Showing posts with label musings. Show all posts
Showing posts with label musings. Show all posts

Sunday, 19 May 2013

SFC box art number 4: Super Valis IV

Full name: Sūpā Varisu Akaki Tsuki no Otome
Genre: Action
Developer: Telnet Japan
Publisher: Laser Soft
First released: 1992

We're now very much at the business end of the countdown, and into the realm of very special box art. I certainly hope the next few pieces don't disappoint!

The Valis games are very well known in PC-Engine and Mega Drive circles. Luscious anime visuals, solid hack and slash platforming and (in the PC-E games) fantastic cut-scenes, made this much loved series a darling of the import scene in the UK. But it wasn't until the fourth, and penultimate instalment of the saga that Telnet finally saw fit to give their sword wielding maiden a run out on the Super Famicom, in the form of Super Valis IV.

Although the SFC release is a port of the PC-Engine title, there are several notable differences between the two games. Gone are the elaborately animated cut-scenes, along with a couple of stages and the ability to use choose from three different characters. The developers did however add a stage exclusively designed for the SFC.


This is hands down, my favourite piece of anime styled box art on the Super Famicom. Although it could be accused of being slightly plain, I think that the simple design really helps to put the focus solely on the wonderfully drawn characters. This is the kind of stuff we were used to seeing on the front of the latest VHS from Manga Entertainment, and it's another game that I was smitten with from the minute I saw it.


I often cite Super Valis IV as a prime example of just how much of a difference there was between the box art of games released in Japan and those that made it to Europe and North America. If you're interested in just how different the two versions are, then you can view the US art at Gamespot.

Thursday, 16 May 2013

SFC box art number 5: Ganbare Goemon 2

Full name: Ganbare Goemon 2: Kiteretsu Shōgun Magginesu
Genre: Action
Developer: Konami
Publisher: Konami
First released: 1993

To many video game aficionados, Konami's Goemon series is held in both high and loving regard. The eclectic mix of Japanese folklore and completely off the wall humour, wrapped up in extremely well designed games struck a real chord with those who looked to the east for their digital fix.

Ganbare Goemon 2 once again follows the escapades of title character Goemon, his brilliantly wacky sidekick; Ebisumaru and now robotic clockwork ninja; Sasuke as they attempt to halt the evil General Magginesu's plans of westernising Japan (textbook!). As you'd probably expect, all sorts of crazy shenanigans happen along the way, with a guest appearance from Sparkster and the giant robot Goemon Impact being amongst the highlights.


I never really know where to start with this design...it's totally nuts! The stand out stuff for me has to be the towering figure of Impact in the background, the mischievous army of bunny men on the reverse of the box and of course, the awesome Ebisumaru, who always looks like he's about to get into to trouble.


This game (and its artwork) epitomises everything that I find fascinating about Japanese video games, and from the first time I saw it in a Super Play feature, I knew that it was one I'd need to own at some point. Just imagine how radical this looked to a 12 year old kid from Liverpool...you just didn't see this sort of thing round my way! Even though it was sadly never officially translated, the absence of really heavy text means that you can get through it with little fuss and maximum enjoyment, and so I'd urge any fans of wacky, fantastic video games to hunt down a copy.

Go Goemon!

Tuesday, 14 May 2013

Five minutes of fame: GD Leen

Gorgeous SFC box art...as expected.
You probably wouldn't know by looking at it but Seta's GD Leen is a very important game. It has the distinctive honour of being the first RPG released for the Super Famicom, hitting Japanese shops in May 1991...a whopping six months after the system's initial release.


As you might expect from such an early title, it is a bit rough around the edges and lacks some of the sparkle and refinement of the later RPG juggernauts. Even so, this is a fantastic game with a lot going for it and given that it opened the door for some of the most memorable games of the 90s, I feel it is certainly deserving of some attention.


Based on the light novel of the same name, the game follows the story of Ryun, who ends up stranded on the planet of GD Leen after his space craft malfunctions. Whilst there he ends up becoming embroiled in the archetypal civil war and much generic RPG-ness unfolds.

Visually, the game draws much influence from the likes of Xak: The Art of Visual Stage, Lagoon and Neutopia, with the view point and indeed settings being quite similar. In-game cut-scenes are staggeringly pretty, especially for such an early release, with bold anime style characters and colourful environments.


The soundtrack is by far my favourite part of GD Leen and is absolutely tremendous. From the wonderfully melancholic title theme to the oddly upbeat Eules, there are a number of signature tunes which give an early indication of just what the SFC sound chip was capable of.

