To be completely honest, this cute--and absurdly costly--PC Engine shoot 'em up wasn't even on my radar when I first considered which games to play as part of this month's #Shmuptember festivities.
After fellow blogger Retro King Simon (of Red Parsley fame) mentioned it in the comments section of this recent post, though, I decided I should give it a second chance.
You may be wondering why I needed to give it a second chance. After all, it's a fairly well-liked shmup among PC Engine fans--again, despite the astronomical price tags that tend to be attached to copies of it.
While that may be true, I've never really been a part of that camp--the one full of folks who fall over themselves to talk about what a top-shelf cute 'em up it is, I mean. (Admittedly, I have a feeling it's a small camp.)
Don't get me wrong, I've long thought of Magical Chase as being a "competent enough" smhup, but I've also long preferred playing similar games--like Parodius Da! and Coryoon and Air Zonk--to it.
Have I had a change of heart as a result of my most recent experience with the game? Actually, I have. I wouldn't say I now consider it to be worth its asking price (although even that could change in the coming months and years, especially given my history with such things), but I definitely find it a lot more appealing than I used to.
One of the main reasons for that is HuCard's art style seems a lot more cohesive than I remember it to be. In the past, I thought the design of the adorable, broom-riding protagonist (she is a witch, after all) didn't quite "fit" with those of the game's enemies or backdrops, if that makes sense.
Another is that I'm now pretty enamored with the "zippiness" of this colorful shoot 'em up's controls. In fact, I'd say Magical Chase compares favorably to both Coryoon and PC Denjin (Air Zonk) in that regard, and possibly even feels a bit smoother than those aforementioned contemporaries.
Now that I've come around to Magical Chase's considerable charms, though, I'm feeling kind of miffed. I mean, for the same amount of money it would cost me to acquire the Japanese version of this game, I could pick up copies of both R-Type titles, Parodius Da! and Hana Taka Daka!? instead--and still have a good chunk of change left over for a couple of cheaper chip-based titles.
The latter option seems far more desirable to me than the former at the moment, but who knows what will happen once I've filled out my PC Engine shmup collection a bit more?
See also: previous 'Second Chances' posts about Bubble Bobble Junior (GameBoy), Don Doko Don (Famicom) and Hana Taka Daka!? (PC Engine)
Showing posts with label Shmuptember. Show all posts
Showing posts with label Shmuptember. Show all posts
Thursday, September 25, 2014
Monday, September 15, 2014
Six shoot 'em ups I'd recommend to anyone participating in #Shmuptember
On Friday, I published a post in which I shared my thoughts on six shoot 'em ups I've been playing as part of blogger Anne Lee's #Shmuptember game-along extravaganza.
Today's post, on the other hand, will focus on blurbs about six titles I'd recommend to others who are participating--or who are considering participating--in this smhup-centric event. (I guess you could say I recommend the shoot 'em ups showcased in Friday's post, too, but I think the ones included here may be more palatable to your average gamer.)
Each of the following titles are of the "retro" variety but, really, what else would you expect from me given what I typically write about on this blog?
Also, all but one of these shoot 'em ups were only released in Japan. Sorry about that. Thankfully, every one of them is easily emulatable, assuming you're OK with going that route. (If not, I'd suggest looking for loose copies of Pop'n TwinBee or Super Fantasy Zone, as they're sure to be the cheapest of this bunch.)
With that out of the way, let's get to some shmup recommendations.
Galaga '91 (GameGear)--Could you play the PC Engine version of this awesome Galaga reboot? Sure, why not. I didn't want to include two PC Engine games here, though, so I decided to recommend this surprisingly adept port. Thankfully, the GG iteration appears to include everything of note that can be found in its "big brother," so if you've got one of Sega's brick-sized handhelds (or if you enjoy emulating its games on other systems), you could do worse than give this cart a go sometime during #Shmuptember.
PC Denjin (PC Engine)--Better known as Air Zonk to North Americans, this wacky horizontal shoot 'em up provided me with all kinds of enjoyment and excitement as a teen. I return to it fairly regularly even as an adult, of course, and for a bunch of reasons, including its cartoonish cast of companions and enemies, its eye-popping use of parallax scrolling and its rockin' soundtrack.
