Sunday 15 August 2021

16 bits, 2 bytes - Final Event

What began in April 2013 finally concludes.

Let's do this, one more time.

DinoCity, Irem 1992

Obscurity is adapted from 1991 TV movie Adventures in Dinosaur City.

After touching their father's science device, Jamie and Timmy are inadvertently transported to the prehistoric era.

In order to get home, they must return the fuse Mr. Big's Neanderthal gang The Rockeys stole from power station. 

Team Rex (Tyrannosaur) for Timmy or Team Tops (Protoceratops) for Jamie.

Instead of simultaneous, we have to settle for alternate play.

Tops flings darts and Rex is limited to biffing and swinging tail.

Dismounting makes dinos immobile and 'platforms' are essential to access new areas.

Adventure contains caves, jungles, ice caverns and desert, with a variety of stock, albeit cute enemies including seals, hedgehogs and obviously dinosaurs.

Oh, cavewoman Cindy was considered way too booby, so redrawn for EU/NA versions.

Bosses are pretty bizarre, ranging from a dude trying to crush you with his pole and Trampo Bird shitting out young on a trapeze.

Mr. Big shrinks, grows and teleports.

Not that it's a particularly difficult game, but passwords are always welcome.

Japanese version Dinosaurs made things way too easy by increasing health and giving unlimited continues.

The Legend of Zelda: A Link to the Past, Nintendo 1991

Simply the best?

Maybe.

In the kingdom of Hyrule, legend told of a Golden power in a hidden land.  After many died trying to enter, the King ordered seven wise men to seal gate forever.

Evil wizard Agahnim killed the King and made wise men's descendants vanish.

The destiny of Princess Zelda is drawing near.

Returning to the top-down perspective of original, fabulous affair is flip-screen in dungeon or house and free roaming outside.

We can assign bombs, arrows and boomerangs, with explosive device also used to reveal secret areas.

Cue iconic jingle.

As well as magic, other weapons include ice and fire rods.

Rupees are used to buy essential items (like Zora's Flippers) and talking to some peeps instigate side quests.

Huge playing area includes Kakariko Town, Death Mountain and Lost Woods.

Obtaining the three Pendants of Virtue (Courage, Wisdom and Power) are necessary to wield Master Sword and ultimately used to kill Agahnim, whose evil magic turned Golden Land into the Dark World.

When seal was broken, it provided 'a link between worlds'.

Did dialogue inspire title of 2013 3DS game?

I'm on the fence.

Once in the Dark World, Link must rescue descendants of the Seven Sages imprisoned in the Palace of Darkness, each guarded by Ganon's minions.

Agahnim must be faced twice before yielding, and from his body emerges through Ganon as a bat.

You see, Dark Wizard was his alter ego.

Once bastard's goose is cooked inside the Pyramid of Power, Link touches the Triforce and restores the Dark World and Hyrule back to previous states.

Before end credits roll, game recalls people met and lands conquered.

With that, the Master Sword sleeps again... FOREVER!

Hmmm.

Demolition Man, Virgin Interactive 1995

While not stated, action begins pretty much like it does in film, with Spartan bungee jumping from helicopter.

After massacring several baddies on rooftops, we soon jump straight to San Angeles 2032 (without fighting Phoenix).

While most settings are taken from movie, some aren't.

Highlights are monorail, library, steam tunnels and underground wasteland host to mutant creatures.

Exactly what you'd fucking expect.

To be fair, liberties taken in cryogenic prison can be forgiven.

Crane machine causes mischief and Phoenix must be frozen with ice bombs and shot.

Once energy is nil, he explodes like the T-1000.

Any respect I had is ruined by ending message.

Having rid the world of the nastiest criminal in two centuries, the Mayor presents you with the key to the city.

HA HA HA!

Graphics are acceptable and I've controlled worse, but music is atrocious and digitised speech from Stallone and Snipes never fits situation.

Mega Drive is identical in principle (with better sound) and Mega CD's grainy FMV connects stages.

3DO version boasted footage of Snipes and Stallone shot exclusively for shit storm.

Game is basically a skid mark of genres, but Doom sections are decent I suppose.

Mulling things over, entire thing smacks of the home computer versions of Terminator 2: Judgment Day (ntbcw T2: The Arcade Game), especially horrifically bad fighting sections.

System's only compatible lightgun the Gamegun can be daisy-chained to standard controller for shooting galleries.

Unless you owned Mad Dog McCree, peripheral was next to useless.

Wild Guns, Natsume 1994

Splicing sci-fi and steampunk, this is unashamedly Cabal (more specifically spiritual sequel Blood Bros.).

Whatever - it's great.

