A Dino Land Discovery

My previous entry sunk deep into the history of Dino Land, a middleweight pinball-video game from Telenet Japan and Wolfteam. While it had little time in the spotlight, Telenet used the Dino Land characters as mascots for their Cosmic Fantasy arcades. I recounted tales of people getting prize figures of the game’s protagonists, Bunz and Meeshell, and I wondered if we’d ever see evidence of them. 

Well, longtime reader Chris Tang (@strikeharbinger on Twitter) came through with amazing, incontrovertible photo evidence that those Dino Land figures existed. He even had some original tickets, a flyer, and a carrying bag from the Cosmic Fantasy Restaurant and Game Resort in Hawaii!


 

You’ll note that Bunz and Meeshell are molded so that their hands link together, making for an adorable pair of plastic toys and possible wedding cake toppers. Perhaps Dino Land wouldn’t be the number-one choice for a Telenet-themed reception, but I don’t think anyone will make bridge-and-groom figures of Earnest Evans and Annet Myer any time soon. 

I’m very glad to see these little collectibles. Dino Land may not be remembered among the best Telenet and Wolfteam offerings, but I’m fascinated that a company’s arcade briefly appropriated them for mascots. It’s a reminder of just how much odd video-game merchandise popped up in the 1980s and 1990s—and how little of it is documented well. The Japanese game market was compact enough that a publisher could crank out short runs of toys, t-shirts, or other promotional trinkets that would soon be forgotten by anyone who didn’t stop by a particular arcade or subscribe to the right fan club. As the push to preserve old video games and their attendant media expands into new horizons, we shouldn’t forget their toys, the proof that someone believed in a game enough to capture it in plastic.

Now, with this mystery laid to rest, I think I’ll see if anyone has the art cards from the Battle Mania Daiginjou cassette soundtrack.

Dino Land: Token Prehistoric Pinball

Telenet Japan has a good reputation if you know where to look. Aided by developer Wolfteam and its American publishing arm Renovation, Telenet dug out a fine little niche on the Sega Genesis in the early 1990s. Much like mid-tier anime OVAs rented from Blockbuster, Telenet’s action titles were flashes of an intense, bizarre realm beyond the conventions of the early 1990s. If they weren’t consistently well-crafted, games like Valis, Gaiares, Final Zone, Sol Deace, El Viento, Granada, and Arcus Odyssey were stylish and engaging enough to earn cult followings and, once the game-collector scene mutated beyond all control, command high prices. 

Dino Land isn’t among the upper tier of Telenet and Wolfteam fare in reputation or inflated eBay auctions. It’s a pinball game stocked with little dinosaurs, a far cry from the intergalactic wars and boomerang-slinging Peruvian sorceresses of other Renovation releases. For a while in 1992, however, it was the perfect game. 


It’s a cute enough treatment of pinball, with prehistoric levels crawling with dinosaurs and their equally fearsome relatives. As in Alien Crush and Devil’s Crush, players send a ball flying across a unorthodox multi-level board, defeating little enemies and triggering secrets.  

The actual ball, however, is a coiled-up Mesozoic armadillo named Dino-Bunz, and he’s out to rescue his pink girlfriend, Meeshell. If you land in the right spot, Bunz will unroll himself and march off into a boss fight, also played out in pinball form. And while most of the game occurs in the main jungle board, triggering its slot machine in the right way can warp Bunz to undersea or aerial pinball fields with bosses of their own.



It's too bad that Dino Land doesn’t do enough with its little creatures. The multiple stages and bosses are an interesting conceit, but the general flow of the game grows monotonous while too much of the scenery is only briefly charming. Compared to the spidery xenomorphs of Alien Crush or the monstrous imagery of Devil’s Crush, Dino Land seems bland in both looks and music. It’s actually more fun to watch the little protagonist scuttle around the board and high-score screen than it is to play the pinball. 


Even the dinosaurs aren’t varied enough. You’ll see a giant sauropod and some assorted genetic carnivores, but there’s nary a Triceratops, a Stegosaurus, or a Velociraptor to be seen. Bunz, Meeshell, and their non-combatant friend Malchi are all of an indeterminate arma-dino species, though they’re similar enough that I can declare them honorary Ankylosaurs.  

Yet there's more to Dino Land than a mere pinball simulator.

Unsung Game Creators: Takeru, Part 2

The second half of Unsung Game Creators’ Takeru feature is now up! While the first part was modestly hopeful in chronicling the developer’s side-scrolling action games Cocoron and Little Samson, the conclusion delves into the legacy of Nostalgia 1907, an adventure game that brazenly ignored just about every popular trend of its era. It’s a fascinating title for that reason as well as its own ambitions, but as we see, it wasn’t what the market really wanted.

We capped off the video by pointing out a unique thing about Takeru: they didn’t develop any licensed games. Just about every smaller developer, from Treasure to Wayfoward, funded their future cult classics by taking on projects based on movies, cartoons, and anything else that might have turned the heads of casual customers.

I won’t say that this was Takeru’s only mistake and that they should have canceled Little Samson and farmed out their esteemed ex-Capcom talent to making video-game versions of whatever TV shows or films looked at them twice. After all, they could have picked up Stunt Dawgs or A Far Off Place just as easily as a Jurassic Park deal. And perhaps Takeru just wasn’t around long enough to land any licenses.

