Showing posts with label pony canyon. Show all posts
Showing posts with label pony canyon. Show all posts

02/08/2014

ATTACK ANIMAL GAKUEN (FAMICOM)

If I could fly to the animals, shoot at the animals, launch hot plasma blasts at the animals - alternate lyrics that saw me forcibly removed from my junior school production of Doctor Doolittle, but also a decent summary of what's going on in today's game - Scitron's 1987 Famicom game Attack Animal Gakuen!


That's Attack Animal Academy, or Attack Animal Campus. Something along those lines, anyway, although the only piece of the game that's related to education is that the main character is a schoolgirl. Did I mention this game's from Japan? I'm also going to apologise in advance for the almost inevitable occasions when I write the game's title as Animal Attack Gakuen, a word order that makes so much more sense to my feeble brain that I keep using it by accident.
There are no scene-setting intro sequences here, just a rolling field of chequerboard grass, so let's jump right into the big question: what is Attack Animal Gakuen?


Attack Animal Gakuen is Space Harrier. There's no beating around the bush on this one. I'd say it's one of the most blatant rip-offs I've ever seen, but "rip-off" is being a bit too generous - it implies that there are at least some differences from the source material. "Clone" might be a more accurate description. Yeah, that sounds about right. Attack Animal Gakuen is a clone of Space Harrier that was hatched from the incubation pods a little too early and covers up its deformities by changing the enemies into cutesy animals and casting the player in the role of a flying adolescent.


This does mean that the gameplay in Attack Animal Gakuen will be easy to explain, because many of you will have played Space Harrier before. If not, your character - her name is Nokko, I believe - flies forwards, "into" the screen, while enemies and obstacles move towards you, all of it displayed using the pseudo-3D effect of sprite scaling. AAG actually goes one step further than this by offering an honest-to-god stereoscopic 3D mode that can be toggled on and off by pressing Select. Sadly I lack the necessary eyewear to give you a full report on how well this mode works, but I don't think I'm going out on too fragile a limb by saying it's probably pretty cool but a bit gimmicky. You know, like all 3D effects.
Shooting things is the other big component of the game, and Nokko has a big gun that rather annoyingly doesn't have an auto-fire mode, so you have to tap the fire button throughout the entire game. Whether Nokko is a flying girl who has a gun or is a normal girl desperately clinging onto a flying gun as it hurtles around the screen is never made clear, but the latter is the more entertaining option so I'm going with that.


As the title suggests, most of the enemies are animals. You can see some disinterested-looking kangaroos in the previous screenshot, while just above this paragraph there's the much more charming sight of a jetpack-equipped alligator wearing sunglasses and a leather swimming costume. No reason is given in-game for why all these animal are out to kill you, but in the alligators' case I think it's obvious: you can't dress a prehistoric killing machine like that and not expect dire consequences.


These Jizo statues aren't enemies, they're power-ups. That doesn't stop you from being able to destroy them, though. Don't do that. Each stage only give you one chance to collect some power-ups, and without them Nokko's gun borders on useless. In it's un-powered state it can only have two projectiles on screen at once and it doesn't even have the power to shoot down the trees that litter the first stage, which lead to a few inauspicious early deaths as I sent Nokko flying face first into a tree at one hundred miles an hour, naively thinking my plasma bolts would be able to dislodge a few shrubs.
I never really figured out how the power-ups work, either. Collecting them definitely increased the number and power of my projectiles, as well as making Nokko move around the screen faster, but the exact relationship between the statues I grabbed and the power I received remains a mystery to me.


Attack Animal Gakuen didn't just copy the core elements of Space Harrier's gameplay, either. Many of the enemy movement patterns will feel familiar if you've ever played Sega's game, and then there's this. A trio of tougher-than-usual enemies (that look like rejected Pokemon designs) who fly around in a triangle taking pot-shots at you. This same enemy pattern appear in the first stage of, you guessed it, Space Harrier, although in that game their toughness is because the can only be damaged when their invulnerable outer shells open up. In AAG you just have to shoot them a bunch more than any other enemy.


