VC Weekly 389

Welcome to VC Weekly, N-Europe’s guide to the wonderful world of Nintendo’s download service. Written by Sam C Gittins and Dean Anderson

With the release schedule for Virtual Console titles being so sporadic (as is the timing of this article I know) it has been a while since we've had six titles to cover in one edition, which is a lot but not to worry as I have had some expert help in tussling with two TG-16 titles from Dcubed while I've focused my attack pattern on R-Type and have attemped to bring the Street Fighter titles up for one last bout. Anyway enough from us and on with the games! 
  
Available for download this week we have...   

R-Type
Bonk's Adventure
New Adventure Island
Street Fighter Alpha 2
Street Fighter II Turbo: Hyper Fighting
Super Street Fighter II: The New Challengers 

R Type  
Price: GB £7.19, EU €7.99
Publisher: Hudson
Developer: Irem
Released: 1988 (Japan)
System: TG-16
Author: Sam C Gittins

The original R-Type shouldn't need any introduction seeing as its been around for nearly Thirty years in one form or another, chances are you will have played a version of it but this is arguably the best home console variant you could possibly hope to play. Piloting the R-Type class ship is the last bastion of hope for humanity against the imminent invasion from the Bydo Empire, the spherical object known as the "Force" is the only known weapon which has a form of energy which has the strength to eliminate the Bydo; you've been chosen to deliver this weapon and take the fight to their home base so the power to complete the mission is yours alone.  

You pilot the "R-9" ship which can be augmented by six different power-ups that appear after you've blasted the POW-armor, the item known as the "Force" lets you attach a barrier in front or behind the ship in addition to detatching it in order to attack enemies. Holding down the fire button lets you charge up your BEAM Gauge for a more powerful Wave Cannon blast, while your secondary fire button lets loose continual laser fire of which there are three distinct types; the colour coded laser upgrades let you choose what you want from Blue which fires Reflecting Laser beams, Red gives you Anti-aircraft Lasers and Yellow bestows Air-to-surface Lasers upon Force & Bit parts of your ship. Speed upgrades are obtainable, as are Homing Missles for your main ship plus you can have a maximum of two Bits to your ship.

R TypeImage1Criss-crossing beam? Check! Force pod? Check! Missiles? Check! let's go!

What I've always liked is the way in which you do find yourself constantly thinking about your strategic positioning in relation to everything else on the screen, it's as if the whole stage it out to see that you meet an early end but somehow there is always that one spot which is a little less deadly than the rest of the bullet-ridden battlezone as you slowly scroll into the unknown. You'll need to be mindful of how you use the "Force" as well, being that you can detatch it at any given moment, it's useful to learn just when it's best to seperate from it so you can be effectively firing at two places at once and when you need that extra protection plus firepower on the front or back of your ship versus being able to squeeze into smaller spaces such as in certain boss encounters as your standalone ship. 

Beating those bosses should also be classed as an achievement in itself, there are eight encounters as you get one battle at the end of each stage, they are all different as well featuring one which is bigger than the screen as aforementioned, another splits itself into three parts while there's even one which will attempt to overwhelm you with a sheer number of orbiting projecticles. I won't spoil them all, in any case it's different when you're actually facing them for yourself but they really are one of the true highlights which the game has to offer, you'll really have to outwit the enemy in these encounters all the while not really letting up on the laser fire for a second; truly exhilerating stuff which will have you cheering upon the massive explosion signifying your eventual hard-fought victory... well either that or yelps of disappointment at your destruction as you get hit by a stray bullet or the edge of the stage yet again! 

R TypeImage2Divide and conquer! This has surely got to be a winning, boss-destroying tactic. 

