150 Snes Games at the speed I can handle

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kerr9000
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Re: 150 Snes Games at the speed I can handle

Post by kerr9000 » Thu Jan 15, 2015 9:28 pm

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It seems to have been awhile but here I am back to talking about a Super Nintendo game which started its life as an Amiga game. The original Putty was a game developed by a company called System 3 and released on the Commodore Amiga in 1992. It was then ported to the SNES in 1993, with the word Super thrown in front of it in that good old standard Super Nintendo way, at least that was the case for Europe and North America. In Japan its super famicom name was Putty Moon (that name makes me think of button moon).After this it was released on the ill-fated Commodore Amiga CD32 ( A CD based Amiga basically) in 1994 keeping the revised name Super Putty.
In Super Putty, you control a small round blue ball of well putty I guess that can punch, jump, and morph in to other things. Most games of this type would have you working from left to right but the end of the levels in this game are always at the top, so you spend your time working upwards.

Why are you working upwards? Whats the story? Well ok it’s a little bit weird but I will try to give the jist of it without sounding like I have escaped from a secure facility. Dazzledaze, the wizard has decided that if he captures these little blue Putty creatures who come from a place called Putty Moon well then he can put wrappers on them and sell them as screaming bubble-gum. You are one of the last little puttys left so it’s your job to try and save the others and stop him. See that story is not strange or weird at all.

The graphics are not too bad, they are bright, colourful, and kind of cute even if they are not exactly earth shattering. The music is also good if not perfect, the best thing I can say about it is that it doesn’t grate and every piece of it seems to fit the theme of the level that it is used in. The sound effects are suitably cartoony Putty makes little pain noises when he gets hurt, as well as burping when he has been made to absorbing something. The only problem I have with the sound in this game is that certain noises can grate on you (the machine guns, race cars and a few other bits and pieces) but it only really becomes an issue when the screen is filled with either one or a mix of these things.

I don’t mean to really harp on and on about games that started off on the Amiga, I owned an Amiga 500 myself and spent a long time on it, the problem is that games which were made for the Super Nintendo by companies that were focused purely on console games play more to the machines strengths. The area where I start to have issues with putty is with the way it plays. The controls aren't awful but they do feel clumsy in places when it comes to trying to make Putty do certain things for example when you try to make him stretch. This is an issue I never had with for example Super Mario World. This led to me feeling that on occasions I had died because of the controls not because of my lack of skill.

There are quite a few ways to die in this game, not only are there the normal enemies but there are also some instant-death traps such as safes which will drop on you and spikes you can fall on. You will also die if you run out of time. Sure there are pitfalls and time limits like this in other games such as the Mario titles but there less of an issue when you have tight controls. In latter levels this game does tend to feel a little cheap, it pushes a lot of enemies at you, a lot of which don’t die very easily. There are a lot of levels in this game, and they are pretty large but most people will probably rage quit long before they see the end of the game or will simply grow tired of what the game offers.

This game is basically a nice bog standard 6 out of 10 platformer. If you want to try this game then one advantage is that it’s not exactly expensive, you should be able to get a loose cart for around 7quid, I have even seen boxed copies go for as little as 12quid.(prices 15/01/2015 dated added due to constant flux of game prices) There was also a sequel on the SNES called Putty Squad, this has been ported to various Sony platforms including the PS4 but has been universally battered by critics, I haven’t played it but it would appear that it’s had very little done to it, it’s been on sale for around 6quid several times.

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D.J
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Re: 150 Snes Games at the speed I can handle

Post by D.J » Fri Jan 16, 2015 7:48 am

kerr9000 wrote:(that name makes me think of button moon).
I loved Button Moon, wonderful show.
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Highlight
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Re: 150 Snes Games at the speed I can handle

Post by Highlight » Sat Jan 17, 2015 11:36 pm

I had this on the Amiga - btw, thanks for reminding me of the Amiga CD32, I forgot those existed!
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Dig Dug wrote:Highlight nailed that.

kerr9000
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Re: 150 Snes Games at the speed I can handle

Post by kerr9000 » Sun Jan 18, 2015 12:15 am

I never owned a CD32 I did however own the Commodore CDTV (basically the CD16) very similar but a lot larger in size, basically the size of the original large first DVD's if not bigger.

Wish I still had it but its cd lens stopped working and then it made a loud noise and never outputted any audio ever again and it was taking up a lot of room in a cupboard so out it went. The fact Commodore let the CDTV just die on its butt put me off trying a CD32.

