You are viewing [info]endymion_v1's journal

Rising Blue Lightning [entries|archive|friends|userinfo]
Endymion K. Livewire

[ userinfo | livejournal userinfo ]
[ archive | journal archive ]

So yeah... [Feb. 28th, 2010|04:43 pm]
[mood |scaredscared]

I'm going to be homeless soon, and it doesn't look like there's a damn thing I can do about it.

I'm scared as all hell, I don't know what to do, nobody is willing to help, and it just seems like everybody I know, especially my family, thinks I deserve it...

I had always promised myself I'd never post about this kind of thing online, because it's disrespectful to Matt, but I don't know what else to do...

I don't know what to do...

Why am I even bothering?
link1 comment|Hit Back

The 8 Days of Hell are upon us. [Feb. 8th, 2010|05:38 pm]
[music |Porcupine Tree - "Way Out of Here"]

So, we're in what (I'm hoping) are my 8 worst days of 2010.  Why am I hoping this, you ask?  Because I've got a lot of pain-in-the-ass crap to go through in this 8 days period, and it these are the worse, it means once I get through them, there's nowhere to go but up from there.  Call it my morbid little spin on positivity.

Day 1's Stress Factor : Due to coming off the snow storm, work was a bit overloaded and an extra-long shift had to be worked, with management cracking the whip harder than usual.  At least we're most of the way through Day 1 and all I really have left is grocery shopping and some laundry (if circumstances permit.)

Day 2 will be dealing with a bunch of ID/background checks to re-verify my identity by decree of the Department of Homeland Security.

Day 3 : More snow.

And 5 more days of crap after that.

One day at a time...
linkHit Back

So, I haven't been updating lately... [Dec. 17th, 2009|06:56 pm]
Don't worry, I'll get back to it. I just decided that for a little while, instead of typing about games, I want to actually play them.
linkHit Back

Many more exciting entries will soon be available! [Dec. 9th, 2009|08:30 pm]
[Tags|]

#129


SPACE HARRIER 32X (Sega-AM2/Sega, 1994)

Get Ready.

For the longest time, the Space Harrier home experience was amazingly disappointing, from the bizarre Master System version with its unsightly oversized tiles, to the unlicensed NES version from Sunsoft, to the Genesis sequel that fell victim to early Genesis limitations. Considering that Space Harrier was a game made in 1985, it was unfortunate that a quality home version wasn't seen until 1994, and even then, it found itself floating along in the goldfish bowl that was the 32X Library (As an aside, the 32X was also where Sega finally gave us a quality port of Afterburner, after all those years).

For a game out of 1985, it still looked nice on the 32X, just as colorful as ever, and scrolling smoothly and quickly. Voices and music are about what you'd remember from the original arcade game.

I'm fairly sure most people know what Space Harrier is about, but for those unfamiliar, the game takes place in the same universe as the Fantasy Zone series (which actually resulted in a cancelled prototype game known as "Space Fantasy Zone" for the Turbografx-CD), but a much less cute version of said universe. The main character wears a bright red-and-blue jumpsuit, and carries a device that simultaneously functions as a cannon and a rocket propulsion device. He runs and/or flies around the level, avoiding (or shooting) rocks and trees while simultaneously battling bizarre alien enemies (as well as dragons and giant stone heads). He works his way through 18 colorful and surreal stages, most of which have bosses at the end of them.

Space Harrier is an extraordinarily influential game, spawning many, many similar titles over the years (such as Namco's Burning Force and Thunder Ceptor, or Taito's Night Striker and Galactic Storm), and the 32X port is one of the few titles to give the 32X any value at all.
linkHit Back

Not quite the classic it should be. [Dec. 4th, 2009|08:30 pm]
[Tags|]

#130


HANG-ON (Sega-AM2/Sega, 1985)

