14/07/2011

THE NINJA WARRIORS AGAIN (SNES)

A couple of months ago, I wrote about Taito's 1987 arcade slashathon The Ninja Warriors, on the basis that nothing that includes robot ninjas fighting tanks could possibly be a waste of time. It turned out that, while it certainly wasn't something I regretted playing, The Ninja Warriors had its share of problems. I also mentioned the superior sequel, released for the SNES in 1994, and that's what I'll be looking today. Let's find out if the joy of playing as a cyborg assassin has worn off with The Ninja Warriors Again!

Yes, it's called The Ninja Warriors Again, or at least it is in Japan - the name was changed to the in-no-way-confusing The Ninja Warriors for the Western markets. I can see why they did it; to a native English speaker, The Ninja Warriors Again just sounds like a letdown. "Awww, Mom, Ninja Warriors again? We had Ninja Warriors last week", a non-existent yet petulant child might say.

Rather than a straight sequel to the arcade game, NW Again is more of a reboot, albeit one with a lot of changes. The story of the game is the same as the original: a tyrant named Banglar has risen to power, enslaving the people and brainwashing them into doing, you know, brainwashed stuff. Exalting their glorious leader, not complaining when the police murder their families, that kind of thing. However, a rebel group, led by the mysterious Mulk, are fighting back by sending out robot ninja assassins to kill Banglar. You play as one of the robots, and here's where the first big difference between NW Again and the original comes into play.

Unlike the original, which had you controlling Kunoichi (or the identical Ninja if you were P2), NW Again gives you three very different characters to chose from. On the left is Ninja, the powerhouse of the team who looks like Colossus had he joined the Japanese branch of the X-Men. In the middle is Kunoichi, star of the first game. She's the balance-type character. Finally there's Kamaitachi, the speedster of the team whose speed is probably down to him not being encumbered with clothes or skin or nothin'. He's a robot ninja skeleton, and for this his place at the top table of robot coolness is assured. All three characters play differently, probably a lot more differently than you might have expected from a side-scrolling SNES beat-em-up.

Pictured above is Kunoichi. On the left is her sprite from the original Ninja Warriors, and on the right her sprite from NW Again. Not too much change in her general appearance, although the SNES sprite does look a lot nicer. Anyway, Kunoichi fights with two small kunai daggers, just like in the first game. Unlike the first game, however, she's got a lot more in her arsenal than stabbing with a dagger or throwing a shuriken. Each character has a large repertoire of moves; there's a standard combo, crouching moves, three different throws, a dashing attack, different jumping attacks, and evasive dodges. Each character also has some kind of special ability: in Kunoichi's case, she can wall-jump off her opponent's face once she's jump-kicked them. It's... pretty great, I have to say.

That's Ninja's original sprite on the left. Far too generic-looking for this enhanced SNES version, I'm sure you'll agree, so he gets a major overhaul and becomes a giant steel badass. No kunais here, as Ninja prefers to use a clobbering left hook, or a pair of nunchaku if his opponent is particularly stubborn. Because of his weight, Ninja doesn't jump like the others; pressing jump and a direction makes him dash along the ground and shoulder-tackle his foes. Not being able to jump does make his play-style feel a lot different to the rest, which is a nice change.

Lastly there's Kamaitachi. He dashes around like weasel on speed, which is appropriate because he's named after a Japanese ghost/demon thing called a "sickle weasel" that supposedly flies around, slicing up people's legs. Slicing people's legs is something you'll be doing a lot as Kamaitachi, so the crazed demon weasel / robot assassin comparison seems reasonable enough.

So, three very different characters and a whole slew of moves. Luckily, there are plenty of goons for you to practice your ancient killing techniques upon. The first stage starts, as missions to assassinate the corrupt president so often do, with a ninja jump-kicking out of a window. Much like the first game, NW Again is a side-scrolling beat-em-up, and it's side-scrolling in the strictest sense. There's no movement along the Z-axis here: it's all as 2D as Super Mario Brothers.

The controls are simple, and I'm sure you won't be surprised when I tell you there's one button to jump and one to attack. More unusual is that there's no health-draining special move that you can activate by pressing jump and attack together; instead, NWA has a separate "blaster" bar underneath your health. As long as you're not getting hit this bar slowly fills up, and once it reaches the top you can press X to unleash a screen-clearing smartbomb attack. If you get knocked down, your blaster bar is reset to zero, and the game gains a nice element of risk and reward - do you try and save your blaster for a bigger group or tougher enemies and risk losing it all to a stray bullet? It might not sound like much, but it's these touches that make NWA shine a little brighter.

