Thursday, January 24, 2019

BioMetal (SNES) Review

Received: November 13th, 2012 / Written: January 16th-24th, 2019
Year: 1993 | Developed by: Athena | Published by: Activision

Hello everyone, StarBoy91 here; passionate about video games, big retrophile, and here to talk about Athena.
Image from MobyGames
Formed up in the late '80s, Athena is a largely Japan-only company, though plenty of their games have seen Western distribution.  Some of the games they worked on comprise of those pertaining to the snake game genre (Wit's on the arcade and Famicom), the sports genre (World Bowling and World Ice Hockey on the Game Boy), the action-platforming genre (Dragon Unit/Castle of Dragon and Sword Master for the Famicom/NES), and the puzzler genre (De-Block on the Famicom); they also acted as publisher in Japan for certain other companies' games (as opposed to just their own) such as Another's Championship Bowling for the Famicom/NES, Visco Corporation's Famiconversion of SETA's coin-op Family Block/Thunder & Lightning, KID Corp.'s Famicom-exclusive Dezaemon, and also KID Corp.'s Super Bowling for the SFC/SNES console, et al.

One other genre that Athena was directly involved in on more than one occasion was the shoot'em up genre beginning with Strike Gunner S.T.G. which originally was released by Tecmo in Japanese arcades in 1991 before being converted to the Nintendo 16-bit console in 1992 (in Japan by Athena, in North America by NTVIC, and would see a European release by Activision but under the name Super Strike Gunner).  One other shoot'em up they developed was a game called BioMetal--executive produced by Sakae Nakamura and programmed by Kenichi Kunikyō who also served as one of two game designers--which Athena released for the Super Famicom in Japan on March 1993 but wouldn't see a Western SNES conversion until November 1993 in North America and at a later unspecified date that year in Europe.
Image from Wikipedia
It's funny I bring Activision up, though, as they were also responsible for the Western releases for today's game, on both counts this time as opposed to just Europe like the aforementioned title--there were some... negative ramifications because of this happening, but more on that later.

It is the Galaxy Century year 232 (G.C. 232), and the space war that had long divided the Milky Way had finally ended.  But because of the war their resources have been exhausted, forcing the Galactic Council to send a special fleet to Planet "UP457" on a mission to find resources.  During the mission the special fleet was attacked and destroyed by an unknown corps of half machine and half-animals which the Galactic Council dubbed Code Name "BioMetal".
A computer analysis showed that the BioMetals were increasing in number, and unless their planet is destroyed within 32 hours the Milky Way will fall into the BioMetals' hands, so they must be stopped.  Only one fleet, "Wasp", who's testing new weapons, is capable of reaching Planet "UP457" and engage in action.  The Galactic Council sent orders to use "G.A.M." (a living weapon that is currently being tested) to be launched from Halbard carriers.
So to ensure that the Milky Way be saved from being ruled by the BioMetals they send out the Galaxy Allied Force Multi Fighter MF-92GX "Halbard" to fight against them and nuke their planet.

Dark clouds
Bio-Metal is a horizontally scrolling shoot'em up where you take control of the Halbard which you can move and maneuver around in any of the eight directions as the screen scrolls automatically.  The default controls are shooting by holding down the B button, pressing the Y button will summon G.A.M. which will shield you by having four orbs circle around you which you can disengage by pressing the same button again thereby leaving you vulnerable, and while the G.A.M. is in effect you can either expand the four orbs by pressing the A button or you could charge it in the opposite way of the direction button you're currently holding until it comes right back at you by pressing the right shoulder button (you could even do both at once if you wanted to).

BioMetals in sight
When it comes to using the G.A.M., however, you must be mindful of its gauge as it gradually depletes itself the longer you use it and when it becomes empty it'll forcibly disengage the G.A.M. which you'll only be able to reactivate if there's at least a small amount in the gauge which gradually fills itself up when not in use.  Occasionally you'll find a couple carriers that you'll need to shoot at to reveal one of two power-ups: one for the main attack that gradually changes from V to L to W and rinses and repeats in that order until you fly towards it and get the power-up of the letter it landed on and one pertaining to your unlimited array of missiles that changes from S to B to H and rinses and repeats in that order until you fly towards that and get the power-up of the letter that one landed on.

Intensifying battle
The V power-up icon gives you the spread shot ability, the L power-up icon gives you the laser ability that phases through solid objects, and the W power-up icon gives you the wave attack ability, and the more you obtain the same icon the more powerful your weapon becomes due the expansion; regarding the missile power-ups the S icon enables them to fly straight toward the enemy, the B icon enables them to go at an angle above and below you, and the H icon enables them to home in on any enemy in vicinity.  Losing a life will restart you at the spot, but at the expense of your current power-up being one level lower, and if you lose all your lives and use up one of your limited number of continues then you'll start from the beginning of the current stage you lost your last life in.  Contending with the BioMetal enemies throughout in each stage will culminate in a boss fight in the end, where you'll be able to progress to the subsequent stage once you defeat it.

Incoming looming armada
The visuals are solid in terms of quality as each stage takes place in diverse location settings to keep things fresh.  The first stage transpires within dark clouds (some of which are color layering) where there's also white thunder from time to time, the second stage takes place in a hot arid desert setting with the warm color scheme which feature a couple planets and/or moons that gradually loom in the distance the further along you progress and below there's the parallax scrolling desert sand at the bottom which imbues a sense of visual depth, and the third stage is heavily coated by spider webs and pollination in the top and bottom portions of the stage to name a few examples.