As always, we’re thankful for every like, view, comment, and subscription we get—and for the patience subscribers showed during the long delay for this video. We’ll tackle some shorter subjects next, and they’re not quite as depressing as this one!

Metal Warriors: A Clinking, Clanking, Clandestine Classic

Metal Warriors walked a difficult path. Fresh off the cult favorite Zombies Ate My Neighbors, developers Dean Sharpe and Mike Ebert conceived Metal Warriors as their homage to mecha anime like Mobile Suit Gundam and Armored Trooper Votoms. LucasArts greenlit the idea, and the project went through bug-testing and development with surprising ease.

The problem came in getting the game to market. LucasArts initially struck a publishing deal with Nintendo, who discarded the game and countless other Super NES titles as new systems emerged in early 1995. Konami scooped it up for a mid-1995 release, but the production run was a mere 50,000 copies, and it was soon lost in the utter chaos of a year where multiple new consoles launched and the established ones saw their strongest libraries ever.



Metal Warriors inevitably provoked comparisons to Cybernator and the rest of the Assault Suits series. They’re both tales of robot warfare wages in space and on the earth, with semi-realistic mecha that clank and lumber just as much as they jet around with rocket packs or swing beam sabers (or lightsabers, as we can probably call them without fear of LucasArts suing themselves). Metal Warriors casts its player-named character, Stone by default, as the linchpin in a struggle against the dictator Venkar Amon and his Dark Axis Forces. No benevolent leader would name his army the Axis, so there’s plenty of fearsome opposition in the enemy mecha and their pilots.

Yet Metal Warriors shrugs away all ripoff accusations. In an interview from the second Untold History of Japanese Game Creators, Sharpe and Ebert reveal that they were inspired more by Blaster Master and the freedom it gave players in letting them exit a vehicle at will. Metal Warriors does the same, and Stone can eject from any mecha at any time, equipped only with a jetpack and a dinky firearm that damages only other tiny, robot-less humans. It turns Metal Warriors into less of a straightforward action game and more of a giant puzzle, as you’re driven to leave your protective mock-Gundanium frame several times in each stage. Or you can just see how far you can survive in puny pilot form. True freedom is often suicidal.



The designers didn’t stick to routine robots, either. Artist Harrison Fong devised an inventive roster of half a dozen different mecha. The Nitro and the Havoc are standard humanoid types, rushing and jetting and firing much like an Assault Suits machine, but it’s hard to find stock anime equivalents for the rest of the lineup. There’s Prometheus, a plodding bipedal tank that makes up for its slow pace and lack of jumping by sporting a flamethrower, mines, a shield, and cannons that let player control just when a shell fragments. There’s the Ballistic, which moves by rolling into a ball, charging up and smashing into things, though it can only fire when stationary. There’s the Drache, a flying ship with a dive attacks and eight-way gunfire. And there’s the Spider, which does the best it can by crawling on any surface and immobilizing enemies. It’s okay, Spider. You’re still an essential part of the game. 

Dynamite Düx and the Lost Sega Mascot

The history of Sega mascots is rather short for a company with such a voluminous catalog. Sega’s first attempts at company spokes-things appeared mostly in game manuals instead of the games themselves, as the rabbit-like Dr Asobin and the blandly human Dr. Games traded places. Sega then toyed with Fantasy Zone’s faceless ship Opa-Opa before giving the vaguely simian Alex Kidd an iconic slot almost by default. In 1991, however, Sega concocted Sonic the Hedgehog and never bothered with another mascot. 

But what other characters could have filled that role? Which Sega game had the makings of a mascot if Sonic had never existed? I can think of one: Dynamite Düx.



An obscure Sega title today but a modest success back in 1988, Dynamite Düx appeared during the heyday of the side-scrolling brawler, or “beat ‘em up,” popularized by Double Dragon. As the genre favored, things start with a woman’s abduction. Lucy, the owner of two large and partly dressed ducks, is kidnapped by an enchanter, and her pets take up arms to rescue her.

The typical brawler of the era had players controlling vigilantes and bashing around a street gang, but Dynamite Düx roams more freely. Heroes Bin and Pin face ranks of comical animals, including Bullwinkle-like moose heads and goggle-eyed soldier hounds, but their arsenal is suitable for any Contra or Metal Slug. Bombs, flamethrowers, machine guns, and rocket launchers all can be picked up and fired, and the game allows its heroes a little more range than the humanoid crime-fighters of other belt-scrollers. You're not limited to attacking just from the side, and that helps a lot in the crowded battles.



It’s messy and short and in need of more memorable bosses, but Dynamite Düx shines with the cartoon nonsense that video games handled so well back then. It’s an neat little hybrid: an early 1980s arcade game in concept, but constantly showing off the large characters and memorable sights that would define arcade classics from the era of Strider and Ghouls 'N Ghosts

Little Things: Totally Rad

 

If anyone tells you that story doesn’t matter to a video game, you’ll find the perfect counterargument in an NES side-scroller called Totally Rad. Jaleco’s American branch took a bland Famicom title named Magic John and remodeled its plot into a parody of the early ‘90s surfer-dude patois that everyone mocked and imitated at some point in between the first two Bill & Ted movies and Wayne’s World. The revamped dialogue turns a standard-issue game into a gnarly, badical, most righteous zeitgeist fragment, and it’s the main reason anyone really remembers Totally Rad.


