Friday, March 10, 2017

Adventures of Dino Riki (NES) Review

🔥Written: March 9th-10th, 2017🔥
Alternate Title: Shin Jinrui: The New Type [|⬤|]
Year: 1987, 1989 | Developed and Published by: Hudson Soft
 
Hello everyone, StarBoy91 here; passionate about video games, big retrophile, and fan of all things 16-bit and----really, no 16-bit again??  If I don't review another 16-bit game soon I don't know what I'll do...
September 1986 saw the Famicom release of Takahashi Meijin no Bōken Jima (aka the Hudson Soft version of Escape's 1986 Wonder Boy arcade game published by Sega) which got followed by an American NES release in September 1988 as Adventure Island with Europe getting a chance to play it in 1992 as Adventure Island Classic, which no doubt many of you have heard of as its Nintendo 8-bit status is well-known whether or not you liked it, for it has been rereleased on numerous occasions (namely on Nintendo's Virtual Console downloadable services).
 
Stone hatchets at work
Long before the aforementioned prehistoric platformer would spawn a franchise however there would be another Hudson Soft-developed prehistoric game on the Nintendo 8-bit console with the February 1987 Japanese release of Shin Jinrui: The New Type (published there by Rix Soft) which wouldn't see an American NES release until September 1989 as Adventures of Dino Riki where unlike Japan Hudson Soft got to publish themselves.  This game is the prehistoric caveman equivalent of the vertical shoot'em up genre, and unlike the other Hudson Soft prehistoric game this game never got followed up by anything nor did it ever get a rerelease (not officially, at least).  So what is this game like?

I!  CREATED!!  FIRE!!!  WHICH I'LL USE
AGAINST YOU ALL!!!!!!
(Provided you don't damage me, that is)
In Adventures of Dino Riki you take control of a caveman named Dino Riki who you can move around in all eight directions as the screen gradually scrolls upward automatically, revealing more of what's ahead of you.  Of course, being the shoot'em up that it is, you can only fire in the direction ahead of you regardless of which portion of the screen you're at.  Largely you'll go about your adventure on foot, but there are moments when you'll have to platform by jumping (which takes a bit to get right), whether it be from lily pad to lily pad or jumping over a gap to a small platform (unless you have wings on your back).  Throughout the course of the game you'll stumble across helpful items which you can unveil by shooting at flowers (because that's how it works) or seemingly empty spots: there's the gems for points, boots for slight speed augmentation (yeah, this is one of those shoot'em ups), a fist to improve firepower (up to three times, everything after if you don't get hit will result in an onscreen enemy wipeout), a heart to extend your health capacity by a bit, a piece of meat to replenish any lost health, a star to wipeout all onscreen enemies, and a bird to give yourself wings to fly in midair by holding down the jump button (you can get up to two of them) so do not let go until you're over the ground.

Soaring high above ground level
All throughout you'll be facing enemies that come either by themselves or in hordes straight on or in curves from offscreen ahead of you or to either side but never from offscreen below you (save for the horned skulls), but one thing to take into account is that they will fire projectiles towards you which you must maneuver around to evade.  The initial projectiles you dish out ahead of you are the tiny weak stones that are thrown at slow speed, but once you get the fist icon you'll upgrade yourself to the stone hatchets which not only are more potent but can be thrown in quick succession at a time for a few moments, after that you'll get a boomerang which not only will be thrown at such a swift pace but also can be utilized a ton by tapping the fire button, until finally there's the firepower which is not only the strongest weapon in the game but it acts as a spread shot which can be used by simply holding down the button (as opposed to the previous three weapons where you had to consecutively tap the fire button in varying quantities).  Each time you sustain damage not only will your weapon be downgraded by one but your current speed will be downgraded by one as well which is a bit annoying but can be sustained if you successfully avoid enemy fire.

Pterodactyl confrontation
Adventures of Dino Riki's visuals are of the colorful variety, transpiring in three different locales: land, ruins, and mountains.  The land segments are plain with the foliage set on each side of the screen where sometimes you'll occasionally reach blue water with some lily pads to help you cross over, a few of which may submerge and reemerge from the water; the ruins segments take place in a desert-like landscape with the yellow sand adorned by stone walls and columns that later on you have to overcome round-shaped quicksand, some of which will disappear and reappear in place; and finally there's the chartreuse-colored mountain segments that are rocky in structure where you have to cross over dark chasms, sometimes stumbling upon fossilized crawler remains (mainly dormant, some will spring to life).  Unfortunately the boss room is lacking in variety as you essentially fight all the different bosses in the same rocky brown dead end with the identically placed swirly plant life.

Demonic pigheads; must be possessed
Dino Riki has got a cute and simple design to him, with his big eyes and basic walking animation and goes all bug eyed flailing his arms whenever he takes damage; despite firing North you can still see him from his sides and front profile whenever you move to the left, right, or towards the bottom of the screen.  Among the enemy roster you'll be facing and putting up with fanged hornets, demonic pigheads, horned skulls, dive-bombing pterodactyls, sentient skeletons, and a series of black circles circling around you as they close in on you to name plenty.  The bosses are huge and imposing, like the Tyrannosaurus Rex and the huge cobra snake, but likewise all the bosses share the exact same palette, but the explosion effect for when you're victorious over them is brief but satisfying.

Boomerang Power
The music in Adventures of Dino Riki is serviceable and aptly fitting for the respective settings, though they can be on the short side--unfortunately due to the lack of credits no one knows exactly who worked on the soundtrack (a part of me wonders if it was the same sound team from Adventure Island, but I might be wrong in that regard).  The first stage has the most pleasant-sounding theme as it eases you into the current setting at this point, the second stage attempts an ominous tone with the literally dead setting, the third stage sounds okay, and the final stage is foreboding in terms of composition as you're nearing the end.  The title theme is decent, the victory cue is good, and the boss theme is bombastic.

