June 7, 2012
Back when arcades ruled the video game roost, light gun games were widespread. The genre wasn’t as ubiquitous on home consoles, but it seems like each console from back in the day had a light gun. One game with a big presence back then was Lethal Enforcers. It was originally released as an arcade game in 1992, but was ported to the Genesis, Super Nintendo, and Sega CD from 1993-1994. Developed and published by Konami, each version came bundled with the Konami Justifier, a blue light gun modeled after the Cult Python, the iconic .357 Magnum revolver. Enabling cooperative play is the harder to find pink light gun, although it works across all three platforms.
Lethal Enforcers contains little narrative, but little is needed. Crime is being committed and as a cop, it’s your (and your partner’s) duty to uphold the law. You’ll shoot through scenes in which bad guys pop their heads up from cover looking to blow yours off. Without quick timing and precise accuracy, game over comes quickly. Once those qualities are on lock-down though, you might just be able to make your city a little cleaner. While that sounded like an ad, that’s pretty much the best way I can sum up the game.
My friend and I played the Genesis and Sega CD versions of Lethal Enforcers and I only noticed one difference between the two versions – the soundtrack of the Sega CD version was of a higher quality. Both games looked identical, although the Sega CD version should look much better than its Genesis counterpart. I imagine the Super Nintendo version is identical to the Genesis version, although without playing it myself, I can’t say with certainty.
My friend and I had a rough go at the game. It was easy to complete the first level, a bank robbery, and even do so without losing lives, but to unlock the next level, we had to have 70% accuracy. We eventually managed this, but the second level, a trip to Chinatown, upped the difficulty, while also asking us to have even better accuracy. The game has five stages and I’m sure this continues to be the case throughout the game.
I really enjoy light gun games, and Lethal Enforcers seems to be one of the genre’s better examples. It’s tough, but it doesn’t force players to memorize enemy locations. With quick reflexes and good accuracy, anyone can have fun. Playing cooperatively is a treat because at that point, you’re into the experience for at least thirty bucks, but it’s definitely much more fun with a partner. Lethal Enforcers is a fun game, although for the best experience, it will be slightly costly/difficult to track down. It’s worth noting that Lethal Enforcers won’t work on HDTVs so if you’re interested, make sure you have a CRT TV or something you can play it on.
September 28, 2011
It’s not every day I have a half-off coupon to my favorite video game store. So when I received one I used it wisely and picked up a relatively expensive Super Nintendo RPG. I decided on Soul Blazer, a game I had no previous knowledge of. More specifically, it was an action-RPG developed by Quintet and published by Enix for the SNES in 1992. I thought it had a simple plot and simple gameplay, but it was exciting to return life back to the world of the Freil Empire.
Primarily a tale of greed, Soul Blazer at first has a shallow plot, but it gets interesting. The king of the Freil Empire has captured a famous inventor and forced him to create a machine that allows the king to communicate with a seriously bad dude, Deathtoll. Deathtoll wants souls and the king wants money so they strike a deal, souls for money. Here’s where the player character comes in.
The player character, the soul blazer is sent down from the heavens by The Master to remedy the situation in the Freil Empire. As the soul blazer I was capable of defeating the numerous monsters throughout the dungeons of the empire as well as communicating with the souls I released.
There were seven stages in all and I thought the way they were structured was interesting. Each stage was basically a village with access to a dungeon or two. The first stage was a mining town with a mine serving as the dungeon. The second stage was a settlement in the woods of woodland creatures, and so on; the stages were diverse and they contained all sorts of different creatures.
Like the villages, the dungeons were set in interesting locales; one on a model town and another in a fantastically rendered version of space were my favorites. The dungeons were very straightforward and not very difficult. I followed the path and killed monsters as they spawned from portals. Once the portals were depleted, they changed into a switch that would release a creature back in the village.
There wasn’t any puzzle solving in the dungeons, I just followed the path and killed any monster I came upon. The villages on the other hand did require a bit of thinking. After freeing creatures and restoring the stages to their original glory, I could chat with the creatures and sometimes get some info on a stronger sword, better armor, the location of magic, or a necessary item.
For the most part, Soul Blazer wasn’t very challenging. The monsters were really dumb, basically walking into my sword and the dungeons were quickly completed, about an hour for each. The bosses on the other hand were challenging, but not excessively difficult. The only puzzle solving that was tricky came at the very end when I had to retread a few of the earlier dungeons defeating previously indestructible enemies. But my favorite part of the game would have to be the soundtrack. I thought it was phenomenal and hummed along with practically every track. Soul Blazer was a good game and in the end, well worth using a half-off coupon.
July 29, 2011
Continuing on with game show video games for the Super Nintendo, my friend and I popped in Wheel of Fortune: Deluxe Edition. It was developed by Imagitec Design and published by GameTek in 1994 and I came away with the same feelings as I did with Family Feud. It was a competent recreation of the TV show and we enjoyed playing it, but there are probably newer, better versions out there.