Few shmups are as visually striking in the same way as R-Type which seamlessly blends many organic elements with the technological in ways which seem believable even though they're created for spectacle, you really get that forboding sense of dread as you delve deeper inside the Bydo empire, as you progress you get to see more of the technological aspect as you move through the machinery while you blast it apart. It's impressive to see stages which are almost built around that all-important Boss battle at the end, in particular the third stage which essentially IS the boss which you spend time chipping away at as your carefully manoeuvre around this ship which is roughly three times the size of the screen as you ascertain its weak-point; the colour palette is varied, showing off realistic enough looking environments while still maintaining that vibrant, fantastical space setting which is such an integral part to the larger game overall.  

All of the music for the TG-16 version is nothing short of an aural accomplishment on so many levels, I won't even pretend to understand how a lot of the soundtracks for PC Engine software were originally produced but what I do know is that this is one of the most spectacular, multi-layered OST's I've ever had the pleasure of listening to both in-game and as a standalone entity. Of course the Boss theme is definitely a favourite because you know when you start to hear that familiar ominous tone, something is surely about to go down but really every single stage BGM is perfectly suited as the intended atmosphere relating to what's unfolding on the screen in front of you is pulled off with aplomb, plus those classic sound effects have never sounded better.

R TypeImage3Obligatory, archetypal R-Type image, take that Bydo scum!

I feel it's certainly worth mentioning the bespoke VC menu which is included as part of these newly emulated TG-16 titles as it really is fantastic to see so much good work has gone into it, pressing the right trigger will bring up a lovingly rendered Red menu which is reminiscent of the original system in addition to providing screen setup options which go some way to providing you with the tools to tailor the on-screen action on both the TV screen and your Gamepad screen independently; personally I choose to take up more of the screen without wrecking the aspect ratio which is a very welcome addition indeed for which the developers (D4 Enterprise) must be praised. Of course you have the usual features you'd also expect such as those Restore Points which even though I did try to play without using them initially (reaching halfway through the total number of stages before Game Over thank you very much!) I absolutely used this feature for all that it's worth as although I have beaten R-Type before in other incarnations, being that this is the original it still has all of the difficulty and none of the forgiveness or remakes featuring endless continues; besides you still need to be careful with when you choose to save because it's very easy to back yourself into a situation which is impossible to get out of without losing a ship plus all your power-ups so it's still a Catch-22 situation at times should you decide to play this way.

R TypeImage4

Oh shiny! Check out that new Virtual Console menu, for TG-16 titles only... simply glorious!

R-Type should really come highly recommended to anyone who really enjoys playing videogames, if you haven't even played it yet at all and own a Wii U then you really owe it to yourself to purchase this undeniable classic which is not only one of the best shmup titles available to date but it also helped to pioneer the genre in its own way, for that it deserves to be experienced. For those up for a challenge don't forget that should you beat all eight stages, you then get to play on the Second Loop which takes he game back to the start, carries on with the numbering system so that the first stage is now the Ninth and gives you a much harder batch of enemies to beat; make it through all Sixteen stages, only then can you really say that you've beaten the game... at this time of writing I'm still trying! 

Verdict : One of the finest Shoot-em-ups in existence. 

BonksAdventure

Price: GB £5.39, EU €5.99
Publisher: Hudson
Developer: Red Company, Atlus
Released: 1989 (Japan)
System: TG16
Author: Dean Anderson

A prehistoric hero for a prehistoric console, in a series all about reviewing prehistoric games being re-released on consoles that are soon to be replaced and made prehistoric.  Seems rather fitting really!

Welcome to Bonk’s Adventure! A game with a heart as big as its head.

BonksAdventureImage 1And that head is as hard as it is big!

So yeah, in case you haven’t figured it out yet, Bonk has a massive cranium and he puts it to good use! He may have practically no brain cells in there, but that’s ok, ‘cause the only thing he needs to know is that a good BONK! solves all of life’s problems.  Oh, and I suppose some jumping, swimming and climbing is in order as well, this is a side-scrolling platformer after all.

It’s a pretty simple game really.  You jump and BONK! your way to the end of each stage, while collecting happy smiley faces along the way (yes, you are indeed literally collecting happiness from viciously slaughtering animals for no apparent reason and no, Bonk doesn’t care, so neither should you) and food.  That’s the basic gist of it really.  What!? You were expecting an epic tale of love and loss? Of conquest and revenge? Nah, Bonk ain’t into that junk, he just does his thing because he can.

