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Saturday, June 9, 2012

Jojo's Bizarre Adventure: For Matching Service Review


Jojo’s Bizarre Adventure: For Matching Service
Original Release
Japan: 1999

Game details:
1-2 Players
VMU enabled
Standard controller, Arcade Stick
Jump Pak enabled
VGA Box (FMS ver. ONLY!)

Gameplay
“Jojo’s BA” is a collection of 2 fighting games by Capcom based on the manga series by Hirohiko Araki. The finished product makes a real great effort in translating all the craziness of the source material and blending it with Capcom’s signature fighting gameplay much like how the company did with the Marvel license (speak of which, Jojo’s mechanics seem to have a very “Marvel Vs. Series” feel to it albeit with a more heavily grounded approach). The end result is a surprisingly refreshing and creative effort (from such a stagnant developer of the genre no less) that 2D fight fans should try out.  The game utilizes a 4 button mechanic that’s mapped out to dictate weak, medium, and fierce attacks as well as the main feature that makes this game truly unique among the rest... the “Stand” button. This feature controls your characters "Stand", an inner persona or alter ego. This feature varies from character to character in accordance to the manga. Some fighters wield a spirit, while others supernatural ability lies within a simple object like a gun, sword or even a possessed doll! When turned ON you gain access to special abilities like chain combos, double jumps and immunity to chip damage in return to whittling down the Stand gauge instead. If said gauge gets completely drained down, your Stand will crash and your main character will be open to free damage. Going back and forth into battle with your Stand on and off is key to the games mastery. While it seems like a tedious endeavor for a feature, it's a very interesting and fresh concept to the genre that adds a bit of flair to the fight.    

Storyline
N/A?

Graphics
Jojo’s visuals are a result of the short lived in-house CPS3 arcade circuit board of Capcom. With that said, this series (in a graphical sense) doesn’t seem to fully tap into the hardware when compared to the 2 other franchises that saw life on this arcade hardware (one being “Red Earth” and the other being the SF 3 trilogy). The sprite work looks very reminiscent of the Darkstalkers series. These games seriously look like they could’ve been produced with the CPS2 arcade board (hell, X-men COTA and MSH look more impressive to me!). Animations look solid enough, but no where near on par with what those other 2 franchises that were able to muster more from the hardware. The backgrounds are another problem. Throughout they look pale and lifeless compared to what is seen on other Capcom 2D titles. It’s not all bad in the visual dept though. The game does have some spectacular visual effects are downright insane as they are awesome! We’re talking about falling Steamrollers, resurrecting Cadillac’s, Screen size teeth munching on your opponents and awesome gunfire shooting straight through the TV screen. There’s some wacky visual eye candy in this series for sure that demands mentioning.
 Before we move on from this category, there is another major bone to pick with the original U.S. Dreamcast release which I’d like to address and get the facts straight… and that is the games lack of VGA compatibility. Before I get the whole bit of “Hey CD ages, there are other DC titles that don’t support VGA”, please consider that. . . THOSE OTHER GAMES THAT AREN’T VGA COMPATABLE DON’T ADVERTISE THAT THEY ARE LIKE THIS DAMN GAME! History repeats itself here as yet again Capcom has packaged their products with very ridiculous errors in which they don’t seem to care how their consumers are affected as a result.
RDC has once again stepped up to the plate and provide DC owners everywhere with “FMS” version of Jojo’s that was released exclusively in Japan via DC Direct online service. This Japanese re-release is indeed VGA compatible right out the gate (fixing what the original release lacked) and ready to be enjoyed the way it was meant to be played!    

Sound
The games sound dept is somewhat weak where it counts. The music is quite honestly awful. Many of the characters themes sound very dull and boring, thus doing little to compliment much of the action that appears on screen between these BIZARRE characters. On the plus side though, vocals and character dialogue are excellent and very coherently powerful. Characters have very lengthy dialogue before, after and in between matches giving it that crazy Japanese anime feel. Sound effects are nothing special, your typical Capcom fare.

