Showing posts with label 8-Bit Era. Show all posts
Showing posts with label 8-Bit Era. Show all posts

Saturday, December 15, 2012

The 1988 Taito Arcade Game Version of Superman

 

Coming soon to a dive Italian take-out pizza and subs joint near you!

Isn't it enraging that the only good Superman game ever made was never, ever released for home consoles?

Not only that, it's the only Superman game ever made that used the trademark John Williams music from the movies. Just listen to it. There's even a hilariously "action-y" up-tempo version of the dopey love scene music on one stage.


Though it doesn't use any known Superman bad guys, it nonetheless feels like a Superman story: a fiendish green warlord leads a global alien invasion, one that apparently is only interested in attacking America's most scenic locations like the Las Vegas strip and San Francisco's Chinatown.

 The aliens include a giant loincloth wearing Harryhausen cyclops,


 Jumping bunny women;


 Spider-monsters that trap you in a web;


 Apparently the one thing the aliens all have in common is, when defeated they break up into the into the Outer Limits horizontal lines that Unicron used to create Galvatron.


 So far, so good: you have a science fiction themed global alien menace, an element of travel. Everything you need for a good Superman game.

 This looks like a job…for Superman! And red Superman!


Wait! Who the heck is this guy? Is this possibly a reference to Superman-Red and Superman-Blue, the Imaginary Story from 1967?


If so, kudos. But I doubt it, since it's traditional for beat 'em up games to have a co-op mode, with a second player created by a palette swap (see also: Double Dragon, Altered Beast). The presence of a Red Superman may just be an especially chutzpah filled example of video game adaptations' greatest motto: "to hell with it, nobody will notice." 


This reminds me of how, when you were a kid, you'd play Superman on the playground and everybody wanted to be Superman. If Superman comics were like our playground games, there would be approximately 500 Supermans flying around out there arguing who hit who.

 But it gets more interesting, because have a look:


 Unused sprites left in the game show a second playable female character. Possibly Supergirl? There might have been an idea to make Player 2 Supergirl, but palette swaps were easier. And besides, in an era of zero female game characters, some chauvinistic boys might not have liked playing a girl - even Supergirl.

 (FYI, or those unaware, it's actually easier to leave in unused or unfinished content in a game rather than eliminate it totally, because if you yank something out it might create problems with programming it's "attached" to. So it's usually easier to just block something out. But those who get their hands on the game code can sift through it line by line like bread crumbs and find all kinds of surprises. There are many interesting examples, like an unused, incomplete level in Sonic 3, or like the fact Legend of Zelda: the Ocarina of Time, a fantasy game, has a futuristic tiny starfighter Arwing from "Starfox" that was added in to test the flight physics.)


 The game doesn't stiff you when it comes to Superman's powers, and doesn't cheaply dole them out in ways like putting them on limited uses, or linking them to power ups. It's possible to lift and throw cars, and the game is even built around the element of flight, with it going vertical instead of the weird 3-D perspective seen in brawler games like Double Dragon, which means your punches end up hitting only air because of an error in depth perception.


 There are levels that become flying stages where you soar upwards, which is a downright revolutionary use of space in a genre defined by The Eternal Quest to Go Right. There are even some Gradius or Lifeforce style 2-D "schmup" stages where you blast enemies with laser vision.


 The game is a lot like the movies in ways other than the music, especially in the sense that Superman, instead of having his traditional powers, is basically like a genie, given additional bizarre powers for budget reasons. In the movies he could appear in several places simultaneously, use telekinesis, throw his S-shield as a cellophane trap…not to mention "Great Wall of China Vision" from Superman IV.

   

 In the tradition of the movies, Superman can apparently also either throw his fists (like Voltron?) or his fists can create charged up fireballs in the shape of a fist. Not entirely sure what's going on there.

In general, the game is worth trying if you can find a cabinet, even if it doesn't have any of the Superman enemies, supporting cast, or even Kryptonite, though the last one is annoyingly overused. The fact it is unavailable is a crime, and a sign of how totally possible it is to "lose" video game culture. Like movies in the silent era, they just weren't seen as important enough to preserve or keep in circulation.

Monday, August 8, 2011

8-Bit Video Game Reviews: "The Krion Conquest"


The Krion Conquest is one of the most intriguingly unique games I've played, which is ironic because the only thing any reviewer ever says about it is that it is a Mega Man rip-off. Well, Krion Conquest was obviously based on the engine of Mega Man…but isn't that in and of itself pretty unique? A whole 8-Bit library could be filled with nothing but Super Mario Bros. and Contra rip-off platformers, but there are other games nobody ever borrowed from, so it's interesting to encounter one that uses similar mechanics. Remember Battle for Olympus, which was a gameplay copy of, of all things, the odd one out of the Zelda series, the side-scroller Zelda 2: the Adventure of Link? If you rip off something nobody ever rips off, that's an act of creativity in and of itself.

