Sunday 8 March 2020

16 bits, 2 bytes - Fifteenth Event

Darius Twin, Taito 1991

Warning! A huge battleship [insert name here] is approaching fast.

Or similar derivative.

The first designed exclusively for console has descendants of Proco and Tiat facing the wrath of Belser's mechanical creature army.

Branching system remains and here's how shit works.

Round 1 (A)
Round 2 (B or C)
Round 3 (D)
Round 4 (E or F)
Round 5 (G, H or I)
Round 6 (J or K)
Round 7 (L)

Each playthrough consists of seven rounds, equating to 12 possible paths.

As weapons are never lost after dying, having no continues is probably fair.

Both graphics and music are above average, and co-op play (presumably reffing 'Twin' in title), makes a welcome return.

Besides Sagaia for Game Boy, this is the only other entry with one final stage.

But unlike portable relative, there are five possible endings, and outcome is dependant on path taken, lives lost and how many bosses were not destroyed in time.

Although bosses have new monikers, most are essentially reworked from original and sequel.

Lazy gits.

Darius Force, Taito 1993

Host system's final entry was called Super Nova in North America and never graced European shores.

Reason for name change? Unknown.

Back art stating 'The Silver Hawk fleet rises again' at least gives identity.

Anyway, this is no game, 'it's a saga of war and man's perpetual fight for survival'.

Much has changed from before.

First off, we have three Hawks to choose from (each with unique weaponry).

Map contains 15 stages (A-O), but because pyramid structure is dropped, we can only move forward or up.

Simply put, three paths can be taken to ultimately reach L, N or O, consisting of 5, 6 or 7 stages.

Whichever final stage has its own boss and ending,

Co-op play is removed (boo), as has power bar, and when shot down, firepower and bombs are reduced to bare minimum.

Also, R-Type style checkpoints are enforced and continuing downgrades shield.

Music is consistently decent and graphics are a vast improvement over predecessor, as a buffet of impressive landscapes can be layered in parallax and complemented by excellent use of Mode 7.

There's also a plethora or new bosses, ranging from chameleon, plesiosaur to oarfish.

NA version was bizarrely censored.

During intro, 'made from the bones of his kill' became 'made from pieces of wood and stone'.

Name of Zone G and I boss Devil Fish was changed to Ichtyon.

Pathetic.

Sonic Blast Man, Taito 1992

Titular super hero was inspired by Bravoman.

Arcade was a weird boxing hybrid, as walloping punching pad dealt damage to enemy.

Even wearing gloves, this was and proved to be dangerous, as Taito were forced to recall x amount of machines after reports of people sustaining injuries.

As experience couldn't be brought home, we got an insipid 1P only Final Fight clone.

Insert coin's 'Hit Stages' broke up tedium and worked by repeatedly rotating the d-pad and letting rip at stationary object.

Riveting stuff.

As with so many games at the time, Japanese version's females were replaced with males in EU and NA.

SNES port got a sequel in 1994, and saw new playable characters Sonic Blast girl Sonia and cybernoid earthling Captain Choyear help main man oppose new baddie Yafu, who has targeted Earth and all its inhabitants for immediate destruction.

Around the same time, arcade's sequel Real Puncher used a CCD camera to digitise player's face that subsequently became your enemy.

Nintendo Scope 6, Nintendo 1992

Wireless bazooka required 6 AA batteries, and holy shit, did bastard eat them for breakfast, dinner and tea.

Before starting, we had to go through the chore of calibrating peripheral, by placing signal box on top of TV, shooting screen and firing at 'bull's-eye'.

If not done correctly, aim won't be accurate.

Cart housed two games (with three variations).

Blastris

Blastris A (Tetris), Blastris B (Columns) and Mole Patrol (Whac-A-Mole).

And.

Lazerblazer

Type A (Intercept), Type B (Engage) and Type C (Confront).

Others to utilise unwieldy, albeit functional object include T2: The Arcade Game, Revolution X and Operation Thunderbolt.

Super SWIV, Sales Curve 1992

Known as Firepower 2000 in North America, this is the console sequel to home computer original SWIV (which in itself, was a pseudo sequel to Silkworm).

