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.

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.

Sonic the Hedgehog 2 — Issue 45

Son­ic reigns supreme in sec­ond outing

Ah, Son­ic the Hedge­hog. Sega’s top mas­cot has had a bit of a revival late­ly. From tril­o­gy games on the Gen­e­sis and oth­er sys­tems devel­oped by Sega and its com­peti­tors to com­ic books and var­i­ous mer­chan­dise, car­toon series and two block­buster movies, Son­ic and Co. are liv­ing large. He reached a sim­i­lar zenith in his sec­ond game — Son­ic the Hedge­hog 2 — which also intro­duced fans to his equal-yet-unique part­ner, Miles Prow­er aka “Tails” (because he’s a two-tailed fox) who joins our favorite blue speedy demon in a new bat­tle to stop Dr. Robotnik. 
In Son­ic 2, Son­ic and Tails and their friends are enjoy­ing peace­ful days on West Island until Dr. Robot­nik and his cronies arrive, kid­nap­ping the inhab­i­tants, and trans­form­ing them into robot­ic slaves. The slaves would help Robot­nik search for the leg­endary Chaos Emer­alds, which he plans to use to pow­er his space sta­tion. With Robot­nik’s lat­est threat, It’s up to Son­ic and Tails to find the Emer­alds to foil Robot­nik and his dreams for world domination. 
Game­play in Son­ic 2 is much like the first Son­ic game, but with some new addi­tions. Each lev­el or “act” (there are 20 in total) will have you bash­ing ene­mies and avoid­ing var­i­ous haz­ards such as spikes and bot­tom­less pits. While dash­ing through you must uti­lize some patience and tim­ing to avoid these var­i­ous obsta­cles. Son­ic is still easy to con­trol but he now also has a cool new trick called the Spin Dash. This lets him go even faster and take down more ene­mies. Tails has the same skills, but his two tails give him a lit­tle more flair. 
Son­ic 2 has the option of Son­ic or Tails going after Robot­nik alone or join­ing forces in either sin­gle- or two-play­er modes. Robot­nik has some new allies in the form of a robot­ic mon­key named Coconuts and a robot­ic crab named Thrash­er whose shell is com­prised of a pin­ball bumper. With Robot­nik hav­ing new meth­ods to attack and hench bots to car­ry them out, the usu­al powerups (Rings, Speed Sneak­ers, and invin­ci­bil­i­ty) are vast and abun­dant, but Son­ic and Tails can take advan­tage of a new pow­er shield that gives tem­po­rary pro­tec­tion against hits. 
The graph­ics are of 16-bit qual­i­ty, but they do an excel­lent job of shin­ing, whether it’s char­ac­ters or back­grounds. Each stage is burst­ing with high ener­gy col­or; the Chem­i­cal Plant Zone, Metrop­o­lis Zone and the bonus stages are my some of my per­son­al favorites. 
I was pleased with Son­ic 2’s music from begin­ning to end as it paired per­fect­ly with the stages, beat by beat. The Green Hill, Chem­i­cal Plant, Casi­no Night and Mys­tic Cave zones hit the spot with spe­cial recog­ni­tion for the Sky Chase Zone for its relax­ing beats. 
Son­ic 2 is wor­thy of revis­it­ing often, espe­cial­ly if you want to expe­ri­ence 16-bit gam­ing at its finest. There is no doubt that Son­ic 2 would be a sure-fire hit game to intro­duce to a new gen­er­a­tion of gamers look­ing to expe­ri­ence good old-school gaming.
Son­ic the Hedge­hog 2 is a cer­ti­fi­able banger in the annals of video game his­to­ry. One of the best sequels ever released kept Sega in the 16-bit wars and gave us leg­endary Son­ic game­play that still holds up. Spin Dash on blue blur.