My friend and I entered in our names and chose to be one of six characters. We played through the game in four rounds and a speed-up round, and finally the winner would play a bonus round. Like Family Feud, Wheel of Fortune: Deluxe Edition did a good job of recreating the TV show, albeit within the abilities of the SNES.
When it was our turn, we could spin the wheel, buy a vowel, or attempt to solve the puzzle. When spinning the wheel we’d land on a slot (hopefully not bankrupt or lose a turn) and then pick a consonant and win money depending on how many of that letter were in the puzzle. We could also buy vowels, and lastly attempt to solve the puzzle. If we were right, we’d win the money we had accumulated in that round. The winner after four normal rounds and the speed-up round would continue into the bonus round. Here the winner would pick three consonants and one vowel, and then attempt to guess the puzzle.
I feel practically the same about Wheel of Fortune: Deluxe Edition as I did about Family Feud on the SNES. My friend and I both had a good time playing it, but there is probably a newer, better version available.
July 29, 2011
Having not played anything multiplayer on my Super Nintendo Entertainment System in a long time, my friend and I decided to hook it up. The first game we decided to play was Family Feud. It was developed by Imagineering and published by GameTek in 1993. The game recreated the TV show well and my friend and I had a good time playing it, but there are probably newer, better video game versions of the TV show.
After giving our families obscenity-ridden names we played the bull’s-eye round. The host asked us questions (five total, one for each family member) and we had to buzz in and guess the number one answer and whoever got it right won money. This round acted to boost our winnings, which only mattered if we wrote down the code at the end of the game to keep playing with the winning family, a neat feature.
After the bull’s-eye round, we played the main rounds of Family Feud. The host asked us a question and we had to guess what the top answers were, just like the TV show. The game continued this way until one of us had surpassed three hundred points, thereby defeating the other team and continuing into the final round, the fast money round.
In this round, two of the winning family’s members had to answer specific questions, aiming to reach a total of two hundred points, and winning the fast money round. If they didn’t crack two hundred points, they would be awarded five dollars for each point.
Family Feud on the SNES recreated the show well, but being nearly twenty years old now, it probably isn’t the ideal version to play. There wasn’t a lot going on graphically; the interface looked fine and was understandable, but the animation for the contestants was terrible. Answering required my friend and I to spell out our answer using an alphabet box, and this worked fine. We only played one game so we didn’t play through many questions, but some of the answers were not that obvious. We had a fun time playing Family Feud, chastising each other’s answers and just horsing around, and are up for playing it again.
March 2, 2010
Set in the future with a generic plot, Earth Defense Force is a quality shooter for the Super Nintendo. Lacking a thrilling story is not a knock for games of this vein as the story is each person’s experience encountering the hundreds of enemies and bosses you’ll surely take out. From the beginning, the game is fast paced and early on, requires quick reflexes as well as memorization.
EDF was developed and published by Jaleco; it was released originally into the arcades and later ported to the SNES. Having never played the arcade version I’m unaware of the differences between the two. The story of EDF is told in the manual with a lack of cutscenes or any background in-game. I would’ve liked seeing some sort of progression between levels but the story in the manual was sufficient for the genre. Full disclosure: I wasn’t able to beat the final boss and see if there was an ending sequence. That being said the manual was detailed and even referenced The Beatles!
At the beginning and between each level you are given the option to pick a weapon type. There are eight different types but a few seem redundant. My favorites were the homing and the search laser although anyone who has played a
similar game will find something familiar. As you defeat enemies you will fill a bar at the top of the screen. This will level up from 1-5, each time increasing the power of your weapons. This turned out to be a good barometer of success and a way to differentiate itself while retaining elements of the genre. Flying with you are two satellites ships that provide extra firepower. As you level up, they’ll be able to take on different formations and like your weapons, become more powerful. These smaller ships are indestructible and can absorb some enemy fire.
The game is comprised of six levels that take you from Earth to space and get increasingly more difficult. I spent much time getting to a new part and dying, but making progress with each death until I was able to get to the final boss. Though all this dying was frustrating at first, it came to be a part if the game. I found the game to be tough, but fair in most parts and towards the end of my playing I was able to reach the final boss without losing a life. The final boss however seems very cheap, nigh impossible. This experience is made worse when you lose all of your continues and must trek through the whole game just to have another stab at him, all a part of the game I suppose. I felt the soundtrack was great; its up-tempo beat matched the nature of the game and in particular I found the weapon select track superb.
I found the final boss just too tough to continue after a while and have given up on the game. I will still try every now and then and I won’t let this bad ending impact my view of an otherwise solid game. I found EDF to be fast paced and when considering the effort it took to be able to get to the final boss undefeated, rewarding.