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.

Final Fantasy Anthology — Issue 42

Reach­ing a new audience

Chances are, if you’re think­ing about buy­ing this retro pack­age of Final Fan­ta­sy, you’ve already played at least one of the two games includ­ed. So, why buy this? Because the pack­ag­ing is the draw, and it’s a must-own if you like the Final Fan­ta­sy series.
Let’s start with the obvi­ous: Final Fan­ta­sy Anthol­o­gy does not have a lot of Final Fan­ta­sy games includ­ed. Two clas­sics with inter­est­ing and sto­ried back­grounds are here: Final Fan­ta­sy V and Final Fan­ta­sy VI. Until this release, Final Fan­ta­sy V had nev­er been trans­lat­ed and released in the U.S because it was deemed too hard for the mar­ket. Final Fan­ta­sy VI was released in the U.S. as Final Fan­ta­sy III. It was a crit­i­cal dar­ling in both mar­kets and is wide­ly regard­ed as one of the best retro-era Final Fan­ta­sy games and role-play­ing games ever. So, Square Enix putting these two games togeth­er in a pack­age would kill two birds with one stone: Good sales — near­ly a mil­lion copies sold — and intro­duc­tion of a “lost” game to the bare­ly tapped mar­ket. Square Enix suc­ceed­ed on both fronts.
Released in the U.S. and PAL regions, FF Anthol­o­gy fea­tures FFV and FFVI in full with new CG intro­duc­tion movies for both games. Although we have reviewed FFV pre­vi­ous­ly (see 2Q2010 issue), we have nev­er reviewed FFVI. Just know, how­ev­er, that both games are fan­tas­tic, with FFV as our choice to play in the pack­age. Both games have a deep sto­ry with mem­o­rable char­ac­ters that you come to know and love by the end of your adven­ture, and beau­ti­ful graph­ics and stun­ning sound­tracks. It’s a tes­ta­ment to the strong sto­ry­telling found in the retro FF era, and the pack­age is bet­ter for includ­ing these two games particularly.
Round­ing out the pack­age is the oth­er high­light: The includ­ed bonus sound­track CD. The sound­track fea­tures 22 of the best tracks from both games, with our favorites com­ing from the FFV por­tion. FFVI does have some bangers, also, so the sound­track is great addi­tion all around. 
What you should care about — and why you should buy this pack­age — is the fact that you’re get­ting the best of the 2D Final Fan­ta­sy games. Add in that sound­track CD, which is like a gate­way to FF music, and you have a good deal with in-depth game­play to boot. This is Square Enix at its best before it embraced the 3D era for its flag­ship role-play­ing series.

Ultimate NES Remix — 3Q2015 issue

The ulti­mate retro package

It’s one thing to trade off of nos­tal­gia. And we all know Nin­ten­do does that often and well. What we don’t often get to see is Nin­ten­do using its his­to­ry to change the way its games are played. Until now. That’s where Ulti­mate NES Remix comes in. The ques­tion is, do you want to play these remixed games again and at what price?
Remix takes a few of your favorites NES titles and adds dif­fer­ent con­di­tions to them in an attempt to spice things up a bit. In Super Mario Bros., for instance, you have to reach the goal in a cer­tain amount of time or defeat a cer­tain num­ber of ene­mies with­in a time lim­it. That’s the mun­dane stuff in the begin­ning. Lat­er edicts get hard­er the fur­ther down a game’s list you go so as to pro­vide more of a chal­lenge. Whether or not you enjoy these chal­lenges depends sharply on whether or not you enjoy play­ing games you prob­a­bly already have played and want to see some­thing dif­fer­ent with­in them.
While the chal­lenges may be dif­fer­ent, there isn’t much else dif­fer­ent about the games. The music and graph­ics from the 8‑bit era remain intact and about the only thing that’s changed is the slick mod­ern pack­ag­ing of the Ulti­mate Remix itself and the addi­tion of leader­boards and cham­pi­onship mode. So, don’t come into this expect­ing depth or some mag­i­cal upgrade to mod­ern day stan­dards of graphics.
If you enjoy the days of yes­ter­year and can and will pay $30 for a com­pi­la­tion chal­lenge pack­age, by all means shell out for Ulti­mate NES Remix. The chal­lenges are amus­ing for the most part, and there are a few extras that make play­ing through the mul­ti­tude of games offered (16 in all) a real treat. But take it with a large grain of salt and look at it for what it is: A chance to drag the orig­i­nal NES games out that you loved as a kid, more than like­ly, to get a piece of your now-adult wal­let. Ulti­mate­ly, this could have been a lot more.