Bust-A-Move 2 — Issue 47

Bub­ble Bob­ble Part Deux

Bust-A-Move gets down again in sequel

Long ago, bub­ble pop­ping took hold of my inter­est, right about the time I start­ed get­ting hair on my chest and some sense acquired when it came to good qual­i­ty video games. And would­n’t you know it, my late great mama — the dear­ly depart­ed GI Mama — also divined that she was a fan of the bub­ble-pop­ping non­sense that I’d brought home for my Super Nin­ten­do. Alas, my tastes had to grow so we looked for more bub­ble-pop­ping non­sense and found there was a sequel or two to the mad­ness. What apro­pos popped up was Bust-A-Move 2.

Now, let’s not get it twist­ed: This is the same old Bust-A-Move you’re used to play­ing if bust­ing bub­bles is your thing. Noth­ing is dras­ti­cal­ly dif­fer­ent than the for­mu­la estab­lished in the orig­i­nal game: You pop clus­ters of like-col­ored bub­bles in an effort to clear estab­lished puz­zles. This basic premise was set up in the first game for the SNES and it has­n’t changed, no mat­ter the iter­a­tion. But what has changed some­what is the pre­sen­ta­tion. In this ver­sion, there is an illu­mi­nat­ed map puz­zle path that your char­ac­ter can choose, and deci­sions have to be made to get to the end puz­zle. The deci­sion to include a vis­i­ble path struc­ture is a nice step for­ward, but still needs some pay­off to be a gamechanger. 

Slight­ly dif­fer­ent yet famil­iar are the graph­ics. Bust-A-Move 2 has­n’t real­ly changed all that much in the looks depart­ment. There are some new graph­ics for the back­grounds dur­ing puz­zles, the char­ac­ters are more defined and the bub­bles them­selves are more crisp and deep­er hued to pop but that’s about it. It looks OK for an N64 puz­zle game, but there are oth­ers out there doing a lot more with the same con­sole resources, such as Mag­i­cal Tetris Challenge.

The sound­track is a lit­tle more bub­bly than the orig­i­nal but has a lit­tle less charm than the first game. The songs are slight­ly catchy, but not near­ly as mem­o­rable as the first game’s 16-bit organ-inspired schtick. How­ev­er, what you’ll real­ly notice that’s dif­fer­ent is the addi­tion of voic­es. Now, your char­ac­ter and the oppo­nents make a lit­tle noise when they achieve a com­bo. It’s cute, even with the shrill squawk­ing that shows up in the menu.

But let’s be hon­est, what you came here for was to learn if the puz­zle game­play is up to the stan­dard estab­lished by the first game. Yes, it is, and here’s why: Not much changed. No crazy weird mechan­ics shoe­horned in, no mis­steps in how the bub­bles bank or strange con­cepts cob­bled togeth­er (aside from the sticky plat­forms that inex­plic­a­bly start show­ing up halfway through the sto­ry mode) make appear­ances here. You can be rest assured that it’s the Bust-A-Move that we all know and love.

My beloved late GI Mama once declared Bust-A-Move a cheat­ing game while I was mol­ly whop­ping her in a ver­sus mode run. She said she’d see me in the sequel. Well, the sequel here is just enough jus­ti­fi­ca­tion to wait for that rematch in heav­en when my time comes. It’s noth­ing new but then again, some­times stick­ing with the estab­lish­ment is the best idea when it comes to bub­bles part deux.

Devil May Cry 2 — Issue 47

You may cry over this dis­ap­point­ing sequel

 

 

 

 

Dante, Dante, Dante. Cap­com’s res­i­dent demon hunter/investigator has con­tributed great­ly to the com­pa­ny’s for­tunes. From var­i­ous mer­chan­dise and endorse­ment deals to a Net­flix series due lat­er this year, Dante is liv­ing large. How­ev­er, there are games in the Dev­il May Cry series that almost destroyed his ris­ing star. Dev­il May Cry 2 is one of those games.

In Dev­il May Cry 2, Dante and a new com­pan­ion, Lucia, join forces to bat­tle demons led by an inter­na­tion­al busi­ness­man named Arius whose com­pa­ny called Uroboros estab­lish­es itself on the island of Vie de Mar­li. Arius’ true goal is to find holy relics called Arcanas so that he can obtain the pow­ers of the ancient demon Argosax. Now locked in a race against time, Dante and Lucia must bat­tle against Argosax and put an end to Arius’ mad­ness before the world is plunged into eter­nal darkness. 