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Re: 150 Snes Games at the speed I can handle

Post by D.J » Sun Jan 18, 2015 7:43 am

The CD32 controller looked weird, it must have been so uncomfortable to use for long gaming sessions.
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Re: 150 Snes Games at the speed I can handle

Post by kerr9000 » Sun Jan 18, 2015 10:46 am

It was a step in the right dirction the controller for the CDTV was a sidewards TV remote with a Dpad on it, so they were definitely making progress to something more normal.

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Re: 150 Snes Games at the speed I can handle

Post by D.J » Sun Jan 18, 2015 6:58 pm

One of the most bizarre controllers i remember was the one used by the Atari Jaguar, it had more buttons than anyone could have possibly ever needed.
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Re: 150 Snes Games at the speed I can handle

Post by kerr9000 » Sat Feb 07, 2015 1:30 pm

Game 67 Mortal Kombat 2

Mortal Kombat II was originally released as an arcade machine in 1993. It was later ported to pretty much all the major home systems, including the PC, Amiga, Game Boy, Game Gear, Megadrive/ Genesis, Saturn, Super Nintendo Entertainment System, and PlayStation. It is still selling nowadays on the download systems of more modern machines (usually in a pack with its prequel and direct sequel). I don’t think the game needs to big an Introduction seeing as I have already talked about the original.

Now we all know the SNES and Nintendo themselves had the reputation of being kind of kiddy, in fact Sega tried its hardest to remind us of this fact in order to promote itself and its own machines. So when Mortal Kombat 2 was released full of gore and finishing moves it was a huge shock at the time. After all the SNES version of the original had been a nuterd version largely over shadowed by the Megadrive one due to its lack of blood. However this time SNES owners got the blood, so it was now an even fight hardware against hardware without any ‘’unfair advantage’’

Mortal Kombat II introduced more varied Fatality finishing moves and new characters such as Kitana, Kung Lao, Mileena, baracka and it introduced the series' recurring villain Shao Kahn as well as giving his minion Shang Tsung a major revamp (making him younger and playable) The Story continues from the first game.

It is all about the next Mortal Kombat tournament which is set another realm called Outworld (The home of Shao Kahn, Shang Tsung etcetera)This game really helped turn Mortal Kombat from a successful game into a legacy, sure you could argue that it was just more, more and better but when you look at how small the updates are for some fighting games, such as 4 new characters on the exact same engine justifying a whole new full retail game MK2 really made sure it gave you some bang for your bucks.

It gave you 5 new playable characters, 2 new bosses and 3 hidden opponents, all new backdrops. The possibilities when it came to finishing your opponent were greatly increased, In the original each character had 1 finisher, here all the characters had 2 violent finishing moves and then they had a friendship move each and then there was babeality (you turn your opponent in to a baby) this allowed you to either end your fight in a gruesome or amusing way.

Street Fighter 2 may have been the more serious, skilled fighting game but with Mortal Kombat you felt the series was moving forward in a much better way, they were listening to the fans, they were teasing the fans, allowing rumours to spread and then integrating a few of them in to designs for new characters as a gamer back then this made me feel connected to them, in a small way it made you feel like your feedback and opinion mattered.

This game was and is very satisfying to play, the punches look and sound real even though the resulting blood flow is over the top. The games graphics are brilliant for the time and the soundtrack fits it amazingly. The music really does its job of getting you pumped up ready to fight and then it helps keep the tempo of the game going. The game just reeks of atmosphere but never takes itself too seriously. The balance between gore and humour is always just right and I think this is something many of its imitators missed the mark with. This game made you feel that Mortal Kombat had a real chance at continuing for a long time, sure the first had made a decent impression but there was that lingering doubt that maybe it was just a one of lucky trick shot, this is the game that really let you know it was here to stay.

I would give this game an 8 out of 10 without a shadow of a doubt, catch me in a good mood full of the joys of spring and it might even manage a 9. Do I recommend buying this for your SNES? Well if you have a SNES and a bunch of pads and really want a new game then yes give it a bash if you’re lucky you can probably get a cart for around the 10quid price point. If however you have a lot of consoles particularly current ones or a PC with a good gaming pad you might be better off looking at downloading the Mortal Kombat arcade collection which has the first 3 games on it, and not ports actual arcade perfect versions. If you have an Xbox 360 or PS3 I also highly recommend the last Mortal Kombat game released especially if you can find its ultimate edition with extra characters (including Freddy Kruger) which most likely wouldn't cost you much more.