Battles arrive in the usual form of random, turn based bouts and are viewed in the first person...ala Phantasy Star, Lennus etc. On the whole they're fairly run of the mill affairs, with the exception of mid battle levelling up, which always comes in handy.


Given its rather illustrious position in the annuls of Super Famicom history, I find it a little sad that this game is so rarely mentioned or praised. It may well have been quickly eclipsed by bigger names such Dragon Quest V and The Glory of Heracles III but it is a solid and very enjoyable RPG experience. It also seems that other software houses took note of what developers Jorudan had come up with story-wise, because a certain Star Ocean 2 has remarkably complementary plot.

Unfortunately, as was customary during the 16bit era, GD Leen was never granted an official translation and subsequent western release. Although a US version was mooted and discussed at one point, it seems it was dropped shortly after. Currently the game is on the books of ROM hacking legend; Gideon Zhi and his team over at Aeon Genesis Translations, progress is only at 5% at the minute but I'm hopeful that it will see the light of day in English sooner rather than later.


One final note, I picked up my copy of GD from the fantastic Tsunami Video Games. If you're in the market for great value Super Famicom games then this shop is should definitely be on your hit list!

Friday, 10 May 2013

Gaming's great intros part IV: Wave Race 64


During the mid to late 90s, video game intro sequences had become big news, and it was unusual for any major release not to be accompanied by a flashy FMV/CG based movie. Nintendo's decision therefore, to persist with cartridges as opposed to shiny CDs as the preferred choice of storage medium meant that the newly released N64 needed to show the world that flashy intros were not just the preserve of the disc spinning Playstation and Saturn.

Enter Wave Race 64, with its outrageously uplifting (and not to mention cheesy) music, ridiculously accurate physics and the most impressive water effects of the entire generation...which actually look a lot better than much of the subsequent generation.

From the moment the camera first sweeps around the gloriously designed Dolphin Park (check out that lens flare!), you are left under no illusion that something truly special is unfolding. Watching the riders blast through the sparkling azure waters with squeaking dolphins in tow, gives some indication of just what the N64 could do in the right hands. The supreme attention to detail, coupled with those mind boggling physics and and huge grin factor made Wave Race 64 a real jewel in Nintendo's crown, elevating it above its main rival at the time; Jet Moto on the Playstation (which often felt strangely numb), and making it the premier jet ski game of the day (niche section, I know!).

Wave Race 64 remains to this day, one of the most feel good games I've ever had the privilege to play and own, and even now, just watching this intro makes me feel fantastic. It's also one of the few games that still has me almost slack jawed in awe at just how pretty and well designed it is. So with summer (supposedly) approaching fast, it's the perfect time to break out the Kawasaki jet skis and get racing!

Wednesday, 8 May 2013

A decade too late? In defence of Astonishia Story


Astonishia Story is a RPG/SRPG developed by Korean company; Sonnori. It was initially released on the PC in 1994 and then in 2002 it was given a remake (also on PC), which was ported to the GP32 handheld and eventually Sony's PSP.

As I write this, I'm painfully aware that my opinion of the PSP port of Astonishia Story leaves me very much in the minority (possibly of one). Almost everywhere I've looked, this game has been ridiculed, derided, and often dismissed as useless, boring and even unfinished. I'm not so sure it deserves such harsh treatment though.

Adlehyde meets Gregminster?
Now although I do have a genuine affection for it I'm not one to ignore the facts, Astonishia Story has some pretty major faults to contend with. It has by far the most abysmal (and literal) translation I've ever come across in an officially released title (yes, even worse than Breath of Fire 2 and Paladin's Quest), it is littered with grammatical errors, the characters are also overly clichéd as is the story and when you place it up alongside the visuals in some of the PSP aristocracy, it looks like belongs in 1994 (because in essence, it does).

Add to that lot, a strangely severe imbalance between enemies which can see you skip through a few fights with relative ease, and then get nailed for no apparent reason, and it's not difficult to see why so few people give it the time of day.

Impressive if a bit generic character portraits.
However...

Those aforementioned indiscretions aren't enough to dent my enthusiasm. This quirky and old fashioned Korean RPG has bucket loads of the 'X factor' that many of us crave in a video game, and as a result it holds a special place in my heart.

The 2D visuals, while looking somewhat dated are beautifully drawn and boast delightfully intricate animation, which actually isn't too far away from the level of Suikoden 2 and Wild Arms. In fact I'd probably say that graphically Astonishia is very reminiscent of RPGs from the peak of the 16bit era...only with an added flamboyance.