Singularly or co-operatively, choose from either space bounty hunter Clint or vengeful gunslinger Annie, who has a personal vendetta against the Kid family. 

Yes, they look nothing like Clint Eastwood and Annie Oakley.

Ahem.

Gorgeous visuals, a wicked assortment of weaponry, bags of variety and superb bosses guarantees an absolute blast.

Oh, we can destroy backgrounds too.

Enhanced this gen remake Reloaded added extra stages and two new characters Bullet and Doris.

Ranma ½: Hard Battle, Atelier Double 1992

The second game based on the 80's manga hid in the shadows during SF II's popularity.

Keeping with source material's comedic tone, it's all appropriately farcical.

Each character has their own story, but all are ultimately manipulated by Principal Kuno into kicking the ass of eight opponents.

Instead of the usual case of going through the motions, special moves are activated by charging the d-pad in conjunction with an attack button, and releasing said button.

The longer button is held, the stronger the attack.

Ranma (male and female), Genma, Shampoo, Mousse, Akane et al join the show.

Pantyhose is playable upon defeat and Happosai only becomes his final opponent in single player.

Unlike Pantyhose, we need a code to control Happosai.

Gameplay is a bit clunky, but not disastrous.

English dubs of original Japanese voices are hilariously awful though.

Certain stages taking place at different times of day is nice and surely lifted straight from Fatal Fury.

Unlike SNK's classic franchise, transitions are dependant on form.

The 7th Saga, Produce! 1993

Underappreciated RPG is the final SNES game I'll be covering.

Hold back the tears guys.

5000 years ago, Saro defeated Gorsia with the power of 7 magical runes, but as millennia past, they got lost.

Saro's son King Lemele (already 100 years young) got the better of nasty demon Gariso and became a hero.  He challenges seven highly trained warriors to find the runes hidden on planet Ticodera so they can rule the world in his place.

Whether human or alien, characters are an odd bunch.

Each have their own pros and cons, together with the usual stats of HP, MP, Speed, Power etc.

Whoever is chosen, the remaining six set off on their own in this dog eat dog quest.

Your crystal ball is very innovative.

If spots move, it's an enemy, and if large or bright; indicate town and rune respectively.

Although pseudo motion tracker can be swarming with monsters, this doesn't reflect reality.

Enemies are invisible until you bump into one or they find you, so it's possible to avoid battles.

Having said that, how some move in turn-based Mode 7 playing field make it very difficult to not lock horns.

Unique characters will join party (max of three) and we're able to swap between in battle.

Once they've served purpose, expect them to leave.

Runes can be found, defeating boss or fighting central character already in possession.

If player facing off against another 'playable' mammal loses, your stuff will be taken by victor.

Adding to the excitement is bounty hunter Pison, who is hired at random to kill any of five 'competitors' per game.

The power of Wind, Star, Water, Sky, Moon and Light can be exploited in battle, including anything from restoring energy, to doubling attack and improving offense.

Wait, that's only six - so where's the seventh?

Patience.

More exposition.

Lemele confined Gariso to the Dark World.  The latter tried to summon monsters by using Moonlight, but King stopped him.  Despite this, baddie somehow escaped.

Moonlight is actually a person and located in the Cave of Silence.

We learn all seven runes are required to seal his evil power.

Guess who carries the last?

Hmmm.

Overwhelming black demon bags Wizard rune.

Roll credits.

Not quite, and this is when story really gets clever.

Killing end boss only succeeds in giving runes back to Gorsia who was posing as Lemele all along.

In case the penny hasn't dropped, Gariso never existed and name is an anagram of Gorsia.

Lemele has actually been dead for five years.  During which, Gorsia came through the time tunnel and regained his power.  Consequently, your ass is banished to the Dark World.

Eat your heart out M. Night Shyamalan.

Story picks up 5000 years in the past.

Saro sealed Gorsia's power in each rune, but he fled to the future.  Knowing he couldn't retrieve the runes himself, Gorsia sent us instead.

Devious bastard.

Gorsia returned from the future and killed Saro.

Following a series of boss battles, Saro's soul removes curse so we can use runes against Gorsia.

Courtesy of Saro's loyal servants, the runes are ours.

Antagonist is imprisoned by chains, a monster seemingly trapped in flesh.

Fucking creepy.

And the final killer twist.

In a final act of defiance before dying, Gorsia murders player.  4900 years later, Saro reincarnates character as his son, who is of course 'Lemele'.

Mind. Blown.

Because there's only one outcome, hero is trapped in an endless loop.

Can't help but respect downer ending.

The future?

Diving into another system's library is tempting, but I want to focus energies on other projects.

If I did another set, I'd choose Amiga or PS1.

But considering how long either would take, it's highly unlikely.

No comments:

Post a Comment

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