Friday, May 23, 2014

Bringing back the ad in adventure (2): Captain Gysi und das Raumschiff Bonn

Captain Gysi und das Raumschiff Bonn - IBM PC (1997)

Oh, my! Has it really almost been a year since I've posted the first episode? Well, circumstances have prevented me from continuing with these for much too long, but I actually played this game back around the time when I wrote about Das Erbe, so my memory might be a bit hazy about specifics this time, sorry about that.

We're getting political this time! This was actually the adventure that brought me to covering advertisement games - last year we had elections in Germany, and leading up to them, Captain Gysi's face could be seen in the streets quite a lot (there, I missed my chance to be topical for once), which reminded me of his game, and in search for it I stumbled upon the fantastic Werbespiel-Archiv site, where I got this and other games.

The game was commissioneed by the German PDS (Party of Democratic Socialists), and Gregor Gysi was their top candidate at the time. In the intro, Commander Kohl (chancellor at the time) has steered the space ship Bonn dangerously close to a black hole. His course of action? Landing the ship on an asteroid, putting everyone in stasis and waiting until the problem solves itself (a criticism often put up by the left against the real Helmut Kohl in his later years as chancellor in the '90s). So it's up to Captain Gysi to set a new course for the spaceship! Yes, subtlety is not this game's strength, but at least it's funny.

In the stasis room, he meets Kinkelstein, a small walking rock with a hat, who blindly follows whoever's in charge (he's based on Klaus Kinkel, whose party, the FDP had served as coalition partner to both left and right governments in the decades prior) and thus becomes Gysi's companion and manages his inventory.

After getting out of the stasis room by fishing a key out of the commander's suit and unlocking the door, Captain Gysi steps into the elevator room. The game now suddenly gets really hard because of a bug: It's necessary to go down the corridoor to the right, but something's wrong with the hotspot - it's almost impossible to find, especially if you don't know that you need to go there.

This leads into the Merkelarium, where he meets the Commander's servant and his main antagonist, a recorder flute. This may seem random and nonsensical, but behind that lies sharp political commentary: Before the unification, Merkel (who as you've probably heard made quite a career a few years later) used to be a member of the East German CDU, whose old members were referred to as Blockflöten (of course a play on the Bloc, but the word actually means recorder flute). Merkel had distanced herself publicly from that old-DDR faction, but the implication here is that she might not have been as far removed from them as she claimed.

After dealing with the flute through some clever rhetoric (the dialogs run automatically), Gysi can get the commander's coat, which is enough to fool his unflexible guard bot Blümel (CDU politician Norbert Blüm).

Most of the puzzles rely on silly puns to (German) political jargon. Here is a tax hole blocking your way, but Captain Gysi can fill it with a tax coin he found earlier.

I'm blanking on who this guy might be, although a bit he reminds me of East Germany's General Secretary of the Socialist Unity Party, Erich Honecker. But who knows...

On the bridge we meet the flute again, and a reserve brain in the back. But we send her away in a bubble and can move freely around the bridge.

But we need the Master Key Card to change the course!

This is the arsenal. It's not possible to take any of the space suits, but Captain Gysi pockets the 1000 ton bomb (of course) and the Napoleon hat.

This is (then) SPD politician Oscar LaFontaine. (Whose name is French for "the fountain". Blunt? Yes.)

Gysi doesn't want to walk past because he doesn't want to get wet, but he can put a napoleon head he just found on him to make him shrink.

With the "Social Hammock" (another political term describing the state's wellfare support of supposedly unproductive individuals) we can get up the broken stairs to the computer room. The animation of the Kinkelstein growing wings and flying along is pretty neat.

If my remember correctly, the frog is actually not a politician, but TV personality/producer Alfred Biolek, who's in this game just because the last part of his name sounds like "lick" in German, so Gysi can give him a lollipop to lick and turn him back into a human, because he's blocking the data highway by sitting on a cable. Makes sense, doesn't it?

