Showing posts with label side scrolling. Show all posts
Showing posts with label side scrolling. Show all posts

16/04/2012

KNIGHTS OF THE ROUND (ARCADE)

Get out your party poppers and jolly hats, because today is VGJunk's second birthday! Yeah, two years of this nonsense already. I hope I'm better at it than when I started - if nothing else, the articles include a lot more pictures these days. I'd like to say a sincere thank you to everyone who's read, commented, supported and shared VGJunk over the past two years: especially Mike J, Mike B and Sibs for listening to me ramble on about my crappy website, internet peoples GameWTFs, Wabisabiforrobots, NESVictory, Magnet Beam and everyone (far too numerous to list) who's sent me a nice message, posted an interesting comment or helped me out over the course of the year. I really do appreciate it very much.


To celebrate this momentous occasion, and to celebrate this fact that it's my actual birthday tomorrow, I've decided to give the VGJunk treatment to a game I genuinely love: Capcom's 1991 rightwise-born-King-of-England-em-up Knights of the Round!


That's the Knights of the Round Table of course, Britain's premier squad of brave and noble knights headed by King Arthur himself. Can I get through this whole article without referring to Monty Python and the Holy Grail? Well, I just mentioned it so I guess not. Knights of the Round is a side-scrolling beat-em-up with a medieval twist, Final Fight with plate armour and horses, the mean city streets replaced by castles and battlefields. Yet hidden beneath this familiar facade is a brawler with a little more depth to it than you might expect.


The game begins, as all good Arthurian myths should, with Arthur pulling Excalibur from the stone. I love the way he's posing in this shot,  pointing at Excalibur's blade like a QVC host trying to sell you on its incomparable sharpness and ability to legitimise monarchies. Merlin, who has been waiting nearby with a camera and filming the unsuccessful attempts of the other knights so he can sell the footage to You've Been Framed, sees Arthur's feat and jumps out of the bushes to task him with a holy quest. Arthur must seek the Holy Grail itself!


What Merlin actually says is "Only the Holy Grail can release this world from attain the chaos, you should be able to find it because you were able to sacred sword. Help eachother and find it, brave men!!" I know Merlin's little speech sounds like he's reading from cue cards that aren't in the right order, but the guy's about seven hundred years old so we'll give him a break.
Just to recap: a young knight finds a sword in the woods, and an old man appears and tells him to find Jesus' dinner cup with no indication what the cup looks like or where it might be - but it'll be fine, Arthur should be able to find it because OOooOOoo, sacred swoooord!
Arthur is not alone on his quest, however. He's got a bunch of knights at his disposal, so he decides to bring along Perceval and Lancelot. Bringing Lancelot seems an especially shrewd move: if Arthur's going to be away for a while, perhaps the duty of looking after Guinevere should fall to someone a little less adulter-y. But what talents do these warriors bring to the battlefield?


Arthur possesses average skills in all areas, a trait often associated with kings and other leaders of men. Excalibur has truly chosen the most generic man in England to wield its awesome power. According to the arcade flyer, Arthur is a mere seventeen tears old, but I've seen the kind of scraggly beards that are the best seventeen-year-old boys can manage and Arthur's facial hair is far too grand for that. Given medieval life expectancy rates, I'd say he has another seven years left, ten at the most.


Lancelot favours speed over power and flowing golden locks over a sensible haircut. He received his martial training in the Far East, and as a result he fights with a scimitar. He also looks a lot like an early design concept for Street Fighter II's Vega, so perhaps that's here his Richard Gere-ian good looks stem from.


Perceval (or Parceval, as the game sometime feels like spelling it) is a young man with a pure, chaste heart and the body of a shaven bear. He's the heavy-hitter of the group, although he makes a mockery of his low speed rating by being the only character that can dash by double tapping the stick. He carries an axe instead of a sword, because what's the point in using a sword if your teammate is using Excalibur? You're only going to ever feel second best.


And so, our three brave knights set out on a quest to find the grail which they have never seen and have no clue where to find. You have to feel some sympathy for that poor soldier on the right; he can't be any more than fifteen. Join our army, they said. Ransack some villages, it'll be fun. Sure you'll end up in a pauper's grave before your testicles have fully descended, but these are called the Dark Ages for a reason, kid.