Conclusion
Anyone remember Capcom's advertising campaign for this game in various publications?
Resident Evil
Dino Crisis
Jojo!?
It seems Capcom brought over this series from overseas without putting much thought into its marketing. I suppose it makes sense when this particular brand had very little exposure to the western audience at the time. I have a feeling that if this game was re-released in today’s market, it would gain slightly more recognition and appreciation then it did back then solely on how much of its game mechanics innovated at the time and paved the way for other hit fighting titles that borrowed from this sleeper hit (I’m looking at you Arc sys GG and BB!). I personally felt very conflicted reviewing this release mainly due to how much I respect this game from the perspective of a fighting game fan. I honestly wish I gave the game more of an opportunity as a kid (I bought this back on release day for the PS1 and eventually purchasing the superior DC port). On the other hand, the game really had no dedicated scene out here in the states for the game to grow and as a result warranted little reason to play the game to learn its intricate features. Furthermore, the mere fact that I cannot play the game via VGA really kept me from playing it more than I would like to if it was. Instead, I spent quite a while trying to understand why this game would not work via VGA. Little did I know as a kid that it simply came down to a company that would be so inept, to release a product with an advertised feature it wasn’t meant to fulfill… for shame. With this version being released for many to enjoy for the first time, my compliments go out to RDC for another superb effort! 

6/10

Friday, May 18, 2012

Want to pay money for what ReviveDC gives you for free?

Here's your chance!

Game Case World is offering you the Sonic Adventure Limited Edition cover for six dollars!

That's right, buy now and NONE of the money comes back to us!

"The covers on Game Case World’s web site are derived from a community developed cache of free, publicly available covers which we contribute to, as well as do hundreds of members of various communities namely The Cover Project. Game Case World has our own in-house graphic designer, so if you can’t find what you are looking for please contact us."

That's all good and well, but I don't remember posting that to The Cover Project, or having their "in-house graphic designer" contribute to the RDC project at any time.

So, thank atreyu187 who has put a lot of money into our project buying games and equipment and gotten nothing back.

 I hope you're enjoying your pure profit, Game Case World!

Friday, May 11, 2012

Capcom vs. SNK Review

Original release:
Japan: September 6th, 2000
North America: November 6th, 2000
Europe: December 15th, 2000

Game details:
1-2 Players
Standard Controller
VMU Compatible
Arcade Stick
Jump Pack Compatible
VGA Compatible

I'm sure back in 2000, people were frothing at the mouth for Capcom vs. SNK. A chance to finally have the characters from two opposing games duke it out, and to prove superiority of one brand over another. Even now the idea is an appealing one if you know someone who is a fan of that other company from your preferred one. Well, leave it to Capcom to screw it all up.

Gameplay
The first thing you'll notice about Capcom vs. SNK is that it's completely unremarkable. Capcom vs. SNK utilizes the 4-button play style from SNK and a generic engine utilized by neither company. The game is stupidly simple, and plays like a 14-year-old's MUGEN wet dream. It's like Capcom went running out of their meeting with SNK where they hammered out the details and put the game together in a week with cartoon dollar signs (yen signs?) in their eyes. There's a decent line-up of Capcom and SNK fighters here, and you can play with a Capcom or SNK play style that affects the way your super bar is filled. It feels like a missed opportunity that a Capcom play style wouldn't let you use the 6-button layout, but I'm sure Capcom went with 4-button because 6 would have required them to get some new animations for the SNK characters, and doing new things requires effort. This is a cash grab, remember?

One new, sort of creative, feature that didn't work out at all is the Ratio System. In theory, this should let you build teams of different size that should be about evenly matched with other teams of different sizes. In practice, this immediately goes out the window because it seems like absolutely no balancing was done to the game. So, don't let the different numbers of characters fool you into thinking you may have an advantage, because it's not going to change a thing. Characters feel floaty, adding to the MUGEN feel, and the lack of any unique gameplay aspects (unless you count choosing an SNK or Capcom play style unique) just kill the game.

Storyline
Two companies are having a dispute.. blah, blah, oh fuck. Spoilers. Joe and Dan are the tournament winners at the end. The joke characters. This would be sort of funny if Capcom didn't release an enhanced version in Capcom vs. SNK Pro a short time later that rebalanced the game and added Joe and Dan as playable characters. I guess the message is that Capcom is the real winner when it comes to your money.

