Showing posts with label Mame hidden gems. Show all posts
Showing posts with label Mame hidden gems. Show all posts

Wednesday, 20 June 2018

A-Z of MAME Hidden Gems - Y and Z are for...


After starting off way back in 2014 I recently discovered that I never finished my A-Z of MAME Hidden Gems - I only got as far as V... I was pretty annoyed with myself and resolved to knuckle down and get those last four letters squared away.

W and X were covered in the last post, which just leaves me with Y & Z...

If you'd have told me that Y would be by far the most difficult letter to find hidden gems for I wouldn't have believed you. Z I expected to be awkward by Y's just not a letter I'd think of in the same way... if I'd even considered it at all.

And yet, here I have just one game for 'Y', a game I'm listing under it's bootleg name that probably wouldn't have made it into the top ten choices for any other letter:


Yellow Cab



It's not that Yellow Cab (better known as Kamikaze Cabbie) is a bad game - it's from Data East after all and I'm pretty sure they don't know how to make bad games - it's just more 'interesting' than 'excellent'.

Played on a large overhead map the main goal of the game is to pick up a passenger in your cab and take them to another point on the map. From that you may infer that the game is a precursor to Crazy Taxi, but in fact it feels much more like the original Grand Theft Auto.

It's hectic fun and has some extra depth added by the presence of the police and the need to refuel regularly. Despite the my somewhat negative tone here it's well worth a play, but if I was to rank all the games I've covered over the course of this series it would definitely be nearer the bottom than the top.


And so, finally, after four years of intermittent blogging, playing, building, and configuring controls in the tab menu, I've reached the end. It's somehow fitting that this whole thing should finish with that most ubiquitous of hidden gem genres; the vertical shooter.


Zaviga



If you have read many of the other entries in this blog you'll know that I'm far from immune to the charms of a good gimmick.

Zaviga, (like Yellow Cab released in 1984 by Data East) is a vertical shooter whos gimmick is that it takes place both in the air as a jet fighter and on the ground as tank.
The game allows you to switch between the two at will and, from the little I've played, seems to scroll infidelity on a loop, with the enemies getting a little harder each time.

It's fair to say that, being quite an early game Zaviga isn't particularly blessed with complexities.

But complexities was never what this endeavour was about.

Hidden gems remain hidden because at first glance they may look simple, they may seem derivative or dated - but dig a little below the surface and you reveal a game that makes you happy, makes you nostalgic, or just makes you wish you hadn't overlooked it so many times before.

Zaviga captures all that brilliantly.

It may not be as gob-smacking as Boogie Wings, as surprising as Change Air Blade, or as awe-inspiring as Outfoxies... but it has charm in abundance. And really, at the end of the day, what more could you ask for than that?

Tuesday, 19 June 2018

A-Z of MAME Hidden gems - W and X are for...

So it's been a while...

One of the many things I enjoy about videogames is talking about them online and, unsurprisingly, the subject of MAME often comes up.

This happened recently when I pointed someone who was asking about lesser known arcade classics on the r/retrogaming sub-reddit to this very blog.

As part of the ensuing conversation they suggested I turn this weary old text dump into a nice new, easy to navigate database.Great idea, I thought, and immediately set to work...

A few days later I discovered that I never finished my A-Z of MAME Hidden Gems - I only got as far as V... I was pretty annoyed with myself and resolved to knuckle down and get those last four letters squared away - and that brings us to right now.

So first up, a fighter from the Capcom stable that has nonetheless remained somewhat hidden:
War-Zard



Okay so, full disclosure: Way (way) back when I was writing up the recommendations for 'R' I found this game under it's western title of 'Red Planet' - Knowing that the options for 'W' were likely to be very limited I tucked it away to unearth at the very moment.

It's worth the wait though!

War-Zard is primarily a fighter and, coming from this particular era of Capcom, you can be sure it has all the qualities you would expect.
The art is stunning, the character design is ingenious, and the special moves are very familiar.
With that said, the single player campaign of War-Zard goes far beyond that normally found in an arcade fighter.

Named 'Quest Mode' a lone player chooses one of the four main characters and proceeds to do battle against a wave of CPU controlled bosses.
Furthermore, items can be collected during fights that provide buffs and experience points are also gained that can be used to level up your chosen combatant.

It's pretty much the perfect fighter to play at home, at even includes a password system to pick up where you left off - which makes it all the stranger that this is the only CPS III game that Capcom made that never got ported to a home console or PC.


And if you think not getting a home release keeps a game under the radar, this next one never actually got a release in the arcades:
Wing Force



The story goes that this prototype game was lost forever until a PCB was found, bought for a considerable sum, and then (very generously) dumped to MAME so it could be enjoyed by all.
You can read all about it on this archived thread from the Shmups form: https://shmups.system11.org/viewtopic.php?p=1155828#p1155828

It would have been a shame to lose Wing Force as it's a great little game. Very much in the Raiden mode it features wonderful animation and very smart craft design - with each power-up physically changing it's appearance.

Even without the intriguing back story this would still be well worth your time.

Onto to 'X', and more shooters, firstly:
X-Multiply



Being a horizontal shooter from Irem, X-Multiply is never going to avoid comparison to R-Type.
With a plot based on the cellular occupation of a woman by a microscopic alien force it would appear that the developers were keen to draw the line under their seminal genre example - but in truth niether this nor the organic style of the enemies and environments really manages to create any distance between the two games.

Luckily the ship design and unusual play style it generates more than make up for it.
Your craft has two tentacles that extend up and down from the hull, on the ends of which the weapons are mounted. These mechanical arms move fluidly around your ship as you manoeuvre through the levels and are impervious to enemy fire.

This makes for a great balance of offence and defence and you learn to shift seamlessly from positioning the arms for the best offensive alignment to ensuring they are a well place barrier between you and enemy fire.

