As Pac-Man fans, we've had
to suffer a lot of disappointments over the past twenty years.
This pinball/video game hybrid was among the worst of the
bunch. Baby Pac-Man could have been as much a classic as its
big brothers and sisters... its integration of two unique
gaming experiences had the potential to offer players something new
and immensely enjoyable. In fact, if Baby Pac-Man had caught
on- I mean, really caught on, the way the first game in the series
had- it could have inseperably bonded video games and pinball
together, changing the direction of the arcade industry and making
game consoles impractical and obsolete.
Of course,
there was no threat of THAT happening, because Bally slapped Baby
Pac-Man together with the cheapest parts and the most
incompetant designers they could find. It's awful as a video
game because Namco had absolutely nothing to do with its creation,
and because Bally used outdated legacy hardware that drains all the
vibrance from Pac-Man's traditionally bright graphics. It's
just as miserable as a pinball game because the playfield
is very short and almost completely barren... there
are no bumpers, no ramps, and no distinctive playfield objects that
give the game its own identity and legitimize its use of the
Pac-Man license. No matter how well you integrate two
lousy games, you're going to wind up with an inferior product, and
there's no better way to describe Baby Pac-Man than to call it
inferior.
If this
bastard child of the Pac-Man family has any ambition at all, it's to
make the player very, very angry. It accomplishes this goal
with ease thanks to the monsters in the video game, which
completely disregard every law of behavior Namco established in
the previous Pac-Man games. They don't run to their home
quadrants after leaving their hideout, and they often backtrack over
their own steps, cornering any player foolish enough to assume
that this is a REAL Pac-Man game and that the monsters will act
accordingly. If you think you'll be able to use patterns to
excel at this game, think again. In fact, forget about
finishing the round without getting caught, 'cuz that ain't
happening, either.
Your only
escape from certain death at the hands of the infuriating monsters
is to use the portals at the bottom of the screen to drop Baby
Pac-Man into the pinball game. Just be warned that your
survival will be temporary... the playfield is so barren that your
ball will slip through your paddles like sand through your fingers
in a matter of seconds. Once that happens, your poor little
baby will be locked into the maze with no hope of escape and a
quartet of hungry, completely unpredictable monsters hot on his
trail. If you were lucky enough to hit the loop ball at the
top of the pinball playfield, or spell the word "Pac-Man" by
repeatedly hitting the panels between that loop, you'll earn
energizers which let you give the monsters some much-deserved
payback. Unfortunately, you'll lose those power pills if the
monsters catch you, and even if you do reach them, they don't
guarantee your safety for long. The blue time each energizer
grants you is barely enough to get you to the opposite corner of the
screen, where another power-up may (but probably won't) await
you.
Because the
odds are so heavily stacked against you, your games of Baby Pac-Man
won't last long. It's a truly impressive feat to
clear the first screen without losing any lives.
However, you probably won't feel too cheated if your game lasts a
couple of minutes, because that means you can quit and play one of
the many great Pac-Man games created by Namco. If they had
been responsible for this one, you can bet that it would have been
special too. However, Baby Pac-Man is nothing more than
another desperate attempt by Bally to wring money from the popular
series... and because of this, they passed up an opportunity to
revive the industry and ultimately change our very definition
of video games.
The best game of 1999... period. I mean, really...
there were all these crazy driving game released recently...
Carmageddon, Grant Theft Auto, Twisted Metal, and, of course, Mr. Ed
Gets Drunk. And while most of these games were fun little
spectacles, for a little while, they all truly were shitty games in
and of themselves. That's not so with Crazy Taxi... this is a
WELL-PRODUCED, fun game that provides MONTHS of addictive play.
You're a cab driver, and your job is to pick up customers and drop
them off as QUICKLY AS POSSIBLE. You have to move quickly to make a
lot of money and earn a higher-class license. The only way to do
this is to forget about following the rules of the road, take
shortcuts wherever possible, such as through the park, and to learn
shifting techniques that'll make your car move completely
differently than how an actual vehicle would. Here's where the game
is a little weird. Sega doesn't list any of the speed up moves on
the console; you have to go to the internet or elsewhere to learn
them, so because of this, a lot of players may find it literally
impossible to get anything above a C class license. I have a hunch
that Sega did that because players like me who DO know the moves can
be sitting at the console for over an hour on one game. ^^; The game
is pretty vast, needless to say. Did I mention it's hellishly fun? I
mean, literally. This fucking machine has probably drained enough
money from me to buy a mail-order bride... plus an expanded version
will be out soon for the Dreamcast, leaving me with no choice but to
buy that and a steering wheel controller for the DC.