Jaleco's American branch knew what they had with Totally Rad, and they knew it needed to stand out in some manner besides gameplay. That’s because Totally Rad largely just coasts through the basics of a decent action title of the NES era. It’s a perfect example of Jaleco’s proclivity for merely adequate games and developer Aicom's varying levels of quality. Protagonist Jake has a chargeable shot and magic spells that range from healing to shapeshifting, and yet the level design is sometimes tedious and the control just a little more sluggish than the norm. It's not total in its radness, but it's still worth a play-through if you’re exploring B-list NES side-scrollers, particularly those inspired by Mega Man. Then again, you could always just watch the tubular cutscenes or page through the faithful instructions.


There’s one more thing that I like about Totally Rad. One very minor thing. 
 

Might Have Been: World Beach Volley

[Might Have Been tracks the failures of promising games, characters, and companies. This installment looks at World Beach Volley, released for the Game Boy in 1991.] 

Cute sports games often go unappreciated. Most sports titles may strive for realistic takes on baseball, soccer, football, ice hockey, curling, field hockey, bowling, water hockey, snooker, cricket, dino hockey, and every other type of pastime, but credit must go to the developers who went the opposite direction and turned a popular sport into a simplified cavalcade of big-headed characters and approachable gameplay. It’s still a viable field today, but it was especially prolific on the Game Boy, where basic hardware inspired—or perhaps demanded—more abstract appearances. That’s where you’ll find Graphic Research’s World Beach Volley.



Straightforward in its presentation, World Beach Volley offers a player two-on-two matches with adjustable rules about points and court-swapping. Controls are handled well with two buttons for serving, spiking, and blocking. It’s all similar to Technos Japan’s excellent Super Spike V’Ball, though perhaps not as aggressive with its fierce spikes. 
 
Two players can take part via a link cable, but it’s not so bad to be stuck with computer-controlled opponents and partners. The AI actually proves helpful here, as it can spike and block instead of just setting up your character for a move. This also results in your teammate getting in your way at times, but that's the price of an independent thinker.


Shunning any real-world rules about gender-based leagues, World Beach Volley offers an international tournament where men and women compete side by side. You’re given a spread of six countries with four players apiece, complete with delightful names and specialties. What’s more American than a blonde spiker named Liftty and her “strong attack through block” or the “Big Fighter” Bill? Or perhaps you’d prefer the Russian player named Rossyan or Lie and her “Chinese Hope,” whatever that means? 

Lufia and the Fortress of Doom's Grand Opening

I did not own Lufia and the Fortress of Doom as a kid, but my cousins did. Each summer they’d bring it along when the family gathered at grandma’s house, and each summer I’d play the first few hours of the game. By the next summer my save file would be gone, long since overwritten by my cousins or one of their friends. I didn’t mind, because this meant that I got to play the game’s introduction all over again.

In Lufia and the Fortress of Doom, Neverland Company and writer/director Masahide Miyata made a bold move for a Super NES RPG from 1993: they opened with its final battle—or a final battle, at least.



It begins with an ominous crawl across a floating isle, the home of four godlike beings of destruction called Sinistrals. Four brave mortals, led by a warrior named Maxim, rise to face this threat, and we’re taken right to their climactic journey through the isle. Tales of ancient heroes are very common in a fantasy RPG, but instead of simply telling us how things went, Lufia and the Fortress of Doom lets us join the tale at its peak.



We find Maxim and his allies already at the heart of the Sinistrals' inner sanctum. With finely tense music and eerily vacant halls, the castle evokes a final stage so well a casual viewer might glance and assume that this is, in fact, the gripping climax of a 40-hour RPG and not just an opening in medias res

As befitting a final dungeon, heroes Maxim, Selan, Artea, and Guy are all high in levels and outfitted with powerful weapons and magic, and it’s hard for them to lose against the monsters that pop up throughout the fortress. You might notice, however, that those monsters pop up very often. Remember that.

The Sinistrals await at the heart of this citadel, and Maxim’s party tackles all four of them. Each is a screen-filling creature that’s a little harder to beat than the grunt-level monsters, though you’d have to make a real effort for them to defeat you. Aside from that, however, they feel like end bosses. They even disintegrate dramatically, just like a proper chief villain should.

Lost Anime: Metal Hazard Mugen

The anime industry was in chaos around 2007.  American publishers were ailing after years of releasing too many mediocre series via outdated methods, stores were deluged with unwanted DVDs, and Japanese companies still sought exorbitant licensing fees for those same mediocrities. It’s no surprise that some anime projects vanished entirely in this bubble of fragile markets and unsustainable ideas. One of them was Metal Hazard Mugen, a series that made the remarkable move of telling people to stay away from it. 

