Saturday, November 30, 2013

#77: Dinocity

RAWR!
I've heard of most SNES game; Dinocity is one of the rare ones that's completely new to me. I didn't know what to expect from the name alone. Dinosaurs probably, but in what way? How do cities work into it? Is this going to be SimCity but with dinosaurs? That sounds awesome!

SCIENCE!
Even before the title screen arrived I was given a little video introduction. Jamie and Timmy wanted to watch a video on tv but they touched a 'science device' and got sucked into another world. I dinosaur world I guess?

Yoshi?
Dino City turned out to be a really mediocre platformer. It's like someone saw Super Mario World and decided to run with the concept behind Yoshi but they didn't have anyone on staff who really knew how to program a platformer. The controls are incredibly sluggish and beyond getting sucked into a dinosaur world I didn't have a clue what was going on. You can see Timmy riding on that dinosaur's back. Why is there a gigantic woman trying to kill him? Why is this dinosaur happy to strap on a harness and do Timmy's bidding? Why is my attack, of all things, a dinosaur punch?

I want to know more about this game, but a platformer with sluggish controls is not something I want to subject myself to any longer than I need to. I continued twice and was still stuck on the first level. I even tried switching to the little girl and the girl dinosaur and it didn't help. I kept jumping into pits. Girl dinosaur attacked with a projectile which was nice, but she couldn't attack while ducking so I couldn't possibly kill any short enemies.

Rating: F

Saturday, November 23, 2013

#76: Axelay

Credits? *sigh*
I didn't know what to expect of this game from the name alone. It's a new game to me and I was thinking some sort of beat em up like Golden Axe. It turns out this game has a reasonably decent intro with animation and text and everything to tell me what's going on; Axelay is most definitely going to be a scrolling shooter.
GOGO Axelay!
There was an options menu to let me remap the buttons which I always like. Not because I want to remap the buttons because it lets me know which buttons are in use! For this game 2 on the face and the L and R buttons for weapon selection. It's not using them all, but at least it's doing better than just being an NES game. The game also had a voice over when I started the game and chose my weapons. Nice!
Fancy!
The graphics actually made pretty sweet use of the Mode 7 feature of the SNES.The screen could scroll a bit side to side and the background looked really cool while that was happening.

This game seems to have everything going for it. An actual plot, good graphics, the best voice overs I've heard yet, and an explanation of the buttons. Unfortunately the game itself is terrible. It's like they put all their development effort into buffing all the things that normally irritate me and forgot to make a game. The speed and responsiveness of your ship is the most important thing in a game like this and it just doesn't work here. It's too slow to dodge anything and the enemy lasers come from seemingly random locations. It was a very frustrating game to play, and that's not a good thing.

Rating: F+

Saturday, November 16, 2013

#75: Teenage Mutant Ninja Turtles IV: Turtles in Time

T U R T L E POWER!
I was a huge Teenage Mutant Ninja Turtles fan as a kid and the original TMNT arcade game was certainly my most played arcade game as a youth. This is a port of the sequel to that game.
It's the rat king!
I am not longer much of a fan of side scrolling beat em ups. I don't know that I ever was, actually. I remember not understand why people liked Double Dragon as a kid. I think I only really liked the original TMNT arcade game because of the turtles. The same is true for this game. The combat is pretty boring and it definitely has annoying aspects of arcade games designed to get you to pump in more quarters. 'Super' moves that drain most of your health, for example...
Kick it! Kick it good!
I did have fun playing this game, so much so that I continued once. It definitely brought back good memories of the ninja turtles. Cowabunga! And for a beat em up it was pretty well done. The controls were smooth. Donatello swung his bo like a pro. It even had the theme song from the cartoon! Da da da da dun dun!