One of AM2's first games, Hang-On was the first arcade game with its own special control method (the leaning motorcycle controller), and a classic game that hasn't quite left the legacy that it could have, thanks to Sega having abandoned the franchise after a mediocre externally-developed Saturn sequel (Hang-On GP 95). Running on the same hardware as Space Harrier, Hang-On sported impressive graphics for 1985, and used drum samples in the music (which is lost in the emulation, including on Shenmue, and on Yu Suzuki's Gameworks). It's a fairly straightforward game, where the player rides a motorcycle in a point-to-point race against the timer. Although there are other riders, they just act as obstacles for you to wreck into (hitting one from the side will slow you down and send you sliding. Hitting one head on will send you flying from your bike as it explodes in the background). Being as simple of a game as it is, I can't really say too much more about it other than that I've always had a soft spot for it (and its limited soundtrack), and prefer it to its sequel, Super Hang-On, despite the second game being a technical improvement. The game's main theme would be recycled and remixed in Sega's later arcade release "Cool Riders" under the title "HANG-ON : The Theme of Love" (which wouldn't appear on any soundtracks until the Super Hang-On 20th Anniversary album).

There was also a Master System version of the game, which played a little bit differently, and THAT game was back-ported to the arcades under the name "Hang On Jr.", and there was also a similar Sega-produced arcade game in the early 90s known as "Racing Hero".

Though it will unfortunately never be mentioned in the same breath as its more famous cousin OutRun, still a favorite of mine to break out for quick plays now and then, Hang-On was a great game for its time and still fun now, but Sega just did not do much to keep its legacy going.
link2 comments|Hit Back

And now we turn it right around. [Dec. 3rd, 2009|06:59 pm]
[Tags|, ]

THIRD EX ENTRY


MUSHA (aka "Musha Aleste : Fullmetal Fighter Ellinor") (Compile/Seismic, 1990)

We just covered Spriggan, and now it's time for an actual Aleste game, MUSHA. Aleste seems like a loosely defined series at best, with some games having the player in control of a ship, some have the player in control of a robot. Some take place in Japan, and some take place in a less-defined area. MUSHA is the second game of the Aleste series to feature the main character Ellinor (or as she was called in the US version, "Terri"), and the first to have the player control a mech suit instead of a ship (not counting Aleste Gaiden, which seemed to have the player controlling a cybernetic ninja).

The plot of MUSHA sees Ellinor's mech squad get decimated by the battleship "Big Asia", leaving her mech the last survivor to engage in a counteroffensive. Ellinor's mech starts off firing a main shot that looks like a Japanese throwing knife (which can then be expanded to 2, then 3 shots) by picking up powerups dropped by special carriers. Picking up these powerups also causes Ellinor's mech to receive small drones, which can be given various simple attack patterns to follow (as well as absorb a small amount of fire). In addition to the main shot and the drones, Ellinor also can pick up 3 elemental weapons, which bolt onto her mech's back. The Fire (red) power-up shoots explosive missiles, the Water (blue) power-up causes a blue arc to circle around the mech, which can attack airborne enemies that it contacts, and the Lightning (green) power-up grants the ability to shoot a lightning cannon. The more consecutive elemental power-ups of the same type collected, the stronger the mech's special weapon will become.

MUSHA's gameplay doesn't stray far from what someone familiar with Compile's games might expect, with a fast-paced first stage leading into some slower paced stages as the game leads on. Although (as usual), I'm not very good at the game, it isn't nearly as hard as something like Zanac (at least on its easiest difficulty level) or even Aleste 2 (which seems to be a lot harder than I remember it being). I feel like I could possibly clear MUSHA on at least it's easy difficulty given enough time. The game's graphics are somewhat on the dark side, though a lot of oranges and yellows are used in the game, and the first stage in particular has an odd "Futuristic Feudal Japan" aesthetic to it (which would be expanded in the game's follow-up, Robo Aleste).

One place where MUSHA has always impressed me more than anywhere else, however (more than the typical Compile solid gameplay) was in its music. Many people don't like the Genesis' FM Synth chip, and preferred the SNES' sample-based sound. To me, though, MUSHA shows what a skilled Yamaha Synth programmer could do with the hardware, working to its strengths, and achieving results that you just would not be able to reliably replicate on the SNES' SPC hardware. Many of the songs are composed at a speed with rapid repetition of notes, pitch-bends, and make uses of a gritty heavy sound that just wouldn't sound right on the SPC the way it does with the natural manipulation of FM tones on the YM2612 chip. A track like "Fullmetal Fighter" or "Stratospheric Struggle" wouldn't have the same impact or effect at all.