BeatMania was a game by Konami where a
song is played and the player has to hit certain keys in conjunction
with the tune. It existed well before the Playstation game Bust a
Groove premiered, so to call one of its 5 billion spinoffs, Dance
Dance Revolution, a ripoff of Bust a Groove would be a little
unfair. DDR is actually a game that combines the formulas of BeMani
and Bust a Groove. Like with BAG, 1 or 2 CG rendered dancers appear
on the screen and dance well or poorly depending on how well the
player follws the button pattern. But the patterns are more similar
to BeMani than they are to BAG, and you don't use your hands, you
use your FEET. The fatal flaw BAG had was that it was a dancing game
that didn't really involve DANCING, and DDR fixed this problem by
making the players input their moves through four large buttons on
the ground. The result, or course, is a tough game that makes its
players look like complete idiots. But it's a lot of fun. This game
has been released in about 5 or 6 arcades nationwide, and the
soundtract of the US version has been vastly reduced when compared
to the original Japanese version, probably due to copyrights n' shit
like that... I think 7 or the original 32 DDR 2nd Mix songs were
ported here ^^;... the best one being the chintzy, catchy techno
tune "Butterfly" by SMILE.dk, in the opinion of this author, and
apparently the people who played it at the New York New York arcade
in Vegas, who would choose this song over and over and over and over
again...
I was going to have a
special set of reviews celebrating the recent price reductions of
the XBox and Playstation 2... but fuck that. Most of what's
available on both systems isn't especially appealing to me
anyway. It's tough these days to find games that get me
excited, so an intense, overwhelming, and brilliantly designed
shooter like Dodonpachi is just what the doctor ordered. It's
a shot of adrenaline injected straight into my heart, jolting
my interest in video games back to life moments before it silently
slips away.
If it's hard to believe that a mere
vertically scrolling shooter could make me feel this way, well, I
can understand your cynicism. By the late 1990's nearly every
shooter released in America had the same play mechanics, all
borrowed from Raiden. Now, Raiden was fun back in 1992, but
six years and dozens of games later, its very basic gameplay wasn't
very enticing. However, the Japanese finally started to
realize just how boring shooters had become and tried new ideas that
added both variety and challenge to the gameplay... players could
choose from several types of weapons without picking up items, and
they were rewarded for taking risks that would have earned them
nothing but death in Raiden or one of its many clones. They
also increased the amount of firepower and enemies- often by quite a
bit- to make darned good and sure the player wouldn't fall asleep at
the wheel (or more accurately, the joystick).
Some of the best shooters ever made fit
the above description, but Dodonpachi is the best of the best.
Is it better than Giga Wing 2? Indeed. Better than Mars
Matrix? Yes, and much better looking, too. Better
than... Radiant Silvergun? Well, I wouldn't go that far, but
it is more intense, and the fact that Dodonpachi has
plenty of items to pick up might make it more appealing to old
school shooter fans than the comparatively barren Silvergun.
It's not as complex, but there are definitely some good ideas
here. Cave added a lot of checks and balances to the gameplay,
forcing the player to make decisions quickly and often. Yes,
your laser is much more powerful than your standard spread shot, and
you don't have to constantly tap the fire button to use it.
However, the excess energy consumption slows your ship down to a
crawl and makes it very hard to avoid one of many, many onscreen
enemies and their shots. The type of weapon you're using also
affects your smart bombs... let one drop while you're using the
spread shot and all of your enemies' bullets will be transformed
into stars. However, bomb with the laser activated and
you'll fire a beam that could melt a small planet. That
kind of power is a blessing when you're fighting one of the game's
relentless bosses, but do you really need it against his
minions? Heck, even if you're at the boss, it's worth keeping
in mind that his constant bullet sprays could be worth a whole lot
of points if you're willing to prolong the fight.
All of this makes Dodonpachi fun, fun,
fun... and that could have been good enough. But hey, when
you've got a good thing going, you might as well keep going
and make it even better. That's obviously what Cave was
thinking when they designed the graphics and sound, because
they're among the best you'll find in any shooter (pretty impressive
considering that Dodonpachi is already five years old). The
game's a symphony of destruction even without background music...
you'll hear almost as many explosions as you'll see bullets, and the
rumble from the loudest ones hangs in the air well after the fire
from defeated bosses and other large enemies fades away.
Fortunately, these explosions are accompanied by a synth metal
soundtrack that makes the game even more intense. As for the
graphics, they're impressive in a variety of ways. Filling the
screen with power-ups, tanks, bullets, and huge bosses is good...
but it's even better when those power-ups, tanks, bullets, and huge
bosses are detailed and well animated. Light dances across the
faces of bonus items and lasers flow from your ships like water from
a fountain of death. There's constant activity not only on the
screen but within each onscreen item... you really couldn't ask
for more detail than that.
Does it seem like today's video games are
fun to everyone but you? Let me tell you, you're not
alone. Fortunately, you can revive your love for the hobby, or
at least fondly remember what WAS good about it, with a few games of
Dodonpachi.
Well, well... what do
we have here? It's a fighting game, and from an unlikely
source. Psikyo is primarily known for its demanding shooters,
but The Fallen Angels proves that they're more than capable of
branching out into other genres. In fact, I was more impressed
with this obscure Japanese release than Psikyo's better known
Dreamcast games, particularly Cannon Spike and Gigawing
2.
The first
thing that makes The Fallen Angels such a pleasant surprise is
that it's very well designed. It's pretty rare for game
companies to make an excellent, or even playable, fighting game
their first time around, but Psikyo managed to beat the odds with
The Fallen Angels. It's got fantastic, stylish animation that
rivals SNK's best efforts on the Neo-Geo, and the gameplay's not too
shabby, either. It's not especially innovative,
but sometimes it's better that companies new to fighting
games stick with the beaten path rather than trying something
new that doesn't work.
