Saturday, July 12, 2025

Super FamiComplete #125: Dinocity

 



Title: Dinocity (NA) Dinowars: Kyouryuu Oukoku e no Daibouken 
(Translation: Dinowars: Dinosaur Kingdom Paint Adventure)

Release Date: 7/17/1992

Developer: Irem

Publisher: Irem

Another game that I have played in the past due to renting it as a kid, but haven't really played it since and my memory of how it plays is very slight.  This is side-scrolling platformer that also had some internet notoriety due to jokey Youtube reviews, and Irem is a company with a bumpy track record, but I am also partial to platformers of this vintage, so who knows how this will end up! 

Background

I have said it before, but the best part of writing this blog has been finding the connections between these games and the weirdest people or pieces of media out there, and Dinocity is a gem in this regard. This is a game based upon a movie I have never heard of: Adventures in Dinosaur City, a 1991 United Kingdom made for TV movie that utilizes make-up and human piloted puppetry that looks very similar to the 1990 Ninja Turtles movie. 

There is a lot to unpack on this poster, but I will leave that to you reader.


The movie follows a couple of earth kids, Timmy and Jaime, who get sucked into a the fictional world of of their favorite animated television series, Dino Saurs, through 90s super science chicanery. This world is ruled by an overclass of anthropomorphic dinosaurs let by the tyrannical Allosaurus Mr. Big, who commands a gang of neanderthals called the "Rockies."  The two teens work with a couple of dinosaur rebels, Top and Rex, in order to overthrow Mr. Big's regime. 

This movie looks wild in terms of design, and you know it is that good type of cheap where they only had the budget for designing dinosaur heads and hands versus full body outfits. A lot of hoodies and leather jackets for these dinosaurs; there is some of that "kids love tough dudes with hearts of gold" design in this movie. Also I love that they seem to be in the same grungy dystopia as the 1990s Mario Bros. movie.









For a child of the 90s, Dinosaurs were really in the cultural water even before Jurassic Park blew up their popularity to the mainstream, and there were a bunch of B-movies and cheap television series of this ilk: Prehysteria! (the movie with the tiny dinosaurs that come to life), Dinosaurs (the supremely upsetting sitcom that couldn't decide if it was for kids or adults), Land Before Time, or We're Back! A Dinosaur's Movie (the movie that realized old carnivals were scarier than dinosaurs). I think the entertainment realized that if they could translate dinosaurs to the screen successfully, then they would have a winning intellectual property on their hands that would both put buts in seats but also sell a ton of toys and merchandise, as eventually realized by Jurassic Park. 

And hoping to cash in on the obvious clout from this movie was Irem, who was hired by Smart Egg Pictures, the creators of the film, to make this game. The game follows the same rough story, but the look of the game is much closer to the Japanese box art for the game than the aesthetic of the North American box art, which hews closer to the look of the movie. 

We have encountered Irem already on this blog before, with Super R-Type, and we will several times over after this game. They were quite a prolific video game developer throughout the 80s-90s and up until the early 2010s, and while they are still a company, they mainly develop Pachinko games now. 

Game

Dinocity is an action platformer of the same ilk as Plok or Smart Ball. You play as one of the two children riding one of their respective two dinosaurs. If you play as Timmy riding Rex, then you only have a close range melee punch attack, while if you play as Jaime riding Top, you can throw little darts at a distance. Rex makes up for the fact that he has no range by being able to attack much quicker than Top and her projectiles. For my playthrough, I chose to play as Jaime, and found it to be a much easier experience. 

The goal of each level is to traverse a series of courses, which are usually geometry mazes or one of several platforming gimmicks, to make it to one of the two exit doors. The basic exit door will lead you to the next course, while the trickier to reach exit door will allow you to skip a course or even hit a bonus stage. Eventually, you will face a boss fight, and you move onto the next overall stage of a total of six. Checkpoints are generally pretty generous, but otherwise you can take two hits before dying, and losing all of your lives leads to a game over and starting from the beginning. This is one of those games where you want to find a way to horde lives as quickly as possible. 