Each town and village is packed with the kind elaborate detail that borders on unnecessary, such as ticking clocks and birds flying overhead, and I know this doesn't sound overly impressive in 2013 but to me it's an indication of just how much the developers cared about the overall look and feel of the game. Though never mind blowing, the world map is also pretty and is somewhat reminiscent of Chrono Trigger, with the usual sprawling mountain ranges and and rolling hills. The characters, both lead and NPCs are well designed and each main star comes with their own beautifully styled portrait that pops up for conversations (again, very Suikoden). This adds a deal of personality to each scene...more indication of effort on Sonnori's part.

Random encounters have been given the boot.
Sonically there isn't much to blow the mind...and Chrono Cross, it certainly ain't. The typically pleasant and generic RPG tunes are present and accounted for, along with a few stand-out pieces to raise the bar at important moments in the story. All in all it does a good job of transporting you back to a simpler time.

Astonishia's Achilles heel is oft seen as its much maligned story. I can only comment on the English language translation and unfortunately it is dreadful. In fact I'm genuinely surprised Ubisoft chose to publish the game in this state, and I can only surmise their QR department was on holiday that week...or they just didn't care. Either way it's a real shame because there are numerous moments when I could see glimpses of an excellent story poking out from under the layers of dodgy spelling and lazy grammar. Anyone who's experienced Enix's botched translation of Lennus (into Paladin's Quest) will know what I mean here. And even though the game's ability to convey moments of emotion have been stunted, there are still both heart warming and heart wrenching scenes to be appreciated.

The battle system is probably this game's shining light and is both efficient and challenging. Those who have dabbled with the likes of Fire Emblem, FEDA or Langrisser will feel instantly at home with the grid based, strategic layout. Tactics play a significant part in each battle, to the extent that a couple of wrong moves can see your party get wiped out...which brings a stop the monotony often experienced with battles in many turn based RPGs

Can't beat a nice RPG grid!
All this geniality is nicely wrapped up in a glorious and typically over the top anime styled intro...complete with obligatory cheesy guitar work. Textbook brilliance if you like that sort of thing (I do).

So if you're the kind of person who has more than a passing interest in 90's RPGs, specifically the era of the SNES/SFC, Mega Drive and PC-Engine, and can put up with a few (substantial) foibles, then you should really consider giving this outcast some consideration. It has so many of the ingredients required to make a solid and enjoyable RPG and what's more, because it's so unpopular you can pick it up for next to nothing...result!


Astonishia Story did spawn a sequel of sorts, known in the west as Crimson Gem Saga. This game was actually translated properly and is a real leap forward in terms of graphics and sound. It is definitely worth checking out too.

Thursday, 2 May 2013

Too weird for the west? Part 2: Shounen Ashibe

The cuteness knows no bounds...
Today sees me back on the trail of interesting Japanese games that never saw the light of day outside of their homeland, and also back again with a Super Famicom platform game.

Now if (for some reason) you've been searching for the cutest game ever, then you can probably rein in the hounds and call the hunt off right now, because Shounen Ashibe is going take some beating. Developed by Nova Games (the same studio responsible for the rather lovely Xandra's Big Adventure), it features a ridiculously cute seal cub named Syo as the main character, and his mission (I swear) is to wander around a theme park of sorts collecting chicks, apples and baby rabbits. Those of a Call of Duty disposition should probably grab a bucket at this point...

Yay for parallax scrolling!
Given that this game was one of the earlier Super Famicom releases (way back in 1992), it's genuinely impressive to find it full of neat graphical touches, the likes of which were often lacking in these smaller scale efforts. The levels, though a bit empty at times are especially pretty, and help show off a decent portion of the machine's potential, with swanky parallax backgrounds and vivid design. The main focus though is rightly on Syo, and the little seal dishes up a hat-full of adorable animations (along with squeaks), the best of which is surely when he hangs off a ledge waggling his flippers.

In between stages there are entertaining water based bonus levels to take part in, which help to keep things fresh. Though never particularly trying, they do add to the game's overall appeal and fun factor. There's also an RPG style over-world, (akin to Light Fantasy or Chaos Seed) where you can talk to people, progress the game and probably find out what's going on in the story...unfortunately I don't yet read Japanese so it makes no sense to me, looks nice though!

Far too happy given his current location...
Syo's adventure differs slightly from the common platform fare of 'reach the exit' by requiring the player to collect a certain number of items before the end of each level. this involves head-butting things to find said goods and at one point even heading basketballs into the open mouth of a hippo (so run of the mill, I know). Again, not revolutionary by any stretch but definitely a plus point.

