Research: Cancelled Games – NEC’s Monster Maker 2: The Ark of Gods (Turbo CD), Saturn Monster Maker, and other series information

Edit: 2026 Update – I apologize about the broken Japanese text in this article.  I don’t know when WordPress, and also forums which I link here, broke the text and replaced it with gibberish symbols, but it is very annoying.  I would like to replace it with the correct text but can’t find the Wikipedia article in question anymore, or the Pixiv page either. Having only the broken English semi-translation but not the original is bad, I’d love any help in finding the pages (or in fixing this broken text…). The internet forgets things so often, what a pain! Is there a way to turn this broken stuff back into Japanese?

 

This is just some quick internet research I did earlier this year about what Japanese websites have to say about NEC’s cancelled sequels to the 1994 Turbo CD (PC Engine CD) RPG Monster Maker: Yami no Ryuukishi. I don’t turn up too much, but it’s more than nothing.

I started playing the first Monster Maker for Turbo CD earlier this year, and the mostly solid gameplay, good lead character in Lia, and great graphics and music definitely make me sad that the sequel never finished.  The game is badly buggy, but there’s so much here that it should have continued!  Interested in knowing what had happened to the sequel but unable to find anything in English, I looked for it in Japanese, using Google Translate because my foreign language abilities are quite poor, unfortunately.  I mostly looked up what I could find about the Turbo CD sequel, the Saturn game NEC apparently started working on, and the Monster Maker franchise in general.  If there is anything else out there known about these games, I’d love to hear it!  Please comment if anything more comes up.

For one last note, there may be more details in the quotes below, but machine translations of Japanese are only semi-intelligible; sorry for the awful English, I can’t translate it myself. Thanks to the forum person who did a better job translating that one paragraph from Japanese Wikipedia!  There’s still quite a bit of Google Translate “English” here, though.  Here are the relevant bits I found.

The first game cover

This is the boxart for the first game, Monster Maker: Yami no Ryuukishi, or Monster Maker: Dragon Knight of Darkness as it would be in English. There isn’t boxart for the sequel(s), since they were never completed.  The main character, Lia, is pictured, along with her dragon.

The Saturn and Turbo CD Games

In short, the story is that the first Monster Maker game for Turbo CD was delayed significantly, and still shipped with some significant bugs and with a cliffhanger ending.  The sequel got well into development before being unfortunately cancelled because it was late in the generation and they decided cancelling it was better than releasing it so late, or on some other platform.  That’s the basics of what happened.  It’s an all-too-common story, really.

http://ja.wikipedia.org/wiki/多部田俊雄
モンスターメーカー 闇の竜騎士
前後編構成の前編に相当するPCエンジン用ソフト、当初予定より2年遅れて1994年に発売された。販促活動の一環として当時は珍しいラジオ番組『アミューズメントパーティーファーストアベニュー』を久川綾と笠原弘子の出演でTBSラジオにて放送したが、番組放送中にソフトが発売されることは無かった。更には後編の『モンスターメーカー 神々の方舟』が結局未発売に終わったため、謎や伏線が全く回収されない尻切れトンボとなってしまった。先述のユーゲーインタビューでは「当初の予定の8倍に内容が膨らんでしまった」「後編のCG、音声、スクリプトはほぼ出来上がったが、PCエンジン用なので他機種で出すには完全作り直しになるので出せなかった」と語っている。当時のPCエンジン雑誌に於いて「これ以上延期した場合は丸坊主になる」といった旨の宣言をしたが、その甲斐もなく延期。件のPCエンジン誌には坊主頭にサングラスでにこやかにポーズを取った多部田の写真が掲載された。

Translation thanks to Oare of NeoGAF:

“The first half of a two-parts PC Engine game, it was released in 1994 after two years of delay. In an unusual fashion for the time, part of its promotion was conducted through a radio program called “Amusement Party First Avenue”, with hosts Aya Hisakawa and Hiroko Kasahara, which aired on TBS radio. But the program ended before the game was released. To make matters worse, its sequel “Monster Maker – The Ark of Gods” ended up not being released at all, leaving all the mysteries and plots unsolved. In his aforementioned (2003) interview with “Used Games” magazine, (Tabeta) claimed: “the game’s contents ended up eightfold what we had originally planned”, “the graphics, sound and script of the sequel were almost done, but since they had been built for the PC Engine, we would have had to redo everything from scratch in order to release it on a different platform, which is why we couldn’t”.
At the time of development, he said in a PC Engine magazine something to the effect of: “if the game suffers any more delays, I’m going to shave my head”, but to no avail. A photo of him wearing sunglasses and smiling with his hair buzzed down later appeared in the same magazine.”

Note that ‘Tabeta’ is Toshio Tabeta, the games’ director, and a director who worked on multiple cancelled or unfinished Turbografx games.  If the game was as far along as this suggests, it’s really unfortunate that they couldn’t manage to finish it… 🙁  Port it to a newer platform at least, like the Saturn ports of Gulliver Boy and AnEarth Fantasy Stories!  That would have been great, leaving people who played the first game hanging with its awful cliffhanger ending is pretty frustrating.

 

Also, a Saturn Monster Maker game was in development, also directed by Tabeta.

モンスターメーカー ホーリーダガー
PCエンジン版とは別ストーリーとなる予定だったセガサターン版。こちらも発売延期を繰り返して結局未発売。

Machine translation:

Monster Maker Holy Dagger
Was expected to be a different story from the PC Engine version Sega Saturn version. This is also yet to be released eventually repeat the postponement.

Getting back to the TGCD games though, here’s more info about the game, with some interesting but almost incomprehensible through machine translation info, from Lia’s Wiki-style Pixiv page. http://translate.google.com/translate?sl=ja&tl=en&js=n&prev=_t&hl=en&ie=UTF-8&u=http%3A%2F%2Fdic.pixiv.net%2Fa%2F%25E3%2583%25A9%25E3%2582%25A4%25E3%2582%25A2

Note: Bold parts are bold in the original version.

Summary

Was released in 1994 PC Engine hero of “Dragon Knight of Darkness Monster Maker” SUPER CD-ROM ^ 2 game.
We left the village of Ferundo, the journey to reveal the truth.

Not the birthplace, the house grew up was a foundling.
Able to talk to monsters is possible, was get on the wrong side around therefore.
However, it is the owner of a bright personality brave in practice.

From the ear of Kirenaga, half-assed half-elf had been subjected to speculation that or not.

Biggest victim of “fraud to issue out” of multi-poor producer of NEC Interchannel of (at the time).
Released time of generational change upcoming PC engine when the last line of repeated postponement to postponement, was released at last.
(Already Saturn it is time the summary of begins to flow in the streets)
And content is only “front half”.
“Ark of Monster Maker Gods” which is the second half was not released at last.
For this reason, the identity of her secret of birth, such as the ability of true was Mai same not told.
(However, from the chronology of the Monster Maker world,
Her conclusion may not have been the thing which never blessed.
In fact, interviews to give out an odor it was listed in the official guide book of “Dragon Knight of Darkness”)

Although it is she who is “a tragic heroine” literally,
It is superb card of TCG in “Monster Maker Resurrection” at the end.

Name the last time head story

It is “Ira” If you read upside down from her name.
The name is fantasy of “Ira” is not uncommon creative, and be divided,
In fact I’m also in Monster Maker.
Protagonist of the novel “Monster Maker: Dragon Rider”,
Boy you are out with a little role to “secret sword of ur 2 Monster Maker” version.
However, there is no picture in question still currently in pixiv.

Uh… yeah. Here’s the link to the original Japanese. http://dic.pixiv.net/a/ライア
Here’s a little bit about the game that was translated by SamIAm of the PC Engine FX forum; he knows Japanese.  Note you’ll need an account at the forum in order to view the link. http://www.pcenginefx.com/forums/index.php?topic=16306.0

「後編のCG、音声、スクリプトはほぼ出来上がったが、PCエンジン用なので他機種で出すには完全作り直しになるので出せなかっ た」

“The CG, voice recording, and the script for the second game were more-or-less done, but they were done for the PC Engine, and moving the game to another system would have meant doing everything over again.” he said.

If the CG, voice work, and script were all done, it’s a real tragedy that nothing came of it at all!  They’d decided on everything, but then scrapped it and nothing was said to the public, or something? I mean, because other articles comment on how Lia’s story was left unfinished, her true origins unrevealed.  Cancelled games are so frustrating, finish games darnit! :p  And as I said earlier, why couldn’t it just be up-ported like those other two games were?  Too bad.


Other Monster Maker Franchise Information

Beyond that I can’t find anything of note about the sequel, but I found some stuff related to the game/series, so I’ll post that below though it’s mostly about the first game and not the second.  This section has three parts.  First, some links to sites about the series.  Second, some about the main characters.  And last, a few links discussing the original Monster Maker: Yami no Ryuukishi for Turbo CD.

This is an interesting site: http://homepage3.nifty.com/muroto/mm/mmold/mmcha.html – This site has a release list of Monster Maker-franchise titles. The game is originally a card-game RPG, and has various games based on it, but the NEC game is unrelated to the rest — as this chart I linked shows, the main character of the TGCD game (in the last column on the right) doesn’t appear in any of the other Monster Maker-licensed titles, and none of the characters from the other games appear in the TGCD game. I’m not even sure if characters from the source material appear in the TGCD game at all, either; note how the characters shown on the boxes for some of Sofel’s NES/GB/SNES Monster Maker games also appear on the guidebooks, but the girl who’s the main character in the TGCD game does not.

Monster Maker fanpage (main page link): old version: http://homepage3.nifty.com/muroto/mm/mmold/mm.htm; new version: http://homepage3.nifty.com/muroto/mm/mmold/mm.htm There isn’t much on the site, but it was kind of interesting anyway.

More general Monster Maker (not for the TGCD games) info can be found on the JP Wikipedia page for the franchise: http://translate.google.com/translate?depth=1&hl=en&ie=UTF8&prev=_t&rurl=translate.google.com&sl=ja&tl=en&u=http://ja.wikipedia.org/wiki/%25E3%2583%25A2%25E3%2583%25B3%25E3%2582%25B9%25E3%2582%25BF%25E3%2583%25BC%25E3%2583%25A1%25E3%2583%25BC%25E3%2582%25AB%25E3%2583%25BC#.E3.82.B3.E3.83.B3.E3.83.94.E3.83.A5.E3.83.BC.E3.82.BF.E3.82.B2.E3.83.BC.E3.83.A0 or in Japanese http://ja.wikipedia.org/wiki/モンスターメーカー

http://monstermaker.jp/ – Official site for the cardgame; it apparently still exists, in some level. http://monstermaker.jp/mmfc/index.htm  Note the characters here:

Monster Maker (cardgame) characters

The usual Monster Maker franchise focal characters

Sofel made a series of Monster Maker RPGs based more on the cardgame characters, as opposed to NEC’s original lead character Lia.  Sofel’s games: http://www.gamefaqs.com/gameboy/569811-monster-maker-2/images/box-8026; http://www.gamefaqs.com/gameboy/569813-monster-maker-barcode-saga/images/box-6897; http://www.gamefaqs.com/nes/570619-monster-maker-7-tsu-no-hihou/images/box-9951; http://www.gamefaqs.com/snes/564317-monster-maker-iii-hikari-no-majutsushi/images/box-5156/box-5156; http://www.gamefaqs.com/snes/571169-monster-maker-kids/images/box-9955. The characters seen on the box covers of all of Sofel’s games are the same ones as in the cardgame art pictured above.

NEC’s game, however, while it also uses the license, seems to be an entirely original title, with a new lead character, Lia, and its own story. So why is it licensed at all? Just to get more sales? I’m sure it uses monsters from the original series, but it’s interesting that NEC decided to focus on a new character, and not the usual ones of the other games.  It makes NEC’s game a little more interesting, I think.  It’s cool that the game has a female lead character, as well; Monster Maker (TGCD)’s main character Lia is great.  The problem is that this means that none of the other games are any help at all with that stupid “to be continued” ending since they are entirely unrelated as far as story and characters are concerned.  Ah well.

Actually, upon further review, the original Monster Maker character designs do make an appearance in Yami no Ryuukishi, just not as main characters.  I see the blue/purple-haired mage girl in one of the screenshots on this Japanese blog post about Monster Maker, for instance: http://ameblo.jp/memolmemol/entry-11574780098.html  Google Translate does an okay job translating the text, but the images seem to be missing: http://translate.google.com/translate?sl=ja&tl=en&js=n&prev=_t&hl=en&ie=UTF-8&u=http%3A%2F%2Fameblo.jp%2Fmemolmemol%2Fentry-11574780098.html

Here’s purple haired mage girl on the cover of Sofel’s Monster Maker III (SNES), as linked above:
MMIII

And here she is on the back cover of MM: Yami no Ryuukishi (TCD) in the upper right of the back cover:

Also, Lia has a cameo as a card in Monster Maker 4: Flash Card for the GBA, as seen here: http://translate.google.com/translate?sl=ja&tl=en&js=n&prev=_t&hl=en&ie=UTF-8&u=http%3A%2F%2Fmii5.at.webry.info%2F200910%2Farticle_7.html&act=url
Lia in the GBA game
Monster Maker: Yami no Ryuukishi, the Turbo CD game, also has a soundtrack CD… that’d be nice to have, the music is great. Only 7 tracks, though? http://www.amazon.co.jp/%E3%83%A2%E3%83%B3%E3%82%B9%E3%82%BF%E3%83%BC%E3%83%BB%E3%83%A1%E3%83%BC%E3%82%AB%E3%83%BCCDII-%E9%97%87%E3%81%AE%E7%AB%9C%E9%A8%8E%E5%A3%AB-%E3%82%B2%E3%83%BC%E3%83%A0%E3%83%BB%E3%83%9F%E3%83%A5%E3%83%BC%E3%82%B8%E3%83%83%E3%82%AF/dp/B00005MST5

This is the soundtrack cover:
soundtrack

Note that it says “CD II”, but it’s not a sequel, they just put that label on the soundtrack.
More searching for stuff about Monster Maker 2 in Japanese (“モンスターメーカー 闇の竜騎士”) leads to more blog/article stuff about how buggy the first Monster Maker is.  See this link for an example of that: http://sugiou5.blog.so-net.ne.jp/2009-06-06  Many consider it a ‘kusoge’, or very bad/broken game, as a result, which is understandable really even if the game has some definite strengths.  Example of a mention of it as kusoge: http://translate.google.com/translate?sl=ja&tl=en&js=n&prev=_t&hl=en&ie=UTF-8&u=http%3A%2F%2Fdic.nicovideo.jp%2Fa%2F%25E3%2583%25A2%25E3%2583%25B3%25E3%2582%25B9%25E3%2582%25BF%25E3%2583%25BC%25E3%2583%25A1%25E3%2583%25BC%25E3%2582%25AB%25E3%2583%25BC&act The pages I checked also frequently mention that the sequel wasn’t finished and that the game has no ending.  If I see anything more with real info about the sequel, I’ll post more.  This next review of the game (below) is a bit more positive, but still is critical overall. It mentions the cancellation of the sequel as well. Etc. http://translate.google.com/translate?sl=ja&tl=en&js=n&prev=_t&hl=en&ie=UTF-8&u=http%3A%2F%2Fwww.geocities.jp%2Fawakway%2Freview2%2Fmonme.html
Here’s some more from SamIAm of PC Engine FX, this time writing about the first game.  This post of his has a bit more about the game, though some of it’s just a repeat of the “watch out for that one tower with the bad bug in it, and the game’s unfinished” bit. [url]http://www.pcenginefx.com/forums/index.php?topic=9456.msg266168#msg266168[/url]

“I was reading about Monster Maker in Japanese. It’s a tragic story, really. Or a story of incompetence, whichever you prefer.

