Tuesday, June 7, 2011

E3 2011: PixelJunk SideScroller


Moving beyond tower-defense and Robotron-style action, Q Games presented a playable demo of their new game "SideScroller" at this year's E3.

Like Gradius, the game is a verticle shmup, complete with special weapons, customizable ship, and power-ups. Weapons include homing missiles, a spin (which provides a brief invincibility), machine gun, lasers, and so on.

Be prepared for bullet hell.

The coolest thing about this game, in my opinion, are the vector graphics. The ZX Spectrum and many arcade machines could use vector graphics (everyone else might remember them from highschool physics class). At E3, Q even had CRT overlay to add to the retro feel of the demo.

PixelJunk SideScroller promises to be an exciting title for shmup fans, look for it this summer on the PSN (if it's working).


Alien Crush


Devil's Crush isn't the only pinball game worth playing on the Turbo Grafx-16, and I could post twice about Devil's Crush without considering its predecessor, Alien Crush. Both games are amazing, and if you like one, you'll enjoy the other for the sake of variety.

Many reviewers complain about the split screen in Alien Crush. But unlike Devil's Crush, in Alien Crush the board is designed to keep the ball at the top. The screen switch never presents a huge problem, and should not deter potential gamers. I suspect I'm writing to a mainly Wii audience on this one, because just about every TG-16 owner has at least one copy of this game. Pinball was serious business in the '80s.

The sci-fi theme remains me of the Alien movies, but the bonus-levels remind me more of 8-Bit shooters. Little alien monsters and snakes and bio-terrors crawl around the board. Bumpers transform into skeleton monsters and crawl around, and eyeballs open and close everywhere. The two music tracks and game speed (seriously, again, who choses the slow option?) provide a little variety to an otherwise self-similar game.

My best strategy involves opening up the big alien's mouth by hitting the 6 snake/monsters on the sides of the bottom screen. Then, launch the ball into the alien's mouth and you'll get a bonus stage. These stages are brutal, but provide a lot of points. If you beat the stage, you'll get a multiplier, and can really rack up a high score.

You need 2,000,000,000 points to beat the game. Have fun.

It's really easy to kill an hour playing one set of credits on Alien Crush, and you can't say that about most classic games. I highly recommend it if you can't get enough of Devil's Crush and need some more extreme pinball action.

VG Music: Epic Historical Medly



adolfobaez goes above and beyond your typical Mario Paint Composer youtube video by splicing some of the most truly memorable video game songs since Pac-Man. He's got some of my favorites in this thing!

Additionally, his arrangements (of Zelda and Tetris, for example) are really great. His drums sound better than the originals at times!

Monday, June 6, 2011

VG Music: Devil's Crush





Yesterday I covered Devil's Crush in a review, today I'm just reposting someone else's youtube video. It's part of garudoh's somewhat-famous youtube series "From Beeps to Beats: The Music of Video Games." Devil's Crush is only #121. Is there better music out there? Probably so, but not by much.

One thing I notice about the music is how fucking intense it is. Even the upbeat songs have discordant bars mixed with inspirational melodies. In typical 8/16-bit horror fashion, there is also a Bach-like fugue, though much simpler and less creepy than Bach. A few of these tracks would make nice additions to a Halloween party mix tape.

E3 2011 NEWS




E3 2011 News update: everything is totally boring.

Pixel Art: Alis, Hero, and a Dragon

A roundup of some sketches:



Alis from Phantasy Star, Atari-style.



A PC-style sci-fi hero.



A crazy dragon.

Sunday, June 5, 2011

The Legendary Axe



I've wanted to review Legendary Axe for years, but i've always had the hope that Hudson would release both games in the series on the VC. While this certainly remains a possibility, I can't wait any longer. Legendary Axe must be reviewed because it's simply one of the best platformers of the generation. The Bonk and Mario games are fun, but a lot of the fun comes from how easy those games are. Legendary Axe subscribes to the arcade school of gameplay, and forces the player to truly master the game to progress past the 3rd stage.

Unlike Bonk's cartoony graphics, Legendary Axe has a realistic feel, and the TG-16 can handle the giant sprites and brilliant colors easily. As a caveman, you fight caveman enemies: traditional bats and spiders, but also bears, giant boulders (the stage 2 boss, and a difficult one), rock-people, and other mythic enemies.



The combat depths comes from a simple, but fun mechanic: you collect power-ups to make your axe stronger. To get maximum power, you have to wait between axe strokes. The stronger your axe is, the longer the player must wait. Well-timed strong hits are the way to go, but every now and then you might want to spam the attack button. Usually, however, spamming attack does little to help and gets you killed.

Thankfully, checkpoints exist within the level, and the player has a few continues to spare (3 continues x 3 lives = 9 total lives). Infinite continues might have been nice, but it remains rewarding to replay the early stages with easy, and the developers found a nice balance with 3 extra credits. I guess the idea in the design meeting went something like, "Yea, it's like you're in the arcade. You only got one dollar to beat the game." Which, at the time, probably made sense. Great players will beat a game in 1 life, 9 almost seems excessive.

The player is provided with the option to quit aat a Game Over, instead of using a credit to continue. This can be to the player's advantage: replaying the early stages will allow the player to tackle the later areas with a stronger axe. You keep your axe power upon dying, but not upon a Game Over. So beating the game in 3 lives should be the serious player's first goal after beating the game with continues.

As I've said several times in the past, Hudson: get off your ass and release this game on the VC. Release both Legendary Axe games, please. Literally hundreds of billions of TG-16 gamers have 12 dollars for you, and that's over a trillion dollars. The Legendary Axe games are simply the very best platformers on the TG-16; it's a pain to see them unreleased on the VC.