If you've ever played Final Fight (or any side-scrolling brawler of this vintage, really) you'll know what to expect in terms of gameplay. It's a two-button system, one to attack and one to jump. Pressing them both together performs a health-draining desperation attacks that knocks down any enemies nearby. Hitting the same enemy a few times with your normal attack will result in a multi-hit combo and why am I explaining this, you know how it works - travel through the lands, cutting down anyone who stands in you path without so much as a second though even if you should possibly be asking them some questions like "who are you?" and "where am I?" and "have you seen the Holy Grail anywhere?"
This first stage is apparently the "village on fire", but the only fire you see is in the distance. I guess "village two miles south-east of the village on fire" just didn't roll off the tongue easily enough. It's a gentle introduction to Knights of the Round, with the bulk of your opposition being made up of the almost-defenceless Soldier enemies, hapless youths with quartered jerkins and early-onset hunchback issues.


It's not long before the first boss appears and single-handedly kicks the stuffing out of a bunch of your allied soldiers.


I love Scorn. Just look at his jaunty pose, his haughty manner, his helmet that looks like an upside-down bucket. He may be eight feet tall and a dab hand with a halberd, but he's got exactly the same "oh ho ho!" laugh as every aristocratic female villain in every anime ever, so it's hard to see him as a viable threat. And so it proves, because with careful application of hit and run tactics Scorn is easily defeated by the soon-to-be-King of All Britons.


This all seems very simple, right? So far, so run-of-the-mill. Well, it sort of is, but KotR has a few tricks up its sleeve that makes it stand out. First and foremost, you can block. I doesn't sound like much, and you'd take it for granted in most modern games, but for an early nineties beat-em-up it's a relatively rare feature. It does take some getting used to, though - there's no specific block button, and instead you have to press attack and then a split-second later hold the joystick in the opposite direction to the one you're facing in. It's a bit of timing that does take some getting used to, and for a while you'll probably be like me and end up turning around and attacking behind you every five seconds like an idiot trying to swat an imaginary bee rather than performing a block.


The block is a little more complicated than simply absorbing damage, however. For starters, you can't block indefinitely: hold your block for too long and you'll be temporarily stunned. The other, and very important thing, is that after a successful block you get a brief period of invincibility. Mastering and utilizing this block-invincibility power is vital if you want to get anywhere in KotR without using enough credits to wear the cabinet's coin slot down to nothing.
This is the second stage, by the way - the "Confused Fight". It's an apt description, as I have no idea who all these soldiers are and why they're trying to kill young Arthur.


I mean, here Arthur has become so confused by the sudden appearance of a portly knight on horseback that he's attempting to leap off the edge of the screen. Come back, Arthur! Use you kingly power to do what all good monarchs do and demand some taxes! In this case, I suggest a horse tax.


Yep, you can mount a mighty steed and attack your enemies from horesback. You can also tell the horse to jump on people, which if you ask me is a perfectly valid use of Arthur's obvious equestrian talents. You can even command the horse to become a sort of living missile and charge forward, trampling any enemies in its path before disappearing off the screen. I seem to get my ass handed to me whenever I use the horse, so this is generally the best course of action. I'm a chivalrous man, the least I can do is butcher these men face-to-face.
Speaking of these men's faces, the Buster Knights (the stout fellows on the left) look rather like the Chaos Warriors from Games Workshop's Heroquest board game:


These guys are far more irritating than Heroquest's bloodthirsty warriors, though, because they tend to wait until you're fighting a different enemy, creep up behind you, and then smack you in the back of the head. So much for the age of chivalry.


Stage two's boss wanted a horse, but he couldn't find one so he has to make do with a powder-blue My Little Pony. This is Braford the Sword Master, champion of double-bladed fencing and possessor of a blue horse that is, like, totally manly. Once you've knocked him off his mount he proves to be a frustratingly gymnastic opponent, diving around the stage despite wearing a full set of plate armour and carrying two swords. Braford must have thighs like hydraulic rams but even he cannot stand for long against the power of Excalibur, especially when you get him trapped in a loop by using your strong attack (press attack followed immediately by holding the joystick forward) over and over again.


