Mary Shelley’s Frankenstein — Issue 54

Mary Shel­ley’s Franken­stein (SNES)
Bits Stu­dios, 1994

A Crea­ture this piti­ful should have shuf­fled off the mor­tal coil

Mary Shel­ley, in her gild­ed cof­fin of prose and man and mad­ness, must have rolled over in her grave when this abom­i­na­tion based on her great­est work was released. As if the ’90s did­n’t have enough ter­ri­ble movie-to-game ties, along sham­bles the vit­ri­olic cash grab that is Mary Shel­ley’s Frankenstein.

The plot is tied direct­ly to the 1994 movie direct­ed by the inim­itable Ken­neth Branaugh and star­ring the leg­endary Robert De Niro. Vic­tor Franken­stein, a med­ical stu­dent, brings his cre­ation to life through sci­ence. The Crea­ture, which is sound­ly reject­ed as an abom­i­na­tion by soci­ety, wan­ders the Earth attempt­ing to find Vic­tor and exact revenge. 
The orig­i­nal sto­ry is com­pelling. The video game ver­sion is not. As some­one who read Franken­stein, Or the Mod­ern Prometheus pre­vi­ous­ly, I have expo­sure to the sto­ry and the char­ac­ters. The game does noth­ing to tie the movie or the sto­ry to the game. You start the game as a being with no expla­na­tion of who you are or what you’re sup­posed to be doing. The strug­gle is imme­di­ate­ly and painful­ly obvi­ous once you’re dropped on the scene of a tired brown vil­lage. As I lat­er learned, I start as the Crea­ture, and I’m sup­posed to be flee­ing the vil­lage. The vil­lagers assume the Crea­ture is a demon and are try­ing to kill him while he’s on the way to find and kill Vic­tor. That’s the gist of the sto­ry, but I had to piece that togeth­er while watch­ing oth­er playthroughs. That was atro­cious in 1994 and is still atro­cious today.


Equal­ly ter­ri­ble are the game­play and graph­ics, which go hand in hand. There is noth­ing redeem­ing about play­ing as the Crea­ture. He ani­mates ter­ri­bly and plays just as ter­ri­bly. He moves slow­ly through every motion and looks hor­ri­ble while doing so. His shuf­fling gait stark­ly con­trasts with his spry yet stale jump­ing, and his abil­i­ties to swing a weapon are sub­par at best. Of spe­cial note, the plat­form­ing ele­ments are absolute­ly garbage. Egre­gious­ly, there is no map to indi­cate pre­vi­ous­ly vis­it­ed areas or loca­tions of inter­est. That’s nec­es­sary if you’re ask­ing me to back­track and solve hid­den item puz­zles in a large play­field. In an age where Super Metroid had been recent­ly released, there is no excuse for this type of ludi­crous over­sight. Sure, this is a quick movie tie-in, but the least you can do as a devel­op­er is take notes from a mas­ter of the craft and at least halfway attempt to steal basic con­cepts such as a map. 

And about the only redeem­ing fac­tor is the music. The tracks are repet­i­tive but they’re 1990s house music and goth­ic mean­der­ings so it’s tol­er­a­ble. But that can’t save the oth­er­wise mediocre prod­uct that groaned out of Mary Shel­ley’s mas­ter­piece novel.
The obvi­ous draw of Mary Shel­ley’s Franken­stein is, in fact, the Crea­ture but you would­n’t know it from the way this plays over­all. There is noth­ing here, except for the sound­track, that is worth both­er­ing with and even then, that’s ques­tion­able. Much like De Niro’s choice to play the Crea­ture, the biggest ques­tion of this whole trav­es­ty is why?

House of the Dead — Issue 54

House of the Dead
Sega, 1998

Retro House of the Dead sets up shop for franchise

Ah, the progress that has been made. The on rails shoot­ers genre has made strides in the last 27 years. Mod­ern con­trols — includ­ing light guns avail­able for the home mar­ket — have made play­ing a lot more enjoy­able. And that has made the House of the Dead series — and espe­cial­ly the orig­i­nal game — a tad bit more tolerable.

