Saturday, March 12, 2022

Super FamiComplete #110: On the Ball

 


Title: On the Ball (NA) Cameltry (JP)
Release Date: 06/26/1992
Developer: Taito
Publisher: Taito

Here we have our third Taito game for this blog, the first being Darius Twin and Hat Trick Hero being the second. The first was a schmup, the second a soccer game, and this is the bonus stage from Sonic the Hedgehog 1 apparently? 

Background

So apparently this started as a very popular Japanese arcade game known as Cameltry that was released in 1989. and hopped out of the arcade onto Japanese PC systems such as the Sharp and FM Towns. As an SNES port, the only neat factoid is that it was developed to be used with the SNES Mouse.  

Gameplay

The game is very similar to the aforementioned minigame from Sonic, in which sonic starts at one side of a pinball maze and must make it to the exit while raking up as many points as possible. In this game, you play as a pinball, and the goal is similar: in a series of about 6-8 stages, make it through a series of mazes to the exit before your overall time runs out. Any time you save from the earlier stages gets banked for the later stages. 

To navigate through the stage, you control the stage itself rather than the ball. You rotate the stage around the ball, thus shifting the gravity and causing the ball to fall in the direction that you want. Due to the fact that you have no direct control over the ball, the game plays like the inverse of pinball: you aren't trying to keep a ball bouncing around the stage, but instead you want to avoid the ball touching anything so it doesn't eat up time by bouncing around. 








The game adds hazards to each stage, such as breakable walls that require you to build momentum to bash through them, and penalty bumpers which eat seconds off your overall clock. If you ever can't make it to the end of a stage before the timer runs out, the game plays a "lottery" where it will pick a lucky number for you, and if the slot machine stops on that number then you get 20 more seconds to finish the level. 

There are four different circuits that you can choose from, from a practice circuit being the easiest on up to Special circuit being "extremely difficult." The difficulty seems to come from making the stages more and more maze like, and increasing the number of breakable walls and penalty bouncers. Some of the later stages definitely feel like weaving through a pinball table, as the number of bouncers can get intense. 

My favorite part of this game is when you clear one of the rounds, and you get this wistful and sweet ending card of the ball free of the maze and at a vacation destination. The first was the ball on a cliff looking over the sea with a beautiful sunset. 

Music

Again there just isn't that much here!

Overall Verdict

Overall, this game is very slight; I beat it in about 20 minutes. It feels a bit more expensive than it should be: about 15 bucks for a loose cartridge. This feels like a mini-game stretched into a full product, and there just isn't enough here to warrant a replay much less a purchase. 

Friday, March 4, 2022

Super FamiComplete #109: NCAA Basketball

 



Title: NCAA Basketball (NA) Super Dunk Shot (JP)
Release Date: 06/19/1992
Developer: Sculptured Software 
Publisher: Hal (JP) Nintendo (NA)

Another sports game graces us, but this time a true basketball game, and not the weird hybrid basketball/combat game that was Bill Laimbeer's Combat Basketball. So I usually write these intro parts before I play the game itself, and in this case a few things pique my interest, or at least curiosity. First, it is published by Nintendo itself in North America, and even in Japan it was published by Hal, a longtime partner and compatriot to Nintendo. Second, I have no clue as to how popular basketball, professionally or at a collegiate level or otherwise, is in Japan. I could see the main market for this game being in North America, but Japan? Finally, look at the box art for the Super Famicom version...just look at it...what college team is the Bills? What is that rope? Plus the sheer enthusiasm for which both players are exuding. Love it. 

Background
Sculptured Software strikes back! If you remember they were the Acclaim subsidiary that also developed Jack Nicklaus golf, the really terrible port of the computer golf game where every shot had to have its details rendered in before you could even swing your club. They were one of the many "workhorses" of the SNES and Sega generation who would handle arcade ports of popular games, and quick "make a buck" sports titles. 

