Castlevania: Bloodlines – Sega Genesis

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Two Castlevania reviews in a row? I can’t help it. Like any other medium of storytelling, video games have the capacity to be profound, to speak to human nature, to discuss questions that have plagued us throughout history. But how many games can actually answer the important questions like, “What do we face after death?” As it turns out…it’s usually a vampire that shoots fireballs and turns into a gargoyle. However, it does raise some questions of its own, most notably, “Why are we so concerned with stomping out the evil of someone who comes to life once a century, tries to set the drapes on fire, and then gets killed three minutes later by the bastard progeny of Indiana Jones and Devo? Shouldn’t we focus on something more truly horrifying, like religious extremism, unfettered capitalism, or people who wear leggings that look like a toddler glued shreds of magazines to a pair of magnum condoms?” As it turns out, Castlevania: Bloodlines does manage to connect a vampire with the life expectancy of a hemophiliac sword swallower to a greater social evil, namely, World War I, orchestrated in part to resurrect Dracula with the souls of those who died in battle. Kind of like American Gods, but with disembodied heads dive-bombing you like brain-damaged horseflies.

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Don’t you remember one of the most frightening horror monsters of all time, the pile of gears? Seeing as how this is in Germany, I can only infer that this is the ultimate evolution of the Klink pokemon.

If I might interject my own logic, brain-damaged by one too many snaps of the whip, who the hell wants to resurrect Dracula? Forget that summoning a vampire has the survival rate of crawling into a den of hungry wolves wearing a Lady Gaga meat suit. Dracula’s time on earth is more limited than a man who hands a roll of quarters to a hooker, and is likewise ended by an angry man standing over him with a whip and a stopwatch. Stillborn fetuses have more of an effect on the world than this douchebag, yet for some reason people will orchestrate global warfare just to see this guy’s head knocked off by a lion tamer? And remember, Dracula can transform into a cloud of bats and fly away, yet his first and only reaction upon being granted sentience is to pounce on the legendary vampire slayer like a chemo patient taking on the North Korean army.

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Looks like the dog got into the Buffalo Wild Wings leftovers last night.

The game itself, though, opens with your choice of John Morris, son of Quincy Morris of Bram Stoker’s Dracula’s fame, or his friend Eric Lecard, who previously made a name for himself in…the opening cut scene that loops if you turn the game on and fall asleep before you hit start. Anyway, Morris and Lecard finally nudge their way to the gates of Dracula’s castle, which with forty games in the series probably has a longer line than the teacup ride at Disney World. They battle through fierce monsters and gruesome traps to reach the pinnacle of Dracula’s throne, only to remember that Quincy Morris already killed the vampire lord about twenty years ago. Not to be hampered by such a minor setback as not having a demonic nemesis to slay, the two of them decide they’ve fulfilled the obligatory “vania” and decide to see how much mileage (kilometerage?) they can get out of “castle.” From here, this post-Victorian Harold and Kumar visit all the dank, Black Castles that Europe has to offer, such as the palace at Versailles, Dracula’s summer home at the fictional Proserpina Castle in England, and…a German munitions factory. What, did the hundreds of castles across the continent not develop the right atmosphere of dark, cold, ominous and bloody over the centuries of standing as powerhouses of brutal medieval warfare and disease?

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Why does Morris look like he’s about to be sexually gratified by garroting Lecard?

Intricate design, an atmosphere of horror, and a rich color palette straight out of a box of evil crayons has always made this series stand out, and while Bloodlines continues the tradition admirably, setting stages in Atlantis or the Leaning Tower of Pisa somehow detracts from the doom and gloom vibe that attracts me to the game. It’s like dressing up for a Renaissance Fair and finding out that half the people attending wore greasy wife-beaters with bright orange Crocs.

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Nothing like a serene ocean sunset to make our hearts bubble with fear and terror.

That’s not to say, though, that Bloodlines is a bad game. Like other Castlevania games, it gives you plenty of opportunities to hop from platform to platform whipping monsters like a kangaroo dominatrix. Or if penetration is more your style, Lecarde makes a great addition to the team, a dashing Spaniard who combines the fighting style of Oberyn Martell and Scrooge McDuck. He can’t swing across chasms like Morris can (although admittedly, using a spear instead of a whip puts one at a severe disadvantage when playing Indiana Jones), but he has a longer reach, a pogo-stick vault of invincibility that can thwart death itself, and a special attack that rips through enemies across the entire screen and slows down time itself–yet I suspect the latter effect is less reminiscent of the stopwatch sub-weapon from the NES games and more a limitation of whatever Sega means by “blast processing.”

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Remember, game developers, just because you *can* doesn’t mean you *should*

While on the subject of what Sega does that Nintendon’t, let’s add to the list “cutting the classic sub-weapons from the NES games.” Only the holy water and the axe survived the purge, and the cross seems to have been castrated down to a regular boomerang. Each one has a both basic attack pattern as per usual and a special attack that might cost a bit extra, but makes up for it with a super-flashy execution that hits enemies with all the force of a bowl of spaghetti. Minus the bowl itself. And just to clarify, there’s no sauce or meatballs either. Technically, each character has a fourth sub-weapon, a special attack that actually does make a difference, but since it vanishes at the first hint of damage, it’s usually gone faster than my self-respect at an anime convention.

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Lecard tempting Lady Liberty to drop her toga for all the world to see. There’s an angel on the other side acting as her conscience.

Other than the sub-weapons being more limited than a nun’s options for sexual gratification, all the problems with the game relate to the story. And one of the benefits of games from this era was the instruction manual—they wrote the story in the booklet, and if it turned out a disappointment you could keep the book shut, never speak of it in open company, and pray it never embarrassed you when respectable guests came to visit.

Golden Axe III – Sega Genesis

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Note: The snails are the fastest thing about this game.

