Sunday, 26 December 2021

Operation Wolf (NES review)

Developer: Taito
Publisher: Taito
Released: 1989

Operation Wolf is an action game that uses either the NES controller or light-gun Zapper.

Terrorists have kidnapped American Embassy officials and you must locate the jungle stronghold to complete your rescue mission. You're armed with a machine gun and grenades, and bonus items can be shot to gain things such as additional ammo or dynamite that blows up all enemies on screen. Using the Zapper allows you to quickly move your sight in a similar fashion to a mouse, but the major downside is that enemy vehicles need several hits to destroy and the technology in the accessory cannot handle rapid fire; this results in you continuously pulling the trigger for single shots until repetitive strain injury sets in halfway through the first stage. There's also an accuracy issue, as shot locations are slightly off compared to other Zapper games. The controller is more comfortable as it allows for rapid fire, and I like how there's several options to dial-in the cursor's sensitivity; unfortunately, it suffers from the same accuracy problem, as the hit boxes often don't reflect where you're aiming. There's a nice mixture of enemy types to grab your attention though and you're constantly having to manage firing vs ammo conservation. However, enemies swarm in packs throughout every moment of every stage; not only is this very challenging, it also doesn't engage players as much as it could have due to the lack of calmer moments to build up the intensity. Your life doesn't refill after most completed levels, which is probably an attempt to disguise how short the entire game is at just six stages. The music and SFX are weak, but I like the cut-scenes and multiple endings based on how you perform.

Operation Wolf has short-term appeal if you're looking for a rather mindless shooter, but those hoping for something a bit more tactical or diverse are unlikely to find anything here that suits. The Zapper functionality is completely unusable too, and the inaccurate hit boxes of either control type leaves a sour taste.


Random trivia: The Japanese version allows you to choose which order to play the stages.

Friday, 24 December 2021

Gotcha! The Sport! (NES review)

Developer: Atlus
Publisher: LJN
Released: 1987

Gotcha! The Sport! is a capture the flag game that simultaneously uses both the NES controller and Zapper.

The controller is used to move left and right, while the Zapper fires paint pellets, and the objective is to capture your opponent's flag and return it to base. Ammo can be topped up by shooting boxes and an on-screen target alerts you when an enemy is about to fire in your direction. The action is enjoyable with a handy map indicator towards your flag target, smooth scrolling and precise Zapper hits that get things off to a great start. It features some intense gameplay due to the need to manage your ammo and it's always satisfying hitting smaller box sprites in the background for ten extra pellets. The ability to use the d-pad to manoeuvre out of the way of enemy fire is great too and it cleverly acts just like a strafe button. I also like the way the music changes to a more dramatic tone once your team's flag is captured, but then calms down once you shoot the enemy holder; what's also neat is how opponents can hide behind objects and buildings after obtaining your flag as it provides more challenge when attempting to reclaim it. However, the game's Achilles heel is its short length as there's only three environments that can be beaten in a total of five minutes. The scenic changes (Forest, City, Winter) do add some nice variety for visual stimulation, but it's simply not enough to keep you engaged for longer play sessions and the excellent core concept is severely hampered by the lack of content. What's also disappointing is that there's no two-player option, as the premise basically screams for it to be included, either as an on-screen cursor using controllers only, or via two Zappers as seen in Chiller (1990, NES).

Gotcha! The Sport! will entertain and agitate in equal measure, as its solid premise and gameplay is let-down by an egregious lack of stages that result in you repeating the same three levels ad nauseum. It's a real shame, as the developers clearly captured a fun idea, but failed to wrap the idea around long-lasting content.


Random trivia: The game was only released in North America.

Sunday, 12 December 2021

Puzzle Bobble VS (Nokia N-Gage review)

Developer: Taito
Publisher: Jack Of All Games, Nokia
Released: 2003

Puzzle Bobble VS is an Arcade colour-matching puzzle game that's also known as Bust-a-Move.