Attempts of the BioMetal to circle around you
have backfired thanks to Halbard's G.A.M.
There's a little bit of Mode 7 in this game, not much but it is there; like the entrance and defeat of the first boss which stretches and skews itself and the clouds in the background skewing left and right, when the second boss has been defeated its small arms begin to bloat and grow thanks to the scaling effects, and the fifth stage's entire background is comprised of stretching and skewing Mode 7 for it almost looks brain like.  The MF-92GX Halbard is designed decently and animates well when flying up and down, and during the last part of the intro you get to see a well-designed close-up of it including its vector-like schematics.

Bullet spray
The most noteworthy aspect comes from the titular BioMetals themselves as they take inspiration from the trademark stylings of the late Hans Ruedi Giger with their beautifully grotesque metallic designs for there are many variants that in one way or another are based on the xenomorphs of the Alien movie franchise.  A telling sign of this is the shape of some of the larger BioMetals' elongated heads and how shiny and waxy they are (some of them even have xenomorph-like teeth), but on the other hand you have a band of hopping xenomorphs in the third stage and in the second stage there's a moment when you must deal with ones clad in red armor holding guns (both of which are uncharacteristically ridiculous of them, but is so silly I love it), and during the final stage before facing off against the final boss you must contend with a barrage of rotating facehuggers (and if I didn't know any better I would say some of the xenomorphs might be blending into the dark backdrop).  It's clear that BioMetal's graphic designers Masaki Ohno (who also worked on the game design) and Yasuo Yamaguchi, or for that matter the entirety of Athena, were big admirers of H.R. Giger's craft and weren't afraid to show it.
Image from Wikipedia; great documentary, by the way
It's amusing in the case of the second stage, though, because the desert setting makes me think of Dune (there's even a worm-like enemy, not like a sandworm, but still worm-like) which incidentally enough was to incorporate H.R. Giger's designs back when Alejandro Jodorowsky attempted to adapt Frank Herbert's novel before his take sadly got cancelled.

Yes, those are armored xenomorphs
There are three different difficulty settings in this game (easy, normal, and hard) and they all vary in terms of how many enemies you must face, how much bullet fire you have to evade, or both at once, and even how much damage the end stage boss must sustain in order for it to be defeated.  Literally half of the stages comprise of obstacles that are just the BioMetals with no wall or ceiling or floor obstacle to worry about (because it's instant death if you touch any of those, and when you use up a life you only have at best one or two seconds of invincibility time before remaining solid) while the other half will entail all those elements instead of just the enemy.

Nowadays BioMetal is a pretty obscure shoot'em up, which you wouldn't think would be the case with the overt H.R. Giger influence (as well as... the other reason behind it, but I'll get to that), but apparently in native Japan it did well enough for Athena to warrant a sequel for the Sega Saturn on October 1997 with BioMetal Gust.
Image from GameFAQs
But because it didn't arrive in a package exclusively dedicated to it the sequel was only featured as a playable content in Athena's Dezaemon 2BioMetal Gust never left Japan, which on one hand is unfortunate, but on the other hand it's a good thing it didn't because of what Activision did when localizing its predecessor four years prior.
Image from GameFAQs
The original Super Famicom version had a mesmerizingly eerie yet simultaneously breathtaking cover which frankly speaking is absolutely amazing to look at,
Image from GameFAQs on the left
whereas the American cover, despite the otherwise accurate Halbard and BioMetal designs, was generic by comparison--which coincidentally doubles as a lazily put together title screen (only made darker).  Activision also changed the title font design for some reason, but that is not the only thing they changed as they also replaced an entire existing soundtrack!

Replace it with a brain with an eyeball, and you've
got the first boss in Konami's Salamander/Life Force
BioMetal's original soundtrack in the Super Famicom original was composed by Yoshio Nagashima whose prior audio credits consisted of UPL properties Gomola Speed, Uchū Senkan Gomorrah/Bio-Ship Paladin, Atomic Robo-Kid Special, and the original arcade edition of Acrobat Mission, and the music the first time around is of the darkly atmospheric variety.  The Western versions' soundtrack, on the other hand, is provided by none other than 2 Unlimited-_-
Founded in 1991 in Amsterdam by Belgian producers Jean-Paul De Coster and Phil Wilde, 2 Unlimited was a dance act responsible for numbers such as "Get Ready For This" and "Twilight Zone" fronted at the time by Dutch rapper Ray Slijngaard and Dutch vocalist Anita Doth who worked under the Byte Records and Radikal Records among other ones.
Image screengrabbed from watching Replay Burners' DEMO video on YouTube on the left
Checking the footage of the Super Famicom version on YouTube I found that the story and English text in the intro and ending are the same as the American version, with the exception of the Halbard's pilot and biologist who had their names changed from David Onizuka and Cynthia Matthews to Kid Ray and Anita respectively, which is essentially stroking 2 Unlimited's ego at this point.

Destroy the BioMetal flies and their berth
It's always comforting knowledge when an American distributor genuinely cares about their audience when they resort to pandering to their perceived "interests" by replacing an entire soundtrack on account of it sounding "too foreign"...  >_>  The American version of BioMetal was produced by Kelly Walker Rogers whose resumé at that point comprised of quality assurance credits, with the music production done by Ubik Musik Productions alongside John Rodriguez and Ali Lexa, the latter of whom also secured the license to use 2 Unlimited's remixes from their "Get Ready" album aided by Stephanie Shepherd and Brian Kelly.  Lexa would strike again on behalf of Activision when she would actively replace the music for the Western version of the Fupac and Wings-developed Super Famicom title Sword Maniac in the form of X-Kaliber 2097, which means Activision didn't learn their lesson the first time around.