The difficulty of the game is something I am torn on. On one hand, this is a pretty competent platformer; generally when I died in the game, I was always able to see where I messed up and what I could do differently next time. On the other hand, there are a lot of little design decisions that make it feel cheap in some of the lives it steals. The stage uses a ratcheting scroll to it, so anytime you move the screen forward, you can't return to previous parts of the stage. Several times, this meant that I couldn't get back to the ledge I needed to jump from again, and then had to run out the time. Other times, if it was a vertically scrolling stage, it means the bottom of the screen becomes a killzone. 

The platforming itself is pretty fair, though there are some parts where you will most likely die the first time through just not knowing that "oh this platform I jumped on is going to start to dip. and now I can't make the jump forward, and the screen ratcheted so I can't jump back, and okay now I am sinking into this pit I guess." There are some recurring stage motifs and platforming challenges that repeat several times (it must be stated that there are no real themes to each of the overall stages, but instead a group of course themes that they game cycles through) that are pretty fun. One type of stage has you riding on dinosaur bone roller coasters, another has you riding a spinning wheel as it goes along a track, and then there are these castles that have shifting blocks that you have to climb. Overall, some nice variety in the types of challenges, though I will say these do seem very similar in design to other platformers that came a little before this game (especially Super Mario World)

Another weird platforming thing is that you sometimes have to let the child you are carting around off your back so that they can open up paths for you. The teen companion has a higher jump, and you will need them to hop onto higher platforms to let them down for your dino. 

The game's enemies are judiciously placed and do not tend to respawn which is a nice reprieve from the Eurotrash platformers of this era which tend to just throw everybody at you at once. There are some levels that are built around clearing enemies quickly, such as a couple courses which place you in an enemy filled hallway that you have to traverse quickly before a guy with a stone wall crushes you. Overall, combat is fine; you can jump on enemies to kill them too, though some enemies take a bunch of hits to kill. I will say your character's sprite is both tall and wide, which makes you quite an easy target for enemies that fly at you from the diagonals. 

I will say that the game is a really colorful and appealing looking game. The sprite art, while not the best in the biz, is quite cute and charming. I like it much more than the vibe of the movie and the North American box art. 








Finally, the bosses are pretty simple in that they just have one or two attacks that they repeat in a pattern. The designs are really quite strange for some of them too. 



The music is really quite farty, whistly, and just not good. My wife asked me to put the game on mute when I was playing it. 




Final Verdict
Overall this is a very okay platformer. The game is definitely missing something that would make it a fondly remembered game; it is a little too punishing with sending you back to the start, but with save states it was breezy. It is missing other things like power-ups or upgrades that were common in other platformers at the time, so you never feel like you have any extra tools aside from your reflexes and memory to combat the challenges of this game. These would not only help you tackle the challenging platforming, but also provide a much needed variety to the gameplay when you have to keep playing through it to progress. 

If you have a love for this vintage of platformer, by all  means check it out, otherwise it's probably okay to forget this one. 











Thursday, May 8, 2025

Super FamiComplete #124: Captain Tsubasa III: Koutei no Chousen

 


Title: Captain Tsubasa III: Koutei no Chousen (trans. Captain Tsubasa III: The Kaiser's Challenge)

Release Date: 07/17/1992 (Japan Only)

Developer: Tecmo 

Publisher: Tecmo

So this was a game that I was dreading, as I knew Captain Tsubasa is a sports manga based around soccer, but this ended up being a really neat game. Let's jump in!

Background

As mentioned about a phrase and a sentence ago, Captain Tsubasa is a very long running, on and off again sports manga and anime series based around the Japanese soccer team trying to win the FIFA world cup, and specifically the player Tsubasa Oozoro, the "heaven-sent child of football." I have no experience with this manga or anime aside from hearing that the most recent anime is quite good. The manga was written by Yoichi Takahashi, who primarily has only written Captain Tsubasa and other soccer manga. 


The manga, counting all of its iterations, is 110 volumes long and its latest series ran up until 2024. The anime also ran up until last year; I am pretty sure Blue Lock the newest sensation soccer manga/anime has now eaten Captain Tsubasa's lunch. 