This is the Japanese version, so I get the dubious pleasure of fighting the acrobatic female ninjas; in the Western releases, these nice young ladies are replaced with claw-wielding ninjas that we shall meet later. Aside from the female ninjas, you'll also be fighting a lot of grunts in overalls and little hats, much like in the original NW. They are no better equipped than last time; in fact, their knives seem even less useful this time round, the poor buggers. Banglar's brainwashing must be bloody strong stuff, because if someone told me to try and destroy a ninja cyborg with what seems to be a butterknife and I wasn't under their complete control, I'm pretty sure I'd just go and find a cupboard to hide in until it was all over.

Oh, and there's a boss. Big ol' robot boss. Yep. Not much to say about him, other than he looks like Jack from Tekken. Lumpy and Russian, I mean. A jumpkick to the face followed by a frenzied kunai attack to the knees is probably your best strategy. His head explodes, and stage two beckons.

Huh, in the picture above Kunoichi looks like she's about to get attacked by a paramilitary version of the Super Mario Brothers. Eets-a me, a member of a government death squad!
Stage two features more industrial architecture, with a bridge, a train and a vent filled with fans enemies will blindly wander into if you stand near them. You also get the chance to throw a control panel around.

Luigi looking a bit worried there. Now seems like a good time to say that I absolutely love the graphics in this game - it's full of big, bold, well-animated sprites and nice backgrounds in a style which I don't really have a name for but which is completely evocative of the 16-bit era. I don't think it's a stretch to say I would much rather see a game in this style than any amount of photorealistic FPS games. The quality graphics are put to good use here, as we meet stage two's boss - and boy is he a humdinger.

After he carves his way through the background, you stand toe-to-toe with a chainsaw-carrying samurai fireman. Niiiiice. He looks like the spokesman for the world's most insane butter company, and it's your job to take him down. Luckily, his chainsaw can be blocked with your tiny kunai, which I'm sure isn't how the Butteriest Lumberjack here saw the fight going down. Again, stab him in the knees a lot; he'll fall over eventually.

Stage three starts in the subway. I don't know if the subway is abandoned or merely decrepit. New enemies abound, including masked ninjas and robots that can only be hurt from behind. Leading on from the abandoned subway is the abandoned mall:

Now a personal kingdom for former actors in John Woo films, it seems. Hey, look, they're wearing sunglasses indoors - they deserve to get punched. Are deserted shopping centres usually considered areas of great strategic value? Because there sure are a lot of enemies guarding the place.

The boss is a skull-faced, pyjama-bottoms-wearing Power Rangers villain. Man, those pyjama bottoms sure look comfy. Where was I? Oh yeah, he can turn invisible, complete with a nice fade effect, and he also likes to scuttle along the wall and throw grenades at you. He's an odd duck, this one, but a kunai to the knees doesn't discriminate.

The first Ninja Warriors' obsession with heavy ordnance is not forgotten, and the start of stage four sees you under bombardment from a row of tanks, possibly sitting on a Miami beach in the sunset. And if you don't like tanks, how about a nice helicopter?

That's a damn fine lookin' helicopter. Like so many of the enemy's traps in NWA, you can use it to your advantage by luring your enemies into the stream of molten death it spews out, saving you time and energy and making for some very awkward conversations back at the villain's lair as the gunner travels the wards, apologising to his comrades for turning their legs into mincemeat.

Colonel Sanders, is that you? No, but the boss certainly is a dapper gentlemen. Instead of fighting, we sat down, drank a mint julep and calmly and rationally discussed our plans. No, not really, he tried to kill me by firing an orbital death-laser at my head. Presumably he could have done this at any time; I'd like to thank him for waiting until I was close enough to stab him before he decided to use his ultimate weapon.

An opulent skyscraper is the setting for stage five, complete with elevators that, shockingly, cannot be entered. Neither do enemies pour out of them. I must admit, it left me feeling a little disorientated. Luckily, the excellent music soothed me, and I resumed my murderous journey up the tower. At the top, there's some kind of dojo, complete with its own kung-fu master.