The project actually started in like 1991 or so, and it had a famous producer who made good stuff but took forever doing it. Wouldn’t you know, Monster Maker got delayed. Then it got moved to the Super CD, and was delayed again. Then they decided to redraw the character art, so they had another massive delay. They said in interviews that they wanted to make the best RPG anyone had ever seen.

Who knows exactly what was going on behind their doors? But I’d guess that the management at NEC Avenue lost their shit at some point and ordered them to finish it and turn it out within a few months or else. The game that came out in late ’94, over two years past its original release date, was loaded with bugs and only half-finished. Seriously, there was supposed to be an equally large part-two in the works, but it was canned. More alarmingly, the game came with a small pink piece of paper saying “once you go into this one tower, don’t come out until you have this one conversation or the event data will get borked and your game-save will be ruined forever.” And that’s just the worst of a long list of bugs.

It looks like it could have been really cool, too. I like the moody piano music and the funky pastel art. What a shame.

Anyone here play it all the way through? There’s a full play on niconico, but speak of the devil, it’s got a Japanese nerd talking over it the whole way (saying the most obvious crap in the world, too).”

Finally, on a mostly unrelated note, Toshio Tabeta, the same guy behind Monster Maker TGCD, apparently was also involved in Strider’s much-delayed TCD port, and also was working on a version of Wardner as well… huh, didn’t know about that last one.  http://translate.google.com/translate?sl=ja&tl=en&js=n&prev=_t&hl=en&ie=UTF-8&u=http%3A%2F%2Fja.wikipedia.org%2Fwiki%2F%25E5%25A4%259A%25E9%2583%25A8%25E7%2594%25B0%25E4%25BF%258A%25E9%259B%2584 The article claims that TG16 (PCE) Wardner was complete but cancelled because of… I don’t know what, machine translation isn’t good.  That it wasn’t good enough, maybe?  I have the Genesis version of Wardner, seems like a fairly graphically simple game that the TG16 could certainly handle, and while it’s not a great game, it’s a fun and difficult action-platformer in the vein of Ghosts n Goblins.  It’s too bad the TG16 version was canned.  This guy had issues finishing games, sadly.

Posted in Classic Games, Research, Saturn, Turbo CD | Tagged , , , , | Leave a comment

List: 4th Gen Console Fighting Games – A Complete List

I don’t know how useful this list is, but I made it, so here it is!

The major addition I could, and maybe eventually will, make to the list is to also mark North American region-exclusive titles.  I should do that.

The other major addition would be to also make a handheld fighting games list.  I should do this too.

NOTES

I’m not counting the Neo-Geo here, note, even though it obviously is a 4th gen console.  So I put an asterisk by Art of Fighting 2 since it was only on Neo-Geo and SNES (4th gen wise).  Obviously though it, and all of the Neo-Geo games, are also on consoles on that system.  I’ve just always thought of the Neo-Geo as its own thing, and not a console actually competing with the “normal” 4th, 5th, or 6th gen consoles…

Also, importantly, Boxing, Wrestling, Karate, Taekwondo, Fencing, and so on games are not usually included in this list.  You could, but I’d put those more with sports than fighting, myself.

I list the games by US release title, plus EU/JP ones when the games were only released there.  Similarly on this list I only note it when a game was only  released in Japan, not when it was only released in the US, or was US+Japan but not Europe; sorry.  That’d be a lot more work.

KEY

# (Pound sign) means the game noted is a console-original title: a game designed for consoles, not ported from an arcade or computer game.

* (One Asterisk) means the game noted is a console-exclusive title: a game only released on the console in question and arcades or computers, and no other 4th gen consoles. Note – newer ports don’t count here.

*#* (Two Asterisks around a Pound sign) means the game noted is a true exclusive, a game that is only available on this one system.

The List


Sega Genesis

(More titles than marked probably have 6 button controller support)
Regional exclusives not released in North America: 1 JP only, 1 JP/BR only.

*#*Eternal Champions (supports 6 button controller)
Street Fighter II’: Special Champion Edition (supports 6 button controller)
Super Street Fighter II (supports 6 button controller)
*#*TMNT: Tournament Fighters (pretty bad Genesis ver.)
#WeaponLord (supports 6 button controller)
Fatal Fury
Fatal Fury 2
Art of Fighting (supports 6 button controller)
World Heroes (supports 6 button controller)
Samurai Shodown (supports 6 button controller)
*#*Justice League Task Force (Genesis ver.)
#Brutal: Paws of Fury
King of the Monsters (fighting-wrestling)
*#*King of the Monsters II (fighting-wrestling) (different from the SNES/Neo-Geo one)
Mortal Kombat (supports 6 button controller)
Mortal Kombat II (supports 6 button controller)
Mortal Kombat 3 (supports 6 button controller)
Ultimate Mortal Kombat 3 (supports 6 button controller)
#Ballz 3D (3d gameplay w/sprites)
#ClayFighter
#Double Dragon V: The Shadow Falls
Primal Rage
Rise of the Robots
**Shaq-Fu (even worse Genesis ver.)
*Best of the Best: Championship Karate (JP title: The Kick Boxing) (borderline case, probably shouldn’t be listed because it’s a “realistic” karate game)
*Budokan: The Martial Spirit
#Deadly Moves (JP title: Power Athlete) (same as Power Moves on SNES)
*#*Dragon Ball Z (France subtitle: L’Appel du Destin; JP subtitle: Buyuu Retsuden) (JP/EU only) (EU: France and Spain only)
*#*Fighting Masters
#Dragon: The Bruce Lee Story
Power Instinct (Gouketuji Ichizoku)
**Ka Ge Ki: Fists of Steel
*Slaughter Sport (JP title: Fat Man)
*#*Street Smart
*Time Killers (US/EU only)
*#*Ultraman (JP only) (not the same as the SNES game)
*#*VR Troopers (US/EU only)
*#*Yu Yu Hakusho (JP title: Yuu Yuu Hakusho: Makyou Toitsusen) (JP/Brazil only) (4 player)
*Virtua Fighter 2 (US/EU only)

Sega CD

#Brutal: Paws of Fury (supports 6 button controller)
Mortal Kombat (supports 6 button controller)
*#*Revengers of Vengeance (fighting-shmup w/RPG elements) (JP title: Battle Fantasy)
Samurai Shodown (supports 6 button controller)
Fatal Fury Special (supports 6 button controller)
*#*Eternal Champions: Challenge from the Dark Side (supports 6 button controller)
*#*Burning Fists: Force Striker (unlicensed ’00s release) (supports 6 button controller?)
#Supreme Warrior (FMV “fighting” game, DO NOT PLAY THIS!) (supports 6 button controller)

There’s also Ranma 1/2: Byakuran Aika (JP only), which is a FMV-style “fighting” game which basically has Rock-Paper-Scissors as its entire gameplay mechanic. I don’t quite think it should count, but I thought I’d list it (and yes, it’s exclusive).

Sega 32X

Mortal Kombat II (supports 6 button controller)
Brutal Unleashed: Above the Claw (supports 6 button controller)
*Virtua Fighter (2.5d) (supports 6 button controller)
*#*Cosmic Carnage (supports 6 button controller)

Sega 32X CD

Supreme Warrior (FMV “fighting” game, DO NOT PLAY THIS!) (supports 6 button controller)

Super Nintendo (SNES)

Regional exclusives not released in North America: 25 JP only, 4 JP/EU only.

Fatal Fury
Fatal Fury 2
Fatal Fury Special
Art of Fighting
*Art of Fighting 2 (JP only)
World Heroes
World Heroes 2
#Dragon: The Bruce Lee Story
Samurai Shodown
*#*TMNT: Tournament Fighters (vastly superior SNES version)
#WeaponLord
*#*Justice League Task Force (SNES ver.)
Street Fighter II
Street Fighter II Turbo
Super Street Fighter II
Street Fighter Alpha 2
King of the Monsters (fighting-wrestling)
*King of the Monsters II (beat ’em up with fighting-wrestling parts)
*Fighter’s History
*#*Fighter’s History: Mizoguchi Kiki Ippatsu!! (JP only)
Mortal Kombat
Mortal Kombat II
Mortal Kombat 3
Ultimate Mortal Kombat 3
*#*Street Combat (JP title: Ranma 1/2: Chounai Gekitou Hen) (1st SNES Ranma)
*#*Ranma 1/2: Hard Battle (JP title: Ran,a 1/2: Bakuretsu Rantou Hen; EU title; Ranma 1/2) (2nd SNES Ranma)
*#*Ranma 1/2: Chougi Ranbu Hen (JP only) (3rd SNES Ranma)
#Ballz 3D (3d gameplay w/sprites)
#Brutal: Paws of Fury
*#*Battle Blaze
#ClayFighter
*#*C2: ClayFighter 2: Judgment Day
*#*ClayFighter: Tournament Edition
#Double Dragon V: The Shadow Falls
*#*Doomsday Warrior (JP title: Taiketsu!! Brass Numbers)
Power Instinct (Gouketuji Ichizoku)
*Killer Instinct
*#*Tuff E Nuff (JP title: Dead Dance)
*#*Mighty Morphin Power Rangers: The Fighting Edition
Pit-Fighter
Primal Rage
#Power Moves (JP title: Power Athlete) (same game as Deadly Moves on Genesis)
*#*Ultimate Fighter (JP title: Hiryu no Ken S: Hyper Version)
Rise of the Robots
#Shaq-Fu (awful SNES ver.)
*#*Ultraman
*#*Bastard!! Ankoku no Hakaishin (JP only) (nontraditional gameplay)
*#*Battle Master: Kyuukyoku no Senshitachi (JP only)
*#*Battle Tycoon: Flash Hiders SFX (JP only) (sequel to the TCD Flash Hiders game)
*#*Death Brade (JP only) (isometric 1on1 fighting)
*#*Dragon Ball Z (JP subtitle: Super Butouden) (JP/EU only) (France/Spain only in EU) (1993)
*#*Dragon Ball Z: La Legende Saien/La Leyenda de Saien (JP subtitle: Super Butouden 2) (JP/EU only) (France/Spain only in EU) (1994)
*#*Dragon Ball Z: Ultime Menace/La Ultima Amenaza (JP subtitle: Super Butouden 3) (EU: France/Spain only) (1995)
*#*Dragon Ball Z: Hyper Dimension (JP/EU only) (France/Spain only in EU) (1996)
*#*SD Hiryu no Ken (JP only)
*#*Godzilla: Kaijuu Daikessen (JP only)
*#*Makeruna! Makendou 2 (JP only)
*#*Hana no Keiji: Kumo no Kanata ni (JP only)
*#*Hiryu no Ken S: Golden Fighter (JP only) (fighting/boxing cross?)
*#*Hokuto no Ken 7 (JP only)
*#*Kidou Butoden G-Gundam (JP only)
*#*Natsuki Crisis Battle (JP only)
*#*Matsumura Kunihiro-den: Saikyo no Rekishi o Nurikaero! (JP only)
*#*Osu!! Karatebu (JP only)
*#*Seifuku Densetsu: Pretty Fighter (JP only)
*#*Shin Kidou Senshi Gundam W: Endless Duel (JP only)
*#*Super Bikkuriman (JP only)
*#*Super Chinese Fighter (JP only)
*Super V.G. – Variable Geo (JP only)
*#*Tae Kwon Do (JP only)
*#*Yuu Yuu Hakusho 2 (JP only)
*#*Yuu Yuu Hakusho Final (JP only)

Note that there are two other SNES (exclusive) Yuu Yuu Hakusho fighting games.  They’re sort of fighting games; they’re FMV-esque “fighting” games.  Not sure if they should count here or not.  I guess they go in a category with stuff like Supreme Warrior, the Sega CD Ranma game, some of the boss battles in one of the SNES Zenki games, and the like.

TurboGrafx-16 / PC Engine (TG16)

Regional exclusives not released in North America: Both games Japan only

**Strip Fighter (unlicensed) (JP only) (supports 6 button controller)
Street Fighter II’: Champion Edition (JP only) (supports 6 button controller)

Turbo CD / PC Engine CD (TCD)

Regional exclusives not released in North America: 12 games Japan only (of 14)

#*Fighting Street
*#*Godzilla (Duo/Super System Card required)
*#*Kakutou Haou Densetsu Algunos (JP only) (Duo/Super System Card required)
*Asuka 120% Maxima: Burning Fest. (JP only) (Duo/Super System Card required)
*#*Dragon Ball Z: Idainaru Goku Densetsu (JP only) (Duo/Super System Card required)
*#*Ranma 1/2: Datou, Ganso Musabetsu Kakutou-ryuu! (JP only) (Duo/Super System Card required)
*#*Flash Hiders (JP only) (Duo/Super System Card required, Arcade Card enhanced)
*Advanced V.G. – Variable Geo (JP only) (Duo/Super System Card required) (supports 6 button controller)
*Martial Champion (JP only) (Duo/Super System Card required) (supports 6 button controller)
Fatal Fury 2 (Garou Densetsu 2) (JP only)  (Arcade Card required) (supports 6 button controller)
Fatal Fury Special (Garou Densetsu Special) (JP only)  (Arcade Card required) (supports 6 button controller)
Art of Fighting (Ryuuko no Ken) (Arcade Card required) (supports 6 button controller)
World Heroes 2 (JP only) (Arcade Card required) (supports 6 button controller)
*#*Kabuki Ittou Ryoudan (JP only) (Arcade Card required) (supports 6 button controller)

Posted in 32X, Classic Games, Genesis, Lists, Sega CD, SNES, Turbo CD, TurboGrafx-16 | Tagged , , , , , , , , | Leave a comment

Update: Additions to the 3rd & 4th Gen Multiplayer Shmups List

Yes, I found a few more games for this list after posting it!