DMC2’s graph­ics and pre­sen­ta­tion had a nice approach instead of the usu­al hap­haz­ard scenery found in most hack-and-slash games. It’s nice that the DMC2 devel­op­ment team took inspi­ra­tion from West­ern Europe and the Mediter­ranean region and com­bined that with var­i­ous ele­ments from Japan­ese, Latin and Greek cul­tures and var­i­ous reli­gious ele­ments. How­ev­er, the parts of the deal­break­er with DMC2 soon appeared with var­i­ous scenes as poor­ly done clay sculptures. 

Fur­ther in the game, the graph­ics became more of a dis­ap­point­ment, despite giv­ing lee­way to the PlaySta­tion 2’s hard­ware capa­bil­i­ties in its ear­ly years. One of the most glar­ing issues involved the cam­era. The in-game cam­era was weird and clunky, zoom­ing in and out odd­ly in under­ground areas. And, it was too rigid when it need­ed to move with Dante. The con­trols were tank-like — Cap­com’s nor­mal stan­dard oper­a­tional pro­ce­dure — but it was more annoy­ing when I was shoot­ing at ene­mies long dis­tance and wast­ing ammo and mobil­i­ty. The tank­ing of Dante is counter to him being agile, which was a major sell­ing point that cat­a­pult­ed him to star­dom. Anoth­er issue was that the in-game store sold var­i­ous skill and weapon upgrades includ­ing health items but were ridicu­lous­ly expen­sive despite me hav­ing the abil­i­ty to gath­er more coins seam­less­ly here than in the orig­i­nal game. That’s a major turnoff because it’s a chore. More work for more expen­sive rewards is not fun.

The music of DMC2 was ser­vice­able; it feels like Cap­com’s renowned music team was told to phone in their work that was at best chop­py but accept­able. That’s a shame because all of it just seems mediocre and not the best that Cap­com could do for a series of DMC’s caliber.

While Cap­com attempt­ed to strike hot with a glob­al smash-hit prop­er­ty, they man­aged to fail because they treat DMC2 like their oth­er crit­i­cal­ly acclaimed series (Mega Man, Rival Schools, the Ver­sus series and Onimusha) not named Street Fight­er: like FLAMING GARBAGE. As a fan of DMC, Mega Man, Onimusha and var­i­ous Cap­com games, I’m incensed that these titles are beloved glob­al­ly, yet Cap­com does very lit­tle or noth­ing to do prop­er pro­mo­tion for them, yet they prof­it HUGELY from them. Unfor­tu­nate­ly, Dante fell vic­tim to the Cap­com curse for which he can­not blame his black sheep broth­er — this time.

Dev­il May Cry 2 should have been the light­ning that struck twice. For­tu­nate­ly for Dante and Co., Cap­com man­age­ment saw the fol­lies of mis­treat­ment of a hot prop­er­ty and applied lessons learned in its future install­ments. As we say in GI HQ, “Know bet­ter, do bet­ter.” Cap­com should have done bet­ter with this sequel because they knew bet­ter. Dante should have been able to keep it styl­ish, but this is a major stum­ble in an oth­er­wise stel­lar jack­pot of a series.

Capcom Fighting Collection — Issue 47

Give this col­lec­tion a fight­ing chance

Cap­com tends to tread a lot of the same ground these days. Whether it’s “get­ting back to their roots” with Street Fight­er’s mod­ern ver­sions or return­ing to the past with a lot of upgrad­ed col­lec­tions, Cap­com sure has a way of remind­ing you that, yes, they made Street Fight­er and a bunch of oth­er fight­ing games. The ques­tion is do we care? Yes and no, if this cur­rent col­lec­tion is to be judged.

I will admit that, despite being a strict Mor­tal Kom­bat old head, I am inclined to speak up about my favorite genre in fight­ing games and how it relates to Cap­com. This col­lec­tion, filled to the brim with noth­ing but Cap­com fight­ers, aims to show that Cap­com had some hits and mem­o­rable prop­er­ties. Fight­ing Col­lec­tion fea­tures 10 entries: Vampire/Darkstalkers 1–3, Vam­pire Hunter 2, Vam­pire Sav­ior 2, Cyber­bots: Full Met­al Mad­ness, WarZard/Red Earth, Hyper Street Fight­er II: The Anniver­sary Edi­tion, Super Gem Fight­er Mini Mix/Pocket Fight­er and Super Puz­zle Fight­er II Tur­bo, with the North Amer­i­can or Japan­ese ver­sions avail­able for play. In all cas­es, these are arcade rom ver­sions gath­ered togeth­er in one spot and you can freely switch between them on free play. Col­lec­tion-wise, this is a top-tier pack­age for those who love fight­ing games made by Cap­com. Main­stream mon­ey mak­er that’s still around today? That’s Hyper Street Fight­er II. Obscure weird fight­er that no one even knows that Cap­com made it? Take your pick from Cyber­bots and WarZard. Cutesy, chibi fight­er that unabashed­ly mocks its mak­er? Puz­zle Fight­er and Pock­et Fight­er have that on lock. Defunct series that should still be a thing, but Cap­com does­n’t pay atten­tion? All of the Vam­pire you can pos­si­bly shake a stick at sat­is­fies that require­ment. There is lit­er­al­ly some­thing for every­one here. But the ques­tion is, do you want it, espe­cial­ly now that you know what’s avail­able here? As ear­li­er, yes and no.