No, I don't know what happened to his trousers. For a master of the martial arts, he sure fights like a dishonourable prick, constantly calling in hordes of enemies to fight you while he prances around in the background, trying to impress the ladies with his flying kicks.

A short stage follows. You catch sight of Banglar, but he runs away and makes you fight the stage one boss again, twice. They've been upgraded, but as their upgrades seem to consist of wearing a cycling helmet, you'll excuse me for not being too worried.

We're nearing the end now, as Kunoichi storms Banglar's base in the snowy mountains. Well, once she's got past the swarms of monkey-like ninjas and Andre the Giant's distant relatives anyway. I realised that a lot of the challenge, and therefore fun, of NWA comes from correctly prioritising your attacks; knowing which enemy to hit, when and what moves to use becomes increasingly important as the game goes on, especially when you're trying to avoid getting hit to fill your blaster bar. Plus, there's a great feeling of satisfaction if your moves pan out the way you hoped. For instance, jumpkicking a goon in the face, walljumping away, grabbing an enemy and smashing into the first guy who is just getting to his feet is fun, pure and simple, and NWA offers it by the bucketload.

Inside the base, I finally get to ride a lift. The lift is full of ninjas, and I mean full; it's like a student prank in there, and much like an out-of-hand student prank, many hundreds will die. Your trip in the lift is cut short by the boss, who severs the cables and drops you into his lair.

I'm fairly sure he was a villain in Captain Planet, wasn't he? Whoever he is, he appears to be wearing the evil mutant version of Borat's mankini. He's got stretchy limbs and hundreds of minions, but I'm sure you expect that kind of thing by now. Once he's dead, it's time for the final stage.

It's mostly a mop-up job until you reach the final confrontation. Still, nice to see the Super Paramilitary Brothers again. Make your way through the various aeroplane hangars, and soon enough it's time for the last fight...

...and this time, it's against Banglar himself! In the previous NW game, Banglar was cowering in a corner and you simply had to stab him in the chest as he begged for mercy, but in NWA he's grown a pair and decided to fight you. Well, sort of: he sits in the cockpit of his machine there and fires laser beams at you from the ceiling while an endless stream of enemies pour in, try to kill you and get clobbered by said laser beams. It's an odd strategy, and one that is made even worse by the fact that the only way to hurt Banglar is by throwing enemies into his cockpit, much like the fight against Shredder in Turtles in Time. So, Banglar's fate is sealed by his insistence on having hundreds of his minions around. If he'd told all his troops to wait outside, he could have at least reached a stalemate, because apparently my steel robot fists aren't powerful enough to punch through his capsule. Once you've thrown enough bad guys at him, the game is complete and Banglar's evil tyranny is ended. Huzzah!

So, is Banglar a mutant? An alien? I don't know, but he's definitely dead. And, in the same way as the original game, our ninja hero is dead too. A bomb goes off in Kunoichi's chest, taking Banglar's base with her. Still, I think the ending to NWA manages to be even more depressing than the first one, describing as it does Mulk's rise to power and his increasing use of advanced robots, with the implication he's going to be just as bad as Banglar.

One day there'll by a Ninja Warriors Again Again, which is just the same game but with Banglar's sprite replaced with Mulk's. And you know what? I'd be fine with that.

Ninja Warriors Again is a real gem, and I can't recommend it enough. The purely 2D action might put you off if you're a fan of beat-em-ups like Final Fight, but the gameplay is different enough that it doesn't just feel as though it has a dimension missing. In fact, I can't really think of anything bad to say about NWA. The gameplay is great fun, with three very distinct and different characters. I love the graphics, and the music (by Hiroyuki Iwatsuki and N. Tate) is excellent:



The only real downside I can think of is that there isn't a two-player co-op mode. Apart from that, NWA is something of a lost treasure that deserves to be remembered much more fondly than it already is, as an example of how to take a not-so-great arcade game and adapt it for the home consoles, if nothing else. So please, give Ninja Warriors Again a go. Unless not acting like a ninja is a condition of your parole or something.

12/07/2011

THE HORACE SERIES

Or, What The Hell is That Thing Supposed to Be? He's blue, he looks perpetually gloomy and he's the star of the almost archaeologically retro Horace series of games for the Commodore 64, ZX Spectrum and various other arcane and ancient formats. Everybody, say hello to Horace, a miserablist mascot to rival Morrisey.