Confronting an army of hopping xenomorphs
Someone at Activision must've been under the impression that 2 Unlimited would be the sort of music that American gamers would've been into when the reality was that the publisher was very sorely mistaken.  When I think of 2 Unlimited I think of games of basketball or basketball montages rather (sometimes of the cheesy variety), neither of which I want to think of when playing a shoot'em up as the music Activision opted for in the American version is distracting... not to mention dated.  There is a sound test in the options screen, but no trace of the Japanese music is there since it got replaced in America.  During the credits they actually left Yoshio Nagashima's name intact despite it largely being absent here,...
with the exception of the very brief warning cue that precedes each and every boss fight; though if that doesn't count then leaving Nagashima's name in the credits would be very dishonest of Activision to do due to the soundtrack replacement.  The only sounds left intact were for the sound effects provided by Kouichi Ishibashi (credited here as "K. 'Red' Ishibashi"), and those are decently selected for the most part.

H.R. Giger would be proud, I'm sure
But really, the soundtrack change would not have been a glaring issue and gotten so much notoriety had it actually matched the given six Planet "UP457" location settings in the game.  When listening to the Japanese tracks and listening to them while watching gameplay videos of BioMetal's Super Famicom version on YouTube it complements the scenery well but when you replace the music with 2 Unlimited on the SNES version with the same scenery there is a complete disconnect as it fails to engage you in the action and atmosphere, so because I only own the SNES version I feel the need to mute my TV when playing this game so as to preserve my sanity from listening to the music replacement as it feels like the equivalent of audio diarrhea, at least when used in the context of a horizontal scrolling shoot'em up such as this one.

G.A.M. power
It's especially telling when the original Japanese soundtrack was longer than the American one as the latter comprises of some of the same tracks used over and over, during boss fights even, while the former had a huge selection of music including one for the intro and ending credits, a proper title theme, actual boss themes, a cue that plays after each boss has been defeated, and a diverse track for each stage (the first one's theme being the most incredible track of the bunch).  What I'm trying to say of course is that the Japanese music was more effective than the one by 2 Unlimited.  No thought was given at all in regards to the atmosphere when Activision decided to replace its soundtrack, was there?  I feel so sorry for Yoshio Nagashima getting shafted like that for the Western version, he deserved better than to be treated like that (and on his one and only contribution to the Nintendo 16-bit, no less).  =(
Images from GameFAQs
And poor Yasuo Yamaguchi too.  He may not have been involved in the audio department, but he had not one but two games he worked on in 1993 where the soundtrack got changed in America with Sega's Sonic the Hedgehog CD being the second of the two (where he served as animation producer for that game).  At least in the case of that one it would receive a Retro Engine-based remastered version (with the ability to choose between the Japanese and American music accompanied by widescreen support) by Christian Whitehead eighteen years later.
Awwwwwwwww...
Activision thinks it has fans...  <=)  That's adorable!
Awwwwwwwwww!!

Watch out for those bomber aliens
But in all seriousness though if Activision did have fans during the day I'm pretty sure they stopped being fans upon finding out about the soundtrack switch, not aided by the questionable decision-making the company would end up making over the past twenty or so years.  I don't care if they released some of the better known third party games on the Atari 2600 console; I don't care if they kickstarted one of their most famous franchises during the '80s (Pitfall); I don't care that they distributed the Western version of Matrix Software's Alundra 2: A New Legend Begins (a game I personally like, by the way, even though it's got naught to do with the original game story- and tone-wise and how much it makes me wish it wasn't in 3D);...
The inner six to seven year old in me is screaming in pure delight and joy at these beautiful HD remasters of the trilogy I loved playing on the PlayStation One way back when
and I don't care if Activision published Vicarious Visions' HD remaster of Naughty Dog's original Crash Bandicoot trilogy in Crash Bandicoot N. Sane Trilogy (which I'm liking a lot since I downloaded it on the Nintendo Switch, and hey, I'm a sucker for a good throwback title)--what Activision did in regards to Athena's BioMetal was wrong.  As publisher they should've simply released it, and that's it; nothing more.

Evading enemy bullet fire
But even if this game didn't undergo the inane soundtrack change because the publisher felt the need to act out of hubris, it doesn't affect the overall gameplay.  I remember hearing about this game less than a decade ago and how they brought up the 2 Unlimited score and the strong H.R. Giger flavor throughout, and back in November 2012 I found the SNES cart at the store 3D Games which I bought out of curiosity alongside the SNES conversion of the Eric Chahi-created Delphine Software cinematic platformer Out of this World (the American name equivalent of the original European title Another World), despite the fact that shoot'em ups aren't exactly my strong suit.  I do recall there also being the SNES port of A.I's arcade shoot'em up BlaZeon available at 3D Games, which I never picked up neither there nor on eBay... though in hindsight I do wonder if I would've enjoyed that one more (guess I'll find out whenever I get around to importing it).

Elongated BioMetal boss
Ever since I found out about the Japanese version's soundtrack and listened to its themes on YouTube I had been wanting to get the original Super Famicom version of BioMetal, simply so I could play it with the superior soundtrack included as 2 Unlimited does absolutely nothing to aid its atmosphere.  However, a quick eBay search showed that the Japanese version sells for a really high cost; the Super Famicart by itself goes for slightly over $100, which is insane for a game made for this genre... though I do wonder if that awesome cover art has got anything to do with it?  Sadly, its expensive price tag is what keeps me at bay, so I'm stuck with the American version whose music I feel the need to mute when I play it out of respect for the original composer.  =(

Not available on Steam
The thing about shoot'em ups is that you have to coordinate and maneuver yourself through obstacles, and in several instances those obstacles will comprise of countless bullets that you have to avoid and sometimes they might come at you fast and in most cases simultaneously, meaning you have to pay attention to everything that is happening because if you don't then you'll be losing a ship, and paying attention to everything that is happening at once is really difficult to accomplish without pausing.  There is a system I came up with years ago when it came to this genre, though, and that's the pause-unpause trick by pausing and unpausing anytime things look too difficult--admittedly it's at the expense of flow, but you'll get a clear idea of how to evade bullet and deadly fire by knowing which direction to fly towards, and it's a largely foolproof tactic when it comes to shoot'em ups if you're largely inept at them like I am... provided the reaction time for each pause is quick enough... which is not the case here...

