Contributors:: Platinum Tier
Contributors:: Platinum Tier
com
Introduction
Welcome to the first HG101 digest! This series is smaller than our other books, covering a variety of
different topics rather than focusing on one large one. However, we are still aiming to keep some connection
between them. In this edition, we’re examining Strider and Bionic Commando, two of Capcom’s most
beloved franchises. To complement these, we’re also looking at a handful of Strider clones, and other games
with grappling hooks and swinging, particularly the oddball Umihara Kawase series.
There will also be two recurring columns: an Inventory focusing on Western-
developed computer games that were ported to the Famicom but not re-imported
back to America, and capsule reviews of 80 Japanese PlayStation games. Future
releases will have similar Inventory columns, and cover more import games for
various systems. Anyway, please enjoy this issue!
-Kurt Kalata
June 2015
Table of Contents
Strider 2 Fausseté Amour 44
Strider (NES) 6 ChainDive 46
Strider Returns 8 Ninja Five-O 48
Strider 2 10 Ganbare Natsuki-san 50
Strider (2014) 12 Hook Worlds 51
Bionic Commando 14 Osman 52
Bionic Commando (NES) 16 Run Saber 54
Bionic Commando Rearmed 20 Moon Diver 56
Bionic Commando (Game Boy) 26 Assassin 58
Bionic Commando: Elite Forces 28 Japanese Famicom Ports of
Bionic Commando (2009) 30 Western Computer Games 59
Bionic Commando Rearmed 2 34 80 Japanese PlayStation Games 64
Bionic Commando / Strider Trivia 36 Artwork of Rusty Shackles 74
Umihawa Kawase 38
CONTRIBUTORS:
Michael Plasket: Strider, Bionic Commando, Run Saber, Osman
Kurt Kalata: Moon Diver, ChainDive, Fausseté Amour, Ninja Five-O, Ganbare Natsuki-san, Hook Worlds, Assassin, Japanese Famicom Ports of
Western Computer Games, 80 Japanese PlayStation Games
KeiraNinlil and Jave: Umihara Kawase
Cover Art: Rusty Shackles – Website: http://www.tabletopfetus.com Twitter: @Rusty_shackles
Managing Editor: Jason Kowalczyk
Special Thanks: Sophia Freire, Violetta Freire-Kalata, Kevin Christman, Rob Strangman
Patreon Contributors
Please support our Patreon at http://www.patreon.com/hg101 for digital copies and special thanks!
www.Ebook777.com
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Strider
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Strider
Possibly the most impressive world. For example, Hiryu has to about the room, shooting bullets
stage is the third one, the slide under spikes and climb a big from its mouth. Hiryu has to ride
battleship Balrog. After tearing spire before jumping down the on its back and slash away at its
through a turret that provides an other side in the first stage. In head to defeat the beast.
entry point for Hiryu, he has to Siberia, he has to work his way Other bosses include Mecha
navigate his way through many around platforms on gigantic Pon, the giant mechanical gorilla,
platforms revolving on conveyor moving gears. After a battle with the aforementioned bounty hunter
belts, climb up a pair of moving one of the mid-bosses, he has to Solo (who despite being named
walls before he gets squished, run down a huge icy mountain, after Han Solo seems inspired by
deal with an improbability of quickly gaining speed on his Boba Fett) that Hiryu has to fight
physics when the ship changes descent, and the player has to before running down the icy
gravity, destroy the ship's core, time the jump to avoid plunging mountain in Siberia, the Kuniang
(which is apparently responsible off the bottom of the screen. M.A. Team (a trio of Chinese
for switching the gravity) and then In between the stages are female martial artists), the core of
hightail it out onto an escape ship cutscenes that mostly consist of the battleship Balrog, Captain
to not go down with the exploding Meio taunting Hiryu and the hero Beard, the owner of Balrog (and
Balrog. This was beyond learning about Meio's evil plans. definitely the weakest boss in this
impressive for 1989, and it still These cutscenes have digitized game), the huge mechanical T-Rex
manages to hold up today. voices, and the characters speak Lago (in contrast to Beard, the
The Amazon level is also in different languages. Meio and hardest boss) – and they have to
extremely well done. It’s filled his henchman, the bounty hunter be faced all over again in the Third
with vines, which adhere to weird Solo, speak English, Hiryu speaks Moon before the final battle.
physics as they flip and jounce Japanese, Meio's other henchman The controls are tight and
about, launching Hiryu all over the speaks Russian, and so on. easy to learn. Hiryu can scale any
place. Then he gets to ride on From regular human soldiers, of the walls and ceilings thanks to
dinosaurs. The finale, the Third to ravenous wolves, to robots the assistance of a grappling hook.
Moon, combines elements and bearing a strong resemblance to Holding the hook in one hand cuts
enemies from the previous four Robocop's ED-209, to Amazon down on his speed to swing
stages to make a difficult final women, the young Strider has a Falchion, but man was not meant
challenge. If Hiryu can pass all diverse cast to face off against. to both climb and fight on walls.
that, he is granted an audience The bosses are nothing short of At least he still can defend
with Meio for the final battle. astonishing, and new players himself. Holding Down while
Strider only has five levels, could take many continues to pressing the Jump button allows
but each of them are considerably finally beat them. The first boss, Hiryu to slide under any dangers
lengthy. What's even better about Ouroboros, represents a big that may befall him, and he can
these stages are the impressive hurdle. In a room with enemy still use the Falchion, even in mid-
environments. For 1989, and for officers sitting down in chairs, the slide. He can't change directions
the CPS1 system, this game had a commander, who stands in front while jumping, but he can attack
lot of visual appeal. of his troops, gives a signal, jumps in midair, and he makes a nice
Hiryu himself is nicely into the air, and one by one, each somersault when jumping left or
animated, as is every enemy officer jumps right in and right. An interesting aspect of
sprite, all of which contain many transforms into a section of the physics here is that he moves
frames of animation. There are entire boss! The end result is a slowly up steep inclines, but
some impressive environments for giant mechanical centipede with speeds up when going down. He
the time, and they really helped two arms, wielding a hammer and can also jump farther if he's
bring gamers into a whole new sickle. Ouroboros then roves all moving fast.
3
Strider
Still, Strider cannot be Japanese and America/European The PC Engine also saw a
mastered overnight. The dense versions. The Japanese game is release of Strider Hiryu in Japan,
enemy forces, combined with the called Strider Hiryu, while it is ported by NEC Avenue. It’s one of
fact that Hiryu can only take three shortened to just Strider for the the few games that requires the
hits before dying (with a cool rest of the world (although the Arcade Card, but in spite of the
death animation and sound effect kanji is still in the logo). The extra RAM, this version didn't turn
– he seemingly teleports away) Japanese versions also have voice out quite as well. The visuals are
make the challenge of this game samples of Hiryu yelling when he worse than the Genesis version,
pretty high nonetheless. slashes his sword, which are nearly all of the multi plane
Thankfully, Hiryu has some power- absent from all other versions. scrolling was removed, and there’s
ups to help him, which include a Strider naturally saw several quite a bit of flicker. There are,
cypher extension, max health ports to home systems and however, some minor additions.
expansions, robot helpers that fire computers. One of the best is the Every level has a cutscene with
energy rings, a robot hawk, and a X68000 version, which is different art and voices than the
mechanical panther that tears practically arcade perfect, outside arcade version, plus boss
through most enemies in just a of some minor missing details. characters give short speeches,
single attack. The most popular is the complete with portraits, before
The sound and the music is Genesis version, developed and each fight. All of the music has
also excellent. The Falchion makes published by Sega. While certain been remixed in redbook audio, as
a nice clean "SHING!" effect each concessions had to be made – the well. The biggest addition is an
time it slices through the air. The color palette was slightly reduced, entirely new level. Right after the
explosions sound muddled, but some background scrolling first stage, Hiryu runs through the
there are other great effects, such eliminated, all of the cutscene desert, fighting against antlions,
as clanging steel, sirens, and the voices removed, and a solid black sandworms and tanks – it shares
chatter of the Amazon women in bar was put over the status bar – the same exuberant creativity as
stage four. The music also it otherwise looks and plays very the rest of the game.
changes constantly – the first close to the arcade. This version Strider was also ported to the
stage has five different pieces of appears on the Wii Virtual PlayStation and included along
music alone, alternating between Console. For some reason, the with Strider 2 on a separate disc
atmospheric and dramatic. iconic Russian-style domes in the (although a printing error in the
The luscious graphics, the first level have been redrawn. North American release mislabeled
powerful sound, the fluid The Sega Master System the two). It's almost arcade
mechanics, the astounding port, unreleased in Japan, needed perfect, but the music sounds a
enemies – Strider is a fantastic to be scaled down, and it’s a little off. Capcom included an
game, evidence that Capcom was terrible port. It’s choppy, and it "arranged" version that upgrades
one of the best of the era. slows down horribly every time the synth beyond FM bleeps, but
There are but minor Hiryu slashes his sword, making it the choice of instruments is
discrepancies between the very hard to enjoy. terrible, and it sounds pretty bad.
4
Strider
The computer ports were all The IBM PC version is In the Genesis version, Hiryu
handled by Tiertex, all of which another slight step up graphically, views the destruction of the
have a status bar that takes up a though still confined to 16 colors, fortress, then takes off on his
large chunk of the screen. The with terrible sound. The Amiga hang glider. In the computer ports
8-bit computer ports are and Atari ST versions are the best and the SMS version, there’s a
simplified, with less enemies and of the lot, with the best color and text scroll starting that the
redesigned stages. The ZX actual backgrounds, whereas the “simulation” has been completed,
Spectrum and Amstrad CPC others remove them almost implying that the game was just a
versions are similar, though the entirely. All of the computer virtual reality training exercise.
former has black and white versions with sound cut out most Emulations of the arcade
graphics and runs smoothly, while of the music – the Amiga one version are also found on Capcom
the latter has simple colors and sounds the best. The 16-bit Classics Collection Volume 2 for
runs poorly. The Commodore 64 computer ports are playable, but the PlayStation 2 and Xbox, and
version looks better but runs they’re a little slow and choppy, Capcom Classics Collection
slowly. It’s also missing some and pale vastly compared to the Remixed for the PSP. These are no
bosses – rather than facing off Genesis port. frills collections, with no support
against Ouroboros at the end of There are different endings in for true low-res on the console
the first stage, you destroy the the various ports. In the arcade versions.
laser turret before you descend version, Hiryu jumps on a whale
into the lair and the level ends. and rides off while the credits roll. Below: The extra level in Strider (PCE)
Screenshot Comparisons
5
Strider (NES)
The NES version of Strider was Mr. Kain." Yes, that’s actually said
developed simultaneously with the in the American release, those
more famous arcade version, but exact words with the same lack of
it’s a huge departure from the style punctuation.
of the arcade game. It was one of The game starts with going to
the many high-quality titles Kafazu through the means of the
released for the NES amongst the Blue Dragon's transportation
tidal wave of great games made for system. After exploring the level
it in the late 80s and the early 90s. and finding a couple of useful files,
It was directed by Masahiko Hiryu has to go back to where he
Kurokawa, who also worked on began and jump back up to the
other famous games like Ghosts 'n Blue Dragon. After analyzing the
Strider
Goblins and Resident Evil. files at the base, he is able to travel
Original Release: 1989
First off, the pure frenetic all around the world to Egypt,
Platforms: NES, GBA
action of the arcade title is not Australia, Japan, China, Africa, and
found here. What will be found is even Los Angeles. It all ends at the
an action/adventure quest that enemy leader's base, the Red
actually has a developed plotline. Dragon, and Hiryu must eliminate
At the Strider headquarters, the him and his evil once and forever.
space station Blue Dragon, Hiryu Each stage is non-linear to an
receives a rather disturbing extent, and some of them even
message from Strider vice director have to be returned to more than
Matic. Fellow Strider Kain has been once to explore everything that can
captured by Kafazu forces, and possibly found. It may get tedious
Hiryu expects a rescue mission. when trekking through Kafazu
Quite the contrary, he is instructed several times, but it has to be
to find and kill him. done. Many levels feature
Hiryu hunts him down, but he pneumatic tubes that allow for
does not kill his comrade. Instead, quick and easy travel between
he extracts information out of him, destinations. Additionally, by
and our hero learns of the performing certain feats such as
mysterious “Zain” project. When capturing enemy officers and
Hiryu hears that this is a super- destroying Zain machines, Hiryu
weapon to brainwash, hypnotize, gains levels, and with them, more
and make zombies out of the energy and special abilities, which
world's population, he knows he can be selected by going into the
must stop the project and eliminate Select menu.
those responsible. The graphics are nothing
As enterprising a plot as that special, but they get the job done.
sounds, the translation is really The character faces that pop up on
quite poor. To quote: "You'll be the monitor at the Blue Dragon are
sent to your grave by me quite detailed, and while they don't
6
Strider (NES)
move, the Zain machines are huge One of the most notable While it's not everything fans of
and have a rather eerie appearance problems involves jumping, which the arcade game expected it to be,
to them. Hiryu’s two frame is an incredible pain due to the it’s highly recommend for Capcom
running animation looks pretty awkward physics. Wall jumps, fans and NES lovers alike.
odd, though. which are used to bounce off Beyond the NES release,
The music is awesome. Right vertical surfaces, are frustrating to Strider appeared on the Capcom
when the game opens up, the loud perform, as Hiryu inexplicably Classics Mini Mix collection for the
background music sounds plummets when he touches a wall Game Boy Advance. It’s just an
somewhat like muffled explosions in mid-jump, and the whole emulation, with a squished screen
are going off in the background. process of scaling a wall is very and slowed down, glitchy music.