Although in the end MUSHA isn't that much different from what you'd get out of the rest of Compile's shooter output, it's still a fun game and deserves to at least be mentioned in the same breath as the previous entry, Seirei Senshi Spriggan.
linkHit Back

A forgotten footnote pseudo-spinoff to an unfairly forgotten series. [Nov. 30th, 2009|11:16 pm]
[Tags|]

#131


SEIREI SENSHI SPRIGGAN ("Spirit Soldier Spriggan") (Compile/Naxat, 1991)

Though they ultimately went down a sad path of just pumping out Puyo Puyo games (before being forced to sell the property to Sonic Team), then becoming the company "Compile Heart" and making a bunch of odd Japan-only Lolicon games, Compile were once a pioneer of the vertical shooter genre. Zanac was groundbreaking in many ways, including its adaptive AI, and became a large influence on the genre as a whole. After that came the series that Compile would make their name on, Aleste.

Spanning the MSX, the Master System, the Game Gear, the Genesis, SNES, and finally the Sega CD, the Aleste series followed much in line with Zanac's weapon types and Compile's typical graphical style. With the Genesis entry, MUSHA Aleste, the player no longer piloted a ship, but a suit of robotic armor, a conceit that would continue into the game's sequel, Robo Aleste.

And also into this game.

Spriggan was a Japan-only Turbo CD game, developed by Compile, and published by Naxat as part of their "Summer Carnival" series of shooters (which also included games like Recca, Alzadick, and) Nexzr), which were meant to be rivals to Hudson Soft's "Caravan" series of shooters (which mostly was the Star Soldier series). Spriggan, especially, though, takes most of its cues from MUSHA Aleste, having you pilot a suit of mech armor which is capable of firing various elemental weapons, but unlike MUSHA's futuristic take on Feudal Japan, Spriggan uses a more fantasy-style aesthetic. Whereas in MUSHA there were only 3 distinct forms of special weapon (which would get stronger as you collected more of the same weapon pickup), Spriggan has a system where you have slots for 3 different weapon pickups (from 4 different sorts of elemental orbs, representing Fire, Wind, Earth, and Water), and the sort of weapon you fire depends entirely on the combination of orbs you have picked up.

As a CD-based game, Spriggan had redbook music, most of it upbeat synth music, not entirely in line with the world the game takes place in, but appropriate for a shooter nonetheless, and very typical of what was in a lot of early Japanese CD-based console games. The game is colorful and the locales are varied, with the player travelling over a cloudy expanse early in the game, moving not long after into a dark ship reminiscent of a castle or a battleship.

Being as Spriggan is a shoot-em-up game, I'm not very skilled at it, but I won't lie. This was a game I had wanted to play for over 10 years by the time that I finally got to, and I wasn't disappointed. Turbo CD games are a major pain in the ass to emulate, but Spriggan is definitely worth the effort, and it's a game I'll be coming back to, because I want to see more of it.
link1 comment|Hit Back

I still find Danny Lasoski punching at the camera to be ridiculous. [Nov. 29th, 2009|06:25 pm]
[Tags|]

#132


WORLD OF OUTLAWS SPRINT CARS 2002 (Ratbag/Infogrames, 2002)

Only a Pennsylvanian (and maybe someone from Iowa or Australia) could love this game. And it just so happens that I am.

Australian developer Ratbag first started to specialize in the genre of dirt track racing video games with Dirt Track Racing for PC, which focused on fendered stock and late model classes. From there, they moved onto Dirt Track Racint : Sprint Cars, which was one of the first ever games to focus on the sport, and the first to not completely make a mess out of the attempt. After that, Ratbag decided to try to get in on the console market, making Saturday Night Speedway for those who like fendered car racing on short dirt tracks, and World of Outlaws for the people who like open wheel 410 Sprinters.

