Rock n’ Roll Racing, Silicon & Synapse 1993
Rockstar was
previously DMA Design and Blizzard used to be…
Choosing from a
variety of chars and viewed from an ‘angled’ perspective, this is the perfect
excuse to burn rubber as you skid around corners, smash competitors and move on
up through the divisions.
Firing rockets and
laying mines meant your opponent’s car will need more than a paint job.
These dogs will
fight back so plying your vehicle with armour definitely helps.
The damage taken
is magnified as cars smoke like a cigarette.
It’s not the case
of a few strikes and you’re out as vehicles have energy and power ups can be
got to refill and repair.
To visit new
planets, points are required and this is dictated by how you perform on the
track.
The opportunity to
upgrade, buy equipment and even a new car should be taken between races and
acquiring money during the action allows such a purchase.
Larry ‘Supermouth’
Huffman provides frequent commentary and unlike Street Fighter IV, hoping that
he chokes on repetitive phrases sooner rather than later is put on hold.
While a well
dressed caper in its own right, most pulled their plonkers over faithful
instrumental renditions of famous rock anthems.
Playlist includes:
Black Sabbath –
Paranoid
George Thorogood
& The Destroyers – Bad to the Bone
Steppenwolf - Born
to be Wild
Deep Purple –
Highway Star
Now you can
associate Steppenwolf with something other than 1969 classic Easy Rider.
Also thrown in for
good measure is Henry Mancini’s Peter Gunn theme.
The game reminds
of Leland Corporation’s 1989 arcade, Ivan ‘Ironman’ Stewart’s Super Off Road.
Years later, this
still holds up better than braces.
Futuristically, the
following featured full blown tracks that strum my instrument.
The 3DO version of
Road Rash featured contributions from Therapy? and Soundgarden.
Sega’s Crazy Taxi
was fond of Bad Religion and The Offspring.
Naughty Dog’s Way
of the Warrior reanimated White Zombie and if memory serves correctly,
profanity wasn’t censored.
Guitar Hero remains
a monotonous rhythm...
Axelay, Konami 1992
Through a series
of animated screens, the intro informs that the Axelay is the last hope against
alien forces.
Is there a weirder
name for a space ship?
From a technical
angle, graphics will have mouths drop quicker than handling hot coals.
Six stages of
vertical and horizontal mayhem make use of every special effect the SNES can
muster.
This is legendary
for visuals sent from another planet.
Before getting to
the action, you must tool up by choosing firepower for pod, side and bay.
Although limited
at first, more become available on progression so effectively becomes a clue in
regards which to choose.
These include missile,
needle cracker, round vulcan and the dog’s bollocks variety of wind laser.
For whatever
fucked up reason, the straight laser is a fireball.
“Arms installation
is complete. Good luck.”
You can cycle
through chosen weaponry at will and when hit, the weapon currently in use is
immobilised so theoretically, firepower acts as a pseudo shield.
Vertical
backgrounds kind of unroll like an exceptional poster.
The effect is difficult to explain.
Switching to a
traditional side scrolling affair, graphics do not falter and you’ll marvel at
such arcade quality eye candy.
Piloting your
craft over cloud, rock, factory, illuminated city, submerged cavern and raging fire
is an exquisite treat.
The final stage of
this shootathon is sufficiently superb as motherships hover and an alien
fortress persists with multiple threat and gorgeous goodies.
Apart from typical
biological and mechanical types, mammoth monstrosities exude more beauty than a
Van Gogh masterpiece.
We enjoy attacking
a shameless but great ED-209 rip off, fire monster, giant spider and what can
only be described as a witch’s hat.
The end boss completely
impresses as an alien brain (or maybe heart) hides within its armoured casing
and when penetrated, you are forced to give chase during high speed scrolling.
When these
behemoths yield, they go out with unique dignity.
He engulfed in
fire disintegrates and the camera brings the shell of ED-209 into sharp focus.
Mode 7 can only
make backgrounds spin so how did Konami achieve full rotation for the OCP wannabe?