Cheer up, you pathetic little blob. You've got your own series of videogames, which I'm told is a great honour amongst your lumpy, hollow-eyed people. You're fondly remembered by quite a few people (myself included) who played your games in the early eighties. Sure, you're no Super Mario, but still - you should be happy with what you've got.
What Horace has, ladies and gentlemen, is a series of three games produced in the early 1980s, created by William Tang and developed by Beam Software. As you will see, innovation was hardly the driving force behind the Horace series. In fact, you could say that all the Horace games were shallow rip-offs of previously-existing games.

Hungry Horace

Hungry Horace is the first game in the series. See Horace's expression, vacant yet somehow filled with terrible sadness, as he stares at an unidentifiable green stain on the wall of his bright yellow prison. According to the blurb on the cassette inlay, Horace is "a delightful cartoon figure with mischievous, moving eyes": this is not true. Horace clearly has no eyes, just gaping holes set in his torso. No mischief there, unless locking yourself in the garage and running the engine of your car until the merciful fog coddles your brain into an eternal sleep can be considered mischief.

(Pictures taken from Commodore 64 version)
The game itself is simple: Horace wants to eat all the flowers in a park, because he's kind of a dick like that. There are wardens who chase him around. Yes, it's a Pac-Man clone.

Wakka wakka wakka indeed. The green dots are flowers and not (as I first thought) tiny stars of David. I did wonder if perhaps Hungry Horace was a study of the Holocaust, with Horace trying to save as many Jewish families (represented by the stars of David) as possible before being caught by the Nazi brownshirts / park wardens. It's a futile task; the game is infinite and Horace can never win.
It's pretty decent for a Pac-Man clone from 1982, though. The Commodore 64 even had a level editor that let you save the mazes you created to tape, which is pretty neat. You'll need something like that to keep your interest levels high, though: I don't know how long Hungry Horace is, because I never got past the third screen.

It's a one way path, and the wardens are slightly faster than you. You can't even lure them to the bottom corner, because another one turns up and you get stuck between them. I'm sure it is possible to escape this maze, but there are only so many seconds left in my finite lifespan and I'm not going to spend them playing this.

Horace Goes Skiing

In which Horace takes to the piste. Before he can get his skiing on, he has to get his skis on. Unfortunately, some thoughtless prick has placed a dual carriageway between Horace and the ski rental place.

A ski rental place that looks like Snoopy's kennel, no less. This time it's a Frogger knock-off, although again, it's a pretty decent one. The best strategy is generally to wait for a gap and run straight forward as fast as possible, hoping one of the bikers doesn't swerve toward to you for no good reason other than their desire to see you dead. If you get hit by a car, the ambulance comes to get you and charges you $10 for treatment. Most gallingly, you still get charged $10 if you're hit by the ambulance itself. This epitomises Horace's misfortune: of all the vehicles that could have hit him during his suicide attempt, he collides with an ambulance. It's cruel cosmic jokes like this that are the reason for Horace's perpetually downbeat manner.

Run out of cash and you can't afford to hire the skis, making Horace Goes Skiing the only videogame where a "Game Over" can be achieved via having too little cash to rent out some sporting equipment.

Skis acquired, you get to play the skiing portion of the game. Guide Horace down the mountain, trying to stay between the flags and avoid the trees. It's hard. Very hard. You choices boil down to trying to go between the flags and hitting every single tree, or avoiding the flags altogether and making it to the bottom, alive but with no points.

That screen just about sums Horace up, really. That must be the least sincere "sorry" I have ever seen. It makes me wonder why he even went skiing; judging by his expression as he flies down the slalom course, he'd rather be at home forming a noose out of ties and writing one final note.
Horace Goes Skiing is probably the best of the three - the gameplay's the most fun, certainly - but I'm probably biased because this, along with Wanted: Monty Mole, was the first videogame I ever owned, bought at a car-boot sale on a no-doubt cold and blustery Sunday morning.

Horace and the Spiders

It might sound like the name of a novelty punk band, but Horace and the Spiders is the third part of the genre-busting Horace series. Unlike the others, it was only released on the Spectrum, but it makes up for this by being three games in one!

