Wednesday, 18 December 2024

Mechanized Attack (NES review)

Developer: SNK
Publisher: SNK
Released: 1990

Mechanized Attack is a shooting game that supports the NES Zapper or a standard controller.

+ Includes a choice of routes between certain stages, and there's always plenty of ammunition to give you a fighting chance.

+ Stage 3 adds an unexpected, yet memorable twist by casting darkness on the entire level until you shoot a Flare icon.

+ Huge bosses feature intricate sprite work, and meticulously breaking down their vast array of weaponry is gratifying.

- Level design feels very by the numbers, and the game doesn't differentiate itself from Operation Wolf (1989, NES).

- Often feels impossible to avoid damage when multiple foes enter simultaneously and start firing towards you.

- Robots require multiple hits, which is very fatiguing when using the Zapper, as several are typically on-screen at once.

- Zapper implementation isn't quite as accurate as other NES titles, and the reticle moves too fast on the controller option.


Saturday, 14 December 2024

Laser Invasion (NES review)

Developer: Konami
Publisher: Konami
Released: 1991

Laser Invasion is a mixed-genre action game that uses the NES Zapper for certain sections.

+ Multiple gameplay types merge together to create a cohesive whole that enhances the grandeur of your objective.

+ Missile types and optional equipment can be chosen prior to take-off, which allows players to form their own strategies.

+ Gun shooting works great with the Zapper, as well as a d-pad thanks to a speedy reticle and generous hit-boxes.

+ 3D maze section could easily have been an entire game in its own right, and having to locate items to survive is fun.

+ Stage 2's escape finale is exhilarating and the twists and turns through narrow corridors gets the adrenaline pumping.

- Difficulty could deter some players, as it's sky-high from the outset and the time limits in the maze areas are strict.

- Helicopter sections don't feel integral to the gameplay, as you can avoid combat and head straight to a map icon.


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.

Tuesday, 30 May 2017

Shooting Range (NES review)

Developer: TOSE
Publisher: Bandai
Released: 1989
 

Shooting Range is a light-gun game that requires both a standard controller and an NES Zapper.

 
Normal mode includes four events and the objective is to reach a specific point total by shooting pinwheel targets as they move across the screen. Missed shots decrease your energy metre, and once it fully depletes (or you run out of time) it's Game Over; additional energy and time can be obtained though by hitting icons from smashed targets. The gameplay requires you to simultaneously use the Zapper as well as a controller to scroll from left-to-right; it works okay, but using two inputs is awkward and never feels comfortable. The Western stage is up first, but the scenery is barren and targets only appear across two planes, making for some unexciting action. The required point total is also never displayed, leaving you to guess when you're close to completing the area! Ghost House is more interesting due its varying target patterns and reverse 'E' icons that introduce some strategy (accidentally hit one and you'll end up losing energy!). Space is similar to Ghost House with its tricky patterns, but when the clock reaches 100 seconds a gigantic alien boss appears which needs to be shot five times. It's a fantastic idea and it makes you wonder why previous stages didn't follow a similar structure. The Bonus Round tasks you with shooting bottles when they start to flash; this timing-based action is brilliant, playing like a much better Mad Dog McCree (1994, Philips CD-i), and it really shows how accurate the Zapper is. There's also a multiplayer Party mode where you blast as many targets as possible within 249 seconds; it's like Whack-a-Mole but the lack of substance and stimuli makes it a real snoozer.
 
Shooting Range is fun in short bursts, but truth-be-told it's no more advanced than Hogan's Alley (1985, NES) or Wild Gunman (1985, NES). It's definitely playable and may provide some entertainment for 10-20 minutes, but once you've completed it there's really no reason to return for multiple play-throughs.
 
 
 
Random trivia: The game was only released in North America.

Wednesday, 27 January 2016

To the Earth (NES review)

Developer: Cirque Verte
Publisher: Nintendo
Released: 1989
 

To the Earth is a light-gun shooter that requires use of the NES Zapper.

 
Piloting a spaceship your mission is to collect minerals from four planets and deliver an antibacterial agent to neutralise the enemy. The gameplay is unusual in that your life-bar depletes every time you miss; however, successfully hit a ship and it partially regenerates. Shooting several in a row (while at full strength) also rewards you with a Smart Bomb that destroys everything on screen. In Stage 1, the action is non-stop but highly repetitive with only a handful of enemies and projectiles. Most enemy ships move too quickly and are tough to hit so it's not worth risking your health through a missed shot unless you absolutely must. Instead you can avoid ships entirely and only focus on destroying the missiles they occasionally drop; the waiting around makes for some weak gameplay and it's not overly satisfying for a light-gun game! Stage 2 is much of the same but there's a cool part where asteroids fly into the screen and head directly for your ship while you fire at them. In Stage 3 you're expected to be a mind-reader as projectiles launch and hit your vehicle within a split second; there's just no time to react whatsoever and taking damage feels cheap. Things go from the ridiculous to the absurd in Stage 4 with an unstoppable and unavoidable barrage of missiles thrown your way; it's no fun at all as you're too outnumbered to even stand a chance. There are bosses to add some variety but there's no strategy to beating them and simply being trigger happy gets rid of them in seconds. There's only one boring music track but the graphics are mildly appealing with some nice scaling effects.
 
To the Earth feels like a tech demo that was hastily repeated across four monotonous stages and slapped onto a cartridge to meet deadlines. Some people might enjoy its unique brand of gameplay but for me it's not the kind of balls-out shooter that the Zapper does best.
 
 
 
Random trivia: This was the only NES game developed by Cirque Verte.

Monday, 13 July 2015

Freedom Force (NES review)

Developer: Sunsoft
Publisher: Sun Corporation of America
Released: 1988

Freedom Force is a light gun game that was also released in North American arcades in 1988.


It consists of five levels and your mission is to take down an extremist group that has taken over an airport. The introduction is the most impressive thing I've seen on the NES as it's completely animated! In each level you have to kill a certain number of enemies while avoiding hostages. Accidentally shoot too many of the latter and you'll be sent back to the first level. There's a few different weapons you can pick up (such as a grenade launcher that wipes out everything on screen) as well as health restorers. This is a great idea but the problem is that they only appear in a small box on the lower right side of the screen and the icons aren't distinctive enough for you to make a quick decision out of the corner of your eye. As a result you have to gaze away from the action to look at your hud and by that point you've probably already been shot by an enemy. In my opinion it would have been better to have the items located somewhere within the levels themselves. You're only afforded one life and the amount of health you have after each level carries over to the next without refilling. The game is very short though so it's not a huge problem. However, the fact that you can see everything it has to offer in around 5-10 minutes is an issue and I expected more from a 1988 NES game. After each two levels you'll take part in a bonus round where you have to shoot letters to guess the hidden word. It's a bit like Hangman and if you choose five incorrect letters you fail and the game continues. I found this to be one of the most boring bonus rounds ever and I'm surprised the developers couldn't come up with something more interesting than this!

Freedom Force really annoyed me as my initial impression was that this could be the best NES light gun game. However, despite the flashy intro and graphics there's little substance here and once you've seen each of the five short levels there's no absolutely incentive to keep playing.



Random trivia: Each time you complete all five levels the game gives you a secret word. If you collect all of these by continually beating the levels in one sitting you could send them to Sunsoft and receive a free decal set!

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