There's two modes (Story and VS) and the aim is to fire bubbles upward and group three or more of the same colour together in order to make them pop. Right from the start, it's clear that the transition to handheld has not been a good one, as the gameplay is sluggish and it takes an absolute age to move your cursor from side-to-side. Also, your cursor is so tiny that it's extremely difficult to gauge the exact direction it's facing, meaning you have to place the N-Gage closer to your face at times to get a better look! In my opinion, it would have been better to include a Solo mode where your playfield takes up the entire screen, rather than here where a portrait LCD is split in two for yourself and your opponent. Additionally, it's likely that you will strain your eyes trying to decipher which colour you currently possess, as (for example) greens, blacks and purples can all look alike due to the zoomed-out nature of the action. Story mode sounds like it could offer something fairly in-depth, but in actuality it only consists of six matches that can be beaten in around 20 minutes total. The cut-scenes displaying your opponent are excellent, but with no dialogue they lack personality and do nothing to advance the narrative. There are some voice clips, but the iconic: "Ready, GO!" phrase at the start of each round is only shown as text. VS mode is slightly more interesting, as you can play with a friend over Bluetooth; however, the same problems above persist. Overall, there's a distinct lack of presentational flair and instead you're greeted with several text-only menus when booting up the game and zero sound until the first battle commences.

Puzzle Bobble VS is technically incompetent and unless you're keenly focused on head-to-head battles with a friend there's really nothing here that will hold your interest for more than an hour. Do yourself a huge favour and stick to the far superior Bust-a-Move Pocket (1999, Neo Geo Pocket Color) version instead.


Random trivia: Taito Memories, a compilation of previous Taito games was in development for the N-Gage before ultimately being cancelled.

Friday, 10 December 2021

SonicN (Nokia N-Gage review)

Developer: Dimps
Publisher: Sega
Released: 2003

SonicN is a platformer that was previously released as Sonic Advance (2002, Game Boy Advance).

There's seven Zones and you must stop the evil Dr. Eggman from building an Empire by turning all the animals into robots. Four playable characters are available ranging from Sonic (can spin attack after jumping), Tails (can fly in the air), Knuckles (can glide and punch) and Amy Rose (attacks with a hammer). Compared to the smooth GBA version, the low frame-rate is immediately striking here and it leads to choppy scrolling and animation; it also affects your ability to assess jumps as perilous gaps suddenly emerge while the game engine struggles to keep up with the action. The camera offers you either a full-screen (portrait) mode, or a letterbox option; neither are conducive to a comfortable playing experience, as the former blocks your view of upcoming hazards and the latter makes everything too small to see! The sound is equally as disappointing as it's heavily compressed and appears to play off-pitch while painfully stuttering along. Despite the game's technical shortcomings, praise has to be given to the level design which is some of the best in the series; the layouts are incredibly intricate and the multiple paths in each level encourage you to explore. It also feels very parkour-like once you get into a flow which is exhilarating. The only thing I would like to have seen is more risks taken with the locales, as they're all very similar to Sonic's 16-bit outings. The game is short, but the save slots are a neat feature that push you to see the credits with all four characters. Playing as Amy really switches things up in interesting ways too, as relying solely on swinging her hammer makes it feel like an entirely different game.

SonicN doesn't stray too far from the established formula, but the addition of multiple characters warrants several play-throughs. It is a real shame that it's riddled with technical issues though and unless you're a die-hard N-Gage fan it's hard to recommend this over the vastly superior Game Boy Advance version.


Random trivia: The GBA saw two other titles in the series which were Sonic Advance 2 (2003) and Sonic Advance 3 (2004).

Thursday, 9 December 2021

Tom Clancy's Ghost Recon: Jungle Storm (Nokia N-Gage review)

Developer: Gameloft
Publisher: Gameloft
Released: 2004

Tom Clancy's Ghost Recon: Jungle Storm is a first-person shooter that was also released on the PlayStation 2 (2004).