BonksAdventureImage2Words to live by...

That being said, there’s actually a bit more to it than meets the eye at first glance.  While the level design starts off simple enough, it’s not long before you might have to start using your noggin for more than just bonkin’ as the levels start to open up a bit and introduce more verticality and multilayered designs.  It’s actually quite refreshing and calls to mind the original Wario Land, with how you could venture a bit off the main path to find some hidden rooms and bonus games, despite the levels being linear in design.

Capping off each set of 4 levels is a boss encounter and these are generally really quite well done.  Again, they call to mind the original Wario Land, though more focused on action over puzzle solving.

Speaking of Wario Land, the character designs and animation may also jog your brain in that same way as Bonk’s Adventure exudes that same exaggerated and weird style, with over the top animation and oddity being the order of the day here.  It’s hard to not like the little guy as he BONKS!, chomps and romps his way through pre-history.

BonksAdventureImage3The Doctor always said not to eat anything bigger than my head.So I made my head bigger.

So… that’s about it really! It’s a pretty simple game that offers a bit more than your conventional sidescroller of the day and features a very likeable and silly sense of style… Oh! Wait! Oh no no no no no… I forgot to mention one very important thing… The controls! Oh boy…

… and unfortunately here is where things take a step backward.  Bonk moves with all the grace of a caveman with gigantism syndrome.  Kinda fitting really.  However, as fitting as it may be, it makes for some frustrating gameplay at times as Bonk just can’t keep up with you, or indeed the pace of the game at times.  He’s slow and sluggish and your foes are not.  It’s a real shame as the rest of the game is really quite fun, but as funny as it is to see Bonk ascend a cliff using his teeth, it’s not as fun when you want to get up there fast and you’re getting hounded by pterodactyls.  Still, if you can deal with some frustrations with the sluggish controls, you’ll find a very likeable and fun little old-school platformer underneath these issues.

Verdict : A pleasant prehistoric platformer providing prehistoric controls.

NewAdventureIsland

Price: GB £5.39, EU €5.99
Publisher: Hudson
Developer: Hudson
Released: 1992
System: TG16
Author: Dean Anderson

From pre-history to… err… slightly less pre-history, we jump into the “modern” era with the return of the great Master Higgins! Welcome to New Adventure Island!

Now I’m not gonna go in-depth with the whole history behind the Adventure Island series, because… well… it’s long and incredibly confusing! But it’s really interesting! If you want to turn your brain to mush, go have a read up about the Wonderboy/Adventure Island series after this review! You’ll thank me later.

NewAdventureIslandImage1Apple? Nintendo? Nah, Hudson did the whole "New" thing before it was cool.

So here’s the skinny of what most of you actually care about, the Adventure Island series is largely about super simple platforming where all you have to worry about is running from left to right, dodging whatever is in your path and surviving to the end of each stage in a quest to rescue your girlfriend.  Like a super simplified Mario game, the Super Mario Run of its day you could say.

However, it seems that poor Master Higgins suffers from some serious malabsorption and hypermetabolism as he dies of starvation within seconds! So you’ve gotta chow down on absolutely anything and everything you see as soon as you can! Here is where the series’ arcade routes shine through, it’s certainly an interesting take on a time limit and it’s actually really fun, despite how morbid the implications are for our pudgy friend…

NewAdventureIslandImage2Too bad this isn't Metal Gear Solid 3... Hang in there Master Higgins!

As well as that ever so precious food that you will crave so bad, there are also eggs that you will find along the way.  No, you can’t eat them (NOOOOOO!!!!), but you will find useful items inside! Hooray! From stone axes, to boomerangs to… a skateboard? (yes, really), all manners of useful goodies will help you keep ol’ Higgins alive as you make a (Hudson) beeline for the end of each stage.  Just be careful not to knock ‘em down a hole (and don’t even think about going back to get them if you miss them, ‘cause time is not on your side!)

