Monday, May 15, 2023

Game #056 | SPIDER-MAN VS. THE KINGPIN Review (1991) | Not Beaten


SPIDER-MAN VS. THE KINGPIN (1991)
Genre: Action
Platforms: [Sega Genesis], Master System, Game Gear, Sega CD
Developer: Technopop (Gray Matter - Sega CD)
Publisher: Sega (Acclaim Entertainment - Game Gear)

Started: May 15, 2023
Finished: May 15, 2023
Beaten: Not Beaten
Playtime: 2 hours

The two "The Amazing Spider-Man" games from 1990 sucked. That's the only way to put it when I've ranked them worst and 5th worst out of the 55 games I played for this challenge. So when I heard that today's game, Spider-Man vs. The Kingpin, developed by Technopop and published by Sega for the Sega Genesis in 1991, not only was single-handedly responsible for convincing Marvel not to revoke the Marvel licensing deal with Sega, but also was sold to over 2/3 of Sega Genesis owners at the time, I figured that this game would fare much better.

It did fare better. It's like the elite version of the 1990 Spider-Man games. Unfortunately, those games were crap. And the elite version of crap is simply 'elite crap'. That said, here is my review for the Sega Genesis version from 1991.

The main menu

STORYTELLING/CHARACTERS | 3/10

In terms of its storytelling, this game resembles the 1990's Game Boy version in that you get some dialogue between Spider-Man and his enemies between stages, which is a good choice because Spider-Man's got a personality that can add some charm to the game when used. Unlike that game though, you don't have a conversation with an enemy before you fight them, but rather after you do.

You see, Wilson Fisk - The Kingpin - gets on TV and tells the citizens of New York City that Spider-Man planted a bomb that will explode within 24 hours. The Kingpin offers $10,000 to the person who captures him. $10,000? That's it. Oh wait, the manual calls it $500,000. That makes more sense.

The Kingpin receives the support of Dr. Octopus, the Lizard, Electro, the Sandman and more. Each of them he gives a key, all of which Spider-Man has to collect to disarm the bomb.

I am reviewing the Sega Genesis version as I said, but if you do want to play this game, play the Sega CD version if you can. It comes with fully voice acted cutscenes, which are surprisingly well-done considering its 1991 we're talking about. Peter Parker comes across as if he's in his mid-40's though, just as an fyi.

The Kingpin spreads lies about Spider-Man, who didn't expect to have a picture taken of him at that moment

GAMEPLAY | 6/20

This is a side-scrolling platformer, the likes of which you've seen plenty of before. The difference here? You're Spider-Man! This comes with all the Spider-Man perks, such as using your webs to glide through the screen. Shooting webs. Crawling around like a Spider to fit in tight spaces, like a vent. Sticking to walls. And yeah, that's all.

I give credit to this game for actually giving you a proper web-slinging mechanic where you can actually properly glide through the screen in a somewhat fluid motion. I can't really say anything negative about this in particular.

But everything else about the controls is just a mess. Often, you need to climb up, and to do so, you latch onto walls by holding the jump button in mid-air. Then you walk up and let go of the jump button whilst pointing up in order to jump over whatever it is that you're holding, as you can't just crawl over, say, a crate. You can crawl to the top of the side of the crate and then need to jump over it. Meh, but whatever. But then the jump over the crate is just so unresponsive and often doesn't even end up in a jump that I've damn near lost my mind. The worst thing was when an enemy was on top of such a crate. The warehouse enemies of the first level for example just point forward and relentlessly shoot every second. Shot, shot, shot. Since you're roleplaying as incompetent Spider-Man, you can't hit them from below or diagonally upwards like in Super Castlevania IV, no, you have to jump up and get on their level to hit them. But in doing so, you are always exposed to those bullets and get hit by them seemingly every single time. I'd lose half of my health bar just trying to stand up on a goddamn platform. Even worse is when they shoot you and you fall dozens of feet downwards because the bullet makes you fly backwards a couple feet.

If you get near these same enemies, they'll whip out a knife and stab towards you. Even if you manage to get behind them during this swing, and even though the knife doesn't actually connect with your body, you still take damage. What?

Then there is this annoying feature that I don't like in any game that does it, which is that the game expects you to fall down without even seeing what's down there. So often enough, you fall on top of a rat or a dog without even being able to see it and taking damage. Then you need to kick the rats to kill them, but those kicks need to be perfectly timed or you miss it by a split-second and the rat runs through it to hit you.

I think that's the rant over with. It's just a terrible control scheme that still somehow is 100 times better than what the 1990 games produced. Doesn't make it good though, just less crap.

To finally give you a bit of a better idea on how this game works, you go through 5 or 6 stages overall and defeat a boss at the end. Those give you their keys and you need those to defeat the Kingpin at the end and disarm the bomb. The bosses aren't overly difficult, I've managed to beat two pretty easily before giving up because of how frustrating the rest of the level is.