Every so often I come across a game that I just can’t wait to write about, something that rubs me in just such a way that my humor genie shoots out of his lamp like Robin Williams, giving me all the comic gold in the universe to use at my disposal. Golden Axe III is not one of those games. It is, however, a rather useful game for its immense blandness, in that tasking myself to write a full review on it has roused my interest in organizing my computer’s desktop, cleaning the house, getting some paperwork notarized, and literally everything else that doesn’t involve mentally replaying a beat-em-up game with controls coded after submerging the programmer in a vat of molasses and corn syrup.

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My cat sleeps like this too.

I came across Golden Axe III during my last MAME Roulette. Frustrated with a long string of ROMs that seemed to object to my intention of reducing them to a single paragraph—or so I assume, since they refused to run at all—I decided to shop around for some other quick game I could play to avoid being a productive member of society. Enter Golden Axe, a series for the Sega Genesis that exists on my Retropie for no reason other than the recommendation of someone who obviously must have meant “Golden Sun” or “Goldeneye 007” or “Golden Delicious” because if he did not mean one of those, he obviously must have meant, “Don’t ever take recommendations from me.”

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…well then. Giddyup.

The story begins with Damud Hellstrike, a villain with a fondness for chopping down trees using inefficient tools made from soft metal that weigh as much as a small car. Hellstrike steals the Golden Axe, then puts a curse over our characters, Proud Cragger, Kain Grinder, Ax Battler, Sahra Burn, and also Gilius Thunderhead, a character I can only imagine got lost looking for the set of Harry Potter and found a bunch of cheap, fantasy-themed porn stars. Anyway, while laying the curse, Hellstrike gets bored and leaves one character, let’s say their cat, Chronos, uncursed, and buggers off to let the heroes come after him at their leisure.

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Chronos, eyeing up the map as a good place to sit.

Ironically, running from a bunch of lousy, non-working arcade games, I came across a game that felt like a lousy, barely-working arcade port. Arcade cabinets all get hardware tailored to the game, and if the game is any good, it’ll look and play amazing. Meanwhile, ports for the Atari 2600 or the NES look like a magic eye picture viewed in close-up while recovering from LASIK, and move at the frightful speed of U.S. social progress. Sixteen-bit systems more or less resolved these issues, which makes it all the more amazing that Golden Axe III uses about four colors per screen and vague, undefined lines that hint at a background much in the way that the burn marks in a grilled cheese sandwich will hint at being the face of the virgin Mary.

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There’s someone just above the screen dangling these things in front of him for their own amusement.

And remember, this isn’t Golden Axe. This is Golden Axe three. Generally, you can accomplish a lot by the third installment. If Golden Axe were a tootsie pop, they’d already be at the center by now. Mega Man 3 won awards. Zelda 3 was considered one of the best in the series. Onimusha 3 started introducing A-list actors from French films (so, like, D-list actors in the U.S…but you’d recognize him if you saw him). Half-Life 3…hasn’t quite gotten to the center of that tootsie pop, but you get the point. Golden Axe III, however, doesn’t really offer much besides the opportunity to spend a half an hour swiping and growling at armored villains with your cat claws, and at that point, a real cat is more exciting.

Shining in the Darkness – Sega Genesis

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Lecherous slugs. Hermaphrodites, if the cursor is any indication.

Sequels are a strange phenomenon, and opinions of them tend to be so emotionally charged that people fire out accidental kamehameha waves if you bring them up. Movies like Batman and Robin, Jaws 4, Cabin Fever 2, and anything from Saw…let’s say 3 onward…are generally experiences slightly less favorable to ringworm, what with characters as interesting as your local H&R Block staff and plots that make C-Span look like a Quentin Tarrantino masterpiece. However, mention video game sequels, such as Mega Man 2, Final Fantasy VI, Resident Evil 4 and Silent Hill 2, and fans will melt down their own gold fillings to make a trophy for the game designers. I’ve played two of the Shining Force games before, and while I haven’t launched into auto-dentistry practices yet, I can get excited enough by them to pry the lid off the series and dig around for game #1. So today I’ll write about Shining in the Darkness, the crawly, grindy RPG for the Sega Genesis that somehow metamorphosed into a brilliant tactical game by the next instalment, like a maggot transforming into a unicorn.

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I’ll tell you what I’m not selling…cocaine. I think you’ve had enough.

Shining tells the story of a young boy chosen by mystical forces to be the hero. When his father accepts a job as the winter caretaker of a secluded hotel, the boy must use his supernatural psychic powers….wait, no, that’s not right. It’s just a collection of cliches. Evil wizard, kidnapped princess, chosen hero, incompetent king who would rather send lone adolescents into a major combat area than his army of seasoned veteran knights. The game doesn’t really tell a story so much as tries to justify dropping you into a pit of monsters and sealing off the exit as quickly as possible. The titular “shining in the darkness” is probably nothing more than the radioactive glow of cramming so many unstable tropes together in one game. Even Wikipedia discusses the story condescendingly: In a 2009 interview, Hiroyuki Takahashi (credited for “writing” and producing the game) recalled… ; The overly-simplistic storyline presents more of an imitation attempt at fantasy narratives, similar to a third-grader trying to write his own novel, or Terry Brooks writing The Sword of Shannara.”

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I prefer to think of this less as an abusive scene where a hero is punished for saving the world, and more in the lines of, “Hey, this is getting good…”

But in a way, the simplistic design makes the game appealing. One town for shopping, one castle for major story events, and one dungeon, where you’ll spend the bulk of the game committing the standard, tireless acts of murder so common to the role-playing genre—you know, like Call of Duty, but with sentient crabs instead of Middle-Easterners. The dungeon takes the form of a labyrinth, and between Phantasy Star, Brandish, and Shining in the Darkness, I’ve spent so much time in labyrinths lately that I’m thinking about putting on a frizzy blond wig, shoving a codpiece down my tights and spouting David Bowie songs. You navigate the maze from a first-person perspective, which in these older games can sometimes feel like trying to follow a set of Google Maps directions with a plastic Viewmaster duct taped to your face, but the layout is actually designed well enough that you don’t usually end up treading a path around the same circular hallway for thirty minutes before you even realize you’re not making any progress. In fact, if you explore with a mindset of consistently following either the left or the right wall, you’ll generally find that maps only slow you down. [Note: Maps will not slow you down…unless, of course, you find the ones on www.gamefaqs.com that only have 70% of the notable locations marked. My recommendation? Play the game the old fashioned way…with a book of graph paper and a pencil.]

