Showing posts with label Shake Kids. Show all posts
Showing posts with label Shake Kids. Show all posts

Monday, August 04, 2014

#PlatforMonth game suggestions for some systems that aren't the PC Engine

In my last post, I discussed a handful of PC Engine platformers that I think would be well worth playing as part of Anne "apricotsushi" Lee's just-announced #PlatforMonth game-along.

Today, I'm going to share some #PlatforMonth recommendations for a few other systems--namely, the Famicom (NES), Mega Drive (Genesis), Super Famicom (SNES), PlayStation and, of course, the GameBoy.


Don Doko Don 2 (Famicom)--I've long considered this to be a rather under-appreciated gem given its pedigree (made by the masters at Taito, follow-up to sort-of-classic Don Doko Don) and its overall quality. I'm guessing the lack of attention from the Famicom set stems, in part, from the fact that this sequel's basically a straight-up, side-scrolling platformer rather than the single-screen sort like its predecessor. Plus, Don Doko Don 2 doesn't do a whole heck of a lot to separate itself from the Famicom-platformer pack. Still, I've always found it to be an enjoyable little romp that sports a bit of that "classic Taito" look as well as a unique gameplay hook--involving the same hammer used to such success in the first Don Doko Don--for the genre.


Marvel Land (Mega Drive)--It took me a while to warm up to this console port of Namco's amusement-park-themed arcade title from 1989. I'm not sure why that is, to tell you the truth, as the game's appreciably bright and colorful and the princely protagonist calls to mind the kind of characters Sega was known for during its heyday. Maybe it's because the first few levels are far from thrilling? Thankfully, I eventually found a way to work through my ho-hum feelings for this cart and I now consider it to be one of my favorite platformers for Sega's 16-bit system.


Nail 'N Scale (GameBoy)--I only just discovered this Data East-made game, which was released in Japan (in 1990, with its North American release coming in 1992) as Dragon Tail, a few weeks ago thanks to a recommendation made by someone on Twitter, I believe. Regardless, I'm glad it found its way onto my radar, as it's a surprisingly unique entry in the platforming genre largely due to the fact that its hat-wearing main charatcer can climb--and sometimes destroy--the walls that populate each stage by shooting spikes into them.


Shake Kids (PlayStation)--OK, so this platformer recommendation is on a different level than the ones I've made so far--as in, this one's a far less polished and accomplished offering, to be completely honest. That said, I think people who get a kick out of undeniably odd Japanese games will enjoy the time they spend with On Demand's Shake Kids, what with its cocktail-shaking protagonists and poor man's Rankin/Bass aesthetic (to put it nicely)--as long as they don't spend too much money to acquire a copy of it.


Spanky's Quest (Super Famicom)--Is this Natsume title really a platformer? Probably not, or at least not entirely, but it features enough of the genre's tried-and-true elements that I think it warrants being included here. For those of you who've never heard of it, Spanky's Quest (Hansei Zaru: Jirō-kun no Daibouken in Japan) stars an adorable monkey who subdues enemies by tossing various kinds of sports balls (baseballs, soccer balls, volleyballs) at them. Don't worry, it's far more engaging than it sounds--and it's so darn cute that I think it would be worth checking out even if it weren't. (Oh, and a similar game was released for the GameBoy, too--as Spanky's Quest in the West and Lucky Monkey in Japan.)

Have you played any or all of the above-mentioned platformers? If so, do you agree with my assessments of them, or do you feel differently?

Also, if you were asked to do so, what are some of the platformers you'd suggest to people who are planning to participate in this #PlatforMonth game-along?

Wednesday, May 08, 2013

Step aside, Super Mario Sunshine--it's time for me to play some Shake Kids!

At long last, "the day" has arrived.

No, not the day I sell my body (or soul ... or whatever else) so I can afford to buy a PC Engine LT and still have some spending money left over for other games and systems.

Rather, it's the day when I can finally start playing through the classic (not really) Japanese PlayStation platformer, Shake Kids!

Actually, I've already spent about an hour with this delightfully odd import, so why don't I share a few early impressions of it here rather than make you wait for its eventual "Great Gaymathon" review?



Before I chat about Shake Kids' graphics and gameplay, though, I thought I'd share a few thoughts on its packaging, which can be seen in photos throughout this post.

Unfortunately, there isn't much to say about this Digital Kids-developed, On DiMand-published title's cover and disc art, or even the contents of its instruction manual, as all of it can be summed up with what sometimes seems to be the Internet's favorite word: meh. (The game's logo is especially atrocious, if you ask me.)

To be honest, its likely some would describe its graphics, soundtrack and gameplay as "meh," too, although I'm personally finding both aspects to be at least somewhat appealing in the early goings.

A good part of the appeal for me is in the game's oddball setting and premise--the latter of which puts players in the shoes of one of two characters (a fairly generic-looking boy or girl) who, for some reason currently unbeknownst to me (I can't understand the story), use cocktails shakers as weapons against the assortment of baddies they encounter during their side-scrolling adventure.


Strangely, said cocktail shakers quickly return to their owners after they've been thrown, as if they're chrome-plated yo-yos rather than shiny bar implements. Most enemies can be taken out with a few well-placed hits, by the way, although that's not the only option made available to players. Another: after scooping groups of baddies into their shakers, gamers are transported to an alternate reality that can only be described as a disco-ball-topped dance floor, where they shake their butts (and everything else) until the trapped enemies expire.

As for why you do this: I have no idea. It's cute and reasonably fun, though, so who really cares? (The same can't quite be said about the rest of Shake Kids' gameplay, I'm afraid, which, at least in the early stages, is too straightforward for its own good.)

All of the above is portrayed in rather rough (graphical) fashion, it has to be said. Of course, it's clear from the second you start the game that this title's makers, like many of their counterparts at the time, struggled with the transition from sprites to polygons.

Still, I find its blocky graphics to be pretty charming in a Rankin/Bass Productions (of "Rudolph the Red-Nosed Reindeer" fame) sort of way.



I do wish the game's artists and designers had gone a little further with its look, though. Too often, Shake Kids' locales and even enemies are the definition of drab. A few more touches like the house that's shaped like an octopus (encountered at the very beginning of the game) could have made the final product so much more enticing.

Thankfully, drab is the last word I'd use to describe this import-only title's music. Of course, it's hard to hate on a soundtrack that's so full of energetic, late-1990s flair.

I'll continue to poke and prod at Shake Kids! in the coming days and weeks in the hopes of experiencing enough of it to be able to produce yet another "Great Gaymathon" review. In the meantime, you may enjoy checking out this YouTube clip, which shines a light on a number of the elements I've mentioned here.