Onto stage three, and you might have noticed that Arthur is looking a little... different. More regal, more powerful, more encased in metal than he did when his quest began. That's because KotR incorporates an RPG-style level-up system. Collect enough points and your character levels up, increasing their stats and more importantly changing their sprites to look cooler; Arthur cuts a far more imposing figure now that he looks like he could withstand the impact of a small truck.
Obviously, this means you'll be wanting to maximise your score so that Arthur and friends can level up and become ever stronger. You can collect points in the usual beat-em-up ways - bashing enemies, collecting treasure and finishing stages as fast as possible. However, if you really want to rack up the points you'll have to do a little more planning. For instance, killing several of the same type of enemies in a row nets you extra points for each kill in the chain, so you'll want to plan your attacks a little differently. Treasure usually comes in chests, which actually yield more points when you hit them and their contents spread over the floor that if you pick them up in their (you'd think much more convenient) boxed form. Food items restore your health unless you have full health, in which case they give you points - so do you pick up the food to gain points, or do you leave it in case you take some damage? It's hardly a chess-like mental exercise which requires meticulous planning and penetrating foresight, but the need to collect as many points as you can does give KotR an interesting depth not often seen in beat-em-ups of this time.


"And verily, Arthur thus dreweth the sworde from the stone, gather'd about him his moste loyal knights, wander'd into yon castle in search of the True Grail and was attacked by ruddy tigers, of all thyngs!"


Unless this game is based on the recollections of Arthur himself and he's really exaggerating an encounter with the castle's pet cats, stage three sees the first appearance of the deadly, and apparently very common in medieval England, evil tigers. Not just any tigers, though - these are Mad Tigers. Capcom decided that a normal, sane tiger was not enough of a threat and that only a tiger with mental health issues would truly strike fear into the heart of the player. The meeting when Capcom named these guys must have been a fun one: "I like what you've done with these tiger enemies, but there's something missing. What is their raison d'etre, where is their motivation? What's that? They're insane? I love it! We'll go with that. Just one more thing on the tiger front: I want to make sure everyone knows that these are male tigers, so please go ahead and draw a great big pair of fuzzy knackers on them, okay? Thanks."


Sadly there is no listing in the credits for "Tiger gonad artist" so I can't tell you who is responsible for this.


Responsible for releasing the tigers is the lord of this castle, Arlon the Silver Emperor. A nice modest touch, there - "Golden Emperor" is a terribly crass name and it also makes you sound like a Chinese takeaway. Arlon is the first properly challenging opponent in the game, mostly because he spends so much of the fight jumping into the air and creating a powerful blast of psychokinetic energy whenever he lands. Plus he's got spiked knuckledusters for when things get a bit tasty, y'know what I mean? Yeah, for some reason I can't see Arlon as anything other than a Guy Ritchie-style Cockney gangster. In a film adaptation of Knights of the Round, Arlon would be played Ray Winstone (unless it's straight to DVD, in which case Danny Dyer is the more likely star). If you've got a good handle on the blocking mechanics you should be okay, though, and with the Silver Emperor deposed you can head to stage four.


It's a short stage that takes place a knight's tournament - I think capturing the flag is supposed to be a playful game, but it's hard to tell when I'm using Perceval and my axe is destroying countless men beneath its blood-soaked blade. Of course, our heroes reclaim the flag and there is much good cheer, lusty cries of victory, etc., etc...


And then all the soldiers are killed in a hail of arrows. Suddenly Perceval's decision to only wear heavy armour but only on one side of his body doesn't seem so foolish, as long as he remembers to keep the armoured side pointing at the arrows.
If you ever wanted an illustration of the class system in Britain and the struggles of the working class, just take a look at those nobles in the background as they stand idly by and impassively watch hundreds of men killed before their eyes. A couple of these hideous toffs even have their arms folded, as though the carnage unfolding before them was no more interesting than watching a sub-par mime pretending to be a statue in a busy city-center shopping district. What a bunch of absolute bastards.


Level boss and arrow-blizzard orchestrator Phantom the Nightshade soon appears. After the cruel indifference of the nobility it's hard for him to seem like a complete prick, but he really goes above and beyond with his multiple-personality bullshit and he just about manages to engender even more hatred in me. Congratulations, Phantom. The best way to describe Phantom is to say he's KotR's version of Final Fight's Rolento. He dashes around the screen faster than you can keep up, throwing firebombs and (for some reason) meat cleavers at you. Then he really makes a play for the title of "Most Irritating Dickweed" by producing two clones of himself. On the plus side, he doesn't have much health and if you get lucky you can trap his clones in one place long enough to beat them all down. Sadly Phantom isn't killed but flounces away to fight another day, so you can be sure we'll be seeing him again later. For now though, let's press on to stage five.


