Tuesday, September 12, 2023

The Hit Man (1984)

Name:The Hit Man
Number:192
Year:1984
Publisher:Scorpio Gamesworld
Developer:Barry Jones
Genre:Light Gun
Difficulty:5/5
Time:30 minutes
Won:Yes (76W/62L)

Occasionally, I put in games from genres I normally wouldn't consider for some reason. I found myself specifically seeking out games for the ZX Spectrum one day and noticed I put down a light gun game for the Speccy, a strange choice. Sometimes it turns out I was just being overzealous when I was putting in games, other times it pays off. This time it paid off.

This isn't entirely a right classification even if the genre technically applies to that school of target shooting, I guess? Hit Man has a lot to it. A lot. It's not just a light gun game. It's got some strategy to it.

Side A on the tape gives instructions while Side B is the actual game. Each mission starts you off being told to take out a target, and you have to use your own money to do so. You start off with £400 with which to choose your method of escape Your method of escape only determines your chance of getting past a mission successfully at the end. There's some very creepy sound design going on here. Like the soundchip is trying to imitate the sounds of a bigger computer. It's weird.

"We're having this conversation in my office for some reason..."

You get to select a weapon. The ones you can use and the ones you see in the intro are different. Ruining the gritty vibe the game has going for it, instead of a crossbow you get a laser gun.

The first section is exploring the city, going into shipping containers to find contacts who will eventually lead you to your target. Each one gives you the general direction to the target. Controls are QA up and down, with OP moving left and right. You just walk into the dark blue part. It works, but it's not great.

Should you not run out of contacts before finding the hideout, you then get to assassinate your target. This is done via various action scenes. At first I assumed this changed based on what weapon you used, but it's pretty much only dictated by the agent you're currently on.

It controls in this first scene much the same way as the regular game, but with M to shoot. Your target pops out from behind various garbage bins. It's a bit awkward, because you have to get right on the guy's head and you don't get a decent amount of time to move your crosshair over to the head. Seriously, it's very slow.

Should you shoot him, you now make a getaway, and it's all done entirely automatically. As such, I'm not really sure if there's a benefit to picking something other than the helicopter as your method of escape after the first mission, since you usually get more than the £500 it costs.

Now, despite the bizarre design of this, I found the game fascinating enough to play. There are problems despite the obvious. For instance, shipping containers are randomly placed, and can indeed be blocked off. Which means if you get unlucky, you're completely out of luck.

You don't get an actual visual of you pointing up or down, no, you have to pay attention to that thing in the lower right.

Agent 2's shooting stage is much more reasonable for a game of this era and system. Move left and right to match the window, up and down to match the floor whenever he pops out. There's still only one target though, so this is a bit too easy.

"...but not their blood."

And from this point on the game is pretty much smooth sailing. The missions are pretty straight-forward and the shooting stages alternate. My bounty goes up as I complete contracts and before long I have enough money to pay for a helicopter even if they had be do the final missions for free. And of course, you know, they're not making me do them for free.

Getting money after taking out all the targets, how nice of him.

Now, I can win the game on the easy difficulty. In fact, it's a bit too easy. The game attempts to make itself more difficult by decreasing the amount of time you have to shoot a target and to decrease the amount of time the target is on-screen before switching locations. And on the contact screen, by decreasing the number of contacts.

The problem is then that the game on medium decreases these a bit too much. You have to anticipate where the target is going to appear, to the degree you seem to have to be psychic to do it. You just don't have the time to reach it. At first I assumed this might be because the game was actually intended to be used with a mouse or something, but trying to emulate one seems to do nothing.

Going for a high score seems weird, since if you go for the cheaper escape options it's more likely that the game will prematurely end. Not the best balance.

Still, it's a cool little game, but it just lacked anything more than a sense of coolness. Playing through the game on easy isn't even 30 minutes.

Weapons:
Four weapons that despite a vast difference in theory, are basically the same. 1/10

Enemies:
It's more about the journey than the actual enemies themselves, they're practically targets. 1/10

Non-Enemies:
None.

Levels:
Wavering between randomly generated and constantly repeated. 1/10

Player Agency:
Slow and unwieldly. 2/10

Interactivity:
None.

Atmosphere:
A strange, gritty noir-ish kind of game. When it isn't being goofy. 3/10

Graphics:
The full screen graphics sort of make this game. It's not that you get to meet your boss before every mission, it's that you get to see him. And despite a few questionable choices, it looks very nice for the Speccy. 3/10

Story:
Kind of loose, the game implies there to be a lot more than there really is, you're just shooting some guys labeled as "agents", but it seems more likely that you're a criminal going after other criminals. 1/10

Sound/Music:
Very computer-esque sounding, in a strange way, like the sound an actual computer would make loading. Somehow less annoying than most genuine attempts at sound. 2/10

That's 14. It's an interesting game, but it's appeal doesn't necessary apply to things that would help it score here.

Next up, a sudden shift in my priorities, it's the Dynamix game Hunter Hunted.

Saturday, September 9, 2023

Ninja-Kun: Adventure of Devil Castle (1984)

Name:Ninja-Kun: Adventure of Devil Castle AKA 忍者くん魔城の冒険
Number:191
Year:1984
Publisher:Jaleco
Developer:TOSE
Genre:Side-Scrolling Shooter
Difficulty:5/5
Time:1 hour 10 minutes
Won:Not possible

Ninja-Kun is a very simple game. You play as a cute, chibi ninja who attacks a demon infested castle. It reminds me of something, but I'm not quite sure what just yet. I'm playing the NES/Famicom version, because despite originally being in the arcades I can't seem to find an arcade version.