Any other enemy besides the end-of-stage boss, that is, and here he is now. It's a tommy gun-wielding koala gangster! I think it's supposed to be a gangster, anyway. I'll concede that its collar makes it look a bit like a priest, but come on, a gun-toting marsupial clergyman? That's just silly. No, I'm stick with gangster. I've already come up with a "Don Koaleone" pun, and there's no way I'm letting that one go to waste.
The koala kingpin spends the entire battle firing at you, so Nokko has to be constantly moving around the screen because to stay still means getting hit and getting hit once means death, and there are no continues neither. You could simply keep travelling around the screen in a circle to avoid the koala's gunfire if it weren't for the shield of smaller enemies that constantly spin around him, sometimes moving into the foreground so that you crash into them, and you end up needing a certain amount of luck to triumph. If you manage to destroy a few of the minions early on as you flap around the screen in a panic, then you'll probably be okay as long as you remember to never stay still. The koala isn't the greatest marksman in the world, but he is relentless.


If you hit the koala enough times, the C4 he apparently had stuffed into his pouch explodes and Nokko can move on to stage two, a desert area populated by cacti in pork pie hats. Well, if you're going to be out in the sun for an extended period of time you should always wear a hat.
From here on out, the stages of AAG follow the pattern laid out by the first: Nokko flies or runs forwards, enemies attack, there's a boss at the end, I die yet more embarrassing death by swooping into stationary objects. I didn't expect anything else, and while AAG might not be original it's at least a competent Space Harrier knock-off. The controls are slick, the pace is brisk and there are skeletons in sunglasses.


It's funny, you see, because they're wearing shades but they don't have any eyes to protect! Ha ha, their eyeballs have long since been pecked away by vultures as their bones bleached under the relentless desert sun. Cause of death? Their tiny vestigial pelvises could no longer support the weight of their upper bodies.


The cause of my death continued to be cacti even once I'd learned to fly over them, because later in the stage they launch themselves into the air in an attempt to catch Nokko in their prickly embrace. I definitely preferred the skeletons.


Stage two's boss is... something. Something with clear lizard-like attributes but a very odd body shape, like a gecko that's swallowed a bowling pin and is relishing the culinary challenge, if its unsettling smirk is anything to go by.
The boss fires at you constantly and is surrounded by a spinning shield of minor enemies. If this sounds a lot like the tactics of the previous boss, that because they're exactly the same. Curiously, the lizard seemed easier to beat, either because the skeletons are bigger targets and therefore easier to hit, or because it fires less frequently. Whatever the quirks of this boss, I'm glad of the practise. It'll come in handy when I face every other boss in the game, all of which follow the same battle plan.


Stage three is the obligatory fire zone, and to cope with the searing heat Nokko has taken her skirt off. That's just good common sense, really. Every time I'm about to enter a volcanic caldera I always whip off my trousers for that added layer of protection.
I'm not sure what these animals are supposed to be, mind you. Are Space Hoppers based on a real animal?


Here's Nokko getting killed by some crows. A murder of crows, if you will. Seeing Nokko die is something I experienced a lot, because Attack Animal Gakuen is a very tough game. Enemies move quickly, often appearing without warning from the edges of the screen, and while it's generally easy to gauge the "depth" of an enemy's on-screen position is can be hard to tell if they're on the same plane as you without looking at their shadows. A bigger problem is that it's quite hard to actually shoot things in this game. Nokko seems to have quite a narrow area of attack, and it can get frustrating trying to figure out where she's aiming, especially when you can only fire a couple of shots at a time. In practise I ended up avoiding most of the enemies until they either got bored and flew off screen or I ran past them. These crows? You can call me Noah, because I only got two of them.


