Like a comfortable pair of slippers or an Easter egg that you told the cashier you were buying for your nephew, I’m about to treat myself to something that’ll make me feel all warm inside. That’s right, it’s a side-scrolling beat-em-up! Specifically, it’s TAD Corporation’s 1992 arcade slugfest Legionnaire!
Despite the title, it has nothing to do with ancient Rome or French soldiers hanging around in the desert. It’s an arcade brawler from the early nineties, so naturally it’s about a street gang and the vigilante heroes who step up to defeat them. I’m fine with that, I love a good bit of punk-pummelling action, but now I’ve mentioned it I’d really like a beat-em-up about the French Foreign Legion.
I’m rather looking forward to this one, for a couple of reasons. One is that the other TAD Corporation games I’ve played, specifically the crosshair shooters Cabal and Blood Brothers and side-scrolling ape-em-up Toki, have been generally good, and with enough weirdness to them to pique my interest. This is as you’d expect from a company that was formed by ex-Data East employees. The other thing it that, as far as I’m aware, Legionnaire has been unemulated for years, but now it’s working to a degree that lets you play through the entire game with only a few minor errors. How exciting is that? A whole ‘90s arcade beat-em-up that I’ve never had the chance to play before. It’s the unexpected tax refund of the videogame world!
The set-up is given to you right out of the gate: the vicious Crimson Kings are terrorising the innocent, peaceful inhabitants of Blood City. Wait, what? Blood City? Man, I’m amazed it’s taken this long for a criminal gang to rise to prominence in a place called Blood City. Take me down to ol' Blood City, where life is cheap and the crime statistics ain’t pretty.
Anyway, what does this mysterious image show us? Well, on the right we’ve got the shadowy visage of what I assume is the Crimson King’s leader, a ruler of men and fan of prog-rock music. The rest takes more deciphering, but it looks like there’s a rose in the background, a bloodied knife, (which is probably the town crest of Blood City,) someone emptying out a salt shaker and a statue representing the concept of “a headache.” The rest of the intro goes on to tell us that everyone is outraged, but no-one dares to act until the Legionnaires rise up to challenge the Crimson Kings. Let’s meet our heroes now, shall we?
First we’ve got Alfred, who I’m assuming is the leader of the group because he is the most average. We can see he’s got fingerless gloves and a sleeveless shirt, so I’m sure he’s also wearing shorts because his commitment to never wearing a complete garment is unshakeable.
Occupying the “speedy but weaker” slot on the team is Chris. She actually is wearing shorts, to facilitate all the kicking she does. I notice that Legionnaire’s characters are running a little older than those in most Japanese games. Chris is 24, that’s “spinster with dozens of cats” territory by videogame standards.
If it’s sheer brute force you’re after, look no further than Frank. He’s the muscle man of the group, plus he has a beard. If you look at his forehead, you can also see what appears to be another, smaller skull trying to push its way through his skin. He’s also the happiest of the bunch to be involved. Well, at 39 he probably thought his punk-pounding days were over.
Finally we’ve got Judy. She is not a punk, despite what the Ramones might think, and her picture implies she fights using a very laid-back form of judo. She looks like she’s yawning as she hurls that dude over her shoulder, and that insouciance is making Judy my first pick as a playable character. Hang on, though – there are four Legionnaires. That can’t be right, it completely unbalances the sacred beat-em-up trinity of a fast one, a strong one and the other, less interesting character! Judy’s a maverick, a wild card, a destabilizing influence that threatens to throw the very core of the genre off its axis!
Never mind, Judy’s been kidnapped. Order is restored, almost as though some cosmic janitor has set things right, and the Crimson Kings have made a fatal mistake – now it’s personal. The Legionnaires were going to punch them all into a coma anyway, but now they’re really going to enjoy it.
The game begins with two Crimson King footsoldiers staring intently at a pair of gas canisters. That’s their entire raison d’etre. Monitor these two highly flammable pressurised containers, and make sure nothing untoward happens to them.
You had one job, you pair of idiots. It’s appropriate that you’re charred corpses now, because you’re about to get fired.
Getting into the action now, and Legionnaire begins in a fairly standard city streets / construction site type environment. There always seems to be some kind of construction site in these games, which makes sense to me. If The Sopranos taught me anything, it’s that organised crime are heavily involved with the construction industry. As for the combat, the basics are the same as in almost every other side-scrolling beat-em-up. You’ve got an attack button and a jump button, attacking repeatedly makes your character perform a combo, you’ve got a jumping kick and pressing attack and jump together performs a powerful attack that knocks down any nearby enemies at the cost of some of your character’s health.
So far, so extremely generic, then. It’s nothing I haven’t played dozens of times before, and the setting and characters aren’t doing much to elevate proceedings. Alfred in particular is a very underwhelming hero, being as he is a Bloke in a White Shirt and Blue Trousers who lacks the classic sense of “American” cool that you see in Final Fight’s Cody. The bad guys aren’t particularly exciting, either, with the usual mix of overconfident steroid abusers, sleeve-haters and the occasional smaller, weaker characters with some kind of gimmick like “exploding” or “owning a knife.”