That's not to
say that The Fallen Angels never forges new ground. The
gameplay may be familiar, but its visual style is noticably
different from that of most other 2D fighters. The drab, moody
sepia tones in the backgrounds contrast sharply with Capcom's
bright, colorful artwork in the Street Fighter series. The
characters themselves have more subtlety than Capcom's as well...
rather than valiant heroes and dispicable villains, you get a cast
of fighters that fall somewhere in between, including a creepy young
assassin and a self-confident police officer who brings down
criminals with a hand mounted rocket launcher. This isn't
necessarily excessive force when you consider that his targets
include a portly Frankenstein's monster and a cackling madman with
an itchy trigger finger.
With all it
has going for it, you have to wonder how The Fallen Angels fell to
Earth so quickly. It was never released in American arcades,
and hasn't been ported to any home game console, even though it
would be right at home on the Playstation 2 and especially the
Dreamcast. Fortunately, thanks to MAME, you can still enjoy
what could have been the beginning of a terrific series of fighting
games. Why Psikyo turned its back on The Fallen Angels is a
mystery, but you don't have to make that same mistake.
I must warn
you that I'm NOT a big fan of tourney fighting games with polygonal
graphics engines. It's my personal belief that they control poorly
(Virtua Fighter 2 is an exception of sorts, but I'm too familiar
with the typical fighting game set-up to really enjoy its emphasis
on hand-to-hand combat), and the constant perspective changes are
enough to drive me loony. I will admit that Yu Suzuki and AM2 make
the best games in the genre, but that means nothing to me since
titles like Fighting Vipers, as pretty as they are, are still just
no fun to play.
Fighting Vipers IS pretty, though, and
very innovative in the respect that the fights take place within
breakable enclosures. Simply let a weak opponent have it with a
charged up punch or super move, and that unlucky soul will be sent
flying through the nearest wall. There's nothing quite like the rush
you get from literally shattering a chain link fence with the
battered body of an enemy, and this incredibly cool effect never
seems to get old no matter how many times you've seen it. The
characters also have armor which weakens as it's hit... do enough
damage to a particular piece of armor and it breaks off in a violent
display that's shown not once, not twice, but three times. You'd
think this double instant reply would break up the flow of the game,
but it works surprisingly well, and is a lot of fun to watch. Other
than that, Fighting Vipers is your typical 3-D fighting fodder, with
characters that are even flakier than those in Tekken and Soul
Edge... a French maid? A skateboarding kid named Picky? What's next,
Sonic and Tails? Oh, wait... they ARE getting their own 3-D fighting
game, aren't they? This madness has got to end...
I recall being somewhat upset when I read
the list of published games in Namco Museum and found a title called
Hopping Mappy. I thought I would have loved a sequel to Mappy. I
also thought I'd never get the chance to play it. But after looking
around on some foreign MAME sites, I finally got the ROM, and it
pains me to say that Hopping Mappy is a major
disappointment.
It seems the Micro Police have finished
the trampoline house investigations and moved on to a new setting...
a front yard, or garden, or, uh, something. Instead of using
trampolines (or simply walking), Mappy and the cats bounce around
the manicured lawns on pogo sticks. Although the objectives are not
clearly stated in the attract mode, there are several items which
must be collected to advance to the next level. These include mice,
white cats, snowpeople, and some creature who resembles Grimace from
McDonald's, only brown. Each come in pairs, and may be collected
together to double, triple, and quadruple their point values, just
like in the original. A box appears after the first few items have
been collected, and bouncing on it scatters a host of bonus items
including time stops, power ups, and others. The balloon popping
bonus stage is here, in a forced scrolling screen with a time limit.
There is only one button, and it is used to accelerate the speed of
your jumps.
The graphics are actually less detailed
than those in the original. Mappy and the cats look worse than
before and the backgrounds and level settings lack imagination. With
so few items present, everything should be easily identifiable, but
they're not (just look at Grimace!). Hopping Mappy's one saving
grace is the music, which is as bouncy and upbeat as the first. Of
course, it helps if you enjoyed the music in the first
game.
So how could Hopping Mappy have been made
better? A few suggestions: Why not have different landscapes rather
than the flat, non-sloping, featureless grass? Spice things up with
land mines, potholes, gophers, quicksand, or other surprises. I
wouldn't mind seeing an upgrade to the pogo stick. And maybe the
turbo speed up should be only available in limited quantities.
Perhaps a friendly partner or two would have improved the gameplay.
Why not bounce on a doghouse to alert a canine to scare away the
cats? It would have been interesting to have more moving targets or
perhaps bonus items on the fence or roof of the house. How about a
lawnmower that threatens Mappy and the enemies? Intermissions a-la
Pac-Man would have given the player more incentive to advance to
higher levels.
Even though I understand that this is an
older game, Namco could have done a hell of a lot better with
Hopping Mappy. There is very little incentive to keep playing, and
the low scoring system makes this game even less exciting. While
Mappy is one of the best sleeper oldies in the Namco line up,
Hopping Mappy is about as bland as they come. It may not suck really
REALLY bad, but it's still uninspired, and definitely deserves the
cold shoulder.