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Re: 150 Snes Games at the speed I can handle

Post by RJ Badman » Sun Feb 08, 2015 1:18 am

May I suggest Rex Ronan: Experimental Surgeon as one of your playthrough games. XD Hilariously bad game that tells the tale of the mafia-like cigarette companies killing off people to preserve the closely-guarded secret that smoking is bad for you. :lol:
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kerr9000
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Re: 150 Snes Games at the speed I can handle

Post by kerr9000 » Sun Feb 08, 2015 11:32 am

Looks like a whacky thing to review but I only do things I really own using proper real hardware and that limits me a little.. Of the 67 games I have reviewed Id say approximatly 60 were already mine, the other 7 I brought specifically for this .. Radical Psycho Machine Racing, Battletoads and Aquatic Games being 3 that spring to mind. and the most I have spent doing it would be around 10quid. Looks like to do the above id have to spend 30quid just to get a cart..

(If anyones scratching there heads at 67... a lot of them were on the old site but can be found on my blog http://kerr9000.blog.co.uk/ )

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Re: 150 Snes Games at the speed I can handle

Post by kerr9000 » Sun Feb 08, 2015 2:05 pm

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Anyone who has tried to collect or even purchase SNES games to play in the last 10 years has probably been met with the sight of certain carts again and again. It can be annoying as you see a box full of carts on some dealers market stall and you flick through them to go oh yeah that again. It is not an issue unique to SNES collecting, at times I have seen enough loose sonic 2 carts in one place that you could build a small pyramid with them.
One game like this on the Super Nes though is Super Tennis, now I am not going to pretend to know how many cartridges of this were manufactured nor am I going to rush and look it up so I can dazzle you with numbers but if I was to Hazard a guess I would say a lot. Just about every friend I had who had a SNES growing up had this game. It probably helped that it was the first of its kind on the system.

Tennis as a sport is one of those things I don’t think I have ever completely understood sure I went through that stage of buying a nice proper metal racket and entering a tournament but I was knocked out in round one by a local lad who was a Tennis genius. I didn’t score a single point, he batted me so bad I never picked up a racket again unless it was at school and I was being made to and then I would do it with a heavy sigh and treat the whole exercise like I was being led to the electric chair. I can sometimes manage to watch a bit of it on the Telly but the whole dressed in white pims and sandwiches thing just kind of does my head in. However, it has to be said that in the sports meet video games world Tennis was the one sport which really got the ball rolling if you’ll forgive the pun. I mean in all honesty Pong is basically a computerised version of Tennis (lets face it and I will get hate from some quarters for this ping pong is close quarters mini tennis).
So any of us truly old school gamers will have sat through a lot of different electronic bat and ball games, starting from tiny dots being hit by rectangle bats, then from there to very crude cartoon men till we got where we are now with the likes of both super realistic tennis simulations with every blade of grass lovingly animated and fun quirky highly developed cartoon games such as Wii Sports Tennis, Sega Superstar Tennis etc.

Super Tennis sticks in my mind as one of the best examples of the genre from its time. As a single player game it soon becomes boring so I will glide over that however in two-player mode this game really shines. It is a tense competitive multiplayer game. The range of buttons on the Super Nintendo pad are used to enable the player to make a large range of different shots, all of which lead to multiple possibilities. This was the first time I remember playing a Tennis game which really got me thinking, got me trying to quickly plan the trajectory of the ball, to plan the best way to return it to try and score a point. Sometimes I would even think several moves ahead trying to lure my opponent to one side of the screen or the other hoping to quickly return the ball to the other side so quickly he couldn’t hope to get it. With a computer this is only fun for a short length of time as you will work out what it can and can’t deal with but with real life opponents this is where the game really comes in to its own. With two skilled players competing it can become as beautiful as any game of street fighter 2. If you have a group of friends who gather and play games together drop this into your Super NES and play winner stays on, you’ll be almost guaranteed to hear your friends make all kinds of noises in the background as balls are skilfully returned or when they are just missed.

Super Tennis is a simple game to look at. A lot of the graphics are function, the players are drawn well for the time and there is enough variation between them so it feels like you’re playing with a different person and you never get confused in doubles games; and the courts are all different colours you can easily differentiate between playing on different court types.