The only thing in this early area that stands out as being even slightly novel are the gas canisters, which you can punch towards the bad guys for a free hit of explosive damage. They’re especially useful if you’ve bunched some of the goons together, which is not difficult to do when Alfred’s flying kick is so good at knocking people across the screen.
Later in the stage, you start to see a couple of more interesting enemy types - interesting in that they make you wonder how they reached this point in their lives, rather than because they’re interesting to fight. For example, there are these chaps who ignored all the lessons their mothers ever taught them and do nothing but run around holding sharp objects. That’s all they do, they run in a straight line, knives outstretched. If they run into you, hey, bonus, but they’re equally happy to run right off the edge of the screen and you get the impression that they’re doing the bare minimum required to be a Crimson Kings member. Were you ever playing football during a school PE lesson and you pretended you were playing defence, so you could hang around near the back and look involved without ever actually having to do anything? That’s what’s going on with these guys, except replace football with murder. This doesn’t explain why they seem to be beatniks wearing mustard yellow capri pants, but I suspect that’s something which cannot be explained.
Then there are these bouncing balls of baldness, claw-wielding… things that jump around the screen like a flea with restless leg syndrome, trying valiantly to insert their claws into Alfred’s skull. They only take one hit to defeat and their movements are fairly predictable, but they rarely turn up alone and so one of them will often manage to sneak through. If you’ve ever wondered what it would be like to be shanked by a very angry baked bean wearing baby booties, Legionnaire can put your mind at rest.
It doesn’t take long to rattle through stage one, and soon you’ll be facing off against the first boss. His name is Bigman. Because he’s a big man, you see. He was the last one in the queue when they were handing out gang names, I reckon.
So, Bigman is a big man who acts the big man, but he’s very easy to defeat because he’s nothing more than a slightly larger version of the same grunts you’ve been fighting for the rest of the stage. Never attack him head-on – coming at him from “above” seemed to work very well – and you’ll have no trouble beating him.
I even threw in a few of my big-hitting special attacks, because why not? Bigman wasn’t taking any of my health, so I might as well. Plus it looks cool, although sadly all three character have the same special move.
Moving on to stage two, the Downtown area, and I’ve switched to Chris. She immediately became my favourite of the three characters, thanks to her incredibly fast kicks, which are perfect for dealing with the enemies that only require one hit to defeat and can really help you get out of sticky situations like letting yourself get surrounded. Plus, she boots people right in the chin from a standing start, that’s the kind of straight-forward violence I like to see.
It was around this point that I realised there’s more to Legionnaire’s combat than I first thought. As well as your normal combos and jumping kicks, you can also performing dashing attacks. The thing that threw me off was that you don’t dash using the method you’d expect – that is, by tapping the joystick twice towards your opponent, or even using a dedicated dash button. Instead, you double-tap jump to dash in the direction you’re facing. While you’re dashing, you’ve got two attack options. If you don’t hit the attack button but slam into a bad guy, you’ll grab them for a throw attack, as you can see above.
If you do press attack while dashing, instead of a grab you’ll use a powerful charging attack that sends any enemy it hits flying backwards. In Chris’ case, it’s a very “Blaze from Streets of Rage” style energy-punch attack. I’m more than okay with that. If you’re going to, erm, draw inspiration from another beat-em-up, it might as well be Streets of Rage.
I’m relieved I discovered these extra moves before I got much further into the game, because at this point Legionnaire is really making the most of the “gang” part of the street gang theme, and you’re attacked by loads of enemies at once. This is where the game starts to come to life a little: the mass brawls are fast, furious and fun. There’s plenty of fighting to be done, but your jumping kicks and dashing moves mean you’ve got plenty of tools at your disposal to stop the enemy surrounding you, and Legionnaire’s smooth controls means executing said moves is reliable and practical. You’re still going to get hit, especially if like me you repeatedly underestimate the range of those guys with the Big Van Vader hair and the croquet mallets, but it never feels unfair or overwhelming.
Here’s TAD Corporation representing a couple of their other games through the beat-em-up-appropriate medium of graffiti, with shout-outs to Cabal and (just off-screen) Blood Brothers. Plus there’s a Toki sticker up there, complete with a picture of the saliva-slinging ape himself.
In the screenshot above you can also see a wiry fellow with the look of a Tour de France racer to him. You know those little elves in the Golden Axe games? The ones that drop items when you whack them? These blokes are what those elves turn into if you wrap them in lycra and stretch them on a rack. They’re unthreatening, but they drop items when hit – usually point items, but sometimes they’ll dispense small health boosts. Another advantage to playing as Chris is that her kicks are so fast you can clobber these walking vending machines three or four times before they can get away.
Boss number two is the person who abducted Judy during the intro, an unfortunately-shaped individual for whom the low cut tank-top is doing absolutely no favours. Their name is Pretty Piggy, and I hate to break this to you, pal, but only half of that name is accurate.
You know what? That’s a fair response. I shouldn’t judge you on your physical appearance, Pretty Piggy. Instead I’ll judge you for being a kidnapper who works as a lackey for a criminal group. There, now I feel better about beating you up.