 

Altered Beast — Issue 44

Beast & Co. alter gaming

As a young lad grow­ing up in the era of arcades (AKA the gold­en age of gam­ing) one of the for­mer kings of gam­ing, Sega was the name that had instant recog­ni­tion with me. From titles like After Burn­er, Out­run, Shi­no­bi, and Vir­tu­al Fight­er, Sega has mas­tered the art of sep­a­rat­ing one from their gam­ing tokens with­out fail. Dur­ing my arcade trav­els, I saw a Sega title that turned out to be not only a clas­sic arcade hit, but also was the inspi­ra­tion for the Bloody Roar series: the revered but maligned Altered Beast for the Genesis.

In Altered Beast, you take on the role of an ancient Roman Cen­tu­ri­on war­rior res­ur­rect­ed by Zeus to res­cue his daugh­ter Athena who was kid­napped by the under­world ruler Neff. As this unnamed war­rior, you do have a small-but-pow­er­ful advan­tage over Neff and his armies: the abil­i­ty to pow­er up into var­i­ous beasts that change the tide of the bat­tle. With this abil­i­ty, the Cen­tu­ri­on war­rior sets off on his divine man­date to res­cue Athena and defeat Neff. 

Game­play of Altered Beast is real­ly sim­ple: As some­one who played side-scrolling games, I instant­ly took to the basic punch, kick and jump mechan­ics. As you go through each ene­my, you’ll get a pow­er-up orb that lit­er­al­ly says “Pow­er-up!”; this made me think that Zeus came down and gave com­mands. On the third pow­er-up, you’ll go into your actu­al beast mode, which con­sists of forms such as a drag­on, were­wolf, were­bear, weretiger, and a gold­en were­wolf, each with their own unique pow­ers. At this point, I’m think­ing that this game is the ori­gin for the pop­u­lar phase “Beast Mode.” At the end of each lev­el, you bat­tle Neff in var­i­ous forms. The graph­ics are pret­ty good for a tran­si­tion from arcade to 16-bit con­sole with lit­tle notice­able dif­fer­ence in qual­i­ty for the time period. 

Altered Beast does have a few flaws: When you defeat Neff at the end of each stage, he some­how takes away your pow­er-up forms as a last part­ing shot, which is obnox­ious. Also, the brief inter­mis­sion scenes are grainy, mak­ing it hard to under­stand what’s going on. On the bright side, the replay val­ue is awe­some for those who want to relieve the gold­en days of the Gen­e­sis and those who want side scrolling action with a mix of horror.

Altered Beast is one of Sega’s clas­sic gems that is wor­thy of anoth­er look. There was a mod­ern-day remake released in 2005 for PS2, but it was crit­i­cal­ly panned. For­tu­nate­ly, Sega decid­ed to give Altered Beast anoth­er look, this time plac­ing it among its oth­er well-known prop­er­ties in var­i­ous TV and film projects. Sega altered the side-scrolling land­scape with this epic tale of good ver­sus evil.

Golden Axe — Issue 44

A gold­en era of gaming

I know I’ve cov­ered a lot of Sega games, but I’m a big fan. I par­tial­ly owned a NES, a Mas­ter Sys­tem and a Gen­e­sis, and while I did not have a lot of games for those sys­tems, I enjoyed the games that I had for them, espe­cial­ly the Gen­e­sis. One of those games has an arcade back­ground shared with Gaunt­let with ele­ments of the Dun­geons and Drag­ons table­top games. If you old­er read­ers know what I’m talk­ing about, respect. For you younger read­ers, lis­ten and learn of the tale of Gold­en Axe.

Inspired also by the Conan the Bar­bar­ian movie series of the 1980s, Gold­en Axe gives you a choice of three war­riors: Ax Bat­tler, who wields a broadsword; Gilius Thun­der­head, a dwarf war­rior with a bat­tle ax; and, an Ama­zon­ian war­rior, Tyris Flare, whose weapon of choice is a longsword. These war­riors were brought togeth­er by twist of fate thanks to an evil enti­ty known as Death Adder, who has cap­tured the king­dom of Yuria along with its king and his daugh­ter. The three heroes have also lost loved ones at Death Adder’s hands and set off on their quest to destroy Death Adder and restore hope and peace to Yuria. 