Finally for today, a game that follows on the X-Multiply not just on this page, but in the evolution of weapon design.
Xexex



Despite coming from Konami Xexex actually looks and plays more like R-Type than X-Multiply ever did.
In a fair and just world a game that so blatantly steals all its best ideas from elsewhere wuldn't be any fun to play - luckily for us that isn't the case!

Xexex takes the tentacles from X-Multiply, adds a third arm, and then attaches the whole thing to a force orb.

Lets not pretend this is a life-altering innovation - but it offers just enough to make itself well worthy of inclusion here.

See you next time for 'Y' and 'Z'.

Thursday, 1 June 2017

Setting up a guide-jig...


With the three smaller sections of the front of cabinet all painted up and finished I gave the same treatment (Sand > Seal > Prime > Sand > Paint > Paint) to the main frame.
Considering it had been in a bulky, part-built state in the in-laws garage for 3 years it was remarkably free of damage.



The two layers of MDF I had glued together to use for sides were coming apart very slightly in a couple of places but nothing that didn’t disappear under three coats of paint.
This left just the main speaker and housing unfinished and, truth be told, generally in a bit of a mess.
 
Previously I had mounted the speaker into a piece of MDF and given it a coat of primer.
It looked pretty tatty but worse still it seemed as though the paint that had been in holes of the mesh had fallen through and dried solid – give it a shake and it sounded like it was half full of rice – not good.
 
I made the rather drastic decision to open up the speaker front and shake the bits out – I started with a drill hole but struggled to get much joy. So I resorted to the tin-snips.



Obviously this meant I had to do something about the new mess I’d made. The free sample of speaker cloth I got for the smaller speakers was quite a course weave, so to match it I cut a square from a hessian shopping bag and attacked it with the some leftover black paint I found in a tester pot tucked away in one the better half’s craft drawers.
 
Finally, I needed to create a new, neat front plate.
At some point in the preceding three years the remainder of my MDF stash has taken some water damage. Luckily I found a couple of pieces that were big enough but, at only 5mm thick, I was presented with a new problem when it came to routing a neat finish as the routing bit guide wheel is 3mm on its own.
I tried cutting a square out, clamping extra MDF as a guide underneath, and routing around both -  but there was too much movement and the result was a total disaster.

Plan B was to build a guide jig using two scraps of MDF and my workmate.


 
With the piece of MDF for the panel clamped firmly on top of this I drilled a hole big enough for the router bit through the centre and then ran the router out to the edge and followed the guide-jig around.
It was quick, easy, and worked perfectly.
 
After the usual prep and paint it was simple case of assembling the pieces and standing back and admiring the results.
The whole affair felt like a victory – just the sort of win I need to keep me moving forward.
 



Next up – getting that control deck together.

Tuesday, 29 July 2014

MAME Hidden gems - U & V are for...


Have you ever noticed how American TV shows tend to have 'themes' in each episode?
One entry may have every character, no matter how unrelated, dealing with issues regarding 'Trust', still another may centre it's weekly adventure around the theme of 'Death'.

Well, today's blog update is bought to you by the letters U and V and the theme of 'Detail'.

I wanted to included Vindicators in this selection. It would have provided the perfect opportunity for me to bang on about how I feel the layout I designed for my MAME cabinet’s buttons allows me to use the top four as a pseudo-dpad – facilitating great control for games such as Atari’s rather smart dual stick tank game.

Unfortunately, with multiple ports and re-releases under its belt, it’s just too well known.
Give it a look if it did manage to pass you by.

So instead I’ll begin with Undercover Cops, a brawler from Irem, the company most famous for the classic shooter R-Type.


Although the usual genre tropes are all present and correct (Three characters, walk right, pick up weapons, etc) Undercover Cops will immediately put anyone that plays it in mind of the Metal Slug games.
The style here shares that series’ distinctive, drab coloured, ultra detailed sprite and background design, so it was no surprise at all to learn, during a little research, that it also shares some creative team members with that series’ too. 

I’ve probably said before that with brawlers the inventiveness of levels and bosses is really brought to the fore.
The first level boss in Undercover Cops is a prime example of this. After you have knocked off about half of his energy bar he moves towards a giant stampy, crushy, factory machine thing - and attempts to get you under it. Brilliantly, if you turn the tables on his plan, you can terminate him in a single well timed attack. 

There’s only so much you can do with jump, kick, and an 8 way stick (hey, that rhymes!) but Undercover Cops shows just how much taking care of the details really makes a difference and elevates this brawler from just another Final Fight clone to a contender for best in genre.


Voltage Fighter Gowcaizer (I can’t stop reading that as Cow-gazer) is a fighter that excels with a single mechanic.


If you remember Bloodstorm, the game was marketed as a ‘Mortal Kombat Killer’ by Strata in 1994 you might also recall it’s one interesting feature – the Passable Power – whereby an ability could be taken from a defeated opponent and used by the victor.
Voltage Fighter Gowcaizer, an anime styled fighter released a year later, takes this idea and improves upon it – Mainly by implementing it in a game that isn’t utterly, utterly terrible.
It’s not the only reason to recommend Voltage Fighter Gowcaizer though. It’s a great looking game too, and one that benefits from not trying to re-invent the wheel with its move-sets.
It also retains a respectable level of balance, quite an achievement considering the aforementioned attack borrowing mechanic.


So we've had a brawler and a fighter so far - exactly zero-points for guessing what genre Viper Phase 1 comes from.


This V-schmup comes from the Raiden Stable is is pretty recognisable as such for anyone vaguely familiar with the series. 