Awww, those chibified Chozo statue lookalikes
are cute, I feel bad that I have to destroy them
The first two stages are manageable enough... ish, but after that things start to amp up especially as the enemies will either come at you too quick and/or fire way too fast at you, occasionally from offscreen which means you have to react quickly.  BioMetal has a frenetic pace to it with nary a moment of slowdown (save of course for the final battle when the G.A.M. is activated), which considering the Nintendo 16-bit console's slow processing skills is impressive, but honestly I found Taito's Darius Twin from two years prior to be more impressive technologically speaking (four months after the Super Famicom debuted in November 1990) as no matter how fast you went and no matter how hectic things got there was not an instance of slowdown to be found.

They've come to bring the heavy artillery
But there is a code that makes the proceedings, not necessarily easier, but more manageable even though it's still challenging: during any time in the game be sure to hold the up, left, B, and A buttons together as you reset it and if you did it right then you can skip to the next stage by holding Select while pressing the right shoulder button or go back a stage by holding Select while pressing the left shoulder button (not while paused, obviously).  Yes, technically you can skip to the final stage by going backwards from the first stage (which is amazing), and if you want to be at your most powerful then obtain some power-ups, go back or forward a stage, obtain more of the same power-ups, rinse and repeat.  It'll make the front and middle portion of the sixth stage literally passable.  If you're wondering if there's any other code that will alleviate any struggle or make you invulnerable, that one code was the only one I found on GameFAQs, which means if you want to beat the game you'll have to rough it with the final boss.

Hey, it's better than Alien: Covenant!
Anything's better than Alien: Covenant, stupid 2017 prequel
destroying the lore, mystique, and suspense of the 1979 sci-fi
horror masterpiece simply by existing!
And as final bosses in horizontal scrolling shoot'em ups go, I felt the final boss here took short of forever to defeat (and took many tries to defeat).  Once you go through the hordes of facehuggers you meet up with the boss who is one of those bosses whose foundation is stuck to a wall, where first you must shoot at its face enough times until it gets destroyed, then you must shoot at its body until it gets to the point where it flashes in red with each shot and once you get in enough shots the final BioMetal begins to explode.  The problem is that you must also be mindful of its bubble-like projectiles ricocheting up and down on the way to the left, and while it might seem that the top of its head serves as a safe spot it soon becomes apparent that it isn't when you take into account its long flailing and gestating projectile spewing tail.  So it's a battle of trying to stay alive and taking advantage of open windows anytime you can afford it, all of which prolongs the battle (and even then you might lose some lives).

The longest battle against a BioMetal
If you do like 2 Unlimited's discography as a whole, more power to you, but don't listen to it emanating from this game, please!  If you are to listen to their music, then do it from watching aforementioned basketball games and/or montages or from anything that befits it appropriately.  Those who are more into the shoot'em up genre will get more mileage out of Athena's BioMetal, but if you want to play a game that is sprinkled in H.R. Giger flavor, provided you like his trademark style to begin with, there is intrigue value in it (as without it, the game would be forgettable and very derivative I'm sorry to say).  If you're looking for a high quality game from this genre on the Nintendo 16-bit, there are alternatives that are superior (Taito's Darius Twin and Darius Force/Super Nova, Capcom's Area 88/U.N. Squadron, Jaleco's Super Earth Defense Force, and even though I find it overhyped and overrated I think Konami's Axelay is a better-made shmup that is at least good fun in its own right),

however if you're simply looking for an okay if not decent shoot'em up to play that lasts roughly twenty-five to thirty minutes (if you play it properly and are more experienced at the genre, that is), then you might enjoy BioMetal.  It might not be a great game, but it's safe to say that you could do a lot worse than this.

My Personal Score: 6.0/10
d(^-^)bTO EACH THEIR OWNd(^-^)b
P.S. And no, Athena, I will not refer to the BioMetals as BMs, because those letters used in that exact order are really embarrassing once you know what they truly stand for!  Mayhaps the team behind it weren't aware of the embarrassing connotations behind those letters in English-speaking countries when they made that intro...

P.S. 2 In other news, I caught up with Spider-Man: Into the Spider-Verse in theatres recently, and it was really great and enjoyable; I loved it a lot, it felt like a comic book come to life.  =)

Thank you for reading my review, please leave me a comment and let me know what you think (neither spam nor NSFW are allowed); hope you have a great day, take care!
-----------------------------------------------------------------------
Athena may have been blatant in the H.R. Giger inspiration here, but Irem had beat them to it with their R-Type franchise, and some of the ex-employees of Irem would go on to form the company Produce, who woul-----oh, sorry, not sure why I'm bringing that up
Speaking of games that had their reputation tarnished by the American version because of arrogant arseholes, mixed in that case with incompetence and contempt...
but I'm sure that won't come into play for anything.
=| ……………………………………………… =)

Monday, November 12, 2018

Cacoma Knight (SFC) Review

Received: December 21st, 2017 / Written: November 11th-12th, 2018
Alternate Title: Cacoma Knight in Bizyland
Year: 1992 | Developed by: Affect
Published by: Datam Polystar | [ ]

Hello everyone, StarBoy91 here, passionate about video games, big retrophile, and reviewing more content from Datam Polystar.  "What?  Two Datam Polystar video game reviews in the same year, and it's back-to-back?  Oh, StarBoy, you spoil us!"  =D  …is how I presume some of my followers might react; but then, there's a chance they might not react that way.  Shouldn't really second guess stuff like that.  ………  Anyway!