Game­play is sim­ple with each char­ac­ter have the basic attack, jump and spe­cial attacks you find in reg­u­lar side-scroller games. The one major advan­tage that Ax, Gilius, and Tyris have is their unique abil­i­ty to cast mag­ic spells that does seri­ous dam­age to all ene­mies on screen. How­ev­er, this spe­cial attack comes with two caveats: mag­ic ener­gy has a high cost and pro­tect­ing your nec­es­sary mag­ic potions from thiev­ing elves is a chore. Now, this is the part where you ask, “what’s the pay­off with the char­ac­ter’s mag­ic attacks?” Good ques­tion! Tyris wields fire mag­ic, Ax’s spe­cial­ty is earth spells and my favorite char­ac­ter, Gilius, lit­er­al­ly brings the thun­der with light­ing spells. It’s easy to under­stand the mechan­ics and use every­thing in the heat of battle. 

If there was one neg­a­tive thing that I found about Gold­en Axe, it’s that it’s too short on game­play. The first stage is set on a giant sea tur­tle that moves across the sea in the sec­ond stage. You move to a sleep­ing giant eagle in the third stage and are trans­port­ed to the fourth and final stage by said eagle. That’s entire­ly too short of an adven­ture. Eas­i­ly there could have been a few more stages to flesh out the story.

The music has a strong com­bi­na­tion of hero­ic and fairy­tale beats that are not too shab­by but is a per­fect fit for the game. The replay val­ue is pret­ty good for a 16-bit game that has a short lev­el of game­play. Over­all, this is a valiant effort by Sega to be cre­ative with a game that has poten­tial sad­ly but lacks creativity.

While it can be fun to play, the game need­ed some pol­ish and a lit­tle bit more finesse to real­ly shine. You’ll pull some hair at the length and some ele­ments, but over­all, it’s a decent hack ‘n slash. Just exer­cise calm and steadi­ness in this promis­ing yet cru­el venture.

Star Gladiator — Episode 1: Final Crusade — Issue 43

Cap­com’s space opera side series sad­dles up

I pre­vi­ous­ly reviewed Plas­ma Sword, the sequel to Cap­com’s 3D weapon fight­ing game Star Glad­i­a­tor. I played Plas­ma Sword and real­ly liked Cap­com’s approach that com­bined ele­ments from Star Wars with ele­ments of ani­me and fight­ing games. Years lat­er, hav­ing played games like Soul­cal­ibur, I want­ed to play a fight­ing game with weapons. I’m glad I got my hands on the first game in the series, Star Glad­i­a­tor — Episode 1: Final Crusade.
In Star Glad­i­a­tor, in the year 2348 humans have explored space for cen­turies, allow­ing for reg­u­lar peace­ful and trade rela­tion­ships with var­i­ous alien life­forms. Unfor­tu­nate­ly, some alien species have made threats against Earth, result­ing in a defense project cre­at­ed by Dr. Edward Bil­stein that uses ener­gy of the human mind or plas­ma pow­er. Once the project became known, Bil­stein gained fame and prof­it. How­ev­er, the Earth Fed­er­a­tion uncov­ers that Bil­stein engaged in unlaw­ful human exper­i­men­ta­tion dur­ing plas­ma pow­er research and impris­oned him in a satel­lite. Four years lat­er, a fed­er­a­tion base was attacked by dis­ci­ples of Bil­stein known as the Fourth Empire. With the Fourth Empire’s attacks toward Earth con­tin­u­ing, the Fed­er­a­tion’s hopes rely on a project allow­ing plas­ma-pow­ered users to acti­vate their gifts on a whim. That pro­jec­t’s name is Star Gladiator.
Star Glad­i­a­tor is a com­plete depar­ture from usu­al set­up for fight­ing games like Street Fight­er and Dark­stalk­ers. Instead of using a six-but­ton scheme for punch­es and kicks, Cap­com used a four-but­ton set­up that resem­bles Soul­cal­ibur. You have but­tons assigned for kicks, defense, and weapon attacks. I found this sim­ple and easy as I did not strug­gle with fight mechanics. 
You also have use of two counter moves called Plas­ma Revers­es: One is called a Plas­ma Reflect, which allows block­ing of an oppo­nen­t’s move and stun­ning them for a brief peri­od. The oth­er, Plas­ma Revenge, allows you to counter an oppo­nen­t’s fast attack while you unleash your own light­ing attack. Star Glad­i­a­tor also intro­duces the Plas­ma Com­bo Sys­tem, which allows you to set­up rapid attacks that, with the right tim­ing, can result in a tech­nique called Plas­ma Final that inflicts major dam­age. Final­ly, anoth­er stand­out fea­ture in Star Glad­i­a­tor is the plas­ma strike abil­i­ty that lets you deliv­er heavy dam­age, if timed per­fect­ly on the opponent. 
Keep­ing with the mechan­ics, let me deliv­er a safe­ty warn­ing: This game has a rotat­ing and hov­er­ing are­na that may cause motion sick­ness. With the rotat­ing are­na, if you are knocked out of bounds, you will lose auto­mat­i­cal­ly. I learned a hard les­son about using the Plas­ma Reflect and Plas­ma Final tech­niques: Like any oth­er weapon-based fight­er, your tim­ing must be accu­rate; oth­er­wise, your char­ac­ter will be open for a ring-out attack or Plas­ma Final that will end the round before you can blink. And, for those who see the Plas­ma Strike as an easy use any­time weapon: Plas­ma Strike is an impres­sive move; how­ev­er, it can only be used once per round. 
The graph­ics and music are top tier for a 3D fight­ing game from the era it was released. It looks good and tries hard but with­out being over the top. The replay val­ue is strong and is a great show­case for the start of the 3D weapon fight­er genre. 
Star Glad­i­a­tor is a clas­sic 3D fight­er that showed how fight­ing games tran­si­tioned from the arcade to the home mar­ket. I com­mend Cap­com for think­ing for­ward and not rely­ing on the same for­mu­la. Star Glad­i­a­tor is an exam­ple of Cap­com’s bril­liance in the fight­ing game are­na and the series is long over­due to return. There’s cer­tain­ly room for it in today’s space.