Well he is exactly
that, a background, cleverly emitting the illusion of a giant sprite.
Like the law,
there are loopholes in virtually every situation.
While the sound
effects are guilty of unexciting blasts and boring booms, Konami compensates by
delivering musical delight.
When Colony from Stage
2 really kicks in, you will hear excellence.
Before the
appearance of each boss, a warning siren is raised and it’s another case of ‘clear
your bastard throat’.
Earth calling
Earth! Earth calling Earth! Earth calling Earth!
I’m still sticking
with that’s the nonsense we hear.
Terrible flicker and matters prone to operating in slow motion bring this visual extravaganza back down to Earth with a bump.
He who burns the brightest
cannot help but vanish more than most magicians.
You’d expect
explosions of any kind to mix red with yellow but no, Konami inappropriately turn
things blue.
Why?
Gameplay is
thinner than an anorexic lamppost and is over quicker than an elaborate firework
display.
But wow, those
graphics...
The Lawnmower Man, Sales Curve Interactive 1993
Remember those uncomfortable
and ridiculous headsets?
Yes, not the
Virtual Boy...
It was meant to be
the future but ended up becoming the past, quicker than you could say
‘immersion’.
‘Virtua’ Fighter, Cop,
Racing, Striker and Tennis were all successful franchises for Sega.
Although very much
the same vein, Confidential Mission practically bombed compared to Virtua Cop.
Remember Shun’s
bridge over troubled water stage in Virtua Fighter 2?
Yes you do, don’t bullshit
a bullshitter.
Oh, don’t forget
fast paced mecha action popcorn Virtual-On.
Now you’re
virtually trained, the hype of computer effects couldn’t disguise a mediocre
Pierce Brosnan film.
Through
imagination alone, such technology presented the possibility creating
artificial worlds and most feared a new kind of mind control.
Dr. Angelo used
virtual reality to increase Jobe’s intelligence and the cyber being became the
energy entering the virtual world within computer networks.
‘The Shop’, led by
Zorn (The Doomplayer), planned to use Cyber Jobe as a military weapon.
However, they
didn’t bank on the monster breaking into VIR Space Industries and connecting to
the main computer system.
Can you enter
Jobe’s domain and poop on his party?
Damn straight.
Choose from Angelo
or Carla and engage in largely scrolling platform action, with a bit of VR
thrown in.
Breaking the code
to destroy a terminal distracts as a simple puzzle and top down driving assists
with decent variety.
Access mustn’t be
denied.
The titular VR
sections can be either attractive or bland but importantly, are always a smooth
occasion. The Cyber Run equates to
something like F-Zero.
As we steamroll
through, the story is nicely connected via a series of screens.
Jobe in Cyberspace
instantly reminds of Andross from Star Fox.
After preventing
him from escaping into the global network, Zorn is the final fly in our
ointment…
Movie licences are
a poisoned chalice but drinking from this cup shouldn’t leave a rank aftertaste.
The Mega CD
offered a completely different experience and was content to satisfy visual
aids.
It served up a
puzzle game of sorts, held together by FMV and virtual reality sequences.
For the time, graphics
were pulled from the highest of drawers but limited interaction meant there
wasn’t much point in holding a joypad.
The sequel, Beyond
Cyberspace, polluted film but not pixels...
I know, thank Christ
for that.
Super Mario Kart, Nintendo 1992
Frequently
imitated but never bettered, we are dealing with the original and best.
Impostors tried to
purr but ended up looking like pussies.
This played better
than a well fed fruit machine on heat.
Mario Kart 7 on
3DS brings us bang up to date and the next instalment is confirmed for the Wii
U.
Namco’s exclusive
arcade outing gobbled plenty of cash.
Instead of going
through every incarnation, let’s recap on an inspirational classic.
The char roster of
eight consisted of Mario, Luigi, Toad, Princess, Bowser, Donkey Kong Jr, Koopa
and Yoshi.
Depending on your
selection, acceleration and speed differed.