Another boss that follows the already well familiar pattern, stage three's guardian is another indecipherable lump of mildly menacing pixels. He's got an almost Russian feel to him. I think it's his shirt. The most notable thing about him is that his left hand constantly jerks back and forth in a vaguely masturbatory gesture. I think it's part of his plan to distract you from the crows. Well, it worked. They killed me a bunch of times.


Oh good, the next stage is set underwater. Crows can't swim, right? Excellent. There are plenty of jellyfish around, but they pose nothing like the same threat as the flap dopily through the sea. I like that Nokko swims through this stage as opposed to flying. It's a nice little touch. I'd accuse the developers of trying to shoehorn in some fanservice, what with Nokko losing her skirt and now being in a swimsuit, but as she's only about ten pixels wide I don't think it makes much difference if she's dressed in a skimpy bikini or full plate armour. Also, "fan"service would imply that Nakko had fans to, erm, service.


Also in this stage: squid that are packed with smaller squid, and they explode when you shoot them, sending the smaller squid flying towards your face like my dream seafood buffet.


Finally, a boss I can understand: a turtle! It is a turtle, right? Yeah, it must be. Maybe a tortoise. A massive tortoise with a frog's head. Look, it's definitely some kind of large, shelled reptile with a head that may or may not have once belonged to a frog or toad, and no matter how many sea urchins it surrounds itself with it will inevitably fall under Nokko's deadly and seemingly waterproof weaponry.


Stage five is the Dark Area, a sombre plain packed with spooky trees that wear an apologetic expression. They're not proud about what they do, but they've got to make a living somehow.
Also, Nokko is dressed as an air hostess now for some reason. Actually, the reason is fairly obvious: her usual black-and-white outfit would be difficult to see against this background.


The Dark Area features enemies that are traditionally horror themed, like the spooky trees, snakes and bats. These bats are not very spooky. Honestly, I'm not even sure they're bats, they could easily be owls wearing unconvincing Halloween costumes. A lot of the animals in Attack Animal Gakuen suffer from this condition of not looking quite right, as though the whole game is being orchestrated by a Dr. Moreau who doesn't have the confidence to go all-out with his blasphemous gene-splicing experiments and instead just makes minor, goofy changes.


That is very obviously a spider, mind you. A particularly aggravating enemy, the spider fall from the top of the screen at great speed and without any warning, so if you happen to be standing in the spot where they're going to land then congratulations, you get to lose a life without having a chance to react or fight back. Always a fun scenario, that one. No, wait, not "fun", I meant "extremely frustrating".


The boss is a larger spider. He's wearing sunglasses. There's a lot of that in this game, although I didn't expect to see it in a place specifically called the Dark Area. Maybe the spider is blind. I have nothing more interesting to add on the the subject of this boss battle, because it's the same as all the others.


The last level is the Sky Area, where Nokko is harassed by sticks of chalk and some angry but ultimately ineffectual walking rocks. Attack Animal Gakuen is by now so firmly entrenched in the same rut of gameplay that it's liable to cut itself in half, but it's been a fun little adventure even despite the grinding difficulty.


It's a bit disappointing that there are no new enemies to fight in the Sky Area, though. No, I don't count the sticks of chalk. They're school supplies, not villains.


Then I reached the final boss, and all those times that I pondered what animal an enemy was supposed to be seem insignificant next to the unfathomable blob that serves as your final opponent. Is it a two-headed lizard that's recently been involved in a road traffic accident? A weird, oversized amoeba? A terrifying fusion of snake and boomerang? Oh man, that would be horrible, imagine trying to catch a snakearang when it came flying back at you.
I shot at the boss for a while, attempting to decipher exactly what the hell it is, but before I could come to a conclusion - I was leaning towards "kid's drawing of a forgotten He-Man villain" - the boss exploded and that was that.


It seems that Nokko went through all this trouble to rescue her friend. Well, it's more interesting than the usual hero-rescues-princess ending, I'll give it that. Of course, Nokko's friend is clearly lying in the first area of the game, so I wasted all that time travelling through the other stages when my goal was right there in stage one all along.