Resident Evil 2 — Issue 43

Evil still tak­ing up res­i­dence in PSOne classic

Ah, Res­i­dent Evil, you’re a plea­sure and a bane of my exis­tence. Cap­com’s sur­vival hor­ror series has enthralled its fans and raked in mil­lions of dol­lars from fol­low-up install­ment games, a Hol­ly­wood movie series, three CGI ani­mat­ed movies and a poor­ly stream­ing Net­flix show. It’s safe to say that Cap­com has been push­ing Albert Wesker and com­pa­ny hard on that big Umbrel­la plan­ta­tion. One of those gems of RE intro­duces two fan favorites in the series’ uni­verse: Claire Red­field and Leon S. Kennedy. They make up the sequel that’s loved, though not with­out its prob­lems: Res­i­dent Evil 2.
RE2 takes off a few months after the events of the first Res­i­dent Evil dur­ing in which Jill Valen­tine, Chris Red­field and the rem­nants of the Spe­cial Tac­tics and Res­cue Ser­vice (S.T.A.R.S.) of the Rac­coon City Police inves­ti­gat­ed a series of bizarre mur­ders that took place in the near­by Ark­lay Moun­tains. The mur­ders took place in a man­sion used for cov­er­ing up ille­gal sci­en­tif­ic research con­duct­ed by Umbrel­la Inc. After defeat­ing Umbrel­la’s secret pro­to­type know as tyrant, the S.T.A.R.S. was able to trig­ger the man­sion to self-destruct, destroy­ing Umbrel­la’s evil plan and leav­ing for parts unknown. A few months lat­er, Leon Kennedy starts his first day on the job as a mem­ber of a new­ly reformed Rac­coon City Police Depart­ment and dis­cov­ers that the city has been over­run with the walk­ing dead. As he search­es for the R.P.D head­quar­ters, he runs into Claire Red­field — sis­ter of the miss­ing Chris Red­field. Now trapped in a city of walk­ing corpses, they must find a way out of Rac­coon City and stop Umbrel­la’s lat­est plan for absolute power. 
Game­play of RE2 is like the first install­ment but with a twist. You have two discs ded­i­cat­ed to Leon and Claire. I found this to be strange at first but real­ized that they have dif­fer­ent back­sto­ries, which adds a lot of replay value. 
Con­trol of both char­ac­ters is sim­ple but requires use of the Dual Shock con­troller. Both char­ac­ters start off with reg­u­lar hand­guns but can find var­i­ous weapons such as shot­guns, cross­bows, and grenade launch­ers. No mat­ter which char­ac­ter you start with, I advise that you con­serve your ammo; much like the first game, it’s in short supply. 
Leon and Claire will meet two sub char­ac­ters — Ada Wong, a spy hire to recov­er a sam­ple of the virus that turned Rac­coon City into a city of zom­bies; and, Sher­ry Birkin, daugh­ter of the virus’ researchers who is try­ing to find her par­ents. In addi­tion to bat­tling legions of zom­bies, you’ll be deal­ing with gigan­tic spi­ders, zomb­i­fied crows and the lat­est Umbrel­la mon­stros­i­ty, Tyrant aka “Mr. X,” who is hard to kill and can appear at any time. The puz­zle ele­ments from the first game have returned, also hav­ing an enor­mous impact on play. 
The graph­ics are OK for the PS One, but the hideous in-game cam­era appears even more use­less than a tum­ble­weed as a car engine. The voice act­ing is OK but feels forced dur­ing the cutscenes. The music is out­stand­ing, meet­ing my expec­ta­tions from Cap­com’s sound team. The game still plays like a tank, which either appeals to your estab­lished RE sen­si­bil­i­ties or is a mas­sive turnoff. Take your pick.
“Res­i­dent Evil 2” con­tin­ues Cap­com’s for­ay in the sur­vival hor­ror genre. While a RE2 and RE3 remake were intro­duced to a new gen­er­a­tion of fans, it’s going to be awhile for me to ful­ly adapt to it. If you hear Mr. X’s theme music “X Gon’ Give It to Ya” by late rap leg­end DMX, either run and hide, or if you have it, present your rock­et launch­er to Mr. X; he’ll kind­ly apol­o­gize and go about his day. That’s the clas­sic you’re deal­ing with in Res­i­dent Evil 2.