This game's got a lot of flaws... it's
not entirely original, some of the characters are pretty lame
(Captain America? Why!?), and the power-up gems usually work AGAINST
the player, but in true Capcom style, it's loads of fun anyways. The
super moves are incredible (check out Iron Man's shoulder cannon!
Holy hernias, Batman! Whoops, wrong brand of comic...), the gameplay
is solid, and some of the fighters are just soooo cool (Spider-Man
and Shuma Gorath, especially. The latter makes even the cast of
Darkstalkers look banal, and that's a tough act to follow!). There's
not really much else to say, except that if you liked X-Men:
Children of the Atom, you'll go cookoo nutty for this.
Yeah, I'm surprised too. Namco actually
programmed a compilation of their classics for the ARCADE... and
released them to almost as many arcades as Dance Dance Revolution.
Included in this collection are Pac Man, Rally-X, and Dig Dug. I
never tried the Playstation or whatever versions, but I'm pretty
sure they do not include the updated versions of the games that this
arcade version has. That's right... you can play the original
versions of these games, with the low-res graphics and sound and
everything, or you can play new versions, with better graphics,
added power ups, and 2-player simaltaneous play. I didn't bother
with Rally-X; Dig Dug wasn't a great game, and the new version isn't
much better. But the Pac Man upgrade really kicked ass. After a
bunch of shit games like Pac Man 2, Pac in Time, and Pac Attack we
finally get a new game where Pac Man gets to be PAC MAN! It really
is the same old game with cute hi-res graphics, a few new power ups,
dash panels, ghosts that TRANSFORM to more evolved states, and, get
this, a FINAL BOSS! It's a real pity I'll probably never see this
game again, nor will I EVER get to see Volume 1 of the collection,
which included upgrades of Galaga, Xevious, and Mappy... it just
ain't fair...
NES:
Sometimes
less is indeed more. Having just gone back and played both of these
games, I can say that the dramatic departure of the simpler yet
almost paradoxically more clever NES game from its arcade
counterpart is something to behold. How, pray tell? Well, let me
attempt to explain.
The arcade version of Ninja Gaiden is basically
a Double Dragon clone with impressive graphics, poor controls,
unimaginative enemies, and inscrutable action. Although the scissor
leg grab is well-done, that’s about the only thing I’d say is
inspired. Basically you run around in two and a
half dimensions fighting the same two or three clones
(one Jason Vorhees lookalike, one vest-clad stick-wielding biker
type) with poor moves. All those clones eventually and quite
unfairly gang up on the player... don’t they have the decency to
attack individually like in nearly all other martial arts contests?
Much of the stuff on the streets is breakable, revealing gems,
vitamins, and other items invaluable to a ninja battling thugs. On
the rare occasion that a sword is given, of course, it only lasts a
short duration. Not that your ninja ever thought of using the
sword on his BACK, mind you. It seems rather silly that the best
attack is performed by grabbing overhead bars and using the leverage
to kick with both feet. In addition to that, all sorts of unfair
objects like oncoming traffic will cause the player to mindlessly
continue until the enemies and obstacles have been overcome. The
only neat thing about this whole game is the CONTINUE? screen which
depicts our helpless martial arts expert (deservedly) about to
be bifurcated by a rotating saw. Ninja Gaiden certainly doesn’t have
the ability to hold interest like other quarter munching fighters
like TMNT, Crime Fighters, Double Dragon, The Simpsons, Shinobi, or
even Bad Dudes.
However, the NES version is quite different. Why
this was given the same title is a mystery. This is your basic
side-scroller, but in addition to your sword are useful powerups
including throwing stars, fire, the ability to freeze time,
"boomerang" shurikens, and others. The appearance of the levels,
characters, bosses, etc. are merely adequate, as are the sounds.
However, the challenge of each level and surprisingly attractive
cinematic sequences will keep gamers coming back for more. It’s hard
as hell to complete some of these jumps while avoiding and/or
annihilating enemies at the same time, but you just KNOW you can do
it if you persist. A very tough, very enjoyable game, the original
Ninja Gaiden on the NES is my personal favorite in the series.
So, avoid the arcade game, but don’t miss the
NES version of Ninja Gaiden. Hopefully the update will be
worthwhile, too...
I'm not even sure why I'm wasting my time
reviewing this. It's nothing like Operations Wolf and Thunderbolt:
the cool, subtly Japanese graphics and war-torn settings have been
replaced with incredibly blocky digitized "actors" and backlot
scenes that'd be right at home in an MST3K feature film, and the gun
controllers don't even look that much like guns... they're these
brightly colored, brick-shaped gun-like thingees that'll make you
long for the days of orange Light Zappers and pink Lethal Enforcers
Justifiers (at least they looked a little like actual
weapons...). OK, OK... so it's not nearly as bad as Area 51 (I can't
believe the positive press that piece of crap's been getting! Sure,
it's got computer rendered artwork, but it also has terrible death
animations that would be embarassing on an NES, let alone a
dedicated coin-op! When the intro screen said Atari Games, I didn't
think they meant the Atari 2600! <dadaboom!> But
seriously, ladies and germs...), but I can't believe the dweebs at
Taito passed up mainstream distribution of Liquid Kids and Bubble
Symphony for... for... THIS. And worst of all, they've even hopped
aboard this irritating 3-D fighting game bandwagon that's driven me
nuts since Sega created the genre in 1993! Whatever they're smoking,
get me the hell away from it...