Have fun getting up there without taking a hit and bouncing right back down at least once

MUSIC/SOUND/VOICE | 3/10

No voice acting. This was not a pleasant auditory experience. The sound design and even some of the tracks had that metallic harsh sound to it that I feel like was rather common with the Genesis based on the Genesis games I've played, and even if it wasn't present in the music, it still didn't sound any good. The most pleasant and cheery track is ironically the 5 second tune that plays when you die. The sound effects for pretty much every action just doesn't sound good. The wind-like sound that plays whenever you jump got especially annoying really quickly since you need to constantly jump in order to climb walls, but the sounds of shots, of your own attacks, of rats, the forklift and of damage, among other things, was just unpleasant through and through.

This is no indictment of the Sega CD version, which by all indications sounds really, really good, but again, is not reviewed here.

GRAPHICS/ART DESIGN | 4/10

I had to look twice at times to figure out whether I was playing a game on a 16-bit console or not. The levels are designed rather simply. You are in a sewer, so here is a sewer that looks pretty much the same everywhere. You are in a warehouse, so here are some crates and barrels in the background. You are outside so here are some same looking bland gray buildings, and with some windows flashing in a golden color. Apart from some of the color use here and certain effects like Sandman's arm extending or him losing shape and then gaining it back again, the effort here just seems to be lazy.

This is also another Spider-Man game where I'm not too happy with the design of Spider-Man. Once again he is hunched forward when he is supposed to just stand tall. The enemies manage to have proper posture, so why is Spider-Man always hunching forward in these games? And why is there red coloring beyond the black outline of his body? It's like a child drawing over the lines.

ATMOSPHERE/IMMERSION | 4/10

The use of actual dialogue and cut-scenes help add some charm and to actually give you the sense that you're playing a Spider-Man game. Some levels are very tight in that Spider-Man can't really do a lot other than crawl around and some levels are out in the open where web-slinging shouldn't even be possible, and overall mostof the levels don't really have a Spider-Man feel to it.

CONTENT | 4/10

As you can tell by now, I don't find the content to be of particularly high quality. What you get with this game is 5 or 6 different stages with boss fights at the end of each that all do have their own sets of different challenges and therefore feel distinctive. There is also a little mini-game where you need to take pictures of as many enemies as possible, which at the end of each level gets you paid by the Daily Bugle, which basically means that your web fluid replenishes based on how many dollars you made. Other than this, there isn't much here and the length of the game is mainly stretched by how awful this controls.

Web-slinging over that for-some-reason-invincible dog like a champ

LEVEL/MISSION DESIGN | 5/10

Pretty average stuff, you go through levels that don't offer unique environmental challenges and are rather bland to defeat a final boss at the end of each. It's not different from most of the other platformers / Action games of this time.

CONCEPT/INNOVATION | 4/10

Bonus points for adding a somewhat fluid web-slinging mechanic to a Spider-Man game, but other than that this is just a below-average 2D action game.

REPLAYABILITY | 1/5

No reason to replay this, after beating it.

PLAYABILITY | 5/5

The game worked well at all times.

OVERALL | 39/100

3/3 as far as terrible Spider-Man games are concerned for this challenge. This one ranks best out of all three, which you'd expect considering this released for the Sega Genesis and sold really well according to one of the developers, but the Sega Genesis version truly sucks. The worst offender would be the controls, though this is not a treat from the audio-visual end either. If you want to play this game, check out the Sega CD version, which at least adds some cut-scenes and has much, much, much better sound.

(all images courtesy of Mobygames)

What Am I Playing Next? #01 | Monkey Island 2, The Legend of Zelda: A Link to the Past + more

Hello readers,

I recently introduced a new segment to TGB Project, which I call What Am I Playing Next?, and while the first iteration focused on a singular game, Super Castlevania IV, I don't think making one of these for each game before I play it is very useful.

Instead, I decided I would make this post for every 5 games I play. This way, you would have an idea of what reviews are to come in the coming weeks and the segment still serves its purpose of allowing me to give my thoughts on upcoming games before I play them. Let's start the first official episode of this with a game from a familiar franchise.

Spider-Man vs. The Kingpin

BASIC INFO
  • Initial Release Date: 1991
  • Platforms: Sega Genesis, Master System, Game Gear, Sega CD
  • Genre: Action
  • Developer / Publisher: Technopop (Gray Matter - Sega CD) / Sega (Acclaim Entertainment - GG)
  • Series/Franchise: Spider-Man, Marvel
  • MOBY RATING: 7.3 (#8,470 of 157K)
Spider-Man greets the challenge again, becoming the lone franchise I've played the most games of for the time being, after I played the terrifyingly terrible two Spider-Man games from 1990 last year.

This time, the hope is that there will be more fun to be had with Spider-Man, as Spider-Man vs. The Kingpin is credited for "single-handedly [convincing] Marcel Comics not to cancel the licensing deal they had with Sega". According to this same source, which is the resume of the Founder of Technopop, over 2/3 of Sega Genesis owners purchased the game as well. That's an incredible feat considering the Genesis was already 1 1/2 - 2 years old by this point.

MY HISTORY WITH THE SERIES

As you will be able to tell from the reviews further below, the two previous Spider-Man games I've played for this challenge were terrible. In fact, they're 2 of the 5 worst rated games at this point in the challenge, with the Amiga version coming in at the #1 worst with a TGBP score of 26.

The Game Boy version was incredibly primitive, and one of its few features, web-slinging, seemed to work at random and on rare occasions. On top of that, it was a game you didn't want to look at and one you didn't want to hear the sounds that came out of it.

