Blade Buster is a new homebrew NES shoot ‘em up by the doujin group High Level Challenge. The game is based on the two time attack modes from the 1990 Turbografx-16 vertical shoot ‘em up Super Star Soldier, in which you try to achieve the highest possible score in either 2 or 5 minutes. So there are only two short stages in the game, with the boss battles at the end of each one. Aside from the standard enemies, boxes, and gems, there are various hidden bonuses you can get for extra points.
It’s always nice to see a high-quality homebrew title come out for the NES, and Blade Buster certainly fits the bill, with nice graphics and music, and fun level design. The game also runs very well on FCEUX, my NES emulator of choice, putting lots of fast-moving sprites on the screen with almost no slowdown or flicker. Check it out if you’re a fan of NES homebrew or shoot ‘em ups!
TIGdb: Entry for Blade Buster
Eyezmaze has released another charming “Grow” game! Grow Valley is the sequel to Grow Island, which was created to introduce prospective students to the curriculum of Shibaura Institute of Technology. Valley introduces a fast-forward feature to the series, which is a welcome addition (as charming as the animations are, it can get a little tedious watching them over and over again).
For those new to the Grow series, they’re simple puzzle games that you solve by clicking panels in the right order. It sounds dull, but the games are actually quite creative and fun to play. By studying the interactions between the panels you can usually narrow down what the correct solution is.
TIGdb: Entry for Grow Valley
After 2 years, the prolific Ikiki has finally re-emerged with a sequel to one of his earliest games, the 2003 run n’ gun Teppoman. Teppoman 2 (second from the top) has all the hallmarks of a great Ikiki release, from the protagonist’s skillful acrobatics to the charming thick-line pixel art style with which he renders his apparently nude characters. The levels, which are small but get quite challenging, can often be circumvented in multiple ways and are filled with secrets for players who are willing to hunt around and can make use of the many moves available to them. Every fifth level of the game is a boss fight, after which the game will end unless the player has collected the requisite number of bananas that are scattered across the levels, sometimes in well-hidden recesses (for the first boss you need at least 5 bananas). Definitely a solid entry to Ikiki’s vast catalog of games.
Although pretty much all of his games are worth checking out for one reason or another (if not for the depth, then for the humor), if you’re new to Ikiki, I’d recommend playing Nikujin or Hakaiman, my personal favorites. Nikujin, in particular, has become a cult favorite for its imposing difficulty and fun game mechanics (it’s the ninja game where I feel most like a ninja while playing). Check out Daiz play the game about as well as anyone could hope to in this video.
Along with Teppoman 2, Ikiki released another game, Nozumou (first from the top), in which you control a sumo that has to defeat smaller sumos while avoiding larger ones. I’m not sure I’ve figured the game out entirely, but it seems very simple. Press “Shift” to start the game.
Controls for Teppoman 2:
Arrow Keys – Move
Shift – Jump
Control – Attack
Down – Open chests/pick up items
Jump on Wall – Wall Jump
Double-Tap Left/Right – Dash
Dash + Jump – Long Jump
Dash + Immediate Jump – Glide (can be used to skim across water)
Dash and Turn – Skid
Skid + Jump – High Jump
A – Discard weapon
J – Suicide
(Source: Tim W., via the IndieGames.com blog)
TIGdb: Entry for Teppoman 2
There are many match-4 games out there and some are more diverse than most, but -R- (download from Vector) has a unique mechanic added to it to make its puzzles more interesting: the screen can be rotated to allow the blocks to fall into new positions. The objective is to clear the screen of blocks through a combination of dropping in new blocks and of rotations.
The shortest number of moves necessary to beat a stage is tauntingly displayed to the right (solving stages becomes more difficult with each progressive level), but there is no punishment for not attaining the shortest score, which is clearly part of what MithrilWorks had in mind for the -R- experience. The game was designed to be as non-confrontational as possible. The pleasant music, the soft color scheme, and the lack of restrictions remove many of the tradition conflict and tension mechanisms relied upon to pull in the player. However, t isn’t as though there is no challenge to the game: trying to solve some stages can be frustrating, especially in the last two levels.
Although the instructions in the readme and the included pdf manual are in Japanese, the in-game text is in English. As for the controls: S drops blocks and is use to select in the menus, Z rotates the screen (in combination of use with the arrows) and it is cancel in the menus, A brings up the block selection wheel that is navigated by the left and right arrows, X and C can rotate the wheel (but I found them too fast), and W brings up a scroll of past movements that can be selected to undo past attempts. Also, if you enjoy the music the OST with a bonus track is available.
