Sunday, February 1, 2015

Gunman Clive 2 (3DS eShop) Review

It's already time for the first review of February, and as stated last week, SuperPhillip Central is now on a new grading scale system. My first game using this new letter grade review system is Gunman Clive 2 for the Nintendo 3DS eShop. Grab your six-shooter, pardner, and get ready for a good time!

Yee-Haw!


Gunman Clive was an unexpected hit and success story on the Nintendo 3DS eShop, one of the most prolific victories for the marketplace yet. It outsold the release on mobile devices and did well for the developer. What makes the story even more fascinating is that the game, other than the music, was created by one person, Bertil Hörberg. Rather than just resting on his laurels, Hörberg returns us to the world of Gunman Clive with a full-fledged sequel with amazing additions and spruced up mechanics, making Gunman Clive 2 a must-own for action fans.

Gunman Clive 2 contains the similar formula of the original. It is a retro-styled shooter and platform along the likes of games like Mega Man, only set in a Wild West world. Clive can shoot (picking up power-ups that can expand his firepower), jump, and crouch through the 25 levels in the game that contain a myriad of trials and challenges for him to overcome. From a castle with its own areas of directional gravity, sending Clive walking on walls and ceilings, to a Donkey Kong Country-inspired trek aboard a mine cart, riding through hazardous sections of track, Gunman Clive 2 offers plenty of level variety. They display a grand amount of evolution compared to the original.

Those varmints picked the wrong day
to mess with Gunman Clive's town.
This evolution continues into the boss encounters as well, showing off more complicated bosses, attack patterns, and means to defeat them. Whether it's a massive Tyrannosaurus Rex that chases our hero or a distinguished gentleman with requisite top hat and monocle, utilizing the game's gravity mechanic to dodge and defeat him, these bosses are definitely a step up from what we saw in the original Gunman Clive. Heck, the final boss is not only a great encounter, but it's also one of the more creative battles in years in how you scale the robotic beast to beat him.

Open wide for Gunman Clive!
Outside of standard 2D run-and-gun left-to-right affairs, Gunman Clive 2 splits up the action with special levels. For instance, one has Clive on an aircraft with a behind-the-back view as he shoots down enemy balloons and flies through rocky archways. Another level features Clive on horseback, riding through along a desert road, dodging boulders, dealing with fellow horseback riders, and leaping over obstructions in the road.

Ah... Sunglasses! I knew I forgot to pack something!
Gunman Clive 2 offers three difficulties, which alter how much health you are given to work with. There is no lives system in the game. When you die, you start from the beginning of the current stage. As levels are mostly short, death isn't that huge of a penalty. It's only later levels that are more lengthy that this can become annoying, especially levels with several "gotcha" moments, where you'll die simply because of a lack of reaction and response time to a specific obstacle. One such case is a falling platform that drops into the abyss. You have to have the reaction time of Sonic the Hedgehog to leap to the necessary platform in order to survive. There are more moments like this than I would have liked, but once they have been learned, the levels become easier to complete.

Gunman Clive's adventure takes him
all around the world.
There are four playable characters in Gunman Clive 2. The titular hero is the first, with Ms. Johnson being the second. Her Princess Peach-like ability to float in midair temporarily makes otherwise very challenging jumps more plausible. Then there is Chieftain Bob, who is the most difficult character to play as, as he can only utilize melee attacks via his spear. This takes learning enemy attack patterns a must in order to get close enough to take the appropriate number of shots on a given foe. The final character needs to be unlocked, and those who played and enjoyed the original Gunman Clive can probably guess who the character is and how much it changes up how Gunman Clive 2 is played.

Like Gunman Clive, Gunman Clive features a very satisfying art style that is reminiscent of an animated wanted poster, full of squiggling lines on the foreground and background. Unlike the original, however, Gunman Clive 2 isn't relegated to one color scheme. Instead, each level presents a different scheme, showing off an abundance of color used rather than the orange, brown, and beige that the original game only offered. The character models are a sight to behold, and the animations are fantastic as well. The music is also quite impressive, featuring a wealth of engaging music that you can catch yourself humming to. Overall, Gunman Clive 2 is a delight presentation-wise.

