ChuChu Rocket! — 4Q2014 issue

Pho­tos cour­tesy of Gamefaqs.com

An epic cat and mouse game

Cats in rock­ets try­ing to kill mice. As well as being weird, the age-old con­cept of a cat-and-mouse game is sur­pris­ing­ly addic­tive. In the form of the Dream­cast’s ChuChu Rock­et, the con­cept man­ages to jump the bar­ri­er of weird and branch into the realm of entertaining.

The game of cat-and-mouse is sim­ple: Lead mice to safe­ty in your rock­et with well-placed arrows while avoid­ing cats that oth­er play­ers will send to hunt the mice. The more mice you have left alive at the end, the bet­ter. It’s not hard to get start­ed once you have that basic under­stand­ing of the game, and it quick­ly becomes an addict­ing exer­cise of fran­tic fun to keep mice alive.

The fun thing about ChuChu Rock­et is the sheer ran­dom­ness of every­thing hap­pen­ing on the play­ing field. There are so many fac­tors that can affect your mice total at the end of a round that it’s impos­si­ble to win by tal­ent at mov­ing rodents alone. One must con­sid­er the fact that only three arrows can be placed by a char­ac­ter at any giv­en time. With lev­el lay­out also tak­en into con­sid­er­a­tion, the idea that you can be in the lead for five sec­onds and that be enough to win is a real pos­si­bil­i­ty. Throw in the pow­er-up aspect and con­stant­ly chang­ing con­di­tions of the match area and there is a real recipe here for dis­as­ter dis­guised as fun.

It’s a good thing that the game is so fun to play because the graph­ics and the music sure aren’t going to draw you in by them­selves. The game looks like a 1999 game, which isn’t to say it’s hor­ri­ble, but it isn’t pret­ty, either. The graph­ics date them­selves might­i­ly, but that’s not real­ly any­thing to be ashamed of, since ChuChu Rock­et does­n’t exact­ly need to get by on the qual­i­ty of the scenery. The music is noth­ing to write home about, and frankly, I played with it turned off for the major­i­ty of the time that I’ve owned the game. It real­ly adds noth­ing to the over­all expe­ri­ence and after a short time, it becomes rather irri­tat­ing. But, like the graph­ics, it isn’t real­ly what you came here for.

What you’re going to take away from ChuChu Rock­et depends on what you’re look­ing for. In this day and age, 15 years after its orig­i­nal release, you can take a sol­id par­ty game from this that’s a high­ly quirky title wor­thy of many replays or you can see a weird 15-year-old game about cats chas­ing mice with ques­tion­able game con­di­tions attached. Rat infes­ta­tion issues aside, ChuChu Rock­et is a great rat race into nostalgia.

NBA Jam — 3Q2014 issue

Pho­to cour­tesy of Gamefaqs.com

The old king of the court

NBA Jam was — and still is — an expe­ri­ence. No, that’s not some pre­pos­ter­ous fluff dreamed up by an Nation­al Bas­ket­ball Asso­ci­a­tion maven like yours tru­ly. It was tru­ly an expe­ri­ence because if you were around at the time that Jam hit the streets, you’d remem­ber the sheer amount of hype that sur­round­ed the arcade release. You’d also remem­ber the hype that came home with it. Was it jus­ti­fied hype? Yes and no.

You see, Jam rep­re­sent­ed the start of the exag­ger­at­ed sports game era, the type of game where the play­er ani­ma­tions were over the top and the action just as extreme. Throw in a pletho­ra of secrets — like play­ing as Pres­i­dent Bill Clin­ton — and the hype went into over­drive. The game isn’t bad and it most­ly lived up to its billing. The sim­ple set­up of two-on-two bas­ket­ball and fast-break bas­ket­ball helped cer­tain­ly, and the ani­ma­tion isn’t bad at all. The play­er inter­ac­tion is where it most­ly suc­ceeds, actu­al­ly. At the time,

Pho­to cour­tesy of NIntendolife.com

there was no oth­er place to get the kind of play that Jam offers: Crazy dunks, the abil­i­ty to be on fire from great shoot­ing and street ball-type rules. It’s that offer­ing that made it a phe­nom­e­nal success.

