Showing posts with label msx. Show all posts
Showing posts with label msx. Show all posts

Friday, July 26, 2013

Not the Gradius you thought it was

at 4:57 PM
It's nowhere near a big deal, but even I'm getting confused by our mixture of multi-regional names for Gradius/Nemesis games. Reading the intro of Greg L's Spaceman Beau post, I couldn't figure out what specifically he meant by the "Gradius knockoff", Nemesis, as Nemesis is Gradius. There were MSX-only sequels named Nemesis 2 and Nemesis 3, but were those originally intended as a series, or only linked by name? We're about to learn.
Nemesis (GB) is pretty by early Game Boy standards, even featuring some parallax scrolling
So here comes a reference guide to all early (pre-1991) Gradius/Nemesis games with their regional/platform-specific titles, listed chronologically. Obviously Japan got all of the games in all of their forms, Europe mostly saw arcade and MSX titles, and North America got arcade and Nintendo-console entries. The only platforms I'm listing exhaustively are those that had an original entry: Arcade, NES, MSX, SNES, PC-Engine (Turbo-Grafx), and Game Boy. There are other ports out there (for Windows, Amiga, ZX Spectrum, so forth), but they all follow in line with major releases according to region. Note that the Game Boy Nemesis games are not ports of the MSX titles, hence their separate listing. After 1991, all regions got the same games under the same titles (all tagged with "Gradius"), so there's no sense in listing them here.

Japanese TitleEuropean TitleNorth American Title
Gradius (Arc/NES); Nemesis (MSX)Nemesis (MSX/Arc)Nemesis (Arc), Gradius (NES)
Salamander (Arc/MSX/NES)Salamander (Arc/MSX/NES)Life Force (Arc/NES)
Gradius 2 (MSX)*Nemesis 2 (MSX)--
Gradius II (Arc/NES/PCE)Vulcan Venture (Arc)--
Gofer no Yabo Episode II (MSX)Nemesis 3 (MSX)--
Gradius III (Arc/SNES)--Gradius III (Arc/SNES)
Nemesis (GB)Nemesis (GB)Nemesis (GB)
Nemesis II (GB)Nemesis II (GB)Gradius: Interstellar Assault

*released as Nemesis '90 Kai on Sharp X8600

By looking at Japan's list, we can see the clear lineage of the pre-'91 series: four major arcade games, two MSX spinoffs, and two independent Game Boy releases. Japan was the only audience to get all three pure Gradiuses (I, II, and III). We can also observe from this column that the only games originally designated "Nemesis" are those on Game Boy.

The second column makes it clear that Europe would certainly know this as the Nemesis series, not Gradius. Oddly, their main line was repurposed and renamed from a hodgepodge of unrelated spinoffs. Aside from the ostensibly unrelated arcade release Vulcan Venture, Europe never got a proper follow-up to the original Gradius/Nemesis.
The MSX had some bright colors, but its rendition of Vic Viper is as primitive as they come

North America got the fewest games of any region, though that's really just due to the absence of MSX releases. With the exception of Gradius II, the main arcade entries and their Nintendo ports all made it over here. As such, the American perspective at the time would probably hold that Nemesis was nothing more than a standalone Gradius-like handheld game. 

What we've learned here is that there really is no such thing as a Nemesis game, except on Game Boy. Everything else was originally designed and designated as an MSX incarnation of Gradius, only to be retitled in Europe.

Sorry, I realize this post was little more than a synthesis of data culled entirely from Wikipedia and MobyGames. That's life in the big city. Have a happy weekend!

also what is this blog like gradius jr. these days? we really need new subject matter

Thursday, July 25, 2013

Sunfish Gets Shmupped, is Mistranslated

at 2:13 PM
You know what space shooters need? Smooth scrolling and twitch gameplay. Coincidentally, do you know what computers couldn't provide in the 80s?

But, for reasons I haven't looked up on Wikipedia yet, Konami loved the MSX (itself an 80s gaming computer). Two of their classics, Metal Gear and Snatcher, debuted and each received a sequel on the machine. And heck, Nemesis (Konami's knockoff of their own Gradius series) showed up on MSX, so they weren't unfamiliar with putting space shooters on the machine.

