Bitmap Books

Wednesday, 17 November 2021

Panorama Cotton (Switch Review)

 

“Welcome to the fantasy zone. Get ready!” will elicit fond memories from many gamers from the mid to late 80s. Space Harrier was a refreshing take on the shoot-em-up genre back in 1985, and its port from arcade to home computer and console only bolstered its popularity. While the rail shooter enjoyed some popularity past the Yu Suzuki classic, it often felt like the genre was a bit gimmicky during the 16-bit era. The true sense of speeding towards the horizon was restricted by the hardware running the game - at least until the true 3D era of gaming came about. Panorama Cotton sits in this overlap of generations and suffers because of it.

The third game in the “cute-em-up" Cotton series, you control the eponymous Cotton, a witch on a broomstick whose aim is to get rid of all the burnt willow in the kingdom, as it’s believed this is causing Queen Velvet to behave erratically. Unfortunately, none of this comes across in Ratalaika’s port, as there’s no English translation of the script. This is most surprising, given their solid port of Gley Lancer.

The game itself is standard on rails fare, and hasn’t aged particularly well. To be fair to Panorama Cotton, not many rail shooters from the era do fare well, but being this was released a year after the SNES classic StarFox/Starwing, it was a step back, even then. It stands out from others by having branching paths throughout levels, which is a nice touch, and there are some really nice graphical flourishes here and there (in the first level Cotton heads over the cliff and through a waterfall, which is fairly effective for the then aging Mega Drive), but otherwise it’s much like Space Harrier or Afterburner II – a horizon and some rocks hurtling towards you.

Things get busy on screen throughout, and at some points there’s noticeable slowdown. Power ups can get lost among the chaos, and it’s often tough to see what you’re picking up. You can change what benefit a pick up provides by shooting it, so it’s often a case of blasting away and hoping for the best.

As with many ports, there are some tweaks here and there (rewind mode, save states, cheats) alongside the original game, which is always appreciated. This is also the cheapest way to buy the game too, as the original MD release apparently only had 4000 copies printed, so you’re saving at least £500 going by today’s eBay prices. The lack of an English script translation is a little disappointing, and the game is a product of its time, but if you like your curios this may be worth picking up. However, if you’re more interested in gameplay there are better rail shooters out there to spend your money on.

5/10

Monday, 15 November 2021

Mega Cat Studio Collection 2 Review (Evercade)

 

The first Mega Cat collection was excellent. A real surprise, the collection of new games developed for retro systems had a selection of the Evercade handhelds best games on it with the real standout being the Strider inspired Tanzer. As such, this second collection of eight games has a lot to live up to.

It doesn’t get off to the best start with the first thing you see when you open the box being a leaflet letting you know that Roniu’s Tale wasn’t finished in time for the collection and will be patched in later via a system update. This is annoying as it’s exactly the kind of thing that the Evercade is meant to be avoiding. It’s also a shame as the few levels of the game that are included here in an extended demo show signs of it being a pretty good puzzle/maze style game.

Puzzle games, mostly with platform elements, form the real basis for this second collection. There is one pure platformer here in Devwill Too though. It’s ok but somewhat uninspired. The between level comic scenes are nice but the game repeats assets too much and just feels average all round. Still, at least it’s quite short.

The trio of puzzle platformers fair a lot better. Alter Ego is an excellent game where you have to control two versions of a character at once with you movement being mirrored. The key is to swapping back and forth to the ‘active’ version of your character at the right time in order to avoid traps and monsters. Some creatures and traps will kill your active dude while others will kill your non-active one so it’s a constant test of reflexes throughout and certainly a game we’d like to see more of in the future.

Gluf, is also an excellent game which puts a twist on the ‘paint all the blocks’ genre. Here you have to charge yourself up on a battery block then move over tiles to change their colour. If you run out of charge you have to go back to the block and charge up again. This starts out simple enough but once you get platforms involved which can only be stepped on a certain number of times it makes you really stop and plan a route around the levels. Yazzie follows a similar style but here you are collecting gold bars and need to consider how to use pick axes to remove blocks. There is also a bug in one of the later levels which make sit impassable so you’ll need a code in order to complete the game. This aside though, it’s also great fun and something well worth playing through.