This obscure action title was the
premiere effort of Toaplan, the creators of the exceptional Bubble
Bobble derivitive Snow Bros. and a handful of historically
significant shooters (as well as one that would have been quickly
forgotten if not for its butchery of the English language, but
let's try to forget about that one, all right?). It's a great
deal different from Toaplan's other releases, playing like an odd
cross between the two Dig Dug games and Pac-Man, but the
quirky gameplay and characters make it clear that this is in fact a
Toaplan creation.
The hero of
the game, as the title suggests, is Performan, a pint-sized,
bug-eyed fighter who strongly resembles Ultraman. He also
looks a little like Strongbad from Homestar Runner if you haven't
been keeping up with your cheesy Japanese monster movies.
Anyway, Performan must battle armies of tanks and robots on two
battlefields... if he's surrounded by opponents, he can drill into
the ground and make his escape by digging his way to a less
dangerous location. Any enemies on the surface can't harm
him... until they decide to follow him into the underground
passageways he's created. Likewise, if Performan returns to
the surface, any enemies beneath him are completely harmless...
until they crawl out of the tunnels to resume the chase.
Fortunately,
just like his inspiration Ultraman, Performan is anything but
harmless. He possesses the world's deadliest mohawk (sorry,
Mr. T!), which he can remove from his head and throw at his
foes. He can also use the energy tanks scattered through the
playfield to his advantage, setting them off with a toss of his
mohawk or digging underneath them in the hopes that the tanks will
drop onto his enemies. Clever use of the energy tanks will
eventually reveal a small ghost which will aid Performan... if he's
quick enough to catch the phantom as it zips through the
ground. The bad guys are no match for our hero after
he's teamed up with the ghost, and they're in really big trouble if
Performan gulps down the drink that appears in the center of the
screen. If this happens, even the mightiest tank and most
powerful android will be reduced to a copper coin, giving Performan
the chance to cash in and collect any other bonus items that happen
to be onscreen.
Like Namco's
best releases from the 1980's, Performan is built around a
clever, original idea. The game takes place on multiple
planes, which adds variety and opens up a lot of possibilities for
the player. Also, the concept of risk and reward (the backbone
of many early arcade games) is used effectively, making Performan
more exciting and intense... should you run after the ghost and
possibly run into one of the bad guys in the process? Is it
better to go underground to avoid your enemies, or stay
top side to keep them from using the tunnels you've made to surprise
you later? It's all up to you, but you'd better make your
decisions fast... those tanks and droids are getting mighty
close.
Sadly,
Performan isn't quite up to the same standards as Namco classics
like Dig Dug or Galaga. First of all, the graphics are
certainly functional, but they lack the personality you'd
expect from a Toaplan release. The playfields are
plain and even a little ugly once you've dug a half dozen
trenches through them. The characters fare better, but only
the googly-eyed Performan stands out. The
game's bland tanks and robots attempt to straddle the fence
between cute and serious, and wind up being completely forgettable
as a result. The music is similarly disposable... I'd be
surprised if anyone walked away from this game humming its tunes,
which sound as though they've been pulled from a random Master
System cartridge. Finally, as innovative as the concept
is, Performan simply doesn't work as well as Namco's classic
arcade games. It can be tough to see underground enemies,
the ghost is frustratingly difficult to catch, and the gameplay
isn't as addictive as the best arcade titles from the early
80's.
Of course, to
be fair, Namco had a lot more experience than Toaplan when they
made hits like Galaga and Pac-Man, so it's no surprise that
Performan isn't quite up to those standards. Toaplan did a
great job of catching up, though... years after Performan, games
like Fire Shark and Snow Bros. outperformed Namco's comparitively
weak offerings, including Marvel Land, Burning Force, and of course,
the creepily suggestive Wonder Momo. Of course, then
again, even Performan is a much better game than Wonder
Momo...
The pint-sized chef from Burgertime is
back in this obscure, arcade cassette-only title. I remember
hearing about this one and at first regarded this as simply an urban
legend or rumored title, not unlike Adventure Mr. Do!, Pengo's
sequel Pingo, Space Ace II, or Pepper I. But this was one myth
that proved true, and, being a huge fan of the arcade and home
versions of Burgertime, I just had to seek this one out and play it
for myself. Any follow up to that game just has to be good,
right? Well, no, not necessarily.
The scenario is similar to the
original's, only this time there are several empty cones and giant
boulder-like scoops to place on top of them. These may be
kicked so they roll onto a cone, shoved downward one level, or
tossed upward. Each cone holds up to two scoops, and becomes
part of a platform once a scoop is placed on top. Place each
scoop on a cone to advance the level. Like in the original,
food-related enemies will attempt to halt your progress. These
include strawberries, donuts, milk jugs, and produce
scales.
