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.
GAME REVIEWS
Sunday, July 25, 2010
Macross 2036
Saturday, July 24, 2010
Power League II
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.
Thursday, July 22, 2010
F1 Circus '92
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.
Sunday, July 18, 2010
F1 Circus '91
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.
Saturday, July 17, 2010
F1 Circus
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.
Tuesday, July 13, 2010
F1 Circus Special
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.




















