The puzzling continues with Romeow and Julicat which is a cross between Tetris and Pipemania. Here you have a board where Tetris shapes need to be placed. The idea is you need to complete a certain amount of placements in order to complete the level. On later levels these can reach into the hundreds so the challenge comes in placing shape so that they form lines and disappear. This then means there is room to put more down. If you run out of space it’s game over. We would have liked the levels to be a bit shorter as it can be quite a slow game but it works well enough and you can always use the save states to take a break.

Misplaced, is another inventive attempt at a puzzle game. Here you view a single screen level from above and have to kind of draw lines and shapes with your character. Once you have done this the idea is to match the line up so it then reaches another part of the floating levels. Your character can then walk along the line to the new location. While doing this you also need to collect gems and avoid enemies. Sometimes the floor falls away as well just for extra peril. Again, it’s not quite perfect but works well enough as a fun distraction.

The one game here that stands out as being different from the rest is Arkagis Revolution. This is a top down maze blaster where you control a ship sent out on missions to blast stuff. It’s probably the most high profile game on the cart and it’s pretty solid. The gimmick with it is you can rotate the ship through 360 degrees as you zoom around in a sort of mode 7 style way. We would suggest playing around with the control settings as much as you can because the thing plays a whole lot better if you can get as much of the rotating on the Evercade shoulder buttons as possible. It can get a bit samey and you feel like you can’t quite see enough of the screen but its solid blasting action and doesn’t outstay its welcome.

Overall, the second Mega Cat Studio collection is pretty solid overall. It lacks a bit of the variety of the first cart and there’s nothing here as spectacular as Tanzer (but what is), but there is still more than enough here to justify the price tag. The lack of a complete Roniu’s Tale can’t be overlooked but we are hopeful that this will be addressed soon and the game itself seems decent. The three puzzle platformers and Arkagis Revolution are all great fun and the other games provide a good enough distraction. If Mega Cat Studios keeps up this level of quality we’ll be more than happy to have more carts from them in the future.

 

Alter Ego                                         4/5

Arkagis Revolution                        4/5

Devwill Too                                     2/5

Gluf                                                  4/5

Misplaced                                       3/5

Romeow and Julicat                      3/5

Roniu’s Tale                                    no score

Yazzie                                              4/5

Monday, 8 November 2021

Spelunky Review (Switch)

Spelunky has been around for quite a while in one form or another and it proved to be a decent move when it arrived on Xbox Live Arcade some time ago. It’s taken a while, but now the rock hard exploration game has made its way to the Switch
and shows it’s just as addictive now as it’s always been.

The game has a very simple premise. You need to guide your explorer deeper and deeper into a cave while collecting treasure. The twist comes when you realise that each time you enter the cave the levels generate randomly. This means you never know what obstacles you are going to come up against. Unlike most games with randomly generated levels, here it actually works.

Starting in the cave world, every four levels completed will see you move onto new areas with new hazards and enemies. These include jungles, ice caves, temples and a host of secret areas such as hell itself. Each area also has random events that can occur such as the dead rising from the grave or large areas of open water. This helps keep things varied and fresh as you continually die and have to re-negotiate the levels.

While moving from one area to the next you will also come across the tunnel man. Meeting him three times and giving up the equipment or money he asks for will see a short cut opened to that area of the cave. This helps to ease the frustration of having to make your way through levels you have already beaten but comes at the cost of having your run not admissible to the score board. 

To start with Spelunky can be a frustrating and unforgiving game but the more you play the more it will get its hooks into you. It takes time but eventually you will learn to take obstacles one at a time and become ever more cautious as you delve deeper and deeper. To help you in your quest you have a number of different items at your disposal. 

You start out with ropes which can be fired to create safe routes to climb up and down and bombs which to clear path ways. There are a whole host of other objects available as well. Things such as jetpacks, climbing gloves and freeze guns can be purchases from shop keepers in exchange for the gold and gems you’ve found. Placement is random so you’re never quite sure what you are going to get.