One of the aspects that made Burgertime
such a joy was that while you were outnumbered and constantly
pursued, you could use your limited pepper supply to stun and
outmaneuver the bad guys AND use their own weight to assist you in
completing the level. The absence of your character's
trademark pepper throwing was a bad idea, but here you may roll or
toss the ice cream scoops to squash enemies or jump to elude your
pursuers. The problem is that landing or walking on an empty
cone or jumping too far over a ledge results in your character
plummeting to his death, and this happens way too often. Also,
the laws of gravity don't apply to the monsters, as they may freely
walk over the gaps above empty cones! So while Burgertime gave
you at least a fighting chance, Peter Pepper's Ice Cream Factory
seems quite unfair in comparison.
Also, with the same button being used to
jump as well as throw a scoop downward, you find yourself throwing
when you want to jump, depending on your proximity to a scoop.
If this sounds difficult to describe, just imagine how awkward it is
when you actually play the damn game! Rather than give the
player a power up item, touching the center treats (including
crackers, carrots, and lollipops) freezes up all the other
characters on the screen and allows you to pass through enemies with
impunity.
Graphics and sounds are mostly
recognizable but still slightly below average. I mean, how
difficult is it to draw milk jugs, donuts, ladders, and ice cream
cones? Two scoops on the same cone produce a huge scoop that
somehow looks wrong. The sound effects are little more than
primitive electronic bleeps and the music is not nearly as memorable
as in the original.
Theoretically this could have been made
into an enjoyable game. I am all for sequels that succeed
without completely cannibalizing the original's ideas, like Mr.
Do!'s Castle, Q*Bert's Qubes, and Super Mario Bros. II. But
sometimes, it's for the best that certain sequels NOT get ported to
the United States and remain forgotten, like Hopping
Mappy, Frogger II, Pac & Pal, and, alas, Peter Pepper's Ice
Cream Factory.
Konami created some of the most innovative and unusual
classic arcade titles. Mikie, Pooyan, Frogger (go back and
look - Konami programmed it, Sega gets all the credit), Rush 'N
Attack, Contra, Circus Charlie, Yie Ar Kung Fu, Gyruss, and last but
not least, Roc 'N Rope were all early Konami creations. That
innovative spirit seems to have lost its spark nowadays.
Either that or they keep making Metal Gear, Contra, and Castlevania
updates because they know those are the franchises that sell.
Nevertheless, it's always fun to go back and play the underdogs
and/or nearly forgotten titles from yesteryear.
Roc 'N Rope
pits the player as a brave and reckless mountain climber seeking the
legendary Roc, a giant bird once thought extinct. The 'N Rope
part of the title refers to the protagonist's grappling hook-like
projectile, used to climb to higher levels. Cavemen and
dinosaurs provide your main adversaries, but falling and level
obstacles will later come into play as well. Four challenging
stages await, then it's back to square one to try it at an even
harder difficulty level.
That's basically all there is to
it. Roc 'N Rope is not about long explanations or plot of any
sort, which is a minor weakness. I'd have preferred to have
seen a brief attract mode giving the player and enemies names and
perhaps even some background information. Now that I think
about it, Konami was never big into that stuff back in the day, and
the fact that they put too much story into the Metal Gear Solid
franchise nowadays may be their way of compensating. There are
no intermissions nor is there any significant reward (that I recall)
onscreen for "flipping" the game. With these negatives out of
the way, Roc 'N Rope's gameplay is fortunately strong enough to make
up for these shortcomings.
Aside from the diagonal shooting
rope, the other item at players' disposal is a short range
flashlight. This flashlight is used to blind the dinos and
cavemen, making them briefly harmless. The laws of physics
don't apply to the bad guys, as they are also able to scale walls,
even if there aren't any! They climb up, down, regardless if
there's anything to climb on. Even if you shoot a rope then
traverse along that rope where they can't reach you, you are still
not out of danger, because the monsters will follow and jostle the
rope. If you are still when the rope is bumped, you remain on,
but if not, you plummet either safely or to your death, depending on
how high you are and who or what lies underneath. The
situation can be turned into the player's advantage, because if you
do manage to reach the land you're climbing for, you may now shoot
another rope, making the other rope disappear, eliminating the
monsters and giving yourself some well-deserved points. There
are also golden feathers for points and what appears to be eggs that
give the player invincibility and let you kill the beasts on
contact.
Roc 'N Rope is a winner despite mediocre
graphics. Good playability, fun sound and music, challenging
level designs make this somewhat obscure arcade oldie
worthwhile. Recommended.
Don't know why
it is this title appeals so much to me. Could be because I have such
fond memories of being a child growing up in the 80’s when the
original video game craze and final days of the cold war were in
full swing. The influx of anti-Communist sentiments in America had
again reached mammoth proportions, and Konami no doubt capitalized
on this fact for their classic arcade side scroller Rush ‘N Attack
(what could this play on words possibly suggest?), in which a single
American soldier must infiltrate an enemy stronghold armed with
nothing more than a knife. Metal Gear Solid it ain’t, but this one
still holds fond memories and provides a pleasant diversion to this
day.
Levels are set up with ladders,
platforms, and other stationary objects scattered around each level.
