GAME REVIEWS
Tuesday, January 25, 2011
Farzyarth no Jakoutei (Neo Metal Fantasy)
Friday, January 21, 2011
Insanity
Super CD-ROM










Tuesday, January 18, 2011
Brandish
Friday, January 14, 2011
Winning Shot
The realization that I would be having fun with this game occurred the instant my little avatar took a swing and SMASHED the ball across the course. Players absolutely DRILL their drives in Winning Shot; the ball goes way up high and gets really big in a manner reminiscent of the World Class Baseball "pop-fly effect." For video-game golf shots, this is pretty exhilarating stuff.
Wednesday, January 12, 2011
Thunder Blade
Thunder Blade is a hybrid blaster that alternates between vertically scrolling fare and "into-the-screen" sequences. Both of its play modes are afflicted with the same disastrous flaw: they're choppy as hell. Honestly, I'm not one to allow visual elements to make or break a deal, but the jerkiness here is revolting, and it impacts the gameplay significantly. Hit detection is way off during overhead play (which actually often works in the player's favor) while it can be hard to judge the positions of environmental hazards during the behind-the-'copter scenes (which, of course, is not beneficial to the player at all).
As hard as I am on it, Thunder Blade is not terrible. It's, uh, functional, I suppose. But I see little reason for anyone to go ahead and purchase it, as neither of its play modes stands up well. Space Harrier and After Burner II are faster and more challenging than the forward-flight levels here, not to mention that they feature smoother visuals and better tunes (though TB's music actually isn't bad). And we don't even need to look to CD to find about a billion PCE verts that crush TB's traditional blaster segments.


The choppiness in the vertical levels is completely unjustifiable. The bland, ugly terrain; small, simple sprites (the same few of which appear over and over again); and wimpy weapons don't comprise an adequate explanation. We're not talking ambitious stuff here.


I'm not letting these parts off the hook either, as Space Harrier, After Burner II, and even Jimmu Denshou show that stages of this style can be pulled off pretty well on the system.


Most of the bosses are large machines that require you to weave amid periodic blasts and annihilate cannons.
Tuesday, January 11, 2011
Ganbare Golf Boys
Ganbare doesn't make the greatest first impression. A mere two courses to choose from at the outset seems to indicate a lack of variety right off the bat, and matters only become grimmer once an actual round of golf begins. It's not that the graphics are poor, per se, but everything looks so tiny, and even prodigious drives appear to get little lift. The distant view will make most players feel detached from the action, and it doesn't help that this "action" plays out very slowly.
I also discovered that Ganbare's play system is actually quite solid. The targeting system is as simple as can be, and while the game's shot mechanism always feels fair, you won't master it without a little practice.
And while Ganbare initially seems opposed to the idea of letting anything that happens during play seem all that exciting...















