It's total panda-monium here!
Gunman Clive 2 is just wholly a plain delight. The side-scrolling 2D run-and-gun action is executed beautifully, the level and boss designs have evolved to be more interesting from the original, and the presentation is simply put, dazzling. It's astonishing that one person did the lion's share of development for this game. Gunman Clive 2 isn't a perfect game-- it's short and has some frustrating "gotcha" moments in its level design-- but it's a magnificent display of pure action gaming with a wondrous coat of paint.

[SPC Says: B]

Review copy provided by Hörberg Productions.

Review Round-Up - January 2015

Embark on a grand adventure with Fantasy Life,
SuperPhillip Central's Game of the Month for January 2015.
The first month of 2015 saw ten unique reviews to go with it. I started the year off with my review of Oddworld: Munch's Oddysee HD, getting a 6.0. Then I moved onto two Wii U eShop games. The first was the surprisingly good Spy Chameleon (8.25) followed by the fun but sometimes frustrating Chariot (7.5). Moving on from there, SuperPhillip Central's Game of the Month, Fantasy Life, led this month of reviews with a 9.25 score. Next, I checked out two more Wii U eShop titles, Family Tennis SP (6.75) and uWordsmith (6.0). Sonic Boom: Shattered Crystal earned a respectable 6.0, Breezebox solved its way to a 7.0, and Ratchet & Clank HD scored an 8.25. Finally, I capped off the month with a retro review of a PSP game, Ape Escape: On the Loose, which monkeyed around to an 8.0.

Remember that next month SuperPhillip Central's grading scale for reviews changes to a letter-based system. I hope you look forward to the new change!

Oddworld: Munch's Oddysee HD (Vita) - 6.0
Spy Chameleon (Wii U eShop) - 8.25
Chariot (Wii U eShop) - 7.5
Fantasy Life (3DS) - 9.25
Family Tennis SP (Wii U eShop) - 6.75
uWordsmith (Wii U eShop) - 6.0
Sonic Boom: Shattered Crystal (3DS) - 6.0
Breezeblox (Wii U eShop) - 7.0
Ratchet & Clank HD (Vita) - 8.25
Ape Escape: On the Loose (PSP) - 8.0

Take on creatures big and small in Fantasy Life.

Friday, January 30, 2015

Ape Escape: On the Loose (PSP) Retro Review

Earlier this week I covered a game that started one of my favorite PlayStation franchises of all time. Today I cover the first game of a PlayStation franchise that I can't wait to play more games in the series. It's Ape Escape, and here is a decade's old port of that game that launched with the PSP, Ape Escape: On the Loose.

Catch Them If You Can


Ape Escape initially released on the original PlayStation in 1999. The game was the first on the system to require the dual analog controller that debuted approximately halfway in the PS1's life. Imagine if you will, taking that game, putting it on a system with just one analog input, and releasing as an enhanced port as a launch title. It's a recipe for disaster, right? However, Ape Escape: On the Loose, even being hurt a little by the lack of dual analogs, is an engaging game that is worth the time to play. Here's why.

On the Loose begins with a white-haired monkey named Specter putting on a special helmet that greatly increases his intelligence while also twisting his mind. He uses his added smarts to create helmets for over 200 monkeys and attacks a local laboratory which houses a time machine. Childhood friends Spike and Jake arrive on the scene and along with the monkeys are transported back in time to various periods. Knowing this monkey madness could negatively alter the course of history, the Professor asks Spike to capture as many monkeys as possible, stop Specter, and rescue Jake from Specter's mind control.

Come here, you blasted rabbit!
....Wait. I'm thinking of something else.
There are seven worlds within Ape Escape: On the Loose-- most of which with three levels apiece-- and they put Spike within a wide variety of time periods and locales. From the age of the dinosaurs to the Medieval period, there are a large range of environments and levels for Spike to traverse and capture monkeys in.

The Time Station is the hub of Ape Escape.
Thankfully, Spike isn't left all to his lonesome to nab the mischievous monkeys littered throughout time. The Professor sends numerous helpful gadgets to Spike throughout the game, one usually per world. Through completing a simple training level for the player to get accustomed to a given gadget, Spike earns that necessary tool to assist him on his quest to capture the antagonizing apes.

