Monday, September 9, 2013

Teenage Mutant Ninja Turtles: Hyperstone Heist

Developer: Konami
Publisher:  Konami



As a kid I used to love the Ninja Turtles (the 80s-90s cartoon, in case you’re wondering), I remember a friend of mine had Turtles in Time for the SNES and we were hooked. Much to my surprise, I only discovered its Genesis/Mega Drive counterpart well into the 00’s.
So with that said, how does it compare to the mythical turtles in time and how does it stand on its own? It’s okay I guess.

The game opens up with an awesome cheesy intro, the Shredder who has attained a powerful artifact called the Hyperstone, using its power he magically shrinks Manhattan Island and announces his plan to take over the world (what else?).

You then take control of one of four turtles and face off against Shredder, Krang and their hordes of robotic food soldiers in a very by-the-numbers beat’em up. I don’t really like how there’s no in-game prompt for each of the character’s stats, sure I’d likely still end up playing as Rafael, but I’d at least know his strengths. 

On the gameplay side I’ve always found the turtles games too simple for their own good and this one is no exception, for starters there are absolutely no weapon pickups, to make matters worse, your moves are also rather limited, you have the basic moves, a throwing technique and a special short ranged attack that consumes health. Considering Final Fight and Streets of Rage were old news by the time this came out, you would think Konami would’ve added something to stand out from the crowd. The boss fights are pretty fun though, they provide a pretty good challenge and demand a bit of pattern memorization, though it has an odd boss selection, you get Rocksteady but no Bebop. You also get to fight Tatsu, remember him from the movies? He’s something of a novelty, though personally I’d pick Bebop over him any day.

Hyperstone Heist is also short… really short, it has a paltry 5 levels, one of which is a glorified boss rush mode. Oddly enough some of the levels run a little too long for their own good, repeating the same scenery over and over. It probably would’ve been better if the game featured 7 medium sized levels instead. I also don’t really get the progression, one moment you’re in New York and the next you’re in a pirate ghost ship (huh?). 

Graphically the game is quite pleasant, the characters are well animated and the mix of colors for the enemies and backgrounds is a bit dark, but works really well, you can also select whether you want the turtles to resemble the cartoon or their comic book selves, which is a pretty nice touch.
The soundtrack does a good job at complementing the graphical style, it uses a lot of the same tunes from Turtles in Time making for a pretty interesting comparison of the Genesis and the Snes’ sound chips. Unfortunately the voice effects are pretty high pitched and scratchy, but that’s my only complaint in this department.

Overall I can’t help but feel Hyperstone Heist doesn’t live up to its potential, it looks good, sound good and it has a perfect hit detection, but by the time this was out the genre had already evolved and I feel Konami didn’t get memo.

Pros:
- Engaging boss fights
- Graphically it looks pretty good
- Some nice tunes

Cons:
- Very few character moves, no weapon pick ups
- Only 5 levels and one of them is really just a boss rush mode
- Even by beat'em up standards the gameplay becomes a bit repetitive when compared to other games of its time

Final Grade: C+


Unfortunately, this is one of those rare cases where I only own a loose cartridge so I can't really review the packaging.

I will say I like the cartridge art, it has a nice use of colors and the turtles look just like their cartoon counterparts.


Packaging Grade: N/A

Tuesday, August 20, 2013

Contra: Hardcorps

Developer: Konami
Publisher:  Konami

Holy cow this game is amazing! I had heard some people saying it wasn't quite as good as previous Contra games, mostly due to an unbalanced difficulty and there being simply too much stuff on the screen. Well, I wholeheartedly disagree! This is in my opinion the best classic contra game I have ever played!

It's like the developers deconstructed Contra 3: The Alien Wars, took out what didn't work like the overhead mode 7 stages (yes, I know the Genesis wasn't technically capable of doing those anyway), kept what DID to add everything else they could think of! 