Following Jorudan's unpolished platforming misfire Gōsō Jinrai Densetsu Musya, which was Datam Polystar's first published video game for the Super Famicom in April 1992 (which saw an American SNES release under Seta's USA distribution company as Musya: The Classic Japanese Tale of Horror eight months later), the developer stopped making platformers and the publisher would seek a change in direction, and all for the better if you ask me.
One change involved a new developer to publish games for: enter Affect, a company that began making games in 1990 and whose prior credits involved the Japan-exclusive horizontal shoot'em up on the MegaDrive XDR: X-Dazedly-Ray co-developed by Unipacc followed by 1991's Super Stadium on the Super Famicom which got localized for the SNES in America over half a year later as Nolan Ryan's Baseball.  Their very next game would be today's game Cacoma Knight which was released on the Super Famicom on November 1992, and would be the second game published by Datam Polystar, and like Musya before it this game would see an American SNES release by Seta's USA distribution company as Cacoma Knight in Bizyland on June 1993.

The Kingdom of Fieldland was a lively and prosperous place,
especially since it was ruled King Cacoma, who decides to choose today to partake in a game of golf.  But alas, all good things must come to an end.
Meanwhile Wagamamā, the Queen of Lasyland, was extremely jealous of Fieldland's hard working style, so she began to concoct her evil scheme.
So in her impractically and impossibly designed castle she looks around in her treasure room for the very thing she needs to fulfill her plan.
Eventually she finds a magic mirror where she casts a wicked spell to trap King Cacoma's daughter Princess Ophelia in it, thereby corrupting Fieldland's inhabitants and rendering the locales gray and dismal.
The benevolent monarch searches high and low for someone, anyone, to rescue his daughter and restore Fieldland to its former glory.  So, who will right these wrongs committed by Wagamamā?
That's quite the outie ya got there, Kakomaru, hope no one decides to walk up to you and poke at it
This random trio--all three of whom were unaffected by the spell.  There's the girl Jin, the boy Hii, and the sentient automaton Kakomaru.  King Cacoma beckons them to bring back Ophelia and restore peace to Fieldland and promises them upon foiling Wagamamā's scheme that he will reward them with anything they desire.

Yes, one of the enemies is an ocarina--
where's Link when you need him?
Cacoma Knight is an action-oriented puzzle game done in the vein of Taito's 1981 coin-op classic Qix in that the goal throughout each area is to claim just as much, if not exceeding, the eligible percentage required to clear the given area.  Before starting each game you can choose in the Player Select screen to take control as Jin, Hii, or Kakomaru, and from the moment you begin the game proper you're given magical chalk to ensure Fieldland's gradual return to normal.  Each time you start off on the edge of the frame which you can ride on (with one button you can speed up your sliding on the edge depending on who you play as), but to enter the unclaimed portions of the area, regardless where you are each time, you must hold down a button in order to accomplish that.  A bit of forewarning before I continue, I never had to thoroughly describe this kind of game before, so please bear with me as I elaborate on its gameplay further for I might be struggling a bit to search for the words to accurately describe it.

Beware the large cymbals
Each round is comprised of three parts, and before starting you're given a brief glimpse of what the current area used to be like before fading to reveal the corruption it had endured; and anytime you draw a big or small amount of space bits of Fieldland's former glory will be revealed once you move either back to the edge you came from or towards any other edge of the screen (including ones you added inside the frame).  Occasionally restoring certain segments of the current area will reveal a concealed treasure chest which will include any one of the following: a magic piece of mirror, a faerie, a pair of boots to momentarily increase your speed, an arm for what I presume must be arm strength, a 1Up to give you an extra life, an hourglass to momentarily remove all enemies on screen, and a clock to give you extra time.  Yes, there is a timer, as represented by a chartreuse line that gradually highlights the frame from the bottom to the top, and if the frame's edges are completely chartreuse then your time is up and you'll be forced to start the current area from scratch.

"'Owl' do you do?"
Throughout each area you will have to contend with varying kinds of enemies; there are those who will roam and bounce around the edges of the corrupt segments of Fieldland and those that will ride on the edge (including the one you're currently in the process of making with your magical chalk).  Being touched by any one of them or their projectiles will cost you a life, at which point you'll resume right on the spot (after two seconds of seeing your incapacitated character rotating around), but if you lose your last life you'll be brought to a game over screen where you can choose to continue from the start of the current area you're in or give up the game.

In-game comparing and contrasting
There are some enemies that will cause you damage even if they don't touch you just by bouncing off from the unclosed chalk line that you're making, so exercise caution whenever you utilize this magical tool.  Since you can use the chalk in any portion of the field, it is possible to encase certain enemies inside the claimed portions of the land, which will either dispose of them until they respawn again shortly after or they'll still be around but will not be able to go any further.  Once you reached or exceeded the qualification to graduate to the next area the entire playing field of the current one will revert back to Fieldland's former glory, and at the end of the third part of each round you'll be brought to a screen and see the mirror pieces comprising of pieces of Princess Ophelia--always randomized in each playthrough.

Time is not always on your side
Cacoma Knight boasts really vibrant and colorful visuals through and through, and it is always fascinating on a visual sense to see both versions of the same area you're currently at.  The glorious portions of Fieldland are rich and colorful and pleasant to the eyes, while the corrupt portions are brown, barren, and devoid of life; the contrast is especially striking when comparing the restored and corrupt portions of the land side by side as you play it.  A few examples are Round 1-3 where the water has been seeped away with a rotten, decrepit ship versus a wholesome ship with sails on a body of water attached to a port with green pasture towards the right side, Round 3-3 with a stale and unappealing locale versus an inviting and colorful place with gingerbread houses, and Round 4-2 with rotten landscape that has a purply toxic pond in the middle versus a healthy green locale with a refreshing blue pond in the middle with some lily pads for extra measure.