Armed with deadly weaponry such as submachine guns, rocket launches and grenades, your job is to eliminate the Colombian drug cartel and stop an all-out revolution. Campaign mode consists of eight missions, while Challenge houses 24 tasks where you must (for example) clear the level within a particular time-frame. The controls are perfectly mapped to the N-Gage keypad / buttons, and once you've taken a moment to memorise them you constantly feel like everything is at your disposal in an instant. Your team-mates are ultra responsive too and while they're available for orders they will engage in combat if the situation arises without you having to hand-hold. The frame-rate is solid and the excellent draw distance makes it easy to spot enemies in the field before quickly zooming in for a kill. The graphics are decent with some nice animation and texture detail, and I like the fly-through cut-scenes prior to each mission which provide a cinematic feel. Each mission is the perfect length for handheld play and features assorted objectives such as planting demo charges, rescuing hostages and destroying trains; however, it is displeasing that there's only around two hours of total playtime due to the paltry inclusion of just eight missions. The 24 challenges are a fun diversion, but they're more of a novelty than anything truly worthwhile. The ability to choose your preferred weapons before each battle lends some strategy though and it's rewarding how new guns are unlocked after each triumphant mission. There's not much in the way of music, but the real-world sound effects do create somewhat of a tense, foreboding atmosphere.

Tom Clancy's Ghost Recon: Jungle Storm is a highly polished title that successfully translates the series to the smaller screen. Each mission is a joy to play thanks to the superb control scheme and compelling objectives, and the only real criticism is that there's not more content to keep you playing beyond a couple of hours.


Random trivia: Gameloft developed five other N-Gage titles including Asphalt Urban GT (2004), Rayman 3 (2003) and Tom Clancy's Splinter Cell: Chaos Theory (2005).

Monday, 22 November 2021

MLB Slam! (Nokia N-Gage review)

Developer: Hexacto Games
Publisher: Jack of All Games, THQ Wireless
Released: 2003

MLB Slam! is a baseball game that features official 2003 stats and includes an MLBPA license.

Six modes are available which are Quick Match (randomly assigned teams), Spring Training (single game where you can pick your own teams), Full Season (162 games), World Series (postseason only), Homerun Derby (hit the ball into the stands as many times as possible) and 2 Player Game. Fielding is automatic, but you do have control over which base to throw to; it's a little basic, but it gets around the issue of trying to view the destination of a fly ball on a tiny screen. Pitching affords you various types of throws (e.g. Sinker, Changeup) to employ strategy, but it can be tricky to see the break on a Curveball when compared to a Fastball as everything tends to look similar. Weirdly, slowdown and frame-rate drops start to rear their ugly head as you advance into later innings, and while it doesn't affect you choosing your pitch location it does result in the ball speed metre jumping around erratically. Batting-wise, there is a noticeable delay between the swing animation and the hitter making contact with the ball. The hitting mechanics are intuitive though and backed up by a pitch location indicator that nicely mixes a location-based hint with player reaction times; it's a shame then that the aforementioned slowdown occurs deeper into each game which causes your swing location indicator to jolt around. Some of the automatic base running is head-scratching too, especially when a teammate on third base breaks for home when there's one-out and the batter hits a soft come-backer to the pitcher! The big screen LCD animations that are shown when a big play happens are neat, but the frequent audio drop-outs take away some immersion.

MLB Slam! has a solid foundation, but it's the lack of care from a technical and performance perspective that really holds it back. There is some enjoyment to be had when the frame-rate manages to keeps itself steady, but in a sport built on quick reactions the last thing you need is to be fighting against the game engine.


Random trivia: The two other N-Gage titles published by Jack Of All Games in 2003 were NCAA Football 2004 (with Electronic Arts) and Puzzle Bobble VS (with Nokia).

Sunday, 21 November 2021

Doom II (Tapwave Zodiac review)

Developer: MachineWorks Northwest
Publisher: id Software
Released: 2004

Doom II is a first-person shooter and a handheld port of the 1994 MS-DOS game.