Kafazu's music gives the feeling of irritating. Like the arcade game, Interestingly, this game was
infiltrating a highly protected there are also several high jumps only released in the West and
Russian base. China's BGM also that require running down a slope never saw a Japanese release,
feels like invading a secret base, to gain momentum, but the even though the game had been
Bond-style. The sound effects, on physics are so wonky that it advertised. In 2014, a prototype
the other hand, are not that becomes a huge pain. of the unreleased Famicom version
stellar. Most other sounds are There are more issues, too. was found. It is clearly
drowned out by the slashing of Enemies drop out of the sky and incomplete, as it is substantially
Hiryu's cypher, which tends to get can suddenly appear out of glitchier than the (already bug-
annoying after repeated use, and nowhere. Hiryu doesn't have any filled) North American release.
sounds lame compared to the invincibility time when getting hit, There are some minor differences
arcade game. resulting in many unfortunate in stage layouts and enemy attack
As developed and meticulous deaths. There are a few “boss” patterns. Text is displayed
as everything is in this game, it fighters outside of the encounters vertically on the side of the
just has this unfinished feel that’s with the Zain machines, but some screen, like a manga. The coolest
hard to shake. It's not that the of them are so quickly disposed of revelation is that the intro has
game isn't long enough, but that they pose no real threat. song lyrics displayed at the
things can become incredibly Still, as it stands, Strider is an bottom of the screen. It’s meant
glitchy at times. incredible action-adventure title. to be like a dramatic anime intro.
7
Strider Returns
8
Strider Returns
stage, and the final lair. The The tempo has been avoid pain is to destroy them
bosses, for the most part, are drastically toned down from the immediately. This is only the first
boring – tanks, helicopters, original Strider, partially due to all level. The second area, featuring a
cybernetic men, and so forth. The of the slowdown that occurs maddening maze of purple lasers,
only unique one is a flying robotic through the simplest of actions. is insane enough to drive a person
head with an exposed brain. Even compared to the Amiga to kill. Hinjo can only take three
Most of the power-ups from Strider II, it feels slow. There are hits by default, and with only
the original Strider, save for a some changes though, as you can three continues, the difficulty is
spinning orb, are missing. To now slide, and toss shurikens more than unreasonable.
compensate, you now wield a instead of using a gun. The music is all new, but
gun, which is strange. The level themes are the extraordinarily bland and primitive
As for the other computer same (though the third and fourth sounding. There are also
ports, the Commodore 64 version levels are swapped), and for the cutscenes between levels, like the
is uglier, as the hero is now most part, they have been entirely original Strider, replete with
completely blue, with a whole new redesigned. However, they are still cheesy speech samples.
soundtrack by Mark Tull. The rather poor. The boss battles have been
Amstrad CPC and ZX Spectrum For example, right at the revamped from the computer
versions are more simplified – the beginning of the game, you need release. The robot transformation
former runs terribly but has more to climb upwards through some is gone, plus Solo and Meio from
colorful graphics, while the latter trees. There are mechanical eagles the first game return. There are a
has few colors but runs fairly well. floating above, and at that point few new enemies too, that are
The Genesis port, released an upwards attack really would more inspired than the rest, like
two years after the original come in handy. That never the zombie dinosaur.
computer versions, has some seemed necessary in the original This version was also ported
substantial changes. The graphics Strider, but in this game, the to the Master System and Game
have been redone in order to more enemies are cheap and annoying Gear, which outside of screen
closely replicate the original from the very beginning. resolution, are identical. The levels
Genesis Strider. It’s a step up There are dangerous plants are completely different than the
from the computer versions, that are hard to see and spawn 16-bit version, but otherwise it’s
though still quite a bad game. The just next to Hinjo and explode, and pretty similar. At least they run
visuals are bland, and the stationary posts which launch so smoother than the SMS port of
animation is still choppy. many bombs that the only way to the original Strider.
Screenshot Comparisons
9
Strider 2
After the awful Strider Returns Like the first game, Hiryu has
pretty much obliterated the to brave himself through five
integrity of the franchise, Strider stages to get right to kicking
seemed long gone. Loyal Capcom Meio's ass. Unlike the first game,
fans who were once cheering for Hiryu can actually choose from the
Hiryu moved on to Street Fighter as first four and pick which order he
their number one game series from wants to infiltrate them. These
their number one company. After stages include a futuristic
resurrecting the protagonist for the cityscape, a technologically
Marvel vs. Capcom fighting game, advanced castle, an icy outpost
the company realized his where evil experiments happen,
Strider 2
popularity, and decided to bring and the reprise of the flying
AKA: Strider Hiryu 2 (JP)
their futuristic ninja back to the battleship Balrog. After beating
Original Release: 1999 video gaming world in full force. them, Strider has to return to the
Platforms: ARC, PS1 The result? Strider 2, a completely reconstructed Third Moon and
fantastic action game. eliminate the Grandmaster, and any
Yes, Strider Hiryu returns, other evils that he may find.
looking even more badass than In 1999, polygons were still a
ever with his awesome, long, red relatively new thing in the video
scarf to compliment his dark blue game world, but Capcom used
ninja outfit. The story is that them to their greatest extent to
Mr. Evil himself, Grandmaster Meio, create some gorgeous objects and
has somehow returned from his landscapes. The characters
grave and is now about to destroy themselves are not constructed of
the world. Not one to refuse the polygons, but are rather two-
opportunity to slice an old enemy in dimensional sprites. The game is
half yet again, Hiryu takes off, displayed from a 2.5D perspective.
cypher in hand, ready to do some Hiryu can only move left, right, up,
serious damage. and down like a typical side-
It's really not much of a plot, scrolling platformer, but the
but that hardly matters when the scenery actually revolves around
game itself is just so impressive. him so gameplay can stay 2D. For
Still shot cutscenes with excellent example, when climbing to the top
artwork, illustrated by Harumaru, of a spire in stage 2, Hiryu sees a
help to augment the story, just like cannon in the background that he
in the original game. The Japanese needs to destroy, but instead of
version – in both the arcade and traveling into the background
home versions – has fully voiced directly, the entire screen turns so
dialogue and narration. Hiryu can face the cannon on the
Unfortunately, Capcom never same plane. It allows the game to
10 bothered to dub the game into keep its very unique and beautiful
English, so they cut all of it out. graphics while keeping the
10
Strider 2
gameplay strictly 2D. However, double-jump to reach new heights, easy to get obliterated in a matter
due to the scaling, the sprites do climb walls as he did in the first of seconds in some of the game's
end up looking splotchy at times. game, and he even has a multi- rougher situations. However, it's
The sprites are well animated, slash attack that he can perform in possible to continue infinitely in
and would not look out of place in midair. Besides the Attack and the same place where Hiryu died.
an anime. Hiryu walks with Jump commands, there are also Since this was an arcade game,
dignity, runs with determination, Slide and Boost buttons. this made sense in order to keep
and slashes with fury. Solo Obviously, the Slide allows Hiryu the players pumping in quarters,
returns, and looks even more to perform a low dashing slide that but it was never rebalanced for
badass than ever, what with his he can combine with slashes to the PlayStation home conversion.
giant energy rings that he flings at quickly decimate enemies. It’s not This makes it a bit too easy to get
you. The Grandmaster's face can't as useful as it could be, though. through the game, but on the
be seen, and he just looks like the When things get iffy, pressing other hand, it may just be too
perfect anime villain. However, the the Boost button causes homing overwhelming to beat without
really big bosses are made of energy blasts to fly out of Hiryu's having to use a single continue.
polygons, and they look pretty weapon, that can obliterate The biggest issue of Strider 2,
good for 1999. The animation can surrounding enemies in a matter of then, is the difficulty balance.
be a bit wonky at times, but that seconds. That's good, as the The PlayStation port of
mechanical hydra in the Herzog screen is often filled with several Strider 2 is highly recommended.
Schlange fight is just freaking enemies to dispatch. Other times, The arcade game runs on the Sony
gorgeous. The bosses are even the challenge comes from some ZN-2 board, which is almost
more exciting than they were in tricky jumping, obstacle dodging, identical to the PlayStation
the original Strider, although the or boss fighting. hardware. Additionally. it also
final battle is way too cheap. Each stage has at least three contains a bonus disc with a port
Each BGM is extremely mid-bosses to get through before of the original arcade Strider. Also,
appropriate for its corresponding the end boss, and many of them there are a few bonuses for Strider
stage, especially the incredible provide a great challenge. 2, such as an extra jungle level
music of the city stage, which Especially fun is level four's (unlockable if played with a
captures the feel of a nighttime ending battle against Admiral memory card with a completed
city under siege. The opening Wilhelm, an experienced save file of the original Strider)
music to the castle stage is swordfighter who challenges you with a ton of bosses, and the
ominous yet dramatic, and the while on an escape ship speeding ability (unlockable after beating
tune that plays while Hiryu is away from a burning Balrog. the game once) to play as Hiryu's
flying around the Balrog's airspace There's just something awesome rival, Strider Hien.
sounds perfect for such about a one-on-one duel taking Hien does not have a
aerodynamic action. As for the place on a remote ship floating conventional slashing cypher, but
sound effects, they are very well several miles above the Earth's two homing cyphers which he
done, with all sorts of Japanese atmosphere. Amazing. throws out at enemies that do all
yells from numerous characters. At times, these battles can be the killing for him. He cannot use
The action is extremely fast- just a little bit too challenging, and Boosts, but why would he have to
paced, and Hiryu slashes Hiryu isn't endowed with a high with the homing cyphers? It's
immediately upon a press of the number of bars in his life meter. considerably easier to beat the
attack button. He runs with a The fast pace of the action can be game with Hien, and also
double-tap of the control pad, can overwhelming, and as a result, it's incredibly fun.
11
11
Strider (2014)
12
Strider (2014)
go anywhere without running into While Strider is much bigger unforgiving snow. When you first
automated propeller guns and than any of its predecessors, it's land in the main city square, a
stationary turrets, and after being also an incredibly simple game to ghastly statue of Meio looms over
introduced as a midboss, ape-like grasp. The mechanics are easy to all else. The residential district
heavy troopers pop up semi- learn, you'll never get lost with shows fancy quarters with large
frequently. While you face a your objective arrow, and you can chandeliers in the main halls, and
handful more enemy types, you'll mow down enemies without the construction site exhibits giant
be squaring off against soldiers mercy or stopping. It's arguable girders spanning far into the
and turrets 80 percent of the time. that the game's a bit too easy background. A fitting soundtrack
There could be a little more outside of the boss battles, but accompanies this atmosphere,
common enemy variety, but the you have three difficulties to remixing several old tunes from
fantastic boss fights more than choose from before starting your the arcade and NES Striders as
make up for the mooks. game, and you take a fair chunk of well as tossing in some new jams.
The first major fight is against damage from enemy fire in hard While nothing award-winning, the
Ouroboros, a massive cyberdragon mode. It's a slight spark more sound design blends in smoothly
with the familiar name of the challenging than your typical with the rest of the package.
original Strider's first big boss, but Metroidvania, if not the hardest The only fault is the
the actual fight against it is game of all time, but who cares if unfortunate imposition of a "point
reminiscent of Emperor Dragon in it's no sweat for action game of no return" that doesn't allow
Strider 2, flying through the sky veterans? Strider Hiryu is back. you to keep your save file once
while scaling its body to slash at Those are four satisfying words to you beat the game, which seems
the tubes on the back of its head. shout considering how long he's counter-intuitive to the explorative
Several familiar faces return to been in limbo. nature of most Metroidvanias.
antagonize you, including Solo, Not only is Strider's return Still, it’s one hell of a ride.
the Pooh sisters, and General fast and fierce, but it also looks While the release was digital-
Mikiel, who now looks more like fabulous. All character models only in North America and Europe,
Zangief than Gorbachev. Each look quite decent, even though Japan received a physical edition
fight is intimidating at first, but you'll usually be zoomed out far for the PS3, along with a limited
you will eventually learn how the enough to make out the really edition with an artbook,
bosses operate and crush them intricate details. The true eye soundtrack collection, and other
with enough observance, and candy is in the backgrounds, knick knacks. All versions are
having an itchy cypher finger depicting Kazakh as a colossal basically identical, though the PS3
doesn't hurt. urban nightmare coated in version only runs at 30 FPS.
13
Bionic Commando (Arcade)
14
Bionic Commando (Arcade)
are both quite poor, with slow
speed, and the IBM PC version
uses flip screens rather than
proper scrolling. However, Super
Joe wears a pair of shades.
The European ports were
developed by Software Designs,
and are, in general, much better.
This includes a completely
different Commodore 64 version,
which is probably the best port. It
runs at a good speed, while all of
play the game, the more the little games came by the barrelful, and the others have awkward push
kinks in the control irk you. Only it’s still mildly fun to play the scrolling that requires you to get
two shots can be fired at a time, game today. It could, however, too close to the edges. The
the arm takes a slight while to have been a much better game, versions with sound include
retract if misfired, and you can't with some repairs to the control arrangements of the soundtrack by
shoot the arm while in midair. and more regulated difficulty. famed musician Tim Follin.