There are eight gadgets in all for Spike to acquire throughout his journey through time. Each has its own use and are implemented in such a way that they aren't utilized just once and then never seen again. There is a slingshot-type gadget that not only can take down airborne enemies, but it can also hit faraway buttons to turn on machinery, such as elevators and doors. The Super Hoop allows Spike to move faster on land, great for crossing bridges that fall apart once our hero steps foot on them so he doesn't fall with the bridge. Then there's the Sky Flyer, which without question is the most useful gadget in the game. It offers the ability for Spike to reach higher platforms that would otherwise be impossible, perfect for exploration of levels.

Spike takes his new Sky Flyer out for a spin.
Levels themselves start out with but a handful of monkeys to collect. By the end of the game, there are levels that house up to 30 individual monkeys. Each level only requires Spike to capture a set amount of monkeys before he can move on to the next level, but in order to reach the true ending of Ape Escape: On the Loose, all 204 missing monkeys must be collected. This means that returning to levels is a must, especially because Spike won't have every gadget in his possession until the Specter has been beaten the first go-around. Returning to past haunts (i.e. already beaten levels) with newer gadgets opens up areas that Spike could not have reached before and monkeys that were once out of his capturing ability.

Return to older levels with newer gadgets
to explore places you couldn't before.
Speaking of which, capturing each ape within On the Loose is like its own puzzle. The player has to find a way to reach each ape, coax him or her out, and use the correct gadget to accomplish the task of nabbing the monkey in question. Capturing monkeys in general can be done in a wide variety of ways. Players can have Spike sneak up on unbeknownst monkeys, slowly pushing the PSP's analog nub forward and holding still when an ape gets paranoid, similar to a game of "red light, green light". Spike can also crawl with the R button held down to creep upon apes asleep or with their backs turned to him. Finally, there is my favorite method of disposal, running to a monkey, bashing them on the head with a stun club, and capturing them with Spike's net while they are temporarily dazed.

The alarm on the helmet of each monkey
displays their current level of alert.
The analog nub on the PSP is a detriment to On the Loose. It does not offer anywhere near the precision of the PS1's analog stick. Many times I would swing my Time Net at a predisposed monkey only to have my net miss its target by about 45 degrees. While this isn't so annoying in the story mode, doing time trials where you have to beat a specific time to pass them, makes missing monkeys so narrowly and stupidly very irritating.

For those who have played the PS1 original Ape Escape, the obvious removal in the controls is that of the second analog stick. Instead, gadgets are mapped to the face buttons-- with the exception of X, which is used to jump. Simply pressing Select brings up the Gadget Menu, which makes for quick switching between the gadgets mapped to the face buttons and those not selected.

Fog? You can tell this was originally
a PS1 game, can't you!
The lack of a second analog stick on the PSP means that camera control is relegated to the d-pad for direct control and the L button for a quick behind-the-back view at any time. The one caveat with this arrangement is that the L button is also used for the first-person view, used when aiming and for just looking around at the environment. One required me to tap the button while the other forced me to hold the button down. In the middle of play, I oftentimes performed one action when I wanted to do the other.

Caveats aside, completing Ape Escape: On the Loose with a full 100% completion percentage is no easy task. Finding and capturing every ape is a challenge all to itself, but then there are time trials to pass in each level and Specter Coins to collect which unlock one of four mini-games, a snowboarding game, a boxing game, a racing game, and a ping-pong game. These can be played locally or online, and the latter is still available to use, though good luck finding anyone randomly online.

There's no time to monkey around, Spike!
There's a time limit to beat!
On the Loose was one of the more basic looking launch titles of the PlayStation Portable, but the game's graphics still look pleasant enough. The frame-rate has some issues occasionally; and the camera reveals things through a level's geometry and walls, but it's still a competent game technologically. The music is unchanged, but I struggle to remember a theme after a total of twenty hours of play time. The voice work is typical Saturday morning cartoon fare, but the actual dialogue is mediocre at best and the stuff that made me cringe at worst.

Ape Escape: On the Loose may not surpass the quality of the original PlayStation Ape Escape, but the developers used what they had button-wise to create this highly capable and fun enhanced port. It's a return to a game that was entertaining when it released, and it is still entertaining now. Now, if you'll excuse me, all this playing of the PSP port has me wanting to dive into some more monkey madness with later games in the Ape Escape series!