 


That’s the first impression the Metal Hazard Mugen flyer gives us, anyway, with its taglines of “Let Me Alone!” and “Don’t pry into our affairs!” At the Tokyo Anime Fair of 2007, Wedge Holdings promoted Mugen along with the CGI action flick Cat Blue Dynamite and a cuddly kids show called Kuma3. Cat Blue Dynamite came out online while Kuma3 apparently aired on Japanese TV, but Metal Hazard Mugen never surfaced. 

Reading the rest of the sell-sheet reveals that the taglines aren’t reverse psychology as much as they're trying to evoke the show’s bitter young hero and insular alien planet. Metal Hazard Mugen unfolds on a distant world where humans are the unwanted colonizers, and a mercenary and wealthy-family scion named Jin “Sigma” Katsuragi has discovered a talent for harmonizing with mecha. One of these, the Mugen X-OE, is a particularly powerful transforming car-robot, and it seems to be very, very important that its engine doesn’t stall, lest the pilot lose his raison d'etre. Maybe he's just late for work. 

The awkward text raises a number of questions. We’re told that humankind’s “remembrance of our homeland, Planet Earth, is lost” a mere paragraph before we learn how our protagonist ranked in an intelligence test back on that supposedly lost Earth. Sentences cut off at random, leaving us to ponder unexplained terms like “Delft Apparition” and “MM interface.” It’s almost confusing enough to be a Yoshiyuki Tomino series.  



Beyond the odd phrasing, though, Metal Hazard Mugen looks to be the most generic anime series you could find in 2007. It presents a hodgepodge of standard character designs, posed statically around equally stiff GC images of robot combat and linked by unmemorable jargon. There’s little to sell the series apart from a name or two in the credits: Toru Nozaki had some pull from scripting or co-creating Sunrise shows like Argento Soma, Flag, and Gasaraki, and Junichi “Beecraft” Akutsu is an experienced Gundam designer. It's strange that there’s no director listed, but perhaps the project was just that early.

Did Metal Hazard Mugen have any potential? It’s possible that Nozaki might have thrown a curveball or two, as he did with Garasaki’s drift into spiritualism and anti-American politics, and the Mugen robot itself, presumably a Beecraft design, isn’t a bad take on a transforming motorbike mecha. And, uh…well, the blond, blue-clad character’s design is okay.  

The greatest flattery for Metal Hazard Mugen is that it doesn’t look that much worse than some of what actually made it to the market. At this point anime studios had cranked out drab mecha and science fiction series from Cybuster to Pilot Candidate to Starship Operators to Innocent Venus, and American publishers were still buying them. One can’t blame Wedge Holdings for thinking that Metal Hazard Mugen deserved to clog up a shelf at Suncoast with volumes two, three, and five of its overpriced DVD releases.  



Yet there was no publisher to rescue Metal Hazard Mugen. As far as I can tell, it never aired, and I can’t find a trailer for it. It’s even hard to locate evidence that it was ever announced; the most prominent news comes from a Turkish site’s snippet about Wedge Holdings announcing the series along with Kuma3 and Velvet Under World. The latter was a vanity project from actor Takehito Koyasu that only got as far as a trailer and some music albums. I’m not sure if Metal Hazard Mugen even reached that stage.  

It’s possible that some pilot footage was cobbled together for the lone screenshot that survives online, but I doubt things went beyond that. Animation tends to cost more to produce than a live-action show, and no one would bankroll all of Metal Hazard Mugen’s 26 planned episodes without some guaranteed TV deal. Even so, I can’t fully dismiss the possibility that Metal Hazard Mugen was completed and aired on some obscure satellite station, possibly with full English voicework. Strangers discoveries have arisen among obscure anime.  

Perhaps Metal Hazard Mugen didn't fail simply on its own merits. If Radix Planning is the same company as Radix Ace Entertainment, they went out of business in 2006. Wedge Holdings still exists, but they’ve apparently given up on getting a piece of the anime market. I'm sure they'll love it if everybody pesters them about a certain anime series canceled almost fifteen years ago.  

Metal Hazard Mugen stirs no interest today. No one will mourn it as they might Five Killers or some other promising canceled anime of the bubble era, and that’s a fitting legacy. Mugen presents nothing but an unremarkable front, and in doing that it embodies everything forgettable about the global anime boom. But hey, it was thoughtful enough to tell us that it just wanted to be left alone.  

Review: GG Aleste 3

Compile’s Aleste series stayed silent for much too long. It includes some of the best shooters ever made, but it drifted away in the 1990s thanks to Puyo Puyo and Compile's general fracturing. It wasn’t until recently that M2, masters of reviving old games, got the rights to Aleste and announced the all-new Aleste Branch as well as a Switch and PlayStation 4 collection of four older Alestes from the Sega Master System and Game Gear. And then M2 gave the Aleste Collection a brand new game with GG Aleste 3: Last Messiah, designed as an actual Game Gear title running on precise system specs. Because M2 is insane. 

In fact, GG Aleste 3 seems engineered to make you think you’re also a little insane. From the moment it shows Luna Waizen (or Lluna Wizn, as the manual has it) suiting up and joining the proud family of Aleste spacefighter pilots, everything about GG Aleste 3 is calibrated to the Game Gear’s pixels and display size. It gnaws at your sense of time and leads you to believe for a moment that the year is 1994 and you’ve imported a title for the recently obsolete Game Gear just because of a brief, enthusiastic review in the back pages of Diehard GameFan or Sega Power. That’s how faithful M2 was in creating a new Compile shooter.