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In Soviet Thornwood, egg cooks you.

The game carries a certain nostalgic charm, a description which unfortunately carries with it the implication that the player will wave his sword in front of him until so many monsters have died that the decomposing gases trapped at the bottom ignite the large mountain of bodies you’ve accumulated. I know I criticize almost every older RPG for mass murder, monster holocaust, or some other variation on attempts to purge the biodiversity from their game worlds until even the Tea Party would get bored with the racial purity, but it does tend to detract from any enjoyable gameplay in a lot of otherwise great games. In Shining in the Darkness, the enemy encounter rate is so high that it feels more like a Japanese subway car than a gladiatorial dungeon, but the game loses a lot of its sexiness when you start murdering monsters who are just trying to look for a place to sit on their way to work. Unfortunately, you need to kill every living being you stumble across (except for, you know…the princess. But you also don’t have to rescue her, either.) if you want to progress enough to beat the game.

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You’re lost and wounded, deep underground with no civilized life form around for miles? Hmm…that’s awfully nice armor you’re wearing…

While fun for the first half of the game, Shining in the Darkness really starts to lose its appeal once you’ve finished your test of merit to enter the upper floors of the labyrinth. At that point, the game turns into an endurance test, pushing your patience at grinding. With each successive attempt, you make just enough progress to grease the way for the next attempt to thrust deeper. The monsters become just a little more complacent, and you can go faster and faster each time, but you have to spend a good long time working on penetration in order to…I’m sorry. I got distracted. But the game tends to lose scope of why it’s fun to play by that point. It becomes clear that nearly every enemy you face dies at the slightest glare from the hero, or passes out with a double-tap from your two assistants. Meanwhile, the enemies slowly wear you down like a swarm of earthworms wrapped in sandpaper.

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Malligator deals 41 points of damage, then strikes a pose to show off his bitchin’ hair.

At the beginning, Shining in the darkness comes across as a fun, nostalgic dungeon adventure, elegant in its simplicity. By the end, it turns into more of a Netflix marathon as you mindlessly follow walls through what must be Woodstock for monsters, until your hero with the peripheral vision of a rat with its head stuck in a toilet paper tube has enough HP to withstand the magic attack that the boss spams at you. But, of course, once you’ve invested that much time into a game, you keep going with the faith that the game will pay off like the Nigerian Prince you know it to be.

Mickey Mania – SNES, Sega Genesis, Sega CD

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Mickey Mania is described in the DSMV as the compulsive need to encourage Disney to make crap by handing them your money. Or in George Lucas’ case, Star Wars.

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…This is so disturbing, even Mickey’s life meter is trying to hitch a ride out of town.

My job here isn’t an easy one. As I don’t expect you all rush to ebay (as much as one can “rush” to a website) to find copies of these games, and that you’re not seriously mulling over whether or not to play these and need an expert’s opinion to tip you over the edge one way or the other, the only  possible reason you’d read this blog is that I make the posts mildly entertaining. Even considering I’ve dropped the challenge where I don’t use any form of the verb “to be” (go back and check entries from my first two years of posting), I have to find just the right games to make fun of. If a game is too good, it may be hard to find flaws in it, but if it’s too bad, I have to worry about properly expressing the comedic aspects, which aren’t as easy as just showing where a game misses the point worse than Burger King’s attempt at green ketchup (not to mention my concern with too many manatee jokes). But then I find those Goldilocks games, the “just right” combination  of playable and pointless that makes them stringently bland…and I have to find a way to make them at least interesting enough to talk about.  Enter Mickey Mania: The Timeless Adventures of Mickey Mouse, a perfect blend of half-assed and carefully-developed, released to commemorate a birthday that no one cared about by revisiting short films that no one had seen.

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…I don’t think Disney has ever done anything as disturbing as this.

People love celebrating milestones, but when they do, they usually choose nice round numbers: 10 years, 25 years, 50, 75 and 100 all make the cut. But for whatever reason, Disney thought Mickey’s 65th birthday was a big deal. I wonder if most beloved cartoon characters fade into obscurity around their 63rd or 64th year (Poor Jeoffrey, the Peccary). When Disney came up with the idea of commemorating their contribution to the order of rodentia with a video game, they only had six months to hit their deadline. Fortunately, they decided to take a little more time to make the game playable, but not enough to actually give it anything unique or innovative. They thought the game would be carried by having actual Disney animators! work on the design, missing the point of a game in that special way that my mother misses the point when she asks why I still play Super Nintendo games when technology has improved so far over the last twenty years, then goes to the closet to pull out Scrabble and Monopoly.

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Mickey Kong

So Mickey’s 66th birthday present plays as an okay platformer, if not a consistent one. In general, Mickey jumps through levels avoiding enemies, most of which he can defeat by jumping on their heads. He also collects marbles, which he can throw at enemies. Beyond that, each stage seems to have been put together by designers taken from different parts of the Small World, selected in the manner of 18th century slave ships, where they are chained to their work with no common language to talk to the designer next to them. Three of the levels have bosses–although apparently in non-North American releases, more stages have these. Most stages allow use of marbles, but Mickey loses them every so often (much like the designers). Almost all the stages scroll from the side, but one rotates around a tower while another features Mickey charging straight at the player like an angry moose (as he is, in turn, chased by an angry moose). Mickey apparently is looking for various avatars of himself in some weird, meta-identity crisis, but a few of these avatars make no appearance within the stages themselves.

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Why does this look obscene?

Probably the worst oversight of the design, though, is that they based each of the six stages (seven for non-SNES releases) on classic Mickey cartoons except for one on classic Mickey cartoons that pre-date 1950. Only The Prince and the Pauper stage was based off a cartoon in players’ living memories; the rest are even older than my father. This wouldn’t be such an issue today, but they weren’t commonly played cartoons, and Disney had the audacity to release this game almost a decade before the invention of youtube, so none of these levels had any meaning for me.

