Showing posts with label dreamcast. Show all posts
Showing posts with label dreamcast. Show all posts

Thursday, 26 February 2015

Gigawing - Arcade, Dreamcast








If it moves, shoot it, meh, shoot it anyway.

Also released upon the Dreamcast, Gigawing is definitely one of those Bullet-Hell vertical shooter spaceship games. While I have reviewed several in this series of ABC Arcades, it's something to behold and a very special game in that it's just so over the top and overblown with crazy and madness.

LOOKOUT! There's a hint of plot here.

Let's start with the basics. Gigawing has the lovely shooty button. It lets you shoot the bullets and beams at the naughty things trying to end your game prematurely. Tapping the shooty button lets you fire repeatedly and constantly, however, if you hold the button down, you activate a psychokinetic shield capable of reversing the polarity of all energy-based projectiles, inversing angle, acceleration and force to send the aforementioned projectile on an inverse trajectory towards the point of origin, causing impact and sustained structural damage to the recipient whilst spawning a collectible icon that increases and amplifies the point-based reward system implemented by the game. Or, it sends bullets back to enemies and turns into bonus points.

Score rating: Stupid. Soon to become, CRAZY AND DUMB!

You also get a wealth of bombs with Gigawing which regenerate upon death and can be picked up, these bombs (along with using the shield in the aforementioned paragraph) cause a huge level of damage to everything as well as a focused attack in the centre of the screen upon bigger enemies/bosses. This combination of bombs and regenerating shields, can help you survive most of the game with very little time actually spent on surviving the bullet hell parts of the levels. Until you run out of bombs.

Use your reflection shield to turn their bullets into your bullets. Try not to get confused.

Gigawing has the lovely choice of four different crafts and pilots. Each one with their own story and style of attack. What becomes more interesting is that the planes and characters will interact with each other to form new storylines depending on who plays as which character and whether you're doing well or not. Each character has their own reasons for getting involved, be it the loss of a loved one, protecting others or just for shits and giggles. Perhaps not the best reason but it's one I can happily subscribe to.

Between me and the boss, not sure who's firing more shots here.

The first 3 levels are determined by the character choice but levels 4-6 (and maybe 7 if you're good) are always in their respective orders. The display and visual aesthetics behind the levels are stunning. Bullets tend to come in blue and pink fluorescence while MOST gold coloured things are points (careful later on), the appearance and background of everything in levels is staggering. Regrettably you'll never see it thanks to the chaos going on within the level itself. It's really manic and if you manage to get a breather you can view some of the most intricate and detailed designs to grace a game, but as said already, it's a shame you'll only see it if you're dead.

The returning boss, and maybe the super last boss if you're good at this game.

Enemies are quite varied in Gigawing, ranging from spaceships to submarines, to medallion embued bosses and almost everything can spunk out a cloud of bullets and attacks that you can almost instantly return back to them but you will see times where EVERYTHING on the screen is a bullet of sorts and bosses are certainly no exception to this rule. Bosses, in truth, go one step further and seem to not only spam bullets left and right but also in curiously interesting patterns that leaves me wondering upon the mathematic formulae to create such patterns, while I'm trying to blow them up.

Because shooting everything needs context...

The music in Gigawing fits perfectly. Lead and Synths for industrial levels, serene and calm tones for the more picturesque levels, suitably manic mid-boss fight music and boss music that makes you wake up and take note "HERE'S A BOSS!" with a clash of synths worth of any video-game gladiator entering the ring for combat. Assuming the gladiator runs straight in for a kill rather than pontificating about the arena declaring their worth and self-value or just being a dick in general.

This thing will throw more bullets at you than you've seen so far in the entire game.

Overall, it's fun quick game that doesn't get too painful too quickly and with the incredibly ridiculous scoring system, won't cause too much of an issue in the fact that it's bright, colourful and fast paced on the action (so fast in some cases it suffers slow-down on account of how MUCH is going on in the game) but it's still worth while viewing or grabbing it on the Dreamcast.