Additions

12/10/2014: Horror Story (Turbo CD) (J only) – This is an autoscrolling side-scrolling run & gun platform-action game.  It has two player co-op.

12/12/2014: Cosmo Gang: The Video (SNES) (J only) – Galaga-style static-screen shmup from Namco with two player co-op.

Posted in Classic Games, Lists, SNES, Turbo CD, Updates | Tagged , | Leave a comment

Lists: 3 or 4 Player Multiplayer Shmups and Borderline Shmups

First, a note – I just added Horror Story to the previous list, because it’s a two player co-op run & gun.  Go see that list for more.  But on to this new one, of 3+ player multiplayer shooters!

Yes, 3 or 4 player (or more) shooting games this time. This is a much shorter list than the previous one because very few shooters support more than two players. This list is probably not complete, because most of the games come from when I first compiled this list in a shmups.com forum thread in 2009; I have only added a couple of games to this list since then, most importantly the recent release Geometry Wars 3.  I am sure that there are other shmups and shmuplikes, probably indie or homebrew games and the like, which have 3+ player support, but what are they? This actually is pretty hard info to find, so if anyone knows of more, please mention them in the comments! Thanks.

Changelog

List initially posted in early 2009 with just a few games on it.

Jan. 2009: Added Turbo Force, Blast Works, Geometry Wars: Retro Evolved 2, Exception and Exception Conflict, Laseroid, Shooting Love 200X, Bangai-O Spirits, Ketsui Death Label, Moero! Twinbee

12/10/2014: Added Geometry Wars 3: Dimensions, Metamor Jupiter, Valkyrie Sky, Sunset Riders, Mystic Warriors

3/26/2015: Added Otomedius Gorgeous (aka Otomedius G) and Otomedius Excellent

 

Three or More Player Simultaneous Shmups

Single System or Single System and Online

Aegis Wing (Xbox 360 XBLA) (4 player single system or online)
Blast Works: Build & Destroy (Wii) (4 player single system)
Giga Wing 2 (Dreamcast) (4 player single system)
Laseroid (PC) (3 player single system)
Metamor Jupiter (TurboGrafx CD) (code unlocks a 3 player mode — others play as the options) (Japan only release)
Moero! Twinbee (Famicom – Japan version only, requires a Famicom and Japanese multitap to work) (3 player single system) [This is the Japanese version of Stinger (NES). The Western release is two player max only.]
Otomedius Gorgeous (Xbox 360) (Japan only release) (3 player single system or online) (aka Otomedius G)
Otomedius Excellent (Xbox 360) (US/JP only, not Europe) (3 player single system or online)
Shooting Love 200X (Shooting Ginokentei (Shmups Skills Challege) mode only) (Xbox 360) (Japan only release) (4 player single system)
Turbo Force (Arcade) (3 player single system) [aka Hyper Force]

LAN, Online, and/or System Link Only Multiplayer

Exception (PC) (4 player max lan/online) (borderline arena shmup)
Exception: Conflict (PC) (16 player max lan/online) (borderline arena shmup)
Ketsui Death Label (DS) (8 player wireless system link) (semi-alternating, only one person plays at once but everyone always needs to be paying attention, as it switches automatically during play…)

Discontinued and now unplayable Online-Only Game

Valkyrie Sky (PC) (Shmup MMO) (4 player online play in levels; towns are open, missions instanced) [The game was shut down in late 2010 and I can’t find any information about private servers out there, if there are any.  If someone knows of one mention it!]


3+ Player Borderline Shmup-like games

Single System or Single System and Online Multiplayer

Armada (Dreamcast) (4 player single system only) {this game is sort of a space shooter action-RPG.}
Geometry Wars: Retro Evolved 2 (X360 XBLA) (4 player single system only) {arena shooter}
Geometry Wars 3: Dimensions (PC/Mac/Linux/PS4/PS3/XONE/X360) (4 player single-system or 8 player online) (only 10 stages are available in multiplayer, not the whole game) {arena shooter}
Sunset Riders (Arcade version only) (4 player single system only) {run & gun}
Mystic Warriors (Arcade) (4 player single system only) {run & gun}

LAN, Online, and/or System Link Only Multiplayer

Bangai-O Spirits (DS) (4 player wireless system link) {open-level missile shooter}
Fire Fight (PC) (4 player LAN play, 2 player modem play) — {top-down free-roam game, could consider it a shmup depending on your definition, sort of like, say, Zone 66 or the top-down levels in Thunder Force II}
Subspace (PC) {MMO shmuplike} (still playable via Continuum client)

Posted in Arcade Games, Classic Games, Dreamcast, Lists, NES, Nintendo DS, Nintendo Wii, PC, PC, Turbo CD, Xbox 360 | Tagged , , , , | 1 Comment

List: 3rd and 4th Gen Multiplayer Shmups (And Related Genres — Run & Guns, etc.)

This list probably is not complete, but this is everything I know of right now.   Please tell me any that are missing!  Thanks.

Edited In Additions

12/10/2014: Horror Story (Turbo CD) (J only) – This is an autoscrolling side-scrolling run & gun platform-action game.  It has two player co-op.

12/12/2014: Cosmo Gang: The Video (SNES) (J only) – Galaga-style static-screen shmup from Namco with two player co-op.

 

This list is broken up into two parts.  First, I list all of the shmups, sorted by platform and release region.  Second, below the shmup list, I list all of the arena shooters, run & guns, rail shooters, and freeroam 3d shooters, again sorted by platform and release region.

Key

U means North America.  E means Europe or PAL-land (so it usually includes Australia).  J means Japan.

[Games with only alternating and not simultaneous multiplayer titles are marked with brackets] while the games with better multiplayer, that is simultaneous, do not have those brackets.

Totals

These will be listed from most to least, with games for addons included in each main system’s total.  The Turbografx plus Turbo CD and SuperGrafx has the most: 26 games on the list below with simultaneous two-player multiplayer, combining both shmups and the other genres, plus 4 games with alternating multiplayer (Only one is a SuperGrafx title, if that platform was to be listed separately; it would not change the order of this list.).  Second, the NES plus FDS has 16 with simultaneous multiplayer (one of which has 3 player multiplayer in its Japanese release), plus 9 with alternating-only multiplayer.  Tied with it, the SNES has a total of 19 games with simultaneous and 6 games with alternating multiplayer.  Following it, the Genesis plus Sega CD and 32X has 17 games with simultaneous multiplayer.  Farther down the list, the Sega Master System has 6 with simultaneous multiplayer, plus 2 with alternating only.  Next the Atari 7800 has 6, including one unreleased but available title.   Last, the Colecovision, Vectrex, Atari 5200, Sega SG-1000, and Phillips CD-i do not have any I know of, though there likely are some I am missing from this list.

 

List: 3rd and 4th Gen Multiplayer Shmups

The early 3rd gen (sometimes wrongly called “2nd” or “2.5” gen) consoles of 1982-1983 that aren’t the NES — that is, the Atari 5200, Colecovision, Vectrex, and Sega SG-1000, to name the major ones — do these systems have any at all?  I can’t find any so far.

NES

U

Silkworm


JU/JUE

Stinger (3 player in Japan, 2 player in US)
Life Force (UE) / Salamander (J)
S.C.A.T. (J title: Final Mission; E title: Action in New York)
Legendary Wings
[Seicross]
[Gradius]
[Image Fight]


E/JE

None


J

Twinbee
Twinbee 3
Crisis Force
[Gradius II: Gofer no Yabou]
[Insector X]
[Zunou Senkan Galg]

Atari 7800

Centipede (static screen)
Asteroids (static screen/arena)
Plutos (unreleased, but the rom leaked years ago)

Sega Master System

UE

[Cloud Master]


E

Super Space Invaders
[Scramble Spirits]


J

Satellite 7


Korea Only

Cyborg Z


SNES


JU/JUE

Firepower 2000 (Super SWIV)
Raiden Trad
Aero Fighters (JP title: Sonic Wings)
Darius Twin
Strike Gunner S.T.G.
Space Invaders: The Original Game (static screen) (multiplayer is competitive versus play, not co-op)
[Gradius III]
[R-Type III: The Third Lightning]


JE

Pop’n Twinbee
[Parodius: Non-Sense Fantasy]


J

Cosmo Gang: The Video (static screen)
[Gokujou Parodius]
[Jikkyou Oshaberi Parodius]

Turbografx-16

JU

Ordyne
Aero Blasters
[Psychosis]
[Fantasy Zone]


J

Salamander
Detana! Twinbee
Dragon Saber – The After Story of Dragon Spirit
1943 Kai
Burning Angels
Toilet Kids
Toy Shop Boys
[Gradius]


SuperGrafx


J

1941: Counter Attack

Turbo CD

Note: CD: Regular CD title. SCD: Super CD title. ACD: Arcade CD title.

JU

Buster Bros. (static shooter) (CD)
Forgotten Worlds (p2 plays as the option) (SCD)
Monster Lair (part shmup, part autoscrolling platform-shooter) (CD)


J

Hellfire S: The Another Story (CD)
Ginga Fukei Densetsu Sapphire (ACD)
Legion (CD)
Space Invaders: The Original Game (SCD) (static screen; multiplayer is competitive versus play, not co-op)
Psychic Storm (SCD)
Ai Cho Aniki (SCD)
Metamor Jupiter (SCD) (code unlocks a 3 player mode — others play as the options)
[Gradius II: Gofer no Yabou (SCD)]

Genesis

U/UE

Battle Squadron
Gadget Twins (U only)


JU/JUE

Bio Hazard Battle
Air Buster (JP title: Aero Blasters)
Forgotten Worlds
Vapor Trail (JP title: Kuuga: Operation Code – “Vapor Trail”


E/JE

Mega SWIV (E only)


J

Bio-Ship Paladin

Sega CD

None

32X (JUE)

Zaxxon’s Motherbase 2000 (multiplayer is competitive versus play, not co-op)

CD-i

None

 

 

Multiplayer [side-scrolling] Run & Guns, topdown run & gun-like action games, rail shooters, and freeroam 3d shooters on 3rd and 4th gen consoles

{each games’ genre is in these brackets}
[square brackets still mean alternating multiplayer]

NES

U

Contra Force {run & gun}


JUE

Contra {run & gun}
Super C {run & gun}
Ikari Warriors {topdown}
Ikari Warriors 2: Victory Road {topdown}
Ikari Warriors 3 {topdown / beat ’em up}
Guerilla War (JP: Guevara) {topdown}
Smash T.V. {arena}
[Front Line] {topdown}
[Seicross] {isometric}

Famicom Disk System (J only)

[Kiki Kaikai: Doutou-hen] {topdown}


SMS


UE

Rambo: First Blood Part II (J title: Ashura; E title: Secret Command) {topdown}
Time Soldiers {topdown}


E

Super Smash T.V. {arena}

7800

Commando {topdown}
Ikari Warriors {topdown}
Robotron 2084 {arena}


SNES


JU/JUE

Pocky & Rocky {topdown}
Pocky & Rocky 2 {topdown}
Sunset Riders {run & gun}
Contra 3: The Alien Wars {run & gun}
Soldiers of Fortune (E title: The Chaos Engine) {topdown}
Wild Guns {run & gun/lightgun}
GunForce {run & gun}
Nightmare Busters (homebrew release) {run & gun}
Super Smash T.V. {arena}
Total Carnage {topdown/arena}


J

[Galaxy Wars] {weird static-screen shmuplike where you control each missile you’re trying to hit the enemy ships with}
Deae Tonosama Appare Ichiban {topdown}

Genesis

UE

The Adventures of Batman & Robin {run & gun}


JUE

Contra: Hard Corps {run & gun}
Gunstar Heroes {run & gun}
Rolling Thunder 2 {sidescrolling shooter}
Soldiers of Fortune (E title: The Chaos Engine) {topdown}
Sunset Riders (different from the SNES game) {run & gun}
Super Smash T.V. {arena}

Sega CD (JUE)

SoulStar (P2 just controls a cursor, lightgun style) {rail/freeroam flight combat.}

32X (JUE)

Star Wars Arcade (P2 just controls a cursor, lightgun style) {rail/freeroam flight combat}

TurboGrafx-16

JU

Shockman (JP: Kaizou Ningen Shubibinman 2) {run & gun / sidescrolling action-platformer}

J

Kaizou Ningen Shubibinman {run & gun / sidescrolling action-platformer}

Turbo CD

J

Mystic Formula {topdown}
Galaxy Keiji Gayvan {run & gun}
Kaizou Ningen Shubibinman 3: Ikai no Princess {run & gun / sidescrolling action-platformer}
Horror Story {autoscrolling run & gun action-platformer}

Posted in 32X, Atari 7800, Genesis, Lists, NES, Sega CD, SNES | Tagged , , , , | 1 Comment

Genesis and Turbografx-16 Games with Analog Control Support

This list has two parts, first for the XE-1AP joystick and gamepad, and second for the Sega Mouse / Mega Mouse.

XE-1AP Games List

First, the XE-1AP analog joystick, and its gamepad counterpart, are very obscure Japan-only controllers.  They were released for a Japanese computer by a third party, but NEC and Sega supported them in some of their games despite this, and so did a few other third parties.  The XE-1AP gamepad is probably the first ever gamepad with a modern-style design with a small gamepad-sized analog stick on it; it was many years ahead of its time!  This is a short list of the games that support it.  I don’t currently have one of these, but I very, very much want one.  The US versions of these games should have analog support, but I’m not 100% certain, so I won’t list it as such below (I’ll do research on this.)

Sega Megadrive / Genesis and addons

After Burner II (MD/GEN)
Ayrton Senna’s Super Monaco GP II (MD/GEN)
Musha Aleste (MD/GEN)
Fastest One (MD) (JP only release)
Galaxy Force II (MD/GEN)
Starblade (Mega CD/Sega CD)
After Burner III (Mega CD/Sega CD)
Night Striker (Mega CD) (JP only release)
Space Harrier (32X)
After Burner Complete (32X)

PC Engine (TurboGrafx-16) and addons

The PCE requires a XHE-3 MSX/MD to PCE pin adapter in order to connect the joystick to the system, because the controller ports are different.  Very few people have this setup, but a few games are improved by it!