But what makes a Compile shooter, anyway? For starters, it ignores a lot of genre standards. The 2-D shooter was largely a creature of arcades back in its day, when the likes of R-Type and Raiden drove sales by making players memorize the way through repeatedly deadly stages. That tendency continues today, where the whole point of most shooters seems to rest not in beating the game, but in replaying it, mastering the scoring system, and learning everything so well you can finish it without using any continues (which are often unlimited and penalty-free). And while there's nothing wrong with that, it’s a shame that this focus on high scores and one-credit exhibition occludes the other ways a shooter can engage us. 

Compile never had that problem. Their shooters were made for home computers and consoles, and so they never had to compromise their design for the sake of getting another quarter in the machine. If typical shooters were sometimes too short and too stingy with their power-ups, Compile’s offerings emerged as lengthy, measured challenges with plenty of space to experiment. 



And that’s what GG Aleste 3 brings back. Luna’s ship has the usual Aleste weapons: a direct laser, a reverse-aimed fireball, a revolving shield, arcing fire bombs, crescent homing shots, and diagonal firing. GG Aleste 3’s arsenal isn’t novel, but it embraces another tradition: an Aleste game never leaves the player without power-ups for long. Red booster ovals and weapon icons drift into the screen every few seconds, letting you enhance your basic shots and switch sub-attacks very easily. Most important of all, grabbing any power-ups makes you immune to any bullets for just a moment.  

Unsung Game Creators: Takeru

Well, this wasn’t the best year for Kid Fenris Dot Com. Besides the same obvious reasons that 2020 sucked for so many people, the site’s hosting collapsed in the spring, and it took a while to move it and rebuild everything. So this was the first year in a long while that I couldn’t even manage one entry per month. 

On the other hand, I at least helped launch a YouTube series with Unsung Game Creators. The second episode’s first half is here, and it looks at the short-lived developer Takeru and their collection of Capcom expats.

 

I’m grateful for any support we have so far. Unsung Game Creators episodes tend to take a while to research and write, and that’s to say nothing of the heavy lifting that Joel does on the videos themselves. YouTube values sheer quantity above all else, so it's a challenge to get noticed even in a niche of people who care about the legacy of Little Samson or the sprite work in Metal Storm.  And there are many more developers to cover, so I hope you'll stick with us!

Jaws: An NES Revenge Revisited

Last month I discussed and possibly even lionized Clockwork Aquario, the adorable arcade action game resurrected over two decades after Westone reluctantly canceled it. I’m glad to see that Strictly Limited Games has made good on their promises of reissuing the game, and they’re offering Clockwork Aquario as a basic Switch or PlayStation 4 release, an elaborate special edition, or an Ultra collector’s edition with every kind of bonus trinket short of a Huck Londo punching puppet.


All of the editions seem to be selling fast. That might not bode well for casual buyers, but it’s comforting to think that so many people care about this lost little arcade adventure from 1993—or at least that the scalpers who make up a good chunk of the limited-edition customer base assume that so many people would care.

Seeing a Westone creation so elaborately revived puts me in mind of another game from the now-defunct developer’s catalog: Jaws.

Jaws for the NES is sometimes labeled Jaws: The Revenge by mistake, and at other times it’s lumped in with some of the worst things on the system. That’s also a mistake. Jaws isn’t a defining moment in Westone history, but under the right circumstances it’s an interesting game.


Publisher LJN played it vague with the movie connection, though the game lands closest to the most recent Jaws: The Revenge. The player sails a small map, going between two ports and spearing sea creatures in random encounters. Jaws looms near all the while, and once you’ve upgraded your power levels and gained a mini-sub, you can damage the giant shark enough to bring about a first-person duel wherein you must spear Jaws with the prow of the boat. That at least is straight from Jaws: The Revenge, though there’s no sign of Mario Van Peebles inexplicably surviving a shark attack, Michael Caine collecting a paycheck, or the creature itself violating all known shark biology by roaring.

In fact, Jaws is more intriguing if you take it as a completely original game. With no storyline or initial directions to introduce things, you’re left to infer that your scuba-outfitted character is an instantaneously loathsome psychopath. 

The Return of Clockwork Aquario

When it came to unreleased video games, Clockwork Aquario was a relentless, blatant, and downright sadistic tease. It went through arcade location tests back in 1993, but developer Westone deemed it unsuitable for the market. So it drifted into the same ether that absorbs most canceled games.

Yet Clockwork Aquario survived. Composer Shinichi Sakamoto and EGG released the soundtrack in 2006, and stories from those who played the game tantalized like UFO sightings. Then company co-founder Ryuichi Nishizawa uncovered the source code, sprites, and design documents, hinting that it might well be possible to restore the entire thing. Clockwork Aquario seemed just on the edge of coming back to life.  

That’s exactly what happened, according to Strictly Limited Games. After a year or two of hints, the German publisher announced Switch and PlayStation 4 releases of a fully restored Clockwork Aquario. It’s due out  next year, and they have screenshots, a website, and some gameplay footage to prove it. I usually don’t embed videos that aren’t mine, but I’m breaking that rule for Clockwork Aquario.  