Jam does­n’t stum­ble in its race to be an in-your-face baller expe­ri­ence. That street ball play­er inter­ac­tion means you don’t have to learn much about the game to suc­ceed and play well. The con­trol is sim­ple yet has a lay­er of depth that means any­one can do well at any skill lev­el. The atmos­phere could be a lit­tle bet­ter with a bet­ter sound­track, but what will make you take notice is the announc­er. If there’s any­thing you will remem­ber about the game, it’s Tim Kitzrow shout­ing to the top of his lungs that a man is “on fire” or “BOOMSHAKALAKA.”

The graph­ics, like the sound­track, are noth­ing to get excit­ed about. There’s a sta­t­ic crowd except for the court­side folk, and then there’s the play­ers. Jam pop­u­lar­ized the over-exag­ger­at­ed look for play­ers, and it cer­tain­ly had its uses. It’s not out of place for Jam, and it brings a cer­tain atmos­phere to the action that Jam ben­e­fits from.

If there’s ever a rea­son to play NBA Jam, find it in the car­toon­ish action, sound and look. That’s where the fun is, and the main rea­sons why the game suc­ceed­ed in liv­ing up to the hype (most­ly) that broke back­boards in the old­en days of 1993.

SSX Tricky — 3Q2014 issue

Pho­tos cour­tesy of MobyGames.com

Grab your gear and hit the slopes

SSX can get a lit­tle … well … Tricky. OK, yes, I went for the easy joke, but it’s one that can be made with a sol­id title in SSX Tricky. Tricky tends to take the best things about the SSX fran­chise and make them bet­ter. And that’s bet­ter for every­one because snow­board­ing games of the time weren’t exact­ly fresh­ly pow­dered experiences.

Tricky set­tles into its role as a snow­board­ing sim­u­la­tor with slick visu­als and an added bonus of inter­est­ing char­ac­ters. The eas­i­est way to describe play­ing Tricky is that it’s you ver­sus the moun­tain, and well, some­times you ver­sus the oth­er char­ac­ters ver­sus the moun­tain. While the World Cir­cuit mode is tout­ed as a main attrac­tion — and it is cer­tain­ly is for sev­er­al rea­sons — the mode that does the most for me is Free Ride. There’s noth­ing quite like run­ning down the tracks and pulling off tricks with­out oth­er char­ac­ters to annoy you. The char­ac­ters aren’t real­ly that annoy­ing, and the rival­ry sys­tem is fun, but I pre­ferred my soli­tude while learn­ing the game and Prac­tice and Free Ride pro­vid­ed that easily.

Those slick visu­als are also on dis­play through­out the dif­fer­ent modes, and it imme­di­ate­ly sets the game apart from its com­pe­ti­tion of the time. The game flat-out looks great on the Game­Cube, and the oth­er con­sole ver­sions looked great, too. The Game­Cube ver­sion has an inter­est­ing con­trol scheme that lends itself to rolling down the slopes, and it’s intu­itive and becomes sec­ond nature as you become more com­fort­able pulling off var­i­ous tricks. For that increas­ing lev­el of com­fort, you are reward­ed with big­ger and bet­ter items that should help you improve as well as make you look a lit­tle bet­ter on the track. It’s that dri­ve to unlock these good­ies and tracks that keeps you com­ing back to Tricky.

That’s all along­side the sound­track, which is excel­lent, too. There are a few vocal pieces with the instru­men­tal tracks for the dif­fer­ent lev­els, and all are appro­pri­ate for the atmos­phere EA wants to con­vey. In par­tic­u­lar, the remix of Run DMC’s mas­sive hit “Tricky” is the high­light — as it should be. If it’s the main theme of the game, it should stand out, which it man­ages to do so. It nev­er gets old to hear the trio’s 1986 hit sam­pled and remixed (editor’s note: ’80s rap nev­er gets old, in any sit­u­a­tion) while throw­ing down mas­sive tricks on a treach­er­ous moun­tain. And, believe it or not, the voice act­ing adds to the game as well. Usu­al­ly, a ful­ly famous all-star cast of voice actors pro­duces mixed results. How­ev­er, Tricky is an excep­tion to that rule. Folks like Lucy Liu, Oliv­er Platt, Patri­cia Velasquez and Bil­ly Zane deliv­er sol­id results.

