Tag Archives: shooter

Let’s Play Boss!

Here’s an interesting one; a brand new shmup for the Atari 2600! This is Boss, and it’s being made by Twin Galaxies high scorer Dave Vogt. He’s running an IndieGoGo campaign where, if the campaign succeeds, you can get this game on an actual Atari 2600 cart, and a mobile edition of the game. Continue reading

Splatoon: First Impressions

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Nintendo on Thursday released a Direct video to announce the final details before releasing the game later this month. What was cool was that Nintendo released a demo of the game called the Global Test fire. This is a temporary demo of the game that ran on hour slots today on Saturday, and I got into the action myself.

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The Test Fire demo showcased three levels and four weapons. You can pick between the basic three main types of weapon, the Splatter shot, a rapid fire weapon, the Splat Roller, an oversized paint roller, and the the Splat Charger, a Sniper Rifle that shots ink at long distances, but no spread. I found myself using the Splat Roller the most as it really covers the ground well seeing as it is a bit paint roller, it’s attack isn’t so great, but at the end of the day your team win if you have covered the level in your colour of ink, not deaths, so it makes sense that the Splat Roller was my weapon of choice. Continue reading

Perfect Red Update: 17/Dec/2013

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New version time, again!

New Features

  • Explosions! “Red” Explosions…
  • “Miss” indicators appear when you miss a shot or let an enemy go past you.
  • Big enemies now die “definitely” after 3 shots. No more dodgy 2-4 shots to kill big enemies!
  •  Mouse control support*. It’s a bit “crappy” as shooting with left click isn’t as responsive as a keyboard key or joystick button.

    *It’s not shown on screen, but to use Mouse control press the M key to use mouse control. The movement is better, but the shooting isn’t…

Download

Right Click and Save as to download the new version, previous version not required.

Perfect Red Update: 9/Dec/2013

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New version time!

New Features

  • Joystick Support
  • Big enemies require multiple shots to kill
  • Pretty background…

Download

Right Click and Save as to download the new version, previous version not required.

I made a game!

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Sorry for not posting as much as I should, the good old mix of being mega busy at work, and procrastinating when I’m not working. However Humble Bundle had a Weekly Bundle where Multimedia Fusion was included with a set of games. For those who don’t know what Multimedia Fusion is, it’s an evolution of a piece of software called Klik and Play, a game maker release in 1994 for Windows 3.1 and Mac, a game maker that I understood. Other game makers such as DarkBASIC, YoYo Game Maker (that was free for a limited time) and many others I simply couldn’t get to grasp, but the experience I had on Klik and Play on my old Mac where I made a set of basic games on it, I had to snatch this up, not because it’s basically an Updated version of Klik and Play, but I had an idea for a shooting game! Continue reading

Get Ikaruga on Steam Now!!!

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Oh man, when I got home from work today, I skimmed through my tweets and I found this tweet…

 

Now granted, that tweet is in French, but I can clearly make out the words “Ikaruga” and “Steam Green Light”. So I clicked on the link, that was all in French; if you can’t tell already I can barely read any French at all… So I shuffled through the page to see if there was a link to steam, and there it is! Continue reading