Stay clear of the deadly fire hazard
The first three stages are divided into four checkpoints, so when you lose a life you'll start again from the beginning of one of four parts of this stage, culminating in a boss fight the moment you reach the end.  The fourth and final stage, on the other hand, is divided into four parts--none of which have any checkpoints, which shouldn't be a problem if you can handle it because not only are there many helpful icons to prolong your survival (plus enemy pattern memorization is key) but also these parts are shorter than any of the first three stages by comparison.  If you're one of those people who opposes the notion of boss rehashes, having to deal with the bosses you fought previously until you face the final one... yeah, this is one of those games, I'm afraid: with the first three parts all having paths leading up to the boss you fought before and the final part having a very short path leading to the very last boss.  And while this game might have a health system you will automatically lose a life when you fall on water, fall on quicksand, fall down a chasm, get roasted by a giant laser beam-sized fire spewed by a triceratops statue, or when a skeletal crawler touches you.

A slew of boomerangs surely helps
I first played Adventures of Dino Riki when I was very little when I played on one of my Italian cousins' plug and play, and despite not being very good at it (I never got past the halfway point of the first stage) at the time it left a lasting impression on me; during the 2000's I discovered that the majority of the games I had played on the plug and play were real Famicom and NES games, and so in May 2004 my family and I had bought a top-loaded NES console at GameCrazy (RIP) but I wouldn't procure my own copy of this game until 2005 if I recall correctly (Adventure Island, which I also first experienced via plug and play, was one of the first NES games I bought) and... at the time I never really got that far either because truth be told shoot'em ups aren't exactly my strong suit when it comes to games (that and my gaming skills were not as good or as refined as they are now), at least that's largely the case.  That said though, when I revisited this game quite recently I was surprised at how manageable it was given I managed to get very far after a lot of trial and error.  <=O

So, much, death
The thing about shoot'em ups is that you have to pay attention to what's going on onscreen at all times as there will be enemy projectiles firing towards you which can be easy to miss if you're not cautious or careful... but in this case the enemies don't all fire at you at once and if you're able you can try to maneuver around them in order to avoid them.  The health system is very helpful as you don't have to worry about doing it all without receiving a single hit as is the case with the majority of games in the shoot'em up genre, but what also helps is that you can get a chance to shoot at the enemies before they get a chance to shoot at you depending on they are in relation to you (namely the horde of fanged hornets).  One other thing that really helped ensure progress is the ability to continue from the stage portion you died in once you got a game over: simply hold down the up button during the game over screen and press Start.  =)  Surely beats starting over from the beginning, thanks, GameFAQs.

Flying overhead
And while I'm on the subject, this isn't a very long game; in fact, when I looked up longplay videos of Adventures of Dino Riki on YouTube I was shocked to find that it apparently can be beaten in about as short as twenty minutes if you're truly good at it.  I don't think that's something I can manage, but the idea that a game in this genre can be beaten in such a short amount of time is a bit surprising; it would explain the highly polarizing reception this game has gotten since release (that and there's only one difficulty).  Survival in shoot'em ups require that you be at your most powerful in order to withstand your foes, and being at your slowest can make your situation very dangerous as it makes avoiding enemy firepower hard; at the same time, going very fast can prove to be a detriment if you don't learn how to control it properly as you don't want to accidentally fall off from the land or sustain damage from enemy fire.  Jumping is also something you have to practice when it comes to platforming unless you fly in midair with the wings on your back which does give you a sense of relief as you don't have to worry about going on foot (unless you get hit twice if you got two bird icons).

Life finds a way
Something I noticed when playing this game is that when Dino Riki succumbs to the deadly hazards he'll be stripped of all his speed and power but, when he loses his last bit of health from an enemy projectile he'll keep what power and speed he's got left; for instance, if Dino Riki lost his last bit of health as he had a boomerang then instead of starting over with the measly stones he'll resume from the checkpoint with the stone hatchet.  Depending on the score you got by the time you got a game over and returned to the title screen Dino Riki will have a slightly different or modified appearance; he'll either be smiling or transcend his loincloth in favor of a more modern outfit.  Also this game is very flickery at points; my goodness, I know Nintendo 8-bit games tend to have flicker issues at some points but in here it can be enough to make any of the three parts (if not all three at once) of the HUD disappear outright (mainly due to the boomerangs or the firepower)... on the bright side, I am pleased to have found one other serious shoot'em up I'm somewhat competent at playing to a point outside of Darius Twin, Super Earth Defense Force, and the dragon riding portion of Xak: The Art of Visual Stage just to name three of the exceptions (no, cute'em ups don't count, those kinds of games are much more manageable than regular shoot'em ups in my opinion).  =)

COBRA!!!!!
If you want to play a nonconventional shoot'em up where instead of maneuvering a spaceship around you have to guide a caveman who occasionally jumps then Adventures of Dino Riki is decent for what it is; if you're looking for a very difficult shoot'em up this game isn't it (oh, the fourth stage does amp things up, but the first three stages are a cakewalk once you memorized the item location and enemy patterns), not to mention that the bosses don't really put up much of a fight with their overly simplistic patterns; if you wish to play something short then I think you'll be fine.  It's certainly not a high quality title, which I'm not coy to admit, but honestly you could do so much worse than this rather harmless Hudson Soft-crafted caveman outing.