Points are awarded
after each race and go towards the overall standings in the hope of achieving a
podium finish.
With practice and
timing, a race can be started with a slight boost but can also result in a
skid.
As you burn
innocent rubber, a multitude of opportunity allows you to drive over tiles (item
blocks in future games) that bring a mystery item and used to scupper racing
rivalry.
Banana skins can
be laid, mushrooms acted as a speed boost, lightning bolts shrank all concerned,
red shells guarantee a hit and picking up a star means invincibility.
It’s a canis canem
edit world.
Hopping and skidding
around those corners is completely useful and both manoeuvres should be
regularly used.
Mario locales such
as Ghost House, Donut Plains, Mushroom Kingdom and Bowser’s Castle all feature.
Regular villains
Thwomps, Monty Mole and Blurps are translated as obstacles and broken ice, oil
slicks and dense grass count as hazards.
Petrol heads with
enough skill and the right choice of ‘CC’ will disengage the Special Cup and
with it, the barrier allergic Rainbow Road.
Delightful ditties
assist the action that all ears should appreciate but the whiny engine noise
grates.
Graphics remain perfectly
competent and the Mode 7 tracks effortlessly outshine F-Zero.
Playing this alone
or with a friend against the computer is great, but popping balloons is still
lauded for been one of the very best excuses for competitive entertainment.
Whichever mode
screams elite addiction and you will find yourself playing this again, again,
and again…
Almost inevitably,
the series picked up pace on meatier hardware.
This allowed 4P
action, aggressive track expansion, vehicle upgrades and wireless connectivity.
Despite all these
improvements, my engine still suggests drinking from the original and best
bottle of driving champagne.
Populous, Imagineer 1991
The original
so-called PC God ‘em up was developed by Bullfrog in 1989.
Like all strategy
games of yesteryear, it’s an icon-driven isometric affair, on a scrolling but
fixed tabletop area.
Why you’d want to
I’m not sure but you can have the CPU verse each other, but it’s better to play
rather than watch, right?
It’s the usual
cliché of Good vs Evil so providing the necessary instruction is the key to
overwhelm and conquer.
In the end, there
can be only one.
You are given
information on landscape, population (also strength of), hostility and expected
rate of development.
Walkers are
basically your army and can be developed into powerful knights to kick the
broadest of bare buttocks.
Goodies and
baddies are represented by blue and red dots respectively on an open book which
serves as the map.
Similarly,
settlements use the same colour code but favour flags over freckles.
The Manna Bar is
used to create settlements, permit acts of God and expand your army. You can expect its reservoir will deplete on
use.
Divine
intervention includes the creation of volcano, swamp, earthquakes, mountains
and floods.
The Papal Magnate is
the cross carrier, who must be protected.
Walkers build,
fight and follow the leader like a herd of sheep.
Raising or
lowering land is prevalent as this not only helps attack, but encourages your
peeps to build.
The outcome of
manual labour includes huts, tents and castles that are automatically armed.
For ultimate
success, enemy settlements should be harassed before building your own. Erecting structures above sea level and raising
mountains greatly assists hindering enemy movement.
However, these
large lumps of rock prevent building.
Also, land can be flattened
and upgrades can be applied to buildings.
Removing the land
beneath will drown and when the leader drops the cross, they will stop at
nothing to acquire the object (even if means dying).
You’ve got to admire
their suicidal dedication.
Armageddon is the
ultimate form of destruction and sees all units go to their respective leader
as the population gathers for the final battle.
During which, all settlements and knights are wiped out.
The prudent will only
call upon this power when the enemy is vastly outnumbered.
Apart from feudal
Japan, terrain includes snow, ice, grassland and desert.
If you like what
you see and play, this has your ass covered because the resilient can oversee
hundreds of maps.
Crazy shit
involves computer viruses, aliens and unique to this version, piggies fight against
the big bad wolf.
The game is
predictably won or lost when either side is completely obliterated.
In regards to
sound, your heart may skip a beat but at least it can be turned off.