Return to the Review: Sin and Punishment

Here’s a review I wrote way back for an old gaming blog I had back in 2007. It was a part of a series of games that were released to promote import games on the Wii virtual console, and us Brits had a chance to play the untouchable Nintendo 64 shooter, Sin and Punishment. Back in 2000, Nintendo of America were thinking of releasing this game to the west, but just as they were organising that, Nintendo of Japan were ready to announce the Game Boy Advance and Game Cube. So there wasn’t a point in localising the game as people were hyped for the new hardware. But I do remember seeing this game in the magazines and hoping to get a chance to play it. Well, in 2007 I did, on the Wii virtual console! A little costly for it’s 1200 Wii Points price, but without importing it and modifying a Nintendo 64 to play Japanese games, the price wasn’t going to cost my soul…
Sin and Punishment is one of those games that made N64 history in Japan, sitting next to Zelda Ocarina of Time, this Treasure classic was released in early 2000 in Japan with the intention to be released in the US and Europe, the problem was that by the time the game released in Japan, the Sega DreamCast was already released worldwide and the N64 was coming to an end. Even if the game was easy to localise, Treasure decided to cancel the International versions despite release the game in 2004 in China for the iQue (The Chinese N64). Due to its limited number of copies it’s one of the most sought-after N64 game for gamers, not just in Japan, but all around the world.
Nintendo began their first series of special Virtual Console games on the European Shop Channel calling it the “Hanabi Festival”, Hanabi meaning Fireworks in Japanese, started to introduce the Virtual Console’s first wave of Japanese import games made available for European Wii owners to buy and download. This included the Original Japanese Super Mario Bros 2, Ninja Jajamaru-Kun and Mario’s Super Picross. The last game in Nintendo’s Hanabi Event is the Legendary N64 game, Sin and Punishment, localised and with a 1200 Wii Point price tag (£8.40 GBP/ €12 EUR /$12 USD) making it the most expensive game on the European Shop channel so far. The price might be scary due to the fact that there are Xbox Live Arcade games cheaper then that, but this game is no simple port, Nintendo and Treasure worked on translating the Japanese text in the menus, options and title screen to make sure that you know what you’re doing. As for in-game, the game already has English voice-overs and the Japanese subtitles still exist.
Sin and Punishment takes place in a near future, 2007 to be exact, how uncanny that they release the game on the Virtual Console the same year that the game is in, heh. The world has been terrorised by an insect-like alien race named the “Ruffians”. The US Army have acquired Ruffian corpses and have been performing weird genetic experiments to make their Army stronger, to discover that the new Ruffian blood infused soldiers have turned into corrupt uncontrollable freaks that mutate into monsters. You play as one of two surviving rebels that want to bring back peace and order to the world, who have to fight against the US army that have been infused with Ruffian blood and prevent any more experiments, to discover that the Male lead protagonist, Saki, is in fact a Ruffian blood infused human and turns into a very powerful, 60 foot vertebrae Ruffian that the US Army has called “BEAST”. Playing as the Female protagonist, Airan, you go out to prevent the US Army to destroy the mutated Saki and turn him back into a human; however you end up being teleported from Japan to the USA and now you got to race to save Saki from being killed by the US Army.
The game play is pretty simple; it’s an on-rails shooter similar to the likes of StarFox64, Space Harrier and Panzer Dragoon. Except this time around you get the freedom to strafe left and right independently to avoid enemy fire with the D-Pad, whilst moving a cross-hair on the Screen with the analogue stick. The L button on the Classic Controller fires the gun, whilst the R button executes a jump. In close range of an enemy, the player’s gun turns into a light sabre and slashes the enemies, you can use this same move to deflect missiles, hurling them back towards the enemy. The A Button switches between two cross-hairs, a Manual mode, and a Lock-on mode. Manual mode allows you move the cross-hair with total freedom like in a typical shooting game, whilst the Lock-on mode will instantly lock the cross-hair onto the nearest enemy, however by doing this you sacrifice your fire power by 50 percent. The Issue that I have with these controls is Nintendo’s decision to put the fire button on the L Button rather then the R button. The reason why I’m saying this is because it makes sense that the hand you use to aim should be the same hand you use to fire. However in this case it’s flipped around and Jump button is on R instead, which makes the experience very weird. Originally on the Japanese N64 game, you would hold the N64 controller with your left hand on the D-pad with the right hand on the analogue stick, as the Z Trigger fires and the L Button is for Jump, which makes sense, but in this case, it’s quite weird that they swapped the buttons. There are other button layouts that you can try out, Such as using L and R to strafe rather then the D-pad, but this doesn’t really work very well for me, so I stick to the peculiar swapped button layout. If only Nintendo swapped those two buttons around to make it feel more like the actual N64 game, then it would make it a better experience for me, and I would be rating this game higher. Thing is, Nintendo in the past has fixed control problems in VC games before, so it’s very possible that there could be an update for this game soon that will swap these buttons around and will make the game a much better experience.
The Graphics in the game is very “blocky”, I mean fair enough, I can’t expect super quality poly-models on an N64 game, but it does make it feel that Zelda: Ocarina of Time have some poly-models that looks better on the eyes then this game. However the game does sport some really awesome camera techniques that I never thought was possible on the N64. In certain levels, the camera will pan and roll slightly depending on where the cross-hair in positioned on the screen, which gives the game an extra touch of polish. However the best is to come when you play in mid-air level riding on a levitating piece of metal; the whole environment will rock, roll and twist around giving the feel of some crazy mid-air flying, plus there’s a part where you’re practically hanging upside down and you actually feel like hanging upside down, something that I can honestly say, I haven’t ever felt in an N64 game before…
As for sound, it uses typical sound effects that you would find in an anime, even with the over exaggerated machine gun noises. The Voice acting isn’t too bad, but it’s still the typical kind of voice acting you’ll find in an anime, as if the whole game itself is meant to be an interactive anime. The background music consists of generic 80’s style rock music that’s kind of forgettable; however the first level music is only “semi-hummable”.
Overall, this game is still very good and it’s worth every penny, but as I said, the swapped buttons to me are a bit of a let down. I would prefer it if it had the button layout I want, or if Nintendo aloud me to map my own buttons. But the swapped buttons will definitely confuse you at first, here’s hoping that Nintendo will solve this problem with a Virtual Console Update.
Amendment: Even since 2007, they never did fix those weird controls. As I’ve mentioned to people before, I don’t really like playing Nintendo 64 games without an actual Nintendo 64 controller. Maybe I should invest in one of those controller adapters…