The spectators while not being important to the actual game play are super basic it looks like they’ve just used player sprites and pasted them into place without enough variety to pull it off. Weighed against this though there are some brilliant effects such as when Mode 7 is used to scale the camera in and out of the court during an introduction or when the players switch sides. Overall it is kind of a mixed bag but it does everything needed of it and doesn’t get in the way of some pretty darn good gameplay

The sound effects are beautiful the sound of the ball hitting the racket, and the court are basic but they are spot on and really add to the atmosphere. Different types of strokes sound different if the ball is slashed it sounds one way if it’s smashed it sounds another. The music is light and bubbly but well used, its only really there when it feels it needs to be and doesn’t drown out the game itself.

With a little effort you can get a cart of this online for around 5quid which is a fair price, however I have seen it sell for closer to the 2quid mark in real life. If you ever flick past it in a box of retro stuff at some car boot or convention and its cheap I recommend you don’t just go urgh a Tennis game and ignore it, it’s not a bad game at all I’d give it a 7 out of 10 and that’s from someone who is not a fan of the sport (I do find it dull on your own though)

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Re: 150 Snes Games at the speed I can handle

Post by toffeeman30 » Mon Feb 09, 2015 1:22 pm

if you like tennis, you have to play this game

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Re: 150 Snes Games at the speed I can handle

Post by D.J » Mon Feb 09, 2015 2:22 pm

I remember Super Tennis being everywhere, which was bizarre since F-Zero (also an early snes title) was really hard to find (took me ages to finally track down a copy).
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Re: 150 Snes Games at the speed I can handle

Post by kerr9000 » Mon Feb 09, 2015 9:13 pm

Game 69 Super Double Dragon

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Double Dragon had been one of the first side-scrolling beat-‘em-ups which really found its place in the word of games. Originally an arcade game, home versions were released for the Nintendo Entertainment System, Sega Master System, Atari 2600, Atari 7800, Atari ST, Amiga, Amstrad CPC, Commodore 64, Game Boy, Genesis/Mega Drive and Atari Lynx, among other platforms. It was a much loved game and it spawned two sequels in the arcades both of which went on to make their way to a wide series of platforms. When it came time for a 4th entry in the series however this one was produced purely for the SNES, making it the first Double Dragon game not to originate in the arcades and also the first Double Dragon game to not be released across multiple platforms.

The forth Double Dragon was called Super Double Dragon in both the North American and Pal region while in Japan it was known as Return of Double Dragon , of course as a continuation to the series it is a side-scrolling beat-'em-up. It was released for the Super Nintendo Entertainment System in 1992. It was published by Technōs Japan in Japan and by Tradewest in North America and the PAL region. Now the SNES was quiet well known for its walk along beat em ups including the final fight series, Rival Turf, Turtles in Time, and of course there were others some of which although less famous you will have heard of if you have read all of my reviews such as Sonic Blast Man and The Combatribes.

As per usually in this series, you take control of either Billy or Jimmy Lee or both if you’re playing with a friend. The objective is to proceed through each stage and defeat all of the enemies, including the levels boss. The game consists of seven stages, including a casino, an airport, a gym, a city slum, a forest, and others. The games variation in stages is pretty good even though I think the variation in enemies is a little lacking. What I do like though is that there seems to be quite a few options open to you when it comes to attacking. You have a button to punch, one to kick, one to jump but you also have a guard button for blocking attacks. This guard buttons is one of my favourite bits of the game because if you time your press of the guard button just right then rather than just blocking a blow you can also grab certain enemies in an arm grab, leaving the enemy vulnerable to your retaliation.

The game play moves noticeably slower than previous games in the series, and if you have played games like Final Fight then it almost seems like everything is happening in slow motion. At first this took some getting used to but in the end I think I actually enjoyed this speed because it gives the game a different flavour to all of those other beat em ups out there, it becomes less of a game of instinct and more of a slow strategy based affair.
So far I have been largely positive but I can’t stay that way forever, some of the animations in the game are good, but the actual graphics themselves are kind of weedy especially when you take in to account that this game was built for the SNES, we aren’t dealing with some multi-platform game here which needed to hedge its bets, it was a SNES game through and through and I feel far better advantage could have been made of the SNES’s graphical capabilities. This is a problem I also have with the sound/music, the SNES was during its peak the best sounding machine on the market, easily able to produce tunes that you would hum all day, now the soundtrack here is not awful but I feel it is really lacking.

