GAME REVIEWS

Monday, September 27, 2010

Falcon

~ FALCON ~
Spectrum HoloByte / TTI
HuCard
1992


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!!!


Whew.


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???


Good grief.

Friday, September 24, 2010

Final Match Tennis

~ FINAL MATCH TENNIS ~
Human
HuCard
1991

There are those who swear by Final Match. They tell their tales of sleepless nights spent on FMT tournaments, of never-ending delight delivered by a tennis title that outclasses all others. I, on the other hand, haven't ever drawn up any FMT brackets. I haven't congregated with assemblages of fellow fans. I haven't even lost a second of sleep to the thing. I do like it well enough, but I view it merely as an example of what can happen when a design team puts together a product that excels in the one area that matters most. As for what that one area is... well, it's not visuals. From afar, FMT looks a lot like a number of archaic NES-era efforts.



In all fairness, the finest aspects of the art and animation simply don't shine through in screen captures. But I offer no such qualifiers regarding the audio, which is 8-bit fare all the way. And do not expect your default single-player FMT experience to be rewarding, as a good serve-and-volley game will have your computer-controlled opponents tripping over their own feet point in and point out.



Options at the onset are not aplenty, covering and extending not the slightest bit beyond a variety of court surfaces, a training mode, a number of selectable players, and tournament competition.



But FMT answers the call with its gameplay. It's a very fast, very lively affair that controls wonderfully, making it grand entertainment for friends in the mood for batting a tennis ball around sans any flaw in play that could possibly lead to frustration for either party.



But my friends and I... well, we prefer Davis Cup, which is more realistic action- and appearance-wise and deeper and more rewarding on the whole. Still, even those tennis-game fans who share my views on how FMT compares with its peers, on how much of its strange cult-hit-ish rep is truly deserved, probably won't for a moment consider it anything less than a viable alternative to everything else that's available, especially since it typically costs a mere four or five bucks.


Thursday, September 23, 2010

Dungeon Explorer

~ DUNGEON EXPLORER ~
Hudson Soft / Atlus / NEC
HuCard
1989

While Neutopia was content with dressing itself up in nice, cartoony graphics and performing a fairly uninspired Zelda-imitator shtick, Dungeon Explorer found a way to murder the classic from which it borrowed its fundamental play mechanics. Ironically, DE's massacre of Gauntlet had little to do with the adventure elements it added to the mix (as it really doesn't feature much of a narrative); rather, it established its superiority by refining the action aspects it mimicked. As in Gauntlet, players view the proceedings from an overhead perspective and launch swords-and-sorcery-themed projectile attacks as they dash about labyrinthine environments. But there is no barreling through enemy lines here; one can't apply the tried-and-true Gauntlet stratagem of lowering one's head and plowing through armies of grunts and ghosts (in what designers laughably dubbed "melee combat"). Hit-point totals in DE are never stratospheric, and progress is best made methodically. Yet, combat is heavy, and the opposition, relentless, making the game one hell of a success as an action-based TurboChip.



But excellent gameplay is not what DE is most commonly lauded for. This title is renowned for the remarkable quality of its audio and always mentioned early on in conversations about the greatest HuCard soundtracks. It boasts a dynamic collection of compositions and shows remarkable range on the part of the composer by shooting from the amazingly catchy (and strangely Earth, Wind, & Fire-ish) second-maze tune to the enchanting melody that haunts those who venture into Alexis' tower.



Gauntlet, too, has interesting music. It also (in its NES incarnation) requires players to participate in absurd scavenger hunts for "clues" that enable them to access the lair of a dopey end-dragon. No such nonsense plagues the DE experience, but you'll frequently come across and do battle with cool boss creatures, some of whom utilize innumerable projectiles to attack from a distance...



...others of whom prefer to bully you around.



I've slain those bosses many times, but as long as I can still wield a TurboPad, no time will be the last. Even amidst my epic Turbo exploits, I find myself returning to this title quite often, initially planning to take a slow revisitation tour but inevitably playing through the entire adventure in a flash. It's a difficult quest to leave unfinished, even for just a time--especially if friends take part in the conquest.

Monday, September 20, 2010

Popful Mail

~ POPFUL MAIL ~
Falcom / NEC Home Electronics
Super CD-ROM / Arcade CD-ROM
1994

Being a huge Falcom fan familiar with Popful's good reputation, I had very high expectations for the game when I purchased it years ago. It seemed reasonable to anticipate great things from a sidescrolling adventure title that has an Ys-esque feel about it and features three appealing playable characters. Unfortunately, it ended up being a major disappointment. I felt that it had humor and some nice audio working for it, but the level design just totally turned me off. It seemed like I was constantly dealing with slow-moving platforms, or waddling through empty corridors, or sliding up and down pointless poles and ladders, or partaking in whatever other dull activities the designers could think of to make the process of reaching my destination at any given instance as time consuming and annoying as possible.



