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Category Archives: Column: Might Have Been

January 29, 2008

COLUMN: 'Might Have Been' - Kickle Cubicle

[“Might Have Been” is a bi-weekly column by Todd Ciolek that explores the ways in which promising games, characters, concepts, and companies failed. This week’s edition looks at Irem's Kickle Cubicle, released in the arcade in 1988 and for the NES in 1990.]

What was the first block-shoving puzzle game? Does Sega’s Pengo count? Probably not, but its 1982 debut helped lay the foundation for an entire genre of block-shoving that quickly matured in arcades, on computers and, of course, in the NES library.

The leader of this movement was perhaps HAL’s The Adventures of Lolo. With its blinking blue ball of a hero and morbidly cute style, it earned several sequels, gathered a cult following, scored its main characters spots in Nintendo’s Kirby franchise and, most recently, showed up on the Wii's Virtual Console.

But there existed another NES block-shoving puzzle game that deserved fans perhaps even more than Lolo. That game, the true successor to Pengo, began in 1988 as a winter-themed Irem arcade puzzler called Meikyu Jima, but it wasn’t brought to the West until 1990, when Irem ported it to the NES and gave it a title guaranteed to scare off adolescents insecure about the games they were seen playing. That title? Kickle Cubicle.

Not that 'Boxxle' is better

If the name didn’t dissuade buyers between the ages of 12 and 20, Kickle himself probably did. A smiling, spear-bald albino midget in overalls and earmuffs, he resembles some breeding of Capcom’s Snow Bros. and Mr. Clean. His story’s just as cute: the Fantasy Kingdom is conquered by the Wicked Wizard King, leaving Kickle to make his way through four puzzle-heavy lands (provinces? fiefdoms?). Along the way, he’ll rescue the captive citizenry and several princesses, one of whom resembles The Guardian Legend’s Alyssa and wears surprisingly revealing clothing for a happy little puzzle game set in a world of ice and hypothermia.

Following along where Pengo left off, Kickle Cubicle revolves around punting blocks of ice, which Kickle creates by freezing enemies with his rapid-fire breath. The cubes can be kicked to create bridges across water or squash foes (and, if you’re not careful, Kickle as well). The most basic attackers are lumbering bloblike “Noggles,” but Kickle soon faces block-kicking chickens, roaming penguins, and some less cute obstacles, including flak cannons and bouncing ninja stars.

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January 12, 2008

Column: 'Might Have Been' - Trojan

[“Might Have Been” is a bi-weekly column by Todd Ciolek that explores the ways in which promising games, characters, concepts, and companies failed. This week’s edition looks at Capcom's Trojan, released in the arcade and NES in 1986.]

History and Wikipedia tell us that Capcom was founded back in 1979, but in every way that mattered, Capcom didn’t start until the mid-‘80s. It was only in the latter half of the decade that the company birthed the games that first defined it: Street Fighter, Mega Man, Ghosts ‘n Goblins, Strider, Bionic Commando and, if you’re charitable, Forgotten Worlds.

Trojan sits somewhere in the middle of all that. It was too successful to join Capcom obscurities like Avengers and The Speed Rumbler, but it didn’t stick around long enough to become a franchise or a cult favorite. Trojan even went one step beyond the usual arcade flash-in-the-pan and missed its chance two times: once as an arcade game, and again on the NES.

Leaving the Bronx

Like countless chunks of mid-‘80s arcade machismo, Trojan wholeheartedly stole from movies and comics, piecing together a post-apocalyptic world from the bleak future of Mad Max, the broken skyscrapers of Escape from New York, and the hulking mutant thugs of Fist of the North Star. As a result, Trojan resembles some sort of Italian-made Mad Max rip-off with a title like Lost World Warrior of the Bronx Wasteland Escape 2000. In the harsh piecemeal future of Trojan, a tyrant named Achilles (who was actually a heroic figure in the Trojan War of the Illiad, but never mind that) rules over everything, possibly with the help of evil spirits, and only a clean-cut warrior named Ryu bothers to challenge him.

Trojan’s biggest inspiration, however, came from earlier side-scrolling action games like Kung Fu and Capcom’s own Ghosts ‘n Goblins. Ryu trudges through relatively short stages while enemies swarm from both sides, overwhelming him if he stops moving for too long. And when those enemies get too close, Ryu can either strike at them with his sword or block them with his shield, which absorbs several attacks before flying away and taking Ryu’s sword with it. Ryu is then left with only punches to defend himself until he recovers his sword. An interesting concept at first, the shield doesn’t really work; it can absorb only a few hits, and defending at all usually lets enemies overtake you from both sides.