There's 32 levels (broken down into three episodes) and you must descend into the depths of Hell in order to save Earth from the forces of the netherworld. As per the original Doom (1993, MS-DOS), the premise is usually to locate coloured keys to open locked doors and eventually reach the exit. The game does a terrific job of creating ridiculously intense sequences, and while some of this is built on jump scares (e.g enemies appearing directly behind an opening door) it also comes from the creepy sound design where you can hear ominous creatures lurking around the environment before you actually see them. The action is furiously paced with no slowdown and the button layout on the Tapwave Zodiac works well, particularly the shoulder buttons for quick strafing. However, attempting to turn 180° is occasionally tricky, as the console's analog stick tends to overcompensate by over-steering on the horizontal axis. Also, the scenery can be incredibly dark at times with walls and textures becoming very pixelated, leaving you with no choice but to blindly walk into perilous territory. The level design is top-notch though and while you're usually on fetch quests for coloured keys it never feels like a chore due to the intriguing layouts, clever enemy placement and multitude of secret passages for you to locate. The puzzles are great fun too and help to slow down the pace to rebuild the tension and anticipation of the next battle. There's not much innovation though when compared to the original Doom and it's a shame that there's only one new weapon, that being the Super Shotgun; it's extremely powerful though and comes in handy for dispatching multiple monsters in quick succession.

Doom II doesn't do a great deal to advance the series, but its sublime level design, huge maps and wealth of content offer plenty of reasons to jump in. This Zodiac version is an impressive port that includes all of the levels from the MS-DOS original and despite some minor issues with the controls it runs almost flawlessly.


Random trivia: An in-game keyboard can be accessed for cheat codes by pressing a certain button combination.

Saturday, 20 November 2021

SpyHunter (Tapwave Zodiac review)

Developer: Fathammer
Publisher: Midway Games
Released: 2003

SpyHunter is a vehicular-combat game and the sequel to the 1983 Arcade title of the same name.

Like the original game, a range of offensive (e.g. guns, missiles) and defensive (e.g. smoke screens) weapons are at your disposal. Arcade mode tasks you with reaching the destination point before time expires. The camera is positioned high above your vehicle and the off-shoot is not being able to see very far into the distance; enemies appear with little warning and spotting upcoming turns with enough distance to prepare is always stressful. While the frame-rate performs decently during straights that aren't overly populated, the game engine freaks out whenever you need to make 90° turns and the action becomes utter chaos until it stabilises. When things are working in a respectable fashion the gameplay is mildly enjoyable (if not a little repetitive) and weaving in-and-out of traffic while blasting bad guys is fun. The ability to use both offensive and defensive weapons is a neat touch and the scenic locales help to keep you somewhat immersed. Missile Mode consists of seven missions where you must complete multiple objectives before time expires. Compared to Arcade, the camera angle is lower which makes it easier to see what's ahead; the problem it introduces though is a further decrease in the frame-rate and trying to make subtle movements is nigh-on impossible as your vehicle constantly over-steers. Your guns also appear to be less accurate and instead wildly spraying bullets is the order of the day. The missions are nowhere near as fun as the console versions (2001-02, GameCube, PS2, Xbox) and instead of diverse tasks to slalom between gates or catching air to gain a certain distance you're instead challenged to banal errands such as destroying cargo boats.

SpyHunter lacks the playfulness and personality of its console big brother and the uninspired, mundane missions make for some lacklustre gameplay. Those with an affection for the series might find some enjoyment here in short bursts, but others are likely to grow tired of its inexcusable frame-rate issues rather swiftly.


Random trivia: SpyHunter was also released on the Game Boy Advance in 2002.

Thursday, 18 November 2021

Double Dragon III: The Sacred Stones (NES review)

Developer: Technōs Japan
Publisher: Acclaim Entertainment
Released: 1991

Double Dragon III: The Sacred Stones is a beat-em-up that's loosely based on the 1990 Arcade title of the same name.

There's five stages and your objective is to rescue your girlfriend Marion by obtaining the three Sacred Stones. On top of the usual punches and kicks, you can also perform a Cyclone Spin Kick (spin in mid-air with your leg extended) and a Mid-Air Somer-Assault (flip and throw your opponent through the air). Considering how well the sequel played it's absolutely perplexing why the developers felt the need to switch things up so drastically. Here, your movement and attacks feel sluggish and button presses are delayed resulting in many cheap hits that quickly diminish your life bar. Weirdly (and annoyingly) picking up a weapon means your Cyclone Spin Kick attack can't be performed until it's out of your possession. Also, arguably the best move in the previous game (the Hyper Uppercut) has been replaced with a cool looking, but finicky Mid-Air Somer-Assault that doesn't always work as expected. Being able to double-tap the d-pad to run is an excellent addition, but its usefulness is dwarfed by the head-scratching difficulty which has been ramped up to 11 thanks to a non-stop swarm of enemies and the fact that you only have one life at the start of each game. The level design is equally as puzzling, as the excellent set-pieces, verticality and diverse locales of the previous game have been replaced by boring cut-scenes, strictly left-to-right gameplay and repetitive scenery / enemy types. On a plus note, I do like the option to play as defeated bosses and switch between them on the fly; it's just a shame that most players won't be able to advance that far into the game to actually see them!