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Rather than walking on the ground, you can walk on a barrel.

But they were designed beautifully. The game is nice to look at and puts in key details that–unbeknownst to players–come straight out the games. The Steamboat Willie stage even includes a gradual shift from monochrome to color (A curious choice, to say the least, since only the final stage is based off a cartoon animated in color. Perhaps they just wanted to show up The Wizard of Oz. Take that, filmmakers from 60 years ago!). The game is pleasant to look at and not too difficult, so you can get through most of it in a single sitting, even if it has all the replay value of a chicken sandwich. And the inconsistencies actually make it interesting, as you’re not stuck simply jumping on heads for two hours like a cute, child-friendly sadistic serial killer.

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Congratulations on giving us money for this game you finished in an hour! Now give us more money!

Mega Man: The Wily Wars – Sega Genesis

FIsh Mega Man Wily Wars
If we think about video games as a family, Mario acts like your workaholic dad, head of the family, but he does just a little bit more work than anyone really wants him to do. Your sister Metroid went off to college and came back for Thanksgiving after discovering feminism, and while she’s learned some fascinating things about science, she can’t talk about it without bemoaning the fact that she needs to hide her femininity for anyone to take her seriously. She brought home this guy, Resident Evil, who talks about surviving the apocalypse with nothing but a lighter, a broken shotgun, a medallion with a bird on it, and some herbs, but he obsesses over guns a little too much to make you comfortable. Your cousin Link has traveled the world, but half the family won’t talk to him because he gives off a strong gay vibe, and everyone else makes fun of him, calling him by girls’ names. Grandpa Chrono Trigger can’t tell you what day it is, Final Fantasy only wants to pay Magic the Gathering all the time, and even though no one really has much control over the dog, Yoshi, Mario insists he’ll take good care of the children.

"I totally scared you, didn't I?" "Fuck off."

“I totally scared you, didn’t I?”
“Fuck off.”

In all this, Uncle Mega Man sits in a corner with Uncle Madden (who started talking about next year’s football game the minute this year’s game ended). Mega Man has some cool stories about his younger days, but they all sort of sound the same after a while. He enjoys his routine, and reacts violently any time someone suggests he spice up his life a bit. His son, X, wants to think of himself as a rebel, but doesn’t realize his dad acted just as wild in his youth. Neither one of them shows much sign of changing, and after a few years they just stop coming to Thanksgiving altogether.

They did a wonderful job of updating the backgrounds and keeping everything else the same.

They did a wonderful job of updating the backgrounds and keeping everything else the same.

Now that I’ve taken the metaphor just a little too far, I should introduce Mega Man: The Wily Wars, a little-known release for the Sega Genesis. Released in North America only for the Sega Channel, The Wily Wars serves as Capcom’s own version of Mario All Stars for the Mega Man Series, bundling the first three games, updated with minimal (very minimal) 16-bit graphics and some new content.

True story, the filename for this picture is Penguin.png

True story, the filename for this picture is Penguin.png

But here the wall I ran into when reviewing Lego Star Wars stands before me with not the slightest dent from the last time my head violently collided with it. What can I say about any Mega Man game that I didn’t cover the first time I reviewed any of them? Aside from a small list of minor alterations, most of them aesthetic, I only need say, “Mega Man still fights robots. Takes their weapons. Manages to let the villain escape for another day.” They updated his sprite, as well as a few of the robot masters’ sprites. Stage backgrounds received a makeover, but as the graphical upgrades peter out as you work upwards through the games, it comes off as a little insincere, as though Mega Man 3 subtly wanted to point out how much prettier she looked from the get-go.

Mega Man taking inspiration fPython and the Holy Grail. Ten to one odds he doesn't make it to that next block.

Mega Man taking inspiration from Monty Python and the Holy Grail. Ten to one odds he doesn’t make it to that next block.

But teenage drama aside, some of the changes actually make a difference, especially in Mega Man 2. Capcom eliminated easy mode and it felt like they ramped up the difficult mode in subtle yet obnoxious ways. For instance, the redesigned sprites for the wood shield make it nearly impossible to jump over Wood Man’s attacks without taking damage. Someone on the design team must have really missed the boat with Quick Man, as they toned down his speed to match the other robot masters’, turning him into Boomer Kuwanger with special needs. (He must have seriously let himself go after the series decided not to renew his contract for Mega Man 4. Depression can ruin a robot, let me tell you. No one will take him serious while crusted over in his own rust.) Probably the most obnoxious change involves the Mecha Dragon, which no longer takes damage from the crash bombs…making it the only boss in the game without a weakness. Plus you get to fight it over a giant bottomless pit. Yay. Since Mega Man games fell into the sweet spot (for me) of just the right amount of challenge, the minor increase in difficulty that these tweaks add works for the game play. Too much change, after all, might frighten Capcom.

Yeah...I don't care how much danger threatens the earth. I don't want to set one foot in a part of the jungle made out of snakes.

Yeah…I don’t care how much danger threatens the earth. I don’t want to set one foot in a part of the jungle made out of snakes.

Then I beat all three games and something wondrous happened: original content! A Mega Man mini-game, complete with Dr. Wily’s skull tower and three unique robot master levels (none of which feel the urge to assert their machismo by adding “Man” to their moniker). Plus, this mini game did something I’ve always wanted to do with Mega Man: select from a set of weapons acquired in any of the games. What? You mean he doesn’t have to reformat his hard drive every time he beats up Dr. Wily? I would think after the first few times the old man threatened the world as revenge for not letting him threaten the world, Mega Man would at least keep a few of those outdated peripherals in a box in his closet–you know, just in case.