Annoyingly, Joe is killed with The Japanese version is Interestingly enough, he manages
a single hit. It just feels that with known as Top Secret. All of the to combine the level 2 song with
the unfair assault of enemies, enemies look different than the the melody from the Star Wars
coupled with the muddy control English release, with larger eyes theme. The brighter palette of the
response, this game really could and other small changes, It’s also Amiga version almost looks a little
have benefited from at least a buggier and less refined, allowing bit better than the arcade original,
lifebar. There are a few power-up you to swing through walls, in fact. The Amstrad CPC and ZX
guns that can help Joe out, but whereas you bounce off them in Spectrum ports are similar, with a
they turn out to be fairly useless in Bionic Commando. window that takes up almost half
the long run when a robot crushes Until the Capcom Classics the screen.
him from above. All the rest of the Collection for the PlayStation 2 Below: English sprites on top,
"power-ups" are just point items and Xbox in 2005, the arcade Japanese below
that do nothing to benefit you in version of Bionic Commando never
the long run. Granted, the game made an appearance on any home
isn't very long, but expect to consoles. However, it did make it
continue frequently. to home computer platforms
It's not that Bionic Pacific Dataworks
Commando is a bad game. The International developed ports for
Bionic Arm concept was fresh in the Commodore 64 and IBM PC
the day where generic action for the American market. These
Screenshot Comparisons
15
Bionic Commando (NES)
16
Bionic Commando (NES)
"swings", rather) to make, which have. However, you do not have of hits, but not melee attacks or
become more difficult with each to kill all of the enemies, just explosives. And finally, only
new area, or the various enemies destroy the core. certain communicators work in
out to stop you. There are quite a All you have at the beginning certain areas. The Alpha
lot of enemies, and at first, Rad is your basic rifle. However, communicator that you start out
can only take one hit before dying, beating certain levels endows you with functions in the first few
with three lives to back him up. with new weapons and items. areas, but you need other
He seems wimpy, but only at first. There's the Wide Rifle, which has communicator for different areas.
For every enemy you kill, a bullet a short range but can hit enemies Just in case you bring the wrong
drops out. If you collect enough above or below Rad, the Rocket receiver, though, simultaneously
bullets, you gain an additional life Launcher, which fires a super- pressing Start and Select returns
bar, allowing you absorb a hit. strong projectile, and the 3-Way, you to the map screen.
You can gain several extra life which sends three fireballs out The Neutral Zones are
bars over the course of the game. directly forward, above, and certainly one of the more peculiar
Your goal in each stage is to below. There's also Joe's bits. Ally and enemy soldiers hang
infiltrate the reactor core, where Machinegun, which fires bullets out around these areas to take a
each reactor is guarded by a out at a nice constant spray with break from fighting or heal their
different defense system. repeated taps of the B button. wounds. You may be surprised to
Sometimes, it's a platoon of Before beginning a stage, you see an enemy accost you when
neverending soldiers that go through four menus to choose you first step in to a certain
constantly bombard you. Or it your weapon, your item, your Neutral Zone, but instead of
could be a bearded mook with a armor, and your communicator. attacking, he instead imparts some
large shield and a bionic arm of his Items each have their specific threatening words: "Get the heck
own, which he uses to prevent purpose, but more than likely, out of here, you nerd!" Aside from
you from swinging over him. The you'll reach for the medicine, some amusing lines of script, the
hardest one to deal with is an which resurrects all of your life true purpose of the Neutral Zones
uber-large super soldier who has when used. Armor can deflect is to receive information about
three times the bionic arms you enemy bullets for a certain amount what to do, where to go, and
17
Bionic Commando (NES)
what items to bring. However, if the controls down. Plus you can are neat, though anything sounds
you want to cause trouble, just run into as many enemies you neat compared to the arcade
fire a single shot. Watch as want to on the map and collect all version. And you just gotta love
everybody disappears, only to the continues you need. the metallic clank of the bionic
have the background flash wildly The graphics are damn good. arm as it grips cold steel.
as white guards jump in to Detailed character portraits pop up Bionic Commando is
severely penalize you for stirring when somebody speaks, and Rad remembered fondly for many
up trouble in the peaceful area. himself looks infinitely more reasons, the most infamous being
The map screen is also filled badass than Super Joe did in the the storyline. It’s pretty clear that
with green trucks. If you collide arcade. And the scenery itself, the Badds were not named that in
with one, you’re tossed into a while mostly static, is vibrant with Japan, but were actually the
brief level in a overhead color and picturesque. From Nazis. And yes, where the
perspective reminiscent of craggy mountain cliffs to a tower Albatross stands as the symbol of
Capcom's Commando. These beneath a crimson sky, no two the Badds in the Western versions,
action scenes are straightforward, levels look the same, except the the Swastika is instead prevalent
as you just run forward, shoot, Neutral Zones. in the Japanese version. With
and twirl your arm to deflect The music, composed by Nintendo's strict censorship laws
bullets. Plus, they're the only way Junko Tamiya, is top-notch. A in the late 80's, it's easy to see
that you can obtain precious extra couple of tunes (specifically, the why they wouldn't be called
continues. There are also a couple ones that play in Areas 1 and 8) Nazis, yet ironically enough, this
of hidden tunnels that become are taken from the arcade version, game displays one of the most
open after receiving information on and manage to sound better on graphic examples of unreserved
where they are. the NES sound chip. Everything violence ever caught on 8-bit.
For an action title, Bionic else is original, and very fitting for First off, Imperial commander
Commando is on the long side whatever area you traverse. If Generalissimo Killt is attempting to
(taking a bit over an hour to beat there's only one setback, it's that resurrect an enigmatic figure titled
on average), and there is no there isn't much variety and BGMs "Master-D." You'll face off against
password feature, but the game are reused in two, sometimes even Master-D very late in the game,
isn't overly hard once you've got three stages. The sound effects and when his character portrait
18
Bionic Commando (NES)
Screenshot Comparisons
American Japanese
19
Bionic Commando Rearmed
With the series languishing for Imperials, who have discovered the
nearly a decade after the Albatross project from the original
somewhat flat Elite Forces, Badd architects. However, by
Capcom focused on their more simply revising the text and
popular series and explored new building on the dialogue, the story
projects in the meantime. Then, in feels as different as it does
2008, Capcom decided to bring familiar. Spencer has far more of a
their action classics back into the personality now, coming off as the
Bionic Commando Rearmed light again for a new generation to awesomely typical action hero who
AKA: Bionic Commando: Master D no enjoy. Bionic Commando would talks smack to his enemies and
Fukkatsu Keikaku (JP) officially be resurrected with a playfully chats with his helicopter
Original Release: 2008 brand new entry, fully in 3D on the pilot, Haley. For example, a
Platforms: X360, PS3, PC, MOB
PS3 and Xbox 360. delightful exchange against a war
In order to cater to older fans machine pisses Spencer off to
who might not be onboard with a issue the ultimatum: "Next stop:
new 3D game, Swedish The Junkyard. Population: You!"
development team GRIN and Communications with allies are
Capcom of Japan producer Ben less riddled with typos, and wire-
Judd treated longtime fans of the tapped talk sessions with the
original with Bionic Commando enemies are simply hilarious, even
Rearmed, a fantastic revival of a making in-jokes to please longtime
treasured NES favorite. Unlike the fans, including appearances of the
GB Bionic Commando, which had "get out of here, you nerd!" and
all new stages and a few new "about to explod" lines. One area
bosses but kept all of the items the even warns the player to wear
same, Rearmed does the opposite hard hats, and includes a pixellated
– it keeps the basic structure of image of a Met, the ubiquitous
the NES original, but adds all new hard hat wearing bad guys from
weapons, alters the gameplay Mega Man.
significantly, includes many new The gameplay is kept in 2D,
features to appeal to gamers both but every single thing modeled in
old and new, and delivers one of the game is 3D, running at a silky
the most impressive 2D packages smooth 60 frames per second.
ever developed. There are amusing little details,
The basic premise is such as Rad nodding his head
unchanged from the NES game, towards the camera after he lands
but the story has been expanded from his parachute, or enemy
by a great deal. On paper, it’s the soldiers’ bodies hanging around for
same as the original, with the several seconds before plummeting
Federation (now known as the off the screen. The move to a
FSA: The Federal States of widescreen presentation allows for
America) fighting against the a zoomed out field of view, which
20
Bionic Commando Rearmed
makes it easier to see what you’re doorway of the most awesome small or large green spheres that
supposed to be swinging towards. dance rave. recover health, as well as blue
Shinkiro, the legendary artist know Beyond the graphics and spheres that increase the player’s
for his work on SNK games like music, the basics have not score. Unlike the NES game,
Fatal Fury and The King of changed, but there are tweaks to continues are unlimited and do not
Fighters, has provided character the controls that make it feel a need to be picked up from the
portraits for the dialogue scenes. little faster. This time around, the overhead stages. You can now
Even more than before, Kilt looks arm mechanics are more fluid and bring all weapons into each stage,
like a lot like M. Bison. easier to control. It is very possible and the game won’t let you enter
All of the game’s original to fire the arm straight out a stage if you don’t have the right
music has been remixed, and the horizontally in midair. This makes chip, which is the remake’s
project’s director, Simon Viklund, it easier to attach to platforms equivalent of the communicators.
arranged them in a style that can where a little more distance is The wiretapping has changed
best be described as steady required to make it a safe grab. too, as you need to play a brief
techno beats with a definite old- Additionally, the arm is now more hacking minigame by guiding a ball
school flavor. The general pace of of an offensive and defensive tool, through a 3D cube. If you fail the
each piece is decidedly slower as you can use it to pick up game, enemies don’t paratroop
than their originals, with the barrels, use them to block, and into the room, but instead you set
percussive beats heavily toss them for what is often an off alarms throughout the stage
emphasized. instant kill if they happen to hit an where seemingly decorative doors
The overhead enemy assault enemy soldier. reside. The doors keep opening to
phases have a different piece of Many of the game’s items dog you with a constant flow of
music though, based the original have been updated, and the soldiers, which is indeed good
Commando theme from Rob arsenal is far more balanced than motivation to try and not blow
Hubbard’s Commodore 64 in the original. The bullets that you hacking jobs.
rendition. Even cooler, there are can collect from enemies in order The arsenal is very different
some "prelude" areas – like the to extend your lifebar are now from the original game – the
opening screen before you enter a gone in place of a simpler health Bazooka fires explosive missiles,
base, or when you’re entering into system. Rad kicks off his mission and the Machinegun fires bullets
a boss’ room – where you can with a well-developed health bar at an obscenely high rate. New
hear the thumping bass of the that takes varying amounts of life weapons include Grenades, which
music, but not the actual melody. loss depending on the type of can be tossed over enemy cover; a
It makes it sound like you’re at the attack. Enemies randomly drop Plasma Rifle, which is similar to
21
Bionic Commando Rearmed
the default Revolver, with a returned, while others are entirely when her chopper is
quicker rate of fire but weaker; the new and rather impressive to unceremoniously blown up. She
Shotgun, which is useful for close behold in action. All bosses require dies, but not before giving you the
quarters combat; and the Vector many uses out of your bionic arm, Bazooka upgrade, which allows
Cannon, which fires reflecting like grabbing barrels and then you to control your rockets
lasers. Bullet weapons do more chucking them at the boss to deal manually. Note Haley’s first three
damage to humans, while laser damage. The concept of the Giant letters of her name, her situation,
weapons are more effective Soldier (the hulking bionic boss and what she gives you. She is
against machines. Each of these that would slam you into him with Rearmed’s rendition of Hal, the
can be made better through his three bionic arms) has been dying soldier who gave you the
upgrades, which are hidden off of entirely redesigned to make him a Hyper Bazooka needed to
the beaten path in some levels. bit less giant and a lot more ultimately kill Hitler/Master-D/The
There’s also the Power Claw, cunning. Named Gottfried Leader in the original game.
which makes the arm into a more Groeder, the Imperial Champion, Instead of the confrontation
deadly machine than ever before. he only has one bionic arm and against the chopper being a “hit or
Without it, Rad can still pick up puts it to as good use, swinging miss” situation, it’s now a full-
barrels and throw them at enemies around the room and blasting you fledged boss fight, where you
as previously mentioned. With the with energy shots. have to guide a controlled rocket
Power Claw’s addition, Rad can In regards to the end of the into the cockpit window. You
pick up enemy soldiers and throw game, Master-D is known as “The need to do this a certain amount
them at enemies, or use their Leader”. (In Japan, however, his of times, and the last shot that
unfortunate bodies as human name is still “Master D” – the ultimately finishes him off leads
shields! translated title is “The to... the explosion. The camera
All of these new weapons Resurrection Plan of Master-D.”) shows a close-up of his cranium
will be very useful indeed, as He’s still clearly Hitler though, and bursting (and splattering on the
while Rad’s learned some new he actually looks more menacing camera), then zooming in and
tricks, so have the Imperials. This than the original, seeing how his repeating it twice, with artwork
is some of the best programmed skin tone seems a lot more fitting detailing the event in its gory
artificial intelligence in a 2D action for a long-dead man. He talks glory. This game received an M-
title. For starters, most of them smack, calls you a "damn fool," rating, and it’s here that it justifies
can take much more damage. For and threatens you with the power itself. It’s sad that this scene was
example, the basic soldiers in the of the Albatross. Then the censored for the Japanese and
game slowly pace around until you Albatross rises and takes its place certain European releases, because
get near them, then they go into in the sky; not as a giant laser it makes the brutal final level all
combat mode, retreat from you, cannon, but as a titanic floating worthwhile.
and take shots from afar. fortress of death. Rearmed offers four different
There are a few enemies from The developers probably took difficulty levels: Easy, Normal,
the original that did not make it a cue from the Game Boy Bionic Hard, and once you’ve beaten the
into the remake (such as the Commando for this one, in which game once on any difficulty, Super
mutant spiders and moths from the Albatross was the entire final Hard becomes unlocked.
