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.


E3 2011: Duke Nukem Forever


"Fuck yea, I'm back baby!"

One of the most anticipated titles at E3 this year is the legendary Duke Nukem Forever. Once written off by mass media and fans alike as the textbook example of vaporware, 3D Vaporware just released a Demo on Friday June 3, 2011. You have to be a member of "First Insider Club," to get an access code. You can get a code from Borderlands Game of the Year Edition box or a Duke Nukem pre-order.

Well, congrats to those lucky few who can play the demo. Everyone else is stuck waiting until the 2k games press releasing sometime this week.

You could always visit the official Duke Nukem site. It's even got a pretty cool melodic, almost heavy, medal track that plays in the background.

E3 2011: Retro City Rampage Screenshots


Looking at the screenshot, it's easy to see that Retro City Rampage expanded beyond it's roots as a GTA clone and embraced more of 8-Bit gaming.

Just in these screens, you can see references to Teenage Mutant Ninja Turtles, Mega Man 2, Ninja Gaiden, and other classic platformers.

I really can't wait to get my hands on this one! Brian Provinciano really went all out!

He also has a development blog, in which you can watch a video of Grand Theftendo, his demake of GTA 3 (now defunct). Retro City Rampages promises all the older project could offer, plus more. Hope you enjoy this gallery of screenshots in the meantime!








Devil's Crush



If you don't like Pinball, I'm not sure what to say. Everyone loves pinball. But without going on a tirade about the dwindling number of pinball and arcade machines in the wild, I'll review Devil's Crush, a pinball video game. Most people, however, probably cringe at the thought of a pinball video game. With so many imaginative video games, who would want to play a regular, real-world game like that? Windows XP comes packaged with a damn fine pinball game, but nothing compares to Devil's Crush for the Turbo Grafx-16.

Devil's Crush is the 1990 sequel to 1989's Alien Crush, a space-themed pinball game. Typically I'd roll with the sci-fi game, but in this case Alien Crush has a few mechanical issues that make it slightly inferior: the board is smaller and the scrolling is not as smooth. Other than that, Alien Crush is still a damn fine game, and deserves it's own review. Devil's Crush fixes both of these problem, increases the size of the world, and remains the 8/16-Bit pinball game.



The coolest stage feature is a face that slowly transforms into a demonlady the more you hit the bumpers around her. Activating certain features, or going in certain passageways will launch the player into a bonus stage (1 of 6), in which the player fights a boss or a few mini-bosses.

Even though Devil's Crush may not be the real deal, that gives it certain advantages of which the designers fully take advantage. Little monsters run around the entire game, the skeleton's eyeball follows the player, and the physics are forgiving. Often, pinball games try to be too realistic, and this results in the player losing balls unfairly. Nothing of this nature appears in Devil's Crush, and more often you will make a shot that you expected to miss.



All your normal pinball crap is present, but the environment and music set a nice, creepy tone. This is clearly the most extreme pinball game for a home console, and a must-own for all TG-16ers. However, if considering purchasing this game for the VC, be aware of exactly what you are purchasing. If you suffer from a short attention span, Devil's Crush might not be the TG-16 title for you.

But for most gamers, Devil's Crush will provide many hours of fun and even features a 2-player alternating mode. Good luck convincing your friends to play this one. My best suggestion: simply turn the game on and hand someone the controller without saying anything. After spending a few minutes playing Devil's Crush, the attention to detail and balanced gameplay should keep everyone coming back for more.