While the pre­sen­ta­tion is top-notch, the actu­al assort­ment of the games involved is a mixed bag. Gen­tle read­ers, I just com­piled and cre­at­ed an entire issue devot­ed to Vam­pire (Edi­tor’s note: That’d be Issue 46. Go down­load it now if you haven’t.) and its inner work­ings and the his­to­ry behind the series. Know­ing that, please explain to me why I have Vam­pire burnout and why I had it before I did that issue because of this col­lec­tion. Cap­com does this song and dance every sin­gle time Vam­pire is whis­pered some­where by some unsus­pect­ing gamer who loves the series and wants to see it once more have its day in the sun. I wrote an entire col­umn in that pre­vi­ous issue dis­cussing the need for a Vam­pire revival — a new game, not an old rehash — and how we were nev­er going to get that because Cap­com does the series dirty constantly. 

Well, would­n’t you know it, Cap­com pulled a skunk out of their hat by includ­ing all of the Vam­pire games here. It’s like they said, “Well, you asked for more Vam­pire. Here, be sat­is­fied that we released all of them final­ly in North Amer­i­ca and shut up.” You know, I’m slight­ly hap­py but I’m more offend­ed than any­thing else. Because, as you should have read by now gen­tle read­er, Cap­com is nev­er going to give us a new Vam­pire game with­out there being some weird­ness attached. And because this col­lec­tion sold “OK,” — not great, just OK — you know we aren’t get­ting a new game. Because it did­n’t set the world on fire in sales does­n’t mean the demand isn’t there. But I digress. Every­thing else in this col­lec­tion has been released in some way, shape or form in either region, so it was­n’t nec­es­sary for their inclu­sion, either. 

What I would have pre­ferred to see are Rival Schools, Project Jus­tice, Star Glad­i­a­tor and Plas­ma Sword. These are defunct Cap­com series that they also like to act like they did­n’t cre­ate. Rival Schools and Project Jus­tice are espe­cial­ly egre­gious because while they’ve been port­ed to PlaySta­tion Net­work, we haven’t got­ten a full, unal­tered port of either game. A mod­ern trans­la­tion of the board game and sim­u­la­tion mode in both games is not that hard, but I digress again because we know we are nev­er get­ting it. It’s a shame because this col­lec­tion as pulled togeth­er in 2022 could have used some bet­ter curation.

While I love Cap­com fight­ing games, I’m OK about this col­lec­tion. It’s nice to have these in a mod­ern pack­age for mod­ern con­soles but I’m not enthused about the behind-the-scenes fool­ish­ness that could have been avoid­ed with bet­ter curat­ing on Cap­com’s part. There are some heavy hit­ters that could have been includ­ed imme­di­ate­ly that would have made it a bet­ter pack­age, and the extras includ­ed could have been bet­ter also. How­ev­er, it’s not a ter­ri­ble pack­age and is infi­nite­ly use­ful and valu­able to the fight­ing game pop­u­la­tion so it’s not a total wash. Cap­com could col­lect bet­ter, though.

Pokemon Puzzle League — Issue 46

Poké­mon Puz­zle League catch­es the best traits of Tetris Attack

The zenith of Poké­mon came rather star­tling and ear­ly, some­where in the heady days of 2000. After all, by then, Poké­mon was in the zeit­geist as a video game and cul­tur­al phe­nom­e­non. You could stick your arms out in any direc­tion and hit Poké­mon prod­ucts. So, it goes then, that the video game sphere received its share of the wealth after the ini­tial fer­vor wound down. At this point, how­ev­er, the Nin­ten­do 64 was on its last legs and received a few games bear­ing the Pock­et Mon­ster license. Out of that smoke arose Poké­mon Puz­zle League.

Poké­mon Puz­zle League isn’t a ter­ri­ble use of the license. Sure, it’s gra­tu­itous Poké­mon every­where, but it’s not a bad puz­zling game in gen­er­al. The premise is sim­ple: Take what you already know about Tetris Attack and slap Poké­mon on it. That’s all Poké­mon Puz­zle League is, and since Tetris Attack isn’t ter­ri­ble either, Puz­zle League ben­e­fits from a sol­id foun­da­tion. The mechan­ics remain the same except there’s Poké­mon involved, and the Poké­mon don’t real­ly affect any­thing beyond aesthetics. 