With three oth­er sequels and a reboot in 2012, Tricky has had the chal­lenge of stand­ing out in a crowd­ed library of titles fea­tur­ing snow­board­ing. But it’s not that hard to do when it’s got good mechan­ics and great atmos­phere, a rather tricky feat to accomplish.

Excitebike — 3Q2014 issue

Pho­tos cour­tesy of Gamefaqs.com

Noth­ing to get excit­ed over

Near­ly every­thing game indus­try leg­end Shigeru Miyamo­to touch­es turns to gold. The key­word there is near­ly. While it might be con­sid­ered blas­phe­mous in some cir­cles to ques­tion the god­like ten­den­cies of Miyamo­to-kamisama, there are some­times valid rea­sons strewn about his resume. Excite­bike is one of those excus­es to point to when some­one says that Miyamo­to is capa­ble of com­mit­ting no wrong in game design.

Excite­bike isn’t a ter­ri­ble game. In fact, it’s one of the bet­ter games to come out of the NES line­up. But that isn’t say­ing much in the long run. Excite­bike takes a sim­ple con­cept and makes a moun­tain out of a mole hill. So much so that if you have no idea how the game works, you’re not going to imme­di­ate­ly fig­ure it out just by rum­bling through a cou­ple of tracks. My per­son­al learn­ing curve stretched from age 8 to age 28, and it was only because I asked some­one about the nuances that I became a bet­ter player.

That’s the thing about Excite­bike, though: I get that it’s a real­ly sim­ple game. You, the dirt bike rid­er, are gift­ed and able to chal­lenge a mul­ti­tude of tracks. You aim for the high­est score, stay off the rough patch­es, use your boost to speed up and attempt to keep your bike lev­el with the course once you make big leaps. That’s the extent of the game. There’s a track edi­tor thrown in for good mea­sure and a sec­ond type of race that’s basi­cal­ly time tri­als. Sim­ple, right? Yes.

And frus­trat­ing. No one knows what I would have giv­en to know that press­ing A rapid­ly when you fall off your bike helps with recov­ery. I would have trad­ed my tiny king­dom in lit­tle old Colum­bia, S.C., to know that. It would have also helped to know that dri­ving over the arrows on the ground reduces bike tem­per­a­ture. Know­ing these two impor­tant pieces of infor­ma­tion might have made a dis­tinct dif­fer­ence in my con­tin­ued career of dirt bike rac­ing. But, alas, that dream went right out of the win­dow with my incli­na­tion to con­tin­ue rent­ing the cart back in the day.

If you want nos­tal­gia and you can appre­ci­ate being forced to learn the ins and outs of dirt bike rac­ing, by all means pop a wheel­ie in Excite­bike. But don’t be sur­prised with the unimag­i­na­tive locales, race lay­out and pen­chant for keep­ing you the play­er in the dark. Sim­ple con­cept? Check. Sim­ple con­trols? Check. Mario cameo? Triple check. But Shigeru Miyamo­to’s genius touch to make the game a bet­ter expe­ri­ence for the unini­ti­at­ed? Nope. That’s still sit­ting in the garage with my dri­ve to play the game as a frus­trat­ed 8‑year-old and now as a more dis­crim­i­nat­ing 32-year-old.

Unreal Tournament — 3Q2014 issue

An unre­al icon for consoles

As some­one who has nev­er real­ly got­ten into the Unre­al series or PC shoot­ers in gen­er­al, learn­ing to run and gun with one of the sem­i­nal shoot­ers of our time was and has been a chal­lenge. It’s a chal­lenge in patience and in equi­lib­ri­um, most­ly because I can’t play old­er first-per­son shoot­ers with­out migraines and vom­it­ing. So, if a game could per­suade me to sit down and enjoy the fruits of its mur­der­ous labor, then more pow­er to it. Unre­al Tour­na­ment didn’t have to try to hard to work that mag­i­cal feat.