As with all of my personal favourites in the genre, this is a game with a focus on shooting stuff first, and avoiding stuff second.
It gives you such beautiful stuff to shoot too. The intricacies of the designs are exceptional and, as you’d expect from a game with this pedigree, it plays like a dream.
It’s worth noting that there are two versions available. Purists might want to stick to the original but the imaginatively named ‘New Version’ features a better power-up system and, for me, that’s all important.


I’m going to squeeze in a quick forth entry with Violent Storm.


As I’ve already had a brawler that excels through its use of detail in this selection so I’ll be brief.
Violent Storm isn’t as pretty as Undercover Cops but a screenshot would never do this game justice even it was – because the music is completely amazing.
In true arcade style this is a game that must be played with the volume up.

During my brief research into the game I found this write-up from VG Junk – It’s a fantastic piece, and does the game far better credit than I ever could.

And, as I'm finished here for now, you can go read it.

Monday, 21 July 2014

MAME Hidden Gems - T is for...

Play Thunder Jaws. I'm not going to give it a slot here as any credibility I have left after recommending Pachinko Sexy Reaction would be lost forever. But yeah, play Thunder Jaws. It's like Russ Meyer and Ed Wood got together to make a rip off Rolling Thunder... neither having made a game before... Genius.

Onwards...

Tenkomori Shooting fuses v-shmup mechanics with the slightly mental quick-fire style of Bishi-Bashi Special - and if that sentence doesn't make you want to play it then I'm afraid we can't be friends.


The front end of the game has something to do with a monkey going up a tower and beating a Game of Death style challenge on each floor for some reason.

However, unlike a yellow jumpsuit clad Bruce Lee, your challenges are less about fighting ex-basketball players and more about achieving a high-score on a bite sized vertical shooting game.

There are Galaga clones and 1942 clones, there are games where you fire hearts at a singer and others where you fire arrows at apples, you will try to serve sushi and assassinate a Shogun, you will even have to blow up UFOs with fireworks.
Tenkomori Shooting is one of those turn-the-sound-up-and-revel-in-the-madness games and, for me, there is no higher recommendation.


I'm doing it again I'm afraid, Touki Densyou Angel Eyes is a game that is fairly well known in Japan.


It has had releases on the Saturn and the Playstation and is pretty common on the tournament fighting scene.
It is, however, pretty much unknown to the vast majority of western gameophiles.
Yes, I did just make up that word.

There's always a voice in my head telling me not to bother with listing fighters, they seem like a bit of a hard sell.
This example stood out to me initially for the quality of the characters and animation, and for the bizarre way it combines the 2D hand drawn sprites with pre-rendered 3D ones.

It's a bit of a jar at first, but when you start to play, the game's Street Fighter style controls come so naturally, and the games technicalities are so user friendly, that I could not fail to be won over by it.
I hope it does the same for you.


There have been a few games I've detailed in this blog that have put me in mind of Nintendo's classic StarFox, but none moreso than Thunder Ceptor.


A bit of a caveat to it's selection: The arcade cabinet featured an analogue joystick, as most MAME Cabinets tend to go for a 4 or 8 way digital stick it may be something to bear in mind if you're a stickler for the genuine arcade experience.
But, as I've said before, the vast majority of people use MAME on a PC controlled with an Xbox 360 controller, so there's no problem there.

Anyway, Thunder Ceptor is an into the screen on rails sprite scaling shooter. It has more than a little in common with Space Harrier and while it doesn't really do enough to move itself out of the shadow of Yu Suzuki's masterpiece (how could it?) it has enough differences to make it worth your time.

Principle among these is the fuel meter. Rather than having lives, Thunder Ceptor instead puts you on the clock, challenging you to complete the level before your fuel runs out.
This overtone of the racing genre if further supported by inclusion of an accelerator alongside the usual shooting controls. Fortunately, none of the levels have corners, so steering is not required, otherwise we'd be into full on SCI territory.

There is a sequel to the game that was released less than a year after the first game called 3D Thunder Ceptor II, it featured stereoscopic 3D and power-ups but little else to recommend it over this original version. MAME does replicate the display by splitting the screen but for me this is just another reason to play the original... unless it appears on Oculus Rift, that is.


There were a couple of other games I decided against this time out:
Typhoon is a game I remember playing back in the day but I couldn't really recommend it on nostalgia alone, and Twinkle Star Sprites is a fusion of shooter and two-player Puzzle Bobble who's mechanics just seemed to elude me, the limitations of single player weren't in it's favour either.
Give them both a look though, if only a cursory one.

Friday, 11 July 2014

MAME Hidden Gems - S is for...

A quick run down of the nearly men before I get into the top 3 for 'S'...

Space Fury is a vector shooter in the asteroids style. It has a cool powerup system and looks great, but not only was it released as an unlockable on one Sega's myriad collections, but it also stops calculating the score after level 4, which annoyed me.
Suprise Attack is a game in the style of Rolling Thunder but set in space. Again it has some pretty neat power-ups but doesn't really do enough to stand out in the glut of this type of game.
Super Cross II is a very simplistic isometric motocross game, a little too simplistic to make the cut unfortunately. But it does offer a fun few minutes diversion and the sprites are impressive considering it's age.
Finally, Shock Troopers - 2nd Squad is another game that has seen fairly recent re-release. This evolution of the Commando/Ikari Warriors style shooter is definitely worth a look if you're unfamiliar.


Now, if you're anything like me you'll look at the screenshot below and think:
"That looks like a rather smart late 80's racer, got to be worth a look!"

This game is called Slipstream, just 150 prototypes were made by Capcom and it never entered full production.
According to the very helpful Arcade-History.com this makes it one of the rarest arcade machines of all time.

It's fast, fun, features three game modes and a neat boost gimmick based around staying in an opponents Slipstream. So what went wrong?



It was 1995.