That horse is bright orange. That is not a colour that horses should be, and judging by the horse's stoic yet faintly disappointed expression he knows it too. This stage is called "Expedition", so I would guess that Arthur has finally noticed his utter lack of information on the Grail's whereabouts and has taken to just walking around the countryside, beating up the hordes of soldier who lurk wherever he goes and even smiting the occasional falcon.


Before any bird-lovers send me hate-hail about my barbaric treatment of these majestic birds of prey, I'd like to draw your attention to the enemy status bar at the bottom of the screen. See? These are Bad Falcons. Mean, vicious killers with a hard glint in their eyes and a knife clasped in their talons. These falcons are so bad they have no chance for rehabilitation, and they keep throwing knives at me so I feel that I'm well within my rights to hit them with my sword.


This is Balbars the Hammer, not named as an ironic joke like calling a big guy "Tiny" but because he's got a fucking massive hammer. He's the stage's boss, and by God he looks like a boss - there's just something about carrying a hammer the size of a Fiat Uno that rules you out of "cannon fodder" territory. Balbars is yet another boss who likes to defy the conventions of medieval warfare by jumping around like a child with a space hopper, trying to crush you beneath his vast weight. It's a tactic that works well for him, as does waiting until you attack and then grabbing you by the throat. He's not a complicated man. If you eventually manage to wear down his considerable health bar, you can move on to stage six: "Knights in a Strange Land."


Lancelot has upgraded to gold armour, blue jeans and a sword that is more hilt than blade. Even that horse is taken aback by his bold sartorial choices. This stage is one of the longer ones, and it's jam-packed with hordes of soldiers that really do not want Arthur and his knights to get their hands on the Grail. Everything's coming together nicely now, and KotR is reminding me of the reasons I like it so much - the tough, semi-strategic battles that are much more fun now that I've got the timing for the block and heavy attack commands down, the charming graphics and music, and the straight-faced yet off-kilter feel of the whole the game.


This is what I mean by that last comment: stage six's boss is a samurai warrior called Blood Armor Muramasa. I know this stage is called "Knights in a Strange Land", but did Arthur really travel all the way to Japan in search of the Holy Grail? Or is there a lone samurai roaming the wheat-fields of southern England? Either way, it demonstrates why I love KotR in particular and this kind of arcade game in general - the chance to see something like a James Bond movie or an American buddy-cop blockbuster or even the romantic myths of European chivalry through the technicolour Japanese prism that is the arcade videogame, where King Arthur is seventeen, has a beard like a hillbilly mountain-man and uses the legendary blade Excalibur to beat up tigers. As you can probably tell, I'm not really one for realism in my videogames.


As for Muramasa, he's not as tough to beat as Balbars although he can summon an infuriating rain of fireballs at the drop of a hat. Still, I managed to beat him fairly easily just by staying on top of him using the jumping attack. There's no need to pose over his defeated body though, Arthur. Show a little restraint.


With the local samurai defeated, it's time for the final stage as our heroes battle through a castle filled with enemies, spiked balls and the occasional horse. You should know the drill by now, and with grim determination Arthur stabs his way through the chaos of the battlefield, aided by his new and improved golden armour. He's not even the king yet, and already he's spending taxes on solid gold armour and capes instead of shoring up Britain's crumbling road network or something. This is what happens when you choose your leaders by sword-lifting prowess, people.


There's a big robot to fight, because why not? We've had samurai and robots, all we need now is a pirate to complete the set. Phantom reappears once the robot is dealt with, but he's much less of a challenge than the first time around because he's got a smaller health bar. I guess he hadn't quite healed from the injuries I gave him the first time we met.


We're nearly there now - the power and experience coursing through Perceval's veins has caused him to age twenty years and lose all his hair. The fact that Perceval's strength seems to be directly linked to the length of his hair gives me hope for my own receding hairline, although no matter how strong I become I don't think I'll be adopting Percy's habit of only wearing armour on one side of his body. Surely that'd throw you off balance in a combat situation? Luckily it doesn't affect Percival that way, and he can casually ram his way through the assembled throng until he's almost at the final boss. But who could this boss be? What manner of man or beast dwells within this castle, and most importantly do they know where the Holy Grail is because I don't have a goddamn clue?


Well wonder no more, because here is Garibaldi, your final opponent. I don't know if he's named after the founding father of modern Italy or the biscuit, but I do know that he's an absolute pain in the rear to fight. If you haven't mastered blocking by the time you reach this fight, you will die. You will die quickly and often, because Garibaldi has a wide array of powerful projectile attacks, the ability to interrupt your attacks seemingly at will, and a ruddy great mace for cracking skulls. You might also have noticed that his sprite is a slightly-reworked palette swap of Arlon the Silver Emperor, and once he's off his horse he shares Arlon's fondness for the advanced fencing tactic known as the "jumping cannonball."


