Wednesday, June 27, 2012

First Time Completion: Super Bomberman (SNES)

And so here is one of the many random games of childhood I've played, but never got around to completing it. I vaguely remember renting the game from my blockbuster ages ago for a bit, and in the later years, occasionally attempt a replay, but been lazy to get past the first or second world.. There is the option of simply entering a password to play the final levels, and did duke it out with the last boss, but never did a complete run from start to finish. Out of the blue, I recently felt like giving another playthrough a go, and finally conquered another game from my youngin days.

I tend to enjoy the bomberman games in general, in spite of actually not beating most of the ones I've played. I think the only one I ever did beat beforehand was the first N64 game and one of the game boy installments... I think. Since I pretty much don't have friends to easily enjoy the battle mode gameplay, I basically focused on the single player experience.

This is a standard bomberman game for the SNES, and I find it fun even when playing alone. There's something appealing about the notion of going stage to stage, blowing up foes, and getting my little bomber guy slowly stronger. I looked forward to what kind of new enemies I would face, and get treated to a cool-looking boss at the end of each world with some kickass music to complement it. The only real frustrations were sucking at World 5 where I fought evil bomberman clones in arena, and had a had time beating any of them. Also, the last boss felt kind of obnoxious only because it required utilizing a pick-up ability that I never knew about using beforehand, and got thrown in right at the final leg of the fight.

 The game is simple, but compelling, and there's bound to be more posts of other bomberman games I'll finally tackle to completion. The SNES alone has four other super games, and there's probably a few I overlooked. Well, at least I got one down, but have many to go.

Some Random Game: Penguin Wars (Game Boy)

Note: I played through the whole thing before noticing the actual cover.

The title alone has me intrigued enough to play it. It can be anything. Could be an action game or a strategy of some sort involving penguins. Maybe it's something completely different. Well, it certainly different than I thought, and there's only a total of one penguin. It's basically a dodgeball-esque game with a cast animals.

The objective is simply to throw as many balls to the opponent side side of the field as you can in 60 seconds. With your balls, you have the ability to smack the opposing animal and stun it. Having all 10 balls on the opposide side wins you a round and each match is best of three. Afterwards, the game just starts up again with the AI getting more ruthless. There are six animals to choose from with their own strengths and weaknesses. I went with the penguin, because it seems to be the most natural thing to. That's all there is to the game, and it's kind of decent. It's a very short pick up and play kind of game with some cute perks. Besides, who wouldn't like to take down forest critters in a game of dodgeball?

Tuesday, June 26, 2012

Some Random Game: Panel Action Bingo (Game Boy)

Before I first played Panel Action Bingo, I didn't know exactly what to expect. I enjoy a good old fashioned bingo game from time to time, but been a long time since I played it. I figured it's a simple game of bingo where I face AI opponent(s) in an intense game of chance. It probably would just be filling one row, the whole card or fill a certain shape. The "panel action" part of the title is either the game throwing some gimmick(s) to spice things up or because the title sounds cool. This approach seems to make the most logical sense to me. It might be silly to play a bingo game on the Game Boy, but I felt like it and thought it can be a cute little game to pass the time when travelling by train. When I did play it... well it kind of is bingo, except it's mostly not.
The game has a 5 x 5 numbered from 1-25. The numbers are randomly placed and you, playing as a bird, must go around the board selecting the numbers in order. Opposing you is some cat that gets in your way in selecting the numbers. The objective is to simply go through enough numbers to be able to make a row and beat the level, or just tag more numbers than the cat if no row can be made. There are numerous levels with three rounds each. Each round adds an additional obstacle on the board to get in your way. After that, there is a bonus round to get more points where you try to get more territory than the cat. That's basically all there is to the game, and there seems to be many many levels just doing the exact things.

The kind of amusing at first, but it gets old real fast. I've only played through 6 rounds or so thus far with no change ups, and not really noticing the cat's AI getting any smarter. Plus, it's not really bingo... in the traditional sense so I mostly felt mislead to. Maybe the game changes up a bit or gets tougher, but as of now, it's a big whatever. On the plus side, the music is unexpectedly good with some variety. It has some good midi tunes that should've been used for a better game, but oh well.

First Time Completion: Phantasy Star IV (Genesis)

Sega Genesis is one of the handful of consoles I never owned. I've mainly owned Nintendo consoles up until Playstation, and only had a Game Gear otherwise for whatever reason. My first Sega console I actually owned is the Dreamcast, and grew up with the 3D style Sonic games. Besides playing Sonic 2 in a game store, and borrowing the console with a handful of platformers for a bit, my experiene with Genesis is limited. I got a more extensive taste of the platform when the Genesis collection on PS2 came out... then later bought the 360 version of it for additional games and achivements. This especially holds true on the Genesis RPG front. There are two particular series that is talked about amongst fans, and perhaps are the only well established Genesis RPGs. They're Shining Force and Phantasy Star games. With Phantasy Star, I kept hearing about IV in high regard so I gave that a shot.

