speed and strategy at work here are complemented by fantastic superficials. Graphically, Mission Three is awe inspiring, with a line-scrolling moon surface reflecting the action in its icy, crystalline blanket. Be wary of the crystal structures that protrude from the terrain (and be sure to sneak down between said structures in search of hidden treasures!).



And the point at which you'll realize that you’re immersed in a truly special experience will likely come during one of the game’s dramatic boss encounters, when your Valkyrie finally switches to its Battroid mode, requiring that you rotate the machine and aim its endless streams of shots. With a little practice, you'll be spinning and shooting as efficiently and effortlessly as Macross's mega-pilots ever had--which will be necessary if you're to defeat the Zentradi's incredible boss behemoths (who are introduced with fanfare at the beginnings of their respective levels).



Perhaps the concern exists that all of these superlatives are being hurled about by a long-time Robotech fan with a supersubtle eye. Rest assured that with its stirring soundtrack, seamless integration of strategic elements, and intense higher difficulty modes, Macross 2036 is worth any shooter fan’s time. Those familiar with the series will get the most out of the experience, however, as even the most bitter curmudgeon will recall and revisit the feelings that accompanied each viewing of the classic television show. For the saga's most loyal fans, the time has finally come to take flight and earn your wings.



Just as you’ve always wanted to.

Saturday, July 24, 2010

Power League II

~ POWER LEAGUE II ~
Hudson Soft
HuCard
1989

The original Power League is the only one that made it to the US (under the moniker World Class Baseball), but Hudson kept the series going for a number of years in Japan. The first sequel that came down the chute was no minor upgrade. PL2 addressed nearly every complaint that players had about its already enjoyable predecessor and ended up an excellent game of baseball in its own right, one that WCB fans should be sure to check out.


The graphics are much improved, lending the game a more realistic look, especially in the overhead-view field-action parts; bid adieu to the squat little fellows who waddled around the diamond in the first game.


Results of a batter's previous plate appearances (during a particular game) are displayed as he steps into the box. Pitch counts are also shown, though you needn't pay much attention to them, as this is an easy arcade-style affair that encourages a free-swinging approach by all... which fans of WCB are likely to appreciate.


Fielders have much better arms in this episode, so there aren't nearly as many infield hits. This may not sound all that significant, but it was an important tweak to the gameplay; the abundance of slow-rolling singles is one of the original title's goofiest faults.


The revamped post-game show takes another look at the day's home runs. The game stays an extra moment with the pitcher-batter screen during monstrous flies, presenting a dramatic view of the ball heading out of the park.


If you win your league and crush the champion of the other in Pennant Mode, you'll get to square off with the legendary HuBees ballclub.

The only thing that's really disappointing is that PL2 is a little blander than the original, with a dull gray stadium and no little flag-waving guys celebrating home runs.

Thursday, July 22, 2010

F1 Circus '92

~ F1 CIRCUS '92 ~
Nichibutsu
HuCard
1992

At first glance, F1 '92 looks pretty damn similar to the earlier episodes in the series, with tiny cars racing at searing speeds on dull-looking courses.



And, well, that's pretty much all there is to it, but '92 is by far the toughest chapter of the Circus saga, due not only to tricky track layouts but also to opposing racers who actually handle themselves well out there and do all they can to thwart your efforts. Sometimes, one's best hope is not to drive well but to bump an adversary off course and cause a huge wreck that takes out a bunch of the bastards at once.



Blinking-arrow warnings of curves yet to come pop up early in '92, giving you a better chance of actually staying on the trail, and the usual setup screen offers an "auto" option that has the computer do all the selection work for you. (It's worth noting that while these elements served to further separate this product from its HuCard predecessors when it was released, they were also already present in the superior CD title, Circus Special.)



In addition to boosting the level of difficulty, Nichibutsu pushed themselves to do more with pre- and post-race screens, though the results obviously can't measure up to the amusingly goofy intermission shots in Special.



But whatever; interludes aren't what Circus fans play the games for. They play them because they love the feeling of achievement that is attained after hours and hours of practice and course memorization. Indeed, once you do arrive at that level of Circus proficiency (if you ever do), you might be amazed at how active the game keeps you on the pad and surprised by how many seemingly impossible maneuvers you're able to pull off. Still, when it comes to hammering away at boards that require practice and memorization, I'd rather have a go at Rayxanber II or Valis IV or Nexzr... you know, games that're actually enjoyable.