I wouldn’t say
this was painfully slow but compared to PC, and even Mega Drive, it crawls.
Populous II: Trials of the Olympian Gods, Imagineer
1991
The mouse squeaks and
theoretically, the experience is more fluent.
Long ago, when
humans lived at one with the Gods, Zeus’s son (bore by a mortal woman), grew up
in Olympus.
Gods of Greek
mythology that need to be taught a lesson include Hades, Athena, Ares, Poseidon
and Zeus himself.
Little has changed
to procedural practice as we set about levelling the land, unleashing divinity,
repairing settlements, population expansion and retreating when necessary.
We still have a Manna
bar, blue and red blobs and the Papal Magnate
Flat ground
dictates settlement size and walkers generate Manna for God power.
After winning a
match, a bonus will be given and the opportunity should be taken to upgrade.
As well as
walkers, leaders can now be turned into heroes who possess their own powers to
wreak havoc.
Divine
intervention has been vastly expanded as the power of categories proudly demonstrate.
Nature – (Adonis),
flowers, trees, swamp and fungus.
Earth – (Hercules),
roads, walls, mountains and earthquake.
Wind – (Odysseus),
lightning, storm and whirlwind.
Fire – (Achilles),
fire and volcano.
Water – (Helen),
whirlpool and tidal waves.
People – (Perseus),
Armageddon and plague.
I’m sure that Helen
cannot launch a thousand ships…
This benefits from
a graphical overhaul but is vastly scaled down.
On PC, hundreds of
maps existed and the next opponent was determined by performance.
The SNES version
unfortunately favours a linear fashion as you can’t progress until you defeat a
current God and less than 50 levels exist.
I suppose this was
all down to processing power.
As with most of
these strategy animals, it’s always best to play on PC but both retain the
ambitious spirit and feel of the originals.
Populous: The
Beginning went 3D and a shaman oversaw the attack against rival tribes on
various territory and planets.
Released on PC and
PS1, it slipped through my celestial net.
SOS, Human Entertainment 1994
Septentrion isn’t
a name that sticks like glue but I’m sure our friends in Japan had their
reasons.
Clearly influenced
by disaster movie The Poseidon Adventure, I liked this, eight days a week.
While doing what
giant floating vessels do, luxury cruise ship Lady Crithania springs a leak.
She’s going down
and we must get the fuck out of dodge before we’re condemned to a watery grave.
Four chars of
different occupations are available such as a medical professional or
architect, each with their own story and dialogue.
The screen is
constantly bobbing and talking to the concerned brings information.
Mode 7 is usually
a fancy graphical effect to wow the player but here, it’s an essential gameplay
requirement in order to progress.
As you rotate the
screen, falling off is entirely possible.
Arrows act a guide
as you attempt to escape the labyrinth before it’s too late.
Synchronise
watches because you have exactly 1 real time hour to get out before the ship
capsizes.
Music is more
dramatic than any Shakespearean tragedy and as the water fills, the pressure
boils more than forgotten sauce on the hob.
Along the way,
you’ll meet and rescue crew who need little invitation to join.
You can ‘die’ but
upon re-spawning, the timer doesn’t make allowances…
When the specific
room is found, you can exhale a sigh of relief.
The outcome of
escape is dependent on how many are rescued and particularly, if those are
important to the chosen protagonist.
Games of this
nature are few and far between and because this isn’t the result of some asshole
taking a film licence dump, success is distinctly modest.
Okay, apart from
aiming for a better time, there’s not a great deal left to do after you’ve
exhausted every possibility and scenario but that doesn’t detract from its bold
innovation.
The Pirates of Dark Water, Sunsoft 1994
You’d normally associate The Flintstones and Scooby-Doo with
Hanna Barbera but clearly there’s more to them then meets the eye.
Adapted from the fairly obscure cartoon, Prince Ren, Ioz
and Tula must find all 7 Treasures of Rule to regain control of the Dark Water
and bring peace to the submerged world of Mer.