Gameplay

The story of this game follows your team as your are fighting your way up the world cup to challenge your main rivals, the Germany team. While this seems like it would be a straight soccer sim, it is actually a turn based, stat based, RPG where you are guiding your managing your team's stats against the opposing team, and then picking who challenges who over shots, steals, and passes. The system feels very similar to an SRPG like Fire Emblem  or Shining Force where you are managing the percentages and probabilities of your gambits actually working before commiting to the tactic. Hopefully, over the course of a match, you are stacking up more positive outcomes than negatives to come out ahead in the game. 

Now, this game is rather inscrutable for to my monolingual brain, since it was a  Japanese only game, but where it shines is through its presentation. The game seems to be an adaptation of the manga and anime, and the matches play out as story driven affairs that are filled with the bombastic action of a nail-biting anime. Similar to how, in Fire Emblem, you have flashy attack animations and "critical hits" to spice up what is really a numbers game, Captain Tsubasa is filled with really well crafted animations, sound effects, and music that really give a jolt of adrenaline to the action. Each match through the game has its own unique music, each rival team has a fear star players each with their own special attacks and unique interactions with your characters, and you eventually get your own special attacks/star players to rival your other teams. 








While I didn't play much of this game, I ended up watching about 6 hours of the game (the game is about 20 hours in length) on in the background while working on a puzzle, and it was really charming game that continually surprised with the effort put into its presentation. 

The music, as well, really slaps...



In the end...

While I can't give the recommendation to whether or not this game was good/bad (the person I was watching really seemed to enjoy it), it is certainly worth watching some snippets of a playthrough for the presentation. It is pretty wild and fun! I am also almost positive there will be another Captain Tsubasa game before long on this blog. 

Next time, folks, we have the iRem platformer, Dinocity

Friday, April 11, 2025

Super FamiComplete #123: Redline F-1 Racer

 


Title: Suzuki Aguri no F-1 Super Driving (JP), Redline F-1 Racer

Release Date: 7/14/1992
Developer: Genki
Publisher: Absolute

As July of 1992 marches on, we have another racing game, this time one labeled in the "formula 1 simulation" genre, and sponsored by a well known Japanese formula 1 racer and owner. Let's jump in!




Background

We have discussed Formula 1 racing before on this blog, but for the uninitiated it basically boils down to precision tuned cars that are meant to travel at very high speeds. These machines generally showcase the cutting edge of automotive technology, so it is a fun marriage of interests for car junkies, speed freaks, and tech nerds. Formula 1 is much more globally popular as opposed to NASCAR which is primarily American. 

This game is endorsed by a Japanese racer and now owner of F1 cars from the 80s and 90s, Aguri Suzuki. In my very thorough Wikipedia research on this person, there really isn't too much interesting about this guy other than he sure did compete in a lot of races. He wasn't even that winningest of a racer, but was just a well known Japanese racer in a sport that was primarily dominated by Europeans, and is now a sponsor of several teams in several categories. 






This game was clearly made by a fan of both Suzuki and the sport itself. Genki is a developer that is still kicking to this day, and has basically made its bread and butter on Japanese exclusive racing games, usually based on drift and city racing. This game was actually their debut title! They also win the award for my favorite company logo...


The game was published in the US by Absolute, which washed away most of the sponsorship off the box art (though you can still race Aguri in a grudge match in the game). Absolute made a bunch of licensed console title trash in the 90s until going bankrupt in 1995. 

Gameplay

The game is a pretty standard racer, though it really leans into the simulation aspect in terms of planning out the loadout for your vehicle. Most of the decisions that will help you win a race are made before you even start racing. What this really boils down to, though, is that the game is just really tough, and sometimes for very obscure reasons. 

Here's a typical race: you pick your track, and you face off against another driver. You have to complete a three lap race, and you have a UI that shows the car, your speedometer, as well as a live map of the race. The race starts, the opposing car rubber bands forward, and you then never see them again as you start slip sliding your way around the track. Eventually, you lose. I didn't manage, after about 20-30 minutes of trying, to win a single race. 

For a Super Nintendo game, the graphics are really quite good, almost capturing an arcade quality to it, and using the Mode 7 to its full advantage. I would say the perspective is a little off, though. Unlike games like Outrun, too much of the screen is taken up by your UI; this means that the perspective, which in a racer of this vintage relies on having a clear foreground, middle ground, and background, all becomes too pinched. You will enter a turn without as much warning as you would normally have in a modern racer, which means you have to keep one eye on your map while racing; not a fun way to play. 