To put it in perspective, that's a year after Sega Rally came out, 2 years after both Ridge Racer and Daytona USA first saw the light of day.

On the day it rolled off the production line, Slipstream was already old-hat. The spite scaling graphics rendering it an impossible sell to a market into which Sega and Namco were unleashing some of the most exhilarating driving experiences the arcades have ever seen.

However, playing the game now, unhindered by juxtaposition to such behemoths, its four brilliantly realised tracks, 9 cars, and OTT boost mechanic make for a game that has aged very well and is a joy to play.


When I played The Super Spy I didn't make it as far as this boss...


So I can't tell you if it's supposed to be a woman or a guy in drag, although looking at the size of those hands...

The Super Spy is an example of a lifeline that has helped me out of a spot with these entries more times than I can remember - A Neo Geo game.
There always seems to be something a bit mental about games on SNK's wildly expensive hardware, and that makes them a perfect fit for this blog.

This particular effort could lazily be described as Operation Wolf with fewer guns, but it reminded me most of the Aliens game released for ZX Spectrum, C64, Amstrad, and the like back in 1987.


As with Aliens, you control the movement from the first person perspective and move predominantly sideways, only occasionally being able to move 'forwards' through doors.
However, in Super Spy, you eventually come to a lift and entering it takes you, literally, to the next level. 

Each floor is crammed with an array of bad guys for you to despatch in a variety of ways.
You start with a pretty effective knife, however the power of this weapon reduces with each use.
You can also pick up a pistol that will despatch most enemies in one or two shots, but uses ammo very quickly. 
At some points a rescued hostage will even give you an insanely powerful but limited use machine gun.
The initial weapons, though, are you hands and feet. And this is what earns The Super Spy a place on this list.

The game features an incredibly in depth combat system that almost seems out of place alongside some of the other, somewhat rudimentary, elements.
It allows you to bob, weave, throw jabs, hooks, uppercuts, straight kicks, and knee bombs. It even has a timing based block mechanic.
It may not sound like much when described here, but when you take the time to fully understand the minutiae of the system it becomes immensely satisfying.


Luckily for me, following its arcade release Sōkyūgurentai made its way to some of the 6th generation consoles, but never outside Japan. 
Sometimes it feels churlish to be grateful that so few people have played these games - particularly when they s wonderful as this... but I'll get over it.


Often described as a spiritual successor to Rayforce, Sōkyūgurentai is a sprite based v-shmup that features a version of the lock-on mechanic that is synonymous with that series.

Considering the lack of true 3D the game has an incredible sense of depth. 
It's in view of this that the lock-on targeting system on each of the 3 available spacecraft is cone-shaped, each slight variation capturing all enemies that pass through it no matter their location on the pseudo 3D plane.

In the vein of the very best V-shmups, of which this definitely an example, the game features some deeply beautiful set pieces and some incredible boss battles.
During the latter, the unusual 4:3 display zooms far away from the action, just so that you can see the enormity of the foe you are trying to take down.

I understand if you're a bit burnt-out on schmups but this one is definitely worth your time. 
Moreover, if you prefer your shooters to be more about the shooting than avoiding a million brightly coloured bullets - then you won't be disappointed here.

Sunday, 6 July 2014

MAME Hidden Gems - R is for...

I had very high hopes for R – Looking down my list of candidates I made way back when I played through the MAME catalogue there was a good haul noted here.

A little research has decimated the field though.

I probably should have realised that Ray Force was the first in the popular series that went on to include Ray Storm and Ray Tracers, and re-releases on the Playstation and Xbox (among others) meant I had to eliminate the excellent top-down open world car shooter Rush and Crash (AKA Speed Rumbler) and Rohga Armor Force (AKA Wolf Fang: Kuhga) in which you assemble your own mech before piloting it into H-Shmup action.

All of these games are more than worth a play, but my self imposed selection criteria means that I’ve had to pick others from my list for this entry.

The second and third choices were easy, and probably would have been selected anyway, but up first is Rabbit, a fighting game that I have to recommend with a rather large caveat – The rom is broken.



The main fault is that there is no sound, but there are other issues too, most notably that sprites occasionally blink momentarily into invisibility.

Another point of note is that it just barely squeaks past my criteria – it is a game with a release on console, namely Sega’s much maligned Saturn. However, as it was a Japan only title, and one that happened very close to the launch of the machine, I’ll allow it. On the plus side, this means that if you fall in love with it on MAME you have the option of tracking down a fully functional version.

In it’s favour though, on MAME Rabbit retains a recognisable but innovative fight system and beautiful character art.

Each of the ten highly original combatants come with a 'familiar', a spirit beast that can be summoned and used in combat.
The great thing about this mechanic is that it has both positive and negative effects – A heavy beast might increase the power of your attacks, for example, but it will also slow you down and shorten your jumps.
It adds a dimension I've not before in the genre and, while it may lack the fireworks of others of the era, it has enough going for it to recommend a play to fans of 2D fighters.


Sega's X arcade hardware was most famous for Yu Suzuki's excellent Afterburner and Power Drift games. But it was also the basis for much lesser known Racing Hero.



If you spot the branching pathed map during the attract mode for the game you would be forgiven for expecting Outrun with motorbikes... and in truth there is an element of that when you start playing, but the USP on this one is the structure of the stages.

Each is broken down into 2 elements: The first is Outrun style, racing through traffic to make a checkpoint before the timer runs out.
Make the checkpoint and you're into the second section. The traffic and scenery disappear and are replaced exclusively by other racing bikes and traditional track markings.

At the end of the two sections you're given the choice of two locations to race next, this is why the map on the scoreboard has that classic Sega look.

I don't know if it was the intention to give the impression that you're running late for a race and the first section involves speeding to make it on time - but that's the feeling I get every time I play this game. It's fast and fun, it looks great and has the full on Arcade feel that only comes with Sega's best efforts.