Pop'n TwinBee (Super Famicom)--This pastel-coated, top-down shmup was one of the first Japanese games I ever imported, and it was worth every penny. (I paid over $70 for it, if memory serves. Remember, though, this was back when it was first released and eBay was but a twinkle in Pierre Omidyar's eye.) After all, it offers everything a person could want from a 16-bit cute 'em up: colorful environments, challenging-enough gameplay and cheery tunes.
Sexy Parodius (PlayStation)--Full disclosure: I love every single Parodius game Konami ever published, and that includes the tough-as-nails MSX version that introduced this now sadly moribund series to the world. That said, this entry--which has been ported to the Saturn, PlayStation and PSP--is my favorite of the entire bunch. Should you not have one of the aforementioned systems, though, don't shy away from trying another Parodius title, such as Parodius Da! for the PC Engine or Gokujō Parodius for the Super Famicom.
Today's post, on the other hand, will focus on blurbs about six titles I'd recommend to others who are participating--or who are considering participating--in this smhup-centric event. (I guess you could say I recommend the shoot 'em ups showcased in Friday's post, too, but I think the ones included here may be more palatable to your average gamer.)
Each of the following titles are of the "retro" variety but, really, what else would you expect from me given what I typically write about on this blog?
Also, all but one of these shoot 'em ups were only released in Japan. Sorry about that. Thankfully, every one of them is easily emulatable, assuming you're OK with going that route. (If not, I'd suggest looking for loose copies of Pop'n TwinBee or Super Fantasy Zone, as they're sure to be the cheapest of this bunch.)
With that out of the way, let's get to some shmup recommendations.
PC Denjin (PC Engine)--Better known as Air Zonk to North Americans, this wacky horizontal shoot 'em up provided me with all kinds of enjoyment and excitement as a teen. I return to it fairly regularly even as an adult, of course, and for a bunch of reasons, including its cartoonish cast of companions and enemies, its eye-popping use of parallax scrolling and its rockin' soundtrack.
Sexy Parodius (PlayStation)--Full disclosure: I love every single Parodius game Konami ever published, and that includes the tough-as-nails MSX version that introduced this now sadly moribund series to the world. That said, this entry--which has been ported to the Saturn, PlayStation and PSP--is my favorite of the entire bunch. Should you not have one of the aforementioned systems, though, don't shy away from trying another Parodius title, such as Parodius Da! for the PC Engine or Gokujō Parodius for the Super Famicom.
Super Fantasy Zone (Mega Drive)--Don't get me wrong, I love the original arcade version (and its perfectly acceptable PC Engine port, too) of this Sega-made smhup and its odd, wrap-around stages, but this 16-bit sequel improves on nearly every aspect of it. One the fence as to whether you should pick up an actual copy of Super Fantasy Zone or play an emulated version (which includes the Wii Virtual Console release) of it? Something that may sway you in favor of the former option is its wonderful box art.
Twinkle Star Sprites (NeoGeo/Saturn/Dreamcast)--Is this an overhead shoot 'em up or a puzzle game? Actually, it's a bit of both, which may help explain why it's one of my all-time favorite games. (OK, so the candy-coated visuals and vivacious soundtrack are partially responsible for this, too.) Sadly, although it was released for the Wii Virtual Console in Japan a number of years ago, it never made its way to any other region. As such, emulation's probably going to be the best bet for most interested parties, as both the (Japan-only) Dreamcast and Saturn iterations can be pricey.
See also: 'Six shoot 'em ups I'm playing as part of #Shmuptember'
See also: 'Six shoot 'em ups I'm playing as part of #Shmuptember'
Friday, September 12, 2014
Six shoot 'em ups I'm playing as part of #Shmuptember
Welcome to #Shmuptember, everyone! Wait, do you mean to tell me you don't know what #Shmuptember is?
In that case, here's a little explanation: #Shmuptember is the most recent of blogger Anne Lee's "community game-along" events that tasks willing participants with playing any and all shoot 'em ups that strike their fancy and then sharing their experiences with others--be it in blog posts, podcasts, Tweets or via some other form of social media.