Natrually, since I have a horrible tendency to not finish the vast majority of my games, Phantasy Star IV was another I played partially, but never got far in, despite liking it. Recently, I decided to give it another playthrough and manage to finally complete it. I enjoyed it quite a bit, and yet, I can't put my finger why I don't find it all that amazing though. It's definitely solid at all points with one fault being a lack of explination for skills, and subjectively thinking the music kind of stunk at the beginning. The cast is also cool, particularly Alys and Rune, and I always like the feature of party chat. It's all very sound, and can dig roaming through space to save the solar system from a cosmic entity, but it did not seem to really grip me all that together. I kept being lazy at mid-point and got hooked a little more once I can decimate enemies with superior party members. And for that build out for the ultimate evil, the game felt pretty rushed when the last few dungeons are much smaller after undergoing two epic, complex ones. It's still a fun game for sure, and probably would've been more midnblown if I was fueled by nostalgia.
There are still elements in Phantasy Star IV I find the most impressive and innovative. First is the unique visual style in combat, and effective use of storytelling through the great comic book cut scenes. Having numerous macros to select a set of actions the party does during a turn, and in the order of your choosing is also quite ingenious. I find the gaming industry a field where everyone copies/ripoffs one another for better and worse. It's a shame no one ever bothered to make their own version of these mechanics. I certainly would've liked more comic book cutscenes and macros in my JRPGs.

PS: You've got to love those old covers huh?

Monday, June 25, 2012

First Time Completion: Lufia II- Rise of the Sinistrals (SNES)



US Release: August 31, 1996
First time beaten: June 2012

Back when I was a kid, shopping frequently at a Toys-R-Us, I did a a lot of compulsive gaming purchases. Granted, I still do that now, but I was even more compulsive back than. Anyways, back when Toys-R-Us did that ticket stub thing for available games, I randomly picked up a ticket for Lufia II. It turned out however that it was placed there by accident, and they had no copies of the game. Since it was just something I was interested on a whim, I never got the urge to go get it again.

 I have not heard word about the game until many years later when some online friends start to talk about the greatness of it one day. I gave the game the shot at one point, and playing about halfway or so, I was not all that into it for whatever reason. It's probably because my peers were hyping it immensely, especially with the music, that I expected something more out of it, even if I didn't know what it was. So due to laziness, I eventually stopped progressing. Years later, I felt like wanting to give it another shot. Having played through lots of modern western RPGs, and several other games in different genres, it would be nice to play a good ol' JRPG. This time, I went to play Lufia II with no expectations build, and will go along with what it provides me. Fortunately, I enjoyed it quite more the second time, and got a better understanding of why many liked it.

I still don't find it all that pronominal, but it is fun. The cast certainly have charm to them that I find heavily lacking in a lot of modern JRPGs, and the combat has good pacing. The combat challenge can get way lower due to how easy it is to get super equipment from the side content, but it didn't matter. I can enjoy a game where I take delight on just how badly I can decimate a foe. It's biggest strength has to go to the excellent dungeons. They're puzzle oriented, and are very well implemented. Some are annoying, or a bit out there to figure out, but feels satisfying to overcome them, and made the dungeons feel like, well, real dungeons. Few other games like Wild Arms, implement them well, and was not a feature I liked too much back in the day, but it's an aspect I can get behind now as long as its not too arbitrary. There are still some parts of the game I find overrated, which is mostly the battle music. They're good songs, and sometimes hum to the Sinistral boss theme, but it's not all that amazing. I happen to like Lufia I's (a game I should also beat one day) battle themes overall more.

One last thing to note about the game is the amazing ending. The game got a solid start, but my enjoyment waned a bit when I felt there was a bit too much filler with the excessive dungeons and pointless scenarios between the more interesting bits. Fortunately, it got better towards the end, and it ended on a very high note. The ending is a very bittersweet one, and I cried during it. It's an especially impressive feat since this is not a game I'm nostalgic on.. I did play Lufia I before, so I knew what was going to happen in II, being a prequel and all. It was still powerful and the execution is great. What also got to me is when a certain song is played in the climax. It was only used once, but the timing of it is just perfect, and made the moment used that much more intense. I love it when gaming music used to frequently invoke more emotions into the scenes, and help make some moments greater.

Overall, I had fun with the game. It has its share of dull moments, but the ending alone made the journey worthwhile, and it does deserve the recognition it gets. It does makes me wonder how I would've enjoyed it if I did play it as a kid.

First time Completion: Splatterhouse (TG16)

US Release: April 21, 1990
First time beaten: June 2012



Though I'm aware of the platform, and some of the associated classics, I never did delve into Turbografx games, even with the Virtual Console service. Recently, I decided to play a TG game, and randomly gave Splatterhosue a shot. I heard of the series beforehand, but don't know much about it aside from its horror, gory tone. It seems to have a bit of a cult following, but I expected little of out of it. It didn't turn out to be that great, but it's strangely enjoyable.

The game is a very simplistic beat-em-up where I can only move left to right, punch a baddie, and pick up the occasional weapon. I can't move up or down, and the controls can certainly feel stiff. It's a short game too, but the later half feels a bit rushed. The weapon pickups are nifty, but there were no more of them on the last 3 levels. Some like the shotgun seem like wasted potential when it's only used for a five minute level. The final level and boss also felt very anti-climatic, after having been through some literal hell, and went through a lot of lives and continues just to reach the climax.
In spite of the faults, there is something I find charming about it that made me stick to it. Maybe I was just in a mood for something that simple where I simply wanted to move left-to-right and beat up the undead with no fancy movesets. And it's probably because I never delved deeply into the platform, but I find the visuals to be impressive for the time. I dig the variety of enemies, and the way the way they animate when they just fall apart after killing them. Maybe it's because I also I never saw the arcade version, which has more content and greater gore. I suppose ignorance is bliss since this allowed me to enjoy the TG version more for what it is.

I'm not really a big fan of beat-em-ups, and don't know why some randomly just stick to me. Classics like Double Dragon, Streets of Rage, or Final Fight (except 3) seem to hold my little attention, yet worse games like Splatterhouse do. Maybe the game just has some strange magic to it or it's evilness tampered with my mind into liking it.