December 2008 Archives

Merry Christmas!

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Thanks for stopping by. Updates will resume in the New Year.

My band, Angels Breaking Silence just released a new demo on MySpace. Check it out!

God bless.

Upcoming NES Reviews

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In no particular order:

Final Fantasy II
Super Mario Bros.
Majou Densetsu 2 - Daimashikyou Galious
Super Star Force
Dragon Quest III
Dragon Quest IV
Dr. Mario
Dragon Ball - Dai Maou Fukkatsu
Dragon Ball Z II - Gekishin Freeza!!
Rockman 5 - Blues no Wana!? (aka Mega Man 5)
Yoshi no Cookie (aka Yoshi's Cookie)
Super Chinese 2 - Dragon Kid

Super Chinese 3 Review

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Super-Chinese1.pngSuper Chinese 3 was developed by Culture Brain and was released in 1991. The game was never released outside of Japan.

Best of Both Worlds?
Super Chinese 3 is an Action RPG and therefore combines elements from both genres. Talking to NPCs, walking around the world map, menu screens and most boss battles use a traditional RPG system, while random encounters, dungeons, and other side-scrolling stages involve running, jumping, and a variety of attack maneuvers.

2 Player Co-Op
The game features a 2 player mode, so the action elements can be enjoyed together. For better or for worse it is possible to attack, damage, and kill your ally. This can add to the enjoyment of the game, but it can also add to the frustration for obvious reasons. For the most part, it's to your benefit to have an ally, and it appears that the game was developed with 2 players in mind.

Super-Chinese2.pngA Brave New World
Super Chinese 3 features an expansive world and a variety of cities, dungeons, and boss lairs to explore. This game is packed to the rafters, and was developed by a relatively small team (only a dozen or so developers are credited).

Gameplay

Controls
The controls are simple and responsive, though it seems like the functions of the A button (punch) and the B button (jump, acrobatic kick) should have been flipped.

The variety of movements is fairly impressive. When you press A and B together you get a powered-up acrobatic kick. You are also capable or running (and combining it with other actions), as well as picking up weapons and using them against your foes (nunchucks, lightsabers).

Super-Chinese3.pngRunning (hit direction twice and hold) can feel a little slippery, and it's pretty hard to stop once you get going. Your inclination might be to run through the side-scrolling stages, but you would be subjecting yourself to the many hazards ahead, so for the most part it's in your best interest to avoid running.

High Encounter Rate
Random encounters are superfluous in this game. Sometimes you encounter enemies without even moving a single square. As fun as the action is, it gets to be a bit much. Still, it's in your best interest to be close to the max level (50) for the final dungeon and boss battles, and chances are you haven't reached the max level when you reach that point in the game, so in a sense, it's a necessary evil.

Compulsory Mini-Games
There are certain mini-games that have to be completed before you can move on in the story. As simple as they are, some of them depend on your sense of timing and can take a lot of time to complete. When I played this game as a kid, I remember resetting the game because I couldn't get the guy's face to match up (yes, that's one of the mini-games).

Do This, Then Do That
Of course, like most primitive RPGs, you have to complete one task before you can move on to the next one. There's a certain point in the game where you have to go looking for the scientist across the whole world. Eventually you have to return to the city where you need him to come to, only to find that he's already there. Unfortunately, the game isn't entirely clear when this series of events takes place, or what conditions you have to meet for this to happen. For me, this part of the game took more time than any other part. I never made it passed this part in the game as a kid.

Super-Chinese4.pngOh, and you can't transport from one city to the other using a spell. No, that would be too convenient. You have to use your boat. That means more encounters. A LOT more.

A Hodgepodge
Super Chinese 3 borrows from a lot of other successful games. I'm not going to name any in particular (ahem, Super Mario Bros., Double Dragon *gasp*), but at least Culture Brain knew where to borrow from. It's like Aerosmith; they borrow from some of the best music out there, and make it their own. And they've been very successful.

At least the game doesn't take itself too seriously. The little boy who accompanies our heroes tries to contribute to the party by farting at the boss (occasionally he does other useful things too). There are a number of one-off gags which are either irritating, or marginally funny. I find this to be an endearing quality of the game, even if I didn't laugh much.

The game is also full of pop culture references. For example, when you visit the science capital of the world there's a NPC who recites the famous Back to the Future line about 1.21 Gigawatts.

Super-Chinese5.pngRPG Style Boss Battles
I must say I enjoyed the RPG style boss battles. Even with all the endlessly monotonous encounters, the RPG elements helped the game from becoming one-dimensional. Even in the RPG style combat, the characters move around when attacking or dodging attacks, which is something Enix hadn't done yet.