This is a long, occasionally frustrating fight that is the only part of KotR that I'm not too fond of. Even then, it's still got some nice touches - for example, when Garibaldi dismounts he takes off his golden helm and throws it aside, letting you pick it up for extra points and adding mid-battle looting to the list of Arthur's misdeeds. If he does find the Grail, isn't he going to melt or explode or something when he picks it up? Maybe that's what Excalibur's for, he can use it like a barbecue fork to safely manipulate the Grail.
After a gruelling battle filled with well-timed blocking and countless projectile attacks that'll make you scream "horseshit!" at the screen, Garibaldi is dead and his dream of a unified Italy will go unrealised.


Hey, would you look at that: he did have the Holy Grail! Well that's handy, I was running out of castles to storm. Arthur managed to sneak in one last level up at the end of the game, and his armour has changed from soft, malleable gold to (hopefully) cold hard steel because wearing gold armour is a deeply stupid idea.


Back at Merlin's woodland hideaway, the knights gather to decide what should be done with the power of the Grail. There are actually a few different bits of dialogue you can get here, depending on who deals the mortal blow to Garibaldi and how long you wait to press the "pick up the Grail" button - if you hesitate, Merlin badgers Arthur until he grudgingly accepts the Grail with an "ugh, fine, I suppose I'll be king then" attitude. Everyone vows to use the power of the Grail to spread peace throughout the land, although the details of this are left a little hazy. The Grail just somehow makes everything better, alright? That's all you need to know, serf - now get back to harvesting the king's turnips.


Knights of the Round isn't the best side-scrolling beat-em-up ever. Hell, it's not even Capcom's best in the genre, but I still hold it in slightly higher regard than perhaps it deserves. It's definitely a good game: the graphics are smooth, interesting and just over-the-top enough, and Isao Abe's soundtrack is very good while sounding unlike any other beat-em-up soundtrack I can think of.



Best of all there's the unusually deep combat and level-up systems. As I've mentioned before, the side-scrolling fighter was a genre so heavily mired in its own clichés that a game only needed a small amount of well-implemented new features to stand out from the crowd, and the additions featured in KotR definitely accomplish that. I think what I love most about it, though, is that it's got charm. It's a vague thing to praise, I know, but KotR is filled with little touches and unexpected moments that always make me smile: things like Scorn's dorky laugh, or the Fat Men's recovery animation where they haul themselves to their feet using their halberd as a crutch, or the fact that those tigers are mad as hell. In the end, it's a well above average side-scrolling beat-em-up that came wrapped in just the right packaging for my tastes. Don't just take my word for it: give Knights of the Round a go and I'm sure you'll enjoy it. There was a SNES port, although it does seem quite hard to find. I'm sure you can figure out a way to play it, though; just remember to block, and if you can't block, throw a horse at the problem.


And that, my friends, is the end of VGJunk's second year. I hope you've enjoyed reading it as much as I've enjoyed writing it, and I'll be heading into the third year of this nonsense sometime soon. Thank you all for coming!

27/01/2012

UFO KAMEN YAKISOBAN (SNES)

Quick, off the top of your head: what's the coolest superpower? Flight? Super-strength? Some kind of skin condition that renders you immune to paper cuts? Wrong, wrong, wrong. The correct answer is a keen sense of justice and complete mastery over the raw power of noodles. Don't take my word for it, though: consider the evidence put forward by Den'z's 1994 SNES beat-em-up UFO Kamen Yakisoban: Kettler no Kuroi Inbou.

That's UFO Mask Yakisoban: Kettler's Dark Conspiracy in English. I think. Perhaps it'll make more sense once we meet our hero, the fearless and lycra-clad Yakisoban!

Hailing from the Noodle Planet, Yakisoban is a steely-eyed hero with a heart full of valour and a packet of instant noodles on his head. Yakisoban is preparing to marry his sweetheart when tragedy strikes!

His fiancée is abducted by the evil Kettler! If you were wondering, Kettler is the one with the kettle on his head. He looks like the Mad Hatter, except more mad. Steaming mad, you could say. Yakisoban cannot let this injustice go unpunished, so he sets off for Earth to free his lady love and put paid to Kettler's malignant ambitions.