My Personal Score: 6.0/10
<( ^o^)^TO EACH THEIR OWN^(^o^ )>
P.S. In retrospect, you can tell on a visual sense that both Adventure Island and Adventures of Dino Riki were done by the same company... right down to the fact that you're controlling a caveman that goes all bug eyed when they lose a life.
 
P.S. 2 Last Saturday I saw Logan in theatres, and I've got to say it was a really damn good sendoff for Hugh Jackman's Wolverine; and a very adult superhero movie at that for it definitely earned its R rating in terms of violence and language but also grit and emotion (there's an exceptionally human quality to this movie).  Better James Mangold-directed Hugh Jackman movie than The Wolverine, which I still like but honestly would rather watch the 138 minute extended cut than put up with the 126 minute PG-13 theatrical cut that took out the entire badass ninja fight sequence.  WHY???  That change just bothers me.  >_<
 
P.S. 3 After not having seen it for a very long time, I got to watch Don Bluth's Anastasia (the only film of his that I saw in theatres when it came out in 1997) on Netflix (I don't own a widescreen DVD of it which I should seriously rectify)... I was disappointed that they showed it outside of its 2.35:1 aspect ratio save for the ending credits (because God forbid an animated movie be shown in CinemaScope, even though nowadays that's pretty much the norm) but because it's been so long since I saw it I decided to put up with it.  I remember liking it when I was younger, but my goodness have I forgotten how good it was!  I think what struck me the most outside of the beautiful colors and wonderful rotoscoping animation combined with occasional CGI (which I also forgot was there) and very good chemistry with the main characters was the writing (the writing, in the context of the movie, carries meaning and depth I felt), and honestly I forgot half the time that it was even rated G (also David Newman's soundtrack is quite good).  I admit I was a bit hesitant to revisit it on account of learning more about the actual events that happened in years past which I feared would affect my enjoyment of it, but I'm glad to say that I still enjoyed it for what it was despite the otherwise historical inaccuracy (which I can overlook because of how good it was for a non-Disney movie of the '90s, in my opinion, and it's got heart to it).  Long story short, still love it, would like to watch it again someday in its proper format.  =D
 
Happy 30th Anniversary, Shin Jinrui: The New Type!
 
Thank you for reading my review, please leave me a comment (spam will not be tolerated) and let me know what you think; hope you have a great day, take care!  =)

Friday, March 3, 2017

BurgerTime Deluxe (GB) Review

🍔Written: March 2nd-3rd, 2017🍔
(As played on the Super Game Boy)
Year: 1990, 1991 | Developed and Published by: Data East
 
Hello everyone, StarBoy91 here; passionate about video games, big retrophile, and fan of all things 16-bit, which this game is not... crap.  =|
Image from Wikipedia; Happy 35th Anniversary, you classic arcade game
On June 1982 came the Data East arcade game Hamburger as released in Japan, but when it came to the Western counterparts it would be rechristened as BurgerTime which you may no doubt recognize it as.
It was a huge hit upon release as it would spawn many home conversions for '80s consoles (Atari 2600, Intellivision, ColecoVision, Famicom/NES) and computers (Apple II, Mattel Aquarius, PC Booter, Commodore 64, TI-99/4A, PC-8000, Sharp MZ-80K/700/800/1500, Sharp X1, MSX) alike.  Many people who played it felt that it delivered the goods with its simple yet hard to master gameplay as Peter Pepper tried to make burgers while having to contend with sentient sausages (Mr. Hot Dog), eggs (Mr. Egg), and pickles (Mr. Pickle).
Data East's classic would also influence BurgerTime knockoffs like Mr. Wimpy to name one and the protagonist Peter Pepper would be one of numerous video game characters to cameo in Disney's affectionate 2012 animated love letter to video games with the video game movie hit Wreck-It Ralph.
Before long BurgerTime would garner a 1984 arcade-exclusive spinoff called Peter Pepper's Ice Cream Factory where he's transcended the burger-making business in favor of ice cream (because that's the first thing you think of with a character named "Peter Pepper" involved), by comparison having seen a very limited release and did nowhere near as good as the first game (likely due to the unfortunate Video Game Crash that occurred the year prior).  This would be the only game where ice cream making would be the goal in the series as all the subsequent games afterward would focus strictly on crafting burgers (including the unofficial Intellivision sequel Diner and the arcade follow-up Super BurgerTime where you took control of Peter Pepper Jr.).
 
On February 1991 the Game Boy handheld saw the release of BurgerTime Deluxe in Japan which would be released in America that March with Europe following suit later in the year which borrowed the template from the original arcade game but updated and added some things to make its own.  How fares it?
In this game Peter Pepper's Burger establishment is being threatened by the newly formed competition Nuten Doughnut to which its manager has ordered his forces to take you out by all means necessary.  You must do what you can to survive these forces and make your way to the top to preserve the burger-making business.
 
It's go time
As Peter Pepper the goal is to make burgers with all its layers placed in each stage's section (each area comprising of four parts), with the only way to drop them to the descending section being by walking over them, with entry to the subsequent stage being accessed by clearing the entire stage.  There to make your life a living hell however are the forces of Mr. Hot Dog, Mr. Pickle, Mr. Egg, and during the last four stages Mr. Doughnut as they will attempt to trap you with no way out unless you outmaneuver them in these intricately maze-like (but not really) setups with the only way to defend yourself being by sprinkling pepper on your foes which will temporarily incapacitate them--unfortunately you only have a small amount of that arsenal and refills are few and far between (if you can get to them alive at least) as you begin each game (or continue) with five.