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December 17, 2007

Column: 'Might Have Been' - Telenet Japan

[“Might Have Been” is a bi-weekly column by Todd Ciolek that explores the ways in which promising games, characters, concepts, and companies failed. This week’s edition looks at Telenet Japan, a developer and publisher in business from 1983 to 2007.]

Few Japanese game developers go out with a bang. For every studio-closing spectacle like Clover’s Okami, a dozen other companies sit idle, cranking out cell phone distractions and mahjong titles until their inevitable financial disintegration. That’s what happened to Telenet Japan this past October, when years and years of utter stagnancy finally brought down the company behind Valis (upper left), El Viento, Gaiares, Cosmic Fantasy and other not-quite-famous names of the 16-bit era.

There’s a lot to be said about Telenet, about the way they started off by making golf titles and trucking simulators in the mid-'80s, about the way they made hordes of games on Japanese computers, and about the way they spawned everything from largely forgotten developers like Glodia to Namco’s still-successful Tales series. But for those of us in the West, Telenet lived and died by the console games they made, and it’s those games that show a company perpetually just shy of something great.

Swords and Schoolgirls

Telenet was never deeply entrenched in the anime business, but they were among the first game companies to ride atop Japan’s animation industry in the bubble economy of the ‘80s. There's no better example of this than Telenet's Valis. At first a clumsy PC game released by the company's Wolf Team sub-developer in 1986, Valis took a blue-haired schoolgirl named Yuko, turned her into a bare-bellied warrior, and tossed her at a dimension of monsters in a doomed attempt to rescue her cynical friend Reiko (who may have served as commentary on the trend of Japanese schoolgirls whoring themselves out to older men for shoes and Malice Mizer ringtones).

Valis was aimed at the anime crowd from the start; the game was stocked full of vibrant animated story scenes, and Yuko herself was designed by animator Osamu Nabeshima with help from Tomokazu Tokoro (who’d later come into his own by directing such modern-day anime as Haibane Renmei, NieA_7, and Hellsing Ultimate). Strangely enough, Valis never became an anime series in its own right, even though many popular games of the early ‘90s did. The best it got was a commercial supposedly handled by future Evangelion director and self-hating anime artiste Hideaki Anno.

Today, it’s hard to tell why Valis was a hit. Yuko’s story now seems trite, and the gameplay was always generic action-platform fare nearly as stiff as old-school Castlevania. Yet Valis impressed in the ‘80s and into the following decade, largely on the strength of its cinematic scenes and alluring fantasy tropes, and it steadily grew to include three better sequels, along with a few remakes and spin-offs. Telenet shipped it to the Sega Genesis, the PC-Engine, the Super NES and even, in a best-forgotten form, the Famicom/NES. The whole thing reached its peak with Valis III (upper right), which introduced two other playable characters and a wealth of stages. Valis IV had a similar lineup, minus Yuko, but by then players were getting just a bit weary of yet another Valis game about a scantily clad girl facing yet another generic monster overlord.

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November 17, 2007

Column: 'Might Have Been' - Gun Force 2

GUN FORCE 2: BLAZE OF GLORY, starring Daniel Pesina and Cynthia Rothrock.[“Might Have Been” is a sorta bi-weekly column by Todd Ciolek that explores the ways in which promising games, characters, and concepts failed. This edition looks at Irem's Gun Force 2, released for the arcade in 1994.]

Metal Slug shouldn’t have succeeded, considering how games were in the mid-‘90s. Amid all the 3-D polygon revolutions and flashy new consoles and PlayStation ads with a blocky Russian dominatrix alienating female customers in droves, there wasn’t much room for Metal Slug, a side-scrolling Neo Geo action/shooter with a violently cartoonish streak and strictly 2-D gameplay. But it worked. Through either its own charms or the blind love of Neo Geo fans desperate for something that wasn’t King of Fighting Samurai Real Bout Ragnagard 3, Metal Slug did well and kept on doing well, to the point where it’s now arguably SNK’s biggest series.

Metal Slug wasn’t an SNK creation, of course. The series was devised and, up until the third game or so, developed by a smaller group called Nazca, which, in turn, had been started by programmers from Irem. Metal Slug fans were quick to uncover evidence of this in old Irem arcade games that use the same grimy, carefully detailed visual style later defined by Metal Slug. Undercover Cops, In the Hunt, Cosmic Cop, and even R-Type II all have the look, but there’s one old Irem title closer to Metal Slug than any other.

Women crying. Yep, this was made in Japan.Metal Slug Zero

Irem’s original Gun Force was a response to the Contra series, albeit one lacking the impressive bosses, smooth controls, unique weapons, and all of the other things that make Contra fun. For the sequel, Irem’s future Nazca staffers enhanced just about everything. Gun Force 2 ("Geo Storm" in Japan) was still a walk-and-fire Contra clone, but with much more impact.