House of the Dead starts off as most zom­bie hor­ror games of the day did: A mega­lo­ma­ni­a­cal weirdo is mess­ing with bioter­ror­ism unnec­es­sar­i­ly and has cre­at­ed a mess. And by mess, I mean mutat­ed, trans­formed humans with a taste for flesh. That’s lit­er­al­ly the plot of the game. There’s some­thing about a fiancée that needs sav­ing and stop­ping this blight from spread­ing to the rest of human­i­ty, but that’s the basics. It’s ser­vice­able and real­ly does­n’t do much to affect the game­play. You’re killing zom­bies, boss zom­bies and most like­ly the end boss guy who cre­at­ed the prob­lem. Clean it up and go on in future sequels to take on an even larg­er threat in the bad guy’s boss because, of course, he has a boss.


Clean­ing up the prob­lem is the fun part here. The con­trols are your stan­dard light gun shoot­er but they’re fine. Aim­ing and shoot­ing was­n’t bad, though lin­ing up my shot some­times was not exact­ly sharp. There were a few times fight­ing some of the aer­i­al boss­es that the cur­sor just was­n’t keep­ing up so I took cheap hits. As an arcade old head, I know that’s the name of the game here: It’s designed to be a quar­ter-munch­er. But by the time I get home, there should be a bet­ter under­stand­ing that this isn’t going to fly. Thank­ful­ly, cheat codes exist so it’s not a prob­lem. But for arcade con­di­tions sake, this real­ly isn’t cool.

Because this is a 1998 prod­uct we’re talk­ing about, I’m also not expect­ing the graph­ics to look like much. And they don’t, beyond these zom­bies look­ing OK. Keep in mind that these graph­ics did­n’t real­ly improve until well beyond the sec­ond game/Typing of the Dead, so you’re going to be see­ing them for a long time. The music fares about the same, too. They are decent enough for the late ’90s, and they work well in the con­fines of House of the Dead.

House of the Dead has made many improve­ments in the near­ly 30 years since the orig­i­nal game. It did­n’t set the barn on fire then but it’s a nice rail shoot­er if you’re into zom­bie hor­ror and like what the series has to offer. Per­son­al­ly, I’m more apt to play Typ­ing of the Dead before House of the Dead, but that’s because I pre­fer to be a key­board sharp­shoot­er these days. House of the Dead­’s ret­i­cle is set in the mid­dle with the abil­i­ty to go higher.

Bram Stoker’s Dracula — Issue 54

Bram Stok­er’s Dracula
Psyg­no­sis, 1993

Bram Stoker’s Drac­u­la shows fangs with lazy underbite

What do Drac­u­la, Sony and gam­ing con­soles have in com­mon? In 1993, Sony was one of the few multi­na­tion­al com­pa­nies that had own­er­ship of well-known Hol­ly­wood stu­dios. Sony owned Tri-Star Pic­tures, which released the 1992 film Bram Stok­er’s Drac­u­la, based on the leg­endary hor­ror sto­ry. Sony, known as Sony Image­soft at the time, had a strict hold on their movie busi­ness, which allowed them to devel­op games based off their releas­es on the box office front. Bram Stok­er’s Drac­u­la is one of those exam­ples that snuck onto the SNES.

Based on the movie, you play as Jonathan Hark­er who must res­cue his fiancé Mina Mur­ray from Drac­u­la’s clutch­es. Good old Drac­u­la believes that Mina is a mod­ern rein­car­na­tion of his pre­vi­ous love Elis­a­be­ta who was dri­ven to sui­cide by Drac­u­la’s ene­mies while he fought against the Ottoman empire in 1462. Deter­mined to have Mina by any means nec­es­sary, Drac­u­la begins his bat­tle against Hark­er with VERY high stakes involved. The graph­ics of the game are stan­dard 16-bit, but Sony gets cred­it for pair­ing details for each lev­el with rec­og­niz­able scenes from the film. Although the graph­ics made the game pre­sen­ta­tion campy, I thought the graph­ics stayed on task and did a ser­vice­able job. 