Piggy’s got two main methods of attack. The first is as straightforward as you like: he whacks you with a stick. Not a caveman club, not a baseball bat, but a regular ol’ wooden rod, a piece of dowelling he picked up at his local hardware store. The other is that he conforms to the weirdly specific brawler cliché of being a fat person who can breathe fire. I still have no idea why this is such a common theme in beat-em-ups. Did a famous troupe of especially corpulent fire-eaters tour Japan in the 1960s or something, influencing the game designers of the eighties and nineties during their childhoods?
Stage three takes place on a train, and it’s time for Frank to get his hands dirty. The stage’s early screens involve fighting the now-standard groups of musclebound goons, a process enlivened by the bad guys jumping out of crates in the background in what I can only assume was a ruse to avoid them having to pay their train fare by being sent in through post. There was a brief roadblock at around the mid-point, however, when I was beset by a kung fu master who really, really liked using his familiar hurricane kick attack. I kept getting kicked in the head, that was the problem. Then I realised that this Ryu-wannabe is extremely vulnerable just as he lands, so in this instance Frank’s most devastating technique was a small amount of patience.
Speaking of Frank’ powers, I have to say he doesn’t really feel like the slow one of the group. Sure, his individual attacks are slower than Chris and Alfred’s, but his standard combos only include three hits as opposed to the others’ five or six, so he ends up needing the same amount of time to do a similar amount of damage – he just needs less punches to dish out that damage.
I noticed something else about Legionnaire’s standard combos, too: normally when you land the final blow, the enemy is knocked down and they land pretty much where they were standing. However, if you hold up or down on the joystick while doing a combo, your character’s final blow is different and rather than knocking the enemy down but keeping them nearby, it punts them all the way to the other side of the screen. This can be an extremely effective tool for managing the positions of your foes so they can’t surround you, plus you get the satisfaction of kicking people forty feet across the play area. The only proviso on this is that this system only works as described above for Chris and Frank. In Alfred’s case it’s reversed, so his default combo sends enemies flying, but holding up or down makes your combo keep the enemies close by.
Apparently this train is of huge strategic importance, because it has two bosses: a pair of martial arts masters called Dragon and Tiger. Which one is Dragon, and which one is Tiger? I don’t know, I don’t care and it doesn’t matter because they’re both identical. They’re a lot like the kung fu fighter from earlier in the stage, with a lot of spinning aerial kicks. It’s a good job I learned how to deal with that attack earlier, huh? Their only other gimmick is that if you give them some breathing space, one of the pair will form a step with his hands, giving the other boss a boost and throwing him to the air for a faster, more powerful diving kick attack. This can be rather difficult to avoid and the bosses like to get into a pattern of using it over and over again, but the simple preventative measure you can take in this case is to be always punching one of the bosses.
Once they’re dealt with, Rugal from The King of Fighters appears in a helicopter, carrying Judy under his arm. Then he flies away. Okey dokey then, I guess I’ll see him later.
The next stage takes place on a military base, and there’s not much new to see. Lots of fighting the regular grunts you’ve kicked a thousand times before, except with more chain-link fences in the background. That might sound like a complaint, but it isn’t really. Okay, it’s half a complaint – these stages could have benefited from taking place in less generic locations - but the actual fighting? That’s fine, and I’m having a good time with it. It’s fast, the dashing moves add a little flair to the combat and Legionnaire rarely bogs the player down with waves of enemies with enormous health bars, which is one of my pet peeves about the genre. You do have to fight two Pretty Piggies at once, but they’ve had their maximum health reduced to prevent the above scenario from happening, so I’m not too annoyed to see bosses being recycled.
There are still a few new enemy types being added as the game progresses, which helps. Here, for instance, you’ve got a different kind of kung fu master who is equally vulnerable after missing with his flashy jumping kicks. He’s got a kanji on his back that translates as either “evil” or “misfortune,” and I’m going with “misfortune” because as soon as Alfred gets up from his power-nap this kung fu bloke is going to taste the furious justice of the Legionnaires. “Just five more minutes,” Alfred mumbles, but righteousness is his alarm clock and soon he will answer its call.
There are purple chaps, too, and they finally answer the question of why some many dystopian street gang types wear shoulder pads: it’s because his main attack is to charge into you with his shoulder, gridiron-style. That’s not a very interesting fighting style on its own, but these guys put so much heart and drive into their attacks, bellowing like a lunatic whenever they dash towards you, that it’s hard not to warm to them. They’re giving it their all, and if this was a kid’s TV show rather than a game then these would be the guys who realise they don’t want to be working for a bad guy and switch allegiance halfway through.
Then there’s this guy, who is the hardest (or at least most annoying) boss in the game despite not even being a boss. You’d think that after playing Hokuto no Ken 7 for the last article I’d be well-versed in the power of the Hundred Crack Fist, but apparently not because I kept walking into the bloody thing. That attack is bad enough, but the real trouble starts when you land an attack of your own. Rather than standing there and taking the full combo like every other member of the Crimson Kings, he backflips away while throwing a bunch of grenades at you. Someone didn’t get the memo about beat-em-up etiquette, and as a result this amalgam of Guile and Rolento takes longer to beat than the rest of the stage combined as you land one punch before running away from his grenades.