Despite it’s overly cute appearance, Shounen Ashibe is a refreshingly deep and thoroughly enjoyable platform romp. It’s not exactly the last word in 2D hop and bob, but it is very easy to fall in love with ...that is if you can stomach all the cuteness. And this actually got me thinking, if there existed in 1992, the large amount of young female gamers that we see today, then this off-beat little gem may well have been granted passage out of Japan.

I do love a good over-world! 
Although it still saddens me that it took over 15 years to get my mitts on this game, it has definitely been a case of better late than never! And if like me, you simply can't resist the kawaii stuff then Shounen Ashibe is an absolute must...even if it is a bit tough to track down these days.

Shouldn't be funny but is...
If you enjoyed this post, then you might also enjoy Too weird for the west? Part 1: Gegege no Kitaro

Saturday, 27 April 2013

SFC box art number 6: Super Mario Kart

Full name: Sūpā Mario Kāto
Genre: Racing
Developer: Nintendo
Publisher: Nintendo
First released: 1992

Here we have a video game colossus that really needs no introduction. If you're a fan of console gaming, then it's likely at some point you've played Super Mario Kart (or at least one its various offspring). A great many games are often hailed as revolutionary or genre defining, but in this case that tag actually does apply.


Although there's nothing hugely clever or jaw droppingly pretty going on here, I've always found the Super Mario Kart artwork totally bewitching. The ingenious use of some of gaming's most lovable characters and the promise of bags of vivid and colourful fun, is one of the most powerful images of the 1990's. Mostly though it harks back to an age where Mario still had a bit of belly and a weft of innocence about him, and when a young lad from Liverpool (me) was left wide eyed at the prospect of racing a koopa trooper around a beach!


I think the biggest tribute that I could pay to Super Mario Kart is that even though it was released some 20 plus years ago, it still remains the most fun I've ever had playing video games. And I honestly can't see anything displacing it.

Thursday, 25 April 2013

SFC box art number 8: Dolucky's Grass Baseball

Full name: Dorakkii no Kusayakiu
Genre: Sports
Developer: Zoom
Publisher: Imagineer
First released: 1993

Ok here's the thing, I like cute stuff. Doraemon, Keroppi, Moogles...I have a real soft spot for them all. So you can imagine the first time I saw this little round ball of fur stepping up to bat, I was smitten! Dolucky's Grass Baseball is a typical Japanese baseball title, with a RPG style career mode and the ability to challenge your friends to multi-player antics.

The game features developer Zoom's mascot; NECO as the main character, and sees him and his equally adorable friends from the forest don their soft drink sponsored baseball kits and play some ball (I think that's the correct term). I'm not sure where this one sits in the pantheon of great baseball games, but I certainly had lots of fun with it.


I absolutely adore this artwork! From the charming font right down to NECO's comedy sized feet and stuck out tongue, this box art just screams fun. And I would imagine that most other fans of cutesy Japanese characters will be in kawaii heaven with the vibrant and colourful images that adorn the entire box (and if you think that's cute, then just wait till you see the manual).  


I'll be honest, being English I have no idea about baseball (rules, teams etc), and I did buy this game solely for the artwork, but I was pleasantly surprised at just how much of a grin it was and how much effort Zoom seemed to put into it...especially the characters. This makes it even more of a shame that the scheduled US release of Doluck'y Grass Baseball (which was to be renamed Zoo Ball) ended up getting cancelled.

Wednesday, 24 April 2013

SFC box art number 9: Garou Densetsu 2

Full name: Garō Densetsu 2 Aratanaru Tatakai
Genre: Fighting
Developer: SNK/Takara
Publisher: Takara
First released: 1993

Instantly recognisable to all fighting game fans, Garou Densetsu (released in the west as Fatal Fury) was SNK's attempt at muscling in on the 2D brawling craze caused by Street Fighter 2. And what a series it is! Boasting BIG sprites, colourful characters and the very impressive plain shift technique, Garou offered a striking alternative to the Capcom standard.


I became interested in the art of SNK titles (and in the games themselves) the first time I happened upon a feature about Art of Fighting in an old magazine, but it wasn't until seeing a preview of Garou 2 in my beloved Super Play, that my love for all things SNK really blossomed.

Though Garou 2's artwork is not as "pretty" as that of something like Wonder Project J, there is something about it which appeals greatly to me. Seeing this rag-tag band of fighters strutting their stuff in hand drawn glory drew my attention instantly, and you can almost hear the shouts of "Power Wave" trying to escape the cart inside.