Poké­mon Puz­zle League feels like a Tetris Attack clone ought to feel. The puz­zling mechan­ics are tight and quick move­ment is clean and pre­cise, even with the wonky N64 con­troller. This is one of the first Tetris Attack clones pro­duced, but it car­ries on the tra­di­tion of tight, good puz­zling game­play well. There is a boun­ty of modes to play, includ­ing stan­dard 2D and 3D line clear­ing, a 1P sta­di­um mode and ver­sus. The vari­ety makes for a good rol­lick­ing time and fills up play­time with qual­i­ty offer­ings. And, I’d be remiss if I did­n’t say some­thing about the dif­fi­cul­ty lev­el. If you’re not pre­pared and don’t under­stand the mechan­ics of Tetris Attack, you will get wrecked even on the easy lev­el. The AI does not play around and while it’s part of the charm of Puz­zle League, it can be daunt­ing to have to replay lev­els mul­ti­ple times on Nor­mal or even Easy dif­fi­cul­ty lev­el because the AI caught a lucky break.

But what you came here for, let’s be hon­est, is the Poké­mon pre­sen­ta­tion. Thank­ful­ly, this is the draw. It’s a buf­fet of Poké­mon-dom, with all of the ani­me favorite char­ac­ters thrown in as well as the main gym lead­ers and Elite Four from the games at high­er dif­fi­cul­ty lev­els. The Poké­mon rep­re­sent­ed here are all using the 4Kids voice­work and the ani­me art­style, so hope­ful­ly you like the ani­me enough that you don’t mind that it’s based on the Poké­mon Orig­i­nal Series gen­er­a­tions. The sound­track is appro­pri­ate­ly Poké­mon, which means the music is good. There are a few bangers on the sound­track that make it a must down­load, includ­ing most of the Team Rock­et themes, Lorelei’s theme, and Pro­fes­sor Oak’s theme. Despite this being car­tridge-based, Puz­zle League does­n’t skimp on the sound quality. 

Poké­mon Puz­zle League is a joy to learn and get seri­ous about even if you remote­ly like Tetris Attack. It’s got the Poké­mon aes­thet­ic from the suc­cess­ful ani­me and hand­held games, a nice Poké­mon-cen­tric sound­track and a fun, chal­leng­ing puz­zle mechan­ic that’s beg­ging to be explored. If you love Poké­mon and puz­zle games, cast your Mas­ter ball out to catch this one.

Darkstalkers Resurrection — Issue 46

Dark­stalk­ers com­bo a fun,
fright­ful fight

Duo of Vam­pire Hunter, Sav­ior offered in package

At this point, we know what Dark­stalk­ers is and isn’t. My wor­ried brow of con­cern isn’t with get­ting a new one but more with the re-releas­es of the tril­o­gy of games and the two sup­ple­men­tal games released as upgrades. We know what to expect when it comes to Dark­stalk­ers, but as occa­sion­al com­pi­la­tions are released, we have to take a crit­i­cal look at whether it’s worth your time and cur­ren­cy to engage in Cap­com’s release the Krak­en in the form of remakes strategy.

Dark­stalk­ers Res­ur­rec­tion aims to do what Cap­com’s pre­vi­ous release in Mar­vel Origins

Vam­pire Sav­ior: Mor­ri­g­an vs. Jedah

did: Release two games in the series as start­ing points to get you to explore more. Res­ur­rec­tion con­sists of two games: Night War­riors: Dark­stalk­ers’ Revenge and Dark­stalk­ers 3. Both games are includ­ed in their entire­ty as Amer­i­can arcade ports emu­lat­ed on disc with extras added for the home release. Much as with Mar­vel Ori­gins, there’s online play and gallery unlocks from chal­lenges added. Every­thing has been giv­en a fresh coat of paint with new­er art and visu­als, which means a lot con­sid­er­ing Dark­stalk­ers 3 was released in 1997. All of this results in a nice-look­ing, souped-up package. 

Vam­pire Hunter: Dono­van vs. Jon Talbain

The game­play is as clean as it ever was, and because it’s emu­lat­ed from the arcade ports, it’s bet­ter than any oth­er release that came before it with the excep­tion of the PlaySta­tion 2 Vam­pire Col­lec­tion. Every­thing works the way it should in terms of com­bos and Dark­stalk­ers’ noto­ri­ous­ly hard-to-do moveset. The moves land the way you want and there’s no lag. Not­ing that this is an accept­able port for high-lev­el com­pe­ti­tion, Res­ur­rec­tion hits the right spot in terms of playa­bil­i­ty. If you want­ed to know how Dark­stalk­ers played in the arcade with­out try­ing to emu­late it with MAME or Fight­cade, Res­ur­rec­tion is your answer.