Thursday, 18 December 2014

Typing of the Dead - Dreamcast/PC


That's right, TYPING of the Dead.


UltraKey, Mavis Beacon, Typing Instructor, all popular and famous typing tutor programs that people have used through the years. Programs that deal with accuracy, learning the home keys (asdf and jkl; for those interested) while also there's the lovely aspect of online competition for some programs that allow for people to duel off at writing up pangrams, anagrams of pangrams and words that consist of either the left hand, right hand, or specific rows of the keys like Typewriter (Top row only on QWERTY). But did anybody really consider we could use such a program to kill zombies?

Viciously villifying vocabulary there.

Typing of the Dead, a game that takes Hose of The Dead 2 from the Dreamcast and gives you a keyboard instead of a light gun and sets you up to type zombies to death. It is as impressive as it sounds. Though it's on the PC, it's clear that this is a conversion from the Dreamcast as you can see that the characters are carrying keyboards, with Dreamcasts on their back with a GIANT BATTERY atop that. Which also explains why you cannot quit out of the program and have to switch to the Task Manager to get out (or alt-tab) as the Dreamcast would have just switched off.

Dreamcasts and keyboards!

The game is essentially the same, same levels, same bosses, same secrets and bonus routes but there's more. Oh so much more in this game. Firstly, there's a whole tutorial session that lets you practise to improve your skills, there's Arcade mode which is just straight forward typing at enemies and bosses, Original mode that gives you bonus items and power ups from Molotov's that kills all on screen to golden hands that auto type the right keys regardless of what you type. You can also go the route of the tests and boss runs or even play against the CPU (how's that even fair?) and Network modes.

No, it's not Cell phone.

But the gameplay is what really sells this game. The first level will run you with words like AD, R2 and D2 (and not unintentionally I should add) while some of the bonus areas will have things like defeating 10 or so zombies without getting hit, while the words will be specifically focused ranging from all of them having double letters, or all themed on animals, or themed on greetings for a date. The topics and selection of words is very ranged and varied to the point of being outlandishly obscure such as "Everyone's a Schoolgirl". You just have to type the word in the box (spaces are optional) before the monster hits you. Some will be huge sentences, some just words, and the quick fire ones will be a single character from A to Z, symbols and numbers.

"Wasting my life writing shitty articles" isn't an option?

The real gem in this is the outright ridiculous humour and wordplay that comes in the last few levels. Bosses that require you to type out answers to questions. Questions like "What can you not buy in a shop?" and of the three responses, "Body parts" should be your answer. Other questions have all three answers as viable and yet crazy to the point where I've lost hit points as a result of laugh my arse off at the options. Though you can take hits from enemies, it should be noted that with every perfect response (no typos), you build up a refill bar, once that's topped off, you get another free life point. You can also pick up lives from saving people and being quick enough to hit the keys when you're passing boxes and crates with items within them.

You won the game, now type out the credits.

Having to answer the question "What do you do in bed?" and being treated with answers like "Make a bed fort", "Pretend to be sick" and "Have a wan-" ok maybe not that last one, but it's almost as close to the mark as some of the options available to us. The game itself modifies from the original in that zombies will hold back as long as you're typing their words consistently, inaccuracies will cause you to drop score ratings on those enemies while bosses are a lot less forgiving. It's a fascinating idea and the humour is rife through the game with how it's delivered. Play it, if only to laugh at the humour, laugh at the risible notion of a typing tutor that fuses apocalyptic zombies scenarios and keyboard accuracy and laugh at a game that pokes as much fun at you as it does at itself and western society.

Thursday, 4 December 2014

House Of The Dead 2 - PC


There's the dead, it's the second game, but... Not so much the House from the first game.


I have to admit, I'm a big fan of light-gun games. Whether it's the joystick-cum-machinegun in the form of Operation Thunderbolt/Wolf, Mechanised Attack or Beast Busters, or an actual light gun that you specifically aim and shoot such as Point Blank, Time Crisis and this lovely little game, House of The Dead 2. On the PC, without a light gun... Well technically you could buy it with a sort of light gun and it came with House of the Dead 2 and it came with Virtua Cop... It didn't work so well.