In each screen you have to take out a set number of ninjas. Your weapons are your own body and very short-ranged shurikens. Jumping up or falling down to an enemy knocks them out, while shurikens are lethal. You can even shoot enemy shurikens.

Controls are kind of weird. You get the usual movement with the D-pad, A jumps and B shoots. Jumping works weirdly slow. Almost realistic but not quite. You have to hold down a go left or right when you jump, otherwise you fall down a floor. This doesn't even always work as advertised, sometimes you just stand still despite having released jump, and whenever you go left or right you jump. You get a very awkward and floaty descent as you return down, with no air control outside of turning.

The trick is that you have to hold down jump for a specific amount of time, then you go down. Now I can move around, awkwardly bumping into enemy ninjas and hoping I get lucky in shooting them.

You get a time bonus, but sadly, no bonuses for scrolls or orbs.

This makes dealing with enemy ninjas tricky despite the simplicity of the game. They can do what you can do, so you better not get jumped on or you're basically dead. If there are two ninjas on the same floor, it's tricky, more and you're a bit screwed. Despite enemies all starting on their own floor of the rock sculpture, they jump up and down quite a bit.

At first I assumed this was going to be a very crude arcade game, the only difference between levels is that later levels require faster reflexes or something. Not entirely true. On level 2, the rock sculpture has a jumping ninja head, who looks kind of like a baseball. Kind of weird to see a chibi version of that floating head demon. This guy is annoying too, because he constantly fires off multiple attacks that even follow you across floors. From basic braindead enemies to revenant-esque enemies, talk about a weird difficulty curve.

Eventually, I figure out the trick, shoot him before he shoots you, you can't stun him. Just get lucky. Level 3 is like level 2, some number of ninjas and baseball head ninja. Only this time, it's on the outside of a castle, a Japanese castle, of course. It's hideous, this would be better even if it were just a simple outline. I'm dead serious.

But let's get into the other issue, which now rears it's ugly head here. Having played Tomb Raider and a lot of classic DOS platformers extensively, I have unconsciously understood the concept of making sure the player knows where he can jump. This block can be jumped on, this one cannot. Yes, sometimes you can't see the platform, but that's something different.

So Ninja-kun breaks this solemn rule of platformers in two ways. The first couple of levels you had all these little mini-platforms that looked like you could jump on, but couldn't. Fine, whatever, it's still obvious that a bit wide platform is where you have to go. But on stage three, you have to jump halfway up a roof in a spot that breaks this rule. It's obvious by the game's design, but it's unnecessarily obtuse. Add a railing for god's sake!

Level 4 returns to the pillars and changes up how it plays. Now the baseball head ninjas are easy to kill, they don't fire off dozens of shurikens. Instead you have a fox demon who brings down bombs. This guy is easy, he fires off his weapon in an arc, like a grenade, which then falls straight down.
The following levels with this plan go well. I find myself grabbing three orbs in this time. See, in order to get points you need to pick up scrolls from dead enemies, only one can be on-screen at once, killing another enemy destroys the old scroll. You can also throw a shuriken at a dead enemy. Finally, you get a falling orb once every stage. This spawns a bonus stage in which you grab a bunch of orbs.

The next set of levels prove that the fox demons can in fact be dangerous. When there are a dozen of them constantly throwing bombs. The more curious aspect here, is that there's a flame attack constantly wandering around with a semi-homing aspect to it. Not sure if it's connected to this set's big enemy, which is much like the baseball head ninja, except he shoots fire.

Level 10-12 now has a samurai with a bow as the big enemy, and he's annoying, but still deadly. He seems to jump off whichever platform I'm on, which works against the game in some ways, but does serve well to annoy me. I try to hit him for some time. It doesn't work. I hit him sometimes, but he still lives. It seems like you have to knock him out first, then kill him, which is annoying to pull off.

I stop playing at level 13. It's not necessarily that I still have to take out the samurai, they're tolerable as regular enemies. It's that I have to do that in addition to constantly dodging the homing flame. Checking a longplay, it seems that while the game keeps going infinitely, this is about as much content as it has, after this it has a series of levels that has all the enemies, but I'm not about to do that, for one obvious reason.

This game does not have a pleasant presentation. Visually, it has neither animation nor a good use of the NES's palette. Often it is borderline ugly, getting pretty close to something I'd describe as the ugliest game ever. In the audio department, there are sounds, and there are sounds that sound like music. This makes playing the game not very fun, and thus my decision to quit while I'm ahead.

Weapons:
A simplistic weapon with pathetic range. 1/10

Enemies:
An interesting variety. Sadly, it seems like for the most part the game gets stuck on the theme of enemy who walks around and shoots at you, though the boss versions of regular enemies was interesting. 2/10

Non-Enemies:
None.

Levels:
I'm pretty sure there are just two layouts of nominal difference. 0/10

Player Agency:
Very awkward. Even after I figured out the control scheme, I still accidentally jumped up or jumped down. It's hell. 2/10

Interactivity:
None.

Atmosphere:
Cutesy demon ninjas. You know, I don't think I ever concieved of such a concept before. I don't care for it. 1/10

Graphics:
Not eye-searing pain, but it seemed very ugly and primitive to me, with the bare minimum of animation. 1/10

Story:
None.