Area 3, plus the giant Venus fly level from there. However, this Strangely, several months after
traps have been replaced with level is entirely new, creating an the game was release, GRIN
standard bear traps), but their original final challenge that will published a patch which totally
omission can be forgiven, seeing daunt the best of gamers. While it screwed with the game’s difficulty
how the boss battles have been spares the ungodly “swing below levels. The Easy and Normal
greatly improved. You can’t run the jet thrusters” bit, it’s still really modes now totally omit the most
past them anymore and just evil in its own right. difficult segments of the final
destroy the core, as they need to In the final battle, Haley level, you respawn close to where
be dealt with. Some bosses have shows up to see how you’re doing you die, and lives are infinite. You
22
Bionic Commando Rearmed
also have more control over the and Gottfried Groeder, each with
arm, as you can begin swinging different attributes. There are also
again after coming to a stop. Most Challenge Rooms, over 50 in total
of this was entirely unnecessary. unlocked over the course of the
The game can be a massive main game, which challenge your
challenge for any lone gamers, so arm swinging skills even more
if you’re looking for any than the main game.
assistance, bring along a friend There is so much
and run through with the two awesomeness in this remake. It
player cooperative mode! A embodies the spirit of old-school
second Bionic Commando can join gaming, still alive and bursting
alongside you and take on the with exuberance in the modern era
Imperials as an army of two. Both of video games. It feels as new as
players have their own lifebar and it does familiar, expanding upon
three lives each, and if either dies, everything that made the original
they respawn almost instantly. one of the best games of the era.
Both players act independently of Rearmed was released for the
each other, and the screen splits Xbox 360, PlayStation 3, and PC,
when the two move too far apart. with all three being basically
The enemies are more numerous identical, though the PC version
and the bosses more tenacious, has extra challenge rooms. There’s
sometimes altering their attack also a Java mobile phone version
patterns to require that players that’s just a slightly stripped down
work together. port of the NES game with some
There are other modes to slightly enhanced graphics, some
round out the main game. This of the character art of Rearmed,
includes a competitive multiplayer and some awkward controls.
mode, similar to Super Smash
Bros., as up to four players are put
in an enclosed arena and must
Right-Top-to-Bottom: Rearmed’s
blast the hell out of each other. mutliplayer mode, the revised (and
There are four playable characters: even gorier) image of Adolf Hitler’s
Rad, Super Joe, Generalissimo Killt exploding head, and the mobile port.
The first area is peppered with posters of Kilt, but otherwise little has changed.
Communication Rooms
The new communication rooms look slick. You have to play a minigame now if you want to hack the
computer.
23
Bionic Commando Rearmed
Neutral Zone
Each of the Neutral Zones look a little bit different in Rearmed, though they’re uniform in the NES game. You
also find Challenge Rooms here.
These are mostly identical, though since Rearmed offers unlimited continues, you gain extra lives instead.
All of the boss battles have been completely revamped in Rearmed. In the NES game, this guard robot ship
(“Pi pi pi”) was only found later in the game, while a variation is now the first boss (and reappears later too).
The sewer has a nasty green haze in Rearmed. The blobs are also purple rather than light blue.
This level is mostly a straight shot up. Its color scheme is an orange-red, indicating that it takes place at
dusk.
24
Bionic Commando Rearmed
Area 6 – The Docks
This level takes place at night. The extra details in the background in Rearmed are a nice touch.
This area begins in a snowy mountain pass. The man-eating plants in the NES version have been replaced by
bear traps in Rearmed, though they work similarly. The giant spiders are gone too.
This level requires a little more exploration. The blue color scheme is maintained in Rearmed.
This bionic arm cyborg was originally nameless, but has been promoted and given an actual name in
Rearmed – Gottfried Groeder. He even appears in the 2009 game.
Hitler’s Helicopter
In the NES game, you need to drop and shoot the helicopter window precisely; miss and you die. It’s a
proper boss battle in Rearmed, atop the Albatross. You need to control a rocket right into the cockpit.
25
Bionic Commando (GB)
26
Bionic Commando (GB)
communicators, just in case you speed. The only downside is that and a mechanical arm of his own),
brought the wrong one. There are the scrolling is a little choppy. but others, like the dastardly
enemy trucks roving around, and a The controls manage to General Rile, are completely
fight will break out if your path improve a bit on the fluidity of the original to the GB game.
collides with theirs, but the NES game, as using the bionic arm There is, however, one fairly
perspective is just the standard feels even easier. Gravity seems significant change. In the NES
side scrolling one, as opposed to to be a bit more lenient on Rad, as game, the battle against the
the overhead Commando-esque he drops rather slowly after Albatross was a boss fight. In the
shooting scenes. Still, if you releasing his arm from a ledge GB game, it’s been expanded to
destroy the strongest enemy units, above, and can fire it again almost an entire level, and is quite hard.
you still accrue continues. Instead immediately in midair. If he grabs The most challenging section is
of starting out with only one hit to the ceiling straight up, it is where you have to swing outside
sustain before dying, Rad has possible to pull him up, let go, and the Albatross, grappling from its
three life points in the beginning, in a veritable millisecond, shoot wings and avoiding the flames
which makes the difficulty seem the arm out diagonally and swing from its thrusters. There’s nothing
easier at first. off to the left or right. The but pure air below you for many of
Many Game Boy games, tradeoff is that the arm seems a these areas, so there’s almost no
especially conversions of NES bit shorter this time around, but its room for error.
titles, have a problem where the potency has not lost a step. It also has something that the
sprites are too large in comparison At the end of every stage is a previous title did not – a password
to the small screen, making the reactor core and a guardian to feature. After beating an area, you
action feel cramped. That’s not a destroy. Usually, you can just are given a sequence of squares,
problem here, as the sprites have blow up the core and pay no triangles, and circles that make up
been redrawn and are well- attention to the enemies, but a a password. This system is
proportioned. The GB game is few stages require that you somewhat reminiscent of the
quite a bit more fast-paced destroy the boss this time around. Mega Man games, which comes
compared to its predecessors, as Some of them are from the NES as no surprise because, of course,
Rad moves at a brisker running game (like the soldier with a shield it was published by the same
company.
Save for the Albatross bit,
Bionic Commando on the Game
Boy tends to be a bit easier overall
than its NES relative. The lack of
overhead scenes is also a bit
disappointing. Aside from all that,
though, this is still a shockingly
solid title that has translated very
well to the small screen.
27
Bionic Commando: Elite Forces
Bionic Commando: Elite Forces was trucks. Yes, it looks just like a
supposedly released on December Bionic Commando game should.
31, 1999 (the supposed final hour You may notice, though, that the
before Y2K was apparently about colors of all stage squares are the
to doom mankind), but the same, as opposed to there being
copyright screen claims it was one color for Action Zones and
released 2000. It wasn’t actually a another for Neutral. That’s because
product of Capcom, but was they’ve abolished the Neutral Zones
instead published by Nintendo. It entirely. Although they served little
was developed by their internal more purpose than containing
team NST, an American studio who integral items, it's a shame to see
had previously ported SNK’s NES them absent.
Bionic Commando: Elite Forces
action-RPG Crystalis to the Game The graphics are something of
Original Release: 2000
Boy Color. Rather than converting a mixed bag. The colors are put to
Platforms: GBC, 3DS another company’s code, however, use quite well, but then again, it is
they created a completely new a Game Boy Color game. In some
game. It was initially only released areas, they appear bright and vivid,
in North America and Austrailia, but but can also be dark and murky. It
has since received wider all depends on the area you're in,
distribution on the 3DS Virtual be it an urban cityscape or a
Console. mysterious forest. On the other
The story is pretty familiar by hand, the artistry is quite ugly. The
this point. The land of Karinia is color scheme was likely used to
under siege by the Avar army, their stand out on the non-backlit Game
leader Arturus found the Albatross Boy Color screen, but outside of
Project, Commander Joe (What? that it looks very garish. Compared
He's not so Super anymore?) is to its predecessors (even the
sent in to stop it, he fails, and in original GB title), it just doesn't
comes the Bionic Commando to look as appealing. The areas tend
rescue him. This time, Rad Spencer to get monotonous as well. Back in
is not the protagonist, but you get the NES game, no levels looked the
to name the hero... or heroine. Yep, same. Here, you'll often find three
you get the choice of a male or areas sharing a very similar look
female character to take into the before moving onto new terrain. At
field. Their differences are mostly least the sprites are animated quite
aesthetic, but there are a couple of well.
stages that differ depending on The sound also brings some
which commando you choose. good and bad, with some of the
After making your choice, you compositions being rather catchy.
appear on the familiar map screen The soundtrack is mostly original,
with the familiar layout, familiar with only one of the tunes being
helicopter, and familiar enemy carried over from the GB title.
28
Bionic Commando: Elite Forces
Although compositionally it holds are only a few set stages where but at least they’re brief. Meeting
up fairly well, the chiptune wire-tapping results in an enemy with an enemy truck puts you into
instruments are chirpy. It sounds assault. All you get are a couple of an overhead scene, just like the
like a first-generation GB game, standard soldiers, instead of knife NES game. Instead of moving
and considering that even the guys rushing in while paratroopers strictly forward, you'll have to
1992 release sounded much fall in until you escape. It just move left and right to get to the
better, the programmers must be doesn't feel the same. Still, you end of these scenes. Destroying
chided for not making full use of can switch weapons and decoders the powerful enemy vehicles nets
the sound chip. The effects at the communication rooms, and you a bonus life. The existence of
themselves sound rather muddled, even save. the save feature makes continues
and the digitized voice samples are Bionic Commando: Elite obsolete, so you get lives instead.
laughable, sounding very crackly Forces runs on a battery backup, You just might need those
and indistinct. allowing you to swing, shoot, rest, lives, too, as you can expect to
The presentation certainly and pick up right where you left die quite a bit. It's not so much
could have been better, but the off. There are also a couple of that the levels are hyper-difficult,
action is definitely adequate. The hidden comm rooms that lead to but they do tend to frustrate quite
control doesn't feel as tight as it secret levels, which are real a bit. On more than one occasion,
did in the Game Boy title, but it's challenging and truly test your you will more than likely swing
still relatively easy to control. You prowess with the bionic arm. They right into an enemy soldier and
can even drop down from ledges don't really offer anything grand take a hit. You can hold Up and
by pressing Down twice, which is for a reward, just a change of your Down to get a better vertical look
a good addition. At the character's color and bragging of the terrain, but not much can
communication rooms, you can rights. be done horizontally. It can get a
contact your home base or tap There are a few sniper bit infuriating to swing forth into
into the enemy frequency to sections where the view changes unknown territory and only have a
receive inside information. to a first person perspective and millisecond to grasp onto the next
Unfortunately, the element of you need to shoot some stuff. ledge, or risk plunging into the
suspense is diminished, as there These seem weirdly out of place, abyss below.
There's just something with
Elite Forces that doesn't sit right.
The graphics are garish, the sound
is grating, and the gameplay is
diminished by the somewhat
cheap deaths. It's still a Bionic
Commando title and it has most of
the same shooting and swinging
moments that fans know and love.
However, it is rather a far cry from
the NES game, or even the GB
title.
29
Bionic Commando (2009)
One year after the spectacular action plot. It's undeniably darker
Bionic Commando Rearmed, the and edgier than the straightforward
long-anticipated build-up to an story of the original NES game.
actual all-new game in the series Furthermore, the graphic style is
finally came to fruition. Rearmed sure to test the loyalty of longtime
was awesome enough to stand on fans, primarily due to the redesign
its own and not merely feel like a of Spencer. Ten years have
gigantic plug for the upcoming changed the freedom fighter from a
Bionic Commando
game, but it's obvious that the vaguely Duke Nukem-esque patriot
Original Release: 2009
game's plot was designated to set to a gruff dreadlocked ex-convict.
Platforms: WIN, X360, PS3 the backstory for what was due to The change is jarring, though he
come. Grin has done a fine job of fits the game’s darker atmosphere.
bringing a new dimension to the For those who prefer the old look,
adventures of "Rad" Spencer. there's a secret code that gives him
First off, the setting is likely to his classic character model.
turn off devoted fans right away The scenery is fantastic.
due to the "darker and edgier" tone Ascension City looks the part of a
given to the plot and the New York-style skyscraper
protagonist. Soon after the graveyard with crumbled buildings,
destruction of the Albatross, scorched earth, broken highways,
Nathan "Rad" Spencer and Joseph and corporate billboards to boot.
"Super Joe" Gibson were hailed as You see all sorts of ads for Pepsi,
heroes, and bionics became high in Nvidia, and other logos for various
demand for military use. However, wares, which is a bit annoying and
over the years, public opinion of cheapens the game's validity. The
bionic appendages began to turn, background music is just about
and the populace decided they had what you would expect for a game
too much power, beginning the of this scale; a fine mix of
“Great Bionic Purge”. Pro-bionic orchestral and electronic sounds
extremists, former bionic soldiers, that comes off as dramatic and
and even remnants of the defunct adds a lot to the overall
Imperials founded the terrorist atmosphere. When it comes time
group BioReign and declared war to kick ass, the volume inflates and
against the Federal States of the tempo flares up to match the
America. During this time, Spencer action. If you keep an ear out, you
had been imprisoned for failing to will even hear several remixes of
follow military orders, but he is old Bionic Commando music that
busted out of jail by his old friend are done beautifully.
