Being that Jigoku Meguri is an old Taito platformer, the fact that its protagonist uses "bubbles" to demolish his foes should come as no surprise to anyone (though the game's designers would have us view these bubbles as "pearls"). And it's hardly shocking that most of Jigoku's stages present players with multiple paths to take, though choices are typically of the basic "high road or low road" variety. But as JM is a tour of the underworld, it's a lot darker than fellow Taito-produced action titles Mizubaku Daibouken and The New Zealand Story. It can't seem to detach itself from its cartoony kinsfolk entirely, however, delivering amusing character animations along with enemy designs that would've worked in the aforementioned "bright and colorful" games--if said games were to have featured "haunted house" stages. The soundtrack goes the lugubrious route, but some of its somber melodies remind me of Takeda Shingen's charming low-key numbers.
GAME REVIEWS
Sunday, May 1, 2011
Jigoku Meguri (Bonze Adventure)
Wednesday, April 20, 2011
Babel
Poor, ill-famed Babel is a traditional-style RPG best known for having stupidly enormous towns. They're certainly larger than those you'll find in most of the game's contemporaries, but there's only one of truly abominable size. It's a ridiculous continent-sized metropolis split up into five sections, each of which consists of about a billion buildings, and said buildings aren't arranged in neat little rows. Heck, even the interiors of many of the structures are labyrinthine. This is a village so massive that the disc comes packaged with a map of it. And you'll have to spend a lot of time wandering its streets early in the game, looking for just the right person to talk to before you can get on with things.
Saturday, April 16, 2011
Spriggan mark2
It's a shame that mark2 has virtually nothing in common with the fantastic Seirei Senshi Spriggan aside from serving up the same Game Over number and having the player pilot a mecha. The first Spriggan, a gorgeous vert featuring Aleste-style action, was built around an interesting fantasy-meets-technology theme that allowed its designers to run wild with enemy concepts. They took advantage of the opportunity by delivering a multitude of incredible beasts, magic users, and war machines. mark2 ditches the viewpoint and jettisons the fantasy elements, placing in sidescrolling context a crew of small, boring mecha and presenting very few adversaries of note. I don't particularly like SideArms-style gameplay to begin with; implement such a system and give me nothing interesting to shoot at, and your odds of success are very grim indeed.
Wednesday, April 13, 2011
Bonk 3 CD
Well, I scratched that plan when it became clear that the TurboChip version would be the cheaper, easier buy. And upon tracking the chip down and giving it a play, I determined that the main game itself just wasn't for me. I had no love at all for its vast but largely empty and unrewarding levels, its gimmicky big and small Bonk forms, its goofy bosses, its not-much-fun bonus rounds, and its lounge-style pacing.
Of course, acquiring and playing the CD rendition meant I would have to deal with that crap all over again.
While neither version of Bonk III is particularly wonderful, I do get quite a bit more enjoyment out of the CD. Unfortunately, as alluded to earlier, the CD happens to be the much more expensive rendition (and the card is no bargain-binner to begin with, so we're talking lots of cash here). And I must reiterate the oh-so-minor caveat that I really do seem to be the only human being who prefers the red book tunes.
Friday, April 8, 2011
Daisenpuu Custom
Daisenpuu was a strange choice to receive the CD "upgrade" treatment, as it's an example of a game that simply is what it is. Its soundtrack was fine as performed by chip, so there was only so much that could be accomplished for the sake of the overall package via red book remixes. To make the project worthwhile, NEC would've had to stray from the original game's stubborn adherence to a tank-and-boat-stocked enemy lineup and perform major alterations on the dull stage designs. Tossing in a batch of new weapons wouldn't have hurt either. And if they were gonna go to such lengths, their efforts might as well have gone towards an entirely new game rather than a remake of something that never really had much potential anyway.
We had an idea from the outset that the music wouldn't be much of a factor here (though it's still a shame that they screwed it up so badly), and we knew that "remaining faithful" to the original's theme and gameplay would limit the potential of the project. The least that NEC Avenue could've done, though, was provide a bit of flashy context for the in-game drabness. Unfortunately, there are no cinemas to be found here. Level breaks of the most boring kind are implemented, and the horribly unrewarding "ending" screen is identical to the original's.
Thursday, April 7, 2011
Daisenpuu
There really aren't many of those "heavy fire" moments anyway. The bad guys in Daisenpuu rely heavily on projectile attacks, but the action never approaches Raiden or Kyuukyoku Tiger levels--it never becomes "manic" in style. It's never cheap, either, except in that our hitbox seems a bit wide. Checkpoints are employed, but they're never game killers.























