It feels a little rushed and under developed this opinion is supported by the fact that Muneki Ebinuma the games lead designer published a commentary about his involvement in the development of the game in 2004 in which he stated original plans for the game which he says he was unable to follow due to time constraints. The game was supposed to feature cut scenes introducing the bosses, adding to their impact. There was also supposed to be cut scenes between stages and a proper full ending sequence. The actual game lacks any real plot beside these guys are bad punch them in the mouth, if the above had been included the plot was supposed to involve Billy and Jimmy Lee investigating a criminal organization known as the Shadow Warriors. They would be investigating them because of their possible connection to the disappearances of several local martial artists. Eventually they would come face to face with the gang’s leader Duke, who would've been revealed to have been a childhood friend of the Lee brothers adding an element of drama to the games climax.

Now unfortunately I can only review this game based on what is there and not what could have been. As it stands I think the game is a real 6 out of 10 kind of game it’s on that fine line between average and good. I certainly wouldn’t spend a tonne on it and there are plenty of other games I would try and get before it. The only times I have seen this game online it’s been like 40pounds for a European or American cart with a Japanese one being closer to 20. If you have the ability to play foreign games and need this game I’d go for the Japanese version but in all honesty I would probably leave it.

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Re: 150 Snes Games at the speed I can handle

Post by D.J » Thu Feb 12, 2015 8:05 am

Never played Double Dragon, i was going to get it for the ZX Spectrum at one point, but ended up buying Super Off Road instead.
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Re: 150 Snes Games at the speed I can handle

Post by toffeeman30 » Thu Feb 12, 2015 1:06 pm

i prefered the nes version of double dragon

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Re: 150 Snes Games at the speed I can handle

Post by bigcalwv » Thu Feb 12, 2015 2:36 pm

I got gifted the Double Dragon Trilogy on Steam last week. All 3 were slow as gooseberry fool, and I haven't enjoyed playing them at all. Give me Final Fight, Streets of Rage, and a bunch of other beat em ups over the DD games.

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Re: 150 Snes Games at the speed I can handle

Post by kerr9000 » Thu Feb 12, 2015 4:09 pm

Do not go for Super Double Dragon/Double dragon 4 then , it makes the old ones seem fast, its the slowest walk along I know.

Double dragon was good in the days of the NES and Spectrum but couldnt compete against the more 16bit kind of games you mentioned.

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Re: 150 Snes Games at the speed I can handle

Post by kerr9000 » Wed Feb 18, 2015 5:50 am

Game 70 Super Battle tank

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As I have pointed out most of the time for the sake of these reviews I am playing games from my very own collection but sometimes if I see something cheap enough I will pick up a game with the sole purpose of reviewing it. The game I am going to talk about today cost me 2pounds which is a price you really can’t argue with when it comes to getting something to play on your Super Nintendo. The game I got was Super Battle tank.

When I first put the cartridge in and started playing the game another game instantly came to mind and this was the old arcade machine Battlezone which was a wire framed vector graphics tank game from the early 80’s. This was a feeling that never really left me no matter how long I spent with the game, sure there was a big step up in graphics after all Battlezone’s simple wire frames had been updated Absolute had created an engine which used the same king of blending of 2-D and 3-D graphics that Midway used to animate the characters in the first few Mortal Kombat games which had led to something that back in 1992 we all would have been more than happy to term realistic. In this case though these new found graphics didn’t fill the whole screen in fact they only filled about a third of it with the remaining room dedicated to one flat graphic used to represent the inside of the tank showing your gauges and such. This kind of works in the way that if you were operating a tank this is what you would see but you can’t help but wonder how much of this is done as a way to save on memory/resources… Was the game like this purely due to a cosmetic choice made by someone? Could this engine have showed the action on a full sized screen without slowing down or spluttering? These are questions I simply don’t have enough information to answer.
Ok as for how this plays well the X button is used to accelerate and Y decelerates, L and R are used for turning, select cycles through your four weapons, A fires the chosen weapon, and B brings up the map, and the D-Pad is used to aim your Tank's turret. I think the controls are spot on, given the buttons you have on a SNES pad and the way you would expect a tank to work they couldn’t really have done any better, these are simply the perfect controls for this type of game on this system at the time it came out. Sure I have played other tank games in the arcade or on other systems where you’ve had more control or the controls have felt more realistic but for a game at this time which was adapted to a SNES pad instead of having custom arcade controls well they did a damn fine job.

