BoneSnapDeez wrote:Anyone who has a Famicom seems to own this game. I bet you have Gyrodine too. Games like that just appear in people's collections, I swear.
I have 44 Famicom cartridges and not one of them is Challenger, Gyruss, Atlantis no Nazo, Exerion, or Bokosuka Wars.
Mostly going to throw out a list of games I've beaten so far this year:
- Tiny Toon Adventures: Buster's Hidden Treasure (GEN)
- The Revenge of Shinobi (GEN)
- Shadow Dancer: The Secret of Shinobi (GEN)
- Shinobi III: Return of the Ninja Master (GEN)
- Go Go Ackman (SFC)
- Super Wagyan Land (SFC)
- Super Mario RPG (SFC)
- Shin Megami Tensei if... (SFC)
- Front Mission: Gun Hazard (SFC)
- Steep Slope Sliders (SAT)
- Valkyrie Profile (PS1)
- Sakura Taisen (SAT)
Nearing the one-quarter mark through 2019, and I seem to be looking at another year where my total number of beaten games will be down from the previous year. Even though I also replayed Contra: Hard Corps, and Castlevania: Bloodlines in January, I only really want to know how many games I'm beating that I haven't before, or at least haven't beaten a particular version of (different region, different console, etc).
Moving on to the games themselves:
The Revenge of Shinobi, and
Shadow Dancer are two games that really try to defeat the player. They do an excellent job with it, too. I ultimately like the games, but the challenge kind of swamps out the fun a bit too much in them. I don't think the quality of those two is quite high enough to completely overcome the deficit in a player's goodwill engendered by the difficulty in places--particularly the jumps in Chinatown, and Stage 7 of RoS, and Scene 5 of Shadow Dancer.
Shinobi III has a pretty nutty final stage, but it is so good it doesn't even matter. The game is excellent: It looks perfect, it sounds perfect, it feels perfect, and above all else it's really fun. Shinobi III will be the King of the Hill for me, this year, unless or until something else really challenges it.
Go Go Ackman and Super Wagyan Land were really just two annoyances.
Go Go Ackman has these terrible habits of including the worst auto-scrollers imaginable into every level, garbage bosses, and lame/uninspired level design, along with power ups that are lost upon taking damage. It's pretty terrible to play, but the presentation is half decent. It's not worth anyone's time, but might be okay to watch someone else play, and suffer through.
Wagyan Land is just a case of a really average platformer that's stretched out to infinity, and beyond. There are so many samey, average levels, that what could be just a whatever game, becomes this extreme gauntlet of mediocrity, until the last few stages where it starts to beat one down with very technically demanding levels in its very imprecise game world. Also, beating the final boss at shiritori may be one of the most challenging things I've ever overcome.
Super Mario RPG was pretty cool. I was kind of surprised to like it as much as I did, considering I hated Paper Mario. I don't have much to say about it at this point other than that I think it's well worth playing, which is a rare utterance for me concerning a Mario game. There are a number of other SNES RPGs that I prefer, but it's still pretty easily in the upper half of the SNES RPGs I've played.
Shin Megami Tensei if... is easily my least favorite game in the series so far (and I'm including both of the Famicom games in that statement). It was a game I started about a year and a half ago, but got fed up with in the Sloth Realm, and just stopped. You start out in a high school, and this one kid, who is sort of channeling Nakajima from the original Megami Tensei, decides to throw the school into the nether realm. The main character, and his partner--there are a total of four possible partners, and one of the male partners has one realm that's different from the two female partners, while the other male partner changes up the path through the game dramatically--go through six realms based on the seven deadly sins, in order to collect some rings that are supposed to save the school. The different realms are where the game gets into trouble, because the latter half of the realms introduce some really dumb gimmicks based on whatever deadly sin they represent. So the Sloth realm has all these kids from the high school being forced into digging through a spider web of underground tunnels. Any one of the kids you talk to will dig through one tile of the tunnel for each cycle of the moon, but you have to talk to that person again after that cycle of the moon, before he or she will dig through the next tile after the next moon cycle. There's an NPC that sort of hints at this, but you just end up wandering around for hours, wondering when something will actually happen. Out of 12+ different tunnels, two them will actually result in progressing the story (after at least eight cycles of the moon) with the ring, outright, or a boss fight that gives you the ring. It was just a really, really bad idea, and things don't get a whole lot better in the Realm of Envy, either. The Guardian system is also some hot trash, which gates away a lot of the best armor in the game. The only way to get a new, "more powerful" guardian is to die after a certain amount of time not dying. It both sort of trivializes dying in the game (although it could mean that you get pushed back into a weaker guardian), and basically incentivizes it for a stupidly arbitrary reason. I hate it. There's no real player agency over alignment, either. There's only a party alignment determined by the alignments of the monsters in the active party, which doesn't affect the story, and only keeps one from putting lawful monsters in the party with chaotic monsters. Anyway, they done fucked up with this one. Hopefully SMT II is any good.
Front Mission: Gun Hazard was just sort of okay, for me. It's a little repetitive, and boring after a while. At least when it's not throwing bosses at you that can kill you with the most gentle, and loving of breaths on the nape of your neck. I just found it to be a bit too formulaic an experience, for too long. The RPG elements don't really lend much to a game that really should only have 20% of the levels that it actually does. The story is also a little upsetting, because it starts out very interesting, and then seems to just be about how dumb everyone is. I also can't forgive the game for the end of Zambola. The VP's plan just doesn't make any sense. It is one of the most stupid plans ever conceived by a video game character, which is really saying something. Jose is also a pretty colossal idiot for such a high ranking person. Ultimately I didn't really care about the organization the game was really trying to get me to care about. I don't really mean to dump on the game though. It's an all right game, but I just don't find it to be particularly great in any way.