Careful not to have your line hit by the
projectiles of the crystals
The main characters Jin, Hii, and Kakomaru are designed decently in-game and animate well when it comes to switching directions and rotating around any time you lose a life.  The enemy roster comprises of ocarinas, an owl who spins its head in a (counter)clockwise manner, evil sentient clocks, a big umbrella that occasionally sprouts tiny umbrellas from the top of the playing field, a sentient airplane that flies and bounces up and down, magnets that every so often move up and down and fire off a three-way projectile spread shot, and slime, et al.  Wagamamā is designed decently in-game when you reach Round 6-3 and has got minimal animation, and I love that the entire game has got a golden leaf frame adorning the playing field just like the first four games of Nihon Falcom's Ys A-RPG franchise--even when it fades to black as it transitions you to the subsequent area and when you get the game over screen the frame is still there which I appreciate.

Rotted versus fresh
The game's characters were designed by Ano Shimizu, whose prior credits involved the isometric-viewed 1988 N.H. System-developed Namco coin-op Märchen Maze, Whiteboard's 1989 MegaDrive adventure/Mahjong game Mahjong Cop Ryū, and the 1991 Santos game on the MegaDrive Battle Golfer Yui.  Shimizu's characters in Cacoma Knight evoke a simple yet lighthearted design in the opening cutscene, manual, and cover art, and there is an anime-like charm to it as a result.  During the game over screen there is an over-the-top exaggerated chibi design of Princess Ophelia in the middle and the character you chose to play as has got a flustered and/or annoyed expression that reverts back to a happy one once you choose to use up a continue, and finally when you beat the game you see King Cacoma's daughter in one piece minus the exaggeration.  Shimizu would also go on to serve as character designer for Affect's subsequent Super Famicom venue Makeruna! Makendō and its sequels.

Chocolate, chocolate everywhere
Cacoma Knight's music was composed by former Human Entertainment composer Takahiro Wakuta and was the first music he did for the developer Affect; afterwards Wakuta would provide music for subsequent Affect games like the aforementioned Makeruna! Makendō and PlayStation One titles Finger FlashingPhix no Daibōken: Phix in the Magnetix World, and Tetris with Cardcaptor Sakura: Eternal Heart.  The soundtrack isn't big as there aren't that many songs in it, but what is there works well in conjunction with the game as it is largely lighthearted.  The only downside is that if you press Select to look up how many lives and continues you've got remaining it will cut to a different song, but then when you return to playing the song in the current area will start again--don't like it when that happens, but luckily there's an in-game sound test in the options screen.  The sound effects are interestingly chosen as each character has their own sound for when they lose a life, the sound for when you get the boots and go fast sounds appropriately whimsical, and the sound for when you uncover a chest is satisfying to hear.

Gingerbread houses
There are three different difficulty settings to choose from (Easy, Normal, and Hard) in the options screen, and they vary regarding the amount of challenge enemies dish out at you and how much of a percentage of the playing field you need to recover in order to qualify to go the next area; in the options screen is also a sound test and monitor and pad test.  Speaking of elements that vary, the three main characters have got different attributes that distinguishes them from the other in terms of speed: Jin is the fastest of the three and is the go-to character because of this, Hii is the median character and moves at a reasonably steady pace, and then there's Kakomaru who is the slowest character in the game (more on why that is a bad thing later).  In the mode select screen you can choose to play the normal game by yourself or with another player, and there is also a competitive player versus player mode.
Special presents indeed, best to make good use of them
In the mode select screen there is an almost Konami-esque code sequence where you can augment the number of lives (up to five) and continues (up to nine) to prolong your adventure: simply press up, up, down, down, right, left, right, left, B, A.  If you did it right you'll be brought to a Special Presents screen where you can also choose to start from the beginning of the first round to the sixth of your choice, especially if you're picking up where you previously left off.  I sincerely recommend accessing this screen any time you play it because your chances of making it to the end with the default settings in one go are slim at best.

Restore the yellow brick road
Affect was a largely Japan-only company as many of their titles remained in the Land of the Rising Sun, for the only games of theirs to reach American shores in physical format was Super Stadium (as Nolan Ryan's Baseball), Cacoma Knight (in Bizyland), Makeruna! Makendō (as Kendo Rage), and Phix no Daibōken: Phix in the Magnetix World (as Phix: The Adventure, which took thirty-eight months after its original May 2000 Japanese release to reach American shores; that's three-plus years in layman's terms); some of their other PlayStation One venues would be released in America for the first time later in life on the PlayStation Network downloadable service under the PSOne Classic label.  Affect is still around today, but no longer as a video game developer as in 2008 they began their business making and producing web apps.

In the Summer of 2012 I got a Retro Duo when my desire to play games from Japan was growing intensely which opened a doorway for me as I could now play Super Famicom games; in Christmas 2015 I got a Super Famiconsole which in hindsight I wish I got from the start (had I known that they shared the same outlet plug as American products, I would've gotten it without question) because it's better made and has got an eject button.  That Christmas I got Namco's Libble Rabble, which was my ninth physical Super Famicart that I got, a 1994 direct port of their 1983 16-bit arcade game and is a game I enjoy a lot.  =)
On February 2013 I shared my impressions (not a proper review, but I hope to rectify that sometime in the near future) of the game which were positive.  Bard Oly left a comment on there remarking that the game looked like Cacoma Knight, a game he said he liked.  I can see how one would arrive at that conclusion as there are hidden treasure chests scattered about and it's a colorful game through and through; Affect must've been influenced by Namco's coin-op in some form or another when making today's game--but whereas Cacoma Knight played exactly like Qix, Libble Rabble played with the formula in a way that made it stand out.

