Showing posts with label Konami. Show all posts
Showing posts with label Konami. Show all posts

Tuesday, August 1, 2017

Nemesis (1990)

Box art shamelessly stolen from GameFAQS.
Shoot-em-up box art was always pretty "metal" during the 1980's
and early 90's, but even this cool art pales in comparison to the
Japanese box, which parallels the original Gradius arcade flyers.

Scrolling shoot-em-up games are one of my favorite classic game genres.  I already established this, in my review of Solar Striker, but because it's been a while since I posted that review, I wanted to make it abundantly clear.  I'm not always very good at them, but I have fun trying.  Though I occasionally go into fits of gamer rage because I die at the exact same spot 12 times in a row, it's the idea of inching your way through a furious gauntlet of incoming enemy waves, laser fire, and shrapnel, that fascinates me to this day.  One of the shmups that defined the genre was Konami's arcade classic, Gradius, referred to as Nemesis, outside of Japan.


I'm not entirely sure what's happening here.  Is the Moia head looking at
the dinosaur bones, satisfied from a meal, or wishing they still had meat
on them, so it could partake? Either way, it looks quite menacing in pixels.

Gradius was a break-through in a number of ways.  It took the basic, side-scrolling shooter formula that Konami had previously pioneered with Scramble, and instead of the constant struggle for fuel, replaced that with an intricate upgrade system.  If also made things far more detailed and interesting, with markedly improved graphics, catchy and memorable music, and an interesting concept of "shoot the core" with the bosses.  This helped solidify the idea of end bosses having weak points, so that you couldn't just shoot them anywhere to deal damage.  All of these elements were instrumental to the genre as it developed, and became mainstays, not only in the later Gradius games, but in shooter games on the whole.


The ACTUAL title screen looks far less menacing. But it still has the
awesome logo design, which remains a staple throughout the series.

Nemesis, Konami's first shmup entry into the Game Boy library, by way of their Ultra Games imprint, is a fine shooter that, while borrowing its namesake from the worldwide arcade and Japanese MSX releases, doesn't quite match the arcade game in terms of design.  Nemesis on the Game Boy takes elements of the original arcade game's design, and implements them here, but there's original content as well, making for a bit of a mashup, of sorts.  Rather than a straight arcade conversion, you get something that feels familiar, but with enough original material added so it also feels fresh and new.  And compared to the previously mentioned Game Boy shmup outing, Nemesis is the Cadillac to Solar Striker's family station wagon.


Like Konami's other early Game Boy entries, they wisely choose to
include a level select, as well as  giving players the option to change
the button config, toggle auto-fire, choose the difficulty level, and
grant themselves extra lives.  This makes the game much more
suited for quick sessions on the handheld Game Boy hardware.

For the uninitiated, the major draw of the series is the power-up system.  As you shoot down enemies, some of them will drop special icons that you pick up.  The first one you obtain will light up the first entry on a small bar at the bottom of the screen, allowing you to increase the speed of your ship.  If you elect to wait until you've collected more icons, each subsequent pickup will shift the selection on the bar over by 1 space, until you've reached the end, then it wraps back around.  In slot 2, you can add missiles to your ship's arsenal.  Slot 3 yields the "Double Shot", which upgrades your ship to not only shoot forward, but also a 2nd shot will fire upwards at a 45 degree angle.  Slot 4 gives you a power laser shot that fires directly ahead.  In slot 5, there's what's called an "Option" - this creates a small entity that follows your ship around and doubles your firepower.  In most Gradius games, you can add up to 3 or 4 of them.  Due to the obvious limitations of the Game Boy hardware, you can only add 2 in this game.  In the 6th and final slot, you can add a force field to the front of your ship, which is capable of absorbing some damage so your craft doesn't explode from contact with a single volley.  You can power up your speed multiple times, and your missiles twice, and in any order you like, so it's obvious to see that the way you approach the game can be entirely your own, and you can really experiment with the weapon load-out.


If you can get good enough to survive the initial onslaught of enemies,
it's pretty easy to get fully powered up during the first level of the game.