His spaceship / car is also a packet of noodles. It's powered by soy sauce, which helps to keep fuel costs down.
Alright, so you might be a little confused about what's going on. "Surely," I hear you say, "they didn't set out to make an action-packed fighting game and decided that the best hero for the job would be a guy with the power of noodles?" And you'd be right, of course they didn't. That'd be silly. Yakisoban was actually spawned by the unfathomable forces of Japanese advertising.

He was created in the mid-Nineties to promote Nissin's UFO brand of instant noodles through tokusatsu-style antics, always foiling the diabolical Kettler with his noodle-themed powers. Imagine if the Power Rangers gained their powers by having scalding water poured into their helmets rather than something as boring as shouting the name of a dinosaur.



UFO Kamen Yakisoban is an advertisement for Nissin noodles. An advert in the form of a side-scrolling beat-em-up, sure, but an advert is what it is and if the idea of product placement sickens you to your very core then you should probably stop reading now, and maybe try to calm down a little. Have a relaxing hot bath or something. Like how you might boil some noodles to satisfy your oh no it's taken hold of me already.

The game begins in an amusement park, a location that I assume Yakisoban chose on purpose as it's one of the few Earthbound environments where he's not going to stick out like a sore thumb. Sharp-suited goons appear to hassle you - I suppose they're Kettler's troops, but they could equally just be the park's security guards trying to evict you for dressing as an outside superhero. Try getting into Disney World dressed as Bugs Bunny, see how far you get. I managed to reach the Epcot Center before their tranquilizer darts took effect.

Yakisoban has a few tricks up his sleeve. Aside from the usual basic combo activated by pressing the punch button repeatedly and the ever-present jumping kick, double-tapping a direction will cause Yakisoban to roll around, away from danger or into the fray. Pressing attack while you're rolling results in a devastating flying-kick.

So devastating you can kick a man so hard in the throat that his eyes pop right out of his head. Kettler doesn't stand a chance!
Unlike most beat-em-ups of this style Yakisoban doesn't have a special move, activated by pressing jump and attack, which clobbers the surrounding enemies at the expense of a portion of his own health bar.

Instead, holding the attack button down allows you to charge up Yakisoban's secret attack: the Sauce Beam. Releasing the button lets you fire a damaging spray of dark, salty justice ahead of you. Yup, you've got a pair of soy sauce guns. Powerful, invincible soy sauce cannons, even, blasting the enemies aside with their awesome power while also enhancing their flavour. Yakisoban even shouts "SAUCE BEAMU!" whenever you use them. It's pretty great.

Hopefully you'll have a good idea of Yakisoban's skills by now, because soon enough the first boss strides into view. Skates into view, rather. He slides around a lot; a difficult task, given that he's wearing iron clogs, but he pulls it off well. Oh, and his head is some sort of frying plate and he throws what looks like pancakes at you. You haven't lived until you've unleashed a flying kick that meets a deadly pancake in mid-air, nullifying the attack with your foot.
The first boss isn't much of a challenge - simply avoid his attacks, whack him when he stands still and remember that he's invincible for a while once you've hurt him - and soon Yakisoban will be one stage closer to rescuing his fiancée.

Although not before you've taken care of the boss in a more permanent fashion by using Yakisoban's disturbing-looking noodley powers. I've spent a lot of time on the internet; I know what normally happens when anything tentacle-like ensnares someone in Japanese media. I think my sense of discomfort is justified.

Stage two takes place in a restaurant, and the absurdity of Yakisoban's appearance is made apparent by the expressions of the diners in the background. Just look at their faces: they're not used to having their lunches interrupted by a fight between a space-born noodle warrior and pie-throwing chefs with... kettles on their feet? That's a harsh punishment. Fail Kettler once, and you must have your feet permanently immersed in boiling water. Nobody fails Kettler a second time.

The restaurant's actual chefs - the ones with un-boiled feet and trousers that are white and not boiling-plasma pink - seem much less surprised to see Yakisoban. Well, chefs are notoriously volatile. They must see this kind of thing all the time, although probably with less noodle-themed headgear. You'd think a hat of that size and shape would seriously hamper Yakisoban's movement and balance, but he bears his burden well.
This is a good place to mention the graphics. They're hardly in the uppermost tier of the SNES' capabilities, but they do have a lot of charm. UFO Kamen Yakisoban is certainly a colourful game, colourful enough to make Konami's early-Nineties arcade titles look like Fallout 3, and there's generally quite a lot going on in the background, like that chef nonchalantly frying his food as a battle to decide the future of both Yakisoban's love-life and instant noodles everywhere rages through his kitchen.