Rating: A-

Saturday, November 9, 2013

#74: Super Play Action Football

Foosball is for the DEVIL!
I want to like SNES era football games. I have memories of playing one of the Madden games, and actually feeling like I was playing football. This game has an NFL license (but not an NFLPA one, so the players are all numbers) but just made me frustrated. It felt like football in that there was a large amount of downtime between plays but I didn't know how to control the game. I even went so far as to go to gamefaqs to find a control summary and it still didn't help...
Playbook!
My first play from scrimmage seemed to be a triple reverse? I kept handing off the ball as my team kept running backwards. Eventually I was sacced for -18 yards. My second play was a 109 yard field goal attempt because clearly I don't understand what the pictures meant. Barry Sanders #20 then ran the ball in for a touchdown the other way. I then proceeded to get sacced again, try a pitch play that resulted in a fumble, get sacced again, and then actually manage to throw a pass! To the other team for a pick 6.
TOUCHDOWN!
I then turned the game off. I played about a minute and a half of game time, probably 6 minutes of real time, and just ended up super frustrated. Maybe this is a decent game with wonky controls that can be worked out with time and effort. I'm not feeling good and really don't want to spend time or effort on this mediocre game. Nintendo has published some real sports stinkers so far in this little adventure. They need to move onto the Mario series of sports games real quick!

Rating: F-

Saturday, November 2, 2013

#73: Strike Gunner: S.T.G.

S.T.G. stands for STrike Gunner? Do you need the periods?
Strike Gunner is a pretty straightforward scrolling shooter. Get in a plane, shoot the things flying towards you, dodge the bullets that they're shooting at you. Reach a boss. Shoot parts of the boss so his weapons fall off. Win.
PEW PEW!
Strike Gunner does have some things going for it. It doesn't suffer from much hardware slowdown at all. It has a relatively straightforward weapon scaling system. It has 15 different super weapons to use with your super power meter. The controls are smooth.
Sonic boom!
Things aren't all perfect with this game. The music is mediocre, the plot is practically nonexistent (other than that it takes place is some sort of post apocalyptic future set in 2008), and it only uses two buttons. TWO BUTTONS! The SNES has 6 main buttons to use... I want more games to use them!

One interesting twist is with the super weapons. There are 15 to choose from but as soon as you beat a level with one of them you lose the ability to choose it. So for the 3rd stage I couldn't use the homing missiles or the plasma shield. This is the sort of thing I like and would have made this a good rental as a kid. You need to play a bunch to figure out the weapons and then you get to plot out the right order to use them based on the levels. I used homing missile on the first level and it was very straightforward so it was a waste. It would have been much more useful on the second or third level! I also suspect that if you play 2 player you can't share weapons which just adds more interesting decisions!

Rating: B

Saturday, October 26, 2013

#72: Soul Blazer

Such a simple sword for a sword blazer.
I love a lot of games on the Super Nintendo but there aren't very many that bring back memories the way Soul Blazer does. It had a really interesting way of building up a world and that stuck with me over all these years. The basic idea is there are little circles that spawn monsters inside of dungeons. Kill all the monsters that spawn and you can step on the circle to seal it. Sometimes this would open up a new path to travel in the dungeon and sometimes it would release the soul of a creature from town. That soul would appear back in town along with nearby things like a building or a bridge or a set of stairs. You could go back and talk to all of them. Some existed just to add atmosphere to the town. Some existed as part of an end game gathering quest. Most importantly some served to progress the plot and/or open up new dungeons. So the game basically plays out with you hacking monsters in a dungeon for a bit, then going back to town to check out all the souls you saved, then going back into a dungeon. Repeat as necessary.