I had heard of today's game prior to Bard Oly bringing it up, but it was afterward that I decided to browse MobyGames to look at its screenshots out of curiosity.  It seemed interesting, but I was a bit uncertain of trying right away; there are only so many games to play on the Nintendo 16-bit console (I have almost two-hundred physical carts in my collection), and my go to genres were mainly platformers and RPGs and occasionally puzzlers, or sometimes a hybrid of two or three of them.  Cacoma Knight, despite fitting the criteria, was not high on my curiosity list.
Then in the Summer of 2016 my Datam Polystar kick began when I imported Success' Super Famiport of their charming 1993 Sharp X68000 block pushing puzzler Keeper which I was curious about for years and absolutely adored it upon playing it, then weeks later I imported Success' colorful cute'em up Märchen Adventure Cotton 100% which was the most I spent on a Super Famicart and was worth every penny as I enjoyed it a lot.  =)  These two games made me want to explore more Datam Polystar games on the Super Famicom, and this game turned out to be among them.
Early that December I caught up with Jorudan's Gōsō Jinrai Densetsu Musya which had a genuinely creepy atmosphere but was a bit of a struggle to play because the main character was so slow and his jumps so awkward that it contributed to its unpolished structure; not impossible, but not very fun either; at best, it was average fare.  That Christmas in 2016 I got Affect's Makeruna! Makendō, among other games, inside with the manual in the box which in my opinion was solid feel-good entertainment and was cathartic to play after Musya.

Yes, I am in the mood for a Frogger game
If you can't tell, there are frogs riding the bottom edge
Affect's prior game Cacoma Knight was the next game released by Datam Polystar that I wanted to try, but I wouldn't be able to play it until the next Christmas in 2017; well, technically I got it days earlier.  It was the first time in three years that my family and I had an early Christmas as we celebrated the actual Christmas day with relatives out of town.  Like Makeruna! Makendō the previous year I got Cacoma Knight in CIB; when I got to play it I left my expectations in check and knew it would not be up to the standards of the Success games I played.  If by chance you're reading this, Bard Oly, and you read my previous review before this one and are expecting a similar kind of reception to this game from me, I'm afraid you might not like some of what I have to say.  =(
Let's just get this out of the way to set the record straight, it's above the quality of Jorudan's Gōsō Jinrai Densetsu Musya; but that wasn't hard.  That game was in desperate need of polish and was frustrating at points due to its deliberate pacing,
The only thing more horrific than its atmosphere is the prospect of playing through it
not to mention its tone was very dour, dreary, and grim; sure, it had a creepy atmosphere and was replete with horror elements, but that's about it as far as positives go.  Yeah, I admit there are certain games I like based purely on an atmospheric level (like Software Creations' Solstice II/Equinox and Team Cherry's recent indie hit Hollow Knight to name a couple examples), but at least those were backed up by good, solid gameplay and a fair structure which Musya simply lacked.

I got a mirror
One good change that came from Datam Polystar moving on to publish for Affect was that the tone was more lighthearted and palatable, and its bright abundance of colors in its aesthetic designs was really welcoming versus the serious nature and heavily detailed location settings evinced by Gōsō Jinrai Densetsu Musya.  The fact that Jorudan's game was the first video game published by Datam Polystar is still surprising, but from Cacoma Knight onward they focused on lighthearted and colorful fare when it came to their Super Famicom content, which frankly speaking is a good thing.  But with all that said, this Qix-styled action puzzler is not devoid of faults either.

Mechanisms and DIP switches galore
The three characters all have differing speeds, and having to wait two full seconds each time you lose a life is a bit annoying.  Jin is the best character to control as based primarily on her swift speed, Hii's steady pacing is tolerable to a point, but what really sinks it is Kakomaru's pacing.  Look, I get that they had to be given different attributes so that any time you play as one of them it doesn't feel like you're controlling the same character, I really do, but I draw a line if it entails the character moving at such a sluggish pace to the point where he becomes such a huge target, especially since there's a timer working against you and you cannot defend yourself in any way from enemy attack, because that equates to good design, right?  Wrong!  There is also an unhealthy amount of slowdown when you take control of Kakomaru at points which can simultaneously be alarming and distracting.  I'm okay with a slow pace if the game in question warrants and justifies it, but this game is not among them.  And when I say Kakomaru is slow, I mean he is slower than even molasses which I'm not sure how it was possible, but somehow Affect managed to accomplish that.  As a result it's fairer to play the game as Jin than as Kakomaru.

More comparing and contrasting
Some of the treasure chests you reveal contain a magic mirror or a faerie, and anytime you beat the third part of each round you'll see some puzzle pieces appear comprising of Princess Ophelia appear provided that you get one or more of them.  Because you'll progress to the next area after restoring the qualifying amount of the current playing field you won't get a chance to get everything and upon beating it the restored playing field reveals what treasure chests you overlooked if any.  However, once you vanquish Queen Wagamamā in Round 6-3 you'll have rescued Princess Ophelia who's been restored full.  Well,... what was the point of collecting the mirror pieces if you're just going to free her at the end anyway?  =/  Seems like a waste.  In the Special Presents screen you can choose to start from the beginning of the first round to the last one, and even if somehow you didn't get much if any you'll still see the same result.