And here's the boss, a fork demon made of forks. My knowledge of Japanese is hardly stellar, but I think he's called Mr. Fork. Go on, children: wave to the nice Mr. Fork, lest he spear you with his steely prongs and carry you away to his underground lair / cutlery drawer. He should team up with Gamera villain Guiron to form the ultimate table-top tag-team.
Once again, he's not too difficult to beat as long as you remember that all the bosses in this game enjoy a period of invincibility after they've been damaged, and they like to use this time to fly into you as fast as possible.

This image brought to you by the Council for the Promotion of Chopstick Use.
Next up is a construction site, and this is where some of the weirder enemies begin to appear. I mean, I can handle suited thugs and even the kettle-footed chefs were appropriate to the scenario, but what the hell are these little green things?

Not the one on the left: that's a tiny dragon in a china bowl, obviously. I mean those monocular green freaks on the right, the ones that look like the alien from The Thing found its way into a stationery cupboard. At first I thought they were walking portions of fries - because of the food theme, you see - but on closer inspection they're just too small and sharp for that. They must be either chopsticks or toothpicks...

...and these equally unsettling "ladies" are made of chopsticks, so I guess the little green fellas are toothpick holders. Back to those chopstick ladies, though: I think they're even creepier that the toothpick monsters. They look so cheerful, even when Yakisoban is kicking them in the face. Nothing should be that cheerful during a kick to the face, especially not if they have chopsticks for legs. Even that dog is spooked out by them. I can only assume that these wooden-legged abominations have been sent specifically to kill me, and they're formed from the combined anger and disgust of every waiter in every Chinese restaurant where I asked for a knife and fork.
Luckily, Yakisoban has another crime-fighting tool in his soy-drenched arsenal that shouldn't be overlooked. If you can find one laying about the stage, you too can wield the awesome power of the Unicycle of Justice!

It's a unicycle that makes you invincible, allowing to hurt bad guys by riding into them. Absurdly dramatic music plays the entire time this is happening - for the opposite effect, you'd have to watch footage from the Somme Offensive with "Spanish Flea" playing over the top. This is obviously where the true power of Yakisoban's noodle-bowl hat is revealed, as its wide shape and perfectly-distributed weight help our hero to keep his balance.
The unicycle won't last forever, (more's the pity,) and before long the stage's boss arrives to try his hand at defeating you.

His floating, disembodied hand at that! Once more, I'm left puzzled about what the hell it's supposed to be. Candy Floss? Pre-chewed bubblegum? Sentient strawberry milkshake? That last one sounds like a new Ben & Jerry's flavour - Sentient Strawberry with Reasonin' Raisins. But I digress. Lumpy here seems like more of a challenge than the previous bosses, but that might just be because the extremely unsubtle Nissin advertising that fills the center of the screen is slowly blinking, glowing, luring you in with promises of a delicious noodley warmth that the other brands just cannot match. That kind of thing will distract you from the globs that the boss is throwing at you, but with a bit of patience you'll get past his defences and land the mortal blow. But what's this?!

Yakisoban... defeated?

No, of course not. Nothing can stop the wheat flour-powered justice that courses through his veins and in an instant Yakisoban is transformed into Yakisoban Great! It's an almost entirely cosmetic change: his costume becomes more yellow, and his moves look different (although they're still the same basic attacks). For example, his post-roll flying kick is replaced with the functionally identically but strangely erotic "flying bodybuilder" pose that you can see in the picture above. It's a power that no man can resist - even that clown has surrendered himself to Yakisoban's savoury assault.

We're at another amusement park for stage four. This one has a ghost house, but such cheap tricks will not frighten a hardened intergalactic noodle warrior.

That might, though. It's certainly making me feel uneasy. The creepiest thing about the giant head with the tiny, ready-to-strangle hands is that it doesn't attack you. It just watches. Yakisoban punches his way through Kettler's troops as the sinister head looks on, and once you're out of the ghost house it's time for the boss battle.