The flute is also there again to annoy us, but she can be easily flung off screen using a rubber paragraph (actually a term for a piece of legislation whose vague phrasing is open to very differing interpretation) and a portable fan to cut it.

That gives access to the computer, but I completely forgot what I did there. I do remember, though, that it was full of useless, time-wasting options.

For some reason there is a machine that turns everything that falls through it red. Gysi's uniform goes back to normal after a short while, but he can also throw in this sock, which is needed later.

In the gunnery station, Gysi at first claims he's a pacifist and won't touch it, but once certain criteria are met...

... the view switches to a mini game where the player has to shoot invading ears(!) by clicking on them. WTactualF!?

Somehow all of this gives access to the commander's safe and a key card (don't remember the specifics of this, sorry).

Inside the off-limits area we find two more conservative politicians as statues who keep arguing about nonsense. They have laser eyes, but since they're statues they can't actually turn their heads, so we only have to take out the left one, CDU politician Theo Waigel, famous for his bushy eyebrows, by...

... putting the red sock on his head. This grants us the master keycard, and now we can finally go to the bridge and set a new course.

But not before dealing with the brain and the flute one last time. The brain shouts at the socialist Gysi: "Go to the other side (implied: if you don't like the status quo here)!" The captain's answer: "That's not possible anymore." (Since East Germany was a thing of the past.)

Taking them out is easy: Just open the battery lit on the flute (what does a flute need a battery for?), take out the battery and watch it fall and crush the brain.

Setting course to Galaxis Futura... which is actually the title of the sequel, which boasted high res graphics and speech!

The game once again can be found at the Werbespiel-Archiv. I might yet cover the sequel eventually, but if you don't want to wait another year for me to get to it, you can try it yourself here.


Thursday, May 15, 2014

Dark Age of JRPGs (9) - Some more games we cannot play

Greetings! The above is actually the cover for Dragon and Princess, which we already wrote about, but we couldn't find a cover scan back then. Well, here it is.

Circumstances have put this series on halt for rather long breaks, but in the meantime we've come upon a bunch of more games that don't justify a dedicated blog bost, because they're unavailable, unplayable, or otherwise elude a more detailed examination. Without further ado:


Tokugawa Ieyasu 1. Shounen hen (徳川家康 1.少年編) - MZ-700, FM-7 (1983)

This was supposedly a very early game we've missed before. As the numeral implies, it was meant as the start to a whole series depicting the live of the famous-infamous warlord Tokugawa. This first episode deals with his youth, but it's easy to see that it doesn't take things strictly historical and young Ieyasu fights monsters made out of extended text characters. Apparently there was a second part, which was more of a strategy game, reflecting Tokugawa's rise as a warlord, but that seems even more obscure than this RPG.


Poibos Part 1 (ポイボスPart1) - PC-88, X1, FM-7 (1983)

Poibos Part 1 - there never was a part 2 - is notable for probably being Japan's first RPG in a SciFi setting. The advertisement clearly channels Star Wars.

The tiny graphics window doesn't betray much of the setting, though. In case that isn't clear from the very minimalistic graphics, it shows a top-down view of a planet surface, where the player (the hero starts out alone but apparently can recruit companions later) can move around freely.

Every few steps occurs a random encounter, which offers some options, but always seems to result in a fight or the player's escape. The odds are stacked severely against the player, however, and it seems impossible to survive more than two encounters. Without any apparent means to heal or find companions before dying, this has turned into a very short trip.

Around the turn of the millennium, there was actually a fan remake of Poibos Part 1, which offers a glimpse of hope in the form of selectable difficulty levels, but since it was made A) for a Japanese OS and B) old versions of Windows, it reliably crashed upon every single encounter during testing.


Parallel World (パラレルワールド) - X1, PC-88 (1983?)