So interesting pretty darn realistic graphics for the time, good controls you’d think that this game had it all but this is where things fall apart a little, the gameplay just well for want of a better description feels kind of bland and repetitive. The way in which you take out every enemy is the same, this is because all of the Tank and helicopter A.I. in this game basically uses the exact same tactics making it very predictable. The game basically goes like this blow up as many enemies as you can before you get in trouble then repair your damage at your base rinse lather repeat. The game really needed to take some notes from something else around this kind of time period for example Project Desert Strike. Yes you could argue in Desert strike your just flying your helicopter doing the same sort of thing but then again they throw far more story at you and a lot more variation in goals and missions. (I use this as an example as they both came out during the same year). The graphics may have moved on since the likes of battlezone but the actual gameplay itself really hasn’t moved on from the arcade tank games of the 80’s leaving what was something new and fresh back then feeling kind of dated and rehashed.

The audio in the game is pretty average the tank makes satisfying sounds both for its guns and its engine which helps create the right kind of atmosphere but beyond that there is one ok music track which is simply used in between mission briefings. I guess my main issues with this game are lack of variety and lack of polish. What could have been a great game instead ends up a rather simple tank blaster which once you get past the graphics feels like even in 1992 it was old before it was even released.

I would give this game 5 out of 10, it’s an average mixed bad kind of game, you could spend your money on much worse but then you could also buy something a heck of a lot better. If you really want to try it you can tend to find it on ebay or Amazon for around 6quid for just the cart which is not too bad if you’re dying to get yourself a new SNES game, unless you’re really in to tank games though I would give it a miss.

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Re: 150 Snes Games at the speed I can handle

Post by kerr9000 » Thu Feb 26, 2015 4:27 pm

Game 71

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The game I am going to talk about now is Cybernator or as it was known in Japan Assault Suits Valken. It was a sort of robot mecha run and gun game which was released for the Super Nintendo in 1992.
In its day it was a popular game which lots of people knew about but not so many realised that it was a part of a series of games and that it was the indirect prequel to a game called Target Earth in America and Assault Suit Leynos in Japan which had appeared on the Megadrive/Genesis in those territories but not in Europe. So Cybernator would be our first look at what you would call the Assault Suits series

Cybernator was localized and published overseas by Konami. So it is often just referred to by us British gamers as a hit Konami game from the SNES days. It was actually created by Masaya the software division of a company called NCS which stands for Nippon Computer Systems. They have made and published quite a few games but not many which have been big over here, so in this case the Konami name was probably a huge boost to Cybernators sales.
Now robots and mecha suits were supper popular when this game came out, a whole generation of kids had grown up on transformers and go bots and had started moving in to the more anime related shows involving robots and battle armour. So I remember this game being treated as if it was a dream come true by most of the people I knew.
Ok so I will give a brief version of the plot. The game takes place in the future, a future where Earth's fossil fuels have begun to run out. A large scale war has begun for control of the remaining resources, and for territory including ownership of the moon. The two warring governments, the Axis and Federation are both very advanced, advanced to the point where they have the technology at their disposal not only to go into space but also to create giant space stations and orbital weapons platforms. You play a soldier who pilots a Federation Assault Suit (The Cybernator of the title). The Assault Suit has a bulky humanoid shape and is equipped with a variety of weapons. Your main mission is to destroy the most power mech in the Axis army’s forced it is called Bildvorg.

I can’t be certain but I don’t think the story changed that much between the original Japanese version and our version Cybernator but I do know that there was some degree of censorship, for one a suicide scene was removed.
My first impression of the game was that it had pretty good graphics a well-fitting soundtrack but that it was a darn difficult game. I know that this put a few friends off of the game but I don’t think it is ridiculously hard, it’s one of those games that feels tough but rewarding. Every time you have another go you seem to get a better feel for it and more of an idea of how best to face its challenges. The more you look at the game though the deeper you realise the graphical touches run, there is a lot of destroyable scenery and it just has such good atmosphere it really pulls you in to the sci fi world it supplies. The controls do take some getting used to I will admit, but once they click with you they click. The mech, movement might surprise some who come here expecting Conta, these mechs are powerful, but heavy. So it’s a slightly slower game which is more likely to be won through tactical shooting as opposed to blipping all over the screen gunstar heroes style. Can’t see anyone going as far as having the music from the game on their MP3 player or anything but it does fit the game really well.