Must avoid contact with that pickle
In each area are different sections which you can get to by climbing the stairs, which is the only way to bypass the enemies in pursuit of you whenever the opportunity arises.  Any time you walk over a layer of a burger by itself it'll fall down and take the place of what was below it if there's anything below it otherwise it just lands one section below you; however, if there is an enemy or more on the burger layer while you just finished unhinging it the weight of the enemy or enemies will cause said layer to fall more than one section and therefore make the other layers follow suit.  Each enemy pops up from a door and during the first few seconds of its arrival it's undergoing invincibility time which means that said enemy will not hurt you so long as it's not solid; one of the ways to take the enemy out is by squishing them with the layer you just unhinged while they stand below you.

"I've no choice but to give you the drop"
Every once in awhile an icon will pop up that will aid you in the process, depending on what layers and/or enemies you took out: there's the pepper shaker and cup of coffee which will give you one extra pepper sprinkler, there are fries that will take out all enemies at once the moment you touch it, consuming a bar of chocolate will render Peter invulnerable to enemy contact for a momentary period (as well as temporarily incapacitate the enemies who you touch in this state), and lastly there's the Peter Pepper icon which will net you a life.  More often than not they are placed in the most inconvenient of places during these areas and will be available to grab for about ten or more seconds in which case they'll disappear should you not reach them on time.

Super Peter Pepper
The visuals, done by Y. Yamamoto (who would go on to be the senior graphic artist for Tatakae Genshijin 3: Shuyaku wa yappari Joe & Mac/Joe & Mac 2/3: Lost in the Tropics) and Seiichirō Ishiguro (Nintendo 8-bit RoboCop, World Grand Prix - Pole to Finish/Al Unser Jr. Turbo Racing/Turbo Racing, Game Boy Side Pocket), are simple enough but manage to retain the classic charm of the old arcade game while having slight updates.  Each set of areas are adorned with brick walls but have got differing elements to distinguish themselves from the past areas: in some stages are windows with a dinner table with two chairs, in certain stages are signs that have either the word "Burger" or "Open" or "Thanks" to name a few examples, and there are different kinds of lamps attached to the walls.  Peter's animations are simple, especially as he goes all bug-eyed and incredulous as an enemy touches him and his cheering animation is cute as a stage is finished.  His pursuers all animate decently whether they're moving or being squished, and I love how the burger layer plops as it falls down the descending sections.
Is Peter Pepper a pig in this game?  Either that is the most awkward keeled over pose ever or he's got a giant, round arse
Each time all four parts of the area are cleared you'll not only be greeted with a simple four character password but also get to watch a brief cutscene, largely at the expense of Peter as he either gets squished by a burger bun or climbs down an escape rope so fast that he perishes in flames (dark).  At one point he enters a restaurant not knowing until it's too late that a Mr. Hot Dog is there who comes out wearing Peter's cooking garb as Peter exits out buck-naked.  Heheh, I love that Data East felt the need to include that as one of five different password icons...  =\

Almost done with this stage
Seiichi Hamada (Makai Hakkenden Shada, Herakles no Eikō II: Titan no Metsubō, Darwin 4081, Game Boy Side Pocket), Seiji Yamanaka (Tantei JingÅ«ji Saburō: Toki no Sugiyuku Mama ni, Game Boy Side Pocket), and Takafumi Miura (Nintendo 8-bit Heavy Barrel, Game Boy Lock 'n' Chase, Game Boy Side Pocket) all contribute to BurgerTime Deluxe's sound department, and the music is serviceably catchy.  =)  The melodies are brief, sure, but there is at least a sense of variety as the music changes every two full areas: the music for the first two areas is bouncy and upbeat as you're just getting into the controls, the third and fourth areas' music sound like the equivalent of something you'd hear in a rodeo as the main players are being introduced circling around the arena (at least to me it does anyway), and the fifth and sixth area music gets into the real nitty gritty as things are really starting to get tough--nothing spectacular, but it beats hearing the same song over and over throughout the course of the game.  The pepper sprinkling sound is adequate, the sound for when you walk on top of a layer is decent, there's a sound cue any time a helpful item pops up, and when you get the items in question the sound effects actually vary (like the cup of coffee that has got a swallow-like sound when you grab it).

Time to wrap this up, yolks
Since its release BurgerTime Deluxe has gotten a middling to generally positive reception, with the common word of mouth stating that while it's nothing special it is worth playing despite its sheer sense brevity.  In 2000 there was a Flintstones-themed BurgerTime license for the Game Boy Color in the form of The Flintstones: BurgerTime in Bedrock by Conspiracy Entertainment; in 2003 G-Mode acquired the majority of Data East's property after they went bankrupt, with the release Data East Arcade Classics on the Nintendo Wii in 2010 that included the original BurgerTime and Peter Pepper's Ice Cream Factory (and thirteen other, nonrelated games) and this game seeing a Nintendo 3DS eShop rerelease in 2011; 2009 debuted the Namco release of BurgerTime Deluxe on the iPhone and Windows and Apple computers (not to be confused with this game); culminating in the latest entry of the series BurgerTime World Tour which was a 3D update that came out on the Nintendo Wii's WiiWare, PlayStation 3's PlayStation Network, and Xbox 360's Xbox Live Arcade from 2011 to 2012.