The controls couldn’t really be simpler.  All you have to do is use the d-pad to move left or right (mostly right), button 1 to jump (yes, you hold it to jump higher as you’d expect) and button 2 to use the item you collected; oh! and you can run by holding down button 2 (which you will need to do 99% of the time if you want to reach the food and the end in time).  Dead simple, but most importantly Higgins feels good to control; he’s fast and fluid and that’s good, because you need to be the same if you want to survive because this game is tough!

Unlike the likes of Mario though, New Adventure Island’s challenge comes not from super tough enemies or from complex level design, but rather from an onslaught of very simple elements that are carefully placed and paced to provide you with a constant barrage of obstacles to avoid.  Simple, yet hard, how elegant! (Oh, did I mention that it’s one of those games where you perish in one hit? Well, unless you have the skateboard… better make sure you grab it!)

NewAdventureIslandImage3Is this the BC Era? Is this the 80's? WHO KNOWS!?

And really, that’s the whole game in a nutshell.  It’s a very simple game that won’t blow your mind, but if you feel like a simple, arcade platformer from a bygone era of gaming, you’ll find a tasty treat right here.  Despite the title, New Adventure Island doesn’t really stray from the series’ established formula.  It’s simply a very polished entry in the series, so if you’ve played any previous Adventure Island game, you’ll know what to expect.  The visuals are bright, kooky and colourful, the music is abrasive and annoying and the gameplay is simple and yet harder than a brick to the face.  It’s a good time all in all.  If there’s anything to really ding against it, it’s that the gameplay can get rather repetitive and lacks the variety that other, more complex platformers do.  Play this one in short bursts and you’ll enjoy it much more.

Verdict : Not new, but a simply smashing, yet challenging time.

StreetFighterAlpha2

Price: GB £7.19, EU €7.99
Publisher: Capcom
Developer: Capcom
Released: 1996
System: SNES 
Author: Sam C Gittins

Near enough every gamer is familiar with the second installment in the Street Fighter series but one entry that you may not be as familiar with is the spin-off 'Alpha' series of which the second is now available on the VC for all to play. Read on to find out how it compares and fares alongside its more infamous brethren.

Essentially the game takes its roster of characters from the first two Street Fighter games plus Final Fight and pits them against each other in a fighting game that features an engine which has some rather unique and enjoyable aspects. For each character you have a bespoke set of punches and kicks separated into weak, medium and strong categories; special attacks can also be triggered via specific stabs and swipes across the D-pad in conjunction with the action buttons.

On top of this you have the Super Combo system which works by way of a meter located at the bottom that increases upon each successfully landed attack on your opponent; upon reaching a certain capacity you can then unleash a Super Combo attack for massive damage. You can also perform your own Custom Combo's if you so desire by stringing together your own attack routine within the time limit and it's the very use of these combos which sets the game apart from other such available offerings.

StreetFighterAlpha2ImageKick to the face! Oh... is that statue winking at us?

Though a few minor cuts were made in translating this from arcade board to cartridge, the actual amount that remains intact is nothing short of astounding in terms of both quantity and quality. Controls are spot-on, backgrounds are still lavishly detailed, animation is accurate, sounds are stunning and what you're left with is one truly satisfying fighting game.

If you love fighting games then you really can't go far wrong with this, SF2 purists may shun it in favor of the almighty classic but if you can appreciate the finer points of the fighting system and have someone else who's willing to play it with you then this title really comes into its own for being the superb fighting game that it is, except being that this is the New 3DS version there's no two-player which will reduce its long-term appeal.

Verdict :  A spectacular Street Fighter title.