Graphics are nothing fancy, yet they are drawn with more detail than
most from this time. Tanks, munitions, missiles, submarines,
barracks, and other neat stuff is constantly scrolling by in the
background. The overall appearance of the game is, for lack of a
better term, quite charming. That goes for the soundtrack as well,
with a strident military drumbeat during gameplay (VERY reminiscent
of the lil piggies’ musical interludes in Konami’s earlier Pooyan)
and inspirational, patriotic tunes piped out during level
intermissions perfectly supplementing the onscreen
action.
There’s really not much to the actual
game itself. Run from left to right, stab anyone in your way, take
their weapons whenever possible. The KLOV aptly referred to this
type of side scroller as “X-axis tourism.” True, but that’s not
necessarily a bad thing, mind you. Controls are extremely simple and
straightforward, utilizing only two buttons to stab and fire, but
that doesn’t mean the game itself is easy. It’s not how tough your
opponents are, it’s being outnumbered that really counts. There are
even a slew of end level opponents which must be annihilated,
ranging from standard foes to dogs to adversaries with personal
jetpacks.
On paper, all of this may not sound too
exciting, and maybe it really isn’t after all. To this game’s fault,
the powerups are rather unimpressive, giving the player a very
limited number of uses. Jumps are executed by pressing up, which at
times may cause your character to cling to a ladder unintentionally.
Some enemies must be killed with a leaping strike, which often
leaves the airborne player vulnerable to ground attacks or falling
on land mines. On the other hand, Rush ‘N Attack’s detriments could
be viewed as adding to the challenge, so I’m tempted to overlook
some of these negative aspects.
In summary, Konami’s original military
action contest still packs a punch (or should I say a stab?) after
all these years. I may be the biggest dork in the world for saying
this, but I’d rather play Rush ‘N Attack on MAME than either Metal
Gear Solid title. Sure, I played both of those non-stop till they
were completed. Who didn’t? But when those titles were finished
there really wasn’t much to the game, for me anyways. The fact that
there are no continues or cheats adds great appeal (or a nail in the
coffin, depending on your perspective) to Rush ‘N Attack. And after
15 or so years, I have yet to successfully rescue those poor
P.O.W.s. A personal favorite of mine that you will either love or
loathe.
Gee, this doesn't seem the least bit
familiar... {sigh} Well, contrary to what you may have heard from
EGM, Soul Edge is just another fighting game with polygonal
graphics. True, they're very GOOD graphics, but (as usual), this
doesn't hide the fact that the game's play mechanics are confusing
and frustrating to the utmost. And hell, if you like the graphics so
much, just stand in front of the machine all day and ooh and aah at
the realistic character movement and beautiful tracing effects- it's
a lot less taxing on your wallet (and patience) that way. Go ahead!
It's not like anyone else ever plays the game
anyways...
Make it stop! Somebody make
it stop! No, I'm kidding... I'm actually much more fond of
tournament fighting games with 2-D graphic engines than those with
polygonal ones, like Tekken, Virtua Fighter, War Gods, Soul Edge,
Tekken 2, etc. (you'd think the stuck up, whiny goons from Next
Generation would snivel about the overabundance of THESE titles by
now, but alas... when you're working for Imagine Publishing, there's
only one simple formula you need to live by: 3-D = good thing, 2-D =
bad thing. But I digress), since the control for these games is far
more reliable and the perspective doesn't change 15,000 times over
the course of one match. And as far as Street Fighter 2 sequals and
prequels go, Street Fighter Alpha is a pretty good effort, with
swell animation, a tweaked special bar with enough energy for up to
three supercharged attacks, and three hidden characters (too bad two
of them are Ryu with different heads. If that's not bad enough, the
sequal has Ryu in a dress! Talk about obsessing...). While this is
all well and good, let's face it, Street Fighter Alpha could have
been better. The backgrounds are only OK... there's a noticable
improvement over the ones in the Street Fighter 2 games, but they're
no match for Darkstalkers'. Some of the characters leave much to be
desired as well... Birdie is a poor substitute for Zangief (and
judging from the way he looks, you get the feeling that the Japanese
don't have an especially high opinion of blacks. Then again, the
boxer from Killer Instinct was pretty stereotypical, too...), and
Guy just doesn't fit. He's a fairly effective fighter, and
definately adds nostalgia to the mix, but porting him DIRECTLY from
Final Fight to Street Fighter: Alpha, with no changes to accommodate
the differences in genres, was a bad idea.
Tacked on Final Fight alum aside, Street
Fighter: Alpha is a fun diversion, although it lacks the replay
value of the Street Fighter 2 games. The Saturn and Playstation
versions are alre ady out, so you may want to forego a trip to the
arcade and just head down to your local Meijer's (Wal-Mart's?) for
either game... long access time aside, they're near perfect
translations of the coin-op.
Burgertime is one of the best remembered
classic games, and for good reason. With its simple yet distinct
graphics and easy to understand gameplay coupled with upbeat, catchy
music, it's difficult to not enjoy that game. And with such
uncomplicated play mechanics, it translated well to even the most
primitive consoles of the early 80's. With successful NES and
computer incarnations, and the underrated Game Boy Burgertime
Deluxe, I often wondered why this was never given a 90's
facelift similar to the Namco arrangements, Elevator
Action Returns, or Neo Mr. Do!. Well, it turns out that recently
defunct Data East did, in fact, release an updated Burgertime arcade
title in the early 90's, but this game was exclusive to Japan.