Frankly, it was a relief to reach this real boss of the stage. His name is General the Hellarm, which makes him sound like a later addition to the Sonic the Hedgehog universe. Don’t worry, I know he’s not really a later addition to the Sonic the Hedgehog universe. I can tell, because he appears in a game that’s not rubbish.
Anyway, Hellarm’s got two tricks, one of them being literally up his sleeve. He can extend his mechanical limbs, and he can create two clones to follow him around. Only the real Hellarm takes damage, naturally, but you can eliminate the clones with a single hit, so it’s easy enough to get him in a loop of waiting for him to create his clones and then picking one to hit. You’ll either batter the real Hellarm before he can react, or you’ll eliminate his clones and reset the whole procedure. Oh, and he can take his hand off to reveal a sword sticking out of his elbow stump. I suppose you’d count that as a trick, too.
We’ve reached the final stage: the Seclet (sic) Area, and Chris is doing an excellent job of holding off about three football teams worth of bad guys on this narrow bridge. You might notice that the guy in the orange seems to be ignoring the law of gravity by not standing on the bridge, but I’m going to put this down to an emulation error. It was pretty much the only error I noticed, but enemies would sometimes walk right into the background or foreground where they shouldn’t be able to go, and once or twice they managed to get themselves stuck. Usually they managed to wriggle free either under their own steam or with the, ahem, gentle persuasion of special attack, but during this stage someone got trapped underneath the bridge where I couldn’t reach them, preventing me from either killing them or moving forwards. Bear that in mind if you’re thinking about playing Legionnaire for yourself.
Other than potential glitches, stage five has a little of everything. More bosses return as regular enemies, small men covered in dynamite fall from the sky and blow up, there are lots of densely-packed enemy groups to battle through and then there’s this, a section where the knifemen run back and forth along this narrow bridge for a while, trying to perforate you more through luck than by design. It’s kinda ridiculous, but in the best possible “dumb arcade game” way. Plus you can take out, like, ten guys with a well-timed special attack, which is satisfying in its own right.
After a while of that, you’re pitted against the leader of the Crimson Kings – Mr. G. My entire being is crying out for me to make a House of the Dead joke, but I’m not going to. I don’t want you to suffer like I did.
Mr. G is, to be blunt, a complete pushover. He’s got barely any attacks and a very small health bar, as you might expect from someone who’s essentially a corporate CEO. The CEO of Evil, Inc., but still. Of course, what this means is that this isn’t even his final form, and I’ll be fighting him again after he transforms. I went through the motions, slapped him around a bit and then, once Mr. G had had enough, I chased him to his moon base using a nearby space shuttle.
That’s right, the Crimson Kings have a moon base. They’re rather more ambitious than your average videogame street gang, I’ll give them that. You never saw Mad Gear trying to colonise outer space, did you? Which is a shame, I’d have loved to have seen Mike Haggar throwing asteroids at people with only his moustache as protection against the vacuum of space.
After wading through a few more waves of goons, our heroes catch up with Mr. G again, but this time he’s serious. He’s wearing his special armour, he’s strapped on his stabbin’ claws and he can shoot blasts of electricity out of his fists or as a projectile along the floor. Unfortunately for him, he’s still a proper chump, and this is probably the easiest final boss I’ve ever faced in a side-scrolling beat-em-up (unless you count the completely defenceless scientist at the end of Crude Buster). If you just never attack Mr. G head on, there’s very little he can do to hit you. Wait for him to attack, come at him from above and smack him about. Repeat this for a while, occasionally using your dash to get in close or away from his projectiles, and he’ll soon be defeated. This might seem a bit disappointing, but personally I thought it made a nice change of pace. The Legionnaires have had a lot of practise at battering people by this point, it stands to reason they’d have little trouble with an old man in a cummerbund.
The game is over, and Blood City has been freed from the ruthless grip of the Crimson Kings. Now it can go back to being the number one tourist destination for vampires all over the world. “Where are our heroes now?” the ending asks, and happily it immediately answers that very question.
That’s it, Frank. You dream big, buddy. At least he’s happy. You have to wonder whether he ought to loosen his apron strings a little, mind you. If you can see your abs through your apron, you’re wearing it too tight.
Further proof that Chris is the best fighter of the three is provided by the ending, which shows her becoming the number one undisputed fighting champ in the world.
As for Alfred, he went home and became a family man. He and Judy are married with children, living in one of the log cabins you so often find in the suburbs. I’ve just realised that the white thing at the bottom-right is supposed to be a baby wearing a bonnet. At first glance I thought it was one of those Japanese snow monkeys that live near the hot springs. Sorry, kid.
