Menace & Blood Money - fixing a wrongdoing.

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Turrican
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Menace & Blood Money - fixing a wrongdoing.

Post by Turrican »

Menace is a (much) better game than Blood Money.

There, I said it. I already thought so when I red Schatten's review on shmups, stating: "Fortunately, Blood Money beats its predecessor in every aspect." but I didn't want to question him on what it may have been, after all, a matter of taste. However, doing a quick search on the internet I saw the opinion that DMA bettered themselves on their second attempt is widespread, and it dates from the games' releases, even:

http://amigareviews.classicgaming.gamespy.com/home.htm

Menace:
CU Amiga (july '88 ) - 7/10 (reviewed as Draconia, the early name)
Zzap! Christmas Special Issue 44 (december '88 ) - 79%

Blood Money:
CU Amiga (june '89) - 76%
Amiga/ST Format (may '89) - 92%
Zzap! issue 51 (july '89) - 94%

You can also check some online database like www.lemonamiga.com or www.thelegacy.de and see that current opinion is more leveled. However, www.amigachapterone.com reviews are recent and even there Menace scores 71% while Blood Money 76%.

I played both games recently on my Amiga, and asked myself why the press was so favorable towards BM while it seemed obvious to me that it's worse than its prequel, or at the very least, it aged worse. I came to conclusion that maybe in 1989 DMA earned more respect from the press, probably because the previous game sold well. Kinda everyone getting hots for FF8 because they played FF7 and assumed it could only get better. But imho everyone has been fooled by graphics in this case.

Menace was a decent attempt to clone a Japanese classic such as Salamander... It had none of the speed and fast paced action of the original, but it boosted visuals that had yet to be seen on the Amiga back then. It was a classic bedroom programming effort, and Jones wrote it during his exams sessions.
Menace also became a blueprint for european hori shmups - the emphasis on the pretty detailed backgrounds, smoothly animated sprites, small enemy waves that require lot of firepower to be taken down, lack of truly interesting enemy patterns and behavior, these traits, for better or for worse, came from Menace.

Menace was by no mean ambitious - besides graphics, it offered a very barebone experience. But it was still effective in its simplicity. Score mechanics was as simply as it could: destroy a whole enemy wave to get a 10.000 bonus, then shoot it to get weaponry instead: like Twinbee bells, but straight and easy to get.

Blood Money on the other hand was much bigger in scope - you could easily tell just by looking at the several sources of inspiration, ranging from Mr.Heli to Section Z to Forgotten Worlds - but it just didn't live up to its ambitions.

--Gameplay--

Menace's power up system isn't one of the most friendly ones: you need to pick up a selected weapons twice: to activate it and to get a first ammo clip. Not only that, but heavy weapons add a little weight to your ship, resulting in a slight loss of speed. That, and limited ammo which has never been a good idea in a shmup. There are a couple of things they got right, however, like the "bits" which are set on a "reverse mode" (a la Gleylancer), and the shield which offers good protection.

Blood Money isn't better: you can purchase new weapons at shops, similar to Fantasy Zone. However, the weapon selection is far from exciting - some depth bombs and a three way shot are among the best of the bunch.
In both game however, once you lose a life you get back on your pea-shooter. This brings up the energy bar issue: both games feature it, but while the one in Menace is more or less effectively integrated into gameplay (it's a looong energy bar, and will keep you alive enough to survive if you scratch some physical background or until you manage to grab a shield or energy pow), the one in Blood Money is just a joke - it goes down so quickly you can pretend it isn't there. Sure, Menace has no lives - once your energy goes to zero, is game over - but you're allowed to restart at the stage you reached. BM gives you three lives and the possibility or purchasing additional one with your hard earned cash.

In both games the controls are on the sluggish side, but Menace's ship is more tight, and with one or two speed ups you'll feel almost alright. While the Menace can at least grab speed ups, and has more room to maneuver, the four BM ships can't upgrade speed and are constrained into corridors and cramped spaces.

What "kills" BM nowadays is level design, or so I feel. The emphasis on highly detailed graphics (those rendered asteroids still look better than the ones seen in recent games...) forced DMA to reduce the scenario from Menace' six to just four. The previous game was already criticized for being greedy on no° of stages; to balance this BM's four stages were made huge. Where huge stands for "incredibly long and boring". The fact that you could turn 180° degrees and shoot to the left could have made things a bit more interesting, but it didn't help much in the end.