Granted, most of that impact comes from the fact that everything looks so much better. The scenery brims with details, from the blackened husk of a train engine to the walls of the expected last-level crawl through an Aliens-inspired hive. It’s a dirty, burned-out, and weirdly interesting world. And, best of all, everything blows up real nice: flying bombers spew gouts of flame as they sink from view, a jointed mech boss sets a forest on fire, and boxcars go up in screen-filling blazes. And that’s just the first stage.

Irem also re-thought the game’s controls and came up with something odd: instead of basic single-gun armaments, the stars of Gun Force 2 (the man’s Max and the woman’s Lei, judging by the default name-entry screen) each carry two machineguns. One’s aim is directly controlled by the player, while the other just sort of tags along, sending its shots either a little higher or lower than the main gun. It makes for some creative, if unwieldy, firing patterns.

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October 24, 2007

COLUMN: 'Might Have Been' - Journey to Silius

Just slap a big logo over that Terminator shot, Taro.[“Might Have Been” is a bi-weekly column by Todd Ciolek that explores the ways in which promising games, characters, and concepts failed. This week’s edition looks at Sunsoft's Journey to Silius, released for the NES in 1990.]

Journey to Silius is the rare game that’s interesting not for what it is, but for what it almost was. Created in 1989, it was first planned as an NES adaptation of James Cameron’s The Terminator, but at some point before the decade’s end, Sunsoft lost the license, possibly to LJN. In remarkably short order, Sunsoft’s programmers yanked all but trace elements of the Terminator license and turned what remained into yet another game driven by jumping and shooting.

And so Journey to Silius arrived in 1990, in what was perhaps the busiest year ever in the NES market. Everyone wanted Super Mario Bros. 3, and, once they had it, Super C, Final Fantasy, Maniac Mansion, Mega Man 3, Crystalis, Startropics, Rescue Rangers, Ninja Gaiden II, and even B-listers like Dinowarz, Code Name: Viper and Burai Fighter all waited. Silius was probably lucky to land its one-page Nintendo Power debut.

Sunsoft's Requiem for a DreamJourney to Harlan Ellison Lawsuits

And it was partly Sunsoft’s fault. After stripping away the Terminator tie-in, the company added only a simple story. Jay’s father is a key scientist in a race to establish a new space colony. Jay’s father is murdered by terrorists, who, judging by the intro, drop an atomic bomb on him. Jay discovers this and, with an expression suggesting either murderous determination or heroin addiction, sets out to avenge his father.

A tow-headed kid in a white space suit, Jay isn’t terribly charismatic, and neither are the apparently all-robot “terrorists” he faces. Colored in various shades of gray, the enemies could easily be reused sprites from the game’s Terminator days, which would’ve needed mechanical grunts bland enough to avoid breaking the movie’s tone. In fact, half the fun of Silius comes from spotting the leftovers: spindly-legged mechs from Sunsoft’s original Terminator preview became a single sub-boss in Silius, and the final battle features a bulkier version of The Terminator’s unmistakable T-800 endoskeleton. Even the game’s first boss, a helicopter that disgorges robot ostriches, could be a revamped model of The Terminator’s flying Hunter Killer.

The scenery itself is generally disappointing, though there’s an impressive atmosphere in the first level’s vistas of charred cities and dark skies. Yes, it’s clearly the future envisioned by The Terminator, with a few embellishments (Cameron’s world of coldly genocidal machines never included cutesy wanted posters), but it quickly gives way to duller futuristic corridors and conveyor belts in the later levels.

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October 8, 2007

COLUMN: 'Might Have Been' - Battle Circuit

To be specific, it was in arcades for about two weeks back in 1997.[“Might Have Been” is a somewhat bi-weekly column by Todd Ciolek that explores the ways in which promising games, characters, and concepts failed. This week’s edition looks at Capcom's Battle Circuit, released for the arcade in 1997.]

Street Fighter II may go down as Capcom’s most enduring contribution to arcades, but there’s something to be said for Final Fight, or at least the games that built on Final Fight’s basic frame and were dubbed "beat-‘em-ups" for want of a better term. They were a varied pack of brawlers, what with the Arthurian staples of Knights of the Round and the medieval Chinese chaos of Tenchi wo Kurau and the customizable mecha of Armored Warriors and the perhaps inadvisable comic tie-in of Cadillacs and Dinosaurs. Yet all of them held true to the Final Fight ideals of pounding rather stupid enemies, unleashing life-draining super moves, and gobbling food straight off the ground.