Double Dragon III: The Sacred Stones could have refined the established formula while making some cool additions, but instead the developers chose to alienate players by spiking the difficulty and making unnecessary changes to the combat. As a result, it's a complete disappointment that even fans of the series likely won't replay.


Random trivia: The game was a commercial flop, leaving Acclaim Entertainment with 500,000 unsold copies.

Wednesday, 17 November 2021

Double Dragon II: The Revenge (NES review)

Developer: Technos Japan
Publisher: Acclaim Entertainment
Released: 1990

Double Dragon II: The Revenge is a beat-em-up that was released two years after the first game (1988, NES).

There's nine missions and the aim is to take revenge on the Black Shadow Warriors gang who have killed your girlfriend Marion. Alongside punches and kicks, enemies can be grabbed which allows further moves such as throws and elbow drops. There are also timing-based attacks which include a Spinning Cyclone (spin in mid-air with one foot extended) and a Hyper Uppercut (mighty punch when landing from a jump). Considering the limited number of buttons on the NES controller it's impressive how many moves are at your disposal; there's always a way out of any situation (even if you're being flanked from both sides) and the ability to smash enemies with weapons and throw them off platform edges feels more akin to a 16-bit title such as Streets of Rage 2 (1992, Sega Genesis). Things don't stop there though, as the special moves are ridiculously fun to execute (while being very powerful) and the fact that they're timing-based adds some skill to a genre that's occasionally thought of as a button masher. The level design sees you traversing in all four directions and having to climb ladders to reach enemies and jump between buildings gives the action an epic feel. There's also a nice mix of wide open environments where you can use your full arsenal and narrow corridors with spiked ceilings that force you to rely exclusively on ground-based attacks. However, the tricky platforming later in the game is a bit finicky control-wise as the jumping is stiff, and it also doesn't help that there's instant death traps everywhere. The inclusion of co-op mode (that was missing from the original) is terrific though.

Double Dragon II: The Revenge is one of the finest beat-em-ups on the system and the sheer variety of attacks at your disposal allows for much more calculated battles. The level design is absorbing too and the inclusion of co-op makes for a game that has tons of replayability whether you're playing alone or with a friend.


Random trivia: A follow-up called Double Dragon III: The Sacred Stones was released on the NES in 1991.

Sunday, 14 November 2021

Disney's Darkwing Duck (NES review)

Developer: Capcom
Publisher: Capcom
Released: 1992

Disney's Darkwing Duck is a platform game that was later ported to the Nintendo Game Boy in 1993.

It consists of seven stages and the objective is to stop the F.O.W.L. gang from seizing control of St. Canard. Your main weapon is a gas gun, but special weapons can be obtained that include Arrows, Heavy Gas (ground-based shock waves) and Thunder (2 x bolts). The stage design offers some decent variety in its locales and features some interesting layouts that see you traversing horizontally and vertically; however, the enemy types are repeated so often that the action never really advances beyond its initial concept in each level. Being able to select from three stages at a time is a great idea though, as while it helps aide strategy it also allows inexperienced players to see further into the game. The difficulty curve is wildly inconsistent and bizarrely the main stages are often frustratingly challenging (due to spaced out checkpoints and enemies being total bullet sponges), while the bosses are a complete pushover with their uncomplicated attack patterns. The controls are also incredibly stiff and at times Darkwing ignores your buttons presses entirely. I also don't like how you have to come to a complete standstill in order to shoot, as it frequently leaves you in compromising positions. The defensive manoeuvre of using your cape as a shield is inspired though and leads to some interesting hide-and-seek style attack battles. The special weapons are a mixed bag, as while some (e.g. Heavy Gas) are very useful against tough ground-based foes, others (e.g. Thunder) are more of a hindrance as the level design often works against its usefulness once collected (therein making items seem randomly placed).