Joe to take down the terrorists. The voice work also deserves
There's an incredible amount some recognition. Mike Patton, the
of backstory for what amounts to eclectic vocalist of Faith No More,
what appears to be a standard Mr. Bungle, and Fantomas provides
30
Bionic Commando (2009)
the incredibly angry voice of surface and hold onto the button immediately if you swing into a
Spencer. He deliberately makes to fire your arm. While swinging blue cloud, but sometimes, death
Spencer into a cocky, sarcastic, forward, two blue lines appear to can't be helped if you swing too
rage-filled son of a bitch who goes indicate the optimal time to swing far into bad air. The radiation
over the top with yelling at the for maximum distance. You simply clouds are a means for restricting
enemies he kills. let go of the swing button, and free roam around each level, killing
Veteran voice actor Steve either land or hold the swing the curious spirit of the avid
Blum is Super Joe. Even if he button again in midair to latch adventurer. The game was
pretty much uses the same voice onto your next target. No precise deliberately intended to be linear,
for 98% of all his characters, it button press is required to attach and radiation was what they
fits the gruff, middle-aged Joe. to the next object. Swinging from decided to place to guide the
The most insane voice among the point A to point B is relatively player. Still, one can't help but
main cast is that of returning easy, not to mention damn fun. think there could've been a more
villain Gottfried Groeder (Scott If you do screw up a swing, natural solution fixed through
MacDonald), who hams up his role you will not be penalized if you better level design.
to high hell every time he pipes in find solid ground beneath you. Aside from these hazards,
with his wacky "totally not an There are a scant few voids that you will also have to deal with
ex-Nazi" tone. will engulf you, but these are BioReign troops everywhere you
The aesthetics hold up well fleeting concerns compared to the swing. There's no health bar to
enough, but the bread-and-butter blue clouds of radiation that float indicate your amount of
of the game centers on the bionic around everywhere. When the punishment, only an increasing red
arm. All control of the arm is biohazard sign pops up on the tint, complete with a danger beep
handled by the L-trigger/L2, where screen, your prerogative is to turn if you get close to death.
the simplest application is to point tail and flee before the screen Retreating to a safe place will
your aiming cursor at the nearest becomes crimson. You don't die regenerate your health, so always
31
Bionic Commando (2009)
have an escape plan if things get either heavy objects or enemies pesky snipers, the Bulldog, a
hairy, which is bound to happen with a metal uppercut and spike grenade launcher which is good
against Biomechs and Polycraft, them down into groups of baddies for any range except for point
two robotic foes that can deal like a volleyball. The coolest ability blank, the Tarantula, a homing
(and absorb) quite a bit of is to "throw" objects arm-first, rocket launcher which is very
damage. acting somewhat like the "punch helpful for mechanical enemies,
The best part about the game up" but at longer distances. and even good ol' Super Joe's
is all of the different methods Finally, you gain an adrenaline Machine Gun, more powerful than
you're granted to impose havoc meter that allows you to pull off a it's ever been before. In spite of
upon enemy forces, via your devastating wire spin attack to the cool sounding weapons, the
appendage. You don't have all of blow off soldiers around you, gun combat is not all that
your abilities right away, but you enhance your "death from above," impressive. Enemies take a lot of
recall them at key points in the or instantly obliterate most of the hits before dying, and you usually
game. To start, you can attach the tougher foes. need to use your arm skills to
arm to an enemy and perform a Spencer's default weapon is weaken them, or else you might
zip kick, where you catapult the Tungsten, a pistol that's find yourself unloading an entire
yourself towards the target, feet weak, but fires quickly. Then there mag on a single enemy. This game
first. Then there's the "death from are the obligatory grenades, which is all about using the arm, and
above," where Spencer smashes have spikes for no good reason that's very clear.
the ground with a powerful other than to look cool. The This blandness in weaponry
shockwave. special weapons include the Hiker, carries over to the rest of the
The "rip" is where you pull a gigantic shotgun that obliterates game. By the end of the first act,
off walls and drag down heavy anything up close, the Yelena, a you've fought pretty much every
objects, sometimes onto a group sniper rifle which generally isn't basic enemy type there is, aside
of enemies. You can "punch up" too useful but helpful for those from some variations later on. It
32
Bionic Commando (2009)
doesn't help that the same mostly negates the loading time with the mysterious white-clad
scenery is repeated over and over annoyance. Certain versions also sniper that pops up near the end.
– destroyed city, underground have the advertising billboards He’s named as "Thomas Clarke" in
cavern, an industrial area, another patched out. the credits, the name of player
underground cavern, and so forth. For those who grow weary of three from Mercs. Let's also not
One of the biggest gripes is the single-player campaign, there forget that Joe's full name,
the lack of boss fights; there are is also some multiplayer on hand. Joseph Gibson, was his billing as
only three legitimate bosses, not There are three modes, allowing player one from the same game,
including the final confrontation. up to eight players, and covering so it seems like the writers were
What's there is fantastic, like the the usual standards of trying to tie all of Capcom’s
battle against a giant helicopter Deathmatch, Team Deathmatch, classic arcade games together.
amidst a halfway constructed and Capture the Flag. Sadly, Grin was shut down
building. There's some spectacular The last beef is with the plot, shortly after this project, partially
gymnastics you can pull off here – which is really… well, it's outright due to the game's poor sales,
dangle off a girder, quickly lock stupid. Partway through the game, alongside the failures of their
on, fire away, let go, and whirl you learn that Joe is actually the movie tie-ins Wanted: Weapons of
around to grab onto another terrorist leader. The "you've been Fate and Terminator: Salvation.
platform before you fall. The working for the bad guy all along" More than anything, it yearns for a
second battle is against a robotic cliche is slightly annoying, but the sequel which could improve on the
worm called the Mohole, wherein fact that Joe is now evil, without first with better gun combat, more
you need to lob cars and other bits even an insane explanation, is just enemy variety and boss fights,
of debris right at its mouth. depressing. It's easy to feel and less stringent level design, all
There are a few technical betrayed, especially since the covered in a plot that could
issues too, primarily the long load name "Super Joe" has been answer the questions left behind
times. The checkpoints are around since the golden age of by this game's Gainax ending.
reasonably placed, but every death Capcom arcade games.
requires an approximately Then there’s the shockingly
20 second reload. Of the console awful final twist, that Spencer’s
versions, the PS3 release performs missing wife is actually…his bionic
slightly better, with a more arm! This bad plot could have
consistent framerate and minimal been mostly redeemed if a sequel
screen tearing, while the PC would be released, explaining why
version runs the smoothest, and Joe went maverick, and the deal
33
Bionic Commando Rearmed 2
While Bionic Commando Rearmed over barrels or hop over small gaps.
was initially created to tie-in with The stages are primarily designed
the 2009 reimagining, it ended up around the use of jumping,
being substantially more popular although they're still conquerable
than the game it was meant to without it – there's even an
promote. In light of this, Capcom unlockable Retro Mode that
commissioned a sequel from prevents you from jumping entirely.
Swedish development team The bigger change is the
Bionic Commando Rearmed 2 Fatshark, since GRIN had since alteration to the swinging
Original Release: 2011 closed down. mechanics. Swinging now has
Platforms: PS3, 360 Taking place after the first more momentum, and it feels much
Rearmed but before the post- heavier. You can reel out your arm
apocalyptic landscape of the now (which you could only do in
revamp, this sequel sends our Rearmed after it was patched), and
heroes to the island nation of even begin swinging from a
Papagaya (obviously a stand-in for standstill without having to dig out
Cuba) to square off against the your shotgun to provide
dictator Sabio (clearly meant to be momentum. You also have to press
Castro). As before, you're trailing the arm button to release your grip,
after a group of soldiers that was instead of just holding in a
previously sent to infiltrate the direction. It will almost definitely
island, lead by one Colonel feel weird to anyone who's played
Brubaker, who have since gone any of the previous games before,
missing. Rad Spencer is the leader and it initially seems like the
of this mission, and he is joined change is totally unnecessary.
with several other bionic However, in the last few levels, the
commandos, who don't really do increased versatility requires you to
much other than delivering bits of pull off some moves that you
exposition and getting killed. Rad would never be able to use in the
now has an amazing '80s-style previous games, most of which
mustache, and while the character involve climbing vertical shafts. It
artwork is no longer provided by also borrows the "death from
the legendary Shinkiro, it looks above" move from the 2009 game.
similar enough. You now have a scanner
The most controversial new called Bio Vision, which lets you
addition is the jump button, the pause the screen and examine
first time one has been seen in a various objects, similar to the
2D Bionic Commando game. While Metroid Prime games. Other than
this very concept is likely to be giving the occasional hint, it's
despised by hardcore fans, it's largely useless. There is, however,
really not that big of a deal – it's a a whole lot of goofy writing here.
short leap executed mostly to climb ("If the use of an explosive barrel
34
Bionic Commando Rearmed 2
needs to be pointed out, you are mentioned, most of the really hard issue with Rearmed 2 is that it
probably in way over your head.") grapples are confined to the doesn't really replace it with much
The intro to one boss fight begins Challenge rooms, making most of of anything. There are sniper
with a discussion on breakfast the core game a breeze. stations in some levels, which let
food. Another continually confuses The original Rearmed kept you pick off surrounding enemies,
you with a friend named Randall. most of its levels extremely as well as scenes where you pilot
Sabio rides around in a silly little faithful to the NES game. Given a helicopter and shoot down
golf cart. The map icon for the the opportunity to create levels surrounding threats, but these are
prison is a bar of soap. from scratch, the stages here are shallow and don't add much.
The weaponry system has more coherent, although still not The graphics have improved a
also been totally overhauled. In entirely linear. There are usually bit. The first level begins with Rad
addition to your standard gun, upper and lower routes through landing on the docks of the island,
there are half a dozen secondary the stages, and since there's a ton with an explosion that rocks the
weapons. Some are familiar, like of hidden stuff, you're encouraged night sky in the background. The
the shotgun, but others are a bit to explore them thoroughly. Some town is filled with neon lights for
more unusual. The Goliath areas are also blocked off on the locales like Club Explod and The
Launcher is a short range initial playthrough, and require Life Bar. It uses its tropical locale
explosive weapon where the revisiting once you've found some to great effect, as you explore
projectile will return like a equipment from a later stage. lush jungles and temple ruins. It's
boomerang. The WASP Bazooka Alas, some of the more an attractive game, although it
lets you lock onto a target, and unique aspects of the original runs at a lower frame rate than
shoots several homing missiles. game have been removed. The the original, and there’s not PC
The Napalm Launcher launches neutral zones are nowhere to be port. If you set your console to
bombs at an arc, while the Yoro seen. The overhead Commando- 480p, it will run smoother.
Viper sends a jolt of electricity esque battles are gone. There is The music is once again
along the floor. The usage of each no more pre-level equipment composed by Simon Viklund, and
of these weapons is limited, but screen, because you can just while there are a number of
ammo pickups are generous. There change weapons at any time. The remixes, there's also a substantial
are also two secondary types of communication rooms are also amount of new material. The
equipment. Passive upgrades entirely absent. The map screen is music has the distinct sound of
include useful abilities like still around, but there’s only one the SID chip mixed in with more
regenerating health, or treasure linear path. There is still modern electronic instrumentation.
radars. Active upgrades provide cooperative play, but it's missing The first level theme is almost as
additional weaponry that are also the splitscreen, it's still confined good as the original's, and the
limited in usage, but replenish over to local play only, and the other remixes in the staff credits are
time. These include grenades, like multiplayer modes are gone. There high-quality.
in the first game, as well as are no longer bosses at the end of Bionic Commando Rearmed 2
powerful uppercuts, and an electro each level, but are rather makes terrible first impressions.
claw to shock enemies. dispersed over the map. There are The change to the control system
In general the game is far, far only about five, with a couple of are annoying, the game is stripped
easier. For example, the enemy AI them being recycled. The coolest of numerous features, and it
is very poor compared to its one is probably the fight against a comes on the heels of an
predecessor. Each level has an gigantic robotic gorilla. Sadly, unpopular entry. There's a lot
extra life, which permanently Sabio isn't nearly as amusing as, working against it, and even in its
raises the amount of lives in well, Hitler, and there's no parallel best moments, it's never quite as
reserve when you start the stage. to the gory exploding head. good as the original Rearmed. Still,
The penalty for death is incredibly While it makes sense to clean the core mechanics are brilliant,
light, as you resurrect very close up some of the vestigial remains and some of the changes to the
to where you were killed. Also, as of the original design, the biggest level structure are for the better.
35
Trivia
game certainly helps it make a lot
Strider Manga more sense.
However there are still some
The Strider manga was serialized
pretty substantial differences.
in six parts throughout 1988 in
Sheena is killed fairly early on by a
the magazine Comic Computique.
mind-controlled Kain, where she
These were collected into a single
doesn’t bite the dust until later on
tankouban volume. There was also
in the game. The globe trotting
a prelude “gaiden” chapter
aspect is not present, and many
published separately, which is not
side plots are only in the video
included in the tankouban. The
game. The Blue Dragon space
series was written and drawn by
station is also only found in the
Tatsumi Wada.
NES game.
The story ties in heavily with
While the manga was never
the NES Strider, as it uses the
officially localized, a partial English
same characters and plotline. The
fan translation, pictured here, can
first chapter details how Kain was
be downloaded from the long
kidnapped by the Kafazu forces,
running Strider fan site The Light
and how ex-Strider Hiryu was
Sword Cypher Mainframe.
talked out of retirement in
Mongolia to find him. Upon
rescuing Kain, they learn of the
mind controlling Zain Project, and
set off to destroy it.