Sound/Music:
High pitched whines indicating music and someone getting hit. 1/10

That's 8. Notably, this is the first time since I was playing 1982 games that two single digit games were clustered together.

I feel like this is half I don't understand the appeal of this game, half my usual problem with early action games. I think the closest I ever got to something like this before was reading reviews of Goemon games, but there the cuteness is a bit of a facade. In Japan, basically the only place the game was released, this was very beloved and there are a goodly amount of games in this series.

The NES seems to be starting off with a really bad batting average. Granted, right now we are still in the first year of the system, with two outliers. But so far it's really just been a supped up version of Atari-era consoles or downgraded arcade titles. In the meantime, next up, from what was once my least favorite computer, we've got something very interesting.

Tuesday, September 5, 2023

Escape from Monster Castle (1993)

Name:Escape From Monster Castle
Number:190
Year:1993
Publisher:Thomas Ehlers and Michael Rieck
Developer:Thomas Ehlers and Michael Rieck
Genre:Top-Down Shooter
Difficulty:4/5
Time:1 hour 30 minutes
Won:Not applicable

From Germany, today we have a game that can only be described as a spiritual successor to Dandy. From mechanics to gameplay, this takes the concepts from that game and adds a lot of depth. Sadly, despite being really clever, there are some issues.

To recap that game. Dandy is a pre-Gauntlet top-down shooter in which you get treasure and fight monsters. You start at A and end at Z, fighting any monsters, monster spawners, and unlocking doors along the way.

You can indeed move around and shoot diagonally, but it's a pain.

Controls are weird, and the language barrier doesn't help. The numpad moves me, fine, but to shoot you have to hold down space and then press a direction. Questionable, but fine. One shot on-screen at any time. You get medikits and bombs. How do you use those? You hold down space, let go of it, then hold it down again until you get a box with x in the lower right. Then you press left or right until you get a medikit or a bomb. Medikits are self-explanatory, but bombs are used by moving. Like you would with yourself. Any space you could walk to, ignoring enemies, it can be placed. Kind of weird, but okay. This doesn't destroy any wall fixtures, but does take out any enemies, including a few who seem to be otherwise invulnerable.

On this screen, the normally blocking treasure seems to be moving around randomly, allowing the ghosts to move around semi-freely.

So, the levels. The game sort of randomly starts you off on one if you just select start. You can select one specifically if you want. There are five levels of varying difficulty. What's weird is that this sort of loops around and doesn't really end, yet the game sets itself up as much more epic than it really is. This game is so short that I suspect this was a method of artificially lengthening the game, which I find amusing considering there is a literal level editor with the game. For a shareware release, this isn't a hell of a lot. Outside of hilariously crap games like Skunny, there wasn't a lot to this. I even finished what there was before I had actually written much. I was kind of expecting more.

The readme file states that the full game has 25 levels, in addition to that editor, and costs 30 DM, which seems like something of a poor deal even if I like the game. You have to pay to get something more than PC Speaker. Curiously, you can get an additional 100 levels if you pay an addition 10 DM. I'm not clear on the distinction the game makes, but you get levels which are composed of fields, which in turn are composed of screens. I think my by standards, this is one episode of five levels.

Not all screens are as orderly as this one, though if you die in the lower part of the screen you have to leave via the top.

The obvious point of interest is the wide variety of objects in the game. There are a lot of enemies, far more than a game of this length should rightly have. There are also a lot of other things. So I'm going to go over them roughly in the order they appear in the info option:

  • Ghosts, called 10% through 40% monster in-game. These guys go towards you and try to touch you. Shooting them turns them into a weaker variant until they're dead.
  • Green guy, called 50% monster zuf.luaf. in-game. These guys wander around randomly, so they're not terribly troublesome outside of dealing with a ton of them.
  • Orange eye guy, or 90% monster. These guys weren't as nasty as that implies, since they're rare and tend to only spawn out of some massive death spawn or something.
  • Blue reaper, or 45% monster. In theory not that bad, they're kind of slow, but they tend to spawn in areas which make killing them difficult and they take multiple shots.
  • Demon heads, or kopfs. These spawn the corresponding ghosts. They're not too difficult for a spawner.
  • Frog head, they spawn the green guys.
  • Purple smiley thing, or barrel head. I don't remember it, but it's likely I just shot it. It's one of the creatures that spawns a bunch of other creatures upon getting killed, which you have to plan around.
  • Blue head, or Platzkopf. These spawn the orange eye guys, but what's tricky about them is when you shoot them a whole bunch of things spawn where it was. You can take advantage of this by taking one out in a cluster of things, which the game seems to anticipate.
  • Hearts, they come in red and blue kinds. The red ones are only applicable to 2 player, which I did not play. Blue ones resurrect you whenever you're inevitably killed. You really, really don't want to shoot them, because they then turn into walls which turn into strawberries when you approach. You do not want to deal with strawberries.
  • Medikits, bombs and treasure. You know what these are thanks to the controls, some medikits are used upon picking up, some can be used anywhere.
  • Keys, they open doors of a particular color. Unfortunately, the game doesn't tell you what colors you've picked up.
  • Trick walls, you can shoot these. Sometimes you can walk through them.
  • A to Z, A is where you come in, while Z either teleports you back to the start or advances to the next level.
  • Wuchermonster, or a galaxy. These guys are fast and spawn more of themselves, and when they're shot, they turn into ghosts. Annoying, but didn't pop up too much.
  • Purple egg, turns into something that spawns reapers.
  • Grey castle heads, what the eggs turn into. Very annoying the one place they popped up.
  • Shield, kind of useless? Every time they popped up I didn't really get a good chance to see it's combat effects. Slowly drains.
  • Lasers and block spawners. These usually appear together. One shoots out lasers and one shoots out blocks which disappear whenever they hit a wall. Whatever is in the path of a block is killed, which means you in most cases. There's a third variety which shoots out in a circular pattern.
  • Cute creature spawner, these create 8 cute creatures around them. Very annoying.
  • Cute creature, these are slow and not very deadly, but annoying because of the rate at which they spawn.
  • Green bomb, if you shoot them, and you're within the blast range, you get killed. Doesn't hurt anything else.
  • Gold wizard, slow and technically not deadly, but slowly drains your health one point at a time. Seems to be invulnerable to everything but the bomb.
  • Disguised walls, some walls are hiding monsters. This is sometimes obvious, sometimes not, but usually they're the very nasty ones.
  • Strawberry, usually the ones hiding. Kills you in one hit, spawns a whole bunch of blue heads. Generally ruins things.
  • Purple gargoyle, I thought it just took a lot of shots to kill, but apparently the game just randomly decides if it's going to die whenever you shoot it.
  • Monster gegen Spieler, weird alien looking things that come in blue and red kinds, an enemy I thought just took a ton of shots to kill, but just turns out to have something to do with the two-player mode. I think it spawns something when it dies, but I don't remember what.
  • Super Square Head, spawns a bunch of monsters in a 5*5 field around it when killed. Annoyingly, it spawns other monster spawners, so you can end up pushed back by killing one. On the bright side, it destroys other monsters when it spawns.
  • Purple wizard, teleports around and shoots lasers at you. Annoyingly, lasers block your shots, but otherwise not difficult to deal with.
  • "A place for shots", a green lightblub monster who, when shot, shoots lasers in every direction it can. More annoying than deadly.
  • Teleporters, they teleport you to a teleport of the same color.
    And a few other things I don't think I saw.
Enemies blocked off by items off a lot of options to deal with, do you take them out via the available corridor or cut through and try to take them out that way?

Which makes it all the more disappointing that the game is so short. Each level has it's own interesting piece to it, like doing a series of corridors in the right order so you don't end up overwhelmed by enemies, or a wall turns out to be a strawberry. Whenever you're not just shooting your way through a horde of enemies the game is quite deep and interesting, it just never builds up to anything in this short time. It's just sort of a thing...that ends when you want it to. I think that even in the presumably limited world of German DOS shareware games, this is what killed the game rather than anything else.

I took a video of what I think is the final level so you can get how this plays.

Weapons:
Simple gun. It's kind of tricky to use the bomb, but that trickiness comes with some very satisfying outcomes. 2/10

Enemies:
Far too many enemies than a game of this caliber should have. Yet, somehow these enemies feel like their own thing. It's weird. 7/10

Non-Enemies:
None.

Levels:
Interesting, but very short. Starting a particular level is tricky too. 3/10

Player Agency:
I absolutely hate the way you activate medikits and bombs, and it takes a while to get used to. Once you've done that...it's okay. 3/10

Interactivity:
A lot more things are destroyable than they should be. A lot. 2/10

Atmosphere:
Despite the simplistic nature of the game, this have a kind of creepy vibe to it. Sort of halfway between cursed game and funtime Halloween game. 3/10

Graphics:
Surprisingly effective. Despite the large number of objects, everything is visually distinct. Further, it definitely succeeds as a horror game, monster designs are creepy. 4/10

Story:
None.

Sound/Music:
Simple PC speaker sound effects. 1/10

That's 25. Better than I expected, but suffers from some obvious flaws, the most damning of which is the lack of levels. It's kind of weird to be criticizing a game for being too short for once.

Tuesday, August 29, 2023

The Omega Run (1984?)

Name:The Omega Run
Number:189
Year:1984
Publisher:CRL Group
Developer:Richard Brisbourne
Genre:Flight Sim
Difficulty:4/5
Time:1 hour
Won:Yes (75W/62L)

Ah, lovely, back to the flight sims where the ground is one color and the sky is another and that's all you get. "The ultimate war flight simulator". Even in 1984 I doubt the veracity of that statement. Or 1983, maybe. I dunno. World of Spectrum says one thing, everyone else says another, and I'm not exactly treating this one with the highest level of respect. Sorry, Mr. Brisbourne.

You have 25 minutes to reach a nuclear bunker 100 miles away. The heavily defended bunker was taken over by "fanatical elements" of the enemy power, and they have the ultimate nuke inside. There are four types of enemy defenses, laser fields, other fighters, AA fire, and SAMs. Because of the long distance of the journey, I have to meet up with a fuel tanker half-way there.

Oh, god, it's 1984 and I have to rendezvous with a flying tanker. Well, I don't have any speed controls, which is a good sign. Instead I just move around with 5678 and shoot with 0. Actually, I will say this briefing is very helpful in an age when games liked to just drop you in with a manual where some important part of the game was easy to miss or misinterpret. This pretty much clears up any part of the game you might have an issue with.

It's another game that's very difficult even on the easy setting. This is of course, partially down to those controls, simple as they are. On a modern keyboard, you're going left and right with 5 & 8, up and down with 6 & 7. One doesn't need to take a long look at a keyboard to know these are pretty awkward keys these days. This really should have been apparent then, too, because every Speccy keyboard I can see has the numbers like normal, and the C64 version I'm sure is much the same.