Con­trols to get Hark­er around are the usu­al fare for side scrollers on the SNES. An ambi­tious but under­ex­plained mechan­ic is Hark­er’s abil­i­ty to use var­i­ous weapons that he can pick up along the way from Dr. Van Hels­ing, who shows up to help. The con­trols, while stan­dard, aren’t the best; they need some work. Pre­ci­sion jump­ing and slash­ing is hit or miss when I least need it to be. 

The game music is OK, but the prob­lem is it’s repet­i­tive. If Sony owns the stu­dio that released the movie and its music was per­fect, why not use that same sound team to work its mag­ic for the game? This is not an imme­di­ate rea­son to avoid play­ing it, but Sony Image­soft could have done more for the game, espe­cial­ly if it is based off a box office hit. My griev­ances for this game are small but even the small details in its devel­op­ment can deter­mine its suc­cess or fail­ure. Sony did not give prop­er sup­port in cru­cial areas of the game’s development. 

Bram Stok­er’s Drac­u­la, despite lack of atten­tion to detail in some areas, is a good game that pays trib­ute to the orig­i­nal work. The con­trols could use some work, and the sound­track could be bet­ter, but the game works as a decent tie-in to the movie adap­ta­tion. It’s some­thing you may be able to sink your teeth into.

Castlevania: Symphony of the Night — Issue 54

Castl­e­va­nia: Sym­pho­ny of the Night
Kon­a­mi, 1997

Sym­pho­ny of the Night plays a sweet song of woe

I ful­ly admit that I’m a lit­tle late for the Hal­loween par­ty that is Castl­e­va­nia: Sym­pho­ny of the Night. I real­ly stopped pay­ing atten­tion to the series after Super Castl­e­va­nia IV, most­ly because it’s a hard series and I have a lot of love for that game and the orig­i­nal. I did­n’t need any­more Castl­e­va­nia. But after coax­ing from friends, mak­ing the Metroid­Va­nia con­nec­tions and know­ing its leg­endary sta­tus, here we are, and it’s tak­en a bite out of me.

Sym­pho­ny of the Night, in all its goth­ic hor­ror, appeals to me on sev­er­al lev­els. The sto­ry is famil­iar in that Alu­card — son of Drac­u­la and a sup­port­ing char­ac­ter in the third game — is attempt­ing to stop his father once again. That famil­iar­i­ty is enough to get me going because it’s all I need to know about what’s going on. Sure, I’m kind of used to a Bel­mont lead­ing the way, but Sym­pho­ny of the Night does­n’t need to rely on that kind of tradition. 

The tra­di­tion that it does lean on is game­play. The com­bat and move­ment are excel­lent, and it feels sec­ond nature to move around. Keep­ing it sim­ple but adding the RPG ele­ments was a fan­tas­tic design choice. Most of the new weapons are cool, and fight­ing ene­mies is a beau­ti­ful­ly built song and dance. Best of all, there is an in-game map includ­ed. For a sprawl­ing game requir­ing mas­sive plat­form­ing, a map is required, and Sym­pho­ny hits the mark by auto­mat­i­cal­ly includ­ing this. 


Graph­i­cal­ly, the game is gor­geous. Kon­a­mi did some­thing beau­ti­ful here and Castl­e­va­nia looks bet­ter than ever. The goth­ic details are some­thing to behold and are eye-catch­ing as well as pleas­ing to some­one with a goth sen­si­bil­i­ty and yearn­ing for video games. The sound­track is just as beau­ti­ful, neces­si­tat­ing find­ing the sound­track to add to the col­lec­tion. There are famil­iar riffs (Vam­pire Killer makes a cameo) and new chords to strike that are mas­ter­pieces, which is expect­ed of the leg­endary Kon­a­mi sound.

Alas, while try­ing to think of any­thing wrong with it, I’ve con­clud­ed that Sym­pho­ny of the Night is a well-exe­cut­ed mas­ter­piece. It hits all the marks and pulls no punch­es in ele­gance, crafts­man­ship. It’s telling that most Castl­e­va­nia games lat­er in the series use Sym­pho­ny as the tem­plate on which they build. Sym­pho­ny is a build­ing crescen­do of great­ness, cul­mi­nat­ing in sol­id sto­ry­telling, game­play and world-building.