Forgotten Worlds (Super CD)
After Burner II (PCE) (JP only release)
Outrun (PCE) (JP only release)
Operation Wolf (PCE) (JP only release)

Sega Genesis/Megadrive Sega Mouse Games List

Second, the Sega Genesis Sega Mouse (Japan) and Mega Mouse (US) work with the following games.  They are standard two or three button mice; the US one has three buttons, the Japanese one only two, so get the US one, it should work with all the games I would expect.


Genesis / Megadrive

Janou Touryumon (JP only release)
Lord Monarch: Tokoton Sentou Densetsu (JP only release)
Nobunaga no Yabou: Zenkokuban [Nobunaga’s Ambition: National Edition] (JP only release)
Marble Madness

Sega CD / Mega CD

Mansion of Hidden Souls
Eye of the Beholder
Rise of the Dragon
SimEarth
Switch: Panic!
Wararau Salesman (JP only release)
Might & Magic III
Shin Megami Tensei (JP only release)
Dungeon Master II: Skullkeep
The Secret of Monkey Island
Starblade
Urusei Yatsura: My Dear Friends (JP only release)

Posted in 32X, Classic Games, Genesis, Lists, Sega CD, Turbo CD, TurboGrafx-16 | Tagged , , , , | 1 Comment

List: My Favorite Game in Various Series

As I’ve mentioned before and anyone who has read my forum posts knows, I like making lists of gaming-related things.  I’ve posted the best and most useful ones of those already here — the futuristic racing games list, the save types list, and the TG16/CD multitap-games list.  I have lots more much less interesting lists, though, but since I did spend time putting them together over the years and it gives me something to post, I’m posting them.  There will also be the occasional review, because I have a few more of those to rewrite (they need a fair amount of work, though, the easy ones are done), but more of these for a while.  This one is a pure opinion piece, unlike most.

I am only considering games in each series I have played, of course.  I list subcategories for some series.

Mario overall  (& 3D) – Super Mario 64 (N64)
2D Mario – Super Mario World (SNES)
Zelda overall (3D) – Ocarina of Time (N64)
2D Zelda – Link’s Awakening (GB)
F-Zero overall (& polygonal) – F-Zero GX (GC)
sprite F-Zero – F-Zero (SNES)
Wipeout – Wipeout 64 (N64)
Mega Man overall (& Classic) – Mega Man 4 (NES)
Mega Man X – Mega Man X4 (PC/PS1/SAT)
Mega Man Zero and ZX – Mega Man ZX Advent (DS)
Mega Man RPGs – Mega Man X: Command Mission (GC/PS2)
Heroes of Might & Magic – Heroes of Might & Magic II (PC)
Wizardry – Wizardry VI: Bane of the Cosmic Forge (PC)
Quest for Glory – Quest for Glory I: So You Want To Be A Hero (though Quest for Glory IV: Shadows of Darkness is just about tied with it)
Star Wars (Overall & Space Sims) – TIE Fighter CD-ROM Collection (PC [DOS ver.])
Star Wars First or Third Person Shooters – Dark Forces II: Jedi Knight (and its expansion, Mysteries of the Sith; overall I think I have to rank the base JK1 higher than MotS, but the last few missions of MotS are so amazingly good…)
Star Wars Arcadey Flight Combat Games – Rogue Squadron II: Rogue Leader (GC)
Star Wars Platformers – Super Return of the Jedi (SNES; the GB version is also good)
Star Wars Strategy Games – Star Wars: Galactic Battlegrounds Saga (PC)
Star Wars Action/Beat ’em Up Games – Lego Star Wars Complete (Wii)
Ikaruga/Radiant Silvergun – Ikaruga (Arcade/DC ver.)
Strikers 1945 – Strikers 1945 II (Arcade/PS1/SAT)
Donpachi – Dodonpachi (Arcade ver.)
Monkey Island – The Curse of Monkey Island (PC)
Extreme-G – XGRA: Extreme-G Racing Association (GC/Xbox vers.)
Rush – San Francisco Rush 2049 (N64 ver.)
Wario Land – Wario Land: Super Mario Land 3 (GB)
Lolo – The Adventures of Lolo III (NES)
Ninja Gaiden – Ninja Gaiden II: The Dark Ship of Chaos (NES)
Startropics – Startropics (NES)
Soul Blazer – Illusion of Gaia (SNES)
Mana – Final Fantasy Adventure (GB)
Final Fantasy (franchise) – Final Fantasy Adventure (GB)
Final Fantasy (turnbased RPGs) – Final Fantasy XII (PS2)
Final Fantasy: Crystal Chronicles (franchise) – FFCC: My Life as a Darklord (Wii WiiWare)
Wave Race – Wave Race 64 (N64)
1080 – 1080 Avalanche (GC)
SSX – SSX 3 (GC/PS2/Xbox; have for GC)
Hardball – Hardball 3 (PC/Genesis; PC ver. is better)
Thunder – Hydro Thunder (Arcade/DC/PS1/N64; Arcade ver. is best)
Gradius – Gradius III (SNES ver.)
R-Type – R-Type (Arcade/TG16 vers.)
Advance Wars – Advance Wars Dual Strike (DS)
King of Fighters (series) – The King of Fighters XIII (PC/X360/PS3; played on PC)
King of Fighters (Neo-Geo) – The King of Fighters ’02 (Arcade/Neo-Geo)
King of Fighters (3D) – The King of Fighters 2006 (PS2)
Street Fighter – Street Fighter III: Third Strike (Arcade/DC/PS2/Xbox)
Last Blade – The Last Blade 2 (Arcade/Neo-Geo/DC/PS2)
Samurai Shodown – Samurai Shodown IV: Amakusa’s Revenge (Arcade/Neo-Geo ver.)
Dead or Alive – Dead or Alive 4 (X360)
Soul – Soul Calibur 2 (GC ver.)
Army Men – Army Men: Air Combat (N64 ver.)
Baldur’s Gate: Baldur’s Gate II: Shadows of Amn (PC)
Banjo – Banjo-Tooie (N64/X360)
Donkey Kong overall – Donkey Kong 64 (N64)
Donkey Kong Country series: Donkey Kong Country 3 (SNES)
Classic Donkey Kong – Donkey Kong Jr. (Arcade/NES)
Donkey Kong [’94]/Mario vs. Donkey Kong – Donkey Kong [’94] (GB)
Toshinden: Battle Arena Toshinden (Game Boy)
BattleTanx: BattleTanx: Global Assault (N64)
Dept. Heaven series: Riviera: The Promised Land (GBA ver.)
Castlevania (overall & Classic) : Super Castlevania IV (SNES)
3d Castlevania: Castlevania: Legacy of Darkness (N64)
Metroidvania: Castlevania: Portrait of Ruin (DS)
Bionic Commando: Bionic Commando: Elite Forces (GBC)
Shock (System/Bio) – System Shock 2 (PC)
Bomberman – Bomberman GB (US) aka Bomberman GB 2 (Japan) (GB)
2D Bomberman – Bomberman GB [US] (GB)
3D Bomberman: Bomberman 64 (N64)
Bubsy – Bubsy 3D (PS1) (yes really)
Burnout – Burnout 2: Point of Impact (GC/PS2/Xbox)
City Building Series – Caesar II (PC)
Cruis’n – Cruis’n Exotica (Arcade/N64)
Capcom vs. SNK – Capcom vs. SNK 2 (Arcade/PS2/Xbox/DC/GC; GC is my favorite version)
Castles: Castles – The Northern Campaign (expansion to the original Castles) (PC)
Starcraft – Starcraft w/ Brood War (PC)
Warcraft – Warcraft III (PC)
Age of Empires – Age of Empires II w/ The Conquerors (PC)
Supreme Commander – Supreme Commander Gold (PC)
Command & Conquer – C&C Red Alert 2 (w/ Yuri’s Revenge expansion) (PC)
Commander Keen – Keen III: Keen Must Die! (or the first trilogy, Commander Keen: Invasion of the Vorticons, if we count it as one game) (PC)
Contra – Contra: Hard Corps (Genesis)
Crazy Taxi – Crazy Taxi (DC ver.)
Panzer Dragoon – Panzer Dragoon Orta (Xbox)
Space Harrier – Space Harrier (Arcade/Saturn/Dreamcast/32X/WiiVC vers.)
Thief – Thief 2: The Metal Age (PC)
Tenchu – Tenchu: Stealth Assassins (PS1)
Sega Rally: Sega Rally Championship (Saturn)
Daytona – Daytona USA (Arcade, first Saturn ver., or X360/PS3 ver.)
Disciples – Disciples II: Dark Prophecy (PC)
Doom – Doom (PC/etc.; SNES is my favorite ’90s console version)
Wolfenstein – Return to Castle Wolfenstein (PC ver.)
Driver – Driver (PC/PS1)
Duke Nukem – Duke Nukem 2 (PC)
Annet series – El Viento (Genesis)
Excite series – Excitebike 64 (N64)
Final Fight – Final Fight 3 (SNES)
Fire Emblem – Fire Emblem [7] (GBA)
Frogger (series) – Frogger 2: Swampy’s Revenge (GBC)
Frogger (classic) Frogger (Arcade/etc.)
Frogger (modern) – Frogger 2: Swampy’s Revenge (GBC)
RayForce/etc. series – RayForce/Layer Section/Galactic Attack, whatever you call it
Castle of Shikigami – Castle of Shikigami III (Wii)
Metroid (franchise & 3D)- Metroid Prime 1 in the Metroid Prime Trilogy (Wii ver. for better aiming)
Metroid (2D) – Metroid: Zero Mission (GBA)
Tales – Tales of Symphonia (GC ver.)
Gauntlet (series & 3D) – Gauntlet: Dark Legacy (GC/Xbox vers.)
Gauntlet (classic) – Gauntlet (Arcade)
Goemon – Goemon’s Great Adventure (N64)
Lunar (series) – Lunar 2: Eternal Blue (Sega CD ver.)
Lunar 1 versions: Lunar: Silver Star Story Complete (PSX)
Grandia – Grandia (Saturn/PS1)
Guild Wars – Guild Wars: Prophecies (the original game) (PC)
Indiana Jones – Indiana Jones and the Fate of Atlantis (PC)
Shinobi – Shadow Dancer: The Secret of Shinobi (Genesis ver.)
King of the Monsters – King of the Monsters 2 (Arcade/NeoGeo/SNES ver.)
Kirby (series) – Kirby’s Dream Land 2 (GB)
Kirby spinoffs – Kirby’s Pinball Land (GB)
King’s Quest – King’s Quest VII: The Princeless Bride
___Stalker – Landstalker: The Treasure of King Nole
Lemmings – Lemmings (original) (PC ver.)
Thunder Force – Lightening Force: Quest for the Darkstar (Genesis)
Darius – Darius Gaiden (Arcade/Saturn/PS1; have on PS2 collection)
Raiden – Raiden (Arcade/etc.)
Lode Runner – Lode Runner 3D (N64)
Lords of the Realm/Magic – Lords of the Realm II
Civilization – Civilization II, w/ Conflicts in Civilization and Forgotten Worlds addon discs (PC)
Mario Kart -Mario Kart 64 (N64)
MDK – MDK 2 (PC ver.)
Maximo/Ghosts n Goblins – Maximo: Ghosts to Glory (PS2)
Battletech – MechWarrior 2 (PC)
Total War – Medieval: Total War (PC)
Turrican – Super Turrican (SNES)
Metal Slug – Metal Slug 3 (Arcade/Neo-Geo/etc.)
Micro Machines – Micro Machines 2: Turbo Tournament (PC ver.)
NBA Jam – NBA Jam T.E. (32X and Jaguar vers. are best; also on many platforms)
Neverwinter Nights – Neverwinter Nights 2: Mask of the Betrayer (expansion) (PC)
Darkstalkers – Darkstalkers 3 / Vampire Savior (Saturn ver.)
The Lost Vikings – The Lost Vikings (PC & Genesis vers.)
Outrun (series) – Outrun 2006: Coast 2 Coast (PS2/Xbox/PC/PSP)
The Longest Journey – The Longest Journey (PC)
Pac-Man (series)- Pac-Man (Arcade ver.)
3D Pac-Man – Ms. Pac-Man Maze Madness (DC/PS1/N64)
Paper Mario – Paper Mario (N64)
Phantasy Star – Phantasy Star Online: Blue Burst (PC)
Pokemon – Pokemon Puzzle League (N64)
Aleste – Super Aleste/Space Megaforce (SNES)
Puzzle Quest – Puzzle Quest: Galactrix (DS ver.)
Unreal – Unreal Tournament (PC ver.)
Hexen/Heretic (series) – Hexen 2 (PC)
Rayman (series) – Rayman 2: The Great Escape (DC/PS2/PC/N64)
Rayman (2D) – Rayman Legends (PC ver.)
Star Soldier – Soldier Blade (TG16)
Resident Evil – Resident Evil 2 (N64 ver.)
Rollcage – Rollcage Stage II/Death Track Racing (PC ver.)
Shadowgate – Shadowgate 64: Trials of the Four Towers (N64)
Silpheed/Sylpheed – Silpheed (Sega CD)
Gate/Lords of Thunder – Gate of Thunder (TCD)
SimCity – SimCity 2000 (PC ver.)
Sonic (Overall & 2D) – Sonic the Hedgehog 3 & Knuckles(Genesis) (Sonic the Hedgehog 2 is only just barely behind it)
3D Sonic – Sonic Adventure 2 (DC/GC vers.)
Sonic racing games – Sonic & All Stars Racing Transformed (PC ver.)
Star Fox – Star Fox 64 (N64)
Star Ocean – Star Ocean: The 2nd Story (PS1)
Star Trek licensed games – Star Trek: Voyager: Elite Force (and its Expansion Pack) (PC)
Summon Night (overall) – Summon Night: Swordcraft Story (GBA)
Summon Night (not Swordcraft Story games) – Summon Night Ex-Thesis (PS2)
Teenage Mutant Ninja Turtles – TMNT III:  The Manhattan Project (NES)
Tiny Toon Adventures (overall)- Tiny Toon Adventures: Wacky Sports Challenge (SNES)
Tiny Toon Adventures (platformers) – Tiny Toon Adventures 2 (NES)
Tomb Raider – Tomb Raider (Saturn ver.)
Top Gear (overall) – Top Gear (SNES)
Top Gear (polygonal 3D) – Top Gear Rally (N64)
Tribes – Tribes: Vengeance (PC) (also my favorite Irrational Games title)
Turok – Turok 3: Shadow of Oblivion (N64)
Mortal Kombat – Mortal Kombat II (Arcade/SNES/32X vers.)
Worms – Worms 2 (PC ver.)
Zork – Zork: Grand Inquisitor (PC)
Rygar – Rygar (NES)
Golden Axe – Golden Axe (Arcade/Genesis)
The Need for Speed – Need for Speed: High Stakes (PC ver.)
Half-Life – Half-Life 2 (PC ver.)
Wario Ware – Wario Ware Inc.: Mega Party Games (GC)
Chrono – Chrono Trigger (SNES/DS)
Picross (Nintendo) – Picross 3D (DS)
3-D Ultra (line of games) – 3-D Ultra Pinball: Lost Continent (PC)
7th Dragon – 7th Dragon (DS)
Etrian Odyssey – Etrian Odyssey III (DS)
Adventure Island – Super Adventure Island II (SNES)
Batman (franchise) – The Adventures of Batman & Robin (Genesis)
King’s Quest – King’s Quest VII: The Princeless Bride (PC)
Valkyrie (Namco) – The Legend of Valkyrie (Arcade/TG16)
Aladdin (franchise) – Aladdin (Genesis)
Alien Syndrome – Alien Syndrome (Wii/PSP game; Wii ver.)
Prince of Persia – Arabian Nights: Prince of Persia (DC)
Arkanoid – Arkanoid (Arcade)
Assault Suits – Target Earth (Genesis)
BattleTanx – BattleTanx: Global Assault (N64)
Wonder Boy / Monster World (overall) – Wonder Boy in Monster World / The Dynastic Hero (Genesis/TCD)
Wonder Boy or Monster Lair (ie non-Action-RPGs in the franchise) – Monster Lair (TCD ver.; also on Arcade, Genesis)
Bit Generations / ArtStyle (line) – Digidrive (GBA/DSiWare)
BlazBlue – BlazBlue: Continuum Shift II (PSP ver.)
Guilty Gear – Guilty Gear X2 #Reload (Xbox/PS2/PSP)
Bonk – Bonk’s Adventure (TG16)
Burnout – Burnout 2: Point of Impact (GC/PS2/Xbox)
Bust-A-Move – Bust-A-Move 3 / ’99 (Arcade/PS1/N64; N64 has the best version)
Dr. Brain – The Island of Dr. Brain (PC)
Centipede /Millipede – Centipede (Arcade, Atari 7800 vers.)
Choplifter – Choplifter (Arcade/SMS ver.)
Mickey Mouse (license) – Disney’s Epic Mickey (Wii)
Donald Duck (license) – Donald Duck: The Lucky Dime Caper (GG)
Dragon Quest/Warrior – Dragon Quest IX (DS)
Fatal Fury – Fatal Fury: Mark of the Wolves (Arcade/Neo-Geo/DC/etc.)
K.C.  – K.C. Munchkin (O2)
Gunstar Heroes – Gunstar Super Heroes (GBA)
Hot Wheels (license) – Hot Wheels: Stunt Track Challenge (PC ver.)
Jurassic Park (license) – Jurassic Park 2: The Chaos Continues (SNES)
Legend of Kage / Demon Sword – Legend of Kage 2 (DS)
Looney Tunes (license) – Looney Tunes (GB)
Magical Drop – Magical Drop 3 (Neo-Geo/PS1/Saturn)
Medal of Honor – Medal of Honor: Infiltrator (GBA)
Moto Racer – Moto Racer 2 (PC ver.)
Naruto (license) – Naruto: Clash of Ninja Revolution (Wii)
Oddworld – Oddworld: Stranger’s Wrath (Xbox)
Alabama Smith games – Arctic Adventure (PC)
Puyo Puyo (overall) – Puyo Puyo Fever (Arcade/DC ver.)
Puyo Puyo (by Compile) – Puyo Puyo CD (TCD)
Road Rash – Road Rash 3D (PS1)
Rolling Thunder – Rolling Thunder (Arcade/NES)
Columns – Sakura Wars: Hanagumi Taisen Columns 2 (DC)
Shanghai – Shanghai II (TCD)
NiGHTS – NiGHTS into dreams… (Saturn)
Mysterious Dungeon – Shiren the Wanderer [3] (Wii)
Tempest/Space Giraffe – Tempest 2000 (Jaguar)
Galaga/Galaxian – Galaga (Arcade or Atari 7800 vers.)
Space Invaders – Space Invaders (SNES)
Spider-Man (license) – Spider-Man and the X-Men in Arcade’s Revenge (Genesis/SNES/GG)
Tetris – Tetris DS (DS)
Blockout / 3D Tetris – 3D Tetris (VB)
Survival Kids / Lost in Blue – Survival Kids (GB/C)
Taz (license) – Taz-Mania (GB)
Tekken – Tekken 3 (PS1)
Test Drive – Test Drive 6 (DC ver.)
Toaplan Shmups – Truxton (Genesis) (2nd: Daisenpuu Custom (TCD))
Vectorman – Vectorman (Genesis)
Virtua Fighter – Virtua Fighter 5 Online (X360/PS3)
X-Men – X-Men (Arcade)
Yoshi (platformers) – Yoshi’s Island: Super Mario World 2 (SNES)
Ys – Ys: The Vanished Omens (SMS)