Graphics

A Blast from the Past
The graphics are actually pretty good for a Famicom game. I can't see any traces of laziness here, just limitations of the console. It's true that certain graphics get recycled and used over but you can tell they would have done more with the game if the console were able to handle it. The variety in enemies, backgrounds, and locations is impressive.

Sound & Music

Familiar Sound Effects
Certain sound effects remind me of Super Mario Bros. while others seem relatively original. At least the game is welcoming, because familiar auditory cues help you to understand what's going on (or what's about to happen).

One of the Best Famicom Soundtracks?
Besides Mega Man, this game has one of the most original and best sounding soundtracks I've heard for Famicom. My favorites include the boss theme and airship theme.

Overall 7.5/10

Before Its Time?
Super Chinese 3 was an ambitious project, and as I've already mentioned, it was packed to the rafters. I have to give the game extra points for this feat, because there weren't many Famicom games that tried to provide this much content. The Action-RPG style gameplay suits me well, though for most people I'm sure it would feel outdated. If they had spent a little more time in balancing combat vs. leveling (& finances) and developing the storyline, they could have had a truly superb game on their hands. The ending really isn't anything special, and like most early games, the reward is in playing it, not in finishing it.
Famicom-Jump.png Famicom Jump - Hero Retsuden was released in 1988 for the Nintendo Famicom. The game was published by Bandai, and commemorated the 20th Anniversary of Weekly Shonen Jump.

Weekly Shonen Jump is a popular manga publication in Japan. Each week the artists release the latest episode in their respective series (usually about 20 pages or less), and these episodes are published in one big magazine.

Famicom Jump, a crossover RPG, tried to capitalize on the popularity of favorite Japanese pastimes: reading Jump, and playing video games. This game would have failed miserably in North America, but in Japan the cultural influence of manga cannot be underestimated.

Famicom-Jump2.pngThe game features mini games in a variety of genres, Action style combat, and of course the usual RPG fare (walking around the world map, dialogue boxes, etc.). It's kind of a mixed bag. I won't deny that it's a relatively fun game, but it's not without its obvious flaws and shortcomings.

For one thing, the game never comes out and spells out anything for you. It's incredibly cryptic. You're not really sure of your objectives and goals in the game, except that you're supposed to defeat the evil Piccolo. There are NPCs who dispense various "hints" but they're always roundabout and indirect, and you're never sure exactly how they pertain to your situation.

Famicom-Jump3.pngIt's easy enough to figure out what you're supposed to do early game, but oftentimes you have no particular objective except to befriend new party members (2 per area), and move on to the next area. Sometimes there are dungeons to complete and other times there aren't, so you're never sure when to move on. The dungeons tend to be quite redundant and they all look similar. Some of them are easy enough to navigate, but still others are like mazes, and could take you a very long time to beat without a map.

The game only increases in complexity when you obtain the time machine. Sometimes this means you have twice the work to do, because you need to meet new party members in the past and the present! Other times, going to the past has no effect at all, and you can't enter any of the cities or dungeons. And still other times you can enter them when you have met certain criteria. Again, most of the time the game isn't entirely clear on when you're supposed to move on and there can be penalties for entering certain areas before you're supposed to.

Sometimes you're supposed to lose the mini games before the story progresses, but again, it's never entirely clear when. Let's just say it's a hard game to beat without a good guide.

Famicom-Jump4.pngFamicom Jump is notoriously difficult and frustrating in the long tradition of arduous Famicom games. That is to say, this isn't the only game that caused people a lot of grief. The passwords in this game were unnecessarily long, and this is not a game you would want to complete in one sitting. Thank God I was able to use an emulator this time.

Gameplay
The controls are responsive, and simple enough. With some mini games it's hard to tell what you're supposed to do, so it's a matter of trial and error. The mini games are pretty fun, but the combat is monotonous, and the tasks are painstaking and cryptic.

Graphics
I wasn't overly impressed with the graphics, but the game still looks decent enough. You can tell there was a lot of work that went into it, it's just a shame they didn't pay more attention to the gameplay.

Sound & Music
There were some good themes in this game, and a good variety. Unfortunately some of the themes are all too repetitive, and ill-composed. Again, you can tell someone put a lot of work into this, but it's too bad the game itself doesn't really live up to it; it's better than the sum of its parts.

Overall 6/10
This game had some high moments and some low moments. I was able to complete it, but only with the help of multiple guides. I'm not sure how anyone ever figured it out, and this is something that should have been addressed in the beta stage. I'm pretty sure that there were areas in the game I never explored, and I guess it was never necessary. Don't attempt the game if a) you don't understand Japanese, and b) you don't have a guide.
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