All this weaponry, and all these options (pun intended) available to you, don't necessarily mean you're going to walk through this game, however.  Nemesis is quite the challenge, for a handheld title, and if you're going to beat the 5 main stages, you'll need to hone your skills, sharpen your reflexes, and memorize some enemy patterns, placements, and attack vectors, in order to survive.  You'll also need to make sure you power up your ship as quickly as possible, as the waves of enemies are generally more than your tiny craft can handle with its default pea shooter and slow speed.  Thankfully, in addition to the power-up icons, you'll occasionally be granted a smart bomb icon instead, which will destroy all low-level enemies on screen at once, along with any bullets.  Be careful not to run into any scenery, however; the ground and other obstacles aren't just backgrounds - some of them are in the foreground with your ship and will destroy you in a single hit, even when you're equipped with the shield.


Like me, you'll probably be seeing this screen a lot at first.

A common strategy that I like to use for powering up goes as follows.  First, increase the speed of your ship by 1, so you can more easily dodge enemies and incoming fire, as well as more quickly grab additional power-up icons.  Second, activate your missiles, so you have additional fire to help ward off enemies.  Third, get yourself an Option, so you can double that firepower.  Fourth, grab the second option available to you.  Fifth is a toss-up between powering up your forward fire with the laser, activating the double shot, or adding the force field.  I usually opt for the laser or double shot, to more easily mow down enemies, then go for the shield later.  Lastly, once you're fully powered up, keep collecting power-up icons for points, but keep track of where your power-up bar is at.  If you can stop collecting after cycling through them once or twice, and leave it on the sixth entry, you can easily activate the force field again if you take too many hits and are left defenseless.


This is one of the more formidable enemies. It takes a lot of damage,
and the 3 pods it shoots out are impervious, so you have to dodge them.

Graphically, Nemesis is an impressive game.  Konami had excellent command of the Game Boy hardware early on, and after several years of programming for Nintendo's Famicom and NES hardware, were naturally adept at bringing this kind of 8-bit action to the small screen.  Some developers had a hard time adjusting for the scale of the small screen, but Konami's early efforts always seemed to strike that nice balance between good graphics, and proper scale and playability.  Your ship is large enough to see some detail, and look nice, but small enough so that it doesn't feel claustrophobic amongst the enemies, incoming fire, and stage layout and obstacles.  The enemies are mostly recognizable from other Gradius games, outside of a handful of original creations for this title, and are all well rendered.  Backgrounds are minimal, which works well, because it cuts down on the motion blur on the hardware.  Instead, most of the areas are given excellent graphics to show off the terrain and obstacles, and they all look really nice.  Animation is limited, but there are a couple spots that have what appears to be parallax scrolling, which was quite a feat on the system.


When you destroy a boss, it disappears in this really cool, satisfying "warp"
effect, where the sprite splits off into different lines, and the images diverge
in different directions. It's hard to explain, but it looks great on the hardware.

In the audio department, Nemesis is the usual Konami par excellence.  Konami really knew how to get the most from 4 channels of sound, and they do a great job here, not only providing music that sounds good, and is fitting to the game, but is also catchy and interesting.  The first stage music recalls the original Gradius theme, and you also get some music later that is lifted from this game's forbear, but the other tunes on offer here are original compositions from 4 different composers: Shinya Sakamoto, Yuji Takenouchi, Tomoya Tomita, and the incomparable Michiru Yamane, who is much more well known for her work on the Castlevania series of games, most notably, the excellent soundtrack for Castlevania: Symphony of the Night.  Sound effects are also generally good, with some interesting use of the Game Boy's noise channel for certain effects, which also utilizing one of the dedicated sound channels for a lot of the weapon and enemy explosion noises, without interrupting the music from the other 2 channels.  Overall, this is prime sound design, and a soundtrack that stands as one of the best on the system.


This bad boy starts off as 4 smaller balls, then merges into a single giant
ball of destruction, then splits off again into 4 smaller balls. If you're fast
enough, you can destroy all 4 smaller balls before it has a chance to
reform into the larger ball a second time, saving yourself some headache.