For those who don't know much about 410s or the World of Outlaws, the WoO is a sanctioning body that sanctions 410 Sprint (so called because they run a 410 cubic inch engine) races throught the United States and Canada. The cars have a quite high Power-to-Weight ratio, and (unintentional) wheelstands while tearing down the front stretch is commonplace. There were more full-time drivers in the WoO in the past than there are now, mostly due to the state of the economy, but the series is still alive today. Sprint Car racing in general is most popular in Pennsylvania, Ohio, Iowa, and Australia (though Indiana is popular for non-winged sprints).

Based on the 2002 WoO season, the game had 12 main tracks (including Williams Grove Speedway, where I've seen many, many sprint car races) and three hidden (two of which were completely fictional and probably not possible to run an actual winged sprint on in its default configuration) ones in addition to that. To most people, the tracks are all going to seem the same as they're all ovals set up to make left turns on, but each has its own length, corner bankings, width, and grooves to take into account. There are also 24 different drivers in the game, each with their licensed car liveries, though you can only play as them in arcade mode.

Though there is an arcade mode where you can choose a WoO driver and race on any of the unlocked tracks in the game, the real meat is in the career mode, where you'll start out with a rather underpowered car and only be allowed to race in Pennsylvania (limiting you to Williams Grove, the PA Posse's "home track", as it is, in Eastern PA and Lernerville Speedway in Western PA) in what the game refers to as the "Local" series. As you pick up your earnings by finishing races and earning sponsorships, you'll be able to race in more parts of the country, and move up to the "Regional", "Support", and finally the WoO series itself. Each series has 24 drivers listed (including you, you're always simultaneously entered in all 4 series' at once. It's up to you to decide which series you'll focus on once you become eligible for more than one), and a points tally is kept throughout the season. It's important for you to keep your car maintained and upgraded as you move along, as when you first start out, wins will be hard to come by (and I remember how excited I was when I actually managed my first win in career mode, it was at Lowe's Dirt Track in Charlotte, NC, and I had to hold on by the smallest of margins to keep the 2nd place driver from passing me), and you may have some trouble keeping the car upright.

Each event starts out with a Hot Lap session, which is intended for the driver to get a feel for the track so they can make adjustments to the car before time trials. Once the time trials are completed, the driver will be thrown into a heat race (which in this game, there are 2 10-lap heats with 12 drivers each, and the top 6 from each heat qualify for the A-Main). After that, if the player qualified, they'll run the Dash, which is a 5 lap race that determines the starting order for the A-Main. If they did NOT qualify, they'll have to run the Consolation, in which the non-qualifiers get one more shot to make the A-Main, with the top 4 finishers getting in. The A-Mains in the game have 16 drivers (as opposed to a real WoO feature, which usually has 24 drivers, but under certain circumstances can have up to 28), and will typically be between 25-30 laps long. Setups are very important in this game, so a player has to make sure they're making adjustments that make them the most comfortable on the track they're driving.

Despite the game's low production values, it runs at 60 FPS and each track is modelled fairly close to its real-life counterpart, even including such things as Williams Grove's infamous blue bridge over the backstretch. There isn't much in the way of music in the game, just a few repetitive menu tunes and an opening theme by Australian band The Living End. Attention was paid to detail, not just in the tracks, but in the way that dirt will cover the screen as you drive, necessitating the use of tear-offs (clear plastic shields covering the driver's helmet) to clear your vision (though players that find that annoying can turn that option off), and the ability to adjust your car's top wing during the race. The game was meant to be played in its cockpit view, but I find I prefer the more traditional first-person view most of the time.

One more interesting curiosity that came about was how, looking at the game today, how many of the game's drivers have either been a Pennsylvania Posse (Williams Grove Regular) member, or have at least spent multiple races driving a posse car. Of the game's 24 drivers, Craig Dollansky, Greg Hodnett, Brooke Tatnell, Daryn Pittman, Jeff Shepard, Brian Paulus, Kevin Gobrecht, Stevie Smith, and Danny Lasoski have all driven a PA-owned car, with all but Dollansky and Lasoski actually having been members of the PA Posse themselves. Hodnett, Tatnell, Pittman, and Smith are still active in Pennsylvania to this day, with Shepard and Paulus having retired after 2008.

