GAME REVIEWS

Friday, December 17, 2010

J.B. Harold Murder Club

~ J.B. HAROLD MURDER CLUB ~
Hudson Soft / Riverhill Soft
CD-ROM
1991

I was so into this mystery game when it first came out that, as I proceeded with my virtual investigation, I actually jotted down notes in the little black-and-white case booklet that came with the disc. It's a simple game to play, a point-and-click affair that has you go around town questioning people and looking for evidence to help solve a murder case.



But through a succession of bizarre twists and turns, the plot eventually evolves into something incredibly elaborate and intriguing. I bet it's more substantive than any mass-market mystery you can find at your local bookstore.



To this day, I have lots of fun playing through the game, even though I figured out long ago which character committed the crime. There's still a rush to be felt when finding a key piece of evidence or breaking someone down in the interrogation room. Things get surprisingly intense when a suspect is reaching his or her boiling point and you're on the verge of eliciting a confession.



Also, there's some nice jazz music to enjoy at the opening, ending, and "rest" screens. You don't have to sit through any crappy FMV, and you can leave the character voices off if you want. What might prove annoying is that you have to visit certain locations and talk to particular people over and over again. I could see why some players would consider the proceedings monotonous after a while.



While it seems like most folks who've played the game enjoy it to some degree, it really hasn't gotten much attention over the years. VideoGames & Computer Entertainment magazine praised it but also took it to task for a minor (and largely irrelevant) plot point involving a rape. It was overshadowed by Sherlock Holmes when it was first released, as Sherlock featured FMV, and while Holmes is still mentioned these days (mostly when people are making fun of it), Murder Club is just sort of out there. It's a great game to try if you're up for a little point-and-click mystery solving, and it deserves more accolades than it has received.

Thursday, December 16, 2010

Puyo Puyo CD Tsuu

~ PUYO PUYO TSUU ~
Compile / NEC Interchannel
Super CD-ROM
1996

The gameplay of the original Puyo Puyo CD is intact here with a couple of new features. Now, you can negate the damage caused by your opponent's combos by immediately countering with a chain of your own, and you can really bombard your enemy if you clear your playing field entirely.



Tsuu's soundtrack doesn't live up to the standards of its predecessor, but it's still pretty good. You'll get hit with a terribly annoying in-game tune when you reach Arle's second tier of adversaries, but there's also a fantastic upbeat track that plays during the later matches. There are about twice as many characters here as there are in the first Puyo--returning cast members plus plenty of new competitors. Some of the veterans retain their playing styles from the previous release.



There are lots of pre-match animated bits to enjoy this time, and they're even funnier than those in the first game. However, you have to conquer a tower-hosted gauntlet just to unlock them. Then you have to play through 30+ matches in one-player mode--with no save feature--in order to watch them all. You then unlock more of them... and have to win 30+ matches again to watch the second set.



Thanks to the designers' apparent affinity for unlockables, you have to earn the right to select from all the different characters in two-player mode. This may not be easy, as Tsuu's single-player adventure is quite difficult, though not to the extreme that the first game's reaches.



Tsuu is genuinely rare and usually costs a significant amount of money. But while it might seem superior to its predecessor in many ways, it's actually not as good in my estimation. The first episode has better music, and its animated bits are immediately accessible (the importance of which cannot be overstated, as these games rely a great deal on their cuteness and charisma).

Wednesday, December 15, 2010

Puyo Puyo CD

~ PUYO PUYO CD ~
Compile / NEC Avenue
Super CD-ROM
1994

For those unacquainted with the legendary sport, Puyo Puyo is a pastime that will immediately bring to mind memories of Tetris, although it actually fits in best with the ilk of Columns. Maneuver four blobs of the same color into a string of solid contact with one another (no diagonals) and they'll vanish from your well and cause a boatload of crap (in the form of colorless blobs) to descend upon your enemy’s stack. Of course, blobs that had been resting upon those you made disappear will fall into the newly unoccupied slots, allowing for additional slime obliteration (and causing even more trash to bombard your hapless opponent’s pile). The transparent nuisances can be annihilated only if they come in contact with a vanishing thread of their colorful counterparts.



The "eliminating adjacent blobs" gameplay is fine, but the endearing characters, with their pre-match antics and hilarious in-game shouts and howls, are truly what sets Puyo apart from most well-type puzzlers.



Valiant (if often teary-eyed) Arle is a lovable little heroine, while her adversaries (among whom is the famously volatile Skeleton-T) are spirited miscreants. Humorous voice acting supplies interjections of happiness and despondency, while irresistibly catchy tracks add to the charming atmosphere (but be prepared for an awesome change of pace during the final battle, which takes place to the tune of a riff-fest more than just a little reminiscent of M.U.S.H.A.'s metal).



Don't be fooled by all the cute stuff, though--Puyo Puyo CD is hard. Your computer-controlled opponents all have their own individual playing styles; they don't merely become quicker and smarter as you advance through their ranks. This is very cool, but it also makes them extremely tough to play against. In fact, during later matches, I frequently find myself with little recourse but to hope I hit upon a large unplanned combo. Surviving the thirteen-fiend gauntlet can actually take hours. Of course, if you need a break from the one-player trial, there’s always the highly enjoyable two-player competitive mode.



Puyo Puyo CD certainly isn’t as ingenious a creation as Tetris is, but it’s far more lovable and just as addicting. The fact that it can keep players hooked throughout its lengthy and difficult one-player gauntlet is a testament to its brilliance. And once you do finally complete the adventure, you’ll probably sit back with a smile on your face and think to yourself, “Two-player mode from now on. I’m never going through that again.”

But you will.