Frankenstein: The Monster Returns — Issue 54

Franken­stein: The Mon­ster Returns
Tose, 1990

The Crea­ture bound to bet­ter fate with NES tome

Ah, Franken­stein. This leg­endary hor­ror mon­ster has come a long way from the time his sto­ry was writ­ten by Mary Shel­ley. One of the most pop­u­lar hor­ror mon­sters of all time, Franken­stein moved from mod­ern writ­ten adap­ta­tions to var­i­ous movies, a car­toon ver­sion for a break­fast cere­al and final­ly in video games such as Castl­e­va­nia. Dur­ing his video game tenure, Franken­stein has been the sub­ject of a Bandai game in which he is the main vil­lain, mak­ing a dig­i­tal name for him­self. Franken­stein: The Mon­ster Returns for the NES was his big break.


In Franken­stein: The Mon­ster Returns, in an unknown part of Europe the leg­endary mon­ster has been res­ur­rect­ed thanks to light­ing that struck his bat­tered tomb­stone in an ancient ceme­tery. Ful­ly restored, Franky and his band of min­ions attacked a near­by vil­lage, and he kid­naps Emi­ly, the daugh­ter of the vil­lage elder. With Emi­ly and all the land in great per­il, it is up to an unknown hero to answer the call to final­ly end Franky’s reign of ter­ror and make the land pros­per­ous again. 

The graph­ics of the game are typ­i­cal of com­mon 8‑bit action-adven­ture games. Although I’ll give Bandai cred­it for attempt­ing to match var­i­ous scenes to the orig­i­nal nov­el, cer­tain sec­tions made me think I was play­ing a jum­bled mix of Bat­man, the orig­i­nal TMNT, and Castl­e­va­nia. Con­trols are also like Castl­e­va­nia, which is wel­come famil­iar­i­ty. How­ev­er, this scheme can be prob­lem­at­ic because pre­ci­sion is not abun­dant here. You will miss plat­forms and it’s the fault of the con­trol design, not you. 

The music is appro­pri­ate­ly chill­ing and hor­ror themed. How­ev­er, some­times it tries to do too much. Unfor­tu­nate­ly, this is a weak spot because the music will try its best to out­do Castl­e­va­nia, and it’s nowhere near that lev­el of audio masterpiece. 
Franken­stein: The Mon­ster Returns is a campy B‑movie game that gave an icon­ic mon­ster a chance to shine. Franken­stein would be sec­ond place to Castl­e­va­nia since no oth­er Uni­ver­sal mon­sters got their own game and man­aged to out­shine Castl­e­va­nia and Franken­stein. Franky’s mis­ad­ven­ture, while not quite as good as Castl­e­va­nia, is still able to scare up a good time.

Garou: Mark of the Wolves — Issue 53

Garou: Mark of the Wolves
SNK Play­more, 1999

Leav­ing an indeli­ble mark

SNK is still around doing things in this mod­ern fight­ing game land­scape. Their lat­est release, Garou: City of the Wolves, is a cer­ti­fied banger and is get­ting a lot of play in the crit­ic sphere because the orig­i­nal is so beloved. And that’s one of the best things Mark of the Wolves man­aged to do: Leave a good lega­cy and stay rel­e­vant 25 years later.
Mark of the Wolves does a lot of things with the Fatal Fury name for the sake of progress. Tak­ing place 10 years after the death of crime lord Geese Howard dur­ing the King of Fight­ers Tour­na­ment as depict­ed in Real Bout Fatal Fury, Mark intro­duces a new cast with Ter­ry Bog­a­rd return­ing to the fray to lead the charge. Ter­ry takes the young Rock Howard, Geese’s scion, under his wing to fight for South Town and jus­tice in gen­er­al. But the specter of Geese haunts them. And there is a new vil­lain in the mix, Kain, to take Geese’s place and up the stakes. The plot is inter­est­ing and engag­ing. Get­ting used to a whole new cast minus Ter­ry takes a minute and learn­ing their back­ground and moti­va­tion is fun.