Somehow, the Amiga version was worse, with Spider-Man kinda fat looking and walking hunched forward for some reason. No music, even worse sound design than the Game Boy version, hilariously poor animations, extremely slow pace and just a mess to control. 

So in a way, it can only go up from here, or so I hope.

MY THOUGHTS BEFORE STARTING THE GAME

You know how they say "it got big shoes to fill?". Well luckily, Spider-Man vs. The Kingpin only has Size 1 shoes to fill, and that's regardless of if you're using the US, UK or EU metric for that. The shoes are empty, OK? 

That said, my expectations are kind of high due to the sales this game achieved and that it's on a 16-bit platform. Just give me non-mediocre controls and non-ear-destroying sounds/music and I'm a happy camper.

REVIEWS OF OTHER GAMES IN THE SERIES

The Legend of Zelda: A Link to the Past

BASIC INFO
  • Initial Release Date: November 21, 1991
  • Platforms: SNES
  • Genre: Action-adventure
  • Developer / Publisher: Nintendo EAD / Nintendo
  • Series/Franchise: The Legend of Zelda
  • MOBY RATING: 8.4 (#361 of 157K)
Oh, what's that? Is this my first time playing The Legend of Zelda: A Link to the Past? Yes, it is. Am I excited? You bet I am. Games like these are why I started this challenge to begin with. To dive into this for the first time as it originally released, to properly dive into my first ever Legend of Zelda game to be precise, is pretty exciting.

This is the #2 best rated game over on Moby Games amongst games we've played for this challenge so far, and the #1 game, Super Mario World, is by a clear distance the best game I've played here up to this point, so to say The Legend of Zelda: A Link to the Past has me hyped is putting it mildly.

MY HISTORY WITH THE SERIES

In terms of this challenge, there is no history.

In terms of my gaming habits before I started this, I only played Breath of the Wild, and that was 6 years ago and only for a few hours. Unfortunately, that game didn't quite click with me at the time, mainly for the weapon degrading system and the sandbox nature of the game, which I might feel differently about if I played it again today.

But I'm basically a newcomer to the series, and all I really now is that we're indeed not playing Zelda, but Link, and I think we need to rescue Zelda and defeat an evil guy called Ganon. This is not fact-checked, so if I misremember his name, you can laugh at me now. That said, this is as blind as it gets in today's times for someone who spends so much time in the gaming space.

MY THOUGHTS BEFORE STARTING THE GAME

Whether you've played a Zelda game or even if you didn't, we all know that this is one of the most popular gaming franchises of all time. As of posting this, the newest entry into the series is just three days old and has been selling like hot cakes and received one of the best Opencritic scores of all time. So the series is still doing well I think it's fair to say.

Would it be unfair to expect this game to blow me away? Considering that Super Castlevania IV, the last game to be called "one of the greatest games of all time", was one of my favorite games of 1991, I think it is fair to say that. I'm going in with as much of an open mind as I can and hope this will be a great time.

REVIEWS OF OTHER GAMES IN THE SERIES

None.

Catacomb 3-D

BASIC INFO
  • Initial Release Date: November 1991 (NA)
  • Platforms: MS-DOS
  • Genre: FPS
  • Developer / Publisher: id Software / Softdisk
  • Series/Franchise: -
  • Engine: Prototype of Wolfenstein 3D engine
  • MOBY RATING: 6.4 (#17,330 of 157K)
Well, here we go. This is called the first pure FPS ever made, and it's by a studio you might have heard of (you have): id Software. They go on to create an entire genre in 1991 with Wolfenstein 3D, you might have heard of that (you have). Catacomb 3-D uses a prototype of the Wolfenstein engine, so we're pretty much getting a sneak peek here at a style of game that will become a regular occurence in this challenge throughout the 90s.

The game is in the 89th percentile in terms of Moby Rating with a 6.4, so it's advertised as a solid, not great video game. That sounds good enough to me.

MY HISTORY WITH THE SERIES

For obvious reasons, there is no history with id Software FPS games. Yet.

MY THOUGHTS BEFORE STARTING THE GAME

This game doesn't seem to get much love. Everyone knows of Wolfenstein, of Doom, of Quake. But how many know of Catacomb? If you check out id Software's wiki page, the Games part starts with Commander Keen and then jumps straight to Wolfenstein. Catacomb gets two "oh by the way" type mentions in the whole article, while Wolfenstein is mentioned 35 times, Doom 103 times, Quake 80 times and Rage 21 times. 

So I'm expecting Catacomb to be the best of the bunch.

REVIEWS OF OTHER GAMES IN THE SERIES

None.

Monkey Island 2: LeChuck's Revenge

BASIC INFO
  • Initial Release Date: December 1991
  • Platforms: Amiga, FM Towns, Mac OS, MS-DOS
  • Genre: Graphic adventure
  • Developer / Publisher: LucasArts / LucasArts (U.S. Gold - EU)
  • Series/Franchise: Monkey Island
  • Engine: SCUMM
  • MOBY RATING: 8.2 (#845 of 157K)
I'd say this is a pretty great 5-game line-up. Monkey Island 2, the sequel to 1990's Monkey Island, is ranked 300 spots better than the original and continues a few months from where the original left off.