 

 

What’s that? It’s just twenty seconds of standard side-scroller gameplay? Yes, it is. But there’s more to the game than that. And there’s more to its appeal than a long shadow of makeshift nostalgia.  

 



Clockwork Aquario is the last arcade project from Westone, creators of the immensely charming Wonder Boy and Monster series (which I refuse to even attempt to explain here). Aquario theoretically found the company at its height, landing in between the excellent Wonder Boy in Monster World and Westone’s crowning achievement, Monster World IV.  

 


Even our limited peek at Clockwork Aquario reveals many familiar hooks. It offers three adventurers: Huck Londo, Elle Moon, and a rotund robot named Gush. Their standard hop-and-hit attacks are enhanced when they throw around stunned enemies—and even each other in the two-player mode. It wasn’t the first game to try out such a concept even in 1993, but it opens up all sorts of techniques. And it possibly led to the pet-tossing play mechanics of Monster World IV.  

The little details have already won me over. I like the way the characters take damage by subtly changing appearance (as Elle does in the video) and the way they turn into strangely calm angels upon defeat. I even like the little character portraits in the background of the player-select screen. Just look at them.

Introducing Unsung Game Creators

I always like unearthing obscure things here. I don’t think I’m trying to show off to anyone; that would require this site to have readers. It’s more that I enjoy learning new things, and I feel the need to validate that by writing about them. 

 

That’s the impetus behind Unsung Game Creators, a new YouTube series from me and my friend Joel (who doesn’t have a site). It’s all about lesser-known developers and the threads running through their games, and I hope that being on YouTube will get it some attention. Yes, it’s a subject with limited appeal, but amid those ten thousand other video channels, you’re not going to stand out with a profanity-laced playthrough of the Captain Planet NES game. 

 

 

So have a look at the first episode of Unsung Game Creators, which covers the Capcom-esque creations of Ukiyotei. We have many more installments planned, and everyone's free to suggest a subject or two! Not even that Captain Planet game is off the table.

Valkyrie Anatomia: A Post-Mortem

Valkyrie Profile sequels have terrible luck. Consider Valkyrie Profile 2: Silmeria, an inventive RPG promptly overshadowed by bigger RPG names when it poked its head up back in 2006. Consider Valkyrie Profile: Covenant of the Plume, a beautifully depressing strategy-RPG that appeared on the Nintendo DS precisely when the platform had strategy-RPGs to spare. And in this age of rampant cheap and short-lived games for phones and tablets, Valkyrie Profile’s only real presence is a cheap and short-lived game for…well, you get the idea.



Not that Valkyrie Anatomia: The Origin did badly for itself. Launched in 2016, it lasted some four years, and the English language release from Wonder Planet endured for over a year before Square Enix announced the worldwide shutdown of the game, effective August 31. For a mobile title based on an RPG series with a strictly cult following, that’s a firm success.

But how did Anatomia rank beside other Valkyrie Profiles? It makes no secret that it’s a prequel, with a confused and reserved (and unsatisfactorily armored) Lenneth Valkyrie called into the service of an Odin decidedly young and still sporting both of his eyes. Flanked by shapeshifting raven-kids Huginn and Muginn, Lenneth stalks the mortal realm in search of brave and gifted warriors to join Odin’s Einherjar ranks upon death. At least that final bit is easy to understand; it’s what valkyries do, you know.



Valkyrie Profile 2 messed around with alternate dimensions and secret identities, and Anatomia supercharges the whole concept. The overlying tale flits from one mysterious character and hidden agenda to another, mixing Norse myth with its own concepts and even bringing out the Rhinemaidens that Wagner possibly invented. Old worlds die, new ones are born, and it all vaguely connects to the Valkyrie Profile games we’ve seen before.

The central storyline rings the familiar chime of a war between gods and humans, though the RPG clichés are inverted: here the gods are sympathetic and distant while the humans who challenge them are corrupt and petty. It all leads to a climax with a few novel twists among the predictable ones, but the first chapter trails off to make room for a second arc—one that the writers scrambled to finish in the game's final month. The dialogue also does the story few favors; it’s adequate most of the time, but the typos and bland turns of phrase hardly suit a game about Norse mythology and celestial apocalypse.



At least the game delivers on the valkyrie front. Lenneth alone has several alternate forms, and she and her sisters are joined by new celestial warriors with each story arc. By the end I almost expected every character, human or otherwise, to have some valkyrie variant, each available only through a random pull with a .0005 percent chance of giving you anything good. This is a mobile game, after all.

It's fortunate that Valkyrie Anatomia returns to the greatest strength of the series: the individual tales of the Einherjar. As in the original Valkyrie Profile, Lenneth watches as mortals tread toward deaths of varying noble or tragic tones, taking in their mistakes, their sins, their vanities, their joys, and, most of all, their reasons for dying. At their finest, Valkyrie Profile games chronicle gods struggling to understand humans one sad story at a time, and Anatomia is replete with those.