Realizing the limitations of the original game, Mega Man pioneered the idea of Rock-Paper-Scissors-Lizard-Spock

Realizing the limitations of the original game, Mega Man pioneered the idea of Rock-Paper-Scissors-Lizard-Spock

This adds an interesting spin to the game. Rather than a rock-paper-scissors relationship (or rather, because no one cares about Paper Man, rock-bomb-scissors), the three bosses have a small set of weaknesses, offset by weapons useful against their attack patterns, and the player has to decide what approach to take against them. Also, their design strongly resembles characters from the Ancient Chinese novel, Journey to the West. Like the characters in Dragonball. Because when Wu Cheng’en penned his satirical allegory of Buddhist enlightenment, he really just wanted to break into the anime and video game markets.

After defeating Son Wukong, Mega Man must take his place protecting Tripitaka so that they may travel to India to receive the eight energy crystals to rescue China from Dr. Wily. I think it goes something like that.

After defeating Son Wukong, Mega Man must take his place protecting Tripitaka so that they may travel to India to receive the eight energy crystals to rescue China from Dr. Wily. I think it goes something like that.

For a unique and fairly original Mega Man game, I’d only complain about the length–seven stages in total falls terribly short of what I’d actually want to play. It’s like ordering the unlimited soup at Olive Garden, enjoying your first bowl, and then for every bowl after that the waiter just rips open a packet of Maruchan Ramen. You had the good stuff! You knew what we wanted! Maybe changing the formula a little would do us all some good. Of course, eventually that waiter stopped delivering even the Ramen, evacuated the building, and left you sitting at your table in the dark, reminiscing about your meals of old.

Baby steps, Capcom. Baby steps.

Shining Force II – Sega Genesis

You cannot pass!

You cannot pass!

Last year around this time I decided to indulge in a bucket list game of mine: Shining Force. Given the choice between all the options released for the Sega Genesis, I randomly decided to begin with the first title that bore the name, all the while hearing over and over from sources online that the sequel blew that game out of the water. So in the mood for an old-school RPG, I pulled out Shining Force II and prepared for it to impress me with…a game almost completely indistinguishable from the first. Don’t misunderstand me, the first Shining Force more than justifies the cost of a Sega Genesis. But I had hoped that the improvements touted across the internet might include a story not ground from the same petrified chunk of mammoth shit, or a menu system a little cleaner than a congressman’s after-hours activities. Sadly, the game fails to deliver on both counts.

Davey Jones?

Davey Jones?

Shining Force II centers around tactical role-playing. As the leader of the force, the hero, dubbed “Bowie” in all media except for the game itself, commands a cast of characters with rudimentary job classes, mostly determined by species. Centaurs come equipped with all the important parts of the horse, so they make good cavalry. Dwarves make good, stout, infantry, while elves tend to work best with ranged weapons. Still, so as the king can cite examples in opposition to passing any civil rights legislation, you’ll occasionally get magic-using elves or humans, a centaur with a bow, or some other such crossover. For the most part, classes only determine what type of weapon the character will use, or in the case of magic-users, their spells and MP. The game’s primary difference involves a cast of hidden characters, each with special requirements to fulfill before they’ll join you. Furthermore, while all your characters should receive a promotion at level 20, you can promote some (apparently) to alternative classes. On both counts, I can’t say for sure whether or not I unlocked any of these, since even the main story often fails to clarify the steps you need to take to advance.

But we don't have the courtesy to do this during battle, of course.

But we don’t have the courtesy to do this during battle, of course.

The story begins with a careless thief (but one with a good heart!) unsealing an ancient Devil on Granseal island. This demon unleashes his hosts upon the world. They possess one king, try to kill another, suck the princess into an alternate dimension, and somehow embed two jewels into Bowie’s neck. Shaking off this pretty intense body modification as no more than modest bling, Bowie sails with the other survivors to the continent in order to found a new Granseal. He meets a phoenix named Peter who somehow becomes an important character, they travel around, do…stuff…and somehow they find the Peruvian Nazca drawings in this fantasy world otherwise unrelated to Earth, fly back to the island, and face off against a host of devils, demons, cliches, and WTFs.

Ah, yes, a translation to rival the works of Hemmingway, Milton, and Chaucer

Ah, yes, a translation to rival the works of Hemmingway, Milton, and Chaucer

Much like the previous game, the plot serves as an engine (albeit a badly tuned engine with a few pistons not firing and the “check” light constantly blinking on the dash) to get players from one battle to the other as fast as possible. While many games of this era can defend themselves with the “poorly translated” argument, Shining Force II has a special kind of bad writing that you only see when both the writer and the translator habitually abuse strong narcotics. The kind of writing that, while not overtly suggestive, makes dialog such as “They took my jewels” and “Don’t touch it! I’ll shake you off” sound like they lifted it right out of Leisure Suit Larry. One of the primary cliches–I mean, antagonist with a heart of gold who joins you after a major epiphany–suffers from one of the worst mistransliterations I have ever seen; rather than squaring off against the valiant Baron Ramon, the game expects you to take seriously repeated encounters with a villain named Lemon. However, I think I’ll grant my coveted Drunken Developer award to the end of the game where they can only break the curse on the sleeping princess with yet another cliche, and the characters hold a meeting to choose which one can deliver the true love’s kiss. While I never doubted for an instant that Bowie would get all the action here, they actually disappointed me by suggesting your healer–the blue-haired, sparkly-eyed elven priestess–could have possibly broken the curse, and then didn’t follow through on that.

Honestly, until that point, I didn’t think any of the characters had an inkling of personality behind them. They join your party out of the blue and fade into obscurity almost as quickly. To save space (presumably) on the cartridge, battle menus display character classes as four-letter abbreviations, such as RNGR, PGNT, RDBN, and SDMN, which I can only assume stand for Ringer, Pageant, Robber Barron and Sadomasochist, respectively.

Squid!!

Squid!!