Monday, December 13, 2010

Jim Power

~ JIM POWER ~
Loriciel / Micro World
Super CD-ROM
1992

Much-maligned Jim Power has more going for it than most reviews of it would lead you to believe. To be sure, it's an imperfect title, with its most significant flaw being horrid jumping controls. Expect to experience plenty of mid-air misadventures when you first start playing the game. But you can develop a feel for the initially awkward leaping mechanism, and once you have that feel, you can start to notice and appreciate all the good stuff.



The adventure is a bit too short at five stages, but each level can take a while (not an irritatingly long while, mind you), and variety is definitely present, as three of the stages are run-and-gun fare while the other two play like side-view shoot 'em ups. The former aren't nearly as intense as a typical Contra board, but they do make you deal with plenty of tricky platforming sections, and you've always gotta be on your guard, as swift, bizarre creatures roam the grounds.



The shooter boards toss more strange foes your way. These guys are typically too strong to face head on, so mindless blasting won't cut it; you've gotta come up with plans to get by.



The music is very good throughout, and the graphics are great, particularly the shooter-stage backgrounds and the boss sprites. Speaking of the gargantuan bosses, they're pretty awesome looking and fun to fight, even though they're basically jokes.



The jokes don't end there; the game displays a fine sense of humor with amusing opening and closing bits. And really, as long as you don't give up on it early, the adventure itself should give you plenty to smile about.


Saturday, December 11, 2010

Bazaaru de Gozaaru no Game de Gozaaru

~ BAZAARU DE GOZAARU ~
NEC Home Electronics / GAME FREAK
Super CD-ROM
1996

I wanted to acquire Bazaaru de Gozaaru in part because I thought it'd be a nice collection piece, as it seems pretty darn rare, and in part because I'd long been curious about it, often wondering to myself, "What the hell is that monkey game all about?" I went in thinking that any enjoyment I'd get out of it would be gravy. Much to my surprise, I found myself addicted to it almost at once and blazed right through its eighty levels, having a great time the whole way through.



It looks like a platformer from afar, but it's really a trial-and-error-style puzzle game. In each stage, you've got to guide Bazaaru from the starting point to the goal while dealing with springs, pitfalls, and FIERCE ENEMIES... like little white puppy dogs.



Every level has a number of "action points"; your job is to select moves for Bazaaru to carry out at said points. He can jump or roll or spin... or dance or doze or do the moonwalk.



Once you've settled on your moves, you can sit back and watch the zaniness unfold, as the crazy monkey tiptoes past sleeping mutts, gobbles up bananas to extend the time he's allotted to finish his mission, and snags moneybags that are scattered about the various environs (which include a desert, an amusement park, and the moon).



There are one hundred moneybags to grab, and the fact that some of them are in out-of-the-way, tough-to-reach places adds a "sidequest" element to the proceedings. You may use the cash you collect to buy furniture for Bazaaru's house, which starts off as little more than an empty box. You can eventually have it decked out with curtains, a bed, a computer, and other such luxuriances, much to the monkey's delight.



The game isn't very challenging, which is fine with me. I enjoy tough puzzle games like Tricky Kick once in a while, but there are times when I prefer an easier ride, and Bazaaru fits the bill for those instances. Its music is decent, and its graphics are simple but nice looking. Yellowish-orange hues dominate the drawings; so, uh, be prepared for that.



This is the sort of game that definitely won't appeal to everyone, but the folks to whom it does appeal will have an awful lot of fun with it. There are those who'll have a blast solving the puzzles and those who'll get a kick out of the monkey's goofy antics. And then there's my well-off cousin Zigfriedoslov, who sure does love collecting those moneybags.

Thursday, December 9, 2010

Gomola Speed

~ GOMOLA SPEED ~
UPL
HuCard
1990

You wouldn't believe how many times I've seen people passing along the good word on this game, how many times I myself was told of its "must own" and "unknown gem" status. And I'm talking about people who know their stuff, reliable guys who had given me solid recommendations in the past and whose game evaluations I won't hesitate to trust in the future; these are not some know-nothing knaves on a backwater web site. Yet, I did not end up merely disliking Gomola Speed--I downright hated it.



It starts off innocuously enough. You begin each round as a, uh, worm head, and you have to zip around Gauntlet-esque mini-maze-type boards to capture your roving body segments.



Your main objective once you start to resemble a full-length creepy crawler rather than a vagabond insect head is to collect the "food" that's just sort of rolling around. You accomplish this by wrapping your creature's newly formed body around the treat--and this is where things go straight to hell for me. And maybe it really is just me, but I find this wrap-around "technique" to be one of the most cumbersome and aggravating play mechanisms I've ever come across. Causing further aggravation are the swift enemies who hound your miserable worm and slice off body segments you retrieved just seconds earlier. Sure, you can destroy these fiends, but first you need to "stun" them with well-placed (read: luckily placed) bombs a la Bomberman (another play mechanism I could live without), and then you have to pull off the constriction business to do them in once and for--well, actually, they won't really be gone for good. They'll just reappear in faster, angrier forms. And, incidentally, some of them can devour your bombs before the explosives detonate. Excellent.



So it really doesn't matter that the Gauntlet similarities made me feel right at home in the Gomola Speed world, or that many of the game's stages contain secret warps and breakable walls that should make them a lot of fun to explore, or that the placement of enemies in relation to board construction is truly ingenious at times. These things don't matter to me because I absolutely hate the principal gameplay elements. At least there are boss fights that are somewhat entertaining (being that for a number of them you gain the ability to shoot fireballs and thus finally employ a comfortable method of waging combat).



As I mentioned earlier, many trustworthy critics have praised this game. The mechanics don't sit well with me at all, but it really might just be me. It probably is. But if it's you too, you're gonna end up with a game you despise here. I'd rather play QBasic Nibbles than slog through this damn thing again.