You have to remember that with some of these old games you don’t have passwords or save states so this adds to the challenge it means you need to devote the time to one sitting this bad boy, either that or you’re going to have to keep your SNES plugged in and keep coming back to it praying no one has banged the console

Part of the reason I have chosen to review Cybernator now is because it is being released on the Wii u’s virtual console and for the price they are asking I think the game is a good buy. So what would I rate it well I guess I’d give it a 7.5 out of 10. If you wanted to play this on the Snes though what would it cost you? Well I have had my copy so long I can’t remember what I paid for it or where I got it from but having a look online you’re doing well if you can get a cart for about 10 quid and if you look around sometimes you can get a boxed copy for about 20. Personally I’d go for a cart but it depends on how much you have and how you want to play it/keep it.

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Re: 150 Snes Games at the speed I can handle

Post by kerr9000 » Mon Apr 27, 2015 6:00 pm

Game 72

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I had been meaning to play this game for quite a while but it was one game I could not play on my usual modified Snes, the reason for this is that running the Pal cart I own at 60hz causes issues. Most Pal carts played on a 60 hz machine will just play as if they are the 60hz version but there are a few exceptions (some Pal versions had things done to reduce the drop in speed and if you play them on a NTSC machine will be even faster than the American/Japanese counterparts for example) In the case of StarWing though the issues are not good for anything other than a quick laugh…for some reason if you play the pal Starwing cart on a 60hz machines your wings are independent from your space craft and there are various other glitches. Sometimes this makes me wish I had an American version of this game but in all honesty I grew up with it playing the way it does at the speed it does so If I fancy a go I simply pop out a standard unaltered 50hz machine.

The way around this is to add a switch to your modified console allowing it to go between 50 and 60hz at the flick of a button, Like I have with my Master system 2… but I have always preferred just swapping base units with the SNES.

So I set my SNES up and thought back to the first time I tried Starwing, and then I thought even further back to the first trickle of information we got on it, screen shots and bits of blurb. I remember lots of people being very excited for it, it’s also one of the games I can remember the system being sold with. Love it or loathe it the game is a big deal historically speaking because it is the very first SNES game to feature the Super Fx chip. The Super FX chip wasn’t the only special chip that made its way into Super Nintendo cartridges but it does have the distinction of being the most well known chip.

Ok so first things first the graphics really haven’t aged that well, what was once revolutionary is now kind of cumbersome and this might in fact put those who haven’t played it before off but I would advice that people stick with it as I find the overall effect of the game somewhat charming. The music is brilliant in my opinion but I also enjoy all of the other sound effects, the laser noises the sound of your wings bashing against things but most of all the cartoon language everyone speaks… Whenever anything is said the words will come up on the screen and let you know what is being said but you will hear it said in this kind of computer nonsense language so it will go ‘’Bluuurbaaa blurrrrrb blurb’’ and then on the screen it will say ‘’go get em fox’’ or something to that effect and I think this actually helps more than proper digitised voices would, it just seems to fit the game and give it the feeling that your looking into a different world a world where walking talking fox, frog and bunny people are the norm. The presentation on the game is brilliant the game is set up wonderfully with the way your ship is launched at the start of the game being one of my favourite starts to any Super Nintendo game.

StarWing in my opinion boasts a variety of excellent stages. Not only that there is some replayability there because you get to pick your route to the end of the game. One of my highlights is when you find yourself in an asteroid field littered with drifting asteroids and enemies suddenly appearing, it gives you that starwars feel as you slip between the floating rocks and try to hold your own. The game also features some really cool bosses, rock crushing robots, giant spiders and all of them are introduced by the soundtrack fading away, an alarm sounding and then a perfectly crystal clear digital voice informing you of the “Incoming Enemy.” The bosses have weak points that you will need to work out but some of them also have multiple forms. Even when you have worked out how to beat them you will always tend to feel that you could do it quicker next time, that maybe you could do it without taking as much damage. You never feel like you have been cheated you always feel like every hit you have taken is your fault, like you could do better , that you should be able to fly a perfect mission if you just practice enough.

I have to admit I love StarWing I always have, yes the graphics have aged badly but I don’t believe that the heart and soul of the game have aged at all, I believe they are priceless. The game seems to go for between 6 to 10pounds for a cart and I think it is more than worth this, but there are a lot of copies out there and with some time and effort you may even be able to get a copy for around 5pounds.

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Re: 150 Snes Games at the speed I can handle

Post by D.J » Tue Apr 28, 2015 6:39 am

Starwing was a fantastic game, especially the soundtrack which was really catchy and memorable.