Was Legionnaire everything I hoped for? Yes, it was, in that it was a very typical brawler that I’d never played before. Its biggest problem is definitely its lack of imagination, and it leans far too heavily on the oh-so-common beat-em-up themes and locations, particularly when it comes to the not-very-interesting playable characters. However, the gameplay and the flow of the action is very enjoyable. This also suffers from a lack of innovation on a basic level, but the addition of the dashing attacks gives it just enough spice to keep things interesting. It’s the controls are smooth, the bad guys come thick and fast but crucially it never gets bogged down. There are plenty of people to punch but you don’t have to punch them for long before you can move on, and the game’s five stages mean it’s just about the perfect length: any longer and it risked becoming a little tedious.
It’s also a rather easy game, for an arcade brawler. You’re still going to lose lives, but thanks to the many moves at your disposal that work well for keeping bad guys at bay (and I should give special mention to the little-discussed jumping kick here, because its enormous hitbox and high priority make it great for this) you’ll rarely get surrounded. Plus, none of the bosses are coin-gulping slaughter machines. Whether the difficulty level is a pro or a con is down to you, but like I said, it was nice to play something that felt a touch more relaxed than others in the genre for a change.
In conclusion, I’m really glad I played Legionnaire. I had a fun time with it, even though it’s unlikely to be something I go back to very often. Plus I helped a man achieve his dreams of owning a hot dog stand. What could be more rewarding than that?
Showing posts with label tad corporation. Show all posts
Showing posts with label tad corporation. Show all posts
31/03/2017
20/12/2014
TOKI (ARCADE)
Christmas is once again descending upon us like a vast and gaudy eagle, engaged in its annual Promethian punishment of pecking away at our wallets and our reserves of good cheer, so what better way to celebrate the season than with ape saliva? I know, I can't think of anything more appropriate either, so here's TAD Corporation's 1989 arcade chimp-em-up Toki!
That brickwork could do with a little repointing. Anyway, there's Toki now, bravely trying to walk upright despite the strain that his grossly oversized head is putting on his spine. He's our knuckle-dragging hero, and the reason that he's lurching around in a vertical fashion instead of giving up and finding some kind of primitive wheelbarrow to cart his enormous melon around in is that he was not always an ape. No, before the game began, Toki was just another Neanderthal with the misfortune to be romantically involved with someone from a late-eighties arcade game, and even existing in a prehistoric time cannot prevent Toki's lady love Miho from being abducted.
Away she goes, kidnapped by the sinister and difficult-to-spell wizard Vookimedlo. That's Vookimedlo on the right, the one that looks like a mantis trying to surreptitiously infiltrate the Catholic clergy. Let's give Vookimedlo a big hand, folks! Oh no, wait, he brought his own. That's sensible, really - if you just use a flying hand as a minion than you don't have to worry about it questioning your diabolical schemes or demanding dental insurance.
Toki was originally built like a brick shithouse and possesses a similar level of intelligence, charging towards the dread sorcerer's magical attack without so much as attempting to jump over it, so Toki must share some of the blame for his current monkey predicament. I can't help but wonder why Vookimedlo didn't just turn Toki in a rock or a houseplant or a fine red paste - my current theory is that Toki was hit with a de-evolution spell, regressing him to state that has evolved the larger cranial capacity of Homo sapiens but not the sense of inbuilt shame that leads to the wearing of loincloths. This is a big mistake on Vookimedlo's part, because while he can still move around Toki will struggle valiantly to rescue his beloved. You should have regressed him back to being a fish, pal.
Even if you hate moving pictures but love words, Toki has you covered with its pre-action warnings of the obstacles Toki will be facing in each stage. I really like these: they're hardly great literature, but then great literature never got me excited about seeing an ape regain his manhood. Bite me, books.
Thus begins Toki, as classic a run-n-gun arcade game as you're ever likely to find and as comfortingly familiar as the groove your arse has pressed into the sofa. Toki needs to get from one end of the stage to the other, but in his path are a host of aggressive creatures that don't quite look right, as though the game takes place not in the mists of prehistory but on an alien world where apes coincidentally also shed their fur, began walking upright and will eventually invent the McRib. Take those animals flying above Toki's gargantuan head, for example. They are definitely not birds. I mean, I'm no super bird expert person - ornithologist, that's the word I was looking for, thanks internet - but Earth-birds have wings and don't look like creepy trilobites.
To get past his many foes, Toki can use several tactics. He can avoid them, although as we shall see later that often ends up causing more problems for him down the road. In familiar videogame fashion he can jump on top of enemies to kill them. He can also do this.
Toki can spit projectiles to kill enemies, although if his facial expression is anything to go by doing so causes him considerable pain. That's a damn shame for Toki, because you're going to be spending most of the game launching a constant stream of bubbles from his poor abused mouth, especially (and extremely usefully) because you can fire them either horizontally, vertically or at a forty-five degree upwards angle. I did wonder whether these were magical projectiles, possibly a remnant of the wizardry that turned Toki into an ape, but as the game was ported to the Megadrive (amongst several other consoles) under the title Toki: Going Ape Spit, I think we have to assume that what he's firing is warm, wet wads of monkey phlegm. How delightful.