Parallel World is notable as the first RPG published by Enix, although the later Dragon Quest crew had nothing to do with it. It's also about the only RPG that was first programmed for the Sharp X1, which among Japanese computer enthusiasts was more known for its arcade ports. It was programmed by one Toshiyuki Nagase, and the back of the box advertises it as "A true role-playing game with 26 verbs, 100 characters, 10 monster types, 20 types of food, 26 swords, 26 crystals, 21 dungeons and 100 ilnesses", where the player would travel between 7 parallel worlds.

A tape image of the PC-88 version could actually be found, but in the only emulator that supports tape image files, it crashes right after the title screen (which contains the hilarious message: "Loading Data. Please wait 15 minutes").


Bounded (バウンドット) - PC-88 (1983)

Bounded by the little known Nihon Micom seems like a more typical fantasy RPG, once again mostly using a text-adventure like interface with just a tiny graphics window. We could never find a disk image of it, so there's not much else to say. The screenshots below say they come from a "vol. 2", but we got no clue what that actually means, as the Japanese databases only seem to list this one title.


Grand Cross (グランドクロス) - PC-88, FM-7 (1984)

Another very elusive game, this one was made by Xtal Soft, whom we shall meet again several times later in this series. It appears to be a SciFi dungeon crawler with more of an adventure game angle


Super Dangeon - PC-88 (1984)

Published by Fuji Onkyou RAM (yes, we've never heard of them, either), the hilariously misspelled title is a wireframe dungeon crawler. Once again, that's all we've got.


Kamen Rider (仮面ライダー) - PC-88, FM-7 (1984)

Kamen Rider of course is based on the seminal tokusatsu show. The game tie-in by Bandai seems to have been a rather typical dungeon crawler, but with huge sprites showing the hero and his enemies fighting.


Tuesday, May 13, 2014

Only 6 days left for Kenji Eno's unreleased game



The crowd-funding project KAKEXUN has only 6 days left before it ends, having reached 4'500'000 yen. Which is only 500'000 yen short of its goal. Or about $5000. It's an attempt to create one of the last documented ideas of Kenji Eno, before he passed away.

I've backed it 5000 yen. Though you can back any amount. Although it's a Japanese crowd-funding platform, rather than something like Kickstarter, it's surprisingly easy to set-up an account. English instructions are available.

I posted an excerpt of my interview with Katsutoshi Eguchi on Gamasutra. As I mentioned previously on the blog, this is a fascinating example of posthumous creation - the ideas of someone deceased being created by that person's friends, as true to the original vision as possible.

Will they reach their goal though? It's going to be tight with only 6 days left. But I like to think that there's enough fans of WARP and Kenji Eno to be curious about it. Or at least post on Twitter and social media, spreading knowledge of it. Here is HG101's feature on some games by WARP. Help the legacy live on by talking about it - what do you think of this development? Spread the word.

Thursday, May 8, 2014

GC9X Livestream: Multimedia Madness

So, the beginning of summer approaches. What will most of you do to celebrate? "Hang out with a bunch of guys on the internet looking at old video games?" Hey, me too! Especially games like... this.



GAME CLUB 199X PRESENTS: MULTIMEDIA MADNESS

STARTING SUNDAY, MAY 11TH, 7 PM CST/8 PM EST

That's right, this Sunday, the GC9X crew are going to drag you screaming into FMV Hell, with an assortment of PC action and adventure games with a focus on FMV-based gameplay.

We've got good-ISH games...



[i]Questionable[/i] games...



And things that just might not even BE games.



Did you know there was one of these about Prince? Now you do.

Also, give you the false illusion of choice that ultimately means little to nothing that most FMV games can only dream of, we give you, the viewer, two, count them, two options! Should I:

A. Play every game blind, and stumble my way through until my inevitable death and/or frustration?
B. Find walkthroughs for every game I can find, using those until my inevitable death and/or frustration?

Please note, however, that while you're free to send requests, we won't be able to play all of them. These games get pretty huge, and some of them have technical issues. Also, please don't ask for Night Trap. We'll get to that one in due time.

To place your vote, please check the forum thread here!

The stream will be at www.livestream.com/robertenaytor when stream night approaches. Hope to see you there!