This dramatic style is carried over to the reverse of the box, which shows Terry Bogard's signature 'Fatal Fury' baseball cap lying discarded on the ground (thrown there in victory, I hope!). And as an added bonus there is a typically (for the time) epic message below the Garou logo, which speaks of the Lone Wolves taking on the world...if I'd read that in 1993, I'd have took up martial arts there and then!

Admittedly, I never enjoyed the Garou series as much as Street Fighter, but in terms of artwork alone, South Town's finest definitely scores the knockout blow.

Tuesday, 23 April 2013

SFC box art number 10: Wonder Project J

Full name: Wonder Project J: Kikai no Shōnen Pīno
Genre: RPG/raising sim
Developer: Almanic
Publisher: Enix
First released: 1994

A curious and totally enchanting video game, which centres around a young robot boy (or Gijin, as they're known) and his exploits in learning to be more human. Inspired heavily by the story of Pinocchio, and with an added layer of Steampunk goodness; Wonder Project J represents heartfelt gaming at its best.


At first glance, you could be forgiven for thinking that this title actually pre-dates Magic Pengel as Studio Ghibli's first foray into the world of video games, and it's not difficult to see why. Pino (the main character) looks like he'd fit right in to the machine heavy world of Laputa or the vibrant cities of Howls' Moving Castle. And whilst there was no direct involvement from Miyazaki and co, the influence the company's works have on this game is there for all to see.

The clever meshing of medieval (grand castles, rural villages etc) and industrial revolution settings makes for a truly extravagant fantasy world.

Being a bit of a Ghibli nut and a fairly big fan of anime style art in general, this charming design leapt out at me immediately. From the striking design of the characters (check out Pino's joints!) to the stunning location in the background, Wonder Project J was always a shoe-in to make my top 10 list.


This game could have sold on its box art alone, but when you add in the fact that it is genuinely brilliant too...well, the package is complete.

Monday, 22 April 2013

Box art: Super Famicom top 10


I like video game box art.

I like it a lot. So much so that I have been known to purchase more than the odd stinker of a game just because the picture on the front box was very pretty or interesting (Pachio-kun Special, anyone?). I know that to some people this practice is absolutely bonkers, but those who feel the same way will totally understand me.

I also like the Super Famicom...a lot.

In recent months my collection has swelled considerably and I now own a very healthy 147 complete in box (CIB) titles for my beloved 16bit box of tricks. And this got me thinking, in amongst this horde are some truly stellar examples of box art at its best, so I've been trying to tackle the difficult (and very fun) task of ranking them in top 10 format.

Anyways, starting today I intend to countdown through the list and try to explain why each example is appealing to me.

So, if you're a fellow box art nut, then please join me for the ride...

Monday, 24 December 2012

Simply having a pixely Christmas Time

Season's greetings one and all!

With the festive period very much in full swing and the Big Day almost upon us, I thought I would take a little look at how Christmas plays a part in some of my favourite video games...tis the season, after all.

Shenmue - Dreamcast


Ryo nearly manages a smile at Christmas!
For me, there are very few sights in the gaming world that compare with that of the wonderful city of Yokosuka covered in snow and lit up at Christmas time. And as you would expect from such a magnificent game, Shenmue makes you feel as if you are really there, trudging through the crisp snow, downing cans of Jet Cola and spending all your pocket money on addictive capsule toys! And what's more, you can do all this (and so much more) to the accompaniment of some wonderful background music.


The very first time I played Shenmue was in the lead up to Christmas of 2001, and for this reason alone it will forever remain a special Christmas game to me...plus there aren't many better ways of hibernating the winter away!

Secret of Mana - Super Nintendo/Super Famicom


Christmas is saved, thanks to Salamando!
I'm not sure I've ever played another game where you have to beat the living daylights out of Father Christmas in order to help save the world...but here we have it with Square's masterful Secret of Mana! Upon arriving in the Ice Country, you find out that the jolly fat man has been kidnapped and as it turns out, possessed by the spirit of Frost Gigas. In order to stop him wreaking havoc you need to take him down fast...a few well place swings of a Flame Sabre and a couple of Fireballs help knock the sense back into Claus and save the day.


Secret of Mana will always be one of my all time favourite video games. It offers up a very rare experience, and the chance to save Christmas within it's joyous world makes that experience even sweeter.  

