⭐ MARIPPY ⭐

marip

The Touhou volume? That sure exists alright! I mean, what better way to start it off than with a one hell of a banging, fan- made flash game? Just a little bit off- topic here – I think that the way I am going to handle this volume is by doing at least one official game, alongside four others, made by people of the shadow realm. While I did set the closing entry number for the volume to be at one hundred, that does not mean that there won’t be another Touhou volume somewhere in the future… I hope… After all, there is a whole lot of Touhou gamesoft out there…

“Marippy” is a decent “Mappy” clone, starring characters from Touhou Porject, namely Marisa as the main, playable character and Alice with her doll army as the opposing threat. The plot follows a short tale of Alice stealing Marisa’s personal belongings in order to satisfy her perverted fetishes, like owning a clean pair of bloomers – Truly, the most underrated fetish of all time!

This game is way easier than the original “Mappy” game! For one thing, it’s way shorter, with only eight levels in total. I think the controls are quite alright. I don’t know really how can you make a Mappy clone with bad controls, when the only keys that you use during the course of the game are Left, Right and an Action button. Then again, you never know what the future might have in store for you! One different thing regarding the gameplay, compared to the original, are the doors shooting projectiles, which you open and use to dispatch enemies. In the original, the projectile needs to travel and get into contact with the enemies. In “Marippy”. the doors shoot up an instant laser that clears everything on the floor in line. I don’t know if this makes things easier or not, but it definitely requires a different timing and consideration regarding the enemy positioning than the original.

Marippy DONE!

You can certainly breeze through the game in no time if you focus on just collecting the items, while ignoring the bonuses you get from collecting pairs. Well, I guess it’s fine to go for them in the early levels, given that the pace of the game starts off slow and easy. Earning additional points can net you a few extra lives that can be of quite some help when it comes to later stages, where the difficulty kicks in by quite a notch. I personally gave my body and soul to get almost all bonuses and I still could not surpass 100. 000 points. Is that even possible even if you collect all pairs? I’m pretty sure that it is, but honestly, I am quite satisfied with my current result as it is.

Signed with the quality seal: ” Single Afternoon Killer”.

RA Invasion [Part 12] – Nostalgia Recomposed

legs

Sorry that I missed on making RA Invasion post last week. I’ve been spending some time piling up older stuff that I never finished in the past and I have to say, there is a lot of content that I could have put up in the past few years, if I was more consistent with my work. I’ll get to finish and publish a decent portion of it eventually, I’m just still quite amused at my own laziness.

MagMax [NES]

This is a game way back from my childhood, which I didn’t own, but rather, had my friend lend it to me every now and then. Horizontal SHMUPS weren’t new to me at that point in my life, but man, did I adore this game for the fact that you get to collect machine parts and turn your ship slowly into a robot. What made me extremely upset though was the fact that my friend didn’t like this game one bit. Ah, how much I wanted to own this game myself, but I could never catch a sale where they would sell a cartridge that had it on. It is still killing me a little bit inside to this day that I never got to own this game, as silly as this may sound.

It is not really a very impressive game. It’s quite bland and it’s an arcade port with infinite loops. Additional loops add more enemies with slight increase to their fire rate, but it is still a child play in terms of difficulty. I really like the design variety of the enemies. There are a few sprite- swapped enemies, but overall, you get to fight your way through quite the unique competition. A lot of enemies won’t fire at you if you stay at the right half of the screen. It’s a good place to be when you are facing lots of enemies that tend to charge to the left side. Just be careful, as some do return to the right.

Solid obstacles tend to hide goodies if you destroy them with normal attacks, instead of using the laser from the front part. [Only applies for the above ground level.] The rewards go from Head and Front part to a bonus of 1000p. There are two levels – Above Ground and Underground, each with their own unique set of enemies. You can travel to each via the pound- looking teleports. Each level is composed of four sections and it gives you a unique set of weapons. Above ground you get single shot, ground shot and a front laser… sword? Underground you get two/three shots, one of which is replaced with a piercing fire bolt if you have the front part.

The only boss in this game is a three headed mechanical dragon, who is fairly easy, despite its attack which consist of a very silly projectile spam. You get to face the boss two times before the game loops back. Being above ground or underground doesn’t change that fact. Additional loops do make the boss shoot a bit faster, but it still the same silly pattern, which is really easy to deal with.

Do three loops and a MEIGETSU word will show up, which I think just means, “You’ve seen it all at this point!”. Nothing changes after the third loop, except for your score, which I took the time to set exactly to 1.000 000, because why the hell not? Extra Lives come by easily, given that you kill a whole lot of enemies to rack up enough points. I usually do the first half of the game underground and then I move above for the second. If anything, I tend to avoid the water part underground, as those air currents stun you for so long, it’s enough for any enemy to come by and murder you. You are just as good as dead!