From here, it will take 6 years before the world saw the third entry of the series in 1997 and the series returned as recently as 2022 with Return to Monkey Island. 

MY HISTORY WITH THE SERIES

I played the original Monkey Island in October 2022 and it's definitely been one of the highlights of this challenge so far. The humor can be hit and miss, with more hit for me, but most of all I appreciated the creativity the game had on offer in terms of its puzzles and set-pieces, and the charm of it all. 

MY THOUGHTS BEFORE STARTING THE GAME

This is a much-beloved series, which is why I can only imagine this game continuing right where the previous game left off, not just in plot but in quality as well. 

REVIEWS OF OTHER GAMES IN THE SERIES
Mega Man 4

BASIC INFO
  • Initial Release Date: December 6, 1991
  • Platforms: NES, PlayStation
  • Genre: Platformer, Action
  • Developer / Publisher: Capcom / Capcom (Nintendo - EU)
  • Series/Franchise: Mega Man
  • MOBY RATING: 7.6 (#5,327 of 157K)
Mega Man games come out thick and fast, with this being the 5th Mega Man game to release since the challenge began (3rd I'm playing), and with series set to release 3 additional games each year until and including 1995. Can they keep it fresh? We'll see.

MY HISTORY WITH THE SERIES

I've had a mixed relationship with Mega Man games up to this point. The game's approach to boss and level design is undoubtedly unique, which I appreciate, but what I've noticed is that a lot of times, there are specific bosses that you should tackle first in order to have a manageable time, which I feel like eliminates the purpose of choosing for the majority of players. In addition, some bosses become trivial once you pick up a certain weapon from a different boss as well, so the concept can definitely improve from where it's at, but we're in 1991, so I can imagine that happening at some point soon.

From what I've played, I found Mega Man 3 to be a disappointment for these reasons, and Mega Man: Dr Wily's Revenge for the Game Boy to be lazy cash grab, as the game simply re-used older bosses and just became a worse version of the NES titles.

MY THOUGHTS BEFORE STARTING THE GAME

Mega Man 3 had the 3rd best Moby Rating of any game I've played or am about to play with this 5-game line-up, behind Super Mario World and The Legend of Zelda: A Link to the Past. Considering my disappointment with that game, I'm going to go in with low expectations into this lower rated fourth main game. 

REVIEWS OF OTHER GAMES IN THE SERIES

Game #055 | SUPER CASTLEVANIA IV Review (1991) | Beaten


SUPER CASTLEVANIA IV (October 31, 1991)
Genre: Platformer, Action
Platforms: [SNES]
Developer: Konami
Publisher: Konami

Started: May 13, 2023
Finished: May 15, 2023
Beaten: Beaten
Playtime: 8 hours

We found ourselves our first 1991 Game of the Year contender, ladies and gentlemen. Super Castlevania IV, an iconic platformer by Konami that originally released in Japan on October 31, 1991, is pretty much as good as advertised. And that says a lot considering that it was advertised as "one of the greatest games of all time". In many ways, from atmosphere to soundtrack to the simplicity of its gameplay loop, the game is timeless. In others, such as graphics, controls and features, it obviously lags behind more recent video games, but that's not a comparison we make here of course. For its time, Super Castlevania IV ranks high in those categories as well however.

Here is my in-depth review for the game. For the challenge, we'll be returning to the Castlevania series in October 1993 with Castlevania: Rondo of Blood.

STORYTELLING/CHARACTERS | 3/10

If you're a big fan of video games, you will know about Castlevania and the story set-up for its games, at least for most of them. There is a clan of vampire hunters called the Belmont family, who are tasked with defeating the evil Dracula, who resurrects himself every 100 years, when the "forces of the Good mysteriously become weak".

Super Castlevania IV doesn't do things differently, in very large part because this game is actually a remake of Castlevania for the NES from 1986. Or at least kind of it is.

The Japanese version, called Akumajō Dracula (the Japanese name for the Castlevania series), shows both in its name and in its story set-up that this is a remake of the first Castlevania. Simon Belmont, the main character for this game, is described as the young heir to the Belmont clan and prepares himself for its first adventure.

In the USA version, it is said that it is "time once again for Simon Belmont to take up his whip...", indicating that there was a different time when Simon Belmont had been active, which would be Castlevania II. See, Konami USA didn't actually factor in that this would be a remake, I suppose hence the name Super Castlevania IV (IV!), so it was actually considered a sequel all the way until 2005, when Konami released an "Xtreme desktop app" with the canon timeline, which didn't include Super Castlevania IV at all (as it is in essence a retelling of the first Castlevania, which IS included in the timeline).

With that out of the way, what IS the story here? You play Simon Belmont, as explained, who must defeat the evil Count Dracula in 1691 Transylvania. Equipped with a holy whip called 'Vampire Killer', which makes him the heir to the Belmont clan, Simon Belmont makes his way to Dracula's castle.

That's pretty much it. As per usual, story has no big considerations for these early 90 platformers, but there is enough here to set a dark, gothic atmosphere that will be palpable throughout your time with the game. For some additional lore, the manual states that "Simon has found an ancient tome left to him by his ancestors revealing the secret of the whip. In it, he learns that the whip can snap in eight directions." Some tiny little lore to explain a new gameplay mechanic is the kind of attention to detail I like to see, even if the game otherwise doesn't have a lot to offer in terms of storytelling.