You won't see too many Tetris style games as I run through the alphabet in this blog, but I could not resist the brilliant Risky Challenge - despite it barely squeaking part my criteria.



The game (under it's original name Gussun Oyoyo) was released on SNES, Saturn, and PlayStation and this could have instantly excluded it from selection - were it not for the fact that none of these releases made it outside Japan.

Using elements that will be familiar to anyone who has played either Tetris or Lemmings, you have to build your little egg shaped guy a bridge to the level's exit using blocks that drop in from the top of the stage.
Challenge is added as the timer runs down and the level fills with water, and also by your guy wandering around aimlessly and doing more to help than hinder as you attempt to save his none existent neck.

I don't generally believe that puzzle games are a good fit for the arcade format, but Risky Challenge is an exception to that in a big way.


Obviously S is up next time, none of you guys have heard of Street Fighter 2, right?


Thursday, 3 July 2014

MAME Hidden Gems - P & Q are for...

There are several excuses for why it has taken me so long to get around to writing this blog entry.

I moved house (quite unexpectedly)
As result stopped building my MAME cabinet.
I discovered my new boss has massive hang-ups about people using the internet at work.
I don't have a dedicated games room or even TV in the new house...

There are many sob stories and weak explanations I could offer but, when it comes down to it, on the three previous occasions in the past few months that I’ve tried to write this entry I’ve been stopped by a single unavoidable fact:

It may be where you'll find Pac Man and Power Drift, but the relatively unknown games in P and Q are rubbish.

This all means that you’re going to get just two games today; one for each letter, both of which are really interesting curios rather than fully fledged hidden gems. Both are definitely worth a look though. 

Pachinko Sexy Reaction is quite possibly the first game I ever played on MAME. I’m comfortable listing it as a hidden gem here but it does hold a relatively high profile and certain notoriety in the MAME community.




Pachinko is often described as Japanese pinball, which is nonsense. It’s a ‘game’ with far more in common with those coin waterfall things you find on every pier on the British coast – Pinball requires skill, Pachinko is entirely based on luck.

Rather than coins, Pachinko machines dispense a quantity of ball bearings to the player, who precedes to drop them in the top. From here they drop, hitting pins, bumpers, and scoring points on their way to the bottom. It’s a game as pointless as it is oddly addictive.

In a move that will delight anyone who buys into the spurious stereotype that all Japanese people are sexually repressed weirdos who buy used panties from vending machines during a grope filled commute to work on an overcrowded train… Pachinko Sexy Reaction aims to liven up the core game’s ‘mechanics’ by offering the player some soft-core hentai animation as a reward for achieving certain scores.

Now I can’t be sure if this was originally designed to titillate or amuse, but I can tell you that - through the sheer absurdity more than anything else - these scenes are very, very funny.
They are also surprisingly well drawn and animated.

It’s the comedy factor and surprising production standards that has lead me to recommend PSR here, as a game it is astoundingly limited. It is entirely likely that you will only play it once, spamming the credits button until you have witnessed each of the games bizarre cut-scenes. But playing it once is exactly what everyone (over a certain age) should aim to do with this game.


Quantum is a vector game designed to be played with a trackball – it should be a terrible candidate for MAME.



If you've never seen what vector graphics look like on a dedicated display you’re missing out. The pin-sharp lines and idiosyncratic mapping points are a stunning thing to behold.
When I first saw a Vectrex machine running at the Retroactive event in Leicester last year it went straight to the top of my Christmas list.

Then there’s the trackball. I recently discovered that this method of control is actually one of the cheaper input methods to add to a cabinet – but it should surprise no-one that the vast majority of people use MAME on a PC using an Xbox controller, rather than built into a purpose built cabinet.

So since it doesn’t look or control as it should then why is it here?

Mainly because it still plays great, with the limitations of the 1982 hardware the trackpad controls can be replaced with an eight way stick with very little loss to the fun-factor.

As for the graphics, if you’re playing on a CRT (As you really should for any game released before the turn of the century) they are still sharp and serve the purpose perfectly well.

But more than this, the number one reason for choosing Quantum is probably that it revealed itself to me as the likely inspiration for one of the first smartphone games I played that didn't feel restricted by the input method.

So this is not just a recommendation for Quantum, on MAME, but also a recommendation for Spirit, on Android and iOS (Not to be confused with also-good-but-contextually-irrelevant- Spirits).

Both games have the same central conceit; encircle the items on the screen with your reticule. It's a little like Qix has been set free from the restrictions of the lines.

It’s simple fun to begin with but as the screen gets busier and the types of enemy become more varied in their movements, both games become increasing challenging. Multiplier perks await those who capture multiple icons in a single ‘tail’ but the mechanics remain simple and the gameplay as addictive and any score chaser throughout the game.


Hopefully “R” will be a few days, rather than a few months, away. With the swathes of games I have starting with that initial letter I’m hoping I won’t have to scrabble around for nominations again!


Tuesday, 24 June 2014

Setting up a boring old cliche...

You wait ages for an update, then two come along at once.

Yeah... Well... Annnnnyway...

Today I had a day off work. I booked this leave a few months ago when the fixtures for the world cup were published, expecting to take a trip up to Bedford, the place I begrudgingly call my hometown, to see some friends and watch England triumphantly qualify for the knock out stages...

Yeah... Well... Annnnnnyway...

So instead I took a trip to the in-laws to finally put some work in on the MAME cabinet!

It took quite a long time to get going at first. With a limited amount of MDF I was worried about cocking up and leaving myself short.

Still, when I cut a couple pieces to size and laid them out to make my base; it finally felt like I was actually getting somewhere.