The music isn't too bad!



Final Verdict

While the game does have several modes of play, there really isn't much different to each mode than a 1 on 1 race, or a time trial. Overall, this product feels very slight, and overshadowed by the other racers we have played thus far, and certainly by the racers to come on this blog. 

Next time we can go with one of two choices, as both were released on the same day. We either have a soccer game RPG, which I am actually really excited for, or a colorful platformer. 


Tuesday, April 1, 2025

Indiana Jones and the Legend of Black Unicorns in a Great UFO of Wisdom: Wukong Overlord 50 (Part 3)

 Hello again! Another little "here's what I am playing" update. Let's hop in with a game that I finished. 

Black Myth:Wukong

Wow what a delight of a game. I chewed through the last three chapters at a pretty rapid pace. Let's start with chapter 4. 

Chapter 4 is probably the highlight of the game for me. For one, it is a descent then climb out of a mountain crevasse, starting with a plummet into a lair of insect and spider demons. It is a really creepy environment as you see the ruins of this town suspended in webbing, and the creature design really hits a peak in terms of creepiness. The second half of the chapter is a bit less impressive, as you are entering yet another corrupt mountain monastery, just this time with a bunch of worm, beetle, and scorpion demons. The late spring aesthetic is quite lovely, and the finale boss fight against a centaur-a-pede in a field of blooming flowers is quite lovely. 

Chapter 5 is much more on rails, reminding me a great deal of the first chapter. You are climbing a volcanic peak to meet with an ally of Sun Wukong's, the Bull King, who is portrayed as truly massive (he is using a mountain as a backrest as he slumps wounded) minotaur. The main conflict of this chapter revolves around his demonic son staging a coup against his father, as he wants to claim the Wukong relic as his own. Overall, it's a fine chapter, with some good boss fights (including a really neat Yin Yang themed boss fight against a Taoist master), though it is basically very long boss rush, and the aesthetic is a bit uninspired as compared to the other areas encountered in the game. 

The sixth chapter is certainly the most divisive amongst players of the game, and I will admit it feels like the most rushed out the door. Basically, you have recovered Sun Wukong's relics (which amount to the six parts of his person), and now you must claim the remnants of his armor, which have all grafted onto other living beings. They are spread around the mountain range where, having unsuccessfully challenged the heavenly court, Sun Wukong plummeted to earth and was imprisoned in his stone cocoon. The idea is this area has been left mostly barren, due to the desolation wrought by this plummet. The result, though, is a gorgeous open zone that you can explore using the flying nimbus cloud, but a zone that is also devoid of NPCs or much else to do aside from fight boss fights. There are no treasure chests, very few enemies, and very few secrets to find. The boss fights in this chapter are also brutal, so you end up ping-ponging around the map trying your hand at them until you make progress with one of them. The hardest boss, in my opinion, is a fight with a praying mantis who will combo you into oblivion, though you fight him in the stomach of your pig companion, which is pretty novel. 

The final boss is, narratively, a bit hinky. The game decides, at this point right before the final boss fight, to lore dump the story of Sun Wukong. It is an odd choice to do this instead of interweaving it throughout the story. You are walking the pilgrim's path that Sun Wukong followed and seeing the foibles of the demons from "Journey to the West" but you really only deal with Sun Wukong as an individual in the last chapter. The final boss fight starts with a "stone monkey," the actual shell of the rock Wukong is entombed in, and then culminates in a final boss fight with a perfect doppelganger of yourself called "the Great Sage's Shell." You learn that Wukong is truly dead, and that your journey is not to reincarnate the Great Sage but to instead become an incarnation of his spirit. You are more of an echo of Wukong than Wukong himself. It is a hell of a boss fight and very difficult, but it loses out the spectacle I was hoping for in a final boss in a game all about spectacle. Also saving all this Wukong lore till the end really kills the impact of what the game is going for: do you really want to become the Monkey King after seeing the impact he has had on the world? He truly is a chaotic neutral presence, and he does as much evil as he does good. As far as narrative, the Destined One, you have very little agency in this choice. The game sometimes hints at this, as NPCs will comment that the title and narrative of you being a "destined one" has been a way to manipulate your path rather than a heavenly ordained fact, but it never feels narratively realized. Definitely a downside of the souls inspired story-telling where the major storytelling is left to the codex.