Surrounded
I was a very young kid when I played BurgerTime Deluxe on the Game Boy during the mid '90s, which was the very first time I played a game with the "BurgerTime" moniker attached, and my sister and I liked it roughly two decades ago so I do have a small fondness for this game (even though back then my gaming skills were not as good or as evolved as they are now).  One of the things I often did when I was younger visiting some of my cousins in Italy was play games on the Plug and Play (in America I played with the SNES and Nintendo 64 consoles over at my relatives), not realizing at the time that many of the games available on it were real Nintendo 8-bit games until the 2000's when I fully embraced the internet (didn't matter which continent the Plug and Play was available in, chances are you would wind up playing games that never came out in America and/or Europe in an official capacity... too bad 8-bit games ran at 50 Hz speed in PAL regions); I was surprised when one of the games on it was BurgerTime, it was similar to BurgerTime Deluxe but not quite the same (it had color) that I initially thought that the original came out after the Game Boy game... obviously it was the other way around (the thing about Plug and Plays was that the copyright information would be taken out entirely, likely to avoid getting lawsuits from the respective companies).  So that was a fascinating experience.

Sprinkle action
BurgerTime Deluxe is a largely manageable game to play once you know exactly what to do, plus there are unlimited continues if you're to try to prolong your current sitting (however, doing so will start you back in the first part of the current area you're in).  The real challenge comes from trying not to resort to the pepper sprinkler so easily and often because it's something that runs out very quickly, so in order to preserve it you should simply focus on walking--be it just moving around, completely unhinging the burger layer with the enemy or enemies on top of it, or squishing the enemies below you.  Something you may notice is that they will go wherever you go; so say that enemy is a section below you and you stay above, therefore it will go up to your section regardless of whether you stayed on top of it or are going down from it.  Essentially half the time what you're doing is playing a game of "Follow the Leader" as the enemies are trailing against you, but trust me, that's going to save you on plenty of occasions (it's not completely foolproof, but it is an effective strategy when applied properly).  Pausing the game when it comes to stages that are wider than the screen would allow you to survey your left and right to see if the coast is clear or not.

Running
Another thing you may notice is that the helpful items would pop up depending on the specific layer(s) or enemies you took out (and which ones are important, but there are some moments where you may have to ignore them because the enemies in question would be near it or attempt to trap you should you have no peppers on you; also, there are stairs that would pop up that weren't there before once you cleared a columns' worth of layers).  The difficulty does amp itself up just slightly with each successive area, but what'll prove to be the most taxing and infuriating set of stages are the last four that dominate the sixth area... well, okay, the last two.  Several years ago I tried playing through this game but never could succeed in beating it no matter how many times I tried, so I decided not to press on with it then (but was pleased that I had gone farther than I ever have before); very recently I started the game anew and got up to the sixth area again but struggled to beat Area 6.3 and 6.4--the last of which is demanding in terms of design (there were moments when I came close to succeeding but failed and had to start the sixth area all over again after the last life has been spent)--that after countless attempts it began to be frustrating to the point that I was going to review this game whether or not I actually beat it (the latter would've been a big no-no for me).  Thankfully, I managed to beat it after countless tries on my last life with no peppers (how is it that I manage to beat some games for the first time on my very last life?  It's very disconcerting).  =D

Did someone say "Sausage Party"?
BurgerTime Deluxe is very short and can be beaten in a very short time if you stick with it without fail; it might not be a great game but that's not what it set out to do--Data East just wanted to create a simple little game with an '80s arcade flavor to it with a few updated touches which they managed to pull off fairly decently in my opinion.  If you like BurgerTime or wish to play an installment of the BurgerTime series this Game Boy outing is not a bad time to spend, just try not to lose it when it comes to the last two stages; if you want to play something bigger you're not exactly going to find it here; but if simple arcade fun is what you're looking for then this will serve you just fine.  =)

My Personal Score: 6.5/10
<( ^o^)TO EACH THEIR OWN^(^o^ )>
P.S. Clips of Wreck-It Ralph screengrabbed from my Region 1 DVD of it, property of Disney.  Still a really great movie, I look forward to seeing what they do with the sequel next March.  =D  And yes, I am aware that Peter Pepper also appeared in Chris Columbus' Pixels, but I haven't seen that one.
 
Thank you for reading my review, please leave me a comment (spam will not be tolerated) and let me know what you think.  Hope you have a great day, take care!  =)
--------------------------------------------------
Wait a damn minute: ninety-eight lives and ninety-five peppers???  o_O (2:50-2:55)

Saturday, February 25, 2017

Adventures of Lolo (NES) Review

👑Written: February 23rd-25th, 2017👑
 
Year: 1988, 1989 | Developed and Published by: HAL Laboratory
 
⚠Disclaimer⚠ Might contain spoilers
Hello everyone, StarBoy91 here; passionate about video games, big retrophile, and fan of all things 16-bit, only this game is 8-bit...  huh!  =|
Image from MobyGames
1985 saw the debut of HAL Laboratory's Eggerland Mystery on MSX computers in Japan and Europe (with America never having gotten an MSX computer system it got skipped out on), serving as the basis for what would become the Eggerland puzzle video game series--being followed up by MeikyÅ« Shinwa (Eggerland 2) on the MSX and MSX2 computers and would be the first game in the series to see a Nintendo 8-bit treatment on the Famicom Disk System as simply Eggerland in 1987; then came Eggerland: MeikyÅ« no Fukkatsu ("Revival of the Labyrinth") on the Famicom in 1988; and finally Eggerland: Sōzō e no Tabidachi ("Departure to Creation") on the Famicom Disk System that same year which would be the last game to use the "Eggerland" moniker until the 1996 Windows PC release of the series closer Eggerland Episode 0: Quest of Lala (rereleased in 2000 as Fukkatsu! Eggerland, "Revival! Eggerland").
 