You'll notice that's some fairly chunky MDF, 20mm to be exact.
I don't have a lot of this, one large piece that I had to cut to make this base, and two other bits that are 15cm wide and about a metre long, so not much use.
You can see at the top of that pic that I've use another piece to prop up the front of the screen to give me the angle I wanted.
There's another piece further back to support the rear - this is necessary because I've decided to leave the top side of the PC cabinet open to help with ventilation.

Building up my pieces one at a time felt a little like Sudoku.
When I had the base and the supports I knew how high the back would need to be, when I knew that, I knew how high the tallest part was, with that information added to angle of the screen I was able to work out how big the front panel would have to be, and so on, and so forth.

Eventually, through this gradual building up of dimensions, I was able draw out the shape of the side panel on one of large pieces of MDF...



Sorry, that's quite hard to see. But hopefully you get the idea.
If you can see it you'll spot that there's a rather steep slope down from the marquee to the lowest point of the back. (Just to the right of the saw blade).

I'm concious that I want to keep this unit as small as possible, but I must admit I don't like the look of this.

So, for now, I'm not cutting that side down at all, later on I'll test out some angles until I find a happy compromise, but for now.


Taking shape nicely, I hope you'll agree?

Next thing was to do that again, three more times... okay... I confess... Five more times.

With all my larger pieces of MDF (by area) also being the smallest (by width) I was always going to have to double up to make the side panels a decent looking thickness.
I had cut one and used it as template for another before I realised I'd forgotten that the sides were going on the outside of the base - and so needed to be 20mm higher at the bottom. So. Bugger.

Luckily I had enough MDF, and so, soon after I had 4 near identical side pieces ready to be screwed and glued together in pairs:


The screws are too long at the moment but they're only there while the glue dries, I was a bit careless with their positioning too so I'll probably fill the holes and move them when the time comes.

And that, to be honest, was as far as I got. 5 Hours work in total, so pretty slow going, but really happy that I finally have a 'thing'!

Saturday, 14 June 2014

Setting me up, knocking me back...

My god has it really been five months!?

I know this blog doesn't exactly have an army of loyal followers waiting with baited breath for each new entry - but I still feel guilty for not filling you few fine fellows in the the status of the project.

Apologies for that.

To get to the point, the project has been held up twice since the last update.

The first delay was self imposed as I decided to wait for a component that I hadn't originally planned for, but which would, and indeed still will, make building my cabinet far easier and maybe even improve the quality of the finished product. This delay took me to early March.

The second delay was out of my hands, and is the reason the project hasn't progressed. It occurred exactly a week after the first delay had been resolved.

Not long after getting back to work after the Christmas break I asked my boss if it was okay to use the internet briefly to check my Freegle posts, the conversation naturally lead to what I was looking for and when I said MDF her eyes lit up.

Turns out her finance is a painter/decorator and has had a stack of MDF clogging up her hallway for months, over Christmas they had argued about it and he'd finally agreed to throw it out.

It took a while to sort out picking it up from her, both of us have small cars,  live in different towns, etc, etc... But finally, in early March, we handed over the MDF in the car park at work and, for the price of  very uncomfortable 20 mile drive home, my garage was finally stocked with this:


A week later, that wasn't my garage any more.

We got a phone call from the landlord explaining that she had decided to sell the house and could we please find somewhere else to live ASAP, thanks.

As a result of all this my 23 consoles, 2 TVs, a scary amount of cabling, and basically the entire contents of my games room are in boxes in someone else's loft.

The MAME Cabinet project, all the components, MDF, and everything else, is in my girlfriend's parent's garage.
It isn't entirely inaccessible, but it is incredibly inconvenient, to the extent that I haven't been able to get over there at all to even look at it.

And with that my tale ends. The project is on hold, but definitely not cancelled.

There are upsides for me, if not for the project.

I now live here:


Have a view that looks like this:


And have discovered a love of mountain biking through narrow, unsuitable bridle paths in the nearby woods in my spare time.

As for the MAME Hidden Gems side of things. I think that may be more of a psychological block.
I have my laptop hooked up the TV and could easily be playing and writing these up - but I'm not, even though I probably should.

All of my gaming is currently taking place on a 3DS I bought a couple of months back.

Where I used to get a game of something or other in pretty much every day, since I moved both my 360 (the only console I didn't box and store) and my Steam account have lain dormant.

I put it down to not having a dedicated space, the cottage is beautiful but tiny and very open plan, we also only have one TV now.

Well. I think that about catches us up.
We're only staying in this house temporarily and using the savings we're making on rent to hopefully buy a place early next year.
I hope to get some hardcore time in the in-law's garage long before then though. so hopefully it won't be 5 months before the next update. I certainly aim to get a Hidden GEms post up in the near future.

Thanks everyone for your patience.

Sunday, 8 December 2013

Mame Hidden Gems - N is for...

Well, I have to admit, this isn't the most auspicious start to the second half of the Alphabet.

Don't get me wrong, I've found 3 games that are worth a look - but that's about it - none of them are going to rock your world in the way others might, and in the way that at least one entry in the forthcoming 'O' section is likely too.

So forgive me if this is a tad brief, but believe me when I say that all these games are worth at least a cursory glance.

First up, the obligatory shmup, Nebulas Ray.


When you first load up Namco's 1994 V-shmup into MAME you get a warning that the sound emulation isn't 100% - I only mention this because the other common warning, that the video emulation isn't 100%, is rather conspicuous by it's absence.

The original arcade version of Nebulas Ray features a couple of 3D effects that don't make it to the MAME version, but even without them it's a great looking game, full of enormous mother ships, fighters coming at you from all directions, and a full on action soundtrack complete with a barrage of radio chatter that makes Fox McCloud and his mates sound positively taciturn by comparison.