I'm not going to lie. This game's not for everyone. It's not even for MOST people. But for anyone interested in 410 Sprints, this is still the best option out there to get a video game taste of it (with the experimental R-Factor engine on PC being the only other real option at all).
link2 comments|Hit Back

After this, Tetsuya Nomura would be allowed to run wild. And we all suffered for it. [Nov. 27th, 2009|08:12 pm]
[Tags|]

#133


THE BOUNCER (Dream Factory/Squaresoft, 2001)

Dream Factory built up their early reputation on fighting games. First up for them were Tobal No. 1 and Tobal 2, one-on-one 3D fighters with a somewhat interesting grapple/throw mechanic, and character designs by Akira Toriyama. From there, they moved onto Ehrgeiz, which expanded on the high-medium-low attack system of the Tobal games, and was focused around having a full range of movement at all times. Ehrgeiz, however, was not well received until its home port, which added in multiple characters from Final Fantasy 7, riding FF7's enormous popularity to a better reception (though the game's main character, Godhand, was meant to be a reference to multiple characters from Namco's Tekken series).

All of that had brought Dream Factory to this. Fans had eagerly been waiting for a Square release on Sony's PS2, and when seeing still images of The Bouncer, many players got their hopes way up. When the game was released, however, most players were disappointed in what they saw as a less-than-mediocre beat-em-up with many cutscenes. Many fans had been hoping for something more in line with Square's RPG output, and The Bouncer was definitely something else.

That 'something else', in my opinion, is a criminally underrated beat-em-up that is one of the best on the system. The Bouncer's story focuses around Sion Barzahd, Volt Kreuger, and Kou Leifoh, three bouncers at a bar known as "Fate". After thugs from the Mikado Corporation (the game's antagonists) attack the bar and abduct Sion's friend Dominique, the three set out to get her back.

As usual within beat-em-ups, each of the three characters has their own attributes and fighting style. Volt fills the role of the big, slow guy, and uses a style with a basis in Pro Wrestling. Kou is a fast moving fighter who uses a Taekwon-Do based style. Sion fills the usual main character role of the all-around fighter, and his style is based on Kenpo. At the beginning of the game, and again at the beginning of each sequence, the player will be able to select with character they wish to use, and at the end of each sequence, the player will be awarded BP in order to buy new moves, life upgrades, attack strength, and other upgrades. As the player upgrades their character, their rank will increase, which is just a general indication of the character's overall strength. Each character has their own responses and motives when it comes to certain scenes, so it's up to each individual player if they want to stick with a single character the whole way through, or keep switching around to try to get different perspectives on the plot. The main characters have a history with some of the characters they'll encounter along the way, so you'll miss some things if you stick with the same character throughout the game.

Though the game is a beat-em-up, it still builds off the system seen in Tobal and Ehrgeiz, with each character having a low, medium, and high attack. In addition, each character has special techniques (some of which have to be bought with BP first) that can be used in battle. Characters can be knocked high into the air and juggled, and (in one of the more annoying little 'features' of the game, honestly) they can also be knocked into other characters, which will knock them down as well (something the computer is good at taking advantage of, when it comes to your computer controlled partners).

In addition to the main story mode, there's also a multiplayer vs. mode (and the computer can take up slots not filled by human players). In the Vs. mode, enemy boss characters (as well as other characters, such as Leann, Kou's boss at his other job) are playable as long as you've previously defeated them in story mode.

The game's production values are very high, with the game running at 60 FPS the majority of the time. It was an outstanding looking game when it was released in early 2001, and still looks good for a PS2 game now. Tetsuya Nomura hadn't quite gone off the deep end with his character designs (though I'll admit he was starting to get there...) yet, and I have a particular fondness for Sion's design (one that does not extend to the similar Sora, from Kingdom Hearts, however). Instead of each area or stage having its own music, the characters have their own themes. Every time a player chooses Sion, his theme will play, if they choose Kou, his theme will play, and so on. This also extends to the enemy characters in Vs. mode, as they have had a theme assigned to them as well.