So, it's not entirely bad news that Konami developed Space Manbow for MSX and decided to never remake it ever. It runs remarkably well, competing with the NES; it runs at a speed the NES could've handled, but with less flicker and only slightly less fluidity.

The game's name is explained in a comic provided with the manual, which you can read in English here. Er, here. The enemy's mother ship is a giant sunfish-shaped ship. Basically, Konami wanted "mambo", but ended up with "manbow." Incidentally, Mambo from the Parodius series is a throwback to this very game.

Powerups mark the most noteworthy element of Space Manbow, straddling the line between Gradius and something normal. On one hand, Gradius' red capsule system grants stability. You'll never miss a laser upgrade or an option because you missed a particular enemy; there's only one kind of pickup, and it predictably moves your powerup selector forward on a clearly defined list. Also, you'll never accidentally pick up a powerup you don't want, since you'll only gain a powerup once you hit the A button. If you don't want the tail shot, it's as simple as not hitting A when your powerup selector is on the tail shot.

On the other hand, Gradius loses convenience. Upon starting a new game, half of your attention is devoted to making sure you collect enough red capsules to earn the laser you want. In other shooters, getting a powerup is as simple as crashing into the appropriate icon.

In Space Manbow, powerups appear in a predetermined sequence. First comes the weapon upgrade, then the speed up, then the option, so on and so forth. Each time you spawn a pickup, it will be the next in the line. If you miss the chance to spawn a pickup, no big deal; the sequence of pickups won't advance until you get one to appear. Unlike Gradius, though, you won't have to save up a whole bunch to get what you want. The option is always going to be the third one in the line, no matter what.

Observe:



This video also demonstrates that Space Manbow is open to squirrely gameplay.

I die over and over, and yet the challenge is never unsurmountable. Ric Viper never tarries too long on a single continue point, almost always making decent headway before slamming nose-first into something or other. I've only cleared the first four stages of eight, but from what I've played, a little thought and a good thumb go a long way.  Throw in infinite continues, and you can feel free to ram your head against an obstacle all day with the confidence that you will eventually get somewhere.

But it probably won't take you all day. You can see in the video that my deaths are pretty dumb. There's no need for planning anything in this level. It's obvious what enemies are going to do, and so long as you stay in the middle of the screen, you'll have the time you need to react to anything. Come to think of it, it's even generally safe to hug the back of the screen.

Take, for instance, the elevator portion at 2:21. This looks like a good time for some memorization, but the sequence has enough predictability to avoid that need. Platforms move down at a constant rate, and openings appear on the sides at a regular interval.

Another notable instance of predictability comes in the digging level. Background objects appear and show you where dirt will shortly spawn. The cue gives you plenty of time to put your ship right where you want it.

Anyway, the elevator sequence also avoids the need for any particular equipment. You might think that space is so tight that you'd need options planted backwards to handle bogeys behind you. However, if you corral the enemies properly, you'll have plenty of space to maneuver without shooting a one down. I haven't yet seen a portion of Space Manbow that will always destroy you if you come in with nothing but the shirt on your back.

On that note, Space Manbow is one of the few old school shooters I've played where stages have distinct character but don't require analysis. Enemies aren't mindblowing--there's the guy that spawns cronies, the guy that shoots three ways, and so on--but levels are paced slow enough and designed to emphasize one or two enemies over the rest, granting each its own feel. Stage 2 is the level for guys that shoot three ways but stick to the floor or ceiling. It doesn't hurt that levels generally have a unique asset like level 2's elevators or level 1's docked fighter planes.

Space Manbow may have a bloated reputation, but it's definitely a cool guy. It makes the MSX (MSX2 to be precise) look better than it is, and more than that, it finds a unique place among old school shooters for its powerup system and stage design. While nothing innovative, Space Manbow shows what can be done with smart use of familiar elements.
Wait I didn't notice this was animated when I linked to it
In conclusion, I really like Space Manbow, but there's kind of several different reasons why, so this writeup doesn't have a ton of focus, but I want the Wii Virtual Console version to come out here (although it's doubtful, being four years old as of this writing).