In Defense of NES Strider

One truly lost element of the game industry is the fascinating divide between arcade titles and their console descendants. Prior to the mid-1990s, home consoles rarely hosted arcade games in their full glory; instead they were visually compromised, shrunken down, and otherwise altered to fit a less powerful home system. In some intriguing cases, developers reimagined arcade games entirely, creating Nintendo Entertainment System versions of Rygar, Bionic Commando, and Ninja Gaiden that were more complex and superior to their arcade originals.


Many of us mistook Strider for one of these examples back in 1989. The arcade Strider and the NES Strider were radically different games, seemingly sharing only the idea of an international ninja hero named Hiryu.

The truth was more elaborate: Capcom and the manga outfit Moto Kikaku conceived Strider as a three-part project. The arcade Strider went off on its own under the guidance of designer Koichi Yotsui, but the Strider Hiryu manga and the NES game follow much the same story and aesthetics.

The NES version of Strider is often painted as the inferior cousin of the Strider we saw in arcades and on the Sega Genesis. Yotsui’s take on the idea is one of constant spectacle: battles with giant robot gorillas, airship raids, anti-gravity rooms, and melodramatically voiced intermissions. How could a mere 8-bit NES game compete with that?




I’ll tell you how: pure style. The title screen for NES Strider immediately crackles and pulses, launching into an introduction to the Striders, “the toughest group of people,” and perhaps driving younger players of the era to look up “instigation” in the dictionary. A lengthy title tune (which was supposed to have lyrics in the Japanese version) accompanies Hiryu and his compatriots Kain and Sheena as they blow up helicopters, heft flamethrowers, and dash through a starswept void.

It doesn’t have the screen-filling creatures of its arcade relative, but the NES Strider’s storyline has a better excuse for traveling the globe. Matic, vice director of the Strider organization, orders steel-nerved Hiryu to find and execute his former comrade Kain. Hiryu, perhaps haunted by having to kill his own elite Strider sister not so long ago, spares Kain and treks from country to country: the stormy cities of Kazakh, the jungles of Africa, the…well, the high-tech underground of Los Angeles. I’m sure it actually exists.


It’s one futuristic jaunt after another, and each new location sheds some light on the mysterious Zain project. Never given to long cutscenes, Strider builds its tension with brief and measured revelations: data disks reveal bits of the storyline, and short conversations lead to bleak and murderous ends.

There’s another reason many disparage the NES version of Strider. It seems to play handily at the first go. Hiryu can slash with ease, and enemies hound him with fair persistence. Yet the bumps emerge soon: Hiryu’s springing leaps are unreliable, and he tends to snag on obstacles. The game has a choppy pace, with awkward screen scrolling, graphical glitches, and frequent flickering. Those attempting to play Strider on an NES emulator should be cautioned not to adjust their settings: that’s just how the game runs.

Final Fantasy VII Remake: The Shocking Truth

The recently landed Final Fantasy VII Remake is bold in its lack of scope. Rather than reimagining the whole of the original Final Fantasy VII, the first Remake game expands the first few hours of it, spent entirely in the urban confines of Midgar. It presents an engrossingly detailed version of the city, bringing new dimension to both the characters and their world as the player completes a full-length RPG in one city. By setting its sights so low, the new Final Fantasy VII somehow feels grander than ever.

Much of this time in Midgar sets up the prime conflict of Final Fantasy VII Remake: the nefarious Shinra Corporation drains mako energy from the planet, depleting the world’s natural vivacity and creating a cruelly unequal society. The lower classes reside literally beneath the more fortunate elites, with Midgar’s structural plates dividing the city into lavish upper levels and the impoverished ground-dwellers. Protagonist Cloud Strife finds himself in the revolutionary outfit Avalanche, driven to terrorism in their efforts to unravel Shinra’s environmental and economic tyranny. It all seems a simple struggle, with the player guiding Cloud in his defense of the oppressed underclasses.

Yet are Midgar’s alleged slum-dwellers really poor? Thanks to Final Fantasy VII Remake’s painstaking visual recast, we at last can see the truth.



Upon arriving in the Sector 7 Slums, Cloud drifts to the Seventh Heaven bar to reconnect with his childhood friend Tifa. Here we spy the first of many clues about just how well-off Midgar’s lowest neighborhood actually is. The bar has a television, a presumably robust supply of alcohol, a jukebox, a dartboard, and not one but two pinball machines! Avalanche leader Barret goes on ceaselessly about the injustices of Shinra, and Tifa sides with him. Yet if they’re so oppressed, why haven’t they sold these pinball machines to better their situation? 




Other signs appear when Tifa shows Cloud to his apartment. While he’s just arrived and has no visible luggage, Cloud finds the room already furnished. Even a brief look around reveals some perfectly good tables, a few plastic containers, several books, a relatively unrusted toolbox, and two bottles of indeterminate toiletry product on the sink. The sink even has a mirror! And all this Cloud gets for free in what we're told is the worst district of Midgar!

And that's hardly the end of the revelations about this supposedly bleak and squalid place.


Confession: My First Video Game Crush

Who was your first video-game crush? It’s okay to admit that you had one. The self-loathing nerd mindset, popular online some fifteen years back, will make you pretend that you are above such things and, indeed, were above such things even when you were a hormonal adolescent or an innocently enamored child.