The char­ac­ter designs are cool, as they are in most SNK games. The sprites look great and are large and detailed. The back­grounds, while col­or­ful, aren’t near­ly as detailed, though there are a lot of ani­ma­tions going on that make them live­ly. Over­all, the look isn’t too dif­fer­ent than what you’d expect from an SNK arcade game, but the Dream­cast does give it a lit­tle boost. 

The sound­track is a lit­tle gener­ic, which is sur­pris­ing because I was expect­ing some nice tracks. I’m spoiled by the often-maligned SvC Chaos, which had a great sound­track despite the sur­round­ing mess, because it was released in the same era by SNK. How­ev­er, despite the gener­ic under­tones, the sound­track does­n’t deter the sur­round­ing over­all product.

And the sur­round­ing prod­uct, game­play-wise, is fine. New mechan­ics, like the Tac­ti­cal Offense Posi­tion and Just Defend, are wel­come new pieces in the series’ reper­toire. Just Defend, which is like Street Fight­er III’s par­ry mechan­ic, has hung around and made appear­ances in oth­er games such as Cap­com vs. SNK 2’s K‑Groove so I’d say it’s a good addi­tion 25 years lat­er. And with the new mechan­ics, the game plays well, too. If I could pick it up and play it with lit­tle expo­sure to SNK’s style of fight­ing and do well, it’s safe to say that Mark has a good feel. That feel is present in the var­ied modes, with Sur­vival as the most fun out of all offered.

Mark is a great fight­ing game and still holds up well. It has the attrac­tion of ear­ly 2000s fight­ing game finesse, and it serves as a good intro­duc­tion to the world of SNK if you’re not well-versed in the series. A well-round­ed fight­ing game with strong mechan­ics and good envi­ron­ment are the marks of a future legend.

Dance Dance Revolution Extreme (JP) — Issue 53

Dance Dance Rev­o­lu­tion Extreme (JP)
Kon­a­mi, 2003

Gold­en Age of DDR

I’m not ashamed to say I have a favorite Dance Dance Rev­o­lu­tion mix. For any­one who knows me, they know it’s the Japan­ese home ver­sion of DDR Extreme. While it’s the mix I played the least in the arcades, by the time it came home and I got a copy of it, it quick­ly grabbed the top spot in my heart.

There is a gold­en age of DDR and Extreme is the pin­na­cle. Hit­ting the sweet spot as the last game of the gold­en age, JP Extreme is a sol­id home port with the nec­es­sary arcade songs and a fan­tas­tic mix of con­sole old and new songs. All the per­ti­nent Extreme songs are on the ros­ter: 1998, A, Across the Night­mare, DDR, Saku­ra, Para­noia Sur­vivor & Sur­vivor Max, The leg­end of Max and V. Unlike the Amer­i­can port of Extreme, it’s as if some­one played the arcade ver­sion and thought an accu­rate port was the right thing to do.

The home ver­sion plays exact­ly like the arcade ver­sion and, if you’re savvy enough, you can find a way to enable Mar­velous tim­ing, arcade tim­ing win­dows and the Boost and Wave mods found in the arcade ver­sion only. Gen­er­al­ly, the Japan­ese ver­sions of DDR are spot on, and this port — even with­out the addi­tions — is still faithful.

The home ver­sion fea­tures all the usu­al fea­tures that you’ve come to expect: Diet Mode, Edit Mode, Les­son Mode and Train­ing Mode. One of the best things about the mix, how­ev­er, comes in the options. If you have save data from Par­ty Col­lec­tion, you can unlock all the songs in Extreme, and if you need to, you can unlock all the songs in DDR Max and Max 2. That saves time and gets you to the meat and pota­toes of what you came here to do: play awe­some DDR songs.