There real­ly isn’t any­thing wrong with Res­ur­rec­tion, either. The only annoy­ing thing about the game is the fact that it did­n’t sell well. That isn’t the game’s fault, though. This is a tech­ni­cal­ly sound port of two fan­tas­tic fight­ing games that play well and work well in what they’re being asked to do: Be a rep­re­sen­ta­tive of a long-dead fight­ing fran­chise to intro­duce new­er folks to the Vampire/Darkstalkers scene. It’s done its job admirably with strong mechan­ics and gor­geous updat­ed visu­als. You can’t ask for more from a retro fight­ing game. This fan­tas­tic fight­ing fright fest deserves more respect for its abil­i­ty to shine 25 years after its last release and should scare up a spot in your fight­ing game collection.

TMNT: Shredder’s Revenge — Issue 46

Shred­der’s Revenge served hot in sequel

As a con­nois­seur of most things relat­ed to the Teenage Mutant Nin­ja Tur­tles, I find that the first two movies, the comics and the first ani­mat­ed show are worth my time. In addi­tion to those men­tioned, cer­tain games are accept­able uses of my hard-earned scril­la. I am a dis­cern­ing fan, and my dol­lars and time are pre­cious. So, it is with great joy and ela­tion that I spread the word that TMNT games have recov­ered slight­ly from the Dimen­sion X por­tal that the fran­chise fell into and the lat­est game, Shred­der’s Revenge, is proof of this return to glory.

Con­ceived as a trib­ute game of sorts, Shred­der’s Revenge takes every­thing we found awe­some about TMNT II: The Arcade Game and TMNT IV: Tur­tles in Time and ramps up the awe­some lev­el. The sto­ry con­tin­ues Tur­tles in Time, which was a wise choice. The Tur­tles find Rock­steady and Bebop and their adja­cent vil­lain asso­ciates guard­ing Krang’s exoskele­ton head in var­i­ous loca­tions includ­ing Man­hat­tan and Dimen­sion X. Appar­ent­ly, Shred­der is alive and kick­ing again after being top­pled on top of the Stat­ue of Lib­er­ty in 1992. In 2022, he wants revenge for the Tur­tles stop­ping this par­tic­u­lar plot of may­hem of using Lady Lib­er­ty to take over the world. Because they’re used to Shred­der’s fool­ish­ness — bear in mind this is 1986 car­toon Shred­der, not com­ic book Shred­der who was­n’t a major vil­lain — the Tur­tles and their friends and fam­i­ly band togeth­er to stop the revenge plot once and for all.

Adding April O’Neil, Casey Jones and Splin­ter along­side the Tur­tles was a smart move. It’s almost incon­ceiv­able now that we were nev­er able to play as those three sup­port­ing char­ac­ters in a Tur­tles beat-’em-up before, and it has to be allowed in future games. Once you get going with a char­ac­ter cho­sen, the lev­el-up sys­tem is quick and easy to learn. And learn you will because there are so many ways to dis­patch Foot Clan sol­diers and oth­er ene­mies for points that work with­in the sys­tem. It’s almost too much to keep up with, espe­cial­ly in the heat of bat­tle where know­ing the cor­rect way to dis­patch a boss is impor­tant. Hav­ing some pre­vi­ous knowl­edge of Tur­tles in Time helps tremen­dous­ly, and there are in-game instruc­tions and a tuto­r­i­al, but it’s nigh over­whelm­ing. Though, to be fair, I’d rather have too much than too lit­tle. The game is giv­ing me a feast and thank­ful­ly, the con­trols are easy to grasp and clean as you romp through 16 gor­geous levels.

The game looks just as fan­tas­tic as well as it con­trols. The art imme­di­ate­ly dips into the nos­tal­gia of the orig­i­nal after­school show and had me hum­ming the super ’80s theme song. This is the area where that trib­ute comes into play. If you’re a fan of the show, you will love every­thing about how the game looks, feels, and sounds. Well, almost. 
While the sound­track is also fan­tas­tic, we can’t not men­tion the atro­cious remake of the theme song. Of all of the music cho­sen to remake, the theme show is the one track that you don’t mess with. It is a rev­er­ent piece of pop cul­ture his­to­ry and is sacred to most Tur­tle fans, includ­ing myself. My 42-year-old adult self knows the words by heart and has it in dig­i­tal form; it’s on that lev­el for me. So, hear­ing the theme butchered as it were in Shred­der’s Revenge had me tak­en aback. I was griev­ous­ly wound­ed but the soul still burns in this old Tur­tle girl. Because the rest of the sound­track is great ’80s cen­tric pop, tunes snatched direct­ly from the ear­ly sea­sons of the TV show, and beau­ti­ful voice­work from the orig­i­nal ani­mat­ed cast, I can let the remake theme slide, but it bet­ter not be in the sequel.