Well, that’s no longer a problem. Today’s Internet is stocked with adults openly confessing and exploring their current crushes on fictional characters, and most of them seem all the healthier for it. So don’t be afraid.

In fact, my first crush on a video game character is embarrassing only because it’s obscure. A lot of young geeks found their first infatuation with popular characters like Samus Aran, Chun Li, Ryu and/or Ken, Chris Redfield, Lara Croft, and Terry Bogard. Mine was well off that radar.

It was the spring of 1991, and I was at a neighbor kid’s birthday party. Said kid was the lucky sort whose parents liked video games a lot and bought a new one almost every week, so plenty of other children showed up. Several new games appeared at the party, and one of them was Super Spike V’Ball. We started a match, and the referee appeared in a little portrait.


“Oh,” said one of the other kids present. “She’s the ref…”

 “She’s BEAUTIFUL,” I’m afraid I blurted out.

A brief and humiliating silence followed. The other kid had just been uncertain about the referee’s role in this, which made my response all the stranger. Fortunately, everyone was either confused or polite enough to ignore what I’d just said, and we went back to figuring out Super Spike V’Ball’s serving mechanics.


Little Things: Casino Kid and Casino Games


I’ve recently come to appreciate casino video games. For a long time I considered them routine, disposable pieces of a game system’s library, and I paid them about as much attention as the NES version of Pictionary. As with all games, however, it’s a matter of just how much effort a developer applies, and some developers of casino titles went far beyond the basics.


Sofel’s Casino Kid is a good example. It’s a straightforward selection of gambling diversions, but it progresses with an RPG-like overhead view as the title hero roams a casino. In between blackjack and poker matches, the player can talk to the various dealers, waitresses, and assorted patrons. Instead of just scrolling up a text box, the game cuts to a separate screen of our protagonist grinning cockily at the conversation.

Most of the encounters in Casino Kid are terse and slightly odd. My favorite comes from this waitress.


Some of the women working at the casino say “I’m pretty!” for no apparent reason, but this green-haired waitress takes it a step further. She’s telling the Kid that she thinks she’s pretty, as though she’s spent the morning mulling over her self-worth and concluded that she doesn’t need others to validate her appearance. She may be wearing a Playboy bunny costume in a casino, but she’s not looking for anyone, not even a blond smirksome video-game hero, to bolster her confidence. She thinks she’s pretty, and that’s all that matters.

Other chats paint a less stable portrait of the staff. In fact, one waitress is openly upset.


Overlooked Licenses of the NES Era

Just about anything could become a game on the Nintendo Entertainment System. By the late 1980s the NES dominated America's console market, and every remotely popular film or TV show was a ripe prospect, from Star Wars and Duck Tales to older, stranger choices like Fester’s Quest and The Adventures of Gilligan’s Island. Of course, such games made no secret of these licenses, their covers and box copy proclaiming their ties to Gremlins 2 or Wheel of Fortune or Hudson Hawk.

Yet you’ll also find my favorite vein of licensed NES games: the ones based on things so obscure that most of us weren’t aware of them. We assumed we were playing games just as original as Super Mario Bros. or Ninja Gaiden, and we didn’t learn the truth behind the licenses until years down the road.

BARKER BILL’S TRICK SHOOTING
(Nintendo, 1989)
Nintendo seldom bothered with games drawn from movies or TV shows. There was no point, not when Mario was bigger than Mickey Mouse by 1989. Granted, they could’ve licensed nearly anything; countless companies would’ve been eager to have the most powerful force in video games backing a tie-in for a movie or comic or TV series. And so, with the wide vista of the entertainment industry pretty much theirs for the taking, Nintendo apparently chose…an obscure 1950s cartoon mascot called Barker Bill.


Barker Bill’s Cartoon Show was a collection of black-and-white shorts hosted by a mustachioed ringmaster, and it’s remembered mostly for pioneering afternoon cartoons for children from 1953 to 1955. Barker Bill had a TV show and a short-lived comic strip, but his star fell a good three decades before the NES even launched in North America.

Nintendo didn’t put their best squad on Barker Bill’s Trick Shooting, but it’s not a terrible game. Bill and his assistant Trixie (who appears to be invented just for the NES) are pleasantly animated hosts of a gallery of targets, and the title screen even has them stage a trick shot and then run for their lives when the logo crashes down. There’s also a dog that pops up throughout the levels, snickering at missed shots and cementing the game as a spiritual follow-up to Duck Hunt.


Barker Bill’s Trick Shooting is obscure even among NES games designed to use the Zapper light-gun, and it leaves behind a mystery. Why did Nintendo license Barker Bill of all things? Was it a childhood favorite of someone high up in the company’s American branch? Was Barker Bill one of those TV shows with an unexpectedly huge following in Japan, like Hanna-Barbera’s Wacky Races? Barker Bill was never released in Japan, so I’d guess not.


Or was Barker Bill’s Trick Shooting not even a licensed game at all? Only Nintendo’s copyright appears on the game’s box and title screen, inviting speculation that Nintendo just invented this particular Barker Bill by convergent evolution and that no one cared enough to mount a lawsuit. Or perhaps Barker Bill was in the public domain by the 1980s and no one cared enough to fight Nintendo over him.