Disney's Darkwing Duck might be enjoyable to those who like the Mega Man series of titles on the NES, but others will likely find it more frustrating than fun due to its often unfair challenge. It has a few interesting moments in its stage design, but overall it mostly consists of forgettable layouts and recurrent enemy types. 


Random trivia: The music in the credits sequence appears in truncated form, but can be listened to fully here.

Saturday, 13 November 2021

The Addams Family (NES review)

Developer: Ocean
Publisher: Ocean
Released: 1992

The Addams Family is an adventure title that's loosely based on the 1991 film of the same name.

As Gomez, the mission is to rescue Morticia, Lurch, Granny, Pugsley and Wednesday, and save your home from Tully Alford who is seeking the family fortune. A total of one million dollars must also be collected to complete the game and enemies can be bounced on to help you gain extra height. Unlike many games in the genre, the answers to each puzzle aren't obtuse and I like how the solutions can be figured out by using logical methods; for example, in order for Wednesday to assist you first need to help her thaw by visiting The Furnace room. What's also great is how players are guided from the very start and given hints that give clear objectives. There's plenty of secret rooms to locate too and a big part of the fun comes from exploring the house and seeing all the different rooms / themes that the game has in store. The property has a sense of intrigue that's also seen in Maniac Mansion (1990, NES) and the further you delve into it the more you become invested in seeing everything it has to offer. The hit detection is extremely questionable though, resulting in many unjust hits despite you clearly landing on top of an enemy sprite. Additionally, you'll often enter a room and be immediately attacked by an enemy or falling object with no time to react. The Pond area is easily the worst part of the game, as you're expected to continually tap the A button in order to swim; this might not sound too punishing, but it needs to be pressed so rapidly and so often that it's a sure-fire way to develop repetitive strain injury! The game is also short, but the music is memorable and each track suits the room theme perfectly.

The Addams Family is an all-too-brief adventure with some technical hiccups in tow, but these criticisms don't ruin what is a likeable title that's suitable for newcomers to the genre. The stage design and layouts are excellent too and the puzzle elements shy away from convoluted solutions to keep you progressing.


Random trivia: Another game in the franchise called The Addams Family: Pugsley's Scavenger Hunt was released on the NES in 1993.

Sunday, 26 September 2021

Bike or Die! (Tapwave Zodiac review)

Developer: Toyspring Games
Publisher: Toyspring Games
Released: 2004

Bike or Die! is a biking simulator that takes inspiration from Elasto Mania (2000, Microsoft Windows).

There's 25 levels and the objective in each is to collect a set number of flags as quickly as possible. The R trigger accelerates, L brakes, the left and right face buttons rotate your bike, while Function changes direction. The controls are incredibly twitchy and when coupled with the floaty ragdoll physics you'll initially find yourself cursing at why the opening levels pose so much of a challenge. The tutorial hints that pop-up are also displayed at the worst possible time, as the action doesn't pause and you only have a split-second to read the instructions while trying to avoid upcoming hazards. And then there's the checkpoints that often place you in the opposite direction and it's aggravating to always have to press the Function button after yet another failed attempt. However, the hatred quickly switches to immense satisfaction once you do successfully beat a level and start to become more comfortable with the controls; in fact, it often feels like the game is mocking you (each crash is complimented with SFX jeers!) which weirdly brings out a competitive fire that compels you to keep trying until you're victorious. It's then that you start to think of it more as a puzzle game, as learning a particular order to obtain the required flags will benefit you with less harsh restart points for the rest of the level. The stage design is fiendishly clever with no wasted spaces, and from perilous logs, loop-the-loops and huge ramps there's always something new to challenge your improving skills. While there's only 25 levels here, a huge amount of fan-made level packs are available, and I like how you can view statistics on all your attempts, record / replay your best runs and play custom MP3 files during gameplay.