Finally, the choice of four worlds each with its unique ship is slightly misleading - it gives the illusion of versatility but difficulty aside all the stages play the same, with maybe the exception of the ice world, whose little spaceman has a better hitbox and controls better than the rest.

--Graphics, sound and other technicalities--

On a technical level, Menace introduced differential parallax scrolling to the Amiga users, which gave depth to hories stages. However, Blood Money ditched that in exchange of more colors on screen and more sprite animation frames. Stages also boosted some very brief vertical scrolling sections - actually, they are so brief you wonder why they bothered.

The music: both games feature a single track for the whole game - so you'd expect they'd be even. Far from it. In Menace the music peacefully coexist with sound effects, which even featured some excellent speech sampling like "Cannons" or the creepy "Danger! Danger!" when approaching a boss.
In Blood Money it's either the one or the other, and no speech whatsoever. If this is a result of the heavy graphics, it's a steep price to pay. And there's more: Norrish's tune for BM might be of great atmosphere but it adds a sense of slowness to an already slow-paced game. On the other hand, Whittaker's rocking music will prevent you from falling asleep on your joystick.

All considered, you get the impression that Blood Money didn't make the best use of its doubled disk space, and that most resources must have gone for the stunning intro animation.

--Conclusions--

As an horizontal shmup, Menace still fares well today, even if somewhat slow, very basic in gameplay and not very exciting. Its six stages are around the proper length - and Tony Smith's graphics still retain some charm. At the very least, it stands out as a good early amiga effort, (I admit I'd pick this one over Project X any day); at worst, it can be labeled as an inferior Salamander clone.

Blood Money, on the other hand, is quite broken in gameplay and frustrating. You can collect money and buy weapons, but don't expect variety like seen in Xenon 2 or X-Out. The slippery controls and the unforgivingly cramped backgrounds will soon detract any enjoyment from the game. I compared Menace to Salamander, it would be fair to compare BM to Section Z I guess. But the environment in Section Z allows decent maneuverability, while the same cannot be said of DMA's game.

None of these two games are highly regarded by gamers today. They were surrounded by great hype during the Amiga days, but nowadays comparing the two probably brings to mind the old joke about internet debates and paralympics.
The only way to understand these games today is to avoid any serious comparison with the Japanese shmup scene, which was literally years ahead. A gap that in the end, when it comes to the genre in question, the euro scene was never able to catch up.

So, with that in mind, please refrain to post just to post ironic comments on euro garbage. We already know. :)

Another quite misleading comparison which often pops around is with amiga games released a lot later - don't begin to say that Disposable Hero (1993, five years later - the timeframe between Galaga and Salamander) is a better game than Menace. Duh. If you want to suggest fair amiga comparisons keep them between the same timeframe.

Agree? Disagree? Couldn't care less?


Ah, well...

What was the release date for that new Cave game, again? :wink:
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Post by Turrican »

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Post by Herr Schatten »

I don't really have much to add. My opinion on both games is well documented after all.

Even back in the day I thought that Menace was an over-hyped piece of crap and that Blood Money was only slightly better. Interestingly, while the Amiga versions of both games are almost equally poor, the C64 ports differ greatly. Menace on C64 is full of bugs and virtually unplayable. Blood Money on C64 has shorter stages than the original version and is actually fun to play.

Even if put in the context of the European shmup scene of the late eighties, both games fail to impress. I agree that it's unfair to compare them with later efforts, but I think a comparison with Katakis is okay. It was released the same year as Blood Money, but Katakis is a vastly superior game. Its sounds and graphics have aged really badly (and were quite poor to begin with), but it's greatly playable. (Not counting the gameplay bug that lets you score infinitely at the last boss.)
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Post by SteevTee »

My friend and I would play Blood Money religiously back in the early 90s, so much so in fact that it was my first and only 1cc of a shmup (before I even knew what a 1cc was).

So in an effort to re-live the glory days we decided to play it again via emulation. Sadly we do not have the same reflexes/patience as we did back then so it was turned off rather quickly, for fear of shattering my memory.

I still like the game, and while I can accept it is not really a great shooter, it will remain one of my favourites from my ST/Amiga days.
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Post by MJR »

I can agree, quite a bit.

I've been playing menace a little bit recently on my amiga, and i've actually enjoyed it. Difficulty does not feel so bad as it used to.

Blood money can be enjoyed, even beaten, but you have to suffer few frustrating deaths on the first level to learn what kind of gameplay is safe; once you did that the rest was pretty easy. I guess it had that classic british difficulty curve: first stupidly difficult-> then easy, long and and boring->then ridiculously difficult.