Christmas NiGHTS - Saturn


Nightopia, the ultimate Christmas destination...
The original NiGHTS was always a rather magical experience for me, but once you get the Christmas edition and (if need be) change the Saturn's internal clock to December...the fun starts to get really festive! Elliot and Claris journey once more to Nightopia and team up with the whimsical jester known as NiGHTS, this time to rescue the Christmas Star from the evil Gillwing. Flying around around Spring Valley while it's covered in a deep blanket of snow and with a gorgeous instrumental version of Jingle Bells as your musical accompaniment is genuinely out of this world!  


Christmas NiGHTS is not the longest or most complex game you're likely to play this year (only 2 levels long), but it another piece of unbridled joy from Sega and one which would put a smile on the face of all but the biggest of grinches.

Batman Returns - Super Nintendo/Super Famicom


Festive cheer...Gotham Style!
Not content with making one of the most accomplished beat-em-ups of the 16bit generation, Konami also saw fit to smother Batman Returns in a wonderful Christmas inspired glaze! The Penguin and Catwoman are intent on bringing chaos to Gotham during the holiday season...cue the Dark Knight and his dazzling array of moves and gadgets. In order to save the day, you must knock seven bells out of the baddies...which strangely enough, could be compared to shopping on Christmas Eve.


Although it's by far the darkest use of Christmas within this list, there is a definite allure to prowling the lawless streets of Gotham and dispensing some seasonal vigilante justice.

So there we have it. I sincerely hope this little list of games adds to your festive cheer!

To everyone who reads my written meanderings; I'd like to extend a massive thank you for your support and encouragement throughout the year. I wish you all a very happy Christmas and all the best for the New Year.

Thursday, 4 October 2012

Ding Dong...who’s there?!

A blue cat and the Hudson logo...happy days!

This week on FRG there was a bit of a cartoon theme in the air. Now we all know cartoons are awesome and are still the by far the greatest thing on television (after your games console of course), so this week’s batch of reviews were all to be of NES and Famicom games with cartoon origins. Obviously my immediate thoughts were: Duck Tales or Chip 'n Dale...job done right?! Wrong! I realised that my rather clever reviewer chums might have similar ideas, and that this would call for some outside the box (and indeed outside the country) thinking. So after a little deliberation I decided to go down the anime path and arrived at the slightly wacky but quite loveable Doraemon on the Famicom.

For those who aren’t familiar with this little Japanese icon; Doraemon is a robotic blue cat that travels back in time from the 22nd century to help out young children (as you do). Created in the late 60’s by the Fujiko Fujio partnership, his cute appearance was used to help educate the (young) audience on the importance of strong moral values such as honesty, courage and respect for the environment.

This particular title is one of the earliest Doraemon video games and was developed by (the now sadly defunct) Hudson Soft in 1986. The objective is to rescue Doraemon’s kidnapped friends who are being held captive by some baddies...I guess. This is achieved by besting the game’s three distinctly different sections, each of which was apparently designed by a different person. This somewhat clever concept makes for some very interesting contrasts in gameplay and adds a respectable slice of variety to the overall game.
Oh by the by, for anyone curious about the title of the review; Ding Dong is the name Doraemon goes by in China!

...erm...the title screen...sorry
Visuals – 7/ 10


Though never likely to challenge graphical juggernauts like Kirby’s Adventure and Little Sampson, Hudson did a thoroughly decent job with Doraemon’s graphics. The sprites are clear and well drawn and although some of the backgrounds do look a tad dull at times, the robotic feline hero and the slew of bad guys stand are a cute sight to look upon.

Each chapter opens with a bizarre (and quite possibly drug inspired!) scene...it kind of reminds me of a pinker version of the Twilight Zone or something, anyways...it has to be seen to be believed. There are lots of wonderfully neat touches scattered through the various levels, such as Doraemon’s expression...he looks really sad(!), this attention to detail helps the game to stand out amongst the hordes of other mascot driven titles in the Famicom universe.

 There are also some rather pleasing (if very blatant) “homages” shall we call them, to some of the video game world’s more famous citizens: the turtles in the water level look suspiciously similar to the henchmen of a certain Bowser and I’m sure that I’ve seen that big octopus skulking about in Miracle World before! Anyways, it all looks attractive enough and is wrapped up in that oft seen Famicom glow, which we all love so dearly.

The Twilight Zone...Famicom Style!
Sound – 8 / 10

Portions of the soundtrack will be comfortingly familiar to anyone who has seen the Doraemon cartoons, and it is lovingly presented in beautiful 8bit midi. The joviality of some of the audio fits in well with the game’s main character as well as its colourful appearance.