QuackShot Starring Donald Duck — Issue 42

Don­ald the Explorer

As a child of the ’90s, I grew up on the “Dis­ney After­noon” car­toon line­up. All the shows received the video game treat­ment for either 8‑bit, 16-bit sys­tems or for both con­soles at the time. I had a Sega Gen­e­sis and won­dered when Dis­ney would license a game based on a DA show for Gen­e­sis. Lit­tle did I know, Sega had license deals with Dis­ney direct­ly, and like Dis­ney games made by Cap­com, Sega made a game that was­n’t anoth­er “Duck­Tales,” but was set in the series’ uni­verse and had its reg­u­lar char­ac­ters. His name is Don­ald Duck, and he made his debut in plat­form gam­ing in “Quack­Shot Star­ring Don­ald Duck.”
In Quack­Shot, Don­ald sets out on a trea­sure hunt stretch­ing across nine stages. One day in Duck­burg, Don­ald vis­its his Uncle Scrooge and while check­ing out his library, Don­ald stum­bles upon a mes­sage from King Grazuia, an old ruler of the Great Duck King­dom who has hid­den his leg­endary trea­sure across the world. Enclosed with the mes­sage is a map that Don­ald believes leads to trea­sure that would make him rich­er than Uncle Scrooge. How­ev­er, Big Bad Pete and his gang also find out about the trea­sure and set off after Don­ald, turn­ing the trea­sure hunt into a race to see who gets it first. 
Con­trol of our dar­ing adven­tur­er is sim­ple with the d‑pad and, com­bined with abun­dant options, ensures that you can set up move­ment, weapon use and dash­ing to spe­cif­ic buy­outs. Don­ald may have odds against him, but he has some advan­tages with his plunger gun uti­liz­ing yel­low plungers to stop Pete’s hench­men and oth­er foes tem­porar­i­ly with an unlim­it­ed sup­ply, and a reload­able pop­corn gun that shoots five ker­nels at once. Don­ald also has some of the “Duck­Tales” crew help­ing him: Nephews Huey, Dewey, and Louie pro­vide trans­porta­tion to each des­ti­na­tion, and Gyro Gear­loose pro­vides Don­ald with bub­blegum ammo that can break down obsta­cles. The MVP weapon in the game is the “quack attack,” which Don­ald can use to knock down any ene­mies instant­ly. I give cred­it to Sega for using Dis­ney’s knowl­edge of Don­ald’s tem­per. The graph­ics and music were excel­lent, live­ly, and bright for an appro­pri­ate­ly spry game.
The down­sides to “Quack­Shot” are few but are sim­i­lar­ly found in most plat­form games. You must ensure per­fect tim­ing for Don­ald when he either cross­es dan­ger­ous obsta­cles or per­forms his dash move. Also, mild­ly infu­ri­at­ing is small voice sam­ple usage for the char­ac­ters as this was not only a debut game for Don­ald, but also it is set in the Duck­Tales uni­verse. There was so much untapped poten­tial for rich, estab­lished his­to­ry. Final­ly, you can only start the game in Duck­burg, Mex­i­co, or Tran­syl­va­nia. To pass lat­er stages, you need a par­tic­u­lar item, so there is a lot of back­track­ing unnecessarily.
“Quack­Shot Star­ring Don­ald Duck” was one of the games that I start­ed off with as a Gen­e­sis own­er. A sol­id plat­former, it showed that Sega had tal­ent of devel­op­ing con­soles and leg­endary games using orig­i­nal and licensed char­ac­ters. Most impor­tant­ly, I got to see anoth­er Dis­ney clas­sic char­ac­ter get his lime­light in his first video game with a star­ring role. Car­ry on Don­ald, car­ry on.

Strider — Issue 42

The ulti­mate nin­ja warrior

