Monday, 29 January 2018

Game Review: Rod Land (Nintendo Game Boy)

Developed by Eurocom and published by The Sales Curve in 1993

In today's review, we'll be taking a look at Rod Land for the Nintendo Game Boy. I'd never really considered playing or reviewing titles for the system (largely because I didn't own one as a child), but it was playing this particular game that opened by eyes (and ears) as to what the system was capable of and inspired me to look at a few more games in it's library.

The game is based on the Rod Land arcade game, developed by Jaleco and released in 1990. My first experience of the title was on the Commodore Amiga (great conversion) and later the original arcade release (via MAME) - if you've ever played Bubble Bobble or Rainbow Islands, you'll be in familiar territory.



The story begins in the Fairy village where life is always peaceful, that is until a demon attacks and kidnaps the mother of Tam and Rit, a pair of young fairy children. With their mum now held captive atop a mysterious tower, it falls upon the pair to mount a rescue mission. Armed with magic rods and a pair of rainbow shoes gifted to them by the Village Elder, Tam and Rit must enter the tower and deal with whatever lurks inside.

For those who have never played the game before, the tower is broken up into individual screens containing a number of platforms, each interconnected by ladders. A variety of cutesy (yet lethal) enemies patrol the platforms, all designed to make a bee-line for your position. Hitting an enemy with your rod will trap them, with repeated taps of the attack button swinging them over your head and bopping them repeatedly on the ground; three whacks and the enemy expires, leaving behind a special weapon that can take out other enemies when collected. Enemies killed by these special weapons will leave behind a fruit token, earning the player extra points when collected.

The key to success, however, is ensuring that you always have an escape route figured out, just in case you get cornered by a pack of marauding starfish. It's at these times that you'll want to make use of your magic powers to summon a ladder that you can use to climb to a higher platform. Enemies will try to climb your ladders in order to give chase - players can use this to make groups of enemies easier to deal with by luring them to certain locations, but it's also possible to get trapped if you're not careful.

Grab those flowers!


Those players looking to secure a high score, not to mention giving them the greatest chance of success at actually beating the game, should turn their attention to the many flowers lining each of the platforms. Collecting flowers earns points, but grabbing all the blooms in a level will activate a bonus round, transforming any remaining baddies into weird, squidgy, jelly things that drop special letters when killed. Pick up each of the letters to form the word "EXTRA" and you'll be presented with an extra life (and more bonus points) by a very nice fairy-lady.

One of the most obvious differences between this and the arcade version is the screen layout. Each of the levels in the original coin-op were static screens, displaying the entire play-field. This simply would not have been possible, given the constraints imposed by both the physical size and resolution of the Game Boy's screen, so the developers have altered the dimensions of all the character sprites and art assets to make best use of what little screen space there is. Even with re-scaled artwork, trying to pack all of it into a single static screen would have resulted in a frustrating experience, so the team also made the play-field scroll both horizontally and vertically, allowing them to build levels to a size that don't box the player or trap them. It's a design decision that really does pay off and the end result is a game that not only manages to look great (which it does), but also capture the essence of the original arcade, delivering a fun experience on a handheld format.

Earning a 1-UP


Whether by design, or simply a by-product of the changes in scale, Rod Land on the Game Boy ends up being decidedly easier than the arcade. The majority of the levels are open enough that, combined with your ability to summon ladders out of thin air, it's possible to outpace and maintain a relatively safe distance from your enemies. This meant that I was able to focus more on collecting flowers for bonus points, as well as activating the bonus round, than having to kill off enemies simply to survive. In fact, the game felt almost a little too easy at times, but then it would teach me a lesson in humility as I'd blunder into an enemy I didn't see, or had mistimed a crucial rod attack, reminding me not to get complacent; it's here that I think the game manages to hit just the right balance between accessibility and fun, yet still providing a challenge.

The first boss stage


The other big surprise here was the game's audio and just how good it is. The music from the arcade version has been recreated faithfully here and the GB sound-chip gives it a distinctive sound and quality that I just wouldn't have expected from a hand-held gaming system. Even more impressive than the music, however, are the sound effects, mainly because they're near-identical to the arcade version - sure, there are some differences, but I really was impressed with the quality of the sound in this particular title.

I love the simplicity of Rod Land's game design and the Game Boy version is a great platform for the title. Eurocom did a great job in reworking the game to work on the Game Boy and is definitely a title I'd recommend if you're a fan of arcade-platform games - highly recommended!