So you get used to that. Now you have to deal with enemy planes like locusts. They're annoying and there seems to be a lot of them. Individually, they are no threat, they merely slowly peck you to death. It's very annoying having to turn around completely to shoot them. This doesn't work like you expect, there's only a certain amount of turn you can go in any direction. It works like a weird Wolfenstein-style FPS rather than a flight sim. This even goes down to shooting; the game doesn't seem to register height when you shoot. At the very least it's generous to a fault.

See that GUI? That's really helpful here. Because you can't see behind you, instead whenever there's a plane behind you, it appears there. You get your usual stuff, clock, compass, and various meters. Both a general heading and a specific, destination is here heading. Useful when your view is endless void.

There are other hazards too, of course. AA fire happens whenever you fly over a certain height, so don't do that. Sometimes there are just random shots coming at you...for some reason. This must be the SAMs. Then there are the laser shots. None of these are all that annoying to dodge, more because of how it disrupts your movement. However, this usually indicates a break in enemy fighters, so it's not too bad.

Eventually, you make it to the tanker. You're supposed to precisely match up with the thing, somehow. This requires a lot of precision yet the game sort of wings it in telling you what you need to do. So I match up with it, something made difficult by how much the plane seems to duck and weave. I'm practically losing more fuel trying to do this than getting here, and I wasn't handling the getting here all that well either.

On my second playthrough I manage it. Then it's another 50 miles of flying. I note this second time around that despite the aimlessness caused by having to gun down enemy planes, sometimes when you turn around and finally get one in front of you, you're actually still facing the direction the target is in. It's weird.

The final stretch, the bombing run. You know, I can't help but think of this now like some kind of realistic attempt at the Star Wars bombing run. It's just a matter of getting the building right in front of you, and being below 100. Strangely, it seemed to me like this section changed the controls and now I had less control over turning than before. Even with that it doesn't take more than a few runs to destroy the target. And then the game ends.
The final stretch, the bombing run. You know, I can't help but think of this now like some kind of realistic attempt at the Star Wars bombing run. It's just a matter of getting the building right in front of you, and being below 100. Strangely, it seemed to me like this section changed the controls and now I had less control over turning than before. Even with that it doesn't take more than a few runs to destroy the target. And then the game ends.

Weapons:
Simple bombs and lasers. 1/10

Enemies:
You have your basic plane, which doesn't provide much of interest, then things to be avoided and the final target itself. 2/10

Non-Enemies:
None.

Levels:
Randomly generated, with a few obvious designs the game constantly reuses. 1/10

Player Agency:
It works, but between the stiffness of the controls and the awkwardness of the layout, not nicely. 2/10

Interactivity:
None.

Atmosphere:
None.

Graphics:
Very simple, with only the odd sprite breaking up the monotony of black ground. 1/10

Story:
Sort of a non-entity. 0/10

Sound/Music:
Very basic sound effects. 1/10

That's 8.

I didn't like it, but I did appreciate it slightly. It's nice to have something lower stress than some of the games I've been playing lately. It's not bad as much as incredibly crude by today's standards.

Wednesday, August 23, 2023

Armored Trooper VOTOMS: Dead Ash (1991)

Name:Armored Trooper Votoms: Dead Ash AKA 装甲騎兵ボトムズ DEAD ASH デッド・アッシュ
Number:188
Year:1991
Publisher:FamilySoft
Developer:FamilySoft
Genre:FPS/Rail Shooter
Difficulty:5/5
Time:2 hours 00 minutes
Won:Yes (74W/62L)

So, let's talk about anime for a moment. Long-time readers of this blog probably have an inkling that I have an interest in Japanese culture and media, considering how many bizarre Japanese-only titles I've played over the years. Naturally, that includes an interest in animation from Japan, despite what you'd think not all that much. You can pretty much center my interest around a specific time on Toonami and then various random titles I've seen over the years. I've still only seen one Gundam series all the way through, and not even one of the main shows. This is partially down to what people talk about these days, it seems like it's all isekai, moe, with the token Japanese take on something popular in the western culture zeitgeist. (I now feel someone vindicated for not caring about Attack on Titan)

When I saw this game, I was intrigued by the concept of the series, so I decided to watch it before playing the game. A lot of what seemed cool to me as a teen were these series from the '80s, and this is one of those series. This is the sort of thing I'd have just resigned myself to never seeing. These days that honor goes to older live-action series, you can find any random old anime or sentai show, but try to find something like Tokyo Megure Keishi and you'll be looking forever.

The gist of the series is that Chirico Cuvie (pronounced Kiriko, like the Japanese woman's name) is a special forces soldier for the Gilgamesh Confederation, one of two galactic powers. It's near the end of a great galactic war against the Balarant Union, and Chirico has just been transfered to a new battalion. His first new mission results in his battalion attacking what appears to be a friendly asteroid outpost. After getting placed on guard duty, he finds a mysterious nude woman in a capsule, before getting nearly blown up. It turns out that yes, his compatriots did attack a friendly outpost, to kidnap that woman among other things. Intelligence agents interrogate him, suspecting he was in on the scheme, but he escapes. Most of the series is involves him trying to figure out what happened and who that woman is.

The so-called armored troopers of the title are mechas, and on the realistic side of the mecha genre; Very fragile. The name VOTOMS was chosen as a pun, it sounds like bottom in English, they get blown up a lot. To the point where even having plot armor doesn't guarantee that your VOTOMS won't get destroyed. Even the token super-powered beings don't survive the series without losing a half-dozen. One funny note is that every major faction has its own VOTOMS design, but they only ever seem to have that one design.