Strid­er Hiryu. Best known for his appear­ances in the Mar­vel vs. Cap­com series, he has been con­sid­ered a top-tier char­ac­ter by play­ers and is con­sis­tent­ly pop­u­lar. Strid­er also appeared in a stand­alone game in 2014 for var­i­ous con­soles at the time. How­ev­er, Strid­er was already estab­lished, start­ing in 1989 with his orig­i­nal arcade release that was port­ed to the NES and to the Gen­e­sis in 1990 via Sega. It was titled, yep, you guessed it, “Strid­er.”
In the year 1998, after a series of dis­as­ters fell upon Earth, peo­ple across the globe real­ized their sit­u­a­tion and began to work togeth­er to rebuild. Four years lat­er, in an East­ern Euro­pean nation called Kaza­fu sev­er­al red dots appeared as the advance guard of the evil space being Meio. They caused imme­di­ate destruc­tion of Kafazu, Europe, and North and South Amer­i­ca, result­ing in 80 per­cent of Earth­’s pop­u­la­tion being wiped out. How­ev­er, on a small South Seas Island called Mora­los, a secret orga­ni­za­tion known as “Strid­ers” began to move to stop Meio’s reign of ter­ror. They sent their best agent, Hiryu, for­ward with the task of stop­ping Meio and his plans for world domination. 
Con­trol of Hiryu is sim­ple, allow­ing him to attack in either direc­tion, duck when fight­ing, and climb to reach high­er areas. Hiryu also has use of his plas­ma sword, Fal­chion, to assist in remov­ing ene­mies from any direc­tion on the screen. I also found that Hiryu has two reli­able tech­niques that are game-chang­ers: a slid­ing move that gets him in tight areas, and a cart­wheel move that allows you to glide from sur­face to sur­face while in a spin­ning wheel, mak­ing Hiryu unpre­dictable when he lands. Hiryu also can per­form a ver­ti­cal jump, hang­ing and squat­ting attacks with Fal­chion. Hiryu will also get some mis­sion sup­port from three bat­tle robots: Dipo­dal Saucer, which fires light­ing bolts wher­ev­er Hiryu swings Fal­chion; RoboPan­ther, which cov­ers Hiryu from frontal attacks; and, Robot Hawk, which assists Hiryu by severe­ly attack­ing air­borne ene­mies. Apart from the usu­al powerups in hack-and-slash games, there’s also a powerup that increas­es Fal­chion’s power.
The music is accept­able for each stage, match­ing its theme with a few stand­out tracks for the levels. 
As much as I love Strid­er, there are a few flaws. The chal­lenge is on full dis­play from the moment you hit start. In the options screen, you can add up to five lives for Hiryu, but you must frus­trat­ing­ly hunt down extra lives and score points to acquire the rest. You also have an obnox­ious time lim­it for each stage; if you don’t clear a lev­el in time, you’ll lose a life. I also found it frus­trat­ing that Hiryu can gain up to five life bars, but if he has a sup­port part­ner, that can be tak­en away if he suf­fers too much dam­age. That makes his mis­sion much more dif­fi­cult unnec­es­sar­i­ly at times. 
Strid­er is per­fect for any­one who wants to act out their post-dystopi­an hero fan­tasies with­out fear of pos­si­ble legal ret­ri­bu­tion. It’s an endur­ing clas­sic that has tran­scend­ed the hack-and-slash genre and made a name for itself in the fight­ing game com­mu­ni­ty via the MvC series. If there was ever a time that I wish that Strid­er Hiryu was real and ready to kick a cer­tain vil­lain­ous coun­try’s ass, that time is now. Hail, Hiryu-sama.