The background music really is one of my favourite aspects of this game, and it has an almost Taito like quality to it. The tunes bury their way into your head so that hours after you finish playing you’re still humming away...I found myself doing this when I was brushing my teeth at night! Doraemon is another shining example of just how addictive and important video game music can be when done well.

Doraemon's face... hilarity!
Playability – 7 / 10

While Doraemon does not boast any revolutionary gameplay (and in truth, borrows quite heavily from other Famicom titles!), what it does have is solid, and well structured. As previously mentioned, the game is split into three chapters, each of which boasts a different style of play.

Chapter one plays a little bit like The Legend of Zelda; using a top down view with an adventure feel to it, there are also some 2D platform mini dungeons (makes me wonder if Nintendo where watching when planning Link’s Awakening). This part of the game is pretty standard fair, but is possibly the most arduous as you have no real idea of where to go!

Chapter two heads down the SHMUP route and plays in a fashion akin to Gradius, and R-Type with a little bit of vertical 1943 action chucked in for good measure. For my money, this was the most appealing part of the entire game, and my favourite part is the way Doraemon flies using a little helicopter blade on his head...hilarious stuff.

Chapter 3 takes place underwater and again borrows significantly from the Mushroom Kingdom’s finest. This is probably the nicest looking segment of the game and makes quality use of the Famicom’s capabilities.
Each level is ended by taking on and defeating the obligatory end of level boss, again this is standard pattern recognition stuff...just with the difficulty ramped up a level...or 10!

SHMUP-tastic!
Longevity – 7 / 10

Doraemon is a classic example of the kind of game that appears to be cutesy and easy but then actually turns out to be a complete ball breaker to finish! The fact that you are given no steer at all on where you need to go or what you need to pick up makes for a lot of trial and error...not to mention dying. There is also a touch of Zelda about it in the way that once you are out of range; all enemies will re-appear...this certainly can make things interesting and although it can become a touch tiring, it’s not enough to spoil the game. In fact the challenge kept me coming back for more; the seemingly random exits and power-ups hark back to the days before gamers were told where to go at every turn.

While I was doing a bit of research on Doraemon I stumbled across a YouTube video of someone speed-running the entire game...it took him just 12 minutes and 59 seconds. At first I was disappointed that the game could be despatched so easily, but after watching it a few times it seems the person is either (freakishly) fantastic at the game or uses some sort of über cheat code to get through it unscathed...either way don’t let it fool you, this game is far from easy. It won’t last weeks but provides a more than adequate challenge.

Platform fun is not forgotten here...
Overall

I’ll come clean now; I’m a complete sucker for games based on anime or manga so I was probably always going to like this one. But even if you’re not a fan or haven’t heard of Doraemon there’s still plenty to like about the game, it’s challenging, well made and fun. And while it comes nowhere near to toppling the titles it “borrows” ideas from, there’s enough variation there to keep most gamers satisfied. Weirdly the game did receive a fan translation but to be honest there’s so little text present that you could easily plough through the original Japanese version with no problems.

Oh...and like I said, Doraemon is a blue robotic cat from the 22nd century. You can’t argue with that now can you!

Score

Score 7 out of 10

The SNES Knight Rises

Greetings friends! I've recently been moonlighting on another site writing the odd review. In a scandalous turn of events I've decided that I'm going to dual publish everything I review, so without further ado (ah, a rhyme!)...
The prelude to awesome...
I know I know...more Batman!

It does seem like the guy is absolutely everywhere at the moment. However the current hyperbole surrounding the Caped Crusader does give me the perfect excuse to talk a bit about one of his most highly regarded forays into the video game world: Batman Returns on the Super Nintendo.

Developed by the magicians at Konami back in 1992/93, Batman Returns is essentially a scrolling beat-em-up based on the movie of the same name...think Final Fight but with Keaton, Pfeiffer and DeVito replacing Cody, Hagger and Guy! The story goes something like this: maniacal business tycoon Max Shreck has formed an unholy alliance with The Penguin and Catwoman, together the three plan to bring Gotham to its knees (just for a change). As the heroic Dark Knight, you have to punch, kick and swing your way through a menagerie of baddies on the snowy streets to save the day. As it is commonly known, movie/game tie-ins are notorious for being, well...a bit cack really, but thankfully Konami bucked the trend here in a big way.

Konami + Super Power = amazement
Visuals – 9/10

As with the majority of Konami’s SNES offerings, the graphics on show are nothing short of divine. The game opens with a quite stunning intro sequence that shows off some swanky digitised stills from the film, amazingly Michelle Pfeiffer manages to look enticing even when displayed in 16bit!