 

The battle system helps this game stand on its own. Battles occur on the map, but like the first game they switch to an isometric animated environment whenever a character acts. Like any other tactics game, characters have a certain distance they can move per turn, each attack has its own range and effect areas, and different attacks seem to affect enemies differently. The limited number of attacks and the inability to customize characters make it a very rudimentary strategy game, but it plays well and forces you to think about your actions (even at one point dropping you onto a chess board and making you fight the pieces). Unlike the first game, you can freely explore the map and return to areas previously visited. Rather than having a set number of battles, they’ve introduced random encounters, which always seem to follow the same presets–kind of a nice gesture, I guess, but since you retain any experience when you die, it really makes level grinding unnecessary unless you really need some quick cash.

The system for awarding exp, though, leaves a lot to the imagination. The amount you earn after each attack seems about 10% dependent on whether the attack connected or missed, 10% on whether it defeated the enemy, and 80% on whether the game feels like giving you only 1 exp. Also on my list of criticisms, I’d like to add that I enjoyed the opportunity to explore the map (on account of having that option in every RPG released since the 1980s.), but the game didn’t always clarify where to go or what to do. At all. I felt good when I got a cannon and read that it could destroy rocks while also remembering a rock from halfway back to the beginning of the game that blocked my path. However, when I got there: nothing. Only by looking up a walkthrough did I learn it wanted me to backtrack to New Granseal and talk to a random guy outside the weapon shop in order to get ammunition. And while the game should take the blame for not giving me so much as a hint, I end up looking like a dumbass who tried to shoot a gun with no bullets.

Should I mock the mass of amalgamated hair, or the softball stuffed down her dress?

Should I mock the mass of amalgamated hair, or the softball stuffed down her dress?

But I have to look really hard for those flaws; while I appreciate a strong story, I can look past that to see the strong gameplay. I can’t comment on the music since I turned the sound off and played the game while watching seasons 3-5 of Dexter–all the while, of course, not missing out on storyline for Shining Force. Looking back at last year’s entry on the original game, I did the same thing with the sound. Losing track of how many times I compared the two games, I can say confidently that Shining Force II really stands out as an excellent jewel (hehe) of a game; I just disagree with the assessment that it surpasses the first.

Gauntlet – Arcade, NES, GBA, Sega Genesis

As none of my screenshots from the Sega version seemed to take, you get this title screen.

As none of my screenshots from the Sega version seemed to take, you get this title screen.

The more astute readers may have noticed already that the title of this week’s game doesn’t precisely match up with the list of consoles. Technically, I suppose, each of the installments merits their own entry, but even my power has limits; how much can I really write about a dungeon crawler with virtually no story involving extremely simple quests and objectives–namely, “get to the exit!” Because there you have it: my summary of the story. You choose your character at the beginning of the game; Thor the Barbarian, Merlin the Wizard, uh…er…Brunhilda (?) the Valkyrie or…let me look this up…really?…”Questor” the elf. Yep. They named the elf after his primary function in the game. Whatever…once the game begins, you make a mad dash for the exit of a small but labyrinthine map, after which the game whisks you away to the next bit o’ labyrinth. Oh, and on your way, monsters beat down on you from all sides as you gently push your way through them like rush hour in the Tokyo subway. Or you can shoot them, which I guess makes it more like the New York subway. And you keep this up for…good god, 108 levels?

I swear I went through this level about twenty times, each with a slightly different variation on the maze.

I swear I went through this level about twenty times, each with a slightly different variation on the maze.

Gauntlet, I’ll say, truly deserves its title. The game never relents in its struggle to violently dismantle both character and player; I could appropriately use the terms “rent” and “asunder”. And, full disclosure, I didn’t finish. Even after two and a half hours and an endless supply of credits, I got to level 52 and promptly celebrated by going to sleep. But even though I didn’t plow through another two hours straight of the crawliest dungeon of all, I came away from the experience with a deeper understanding of myself and the world around me. No really. You can learn some pretty profound truths playing Gauntlet. For example, gold really doesn’t have any value, even though you know you want as much of it as you can gather. Furthermore, your health ticks downward like a clock. Just like life. Also, as a single coin won’t get you to your second birthday party, Gauntlet reminds us that life favors the rich. Even without taking damage from a single enemy, you’ll gasp your last poorly-synthesized breath long before seeing the later levels of the dungeon, unless you keep feeding quarters into the machine like it’s that plant from Little Shop of Horrors; poverty-stricken valkyries can’t buy anything except the farm.

Also–true story–people with friends live longer. Gauntlet becomes exponentially easier with each player joining in, while reminding us why we hated group projects in school. Many of the corridors can only fit one at a time, so one player ends up doing all the work while the others kick up their heels and coast by without damage. Plus, each character has different stats, so while Speedy Gonzales the elf might lock on to the exit like a baby xenomorph going for a guy’s face, he’ll have to stand there and wait–his own health ticking downward, while his cousin, Slowpoke Rodriguez the Barbarian, catches up. Death appears as an enemy in the game, as much a bitch as in real life. Other enemies will vanish forever if you touch them (also like real life). Not death, though. You can shield yourself from him-hide behind a wall or something-but you can’t win and he won’t leave until he takes what he wants from you.

Note that a lot of these screenshots look alike. Gauntlet doesn't exactly offer much in the way of scenery.

Note that a lot of these screenshots look alike. Gauntlet doesn’t exactly offer much in the way of scenery.

But other than those random observations, the game offers as much variety as grocery store muzak, thus limiting anything really worth saying about it. Even magical, fantasy-themed maze solving starts to feel as exciting as fishing in an empty pond after the first few hours. Fortunately, the arcade version spawned a series not just of sequels, but different versions of the original–with each one even more original than the last!