My only oth­er gripe here is the dif­fi­cul­ty lev­el. Even on the eas­i­est dif­fi­cul­ty, there were a lot of arcade rip-off ten­den­cies going on. Tac­tics like ene­my AI gang­ing up on char­ac­ters with already low health, not-so-clean hits from off-screen ene­mies that you can’t see and los­ing health rather quick­ly ran as ram­pant as those Stone Sol­diers that Krang employed. Any lev­els involv­ing vehi­cles and fly­ing are impos­si­bly hard and feel designed to be annoy­ing­ly frus­trat­ing. Boss fights, I’m fine with; they’re sup­posed to be hard. But reg­u­lar lev­els beyond the first stage were like this on easy dif­fi­cul­ty, which is obnox­ious. It was like try­ing to play TMNT II: The Arcade Game all over again and watch­ing the cab­i­net steal my mon­ey out of my pock­et. It feels unfair and set up to be against the play­er, which is unfor­tu­nate. Know­ing that going into the expe­ri­ence now makes it a lit­tle eas­i­er to nav­i­gate but is a detraction. 

Despite a try-hard col­li­sion sys­tem that keeps it from obtain­ing leg­endary sta­tus, Shred­der’s Revenge is a nice love let­ter to old­er TMNT fans who were around for the orig­i­nal craze. The quirks are notice­able, but Shred­der’s Revenge tries real­ly hard in every oth­er area, and it suc­ceeds well. Let’s call it a Cow­abun­ga for now.

Demon’s Crest — Issue 46

Fire­brand reigns supreme in ghoul­ish, ghost­ly, fiendish romp

Cap­com is known for its glob­al­ly renowned ros­ter of video game char­ac­ters. From Mega Man to Neme­sis, these char­ac­ters have cement­ed their lega­cy. Fire­brand, the red demon of death that is on that renowned ros­ter, made his bones and shows up to show out in Cap­com’s Demon’s Crest (no, not the dev­il’s toothpaste).

In Demon’s Crest, you take the role of the fire-breath­ing, head-butting hero Fire­brand through six stages as he tries to recov­er mag­i­cal crests, which are arti­facts with con­trol of the ele­ments and time. Accord­ing to Demon’s Crest leg­end, when these items fell into the demon world, a civ­il war erupt­ed with Fire­brand as the vic­tor claim­ing the crests of Earth, Fire, Wind, Water and Time. Fire­brand fought anoth­er demon named Somu­lo, who held the crest of Heav­en, and secured a vic­to­ry over the rival demon. How­ev­er, anoth­er demon named Pha­lanx attacked Fire­brand while he had low health, tak­ing pos­ses­sion of all the crests. This allowed Pha­lanx to sum­mon anoth­er crest that con­trols infin­i­ty. While Fire­brand recov­ered, he was impris­oned in an are­na guard­ed by the revived Somu­lo. After defeat­ing Somu­lo, Fire­brand begins his quest for vengeance and recov­ery of his well-earned spoils of war. 

Game­play is a com­bi­na­tion of plat­form­ing and Japan­ese RPGs mixed with ele­ments from Castl­e­va­nia and Metroid. Fire­brand has the usu­al plat­form­ing moves such as run­ning, and jump­ing, but can climb walls, tem­porar­i­ly float, and launch pro­jec­tile attacks with the help of the Fire crest. Fire­brand can pick up var­i­ous powerups from fall­en ene­mies to increase health and attacks in addi­tion to col­lect­ing coins to pur­chase for var­i­ous items found in shops through­out the demon realm. I also love that Fire­brand has some allies: Phora­pa, a demon who sell potions with var­i­ous abil­i­ties; Mal­wous, a demon that tells Fire­brand the secrets of tal­is­mans found from the human realm; and, Morack, who sells mag­ic spells to boost Fire­brand’s arsenal. 

The con­trols are sim­ple, yet require some nuance to remem­ber all of Fire­brand’s abil­i­ties. The fact that Cap­com decid­ed to take a fresh approach on the plat­form­ing instead of mak­ing anoth­er Ghosts n’ Ghosts was a wise choice to make here. The music fits the theme of each stage and main­tains the theme of the stage well. And much like the music, the graph­ics also won me over for the col­ors and artistry, espe­cial­ly when played on a mod­ern television. 