I was kind of surprised by
Steep Slope Sliders. It's a fairly competent snowboarding game. I had dabbled with it before, and when I was playing it recently I was trying to remember why I thought it kind of sucked. Then it dawned on me that I was thinking of when I was playing a bit of 1080 snowboarding on the N64 again, a number of years ago. I'll have to reserve judgement on whether or not Steep Slope Sliders is actually better than 1080 on the N64, but while SSS doesn't look super great, it plays pretty well after getting used to it. The unfortunate thing is all the content locked away behind really abstruse requirements that I don't think anyone could actually know about without looking them up. Yeah, the four extra courses, and eight bonus characters are all kind of experimental feeling, but they also add a fair amount of value that most people would never know actually exist just by playing it normally. The hybrid Slalom/shmup mini game, Steep Slope Shooter, is also one of the craziest sequences of inputs I've ever seen for a game. I made sure to beat that too, mostly so I wouldn't ever really feel the need to enter that code again. I also have Steep Slope Sliders for the Sega Titan Video (S-TV), so I'll need to see how the game is in its arcade form, at some point.
Valkyrie Profile is a little hard for me to talk about. I'm still a little sore from it. The prologue (which on its own is a little insane that it can just be skipped) would be so tremendous at setting up a magnificent story, if the game actually cared at all about telling its story. (I watched a video of the prologue in English, though, and it is so bad. I think I actually stopped watching it once they were in the Suzuran Fields.) The character artwork is also outstanding, and I love it. Unfortunately Valkyrie Profile feels like a weirdly incomplete game. It's a little bit like Swiss cheese in that there's a pretty solid structure, just with a ton of holes. I don't absolutely love the combat, but it's still fairly engaging, and I don't love all of the dungeons (the Forgotten Caves are usually a waste of time, even though I got a Learning Ring in the first one), but they're usually not too trivial. The real thing is that there's nothing really tying any of the gameplay together. All of the Einherjar (or 'Einferia,' as Valkyrie always say; it took me a while to figure out that was supposed to be "Einherjar") are really just introduced with their tragic stories, and then have no bearing on anything other than the war in Valhalla (if you send them there), or your party I suppose, if you happen to use them there. At a certain point, the character customization isn't really that important anyway, since everyone other than mages becomes 90% the same as everyone else. The main thing that will differentiate characters is their particular set of attacks, which is one of the main reasons I didn't continue to stumble upon the A-ending, because Luscio's third combo attack is ridiculous, and I wasn't about to send him away to Valhalla. (Also, I wouldn't have ended up removing Valkyrie's earring, but--.) The B-ending is sort of worthless, and does nothing for the game. It actually detracts from it, overall. I ended up watching videos of the A-ending after the fact, but it still doesn't do much for me. There were a few interesting threads to some of the more relevant plot parts in a couple of the chapters, but the A-ending seems to just go off onto tangents, anyway. Valkyrie Profile was sort of a case of untapped potential. I actually enjoyed the game fairly well, overall, but it just feels like it could have been so much more.
Sakura Taisen is weird. Not just because it was trying to get me SWATed in Chapter 4, when a just barely 10-year-old Iris tries to get the main character to kiss her, but because it blends two things that seem like they have no business together: a dating sim, and a tactical combat sim. Weirdly, I kind of enjoyed the game. It plays out as sort of one part adventure game, one part dating sim, and one part tactical combat. The story is kind of basic: Set in Taishou era Japan (1914-1915,specifically, I believe), a recent graduate of the Imperial Japan Naval Officer's Academy, Oogami Ichirou, is assigned as the Captain of a secret troop of the military, the Teikoku Kagekidan - Hanagumi, who outwardly operate as a theater troop, but are normally tasked with the protection of the people of Tokyo from the Kuronosukai. The Kuronosukai are a shadowy group that is hell-bent on driving Japan back into the Bakufu periods (the Tokugawa Bakufu, specifically). It's all pretty standard stuff until the last few chapters, when things go completely off the rails. The ancient city of Yamato rises; There's demons, angels, and giant, 8 kilometer long, flying war ships; Resurrection becomes a thing. It reminds me a little of the end of Megami Tensei, but way less fitting. Anyway, it's a fairly easy game (final boss not withstanding, although I still only lost one unit on it), and really just a matter of making sure that you make the troop happy enough that they get some stat boosts during the combat phases, based on their individual trust levels with Oogami. By the second disc, you're basically forced to "pick a girl," and while I really had no great attachment to any one of them in particular (which isn't to say that they are bad characters; I actually thought they were all fairly decent despite their tropes--Chinese genius, mecha-maniac, who speaks with a Kyoto accent, anyone?) I ended up with Kanna, the nearly two-meter tall Okinawan girl, who's breathed, eaten, and slept Karate for her entire life. The upside there is that she's the oldest of the girls (at twenty years old by the time you have to make a choice, which is also the age of legal standing in Japan), and I also liked her the most, anyway. I also have a little bit of a soft spot for Okinawan girls, although that could just be because I love Okinawan food so damn much. I don't know that I could really recommend Sakura Taisen to anyone. I don't think it could really have a wide appeal, and for me it's probably a real guilty pleasure sort of game. Also the end of the game is totally whack, but there's a fair amount of quality in the whole package. I spent a fair amount of time, after the end of the game, playing hanafuda (koi-koi) in the post game mode. I still don't know how to actually get any of the special bromides, though.