On April 1989 HAL Laboratory released Adventures of Lolo for the NES console as America's foray to the series, with Europe playing catchup on February 1991.  This would be the only game in the Eggerland series to not see a Japanese release, being a Western-exclusive.  So what is this game like?
The story goes that Princess Lala has been stolen away by the nefarious King Egger (the "Great Devil" as the game identifies him), which is so tragic that it's made the main protagonist Lolo cry, the monster!
Lolo watches helplessly as the monarch whisks himself and his captive Lala away to his castle,
but that doesn't mean that Lolo will do nothing to save her, so he storms into King Egger's humble abode and will go through all fifty rooms' worth of puzzles of the ten-floor castle in order to save Her Highness and take Egger down.

Let the (puzzle) games begin
The gameplay for Adventures of Lolo is simple as you take control of the round blue creature Lolo in this top-down puzzle game where you can move in four directions as the goal in each 11x11 tiled room (you can make full steps or half steps) is to collect the gem inside the treasure chest in order to move on to the next room; however there are varying obstacles you have to bypass in order to get to it, not to mention that you have to do it all in one life otherwise you'll have to start the puzzle over.  In order to open up the chest you must gather all the heart framers in the room, and depending on the room some will grant you two charge shots to use once to turn specific enemies into eggs for a momentary period of time before hatching, twice to get rid of them altogether (that is until they respawn in their original spots shortly afterward).

Let's solve this puzzle
Other times getting a certain amount of heart framers will make the remaining ones flash, which means that when you get the next one you'll be given a power-up you can only use one single time like a hammer to demolish a rock or a bridge to cross a gap, but only in rooms that require their usage.  But you cannot just focus on the heart blockers for there are also enemies to contend with: some harmless (Snakey, Leeper, Rocky), others not so much (like the Gols that breathe fire, the armadillo-like Alma creatures, Skulls that are deadly to the touch, and the Medusa and Don Medusa creatures who will freeze you upon walking in their vicinity as they project a beam or dagger towards you unless their field of vision is blocked) and sometimes puzzles are solved with the unwitting cooperation of certain enemies (more on that later).  Getting the gem inside the chest without fail will eradicate all enemies onscreen and open up the path to the next room.

Pushing, pushing, pushing
The only times you'll be safe from a Medusa or Don Medusa's gaze is if they're blocked by a rock, an enemy, an emerald framer which you can push (but not pull, be careful how much you push it and where), or even a heart framer if its between you and these enemy types; essentially you should block these enemies before getting the heart framer.  Depending on the design of the room and how many enemies there are in it the puzzles can be either very simple or they can be very complex and involve a very layered and well-thought out solution.  While the Medusas, Leepers, and Almas are active before you get all the heart framers, all the other ones are dormant and will no longer be in that state the moment you get the final heart framer so before they wake you had better blocked them so they can't breathe fire on you or touch you even as it's one hit and you die.  The thing about games like these is that while it's possible to get the solution right, one wrong move or two will mess everything up entirely which means the only thing to do at this point is press Select in order to restart the room but at the expense of one life.  Just count your blessings that there is no timer.

Enemies will never walk on the grass
The music was composed by Eggerland: MeikyÅ« no Fukkatsu puzzle creator Hideki Kanazashi (whose credits, largely of the uncredited variety, comprise of F1 Race on the Famicom, Mach Rider, Tokyo Shoseki's educational Famicom Keisan Game series, Nintendo 8-bit Othello, Famicom Grand Prix II: 3D Hot Rally, and all the Nintendo 8-bit Eggerland games) and programmed by Hiroaka Suga (F1 Race, Famicom Grand Prix II: 3D Hot Rally, and the previous two Eggerland titles), both of whom were uncredited due to Adventures of Lolo not having any in-game credits which is a major burn.  There is really only one major track that permeates throughout the entire game which is cute and bouncy fun but admittedly can grow quite tiresome to listen to after long stretches due to its brief melody and run time before the next loop.  There is a brief fanfare before each floor begins (or after you continue from where you left off after losing all your lives), the victory theme after an entire floor has been cleared is very arousing, and the ending theme is pleasant to listen to.  The sound effects are minimal but what is there is fairly decent.

Oh crap, I forgot to block the Gol!
On a visual sense this game is okay: the main issue is that the walls and normal tiles are all brown in each room, which is not an appealing color most of the time.  The only thing that prevents it from looking bland are the blue Lolo, the differently set tree and rock props as well as enemies, and occasionally there would be white sand, green grass, shining water, and later on glowing lava that at least add some color to the proceedings.  The opening cutscene is well-drawn, and when Lolo takes out King Egger and saves Lala it cuts to a pixel art of the two blown up to roughly the size of the screen which is bursting with color.  Lolo animates well in-game as he walks swiftly and fluidly with his big eyes (and that tail-swinging animation as he heads North), and his cheering animation at the end of each floor is cute.  The enemies are well-drawn and have got an anime charm about them, like the Leepers and Gol, and when you're in line with (or about to be in line with) the Medusa it inverts color as a visual warning.

Time to take the treasure and leave
Adventures of Lolo was successful upon release, which HAL Laboratory was surprised by, and it wound up being praised for its simple yet intuitive gameplay and versatile attempts at puzzle-solving.  Over the years it would be compared favorably to other games, such as Zelda II: The Adventures of Link as far as the adventure aspect was concerned; the gameplay being compared to Ivy the Kiwi?, Wrecking Crew, and even Irem Corporation's MeikyÅ«jima/Kickle Cubicle; and it would be attributed as inspirations for video games like Professor Fizzwizzle and WayForward's horror puzzler LIT/School of Darkness.  To this day people consider it to have aged well despite having a few nagging blemishes that detract it somewhat--which I'll highlight in a bit--but it would find its way to the Virtual Console downloadable services on the Nintendo Wii, Nintendo Wii U, and Nintendo 3DS systems in the past decade for easy access to those who don't own an NES console or if they don't want to spend more than $5 on it.

