What does ESWAT stand for? Is it like SWAT only with an E like eBook and eLearning and eMail? Or are you supposed to say “es-what”? Who knows. But it’s certainly more interesting than the game.
Yes, friends, ESWAT is a proper stinker. A clunky platform shooter with rubbish weapon selection controls and boring levels. A game that suggests, from screenshots and the first level or so, it’s a bit like Rolling Thunder (which is a great game), but disappointingly, isn’t.
There are some positives, such as the very varied levels and a few impressive bosses, but your character is slow (both to move and respond), badly animated, and these issues make it difficult to avoid enemies. Later levels have you in a sort of power armour suit with more weapon options and a jetpack, but your weapons randomly disappear, and the jetpack is a nightmare to control.
I could say more but I’ve wasted long enough on this awful game already so I won’t.
The first of what will hopefully be many games completed on the Sega Mega Drive Classics collection on the Switch. I was going to play Fatal Labyrinth, but the lack of a manual and the terrible video options (which don’t affect Alex Kidd so much) put me off for now. Instead, this.
The Mega Drive Alex Kidd game isn’t as good as the Master System “Miracle World” title. There. I said it. It looks prettier (although it’s still almost Master System quality graphics), and it’s one hell of a lot easier, but it’s lacking something. I don’t really know what exactly, since it’s very much closer to a remake than a sequel, but there’s something. Heart? Soul? Blocks with stars on them?
What it is, then, is a mostly generic platformer starring half boy, half monkey Alex, who suffers from wonky physics syndrome. Alex must unintentionally slide, over compensationally jump, and input lag his way around a number of platforming levels, mostly avoiding enemies as trying to hit them is much harder than just going around them.
He can collect money from defeated baddies and from treasure chests, and then use this money to enter janken (scissors, paper, stone) matches with people for power-ups. You also use janken to defeat bosses. So yes, it’s random as to whether you’ll win or not.
Finally, you reach a castle where there is a bit of puzzling and more interesting platforming, before facing the final boss in more hand games and then an actual normal fight. After which, you “rescue” your Dad who hadn’t been captured after all making the entire game a colossal waste of everyone’s time.
But actually, I really quite enjoyed it despite all the terrible flaws.
Or technically, PSP, as it’s part of the PSP Capcom Classics compilation. Although technically technically it’s an arcade game. And one I thought I’d played before, but it seems not.
It’s basically Golden Axe only set in Arthurian legend times. And your character (I was Arthur) levels up, giving you supposedly more powerful attacks (negated by more powerful colour swapped foes) but ever more impressive looking armour.
It was fun, although I missed being able to dash left and right like you can in Golden Axe.
A few years ago, I completed this on the Xbox 360. And now I have completed it on the Switch. As in, the NES game in the NES classics thing.
It’s a decent little vertically scrolling shooter with an odd bell shooting system (shoot bells enough and they go blue, collect a blue one to speed up your ship), and I lost my ship’s arms at one point so couldn’t drop bombs.
After beating the end boss the game loops back to the start, so no credits as such. Still, done.
I had no idea this little gem even existed. Not only that, but it’s by the same chaps as Kirby’s Dream Land. Even without knowing that, I think I could have guessed – the music and sound are reminiscent, and even your tank resembles Kirby. Sort of. Even the end sequence is the same as Dedede chasing Kirby, trying to pounce on him.
But before that, the game.
You drive a cute wee tank and shoot other cute tanks and trucks and things. There are bosses, power ups, hidden stuff (blow up everything!) and it’s really quite fun. Spinning your turret round is a minor pain (you can only do it clockwise), but never really annoying. There’s a fair bit of slowdown, but that’s to be expected given how busy it can get with lots of enemies, bullets and explosions, and this is only a Game Boy, remember.
Did they ever make a follow up to Trax? Because I’d love to see one, perhaps with better turret spinning!
A very long time ago, I played this a lot in the arcade. Then, also a very long time ago but not quite as long ago, I played and completed the Mega Drive version. Which, I noted at the time, was almost completely different. I never went back to the arcade original, until now.
It’s one of those games that has lots of sections that seem completely impossible but then, somehow, they become very easy. Like the crystal mammoth boss – impossible. Until you crouch, hammer fire, and take out his feet.
There are some frustrating bits, and one section where you have to jump from a mine cart thing to a platform and not die instantly by one of about five baddies waiting, but overall I found it more enjoyable (and do-able) than I ever remember.
It’s been a while. I’ve started Shenmue via emulators a number of times over the years but it’s been ten or more since I last completed it. I remember the plot, and the basic event timeline, but specifics were like coming to it anew. I was worried that one of my favourite ever games wasn’t going to stand up to scrutiny, especially since this is a pretty bare-bones HD remaster, but it turns out that it was fine. More than fine, actually – it’s still excellent.