Bike or Die! is a game that will agitate and delight in equal measure, and while some players might be turned off after an onslaught of early failures it's worth sticking through the initial rough patch. In turn, you'll be rewarded with terrific level design and the vindication of finally beating a tough stage that previously tormented you!


Random trivia: An upgraded version called Bike or Die! 2 was released for iOS devices in 2008, but has since been removed from the App Store.

Saturday, 25 September 2021

GTS Racing Challenge (Tapwave Zodiac review)

Developer: Pazzazz Games
Publisher: Astraware Limited
Released: 2003

GTS Racing Challenge is an arcade-style racing game that's exclusive to Palm OS devices.

There's three cars, 12 venues and a total of 48 different tracks to race on. Game modes consist of Single Race, Championship (points-based mode with qualifying laps), Challenge Cup (where you must finish 12 races within a certain position) and Grand Tour (all tracks consecutively). The action is fast-paced with a solid engine that never shows any sign of slowdown. Screeching around corners is ridiculously entertaining and the gameplay perfectly captures the tussle between driving aggressively and teetering on the edge of control. It eases you in nicely too by allowing you to learn the driving / cornering mechanics in the Easy stages before ratcheting up the difficulty. The tracks themselves are well designed and offer plenty of corners for you to speed through, while eventually introducing tight turns that pretty much require you to learn the layout (or use the handy overhead map) in order to brake while keeping as much acceleration as possible. The surrounding locales are poorly designed though, as apart from some blurry, compressed background images there's nothing to distinguish New York City from (for example) Denver. Other downsides include a limited draw distance and pop-in where corners can appear with barely any warning, and it's irritating that your individual lap times aren't included at the end of each race (only your fastest one is displayed). There's also not much in the way of presentation (the menus are rather basic), or personality (the complete absence of music means you'll be relying solely on SFX). Still, there's heaps of content to sink your teeth into and the three cars are different enough (in terms of top speed and handling) that you'll want to challenge yourself to master them.

GTS Racing Challenge is a competent title that's deep on content and wrapped up in a fantastic gameplay engine that ensures speed and fun are the order of the day. With a little more attention to its presentation and scenic variation it could have been a top-tier game, but even-so there's still plenty of reasons to dive in.  


Random trivia: A Game Boy Advance port was planned, but was ultimately cancelled.

Friday, 24 September 2021

Z Pak: Fun (Tapwave Zodiac review)

Developer: Megasoft
Publisher: Tapwave
Released: 2003

Z Pak: Fun is a collection of three games that all require use of the touch screen. 

Kickoo's Breakout has 36 levels where you bounce a ball off your paddle to destroy bricks. The touch screen controls are generally fine and afford you precision ricochet angles, but reloading a level after losing a ball is painfully slow as every brick draws back in individually (taking you out of the flow). I also don't like how often the annoying Reverse control item appears. The stages don't offer anything you haven't already seen in Arkanoid (1986, Arcade), but overall it's a mildly entertaining diversion for a couple of stages. MegaBowling has three throwing modes and multiplayer capabilities that offer some variety in short bursts. The timing mechanics in Arcade (press and release a metre to bowl) and Swing (stop a moving overhead icon to line-up your angle) are susceptible to offering strikes in certain spots, but swerving the ball for a spare is satisfying. Stroke mode challenges you to to swipe the touch screen to bowl and it's highly accurate even when throwing diagonally from a corner. However, throughout all three modes getting a split appears to give you zero chance of achieving a spare, as there's no knock-on effect to the other stray pins. PaintBall tasks you with making three or more balls of the same colour next to a pipe opening. The controls are perfect and the decreasing paint level acts as the game's much needed tension. A cool feature is how one ball can subtly shimmer and by quickly removing it from the playfield you can earn extra points. Also, the stimulating Chroma mode cleverly works your noggin by tasking you with mixing colours to create the necessary combination. The atmosphere is lacking though and there's no fanfare for lining up 4-5 coloured balls in a row.

Z Pak: Fun is a solid, yet unremarkable collection of games, but those looking for simple time-wasters will find some enjoyment in these titles. Each controls and plays well enough and while you won't find any deep mechanics or innovation you'll likely find yourself having a game or two when you boot up the Zodiac.