Nemesis, like its arcade forefather, also doesn't stop after the 5 levels you see in the initial configuration screen.  Instead, while completing those 5 levels will get you a credit roll and congratulatory screen, that's not technically the end of the game.  As soon as the credits are done, you're thrust back to the first stage again, with all your current arsenal intact, to face off with the enemy again, but this time, the stages are harder, enemies are faster and shoot more bullets at you, and the whole thing is more frantic.  Stages 1-5 are now labeled as 6-10, and as is the Gradius tradition, in order to say you've truly beaten the game, you need to complete it on the second loop.  However, after the second time through, the game doesn't end, you just get another credit roll, and then it's back to Stage 1 again to keep going.  For savvy players and score chasers, this will be a welcome feature, though one has to wonder if Konami considered this as necessary, given the pick-up-and-play nature of the Game Boy, which lent itself to shorter play sessions.


The stage 4 boss has a simple pattern, but don't let that fool you. It can
dish out a large number of bullets, and it's easy to get caught in the crossfire.

With all the good here, is there anything that brings this game down?  Not much.  As with many Game Boy titles, motion blur is a factor, but that's a hardware limitation.  Konami does their best to mitigate this with limited animation in the sprites, and it helps keep the flicker to a minimum, but it's still there in spots.  One of the later stages uses an awful lot of the darker shade for its foreground obstacle graphics, and while it looks nice and detailed, it could have used a touch more variety in the shading.  Occasionally the sound effects get to be slightly cacophonous, due to the sheer amount of enemies you'll be taking out, and while it doesn't drown out the music, it detracts from the overall presentation, if only slightly.  These gripes, however noticeable, are all relatively minor.


Congratulations! An end sequence with no Engrish!

At the end of the day, this is one of the finest examples of the horizontal scrolling shoot-em-up to be released for a handheld game system.  Only this game's sequel, Gradius: Interstellar Assault, the Japan-only Sagaia entry in the Darius series, and perhaps the colorful Gates of Zendocon on the Atari Lynx can possibly rival this title's sheer excellence and presentation.  It has the looks, it has the sound, and it has the tight gameplay that fans had come to expect from Konami by this point, and they delivered the goods.  It may seem inexplicable that such an action-oriented, twitch shoot-em-up could be released on Nintendo's monochrome handheld, but Konami did it, and this game stands as one of the best examples of the genre from 1990, and quite possibly, one of the best on the console itself.  Thankfully, because the game sold well, it's also very common, and inexpensive to pick up.  You should be able to score a copy for $6 - $8 or less.  It's worth every penny, especially if you're a fan of the genre.  Highly recommended.

Saturday, August 27, 2016

Castlevania: The Adventure (1989)

Image shamelessly stolen from the Castlevania Wikia page.
When I was a kid, this was the baddest looking box art in all the land
when it came to Game Boy games. And by bad, I mean AWESOME.

Nostalgia can be a very powerful force.  It can make adults look back fondly on all sorts of things that, viewed objectively, probably aren't as great as we remember them.  For a child of the 80's, that can be almost anything.  From VCRs and teased hair to classic cartoons and our favorite movies and video games, there are times when it's hard to take a step back and look at those old favorites with a more critical eye.  Sure, that one Poison album might be one of your favorites of all time, but musically, does it still hold up?  What about your favorite childhood cartoon...could you watch it today without cringing or thinking it's nothing but pure cheese?


Seeing that Castlevania logo on the little screen was a sight to behold.

Now think about your favorite video games as a child.  Sure, some of them probably stand the test of time.  But for every Super Mario Bros or Contra, there's always a handful of games that we may still hold in high regard and still have much affection for.  If we could set aside our own memories and youthful experiences, would we still hold those works in the same esteem?  For me, one of those games is Konami's Castlevania: The Adventure on the Game Boy.


Notice the flaming end of the whip - that little fireball is destined for
the "mud man" enemy, otherwise known in the manual as "Madman".