Sure, it came from a different era, when developers didn’t have two analogue sticks and a pretty standard way of moving your character in third person in a 3D space. Many years of story based games have now shown what is necessary and what isn’t, when the player needs direction and when they don’t, when repetition is good and when it isn’t – but 18 years ago Shenmue was doing this for pretty much the first time. As such, you have to accept that being unable to skip time and having to talk to everyone after every plot progression is just of its day and move past that to the story.
Which, thankfully, is still excellent.
One thing, which I spoke about in much detail on episode 14 of the ugvm Podcast, is how much Shenmue feels like a precursor to the Yakuza series. It’s actually one of the reasons I got into Yakuza in the first place, but going back to it now it’s even more obvious. To add to my podcast comments, the 70 Man Battle at the end of Shenmue is yet another thing that feels very Yakuza – as each game I’ve played has a fight against a huge number of enemies near the end as well. There’s too many similarities between the two series for it to just be coincidence!
Now it’s on to Shenmue II, which I remember less well than the original as I only ever completed it once.
And another NES-game-onna-Switch, bus-based game completion. Gradius isn’t something I remember completing before but at the same time none of it seemed new to me. Which is odd because I don’t often play shooters like this.
Anyway, it was hard, especially the bit with the Easter Island heads, and the final boss was a complete walkover for some reason. All you have to do is stay in the right place and keep shooting – no dodging necessary!
I couldn’t wait one single day for the UK release of the original Sonic on the Switch, so bought it from the Japanese shop. And then completed the entire game with all the Chaos Emeralds. Without dying.
I may have completed this game a few times before, but never on the Switch although it is probably only the second time I’ve completed it on a bus. I also now have something like 25 copies of it. No, you have a problem.
It’s a great version, building on the 3DS version by M2 by adding some new challenge modes and stuff, and of course it’s huge and lovely on the Switch screen.
I was sure I’d never completed this before, but as I got to the three “guards” just before the Geese/Bison double fight, I realised I had played it before. See.
Not only that, but I chose Ken to play as this time too. Because of course I would. He’s Ken!
Looking at my post from a couple of years ago though, it seems I really struggled in the final few battles last time. No such trouble this time around. Well, I mean, they weren’t a walkover but each of the guards/Geese-Bison/Iori only took a handful of attempts each.
Another game I’ve completed before, but not recently and certainly not as frequently as Mega-lo-Mania.
Helpfully, I totally missed getting the bell so had to rely on mainly faulty memory to make it through the castle at the end. I’d stocked up on Thunderflashes though, which makes taking out the dragon a lot easier when I finally got to him.
Great game, but overshadowed now by the far better Dragon’s Trap remake.
I must complete this every year, I think. There’s little need to mention much about the game really, except to say that 1) I played as Scarlet, and 2) once again I reached the final level as the only person to actually put any of my men in suspended animation. Meaning another instant win.
What’s this? A Mega Drive game I’ve never heard of? Surely not. Especially since it was written by Game Freak and published by Sega themselves. How come I’d never seen it before? Perhaps it’s because it was Japan-only?
Well, despite being Japan-only, and all the dialogue in the game being in Japanese, all the speech (and there’s a lot) is in English. Which begs more questions – why wasn’t this released outside of Japan? Bizarre.
The game itself plays like a cross between Mega Man and Sonic the Hedgehog. Pulseman himself looks absolutely nothing like Zero from the Mega Man games, and none of the levels look anything like Aquatic Ruin, Green Hill Zone and Casino Night at all. Unlike both those games, though, Pulseman is badly animated and movement is jerky. He’s got a swipe attack and a weird backflip thing (during which he’s invulnerable), but the main gimmick for the game is his ability to charge himself up with electricity and use it mainly to become a ball that bounces round the screen.
To charge, Pulseman can either run a short distance or perform a dash. The ball he turns in to can then be used to reach higher platforms, break through certain walls, or travel along wires. There’s a power up which allows Pulseman to remain charged indefinitely, so long as you don’t die or finish the level.
Speaking of levels, they’re varied and some look incredible. In particular, backgrounds are often made up of the sort of sine-wavey trickery demo scene stuff tends to do. It’s occasionally distracting (on one later level seemingly on purpose) but it looks really clever. On the casino level you wonder how they squeezed so many colours out of a Mega Drive.
Jerkiness aside, it’s a fun game. Not too hard, sometimes frustrating (mainly due to leaps of faith or those baddies that follow you round discharging you all the time), and with lots of “wow” moments with the graphics.