Unre­al Tour­na­ment is a patch­work of ideas found com­mon­ly in mod­ern shoot­ers. It’s are­na-based play that requires you to hunt down and elim­i­nate the com­pe­ti­tion. That’s not that hard of a con­cept, actu­al­ly. You’re giv­en an arse­nal with which to com­plete your reign of car­nage and help­ful items such as health and armor boosts. While the con­cept is easy, the num­ber of con­trol options offered can eas­i­ly over­whelm even a sea­soned shoot­er vet­er­an. Most­ly, you’re just look­ing for a way to aim and shoot, but there’s about 15 dif­fer­ent ways to set up your gun­ning exploits in UT. There’s a wealth of modes offered, too, and you can’t go wrong with pick­ing any of them. It’s nice to be able to prac­tice before jump­ing into the main sto­ry mode, or play a good Cap­ture The Flag match.

Despite the vari­ety of modes to run through, the char­ac­ter selec­tion isn’t all that var­ied. Stal­warts, like Mal­colm from the orig­i­nal Unre­al, are avail­able but beyond that the char­ac­ter selec­tion is a lit­tle blah. There are some to be unlocked but the ques­tion remains: Do you want to go through the trou­ble of unlock­ing a char­ac­ter that you aren’t going to care about?

The sound­track is decent, with a few stand­out tracks so there’s some­thing to spice up the dis­ap­point­ment of the char­ac­ter selec­tion. The graph­ics are OK, but like that dearth of char­ac­ters, there isn’t much to get excit­ed about. For the trans­la­tion to PlaySta­tion 2, the game plays and looks OK. It’s noth­ing spe­cial but it isn’t ter­ri­ble, either. Just don’t expect super impres­sive PC quality.

Unre­al Tour­na­ment is an inter­est­ing exper­i­ment. It’s a PC jug­ger­naut that tries its hand at acces­si­bil­i­ty in the home mar­ket and doesn’t fail mis­er­ably yet doesn’t entire­ly inno­vate, either. If you were won­der­ing what the hype was all about for the PC dar­ling, the PS2 ver­sion is just the right ver­sion to intro­duce you to the world of Unreal.

DDR 5th Mix — 2Q2014 issue

The last of an era for DDR

The end of an era had to come for Dance Dance Rev­o­lu­tion at some point, and that final­i­ty hit like a ton of bricks with 5th Mix. There real­ly was­n’t much of a going-away par­ty or cel­e­bra­tion of all that was DDR before the storm­ing of the gates that was Max, but 5th Mix rep­re­sent­ed the cul­mi­na­tion of the phi­los­o­phy that was danc­ing with arrows before speed mods and Freeze arrows came along and changed everything.

5th Mix isn’t bad, if you’re used to play­ing DDR. At this point, every­thing is in place and you should know how things work: You step on four dif­fer­ent arrows in time with songs in three dif­fi­cul­ties: Basic, Trick and Mani­ac. You miss enough times, it’s game over. If you should pass the song, you’re grad­ed on how well you did. 5th Mix does­n’t intro­duce any­thing new mechan­ics-wise, and that’s fine con­sid­er­ing it’s con­tent with let­ting you play DDR exact­ly the way you’ve played before. Instead, it makes changes in the aes­thet­ics, and that’s where change is need­ed the most.

5th Mix changed the way the DDR struc­ture looked with the great intro­duc­tion of the song wheel. Gone was the old look of CDs in a juke­box and in came a cir­cu­lar sec­tioned wheel — sim­i­lar to the one found on the “Price is Right” — that fea­tures all of the songs avail­able for play. This over­haul brings with it a bet­ter look and a bet­ter feel over­all to the game, and it does­n’t hurt that it’s the first in the series to run at 60 frames per sec­ond. Also, 5th Mix was the first in the series to intro­duce a unique col­or scheme that “rep­re­sent­ed” the mix. This brings a fresh look to the table and works won­ders with mak­ing a seem­ing­ly tired con­cept look new.