"Happy End," says the game, as Nokko repeatedly fires her gun at the player. Thanks, Nokko. I'm starting to worry about you, and your newly-rescued "friend" doesn't look very comfortable with the situation either. Luckily I won't have to deal with you any more, because Attack Animal Gakuen is over and I never have to see Nokko's face, or the single pixel the developers used to depict her underwear, ever again. The one-pixel panty shot, folks - you thought making a game where you can see up a schoolgirl's skirt was the saddest thing, but no, doing so in way that it's completely abstracted by technological limitations is somehow even sadder.
The game itself isn't bad, though. If you've played Space Harrier to death but you still want more, or you're a fan of really hard Famicom games, then Attack Animal Gakuen is a relatively jolly experience with plenty of zip. If you play it, maybe you'll succeed where I failed - in figuring out what the final boss is supposed to be.

21/10/2011

PHANTOM FIGHTER (NES)

Break out the rooster's blood and sticky rice, because today we'll be delving into the dark side of Chinese mythology with FCI's 1989 NES exorcise-em-up Phantom Fighter.

What we have here is a beat-em-up with a few RPG elements, but before I get onto the gameplay let's talk about your terrifying targets: the dreaded jiang shi, or Chinese hopping vampire (literally stiff corpse, which funnily enough was the name of my high school death-metal band). Here's one right now, struggling to get out of bed after a heavy night's hoppin'.

The jiang shi that gamers are probably most familiar with is Hsien-Ko from Capcom's Darkstalkers series, although she's much more cheerful, sentient and mobile than most other jiang shi. While they're often called "hopping vampires" in the west, they don't really have much in common with their European counterparts - they drink life-force instead of blood, they're as dumb as a tray of doughnuts and they are very rarely seen in formal eveningwear. If anything, they're more like the standard western zombies: slow, stupid reanimated corpses. The reason they hop is because, being corpses, they have rigor mortis and they can't bend their rotten legs. Once again we are left to ponder the fact that Eastern monsters just aren't that scary. Hopping is hardly the most menacing form of locomotion, is it?

The jiang shi are your foes then, although just to confuse you the game refers to them as "kyonshi", which is the Japanese reading of their Chinese name. Your mission is to travel between various villages and help destroy all the jiang shi that have taken up residence by using a combination of kung fu and items like paper wards and mirrors. If this is all sounding somewhat familiar to you, then you may well have seen an excellent film called Mr. Vampire.

One of my favourite films ever, Mr. Vampire (Geung si sin sang in Cantonese) is the story of a Taoist priest called Kau (or Gau, depending on your translation) and his two assistants. They're called to oversee the reburial of a rich man. Unfortunately once he's been dug up he becomes a jiang shi, and soon Kau and his assistants are battling a jiang shi, a succubus-ghost thing and their own incompetence in a kung fu /comedy / horror / action masterpiece. The fight scenes are great, the comedy is very funny and Lam Ching-ying's wonderfully straight-faced portrayal of Kau is a joy to watch. If you haven't seen it and you have any interest in kung fu or horror-comedy movies, you should really check it out.
What I'm getting at is that in Japan, Phantom Fighter was originally released as Reigen Doushi...

...which is the Japanese title for Mr. Vampire. It's a Mr. Vampire game! Now you know the real reason I'm playing Phantom Fighter - because I get to play as this badass.

Aww yeah, now we're talking. So, is the game up to the standards of the film that spawned it? Well no, not really, but it has its moments.

As I already mentioned, Phantom Fighter is a side-on beat-em-up at heart. You control Kau and battle thr... what? Alright, so he's not called Kau in PF, he's been rechristened as Kenchi. You control Kenchi and fight jiang shi / kyonshi, and that's really all there is to it.