It's a good series, starts off very strong in the first two arcs, kind of goes south, then the last arc is not great. (but by the time you're there you're along for the ride anyway) This is the kind of anime people are imagining when they say the medium is mature and adult. Sure, there's a lady who gets naked a lot, and there's a lot of action, but the series has a good grasp on the ideas and conflicts that would spring up in the aftermath of a great galactic war. Its philosophy isn't just "we are like cherry blossoms in the wind" or "believe it".

It seems like the series was decently popular, so in the aftermath of the original series, there were many further entries expanding on the events of the show, some to do with Chirico's time with the Red Shoulders, a vicious special forces unit akin to the Spetsnaz. Most just relate to some side character and their interaction with Cuvie. So unfortunately the series takes this nice, interesting galaxy and basically condenses it down to what one character does, with anything focusing on other characters focusing almost entirely on their interactions with the lead. Sort of the opposite of what a good space opera series should be based around.

This is not the first game based on the series, before this was Black Unicorn, a game I'm not super clear on the specifics of, but seems to be the kind of RPG like Wibarm where you walk around like a normal RPG, but when battle happens you get teleported to a weird side-scrolling scene where you can shoot things. I'm guessing it didn't go over well because I found very little about it. Dunno if I'll play that, not super keen on that sort of thing. Later, there's a more traditional RPG/strategy game on the PC-98, action games on consoles (which I hope to get to) and then they sort of get absorbed by the all-encompassing Super Robot Wars strategy game series.

Dead Ash is another weird empty void of a FPS game. You play as a former soldier whose actual name I'm not clear on, but calls himself Dead Ash. In the aftermath of the great war he's found himself working with a Quent, a member of a race of stoic Conan the Barbarian-types. I don't know if this is intentional, but he looks exactly like one of the characters from the series. The first mission seems to be set in "Battling", which involves former military pilots fighting each other in an arena.
I could be wrong, but there's an undercurrent of being tired with fighting. Though I'm not quite clear on why Quint is on friendly terms with our hero or why he's getting back in the mech.

I want to point out two very big issues this game has. It's relatively long, yet the game seems to lack a save function. Why is a long story-based game forcing me to do this over and over again? Perhaps because of the second issue, the text speed is way too fast. There's that pesky bit that I'm not a native and thus require more time, but in English I'd have trouble reading this fast.

The game has three difficulty levels. I'm on the easy level. Bear that in mind when I talk about the game.

The mechs in the series never had any names to my knowledge, but apparently there are.

At the beginning of each mission you can select what kind of mech you'd like along with every weapon. This is really cool if you watched the series and it mostly feels like an accurate screen-to-game change. Since you'll be replaying missions a lot, you'll obtain the ability to perfectly foresee every weapon you'll need. For practical purposes, you're deciding whether or not to trade ammo for power, which depends on the forces you'll be fighting.

Even after finishing the game, I'm not sure what that button on the left side is for.

Level 0 is in Battling, and it goes sour quickly. You can take out one regular enemy, but then it turns into a game of gang up on the protagonist. Exactly like in the actual show. Three enemies appear at once and you cycle through various kinds until you end up killing 36 enemies in total.

The game controls how you'd expect a game adapted from the series would. To a certain extent. There's a certain weightiness, in which you start off slowly before suddenly going to max speed without much turning ability. If you didn't see the show you'd think something was wrong, but that much is working as intended.

No, the problem is that fighting back against the hordes of enemies is a bit wonky. You cycle through weapons here, which doesn't feel right. Votoms could use all their weapons independently, their primary gun weapon, the secondary missile or the last chance punch. That last one is rather lame now. In the show it had this cool shotgun like effect, punching someone and then pumping out a shell. Here you punch things out like you've got an automatic shotgun.

It doesn't help that aiming feels off. This game relies on autoaim, which might not be so bad if you weren't dependent on it. It's so bad that even with it I miss shots it seems like I should make.

It's also one of those games. You know the kind, where you play it for a little while and then you get a headache for much longer.

I don't know why the game has these consistent graphical glitches during the cutscenes, but it always happened.

There's a between mission cutscene where Dead Ash talks to Doma, who seems to be the owner of Battling. It seems someone really is after him, and he has to escape. I'm not clear on who's attacking him, but Doma is on his side and he promises to tell her his name, when he knows. Guess he's an amnesiac.

After this the next mission starts up pretty quickly...and it's a rail shooting section. Kind of, because you have to dodge stationary objects lest you get hurt, while also trying to move yourself to shoot enemies. I'm hoping the game isn't going to just turn into a series of on-rails sections, because they're terrible.

No matter what strategy I took here, I kept dying. Holy crap, this level is hard. I feel justified in my hatred of these kinds of sections now. I developed part of a plan to get past most of the mechs, when they're stationary you can go past them, when they're driving past you, shoot them. But then we get the helicopters. These guys are tough, tougher than they have a right to be.

You just can't gun these things down, you need missiles for them. But if you wait for the missiles to hit them, you've already taken too much damage and dodging is painful, I'm not sure the the threshold for getting hit by these objects. You have to just play through this level hundreds of times just to figure out when to dodge so you don't end up trapped in an awkward position.

And even then it's a slog. It goes on for much longer after the second helicopter attack, like crap, why are you doing this now?