Magnetism, to be utilized further in Phix
Cacoma Knight is a also very, very short game; shorter if you play it as Jin and longer if you go through the indignity of playing as Kakomaru, whereas it is somewhere in-between if you choose to play as Hii.  I checked a World of Longplay video on YouTube, and shockingly enough it was roughly fifteen minutes in length with Hii as the chosen character (less if you don't count the opening and ending credits).  If the game is fifteen or twenty minutes short by yourself, imagine how short it must be when played by two people.  Another reason I checked was because I wanted to double check to see if there was an extra ending, as the ending theme that played whenever you beat the game was not exactly my idea of a happy ending theme, and I checked the sound test to see if there was another ending-like theme.  Nope; it really is that simple.  -_-  I couldn't help but feel cheated because of that, and as a result I found Cacoma Knight to be rather slight.
Disappointingly, though, there is no ending on Expert mode like I'd think there would be for if you eventually manage to beat it you'll be treated to "Try the other level"; what "other level"?  It's over!
I much enjoyed Capcom's 1992 Super Famiport of Mitchell Corporation's 1990 coin-op Super Pang a lot more in terms of action puzzling arcade fun, and it felt more wholesome in and out of comparison.  =)  Why am I not playing that game instead?

Slime attack
Okay, to be fair, Affect worked on today's game around the same time they worked on Makeruna! Makendō, as those games were released two months apart from each other (the latter came out in Japan in January 1993), and generally speaking when two projects are being worked on at once there is going to be a dip in quality somewhere along the line, and Cacoma Knight received the short end in that regard.  Of course, one was an action puzzler done in the vein of Qix and the other was a sidescrolling platformer, but regardless of what genre the games in question are if both are being worked on at once some quality will be lost in transition.
To be honest, I felt that Affect put their heart into Makeruna! Makendō more than they did for Cacoma Knight; no, it wasn't perfect either, but it was playable and had a good dose of challenge and replay value and had a reasonable thirty to forty minute length and above all was a lot of random, silly fun and was the closest the Nintendo 16-bit got to having a proper Valis game, the very series by Telenet Japan that it was lampooning and poking fun of that came before it.  Basically, it was feel-good entertainment.
And when you think about, Datam Polystar and the public that played it must've felt somewhat similarly or pretty much the same.  Consider the following: Makeruna! Makendō had franchise potential and it spawned one after it came out (a short-lived one, but it spawned a franchise nonetheless) in Japan only for it got two sequels (each a different genre than the last each done by a different developer), an OVA series,
and in Success' Keeper both Mai Tsurugino (as "Makendō") and Maririn would turn up as playable characters courtesy of Ano Shimizu apart from just the highly adorable eponymous creature.  That should speak volumes about how much of an impact Affect's platformer made on release compared to their previous venue Cacoma Knight which made little to no impact and lacked franchise potential.
I feel I should reiterate that this game is no better than Makeruna! Makendō in my opinion, but it is an improvement over Jorudan's Gōsō Jinrai Densetsu Musya that came before it, but not by much I'm sorry to say.

Elegant versus not so elegant
Anytime you play the game the chests will always have to be revealed in different spots of the playing field than the last time you played it or whenever you use up a continue in the current area you lost your last life in.  I appreciate the randomization so that you don't have to look at the same spot each time you play it, and it does add a slight bit of replay value.  The gameplay is simple, which is fine, but it's ultimately let down by the execution and the feeling that there could've been more to it than there actually is.  I didn't expect much, if anything, before having played it, but it was still a bit disheartening over the slightness of its quality.  The brevity feels slight, the lack of a different ending despite the game hinting at one feels slight for the next reason I'll bring up, the fact that you occasionally get mirrors feels slight because it doesn't matter in the end whether you get any or not because you still save Princess Ophelia anyway, Kakomaru's unbelievably slow pace augmented the slight value, and the game as a whole felt slight to me--which is too bad because there are things to like and appreciate about it and there was some potential for something great, but all those aforementioned downsides let the game down for me.
When it comes to games that have different characters I'd personally like most if not all of them be fun or decent to take control of, and if that doesn't end up being the case then there's a problem: Hii's steady movements make him tolerable to a point, but Jin's swiftness makes her the ultimate go to character here and is practically the only one worth playing as.
Different genres, I know, but my point stands
As far as games with the word "Knight" in the title go, I personally had more enjoyment and satisfaction playing Yacht Club Games' Shovel Knight and Team Cherry's Hollow Knight.  They are also better both subjectively and objectively speaking.

Chalk this one up in the okay department
I realize I sound like I'm coming down hard on Cacoma Knight and I know there are people who like it, and I respect them if they do, but this is just how I personally feel.  I don't mind a good arcade-like experience on the Nintendo 16-bit once in awhile, but this one fell just short in that regard.  I don't hate or dislike Affect's first venue for Datam Polystar, but ultimately it in my opinion was okay but slight; the developer would have better success with Makeruna! Makendō.  If you like or appreciate Qix or its variants and were curious about this game, it plays with the coin-op's formula to a T; if you wanted to play something with a little bit more depth beneath the surface (and I don't just mean on a visual sense) then you might end up disappointed.  If you wanted to play a game with replay value, there is some but whether you get enjoyment out of the proceedings depends on whether or not you can overlook its slight elements and blemishes.  I'm glad I played it, but it could've been something more.

My Personal Score: 6.0/10
d(^-^)bTO EACH THEIR OWNd(^-^)b
P.S. For the first time year I reviewed a game not made in the year that ends final digit 3 or 8, so no anniversary ribbon this time.

P.S. 2 In irrelevant news, the award for the most unexpected way to end a chapter in a video game goes to: Chapter 1 of Deltarune!  My God, that was so genuinely creepy, I did not see it coming one iota.  O_O  When is the second chapter coming out, Toby Fox?  I MUST KNOW!!!!!!  =O

P.S. 3 Stan Lee passed away, aww.  =(  Man, we lost an amazing legend.  Rest in peace, man.

Thank you for reading my review, please leave me a comment and let me know what you think (neither spam nor NSFW comments are allowed); hope you have a great day, take care!