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TI-99/4A: First Impressions & Game Summaries for my Newest Gaming Platform

Ugh, it’s been an awful week. Finally posting something. I just expanded this so at least I can post something. I have started on another major Game Opinion Summaries list, but that will take quite some time. I’ll try to keep semi-regular updates in the meantime.

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Table of Contents
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System Overview

TI 99/4A Cartridge Software Summaries
A-Maze-Ing
Adventure
Alpiner
The Attack
Blackjack/Poker
Blasto
Car Wars
Chisholm Trail
Early Learning Fun
Hangman
Hopper
Hunt the Wumpus
Munchman
Music Maker
Tombstone City: 21st Century
Parsec

 

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System Overview
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I got a new system last month, a TI 99/4A computer from the early ’80s. Actually, I got the computer unit itself several years ago, loose for $3 from Goodwill, but I didn’t have the cables to make it work, so it’s just been sitting in the basement. Well, I saw some TI 99/4A game carts locally recently, so I decided to get the stuff required to play the system; I’ve been wanting a new system recently without spending much, and this certainly does that! The base TI 99/4A is a cheap system, and I got a pretty good deal here on it too, that’s for sure. So far, I think that it’s okay, but not great. The computer is interesting, though. It’ll be better once I have a gamepad adapter so I don’t have to play games with the keyboard, too… :p Still haven’t gotten that yet. At least I can play games, even if the controls aren’t ideal. All of the games I have play on keyboard.

So, I got the system a while back, but to make it work, I bought a lot on Ebay last month for $22 including shipping that got me a power supply and RFU (both original; the brick is in the middle of the cord, not on the plug, which is great!), a game, and several replacement parts for the system that I don’t need now, but who knows, might someday. I also have the Speech Synthesizer Module, which I got locally as a part of a $10 pack of the speech unit and some games — yeah, it was a good deal! The Speech Synthesizer sells for a good $30 online, but I paid only $10 for that plus 12 carts, 9 of which are games. The system is a computer of course, so it has a bunch more accessories including a tape drive, floppy drive, etc., but for now I’m fine with just the base system. TI released most games on cartridges, anyway. The tapes and floppies are mostly for horrendously dated productivity software (both for the software and for saving data), and for text adventure games. I think there are a few non-text adventure games on tape or floppy, but most of the system’s small game library are on carts. The TI 99/4A only lasted from 1978 to 1983, and TI tried to limit third-party software releases through most of that time, so it has few games, or anything else. Some of what it has are interesting, though, as I said earlier. One reason for the paucity of software is that for most of this system’s life, TI strongly discouraged third-party software, unlike most computers; they wanted to publish everything themself. As a result, the system has a much smaller library than most computers of the time that lasted as long. Still, it has some good stuff for sure, games particularly. But facing tough competition, TI gave up on the industry and announced the system’s death in the second half of 1983, early in the crash, and discontinued it in early ’84; it was one of the oncoming crash’s first computer victims, taken out by the Commodore 64’s price war it seems, from what I’ve read.

The system itself is fairly well built. The system, power supply, RFU, speech synthesizer, and all 15 carts I have all worked perfectly on the first try! Very impressive, for stuff that probably has barely been touched in decades. The system is a bit beat up, and I really would like to have that joystick adapter (because the TI joysticks are apparently terrible, so I’d rather use the ones that let you use Atari/Sega [SMS/Genesis] controllers) because the keyboard, while nice and clicky, is NOT a good game control mechanism, but it works well, considering its age and where I got it! I was not expecting everything to work nearly so well… TI clearly had fairly good build quality. The system does have metal on it, and the cartridges have spring-loaded protectors over the board that goes into the system, so this does show. Maybe those protectors is why all of the games have worked first-try with no blowing or anything needed. The only issue I’ve had with the system so far is that sometimes some keyboard keys stop responding, but pressing around the keyboard fixes the problem, so it’s pretty minor. A joystick adapter would also get around this problem; I highly doubt I’ll ever do much non-gaming computing on this machine.

The RFU outputs via those two prongs that really old things have. I thought I’d need to buy a coax adapter, after testing it by taking apart my Odyssey 2’s RFU (which is the same, but came attached to a two-prong to coax adapter), but then I realized that the O2 RFU has side two-prong inputs, so instead I screwed the crazy-big TI99/4A RFU onto the side of it. Of course both are manual RFUs, but it works fine and my TV recognizes it, which is great. No problems like those I had with the Atari 7800. It’s weird to use a computer on a television, but I don’t have a setup where I could attach this to anything other than a TV, and don’t have a desk to do a proper computer setup for it, so it’ll have to do. I have to play it with the thing sitting on my lap, of course. It gets warm once it’s been on for a while, particularly on the righthand side of the system. It’d be nice to get joysticks, so I could just put it nearby (since menus and such require the keyboard). 🙂 Of course, if I ever get the floppy drive addons (either sidecars that plug into the side expansion port, or the large external expansion box which looks like a desktop computer), it’ll need to be on some kind of desk. They make the thing much larger. This will do for the basic system right now, though.

For games, all of the games below are cart only. I don’t have any boxes or manuals for anything. I will need to print some stuff out, because I REALLY need a listing of the system command codes — hitting several keyboard keys plus the number buttons does various commands, and I don’t know what they are because the command strips are missing. For those who know, I mean those paper or cardboard strips that you’d put above the numbers on the keyboard that show you what the hotkeys do; we had something like that for our first PC in the early ’90s, for Wordperfect. One other thing I’d like is an application, the expanded programming cart that lets you make Basic programs that play back speech samples from the speech synthesizer! It’d be nice to be able to do that, but the built-in TI Basic can’t do that, I think; it’s overly limited. The speech synthesizer is kind of cool, but all I can do with it right now is hear the speech in the two games I have that support it, Parsec and Alpiner.

A full setup, shown on the back of the box. I just have the base system with the Speech Synthesizer module (the small box plugged into the side of the computer), so far.

I have 15 TI 99/4A cartridges. I will talk about each one below.

 

TI 99/4A Cartridge Software Summaries

 

The Attack – This is the game that came with the $22 power supply, RFU, and parts bundle from ebay. It’s got good music, but the gameplay is slow and kind of boring. This is one of several top-down shooting games on a sort of grid. You have to kill all the enemies to beat each level. Enemies come in two sizes, small or large. Small enemies can’t hurt you, but if four combine they become a large enemy the size of four normal ones. The field is full of black squares with numbers on them, which turn into enemies once those numbers, which are timers, reduce to zero. You win a level once all large enemies and black timer blocks are gone from the screen. As with most shooting games on this system, the game is sort of grid-based. A tap of a direction changes direction, and then another press in that direction moves forward in that direction. You can also shoot, of course, and those are the controls. The game starts out VERY easy, but does eventually get trickier, though I imagine the keyboard controls hold me back too; the keyboard works okay for a slow-paced game, but once the action heats up… yeah, it’s not great. Also, I wish the music played during gameplay, it’s good. Probably there’s a system limitation that made playing music during play difficult. Overall, this is one of the weaker shooting games I have. It’s too slow-paced and too easy for too long. Still, there is some fun to be had once you get a ways into the game.

Next I’ll list the 12 carts I got in that cheap $10 package locally, along with the Speech Synthesizer. Yes, all of this plus that accessory was $10. The first three aren’t games, but I’ll list them anyway for completion’s sake.

Adventure – This isn’t a game; it’s a boot disc for text adventures. The cart allows you to boot any of the first twelve of the text adventures for this system by a guy called Scott Adams, which are available on tape and probably also floppy disk. Without one of those accessories, though, this cartridge is useless. Too bad.

Early Learning Fun – This “game” is for very young children. Anyone old enough to read this is outside of its age-range. There’s nothing here remotely worth touching for anyone over, like, age six. TI released a whole bunch of learning “games” for children, and this is the one I have. It’s probably aimed at about the youngest audience you could get to use a computer. This super-simple, incredibly dated visuals have definite charm, though! The simple but oh-so-early-’80s visuals, and beeping sound effects, combine to make this pretty amusing to “play” for a few minutes as you look at the various modes. There’s nothing here beyond that, though. There is almost no actual challenge; as hard as this game gets are some parts where you have to determine whether there are more of one type of item, or another very obviously different item, on screen, when there are only like 4 or 6 items on screen total! It’s … not hard. But the title is “EARLY Learning Fun”, so that’s okay.

Music Maker – This is a music creation application. You can compose music for the system’s decent built-in music chip, and save it to tape or floppy. Even if I had those addons, I’d probably never use this. I’m hopeless at music.

Games from this package:

A-Maze-Ing – Now we get to some more actual games! A-Maze-Ing is a maze game, as the name suggests. Real mazes to get through, that is, not Pac-Man dot eating. You play as a mouse in a maze, and your goal is to navigate the maze to the end. The game has a nice variety of options, including three maze sizes from small to decent-sized, one or two player simultaneous play, the option to have a few cats in the maze that will kill you if you run into them (so try to avoid being cornered!), invisible maze options if you want to make the game harder (the walls appear if you run into one), easy or harder cat AI settings, and obstacles in the maze. Yeah, there’s a nice featureset here for the time. Of course your only goal is to reach the end, so you win the game each time you get there that’s game over and you can then play again with the same or different settings, but it’s decent fun for a few minutes. I’ve always kind of liked mazes. There’s a LOT more to do in this game than there is, say, in the Atari 2600 maze game, Maze Craze! It’s faster-paced and more fun than Snail Maze on the Sega Master System, too. The mazes aren’t as large as Snail Mazes’ mazes, but that’s a good thing overall. A-Maze-Ing is very simple and straightforward in what it tries to do, but what it does it does as well as could be hoped for for the time.


