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Saturday, April 21, 2012

Twinkle Star Sprites Review

Original Release:
Japan: March 23, 2000

Game Details:
1-2 Players
VMU enabled
Standard controller, Arcade Stick
Jump Pak enabled
VGA box

Gameplay
Twinkle Star Sprites is an odd one to say the least. In a nutshell, The gameplay can be described as a cross between a fixed vertical shmup and a competitive puzzler rolled into one. Twinkle is the last game to be released by the renowned Alpha Denshi Corp (or ADK) for the NEO GEO platform. The game eventually saw release on various other home consoles including the Dreamcast in Asia thanks to SNK. The gameplay concept is simple and straightforward but quite a challenge when put into play. The play field is split into 2 and the object of the game is to shoot down various enemies in your respective play field and avoid their attacks. Enemies that are shot down are then transferred in various enemy forms to your opponents play field and vice versa. Gameplay becomes as a major tug of war as you try to out-shoot and out-maneuver while at the same time, tactically destroy your enemy bots so your combinations create larger and deadlier enemies to spawn onto your opponents area thus placing the AI or human opponent in a more compromising and difficult position. Arsenals at your disposal is you basic bullet fire, a potent charge shot and limited bombs to clear your area when in a bind. Each character in the selection roster varies in effectiveness and it is up to you as a player to understand their strengths and shortcomings and find the one that suites your style.

Storyline
If only that damn intro sequence to the game didn't roll by so quickly, I would have an idea what this games prologue story is all about!!!

Graphics
Visuals aren't too spectacular mainly due to its original hardware architecture as well as its puzzle presentation. The character designs have a very cutesy anime look with a complimentary color palette. The character designs seem to share striking similarities to the legendary Sailor Moon anime series, which perhaps is why the look of the game appeals to me. Yes! I love me some Sailor Moon! Ah... Lets move on shall we...

Sound
Audio Dept is passable thanks to its decent customization options for the games soundtrack. For the arcade purest you have the option of selecting the original NEO GEO audio soundtrack as well as an interesting (H)igh (Q)uality version of said soundtrack. Additionally there is also a arranged CD quality version that is more nicer to the ears.

Conclusion
I'm going to go out on a limb here and say that perhaps Twinkle might not be for everyone. While taking two very niche genres like puzzler and shmup and blending them together is surely a very ambitious production to undertake, the result can perhaps further alienate the already niche genre on both ends. Twinkle is definitely not without its flaws, but overall whats there is truly unique and worth the attention for those that have love for one of these 2 game types. Be sure to give it a run through with a human opponent for multiplayer mayhem... It only elevates the experience so much more!

7/10


Sunday, April 15, 2012

Cannon Spike Review

Original Release:
Japan: December 21, 2000
North America: November 14, 2000
Europe: May 3, 2000

Game Details:
1-2 Players
VMU enabled
Standard controller, Arcade Stick
Jump Pak enabled
VGA Box

Gameplay
Cannon Spike (also known as Gun Spike in its native japan) is another collaboration project by Dreamcast loyal Capcom and a little known developer by the name of Psikyo. A multi-directional shooter at heart, the gameplay is reminiscent of such classic titles as Mercs and Smash TV but with some greater focus placed on boss battles. The games roster while short, is sweet! It marries some of Capcom's most well known, as well as some very obscure faces, making a very eclectic but much likable selection for a player to dig into and enjoy. With such a moniker chosen for this product, it should be to no surprise that Cammy is in the game. The rest of the cast is composed of Charlie Nash (SF Alpha), Arthur (Ghost n' Goblins), Shiba (3 Wonders) and hidden characters Megaman and B.B. Hood (Vampire Series). That leaves just one characters who seems to have been made exclusively for this game by the name of Simone. The games original button layout is composed of a simple 3 button scheme which dictates Lock-On, Shooting bullets and Close range melee. Additional high damage specials and supers are also available by simultaneous pressing of 2 and 3 buttons respectively. The games controls are quite adequate and serve well for such fast paced manic action that lies ahead. The game becomes a lot more enjoyable with co-op multiplayer.

Storyline
Honestly haven't got a clue... If there even is a storyline i'm sure its almost nonexistent.

Graphics
Visuals are rock solid and are worthy of its NAOMI origins. Nothing too detailed or massive polygons and textures here, but the models are well done, displaying vivid colors and a sharp finish. The games graphics really benefit from the use of a VGA peripheral so definitely go that route when displaying this title to your friends. Think the original Power Stone in terms of graphics but with slightly larger character models. Speaking of which, it seems Capcom allowed Psikyo to go to town on some of the established character roster. Cammy sports machine guns and some sassy knee pad/Rollerblades for mobility, Shiba has much more older look and Arthur... he looks fit to finally be a king with his crazy armor and massive jousting lance.