Also, that space armada level was amazing.
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Re: 150 Snes Games at the speed I can handle

Post by Bix » Tue Apr 28, 2015 8:23 am

I didn't get on too well with space games .. that was until the arcade star wars 'break your back and give you piles' arcade machines. From then on I loved them and Star Wing provided me with my Space 'fix' away from the seaside.



Sorry to take a step backwards but I was away from the forum when it happened.
I need to echo toffeeman's thoughts on Super Tennis .. being a tennis fan this game really captured the best of real tennis rallies: return of smashes; weird swerving serves; and rallies that weren't determined by the strength of your service .. matches could become extremely intense when two avid Super Tennis heads got together .. If I'm correct there were very boring names (ed. normal names) for the players .. I was always Lisa :?
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Wishing my SONM friends a very happy & successful Q3 in gaming
TIME !
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kerr9000
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Re: 150 Snes Games at the speed I can handle

Post by kerr9000 » Sat May 02, 2015 5:18 pm

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I try to keep a certain random nature to my selection of games I review, mostly as I don’t want it to be platformer after platformer after platformer but I do have a sort of master plan when it comes to certain titles. I don’t plan exactly when I will look at them but I know I want to lay a certain amount of ground work, this might be to make sure I have already brought up the company or to make sure that I have talked about the genera in general. In this case I made sure that before covering this game I had looked at a variety of scrolling shooters as I thought this would help to illustrate just how much I like this game. So I looked at Super Strike Gunner / Strike Gunner S.T.G, U.N. Squadron and Acrobat mission just to give an brief example of the kinds of scrolling shooters that were on the system (I am aware there was a lot more).

The game I am going to talk about today is Axelay (known as Akusurei in japan). It’s a highly regarded side scrolling shooter published by Konami for the Super Nintendo Entertainment System. The game was released on September 11, 1992 in Japan, later in that month it came out in North America, and then made its way to Europe the following year. Now the SNES’s main rival the MegaDrive Genesis always had a good reputation for scrolling shooters with titles such as Thunder Force 3 and 4, Aero Busters, Darius 2. Axelay was really considered as the Super Nintendo’s chance to prove that they could go toe to toe with the megadrive in one of its strongest areas.
So as I have already made apparent Axelay is a sci-fi scrolling-shooter but it’s so much more than that the game features both top-down and side-scrolling shooting stages but it does even more than that the developers really went to town trying to find ways to use the console's Mode 7 techniques to dazzle people with rolling backgrounds which make the game seem far quicker than it actually is. The game seems to drip with effort though so much thought seems to have gone in to everything from the backgrounds and standard enemies to the amazing bosses this game, nothing seems to have been wasted and every idea feels like it was pushed as far as they could push it at the time.

Unlike Acrobat mission which can be fun but feels a little bit repetitive Axelay never seems to fall back on rehashing enemies and encounter again and again to stretch itself out. You always feel like you’re being met with novel threats, dealing with new foes, facing unexpected environmental hazards. Yes the game might not be massively long but every second of it is enjoyable and it is extremely replayable, the controls are tight and responsive, your ship does just exactly what you tell it to and when you die you always feel like it is your own fault which is exactly how a game should feel.

While I wouldn't go putting the games soundtrack on my phone and listening to it on the bus in the context of the game it is awesome and really sets the tone for the gameplay. I think the game was overlooked. If you complete the game twice in a row you will receive a message informing you of a sequel but to this day there has been no follow up to this game and this is a crying shame. If so much was gotten right with this game first time around to the point that it appears in some top twenty SNES games lists just imagine what we would have seen in a sequel that built from the foundation of this one.

I would give this game a very Solid 8 and this is coming from someone who has a bit of a hit and miss relationship with scrolling shooters. If you want to try it well it is on virtual console and is easily worth the price but for those of you who prefer the physical you will find yourself paying somewhere between 18 and 25pounds for just a cart. Maybe this is because of its positive reputation or because it didn’t sell as well back in the day as it probably deserved to but I do think it is worth the price. If I didn’t own it though I think I would go down the virtual console route myself. If you want to drop cash on a Super Nintendo scrolling shooter though this is the one I would do it for.

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Re: 150 Snes Games at the speed I can handle

Post by D.J » Sun May 03, 2015 6:49 am

I was never a fan of side scrollers, i always found them to be too damn hard.
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