After mission novella, whoops, looks like we were captured by Gilgamesh. Every one of these I have to take like 50 screenshots of it because there's just that much text. So, Captain "Nian" is holding Ash at gunpoint. He refers to Ash as a second lieutenant and makes what I think is a sarcastic statement about honor. Then he takes Ash and Doma to the major.

Ash is not fond of this or Nian, while Doma is surprised by this revelation. Ash doesn't really know what to say. You'd think they'd make another picture for how Doma looks here. Wait, she has a red rose on her shoulder? That seems weird in-universe.

I think this game might be a bit beyond my understanding, Nian says that Ash has come to recieve something, Ash says he's not a civilian in the military and he resigned. Someone named Makisukan says that Nian came from a stone wash basin (!?!), so hear him out. I feel like I understand more of the game from general context of the series rather than actually reading this.

Ash says he doesn't need this. Makisukan replies that he wants him to attack something they cannot. We'll protect you. He says to Nian to give them an explanation. Nian replies, "Yes, colonel" something that surprises Ash.

Ash then narrates to himself about how he used to be a soldier and how he's getting a rematch. Huh. He calls the man he found in Battling a barbarian. I'm kind of loosing interest and track of what is referring to what. We get a briefing where the two officers give a briefing on what I imagine is the next mission. Destroy the enemy base. Ash obeys, not out of duty. Then a bunch of stuff I don't understand in the slightest and offer no pretense at attempting to understand or even care at this point.

Two observations about the game's cutscenes. It's very hard to read, not just because of the speed thing, but because the font isn't built for any of the larger Kanji. Of which the game uses several. Secondly, I like the way the cutscene graphics are drawn a lot. It's both simple yet very well-drawn, an unusual combination.

And it's not a rail shooter level? Huh, I thought it was at first. No, this is another FPS level. It's weird, because you're in space, yet you move like you're stuck on the ground. I can't think of any other game that's done something like that. It's strange.

Anyway, this level was easy. I don't know if that's because this level the game allowed me to get a super powerful gun as a primary or if it was just an easy level. Every level throws some new stuff at you, usually a mech or a gun, I've been picking the strongest mech, since survival is more important than speed.

More dialog. Who drew these characters looking like this? It looks goofy. Anyway, it seems like Doma and Ash have been captured by someone, and uh..."Battling is crafty"? Anyway, Doma is apparently the messenger of an invitation for Ash to engage in an AT battle. Ash is reluctant but seems to agree anyway.

This mission I've gone for a different kind of mech, a hybrid, it's faster than the tanky mech I've been using, but it isn't much weaker. It's another FPS level, thankfully they're sticking with that bit. It's in the jungle, and it's actually fun. 

Though I'm quickly discovering the game's remaining annoying quirks. You know how a lot of games with an open area loop around? This does that, but it's on a really small scale. It's weird, you ever get that feeling from watching a show or a movie where it's obvious it's fictional because the way it's shot is obviously on looping sets or where different shots aren't connected properly. It's like that.

Anyway, I gun down the usual assortment of mechs and helicopters, but with an enemy I haven't seen in a while, the mortar team. I manage to face down a team of enemy mechs with just my punch and win. Huzzah, the game does its usual victory dance and...wait, the level is continuing.

"Wait, Ash, you've come, this will be enjoyable." And I fight a boss. An easy boss, because I have no ammo and punch him to death.

And, wow, that's graphic. Votoms functioned more off the implication of horrific violence rather than actually showing it. This isn't what it looks like though, those are wires. Hang on, have I been misunderstanding the story the entire time? Hasn't helped that I've put off reading some of the mission briefings before now. I'm not really clear on this change at all.

I didn't see anything that directly said it, but I think that this Quint was someone who fought Ash at Battling, and perhaps put him in the hospital to begin with. The game seems to constantly use Battling, what, is that this guy's name? If so, that's a bizarre screwup. Further, at this point it's clear that this game is well above my reading level, yet isn't worth the effort. Not helping my confusion, there's a character named Damu. What, a character named Doma and Damu? There are six characters in this game and I'm barely sure whose name is whose at this point.

Ash tells Damu that his platoon has destroyed his forces. I missed some text, but Damu tells Ash about a position somewhere. Frankly, I don't really care anymore, but I'm just going to assume that Ash is trying to take revenge for something Damu did to him at the end of the war, and it turns out someone hired him. That's all I'm getting out of here.

And it's another rail shooter level. There's not much more to talk about. Just carefully take a path through the enemies so you don't crash and don't get shot, then avoid some rocks, and repeat until the game decides to be merciful. Scratch that, now we get some weird tanks that weren't even in the show. This level is really upping the difficulty. You can't dodge the rocks anymore, you have to shoot them. It gets better, it takes two missiles to destroy the red rocks, not that you should be doing that anyway. I manage to win this eventually, not even thanks to abusing save states and using the fist against the rocks, but only thanks to using a memory editor so I had infinite health.

I just want to point out, that I have no idea how anyone, in an age before savestates, managed to win this stage. Remember, I'm playing on EASY. My mind has zero comprehension as to how someone could beat this legitimately, because I'm here barely figuring out how to advance past all this crap with foresight, an actual player would not get that, and they'd have to beat all this in one go. I might be the only person to ever beat this, at this point. By the end I was completely out of ammo and I was for basically the entire level at that point.
The story continues...and I see PS. Perfect Soldier, the driving question in the series, the thing that caused the betrayal that set in motion everything. And this game just goes over the same old, same old. Perfect Soldiers were genetically engineered people that, while having a short life-span, were absolutely unstoppable in a VOTOMS. Well, mostly unstoppable. It doesn't seem to straight up say, but the implication is that Ash is a Perfect Soldier. Ash and Doma or whatever her name is stew over this revelation, exchanging many paragraphs of words I no longer care about, and Ash eventually decides to take out Makisukan, who had something to do with the creation of Ash. Next mission.