And the ros­ter is awe­some. There is nary a repeat in sight that drags the mix down (ahem, we’re look­ing at you AM-3P and your var­i­ous remix­es). The qual­i­ty of songs is high, and a lot of the Kon­a­mi orig­i­nals added here are wel­come addi­tions and crossovers from Beat­ma­nia IIDX. Of note is Max.(period), which was new as of Extreme JP’s home release. Max.(period) is one of the new Boss Songs and is a great addi­tion. Boss Songs in this mix are indeed all the Boss Songs from the arcade ver­sion, which lends cred­i­bil­i­ty to the mix and its authenticity.

There isn’t much wrong with this mix. The unlock sys­tem, if you don’t have sup­port data from Par­ty Col­lec­tion, is kind of aggra­vat­ing but it’s not so ter­ri­ble that the mix isn’t worth your time. It’s time con­sum­ing but it only means play­ing more DDR.

If you’re going to play a home ver­sion and don’t have Step­ma­nia, take the time to import DDR Extreme JP. Extreme JP is the clos­est port of Extreme to the arcade short of Step­ma­nia and well worth the mon­ey to track down a copy, a PlaySta­tion 2 and swap discs.

A great ros­ter, sol­id mechan­ics and peak DDR in its gold­en age form makes it a must-buy if you’re at all into dance games and Bemani. DDR Extreme JP was a good final step in the series.


DDR Extreme JP ver­sus DDR Extreme NA

The DDR Extreme ver­sions released in Japan and Amer­i­ca are wild­ly dif­fer­ent. DDR Extreme JP is the clos­est port of the arcade ver­sion that you’re going to get unless you have Step­ma­nia and fine tune your instal­la­tion to match that arcade version. 
The Amer­i­can ver­sion, released in 2004, is not an accu­rate port. It fea­tures dif­fer­ent graph­ics that replace the well-known song wheel and Groove Radar fea­tured in DDR Max and Max 2 and a song ros­ter that did not resem­ble the arcade ver­sion with a lot of licensed songs and few Kon­a­mi orig­i­nals and Bemani crossovers that were intro­duced in the arcade ver­sion. Also, the com­bo and grad­ing sys­tems are dif­fer­ent: A com­bo break auto­mat­i­cal­ly results in a max A grade, Extra Stage requires clear­ing an 8‑footer on Heavy instead of AA grade on any song’s Heavy dif­fi­cul­ty, and Encore Extra Stage/One More Extra Stage was removed. 

To cor­rect the mis­steps of Extreme NA, Extreme 2 was released in 2005 for the PlaySta­tion 2 with a slight­ly more accu­rate song ros­ter to match the arcade ver­sion of Extreme.

Street Fighter Alpha 2 — Issue 52

Clas­sic Cus­tom Com­bo action

Street Fight­er Alpha 2 still a com­mu­ni­ty fave

Good but not great. That’s what Street Fight­er Alpha 2 rep­re­sents for me. I don’t hate the game these days. After a mature return to the game after many years spent ador­ing Street Fight­er Alpha 3, I can hon­est­ly say the game is a good set­up for the king of the hill that is Alpha 3.

Because Cap­com has advised that Street Fight­er Alpha 2’s sto­ry super­sedes Alpha’s sto­ry, we’re not rehash­ing any­thing here. Just know that every­one is after M. Bison at this point because he’s up to no good as he always is and will be, and Aku­ma enters the chat because he sup­pos­ed­ly killed Ryu and Ken’s mas­ter Gouken. Every­thing that hap­pens in Alpha 2 sets Alpha 3 up in a way that explains why M. Bison is so pow­er­ful by the end of the series and why he’s sig­nif­i­cant­ly weak­er dur­ing Street Fight­er II. It’s com­pelling even if you’re a casu­al fan of Street Fighter.


The graph­ics haven’t made a sig­nif­i­cant leap between Alpha games and yet they some­how look clean­er. They’re chunki­er and larg­er, and you can tell they’re get­ting clos­er to the Alpha 3 stream­lined ver­sion that became the hall­mark of the Street Fight­er expe­ri­ence in the ear­ly to mid-2000s before the advent of Street Fight­er IV.

