Megadrive 6-In-1 2 (DTV)

June 23rd, 2009 by Jason
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)

June 9th, 2009 by Jason
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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Soldner-X: Himmelssturmer (PC)

May 30th, 2009 by Jason
Soldner-X for the PC

Soldner-X for the PC

The future… Soldner-X: Himmelssturmer (the initial S is more of a Z sound, apparently) is, rarely for this millennium at least, a commercial shoot ‘em up developed not in Japan but by German team SideQuest. When it was released in late 2007, quite few parallels were drawn by some critics to both Project X (Amiga and PC) and X2 (Playstation) which weren’t exactly complementary; the only positive comparison is that Team 17′s titles are both beautifully presented and that’s equally true with Soldner-X, from it’s packaging through to the online highscore tables, superb soundtrack and quite frankly gorgeous graphics. But the negative comparisons are down to details such as the default “normal” difficulty setting eating cute Labrador puppies for breakfast (and for players like myself who prefer not to use continues generally, that doesn’t seem to be an option because completing thing is probably going to require them), the movement controls being inertial, the levels taking quite a while to traverse and the worst “crime” of all for some was the use of energy gauges.

And presumably SideQuest were offered a very reasonable cash-in-hand discount on the latter since there are no less than three gauges to worry about during play! Starting with the most important of the lot, the Soldner-X‘s current energy level is in the upper status bar where it cuddles up next to the weapon power indicator; whenever the player takes a hit, that charge level goes down until it reaches zero at which point the ship explodes from not having enough energy or possibly a fatal overload of irony! There are two ways to replenish the bar, one is grabbing a passing energy power-up (which feature green hearts with a number of spots to denote how much power they provide) and the other is to simply complete a level. It’s not all bad news however, because when the energy drops below 20% the ship’s “berserker mode” kicks in; this results in the ship developing a slight jitter vaguely akin to a caffeine overdose and more importantly decreases the amount of damage each impact causes whilst upping the damage done to attackers by the player’s guns. I seem to spend about half of my playing time in berserker mode!

Tanks for the memories...

Tanks for the memories...

Since I’ve already mentioned the weapon power gauge I’ll cover that next; it’s the blue one in the upper status bar and works in tandem with the active weapon selected from the list of five in the lower. Every weapon takes energy to fire and, whilst the ship’s default pulse and beam weapons recharge if left unused, the remaining artillery automatically shuts down when it runs out of juice; collecting its own power-up or the weapon cooler item will rejuvenate it for a time. The chaining system adds some complexity to proceedings. Although there’s no complexity here so simply shooting anything attacking the ship increases the current chain and charges that third energy bar at the bottom right of the screen; if enough power is squirreled away, the power-up next to the charge bar is released for the player to grab. Chain energy can either be lost because the weapon in use is switched (by the player or automatically if it runs out of power) and the bar actually needs to be charged multiple times to actually release a bonus, with each of these cycles ending with the player being prompted to change weapon.

So if I’m going to aim any major criticism at Soldner-X it’s probably going to be about complexity; along with keeping an eye on the ship’s energy, players need to watch the status of the weapon’s battery and the current chain charge to avoid losing the hard won energy. This isn’t a game where going in with all guns blazing works all the time, in fact there are several points where players need to decide if it’s better to battle on with the current weapon or switch to something with a bit more kick and lose the chain energy they’ve built up. That’s pretty involved for a genre usually about getting down and dirty with the lasers, but once it’s figured out it at least becomes a little more instinctive.

The Soldner-X takes on a saw point of the second stage.

The Soldner-X takes on a saw point of the second stage.

It’s hard to write about Soldner-X without mentioning the sheer beauty of the thing, everything from the cut scenes (which can thankfully be skipped) through to the player’s craft and its foes are highly detailed and the game runs at a minimum of 1,024 by 768 pixels with HD support for those who have it available. The sound is worthy of note as well, a collection of up-tempo tunes during the game with a separate track kicking in when going berserk and more mellow pieces for the menus and spot. Even the packaging is impressive stuff, the limited edition version I’ve got comes in a shiny black outer sleeve bearing the title logo which in turn contains two DVD cases for the game and soundtrack discs and the hardback tactical guide. When I was naïve in the 1980′s before the popularity of 3D gaming all but killed off my favourite genre commercially, this is how I thought games would look and sound in the future!

The big question has to be if Soldner-X: Himmelssturmer warrants the price tag. The criticisms of the difficulty are fair comment, although the impression I get is that it was aimed more at gamers who like a challenge and it not only offers easier modes but holds the hands of new players as features are introduced by popping up information windows during play. The levels are massive with nastiness in every bite but at least there’s some graphical variation and nice detailing such as the Blade Runner style advertising hoardings of the first level to break things … assuming you’re able to simultaneously concentrate on that and the bedlam around the ship of course.

The nicely presented Soldner-X title page

The nicely presented Soldner-X title page

I’m not entirely sure I could recommend it unreservedly at full retail price (I paid about fifteen quid with the shipping for the limited edition, a special offer that is still running at Play Asia at the time of writing) despite enjoying it immensely and having no intention of leaving the disc to gather dust after this review is written even if I have to start using the damned continues, but for those shoot ‘em up fans who can handle themselves behind the control stick of a fighter it’s at least worth looking into – with large levels, over twenty different power-ups and secret keys that unlock more content later in the game there’s a lot to do. Oh, and if I actually wore a hat I’d be taking it off to whoever took the risk of publishing Soldner-X – hopefully there’ll be more where that came from because the scrolling shoot ‘em up is very sadly neglected on the commercial front in the West these days.

Soldner-X: Himmelssturmer has been available for Windows-based PCs for a year and a half, with a Playstation 3 version being released via PSN at the end of 2008.

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