The in-game sprites (both major and minor characters) have a chunky and well designed look about them. The entire game is fantastically animated and manages to move with a fluidity that is quite astounding given that it was one of the earlier titles to be released on the SNES. There is also some decent use of parallax scrolling within the levels, coupled with lush backgrounds and lighting effects (check out the Christmas tree for instance) to really turn heads.

The baddies are refreshingly original if a bit weird in places (giant skulls riding motorbikes anyone?), the mixture of clowns, jugglers and American Indians (nope, I have no idea either) makes a nice change from the stock street punks seen in the likes of Double Dragon and Undercover Cops. The end of level bosses; Catwoman in particular are sights to behold, and I actually found myself a couple of lives down from admiring them too much.

Parents queueing outside Toys r Us?!
Sound – 8/10

In the world of the scrolling beat-em-up, soundtracks are often left dripping in uninspiring or horribly cheesy background music. Happily Batman Returns brings to the table an epic rendition of Danny Elfman’s original movie score which not only belies the age of the game, but brings with it a real sense of that comic book atmosphere and this fits in perfectly with the gritty charm of Christmas in Gotham. Fans of the movie will instantly recognise signature melodies, and Konami’s use of the SNES’ quality sound chip set up is impressive to say the least.

The game is heavily loaded with some very satisfying sound effects; there are lots of hefty sounding thuds and cracks to let you know that bones are being crunched and heads are being cracked, these effects add a great deal to the game and are genuinely (and perhaps worryingly) realistic!

Or more likely squeal, as you punch her face in!
Playability 9/10

This where Konami really have pulled out the stops, Batman Returns plays like a dream. The brawling is right out of the top drawer and even gives the mighty Streets of Rage II a run for its money. Along with regular punches and kicks, the Dark Knight can also play a bit dirty by grabbing two enemies and cracking their heads together (rewarding) or even by throwing them at the wall or through windows...which is a wonderful touch (and immensely rewarding!).

The mandatory energy sapping special attack is also present and correct; a nice looking swing of the cape will take out all nearby enemies when things get a bit lairy. And of course, this being Batman there are a few elaborate gadgets to be called upon: the batarang, which stuns the crims for a couple of seconds allowing you to get the drop on them, and the batrope, which is ace for getting out of tight (and sometimes on fire!) spots. The last of these toys are the ‘test tubes’, loosing one of these bad boys unleashes a smart bomb effect and obliterates everything (normal) on screen...he’s nothing if not tooled up.

The two bones of contention I have with the gameplay are the slightly cheap boss fights, which can take up a good deal of your ‘test tubes’ and lives without you making much of a dent in their health bars, and the Batmobile section. It’s not that it’s terrible, the roads of Gotham look acceptable and the whole thing moves along at an ample pace, but it does just lack the polish that rest of the game displays so readily...to be honest, it’s a relief when it’s over and you get back to stoving heads in!

Insert Batfink joke here...
Longevity – 8/10

Unlike many scrolling beat-em-ups of the day, Batman Returns is actually pretty tough to beat, and should keep most players busy for a while...especially if you play it on the ‘mania’ setting which is completely mental! The boss fights alone can easily cost you a few lives, and while they can be a bit cheap, it’s nothing that’ll drive you to smashing the controller. The pick up and play appeal of this kind of game give serious relay value and I found myself playing it right the way through a couple of times.

The only thing that does slightly hamper the life of the game is the lack of two player mode. I know this is a bit harsh because the source material doesn’t really allow for one, but as any brawler fan can attest, stalking the streets and dishing out vigilante style justice is always more fun with a friend.

Christmas cheer...Gotham style
Overall

The bottom line is that Batman Returns is an absolute gem of a video game. For my money it is the best example of the scrolling beat-em-up genre on the SNES (outside of Japan at any rate), and probably the best Batman game I’ve ever played. It boasts glorious graphics, a wonderful soundtrack and has the charm and panache to rival even some of Nintendo’s own first party offerings. For anyone who is bored of Final Fight and Rival Turf or just wants a better SNES alternative to the Streets of Rage series then Batman Returns could and probably should be the game for you.

With this title Konami showed early on that their reputation as one of the Super Nintendo’s top developers was very much justified. And although a myriad of alternative ports of the game were released on a variety of other formats (Mega Drive, Amiga NES etc), it is the SNES title that remains the seminal instalment, and as such it would make a worthy addition to any retro collection.

Score

8.5 out of 10