Thank­ful­ly, while there isn’t a big leap for­ward in the look between games, there is a siz­able improve­ment in the sound­track of Alpha 2. Quite a few tracks stand out and it’s worth hunt­ing down the playlist because there are some gems. It’s still not at the Alpha 3 lev­el but it’s get­ting there if you need reassurance.

What I did­n’t care for in Alpha has improved in Alpha 2: how it plays. The play feel has improved with the intro­duc­tion of Cus­tom Com­bos, and while clunky to exe­cute, it’s a nice change of pace for the series. They’re in their infan­cy here so don’t expect the absolute dom­i­nance of Alpha 3 V‑ISM but they are cool to see and it’s sat­is­fy­ing to get them to work con­sis­tent­ly in play once you know what you’re doing. Watch­ing high-lev­el play shows how Alpha 2 is meant to be played, and it demon­strates Alpha 2’s strengths: Nuanced strat­e­gy and a clean engine.

Alpha 2 does have its quirks, though. Some­times the game just does­n’t feel quite right and by that I mean, I don’t like how it feels some­times. It can simul­ta­ne­ous­ly feel slow and slug­gish but then it course cor­rects and the game plays like a dream. Com­bos work but then some­times, I strug­gle to get things going. I can’t place my fin­ger on it, even years lat­er, but there’s some­thing off about Alpha 2 but I’ve learned to accept it for what it is and over­all just accept Alpha 2. It may be because I did­n’t start the series until Alpha 3, but Alpha 2 does­n’t always feel right. I still pre­fer to play Alpha 3 in every respect, but accep­tance of Alpha 2 is a sign of maturity.

Alpha 2 is the mid­point of the Alpha series and that’s OK. It’s got its grow­ing pains but the growth is there and it’s still regard­ed as a strong fight­ing game. Alpha 2 has val­ue and as the mid­dle child of the series, it’s got a lot to offer and a cer­tain charm that is bright­ened by the fact that Cap­com learned its les­son and seem­ing­ly learned to count to three. Alpha 2 is a good bridge to greatness.

Score: 3.5 out of 5

Street Fighter Alpha: Warriors’ Dreams — Issue 52

 

Start­ing at the beginning

Street Fight­er Alpha sets the tone for spin­off franchise

I promise I can see the poten­tial in the orig­i­nal Street Fight­er Alpha: War­riors’ Dreams. I can look down from my high perch of love for Alpha 3 and accept that the series came from some­where. After all, every series must have a start. But it’s a long hard stretch to say it’s an all-time great start.

Street Fight­er Alpha estab­lish­es the series’ sto­ry: After Ryu wins the first World Fight­ing Tour­na­ment (as depict­ed in Street Fight­er), he returns home to find his mas­ter Gouken mur­dered and sets out to get revenge. At the same time, Chun-Li, Guile and Char­lie — along with oth­er var­i­ous mem­bers of the cast such as new­com­er Rose — work togeth­er to take down M. Bison, who is work­ing to estab­lish his empire and achieve world dom­i­na­tion. Know two things about the sto­ry: One, it’s a sequel to 1987’s Street Fight­er and a pre­quel to Street Fight­er II; and, two, its sto­ry­line is sup­plant­ed by Street Fight­er Alpha 2. Cap­com deployed this strat­e­gy with the Darkstalkers/Vampire series as well, which was coin­ci­den­tal­ly cre­at­ed around the same time as Alpha. And this isn’t the only instance of crossover con­cepts, either.

Alpha plays and feels much like ear­ly Vam­pire as well. The new addi­tions of mul­ti-lev­el super com­bos and air block­ing are here, too, and like Vam­pire, rep­re­sent an upgrade from the days of Super Tur­bo. But, as much as I like the upgrad­ed mechan­ics, I don’t like how Alpha plays. It feels clunky and slow with a molasses edge to the movesets. While the series did even­tu­al­ly improve with time and speed adjust­ments, it’s painful­ly obvi­ous here that it need­ed a speed boost.