Graphics
This game has some seriously nice looking stage backgrounds. They're all newly drawn and they look excellent. There are also some really, really cool stage intros. Then there's the fighter sprites which are absolute garbage. A few are newly drawn (gasp) but most are ripped from some pretty damn old games. This negates the effort put into the stage backgrounds and just makes the game look like a mess. With the quality of the stage backgrounds, you'd think Capcom would realize they should step up their sprite quality as well. The Dreamcast was very capable of smooth sprites, as shown by Guilt Gear X, but this would require time, effort and money from Capcom.

Sound
This is surprisingly good. It's really good. The menu music has a cool vibe, the tracks have energy to them, and it's the lone high point of the game. Instead of playing the game, you could just find an OST and imagine a better game.

Conclusion
If you thought Capcom are bad about shaking down customers now, you've never played Capcom vs. SNK. This is a sorry excuse for a game, especially one that should have been a massive undertaking since it was pitting two companies against each other.

5.0/10



Saturday, April 21, 2012

Twinkle Star Sprites Review

Original Release:
Japan: March 23, 2000

Game Details:
1-2 Players
VMU enabled
Standard controller, Arcade Stick
Jump Pak enabled
VGA box

Gameplay
Twinkle Star Sprites is an odd one to say the least. In a nutshell, The gameplay can be described as a cross between a fixed vertical shmup and a competitive puzzler rolled into one. Twinkle is the last game to be released by the renowned Alpha Denshi Corp (or ADK) for the NEO GEO platform. The game eventually saw release on various other home consoles including the Dreamcast in Asia thanks to SNK. The gameplay concept is simple and straightforward but quite a challenge when put into play. The play field is split into 2 and the object of the game is to shoot down various enemies in your respective play field and avoid their attacks. Enemies that are shot down are then transferred in various enemy forms to your opponents play field and vice versa. Gameplay becomes as a major tug of war as you try to out-shoot and out-maneuver while at the same time, tactically destroy your enemy bots so your combinations create larger and deadlier enemies to spawn onto your opponents area thus placing the AI or human opponent in a more compromising and difficult position. Arsenals at your disposal is you basic bullet fire, a potent charge shot and limited bombs to clear your area when in a bind. Each character in the selection roster varies in effectiveness and it is up to you as a player to understand their strengths and shortcomings and find the one that suites your style.

Storyline
If only that damn intro sequence to the game didn't roll by so quickly, I would have an idea what this games prologue story is all about!!!

Graphics
Visuals aren't too spectacular mainly due to its original hardware architecture as well as its puzzle presentation. The character designs have a very cutesy anime look with a complimentary color palette. The character designs seem to share striking similarities to the legendary Sailor Moon anime series, which perhaps is why the look of the game appeals to me. Yes! I love me some Sailor Moon! Ah... Lets move on shall we...

Sound
Audio Dept is passable thanks to its decent customization options for the games soundtrack. For the arcade purest you have the option of selecting the original NEO GEO audio soundtrack as well as an interesting (H)igh (Q)uality version of said soundtrack. Additionally there is also a arranged CD quality version that is more nicer to the ears.

Conclusion
I'm going to go out on a limb here and say that perhaps Twinkle might not be for everyone. While taking two very niche genres like puzzler and shmup and blending them together is surely a very ambitious production to undertake, the result can perhaps further alienate the already niche genre on both ends. Twinkle is definitely not without its flaws, but overall whats there is truly unique and worth the attention for those that have love for one of these 2 game types. Be sure to give it a run through with a human opponent for multiplayer mayhem... It only elevates the experience so much more!

