Metafight is definitely a case of "very good, could've been classic," imo. The "tank platformer" element is absolutely superb; despite it being several years and a whole generation older, I put its handling on par with Assault Suits Valken for pitch-perfect arcade/sim balance. METAL ATTACKER 01 is an innately satisfying piece of heavy sidescrolling machinery to pilot, vaulting pits with almighty hydraulic force and nailing precarious landings with subtle restraint... the starting jump+shoot mechanics could've easily supported a full game, but there's so much more - slicing through watery depths, vernier-thrusting across yawning chasms, battling for traction on icy floors and driving straight up/along walls and ceilings with palpably gravity-defying grip. The exposed pilot is suitably puny by comparison, and suitably kept to rare, hurried disembarkings where enemies and gravity perpetually menace.dingsbums wrote:Finally got a few new Famicom games .
First off is Chou Wakusei Senki Metafight (Blaster Master):
I have a feeling that I would have loved the game way more if it was a straight action game. I mean don't get me wrong, I like the exploration part of the game also but I love to drive (and jump around) in the tank and wreckin shit up . Controls are tight, music is awesome. The overhead stages add a lot of variety to the game. Not your typical sidescoller but a really well made game.
Problem is the topdown incursions, as well as the way they're implemented. They're passable, but nowhere near a match for the sidescrolling element... and once you know which hidey-hole the area boss is located in, all the rest become total wastes of time. Fortunately, contact with them can be extremely minimised on replays, but this brings up another issue - as fun as the tank's upgrades are, you really only get to use them in one area apiece. It's too bad Sunsoft didn't figure out topdown shooting until Gremlins 2 - if that was the calibre of action on offer, I'd have much less of a complaint!
A brilliant heavy machine sidescroller, sharing space with a forgettable topdown shooter. Still a must-play; the tank stuff is just that good. FC version also benefits from a perfectly reasonable "pls mr. soldier, use our supertank to save planet" premise. The NES stuff about a kid and his missing frog is one of those backstories that's actually stupid enough to tarnish the wider game, however mildly.
Oh man, I love Deadfox. Sharp and lethal tactical sidescrolling! I may give 1LCing it a serious go when I've more time, and the mental scars of Holy Diver have healed over.Next up is Dead Fox (Codename Viper):
A nice Rolling Thunder clone. It gets tough in later levels. Controls are tight, Graphics are nice and the music is ok. Nice addition to the FC library .
I've never played Moon Crystal ; not out of any aversion (it sounds pretty solid, at minimum), more procrastination plus being absolutely hell-bent on acquiring several other FC sidescrollers when I last considered it. ;3 Sword Master I really want to like - the duelling concept is very cool and the presentation is rad - but in practice, I wasn't feeling its action much. TBH I find Zelda II more satisfying for sword/shield action versus worthy foes (that's no damning with faint praise - I unashamedly love Zelda II!).@BIL (and everybody really)
What are your thoughts on Moon Crystal and Sword Master ?
Might revisit both at some point. Certainly not games I'd turn my nose up at.
They did at least reverse-steal Shinobi's flexible jumps, though. ;3 I really like the hybrid effect. No bombing, or free attacks, or bumping, but with quickness and technique you can finesse your way out of hellaciously tight circumstances.Sumez wrote:Dead Fox / Codename Viper would be really good if the enemies didn't have touch of death. Of all the things it copied from Rolling Thunder, why couldn't it copy the stun-touch in the player's favor? Shinobi did this right.
What I would change about the game is something else it imported from Shinobi - hostages. Or rather, the way they're handled. I love how they're in random doors from game to game, forcing you to visit areas you might otherwise prefer to leave alone. I wish they were in the open, though. The amount of door-checking can feel excessive, though I applaud its switching RT's "enter/exit" routine for a quick, efficient "revolving panel" effect. It's also frighteningly easy to die for a split-second's inattention, so I never have time to feel bored. If anything I'm scanning both sides of the screen for a would-be fatal bullet on a collision course with Mr. Deadfox's dome.
Oh also, Deadfox, bro... put some pants on! God damn son, palette limits ain't no excuse! :O
NWS FOOTAGE OF CANCELLED PS1 SEQUEL