Overall the story falls a bit flat, but it is serviceable enough when the real memorable part of this game is the spectacle and bombast of the combat and the design of the space. This, in many ways, stems from Wukong being a side character in this till the final couple of chapters. A very strange choie. 

 As a caveat, I did not defeat the secret super boss, Erlang Shen, in a reprise of the battle from the beginning of the game. Apparently this boss, aside from being the toughest fight in the game, is one of the best in the game, but I am saving it for when the rumored DLC for this game drops and I get the urge to do a NG+ run of this game. This fight also adds a ton of context and direct story for Sun Wukong, plus you get the final animated cutscene instead of the subpar normal ending. For now, this game is considered completed. 








Unicorn Overlord

While I have been playing Unicorn Overlord for a while, this is the first time I've decided to talk about it having reached the final mission. This game is the latest Vanillaware Ltd. game, a game studio that I have a ton of affection for, with Odin Sphere in particular being one of my all time games. It is a studio famous for either taking niche genres and either modernizing them or mixing them with components of other genres. Each of these games is also designed in the Vanillaware house style, which uses these lush watercolor hand-painted characters that are in constant animation (similar to old flash games where they are animated off the joints). In this case, Unicorn Overlord is a real time strategy game with auto-battling, harkening back to the SNES and N64 Ogre Battle games. 

To sum up both the gameplay and the narrative very quickly, you play as the exiled Prince Alain, whose Queen mother's throne was usurped by the heavily armored General Galerius, who has now taken over all five regions of your home country of Cornia and established the Zenoiran Empire. You are now mounting a resistance in order to slowly and piecemeal retake your home country from this autocratic rule. Each battle is, ostensibly, to retake a portion or region of the map and to help inspire the populace to turn against the bootheel of their oppressors. 

Sadly, the game doesn't do much to move behind this very basic storyline, and each beat of the plot is very predictable due to there being no real subversions to the story. There is a neat plotline where the Zenoirans are trying to recreate an ancient empire that collapsed, and are possessing people with the spirits of Zenoirans, but it really doesn't try to anything really groundbreaking narratively. Your army is good because it is not evil, and the villains are evil because of course they are. This is especially disheartening in a time when the conversation of "what does it mean to rule or have power" is one that is ever present in our world. You are trying to be a king: a benevolent one, true, but an absolute monarch nonetheless. Now apparently in the best ending you resign as king and instead institute a Democracy, but this seems very naive rather than progressive. 

This style of storytelling wouldn't be so offensive if there wasn't so much story to be told: each character and region generally has its own arc on top of the macro plot, and there are plenty of cutscenes that just add more and more simple tropes to the story. There are some really fun characters, but this is mainly in terms of design rather than writing. The writing is generally limited to anime earnestness and sincerity, where characters mean and say exactly what they mean, be it evil or good. Disappointing overall. 

The designs of the characters are quite stand out I will say, even though many of your female warriors are incredibly busty, with some of their designs bordering "Chicks and Chainmail" style. Your griffon riders' curves, for example, breast most boobily as their animation plays up and down. Even the canon female lead wears a top that her curves almost literally bust over. This has been a common complaint with many Vanillaware titles, and one that has sadly been baked into their house style. Otherwise the designs are a delightful mixture of fluid and sharp; there is a clear direction and voice in the styling, with a lot of care placed in accenting personality with design, even if the eventual personality is rather shallow. 