The manga features other
characters from the game,
including female Strider Sheena,
Strider vice director Matic, and
Syndicate leader Faceas Clay. The
character profiles in the video
game intro are taken directly from
stills in the manga. Certain lines
from the video game, like Strider’s
background with his sister, are
also slightly fleshed out. Reading
the manga in tandem with the
36
Trivia
37
Umihara Kawase
38
Umihara Kawase
by gigantic vegetables and school Many levels in the game produced out of thin air by a
supplies as you look for doors and feature branching paths, allowing small, unknown studio named
dodge flying fish, oversized eels, you to follow an entirely different TNN, and published by NHK, a
walking salmon, and who knows set of levels. Certain fields are Japanese television station of all
what else. It's the very essence of accessible only through hard-to- things. In the end, the game never
"Cute on LSD". There's no real reach secret doors. This, coupled sold that well. The studio itself
story or much of anything, not with a never-ending learning curve quickly dried up after coughing out
even an ending. You just walk to the physics, gives Umihara a boring soccer simulator. That's
through some door that looks like Kawase tremendous replay value. where the tale of Umihara Kawase
any other level exit, and then the Umihara Kawase is something should have ended, too, if it
credits roll. of a fluke in the industry. It was weren't for its cult popularity.
39
Umihara Kawase Shun
40
Umihara Kawase Shun
gleefully pushing sales in the most as a reward for unlocking certain changed. When the game was
ridiculous voice imaginable. It's paths and completing certain released, fans of the PlayStation
jarring to say the least. levels. This version can be found game posted videos of all of the
Fortunately, there are some on the Game Archives section of wonky ways the wire worked,
cool new features to offset any the Japanese PSN, for play on the giving it a bad reputation
bad feelings. You can replay any PS3, PSP, and Vita. There was immediately. The game flopped.
field you've finished using Practice also a Japanese magazine, TECH Thankfully, Kiyoshi Sakai
Mode. You can also record and PlayStation Extra, which featured stepped back in to produce
replay your efforts with a memory three new fields on an enclosed Umihara Kawase Shun ~second
card. The boss fights are also bonus disc. edition~ Kanzenban for the
much more interesting, like a giant After eight long years, a Nintendo DS. It includes ports of
bucket with legs or a floating studio by the name of Rocket both Umihara Kawase Shun and
pufferfish. remade the game for the PSP and the original SFC Umihara Kawase.
A few years later, Jack Pot published it through Marvelous For Shun, the visuals are a little
released Umihara Kawase Shun: Entertainment. Made without blocky due to the lower resolution,
Second Edition. It was the start of involvement of any of the original but the stages have been slightly
the Maruan series, a collaboration staff, this port is, frankly, terrible. reworked to fit in the small screen
between studios for a series of The view is in true widescreen, space. The physics are reproduced
indie Japanese games. It adds better than the stretched visuals perfectly, and there are even a
three new levels, fixes a few that usually appear on the PSP. few extra levels. For the original
glitches, and deletes the voice There aren't any new levels or game, it's identical, other than
work. The biggest difference, obstacles at all, though. That's not losing a tiny bit of vertical screen
fortunately, is the removal of so bad by itself, but it doesn't help space due to the lower resolution
Mitchell's commercials, and that the game is so full of bugs (224 on the SNES vs. 192 on the
replaces them with some much that it's nearly unplayable. It DS). It doesn't feature a map
preferred artwork. The influence of seems okay from the outset, but screen, though, instead featuring
Toshinobu Kondo is felt far more upon playing it for any semblance various art on the bottom screen.
in Second Edition; the player of time, it's very noticeably that It's easily the ultimate Umihara
receives full pictures of Umihara the the physics have been Kawase package.
Screenshot Comparisons
41
Sayonara Umihara Kawase
After another few years, and a Umihara (AKA Yumi in the North
positive response to the DS re- American release) is the main
release of the previous two games, character of the previous games,
a proper third title in the series was and has no special abilities. There
released for the Nintendo 3DS. is also a childhood version of the
Sayonara Umihara Kawase (or main character, who can restart
"Farewell Umihara Kawase", if you each stage from a checkpoint, but
will) was developed by Agatsuma only once per try. Emiko is a
Sayonara Umihawa Kawase
Entertainment, though series childhood friend of Umihara's, and
creator Kiyoshi Sakai was still has the same checkpoint ability as
AKA: Yumi’s Odd Oddysey (NA 3DS)
heavily involved in its design. It childhood Umihara. Noko
Original Release: 2013
retains much of the core Yokoyama is a future descendant
Platforms: 3DS, VITA
platforming mechanics of the of Umihara's, who is a time
previous games, but updates the travelling police officer. She has the
overall design of to something a ability to move in slow motion.
little more modern. Levels still consist of pretty
The biggest change is that much the same basic elements as
limited lives are no longer a factor the previous games, but it feels like
in the main scenario. Instead, a lot more thought and care was
progressing through the game put into level design this time
simply unlocks new levels on a around. Enemies no longer spawn
map grid. Multiple exits are still freely (outside of some specific
present in certain stages, meaning stage gimmicks) and their
that pathways from one end of the placement is generally fair and
map to the other are sometimes a logical. Much like Shun, much of
bit knotted and hard to follow. The the challenge here involves figuring
different paths eventually lead to out how to navigate some truly
one of five endings, each of which vicious platforming. There's no
closes out with a boss fight. shortage of spikes and icy surfaces
Hidden backpacks can still be to be found, as well as the newly
found along the way, though these added trampolines, which have
are treated merely as collectibles. their own springy physics and are
Once at least one ending has been often placed at odd angles. You
reached (the path from stage 0 to can press the left shoulder button
stage 9 is pretty quick and easy), to temporarily freeze time in order
you unlock Survival Challenge, to get a read on your situation, as
which starts the player off in stage well as bring up a diagram showing
0 with three lives, as in the which direction you're currently
previous games. pressing on the d-pad. If you're
Another noteworthy change is playing as Noko, this ability is
that there are more playable replaced with temporary slow-mo,
characters this time around. which is far more useful.
42
Sayonara Umihara Kawase
The bosses will surely look pretty well, but Umihara and the easier to pronounce in English, and
familiar to series veterans, like the other human characters end up while there's no mention of her
first fight against a giant tadpole, looking pretty strange. Being original name, the game's text
but they've been reworked to feel polygonal just seems to emphasize doesn't try to cover up references
a lot more like an actual boss their odd proportions, particularly to previous games in the series.
fight, so you need to figure out a the large hands and pencil-thin The only other change that's
way to get them to injure arms and legs. immediately apparent is that the
themselves while avoiding them. Backgrounds and graphics in North American leaderboards are
Unfortunately, they're kind of the general are underwhelming, and separated from the Japanese
weak link in the chain, as the the camera has this strange way ones. The European version is the
limits placed on your abilities of shifting around very slightly as same, but keeps the original title.
means you still end up fighting by you move around. It's likely A Vita port was also released
somewhat indirect means. intended to emphasize the 3D in 2015. This version was
One last notable improvement effect, though it just ends up published directly by Agatsuma
is how good a job this game does being distracting. The framerate is worldwide, and keeps its original
at tracking stats. A profile screen also capped at 30 FPS in the 3DS moniker, though it’s known as
keeps track of how many stages version, and the game feels Sayonara Umihara Kawase+. It
you've cleared, how many exits slightly slower and more sluggish looks nicer, as it’s displayed at a
you've reached, and how many than its purely 2D predecessors. higher resolution and runs at 60
backpacks you've found. Each The music as as cheesy as ever, FPS. It includes several new levels
individual stage keeps track of though many of the tracks seems and rebalanced enemy placement,
how many times you've to revolve around similar motifs, as well as a port of the original
succeeded and died in that stage so the soundtrack as a whole feels Super Famicom game, complete
(which can lead to some pretty a little more cohesive. The lack of with a practice mode, making it
embarrassing ratios, especially for a map on the bottom screen, like the first time that the original title
new players just learning the in the DS game, is also a bummer. was released outside of Japan.
ropes), as well as your best time About a half-year after its
for each exit on that stage. Best release in Japan, Sayonara
times are also uploaded onto a Umihara Kawase became the first
leaderboard, and since playing as game in the series to officially
alternate characters can make cross the pond, when Natsume
clearing certain stages easier, released the game as a download
there's an option in the settings to only title in North America. It was
filter out times wherein those released as Yumi's Odd Odyssey,
characters were used. a name they'd planned to use for
Gone, sadly, is the hand- the PSP port of Shun before the
drawn sprite art, replaced with 3D stateside release of that game fell
character models. The enemies though. Umihara's name was
manage to survive the transition changed to Yumi, which is at least
43
Fausseté Amour
44
Fausseté Amour
straightforward fire attack, a these mechanics for anything haphazardly, and are difficult to
homing lightning attack, and a interesting. In the first few stages, dodge effectively. You get sent
useless air based attack that you can swing up to higher ground back to a checkpoint when you
shoots straight upward. Due to and explore different parts of the respawn, meaning you'll need to
the lack of buttons on the Turbo stages, but there aren't any meander slowly through the same
controller (and that fact that obstacles or challenges that areas over and over.
pressing Up and Attack, a require mastering it. The only level The graphics aren't
standard to use special weapons that pressures you to swing with particularly impressive, and the
in NES games, actually causes skill is the fifth stage, where you music is mostly forgettable,
Kolk to attack upward), you need need to climb a vertical tower except for one theme that sounds
to jump and then pretty Down and that's slowly flooding with lava. a lot like Michael Jackson's
Attack to cast your magic. You The rest of the stage designs “Thriller". The title screen opens
can use this magic as often as you are boring, consisting of with screeching guitars that may
want, but trying to hit anything haphazardly placed platforms and imply a rocking Lords of Thunder
with the air or fire attacks can enemies. There are way too many style affair, but it goes nowhere.
prove to be an exercise in futility. instances where you need to make At least the cutscenes look
On the other hand, the lightning is blind jumps and end up either nice. They're almost all poorly
so overpowered that very few falling into a pit or slamming into animated, with each usually
enemies pose much of a threat. an enemy. There are seven stages consisting of only two screens,
By pressing Jump twice, Kolk altogether, ranging from a forest but the artwork is attractive, with
will extend her weapon diagonally, stage, to a cave stage, to an ice each of the female casts members
which will grapple onto a nearby stage, to a fire stage, and so on. sporting the wildly colored locks
horizontal surface, leaving her The action itself is too slow that seem to be representative of
swinging Indiana Jones-style. to be very interesting. Not all PC Engine-style character designs.
Unfortunately, the mechanics here games need to be fast paced to be They're more interesting than the
aren’t nearly as refined as Bionic exciting – see, again, Castlevania Valis crew, even though they lack
Commando. Double tapping the – but the Belmont clan traipsed that nebulous 80s charm. The
Jump button to grab onto things through its quest with a sense of designs were done by Ryuichi
isn't exactly intuitive, and you urgency, whereas Kolk just Makino, who later did character
can't extend or retract your saunters slowly, gently disposing designs for Battle Athletes (the
weapon all – you just sit there, of any bad guys that may wander video game) and Girls Bravo (the
swinging slowly. The only reliable into her path. ecchi themed anime).
way to climb up is by pressing the Fausseté Amour is one of There are several expensive
Attack button, which will cause those games that doesn't really PC Engine titles of varying quality,
Kolk to somersault into the sky. seem difficult, but somehow ends ranging from “awesome” (Dracula
This is pretty fun, especially since up proving frustrating. The fact X) to “decent but overpriced”
she’s invulnerable during this that you can only take two hits (Sapphire, Kaze Kiri). Fausseté
period and can buzzsaw straight contributes to this, but it has more Amour doesn't even approach that
into enemies. to do with sloppy design. Many of level, and seems content to be a
The most frustrating issue is the bosses attack with tiny thoroughly mediocre action game
that the level design rarely uses projectiles that scatter and little more.
45
ChainDive
Until the 2009 reboot of Bionic is good for taking a stand against
Commando, Capcom's acrobatic large numbers of enemies.
wire swinging series lay solely in In most stages, these orbs are
the realm of 2D. For those that scattered around liberally, making it
wanted something similar, the easy to fling yourself around the
closest anyone could get was the stage. However, it's not always
vaguely obscure PlayStation 2 title consistent, and it's truly annoying
ChainDive. Released only in Japan when you try to send yourself in
in 2003, it gained a small word-of- some direction and expect to latch
mouth following due to its inclusion onto something, only to flounder
ChainDive
on a demo disc for the Official helplessly and fall to the ground.