GAMEPLAY | 16/20

This game is a platformer of the best kind. You know, I have my typical issues with platformers that are almost ubiquitous in the early 90s. Whether it's unfair hit boxes, long-distance jumps that you will die due to unless you can time them perfectly, too many enemies and obstacles on-screen at the same time, unresponsive controls, no ability to jump and hit, not being able to jump and redirect yourself, only having the ability to hit straight, no crouch-and-move function, ridiculously overpowered bosses and many many more things I often find that make these old-school platformers incredibly frustrating.

But Super Castlevania IV manages to elegantly incorporate so many QoL-improvements and the devs seem to have figured out how they can find a great balance of fun and challenging, even if it's not perfect at all times.

Simon Belmont is equipped with a whip. As per usual, you can use it to hit enemies and candles, the latter of which are almost everywhere and drop items. These items are food items, which give you health, heart items, which give you ammunition for special weapons (ok..) and the special weapons themselves (boomerang (goes across screen, comes back) axe (flies in an arc), fire bomb (burns anything in path), dagger (flies straight) and watch (stops most enemies and their attaks for a few seconds)). Next to these, you can also pick up special items that destroy all enemies on screen, grant you invincibility for a couple seconds (called 'invisibility' in the manual, hah), that allow you to shoot twice per ammunition and that increase the power of your weapons. So a nice variety here.

The whip itself has gained new functions in this game, and boy are they useful. First, the whip can be whipped in eight (!) directions now. So up, down, left, right and then in each direction diagonally as well. Second, the whip can be used at rings, which allows you to latch onto them and leap into the air like you're Spider-Man. Third, you can also hold the attack button, which allows you to swing the whip around in a sort of limb state, which is funny and kind of unnecessary, but I appreciated it existing for sure.

What this game really does well, and is what I opened with here, is to keep the cheap deaths to a minimum. Your own hit-box is reduced, so projectiles that graze your hair don't damage you. The enemy hit-boxes are extended, and you can even hit them from below through the blocks that they're standing on. Enemies that would take a lot more hits in previous versions take fewer this time. Jumps on distant blocks are successful, even if one of Simon's legs barely touches the platform. The majority of enemies are easy enough to hit and avoid, and not bouncy and very quick like in previous games. The fact that you can whip in 8 directions makes hitting enemies above and below you so much easier, especially when you're on stairs. Enemies attack slower, and the levels are designed much better in a way that you don't have to worry about fighting multiple enemies AND having to avoid environmental obstacles at the same time.

None of the points above make this game a cake walk. They just make it a lot more fair and a lot more fun without all the hours of frustration that don't really need to be there. Are there still frustrating parts? Sure. When you enter a new screen and enemies jump on top of you immediately, that kind of sucks. When you jump and fall out of the map instead of on the stairs that are right below your feet, that's still annoying. Spikes one-hitting you is kind of dumb.

But for the majority of the game, you actually feel like you can control the action and do so naturally, without having to adjust to the idiosyncracies of a game's particular control scheme.

For some, most boss fights might be very easy, and to me, from what I've seen, I'd place them between Castlevania 1 and 2 in terms of difficulty, though closer to 2. What this game does a lot better than 2 though is that boss fights are actually mostly cleverly designed, or at least each battle has its distinctive challenges it asks the player to overcome. Some bosses you CAN simply brute-force your way through by mashing the attack button, and those definitely could have been improved upon, and the final boss fight does have some annoying parts in particular, but I'd say the boss fights were enjoyable for the most part.

Heck, the whole game was enjoyable for the majority of it. If you're looking for a retro platformer, you'd be remiss to not check out Super Castlevania IV.

MUSIC/SOUND/VOICE | 10/10

No voice acting. It makes use of the sound engine of the SNES to create a satisfying group of sound effects, but where this game really shines in the aural category is with its soundtrack. Man is it fantastic and does it set the tone. The opening alone sounds so beautifully eerie and mysterious that it sets you off on the right foot before you even press START. The exact same can be said for the Prologue track and then some. That one got me bopping my head. The 'Stage 1 Theme of Simon Belmont' I can only imagine being iconic, but I loved listening to themes like 'Bloody Tears' and 'Beginning', which move the soundtrack from eerie to downright epic. Bloody Tears is originally from Castlevania II and I'd argue it sounds even more epic on there, but I'm glad it got re-used and re-mixed, so I could hear it here for the first time. It's literally one of my favorite video game tracks of all time now, it's like it's straight out of a symphony.

'Beginning' is from Castlevania III, as the NES trilogy's tracks were re-used in part here as you can tell, especially in the later levels.

And you know what else is amazing? When you are in the final stage of the lengthy final boss battle against Dracula and his two strongest goons, when both goons are defeated and Dracula is on his last few health bars, what music kicks in? Simon's theme. Not only is that a badass track to begin with, but the implications of using it just adds to the moment so much, as Simon knows he got Dracula, Dracula knows Simon's got him and now it's on the player to beat Dracula's ass one final time. Beautiful.