Haha, cute skull motif  =3
On January 1990 the Famicom received its own Adventures of Lolo (the first entry in Japan to use the name "Lolo") which when brought over to America two months later that March would be retitled Adventures of Lolo 2 to avoid confusion with today's game, being released in Europe in 1991 which would also be rereleased on Nintendo's Virtual Console downloadable service but largely in Japan, with the exception of the Nintendo Wii Virtual Console; on December 1990 Adventures of Lolo 2 arrived on the Famicom with an American release following suit in November 1991 as Adventures of Lolo 3 that would culminate in a European release in May 1992, it was the last game in the series made for the Nintendo 8-bit console as well as the last game in the series America would play, never once being rereleased outside the Famicom/NES; finally in March 1994 the first and only handheld entry in the series arrived in the form of Lolo no Daibōken for the Game Boy, seeing a release in Europe in 1995 as Adventures of Lolo with Super Game Boy enhancements and support... which neither got rereleased nor was given the light of day in America which makes absolutely no sense and is a major bummer.

Victory!!!
In 1992 Nintendo released HAL Laboratory's Hoshi no KābÄ«/Kirby's Dream Land on the Game Boy which was the first game starring everyone's favorite puffball Kirby where one of the boss fights comprised of Lolo and Lala who in here were renamed "Lololo" and "Lalala" as they push emerald framers and occasionally other things.  They would also appear as enemies in Kirby Super Star and its Nintendo DS remake Kirby Super Star Ultra; the only time Lololo and Lalala were not enemies in the Kirby universe to the extent of my knowledge was in the 2001-2003 anime Hoshi no KābÄ« which got ruined when localized in America by infamous American dubbing company 4Kids in 2002 as Kirby: Right Back at Ya! when they worked their trademark "magic" on it.  =P
As of 2014 their last appearance was in the Super Smash Bros.-based mini-game Kirby Fighters during one of the stages you fight the opposing Kirbies.  It's always nice of HAL to call back to their previous games regardless of their relevancy today, it shows that they care about their body of work in their three and a half-plus decades of existence.  =)
In some rooms you'll be contending with the adorably smiling enemies named Rocky who don't necessarily hurt you here but they can be a bit pushy as they would be shoving you if you're so unfortunate as to get right next to them as they face you (moreso if they're pushing you towards a harmful enemy far back).  They would also make appearances in a few Kirby games as "Blocky" as mid-bosses,
like in Kirby's Dream Land 2 and Kirby's Dream Land 3.
In the fight against Lololo and Lalala in the pinball mini-game Kirby Brawl Ball from Kirby Mass Attack on the Nintendo DS Blocky would make an appearance in the bottom half of the screen as it tries to impede you from reaching the upper half with the two pushing emerald framers as they're initially protected by heart framers depending on where the flipper launches you.
A fascinating development for this enemy, which I've come to realize recently, is that in the pre-2014 Kirby games he appeared in Blocky always had an unwavering smile on its face that didn't seem to want to go away, but as far as the two Nintendo 3DS outings are concerned he's none too happy to see you!  <={  I guess that positive spark it had in the past (permanently?) vanished.

Snakes!  Why did it have to be snakes?
On January 2007 I received a Nintendo Wii console as an epiphany gift, and I'll admit that the reason I wanted it at first was because of the Virtual Console downloadable service, namely for Kirby's Dream Course which I had played over at my mom's friend's house after having evaded Hurricane Rita in 2005 for a week since I had a lot of fun with that game (years before one of my cousins loaned me his SNES console).  That Summer I not only got to catch up with it but also I downloaded many other games, including Adventures of Lolo which I had heard about and did want to try given Lolo's link to both Kirby's Dream Land and the anime (even though I already had an NES console).  I liked the game a lot, but there was a point at either Floor 6 or 7 when I had a hard time progressing because I didn't know how to properly solve a room until May 2011 when I started looking up GameFAQs for the solutions that truly stumped me.  It's a shame I didn't beat it prior to the Summer of 2009 because by that point I had stopped downloading games on the Nintendo Wii Virtual Console and focused on purchasing physical cartridges from eBay, I would've liked to have played Adventures of Lolo 2 (I have a Retro Duo now that lets me play NES games, the game doesn't cost a huge amount on eBay and I feel ready to try the sequel someday).  =(  I recently played today's game again after all this time and I still find it to be a good time and relied on the guide less than I did years prior.

Time to egg the snake and ride it in the water
Each floor is made up of five rooms, and I commend the differing solutions that HAL Laboratory devised for each and every room.  The heart framers may be a requisite in order to open up the chest, but sometimes the key to success is the order you wish to take them; in rooms that have got water on it sometimes you must egg an enemy, push it into the water and ride on it until you get on a tile but if you still wish to ride it afterward you must get back on it before it strands you; some rooms will have arrows that can only be entered through a specific direction; the grass is your safe haven while trudging through the sand will slow you down; sometimes the key to success revolves around enemy respawning and proper timing; and the emerald framer can be placed a half tile in front of the Medusa so it won't get you to name some.  =)

Waterworld
As I said though, there are flaws: the game is largely not exciting to look at save for the colorful tiles and props, it's got nothing to do with age but I think each floor would've probably benefitted from a different color scheme as opposed to just brown for the normal tiles (whoever emulated this game to the Nintendo Wii Virtual Console had the colors darkened so much that it did the game no favors in this regard); the main theme is cute but highly repetitive; the Leepers can be annoying if you don't set them up properly as the moment they touch you in their pursuit towards you they fall asleep in place and the worst thing that could happen is that you could be trapped with no way out or it would potentially put an end to your solution out of the room; movement is solid overall but sometimes if you're in a hurry you have to properly be positioned in order to enter through the opening, and if you're using a charge shot you have to aim it properly otherwise you'll waste a shot.  But what matters the most is the puzzle-solving gameplay which is where the game excels at, there's tons of trial and error, and it's got cute charm to boot.
You could argue that the automatic faceoff between Lolo and King Egger is a bit of a copout due to how quickly it becomes resolved, but considering how difficult some of the last puzzles were frankly it's a godsend.