At this point, I don't care about the gameplay, I'm just here to finish this, so cheats are still on. Still, this is a weird level and I got a strange new mech, which has a different melee attack. What goes on here is I'm in a weird warehouse looking place with crates on the floor. Kill three mechs, you spin around and then move to another place with three mechs. It's weird.

I haven't mentioned it, but briefings tend to shift across as many songs as they have graphics, which is a lot. Nian has Ash at gunpoint, despite presumably being in bad shape. The two have a touching conversation despite the circumstances, and after some conversation, Nian dies.

Makisukan then sends a message to Ash, not surprised his underling fell. More talking on and on, and I guess somehow Ash finds out how to go after him. Huzzah.

Another space mission, this time a rail level. Don't care, I'm cheating. This level adds the fun aspect of constantly moving until you go in the other direction, and you have to avoid space debris that is in a big bunch for some reason. I'm sure I'd hate this if I were still treating this as anything other than something to be beaten.

Another mission finished, another novella to translate. Or not, since apparently this one is just a few paragraphs of text, like manna from God. More like a lock and load intermission than a real text.

Can I just say how much it stinks that this game, with it's absolutely awful levels is somehow killing it in terms of weapon and mech selection? Every new level it's like I'm a kid in a candy store, except the end result isn't going to be any more interesting. It doesn't really matter if I have a new, faster mech with great armor and a new melee weapon, because I'm still playing Dead Ash. Another rail shooter level, except you're in space and there are walls. Walls that hurt you if you hit them, I might add, but at least you get knocked away. And that music is great too, why did it have to be made for THIS game?

One thing I do note, with the new mech you can really feel that speed increase, I'm just zooming by enemies.

Another boss? He even does the same message. This guy is actually annoying, I can imagine being really ticked off fighting him normally.

Wow, this is really just a crappy version of the anime, isn't it? More talking. I'm sure Makisukan is expounding something that doesn't paint him as in the wrong for all the evil I presume he's done. An explosion sound happens...and now Doma is narrating.

That's it? He's dead? It's over? That's the end of it?

Advancing brings me to the credits. Which means it's over. There's no secret bit at the end, it's over. I have one thing to say about that.

Weapons:
Despite the wide variety of wepaons, you basically only need to care about damage and ammo capcity, there's no real fire rate difference, at least none that I noticed, and missiles miss way to easily for their supposed advantage. 1/10

Enemies:
There are a lot of nice enemy designs, but in the heat of battle they come off more as noise than distinct targets. I guess mortar teams are different than helicopters are different than mechs, something that continues even to the rail shooter stages, but they feel oh so limited. 2/10

Non-Enemies:
None.

Levels:
Randomly placed enemy spawns in a nominally pre-determined set of corridors and pillars, but in practice feel completely random. 1/10

Player Agency:
This is a very nice implementation of how the VOTOMS moved in the series, at least circa the early '90s. It's not terribly clear what your hitbox is, which is a problem with the rail shooter stages. You can also only change weapons in one direction, when there's no reason you can't just have three buttons dedicated to each weapon. 4/10

Interactivity:
None.

Atmosphere:
It does a nice enough job of translating the feel of the series, before the harsh reality of the rest of the game sets in. 2/10

Graphics:
There are some very nice sprites here, and I like the background. Alas, most of the enemy sprites don't look too good in motion, I think it has something to do with their chosen method of sizing up sprites that makes them look funny. 3/10

Story:
It's a better game when you don't know what's going on. 0/10

Sound/Music:
Sound effects sound weird and badly compressed, but you get everything you'd expect. The music is really nice, whenever you aren't listening to the same track for what seems like a hour on end. 3/10

I'm applying a three point penalty, so 13. It's been a long time since I had to do something that drastic.

Dead Ash, simply put, is the first chronological FPS I hate. No, it's not the worst rated FPS by this point, but that's just because the game has a bunch of nice, shiny things to distract you from how crap it is. For all the crap I gave Cybercon III or Corporation, those were lofty ideas that didn't work the way they executed them. This is your usual FPS, done very badly, even by 1991 standards. Star Cruiser, even if that was kind of bland and had a mediocre story, was funner than this and by this point it was out for 4 years. It was more interesting than this; Frankly, it was more technologically advanced than this. Outside of the music and maybe the cutscene graphics, this has nothing going for it.

That was the last FPS of 1991. No more replays either, if I play Midwinter 2 again it's going to be a long time from now. 1992 is going to be much the same as 1991, replays of the most important titles, along with the usual weird Japanese games and ugly 3D abominations. About 9 games in total. As two titles are going to be in Japanese and have an extensive and probably important story, I doubt I'm going to be done with 1992 by the end of the year. So, despite the fact that I really don't want to do it, I'm going to not play any more FPS games until after Halloween. The good news in that statement is that by the time I get going again I should be able to blame through the rest quickly. I'll also have hopefully three more Japanese games in the finished pile, all of which are strangely enough less complex than this one despite the content of some. Hopefully the next two games are more in the less complex category than this.