This is a boss. This is also how to kill the boss. Shoot the annoying gobby one.

But here it is on the PC, House of the Dead 2 and you get to use the mouse with the game instead of the light gun... Pretty much defeating the point but hey-ho, let's go onwards with the game as it is.

Hold my fire? Seriously???

House of the Dead 2, a game by SEGA where you take it upon yourself as an agent of some sort armed with unlimited clips of ammo and a pistol, to uncover the undead conspiracy (it's a kind of obvious to be honest), and battle your way through armies of the undead, monsters, mutations and all other sorts of nastiness in an effort to... Get to the end of the game and see if you earned some sort of award. At least, that's the arcade part.

Yeah um.... Ooops...

Journeying your way through the desolate and ruined city, you'll encounter other agents and hear more of the plot, not that it matters as you'll be fighting your way through things regardless. What you can do however, is find that fights are easier if you score headshots and hidden in places around the game are a whole host of little bonuses such as extra points, extra hit points and even alternative routes depending upon if you hit the right item at the right time or if you rescue specific innocents before their untimely demise. (Or you shoot them yourself).

Dead in 3... 2... 1...

The levels start out easy enough with relatively few enemies appearing and those that do give you plenty of chance to line up, squeeze off the right shot and move onto the next little confrontation. While later levels and later within levels, you'll be set upon by more and more immediate threats that pop up and require not only quick reflexes but multiple shots to dispatch of your foes. Get far enough through the level and you'll be greeted by one of the game's many bosses. Ranging from "Flying nutcase with a headless knight" to "Giant chainsaw man" to "My cousin as a fish monster" and my personal favourite "The Magician" from the first game. Yes, I actually grinned at the opportunity to fight this little mascot of House Of The Dead again.

Welcome back, Magician. Let's go for Round 2!

What the PC (and home console) version have however, is an abundance of extra options beyond just the game itself. There's the Original mode where players can play through multiple times in order to gain extra powerups and adjustments that give them an extra edge, such as larger clips, different guns, more powerful rounds, unlimited ammo machine guns etc. But at a single use cost for that play through and performing better in levels will net more purposeful and powerful rewards. It does make quite the difference when you upgrade your pistol for a grenade launcher.

The further you get into the game, the more futuristic things become.

Boss mode, Training and Network modes are available for those that want to practise on the bosses, practise at practising the game with various tasks and options and lastly, for people that like to play co-operative not on one machine. There's a little extra here for others that gives a slightly better replay value and the die-hard fans can also get themselves bonus items for 5* ratings on EVERYTHING but you're rewarded some VERY powerful items and infinite use items such as credits too. Though by this point, there's going to be little challenge in the game for those players.

Bonus lessons in Gray's Anatomy did not feature this.

The music and audio are fairly good though don't pause the game as the whole music restarts if you do. It keeps to light little upbeat tempo with an undertone of orchestral accompaniment and doesn't become overbearing on the actual gameplay. Though the final boss fight and magician boss fight feature the more pronounced compositional work, with the Magician in particular being a reprise of the original game's final boss music and a welcome return it is too.

There's a lot of different, varied, and sometimes stupid ways, to lose health. This is the stupid way.

Everything looks a little dated by today's standards. The 3D engine fitting well with the game back in arcades on the AM2 systems and the Dreamcast but the transition to the PC has left things feeling a little hollow, animations and movements come across straight from the uncanny valley and the lack of facial expressions leads us to believe that this city is inhabited by the army of the uncaring bastard when people watch their friends and family eaten alive and still show the same nonchalant expression.

Dead, of the House...2?

It's a fun game but without the light gun and that extra level of immersion, it falls flat on itself, you'd be better off finding it in the arcades (or the later games for that matter) or getting the home console version.

