January 25, 2012
Jupiter Strike is just another shoot ‘em up set in space. It was released for the PlayStation in 1995, very early in the console’s lifecycle and the game shows its age. It was developed by Taito, no stranger to space shooters and brought to North American shores courtesy of Acclaim.
Jupiter Strike opened with an extraordinarily long cutscene that was extraordinarily boring. Comprised of shots of spaceships in space, it didn’t convey any information that I couldn’t already scrape together on my own – thanks to the genre’s typically limited scope. All I needed to know is that I’m fighting for one side in a confrontation and my spaceship is special. But it really isn’t.
In my mind, it’s a foregone conclusion that all spaceships – especially those found in shoot ‘em ups – are agile. The one I controlled in Jupiter Strike was sluggish and whenever I’d steer it, it appeared that the screen was moving along with it, giving me the impression that I was controlling the camera rather than the ship itself. Now this is akin to similar games like Star Fox but I don’t remember it bugging me as it does when I play Jupiter Strike. Perhaps this is because of the ship’s poor animation.
Also, rather than incorporating many different weapons and have them be obtainable through many means, Taito opted to include just two. My ship naturally had a basic attack which fired shots repeatedly consistent to my button presses. It also had a special laser that homed in on enemies. To target enemies I’d have to “paint them” with my cursor while holding down a button. When I released the button, lasers would target individual enemies. Both of my attacks had infinite uses, although the laser had to be charged. This lack of weapon diversity (also the lack of pick-ups) led to monotony.
I didn’t play the game offensively. I never felt like I was doing a good job at hitting enemies, although in truth I was. Instead, I opted to play defensively. My tactic was to fly around the edges of the screen avoiding enemy fire and wailing away with my trigger fingers. Playing like this, I was more concerned with avoiding enemy fire rather than shooting them down. This worked well too, up until stage four (of eight?).
A boss battle occurred at the end of each even numbered stage. The first boss was tough. It took a few tries, but I was able to learn/avoid his attacks and use my opportunities to strike back. He just had a lot of health. I didn’t fare as well against the second boss and it’s probably due to my inability to adapt.
The second boss was basically in a tunnel. During the stage I was flying into and out of large space ships until my encounter with the boss. It had octopus-like appendages that it used to crawl through this tunnel. Worst of all it was equipped with very strong weapons that were hard to avoid. I of course stuck to riding the edges of the screen but I wasn’t able to avoid his attacks. They depleted my health fast and after a few attempts I decided that the time I’d need to invest to beat Jupiter Strike wasn’t worth it.
Jupiter Strike was uninteresting. It’s a bare bones game that doesn’t do anything to set it apart from similar games. On top of that, the audio mixing was awful! If I fired I could not hear the soundtrack. Then again the soundtrack was so basic that sounded like a game from the previous generation.
In short, Jupiter Strike is just another shoot ‘em up set in space, and like the initial cutscene, it’s boring.
June 9, 2011
Acclaim’s Double Player System is a unique set of controllers for the Nintendo Entertainment System. I wouldn’t consider myself the most versed in the accessories released for the NES, but I know the Double Player System is one of the few options for wireless controllers for NES gamers. Include the turbo and slow motion functionalities and the set seems like a no-brainer, but I did run into some issues.
The Double Player System utilizes infrared technology, the same concept implemented in television remotes. To work, the controllers must point at a receiver plugged into the NES. I initially tested them out by turning on Star Soldier, holding a button, and moving the controller around to see when they lost contact. My radius was very limited and playing with them required a steady hand at all times. While in the thick of Star Soldier however, I noticed that I didn’t move around that much. I remained focused and only lost the signal on a few occasions.
The controllers were quite useful for playing Star Soldier as they had added functionality compared to a standard NES controller. Besides being wireless, the controllers also had turbo and slow motion functionality.
I was not impressed with the slow motion as I couldn’t get it to work. I tried it with both controllers but to no avail. Whenever I’d press the button enabling slow motion, the game would rapidly pause and unpause. I tried it with multiple games as well. Perhaps it was my controllers malfunctioning, I mean these are twenty year old controllers (released in 1988) and who knows how well they were taken care of.
The turbo functionality on the other hand was stupendous. To be fair, these are the only controllers for the NES that I own having turbo functionality so I don’t have anything else to compare them to, but unlike the slow motion, turbo actually worked. The turbo functionality was perfect for Star Soldier where I just mashed the fire button to shoot. To enable turbo I clicked in the turbo button above either the A or B button and that button was now rapid-fire. Instead of mashing on the fire button, all I had to do now was hold the fire button to blow fools away.
While Star Soldier was my primary test subject for the controllers, I did play Guerrilla War with a friend to test both controllers at once. We didn’t encounter any interference between the two controllers, but my friend and I had a bit of trouble figuring out who was player one and player two, even after making the selection on our controllers.
With The Double Player System I had little leeway; if I moved slightly and the controller and receiver lost each other, it could turn out terribly. Terribly, like the slow motion functionality. Maybe it’s the games I chose or maybe my controllers were busted, but the slow motion just didn’t work for me. The turbo functionality however worked like a charm and I can foresee myself picking the Double Player System over a standard controller depending on the game I’m playing, a shoot ‘em up for instance. Multiplayer brought about a slight problem, but one that could be overcome. Playing without wires is nice, but the only reason I’d choose the Acclaim Double Player System over a standard controller is for the turbo functionality.