Alpha also resem­bles Vam­pire in pre­sen­ta­tion. The graph­ics are nice and big, and the sprites are nice­ly drawn. It’s an ear­ly ver­sion of the Alpha 3 pre­sen­ta­tion that we’ve come to know and love, and it’s pleas­ing to see it here. The music isn’t at the Alpha 3 lev­el yet, but there are a few tracks that might make you tap your toe. 

What I want­ed from the first game in the Alpha series shows up lat­er in the final game, but the start isn’t ter­ri­ble. It need­ed some work and giv­en that Alpha 2 made improve­ments on this sol­id foun­da­tion in Alpha, I think it’s safe to call this the beta of the Alpha series.

Score: 3 out of 5

Dynamite Headdy — Issue 51

A slight headache

Dyna­mite Head­dy is a jum­bled mess of hit or miss eclec­tic ideas

In the 16-bit era, the Gen­e­sis was the first shot fired in a decade’s war against Nin­ten­do for the atten­tion of teenage gamers and the cold hard cash of gamers’ par­ents. While Sega had Son­ic as a mas­cot to counter Nin­ten­do’s Mario, there were many unique char­ac­ters Sega had in their sta­ble ready to bat­tle with Nin­ten­do if Son­ic need­ed to take a break. One of those char­ac­ters was mem­o­rable for chang­ing the plat­form genre. His name was Head­dy, and his debut game Dyna­mite Head­dy was his big break.

Dyna­mite Head­dy tells the sto­ry of Head­dy, a star pup­pet in the Trea­sure The­atre Show. Head­dy’s loved by every­one except his rival, Trou­ble Bru­in, who believes he should get top billing. In addi­tion to reduc­ing Head­dy’s pop­u­lar­i­ty, Trou­ble is a hench bearcat for the evil Dark Demon whose goal is world dom­i­na­tion by con­vert­ing oth­er pup­pets to his grow­ing army of mind­less min­ions. With inno­cent pup­pets and the future of the the­atre in jeop­ardy, it’s up to Head­dy to stop Dark Demon and Trou­ble’s nefar­i­ous plans. 

I’ll admit the graph­ics are like a chil­dren’s pup­pet show but they are pre­sent­ed in a way that’s col­or­ful and engag­ing. Trea­sure did an excel­lent job with the pre­sen­ta­tion, keep­ing the sto­ry of the game sim­ple. I did, how­ev­er, dis­like how Trea­sure played with pro­mot­ing the game and placed ads for their oth­er prod­ucts front and cen­ter as I played through the first stage. It was super tacky and did­n’t real­ly help the game in any way.
The con­trols are slight­ly sim­ple thanks to the options screen allow­ing you to con­fig­ure a con­trol scheme. How­ev­er, the con­stant switch­ing heads and keep­ing up with what but­ton does what invoked anger with­in me many times. In the­o­ry it looks sim­ple, but the exe­cu­tion is off. It’s a lot to remem­ber once you get going and drags down the platforming.


The music in the game is OK, hav­ing its ener­getic and for­bear­ing doom moments but it’s gener­ic enough to get by. I did feel though, some­times with Dyna­mite Head­dy, that the com­posers were pres­sured to out­do Super Mario World to see which game could have the cutest game music instead of keep­ing focus on how the music could be paired prop­er­ly with each stage. 

One of the more non­sen­si­cal and cringe-wor­thy moments that stuck out to me was nam­ing each stage after well-known movies and pop cul­ture series. Toyz in the Hood, Stair Wars, Far Trek and Ter­mi­nate Her Too were named after the movies Boyz in the Hood, Star Wars, Star Trek, and Ter­mi­na­tor 2. Don’t get me wrong, I under­stood that Trea­sure was try­ing to seize the moment but should have found oth­er ways to accom­plish the task because it came off as goofy and grat­ing, not cute.

Dyna­mite Head­dy is an inter­est­ing and high­ly orig­i­nal game that takes chances and some­times suc­ceeds and some­times falls flat. The orig­i­nal­i­ty was obvi­ous­ly a sell­ing point because Dyna­mite Head­dy’s lega­cy endures on main con­soles and Steam. There are some neat con­cepts here, but some­times it needs to get out of its own head.