GRAPHICS/ART DESIGN | 8/10

The SNES offers a big jump graphically, and this game makes use of it. Each level looks unique, with a lot of attention to detail in the design of the backgrounds and environments. There are some genuinely unique levels to explore here in terms of technical composition as well, like the rotating level that is powered thanks tothe Mode 7 graphics mode or the stage where you need to hang on to a ring with your whip while the screen itself is rotating. There is also the chandelier level with rotating chandeliers that you need to jump on, but oddly, the background for that level is simply black like it was more common to see in the NES days. These levels are pretty rare and don't really last that long and don't provide a big challenge, but it's still nice to see how creative the devs can get with this technology.

There hasn't been nearly as much work put into sprites and animations I felt like, which both end up feeling and looking like NES models a lot, but Simon himself has gotten some detail added to his sprite when it comes to the armor he is wearing, his hair and the definition in his arm and leg muscles.

ATMOSPHERE/IMMERSION | 9/10

Tremendously atmospheric. The soundtrack and story set-up already put you in the right mood for this one, but thanks to the power of the SNES, there is a lot more attention to detail in the graphical presentation, along with the Mode 7 feature that I just mentioned which allows some levels to come alive more. Now about those cooked meals that are hidden in the walls ...

CONTENT | 8/10

There are 9 numbered and two lettered levels, so a total of 11 stages. A full playthrough for someone who doesn't die once takes a bit more than an hour. For me, it took about 6-7 to get to the final stage, but I couldn't defeat the final boss gauntlet without using save states. These stages are varied in looks, sometimes even in design (keywords, again, Mode 7) but there is no progression system or any special hidden rooms or unique levels with different style of gameplay to mix it up. Regarding the progression system, you literally have all your abilities available to you from the first level and nothing new is introduced apart from different enemies in different stages. But your health stays the same, your strength can be temporarily improved by finding the appropriate items and you don't gain new skills. That's all fine of course, but a little bit more meat on the bone in some way wouldn't have been a bad thing I think.

That said, a game that can be beaten in one or two afternoons depending on your skill set, especially now with the power of emulation, and one that does what it focuses on really well, is a game with great content in my eyes.

LEVEL/MISSION DESIGN | 8/10

In its core, this is pretty basic. 11 total stages, each with their sub-stages and boss fights, either at the end or sometimes in the middle. What this game gets bonus points for is its execution of the basic, which is simply very well done and shows why this formula has been so popular among devs and players for so long in the first place. Some levels that show off the skills of the SNES in particular add to the variety of it all as well.

CONCEPT/INNOVATION | 7/10

There isn't anything particularly innovative about the core gameplay here. This game simply does a great job of putting it all together and bringing it to the 4th gen of consoles, while adding a lot of QoL improvements, a few very much welcomed additions to Simon's whip and creating a very dark and tense horror atmosphere.

REPLAYABILITY | 2/5

The main motivation to play this again would be to beat your high score. There are a couple secret rooms to find as well, though all they offer are a bunch of candles to find regular items. This is interestingly a step back for the series, as Castlevania III offered multiple different characters and multiple paths that you could take after specific stages, which added to replayability. Personally, I don't think this is a big deal at all, as I enjoyed the focus on Simon, who now had a lot more abilities, and not having multiple paths allowed for more focus on the fewer stages that had to be created. I'd be lying if I said I would have minded multiple paths for added replayability though.

PLAYABILITY | 5/5

The game worked well at all times.

OVERALL | 76/100

One of the best platformers of the early 90s for sure. It's a tremendous improvement on earlier entries of the series in pretty much every way, it's rather easy to progress in compared to its contemporaries and the much tighter controls along with the greatness that is the game's OST, the majority of you will have a great time playing this I'm sure.

(all images courtesy of Mobygames)

Sunday, May 14, 2023

What Am I Playing Next? | SUPER CASTLEVANIA IV (1991, SNES)

Hello readers,

I thought from here on out, I'd add some more substance to the game I play and review for this challenge. So starting with today's game, I'm going to release a quick post like this to talk about my thoughts going into playing a specific game for the first time, my experiences with other games in the series, some fun facts about the game itself, its development, its release and more.

We start the first edition with Super Castlevania IV, which released originally on October 31, 1991 in Japan and on December 4, 1991 in NA.


BASIC INFO
  • Initial Release Date: October 31, 1991 (JP)
  • Platforms: SNES
  • Genre: Action, Platformer
  • Developer / Publisher: Konami / Konami
  • Series: Castlevania
  • MOBY RATING: 8.4 (#443 of 157K)
It's the first Castlevania game to release for the SNES, and the eighth release in the Castlevania series overall. Releasing on a new generation console obviously comes with its many perks and improvements over the previous entry, including 16-bit graphics and improved controls.

It appears as if this game will re-use its setting, characters and basic plot from previous entries, so you're still playing Simon Belmont, must defeat the vampire 'Dracula' and the setting is 1691 Transylvania. Apparently, this game is something like what we'd call a 'reboot' today, which explains why these things are re-used. 

The game is considered one of the greatest video games of all time. This does not mean that it will be one of the best games you play today of course, but rather that it stands out for what it delivered in relation to its contemporaries.