[SPC Says: 8.0/10]

Thursday, January 29, 2015

My Adoration with Amiibo: The Thrill of the Hunt and the Possible Future

Upon reading the news that Nintendo has shipped over 5.7 million Amiibo since late November last year, I remembered how I was entranced by the mystique that is the Amiibo line of figurines.

As a lifelong Nintendo fan and huge lover of figurines, the concept of small statuettes of various Nintendo characters was a dream. The dream was realized with Amiibo. However, I kept calm and said to myself that I'd just try out one and that would be it. However, after acquiring my first Amiibo, a Pikachu from Pokemon that was won during a video game trivia contest at the university I attend, the thirst, as it is said, was real.

I had one Amiibo, and it really was like eating just one chip from a bag of potato chips. I couldn't just have one and went on to collect more. Even then, I showed some restraint and came to the conclusion that I would just buy the Amiibo for characters that I didn't already have a figure of some kind for. That meant one for Samus, Peach, Zelda, Pit, and so forth. Needless to say, this plan came to fruition and then some until one day...


That is my current collection of Amiibo (Bowser not included). They're nice to look at, take up a miniature amount of space, and they're of great quality overall. That said, the issue with wanting collect as many Amiibo as possible reared its ugly and realistic head into the picture.

At least in North America, certain Amiibo are completely discontinued, and it's now pretty much a situation that if you don't pre-order, you don't have a chance of getting a specific figure. It is absolutely mind-boggling how bad Nintendo of America has once again dropped the ball once again. Fans are unable to acquire the Amiibo they desire because scalpers get to them beforehand, buying up a whole store and then selling them on sites like eBay for three or four times the MSRP.

I currently lack the three rarest Amiibo: Marth, Villager, and Wii Fit Trainer. While the first is set to receive more figures produced in the near future (as stated by the most recent Nintendo Direct), others are so rare to find at a sensible price that you'd have better luck winning the lottery twice in the span of a week. Okay, maybe that's a slight exaggeration.

The holy trinity of rare Amiibo.
That said, it's common practice for pretty much any popular toy line to experience difficulty and require extra work to get the figures one wants most, and I certainly know with my recent dealings with the World of Nintendo toy line by Jakks Pacific. Scalpers also jumped on that bandwagon and sell mini Micro Land figurines and regular sized figures for double the original price.

While I am not as hooked on Amiibo as others (e.g. I don't hit F5 on pre-order pages to see when a new shipment is ready to buy), I do take precautions to obtain the figures I want. For instance, for the Amiibo that I figure are going to be the most popular I pre-order them. It's recommended by many to pre-order from multiple places in case one's order is cancelled. While that hasn't happened to me yet (knocks on wood), it seems to be a good practice that works since there have been issues at certain stores like Toys 'R' Us.

Amiibo's full potential hasn't really been realized by Nintendo yet. The company instead uses the figures as a means to unlock content in games rather than a greater use like what we see with Activision's Skylanders series of figures. Scanned Amiibo give new Mii costumes in Mario Kart 8, Hyrule Warriors's Amiibo use gives rupees, materials, and weapons for scanning the figures, and the upcoming Code Name: S.T.E.A.M. puts Marth, Ike, and Robin into the game as playable characters when their Amiibo have been scanned.

Currently my favorite unlockables via Amiibo.
Can you imagine a Skylanders-like game from Nintendo that incorporates Amiibo usage, summoning various Nintendo all-stars into the same game universe to fight alongside one another? That's a million dollar idea just waiting to happen, but then again, I did patent "emergency sea water" for those shipwrecked on deserted tropical islands.

With a new lineup of Amiibo coming in March with the release of Mario Party 10 on Wii U, Nintendo continues its plan to roll in some monster-sized dough. As long as the figures become easier to get a hold of, rather than being forced to import for the rarer characters, I can see the future of Amiibo being increasingly brighter. After all, I do have another shelf of room for a whole new horde of Amiibo!

SuperPhillip Central Is Changing Its Review Scoring System!

For the past six-and-a-half years, SuperPhillip Central has used a 0-10 scale review scoring system. Starting with the first review of February, the site will be switching to a letter grade scale from A-F with pluses and minuses included. This scale will make it much easier to know what each grade means without having to consult the current review score guide.

I hope this new change will be better for SuperPhillip Central and for you, the reader.