So, that's Toki - move through each stage, hopping and bopping and drenching your enemies in your deadly sputum, until you reach the boss. Top tip: the bosses can only be hurt by good deeds and kindness. No, I'm kidding, you have to flob all over them. Play Toki for thirty seconds and you'll know almost exactly what you're in for during the rest of the game, but not in a bad way.
I have revised my opinion about alien worlds. This is definitely Earth. No other planet would be stupid enough to invent American Football.
On the right of the screen shown above there's a see-saw that encapsulates Toki's approach to platform problem-solving. There's not much heavy thinking goes into planning your route, with the path to take and the jumps to make being plainly laid out before you, and the challenge is almost always being not "can you figure out where to go?" but "can you do it without dying?" Toki reminds me of Ghouls 'n' Ghosts in a lot of ways: you could happily describe them both as "platformers" and there are plenty of gaps in the landscape to jump across, but if you removed the enemies then the basic ledge-hopping action probably wouldn't hold your attention like it might in, say, a Koopa-free version of Super Mario World.
Toki also invites comparisons to Ghouls 'n' Ghosts in that it gets really bloody hard. Not as difficult as Capcom's famously sadistic arcade classic, but on the other hand at least Sir Arthur can take a hit and survive - Toki's death is immediate should he come into contact with anything more menacing than the ground beneath his feet. Maybe Vookimedlo's spell didn't just turn Toki into in ape, it turned him into a really sickly ape whose ape mother was dangerously overprotective and as such left her son with no chance of surviving in the wild. Can you make a spell that specific? I have no idea, I'm not a wizard.
Stage one's midboss is the Gate of Moornah. It's not really a gate, but I can understand why it's called a gate because there isn't a concise word for "imposing golden monkey-powered slab with powerful steam jets and spring-loading boxing glove fists". It looks menacing at first, as any machine operated by furtive apes will do, but all you have to do to beat it is time your climb up the vine on the right so that Toki isn't scalded to death and voilà , you've passed the gate.
I was not expecting the first boss proper to be a Mr. Potato Head in a suit of golden armour. Honestly, I don't know what I was expecting. Some kind of dinosaur, maybe. What are the natural predators of apes, anyway? Bigger apes? Well, this boss' main form of attack is to fire monkeys at you so maybe that was his thinking. In the world of Toki apes are the most versatile of all creatures, serving as guards, soldiers, floating brass gate operators and ammunition, unless that's all being done by two or three monkeys with exceptionally well-developed CVs.
Anyway, the boss follows a pattern straight out of Being A Videogame Boss 101, in that he fires some projectiles at you and then jumps to the other side of the screen, repeating the process until Toki either drowns in apes or manages to spit on him enough times to claim victory.
Stage two is Lake Neptune. Lake Neptune doesn't just contain sharks, it is bloody infested with them, so chances are I'm going to have to cross it by swimming rather than by fashioning a crude canoe by hollowing out a monkey.
Yup, swimming it is. Just look at Toki's face: he's normally such a cheerful sort, but the raw terror of swimming through a shark-infested lake, even with his eyes protected by goggles, means his usually jolly expression is replaced by one of steely determination. Or maybe he's upset with the stage introduction's misleading description of the lake's shark volume, because while there are some swimming around they're mostly just minding their own business. What the briefing should have said is "WARNING: Tenacious Piranhas," because unlike the sharks the piranhas will relentlessly hunt Toki down unless he methodically exterminates them, and because they're smaller and harder to hit than the sharks that's not as easy as it sounds.
This makes it particularly aggravating that the mid-boss can vomit up piranhas. Keeping live piranhas in your stomach shows admirable dedication to the cause of evil, and when combined with a shield that can block your attacks this boss can put up quite a fight. Sadly it's not an enjoyable fight, because this underwater adventure is really a side-scrolling shooter section in disguise, and you all probably know by now how much I love side-scrolling shooter sections that have been artlessly crammed into platformers. It's not terrible, I suppose, nor is it really"scrolling" because you can move Toki wherever you like, but it's still probably the weakest part of the game, surely born out of one of the game's developers insisting that room was made for the slightly overweight fish-beast they'd drawn. I can understand that, but it doesn't mean I have to enjoy it.
Here's the second boss, and I spent way too long trying to figure out whether it's whole head is one giant eyeball or if it's a mouth with an eyeball inside. "Why would you have an eye in your mouth, that seems like it's asking for trouble and a lifetime spent avoiding spicy foods," you may ask, but the boss is unconcerned by ocular damage because he can create as many eyeballs as he like, spewing them all over the screen and forcing Toki to deal with them because if left alone these semi-autonomous eyeballs quickly fill up the screen. Yes, this inbred mutant progeny of the Michelin Man's family fights a lot like the first boss, but he's more durable and his projectiles will cause you more problems if they slip through your wave of spittle. I get the feeling this will be a common thread running through Toki's boss battles.