There are eight villages to save, and each one follows the same pattern. Your goal is to find the three jade orbs located in each stage: collecting all three will let you enter the boss' room, where you can use the muscular power of Tao to send him back to his grave. You're allowed to freely walk around each village, although there isn't much to them: they each have a temple and a training hall, but they're mostly made up of houses full of kyonshi. You can tell what's waiting inside by pressing the A button at the doorway. Temples and training houses are clearly marked, and if you get a message that says "Kyonshies are here" then you have stumbled upon a room full of lingerie models having a pillowfight.

Don't be silly, they didn't even have lingerie models in nineteenth-century China. What you get instead is a one-on-one fight with a kyonshi, and it's these fights that make up the main meat of the game. The general concept is simple enough: you have a health bar, they have a health bar, and the basic idea is to hit them more times than they hit you. You have a button each for punch and kick, you can jump and crouch, all the basics are here. Of course, the most important thing - the thing this whole game hinges on - is how do these fights play?

Kinda weird, is the answer. The fighting isn't bad, necessarily - in fact, when compared to a lot to NES fighting games from this time, it's pretty impressive. The collision detection in particular seems much more accurate than most, and Kenchi reacts quickly when you hit a button. That said, there are some unusual quirks to the fighting system, the most obvious of which is that your movements have momentum. If Kenchi is running forwards and you let go of the d-pad, he'll keep on keepin' on for a while - usually just long enough to walk into a kyonshi's sharpened fingernails (their deadliest weapon). For someone like myself who is so used to playing inertia-free fighters like Street Fighter, having your character keep on sliding when you let go of the button takes some getting used to.

Also, you can't move or attack when you're crouching. This lead to a couple of awkward moments when I ducked to avoid a kyonshi's attack and found myself trapped, unable to stand up because I'd be stepping straight into an attack and equally unable to throw my own punch or even crab-walk to safety. Instead I sat on my haunches for a while, my face frozen at the level of the kyonshi's rancid groin while it flapped its hands around like it was trying to dry its nail polish, until I finally bit the bullet, stood up and took the hit. There’s only so long you can spend with your face that close to undead genitalia, you know?

Once you defeated all the kyonshi in the building, your assistant will ask you if you want to head back into the village, where you'll have to repeat the whole process. Occasionally, you'll come across a doorway that gives a different message, namely "Danger's in the air", which means you've stumbled upon one of the houses that holds a jade orb.

The standard kyonshi-fighting rules apply, except when you defeat the last one he'll drop a jade orb. Now, I know what you're thinking: if you can easily identify which houses contain jade orbs, why would you bother entering any other buildings? I can only say that that's a truly disgusting attitude for a kyonshi hunter to have. Just going to leave all those other villagers to die, are you? You sicken me.
No, I'm kidding: I'm just as lazy and uninterested in the fates of these mere peons as you are. The point of clearing out the other houses is that the inhabitants will generally give you a reward when you save them. Sometimes you get a weapon to help you in battle, like a sacred sword that extends your range slightly but has the unfortunate side-effect of being more fragile than a freshly-orphaned child, but usually your reward comes in the form of ancient scrolls.

These scrolls aren't just fun reading material to help you get through the long nights of guarding recently-expired corpses to ensure they don't rise from the dead - they're also used as currency, and they can be exchanged for new moves at the training halls found in each stage.
You can't just wander in and see the master, though. First you have to correctly answer a question posed to you by this fat pink jobsworth.

He is supposedly testing your knowledge of the kyonshi and their weaknesses, but as some of the questions are things like "how many stars are on the American flag?" and "which of these games are also by FCI?" it's pretty obvious that this jumped-up prick is just trying to impose his authority on my zombie-killing ass. At least the question shown here is vaguely related to kyonshi, although I'm not sure how knowing their dietary preferences are is going to help me. Maybe I'm going to lure them into a buffet-based trap where all the foods are laced with anti-kyonshi poisons.
The answer to this one is ice cream, by the way. You aren't told this anywhere in the game, so I presume it was included to highlight the truly sinister nature of the kyonshi. I mean honestly, what good, decent person doesn't like ice cream? Except the lactose intolerant, obviously. And people whose parents were killed in a tragic Mr. Whippy explosion.