Sound
Sound wise, the game feels a bit bland and uninspired, especially when the soundtrack is involved. Nothing really stands out which is somewhat of a shame in a personal sense considering how much I love the infectious soundtrack for Psikyo's Gunbird 2 (another Dreamcast offering). Sound effects aren't to spectacular either. Enemy effects when perishing sound very annoying and bullet fire sounds rather weak. On the plus side, the dialogue for the cast is great and feels very authentic to each character.

Conclusion
Cannon Spike may evoke a love it or hate it feeling with gamers due to naturally retro gameplay concepts that caters to a niche audience as well as its rather short game time for a rather hefty price of admission that the game commands these days. Regardless of which, the game is easily one of those awesome Dreamcast exclusive experiences that I would recommend to anyone before passing judgement so quickly. Shmup fans may feel right at home with this offering!

7/10

Sunday, April 8, 2012

Capcom vs. SNK Pro Review

Original Release:
Japan: June 14, 2001

Game Details:
1-2 players
VMU enabled
Standard Controller, Arcade Stick
Jump Pak enabled
VGA Box

Gameplay
Capcom vs SNK Pro is an update release for the original Capcom vs SNK. Think of it as how SSF4 Arcade Edition is to SSF4. Same sort of concept here folks. CVSPro takes numerous liberties at balancing and adjusting gameplay issues of the original game and throws in a few new additions in the form of Dan Hibiki and Joe Higashi, bringing the roster up to a solid 35 character lineup. Balance changes include (but not limited to), a re-balanced SNK Groove, a more balanced Ratio (1,3,4) lineup with proper defensive and offensive damage re-adjustments, Jumping LP's and LK's priority changes almost across the board, corner juggle tweaks, and modifications on almost every character including their "EX" counterparts, lending to a more finely balanced roster than what the original release offered.

Storyline
Read the CVS2 review on the blog for storyline ;)

Graphics
If i recall correctly the game (original CVS) was the first 2D fighter to be designed for the Sega NAOMI board. Capcom did a pretty good job at transitioning from designing years worth of fighters on their proprietary hardware to treading new territory with the vastly more powerful tech. Capcom really did an amazing job at utilizing the new tech for the game's overall presentation throughout, which I feel captures the spirit of the dream match flawlessly. I recall being mesmerized by the games intro sequence and even on the title screen where an awesome 3D city landscape that surrounds it. I still remember being enveloped by hype after inserting my 25 cents at the arcade for the first time as i was exposed to countless screens displaying a histories worth of SNK and Capcom productions as they morphed into a tunnel that redirected me to a characters selection screen that is as unique as its diverse selection of fighters. The games presentation is truly creative from beginning to end of credits! The DC port of CVS Pro is truly "Arcade Perfect", something i can't say for the dreadful PSone port released years later. What were they thinking when they made that LOL!

Sound
The games audio as a whole feels of major hype and really fuels the legendary dream crossover between these two trailblazing companies. Satoshi Ise was at the helm of the games audio dept and the man handled his duties beautifully. The games music is of the techno, electronic variety in a near exclusive sense. Those that don't dig such a soundtrack or have a more nostalgic taste in music can switch for an alternative soundtrack composed of various themes from a collection of Street Fighter and KOF songs heard throughout their careers! The games sound effects and dialogue is coherent and well done (sans the game announcer, which is forgiven on account of how epic he sounds!). I may be biased when i say CVS has perhaps one of the greatest soundtracks ever in a fighting game. I still love M. Bison's final boss theme after all these years!!!

Conclusion
CVS Pro is worth a look only to perhaps those that are truly hardcore for the genre or those that can appreciate the subtle things in a game. I may also add to that list those that had yet to experience the original CVS release. Absolutely everything is unlocked from the get go so that factor may very well play a role in preference to this version. To those like myself that already had invested countless hours in the original version and still love it after all these years, give CVS pro a try. Just shake well before serving, and wake up! ;)

8/10




Saturday, April 7, 2012

Under Defeat Review

Original Release:
Japan: March 23, 2006

Game Details:
1-2 Players
VMU enabled
Standard Controller, Arcade Stick
Jump Pak enabled
VGA Box

Gameplay
Under Defeat is a vertical shmup released in 06 by a newly formed development studio known as G. Rev. (History time kids!) After making a name for themselves with aiding production for high profile titles like Treasure's Ikaruga and and Konami's Gradius V, they finally managed to gain enough capital to make 2 projects of their own, the second of which was a critically acclaimed horizontal shmup by the name of Border Down for the NAOMI and the Dreamcast. For their third release, the company went with a more traditional offering in the vertical shmup territory. In the vein of games like Twin Cobra or Zero Gunner Series, the game puts the player in control of 2 female soldiers piloting helicopter air crafts. The game is quite traditional in its mechanics save for a unique assist bot system that will aid you in warfare and a limited but useful angle maneuvering ability.