The constant broken English dialogue might grate on some, but to me it helps to turn this rather straightforward shooter into something a little more, and it does this by providing a great arcade atmosphere, something you'll never quite get from screenshots and videos.


Similarly, Night Slashers' allure comes more from it's concept than it's execution.


The 1993 brawler from those borderline-geniuses at Data East uses videogames' marketings oldest ally, gory violence, as it's hook.

Fortunately, it builds on its Zombie apocalypse premise with versatile combat mechanics and a good number of beautifully drawn undead on screen at any given time.

There are fantastic bosses two. Horror staples such as Frankenstein's Monster, The Grim Reaper, and Dracula all make appearances and, while offering a considerable challenge, never feel cheap.

Make sure you get the Japanese version if you like your blood red rather than green!


Style over substance would appear to be the theme of the day as I round things out with Numan Athletics.


Best experienced with 3 friends and a case of beer, Numan Athletics is a superhuman take on the International Track and Field style of game.

There are 8 events in total, some of which are familiar in concept, if not name.
Turbo Dash is a straight 100m style sprint, Missle Toss is Javelin, Niagra Jumps is the Triple Jump - although what Niagara Falls is doing in South Africa is anyone's guess.

However there are several others that forgo the button bashing for more skill based mini games.
Numan Sniper, for example, is all about reflexes, Tower Jumper dares you to leave your pounce as late as possible for the best available elevation as you wall-jump between Paris apartment blocks.

There is no hiding the fact that this is all simply a fresh coat of paint on an age old concept.

But it is a pretty great coat of paint; the four available avatars are characterful and nicely designed, the music and sound support the concept wonderfully and the backgrounds are usually great fun too.

One final note, Numan has a sequel, Mach Breakers, which is well worth a look if you enjoy the vanilla version.


#Arcade #Mame #Retrogaming

Monday, 2 December 2013

Mame Hidden Gems A-M Round-up

I had expected my first post of December to be an update on my delayed challenge/project to build a Bartop Style MAME cabinet for £50 or less. Said update would have been fuelled by the delivery of a PC from my brother who, on Saturday, brought his family down to the coast to visit.

Unfortunately forgetfulness is a family trait - so I still don't have a dedicated PC for the cabinet.

The good news is that his company ship stuff around the country fairly regularly and he's agreed to send it down... although I won't be holding my breath!

So, rather than move straight onto N I've decided to mark halfway with a round up of what I've highlighted so far... Maybe by the time I've got to Z I'll actually have something to play these games on!


I kicked things off in the numbers with '99 The Last War - a fun Space Invaders style game with neat sprite scaling, next was 64th Street - a 30's USA set brawler, and finally there was 1-on-1 Government - a very cool basketball game with more than dash of fighting game inspiration.

I tested the limits of the 'Hidden Gem' moniker with Alien vs Predator in the As, but made up for that stretch with the Chase H.Q.-esque A.B.Cop and gorgeous mech-brawler Armored Warriors.

B brought to my attention the incredible Boogie Wings, a game that I now consider one of the best I've ever played. I wrote so much about it that I only had enough room left for a quick mention of simple-but-fun twin stick shooter Bullet.

Cotton 2, the Japan only horizontal cute-em-up started me off in C, followed by the Saturday matinee style Cliffhanger: Edward Randy. Last up was Change Air Blade, the entirely brilliant mash-up of fighting games and vertical shooters.

D began with eye candy v-shmup Dragon Blaze and continued on to mad sprite scaling, multi-directional fighter Dark Edge. Drift Out '94, the isometric/top down racer, was last up although I name dropped the two Dungeons and Dragons games which would have been featured had I been writing the last year, before they were re-released through XBLA/PSN.

A similar fate befell Esp Ra. De, EspGaluda, Eco Fighters, and Exzisus - all of which fell foul of my controls on what can be considered a hidden gem by being featured in various re-release collections. 
The honours for E instead went to '84 vertical shooter Equites, OTT first person mech shooter Enforce, and slightly mental but entirely brilliant v-shmup Explosive Breaker.

The audio visual barrage of contra-esque Finest Hour was the first to get a mention in the F bracket, Cave made their first appearance with Disco themed v-shmup Fever S.O.S, and lastly the simple but crazy addictive Fast Lane from Konami proved that classic concepts can still be improved upon.

There were so many great hidden gems starting with G that I had to split them into 4 categories. 
There should have been a fifth called 'Games the author has never heard of but which have achieved classic status to everyone else in the world" after I originally included Prehistoric Isle under its Japanese name!
The first actual bracket was (predictably) v-shumps and included the beautiful G-Stream G2020 along with Guardian Storm and Gunnail.

The second batch was 'Other Shooters' and contained into-the-screen sprite scaler Galactic Storm, Ikari Warriors style Gundhara, and multi-weapon-orb-spaceship side-scroller Gigandes.
Penultimately I grouped together 4 brawlers and started with the bewildering attention to detail of Guardians, the satisfying combos of Gaia Crusaders, and the platform infused action adventurer Ganryu. I rounded things off with Gun Master, which I still can't find a pithier way to describe than 'Gunstar Heroes meets Smash Brothers' - even though it pains me to do so.
The final group was the unusual crossover genre that I called Pinball Hybrids. It included Pinball-X-Breakout Gunbird spin off Gunbarrich, Pinball-X-Ikari Warriors stylings from Gunball, and Pinball-X-Vshmup shenanigans from Grand Cross.

When I finally moved on to H I still struggled to choose just three games and gave brief shouts to the original Hoops from Data East, Moon Patrol style shooter Horizon, and does-everything-well-but-nothing-spectacularly v-shmup Hotdog Storm
My attention then turned to transforming mech H-schmup Hyper Duel, future sports done right in Heavy Smash, and shameless nostalgia choice Hot Chase.