Given the love I've long felt for this genre, I'd be remiss if I didn't put a slew of shmups through their paces this month. In fact, I've already spent a good amount of time with six of them. Continue reading for a few thoughts.
AeroStar (GameBoy)--An intriguingly odd example of the genre due to the fact that it combines traditional overhead-shmup trappings (flying a plane, shooting anything that finds its way on screen) with the most noteworthy elements of Data East's arcade classic, Bump 'n' Jump. Specifically, the majority of the average Joe's or Jane's experience with AeroStar is spent scuttling along roads of various widths while oncoming enemies attack from all angles. Every so often, though, the road falls away and they're forced to launch into the air--but only for a limited amount of time. The game's definitely held back a bit by the GameBoy hardware--a fact that's most plainly observed in the stuttering quality of its scrolling fields--but never to the point that it becomes unplayable or even unenjoyable.
Insector X (Famicom)--As much as I love (or at least want to love) the aquatic-themed shoot 'em ups discussed in the bullet point above, both of them currently pale in comparison to this insect-themed example of the genre. Although this version of Taito's Insector X isn't quite "arcade perfect," it ably holds its own when it comes to every aspect that matters. I especially like that players are able to choose boy or girl pilots--and that said pilots make adorable little faces while shooting at the similarly cute arthropods that zip and zoom around the screen. This horizontal shmup's bosses are worth noting, too, both for their appealingly cartoonish designs as well as for their screen-filling girth.
Ordyne (PC Engine)--Is this Namco-made game a cute 'em up (à la Parodius and TwinBee) or more a straight-laced shmup like the other games mentioned in this post? It's often hard to tell while playing it, which is a real shame. Personally, I wish its designers had decided to lean more heavily toward adorable than traditional, as examples of the latter are a dime a dozen, especially on the PC Engine. Even in its current state, though, I've got to say I quite like Ordyne. It's colorful, it's got funny-looking enemies (always a plus in my book) and it's acceptably enjoyable. Sure, it could be more engaging or exciting--like its Konami-made counterparts, for example--but it's hard to whine about that when the rest of it is able to bring a smile to your face.
Steel Empire (Mega Drive)--I remember reading about and seeing screenshots of this HOT*B-made title way back when it was released, but that's about it. I wasn't much of a smhup fan at the time--well, aside from cute 'em ups like Pop'n TwinBee and the like--so I never even downloaded and played a ROM of it until recently, when it popped back onto everyone's radar due to the just-released 3DS remake. As great as this new version may be (and I've only heard good things about it), the 16-bit original's pretty great, too, thanks to its original ideas (one of the selectable ships is a dirigible), steampunk-inspired visuals, tight controls and challenging gameplay.
Tenjin Kaisen (GameBoy)--If ever you've wanted to play a shmup that embodies the look, theme and feel of Koei's Samurai Warriors (Sengoku Musou) series, well, here you go. Actually, you may want to try this one, called Mercenary Force in North America, even if you've never dreamed of such a thing, as it should prove interesting to both musou fans and noobs alike. The main reasons for that: players begin by hiring four "mercenaries" that represent five different occupations (for lack of a better word) and offer varying amounts of health and weaponry. After that, it's off to battle, with the aforementioned quartet basically acting like "options" in your typical shoot 'em up. (They even can be rotated into various positions, depending on the situation at hand.) Some are sure to look at the graphics on display here and groan a bit, but they're far from bad and, if my experience is any indication, they're likely to improve over time.
So, that's some of what I've been playing--and will be playing--throughout #Shmuptember. Which shmups are you planning to tackle?
In that case, here's a little explanation: #Shmuptember is the most recent of blogger Anne Lee's "community game-along" events that tasks willing participants with playing any and all shoot 'em ups that strike their fancy and then sharing their experiences with others--be it in blog posts, podcasts, Tweets or via some other form of social media.
Given the love I've long felt for this genre, I'd be remiss if I didn't put a slew of shmups through their paces this month. In fact, I've already spent a good amount of time with six of them. Continue reading for a few thoughts.