If Pirate Lord Bloth and his loyal army acquire the
treasures, Mer will be blanketed in darkness.
Instead of an exciting swashbuckling affair, this is a
mediocre version of Final Fight as you, (or with a friend), must resist the
might of Bloth’s army.
The only thing separating this generic nonsense is being
able to block as that isn’t particularly common.
Rum guzzlers literally come in all kinds of shapes and sizes
but repeat, very quickly.
Treasure hunting will take your heroic ass to a marketplace,
jungle, desert and palace.
Bosses are few and far between but the Lug Brothers and
Kiroptus provide a break from repetition.
While nothing great or even good, taking flight on
feathered dragon thing Feryx provides a shmup section.
The Maelstrom is Bloth’s floating crate and as a nice
touch, constantly bobs to encourage the feeling of maritime sickness. Adding to proceedings are lightning strikes,
pouring rain and areas that catch fire.
Bloth carries the reputation of a salad dodging pirate
around his waist.
Rubbish music and depressing sound suffocates mild
amusement but simultaneous play is always a welcome substitute.
Donkey Kong Country, Rare 1994
Let’s face it,
only King Kong beats his chest better.
First appearing in
1981, he and his family have come on in leaps and bounds.
Donkey Kong
Country: Tropical Freeze is available on Nintendo HD.
After each SNES
release, the Game Boy had their own monochrome interpretation (which also
became a trilogy), as the gang traversed over Donkey Kong Land.
A right old fuss
was publicised over the impressive visuals that Silicon Graphics implants
allowed.
Rendered char
models meant general loveliness was emitted from 32 megs.
Those apes are
going bananas because King K. Rool and his Kremlings have stolen their precious
fruit horde and Donkey and Diddy are out to steal them back.
The titular char
starts off on his tod but Diddy is quickly found in a barrel. They act as a tag team while the CPU follows
whoever’s in control.
If one departs, no
prob bob, as the other can easily got again.
Donkey is stronger
while Diddy counteracts this with agility.
Apart from
throwing barrels and rolling, eliminating danger by jumping on heads is
predominantly used.
Climb, jump and
swing. Monkey say, monkey do.
Various family
members should be visited on your travels as Cranky gives tips and general
information while Candy saves progress.
Like coins in
Mario, bananas aren’t exactly well hidden and are often shaped as an arrow to
give an unsubtle hint for more.
Jumping inside non
breakable barrels provide the launch to unreachable areas for further treats.
Destroying some crates
will permit an animal ride.
Enguarde (swordfish),
Expresso (ostrich), Rambi (rhino), Winky (frog) and Squawks (parrot).
If three golden objects
are obtained, this will see you playing the corresponding beast and the
opportunity to obtain more lives than a cat.
Kremlings aside, enemies
range from beavers, armadillos, snakes, bees, sharks, clams and anemones.
Typical platform
action is broken up by taking an occasional dip.
Bosses and
platforms go together like fish and chips but are just
genetically modified versions of smaller varieties.
Bumble B, Gnawty
and Necky are timid dangers that usually need dispatching with barrels, rather
than jumping on heads.
King Rool is found
on Gang-Plank Galleon and he’ll be back…
Ambience
throughout is suitably sleek as a stir of echoes suits the mood of whatever
area.
Rendered models
are unsurprisingly great in terms of movement and look.
Stages are full of
classy effects and visual gloss extends to environs including glacier, caverns,
jungle, mines and factory.
Lightning flashes,
rain pours, snow falls and fog also engulfs proceedings.
The backgrounds
are fairly lush but the colours that accompany are a drab and depressing washed
out mess.
Scenery and stages
annoyingly repeat as new colours and increased difficulty fails to hide
distinct laziness.
So despite an
advanced coat of technical paint, we tolerate a very linear affair with
originality firmly taking a back seat.
Donkey Kong Country 2: Diddy’s Kong Quest, Rare 1995
The Kremlings and
K. Rool successfully battle scurvy as the golden age of piracy is washed down with
a bottle of rum.
We start on
Gangplank Galleon, the final scene from the original game.
