Archive for June, 2009

Megadrive 6-In-1 2 (DTV)

Tuesday, June 23rd, 2009
Radica Megadrive 6-In-1

Radica Megadrive 6-In-1

Apart from the Sonic-coloured control pad being swapped out for one sporting a more lurid Robotnik shade of red, the second Radica Megadrive 6-In-1 is pretty much the same hardware as the previous unit I’ve already taken a peek at. The dinky, shrunken Megadrive 2 is still exceedingly cute, the pad still resembles the Megadrive controller and retains the reasonable build quality and the battery life is still only slightly shy of utterly phenomenal.

And as with the previous device, the six games included are something of a mixed bunch; obviously the lead title is the domain of the blue spiky geezer’s second outing, but he’s joined by two other big name Sega characters, Alex Kidd and Ecco the Dolphin. As before there’s something for puzzle fans included and this time the role is taken by the excellent and now rather heavily cloned gem stacker Columns, whilst the less recognised part of the Sega back catalogue on show this time are Gain Ground, which is presumably what happens when a role playing game and a shoot ‘em up mate, and The Ooze… which doesn’t defy description as such, but the idea of being a puddle of slime and dribbling around the levels is pretty bizarre.

Radica Megadrive - Sonic 2

Radica Megadrive - Sonic 2

Speaking of strangeness, Sonic the Hedgehog 2 has a two player versus mode based on the Chaos Emerald bonus runs, but this is rendered all but useless by the hardware only offering a single controller; no, it’s nowhere near a deal breaker but rather puzzling as to why it’s been left in place and once a race has been started, the player has a choice of either wading through five minutes of boredom or hitting the reset button. But that and Columns constantly blinking a “press start” message for a second player that will sadly never come aside, there’s a fair bit going for this DTV; I’d honestly forgotten how much fun Gain Ground was to play or indeed how beautiful a game Ecco the Dolphin is generally, along with those spiffy graphics it also has that wonderful soundtrack that always vaguely reminds me of Paddy Kingsland’s work on the incidental music for the Hitchhiker’s Guide to the Galaxy…

Radica Megadrive - Gain Ground

Radica Megadrive - Gain Ground

If you don’t already have the major titles included in another form it’s worth at least considering Radica’s second attempt at shrinking the Megadrive; most of the games included still hold their own apart from The Ooze (which is nicely presented and probably superior to a couple of the other titles visually but just didn’t grab me personally, everyone else’s mileage will possibly vary) and, despite being the plain Jane of the pack, Gain Ground is a real “sleeper”, that spends it’s time sidling up to unsuspecting players who were “just having a quick go” to make sure it worked and purloining an hour of their time. Whilst it’s almost a crying shame that there still haven’t been any kick-arse scrolling shoot ‘em ups included here, Gain Ground does at least go some of the distance towards soothing those itchy trigger fingers.

The screenshots for this review were taken from an emulator, unfortunately the (t)rusty old Retro Tat grabbing hardware gave up the ghost a few months previously and the current solution is utterly incapable of locking onto the signal being kicked out by this DTV!

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Capcom Classics Collection Vol 2 (PS2)

Tuesday, June 9th, 2009
Capcom Classics Collection Volume 2 for the Playstation 2

Capcom Classics Collection Volume 2 for the Playstation 2

So… the Capcom Classics Collection, where was I after breaking off to play Soldner-X previously? Oh yes, the second instalment in the series!

As with the first collection there’s a pretty sprawling range of genres covered here; Block Block is something of an Arkanoid clone that is at best average but at least playable in short bursts, fans of electronic fisticuffs get the original Street Fighter and Super Street Fighter 2 Turbo to brawl with as well as the lesser known Captain Commando and a vertically scrolling variation on the theme called Avengers, Black Tiger, Mega Twins or the rather splendid Strider represent for platformers everywhere and there’s some sword-swinging hack and slashing in Knights of the Round (unsurprisingly inspired by the stories of King Arthur) and Magic Sword. But by far the quirkiest title on either of these collections simply has to be Quiz & Dragons, a sort of role playing title where the battles are all based on a trivia quiz of all things; it even comes in a Capcom-flavoured variation as one of the extras on the disc!

"Lets see you juggle if I whip off your trunks!"

"Lets see you juggle if I whip off your trunks!"

And although only credited on the inlay as a single title, Three Wonders unsurprisingly offers three distinct games on its own with two being tied together; Midnight Wanderers is a run and gun affair which bears a loose resemblance to Ghosts ‘n Goblins (and reminded me just a tiny bit of the Metal Slug series as well in part because of the presentation) but with a faster overall pace that sees two creatures resembling Gremlins in search of a mythical Chariot… which they eventually find because the second game is a textbook horizontal shoot ‘em up starring those same characters and the aforementioned transportation that takes some of its cues from Saint Dragon or Dragon Spirit since the chariot can gather a “tail” of options that can be used either offensively or defensively. The final member of the trio is a remarkably cutesy maze game called Don’t Pull where the player can shove blocks around in order to splatter enemies in the grand tradition of Pengo.

When push comes to shove... splat!

When push comes to shove... splat!

But as a self-confessed slut for some shooting action, I of course gravitated towards titles like 1941 Counter Attack, Varth, and in particular Eco Fighters; that preference might be something of a surprise to others who enjoy the genre since the more famous Side Arms: Hyper Dyne is present and correct, but as with Forgotten Worlds on the first Capcom Classics, the dual analogue controls for movement and aiming with a shoulder button to fire works extremely well (far better than Side Arms with two buttons for left and right firing does) and, despite the subtle-as-a-brick environmental plot that is delivered in annoyingly unskippable cut scenes, it’s got a lot going for it visually and puts up a good fight without being impossibly difficult.

Saving this planet's ecology with their top hit records...?

Saving this planet's ecology with their top hit records...?

As before, there are milestones to reach within the games that unlock bonus features and these achievements really aren’t for the squeamish; for example the hardest of the three for Three Wonders is completing all of the titles and that’s really going to tax most players! But since those bonus features are once more just icing on an already filling cake, enjoying the games is still going to be a higher priority for most people and not easily being able to view them is only really an irritation for those who are more train spotter-ish… like me really. And as before, describing these games as classics is somewhat hyperbolic in most cases, but it’s safe to say that there’s a lot of kick arse gaming present in Capcom Classics Collection Volume 2 that will suit most players and moods.

This second instalment of the Capcom Classics Collection was brought to you by the letters P, S and the number 2 but those with boxes bearing a large X can also get in on the fun.

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