7/10


Sunday, April 15, 2012

Cannon Spike Review

Original Release:
Japan: December 21, 2000
North America: November 14, 2000
Europe: May 3, 2000

Game Details:
1-2 Players
VMU enabled
Standard controller, Arcade Stick
Jump Pak enabled
VGA Box

Gameplay
Cannon Spike (also known as Gun Spike in its native japan) is another collaboration project by Dreamcast loyal Capcom and a little known developer by the name of Psikyo. A multi-directional shooter at heart, the gameplay is reminiscent of such classic titles as Mercs and Smash TV but with some greater focus placed on boss battles. The games roster while short, is sweet! It marries some of Capcom's most well known, as well as some very obscure faces, making a very eclectic but much likable selection for a player to dig into and enjoy. With such a moniker chosen for this product, it should be to no surprise that Cammy is in the game. The rest of the cast is composed of Charlie Nash (SF Alpha), Arthur (Ghost n' Goblins), Shiba (3 Wonders) and hidden characters Megaman and B.B. Hood (Vampire Series). That leaves just one characters who seems to have been made exclusively for this game by the name of Simone. The games original button layout is composed of a simple 3 button scheme which dictates Lock-On, Shooting bullets and Close range melee. Additional high damage specials and supers are also available by simultaneous pressing of 2 and 3 buttons respectively. The games controls are quite adequate and serve well for such fast paced manic action that lies ahead. The game becomes a lot more enjoyable with co-op multiplayer.

Storyline
Honestly haven't got a clue... If there even is a storyline i'm sure its almost nonexistent.

Graphics
Visuals are rock solid and are worthy of its NAOMI origins. Nothing too detailed or massive polygons and textures here, but the models are well done, displaying vivid colors and a sharp finish. The games graphics really benefit from the use of a VGA peripheral so definitely go that route when displaying this title to your friends. Think the original Power Stone in terms of graphics but with slightly larger character models. Speaking of which, it seems Capcom allowed Psikyo to go to town on some of the established character roster. Cammy sports machine guns and some sassy knee pad/Rollerblades for mobility, Shiba has much more older look and Arthur... he looks fit to finally be a king with his crazy armor and massive jousting lance.

Sound
Sound wise, the game feels a bit bland and uninspired, especially when the soundtrack is involved. Nothing really stands out which is somewhat of a shame in a personal sense considering how much I love the infectious soundtrack for Psikyo's Gunbird 2 (another Dreamcast offering). Sound effects aren't to spectacular either. Enemy effects when perishing sound very annoying and bullet fire sounds rather weak. On the plus side, the dialogue for the cast is great and feels very authentic to each character.

Conclusion
Cannon Spike may evoke a love it or hate it feeling with gamers due to naturally retro gameplay concepts that caters to a niche audience as well as its rather short game time for a rather hefty price of admission that the game commands these days. Regardless of which, the game is easily one of those awesome Dreamcast exclusive experiences that I would recommend to anyone before passing judgement so quickly. Shmup fans may feel right at home with this offering!

7/10

Sunday, April 8, 2012

Capcom vs. SNK Pro Review

Original Release:
Japan: June 14, 2001

Game Details:
1-2 players
VMU enabled
Standard Controller, Arcade Stick
Jump Pak enabled
VGA Box

Gameplay
Capcom vs SNK Pro is an update release for the original Capcom vs SNK. Think of it as how SSF4 Arcade Edition is to SSF4. Same sort of concept here folks. CVSPro takes numerous liberties at balancing and adjusting gameplay issues of the original game and throws in a few new additions in the form of Dan Hibiki and Joe Higashi, bringing the roster up to a solid 35 character lineup. Balance changes include (but not limited to), a re-balanced SNK Groove, a more balanced Ratio (1,3,4) lineup with proper defensive and offensive damage re-adjustments, Jumping LP's and LK's priority changes almost across the board, corner juggle tweaks, and modifications on almost every character including their "EX" counterparts, lending to a more finely balanced roster than what the original release offered.

Storyline
Read the CVS2 review on the blog for storyline ;)

Graphics
If i recall correctly the game (original CVS) was the first 2D fighter to be designed for the Sega NAOMI board. Capcom did a pretty good job at transitioning from designing years worth of fighters on their proprietary hardware to treading new territory with the vastly more powerful tech. Capcom really did an amazing job at utilizing the new tech for the game's overall presentation throughout, which I feel captures the spirit of the dream match flawlessly. I recall being mesmerized by the games intro sequence and even on the title screen where an awesome 3D city landscape that surrounds it. I still remember being enveloped by hype after inserting my 25 cents at the arcade for the first time as i was exposed to countless screens displaying a histories worth of SNK and Capcom productions as they morphed into a tunnel that redirected me to a characters selection screen that is as unique as its diverse selection of fighters. The games presentation is truly creative from beginning to end of credits! The DC port of CVS Pro is truly "Arcade Perfect", something i can't say for the dreadful PSone port released years later. What were they thinking when they made that LOL!