RA wants from the player to kill said dragon boss on initial run and second loop, while having all of your parts intact. Each time, on each level during both runs. A fairly troublesome issue. For one thing, leg parts are hard to come by, as there are only that many you can find in certain areas. The underground level is quite harsh on providing you with spare parts in general and the travel time there is twice as slow compared to the one above ground. Using the teleports strategically is a must if one is to preserve their time and sanity. Take into consideration that the front part slows down your movement by quite a bit, so caution around the boss is required. Your hit box also gets larger with each additional part that you add to your ship, so be careful!

In the end, this game has left me with an emptiness inside, rather than fulfillment. It’s not a good SHMUP, but it can be quite fun to shoot at stuff randomly for a few minutes?

Also, if you find a part which you already have on, it can be turned into a full- screen clear bomb. I still don’t know how that is executed, all I know is that moving around it and shooting does the trick… somehow…

RA Invasion [Part 5] – Grind harder!

grind harder

Pretty good weekend on RA. I got to play through a bunch of platformers, some of which were pretty great while others – not as much. In fact, not at all, honestly. An example for that is “The Flintstones” for the Game Boy by OCEAN! The only good thing that this game did right were the bosses, which were pretty decent in terms of variety and design. I really enjoyed the fight where you have to drug your boss with drinks and put him to sleep. The actual levels themselves are pretty bland and boring, to a certain extend some of them feel way longer than they should be. The length would not have been a problem if there was more to the repeatable hop and bop, litter it all with enemies, traps and pitfalls.

The game is at least pretty generous with its mini- games granting extra lives. It doesn’t go over the top with them at least, but it gives you enough to keep you going while making sure that you don’t make too many mistakes.

I would have added this game to the vault, but I wish to experiment a bit further with the invaders- clone mini – game that you can access on certain levels, if you have any coins in your disposal. Can you go over the top in terms of high score? Will it reset after level 99? How much does the difficulty pick up as the levels go? Those are very important questions that need a SERIOUS ANSWERS!

Disney Princess [Game Boy Advance]

Disney Princess GBA DONE!

Something that I did not expect from this game was to be offering an actual interactive variety of levels that would keep my interest for a while. I was wrong. The game has it all, from good times platforming action, not- so hard to learn mazes, house management and DDR to Little Mermaid 3 and Jasmine’s Assassin’s Creed. The game could have done better with some of the controls, but at least the hit detection is pretty alright. Disney Princess manages to create an atmosphere that perfectly represents both the beauty and harshness of the princess life. Hats off to the RA set for making this game even more challenging and FUN!

Kid Dracula [Game Boy]

Kid Dracula DONE!

I’m not big on the Castlevania games, in fact, I haven’t beaten any of them yet! This spin- off title for the Game Boy was pretty great and fun platformer though! I can’t believe I played something that got an actual laugh from me. A laugh from enjoying myself and having a good time. A laugh representing that I find something very entertaining and humorous. This game got it! The cast is so goofy and charming, I love it! The level design is well- made, with a good progress flow to it. The game can be a bit tough on some parts, but it’s nothing too complicated for one to get stuck on! Great and enjoyable boss fights, the mini- games are easy to play and they shower you with lives… Well, I don’t know about that one… I guess it’s an additional insurance that the designers put to ENSURE the “Good times” experience. I honestly can’t blame them for that…

I really like that the game makes use of every special ability that you get, even if some of them are necessary for only like… two areas in the whole game. You would think that if you get a power that lets you fly everywhere from the start of the game would be a tool that you can abuse easily, but no… The game is well- designed and the abilities are balanced good enough. Man, I really did had a blast with this one, didn’t i?…

I remember playing the NES version a while back, but I did not enjoy it for some reason. I wonder why? Maybe I should get back to it at some point in the near future?

Joe & Mac [Game Boy]

This is the port of “Joe & Mac” where charged attacks obliterate the bosses in no time and getting hit while moving or jumping can sent you flying uncontrollably like a ball from pinball. I don’t remember having those issues in other versions that I’ve played of this game. I also don’t remember enemies dropping exploding bombs. Who would go to such an extend as to implant explosives in cave men and dinosaurs? Were sexy cave babes worth it? Maybe. What do I know about the values of those ancient times? It’s also a video game for fuck’s sake! Of course sexy cave babes are worth it! That’s it, as long as you manage to get them! This game features all three different endings from the original Arcade game, but I am not sure as to how you access each of them. It’s not based on score as far as I know. I think it’s randomized, but it might have something to do with how many hits you take from the final boss, which is improbable, but who knows, really?

I also wanted to beat the high score, but that run ended up being a few hours grind for reaching a score that the game cannot record and instead uses glitched graphics to display. Was it a fun experience? Hell no! There is nothing fun in having to grind baby T-rexes for hours from the skeleton dinosaur boss. I made sure to bring the fire power all the way to it, as it makes short works of the babies, each of which is worth 1000 points.