I probably mentioned this in my first article, but I'll recap for context.  My parents wouldn't let me own a games console, because they said (rightly so) that I would monopolize the TV, as the family had just one.  Thus, if I wanted to play something other than simple early PC games, I needed to save my money and buy a Game Boy.  I dutifully saved my allowance, and upon my 13th birthday, my parents took the money I saved and bought me the Game Boy, and then bought Castlevania: The Adventure as my birthday present that year.  1990 became a seminal year for me as a gamer, and cemented the love for the hobby as I poured all my free time into playing on that little grey brick.  Much of that time was spent on Tetris, to be sure, but Castlevania: The Adventure got a lot of play that first year, and for good reason.  Having played a couple of the NES Castlevania games, it was a marvel to me that they could take that experience, and downsize it for the Game Boy screen, albeit somewhat reduced in terms of game mechanics.  Even so, it was a wondrous thing to 13-year old me.


The design team liked to use this tactic a lot - put a candle out of
reach to all but those who would keep the fireball power-up.

Looking back at those times, I have fond memories of visiting my grandparents at their house, taking the Game Boy with me, and sitting between my grandfather's rocking chair and the bookcase against the wall, huddled in the corner underneath his reading lamp, playing Castlevania: The Adventure while listening to my grandparents and my parents talk.  I would occasionally steal away to the kitchen for a jelly bean, or gladly turn it off for a bowl of homemade ice cream, but I whiled away many a Friday evening in just that way. I remember the feeling of victory every time I would make it past Stage 2, and the even greater sense of accomplishment when I had bested Stage 3.  I also fondly remember beating Dracula at my grandparents' house, and gleefully showing my parents that I had finally beat the game, after months of chipping away at it.  Not that they cared, but as a young gamer, it was a triumphant moment.


At first, the Stage 02 "Under Mole" boss is a huge pain. Once you
know where to stand and when to whip, it becomes no sweat.

On the surface, the game looks excellent.  The development team that handled this game certainly got a lot out of the Game Boy during its formative first few months, with good graphics that included nice layered backgrounds, a good use of the Game Boy's 4-shades of green in terms of shading, background elements, and enemy/item recognition, and an overall atmospheric aesthetic that recalled earlier games in the series, but having its own unique flavor.  The sprite for Simon Belmont's predecessor, Christopher Belmont, is recognizable in its basic form, and animates well enough, in similar fashion to the NES classics it is loosely based upon.  The familiar candles flicker in a simple, but effective 2-frame animation, and when you whip enemies, they die in a satisfying little burst of flame.


A descending ceiling of spikes is not my idea of a good time!

The soundtrack is one of the highlights of the game.  Hats off to composers Shigeru Fukutake, Norio Hanzawa, and Hidehiro Funauchi for their work on the game, because the music here, particularly that of the first 2 stages, is impeccable.  The melodies are memorable and stay with you, long after you power off your Game Boy.  The sound effects are also well done, with a nice whip sound, and a satisfying little "crunch" sound when you destroy a candle or vanquish a foe.  The coin pickup and power-up sounds are all familiar, and hearken back to the halcyon days of 8-bits and game design teams using basic hardware to make excellent sound.  This game is truly one of the highlights of early Game Boy titles when it comes to sound design.


Castlevania: The Adventure State 01 music. Stick this in your ear
holes and tell me it doesn't get stuck in your head. I dare you.