Hopper
– This is a clone of Sega’s arcade game Pengo, with a few less features than arcade Pengo, but still pretty solid gameplay. You play as a kangaroo here, trying to escape from your human captors on a cargo ship. I don’t love Pengo, but this is a pretty good version of it. Pengo is a top-down action/puzzle game. You move around a screen full of boxes, trying to kill the three enemies on each level by pushing boxes at them. If you hit one with a box, they die. If they touch you, you lose a life. And that’s all there is to Hopper; some elements of Pengo, such as the enemies pushing/destroying blocks, don’t seem to be present here. It just gets harder mostly because of the increasing enemy speeds. Other than that, the main difference is graphical; Hopper is kangaroo-versus-humans, instead of Pengo’s penguin characters. Hopper is a decently fun little game, but I don’t know how long it’ll hold my interest. The game is mostly playable on the keyboard, though, which is nice… at the easier settings at least, that is. As usual, it’s tough to keep up once the speed increases. This game has no variety — just slide the boxes into the three enemies, and repeat until you lose — but it’s solidly done. This is apparently one of the later games for the system, from mid/late ’83, and it’s nice that I have it, it’s a solid and good game.

Alpiner (Speech Synthesizer supported) – Alpiner is a game based on the arcade game Crazy Climber, except with normal controls. In Crazy Climber, you have to use one stick to control one hand, and another for the other hand. It’s quite confusing. The Famicom (NES) version of Crazy Climber requires you to move one hand with controller one, and the other hand with controller two! Crazy. Alpiner’s controls are better — left, right, up, and down move you normally. That’s the only control here, there are no other buttons. This game has impressive graphics for the system, with very large sprites on screen. However, the gameplay is REALLY basic, too much so for me I think. You are a mountain climber, and are trying to get up six mountains. The mountains are named for some large real-life mountains, but in this game you’ll climb each one in seconds! Your sprite is HUGE, and obstacles are either large and very easily avoided, or are far too hard to see coming because you take up like a third of the screen’s width and height. The graphics are decently good, and the speech samples are amusing, but I don’t like the gameplay very much, it’s just too uneven between the excessively easy parts, and the obnoxiously difficult and random ones you run into about halfway through this very short game. Avoiding the falling rocks when you’re so large is a guessing game. This game could be worse, as it is playable, and occasionally amusing, but is kind of bad I think. The speech samples and graphics make it worth a try, though, it’s amusing stuff to see.


Hunt the Wumpus
– Perhaps one of the better-known games for this computer, Hunt the Wumpus is a graphical remake of a text-based mainframe game. The game is a fantasy action-adventure puzzle game with three difficulty settings and a few other options as well. You are a hunter, with a single arrow, and have gone into the caves looking for the Wumpus, a fearsome monster. The game field is a single screen grid of round caves (rooms) and curving connecting passages. Orange circles in a room signify that the Wumpus is within two spaces of your location. If you run into the Wumpus, the Wumpus eats you of course. Green rooms have a pit next to them, so watch out. If you enter a room with a pit, you fall into the pit and die. Bats … not sure what those mean yet. Regarding the orange circles, only rooms count when counting to two, NOT curved connecting paths, so in the harder settings which have a lot of them this game gets QUITE tricky! You’ll need skill and luck to kill the Wumpus in the harder difficulties, because you never know for sure if a room or curving path is in front of you. Regardless, using these clues, you have to try to kill the Wumpus. You’ve got to guess where the Wumpus is, hope you don’t walk into it because that means death, and fire your arrow at the space where you think it is. If you’re right, you win. If you’re wrong, well, you had only one arrow and wasted it, so the Wumpus eats you. The game rules are simple, but once you get into it, this game is both challenging and pretty fun. The graphics are also simple, but have a great classic charm that has aged very well. The “you win” and “you die” animations are great as well, as is the menu music. On the easiest difficulty setting it is simple enough to kill the Wumpus, but try the harder modes and it’s a different story entirely! Unfortunately, as in some other games from the era, there is no progression here; just play single levels and see if you win or lose. The game does keep track of how many times you’ve won, gotten eaten by the Wumpus, or fell in a pit, though, which is nice. Of course it won’t save this; I don’t know if any cartridge games for this system support saving stuff to tape, but this one doesn’t. Still, it’s great to have a sense of how well you’ve been doing in your current session. Overall this is a good game, but it gets frustrating quickly on the harder settings — it’s just so hard to figure out once lots of curving paths have been added into the mix! This is a decent little game, but I can see it getting repetitive very quickly. Still, for such old game, it’s interesting — this was definitely trying new things, back when it released in about 1980! And it’s still fun for a little while, at least.

The game may not be great, but the box art looks pretty cool! Wish I had it.

Blasto – This is a puzzle/action game. You have to clear a field full of mines, using a tank. The game has several modes and options, including one or two player simultaneous play and three screen bomb densities, Few, Average, or Many. The game has a strict time limit as well. This is a very short, but tough, game! At anything above Few bombs, destroying all of them in time is hard, and I haven’t managed it yet. This game feels a bit like Combat but with mines. Squares on the field are either empty, normal blocks, or bombs. You can shoot in four directions, as always for the shooting games on this system. When you shoot a normal block it breaks, but if you shoot a bomb it explodes, destroying the eight spaces around it. So, destroying a mine will set off a chain that destroys all the mines around it. Try to think of the best path around the level so you get the mines as quickly as possible. This game is a bit too simplistic, though. Clearing the minefield is frustrating, and if you manage it that’s it; there is only one screen. That’s not enough, really. There is no AI opponent, unfortunately, but there is a decent two player versus mode, where you try to score the most points by shooting the other guy and clearing mines. It’s a nice feature. I’d REALLY want joysticks for this to work better, though, sharing a small keyboard is no fun. Overall, as a single player game Blasto isn’t that good, but the multiplayer is more interesting. It’s still an average at best game, though.

Blackjack/Poker – I haven’t played this beyond testing it to make sure it works, but I’ll probably play Blackjack sometime. I don’t like casino games generally, but blackjack is tolerable. This version is pretty basic, with single or multiplayer versions of both games. The graphics are bland.

Hangman – This is the only typing game I have (beyond Early Learning Fun), and it’s kind of entertaining! It’s too bad that this game doesn’t support the Speech Synthesizer, for a graphical version of the hangman game in TI’s Speak and Spell, but otherwise it’s decent stuff. On the note of the Speak & Spell, yes, I had one of those growing up! Great things. Hangman is okay as it is, though. You can either use the games’ built-in dictionary, or type words in yourself. You’ve got to choose the number of letters of each word you’ll be challenged with, from 4 to 9, before playing. You have 11 guesses to try to guess the word. With each miss, a piece of the scaffold and hanging guy is added. Of course, once you’ve missed 11 times, the hangman has fully been drawn in, Taps plays, and you’re dead. Try again. A bit grim for a kids game… but it does make you want to try again and get the word right next time! Anyway, overall, Hangman is an okay game. It’s basic, but okay. The simple graphics have some serious charm.

Note the difference between the descriptive text and the sprite art. The sprites show what the game is actually like. The text… uh, that has little to do with the actual game. :lol

Chisholm Trail – This is another top-down grid shooting game. It sounds like a Wild West game, but looks like a shooter. Move around the grid, and destroy the enemies! The game has 9 difficulty options (starting points), but in any setting the game is HARD right from the start, and it’s fast-paced too — none of that slow stuff like The Attack or Tombstone City. I want a joystick for this one. The game seems pretty good, though. In the game, there are four colored enemies who shoot at you and spawn endlessly when killed, and black block enemies which are your actual targets and won’t attack you back. The colored enemies have different sprites as you progress, but the black ones always look the same. The black block enemies start from a ring in the center, so you can see how many are left. In order to complete each day, you need to destroy all 16 black block enemies on each stage. Making things worse, you have limited ammo, so the more you shoot at the colored guys, the more likely you’ll run out of ammo and have to lose a life, if you don’t lose them even before that first. There’s one last obstacle — when you kill a colored enemy, its starting-point entrance will shoot a laser blast at you if you’re lined up with it, so stay away from them and focus on the moving black blocks. Chisholm Trail is a grid-based game of course, but everything on this system seems to be, so that’s not exactly surprising. You do have free movement, but it’s all on a grid. Tap an arrow key to change direction, tap again in that direction to move a space. The Attack works the same way, and Tombstone City as well. This seems promising and could be a good game, but I can’t say for sure yet, need better controller. The game is fun, but I die so quickly! I haven’t managed to finish a level of this yet, sadly enough. The enemies are tough to avoid and move quickly, and shoot at you as well. The music theme is nice, but as with most games on this system, there’s no music ingame, only sound effects. Very few TI 99/4A games have in-game music, apparently… oh well. Overall Chisholm Trail is a decently fun game, but it’s very difficult. This might be the hardest of the TI 99/4A games that I have.

Where do you get game concepts like this? It’s so crazy!


Tombstone City
– The last of these top-down grid-based shooting games, Tombstone City is the most complex one. The titular city is in the center of the screen, and it’s a safe zone. It’s a small grid. Around this are hordes of aliens, because despite the wild-west theme, this is a sci-fi game really! Future wild west sci-fi, I guess? Your ship is called a “schooner”, but looks like a generic 2nd-gen space fighter. Heh. So, as in The Attack, the game has basic enemies which can’t hurt you, and a second enemy type which can. These threatening enemies are the same size as the regular ones, though, unlike The Attack’s oversized (4 tile) threat-enemies. They also move quickly, so watch out and try to line up your movements… or die, at higher speeds while playing on keyboard. :p Yeah, this game makes me want a joystick for sure. Threat enemies turn into cactuses when destroyed; the cactuses were originally tombstones, but it was changed for censorship reasons or something like that. Now here’s the trick to the game, which you must understand in order to get anywhere: in order to beat each level, you need to have all cactuses on screen be in a location where there are no other cacti in the eight spaces around them. If two cacti are touching they just sit there, but if three cacti are in contact, the three cacti vanish and a threat enemy spawns and goes after you immediately. There are also quite a few of the normal, non-threatening enemies on screen in each stage, and more may spawn, but threat enemies will mostly spawn only from places where two cacti are touching eachother. So, you’ve got to look for places with two cacti touching, and camp out around there trying to lure an enemy into a position where you can kill them while they’re touching them, to destroy them and spawn another enemy who you hopefully will kill in an open space. Once I got a little better, I started luring them into chains — making a set of three, getting a guy to spawn, and then using that enemy to destroy the next set of cacti. It’s satisfying when you get a bunch separated all at once. It’s an interesting concept, and once you get used to it, it’s fun. It definitely isn’t a simple game, though, unlike most 2nd-gen games, and it starts out slowly as well. Tombstone City speeds up as you go, though. My first impression on this game was ‘argh, I died’, but with a bit of practice, I’m starting to get better. This is a good game for sure.

These last three games I bought locally for $5 each, within a week of getting the system. It was pretty great that a local place had a few of the system’s better games for me to get right after I got the system!


Parsec
(Speech Synthesizer supported) – This game is one of the most popular games for the system. It supports the speech synthesizer, too, which is pretty cool; it uses it well. Parsec is a horizontal-scrolling shmup, and enemies come at you a few at a time. Unlike some shmups, your and the enemy’s laser shots are VERY fast — when you fire, an enemy in front of you across the screen will be hit almost instantly, and vice versa. You really need to watch out for their shots because of this! Also, your laser will keep firing if you hold down the fire button, but hold it down too long and you overheat and explode, so don’t do that. The fast enemy shots can be tricky to avoid too. This is an endless game, as games back then usually were. I believe that there are about 16 different types of enemies you have to face before the game loops and starts repeating. The difficulty gradually increases for a long time, though, so only the very best players will be able to play this indefinitely. I can’t get too far, but the great gameplay, decent graphics, and solid design make me want to keep trying. This is a tough but fun game, and I can definitely see why it’s so popular among TI-99/4A fans! The speech definitely adds something to the game too, and the action is fast and fun. It’s mostly playable on keyboard, too, provided that I don’t have to move forwards or back much, but you don’t need to do that often in this game. Still, I’d like to have a joystick for this, I’d probably do better. One issue I do have with the game is the ground — while this game scrolls, there are no actual obstacles to avoid, apart from the ground itself. Unlike, say, Scramble, there are never any barriers above ground level; it’s just the ground, with its endlessly-looping terrain of rocks and buildings, and the starfield above where you ac tually play the game. You can crash into the ground if you fly down to it, but it’s be better if the terrain had more variety, as it does in, say, Scamble or Vanguard. Too bad. The enemies will provide plenty of challenge, though. So far, for me the hardest enemy waves are the ones that come from both the back and the front at once. They’re quite hard to predict. Also, as in some shmups of the era such as Scramble, River Raid, and Zaxxon, the game has a fuel system. You use fuel by flying along, and recharge it in recharging tunnels which appear instead of the usual ground loop when you’re low on fuel. Getting into the tunnels can be tricky, so be very careful. I’ve crashed into the tunnels a few too many times… and they are also narrow, so you have little room to maneuver. Still, it’s a decent mechanic to have, and probably does add to the game. I like the shooting action more, though. The many types of enemies each attack a different way, and this game requires good reflexes. This game is visually simple, but everything from the time is. For a TI 99/4A game, it looks pretty nice. The sprites are small but well-detailed, and each different enemy type looks distinct. Overall, for its time this game looks and plays pretty well, and it’s more fun to play than I was expecting based on videos; this game is fun to play for sure. The speech quotes are also pretty cool. If you get Parsec, definitely also get a speech synthesizer!

Munchman – TI’s take on Pac-Man, Munchman is a blatant clone. The game has a few differences, to try to keep Atari from suing, but it’s Pac-Man alright, and a good variant of it too. This is a good game, one of the more fun ones I have for the system. It controls decently on keyboard, too; you just need to move, no fire button. Instead of eating dots, Munchman (despite the title) actually works more like Crush Roller or Amidar, visually — you’re trying to pass over all of the paths. As you move, a chain-like line is laid down behind you. Once the whole screen has been filled in, it’s off to the next, slightly harder, level. The maze is different from Pac-Man’s maze, it’s important to say, so this game isn’t a clone, it’s a similar game in the same genre. As in Pac-Man, there are four enemies trying to stop you. Unlike Pac-Man, though, each one starts from a different place. Munchman starts in the center of the screen, while the four enemies start in four squares around the center. They leave their little bases a few seconds after you start moving. Amusingly, the power pellets are TI logos. Yeah. One interesting game element that’s different from Pac-Man is that ghosts eaten while you are invincible stay dead until after the invincibility wears off. Each one you ate is sent back to its base, and will only leave it after you’re vulnerable again. So, avoid eating multiple TI powerups at once if you can, because it’ll really cut back on how many ghosts you can eat! In Pac-Man ghosts will respawn right after you eat them, which menas if you then grab another power pellet you’ll now be able to eat those. It’s different in Munchman. I don’t know if this way is better or worse, but it works. The graphics are simple but effective. This is a solid little game. It’s entirely unoriginal, but is a good variation on one of the generation’s greatest classics.