Some "challenges" they came up with just seemed lame and poorly concocted, particularly a stretch where the heroine latches on to spinning gears and you have to make her let go at just the right moments, shooting her across the room in the process--hopefully on target for a platform or another gear. Adding to the sludgy misery were unskippable in-game voice-acted parts.



When I revisited the adventure a few years later with newfound patience and skill in tow, I enjoyed it a lot more. Make no mistake: those elements I listed above were all still present, and the game was still monotonous and irritating at times. But as I wasn't bumbling around hopelessly or falling repeatedly or just acting like an impatient crybaby in general, the potentially tedious stuff seemed to go by much more quickly. Even the daunting "spinning section" proved to be briefer, fairer, and more entertaining than it had seemed in my misguided memories. A little patience on my part allowed me to "see the light," which made the positives shine that much more brightly.



As I alluded to earlier, humor and audio top the list of positives. There's quite a bit of good comedy here, thanks in large part to a wacky winged fire-breather named Gaw...



...who not only provides laughs but also makes for a fun character to use, especially when the little fellow gains the ability to utilize his gaping maw as a flamethrower. And the Gaw-exclusive stages see the title's soundtrack, which gets off to a pretty good start and improves from there, achieve greatness with an incredibly catchy tune.

There are plenty of high-quality cinemas...



...and the in-game visuals will prove pleasing if you're a fan of the Falcom small-sprite style.



The designers took a neat approach with the gameplay, which feels kind of like a combination of elements from Ys and Dragon's Curse. You can have a blast messing around with the enemy troops: get them to drop their guard or launch errant attacks, or use them to reach out-of-the-way niches and platforms. And the bosses are a lot of fun to fight, even if they aren't all that tough.



Even with that hefty list of positives, I do need to reemphasize the need for patience with this game, as it has its share of parts that can feel slow and/or frustrating. Really, the amount of enjoyment you get out of it might just be determined by your frame of mind when you sit down with it. But if you think you have the required patience, and if you dig sidescrolling quest games, I say go ahead and pick it up.

Friday, September 17, 2010

Bubblegum Crash

~ BUBBLEGUM CRASH ~
ARTMIC / Naxat Soft
HuCard
1991

BC's story really doesn't do much for me. It focuses on a group of gals who decide to investigate some mysterious bank robberies. The little troop goes from place to place and from person to person, finding clues and unearthing truths that just aren't very fascinating.



Sure, many other digital comics require players to partake in the same sort of fetch-questing, but the quality CD ones usually feature superior eye candy to make the location hopping a little more tolerable, not to mention music that isn't a complete afterthought and at least a few effective attempts at drama. Here, my attention drifted, as nothing remotely exciting happened until a brief cinematic sequence that preceded an interactive (but unchallenging and lusterless) bike chase.



But as boring as things had been to that point, the worst was yet to come. The final stretch is a first-person maze sequence, a downer of a gameplay element in almost every comic that employs it. This one is even worse than most, though, as it has you participate in random battles that never play out quickly but are practically impossible to lose. You'll have to put up with lots of these pointless fights (which always pit you against one of only two enemy types) and search dozens of rooms (almost all of which are "labs" or "warehouses" that contain absolutely nothing) before you'll finally solve the labyrinth and face a wimpy final foe.



It's during this maze trek that the game goes from dull to dreadful, and the short, subpar ending sequence does nothing to redeem the by-then-floundering effort.

Thursday, September 16, 2010

Power League '93

~ POWER LEAGUE '93 ~
Hudson Soft
HuCard
1993

Well, not much has changed since Power League V. '93 even utilizes many of V's tunes. Granted, we're talking good music here, but I wouldn't have minded hearing some good music exclusive to this title. The visuals are largely redundant as well...



...and the old post-game show and scoreboard animations have definitely worn out their welcomes.



One adjustment worth noting is that '93 is tougher than V: base hits aren't nearly as easy to come by here. This tweak is no write-off, but to be honest, I kind of enjoyed racking up stats to fill the league leader board in V. And any player worth his salt will be celebrating a championship before long in '93 anyway.


Not this crap again...

Frankly, the only PL I had less fun with was IV. But I must note that I was unimpressed with this title mainly because it's extremely similar to V, which I'd already played through. Shoot straight to this episode and you'll almost certainly find it to be a great baseball game.