First things first: you play a female. In the eight-bit era. Wow.

I'm straining my brain and I can't think of any other game with a female playable character at the time, except maybe the bizarre "Athena." The main character, as seen in the gorgeous box art, is a foxy female witch.

The box art sold her as some curvaceous 1940's Betty Page type, which is odd because the actual game art shows her as some anime creature. This goes back to the days when Japanime seemed weird and unwelcome as opposed to being a selling point because it's "different" and "exotic," like French cinema.


Me, I've always been a red-blooded, meat-eating American, and if there's one thing I can't stand, it's the conventions of Japanese cartoons and video games, with androgynous heroes, talking rabbit sidekicks, and fifteen year old, flat-assed schoolgirls. So the way I see it, bring on Witch Betty Page!

The difference between Krion Conquest and Mega Man is like the difference between teaching someone to drive and getting hit by a car. The same ingredients are there in both cases (a car, wheels, a road, etc.) but they're all doing something totally different.



In Krion Conquest, unlike Mega Man, you begin play with all your weapons. What does that mean? If you only take away one thing from this review it is this: the game is not a traditional platformer like Mega Man or Super Mario where you run, dodge jump and shoot, but rather, you have to keep your thinking cap on because the game actively requires you to think about how to use your different powers.

That is why I find Krion Conquest so interesting: you don't just run and jump, but you have to actively use your brain and defeat enemies like a puzzle game. No critics of the game ever mention this, which is what prompted me to write this review: one of the most unique things about this gameplay go totally unmentioned. In this regard it's a predecessor of thinking games like Portal.

I wish more games like The Krion Conquest had been made: action games that aren't just spaceship-shoot-laser but also require some mental adroitness.




Take for instance this scene. There's an enemy in a pit up there you can't jump and reach, but he's quite capable of dropping bombs on you below. How do you get him? You have to perform a bit of billiard-ball trigonometry with a bouncing weapon, which works not unlike Captain America's rebounding shield.

There are other occasions where you have to cross distance on a broomstick, one of your many powers. A lot of critics of the game have slammed it because the control on the broomstick is so bad, you're better of setting the controller down and making it move by shouting bad language at your Nintendo. Well, yeah! The control on the broomstick is supposed to be hard, because that's part of the point of the broomstick, as a part of the puzzle-solving element of the game: you're supposed to know where to go in advance and place your broomstick in the perfect spot.


The point of this game is patience and using the right power at the right time. To that end, you approach most screens in a place of safety so you can look over the obstacles and come up with a strategy. Take for instance, this scenario here. This enemy shoots right at you. You should have the Shield Barrier charged immediately, so the instant you land you can have it charged, then shoot behind the barrier in total safety.



When it comes to control, Krion Conquest is something of an improvement over Mega Man in one crucial respect: you can shoot up. This isn't a little thing. Enemies that are impossible in the Mega Man games, like the diving helicopter-guys in the Cut Man stage, are easily dispatched here because you can shoot up.

In fairness, there are some powers that just don't come up at all. The Freeze ability requires you to charge the weapon up, and only freezes the enemy in place. There is literally no scenario in the game where this comes in handy. Likewise, the Fire power is a "kill everything on screen" ability, which has the terrible side effect of stealing a third of your life. In a grueling Mega Man style game where every level is an endurance test, this is never a smart idea.

I hear Krion Conquest had an even more unique and un-Mega Man-esque trait that was ultimately taken out of the American version of the game, a series of cutscenes in between levels. I would have loved to see this and I'm sorry it was removed! For one thing, while cutscenes are common today, this was absolutely unheard of in the 8-Bit era outside of the Ninja Gaiden games, where the cut scenes between levels turned the game into a big story. I understand the foreign versions of the game have cutscenes and I would very much like to see them restored to the game at some future date.


From what little we see, the game is set in the astounding futuristic year 1999. Whoa! Those were heady days, back in 1999, what with the the Euro, Woodstock '99, Spongebob Squarepants...though with the boy bands, Pokemon craze, and Star Wars: Episode I, weren't things on earth bad enough without robot invaders?

All in all, Krion Conquest and Mega Man are similar in the sense that all human beings are similar…what is important and what ultimately truly matters are the unique, distinctive differences.