The title screen says "spider" instead of "spiders". Ignore it, it is a filthy lie. There are multiple spiders standing between Horace and his goal.

The first stage, and it's a platformer in the vein of Pitfall. Horace moves from left to right. There is a spider to jump over. You have a limited supply of anti-spider bite serum, and you will lose some if you hit the spider.
Just after the spider, there's a small incline. I personally would have given up and turned around upon encountering a small incline, but then I am a porky waster and not a dynamic action hero like Horace. You have to jump over the incline: if you touch it, Horace is killed and for some reason has to use the serum to resurrect himself, so either the spiders have coated every available surface with venom, or Horace is looking for an excuse to get out of his trip to Spider Mountain. Clear the poisoned incline and you'll enter...

... The Yellow Cave of Dangling Spider Threads. You mission here is to swing over to the other side using the threads dangling from the spinnerets of the spiders above. I'm not sure you can actually fall and die here: Horace only seems to jump when he's certain he'll make it, which seems like a good tactic to me. However, dally too long on the threads and the spiders will use their powerful sphincters to haul you upwards and kill you. Once you're over the gap, you'll reach...

... Another rip-off, this time of Universal's Space Panic. This is the final stage, and by far the most enjoyable; I mean, you might get a whole ten minutes worth of entertainment out of this one, assuming you're particularly easy to please. You have to stomp holes into the spider's webs and lure them into said hole, where you can finish them off by crushing them beneath your bootheel. That's Horace's whole mission here: as the manual says, Horace is "engaged in a hunt to rid the spider mountains of the deadly octopeds which inhabit them". No real reason for your brutal ways then, Horace? Once you've killed all the spiders, you return to the first stage. It has marginally increased it difficulty. This repeats forever, or at least until Horace can continue no longer and falls victim to the very spiders he set out to destroy.

That's Horace and the games in which he starred. Still the question remains unanswered: what the hell is Horace supposed to be? As a child and probably most influenced by Horace Goes Skiing, I always believed him to be some sort of Sasquatch come down from the mountaintops. He is torn between his sadness at the destruction of his beloved forest to make room for a ski resort, and his love of the downhill slalom. This, I thought, is the reason his gloomy expression. Now I am older and wiser, I am convinced that he's one of the Blemmyes, a legendary tribe of creatures who had no heads and whose faces grew on their chests:

You'd be miserable too, if your eyes were where your nipples ought to be.
As for the makers of the Horace series, Beam Software, they continued to make games throughout the 8 and 16-bit eras, including the excellent Shadowrun and the SNES port of Super Smash TV. They were bought by Infogrames / Atari, and then sold on to Krome Studios. It looks like Krome Studios might well be on the way out, which would sadly be the end of Beam Software for good.
As for William Tang, Horace's creator... well, nobody really knows. He wrote a book about programming for the Spectrum:

Man, when I look at that cover it's like I can feel the rubbery keys beneath my fingers. Tang also worked on the seminal Way of the Exploding Fist and an Asterix game. A new Horace game, Horace to the Rescue, was announced in 1985, but Tang apparently suffered a collapsed lung and the game was never released. William Tang pretty much disappears after that - I couldn't find any more information about him, anyway. I hope he's okay, because the Horace series gave me a lot of pleasure when I was a kid and I wouldn't want its creator to have died of a collapsed lung. If you've got any more information about the mysterious Mr. Tang, please let me know.

And that's the end of the Horace saga. Well, not quite: a game called Horace in the Mystic Woods was released for the Psion Series 3 line of PDAs, of all things, but I think that's a little obscure even for me. Horace, always hungry, lover of skiing, scourge of spiders: you were almost the Mario of the ZX Spectrum. I still don't have a fucking clue what you're supposed to be, though. If you're of an artistic bent and you think you can draw a picture of what Horace is supposed to look like, then please send it to vgjunk(at)hotmail.co.uk. If you really can't draw, have a go anyway - we'll just pretend it's a picture of him after being hit by that bloody ambulance.

BONUS! VGJunk reader Mr. C has sent in a picture with several possible explainations for Horace's strange form:

I personally favour the trouser option - it'd explain why he looks so miserable, at least.
MORE BONUS!
Thanks to Martin from Estonia for sending in this picture of his friend playing Horace and the Spiders!




Horace all over the world - truly, a beautiful thought.

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