Overall the game is fine! I think a big issue is that the battles, since they play automatically, make the mistake of giving you a preview of results of the battle before hand, which led to me just skipping the fun animations and letting the game do the math for me in many battles. A good comparison to this was Ogre Battle 64 which would let you preview the enemy unit compositions, but the results of the battle were hidden until the very end of combat. This made you much more reactive in recompositing your party if you hit an enemy unit which decimated your crew. In the case of Unicorn Overlord, I would just pick a unit that was guaranteed a victory against an enemy unit, and wouldn't engage with units who would destroy my party. In turn, this took a lot of the drama out of the battles; there were some nail biter encounters to be sure when the enemies overwhelmed you or stage hazards were present, but the key combat was kind of dull. Plus, when gorgeous battle animations are your bread and butter, giving the option to skip these battles really short circuits one of your big selling points, especially when battle animations really eat up time too. 

Where I am standing now, I am at the final battle with an end boss who really just needs a certain "key" party composition to unlock. The Emperor Galerius has high defense, raises a shield, and then heals for a quarter of his health between every skirmish, so mostly your parties just bounce off of him until you run out of time. He needs a build that can do multiple hits to break his shield, have high initiative, and can't be debuffed so they can out DPS his health regain. I understand how to beat him conceptually, I just need to grind the necessary units and rebalance my parties, and that is work I really don't want to do after an incredibly successful rest of the game/level. Oh yeah, this boss is at the end of a half hour- 45 minute mega battle with four other bosses and a ton of stage hazards/units to combat, and a mechanic where the enemy can mind control your units unless you spend stage points to break the possession.  At this point, has worked through its scant charm, and I am going to put it down for a bit and just watch the ending on Youtube. 







UFO 50




For the past several months my Steam Deck has been devoted to one game only, and one that is actually 50 games. This game is the indie darling, UFO 50. UFO 50 is based off those cheap game multicart compilations you'd see for the NES like Action 52 except the idea more "what if all of those games were actually complete games that were fun to play." Each game in this compilation is a complete game, and the range of games covers a whole lot of different genres. 

This game was developed by Mossmouth, a team of popular indie  developers such as Jon Perry (a prominent board game designer), Eirik Schulke, and Derek Yu, the creator of Spelunky. The conceit of this compilation is that these three, when buying a storage unit off auction, discovered a console known as the LX-III, a Commodore style PC console developed by the fictional developer UFOsoft. On the console were fifty ROMs, and the developers at Mossmouth decided to compile them into this collection.

What is especially interesting about this game is its narrative. Not only do you have the individual narrative of each game, but then you also have the macro-narrative of UFOsoft as a whole: starting as a couple of guys working on a game while bored at their data-analytics job, becoming a full on company with break out hits, developing its own mascots in the "Pilot," and then finally shuttering due to the tragedy of corporate bloat and interference. 

Even better, this macro narrative is not front and center, but dropped in a series of snippets and hints throughout each game. For example, in the credits of one game, the credits being limited to just initials aside from the producer, a practice for 80s and 90s game developers to prevent their employees from being poached that in turn devalued their effort and work. Another great example is the little profiles and "fun facts" written for each game, which give sneak peeks into the office culture at UFOsoft. Finally, there is a trail of easter eggs developed using the games terminal system that rewards your knowledge of each of the games and unlocks the 51st game in the collection: Miasma Tower. This game is a tour of the fictional UFOsoft offices with a ton of shade thrown towards the producers who took over UFOsoft from the original developers. 

Instead of going game by game, as that would be just way to tedious, I am going to pick a random assortment of five fun games that I have achieved a Gold Trophy (the first level of completion, which is followed by a much more rigorous Cherry Trophy goal). I should say, before I start the list, there is really only one or two games that I would consider outright bad, with most ranging from a fun diversion to truly great games. 

1. Party House: Considered by many to be the best game in the collection, this game is a deck builder where you are trying to throw the best party in the neighborhood in the span of a month. Your "cards" in this case are guests you call from your rolodex, and each turn is a random pull from your rolodex that determines who walks through the door. Each guest (who are all quite charming in their design) comes with a score value: some guests grant "popularity," a currency you can spend to add other guests to your rolodex, and some just straight give you money, which you can use to expand your house to fit more guests. The issue comes with the fact that some guests are "trouble" and if you get three troubles, then the cops shut your party down. That is the core loop of the game: a press your luck style game where you are trying to gain the most resources without the party crashing. To win, you need to invite the most elite "star" guests, and usually have to have at least four star guests show up to one party within the time limit set by the game. 