Friday, 26 January 2018

Game Review: Strider (Arcade)

For today's review, I decided to take a look at Strider, an arcade game that, in spite of media hype (not to mention ports for most major computers and consoles), I had never actually gotten around to playing. Not one to shy away from broadening my gaming horizons, I thought I'd take some time to check it out and report back my thoughts.

A little reading beforehand revealed that Strider Hiryu began life as a collaborative endeavour between Capcom and Manga outfit, Moto Kikaku. The arcade game features Strider Hiryu as the main character, as well as borrowing elements from the original Manga storyline (although I'm led to believe there are plenty of discrepancies between the game world and comic fiction). The Striders are a group of shadowy mercenaries for higher, trained to super-human levels of agility and possessing exceptional skills in martial arts and armed combat.


Monday, 22 January 2018

Game Review: Alex Kidd in Shinobi World (Sega Master System)

Developed and published by Sega in 1990

The original Alex Kidd in Miracle World was a significant title for Sega in several respects. Not only did it demonstrate that their Master System hardware superior to that of the NES, but that Sega had the ability to create games with the same level of polish as Nintendo as well. The game came built into the ROM of the Master System and Master System II consoles, so it would be the first game that most children would experience from Sega's 8-bit machine; as we know, first impressions count for a great deal. With the success of the original game, it's no surprise that Sega developed a number of sequels and spin-offs, right up until his position was usurped by a certain blue hedgehog in 1991.


Sunday, 21 January 2018

Game Review: Retrograde (Commodore 64)

Developed by Apex Computer Products/Transmission Software and published by Thalamus in 1989

Headed by brothers John and Steve Rowlands, Apex Computer Productions was responsible for some of the best, most polished and greatest titles to grace the Commodore 64 computer. Although probably best known for their Creatures and Mayhem in Monsterland (scoring a controversial 100% in Commodore Format magazine), it's actually Retrograde that is my favourite of all their games, developed in conjunction with Rob Ellis.

The game was published in 1989 by Thalamus and was, for the time, a genuinely unique blend of horizontal shoot 'em up action, platforming, all wrapped up with an innovative progression system that allowed the player to progressively upgrade their equipment as they played; it was an experience quite unlike anything else I'd played at the time.


Thursday, 18 January 2018

Game Review: James Bond 007: The Duel (Sega Mega Drive/Genesis)

Developed by The Kremlin and published by Domark in 1993

Time to check out another Mega Drive title, this time a game based on Ian Flemming's vodka martini-swigging (shaken, not stirred) secret agent, James Bond. I can't be entirely sure, but I have a vague recollection that the game was included in a console bundle, possibly from Argos or one of the other catalogue-based retailers at the time.

Up until the release of this particular game, most 007 titles had been based on one of the movies, but James Bond 007: The Duel is an original IP with it's own story (such that it is). I wasn't able to dig up much on the game's plot, but the back of the box mentions that a crazy professor intends to bring about the end of the world with some kind of Doomsday missile and only 007 is up to the task of taking this lunatic down.


Monday, 15 January 2018

Game Review: RoboCop (Nintendo Game Boy)

Developed and published by Ocean Software in 1990

Up until the release of the Game Boy, portable video gaming consisted of those hand-held LCD games from Tiger Electronics and all manner of low-cost clones from the Far East. That changed overnight when Nintendo released the original Game Boy system in 1989, finally delivering a "proper" gaming experience on the move - I'm pretty sure the Game Boy became the solution to many a parent's problem on those long car journeys.

With total sales somewhere in the region of 64.2 million units, the Game Boy trounced the competition by some considerable margin. I never owned a Game Boy growing up, but, ever keen as I am to broadening my retrogaming horizons, I've been checking out some titles for Nintendo's first, true portable gaming system, and, I have to say, I haven't been disappointed so far.

Sunday, 14 January 2018

Game Review: Gods (Commodore Amiga)

Developed by The Bitmap Brothers and published by Renegade in 1991

"Into the Wonderful": those are the immortal words that can be heard during the introduction to one the best-known, not to mention fondly remembered Commodore Amiga games of all time. Developed by The Bitmap Brothers, this game is considered something of a classic amongst fans of the Amiga, but is this reputation deserved, or is it merely the folly of a deep-rooted nostalgia for one's own childhood?

The game follows the adventures of an unnamed protagonist as seeks the ultimate prize of immortality from the very gods themselves. His task is to venture to the Ancient City, where he must slay the guardians that reside there; only by accomplishing this task will he be granted eternal life.