My best guess as to why Nintendo published this title is the fact that it is a game that heavily utilizes the Mode 7 features of the SNES. Each sports game from this generation makes an attempt to translate or adapt their game into a medium that you can enjoy at home, but is hampered by the limitations of the system. Some developers try to focus on making the game fun, such as NBA Jam or World League Soccer, while others try to go for veracity to the sport or at least how most people interact with a professional sport: viewing it on their television screen. This one, I will say, is unique in that presents basketball in a way that is rather unique: your camera is behind a player, and you are navigating them down a Mode 7 plane version of a basketball court. Nintendo seemed to really want to promote this game too, as they ran a feature in Nintendo Power, as well ranking it as one of their "favorite" games from 1992. Nintendo even puts a big fat "Nintendo Presents" at the front of this game. 




Now, as to the question of the "Bills" on the mans jersey. College basketball is something that is rather popular in the United States, and I imagine the license to create a game set in the world of NCAA basketball wouldn't be exorbitantly expensive in the 1990s. In Japan, there is a fairly popular basketball league, known as the B-League, though it flags in popularity to baseball and soccer; their interest in American college sports teams though, is rather limited. So when creating this game, and to not have to pay the expensive licensing fee for professional basketball teams, Sculptured Software decided to create their own league of American teams, much like other developers have done on this blog with some baseball games. Here is a quick rundown of the teams in the form of screenshots from the game.





There are some gems on this list: the Boston Celeries, the New Jersey Mets (if only New Jersey knew they would HATE this), the Milwaukee Backs (?!?), the Orlando Miracle (which is just a cool name honestly), and my absolute favorite which is the Phoenix Sons (I just picture a team of "Large Adult Sons"). 

Gameplay
So this is the first game that we have covered that is starting the "3D graphics" craze that would eventually grow into the next generation of consoles. This is right at the forefront as you enter the game, and you get a 3D rendered title screen with a 3D bouncing basketball.


Now upon playing the game, I can see why Nintendo put their name behind it: this is a really good looking Super Nintendo game, and easily the best looking sports game that we have seen thus far. Arguably, this is one of the most technologically impressive SNES games that we have covered in this blog, and even one of the most impressive I have seen in general. The Mode 7 rotates smoothly so that there is no quick lurching and swaying of the camera (motion sickness is a real problem with Mode 7 games where this is done poorly). All of the players are animated well and clearly, so at all times you can see what each player is trying to do: dribbling vs running vs trying to intercept a pass. While the game does chug a bit, framerate wise, it still moves at a pretty good pace, even with both sides on screen at the same time. 





Overall, this is an incredibly competent and fun basketball game to play that actually feels like a game of basketball. My only complaint, and why I remember NBA Jam much more fondly, is the fact that there isn't much pizazz to this game. Like it is a technologically impressive representation of basketball, but it isn't much more than that. Plus, staring at that blue void around the court is really depressing and reality breaking after a while. 





Music
The tradition of decent sports game music continues. 

Final Verdict
It is a really neat sports game, and the history behind it is rather neat. I am glad that this was much more of a meaty game than Super Shogi. I am happy to have this as part of my collection. 

 


Thursday, March 3, 2022

Super FamiComplete #108: Super Shogi

 


Title: Super Shogi
Release Date: 6/10/1992
Developer: I'Max
Publisher: I'Max

Another Shogi game! If you would like to learn more about the game of Shogi itself, please read the previous post on Shodan Morita Shogi. It is a pretty amateur explanation of the game, but certainly better than a newcomers understanding of this Japanese take on chess.

Background
This game really doesn't have too much written about it. It is only available in Japan for the Super Famicom, which makes sense since shogi is really only popular in Japan. I'max is a really small publisher from the 90s who developed mainly for Sega platforms; they had a development team known as Betop, but I don't recognize any other titles that they made. 

This game does have two sequels for it on the Super Famicom, which seem to add more "pizazz" to the gameplay, but it is still just shogi in a pretty package. 

Gameplay
This game is very barebones for a representation of Shogi; it reminds me a great deal of Chessmaster but without that epic music theme. Honestly, I prefer Shodan Morita Shogi

Verdict
This game is little posted about. I couldn't even find a ROM online to play, but did find a youtube video to watch. So this sadly is a shorty-boy post. I vote we forget about this one like the world already has done. 


A (for now) goodbye and a sincere thanks

Hello everyone! A short update blog post. This blog has been a weird exercise for me, starting as a passion project with a clear goal but a ...