As you get more and more used to the way you have to approach the game you’ll soon find yourself racing through the levels but it never becomes easy. You are always only one slip away from death and even the most experienced of adventurers can be easily caught out with a miss timed jump or careless fall. Some of our attempts lasted only a few seconds before death while others became slow and careful pursuits as we tried to get the last item needed to the tunnel man to open a shortcut. It all adds to the fun and Spelunky is tactile enough to be played with whichever approach you wish.

Overall, while it’s fair to say that Spelunky isn’t for the feint hearted it is undeniably an excellent game. Gamers who are like the ‘Rogue-like’ format will be in exploration heaven here. The ability to play on the Vita is also a match made in heaven (though graphics can be a little small at times). If you’re up for a tough and rewarding platformer then Spelunky is the game for you. Even against tough competition it’s clear it’s a cut above other games of its type.

Overall 9/10

Monday, 1 November 2021

Gleylancer Review (Switch)

 

Written by Dan Gill

Shoot ‘em ups were ten-a-penny on Sega’s 16-bit powerhouse; Zero Wing, Steel Empire, Hellfire, Gynoug, Thunderforce, I could go on. Some are remembered as being the finest of their genre (Thunderforce IV, take a bow), while some live on as memes (I’m looking at you Zero Wing). Some titles slipped through the net, and never really received the recognition they deserved. This is where Gleylancer sits.

Gleylancer originally only released in Japan, but eventually made it to western audiences via the Wii’s Virtual Console service. When it was originally released in 1992 it was met with mixed reviews (and was even slated on its Wii release by some), but upon playing it it’s hard to see why. It looks similar to Thunderforce IV, has some lovely anime style cutscenes, and plays well. Perhaps it was a sign of the times where it was another shooter in a sea of many, but now with this Switch port it’s pitched at a tempting price point for fans of the genre.

The story – as told through the game’s lovely cutscenes – details teenage star fighter pilot Lucia’s quest to fight through an alien race’s defences in order to rescue her father, who happens to be a high-ranking admiral in the Federation navy.  While the story isn’t all that important in a game like this, the presentation is great, and it’s nice to have the action broken up with a bit of context. However, if you’re just looking to blow stuff up you can skip the story.

The basic gameplay of Gleylancer is much the same as in any other shooter; blast enemies, dodge bullets and objects. Upon starting a new game, you get to choose your “mover system” (think R-Type's “bits”). You can have the support craft shoot in the direction you’re moving, shoot in the reverse direction, lock on to enemies and so on. The configuration you choose remains with you throughout the game.

Once you start the first level you’re met with an assault of parallax scrolling asteroids in the background, something else that brings to mind TFIV, but it’s initially off-putting. Enemies and bullets can be hard to spot, and later in the level you’ll need to avoid debris that can’t be destroyed. The initial experience isn’t particularly pleasant, especially if you’re playing in handheld mode. However, once you get past level one, things are a lot clearer, and it’s easier to focus on the action.

The game offers the usual fare; blast smaller ships, battle a boss at the end of each level. There are sections however which focus on dodging and manoeuvring through tight sections in levels, meaning you’ll release your grip on the fire button every now and then. This adds a bit of variety, and some tense moments as you squeeze the Gleylancer through the narrowest of gaps.

The game offers a decent challenge, but is still easier than some of its contemporaries, and would come with a recommendation even if it was just the ROM dumped onto the eShop. Thankfully, developer NCS has put in the effort you’d expect of M2. The original game is presented in all its 16-bit glory, with the features and original translation intact. On top of this they’ve added a version of the game with modern conveniences such as a rewind function, various display options, a new script translation, save states, and perhaps most importantly of all, the ability to switch between “movers” on the fly. These updates make the game far more accessible to the modern gamer, and there’s even a cheat mode available.

So, a triumph of a port, then. There’s enough here for genre fans to sink their teeth into, and the game is accessible enough for those wanting to dip their toe into the often-tough world of SCHMUPs. Hopefully there’ll be enough interest here to encourage Ratalaika to publish more shooters from the Mega Drive that haven’t already made their way to modern consoles. I for one would love to see Gynoug receive the same treatment that Gleylancer has, but for now I’m quite happy to jump back into the Gleylancer to rescue Lucia’s father again.

 

9/10