For those who don't know, acronym stands for Special Weapons Interdiction Vehicles.

Regardless of what this claims to be, enhanced 'remake' features new stages, weapons and fighter jet is favoured over helicopter.

Also, it's split into stages, as opposed to one huge game.

For boss battles and final stage, legendary composer David Whittaker had the balls to 'borrow' Brad Fiedel's music from The Terminator, specifically theme heard during Reese's nightmare sequence (just before anonymous female soldier is blown up).

Same geezer also composed Mega SWIV, but interestingly, decided against repeating plagiarism.

Pit-Fighter, THQ 1992

1990 Atari arcade is famous for compositing actors into gameplay, which Mortal Kombat would go on to popularise.

As I love spoiling you guys, trivia alert.

1988 arcade brawler Reikai Dōshi was the first to digitise sprites and use claymation.

The very strange 1983 Bally Midway arcade Journey (ntbcw with different Atari 2600 effort Journey Escape), digitised b/w photographs of said band members heads and placed them on cartoon bodies.

WTAF?

Anyway, to business.

Not long after choosing Buzz, Ty or Kato, I guarantee you'll hate port's fucking guts.

If appalling graphics, putrid colour scheme and tiny sprites boasting almost no animation wasn't bad enough, piss poor collision detection and broken controls renders horrific experience virtually unplayable.

Arenas have no weapons, audience can't interact with player and Southside Jim, Mad Miles and Heavy Metal are missing.

Oh, it's impossible to replenish energy and there's no continues.

So apart from those minor issues - a classic.

Mr. Nutz, Ocean 1994

Mr. Blizzard plans to create and rule a frozen kingdom on Earth.

Only Mr Nutz, self-proclaimed Super Squirrel can prevent a permanent ice age.

Why you yell?

Because he's got a lotta nutz, a lotta gutz and one enormous tail.

Jesus Christ! Who wrote this shit?

Game itself is very Mario, as hero jumps on enemies and collects coins.

Yawn.

Stages are split into various sections and instead of the usual left to right approach, exits usually have to be found.  Similarly, key must be acquired before boss can be fought.

Hedgehogs in nappies, dancing weeds, hammer-wielding guys inside trees, walking fruit, chicken breasts, TV aerials, bubble men, stoned rats, cloud monsters, pot-bellied penguins and angry Eskimos are just some of the freaks you'll face.

Think Sonic, less the charm.

Bosses include witch, spider, octopus and the amusingly named giant Ograoum Papas.

Yeti is a right pain in the ass as icy blast regularly sends you plummeting to your death.

Title of fun fair stage Mean Streets could be reffing Scorsese's 1973 gangster classic of same name.

Who knows?

For gorgeous colour scheme and some standout scaling effects alone, generic adventure is worth wading through.

With the curious subtitle of Hoppin' Mad, Amiga game was very different to console.

Developed by German companies Kaiko and Neon Studios, alien chickens are determined to destroy the world.

Priceless.

Animated map is interactive and pseudo 3D flying stages break up regular plaform action.

New stages and bosses are a given, and while graphics are definitely weaker, I'd take faster, less linear gameplay and huge playing field over prettier visuals any day of the week.

This was supposed to be released for Mega Drive as Mr. Nutz 2, but never came to fruition. 

The Chessmaster, The Software Toolworks 1991

Long-running franchise began in 1986, with the misleading title of Chessmaster 2000.

System's only entry (ntbcw the more basic Game Gear effort of same name) is typical fare, but added 3D board and several other modes, including teaching, takeback/replay option and 16 levels of difficulty.

Do you have what it takes to become the Grandmaster?

The face of box art was Will Hare, a name that probably won't be immediately familiar.

But if I said Old Man Peabody from Back to the Future, that'd ring loud bells, right?

Iconic image would be used for entire series, so beyond his death in 1997.

Worms, Team 17 1996

Incoming!

Choose a team and use anything from shotgun, uzi, dynamite and bazooka to blast the shit out of opposition.

Destroying background is a useful way to flank, and done so by using tools such as drill and blowtorch.