After my last attempt to cycle through the same levels, plow through the same enemies, unlocking the same doors, and glancing over to check the same clock, a thought struck me; didn’t I buy a Game Boy Advance port of this game years ago? Might that have refined this system into something I could pause and come back to later without sacrificing all those hours of my life? After about twenty minutes of rifling through my Nintendo DS cases wishing I had periodically alphabetized the GBA cartridges stored there, I found it, plugged it in, and immediately shut it off. Here’s some advice to any developer/publisher interested in porting an arcade game–remember to let the players insert coins! This port didn’t change much from the original, but they bundled it with “Rampart” and stripped away any function that arcade cabinets could do that the GBA couldn’t. So don’t bother looking for coins. They give you one credit. Granted, they don’t skimp on the health, but I wouldn’t call them “generous.” Your health insurance can’t pay 100,000 for a pediatric checkup at birth and then call it good for life. Also, on this lifetime limit of health, you have to get through all 108 levels alone. The GBA doesn’t have a second-player controller, so the port doesn’t offer more than one player. I want to issue a challenge: anyone who can beat the Game Boy Advance port of Gauntlet, take a picture or video of the end–with the GBA or NDS visible in the frame–and I will immortalize your name alongside Odysseus, Aeneas, Beowulf and Arthur by writing–and posting–an epic poem about your victory.

However, while immortal fame remains inaccessible to me in handheld dungeons, the Sega Genesis port (released as Gauntlet IV) solves the issues from the GBA port. Amazing foresight, I’d say, considering it predated the Game Boy Advance version by over a decade. Gauntlet IV introduced different modes to the game. Arcade mode simulates the original hardware, allowing players who apparently never have more than $2.25 to their name, to “insert coins” for more health. You don’t get much health per credit, so this doesn’t immediately make the game playable, but you can fiddle with difficulty settings and maximum credits (as previously mentioned, up to a total of 9). Record mode helps a little; players can’t die and can use passwords to continue, but they have extra loading screens to breakdown their progress and weigh out their score based on health, enemies killed, and gold collected. I do take some issue with the game, as they felt the need to completely redesign most of the levels. It still feels like the arcade game, but all the cash you dropped into the machine as a kid won’t prepare you for the Sega release.

While pillaging and murdering your way through the dungeon, don't forget to stop and loot once in a while.

While pillaging and murdering your way through the dungeon, don’t forget to stop and loot once in a while.

Fortunately, quest mode rocks. Gauntlet IV introduced the concept of 4 towers to complete to gain access to a castle. Each tower consists of the same small-ish labyrinths, but they differ from all previous installments by giving the players the ability to freely move up and down levels, adding a vertical component to labyrinth-solving. The player has to locate specialized “trap” tiles that remove walls from key pathways, enabling them to get to the top. (Or the bottom. Apparently they felt that some towers needed inverting.) At the final floor of each tower, you fight a dragon. You can fight towers in any order, but difficulty increases (along with gold and exp received) each time you kill a dragon. Each tower has a specialized tile that impairs the player while standing on it. Unlike other installments, you can level up and purchase equipment, but enemies level up along with you, making the game as effective as using an exercise bike as your main mode of transportation; even if you get better at it, it doesn’t move any faster. Even so, I beat this version. Let me shout that from the mountain tops: I actually finished one installment of Gauntlet!

But I still have to navigate your stupid dungeons? Fuck you!

But I still have to navigate your stupid dungeons? Fuck you!

Even so, I don’t think I enjoy Gauntlet IV quite as much as the NES “port.” I say “port” lightly, since it features different graphics (downgraded for 8-bit), completely new levels, and six world maps with labyrinthine routes dependent on which exits you take in each level. Gold has a purpose; collect enough and your maximum health increases. Periodic treasure rooms (a staple of the series, previously as useful as Mega Man’s score system) now refill health if you find the exit in time. Best of all, you can pick up your progress using a password system (provided your hardware doesn’t fail when you try to start the game after you die….). The game does have one obnoxious drawback, though, in that along the way you have to collect parts of a password to get you into the final level. You can only find these in select rooms along the way, and you usually can’t access these rooms unless you find the secret exit in a previous level that takes you there. And if you miss the password, the game keeps going, but you can’t finish. Yay.

This exciting screen. Every. Bleeping. Level. It adds about an hour on to your play time.

This exciting screen. Every. Bleeping. Level. It adds about an hour on to your play time.

But for all the obnoxious tedium of these early Gauntlet games, I should clarify that, while I enjoy finishing games, I can enjoy a game without finishing it. While the term “dungeon crawler” usually sends me screaming for higher ground, I actually rather enjoy this, and I can probably recommend any of these games–well, maybe not the GBA port–as long as you don’t expect to see the end. And if you do see the end…let me know.

 

Zombies Ate My Neighbors! – SNES, Sega Genesis, Virtual Console

ZAMNTitleNaturally, when people find something they like, they tend to want more.  Lately it seems that America just can’t get enough of zombies. Apparently they can’t find nearly enough stories about the living dead as they’d like. After all, what can you do when Hollywood limits stories to: White Zombie, Revolt of the Zombies, Revenge of the Zombies, Teenage Zombies, Zombies of the Stratosphere, Night of the Living Dead (1968), Night of the Living Dead (1990), Dawn of the Dead (1978), Dawn of the Dead (2004), Shaun of the Dead, Day of the Dead, Land of the Dead, The Evil Dead, Evil Dead II,The Re-Animator, Zombie vs Ninja, Redneck Zombies, Scooby Doo on Zombie Island, 28 Days Later, Hellsing, World War Z, Resident Evil and the Walking Dead.

In such a generic dearth, one may have to turn to literature, such as: The Zombie Survival Guide , Herbert West: Re-Animator, Pride and Prejudice and Zombies, Pride and Prejudice and Zombies: Dawn of the Dreadfuls, Warm Bodies, Undead, The Dead, The Dead of Night, The Living Dead,  Pride and Prejudice and Zombies: Dreadfully Ever After, Dead@17, Shaun of the Dead, World War Z, the Resident Evil novelizations, and the Walking Dead.

And when you run out of those, unfortunately, zombie video games don’t offer much more than: The Last of Us, Survivor FPS, Amy, Lollipop Chainsaw, ZombiU, Dead Block, Dead Island, No More Room in Hell, Yakuza: Dead Souls, Call of Duty: Black Ops: Zombies, Dead Nation, Red Dead Redemption: Undead Nightmare, Zombie Panic in Wonderland, (the aptly named) I Made A Game With Zombies In It, Minecraft, Plants vs Zombies, Plants vs Zombies: It’s About Time, Zombie Apocalypse, Dead Space, Left 4 Dead, Resident Evil (1 through Six, Zero, Code Veronica, the Umbrella Chronicles, and Outbreak)…and the Walking Dead.