The music is anoth­er help in the revival. A few old­er favorites returned, but there’s quite a few new tunes and they stand out. One of my favorites, Heal­ing Vision ~Angel­ic Mix~, steals the show and makes its pres­ence known as a boss song as does Can’t Stop Fallin’ in Love Speed Mix and Afrono­va Primeval. The rest of the songlist is kind of take it or leave it, but there’s a good mix, which is essen­tial to any DDR mix’s long-term replay value.

Where I find a few prob­lems with 5th Mix is also with­in the song list. Thank­ful­ly, 5th Mix is the only ver­sion that fea­tures the ridicu­lous long ver­sions of a few songs. Prob­a­bly the most egre­gious of these unnec­es­sary uses of space is the over­ly long ver­sion of Dyna­mite Rave. Besides not need­ing yet anoth­er ver­sion of the elder­ly song, the long ver­sion is LONG, much too long and it bor­ders on obnox­ious. There is absolute­ly no need for a three-minute ver­sion of any already corny song that appears much too fre­quent­ly in DDR songlists in the ear­ly days. And much like Dyna­mite Rave, the oth­er long ver­sions don’t real­ly add much to the setlist. If I want to hear a ver­sion of Brit­ney Spears’ Oops I Did it Again, I’d just lis­ten to the orig­i­nal. And B4U ~Glo­ri­ous style~ is a com­plete waste of space that could have been occu­pied with oth­er wor­thy songs that did­n’t make the cut, like Rhythm and Police.

5th Mix was a good last call to an era of DDR that most play­ers did­n’t know was com­ing to an end. A pass­able song list, great upgrade over pre­vi­ous ver­sions and a stream­lined approach to the cur­rent DDR struc­ture meant a decent ver­sion to dance to with few prob­lems. It’s not the great­est DDR mix, but we can prob­a­bly safe­ly say at least it was­n’t Max. 5th Mix found its home right in the mid­dle of the series, where it was sup­posed to be all along.

Kagero: Tecmo’s Deception II2Q2014 issue

Pho­tos cour­tesy of Gamefaqs.com and GameSpot.com

At death’s door

Some­times, games require dif­fi­cult moral choic­es that we aren’t pre­pared to han­dle. Tec­mo’s Decep­tion II wheels and deals in this dilem­ma, and it does­n’t shy away from ask­ing you, the play­er, to make some grue­some deci­sions that may just scar you for life.

Tec­mo’s Decep­tion series, as a whole, is a unique beast that requires care­ful con­sid­er­a­tion about whether you even want to start play­ing it. Most of the games in the series, Kagero includ­ed, work on the premise that you are a per­son giv­en the abil­i­ty to set traps to defend a cer­tain area from invaders. Your moti­va­tions for defend­ing the area vary, but you’re tasked with this objec­tive alone. In Kagero, you’re a young girl who was kid­napped by a group of aliens who train you to fight in their stead. To prove your worth, you’re sent to a few places in the king­dom to defend the premis­es with traps. Traps, which are pro­gres­sive­ly learned through­out the game, are your tick­ets to death. Your goal is to keep folks out of the castle/mansion/wherever. You accom­plish this by cre­at­ing com­bos of death with the traps. If there’s one thing about Kagero that’s awe­some and fas­ci­nat­ing, it’s the com­bo and trap sce­nar­ios. I’ve man­aged to kill my way through the game with some seri­ous­ly devi­ous com­bos that have to be seen to be understood.

While Kagero is tech­ni­cal inter­est­ing, the back­ground isn’t exact­ly going to set the world on fire. The graph­ics are your typ­i­cal­ly ear­ly PlaySta­tion blocky polyg­o­nal night­mares until you’re actu­al­ly in game and set­ting traps. That’s when the game real­ly shines, in terms of its look. The same thing goes for the sound­track; it’s not great but there’s a few inter­est­ing tracks that you might hum for a lit­tle while (edi­tor’s note: The track for nam­ing a char­ac­ter is one of my ring­tones), and there’s a few that will imme­di­ate­ly make you won­der if some­one was watch­ing soft­core pornog­ra­phy late at night while cre­at­ing the game’s soundtrack.