I suppose it’s like
the principle of The Two Towers because not too long after it starts, we see Gandalf
fighting the Balrog, following on from The Fellowship of the Ring.
As Donkey Kong is
a bit tied up, it’s up to Diddy and girlfriend Dixie to rescue their banana
chomping, tree swinging pal.
Dixie is able to
glide and apart from offering a piggyback, it’s also possible to throw each
other.
Animals that could
be rode before return but Rattly the snake and Squitter the spider provide new
amusement.
Of the arachnid, is
he so-called for the notoriety of diarrhoea?
Those barrels are
at it again and when mini games are completed, the reward of Kremcoins and
stars await.
You’ll find Cranky
at Monkey Museum and those with money to burn can pay Cranky for various tips.
Swanky allows you
to play a quiz about the game and if you’re not happy with your own, the
knowledgeable will get a life.
Wrinkly wears his
education cap at Kong College and teaches how to play. He also swaps the role of saving with Candy.
Providing you’ve previously
visited, Funky and his even funkier flights can take you anywhere on Crocodile
Isle.
It isn’t just
friendlies you’ll meet as Klubba’s Kiosk and a toll bridge stands between you
and accessing the Kremling’s Lost World.
If you want in,
you’ve gotta pay but isn’t mandatory.
Kremcoins is the
key to finishing the game properly but beating K. Rool and completing all bonus
levels also needs to be achieved.
75 coins are
needed to unlock all secret levels.
The determined
will venture over a new world (providing that all secret coins are found within
the confines of a normal world are unlocked) where special video game hero award
coins hide including Mario, Link and Yoshi.
The element of wildlife
threat is expanded with bugs, fish, rays, rats, porcupines, seals, dragonflies
and crocodiles make life marginally difficult for the gruesome twosome.
Visuals have definitely
improved since the gang’s last outing and are vastly more interesting.
Mist surrounds
rigging in Gangplank Galleon and a submerged ship forces a swim.
Things warm up in a
volcano but the temperature soon drops when ice sparkles.
This place is
apparently a gold mine so we should invest before somebody else does…
Honeycombs drip
the obvious sticky syrup and a spooky forest blows a hard gale that halts
progress.
All the fun of the
fair forces a rollercoaster ride while fireworks explode in the sky.
Bosses are
arguably even worse as a sword and club wielding crocodile fails to cut the
mustard.
After a duel with King
Rool, another adventure ends.
We appreciate a
more impressive outing as superior graphics, sound and overall atmosphere counteracts
a straightforward feel.
Importantly, the
splashes of colour are more vibrant than its predecessor.
Having said that,
levels with different colours still suffer repetition but the option of lengthening
play by seeking out more coin satisfies.
Donkey Kong Country 3: Dixie Kong’s Double Trouble,
Rare 1996
Before unzipping
and eating the 64 bit fruit, the Kongs have unfinished monkey business to
settle.
Not only has
Donkey gone (again), they’ve also added Diddy to the kidnapping collection.
Dixie is left to
lead the charge and long with new sidekick cousin Kiddy, prepare to board a
banana train that is no longer ripe.
Wrinkly is still
your saving grace and Swanky’s Sideshow has games to play without Bob.
Funky has lost the
flight of fancy but a boat is handy when it comes to riding the high seas.
He builds other
vehicles when you hand over parts (acquired on boss victories), including a
turbo ski and hovercraft.
I believe the
ultimate ride is a gyrocopter but only becomes available when enough Donkey
Kong (DK) coins are got.
The map is a more
animated event and becomes interactive as bathing in the drink is eminently possible.
A major change
exists in NPC personnel as the Brothers Bear are stationed all over the shop.
Brash, Blunder,
Bazaar, Bramble, Blue, Bazooka, Barnacle, Blizzard, Barter, Baffle and Boomer
provide information and waste your time.
We also meet Benny
and Bjorn making for an obvious ABBA reference.
I guess they didn’t
like Agnetha and Anni-Frid...