Sometimes Americans and other westerners are shafted out of the
enjoyment of underground classics or sequels. And sometimes we're
spared from poor efforts that serve mainly to tarnish the image of
our favorite classics. Super Burgertime, unfortunately, falls into
this category.
Super Burgertime's graphics and sounds are not horrible, but they
certainly could have been better. It becomes clear from the
opening title screen that Peter Pepper has morphed into a
poorly-drawn manga character. The familiar scenario with ladders and
scaffolds on which sandwich ingredients are placed is here, with a
wide variety of competantly designed enemies. In addition to hot
dogs and eggs, there are now pea pods, celery sticks, acorns, and
other baddies to contend with.
Gameplay is nothing spectacular and is actually unfaithful to the
original. Instead of gradually flattening the buns, patties,
lettuce, and tomatoes when you walk across them, you must jump on
top of the items, then stomp several more times until they
fall. This is disorienting and frustrating at first, but the player
will eventually get used to it. What is more difficult to get used
to is that you have unlimited pepper at the beginning, but once a
timer reaches zero, you are defenseless without some power up
item (positioned on either side of the screen) like a tuning fork or
spatula. The varying strength of enemies, which require one
or more hits of pepper, don't bother me too much. What
does bother me is that the size and shape of some of these
enemies too often results in an unfair death, especially when
the tall celery sticks and pea pods close in on you. Sending
enemies down with a bun doesn't work the way it should, either. In
the original, this would drop the hamburger ingredient down and make
the stage easier to complete, but not here. Also, you must be
exactly in the right place to move from ladder to platform or else
you will stand still and be at the mercy of the enemies. Every four
levels there is a boss character and the chef must throw mini
hamburgers to defeat this foe. Not a bad idea, but again, it could
have been done better.
Super Burgertime is the kind of game that requires constant
continuing rather than true skill to complete, like many early 90's
coin-ops. The anti-climactic battle with the final boss ends with a
dumb parade sequence that's certainly not worth the effort.
Like Peter Pepper's Ice Cream Factory, this follow up falls
flat.
This semi-sequel to 1985's excellent Kung-Fu Master falls short
on many counts. Thomas is back, apparently having dumped Sylvia for
Madonna(um...OK...), who, wouldn't you know, just also HAPPENED to
be kidnapped by a gang of thugs. In old-school, 2-D side-scrolling
X-axis left-to-right tourism fashion, you must beat the Christ outta
those sorry bastards to reclaim your chick!
Graphics and sounds are definitely passable. The main character
has his perpetual pissed, determined, unchanging scowl, and the
baddies are updated to be at least on par with the other,
superior-playing fighting games of the day. The audio is actually
impressive, with brutal, exaggerated smacks from everybody, although
your own death scream is not as jarring and penetrating as in the
original. The bosses look alright as well, but have the annoying
phrase "aw, come on!" repeated ad nauseum.
Backgrounds are simply passable. The inclusion of nunchucks is a
welcome addition, but one hit and they're gone! The knife wielding
thugs this time don't throw the knives up or down, but stab instead,
and the midgets or kids or whatever they were are not here. Also,
Kung-Fu Master had every even stage challenge the player with
falling pots, dragons, snakes, butterflies, and exploding balloons
at the start of each stage, but not here. You just get the
satisfaction of beating numerous clones of different races in the
same gang (heartwarming that these gangs employ equal-opportunity or
affirmative action) with a few weapon variations (i.e. chains or
guns with pathetically slow bullets).
Gameplay is fun and challenging until you reach the bosses, in
which case it becomes totally unfair and frustrating to have poor
collision detection against a far stronger adversary. Then, it's
back to the tradition of pumping quarter after quarter into the
machine until you eventually defeat the bad guy(s) or run out of
cash or patience.
Kung-Fu Master is one of my all-time favorite arcade classics,
and is still one of the toughest, most relentless fighters ever. A
big part of this is because you were not allowed to continue, and
saving the girl actually took genuine skill. Not so much here,
because any moron with tons of quarters could conceivably play all
the way through Vigilante.
If memory serves, this may have been one of those Sente games,
one of Nolan Bushnell's pet projects that produced several
forgettable titles and only one true winner (Snake Pit rocks). I
could be mistaken, so don't quote me on that. [According to the
official MAME History document file, Data East released the game in
the United States. Tony's right about one thing,
though... most of Sente's games really weren't that great, excluding
Rabbit Punch, which was licensed from the creators of Aero
Fighters. -ed.]
Vigilante is more a novelty than anything else. Most franchises
usually improve with their sequels, but there will always be the
exception to the
rule. |
|
ARCADE GAMES
Buster Bros. Crazy
Taxi Dodonpachi Galaga Mr. Do!'s
Castle NightWarriors Pac-Man
Arrangement R-Type Robotron: 2084 Street Fighter
Alpha 3
Baby Pac-Man Best of
Best The Glob Growl Munchmobile New York New
York Samurai Time Killers Tower of
Druaga War
Gods | |