MY HISTORY WITH THE SERIES

Actually, there are two releases in the series that happened in 1990, so you'd think I already have reviewed Castlevania games before. However, I chose not to add 'Castlevania II: Belmont's Revenge' to the play-list at all as it is a GameBoy title and it's away from the main series. Mainly, the fact that it's on a platform I, to be frank, didn't have great experiences with in terms of game quality up to this point had me not interested in it, though I would have included it, if 'Castlevania III: Dracula's Curse' hadn't been released in the same year as well.

Well, and if I had a positive experience with Castlevania III: Dracula's Curse. Unfortunately, I didn't, which is why I removed it from the spreadsheet at the time instead of giving a massively incomplete review for it. From what I remember, the gameplay was a mix of being too difficult, controls too hard to get the hang of and that the only thing I really enjoyed during my time with it was the dark atmosphere. I'm hoping to stick with Castlevania IV for longer.

MY THOUGHTS BEFORE STARTING THE GAME

Castlevania IV represents a jump to the next generation of consoles and it's considered to be one of the best games of the early 90s, so I do have high expectations going in. Those expectations are slightly tempered due to my experience with this game's predecessor, and I can imagine having a tough time with both the controls and the level design once again. The atmosphere should, as per usual with the series, be dark and tense, and posivitely so. 

REVIEWS OF OTHER GAMES IN THE SERIES

None.

Friday, May 12, 2023

Game #054 | WONDER BOY IN MONSTER WORLD Review (1991) | Not Beaten

WONDER BOY IN MONSTER WORLD (October 25, 1991)
Genre: Platformer, Action Adventure, Metroidvania
Platforms: Master System, [Sega Genesis]
Developer: Westone
Publisher: Sega

Started: May 10, 2023
Finished: May 11, 2023
Beaten: Not Beaten
Playtime: 3 hours

(This is the 54th game in my challenge to go through many known games in chronological order starting in 1990. The spreadsheet is in my bio.)

We're a bit late into the 'Wonder Boy' series, as the Platformer / Action-Adventure 'Wonder Boy in Monster World', which released on October 25, 1991 for the Sega Genesis, is the fifth game in the Wonder Boy series already and only two more games release for this series from here on out in 1994 and, interestingly enough, 2018. The games preceding and succeeding this game I'm about to review also received remakes in the past decade, so the series has seen somewhat of a revival recently. 

For its time, Wonder Boy in Monster World received positive reviews and currently carries a 7.5 Moby Score. Multiple magazines are quoted saying something to the tune of "Who needs Sonic, when you can have Wonder Boy", which I found funny to read in retrospect, but it should tell you that this isn't just some random character, but rather a relatively popular one. Some magazines weren't all too kind, like Sega Power's review saying that this is "one aimed at younger players, but I think that even they will find this very boring or repetitive." Who was right according to my taste? Well I'll start with this: I didn't beat the game.

STORYTELLING/CHARACTERS | 3/10

In this adventure of Wonder Boy, you play Wonder Boy, who needs to save Monster World, which is under attack by ... monsters? Where else did you think the monsters wanted to be at? The Wonder Boy by the way has a name, he is called Shion.

Shion gets the help of many residents of Monster World. He can use one girl's 'Ocarina', an instrument that unlocks door if the right melody is played. He can use Poseidon's trident to explore the underwater areas. He gets the assistant of a dwarven kid that unlocks the path to a cave filled with monsters.

There isn't a lot of dialogue here besides the generic few talks you will have with people who want you to help them, so that they agree to help you afterwards. You are thanked a lot for being a hero and on you go until you win the game. After you defeat the final boss, the end credits actually play immediately after, which is kind of anti-climactic, though there are post-credit scenes where the resolution of the story is quickly explained. Again, it's generic "the hero saved everyone, so that they can live on happily ever after, or until the sequel at least." talk.

As is usual for games that call themselves side-scrolling Action RPGs at this time, you discover towns and have a few people there that you can talk to (I wouldn't call this an RPG though). Though when I say a few, I do mean just a few, as there aren't many characters walking around.

This game is also another one of those that has you run around colorful worlds for most of it, only to have the final act be in some sort of futuristic looking area against a futuristic looking final boss. Why were so many end-game areas designed like this? The games often have no hint of sci-fi, but all of a sudden some rogue AI / robot from a distant planet wants to use his futuristic weaponry to destroy you, and you poor dude with just your sword are supposed to put an end to it. Well, you do in the end, but you know, it's getting hilarious at this point how this seems to be the resolution so often.

GAMEPLAY | 9/20

This is called a side-scrolling platformer / action adventure / RPG. The first genre is correct. The second as well. As far as RPG's go, this I wouldn't call one of them. There is no character progression in terms of stats or any decisions you can make, there is in general no choice you can make and the only stats that are there are for attack, defense and speed. Armor, weapons, shields and boots are what effect those stats. You get those by opening chests and going to stores, though you'll have to do a lot of grinding for gold to get many of those store items.

So yeah, it's not an RPG, you simply control Shion in this side-scrolling platformer. From the 3 hours I've played, there wasn't much exploration but rather convoluted level design that made you look around for where to go next. There isn't really any area or anything that opens up for optional exploration. There are some harder to reach chests in this game, some of which are tricky to find. I got to one by accident by pressing up randomly (you press up to enter rooms), and a room appearing in the middle of nowhere and leading me straight to a chest. That can hardly be called exploration though.