Personally, I find The Bouncer much more enjoyable than Dream Factory's previous efforts, and also more appealing than its contemporaries in the PS2 beat-em-up stable (namely games such as Urban Reign and Final Fight Streetwise). It fell a bit of a victim to they hype it got as a result of being Square's first PS2 game, and it may be on the short side, but as a 3D beat-em-up, it doesn't nearly the credit that it could.
link1 comment|Hit Back

*Angkor Wat explodes* GA-GA-GA-GA-CHOUUUUUUU! [Nov. 24th, 2009|08:23 pm]
[Tags|, ]

SECOND EX ENTRY


PANIC! (aka Switch) (Sega/Data East, 1994)

Now here's a game I completely forgot about. But in keeping with the theme of the list, it certainly deserves a mention, so here it gets an EX entry.

If there's one thing I can say about Sega, it's that up until about 2004, they were never afraid to strike out and make creative games where other companies would play it safe.

Although, Panic! isn't so much a "game" to speak of, as it is a series of gags loosely connected together within the framework of a "game" that consists of pushing buttons. The plot involves all the machines of the world going berserk, which causes strange things to happen to them, such as a car's wheels turning triangular, or most commonly, vending machines vomiting or pooping (don't ask). Also, the master computer that has gone berserk has somehow rigged explosives up to many of the world's monuments. A young child (who is named Slap), along with his dog (named Stick) are dragged into a huge labyrinth of buttons inside of Slap's Sega CD (again, don't ask), and can only stop by finding their way to the master computer and shutting it down.....by pushing buttons.

As Panic!'s gameplay consists entirely of pushing buttons, there isn't any gameplay depth to speak of. The strength of the game lies entirely in its bizarre sense of humor. Every time that Slap enters a room, he'll be presented with a number of buttons to push. Some will take him to another room. Some will cause some sort of short scene to play. Others will detonate the explosives rigged up to Earth's monuments. Should you manage to detonate every monument, the game will end (There are also ways to trigger a non-standard game over). Many of the game's sight gags are based on the theme of the room, such as if Slap is in a room with an elevator, pressing one button may cause hundreds of people to come rushing out of it and trample him. Another will send him to another room within the game. There are other sorts of rooms, such as a mad doctor's lab, rooms with a monolith based on the various seasons, a room with a Lawnmower, and others. Though, not every gag is based on the theme of the room. Sometimes, the gag is actually a bad joke told by some small character who really has nothing to do with the game (typically "The Angel" or "The Devil"). Not to ruin any surprises, but in some rooms you'll run into such gags as a Sumo Terminator, a room where drinking a certain chemical concoction will cause Slap to grow boobs (which he seems oddly happy about...), or a room full of busts of various old US Presidents.

One thing about the game, though, is that due to the way the game plays, and the sheer volume of rooms there are, it's possible to very easily get stuck in loops, the most infamous being where you end up playing as Stick, as he gets isolated from Slap, going through many of the same-styled rooms as he did (though they are actually different rooms if you check the game's map). Another one is mid-game, where you end up back in rooms that look very similar to ones from the beginning of the game.

There isn't a lot of music in the game, but what is there fits with the game's nature of not taking itself seriously. In addition, all of the sound effects in the game were made by human voices, adding to the surreal and nonsensical qualities of the game.

Panic! takes a certain type of player to put up with what it offers, and it can be frustrating as there is absolutely zero skill involved in playing it, a quality which earned it low sales and horrible reviews upon its release in 1994. For players who'd enjoy its quirky sense of humor, though, Panic! is one of the most unique releases of its day (it was ported to the PS2 in 2002, in Japan only, under its original title of "Switch"), or of any day. Credit to Data East for bringing us a game that Sega of America had no faith in.
linkHit Back

navigation
[ viewing | most recent entries ]
[ go | earlier ]