Stage three is the Marble Zone. No, sorry, it's the Caverns of Fire. You have to have a fire stage, they're the awkward first-date silences of videogaming. As you might expect, traversing the Caverns of Fire sees Toki bounding across lakes of lava and avoiding jets of flame, because while Toki is pretty fun game to play it is not blessed with an abundance of originality in terms of level design. If the next stage isn't ice-themed I'll... well, it doesn't matter what I'd do because the chances of the next stage not being ice-themed are about the same as me finding Lord Lucan hiding in my airing cupboard.
I've compared Toki to Ghost 'n' Goblins already, and one area where that comparison is strongest is in the game's ability to catapult the player from areas of relative calm to full-on monster jamboree in mere moments. Take the area pictured above: free from deadly foes, unless you count the lava spout on the floor and there's not a lot I can do about that. Then I move half a screen to the left, and...
Bang, four monsters, one of which - the ghost at the top of the screen - literally appeared out of nowhere. I would have been in a better position had I jumped on top of that evil monkey like I intended instead of jumping over him and putting myself right in the centre of the melee, but it still stands to illustrate that the key to success in Toki is cautiously eliminating all resistance before moving on.
The relatively sedate pace is also encouraged by Toki not being the most athletic ape in the world. His jumping skills are good, but he walks around at the gentle place of an elderly rambler, and the famous agility of the simians only ever comes into play during these rare vine-swinging sections. I know Toki spent most of his life in the lumbering beef-mountain form of a professional bodybuilder and as such is not accustomed to gracefully swinging through the treetops, but a few more sections where being a spitting monkey meant a different playstyle than could be replicated by a man with a gun would have been nice.
I was just about to say that this boss burps at you, but it quite clearly does not - rather, it spews out stone letters that spell out the word "BURP". Whether this is bizarre coincidence or the boss swallowed the letters in that specific order for later regurgitation is by the by: the simple fact is that b-b-b-burp is the word. The word that will destroy you. Enough about his attacks, though, let's take a look at the boss itself. It looks completely insane, its tiny eyes pivoting in separate directions, the lumpen, tumorous flesh of its body studded with appendages that look as though they've been deep-fried in batter. This thing's name is Mogulvar, apparently, a name which must surely be an acronym for Meat Organism, Guarantees Upset Lunch Via Acid Reflux. He's certainly making my stomach churn, so let's get to the next stage.
Oh look, it's an ice stage. I was going to go for some extreme sarcasm to describe this turn of events, but I think I went to far and "sarcastic" rolled back around to "unimpressed." It's got all the usual trappings of an ice stage, like a backdrop of glittering crystals and, erm, that's it. Toki doesn't do anything to develop the winter wonderland theme barring a few ice-appropriate enemies. No slippery floors, no falling icicles, no vision-obscuring flurries of snow. Still, the inclusion of an ice level is entirely justified because it means we get these adorable penguin enemies. I say enemies, they don't really attack Toki or anything, they just have bad haircuts and waddle around in a boggle-eyed stupor like Burning Man attendees.
Toki vs. Cthulhu: The Ultimate Battle now, and this time Toki's glum expression makes sense because he's about to get a squid in the eye. A squid in the eye will kill him, regardless of what eye protection he's wearing. Toki knows this, and he has become resigned to his fate. When you compare this expression to the one he's sporting on the status picture at the bottom left of the screen, where's he's beaming with the glee only found in apes that have been given a coupon for fifty percent off bananas, you can see how far his spirits have fallen.
The main thing I took from this fight, the aspect of it that's forever seared into my meoery, is that every time you shoot the squid it makes a noise like a human dry-heaving. Thanks for that, TAD Corporation. Between the previous boss and these gagging sounds I'll be sure to play Toki next time I accidentally swallow a dangerous chemical that I need to eject from my stomach post-haste.
Fighting a mammoth made of ice has really perked Toki up, look, although I wasn't nearly so happy because this is where I started to die a lot. The mammoth's boomerang-like tusks are hard to avoid and demand your full concentration, leaving you little time to attack the boss during its vulnerable moments when it stops blocking its body with its trunk. Then it whacks you with the trunk, and you die. It's a battle that requires deep reserves of perseverance, as you would expect from an attempt to melt an ice mammoth using only the warmth of your saliva.
You know where you are? You're in the Dark Jungle, baby! You're gonna frrrryyyy... this large bird. With your spit. Somehow. I do not profess to understand the full ramifications of Vookimedlo's magical curse, but I can offer some practical advice: don't kill the birds over the spike-pits, because then you won't be able to grab the fully plucked-n-cooked birds that they turn into. If Toki wasn't so much of a wuss that he had a health bar I'm sure these roast dinners would restore all your hit points, but as it stands they give you some bonus points.
One thing that Toki sometimes does with its gameplay that I like is the idea of leaving enemies alive so that they may serve your purposes. For example, here you can see a tempting extra life floating too high to reach with a normal jump, so you have to find a way to get underneath it without killing the moth and then use that moth as a platform to bounce your way up to the prize. It's not an incredibly prevalent gameplay quirk, but it does pop up from time to time and provides a nice twist on the rest of the kill-everything-on-sight gameplay and can be pretty fun. The exception is if it leads to one of the "rabbit in a jar" power-ups that give Toki a pair of shoes, because they make him jump way higher than usual and frankly they're a goddamn liability, sending you careening to your death as you struggle to get used to the extra distance on your leaps.