Saturday, April 26, 2014

Post-Mortem: Deception V ("IV"): Blood Ties/Kagero: Darkside Princess



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I love Deception.


A lot.




Little wonder I was incredibly hyped for the fifth game.

Okay, you're probably confused right about now.

Why is it called Deception IV when it's the fifth game?Glad you asked!

The Story so Far:








Each of the PS1 games was localized as 'Deception'. I, II, and III, respectively.
The fourth, in a timelessly silly move, as 'Trapt'.

So, TecmoKoei(or whatever they call themselves) localized the fifth game as IV.

I guess I'll allow it. Moving on!




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Deception V existing at all is kind of a miracle. It's the kind of ultra niche franchise you expect relatively big name devs like KT to give up on in favor of surefire cashcows like Dynasty Warriors and Ninja Gai-.... okay just Dynasty Warriors.

So a company undertaking this kind of project nowadays definitely deserves support.

Especially when the game isn't ruining the legacy, but builds on it in every imaginable way. Deception V is one massive love letter to the series. The devs love the series just as much as I do if not more.

Firstly, bios.

http://i.imgur.com/jIMIlex.jpg 

Would this be a Deception game without stupid people flocking to their death in droves? Hell no.

Secondly, the traps.

Oh, V's variety of killing tools is delicious.






Traps in V have three flavors: Elaborate, Sadistic, and Humiliating.

Far more than the wall/ceiling/floor trap limits of old, now there's flavors on top of that.

And with three flavorful Daemon followers to personalize them!








They also make requests/challenges of the player during each level, adding lots of replay value.
They're great for discovering new combos, too.

Oh yeah, story.




Laegrinna, the Devil's Daughter, seeks to revive her father, the Devil. She has three Daemons to help her do it. The means? Murder 12 descendants of the saints that sealed him away.

I'm not a fan of her outfit either, but hey...
(Millennia outfit from Kagero: Deception II)

It gets better with unlockables.

There's also four new stages, each with a plethora of fun killing techniques.

My favorite being the amusement park with the deadly roller coaster and merry-go-round, but there's also a factory with conveyors, a castle with armored chariots, and a massive cathedral with devil-powered crushing limbs and moats patrolled by mechanical gators.

http://youtube.com/watch?v=XDxVFfDq4D0

Fun stuff.

Then there's the enemies themselves...



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Oh, they are nasty now. Despite relying on a lot of palette swapping, enemies now have destructible armor, guns, elemental varieties of magic, and are more clever than ever.

Still, it makes it all the more satisfying when you crush their armor with a pendulum then drop a tombstone on their skulls, doesn't it?

Deception V has all the series staples when it comes to traps: pendulums, bombs, bear claws, lances, arrows, washbins... then add in flaming boulders, pies in the face, and a Delta Horse, and you've got enough torture implements to take on an army of stupid invaders. (You'll need them.)





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I played the Vita version and had a wonderful time, but I'm sure the PS3 version is just as good if not better... despite the extra $20 cost involved.

Wednesday, April 23, 2014

Nintendo Power Retrospectives - Part 27

This week I'm taking a look at Nintendo Power #17, for November of 1990, covering Final Fantasy.


Please support my Patreon at http://www.patreon.com/countzeroor

Wednesday, April 2, 2014

Nintendo Power Retrospectives - Part #26

This week I'm taking a look at Nintendo Power #16, for September of 1990.


Please support my Patreon at http://www.patreon.com/countzeroor

Games Reviewed (Starred titles are picks of the issue):

  • Maniac Mansion - Lucasarts - NES
  • Rollergames - Konami - NES
  • Snake, Rattle & Roll - Rare - NES
  • Kickle Cubicle - Irem - NES*
  • Mission: Impossible - Konami - NES
  • TMNT: Fall of the Foot Clan - Konami - GB
  • Cosmo Tank - Atlus - GB
  • Quarth - Konami - GB*
  • Skate or Die: Bad 'n Rad - Konami - GB