Car Wars – This game is TI’s port of Sega’s arcade game Head-On, released on the Atari 2600 as Dodge ’em (Atari) or Dodger Cars (Sears), and also remade years later on the Game Boy as Head-On (Japan) / Power Racer (US). The game is a maze game, and if it hadn’t released several years before Pac-Man, I’d think that it was a Pac-Man knockoff. Instead, it has to have been one of Pac-Man’s inspirations. The goal of the game is to get all of the dots on the screen. The screen is broken into four ring-shaped paths around a central block. This game is much less dynamic than Pac-Man, though. Unlike that game, you can’t move freely; all you can do is change your speed between slower and faster (hold the button down to go faster) and change lanes at the four intersection areas on the center top, bottom, left, and right of the screen. The enemy car moves as fast as you do, and if they run into it, you lose a life… and the dot field is fully replenished. That’s right, you need to grab every dot without dying in order to clear a level. As a result of this, this game is VERY hard! There’s only one enemy car at the start, or two later on, and you can actually win this game, there are a limited number of screens… but good luck with that. Even beating one screen is tough! The game controls fine on keyboard, but it’s just plain hard whatever the controller. This is a pretty good game, but it’s quite hard. It definitely has that “just one more time” addictive quality to it that a good arcade game should, though. I have the 2600 version and the improved Game Boy version, so I wasn’t sure if this would really be worth it, but the graphics are better on the TI, and the game controls just as well, so it was well worth the low price. Good game! On another note… I would REALLY like to know how this Sega arcade game ended up getting a Game Boy remake from Tecmo. What? It released after the Game Gear was available, too! How odd. Anyway though, Car Wars is a good version of this little-known, but probably influential, arcade classic.

And those are the games and other applications I have so far. The TI 99/4A is decently interesting, but the games are very mixed in quality. I don’t like this system as much as I do the Odyssey 2. Still, it was worth getting and I have a few good games for it.

Posted in Classic Games, First Impressions, Game Opinion Summaries, Reviews, TI 99/4A | Tagged , , , | Leave a comment

Pod 2: Speed Zone (DC) – The Tracks: Thoughts & Some Strategies

A few thoughts on the courses!  My favorite tracks are probably the two simple ones, Volcano and Oddrock.  Mines Web is my favorite of the more complex courses.  After that, Canyon would probably be next, followed by Bridge Ride, with K Zone in last.  They are all good courses, but some are better than others.

Warning: I also mention my strategies here for some points, so don’t read this if you don’t want to be spoiled at all.

Volcano – This is one of the tracks with a narrow road suspended over, as the name suggests, a lava field.  The track is fun, as all the tracks are, and straightforward in design; it’s easy to see why this is the first track that appears when you enter the track selection screen.  In the track, turbo over the giant opening jump at the start, or you might not make it!  The track has one major branch, a shortcut which starts shortly after that big opening jump (go to the right).  You can also enter this shortcut halfway, but that’s going to save much less time, if any at all.  I like this shortcut, it does seem to be shorter.  The computer will never take this shortcut.

Canyon –  Canyon is a solid, middle-tier track for this game.  As the name suggests, this track is in a canyon.  This isn’t the Canyon track from the original Pod, though, it’s entirely different, and probably not quite as cool.  Fortunately, it still is a good track, even if it doesn’t match the original games’ level.  Canyon starts out with a branch.  There’s a tunnel, or you can go over the hill.  The visuals in the tunnel are kind of nice.  After that, there are some signs telling you to go right, but if you go left and go through the narrow gap, there’s a shortcut.  I usually go this way.  Do avoid the monsters though, they can get in your way!  If you do the right, there are two paths, on the ground or up to a suspended road.  When all three paths meet, you go around some buildings, then there’s another branch (high or low!), and then the end (or next lap, more likely).

Bridge Ride – Bridge Ride is kind of like K-Zone (below), and like it, it’s not one of my favorites.  I do like it more than K-Zone, though.  Bridge Ride has several bridges, and also some jumps.  There’s a nice alternate route the computer will never use early on that avoids the circle and first jump; go left into a building, at that easy-to-miss intersection!  I think it’s shorter.  It also avoids the really annoying jog right in the track right after that jump I mentioned earlier; I find it really hard to actually make that turn, so I’d much rather take the shortcut, it’s quicker than going through the ravine you go through if you miss that turn to the bridge.  After that, there’s a branch in the track; this one the computers will use both of.  I usually go left, but both are fine.  I like the section after this — there’s a large plaza with several routes. The shortest is the one over the building, but you’ll need to boost to make the jump!  If you don’t have boost, take one of the other ways.

Mines Web  – This track has a multi-level network of routes.  At several points the track splits into two or three paths, and they repeatedly intersect.  It’s a pretty cool track with a nice design; I like all the branching paths!  Early on, there’s an alternate route to go up and get some powerups.  The computer won’t use it, but I’d recommend it if you need some health; otherwise, avoid, it’s not shorter.  There are more branches, but one key one splits three ways.  I like the center path at the three-way branch; take the sharp corner well to get ahead.  In the last branch, one trick is to go on the middle route and cut through the off-track area to avoid the long turn.  Winning this race in Hard was tough, that strategy helped a lot there!  This is a fun track to drive on.  Do watch out for the monsters, though; the hatchlings can get in the way at that sharp turn.

Oddrock – Oddrock is the other suspended-road track, along with Volcano.  This time it’s a rockier setting, though, no lava.  You need a was-online save file to play this track, but as I said, such a file is easy enough to find.  This track probably reminds me the most of the course in Pod 1’s intro, and it’s quite fun.  It’s not set in a city like the Pod intro is, but the suspended-path design is similar, as with Volcano.  (The first Pod has no such tracks, I don’t believe, oddly enough.)  It’s not one of the hardest tracks, though, perhaps surprisingly.  There are several shortcuts, including one across some platforms that cuts off a loop, and a hidden shortcut off the side at one point.  Take the first entrance to this, not the second more obvious one!  This is one of the better tracks.

K Zone – A decent track, this one isn’t one of my favorites.  This course is in an area with some large buildings and open space. This track has several alternate paths, including one long one through the middle section of the track; take a left, instead of a right, when you hit that 90 degree turn facing a large building.  The other path is on the map, but the other cars will never take it.  It might be slightly shorter, but even if it isn’t, it does have some powerups on it that the computers won’t get to, which can help.  This shortcut is kind of interesting, but otherwise this track is somewhat average.  You go around an open area, up a ramp, back to the start, and then around again.  This might be my least favorite track, I’m not sure.  All six are good, though.  Maybe even great.

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Pod 2: Speed Zone (Dreamcast) Review

I first covered Pod 2 on a post on NeoGAF.  This new review is probably well over twice as long as the old one, and has a lot more new content than most of the other redone old reviews I’ve worked on in recent months, so it’s more new than old.  This is an interesting game, in both good and bad ways.

  • Title: Pod: SpeedZone (US), Pod 2: Multiplayer Online (EU)
  • Developer and Publisher: Ubisoft
  • Released: November 2000
  • Review Written: Original Thoughts, 2008; Updated & Rewritten Review, 10/30/2014.

 

First, a starting note: in order to access the Oddrock track or two of the cars, you needed to connect to the long-dead Pod online servers. The stuff is on the disc, but it’s locked. However, fortunately, there is a way around this: put a save file on your system that already has the track unlocked! I found one on the homebrew Dreamcast save files disc that I have. Look up Dreamcast save files discs, and burn one; it should have the file you need. Anyone seriously interested in Pod 2 really MUST do this, because playing this game without one of the tracks and two of the cars is horrible! The alternative is actually getting your DC online and getting the files from the internet, but that, of course, is much more challenging. Just burn a save-files disc. Don’t skip this step! Oddrock is a great track, and the two cars are pretty good as well.

 

Racing along!

Introduction

The original Pod, for the PC, is one of my favorite racing games. When the sequel was announced as a Dreamcast-exclusive, though, I was disappointed; I wanted to play it on the PC, and didn’t have a Dreamcast. I didn’t get a DC until 2007, so I couldn’t play the game when it came out. The mediocre opinions most Pod fans had of the game greatly lessened my expectations, though, which made me care less.

After getting a DC, though, I finally did buy the game. Pod 2 has several names. In the US, its title is Pod: Speed Zone. In Europe, it’s Pod 2: Multiplayer Online. I’ll call the game “Pod 2” in this review, though I have the US version. The game was not developed by the same team that made the first Pod, and you can tell — this game is indeed a shadow of its predecessor, just like all the reviews said. It is a highly disappointing game, one of the more disappointing Dreamcast game for me. However, despite this, I find the game quite fun, and it’s probably one of my favorite Dreamcast racing games. How can it be both of these things? Well, it’s a very limited game, and is not even close to Pod’s level, but what is here is pretty fun if you like this style of futuristic racing game as I do.

Comparing Pod 1 and Pod 2, the only obvious similarity between the two games is that both have “Pod” in the title, are futuristic racing games, have some slightly similar art design styles, have some large tracks with branching paths and dead ends, have car damage of some kind (though the car damage systems are different), have two player splitscreen multiplayer, and had online play on servers that are now long-dead. On that last point, with Pod 1 at least you can still play the game multiplayer via IPX LAN or via direct-IP play, but Pod 2 is splitscreen-only, sadly. Beyond those few things, though, the sequel diverges greatly from its predecessor, to its detriment.

Pod 2 has a lot less to it than the first game did. First, Pod 2 has no circuit mode. The first Pod has many different ways to play the game — there is a championship mode, with either the original 16 tracks in preset order or your own custom championship of up to 16 races on any track; single-race mode; time-trial mode, extremely popular with a lot of Pod fans; split-screen multiplayer for two players; and online, LAN, or modem multiplayer for up to 8 players. Pod 2, however, has only single-race, time-trial, and split-screen multiplayer, though of course it originally also had online multiplayer as well. The loss of a main single-player championship mode is a big loss. Pod 2 doesn’t have an ending, either, unlike the first game. The game has a short introduction, and that’s it as far as the story is concerned. Disappointing! The severely limited content is one of Pod 2’s biggest problems, along with the low production values and lack of a PC version.

 

Racing. Nice sky!

Basics: Controls and Interface

Pod 2 is a fairly standard futuristic racing game. The game runs in a modified version of the Speed Devils engine, so it looks and plays as much like that game as it does Pod. The first Pod is a pure racing game; you only race, there are no weapons or turbo boosts. But perhaps because this is a console game, Pod 2 adds turbo boost and item systems. Unfortunately, both are clumsily done, as I will explain. The boost system works like that in Wipeout 3, F-Zero X, and others — boosting drains your health. The items are few and weak. The game does play well, though. Cars control quite well in this game, and each car really does feel different. However, I don’t think this game really controls like Pod. The Speed Devils roots do show here, I think. Pod 2 is sort of one part Pod, one part Speed Devils. I like Speed Busters, but Pod is a far better game. While Pod 2 has good controls, control is better overall in the first game, and is slightly different from how it is here. I do like how this plays, though, just less than the first game.

I also like the variety between the vehicles. The eight cars aren’t just palette-swaps, they control very different. Choose your car wisely on each track, because some cars are better on some tracks, and others on others. Cars have health in this game, and when you run out, it’s a very abrupt game over. Look out for the health refill pickups, they can be invaluable! They are by far the best of the pickups, in fact; the weapons are weak, and turbo boost is only sometimes helpful. Your shields (health) and turbo are based on meters on screen, so how much you have of each is limited.

On screen, the game shows your shields, boost meter, acceleration, a quite useful minimap, the three items you currently have, your lap times, position, and current lap number. That’s it; Pod 1 has far more screen displays. I know that as a console game everything has to be larger, but this is disappointing, as I will explain later.

Basics: Race Types

The game has only two modes, single race or multiplayer. This game would be so much better with circuit championships, such as those in the original version of Speed Devils/Busters! Single races have six cars in each race, down from eight in the original Pod. Pod 2’s graphics aren’t amazing, either; the DC should be able to handle eight cars for sure. Since the online mode is long-dead, the multiplayer is splitscreen-only. Fortunately the splitscreen mode exists; in Speed Devils Online Racing they didn’t bother with splitscreen support, for some stupid reason. It’s in this game, and it’s fun. I wish that the game had four player support, but two is better than nothing. Both Pod 2 and Speed Devils Online Racing were heavily focused on online play, which have money systems and more from what I’ve read; the single player is shoddy and limited in content. And then the online mode went dead, leaving not much here. The game does have some progression, though. When I first played the game in ’07 or so, I somehow missed that each of the six tracks has three races on it, and you unlock each of the later two by beating the first track. So, after playing the game again because I wanted to improve the review, I decided to win all of the races, and after some effort I accomplished this.

When you start playing Pod 2, there are two options on each track: a Normal race, or Time Trial. Time Trial is just you against the clock with no opponent. In Time Trial, you can save ghosts, but it has no other effect, playing it won’t unlock anything. Once you finish in first in each tracks’ Normal race, you unlock the Hard race. The Hard races are pretty tough, and some of these took me some time to beat! Beat each track on Hard, and you unlock the last mode, the elimination race. In this race, the player in last place gradually loses health, and once they run out they stop and are eliminated. There are NO powerups on the track in elimination races, so you really need to be careful! You don’t get anything for beating all six tracks’ elimination races, but I did it anyway because I wanted to beat the game. These races are about even in difficulty to the Hard races, and sometimes actually were easier. They were a nice break from the normal races, and definitely add something to the game.