You can now choose between four characters, but these aren't just skins, each character has a different arsenal, you'll also run across branching paths, these will change the levels you play, the ending and even the final boss with a total of six endings! That's just a ton of content for a 16 bit Contra game, hell, it's a ton of content for any Contra game but the craziness doesn't stop there, there's a secret area on level 3 where you get to fight a robotic alien version of Simon Belmont from Castlevania and if you beat him along with two extra bosses you're propelled into pre-historic times and become the king of the apes with your very own ape queen! I swear I did not make this up. Hell if you do this as Sheena she STILL marries a female ape (could she be the first lesbian character in gaming?). 

You also get a storyline as told by either briefings before each mission or a short cutscene at the beginning/end of each mission. I understand these were needed for the branching paths feature, but I wish they gave you an option to skip the dialog.

I've talked so much about the game already but I haven't even gotten into the gameplay itself, which is in a word: a-freaking-mazing! It's like Contra 3 on steroids, no matter where you are there's always a ton of enemies trying to kill you, but luckily they all die with one hit, when you do get stronger foes the game is kind enough to keep them at a manageable amount. 

Much like Contra 3, you can switch between your weapons at any time, but instead of two weapon slots you now get 4. This time however, you can't jump and use two of them at the same time like you could in its SNES counterpart, you do however get a slide move, which makes you invulnerable for the second or two it takes to finish the move. Lastly, the title is chalk full with bosses and mini bosses so it's generally a good idea to stockpile as many weapons and bombs as you can for these.

Whereas Contra 3 went for a more realistic art-style, Harcorps adopts a more cartoony (or should I say anime?) style. Everything is very colorful and exaggerated, the enemies are often very goofy looking, in this regard it doesn't actually feel like a Contra game. Despite that the art-style works very well. I especially love the explosions, they just keep going, in other games, when you kill a big baddy you see random ball of fire popping up, here it's like they dance around the enemy circling it, stretching and compressing, it's crazy. 

You're also treated to some very impressive 3D effects, my favorite being the bike boss fight where you're running down a quasi-3D road. The only issue I had with the graphics were the relatively small character sprites with very little detail on them. Heck, Sheena doesn't even have a face!

The music will likely be hit or miss for most, it's all very techno with a few "silly" tunes thrown in. At first I didn't much care for these but eventually they grew on me and now the first level song always gets me pumped. I loved the techno remix of the classic Castlevania theme, that was a nice touch. 

Sound effects are also a bit hit and miss, the explosions sound loud and distorted but it works really well, the gun effects however sound kind of weak, though the absolute worst are the voice overs, all of them are scratch, distorted and sound sped up, it's just weird to listen to.

Overall Contra: Hardcorps is an amazing game, it's fast, furious, full of content and replay value, it's Contra on steroids and it's the best run and gun game on the Genesis.

Trivia: Did you know the PAL version of Contra: Hardcorps is simply called Probotector and replaces all of the characters with robots? It also removes at least one of the endings. Now you know why I imported this version.

Pros:
- The action is fast and extremely addicting
- A lot of gameplay variety
- Tons of content and replay value with 4 characters and 6 endings
- While I didn't care for it at first, the soundtrack really grew on me
- Nice colorful graphics with some very impressive 3D effects
- Great weapon control

Cons:
- Character sprites are small and could've used more detail
- Some of the sound effects are pretty weak, voices sound really scratchy
- The music and overall graphical style is a big departure from earlier Contra games

Final Grade: A

For the most part I like the boxart here, you see one of the characters firing an exaggerated gun at giant robot, the colors and detail on the characters and backgrounds are quite nice but what is going on with his legs? They're bent in an impossible position, how is he even standing? It's like he's made of a soft rubber.

The manual is definitely above average by Genesis standards, it tells you a bit of the backstory, teaches you how to play the game and even has a few character profiles. All of this is supplemented with either screenshots or character art, unfortunately they're all in black and white. I also have to wonder how Sheena's design got past the censors, I've seen bikinis that cover more than what she's wearing.