Game play is basic, with you controlling Christopher Belmont, running (or sauntering, more on that later) right to left, or sometimes left to right, whipping floating candlesticks for power-ups, and enemies in your path.  Unlike the first NES Castlevania game, there's no sub-weapon here, so rather than hearts giving you ammo for a secondary attack method, they restore life, like you would normally see in other games.  Coins are strictly for points, and littered around the game, you'll stumble upon the occasional 1up, as well as strategically placed whip upgrades, in the form of a dark sphere.  Your basic whip is a thin, stringy thing, and often takes 2 or more uses to kill anything.  Upgrade once, and it's a thick, braided powerhouse with a ball at the end.  Upgrade a second time, and your whip can suddenly throw fireballs.  It's an interesting twist to the 2-upgrade system introduced in the first game, and it gives the player options in terms of eliminating obstacles, as well as reaching some candlesticks.  Each time you get hit, you lose one level of whip upgrade, so two hits and you're back to the thin whip.  Get hit enough to drain your lifebar, and it's a trip to the woodshed for Mr. Belmont.  Thankfully, you get 3 lives to start with, and you can earn an additional life at 10,000 points, and more after each successive 20,000 point total.  You also get a small handful of continues, in case you die.  Let's face it: unless you're a Castlevania wunderkind, you'll die - a lot.


Not all bosses in the game are very true to the Castlevania aesthetic,
but this rib cage-bearing bat creature certainly is.

The chief complaint leveled against this game is its speed, or rather, the lack thereof.  As I mentioned previously, Christopher Belmont saunters along at a snail's pace, and everything in the game seems to follow suit.  Granted, for the game's difficulty, that helps a little, but it certainly counts as a negative.  I don't happen to think it's quite as sluggish as some would say, but I will concede that it hampers the game somewhat.  Secondly, the game's difficulty is quite high.  This is offset somewhat by there only being 4 stages, but there are moments where you're almost guaranteed to get hit by an enemy projectile (like those wretched bouncing balls spit out by the Punaguchi).  Some spots require near pixel-perfect jumps, and to expect that on the DMG's tiny screen is pretty harsh.  It can be done, but it sours the experience.  In addition, the aforementioned Punaguchi's make things very difficult in Stage 2 and 3, and if you don't have the timing down of when they spit out the large attack balls, or know where to stand so you can whip them, you'll almost certainly take at least one, if not two hits, as there's no way to avoid taking damage otherwise.  Worse yet, if you take a hit or two, and are relegated back to the weakest whip, it takes 4 whips to kill them.  These vile creatures rank up there with the bats in the original NES Ninja Gaiden as some of the most annoying, hard to avoid enemies out there.


Stage 03 starts out with background armor suddenly springing forth
to take out Christopher Belmont, so stay on your toes. Also, the
music in this stage makes great use of stereo separation and panning.

Playing this game again, I start to see my love and nostalgia for it slowly erode as I'm batted around by bouncing balls (yes, the game has knockback like its predecessors), expected to make pixel-perfect jumps, and in a constant state of frustration due to the game's less than stellar design.  I still contend that it's not quite as horrible as some make it out to be, but I'm beginning to see that this adventure isn't quite the paragon of early Game Boy action platforming that I originally thought it was.  Konami eclipsed this later with the sequel, as well as the Contra game Operation C, as well as other later Game Boy releases.  The game becomes a blurry mess on the original Game Boy screen, and it makes me wonder how I ever endured playing it with all that blur.  I tried to play it again on the DMG recently, and was shocked at just how blurry it was.  Perhaps I've been spoiled with the Game Boy Color and Game Boy Advance all the years I've owned them, but the system this game was designed for certainly shows its age when you play a game like this that requires a sharp eye and great timing and reflexes.  It makes for a very difficult experience.


I lost many a life here at this spot as a child.  Sadly, it's still the spot
that claims my stock of extra lives, mostly because I suck at the
timing of these spiked beams.

Ideally, if one is to play this game today, it's via the Super Game Boy or Game Boy Player, or perhaps even on the 3DS via the Virtual Console.  Not that I'm recommending that course of action.  Sadly, I can't even give this a casual recommendation, even as much as I played and enjoyed it as a kid.  It's fraught with too many design and execution flaws that the game's good graphics and excellent soundtrack can't rise above.  Loose carts aren't expensive, by any means, and you could pick this one up for under $10, but unless you're nostalgic for when games kicked your butt 10 ways from Sunday, or are a complete masochist looking for a short challenge, I'd skip this one.  Definitely a "try before you buy" game in today's context.  Sadly, I must own up to having seen this game through "nostalgia goggles" for the last couple decades, and admit that it's just not that good.