Random trivia: Another compilation titled Z Pak: Adventure was released on the Tapwave Zodiac in 2004.

Sunday, 19 September 2021

Tony Hawk's Pro Skater 4 (Tapwave Zodiac review)

Developer: Semi Logic Entertainments
Publisher: Activision
Released: 2004

Tony Hawk's Pro Skater 4 is an extreme sports title that also saw release on the Game Boy Advance (2002).

It features seven locations, 14 pro skaters and 190 goals, and unlike previous games players are free to explore the levels with no time limit. Some of the opening goals task you with executing certain tricks, the problem being that there's no explanation (including in the menu trick list) of how to actually perform them! On the whole, the goals are uninspired, as unlike the console versions that feature playful missions you're instead tasked with a mountain of mundane fetch quests; the fact that there's multiple C-O-M-B-O goals per location is also very lazy. The locales are barely distinguishable from each other too and there's little in the way of scenic or landmark attractions to make them stand out. While the graphics sport a better resolution than the Game Boy Advance version, not enough care went into polishing the experience for the Tapwave Zodiac. For example, the options menu allows you to amend the button layout to mirror the home console original (in terms of tricks), but unfortunately Spine Transfers are automatically adapted (and can't be customised) meaning you need to hit both the left and right face buttons simultaneously! And then there's the controls which are simply awful if you're used to the accuracy of a d-pad (something the Zodiac lacks) and half the time you'll accidentally hit the middle thumbstick button when attempting a manual. Linked to this (and perhaps the biggest annoyance) is that your character moves too fast and will often pinball into objects, or overshoot a half-pipe after you've desperately tried to line up straight-on for a grab trick; everything is too sensitive and unreliable for a game that requires absolute precision.

Tony Hawk's Pro Skater 4 might look much better than the Game Boy Advance version, but the control set-up here is awkward to say the least (due to hardware and software quirks). Couple this with the lazy world design and utterly uninspired goal objectives and it's hard to recommend this port to anyone but hardcore THPS fans.



Random trivia: Activision also planned to release MTX Mototrax on the Tapwave Zodiac, but unfortunately it was cancelled.

Saturday, 18 September 2021

Adventures of Dino-Riki (NES review)

Developer: Hudson Soft
Publisher: Hudson Soft
Released: 1989

Adventures of Dino-Riki is a shoot-em-up that was first released on the Famicom in 1987 as Shin Jinrui: The New Type.

There's four worlds and while your initial weapon is a short-range rock you can upgrade to axes, boomerangs and torches by collecting power-ups. There are also sections that require you to jump across gaps, but these can be skipped by obtaining the Bird icon which affords you flight. The first ten seconds lulls you into a false sense of security, as enemies casually enter the screen and you're given ample time to shoot them down. Afterwards, an army of speedy opponents with wild movement patterns litter bullets across a huge portion of the playfield, making your life an utter misery. Once you're fully powered-up the game does become slightly easier (with the bosses becoming a complete joke) and the ability to hold down the B button for rapid fire is a welcome relief. Unfortunately, once you take damage and are powered-down things get obnoxiously frustrating, as all other weapons are pretty useless as you progress to higher stages. This leaves you in an impossible situation where you almost feel the need to reset the entire game due to your ability to progress being severely hampered by the lack of suitable weapons. And then there's the terrible platforming sections where you need to dodge enemies while jumping from object to object; the controls are atrocious here and despite the requirement for pinpoint accuracy your sprite moves an absurd amount of pixels whenever you lightly tap the d-pad. Obtaining the Bird wings is a must to skipping these land-based hazards and a cool feature is that they add a risk-reward element due to your inability to collect other items you might require while airborne.

Adventures of Dino-Riki fails at being a competent shooter and makes an incredible misstep by including unnecessary platforming sections. It's certainly innovative, but one thing it isn't is fun, and compounding the issue is the rock-hard gameplay that seems hell-bent on encouraging you to put the controller back down.


Random trivia: Even if you do reach the end of the game prepare for disappointment, as there's no credit screen and you're immediately looped back to Stage 1-1!

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