Overall not a bad a packaging at all, I'm glad it came in a plastic box rather instead of those cheap and flimsy late Genesis cardboard boxes

Packaging Grade: B

Monday, August 5, 2013

Tiny Toons Adventures: Buster's Hidden Treasure

Developer: Konami
Publisher: Konami

I was never that big of a Tiny Toons fan, I remember I'd just rather watch the old classic cartoons, though I did love Animaniacs though, as well as the Pinky and the Brain spin-off. Now with that said, is this 16 bit interpretation of the cartoon any good? In a word: meh.

The game has you control Buster (and only Buster) who looks like a younger blue haired Bugs Bunny, he controls like a mix of Mario and Sonic, basically, his jumps and enemy types are similar to Nintendo's plumber, but his speed and momentum work very similarly to Sega's Mascot.

Now, I have no problem with a game "ripping off" another title, but Tiny Toons doesn't seem to understand WHY certain features are fun or how they're supposed to be implemented. Yes, you can run like Sonic, but placing instant death spikes as soon as you reach top speeds or placing hard to see cans on the ground that make you trip and lose momentum are not good level design, they grind the game's pacing to a halt. Buster can jump like Mario, but there are no power ups, making the platforming sections rather basic, our rabbit can however wall-jump, but this rarely comes into play.

Another idea brought over from Nintendo was the overworld, which serves as a flashy elaborate level select screen, but once again, Konami seemed to have missed the point on WHY this feature worked so well for Mario. For starters, there are no secret levels (at least not to my knowledge), also, you can't pause the game to quit a level and go back to the level select screen, so I tried to kill myself but that only brought me back to last checkpoint I crossed, meaning if you want to return to world map, you have to completely waste all of your lives/reset the game and then punch in a password (there's no save feature).

Oh and speaking of passwords, if you want to view it, you'll also have to waste all of your lives, at one point I had to kill myself 7 times just so I could save my progress, what kind of bull*censored* is that?

Graphically the game has some nice spots here and there, I like the cartoony animation and some backgrounds look really good, I especially loved the sonic-inspired stages with the nice, lush forests and lakes, but then you have certain levels which feature boring, static backgrounds.

The game's soundtrack is quite nice if a bit repetitive, I liked its rendition of the Tiny Toons theme and while the other tunes aren't quite as memorable they are good enough.

Overall, Tiny Toons: Buster's Hidden Treasure isn't a bad game, but it's also not what I'd call good, I picked it up for cheap having no expectations for it and what I got was an "average" game, it can be fun in short bursts but any  more than that and it becomes too derivative for its own good. It tried to mix and match several gameplay aspects from both Sonic and Mario but it seemed to have missed the point of what made them fun. Oh Well, it's a decent game, but I wouldn't pay too much for it.

Pros:
- Graphics are quite pleasant in places
- Fun in short bursts
- The music isn't bad

Cons:
- Level design could have used some tweaking
- Takes a lot of features from Mario and Sonic but implements them poorly
- Could have used more power ups
- Becomes quite repetitive before long

Final Grade: C

For a game based on a TV show with as much imagination as Tiny Toons you'd think they'd put a little more effort into the cover, I mean look at it, it's the Tiny Toons logo between two palms trees and a patch of sand! Come on now! Are you telling me you couldn't think of a better cover?

The manual as a few short paragraphs detailing the game's backstory, it's not really needed for a game like this, but it is a nice touch nonetheless. Other than that it's the standard fare for game manuals of this time, you get a few instructions on how to play with a few black and white screenshots to serve as visual aid. Some of the pages feature simple colorless drawings of the main characters, all of them pretty lacking in detail save for Gogo Dodo, he looks pretty darn good and sticks out like a sore thumb.

Overall the packaging isn't the best, the cover is boring and while the manual has a few extras here and there, for the most part not a lot of effort was put into them.

Packaging Grade: D+