So you are equipped with a melee weapon and have to fight enemies, some of which can jump up, some of which can swoop down, some of which can throw stuff at you, rush you, guard with their own shields and all sorts. The problem is that the swinging animation of yours takes a few frames too long, so what happens way too often is that you try to time the swing right, but you are a split second too early and before you get a second swing off, you already get hit by an enemy rushing you. The tough part is that once you die, you are sent back to your last save, which will be at the previous inn. This can send you back many, many minutes, and there is often plenty of time between your last save and the boss fight for example.

Boss fights represent ridiculous difficulty spikes here. Until the first boss for example, apart from those swing animation issues, you won't have any problems. And then you reach the boss and it just jumps on top of you constantly whilst throwing up tiny minions that hurt you when they run into you. So you got 4-5 minions coming after you from both sides, the boss coming from the top and until you take a looong time to figure out how to beat this thing, you'll, well, lose a loooot of time, and it doesn't really fell satisfying either. This the case for a lot of boss fights where it feels like the enemy attack patterns are way too wild and random. The main thing this game does with boss fights is just throw a bunch of stuff at you at once, which makes it hard to dodge, but even harder to find an opening to strike. Not fun.

The worst issue comes a few hours in however, when you are supposed to use Poseidon's trident to go underwater and find Poseidon. Multiple times I found myself thinking "where the hell do you want me to go and why are you making it this so convoluted?" I looked up the solution for a while and you know it's not a good sign when you see the actual path and think to yourself that this is way too unnecessary.

In the end, the save system and repetitively annoying gameplay made me abandon this one a few hours before completion. It's not even like this is a game where it being so hard is the point. It's not necessarily even that hard in terms of combat, bosses excluded, but finding your path and having to go all the way back to inns due to the lack of save points just makes the game annoying to play.

MUSIC/SOUND/VOICE | 7/10

No voice acting. The soundtrack ranges from meh to really good. The intro track sets a good tone for a game this is both child-friendly and one that will kick your butt repeatedly, and while few tracks combine these themes, you'll have tracks do a pretty good job of using either one to give off a relaxing vibe or one that captures the tension well. However there are some true stinkers here as well, like Village Theme 1, not to be mistaken with Village Theme 2.

GRAPHICS/ART DESIGN | 7/10

This game has good looking graphics thanks to its use of a wide color palette and attention to detail in the scrolling backgrounds. One interesting thing the game does in its villages is a visual transition effect when you enter a house, which makes the inside of the house become visible.

The sprite work, enemy design and animation here is not great, but the devs created a cozy and inviting world here, at least graphically, though it kinda starts falling apart a bitonce you hit some rough patches when it comes to hard enemies/bosses or not knowing where to go.

ATMOSPHERE | 5/10

Welcome to monster world, a world called after monsters that is in turmoil as it gets invaded by monsters. The game uses all the tropes you'd expect from a platformer of the early 90s, so unless this was one of the few games you played over and over at the time, you will notice that it doesn't offer anything new and doesn't really pull you in like plenty of other games manage to do. The world that is created here in its basic form, thanks to its soundtrack and graphical presentation, is inviting overall though, however you'll be stuck at very hard bosses and puzzles multiple times, so more likely than not it's only inviting until a certain point, where you likely will find yourself stuck, especially if you were a kid in the 90s playing this.

CONTENT | 6/10

Enough content here for an Action Adventure like this. You got many boss fights, many different enemy types, different types of equipment, plenty of puzzles and hidden stuff too boot. Not all of this is good content, but you'll be busy for a good 10 hours if you decide to play it to the end.

LEVEL/MISSION DESIGN | 4/10

Most of the time, where you need to go is straightforward. Then there are times where you will keep running around in circles, unless you figure out that you need to go to X first or press Y, which unlocks a new path. That sort of environmental puzzle is pretty enjoyable. But most of the time when things aren't straightforward, you're meant to go to some place that is only described very imprecisely, and it's a lot of time away and makes it very easy to get lost with no positive impact on fun factor or satisfaction from figuring out the way. Add to that that if you die on your way there, you're sent back all the way to the last inn you saved at, and you can see where you'd get easily frustrated.

CONCEPT/INNOVATION | 2/10

Nothing new on offer here, it's a mix of features and a focus on themes and a theme for its world that you have seen in a lot of different games before. There isn't even a specific thing this game tries to focus on more than on other areas, the game is meh to alright in every area, which makes for a meh game overall. It's got average world building, basic gameplay, convoluted level design, a middle-of-the-pack soundtrack, frustrating boss fights, slow pace and a boring set of one-dimensional characters. I'm sure the series has done better than this, but this game isn't doing anything above-average unfortunately.

REPLAYABILITY | 2/5

You can look for some more of those hidden equipment or health items in a second playthrough, but there is no other motivation given to play through it twice.

PLAYABILITY | 5/5

The game worked well at all times.

OVERALL | 50/100

You know, I'll take a game that is below-average in most aspects of a video game, if it does a specific thing really well. But Wonder Boy in Monster World doesn't really rate better than "average" in anything, as it's a game that takes many features of better games, puts them together and ends up being a worse product. So it's a skip for me, there are plenty of better retro platformers / action adventures to play from this time period, though it's definitely not a 'terrible game'. 5 contender.