Storyline
N/A

Graphics
With the Sega NAOMI hardware at their disposal, G. Rev harnessed the graphical power of the versatile arcade board for Under defeat and pulled off a visual tour de force for the coin-op and likewise on the Dreamcast. The game is easily one of the most visually stunning productions ever made on the console. Gunfire is not only detailed and bold, but also show impressive lighting effects. With something so small as gunfire being so meticulous, its no surprise that everything else in the world of Under Defeat has received equal or better treatment. Air crafts are nicely detailed and flawlessly textured. Explosions and their particle effects are simply eye candy. Smoke produced from mentioned explosions are insanely realistic. Rain effects are amazingly well done and stage backdrops are without a doubt just as amazing as they visually interact with the mayhem going on around them like trees waving and cattle dying off to nearby explosions. Visuals in this game are praise worthy indeed and worth a look in it's native vertical aspect ratio via TATE mode. Use of a VGA peripheral only sweetens the deal here!

Sound
The music is somewhat plain and awkward but by no means of bad quality (although i really dig the stage boss battle theme music!). The game provides players with the ability to choose from the original arcade music or an arranged version of said tracks providing welcomed customization in the music department. All audio effects are quite impressive and compliment their visual counterparts to near perfection!

Conclusion
There is something to be said for those that experienced a simple shmup title released near the end of the Dreamcast's official timeline, especially one that is so wonderfully executed as this game. G. Rev's Under Defeat looks to be a labor of love for the genre than a simple game release to cash in on a niche market... on a niche platform. A game like this, without question leaves many Dreamcast owners (much like yours truly) wondering... how much unharnessed potential the system had yet to be exploited due to such an untimely (and unjustified) demise.

8/10

Mars Matrix Review

Original Release:
Japan: November 9, 2000
North America: April 30, 2001

Game Details:
1-2 Players
VMU enabled
Standard Controller, Arcade Stick
Jump Pak enabled
VGA Box

Gameplay
Mars Matrix is a vertical scrolling shooter by the collaborated efforts of Takumi (Dev) and the renowned Capcom (Publisher, Hardware), for release in early 2000 for the coin-op market. The game takes some gameplay cues from their previous collaborative release (Giga Wing) with the barrier system (seems like a Takumi signature mechanic) making a return. Six stages of bullet hell action await you. At your disposal is your standard rapid fire gun (upgradable up to 8 levels with proper EXP gained through combos and cube collecting), an awesome "Piercing Cannon" (a very powerful short range projectile), and the Gravity Hole Bomb (exhaust the GHB meter and in return, clear the screen of all enemy fire and inflict good damage). As stated earlier, the shield barrier system (dubbed "Mosquito") is at your disposal and quite frankly is a major aspect to survival in the game. A barrier will envelope your aircraft and absorb incoming enemy fire. Releasing said shield will send collected enemy fire right back at them! It's a wonderful wrinkle to the genre that honestly becomes quite satisfying to use with some practice. The DC port is great conversion, receiving a perfect port with little to no loading, minor enhancements and much appreciated game modes like Elite mode, Score Challenge mode, and a cool Shop mode where you can purchase customizable features for your ship, artwork and high level play videos by veteran players.

Storyline
N/A

Graphics
Powered by Capcom's legendary (and Proprietary) CPS-2 board, the graphics as a result are of the old school 2D variety. Regardless of such, the 2D sprite work in the game is well done and pre-rendered sprite art is quite nice for those that can appreciate the medium. Color vibrancy is spot on where it counts the most... which is very important for a game of this nature. Enemy fire and collectible items seem throughout the screen are seldom mistaken from one another. As a side note, even though the game is a vertical shmup, the games display was designed with a horizontal aspect in mind, which is quite uncommon for the vertical shooter genre.

Sound
The audio is quite a standout in its own right. Sound effects from explosions, bullet fire, mosquito activation and other acts that solicits audio effects are quite sharp, crisp and adds to the manic action that is seen on screen. The soundtrack is also well done. Everything is loud, proud and does justice to the product. Not the most catchy tunes you'll ever hear, but it does elevate the action quite nicely in old school fashion.

Conclusion
With SO many high caliber shmup titles taking a piece of the humble pie on the good old Dreamcast, Mars Matrix is certainly one offering that can perhaps get overlooked and lost in the shuffle. Make no mistake though, like praise worthy titles in the genre like Ikaruga and Under Defeat, Mars Matrix may not deliver the goods to the visual senses, but it easily does in the gameplay dept!

8/10