Sunday, July 18, 2010

F1 Circus '91

~ F1 CIRCUS '91 ~
Nichibutsu
HuCard
1991

Give it a few seconds and F1 '91 will seem quite poised to separate itself (superficially, at least) from its primitive predecessor. Slight improvement in the (still-objectionable) graphics and a menu of selectable tunes make for some measure of relief from the aesthetic torture one was subjected to in the original Circus. Unfortunately, proceed through the levels and you'll repeatedly find yourself following all-too-similar-looking paths, one "slim gray road paved through greenery" after another.



"Fancier" interludes will fail to mollify players weary of the visual repetition.



But while almost all of the courses look alike, they're a little more devious in design than the tracks served up by the first Circus. You might even find yourself making use of your brakes this time around.



But if it's a challenge that you're looking for, seek out '92 or Special instead, as this Circus isn't nearly as difficult as the ones that succeeded it. And if you're hunting for a quality racing game, look outside of this series entirely, as '91 plays just as poorly as its madcap brethren.

Saturday, July 17, 2010

F1 Circus

~ F1 CIRCUS ~
Nichibutsu
HuCard
1990

How these F1 Circus racing games managed to do so well in Japan is quite beyond me. It's true that F1C action is incredibly fast--but far too fast for the games' own good, as they provide views extremely limited in scope. This first episode doesn't boast the variety in visuals that later ones offer (and bear in mind that even said later ones are dreadfully bland), leaving a driver to traverse graphical doldrums as his nigh-uncontrollable vehicle hurtles up the road.



Don't expect even intermittent aesthetic highlights. Option, celebration, and setup screens are presented in utilitarian fashion--to put it nicely.



The course designs are also very basic, as even the "toughest" segments of track are nowhere near as horribly difficult to navigate as the insane twists and turns prominent in later F1C episodes '92 and Special. And as you're zipping along on the surprisingly straightforward speedways, you'll notice that opposing drivers typically take it easy on you, content to mind their own business or blunder off the road as you breeze on by.



Of the PCE F1C games, this is definitely the ugly one (perhaps I should say "ugliest," as its sequels are visually grotesque in their own right), and it's definitely the "easy" one (though it's still challenging and frequently irritating). It's an unalluring but sensible place to start if, for some reason, you're interested in the series; if you can't make headway in this one, you'll have no shot in the other episodes. I recommend saving yourself the trouble and avoiding the lot of them at all costs, but rabid Circus fans would gainsay me with claims that hours of practice ultimately prove worthwhile. It should cost you only about three bucks or so to find out for yourself.


Tuesday, July 13, 2010

F1 Circus Special

~ F1 CIRCUS SPECIAL ~
Nichibutsu
Super CD-ROM
1992

The requisite Super CD episode in a series that somehow survived multiple horrific chip efforts, F1 Circus Special carries on Nichibutsu’s racing-game philosophy of “full speed ahead, quality be damned.” Don’t get me wrong; I certainly don’t mean to understate the “full speed ahead” element. If anything, Circus Special is fast--so fast that the screen often ends up scrolling backwards to accommodate the blazing speed, which, of course, looks absolutely ridiculous. Navigating the speedways is an arduous affair, as you can see but small snippets of track at once, and the little arrows that pop up and flash incessantly do very little to prepare you for the tortuous twists to come. You can take practice tours of each course (and have no choice but to do so thanks to compulsory time trials), but it might not matter much come race time. Your computer-controlled opponents delight in crashing into you and one another, often creating spin-outs right off the bat and relegating you to a bottom-feeder ranking for the duration of the race.



So daunting is the task facing aspiring Schumachers here that seemingly minor feats like placing among the top six during a given race elicit "Rocky at the top of the steps"-type celebrations from the bums in your pit crew. Should you manage to do the unthinkable and actually win the whole damn event, the entire world will gather and rejoice.



In fact, one of the few readily apparent ways that this CD "smash" takes advantage of the medium to separate itself from its awful chip counterparts is by delivering numerous celebration/meeting screens.



To be fair, the track layouts and adorning landscape designs are more interesting here than in any other member of the PCE Circus series. This doesn't mean they're worthy incentive to actually try the game, but hey, better is better.



And indeed, thanks to the course designs and those goofy intermission stills (there are plenty of them, and I "enjoyed" seeing what kind of silly scene would pop up with each new achievement), Special is my favorite Circus episode. Keep in mind, however, that being the best of an extraordinarily bad lot doesn't merit true praise, and the "compliments" I've showered this CD "revamp" with should not be taken as indications that it's anything but a terrible racing game.