Moral­i­ty comes into play from the begin­ning. Those hard deci­sions we men­tioned before? Those are going to come in the form of who you let live and you let die. It takes a lot to kill off an entire fam­i­ly that’s man­aged to stum­ble into the cas­tle you’re guard­ing, and it takes a lot to let them escape. Full dis­clo­sure: In the 14 years that I’ve been play­ing var­i­ous runs through the game, I have nev­er killed the entire fam­i­ly, and thus, I can’t get the end­ing that involves per­fect kills. I could­n’t do it because that ques­tion being asked of me, I could­n’t answer. It’s a per­son­al choice that can’t sim­ply be solved. For some, it’s a no-brain­er; for me, it’s a deal-break­er. By the point that I’d got­ten to that choice of deaths, I was ful­ly involved in the game and thus I con­tin­ued play­ing. But, maybe if I’d known that was a fac­tor in play­ing, maybe I would­n’t have picked it up or maybe I would­n’t have tak­en the time to under­stand the depth in the game that comes from this choice. The depth is what will draw you in and keep you com­ing back, long after you’ve com­plet­ed your final mis­sion and the cred­its roll.

And that moral­i­ty clause some­times trig­gers anger with­in me. Hav­ing played numer­ous times through to the lat­er mis­sions of the game and the even­tu­al final mis­sion, I’ve had the chance to learn the nuances of the game. My anger stems from the fran­tic pace at which you must act and some­times make that moral choice. Maybe I don’t want to rush and kill a per­son (or fam­i­ly) because I need time to think about the con­se­quences of my actions. This phan­tom dead­line — usu­al­ly trig­gered by some­one’s health get­ting low — adds an unnec­es­sary time ele­ment to the pro­ceed­ings. Some­times, it caus­es pan­ic to set in and makes things worse. And your con­trols may or may not be of help then. A num­ber of things are pos­si­ble: Traps may miss, area effects will hurt you or the cooldown of a trap is too long. All of these are built into the game sys­tem, and they’re all equal­ly annoy­ing. I’ve lost count of the num­ber of times that I man­aged to die by elec­tro­cut­ing myself and my foe. Or, the num­ber of times I died because I could­n’t run fast enough in Chap­ter 23 to get away from the robots that are eas­i­ly twice as fast as I am.

And my biggest gripe comes in the lat­er chap­ters of the game. Once you’re com­mit­ted to a trap com­bo that works, you’re not real­ly encour­aged to exper­i­ment. Why exper­i­ment when it’s prob­a­bly going to get you killed? Because, make no mis­take, you’re going to die. A lot. In the lat­er chap­ters, the dif­fi­cul­ty is so high that if you weren’t cor­rect­ly set­ting your­self up con­sis­tent­ly toward the bet­ter traps, you’re going to be stuck until you can build up enough mon­ey to pur­chase the good stuff and move for­ward. The rep­e­ti­tion and stag­nan­cy becomes glar­ing­ly obvi­ous deep into the campaign.

Over­all, there’s loads of replay fac­tor in Kagero. There’s dif­fer­ent trap routes to unlock, mul­ti­ple end­ings depend­ing on who you let live and a decent sound­track and sto­ry­line that explains the method to the mad­ness of death and destruc­tion. Be fore­warned, how­ev­er: You need to be ready to play judge, jury and exe­cu­tion­er if you want to sur­vive the emo­tion­al onslaught of Kagero.

Macross M32Q2014 issue

Pho­tos cour­tesy of GameSpot.com

Pilot­ing your dreams in Macross

William Har­ri­son, GI con­tribut­ing editor

As you may not know, I used to want to be a fight­er pilot because of an old car­toon I saw called Robot­ech. Then, I was intro­duced to the real series called Macross, and my love for all things that flew was renewed even more. I also want­ed to take up engi­neer­ing to make the Varitech fight­ers I love so much a real­i­ty; hell, I may still get that chance one day or some­where my designs may help some­one do what I could­n’t in my life­time. Any­way, we’re here to talk about a game that nev­er made it to the U.S. because of the man who made Robot­ech famous and is an out-and-out bad per­son. Macross M3 is up and its Varitechs, Zin­tredies and mis­siles, oh my!