Mega Man 9 — Issue 41

Blue Bomber relives glo­ry days in No. 9

Ah, Mega Man and Dr. Wily. Capcom’s con­tri­bu­tion to video game rival­ries have bat­tled through numer­ous episodes in the 8‑bit, 16-bit and first PlaySta­tion era. These infa­mous icons have tak­en their bat­tle of good vs. evil to anoth­er bat­tle­field: next-gen­er­a­tion con­soles. Like many fans of the Blue Bomber, I won­dered how Cap­com would present Mega Man and com­pa­ny to a new audi­ence while keep­ing ded­i­cat­ed fans like myself invest­ed in new adven­tures. Mega Man 9 hit the spot.

Mega Man 9 is exact­ly like pre­vi­ous Mega Man games of the 8‑bit era: Easy to play. Using the PS3’s d‑pad made me feel that I was play­ing on the NES with sim­pli­fied con­trols. When Mega Man defeats a Robot Mas­ter, he acquires that boss’ weapon which — along with his Mega Buster — make up the meat of his con­trols. I have only two issues with this fea­ture: You can­not use a charged Mega Buster blast like in Mega Man 4; and, you must acquire weapon pow­er-ups to keep the spe­cial weapons run­ning prop­er­ly. Mega Man does have help in his lat­est adven­ture with his help­ful canine, Rush, and allies Eddie, Beat and Roll, who sup­ply spe­cial gad­gets in exchange for screws via their shop between stages. Sav­ing all col­lect­ed screws when pur­chas­ing cer­tain items is a smart move. 

The graph­ics in Mega Man 9 are 8‑bit qual­i­ty and nos­tal­gic, which I com­mend Cap­com for doing. It looks like Mega Man of yes­ter­year, which is always a good thing. The music was also a win since it stayed with each stage’s design. 

I felt that as an old­er gamer, Mega Man 9 was not only sim­ple, but also fun. I didn’t have to wor­ry about time lim­its or oth­er friv­o­lous things that would induce rage quit­ting. Every­thing was Mega Man ori­ent­ed, just as it should be.

Mega Man 9 is a game for not only Mega Man fans, but also for those who want to expe­ri­ence 8‑bit gam­ing on a next gen­er­a­tion con­sole. Who­ev­er said that gam­ing clas­sics can’t keep atten­tion like new­er triple‑A titles obvi­ous­ly have not played a clas­sic series like Mega Man and cer­tain­ly haven’t run into Mega Man 9. 
Car­ry on, Blue Bomber. Car­ry on.