Once you're past the quizmaster, the actual master will trade you scrolls for skills, and they're all pretty useful. There're skills for extra speed, more damaging attacks, a jumping kick and most importantly the ability to move and punch while crouching. No more getting frozen in a squatting position with my face mere inches from a kyonshi's batch for me! The upgrade system is a nice little extra: too simple to be given the usual "RPG elements" tag that so many NES games of this time seemed to be aiming for, but a welcome addition that gives Phantom Fighter the edge over something like Kung Fu none the less.

Now that we've raided all the houses for scrolls and collected the three sacred jades, it's time to face the boss, and... they're a little underwhelming, to be perfectly honest. That's the first boss pictured above: not a group of kyonshi that have formed a demonic conga line, but one kyonshi that creates after-images when it jumps. That's all there is to the bosses, really. They're just kyonshi that have slightly different powers, with the first one having his fairly useless trails but most of the others having the mystical power of chucking stuff at you. There are bosses that throw knives, or lightning, or fireballs, and they're all about as interesting as that sounds (although in his defence, the one that throws fireballs does so with the "hadouken" hand motion).

Once the boss kyonshi is dead(er), it's on to the next village and, well, that's all there is to it. Each village follows the same pattern of checking doorways, fighting kyonshi, collecting scrolls, finding the orbs and defeating the boss. Sadly, this repetitiveness is the game's major failing - it's tedious enough performing the same actions over and over, but when you get to the later villages and have to fight five or six identical enemies one at a time just to clear out one building it quickly becomes an exercise in frustration. I found myself wishing for something, anything to break the tedium, to the point of even (and I'm ashamed to admit this) hoping there'd be an overly-difficult and poorly-implemented platforming section or two.

If you do manage to summon the mental energies required to reach the final stage, you'll learn that a witch called Obo is behind everything and needs a firm Taoist arse-kicking to get everything back to normal.

Of course, there are plenty more rooms filled with the same old enemies to wade through before you reach your target.

And here's the witch herself, in all her crimson, misshapen glory. She's only vaguely humanoid, but she's still a welcome change from the stream of kyonshi that you had to put down to get here. She's only got two moves, teleporting around the room and firing what might be eye-beams but could equally be her hair at you, and she's easy enough to kill.

Evil has disappeared, Kau / Kenchi has destroyed the evil witch and her army of kyonshi / jiang shi, and we're treated to the standard NES ending: scrolling credits over a still picture and fuck-all else. What did you expect, unlockable costumes or something? You should know better by now.

A decent game almost completely ruined by repetition and, yes, the standard NES difficulty level (that is, ridiculously high) that means every fight could spell game over if you're not very careful - hit-and-run tactics are a must here. Being the positive and cheerful person that I am, (for a misanthrope, I mean,) I'm always looking for the bright side, and Phantom Fighter has a few. While the sound isn't much, with a small selection of tracks which quickly get (you guessed it) repetitive, the graphics are pretty good throughout. The screenshots don't do justice to the fluidly-animated sprites, and particular praise goes to the backgrounds which are well-drawn and detailed. I particularly like the effect of the polished wooden floor in the last stage.

The actual fighting takes some getting used to, but once you do it's relatively well-executed, although the "punch while crouching" skill occasionally feels ridiculously overpowered. Who knew corpses shared the same testicular vulnerabilities as living males? The inclusion of upgradeable skills and, thankfully, a password system are also greatly appreciated. Overall, Phantom Fighter is worth trying out, and if you enjoy it enough to not mind the repetition then it's definitely got more class and depth to it than most NES brawlers. Plus, it's based on Mr. Vampire. What more could you possibly want?

As for the Hallowe'en-O-Meter, Phantom Fighter gets a solid seven out of ten, as befits a game which revolves around punching zombies. Also, it's Mr. Vampire!

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