“hey dorks. this game? well. it rules.” -Super Joe
Houkai Mura by Peposoft (developers of Sennyuu and Minishooter RS) is also known as Houkaimura, Breaking Town, or as MrPodunkian calls it, “the most Japanese game”. It plays much like Ghosts and Goblins, with a double jump and similar controls, but with some modern appeasements, such as infinite lives. The variety of weapons you can find in the game is incredible; the video shows very few of them. The bosses and stages are pretty hard, although some weapons make them easier than others. I had a lot of fun with it, although its difficulty may not be to everyone’s tastes.
I learned about this game on one of MrPodunkian’s indie game livestream nights, and watched him attempt to play through the game from start to finish. It took him hours, and he must have died several hundred times. I thought surely it can’t be that hard, but I tried it and died even more than he did. Nonetheless, I couldn’t put it down until I had made my way through the entire game.
Unlike many games with a variety of weapons (like Gunstar Heroes and its “Lightning + Chaser” heat-seeking laser gun) there’s no best weapon; they really did a good job at giving every type of weapon uses in some situations, but not having any weapon absolutely required for any situation; there are no very overpowered or very underpowered weapons.
Skipmore is a prolific Japanese game company that develops micro-games for mobile devices. They have a bunch of free browser-based projects on their website, but Synopsis Quest Deluxe is the first to be translated into English (thanks to Benito C.). The game consists of a series of micro-games and puzzles that poke fun at JRPG conventions. I thought it was pretty funny, and the clunky controls that are present in most of Skipmore’s titles are relatively bearable in SQD due to the tiny scope of the game.
(Source: Tim W., via IndieGames.com)
If you’re a Cave Story fan I think you’re going to enjoy this video! The game is coming out for WiiWare (North America) on March 22nd. Check the Nicalis blog for more information and other goodies, like fan art.
Rules starts off as a Space Invaders clone but doesn’t stay that way for long. Every 10 seconds, it will change into something different by randomly remixing the rules unless you clear the screen of enemies or lose 3 lives before then. It can become a “Breakout Invaders” mashup, the ship’s movement be changed (1D to 2D, reversed, sliding, etc.) or its firing (use X instead of C, the firing rate, etc.), the borders can become deadly, the ship can function as a battering ram, and more. Different combinations of the rules are chosen for each stage, which can result in a great, ok, or bad mix. Defeating all the enemies quickly enough will net a 10 second time extension and being able to loose 3 lives to end a stage helps to compensate for having to play a bad mix of rules. Space is the start button, the game starts with a 60 second countdown, and the first level is always the same and relatively easy to clear.
In all, Rules can be a quick dose of fun for those who might enjoy its novelty, and it is a nice improvement over Hideki Kubo’s older games. It’s brevity, however, is also its greatest shortcoming. All of its replay value can be used up in less than 30 minutes.
Here are a couple of small bite-sized updates from Japan, suitable for snacking.
First, here’s a sprite sheet that NIGORO posted on their La Mulana Wii blog. I dunno, I really like looking at stuff like this.
Second, for you Pixel fans: he’s released a tiny new game that you can download from the front page of his website. It’s called Akantares (?) and the goal is to shoot your opponent five times. The gray orbs create gravity wells that bend your shots. That’s about it.
The first window asks for your name. There might be some multiplayer options, but I’m not sure. The AI is only so-so, but it’s still strangely fun to play. (Thanks, R. D. Ein, for the heads-up.)
Update: The lovable, huggable Shih Tzu was kind enough to post a translation in the comments. Apparently, the second window is a lobby that lets you connect to other players via the web. Making this game a lot more interesting, indeed.
Okay, that’s it – see ya!
Nanosmiles has been long overdue for a review on TIGSource, especially since Dong was considerate enough to have it translated by Siiseli from Japanese into English for us. The game pits the player against microbes in an arena shmup with a twist: the unarmed player must collect and guide attack units in order to clear each level of enemies. This gives Nanosmiles a blend of direct and indirect control, and it helped to generate enough innovation within the game for it to have been showcased in last year’s Sense of Wonder Night at the Tokyo Game Show. (In case you didn’t know, the deadline for SOWN 2009 is August 16, and there is no entry fee.)
Overall, Nanosmiles is a well rounded game with enough levels to explore the basics of its gameplay and a challenging final level to cap the experience. The darting nature of the directional controls can be annoying at times, but it’s also fitting.
Edit: Dong recently updated EngRish Games with a post about Exelinya Burst, which is a cartoony Every Extend variant with a grappling claw that is now in English.