This fight pits you against the evil Yakisoban imposter, erm, Fake Yakisoban. You can't see this on that screenshot, but he has the word USO on his chest instead of UFO, "uso" being the Japanese for "lie". It's not really a costume I can see fooling many people, but the laws governing Japanese superheroes states that they must always fight their evil doppelganger at some point. In this case, I really like the way they're fighting on the amusement park stage in front of a crowd who presumably think this is all part of the entertainment. Or maybe they know that Yakisoban is a space warrior, but they figure that they've already paid for their ticket so they might as well get their money's worth. Either way, I can see Yakisoban receiving a very lucrative offer from the park's owners in the near future. Five shows a day at 10, 12, 2, 4 and 6, his own private trailer and all the condiments he can carry - an offer that would tempt even the staunchest of superheroes!
USO Kamen might have similar moves to our hero, but he doesn't know how to use them as effectively. He also lacks access to Yakisoban's two ultra-top-secret, limited-use attacks. Holding the R button and pressing attack activates the Agedama Bomber, a powerful technique that hits all enemies on the screen in an explosion of crispy-fried batter bits. Doing the same with the L button produces the devastating Aonori Flash, paralysing the enemies with a sprinkling of seaweed powder. Yakisoban was denied entry to the Justice League due to the inordinate amount of time that the other heroes spent vacuuming up after him.

With the fake Yakisoban defeated, the final stage awaits. Our hero assaults the studios of UTV, where Kettler is participating in a TV broadcast. He's probably complaining about how dangerous theme parks have become these days.

It's not a long stage, and now that you've gotten used to Yakisoban's moves it shouldn't be much of a problem for you. This gives me a chance to talk about one of my favourite aspects of the game: the music. UFO Kamen Yakisoban is, as you can probably tell, a pastiche of the Japanese tokusatsu entertainment genre. That's the one where superheroic warriors in skintight costumes battle against guys in rubber monster suits - series such as Ultraman and Kamen Rider. UKY does a great job of sending up these hyper-dramatic sagas, and the best and most accurate way it does this is through the music. Here's stage five's theme:



If you've ever seen a tokusatsu show or a classic super-robot anime, you'll be able to tell what a great job Den'z did of recreating that signature sound. Even if this is all new to you, the music is fun and (for me, at least) extremely catchy, and it does a great job of accompanying Yakisoban's bizarre antics.

Back to our story already in progress! Having smelled the aroma of impending savoury justice, Kettler ditches his disguise and reverts to his kettle-behatted form. I think the newsreader's shocked expression is down more to the gold lapels and bow tie of Kettler's outfit than the revelation of his evilness.

Once again, I love the background here, particularly the guy in the top-right who is so scared his arms have become perfect right-angles but not so scared that he decided to leave or anything.
Kettler is hardly the most imposing villain, but his goofy appearance conceals a surprisingly tricky opponent. When he's not stabbing you with his giant fork, he can attack from range by shouting at you. Terribly rude, yes, but undeniably effective, and it can be tough to land a hit. It may be difficult but if you persevere, and if the Gods of Convenience Food are smiling upon you, then Kettler's dark conspiracy can be foiled. Well, squirting soy sauce into someone's eyes is bound to incapacitate them for a while. Then you can finish them off with the deadly noodle attack!

Kettler is defeated, Yakisoban is reunited with his lady love and they travel back to Noodle Planet for their wedding and subsequent buffet. And that's it, UFO Kamen Yakisoban is complete!
This is not a game that's going to deeply rock your world or open up a brave new horizon in the field of side-scrolling beat-em-ups. It couldn't be called a bad game, because everything about it works pretty well. The graphics are detailed, colourful and fun and the music is perfect for the mood. Yakisoban has a decent variety of moves, he controls well enough and (the occasional issue with hit detection aside) the game plays smoothly. It has its problems, of course: the main one is that it's just too short. There are only five stages, and not particularly long ones at that, and there's no real replayability value.

Personally, though? I love it. I can see why some people wouldn't - in the end, it's nothing more than a slightly above-average belt-scrolling fighter - but something about its over-the-top nature just strikes the right chord with me and I find myself grinning through every playthrough and humming along to the music long after I've put the pad down. It's just good, clean, fun. The most impressive thing is that despite it being one long advert, it never feels cynical. There's none of the forced "attitude" that was foisted upon many advertising mascots in the Nineties, there's no tacked-on and completely insincere environmental message like in Mick & Mack: Global Gladiators: it just took the dopey subject matter and ran with it, and for this I salute it.
One last thing: here's a Japanese TV commercial for the game. The noodle attack looks just as creepy in real life.



Fight, Yakisoban! For everlasting portions!

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