I thought that I was done with the grind, but then I went to do the DuckTales 2 set for the NES, which was updated a long time ago. It’s a great set, except for the one achievement that makes you grind gold in the Niagara stage. Why would you make people grind in a game with a good flow to it? Why would you kill the overall enjoyment of the game for the sake of altering the gameplay in a very bland and bad way? If you compare it to the other achievements in the set, you’ll notice that they fit perfectly with the game’s design and spirit, while that one is just… flopped tuna over the birthday cake. At least you don’t have to grind all that LONG…

Girl’s control [MSX] + [FDS] – Get shot or look at pixel buttocks.

girls control

“Girl’s Control” is a SHMUP that was released for the MSX and also for the Famicom Disk System under the name “Bishoujo Control”. Both games are quite different in various aspects, though they both share one thing in common, that being is that they are very awful games. I’m no master when it comes to SHMUPS, but I’ve had experience with enough games of that genre to know that “Girl’s control” isn’t something you want to put in your breakfast cereal.

Let’s look at the MSX version first. Given that you are running the game on MSX2+, you’ll be treated to a short slide show that depicts young girls being taken hostages by space men? [?]  I really like the outfits they’ve given the girls in this game. They are pretty charming and to certain extend silly, as all space outfits should be. Then you get treated to another intro, this time animated, of what I assume is the main heroine preparing her space ship for a take off. I’m not very knowledgeable of the MSX limits, but I think that the animation of this intro was pretty sweet. You get treated to the title screen afterwards, which again, is different, depending on if you are using MSX2+ or not. MSX2+ has the main character on the title screen, while MSX2 just shows her ship.

Off to liberate the space girls! The first thing that one might notice, is how chaotic the enemies are. While they have patterns to their movement and dedicated spawn points, it’s all down to RNG regarding which type of enemy is spawning and when do they fire their bullets at you. Enemies tend to cover pretty much the whole level area, so there isn’t any safe spot whatsoever. You can move freely with your ship as well, but I doubt that anyone would want to move away from the bottom side. One good reason for that is because of the damage amount that you take from sources. Your ship has the maximum amount of 100 Energy. You lose 10 for getting shot at and whopping 50 IF you collide with an enemy. What worked for me was staying in the center most of the time and just constantly shoot. Usually, enemies just straight fly into your bullets, so there is no need to move around that much, let alone pursue enemies. You’ll find yourself moving to the side often to either dodge bullets or avoid an enemy crushing into you. Something that I hate about this game is when an enemy is right above you and they decide to shoot. You have pretty much no time whatsoever to dodge the bullet, so you have to take the shot. That’s so lame…

Here’s the main gimmick of this game. Along with the enemy spacecraft, there are also flying letters, which you can shoot and in return, they can also shoot you! Truly, the eternal anger of the alphabet knows no bounds! Upon shooting those letters, a picture will start building on the right side of the level, showing one of the girls that you are rescuing, I guess… Shoot enough letters to fill in the picture and the girl will then undress for her medical space exam. No space pilots are allowed below C- cups! Now, there is also a chance that you might miss a letter or two, that’s no big deal! Yeah, sometimes it looks weird if that letter was for the piece that was part of the girl’s head, but hey! I’m OK with that. Weirdly enough, maybe even to a certain extend preferably, but let’s not get too crazy now! After you go through ten levels, the game sends you back to the levels you missed letters on, so you can properly finish each picture. Then the game ends, everyone is happy and they go for space ice cream.

There are two items in the games that you can SHOOT! That’s right! In this game, you shoot to consume! An energy tank that I HAVE NO IDEA WHAT IT DOES and a red phallic thing that erases all progress you’ve done on the picture. Good thing the second one only sticks to the sides of the levels, which also happen to be the most deadly ones, given that enemies tend to respawn there and shoot a whole lot. You get continues for this game, but it’s one life game over. Doing no continue run of this game was quite the challenge for me. Not all that fun, but quite satisfying… Also, on levels six and nine, enemies don’t do damage to you with their shots. They can still collide with you though, but overall, you are free from harm. Good levels to stock on max energy if you are patient enough. I think you can also restore small amounts of energy by just shooting enemies, but it’s not near as efficient as just shooting an energy tank.

Girl's Control MSX DONE!

So how does the FDS version holds up…?

Gimmick remains. Shoot letter, which are now just panels build pictures of sexy girls. Letters/panels no longer shoot at you though. You also don’t have to shoot all of the letters/panels, but missing a certain amount would result in you having to repeat the level. The game no longer returns you to previous stages to fill in the pictures. Instead, it just ends after stage twelve, displays bland ending screen and loops from the first stage.