Well, let's prevent a boneheaded mistake here,
if you get my drift
Adventures of Lolo has got a good difficulty curve going for it what with the earlier puzzle rooms requiring the most facile of solutions while all the subsequent puzzle rooms require something that's very complexly thought out.  That said though, the gradual sense of difficulty isn't consistent as there are some puzzles that are easier inbetween others; in fact, the very last puzzle is very easy to solve the moment you've got it figured--it just involves that you be quick on your feet.  I do like how this game requires lots of thought and consideration in order to properly solve the puzzle; that's not to say there won't be some action involved, there is, but it's clear that HAL Laboratory wanted the people who played it to use their noggin in order to make progress.

May the arrows point me in the right direction
As a Kirby fan it was fascinating to play the game starring one of his enemies who was actually the good guy here, I felt that it was an interesting mix-up, the fact that I'm now playing as Lolo.  As simple as the gameplay was it does become quite in-depth as you utilize it in considerable fashion: "What do we have here?", "What can I use to my advantage?", "Which heart framer, if there's more than one, should I get first?", "How do I get the heart framer?", "Where and how far do I push the emerald framer next to the enemy?", "Which enemy should I use the charge shot I just got against?", et al.  It's cool that these puzzles really make you stop, think, and consider (if you're able to get them on your own), and if you fail there's always another chance to try again.  =)

I "lava" this layout
Adventures of Lolo on the NES is the only game in the series I played thus far, and having played through it again recently I enjoyed it enough to want to catch up to the other iterations.  Adventures of Lolo 2 and Adventures of Lolo 3 cost a bit but are not highly expensive for they shouldn't be a problem to catch up with--besides, it's been almost ten years since I last bought a physical NES cartridge with the Nintendo 8-bit port of Konami's Blades of Steel.  Rather, the problem would be procuring a copy of Adventures of Lolo for the Game Boy; because it wasn't released in America and is the rare game of the bunch it goes up for a huge amount, same for the original Japanese version except only the European edition has got Super Game Boy enhanced support.  Why America didn't receive it when it got the trilogy of NES titles before it is beyond me; from what I looked up it seems as harmless as this game.  How is it that Japan and Europe get the most harmless of video games sometimes (e.g. Europe got Super Family Tennis as Smash Tennis, a tennis title was denied an American release!) while in America it's rejected?  I can't help but find it very suspicious.

Almost there
Anyway, yeah, Adventures of Lolo is a good game by HAL Laboratory and not a bad place to start with this series, at least that's what a lot of people said online from what I gathered.  As someone who loves the Kirby games I approve; not one of my top favorites by the company but well worth playing once in awhile.  It's cute and charming fun with a whole variety of puzzles in stow, regardless of whether or not you're a fan of HAL Laboratory fare or the puzzle genre in general.  I recommend it if you want a good brain teaser to last you a few hours, and if you want a decent chunk of challenge there's plenty to find.  While the original cart may have required a four character password in order to continue your progress (only seen after you get a game over) the Virtual Console release eases your mind in that regard as you can just continue after resuming your suspended save if you took a break from it.
It might be dated in places, but on the whole it's not too shabby.  =)
 
My Personal Score: 7.5/10
<( ^o^)^TO EACH THEIR OWN^(^o^ )>
P.S. Gotta be honest: I struggled with the last few paragraphs, maybe because I judge how short or long my reviews are based on how many screenshots I get... and I guess I may have gotten a few too many for this one.  Next review I'll focus on something easier for me to talk about.
 
P.S. 2 As for what has taken me so long to get another review done: in the past month I made myself play Landstalker until I finished it (with no break, for the first time) which bummed me out given my negative feelings towards it and the very undeserving high scores it gets, I will play it again someday to provide a review for it in detail (needless to say I'm not looking forward to that); then I played and focused singularly on a new PlayStation One action/adventure game I got; then after I finished that I played and focused singularly on another PlayStation action/adventure game I got to the end (really enjoyed both a lot, would rather play those games than Landstalker); I played and beat Xak: The Art of Visual Stage in four nonconsecutive hours and fifteen-sixteen minutes (currently my best record); and my enthusiasm rose for Makeruna! Makendō now that I got its controls down pat.  Didn't want February to pass by without there being at least one review for my StarBlog.
 
P.S. 3 Also in theatres I saw The LEGO Batman Movie, loved it, it was a lot of fun and Will Arnett's become one of my favorite movie interpretations of Batman; and I saw Zhang Yimou's The Great Wall... it was a 2.5 or 3 out of 5 movie for me, it was well-shot and colorful and I liked most of the performances (mainly by Matt Damon, Jing Tian, and Andy "Detective Dee" Lau) but overall I found it okay (there was a point that it began to be predictable, unfortunately beginning with the scenes that had Willem Dafoe in it).
 
Thank you for reading my review, please leave me a comment (spam will not be tolerated) and let me know what you think.  Hope you have a great day, take care!  =)