Thursday, 23 January 2014

Chu Chu Rocket



Possibly one of the greatest gaming achievements in console gaming and for the Dreamcast initially, Chu-Chu Rocket is one of the forerunners for online gaming that the Dreamcast and Sega pioneered and was the first game with major popularity and online support through consoles. (Of course we're already enjoying Quake and Quake World on our 56K modems, fast back then and a death sentence these days)

The premise is simple. Get mice into rocket. Get more mice than your opponent to win. Avoid cats. I really cannot make it any simpler than perhaps Mice good, Cats evil, Save mice. It's a wonderfully simple little game but like a lot of party games and multiplayer games, it gets awkward, complicated and rage inducing, fast! And fast too.

You get to control a cursor, the same colour as your rocket and you can place down onto a board, up to 3 arrows that will guide the mice (and cats) along routes until they hit a wall, hit a rocket or hit another arrow. You will guide them from their generators and into a rocket upon which you score points. When you lay down a 4th arrow, the first one will vanish. Arrows also vanish after a short while and fade out which means you'll have to lay down more arrows... if you can. Because at the same time, some little sneaky bastard AI or other Player, is going to be laying down THEIR arrows and trying to get mice into THEIR rockets. (Or the really shit-bastard-gitbags will be guiding the cats into your rocket and you lose a 3rd of all mice in there). So now we see where a) the challenge and b) the added appeal comes into play.

Each mouse is worth a point, Gold mice are worth 50 and pink mice spin the roulette wheel. This is the games way of determining that all you’ve set up is going to be for nothing and there’s nothing left you’re going to be able to do to prevent the madness and chaos that is the random effect. This can be from anything like everyone else gets an immediate cat to the rocket or someone gets a vacuum effect for WAVES of mice into their rocket. It could also be an immediate game of Change Places and now you're where player Yellow was and they're where player Red is now. It could also be all the arrows are removed while the game freezes for a moment, or it's just PURE MICE for about 30 seconds or the more destructive and vile cats only for about 30 seconds and then all arrows will be quickly rearrange to keep things OUT of their rockets.

The game comes into its own when 2-4 human players are trying to stitch each other up and get the monopoly on the mice from the generators while trying to negate the cats and send them into each other’s bases. While playing against the AI is an entertaining prospect for a while, it lacks the immediacy of the human-factor which pits mind against mind rather than mind against occasionally malfunctioning algorithm and false Artificial Intelligence, even the computer will make mistakes and you can't help but think that you're still not up against a good attempt at a human, but rather you're against a bad attempt at a computer.

But this is just one mode of the game.

You can play solo all vs. all, or in teams. You can choose from a great many layouts or make your own, play offline or online against other humans or play against the AI/People-within-punching-distance in your own living room with some half-eaten pizzas strewn around the place.

Other features include puzzles where you'll have to save all the pre-determined mice without losing any while using a specific number and set up of arrows. Or you can make your own puzzles, though there's plenty already on the game and in most cases with the right set-up, you can download more of the fiendish little buggers. Though the menu should be listed as "Would you like to download potentially even more pain and suffering than you've already been through?" and for uploading puzzles "Click here to make the rest of the world suffer your bullshit", but instead the game remains nice and colourful and pleasant about everything. Which is probably for the best. There's no gore here, just a fading mouse with a little halo when it touches a cat (that includes it running into the back of the cat). So it's all family friendly and happy cutesy game of tag between mice and cats with arrows and rockets thrown in for fun's sake.

And yet, every game I've seen played has some of the most coarse and abusive language known to mankind, I've seen people change languages to swear at others, dipping into Spanish and French (international friends... what can you do...) because they get so caught up in the furious paced action and "fun" that they transcend speaking in one language and drop back into their own.

This game can really drag you along on a wild madness if you're gaming against other people, especially on levels where there's not much space between your rocket and the generators and there's only enough space for 3 arrows and 12 of them can be placed at once on the level, that's when the anger and annoyance kicks in and long standing friends become bitter rivals, brother and sister turn upon each other and the end of days is soon upon us with family pitted against family in pockets of civil unrest.

So yes, this game is designed to bring about the apocalypse, but at least it does it in a very cute, playable and colourful manner. If you see someone spray painting cats orange, you know to start building rockets.