While I love most parts of Demon’s Crest, there are some not-so-good nit­picks to make. Cer­tain stages where per­fect tim­ing is need­ed to land on float­ing plat­forms across killer obsta­cles are annoy­ing. The pre­ci­sion isn’t there and it’s frus­trat­ing to attempt it mul­ti­ple times. Anoth­er strike comes when you play the bonus game. You must time your head-butting attack against demon skulls in a Whack-a-Mole-style game with a time lim­it. Con­sid­er­ing that if you lose, you also lose mon­ey, this is a prob­lem with the in-game econ­o­my. It makes you not want to play the mini-game at all. I also had issues with the Mode 7 view in Demon’s Crest. Although awe­some most of the time you use it in nav­i­gat­ing the demon realm, it weird­ly affects your vision if you fly around for a pro­longed time. 

Demon’s Crest comes from Cap­com’s attempt to do some­thing new and excit­ing. Ush­er­ing in a new era of plat­form­ing and hop ‘n bop action was Cap­com’s agen­da and it paid off. In the case of Demon’s Crest, they under­stood the assign­ment and passed.

Harvest Moon (SNES) — Issue 45

Farm­ing life begins with
SNES sim­u­la­tor classic

Leav­ing every­thing behind and tak­ing up the life of a farmer does­n’t seem to be half bad. Sure, it’s back-break­ing daunt­ing work with a large reser­voir of poten­tial fail­ure. But it’s hon­est work and high­ly sat­is­fy­ing. Or, at least that’s what Har­vest Moon wants you to believe. In a tale as old as video game time, the orig­i­nal farm­ing sim­u­la­tor wants you to live that life and suc­ceed, no mat­ter the cost.
Har­vest Moon’s orig­i­nal entry is the stark­est of all in the series. You, the name­less farmer, are tasked with rebuild­ing the fam­i­ly farm and prop­er­ty. There are ani­mals to raise, crops to nur­ture and sell, and — if you play your cards cor­rect­ly — a fam­i­ly to start. You have rough­ly a year to do this before your par­ents come back and judge your efforts. If you’ve suc­ceed­ed most­ly, you’re in the clear. If not, well, you’ve failed and it’s game over. This is the basis for the series that you see today in Har­vest Moon and Stardew Val­ley, and though most­ly unchanged in basis, it’s sim­ple and effective.
The depth comes in learn­ing the game sys­tem. Crop nur­tur­ing and ani­mal hus­bandry are not easy, but once you’ve got the nuance it’s a whole new world of prof­its. The con­trols are sim­ple to pick up and once you’ve built your­self up sta­mi­na-wise, the fruits of your labor are obvi­ous. There’s some­thing super sat­is­fy­ing about work­ing the land, plant­i­ng crops and car­ing for your ani­mals in a day’s work and then reap­ing the ben­e­fits. There is plan­ning involved also, which adds an extra lay­er of depth. Know­ing how to spend your day wise­ly — whether it be tend­ing to the farm or social­iz­ing in town — is impor­tant, and adds to the over­all experience. 
Part of that expe­ri­ence is the pre­sen­ta­tion, and it’s not bad for a SNES game. Giv­en that this is 16-bit, the sprites are bright and pop with the gor­geous SNES palette. Some areas are a lit­tle too brown but over­all, it’s a pret­ty game. The music is slight­ly monot­o­nous but it’s a lit­tle catchy so it does­n’t nec­es­sar­i­ly grate the way you’d think hear­ing the same tune would for more than 20 min­utes of farm work and socializing.
Because this is the entry point to the mod­ern series, Har­vest Moon has work to do. Time — though not explic­it­ly shown on screen — runs too quick­ly. Also, the start­ing hand­i­cap of low sta­mi­na and mediocre tools is not fun. This does become eas­i­er in lat­er entries, but this frus­trat­ing mechan­ic began here and does not enhance the series in any way. 
Despite some frus­tra­tions with the game, it’s a nice, relax­ing start to a fun, quirky series. Mod­ern fea­tures may be a draw for the lat­er games, but don’t let the orig­i­nal fool you. There’s a won­der­ful life to be had even in the 16-bit starter.