The girls now gradually undress as the stages go. Sometimes, after a stage is being completed, another girl with green hair shows up and undresses, with her clothes dropping by as the game progresses. Sometimes the same scene can occur twice. Is it based on how well you did in a stage? Maybe. Is this the girl the main character? The FDS version of the girl with red hair from the MSX one? A cousin? Little sister? I have so many questions to so many trivial and unimportant things and I would like NO ANSWERS! Sometimes, dreaming is all you need, really!

Enemies are still in their reign of chaos, still shoot right near above you, so you can have as little chance of survival as possible and I still find that to be pretty lame. This time it’s a one shot death though! You can get extra 1-ups by racking up enough points though! There are at least actual power-ups that you need to COLLECT! They still shoot you, so caution is advised! The bananas give you a laser that does miracles in a line! The rice ball [?] gives you shield that absorbs all damage taken for a period of time. This one is the power-up that completely breaks the game, along with another one – Shooting an UFO gives you a fat, slow bullet, which you can control. Given that the respawn point of most enemies is at the top of the screen, sending this bad fat boy all the way up is a pleasurable experience beyond anything I’ve ever played in a SHMUP game. That’s it. The only fun out of this game is that I can cheese through the barrage of enemies with my shield of immortality and obliterate everything with my stolen alien technology.

Sometimes a bird with an apple flies by, which serves as the red phallic thing from the MSX game. But it also changes the picture sometimes, like it warps you a level ahead? Speaking of levels, you tend to warp a whole lot in this game and I think level two only shows up on the first loop after you beat the game? Oh wait, I forgot to mention the most crucial thing about this game.

Your ship is a penis and you shoot semen.

Bishoujo Control FDS DONE!

BONUS TIME!

Here’s me getting the max score of “Bishoujo Control”. It leads to score reset and me wasting one, maybe two hours of my life. I can’t remember and I do not want to…

I love old shitty unlicensed adult games!

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Out There Somewhere is a game worth your crackers!

out there somewhere

This is a game that I casually grabbed when it was on a sale, without really giving it much of a thought. As usual, it was left untouched for a few months, which is of course a classic tradition when it comes to the STEAM platform. Once I came around to finally play it, I was left with a pretty good impression. Upfront I am willing to say that this game was way worth for what little cash I payed for it.

In the game, you play as Yuri – A guy-space man on a space ship who, with his crew, fight against a conqueror-villain person named Grigori. The game starts as a classic horizontal SHMUP, which seemed like a pretty plain part of the game to me. Not too long after ten minutes of me fighting the unbeatable boss that popped up at some point, I realized that the game MIGHT be expecting me to lose so I can proceed to a further show composed of neat CGs, all and all leading to the actual game.

The ship crashes on an unknown, mysterious planet and it’s up to you to help Yuri navigate through various platforming sections in search for parts needed for a repair. The game does a good job of giving you a proper introduction to some basic movement controls and not too many screens later, it introduces you to the bread and butter of the game: Teleportation gun! Whenever a bullet fired from the gun gets into contact with a terrain [-?beam/laser], Yuri will be instantly teleported there. Now how cool is that? I found it to be quite the great gimmick! The game really goes places with it, without even being shy about combining it with a classic, basic gimmick – That being the other gun, which shoots normal bullets that cause death and destruction. The puzzles in “Out There Somewhere” are nothing too mind-blowing, but they are definitely impressive. Enemies also exist, which you can avoid via your portal gun or you can slaughter them for your own personal survival and satisfaction, once your obtain the normal gun. Their attack and movement patterns are fairly basic, so it’s nothing a young and courageous- planet explorer can’t handle!

Out There Somewhere DONE!

“Out There Somewhere” is a pretty short game, with moderate difficulty. You are in for some great music and graphics, along with a decent sized- world to explore. The various NPCs that you meet during the game are more on the simple side in terms of dialogue and design, which reminds me a bit of the Knytt games and other similar titles. Also, the people who made this game used the Ogmo-Jumper-Ogmo engine, which explains why this game gives me additional familiar vibes. The controls are really smooth and responsive, to the point where I had trouble getting used to them. Such is the hardship of a person who plays mainly games with horrible controls…

I liked the atmosphere in the game. When it comes to planet exploring, the game managed to impress me with its own share on the idea. What I also liked about the game was the usage of checkpoints – While most people might be used to them as being a bland save option, for once they also serve as a way to trackback and undercover certain areas. You would think that this game might feel like a Metroidvania, but honestly, that aspect is pretty minor. The game is pretty linear, but it has a really decent replay value.

What I didn’t enjoy about this game was the ending sequence as well as the final boss, wherein I think there could have been more to them, especially the latter. It’s not like they are ruining the game in some fashion, but they are clearly not adding much to it.

It’s an overall 9 out there somewhere around 10!