Apart from DK
coins, discovering Banana Bird caves is the only way to officially wrap this
final present up.
Once inside, each
of the blue, red and yellow crystals will chirp and it’s up to you to input the
correct button combination to mimic what’s heard, thus freeing those feathered
friends.
Keep at it and
you’ll end up rescuing the Banana Bird Queen.
Animals can still
be exploited; bonus barrels refuse to budge and chomping on the ubiquitous
fruit are all staple diet.
Birds, fish, wasps
and Kremlings are all out to get Dixie and Kiddy as they bid farewell to 16
bits.
Stages reek of
opulence and such sights include a jungle, church belfry, forest, snow,
waterfall, tree tops, sewage pipes, cave and laboratory.
As a visual
spectacle, underwater sections truly excel.
Fighting various
Big Time Bad Guys (yes really), including Belcha, Arich and Kaos ensure we’ve
more than had our fill of boring boss battles.
There is some
brief frostbite as Bleak the bad tempered snowman is fought from a FPS perspective.
Assuming the new guise
of Baron K. Roolenstein, K. Rool turns scientific.
His surname must
be a pun on Victor Frankenstein and I guess Baron is a reference to Munchausen.
However, “if it
wasn’t for you meddling kids” is a certain tribute to Scooby Doo.
Donkey and Diddy
are reunited with the gang and unless the want for DK coins is uncontrollable,
that is indeed that.
This is the nicest
looking of all and the quality of sound equally delights.
The sense of scenery
déjà vu sticks faster than glue and while the generic nature refuses to shed
its skin, secrets do compensate.
Although Donkey
Kong is a brand that I’ll never go ape shit over, it’s a very playable affair
and those gorgeous graphics easily persuade one to beat his/her chest.
U.N. Squadron, Capcom 1991
Capcom bought the
rights from Daipro and the kitchen table was laid to produce a 1989 arcade
smash worthy of Area 88, the hit Manga in which it was based on.
Unless you owned
the Japanese version, it is most associated by this misleading alter ego.
Come on. My ass has more to do with the United Nations.
The arcade only
sequel was inoffensively called Carrier Airwing in the US but perversely, was
known as U.S. Navy in Japan.
Now it’s time for
the port to receive full on firepower.
After choosing from
one of three mercenaries who each handle weapons differently, it’s chocks away
chaps.
Blasting the shit
out of all things that pose peril brings the reward of dosh.
Unlike many of
this ilk, your craft can take some punishment before dying.
As stages fall by
the wayside, you can usually attempt a non compulsory side mission to earn more
wonga by making enemy placements go bang.
Some dude will
happily sell better planes and arsenal at his very exclusive shop and relieve the
strain of financial gain.
Upgrading to air
freight is fairly essential as they can fire what others can’t…
The successful
will fight through ten missions of relentless action and is a challenging
pleasure rather than a snore chore.
We’ll fly over
sea, forest and desert while negotiating cloud and cave.
Enemy forces stem
from fighter planes, gun turrets, tanks, jets and missile happy vehicles.
Those big and
rather bad range from a stealth bomber to gun fortress, submarine, giant
battleship, helicopter and aircraft carrier.
Minor complaints
include claustrophobic environments so you’ll find yourself getting hit more
times than you maybe should.
Simultaneous two
player action is sensibly missing because I have no idea how to resuscitate a
processor from the inconvenience of cardiac arrest.
Bringing home the bacon reaps the unexpected
novelty of more crafts and weaponry.
Gradius III poured
different gravy compared to insert coin and albeit on a less radical scale,
the same applies here.
In the arcade, a
new look sub and huge battleship is combined as one but are treated separately
on the SNES.
The door swings
both ways because the final mission focused solely on the Project 4 fortress whereas
the SNES played out an actual level, with a new overweight chopper boss and tinkered finale.
I don’t think I’m
alone in saying that I prefer the home port and that’s not something to be
taken lightly.
Finally, how can
music packing more tin than a container housing beans kick more ass than Bruce
Lee?
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