Original Release: 2003
PlayStation Magazine (issue 79), You are equipped with a
Platforms: PS2
but despite being published by sword, although this does not
Sony, was not chosen for directly harm enemies. Instead, it
localization. freezes them, which then turns
The hero is a warrior named them into grappling points you can
Shark, who wields a sword called latch onto. You can then swing
Unbreakable, and carries a around and pummel them until they
grappling hook called the plasma shatter. Destroying multiple
chain. He must defend the planet enemies in quick succession will
of Elm from invaders, protecting build up a combo – high combos
their many princesses. will restore a portion of your life
Despite being a 3D game, all meter based on your performance.
of the action takes place along a This is especially important to note,
2D axis. The plasma chain works a because the game moves so
little different than other games, quickly, it can often be difficult to
though. All throughout the stages tell when something is going to
are little green orbs that act as damage you. Thankfully, you have
grappling points. As long as you're a long life bar, and it's usually
vaguely in the vicinity of one of possible to fully regain your health
those orbs, the hook will if you're adept at chaining kills.
automatically shoot towards it as Each of the game's levels have
long as you're pressing the button, different goals. Sometimes you
even if it's not visible on screen. simply have to make it to the end;
The physics also work a little other times you need to hunt down
differently than other games with and destroy a certain number of
grappling hooks. Since your plasma items. Some areas are developed
chain acts like a slingshot, it's on a circular track, making them
important to keep up the easy to explore without having to
momentum and travel quickly. You double back. Some levels consist of
can also hang on the orbs and twirl boss battles, or in one case, a race
around in 360 degree circles, which against a boss. The variety helps
46
ChainDive
things from getting too stale, but sense of dizzying excitement in ChainDive isn’t particularly
certain types of missions are more watching this, let alone playing it long, and while some missions
aggravating than others, especially – few others can provoke a similar may frustrate while you figure out
the ones where you need to sensation, outside of the Zone of the trick to beating them, it really
protect friendly aircraft for a the Enders series and maybe the isn’t all that difficult either, and
certain of amount of time. Given two PS2 Shinobi games. can be completed within a few
the perspective and lack of a map, Yet, at times it can look hours. There are time trials and
it's hard to tell where enemies are attractive. There's a lot of visual combo trials unlockable after
attacking and where you need to variety to the game, ranging from completing the game, giving it
go, which is especially frustrating post-apocalyptic cities, to alien some replay value. This way you
when you're on a time limit. landscapes, to mountain ranges to can also skip around and
In screenshots, ChainDive is ancient, floating, Roman-esque concentrate on replaying the
not pretty, but visuals are kept ruins. Easily the most impressive better or more impressive levels,
intentionally sparse in order to stage is where you're riding on top without having to worry about the
keep the game running at a 60 of an airplane as you protect it annoying ones.
FPS. There are typically numerous from smaller creatures. The chaos The inconsistency in its stage
tiny enemies on screen at the regularly sends it tilting back and design is really the only major
same time, and the game usually forth, as you scramble for issue about ChainDive though, and
keeps up the pace in spite of being something to hold on to. The boss the simple joy of spinning around
inundated. It's one of those games battles are equally as impressive wildly and smashing stuff is
that looks far, far better in motion, due to their sheer size and scale. gratifying enough that it's never
as you fling through the sky, spin The design of the setpieces most truly a problem.
around grapple points, and smash definitely overshadows any The development team,
up enemies, in some sort of mid- technical deficiencies the game Alvion, went on to develop
air ballet of destruction. There's a might otherwise have. Malicious for the PlayStation 3
and Vita, which is also worth
checking out. They also aided
Platinum Games with other fast-
paced action titles, like the
Bayonetta series and Metal Gear
Rising: Revengeance. The
soundtrack was composed by Yuji
Takenouchi, who hails from the
old school Konami sound team,
having worked on Metal Gear 2.
47
Ninja FiveO
48
Ninja FiveO
Enemies are rarely placed jumping over spiked platforms, If Ninja Five-O had come out
where they’re easy to kill, as they and sliding past flamethrowers. during the 16-bit era, it
like to hide behind crates or attack The bosses are all specialized with undoubtedly would've won Game
from an unreachable platform. slightly ridiculous magic – the toad of the Year awards all over the
Flying through the air, leaping up boss is especially silly – and place. Unfortunately, in the casual
behind these goons, and silencing require quite a bit of strategy and portable gaming marketplace,
them with a spinning sword flip – tenacity to defeat. where Nickelodeon games will sell
these are the joys of Ninja Five-O. Joe can usually only take a better than most titles of quality,
Visually, for the most part, few hits before giving up the ninja Ninja Five-O remains one of the
there are better looking Game Boy ghost, and there aren't any most overlooked titles in the GBA
Advance games, although the midlevel checkpoints, so be sure library. Due to its rarity, obtaining
animation is very well done. to practice for a bit first. Still, it a copy of either the American or
Further, while there are only a few never reaches the upper levels of European version can prove to be
songs in the entire game, the main frustration of, say, Ninja Gaiden, expensive.
theme that plays in the first few so you don't need to worry for the
levels is quite catchy. safety of your Game Boy or
Like any decent action game, controller.
there's a fair level of challenge Technically these are the
beyond the first stage. As you same age-old conventions we've
progress through the levels, you'll seen thousands of times before.
need to not only find the best way However, rarely are they executed
to approach enemies without so well. Although the 15 levels
getting slashed, roasted, or make for a fair amount of playing
otherwise slaughtered, but also time, all one can think about after
complete a large variety of timing- finishing them is how great it
based challenges, including leaping would be for more games to be
off walls, crawling through ducts, like this one.
49
Ganbare Natsukisan
50
Hook Worlds
51
Osman
52
Osman
climb walls with the greatest of attack button is pressed, and they three is Cannons, who just
ease. Holding down while pressing remain in that location for teleports around the arena while
the jump button causes him to approximately three seconds, his gigantic helper mech in the
slide, just like Hiryu. Osman's before returning to Osman. background sends various body
jump does one thing better than Additional red capsules will grant a parts flying to smash the hero.
Strider, as he can control himself second shadow duplicate, and The difficulty can be really
in mid-air, whereas Hiryu suffers then increase your strength. rough at times, but that's
from jumping inertia, where he Unfortunately, despite all essentially nullified by the ability
cannot fly backwards once he these power boosts, the difficulty to resurrect right in the same spot
jumps forth. can be punishing at times, even after dying, not unlike Strider 2.
Osman isn't a total rip-off, as when not dealing with the bosses. As a matter of fact, this game
he doesn’t carry any weapons. Sometimes the amount of regular suffers from the same difficulty
Instead, he has toned his body to enemies can be overwhelming, balance issues as the official
be a weapon in itself. He mainly which especially becomes Strider sequel, where the
uses wind-fast kicks (and mixes a apparent in the forest level, where challenge doesn't matter much to
few punches in now and then) to jetpack guards swoop about those who just want to finish the
crush his opposition, and can erratically while letting loose with game, while those who want to
cause robots to explode with his their machine guns. What's worse beat it on one continue will find it
bare legs alone. There's even a is that Osman loses a power level very hard.
slam attack that he can perform each time he is hit. There are actually a few
on some enemies by pressing the The most incredible parts of points in the game that require
jump button again while he's Osman are the bosses – there's you to go back to a certain point
already in midair. Gamran, a huge robot armed with after dying, and the last level
When all else fails, there's a a buzzsaw and flamethrowers. actually disallows continuing on
special attack performed by Speaking of flame, there's Herio, a the spot, but Osman's extremely
tapping forward twice and man made entirely out of fire who strong special attack is the one
pressing the attack button floats about while dumping thing that ruins the challenge of
(Cannon Dancer has a third button flames, and has green hands the boss battles. Just one can slap
devoted to the special). He creates floating about looking to grab off 80% of a big baddie's life, and
multiple clones to obliterate Osman. Osman gets three of them per life.
everything on screen a la Joe The next three bosses are He almost becomes dependent on
Musashi from the original Shinobi. fought in random order over the them to get through the final level,
Osman can take a maximum third, fourth, and fifth stages. which makes the last battles seem
of four hits before losing a life, There's Tianon, the bombshell anticlimactic.
and he receives three special who can kick as fiercely as Osman The broken challenge curve
attacks per life. There are power- and throw him about, not to shouldn't put anyone off, though.
up containers (gray capsules with mention the ability to create Osman definitely deserves more
a P on them) that contain either a explosions. The ridiculously-named recognition than it has ever
red, green, yellow, or blue power- Willf looks a bit like Zamza from received, which isn't much,
up. Most of these will restore hit Streets of Rage 2 and utilizes his considering that the arcade
points, but red ones will change sharp claws to shred Osman, and machine is incredibly rare, and
the color of Osman’s pants and if that fails, he can always toss unfortunately no home ports have
create a shadow duplicate. These the floating platform he rides on. ever been released, leaving this a
doubles stay in place when the The most dishonorable of the MAME-only title.
53
Run Saber
A little known platformer for the falling gears and conveyor belts
Super Nintendo known as Run await, as well as a rematch with
Saber went under the radar when it Kurtz. Finally, the player stumbles
was released. It was developed by upon the mysterious hideout of
Horisoft and published by Atlus. Bruford, which is a very typical
Run Saber plays a lot like the Giger-esque final stage that
Strider games, which probably wouldn't look too out of place in a
explains why it's such a fine game. Contra game.
In Run Saber, crazy scientist The graphics are reasonably
Gordon Bruford mutates himself good for a Super Nintendo game
with a big load of radiation and released around the middle of its
creates an army of mutant minions. lifespan. The use of colors in this
Run Saber
Other scientists team up for the game are a bit dull at times, but
Original Release: 1993
Run Saber project in order to create that compliments the atmosphere,
Platforms: SNES super soldiers to foil Bruford's plan which is that of a bleak, post-
for world domination. One of the apocalyptic, industrialized Earth.
Sabers, Kurtz, becomes defective A fine example of Mode 7 is
and runs off in a state of homicidal displayed in the first boss fight,
insanity. The remaining Sabers, which takes place on a stealth jet
Allen and Sheena, are sent into the that has baddies popping out of it.
fray to stop Kurtz and Bruford. In the middle of the battle, it flies
The flow and control of the upside down, forcing the heroes to
gameplay is very similar to the first hold on for dear life. After
Strider game. As a matter of fact, destroying the last beast on the jet,
not unlike Hiryu's arcade debut, it twists around in the background
Run Saber pits the player against before exploding. Sadly, Mode 7 is
five stages of action. They're all a only displayed here, on the third
bit longer than the average Strider stage boss, and the map sequences
stage, and the game does not end in between stages. The graphics
as quickly. The first level is fought overall could have been better, but
at the Taj Base, a military they're good enough for the SNES.
stronghold overrun by Bruford's The sound isn't too shabby,
mutants. Tong City is next on the either, even though like the
map, a futuristic-type Chinatown graphics, it's nothing special. The
area that sets the stage for the first first level music sets the tone for
battle against Kurtz. Taking a break the rest of the game with a fast-
from the industrial overtones of the paced beat that gears up for butt
game, stage three is set in Jod kicking. Another great tune plays in
Valley, where the wrath of nature Jod Valley, which is a primal
(and the occasional giant missile) rhythm that suits the jungle
ravages the heroes. After that is atmosphere given by the stage
the oddly-titled Grey Fac, where design. The sound effects are
54
Run Saber
pretty good too, with typical Bruford's army with both Allen thingy. Allen's right there on the
slashes and explosions, as well as and Sheena at the same time. The box art doing battle with the
the yells and growls from enemies. game's challenge remains more or bionic bird. Some bosses are more
The gameplay is a dead ringer less the same, nor matter if it's challenging than others, but there
for the arcade Strider, but it one player or two. Run Saber is are many innovative designs
improves on the original in several not overly difficult, either way. among the rogues gallery. Sadly,
areas. For starters, there's the There are a few moments of the powerful special attacks can
choice to play as either Allen (who frustration (such as the make things a bit too easy at
has the horizontally-slashing aforementioned falling gears in times, and the final battle against
Thunder Saber), or Sheena (who Grey Fac) and continues are Bruford, as awesome as he looks,
has the vertically-slicing Ice limited, but on normal difficulty is a bit disappointing.