Hey, it's the hand that kidnapped Toki's girlfriend and he's brought so friends to the party! His body and limbs were not invited to the party. Appendages only, plus the heart - a wonderfully designed heart, straddling a disturbing line between cartoon shape and veiny reality. If you cut out Big Bird's heart, that's what it'd look like.
One look at the screenshot tells you how the fight goes - avoid the hands and feet while shooting the heart when it's exposed - but it all comes together nicely, being challenging without getting too frustrating thanks to Toki's reliable controls. There are some occasional hitbox issues, and the game is very ungenerous when making jumping attacks because you have to land right on top of an enemy, you can't come at it from the front at all - but on the whole it's a very solidly-built game.
Upon starting the sixth and final stage, I dithered for a moment and was immediately slain by a monkey knight. Whatever happened to "ape shall not kill ape," huh? Vookimedlo - a name that's a lot more fun to say out loud than it is to keep typing out - has made his final stand in a steampunk city of metallic tubing and impractical jets of fire. That's fine, though: I can deal with the usual onslaught of enemies lurking in places that make it tricky to winkle them out.
What I couldn't deal with was the sudden introduction of these high-speed mine cart sections, where the developers decided that the player wasn't dying quite fast enough and so they sat the player on a rocket-powered sledge and launch them face-first towards spiked balls and yawning chasms. Once you've tried them a few times and gotten used to the carts' momentum propelling Toki through the air whenever he jumps from one to another it becomes somewhat more manageable... until you reach the very end of the rails and hit The Golden Pipe of Fatal Bullshit.
Let me set the scene for you. Toki is travelling at high speed towards the end of the rail, where he must jump off or die. Jump too late and he'll fall to his death: jump to early and he'll slam face first into that metal column, fall down and then die. This jump has to be made under completely different jumping physics than the rest of the game, by the way, and if you accidentally collected the high-jump shoes then it's going to be that much harder. Even if you do make it through that tiny gap, a monkey soldier is already shooting energy bolts at you. Jump up to dodge those and you're almost certain to hit either the second monkey or the bird. At this point, Toki's difficulty curve has reared up like a scorpion's tail and is repeatedly stinging you in the face, and it's a section of such (out of character for this game) joystick-snapping frustration that had I known about it in advance I might never have decided to play Toki in the first place. Can it get any worse? You bet your furry monkey balls it can. When you lose a life, you don't spawn where you died but rather back at a checkpoint earlier in the stage so you can't brute-force your way through. Then, just to cap it all off, when you run out of lives you're greeted with this screen.
That's right, whereas for the rest of the game you can continue as many times as you like, on the final stage you're limited to a mere five continues. If you run out of continues the games tells you that Miho will forever remain Vookimedlo's captive. If you see that screen after dying at The Golden Pipe of Fatal Bullshit over and over again - and there's a good chance you will - then please try to remember that videogame controllers and computer monitors are expensive and you should not try to shove one through the other, not matter how much better it will temporarily make you feel.
I got through it in the end, though. I'm still not sure how, I think I entered a zen trance for a moment, but whatever happened I finally reached Vookimedlo. Sadly the final battle isn't particularly interesting, because it's essentially the same as the previous boss but with a longer health bar and the added distraction of two buff lizard-dudes staring at you from the background the whole time. It's a tough battle, particularly when Vookimeldo's trying to poke you with his hand, and the fact that you have to fight back from the last checkpoint to try again when you mess up doesn't make it any more fun, but it wasn't nearly as brutal I thought it was going to be given the area leading up to it. Dodge some attacks, gob on an exposed internal organ, it's all in a day's work for Toki and soon he's defeated Vookimedlo, saved Miho and, most importantly, evolved back into a paragon of studly manliness.
Just look at all those hearts - there can be no doubt that Toki has fully regained his manhood. YOUR QUEST IS OVER, it says, but then it tries to trick you into shoving more money into the machine by asking whether I can repeat my glory. Nice try, TAD Corporation, but I've had enough ape juices for one day. I'm going to sit back and enjoy the credits instead.
I actually did enjoy the credits, because you get a roll-call of all the enemies and bosses and I love it when games do that. I didn't get a chance to mention Galartor earlier but yes, he is the flying, severed head of a cross between a monkey and a bat.
You also get this rather wonderful shot of the development staff dressed as characters from the game. I'm assuming Kitahara was the director, because I think he's been given the honour of dressing as that awesome penguin.
So that's Toki, also known in Japan as JuJu Densetsu, a name that just makes me think of Alice Cooper. A good game? Sure. A great game? No, not really. It's too derivative and too unambitious to be great, but for uncomplicated arcade fun with some moments of endearing weirdness thrown in it's a good way to spend an hour or so. If nothing else, you can use the burp-launching boss to supplant whatever other nightmares you've been having recently.
Labels:
Arcade,
juju densetsu,
platformer,
run n gun,
tad corporation,
toki
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