The game takes place dur­ing the time Max was start­ing out up till he meets Meria. From then on, you can choose either Max or Meria until the point in the sto­ry where their daugh­ter is born. Then, you can only choose her as a playable char­ac­ter. Unfor­tu­nate­ly, I don’t know if you get to play as any­one else because there is a mis­sion short­ly after their daugh­ter joins U.N. Spa­cy and has a cri­sis of con­science, which is where my ven­ture ends. I’m not sure if there’s a glitch at this point or a choice that is made that can change that. So, I don’t know how the game ends but that does­n’t mean the game isn’t worth playing. 

The con­trols have improved com­pared to its pre­vi­ous coun­ter­parts of the VF‑X series. The graph­ics for this Dream­cast title are a lot smoother than the PS1 games, as well, but you would expect that.

The game­play, how­ev­er, seems to present not much of a chal­lenge as its VFX coun­ter­part. The learn­ing curve may not seem to be there, but it is in the form of a mis­sion where the dif­fi­cul­ty goes from “Oh that’s nice” to “Oh god, why won’t you die?!” I did find it fun­ny that I ran out of mis­siles only to dis­cov­er lat­er that they refill over time. Noth­ing real­ly stands out too much but the graph­ics and the sto­ry that I can fig­ure out is good. Unfor­tu­nate­ly, I was unable to fin­ish this game because at the time my grasp of the Japan­ese lan­guage was very nonex­is­tent.

The last word on this is that it’s a real­ly fun game and presents a good time to be had by all. Well, except for the fact that at least that one stage is a pain. My score for the game would be high­er if I was able to fin­ish the game and I may still one day. Until then, if it some­how finds its way to your door, invite it in, have a good time and share a bit of sake with the essence of an old friend.

Macross VF-X22Q2014 issue

Pho­tos cour­tesy of GiantBomb.com

Find your way in the stars

ありがと ございました おなしと の おとこのしと!

And for the non-Nihon­go speak­ing, thank you ladies and gen­tle­men! It’s great to be

William Har­ri­son, GI con­tribut­ing editor

back and for the Far East­ern (Nihon, Nihon­go = Japan­ese lan­guage) issue. I under­stand that a lot of peo­ple may be won­der­ing why it’s not called Robot­ech. Well, let’s just stick with the ver­sion that was released in Japan. The fun­ny thing is, this game was actu­al­ly sched­uled for an Amer­i­can release but was lat­er can­celed because of the “cre­ator” of the Robot­ech series. His demands were a bit on the ridicu­lous side and rather than bow to him, Big West/Bandai Visu­al (before it merged with Nam­co) made sure that the Amer­i­can release nev­er saw the light of day.

But if you knew the right places to go and were will­ing to pay the price, you could have your very own copy like I do. It’s been a while since I’ve been able to play it, but this is still one of the best games I have played in a long time and the fan boy in me was all over this when I saw it in an import store in Greenville, S.C. I fell in love with Macross VF-X2.

VF-X2 is a flight-style com­bat shoot­er with a bit of an arcade feel to it, loads of fun and not too bad of a sto­ry to add to the Macross uni­verse. You are Arges Fock­er, rook­ie pilot who joins the U.N. Spa­cy and is short­ly recruit­ed to the Raven Fight­ing Squadron. You bat­tle through sev­er­al mis­sions, pilot­ing sev­er­al of the vari­able fight­ers from the orig­i­nal Valkyre to the VF-22 (Macross plus YF-21: The 21 was des­ig­nat­ed the 22 to hon­or Guld Goa Bow­man after his death). 

The game plays very well and the sounds and effects will put you in the right frame of mind of the Macross series, but, unfor­tu­nate­ly, it does have a few bugs.

One of the main bugs occurs when you beat the game: The clos­ing cin­e­mat­ic glitch­es and plays for two frames then either freezes or boots you to the cred­its screen. That’s heart­break­ing because it kind of ruins that whole sat­is­fac­tion of beat­ing the game. The game is sol­id as a whole, but the glitch­es kind of cut into the fun. If you love Robotech/Macross, don’t let the glitch­es keep you from a sol­id rep­re­sen­ta­tive in the series.