StreetFighterIITurboHyperFighting

Price: GB £7.19, EU €7.99
Publisher: Capcom
Developer: Capcom
Released: 1993
System: SNES
Author: Sam C Gittins

Well, Street Fighter II... what can be said about this ultimate classic two-dimensional brawler which easily has more character and charm than a huge proportion of successes in the fighting genre that made it to the third dimension. In fact all credit to Capcom for  avoiding the temptation of making a dimensional which really isn't required; the Street Fighter series is easily one of the greatest classic examples in the fighting genre and it's continued success is ultimately owed to this undisputed classic.

It must be emphatically stressed though that this isn't just any version of Capcom's classic  combative coin-up but it is “THE” definitive version; while it's true that  the game in World Warrior form has been available on the VC for some time now, this Turbo incarnation is superior for several reasons. 

As the name suggests this “Turbo” version of SFII is a fantastically faster and frenetically paced variant which is improved ten-fold due to this seemingly simple speed selection option which lets you decide how fast you want to play. It really does make all the difference and after playing Street Fighter this way you will most likely never want to go back to the comparatively slower original which rarely rivals the speed of a snail.

StreetFighterIITurboImageIncoming blue fireball of death! What? Oh alright... Hadouken!!!

Other notable changes that were made this time around include slight changes to the colour palette on certain backdrops which otherwise remain thankfully intact and unchanged; which is just as well because the original level set remains the best in many respects. Also available is the ability to play as any of the original quartet of bosses (Balrog, M.Bison. Sagat and Vega) or even as identical combatants which is a welcome addition to the two-player mode which remains as fantastically fun as it always has been, but again you are relegated to single-player only for this portable version.

As aforementioned this truly is one of the finest fighters available which defined the genre for many upon it's original much coveted SNES release and still remains as perfectly playable as it always has been. A truly great example which hasn't aged noticeably by any stretch of the imagination; if you have yet to play this or have already experienced it years beforehand then this is an excellent opportunity to own this masterpiece.      

Verdict : An awesome addition and a credit to the Virtual Console. 

SuperStreetFighterIITheNewChallengers

Price: GB £7.19, EU €7.99
Publisher: Capcom
Developer: Capcom
Released: 1994
System: SNES
Author: Sam C Gittins

Yes it's another incarnation of the legendary Street Fighter II but it's perhaps the most welcome edition of the game to hit the Virtual Console since the hugely popular Turbo variant. And while this version loses much of the aforementioned versions speed that many players have no doubt become accustomed to it manages to more than make up for it due to the huge wealth of substantial and sustainable additions that it brings to the table.

So what has this version got that Turbo hasn't? Well firstly we have a total of four new contenders to the throne comprising of; Cammy, Fei Long, DeeJay and T.Hawk. While they are all welcome additions the latter three seem to pale into relative insignificance when compared to the now legendary Cammy who is arguably the best of the bunch.

Familiar fighters now have modified move-sets such as the addition of Ryu's flaming-flying-fireball and Ken's flaming-dragon-punch; some of the identical moves between these two characters now deal out different amounts of damage which equates to an actual accumulative difference to the two firm fan favourite fighters thats more noticeable in this version than in the predecessors. 

SuperStreetFighterIINewChallengersImagePunch to the... Oh! I say, that's a little below the belt!

Visuals are vastly the same overall with only a few new backgrounds and some updated character animations and although it may not show all the extra detail that can be seen in the original arcade version it's still as visually vivid as ever and uses the SNES hardware well as does the extra voice samples for each of the characters which were newly added to this version.

Essentially it's a case of more of the same here which is no bad thing considering the cosmetic and structural improvements that have been added not to mention a host of multiplayer modes most notably including an exceptional elimination tournament; though you can't play these in the New 3DS release so you'll be missing out on these. The only let down of this version is that it's slower than the previously released Turbo counterpart; this was later rectified by the release of Super Street Fighter II Turbo which was never converted to any 16-bit console at the time so for the time being if you can live with the reduction in speed then this version is truly as good as it gets. 

Verdict : Another superb Street Fighter II successor.

That's it for another installment of VC Weekly which will return again soon. So until then, enjoy the rest of the week and Game On!


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