Sound
The games audio as a whole feels of major hype and really fuels the legendary dream crossover between these two trailblazing companies. Satoshi Ise was at the helm of the games audio dept and the man handled his duties beautifully. The games music is of the techno, electronic variety in a near exclusive sense. Those that don't dig such a soundtrack or have a more nostalgic taste in music can switch for an alternative soundtrack composed of various themes from a collection of Street Fighter and KOF songs heard throughout their careers! The games sound effects and dialogue is coherent and well done (sans the game announcer, which is forgiven on account of how epic he sounds!). I may be biased when i say CVS has perhaps one of the greatest soundtracks ever in a fighting game. I still love M. Bison's final boss theme after all these years!!!

Conclusion
CVS Pro is worth a look only to perhaps those that are truly hardcore for the genre or those that can appreciate the subtle things in a game. I may also add to that list those that had yet to experience the original CVS release. Absolutely everything is unlocked from the get go so that factor may very well play a role in preference to this version. To those like myself that already had invested countless hours in the original version and still love it after all these years, give CVS pro a try. Just shake well before serving, and wake up! ;)

8/10




Saturday, April 7, 2012

Under Defeat Review

Original Release:
Japan: March 23, 2006

Game Details:
1-2 Players
VMU enabled
Standard Controller, Arcade Stick
Jump Pak enabled
VGA Box

Gameplay
Under Defeat is a vertical shmup released in 06 by a newly formed development studio known as G. Rev. (History time kids!) After making a name for themselves with aiding production for high profile titles like Treasure's Ikaruga and and Konami's Gradius V, they finally managed to gain enough capital to make 2 projects of their own, the second of which was a critically acclaimed horizontal shmup by the name of Border Down for the NAOMI and the Dreamcast. For their third release, the company went with a more traditional offering in the vertical shmup territory. In the vein of games like Twin Cobra or Zero Gunner Series, the game puts the player in control of 2 female soldiers piloting helicopter air crafts. The game is quite traditional in its mechanics save for a unique assist bot system that will aid you in warfare and a limited but useful angle maneuvering ability.

Storyline
N/A

Graphics
With the Sega NAOMI hardware at their disposal, G. Rev harnessed the graphical power of the versatile arcade board for Under defeat and pulled off a visual tour de force for the coin-op and likewise on the Dreamcast. The game is easily one of the most visually stunning productions ever made on the console. Gunfire is not only detailed and bold, but also show impressive lighting effects. With something so small as gunfire being so meticulous, its no surprise that everything else in the world of Under Defeat has received equal or better treatment. Air crafts are nicely detailed and flawlessly textured. Explosions and their particle effects are simply eye candy. Smoke produced from mentioned explosions are insanely realistic. Rain effects are amazingly well done and stage backdrops are without a doubt just as amazing as they visually interact with the mayhem going on around them like trees waving and cattle dying off to nearby explosions. Visuals in this game are praise worthy indeed and worth a look in it's native vertical aspect ratio via TATE mode. Use of a VGA peripheral only sweetens the deal here!

Sound
The music is somewhat plain and awkward but by no means of bad quality (although i really dig the stage boss battle theme music!). The game provides players with the ability to choose from the original arcade music or an arranged version of said tracks providing welcomed customization in the music department. All audio effects are quite impressive and compliment their visual counterparts to near perfection!

Conclusion
There is something to be said for those that experienced a simple shmup title released near the end of the Dreamcast's official timeline, especially one that is so wonderfully executed as this game. G. Rev's Under Defeat looks to be a labor of love for the genre than a simple game release to cash in on a niche market... on a niche platform. A game like this, without question leaves many Dreamcast owners (much like yours truly) wondering... how much unharnessed potential the system had yet to be exploited due to such an untimely (and unjustified) demise.

8/10