Saber). They both walk at a settings, it's never overwhelming. Despite the shortcomings in
decent pace and can run by While they start out only able to the challenge department, Run
tapping the control pad twice take three hits, the Sabers can Saber is nonetheless a solid action
quickly. They slash with their extend their life bar by two points title. It certainly makes a better
sabers as fast as the attack button (up to a maximum of eight) with Strider game than Strider Returns.
is tapped, and they can jump fairly blue medkits, and restore one unit When Run Saber was
high. They can even climb on of life with white ones. Blue saber originally revealed, it showed one
walls and ceilings, and by pressing powerups increase the range and of the bosses as a large reclining
a separate button, can slide along power of their weapons, pink woman. She was changed into a
the ground. spheres give them an additional zombie monster in the final
Allen and Sheena have a few special attack, and icons of their release, purportedly at the request
abilities that the Strider does not heads give them a bonus life. of Nintendo of America. The game
possess, such as a rolling jump The level designs are good; was, oddly enough, not released in
that surrounds them with energy full of enemies, traps, tricks, Japan, so there is no uncensored
in order to take out aerial enemies, twists, and turns. Above all else, version available. There is a ROM
a diving kick which allows them to the bosses of Run Saber are the available marked “Beta”, but does
bounce off the heads of dominant feature of the game – not contain the original boss.
antagonists, and a separate button every stage has at least three of
can destroy everything on-screen them. One starts out as a mere
with a special attack. Allen sends hawk, which is a pest to get rid of
out a menacing green dragon to but can be easily taken out.
rove the screen and consume all However, after defeating the bird,
enemies, and Sheena sends out a its severed head remains on
blizzard of painful ice crystals. screen, as a robotic body snatches
Since there's two Sabers for it and flies away. Later, the
play, that also means two-player hawk's head returns, grafted onto
simultaneous action! Any Contra the robotic body, and now the
fan should give Run Saber a try for heroes have to deal with a kung-fu
the ability to tear through fighting robot-hawk-bird-cyborg
Screenshot Comparisons
Release Beta
55
Moon Diver
The Strider franchise has gone The heroes run and act the same
through long periods of dormancy. way, with the ability to scale walls
There were 10 years between the and climb on ceilings. The quick
original arcade game and the 1999 sword slashes feel a lot like
Strider 2 arcade game, and 15 Strider 2 as well. The first few
between that and the 2014 Strider minutes of the game feel very
from Double Helix. In the period satisfying.
between the second and third However, there are a handful
Moon Diver games, Square-Enix released Moon of oddities that seem jarring. Even
Original Release: 2011 Diver, a digital download for the though the visuals are rather drab,
Platforms: PS3, 360 PlayStation 3 and Xbox 360. It's a the game only runs at 30 FPS, so
multiplayer take on Strider, directed it's missing the sense of speed that
by Kouichi Yotsui, the man behind typifies the Strider games. For
the original arcade game. It was some reason, despite being a 2.5D
developed by the now-defunct game, you can only move your
feelplus, who also worked on the character with the analog stick, as
RPG Lost Odyssey, the large scale the digital pad is used for selecting
action game Ninety Nine Nights II, special attacks. Standard abilities
and the subpar Mindjack. The like ducking and sliding are mapped
working title of this game was to the shoulder triggers, instead of
Necromachina. pressing Down, which will instead
The story is basically drop you below the floor.
incomprehensible, at least as it's The cracks begin to show the
presented in-game. In the 22nd more you play. The levels are huge,
century, a young boy named Faust but they're also pretty boring,
has ravaged the earth with completely lacking the pacing
animated machines, and will not found in Strider titles (though there
stop until humanity is destroyed. are a few direct nods to the arcade
Four trained soldiers, named as Strider, like a series of lasers that
Moondivers, assemble to put an shoot in the exact pattern as the
end to his madness. Seyfert is a turrets near the end of the first
Swedish high school student; Hitori stage, right before you fight the
is a Japanese girl with fairy blood; first boss). The mid-bosses, when
Tolby is a young boy from Naples; they appear, are reused several
and Ourion, a young man from times throughout the game. There
Mozambique. (Some downloadable are tons of enemies that spawn
content enables a fifth character, regularly, usually a dozen at time or
Silence, who is initially an enemy.) more. You can run past most of
Each are color coded for your them, except for the cases when
convenience. you're trapped between barriers
When you first start, the game and need to kill all of the enemies
certainly feels like a classic Strider. before you can proceed.
56
Moon Diver
Outside of these cases, the Hidden throughout each high level of damage that they can
only other reason to kill enemies is levels are orbs that grant skills kill you almost immediately. You
to get experience points. When called MoonSault Combinations. only have a single life and there
you earn enough, you gain a level, You can equip four at once and are no checkpoints, so getting
which then allows you to enhance can switch between them on the killed means being sent back to
your attack strength, health, or fly, and they include a variety of the beginning to restart the
special power gauge. While some attack and defensive capabilities. tedious slog.
enemies can be killed by a single Many levels have branching paths, In short, Moon Diver is
sword strike, many more of them and there's no backtracking once basically Strider with grinding and
require several hits before dying. you move to a new area, so you'll bad level design. Many of the
You have a charge attack, which need to play a level a couple times issues seem to stem from the fact
is roughly similar in size to in order to find everything. that the game assumes you'll be
Strider's sword in the original Even more aggravating is that playing in multiplayer, where the
arcade game. Taking down every certain enemies will detonate in a force of the multiple player
foe with a single sword slice is gigantic cross-shaped explosion. It characters can flat out overwhelm
satisfying, but you also get less will take out surrounding enemies, everything, even though it turns
experience when doing this, which is great, but it will also the screen into even more of a
thereby promoting the more damage your character, which chaotic mess, especially if one
tedious method of enemy disposal. isn't. It's not always possible to player lags behind the rest.
The leveling system is dodge, and it's consistently Moreover, other players can
supposed to reward you for annoying to have to worry about resurrect fallen characters, who
repeatedly playing the game, but leaping out of the way. also auto-resurrect after a short
due to the unbalanced damage Due to the vague animation period of time, giving them more
output, it implies that grinding is and cluttered screen, it's nearly of a fighting chance. Single player
mandatory. However, since the impossible to tell when an enemy mode is a waste of time, though,
enhancements are so incremental, is actually damaging you. Your especially since the online
it's hard to tell that they make a health meter is technically very community is gone so many years
difference anyway, at least in the small, but most regular enemies after its release. It does at least
short run. Obviously a level 90 aren't too powerful, and health support local co-op, but then you
character can stroll through areas restoratives are extremely need to grind up all of the
where a level 1 character won’t, common, anyway. However, many characters individually. Due to the
but it takes many, many hours to bosses and certain enemies, like time investment required, it’s not
get a character that strong. the laser cannons, cause such a remotely worth it.
57
Assassin
British development studio Team the easiest enemies take a few hits
17 made a name for themselves to kill with it, and the range is
developing Japanese-style games absolutely terrible. The stages are
for the Amiga. Their titles included expansive and rather boring. The
works like Project-X and Apidya visuals are typically dull, with the
(both inspired by shooters like exception of some of the bosses.
Gradius), as well as Body Blows, The main theme song, composed
which was a decent Street Fighter by Allister Brimble, is decent, but is
II clone. Assassin was their attempt only played on the title screen.
to create their own Strider. During the game, the audio is only
The main character seems comprised of sound effects.
based on the rendition of Strider In 1994, Team 17 released
Assassin
found on the European and Assassin: Special Edition. This
Original Release: 1992
American cover artwork, rather version has a redesigned hero with
Platforms: AMI
than his Japanese design – that is a bionic look, which also replaces
to say, with a blue suit with blond the lousy boomerang with a long
hair. He’s animated similarly, right range gun. This alone makes the
down to the way he jumps, and game much easier, and at least
can climb walls and grapple onto somewhat more playable. It also
ceilings. Beyond that, however, the removes the first level entirely.
similarities end. Even though Assassin was
For starters, the game is fast – well regarded by Amiga fans at the
almost too fast. The hero runs and time of its release, it's definitely a
builds up speed almost like Sonic poor counterpart to Capcom's
the Hedgehog, which means you'll arcade Strider. From a technical
constantly be running straight into standpoint, it is substantially better
enemies unless you trudge along at than Tiertex's Strider games – it
a deliberate pace. Instead of certainly looks nicer and runs better
wielding an equivalent to Strider's – even though the frustratingly
iconic sword, you have an high level of difficulty makes it
incredibly weak boomerang. Even even less playable.
58
Famicom Ports of Western Computer Games
Japanese Famicom Ports of Western Computer Games
The NES saw many ports of games that originated on Western home computers. Many were developed in
Japan, like Pony Canyon's Ultima III and IV and Kemco's Shadowgate, Deja Vu, and Uninvited. However,
there are a number of cases where Western computer games were ported to the Famicom, but then never
released back in their home territory on the NES. These are those games
English Title: Law of the West Japanese Title: Law of the West
Developed by Accolade, this Commodore 64 and Apple II game put you in the role of a Wild West-era sheriff,
featuring both dialogue trees and shooting gallery action. The game was ported to the Famicom (and PC88)
for the Japanese audience and published by Pony Canyon. It's very similar, though the Famicom version
features more shooting elements.
59
Famicom Ports of Western Computer Games
English Title: The Magic Candle Japanese Title: The Magic Candle
Most of the computer RPG Nintendo ports – Wizardry, Ultima III and IV, Might and Magic, The Bard's Tale,
Times of Lore – received English releases. Mindcraft's The Magic Candle was one of the few that stayed in
Japan. The original release was very similar to Ultima; meanwhile, the FC version is completely, 100%
different, and is instead a Dragon Quest clone. The only possible thing they share beyond the very basic
concept of a magic candle is a day/night cycle, though the FC version is missing the hard time limit.
60
Famicom Ports of Western Computer Games
English Title: Titanic: The Recovery Mission Japanese Title: Titanic Mystery: Ao no Senritsu
Originally developed by Oxford Digital Enterprises, this game casts you as the head of the Titanic Salvage
Company. Part of the game involves managing the company by talking with investors and giving interviews.
The other involves scavenging the sunken Titanic. In the C64 version, the whole game is viewed from a first
person perspective, and the scavenging is done by a robot. The main difference of the FDS version, published
by Gakken, is that the viewpoint is changed to third person, and you control a female diver in both segments.
English Title: Murder on the Mississippi Japanese Title: Mississippi Satsujin Jiken
The Famicom was inundated with murder mystery games thanks to the success of Yuji Hori's Portopia
Renzoku Satsujin Jiken. Most of these clones were home grown in Japan, but Jaleco licensed Activision's
Commodore 64 adventure game Murder on the Mississippi for the Famicom and MSX2. In the initial release,
the characters were clearly patterned after Sherlock Holmes and Dr. Watson, though were named Sir Charles
Foxworth and Regis. The Famicom version makes their relation more explicit by renaming Regis to Watson.
61
Famicom Ports of Western Computer Games
English Title: Spy vs. Spy: The Island Caper Japanese Title: Nangoku Shirei! Spy vs. Spy
Based on the Mad Magazine comic book strips, Spy vs. Spy is a competitive two player split screen game
where each player tries to outwit the other by setting traps around the level. Originally released on the
Commodore 64, it was ported to the Sega Master System and Nintendo Entertainment System, by Sega and
Kemco respectively. The sequel, which changes locales to a tropical island, was ported to the Famicom,
again by Kemco. It’s nicer looking than the C64 and Atari 8-bit versions, but less so than the Amiga version.
62
Famicom Ports of Western Computer Games
English Title: Monty on the Run Japanese Title: Monty no Doki Doki Daisassou
Gremlin Graphics’ Monty on the Run was changed to a completely different game by Jaleco for the FDS port.
Monty has been altered from a mole into a scruffy human in a jail uniform, and the setting has been changed
from a house to a series of temples. In the C64 game, you pick a number of items from "Monty's Freedom
Kit", some of which are required to beat the game. In the FDS game, this determines your weapon – in the
original game, you couldn't attack at all. Small things are similar, like the protagonist’s spinning jump. The
only surviving relation is the theme song on the title screen, which sounds awful.
63
80 Japanese PlayStation Games
64
80 Japanese PlayStation Games
65
80 Japanese PlayStation Games
Policenauts Baroque
An adventure game by Hideo Kojima, this follow-up to A first person action-RPG dungeon crawler where you
Snatcher borrows its heroes from Lethal Weapon, then explore the randomly generated levels of the freakish Nerve
sends them into a space station named Beyond Coast to Tower. The imagery is a combination of the post apocalyptic
investigate a huge conspiracy. Contains the extraordinary religious iconography of Shin Megami Tensei with the
amount of sci-fi world building that Kojima is known for, but nightmarish grittiness of Silent Hill. Clumsy, but the moody
the story lacks the emotional hooks that made Snatcher so industrial electronic soundtrack is top tier. A remake was
compelling. Sadly ignored by Konami, the English fan released on the Wii and PS2 which changes to a third person
translation is one of the best of its type. perspective, but the music is totally different (and worse).
66
80 Japanese PlayStation Games
Real Bout Garou Densetsu Special: Dominated Mind Genso Suikogaiden Vol. 1 & 2
A revised port of the Neo Geo 2D fighter Real Bout Fatal Two visual novel sidestories that expand the universe of the
Fury Special, this version removes the plane-switching Suikoden games. Released after Suikoden II, the hero is a
mechanics for tighter matches, and adds two extra swordsman named Nash, who later showed up in the third
characters: the pilot, Alfred and Clockwork Orange-inspired game. The stories also include other fan favorite characters
boss, White. There's also a new animated intro, and a 2nd like Sierra the vampire. Nice artwork and music, as typical of
bonus disc includes a wealth of supplementary material. the early games of the series, and thankfully a fan
Outside of the load times, this is the best of the classic Fatal translation is available for both games.
Fury series, until Mark of the Wolves was released.
67
80 Japanese PlayStation Games
68
80 Japanese PlayStation Games
LSD: Dream Emulator Cho Aniki: Kyuukyoku Muteki Ginga Saikyou Otoko
Directed by artist Osamu Sato, LSD is not really a game so This campy shoot-em-up series began on the PC Engine as a
much as an experience. From a first person perspective, you bizarre shooter featuring large, musclebound men, which
explore an assortment of surreal locales, based off a dream eventually became its focus. The most infamous entry is the
journal made by one of the staff members. You’re constantly 32-bit release, which features digitized images of tons of
being transported to different areas – the “goal” is to see as bald, goofy looking Japanese dudes, often melded onto
much as possible. Has a very slapdash, first year Computer mechanical creations. As a shooter it’s subpar, but worth
Science project feel to it, but that’s arguably the point. Very playing just to see what kind of bizarre creations the game
expensive. throws at you. A cult classic.
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80 Japanese PlayStation Games
70
80 Japanese PlayStation Games
71
80 Japanese PlayStation Games
72
80 Japanese PlayStation Games
73
Hardcore Gaming 101 Books
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This 772 page book includes Get ready to enter the world
reviews for over 250 games of Sega! This book includes
from the golden age of the extensive reviews of over 70
graphic adventure genre, classic Sega games,
running from 1984 to roughly originating from the 1980s
2000! and 90s arcade scene!
Coming Soon!
HG101 Digest Vol. 2: Taito Arcade Games, HG101 Presents: The Best Video Games of All Time, and HG101 Presents: Sega
Arcade Classics Vol. 2!
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