AeroStar (GameBoy)--An intriguingly odd example of the genre due to the fact that it combines traditional overhead-shmup trappings (flying a plane, shooting anything that finds its way on screen) with the most noteworthy elements of Data East's arcade classic, Bump 'n' Jump. Specifically, the majority of the average Joe's or Jane's experience with AeroStar is spent scuttling along roads of various widths while oncoming enemies attack from all angles. Every so often, though, the road falls away and they're forced to launch into the air--but only for a limited amount of time. The game's definitely held back a bit by the GameBoy hardware--a fact that's most plainly observed in the stuttering quality of its scrolling fields--but never to the point that it becomes unplayable or even unenjoyable.
Darius Plus (PC Engine)--I've always thought of this game as being an example of "Deep Blue done right." After all, both games feature a bevy of aquatic settings and foes, although Deep Blue does a lot more with both of those aspects than its Taito-made counterpart. Still, Darius Plus has always had better word of mouth attached to it than Pack-in Video's oft-vilified effort. My rather limited impressions of Darius Plus so far support the notion that it's a better shmup than Deep Blue, but only just, as neither one appeals to me all that much at the moment, I have to say. Here's hoping that changes, and for the better, before #Shmuptember comes to a close.
Insector X (Famicom)--As much as I love (or at least want to love) the aquatic-themed shoot 'em ups discussed in the bullet point above, both of them currently pale in comparison to this insect-themed example of the genre. Although this version of Taito's Insector X isn't quite "arcade perfect," it ably holds its own when it comes to every aspect that matters. I especially like that players are able to choose boy or girl pilots--and that said pilots make adorable little faces while shooting at the similarly cute arthropods that zip and zoom around the screen. This horizontal shmup's bosses are worth noting, too, both for their appealingly cartoonish designs as well as for their screen-filling girth.
Ordyne (PC Engine)--Is this Namco-made game a cute 'em up (à la Parodius and TwinBee) or more a straight-laced shmup like the other games mentioned in this post? It's often hard to tell while playing it, which is a real shame. Personally, I wish its designers had decided to lean more heavily toward adorable than traditional, as examples of the latter are a dime a dozen, especially on the PC Engine. Even in its current state, though, I've got to say I quite like Ordyne. It's colorful, it's got funny-looking enemies (always a plus in my book) and it's acceptably enjoyable. Sure, it could be more engaging or exciting--like its Konami-made counterparts, for example--but it's hard to whine about that when the rest of it is able to bring a smile to your face.
Steel Empire (Mega Drive)--I remember reading about and seeing screenshots of this HOT*B-made title way back when it was released, but that's about it. I wasn't much of a smhup fan at the time--well, aside from cute 'em ups like Pop'n TwinBee and the like--so I never even downloaded and played a ROM of it until recently, when it popped back onto everyone's radar due to the just-released 3DS remake. As great as this new version may be (and I've only heard good things about it), the 16-bit original's pretty great, too, thanks to its original ideas (one of the selectable ships is a dirigible), steampunk-inspired visuals, tight controls and challenging gameplay.
Tenjin Kaisen (GameBoy)--If ever you've wanted to play a shmup that embodies the look, theme and feel of Koei's Samurai Warriors (Sengoku Musou) series, well, here you go. Actually, you may want to try this one, called Mercenary Force in North America, even if you've never dreamed of such a thing, as it should prove interesting to both musou fans and noobs alike. The main reasons for that: players begin by hiring four "mercenaries" that represent five different occupations (for lack of a better word) and offer varying amounts of health and weaponry. After that, it's off to battle, with the aforementioned quartet basically acting like "options" in your typical shoot 'em up. (They even can be rotated into various positions, depending on the situation at hand.) Some are sure to look at the graphics on display here and groan a bit, but they're far from bad and, if my experience is any indication, they're likely to improve over time.
So, that's some of what I've been playing--and will be playing--throughout #Shmuptember. Which shmups are you planning to tackle?
Labels:
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game-alongs,
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Insector X,
Mega Drive,
Mercenary Force,
Ordyne,
PC Engine,
shmups,
Shmuptember,
shoot 'em up,
Steel Empire
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