Such was the dirth of quality on offer that I had to bundle the choices for I & J into one post. 
Luckily the choices included I, Robot which, coming from 1983, seems decades ahead of it's time.
For I there was also the incredibly beautiful submarine h-shmup In The Hunt
J only really offered pseudo 3D space-invaders style shooter Juno First - although I still think everyone should play Journey; which is genuinely the game of the band.

Two thirds of the K games were shmups, vertical shooter and racing hybrid Kingdom Grand Prix was kept company by parallax heavy H-shmup Koutetso Yousai Strahl. I also cheekily included boss-brawler Monster Maulers under it's Japanese name Kyukyoku Sentai Dadandarn.

L was a bit of struggle but I finally plumped tap-the-fire-button-like-a-crazy-person v-shmup Lethal Thunder, Afterburner style shooter Lock On, and top down fighter/racer Lethal Crash Race.

And then, just a couple of days ago I got to M and finally got to wax lyrical about the exquisite Mille Miglia before going on to recommend the excellent multi-directional heli-shooter Metal Hawk and wonderfully designed Sunset Riders style brawler Mystic Warriors.

All of which brings me bang up to date.

I hope those of you who have been reading these have had a chance to give some of these games a look, and if so I'd love to know what you thought of them - even if those thoughts are about how completely wrong I am!

I'll be back soon with N and, hopefully, a budget Mame cabinet update!

#MAME #Arcade #Retrogaming

Friday, 29 November 2013

Mame Hidden Gems - M is for...

There are times when I find this blog quite difficult to write, times when the words just don't want to come.
There are times (I'm looking at you 'L') when I find it hard to find anything to say about the games that I'm trying to recommend... which is weird, as that's kind of the whole point, but happily that is far from the case today.

A game starting with M, Mille Miglia - The Great 1000 Miles Rally, is what that inspired me to build a Mame cabinet and that in turn inspired me to start this blog.
So here it is, slap bang in the middle of the alphabet, marking the halfway point with ultimate style.


Mille Miglia is special in quite an evasive way; it's difficult to pin down exactly why it feels like one of the best games I've played, it's exactly that - a feeling - and those are always such a bugger to quantify!

Obviously the graphics are beautiful, some of the finest sprite renditions of classic sports cars you'll ever see.
There are ten to choose from ranging across several makes and models; from a D-Type Jag to a huge Merc SSKL and even the beautiful Ferrari 250 GTO. All the cars appear to official licensing too.

Then there's the sound. Mille Miglia has no in game music but each of cars has a unique engine note that is punctured by the squeal of tyre as you throw your vehicle full bloodedly into hairpin bends and unforgiving chicanes.

The tracks are special too - not visually, you view the action from kind of isometric top-down view and, some neat detailing aside, most of the 13 courses look fairly similar as they blur by in the 60 seconds you have to complete each of them.

The quality comes from the track layouts which are always fun and always challenging.
The game's HUD constantly gives you an indication of the next corner to come, and this always flashes up a set time before a corner begins. Because of this, when you get in the zone, you'll be starting your turn before the corner has even appeared on the screen.

When it comes down to it though, the controls are probably what makes Mille Miglia so special.
All the cars handle identically, I suspect this is because it's impossible to have ten different variations on perfection.
You hurl your car into every corner at top speed, tail sliding, tires squealing, emerging through the apex with a huge grin as the game auto-centres in the direction of travel, just in time to be flung in another screeching arc before you can catch breath - Ridge Racer at it's finest never made you feel like this much of a driving god.


Although different in every quantifiable way, Metal Hawk does share some of these less measurable qualities.


In Metal Hawk you control a Helicopter from an overhead view. You can move forwards, backwards, left and right to track down your targets.
The game is given an extra dimension, both figuratively and literally by also having altitude control.
Each level has a time limit and set targets that must be destroyed in this time - they are highlighted with a yellow reticule when on screen and when they're not you are given an arrow to show the nearest targets direction and an indication of whether you need to be higher or lower also flashed on screen.

Unlike some of these Hidden Gems the production standards are pretty damn impressive too - I my have mentioned previously that I'm a huge fan of sprite scaling, I don't know what it is about the effect that gives me so much pleasure, but it always does. In this game it is incredibly smooth and both your helicopter and all the enemies are very neatly realised.

I guarantee that after you've been playing Metal Hawk for a while you start to feel like a bit of a chopper ninja; climbing and diving between targets and picking them before quickly moving to the next, what higher recommendation could there be than that?


Finally, and with another change of genre, we come to Mystic Warriors.


I could simply suggest that if you've played and enjoyed Sunset Riders then you need to play Mystic Warriors. And, now that I have, there may be no-one left reading this... but, assuming you've resisted, I'll add this - Mystic Warriors, made by the same team that put together Konami's western classic, is a better game.

The general controls are pretty similar to those of the better known game, you move left to right flinging shruikens  instead of bullets and the firing up and into the background effect is also retained here. There are melee attacks and magic as a bonus, and a very handy sliding move too.

It's the inventiveness of the levels that sets Mystic Warriors apart from pretty much every other game of it's ilk.
There's a great nod to Sunset Riders near the end of the first level but to take level two as a better example (I wouldn't want to spoil the discovery of anything later in the game) you spend the first half of the level making your way up a snow covered mountain.
You make use of a ski lift at one point and engage in a game of grenade hot potato at another.
Then, having reached the summit, you spend the second half of the level skiing down the other side whilst fighting off waves of goons with your projectile weapon.
It's all very Roger Moore era James Bond only with a ninja instead of a middle aged misogynist - and we all know that the skiing stunts were the best parts of those movies.


#MAME #ARCADE #RETROGAMING #HIDDEN GEMS