Old woman sells medicinal herbs!
I didn't remember much about the game beyond the basics of releasing souls. The opening music was immediately familiar, but not from Soul Blazer... No, this music was from ActRaiser! Another game that alternated between fighting monsters and a unique way of building a town. Another game by Enix, actually. It didn't take long for them to link the games together in other ways. In ActRaiser you play as 'The Master' who is essentially the God of that world. You would sent your power down to inhabit statues to beat up the monsters. In Soul Blazer you take the form of a human avatar of a heavenly being but you get to commune with 'The Master'. In both games The Master has apparently failed as all living things have been sealed away by evil. But with a little help from an angel the day can be saved! It also felt like they flat out stole a lot of the sounds and animations for things like enemies dying, and shooting projectiles, and spawning from a lair.
Suck it, Deathtoll!
I saw this game was coming up today and spent all week playing it instead of just popping it in for a bit in the afternoon. Soul Blazer is worth the attention. The story is interesting enough, but a little preachy. The plot is about a scientist who invents a machine that lets evil take over the world. The moral of the story is that science is bad and faith is good. A pretty terrible moral, actually. The ending has the player character fall in love with a human girl. The Master sees this and decides the player character isn't worthy of being a heavenly being and casts him out of heaven to go live with the girl. Sounds good, actually! Oh, except The Master wipes out all of his memories. She still knows he's the angel/man/hero who saved the world but he doesn't remember it. He doesn't even remember her. But she loves him and he's an amnesiac so they obviously live together in the end.

The game is a pretty standard adventure RPG game. Swing your sword, cast your spells. Find the pattern for the boss fights and execute them in order to dish out more damage than you take. Level up some if you need the extra health. Inventory management is a real pain, unfortunately. If you find a key you need to go through the effort of equipping the key to your one item slot before you can unlock the door. Then you need to switch your item slot back to the one useful item.

There are 6 levels of souls to save and then a final dungeon. Each level has it's own theme and story, though they are all pretty derivative. A member of Dr Leo's entourage was in the town and had a gem. The ruler of the town falsely imprisoned them to take the gem, all of which led to the huge downfall of the world. Save people, eventually save Leo's friend, save the now apologetic rules, get the gem. But even though they were all basically the same story the details were different enough in each town to feel like something new was going on.

Is Soul Blazer the best game ever? No. But it's a fun game with a really interesting and unique premise. A lot like ActRaiser in that way, actually. It's pretty telling I think that there's only been two games out of seventy-two thus far that I felt compelled to play through to completion and it's those two games. I came close on Link to the Past and I only skipped out on Final Fantasy IV because I'd just played it but the fact still remains that only ActRaiser and Soul Blazer captured my memory enough to get me to want to play it through, and were good enough to make me stick with them.

Rating : S-

Saturday, October 19, 2013

#71: Rampart

JOIN UP!
There are some sounds that stick with me for no discernible reason. I wouldn't have been able to describe the opening sound for Rampart before I played it today. Even now, 40 minutes later, I can't describe it at all. But as soon as it started playing I knew right away that it was time to build cannons and destroy my brother's walls.

PEW PEW!
Unfortunately I don't have a brother here so I can't destroy his walls. Instead I was stuck destroying these little boats that kept swarming my island. Stupid little boats. Stop attacking me! Shooting the little boats wasn't actually very fun. Targeting is quantized and not along the right grid to make it clear where to shoot to sink a boat. If they started moving it was right out. Even now I don't know if I needed to hit them multiple times, or if there was a chance to miss, or if I was just aiming badly. I ended up just unloading tons of bullets at each boat and taking many waves to kill them all. This is made easier by building more cannons every wave, I guess...

Tetris!
The other aspect of the game is the rebuild your walls stage. You get given a random piece of size 1 to 5 which you can rotate. You can't build over existing stuff like cannons, castles, or fires. Surround extra castles for bonus points and extra cannons! This aspect was actually really stressful. Am I going to get the piece I need? Can I mash buttons fast enough putting pieces into any legal spot to try to search for the right piece? Is it even possible to succeed? (Fires along the coast could make it impossible to fix a give castle.) Fail to surround any castle and lose.

I remember liking Rampart as a kid, and it was still ok even now. I suspect it would have been better with a second player? Even alone, this would have been a definite rental.

It even had actual voices! CEASE! FIRE!

Rating: B+