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COLUMN: 'Arcade Obscurities' - Namco's Aqua Rush

[Arcade Obscurities is a bi-weekly column by Solvalou.com's Arttu Ylärakkola, probing some of the most interesting and obscure arcade games yet to be covered in the geek gaming press, thanks to Arttu's JAMMA board collection, and our insatiable quest for knowledge. The first column deals with Namco's 1999 puzzle game 'Aqua Rush'.]

Rushing Aquatic Puzzles

Google for Aqua Rush, and the first result you'll get is a marketing site for bottled water. However, Aqua Rush is also a little-known Japan-only arcade game, one product of Namco's massive arcade history - no wonder if you haven't heard about it.

Basically what we have here is an underwater themed puzzle game: air bubbles rise from the bottom of the screen inside a rectangular playing area. When the bubbles collide with static bubbles on top of the screen, they combine. If a bubble is wide enough to cover the whole width of the playing field, that part of the bubble bursts and disappears - yes, exactly like making a line in Tetris. No need to completely clear the screen, as only one red-hued row in the bubble needs to be removed in order to proceed to the next level.

In Aqua Rush, the piece you control starts as a 3-bubble-wide rectangle. Instead of rotating it, you have 3 buttons with which you can use to grow the piece as much as you like by adding one bubble on top of the leftmost, middle or rightmost bubble. Since the only things you can do are to move the piece horizontally and expand it, many of the game's levels consist of figuring out how to effectively fill vertical spaces.

aquarush1.jpg

This means making combos is relatively easy: just figure out how to expand your piece so that after the first bubble line bursts, the leftovers of your piece fit on the next vertical gap and so on. As nothing is ever rotated, gameplay is more streamlined than what is found in usual block fitting games.

Bubbly Combo Crackdown

This one-dimensionality of the game forces limits on how distinct puzzles can be created and makes the presented problems not very mentally taxing, but neither isn't really a problem as what matters more in this case is the basic ingredient of a fun puzzle game: high amount of stupendously long combos - and Aqua Rush is full of them. The way the graphics are implemented enhances the explosiveness of the combos, as the bubbles are big enough to make the level not to fit to the screen but instead the playfield scrolls vertically when lines are made.

Another gameplay mechanic which adds to the sense of speed and urgency is that often a level requires you to fill extremely long vertical gaps which is solved not by thinking, but by furiously mashing the buttons in attempt to resize your block correctly. And the bigger your block is, the more lines you can take out simultaneously. This is essential, as play is graded on how quickly a level is completed.

Easy, But Beautiful?

All the above works as well as possible, but unfortunately the fast-paced gameplay is not very finely tuned: I completed two of the three different difficulty levels on my first go. Two player vs mode is also available, but it does not work very well: huge chains equal quick unfair deaths. So is Aqua Rush a deservedly forgettable game?

No!

aquarush2.jpg

It's all about the presentation! The game is dead serious about itself, and for me, its style hits all the right spots. Instead of dancing yellow cartoon kittens, there are swarms of realistic polygonal fishes swimming in the background, screens of 3D explosion rings when points are scored and perfectly fitting soundscape (click the link for an MP3).

Conclusion

Aqua Rush was released as late as 1999 and runs on Namco's System 12 hardware, which is basically a souped-up version of the PlayStation console. What we have here is a 2D puzzle game running on the same hardware which was used for titles like Soul Calibur and Tekken Tag Tournament.

The above may sound heretical to the cultivated retrogamer, but with Aqua Rush the non-gameplay related components really make a difference. It's a prime example of Namco's unique style which surfaces in its games once in a while. Like, for example, Xevious 3D/G - in my opinion the best retro remake when it comes to style - Aqua Rush has everything right.

So what's the conclusion? Manic shooters put you "in the zone" with their intensity. While being a simplistic puzzle game, instead of being boring, Aqua Rush puts you in the zone with its presentation. It's a worthy achievement, methinks.

Comments

If you're taking requests, would you perhaps be interested in doing a piece on Namco's Propcycle, basically an exercise cycle attached to a flight sim? I found the game utterly charming (and more than a little tiring, in the physical sense) when I saw it in a local arcade, but haven't seen it much since.

Thanks for your comment! Requests are of course welcome, but naturally I can only write about games which I own.

A friend of mine (a local operator) does have a Propcycle machine, but if I remember correctly it's not working at the moment. I will tell him about your comment so maybe he'll end up fixing the game :)

Cool, cool.

I find that there are a small number of games that I keep coming back to, that never seem to stay out of mind for long. Propcycle is one of the few arcade games on that list; the setting is just awesome, full of a strange kind of post-apocalyptic whimsy. It also seems to have character designs by Akira Toriyama, the Dragonball guy.

Can you please do a piece on the Sega R360 as well, its a very obscure sega arcade game made in 1991 that was the first simulator introduced to the world that allowed members of the general public to eaisly and safely experience the sensations of flight first hand (well, the best they could do for 1991). It is truly a great arcade game and should not be forgotten. When it was introduced in japan at a trade show in 1991 it made everyone's jaws drop and silenced the room! It is very sad that there are either very few or none of these machines left operating and i do not want people to forget about how great of a machine it was!

I'm also a Prop Cycle fan, FWIW. The cycling and handlebar rotating mechanic really does make it feel different. You don't look as macho as you do when blasting zombies, though, which is why it probably didn't do so well in the West :P

Sega R360 (G-Loc) .... yes, that's a rare cabinet indeed. I live next to an amusement park (Linnanmäki in Helsinki) and they used to have R360 there! If they still have it (I must check it when Linnanmäki opens in couple of months) I can write an article about it.

Not to spoil your memories, but the game itself is not very good, but the physical sensation you get playing it is something quite unique.

Yes I know the G-LOC game inside the R-360 was not very good, it was a timed game meant to only be played for the duration of time you were in the cabinet. However there was another game made for the cabinet, Wing War. It is able to be installed in the r360. There is speculation about other games that have been made for the cabinet but for now that is purely speculation, the only 2 verified ones are Wing War and a version of G-LOC.

This is a quickly dissappearing machine, the only instance of a verified machine operating on location that i can find is in Gran Canaria in a bowling alley. My friend vacationed to Gran Canaria and told me that the machine is in a horrid state of disrepair but is still operating. There may also be 1 machine operating somewhere in spain but i cannot verify that instance. Other than that all the r360's that i know of have up and disappeared.

Propcycle is an example of a brilliant concept that failed in the execution. It cost too much for a person to learn how to fly, navigate, remember the routes and the balloon locations, so most people who tried it quickly ran out of money and looked elsewhere for a game with a gentler learning curve. Once you got good at it (as I did) then you could play a 4-level game with 3 free replays if you hit a certain target score. So the arcade operators saw the triallists disappearing and experts like me sitting there playing for 40 minutes for £1 ($2). So the machines went out. I bought 2, one sits in my exercise studio next to my Pilates Reformer and one's in storage if I even need a new motherboard or spare parts. My top scores are in the 19125 to 19750 range, probably the highest in the world. It's the best exercise as every second is worth 50 points, so you pedal like fury to get all the balloons in the minimum time. I think I could fly a plane in World War 1 now, I've gotten very adept at realistic flying at lowish speeds

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