Graphics and sound effects are acceptable, but lack of mouse support is main reason why classic Lemmings-esque turn-based war strategy didn't translate so well from Amiga.

Super Turrican, Factor 5 1993

This was the first to have zero input from Manfred Trenz.

His final endeavour would be to solely handle different NES game of same name (released a few months later).

Those akin with Amiga versions of original and sequel can expect a similar looking, and very bright affair, with new bosses, environments and stages.

Bren McGuire's assault suit swaps lightning whip for freeze beam which immobilises enemies.

Program was originally 6 megs, but to save costs, publishers forced them to reduce it to 4, meaning there's only 12 stages (across 4 worlds) and very few bosses.

Antagonist appears during intro and ending, so you'd expect The Machine to be end boss, right?

Wrong.

Rushed job ends after Alien head, which makes no fucking sense.

Still, Chris Huelsbeck composed some brilliant tunes.

Super Turrican 2, Factor 5 1995

A redrawn Bren inherits Mega Turrican's grappling hook, climbs, slides, enjoys new weaponry, rides numerous vehicles and takes on a host of huge Mode 7 infected bosses.

Oh, they shamelessly ripped off Axelay's fire stage.

Ha ha ha!

Unlike 'first' game, The Machine is end boss.  He starts off small, and then transforms into a large robot walker.

It all looks and sounds very nice, but this feels and plays too much like Contra, and subsequently, stages are very linear and no secret areas exist.

However, technical achievement should be appreciated.

Super Castlevania IV, Konami 1991

Known as Akumajō Dracula in Japan, NA/EU title suggests a follow-up to NES prequel Castlevania III: Dracula's Curse, but it's actually the first to remake 1986 original (ntbcw parallel version Vampire Killer).

One hundred years has passed since the last confrontation between the Belmont family and Dracula.

Armed with only his whip and courage, Simon sets out to destroy fangcy pants and restore peace to Transylvania.

Even now, it's still one of the best entries in seminal series, and ranks as one of the greatest games of all time.

Caves, waterfalls, library, haunted treasure ship, castles and obligatory clock tower boast delicious variety, downright amazing bosses and sublime graphical tricks.

Thanks to the combined genius of Masanori Adachi and Taro Kudo, soundtrack is out of this world.

To nitpick, Simon isn't the nippiest of mammals and action does slowdown, but not to an irritating degree.

Censorship (Europe/North America)

Religious imagery (crosses and crucifixes, including sub-weapon) on gravestones and coffins were removed and/or altered.

Modesty of female statues is covered up and slime replaced blood.

'Dracura' on headstone during intro is scrubbed out.

Castlevania: Dracula X, Konami 1995

I've used North American title, but butchered port/remake of fabulous PC Engine game Rondo of Blood is known as Akumajō Dracula XX and Castlevania: Vampire's Kiss in Japan and Europe respectively.

Dracula has snatched Richter's girlfriend Annet (not a typo) and her sister Maria.

Graphics are decent but rock music is very questionable.

Enemy placement frustrates and player's position is key to survival.

Redone levels and bosses are a mixed bag and we can't play as Maria.

Game is pretty short, but exploration can reap the reward of facing different bosses.

If both damsels in distress are rescued, we play an alternative Stage 6 where Death is final challenge.

Otherwise, after Giant Skull of regular sixth stage, Dracula awaits on seventh.

As arena has limited platforms, chances of getting knocked off are extremely high, and to compound matters, he only takes damage to the head.

His second form as giant winged demon is easier to hit, but attacks are faster and designed to send you flying.

If feat is achieved, remember one thing.

DON'T FALL INTO THE FUCKING PIT WHEN GETTING ORB.

Not speaking from experience of course.

(Ahem).

Censorship (Europe/North America)

Like Japanese game, NA version has red blood, but EU spills white claret.

However, crosses are redrawn for both NA and EU.

After beating Death's second manifestation, head falls down and dissolves, but censored situation results in head remaining on shoulders and body bursting into flames.

No comments:

Post a Comment

Copyright © 2012-2024 Nukes and Knives™ All rights reserved.