2. Mini and Max: Mini and Max is a 2D collectathon where you are a little sister whose sister has locked you in a knick-knack closet while she throws a party. It is here that Mini and her dog Max learn you have the ability to shrink, and you end up exploring the room at the size of a bug. It is a really interesting use of a single "level" and a simple sprite art map, as each part of the room, from the flower pots to the toy train to the stack of books, becomes its own biome within the stage. This gets an additional layer of complexity when you learn how to shrink down to the microscopic level, adding even more stages and secrets to uncover. This game does something magical in that it makes a single room feel massive in scope. I think it helps that you have initial goal aside from gather 500 of the currency (stars), so you are encouraged to explore and interact with various NPCs in order to make this quota. Really quite fun game with great sprite art. 

3. Lords of Diskonia: This is a really strange one: it is a mix of a turn based SRPG and air-hockey. You control the red army, and you are trying to capture the blue stronghold in an ongoing campaign against their army. Each unit on the battlefield is represented by an air hockey puck that attacks by either colliding with an enemy unit or casting a projectile. Of course, you do bonus damage for causing enemy units to collide with other units, or by knocking them into hazardous terrain. Each puck has different values: Ogres do high damage and have high health, but they are one of the biggest pucks and can only move once. Rats have little health and only do one damage, but they can attack three times per turn, still can knock units about, and can cross the battlefield easily. It becomes a really tense battle of positioning and utilizing your battlefield, and really punishes the "murderball" strategy of most SRPGs. 

4. Kick Club: If you were hoping for a 2024 version of Spanky's Quest then boy does UFO 50 have the answer for you. Kick Club is a single screen action platformer where you play a Soccer player who is fighting other sports equipment, and you only weapon is a soccer ball that you have to retrieve first (similar to the Neo Geo game Zupapa! in which you have to gather little guys you can throw). This game is really punishing and difficult, but what makes you come back for more is the Smash Bros style movement tech you have at your disposal. You can air attack the soccer ball, slide kick into it, headbutt it, or charge kick it so that it will ping pong around the room. It gives you a really satisfying learning curve to master which crests with the difficulty of the game. It is 40 levels, so it is a lot of perfection that the game is demanding of you, especially when failure sends you all the way back to the beginning. Overall, though, I became addicted to conquering the challenge that this game was offering. 

5. Elfazar's Hat: It's a Pocky and Rocky clone! That's right, a top down schmup platformer that is tough but nowhere near as challenging as Pocky and Rocky. That's really it! Fun sprites with a stage magician theme, and just a really good execution of the concept. 

So far, I have Gold Trophied 26 games of the collection, and Cherried and additional 2, and I plan on completing this collection. I haven't dug into about 15 of them, and I know I have a 35 hour JRPG, an immersive sim, and a metroidvania left to tackle, so I know there are some real gems left to devour. 







Legend of Zelda: Echoes of Wisdom

I beat it. Man this game really bummed me out. Truly never really pulled out of the nose-dive into the issues that I elaborated on in my last post. It really was quite the slog by the end. The boss fights probably end up being the best part of the game, but the game is really restrictive in what it allows you to do, and the UI really limits the creativity the game is so clearly going for in its gimmick. 

Honestly, the gimmick itself is really lackluster: the effective uses that your echoes can accomplish feels much smaller than the overwhelming amount you can get. Sure I have a brazier, a torch, and lava, but I really use them only to burn obstacles or light other torches. Sure I have a bed, a crate, a chair, and a trampoline, but I really only use them to climb onto ledges or span gaps (though you can also use the bed for healing). I am sure the community around this game will find some neat things and good skips using these items, but for the casual player this game is woefully inadequate. 

Narratively, while Zelda has never been a powerhouse in this department, this game really doesn't do anything to elevate the source material, or really even tell an interesting story. It is incredibly boring and lackluster. 

Okay, this post is getting a little long in the tooth, we will talk about Indiana Jones and a new crop of games next time. Ciao!

Super FamiComplete #125: Dinocity

  Title: Dinocity (NA) Dinowars: Kyouryuu Oukoku e no Daibouken  (Translation: Dinowars: Dinosaur Kingdom Paint Adventure) Release Date: 7/1...