Basics: Graphics and Sound

Graphically, Pod 2 looks okay, but somewhat average. While this game is a Dreamcast-exclusive title, it definitely does not do a great job of pushing the hardware. Pod 2 runs at 60fps, but that’s its only major graphical positive. The game clearly was made on a pretty low budget, I think. The game runs in the Speed Devils engine, but doesn’t seem to have been improved much at all over the visuals in the original Speed Busters, a PC game several years old by the time Pod 2 released in late 2000. Pod 2 looks okay, but should be better. The graphics work, but aren’t exactly some of the best graphics in a racing game on the DC. Like many DC games, it looks like it wouldn’t have been hard to put this game on the N64 or PSX too. Just cut the car model detail, downgrade the textures and framerate, and it probably would work. However, it is worth mentioning that Pod 2 does run at a solid 60fps, and in progressive-scan too — it is in those two features where it shows that it’s a next-gen game when compared to N64 and PS1 racing games, not its per-frame polygon count. Also, the car models are fairly detailed, and are more complex-looking than in many other games of its time. The car models are reasonably nice, and I like many of the designs. Even so, the graphics could definitely have been better. Also, for the most part the tracks do not have the character of the tracks from the original Pod, artistically. A few manage a nice look, but overall they look blander than Pod tracks do. The whole game is like that, though, of course.

There are a few points in the game which stand out and suggest that this game could have been more, though. Particularly cool is the transparent tunnel section in one track; this game needed more nice-looking graphical elements like that! Sadly, for the most part Pod 2 doesn’t even try. I like the tracks in this game for their designs, not for their great graphics, because they don’t have them. The low production values really show in the very weak turbo effect and the near-nonexistent weapon effects, for example. Cars which run out of health don’t even blow up either, they just stop moving and that’s it! Pathetic. As for the music, it’s techno, of course. I like techno, but this soundtrack is largely unremarkable, unlike Pod’s amazing, addictive soundtrack. This soundtrack is okay, but I forget it as soon as I stop playing, and don’t really want to track down a copy of the soundtrack to listen to on my PC, while Pod 1’s soundtrack is one of my most-played game soundtracks.

In a race.

Content: The Tracks: The Best Thing About The Game!

Pod 2 has only six tracks, a dramatic decrease from the 16 tracks Pod 1 had. It has no downloadable or add-on courses, either, while the first game had 20 more official downloadable tracks that were made available after its release. This is bad. However, on the positive side, the few tracks that the game does have are long and varied. The track designs are quite good. They feel different from the original game’s tracks, but they are very well designed and interesting, and all have multiple routes. This is the one thing that saves the game from complete irrelevance — the track designs are pretty good, and make the game interesting enough for me to want to play Pod 2 despite its numerous, crippling flaws. The game may have a lot of problems, but track designs are not among them. It’s obvious that a lot of attention went into the track designs, and all six are well designed, fun, and challenging. I really like all six of the tracks in this game. They are very well-designed.

In the original Pod, tracks were usually complex. The opening tracks started out simple, but the game quickly got complex, and the downloadable tracks particularly are often quite hard, with dead-ends that seem to be the route forward in some cases. Pod 2’s tracks split the difference between Pod’s simpler and harder courses. Pod 2’s tracks have many shortcuts and alternate routes, which is great. They’re not entirely straightforward. However, the tracks are never as challenging as the harder tracks in the first Pod, but that’s not all bad; the hardest Pod tracks are VERY frustrating, and I’m not sure if I actually like them. No, I don’t have much fun in tracks like Parking, and that’s not even Pod’s hardest track to memorize. So, having some complexity in the track designs, but without the extremely frustrating designs of the hardest tracks in the first game, is, overall, a good thing.

Pod 2’s six tracks come in two styles. Two of the tracks are narrow floating paths with walls or fences right on the sides of the road most of the time. The other four have larger, more open environments, with wider shoulders between the edge of the road and the walls.. Both types of tracks. Another thing I like is that the two narrow-path tracks, Volcano and Oddrock, remind me very much like the road type from the first Pod’s intro video. That’s awesome, because despite the intro, that type of track wasn’t actually present in the original game. That track is one of the best tracks in this game, too. However, all six tracks have similar futuristic-world themes; there are none with the interesting, varied craziness of some of Pod’s downloadable tracks. This is a natural casualty of this being a console game with just the base courses, though, since the more unique settings, such as the pirate track, were downloadable. Comparing the settings of the original 16 Pod tracks to Pod 2’s, they both have a solid amount of variety.

Of course, there is also a lot less of everything else as well, including tracks and cars. Again, Pod 2 has only 6 tracks. Even if the tracks are pretty good, there are so few of them! And I really miss the addon downloadable tracks the original game had and their interesting settings, too. I know that as a console game from the days before hard drives on consoles that was never going to happen, but a sequel, or improved PC port, with more content would have been great! it’s too bad it didn’t happen. I can’t help but count the addon tracks when I think about Pod’s courses, and their varied settings, such as the halloween track, the giant casino, or the beack are pretty cool. Even so, overall, the tracks are one of Pod 2’s main strengths. I really like all six of them, and they are a lot of fun to play. I’ve played this game for more time than you might think mostly because of how much fun the tracks are to race on.

Content: Cars and Story

Pod 2 has a lot fewer cars than the first game, too. There are only eight cars in Pod 2. Pod 1 also had only 8 cars originally, but Ubisoft released a full 44 downloadable addon cars for the game, while Pod 2, of course, has none. Yeah, that’s a huge downgrade in comaprison. Also, car designs in Pod 2 are compeltely different from the first game; this connects to the story. Pod 2’s concept is that the cars themselves are infected with the Pod virus, or something, and you have to race against them… why? I don’t know, the story doesn’t go anywhere and has no ending. The intro shows a virus, perhaps a version of the Pod virus from the first game, infecting a car. These alien-infected cars are what you drive. Then the game starts, and that’s all there is to the plot. So, instead of cars made from industrial parts and junked vehicles, as the base cars in the first game are, this time the cars look semi-organic. It’s kind of a cool look, but makes for completely different types of car designs from the original game. All eight cars are based on this one theme.

I mentioned the story in the last paragraph, but need to expand on that. What’s the story beyond that very basic, and worldless, car-infected-by-virus intro? Considering how the first game ended, this one is surely set on a new planet, which I guess has somehow been infected. But after that, what happens? Is this planet also doomed, or not? Unfortunately, the game doesn’t attempt to answer that. The first Pod has a pretty interesting ending, but no such luck this time; Pod 2 doesn’t have an ending. There is no closure in this story. There’s a bit of backstory in the manual, but that’s it.

As for car damage, it is, unsurprisingly, global only this time, and cars can be destroyed. In the original Pod, damage affected car performance, but cars were very hard to actually destroy, if you could at all. This time, though, damage has no impact on car performance, but instead just is a standard health bar. Once that shield meter runs out, you lose automatically. It’s nothing like the damage system in the first game. I actually really liked the sector-based damage option in Pod, where each of the six parts of your car took damage separately. There’s nothing like that this time.

Content: Weapons and Turbo

In the game, there are five kinds of pickups. The most useful are the shield and boost refill powerups. These do as they sound, and make sure to get the shield powerups if you’re touching walls much at all! These pickups are the only way to refill your health and boost; this game does not have standard shield-recharge areas on each course, unlike the original Pod which does have them. These refill items take effect instantly and cannot be stored.

The other three pickups you can actually keep are a turbo-boost, a mine, and a shockwave. You can hold three of these items, and can switch between them to use them in any order. The turbo is decent, it gives you a nice long turbo that doesn’t drain the meter. The mine and shockwave are much weaker, though. Neither one does much, if any, damage; instead they mostly just stun enemies. It’s a somewhat odd design decision. Considering how easy it is to die from just hitting the walls this is somewhat welcome, but it makes the weapons seem even weaker than they already did. The attack wave has its uses, but only in specific situations. This item will stun any cars close in front of you. It can be useful if someone passes you and you want them to get back behind you, or for knocking someone annoyingly fast back a bit if you close in. But really, most of the time neither weapons is needed, and I ignore the weapons more of then than I use them. Most of the time they are minimally useful. Why bother putting in weapons when they are so pathetic? The shield and boost recharge items are vital, though. You take damage every time you bump the walls, and need frequent recharges to survive; tracks do not have healing areas, the only way to heal is via pickups.

This track branches several ways!

Other Modes: Time Trial and Time Display Information

Now, anyone who knows Pod knows that timetrial mode, and best times, were one of the most popular things in the original game. Many people actually preferred comparing best times to actually playing online, I believe. I’ve always found races more interesting than time trials, but even so, what Pod 2 has for this category is horribly disappointing. You see, in the first game, your current total time, current lap time, and times compared to the cars ahead and behind you are all displayed on the screen. At the end of the race, you see a table showing the exact finishing times for all racers. Because the game is all about how well you drive, and has no items or powerups, times really do matter a lot.

Pod 2 messes this all up with its turbo-boost system, boost powerups, and very limited time information actually displayed on the screen. The effect of turbo should be obvious — this means that even if you take the same line on multiple laps, whether you have boost power left or not will have a huge impact on your time. There is a strategic element to this that I like, in saving boost for where it is needed, such as on hills, getting through rough terrain, and such, but it does mess with the purity of Pod’s racing. I’m kind of torn here, though; I love futuristic racing games, turbo boosts, weapons, and all. But if you’re going to have weapons, you need to do a competent job at it. This game fails at that, as I described above. The weapons here are pretty bad. I like the turbo button, but it wouldn’t be needed in a game with gameplay as great as the original Pod has; it’s only so nice here because of the general gameplay and design downgrade, I think. And of course, it makes accurate lap or race time comparisons much less even. Ah well.

I cannot defend the serious lack of time information in this game one bit, though. This time, the only time information you are shown during the race are your lap times. Total race time is NOT shown. In fact, your total race time isn’t even shown at the END of the race! All you see at the end is your best lap, and that’s it. Pathetic! How am I supposed to know exactly how well I did compared to the competition when it doesn’t bother telling me how they finished compared to me? Pod 2 also doesn’t save much, either. Other than the options menu choices, if you have the “online required” stuff unlocked, and whether you have unlocked the Hard and elimination races on each track, the only actual times saved are the top three race and lap times for each course. The problem is, the ONLY way you’ll ever see your race time is if you make this table… and even then, you’ll only know which one is your new time if you type in a different name each time! That’s right, unlike just about every other game ever, Pod 2 gives you no indication of which of the times on the table is your new one. It’s a somewhat unforgivable lapse. There are only three times on each table, sure, but it couldn’t have been hard!

Other Modes: Multiplayer (and more on the absence of better single player)

Because this is a console game, you had to connect to Ubisoft’s servers in order to play online. Of course, the servers were turned off a long time ago, so now the gmae cannot be played online. With Pod 1 you can play online today via LAN emulation or direct IP, but for a console game like this, the only way to play online after it was shut off was for people to have saved all the information the game sent to the server, and replicate what the server did based on that data. On the Dreamcast, this was only done for Phantasy Star Online, so Pod 2, and all other DC games which had online play, are now offline forever. Tragic! Of course, a PC port of this game could have fixed the whole problem… ah well.

Later Edit: I was wrong, the wizards at onlineconsoles.com got Pod 2 working online again in the 2020s! It’s pretty exciting stuff.

As I said earlier, though, the game does have splitscreen, and two player splitscreen races of Pod 2 are pretty fun. This isn’t the best racing game, but it is a fun one well worth playing sometimes with friends who like arcadey racing games. Still, the absence of a fuller single player mode is really unfortunate. But with Speed Devils, even though Speed Devils Online Racing is unforgivably limited — it doesn’t even have splitscreen, much less any championships! — at least with that game, you can go back and play the original Speed Busters (PC), aka Speed Devils (Dreamcast); it has splitscreen and a full championship campaign. Pod 2 has no such equivalent. All it’s got are three races to beat on each track, and then you’re done. The worst thing about Pod 2 is how differently it plays versus the first game, but the extremely limited single player is second worst.

This tube looks pretty nice.

Overall

So, on the whole, Pod 2 is a failure. The game has limited content, questionable design decisions, shoddy production values, only a handful hours of play in single player, limited replay value thanks to the lacking time-display information and two player splitscreen only multiplayer, and more. It’s all Ubisoft’s fault, of course, for putting the game on a console while the fanbase for the original game was on PC, and for changing the game so much by having only a few tracks and cars. However… despite this, I like Pod 2! I really do. Pod 2 is a fun game, and I’ve come back to it again and again because of that fact. The tracks are few, but they are really well designed, interesting branching tracks. I love the shortcuts and alternate routes in each course. Try them all, they add great variety and some may be faster, I like the differences between the cars, too. The elimination races are a fun challenge as well. But despite how fun it is, the game really does have a lot of issues. The turbo boost is one controversial one. Its addition was and unnecessary attempt to attract console gamers. When boosting the increase in sense of speed barely exists in another sign of the low budget showing through, too. However, as a futuristic racing game fan I like fast games, so I don’t mind this as much as most Pod fans do. Still, it doesn’t really make the game any better. Clearly on the bad side are the missing story championship mode. Yes, it’s great that there are three races to win on each of the six tracks, and it was fun and challenging to win all the races, but for me, that’s no match for a good championship mode, and when the previous game had one, its absence is a big problem. The complete lack of an ending is also kind of annoying, and the limited number of tracks as well. Et cetera. I won’t repeat every flaw yet again, but they all hurt.

Even so, Pod 2: Speed Zone is a fun game that is absolutely worth playing for fans of arcadey or futuristic racing games. I like it despite itself. It really goes to show that good level designs can go a long, long way! Make some great tracks and you can have a good racing game, even if outside of that the game disappoints. I kind of wanted to like Pod 2, and do. In fact, wanting to play this game was a major factor in why I finally bought a Dreamcast in summer ’07 — Pod 2 is a DC exclusive, and despite hearing a lot about how poor it was, as such as huge fan of the original Pod, I simply had to play it sometime… and that meant getting a Dreamcast, so I did. 🙂 And once I did, I didn’t regret it. Pod 2 is a fun game to play for a while, as you explore the tracks and try to improve your times. Even if it’s only a fraction as great as the first Pod is, Pod 2 is de, but it is a good game. It’s just a very poor sequel to the amazing original game, and because of that it’s a serious disappointment even if it is probably one of my favorite DC racing games. I give it a B; non-fans probably would give it at least one grade level lower or maybe even less (the game got a Metacritic average of only 6.9), but… I can’t help it, as much as I hate Pod 2, I like it as well.

Videos

http://www.ign.com/videos/games/pod-speedzone-dc-14680 IGN has some videos. It’s on Youtube too, but most either look even worse than IGN’s, such as this one: https://www.youtube.com/watch?v=5SU-wP6Fac0 or have people talking over them: https://www.youtube.com/watch?v=i2gbgVTH_q4 .

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