Columns — Issue 45

Columns stacks up against Tetris juggernaut

As the faith­ful read­ers of GI know, I’m a child of the ’80s and ’90s. I owned an NES, Gen­e­sis and a Game Gear, but not a Game Boy. To sat­is­fy my portable gam­ing needs, I got a few Game Gear games that would hold my atten­tion. I’m not much of a puz­zle man, but one stood out as an alter­na­tive to the high­ly pop­u­lar Tetris at the time: Columns.
Columns’ game­play is sim­i­lar to Tetris, except that you’re match­ing var­i­ous gems with each oth­er before their row known as — you guessed it — columns stack up, ulti­mate­ly end­ing your game. The game back­sto­ry claims that its ori­gins hails from Mid­dle East­ern mer­chants with also a lit­tle bit of Greece mixed in. 
Con­trol of the columns is sim­ple: Guide the columns’ rows and arrange pieces to fit. It’s a sim­ple con­cept that is quick­ly under­stood. You can be a new­bie or a puz­zle expert and still jump into play­ing. There’s also an option to change the items from jew­els, to fruit, dice, or tra­di­tion­al play­ing card suits, which livens up the game­play slightly. 
The graph­ics are top-notch in both ver­sions. The graph­ics are col­or­ful and more than just bricks being moved around. They look good even in a small set­ting like the Game Gear. 
The music in Columns varies from ancient Roman tunes to a futur­is­tic beat that is calm­ing dur­ing game­play. The sound­track is a nice men­tal break for the mind, which helps when you’re pos­si­bly fran­ti­cal­ly mak­ing matches. 
Columns is an under­es­ti­mat­ed crown jew­el that shines on all Sega sys­tems. It’s a fun alter­na­tive to Tetris with a nice calm­ing effect to boot. Hunt down this dif­fer­ent but bril­liant puz­zle choice. 

 

Build­ing blocks of Columns

In 1989, Jay Geert­sen, a devel­op­er for Hewlett-Packard, was look­ing to port a soft­ware tool to HP’s in-house oper­at­ing sys­tem for its work com­put­ers. Geert­sen believed there was a bet­ter way to learn skills and have fun at the same time. He came up with mod­i­fy­ing Tic Tac-Toe and applied it as a way to help soft­ware engi­neers prac­tice their pro­gram­ing. The result: Once they heard about Geert­sen’s work through third par­ties, Sega called him and inquired about devel­op­ment. Check out his sto­ry through this link: https://www.pressreader.com/uk/retro-gamer/20190711/281599537055264.

Beetle Adventure Racing — Issue 45

Adven­ture of a life­time races on the scene

Smooth with no chas­er. Bee­tle Adven­ture Rac­ing is like a fine cognac: No filler, no BS. It’s just a fine rac­ing game fea­tur­ing the pop­u­lar-in-1999 redesigned Volk­swa­gen New Bee­tle. Like that cognac, it’s what you want in an expe­ri­ence, but you wish there was more at the end of the glass.
Bee­tle Adven­ture Rac­ing, while short on sto­ry, is a rac­ing dream. There isn’t much to the sto­ry oth­er than you’re rac­ing against oth­er Bee­tle dri­vers on six var­ied tracks. There are sev­er­al modes includ­ing a time tri­al, cham­pi­onship and two-play­er duel, but that’s about it. You’re also rac­ing with only Bee­tles, though they vary in col­or with dif­fer­ent stats. There are two unlock­able Bee­tles, but that’s pret­ty much all there is in terms of rewards. The depth real­ly lies in the tracks and their nooks and cran­nies. There are a ton of secrets and short­cuts that help in the point-gath­er­ing modes or to shave time in the time tri­als, and that sort of makes up for the lack of every­thing else. Sort of.
While the rewards are sparse, the pre­sen­ta­tion is not. Bee­tle Adven­ture Rac­ing looks and plays won­der­ful­ly. The envi­ron­ments look great for a Nin­ten­do 64 game and real­ly make the game pop over­all. And it also plays well. The rac­ing is smooth and lithe, mak­ing for a sat­is­fy­ing expe­ri­ence when tak­ing curves or final­ly land­ing a short­cut path.
Of spe­cial note is the sound­track. It’s only six tracks plus a few oth­er menu tunes, but this is a fan­tas­tic sound­track. The tracks work well with the rac­ing locales, and almost all of them are bangers. Our long­time favorite is Mount May­hem, the snow lodge moun­tain track. We’ve been bump­ing that as long as the game has been out in var­i­ous for­mats, and 24 years lat­er we con­tin­ue to do so. It’s that good and comes with high praise.
Our only caveat with Bee­tle Adven­ture Rac­ing is that the dif­fi­cul­ty lev­el is slight­ly out of bal­ance. It could use some tweak­ing so that you see the lat­er rac­ing tracks a lit­tle more often. Giv­en that it’s hard to find some of the point box­es on the tracks and you need them in order to earn con­tin­ues, it should be eas­i­er to obtain for the lat­ter por­tions of the game.
Aside from the pun­ish­ing dif­fi­cul­ty, the game is prac­ti­cal­ly per­fect. There isn’t much to feast on, but when you can feast it’s among if not the best rac­ing game on the N64. It’s a heck of an adven­ture whether you’re a Bee­tle enthu­si­ast or not. V dub or bust.