And if you blow through all those, I left off literally hundreds of titles listed on Wikipedia.

Zombie media has worn out its novelty. However, people haven’t quite figured this out yet. Every time a book, movie, TV show or game pops up with “Zombie” or “Dead” in the title, people flock to stores with no realization of how frequently artists use zombies to criticize mass consumerism.  Given the situation, I face a challenge in talking about “Zombies Ate My Neighbors,” a run-and-gun action/horror game from 1993: namely, no one cares about zombies anymore.

"Oh, is that hair gel?"

“Oh, is that hair gel?”

The title, however, might confuse people. Rather than a description of the challenges facing the player, it broadcasts the game’s sense of humor which parodies famous horror films prior to the sixties. The game has a simple design; you select either the girl character, Julie, or the 3D-glasses-sporting, Vegeta-haired boy, Zeke. After loading a squirt gun–presumably with a combination of Holy Water, WD-40 and sulfuric acid–the chosen avatar begins a mad dash through a top-down view of suburbia, trying to prevent–you guessed it–zombies from eating your neighbors. Initially, you have ten people to save per level, but since they have a tendency to stand by obliviously as werewolves knead their intestines like a ball of dough, this number drops rather quickly. If a victim dies, you begin with one less neighbor to rescue in the next level.

Ever wonder what they keep in the back room at the grocery store?

Ever wonder what they keep in the back room at the grocery store?

Zombies, rather than the focus of the game, serve more of a basic enemy goomba-type role, cheap, limitless fodder to throw at you whenever the game feels obligated to give you an enemy, but doesn’t want to put too much effort into it. After the first few levels, a whole slew of mummies, pod people, Chucky dolls, chainsaw maniacs, Martians, giant ants and more crawl out of the woodworks to grab a tasty mouthful of soylent suburbia.  The developer, Lucas Arts, clearly put some thought into this, which elevates Zombies Ate My Neighbors above most of the zombie books, films and games I listed at the beginning of this article. The game assumes familiarity with classic horror, then uses that as a foundation for parody. Each level sports an introduction with humorous titles such as, “Evening of the Undead,” “Dances With Werewolves,” “Where the Red Fern Growls,” “The Day the Earth Ran Away,” and more, with many sequel levels which proclaim themselves as “More Shocking” or “More Terrifying” than the one before it.

Even the music looks back to classic films, with tense ostinato tones reminiscent of the Twilight Zone theme, combined with a theremin melody inspired (much like Danny Elfman’s score to “Mars Attacks”) by Bernard Herrmann’s score for “The Day the Earth Stood Still.”

ZAMN provides an early example of a classic video game trope: using random every day objects as weapons. You start out with a squirt gun and pick up some logical weapons like a bazooka and a weed whacker, and certain objects like crosses make sense, but you also chuck a fair share of soda cans, plates, footballs, silverware (for werewolves), tomatoes and popsicles at the hoard of beasties.  While it amuses me to no end envisioning what might happen if you fought a mugger by conking him with a popsicle, I have to side step that amusement for a word about combat.

ZAMN1
If I had any criticism for the game, it would stem from the combat system. You start with a finite amount of ammo and have to pick up more as you go along, and unlike the survival horror genre, you can’t usually just run away from fights. The zombies must have recently feasted on the Wicked Witch of the West because they explode at the slightest touch of water, but most enemies have significantly more health.  In addition, the game only sometimes lets you know that your chosen weapon has any effect on the monsters at all–bosses blur out-of-focus briefly, and some enemies flash, but only a few and not with every weapon. While discovering halfway through the game that yes, in fact, the squirt gun does harm mummies and giant ants may have only inconvenienced me slightly, I did from time to time realize I had spent the last thirty seconds launching ammo just slightly to one side of a monster, like I wanted to kill an even worse monster standing behind it to gain this monster’s trust back.  Unfortunately, to add to this, several monsters flit around like humming birds, making them hard to hit, and so I’d find myself tossing away my weapons supply as though it would give me cancer. ZAMN.3Enemies in general, but bosses more than others, have a little too much life, and I found certain key fights dragged on to the point of boredom. Snakeoids, a recurring boss seemingly based on the graboids from the movie “Tremors,” often found themselves the victims of long strings of verbal abuse. Not only did they need a sturdier pounding than Rasputin before they died, but they could only take damage for brief moments when they surfaced to attack. Sometimes they’d surface at reasonable intervals, and on a few occasions I got them to glitch out and surface repeatedly, but most often I’d just stand for minutes on end like a donut tempting them to ruin their diets while they ran circles around me, deciding whether they should eat me or not. ZAMN3They offset the NES-level of difficulty slightly by offering a password system. By entering a four-letter password, you can start near the last level played with none of the weapons except the squirt gun, one health kit, and the exact number of neighbors you had left. The fact that the game only has memory for neighbors actually doesn’t make the game as difficult as it would seem–fewer neighbors to rescue means less time spent in each level, and while you may not pick up as many items that way, you’ll take less damage and last longer. Still, if you lose all your neighbors, you lose the game. Furthermore, the game rations out passwords once every few levels like it might run out, so you may find yourself repeated a lot of stages that you already know you can beat.

But mostly this nice little gem of a game, now twenty years old, still finds ways to entertain, not just with gameplay, but also by tapping into timeless horror icons, much like the original Castlevania did. And even those who might not have a library of silver-screen films or the knowledge of trivia to make the connections can still appreciate the light-hearted horror humor presented in Zombies Ate My Neighbors.

Maybe we can look back to some extant pieces of the zombie canon and move on to the next big monster fad…I don’t know…werewolves or something. We have enough already to keep us entertained for a long time without getting bored. We don’t need to see any new, terrible zombie films. It’s a good thing Zombies Ate My Neighbors never sunk that low.

Oh wait…