There are really few shmups with amiga that got their difficulty curves just right. Those few are, in my opinion: starray, datastorm and r-type. I recently tried to play apidya because it was praised here, but I'm afraid it was bit too frustrating to me..
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Post by Turrican »

Herr Schatten wrote:Even if put in the context of the European shmup scene of the late eighties, both games fail to impress.
Well, surely about the whole european scene it was nothing groundbreaking - since most of the sweetest stuff was already on C64 - but for the amiga alone, there wasn't much more exciting than Menace before it... Sidewinder being my favorite of the earlier ones.
Herr Schatten wrote:I agree that it's unfair to compare them with later efforts, but I think a comparison with Katakis is okay. It was released the same year as Blood Money, but Katakis is a vastly superior game. Its sounds and graphics have aged really badly (and were quite poor to begin with), but it's greatly playable. (Not counting the gameplay bug that lets you score infinitely at the last boss.)
It's greatly playable, but also greatly unfair - harder than its inspiration source, for sure. I think I like Menace just a bit more because it's less memorization-centered.

But then again, Both the DMA games weren't hyped as, say, Xenon II, which was arguably worse (worse than Menace imho) and yet it received excellent press due to Bitmap Bros marketing skills - and as a result it was ported to every console around...

@MJR: Agree, the Defender/Dropzone clones were both brilliant! I'd like to post Minter's very critical comments on Starray, but sadly my MacUAE doesn't run properly that Defender II .adf file. There was some blurb by him, a sort of "History of Defender" - talking about retrogaming articles ahead of the times!! Definitely it was most interesting to read that than to play his Defender II...
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Post by MJR »

@turrican:

I'm aware that xenon II doesn't get much love from some people, however.
Though Xenon II has mostly memorizing-based gameplay and poor framerate, the graphics and design still blast away about 90% of other shmups created in the 80's. Only 80's shmups whose graphics I rate higher are dragon breed and saint dragon. And that's my personal feeling about it.
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Post by Ed Oscuro »

A bit off the subject, but my first acquaintance with Blood Money was recently while looking up information on the latest Hitman game for PC. Wow, what a cover (both games, actually)!
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Post by Turrican »

MJR wrote:I'm aware that xenon II doesn't get much love from some people, however.
Though Xenon II has mostly memorizing-based gameplay and poor framerate, the graphics and design still blast away about 90% of other shmups created in the 80's. Only 80's shmups whose graphics I rate higher are dragon breed and saint dragon. And that's my personal feeling about it.
Yeah - I won't doubt Xenon II production value - both the graphics and sound were terrific. Gameplay was lacking but then again, the european home computer scene is responsible for worse crimes (Shadow of the Beast), and these were the really hyped titles which were ported and the world got to know. Compared to this situation, Menace is an example of sheer playability.

Katakis is great too, but it a "Giana Sister" kind of greatness: it was awesome for home computer users to see that arcade-like quality action was possible on their system - but they weren't the "respectable product" you could have shown around too much without irritating Nintendo or Irem. However, Katakis is rightly considered a C64 masterpiece, the amiga port was only competent.
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Post by MJR »

Having just 1CC:d Katakis on real c64, I can agree with this 100%.
Katakis is a masterpiece 8)
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Post by Turrican »

Wow! Congrats! Was it on the real stuff, or via emulation?

Manfred Trenz would be prouf of you!

Speaking of which, I wonder if his Katakis 2 project will ever see the light:

http://www.denarisoftware.de/

edit: Oops, I see it was real C64, don't mind my question
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Post by MJR »

sadly the progress bar for katakis 2 has been the same for the last 2 years.. but I hope it will see the light of day.

for some reason i've been quite excited about playing with real c64 lately.. playing with competition pro (or tac 2) beats keyboard on PC any time 8)
not to mention the screen blur looks just right.. you can't beat the atmosphere :D

I'd love to set up some c64 shmup highscores if there were anyone willing to submit scores.. but maybe I should stick to lemon hiscore competitions, they got one for each month
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Post by captain ahar »

other comments aside.

thanks Turrican, even though it is lame, i am going home to snuggle into some computer shooter bliss on winUAE and winVICE. :)

haven't played menace somehow but i remember having a bit of fun with blood money (both c64 and amiga)
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Post by Turrican »

It's not lame at all, and we'll love to hear your two cents about these games when you've done. ^_^
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