The line peaked somewhere around 1994’s Alien vs. Predator and 1996’s Dungeons and Dragons: Shadow Over Mystara, but it didn’t end there. At Japan’s massive AOU ’97 arcade showcase, Capcom’s booth promoted three major games with towering character stands, showing Lilith and B.B. Hood from Darkstalkers 3, Yun and Elena from Street Fighter III, and, surprisingly, a cybernetic superhero and a big pink ostrich from a game called Battle Circuit. It was a small, short-lived thing, but it was also the last of its kind.

The best part? He turns into short, fat Elvis when he's beaten.Captain Commando 2: The Age of LSD

A big pink ostrich, wearing eye patch and carrying a pigtailed girl, isn’t particularly out of place here. Seemingly based on the weirder elements of Capcom’s superhero-themed Captain Commando, Battle Circuit’s world is an anything-goes future of planet-jumping spaceships, cyborgs, aliens and tights-wearing defenders of justice, all rendered in with the inventive comic style that Capcom had pretty much perfected by the mid-‘90s.

The five selectable characters are a similarly unique bunch: the basic, balanced machine-man Cyber Blue, the elastic Captain Silver, the speedy catwoman (and fashion model) Yellow Iris and her pet fox-squirrel Fin, and the flamingo-colored ostrich, simply called Pink, and her handler, Pola. And then there’s Alien Green, a mass of eyeballs, fangs, and tentacles.

Spurred on by a cloyingly upbeat employer named Harry, the bounty hunters’ shared story is a simple war against a crime syndicate hunting for the all-powerful Shiva computer system. Unlike the branching, half-coherent narrative of Capcom’s Dungeons and Dragons titles, Battle Circuit’s a step back to the straight runs of Final Fight, with simple dialogue, no diverging paths and only one real secret.

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September 10, 2007

COLUMN: 'Might Have Been' - Chester Field

Guys, at least put a waterfall or something on your title screen. Zelda's going to eat you alive.[“Might Have Been” is a bi-weekly column by Todd Ciolek that explores the ways in which promising games, characters, and concepts failed. This week’s edition looks at Vic Tokai's Chester Field, released for the Famicom in 1987 and the Commodore 64 in 1989.]

Nintendo would never have another year quite like 1987. The NES had just broken through the anti-videogame bias that lingered in the American public after that Great Atari Crash of ’83, and the Sega Master System provided only token resistance in the console market. Nintendo would become an even bigger cultural icon in the years to come, but 1987 saw the NES truly realizing its potential, and a limited software library meant that any game more promising than, say, Chubby Cherub had a shot at becoming a cult favorite.

Chester Field never had that shot, but it came close. An action-RPG released for the Famicom that June, it was among Vic Tokai’s first console games, and it was set to lead the company’s first wave of NES titles in the U.S, even landing ad space in those Fun Club Newsletters that predated the marketing wonder of Nintendo Power. Yet Vic Tokai inexplicably backed off later that year, and their localized Chester Field vanished from release schedules just when it would have mattered most.

Chester Field Episode II: Attack of the Furries.Fantasy Island

Chester Field’s title screen gives way to an introduction surprisingly elaborate for an early NES game: when the king of Guldred is murdered by General Guemon, a loyal knight named Gazem flees for the island of Chester Field with the deposed queen and her daughter Karen. Along the way, Guemon’s forces attack their ship, kill the queen, abduct Karen, and leave Gazem to die. The fatally wounded knight washes up on the shores of Chester Field and lives just long enough to sum up the plot for a young man named Kein. Our hero immediately sets out to rescue the princess, because there’s not much else to do on an island with only a few dozen people.

At least Chester Field’s scarce residents are all shopkeepers, village elders, and other fairly useful villagers. In each of the game’s eight levels, they offer numerous weapon upgrades and items, and the game progresses surprisingly fast; Kein can pick up a mace, the game’s other major weapon, on the first level. And though the story’s a routine save-the-princess yarn, there’s a twist or two, such as when the game’s second-to-last boss is apparently revealed to be that very princess.

Chester Field’s origins are also curious. The game’s story is introduced as “Episode II,” but there’s no record of a previous chapter in Vic Tokai’s catalog, and though its advertising sports the manga-style art common to most Japanese RPGs of its day, it doesn’t seem to be tied to any novel, comic, or other license. Perhaps it’s just trying to be like Star Wars. Or Xenogears.

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August 26, 2007

COLUMN: 'Might Have Been' - Monster World IV

Holy crap, Asha is ugly.[“Might Have Been” is a bi-weekly column by Todd Ciolek that explores the ways in which promising games, characters, and concepts failed. This week’s edition looks at Sega and Westone's Monster World IV, released for the Mega Drive in 1994.]

The Monster World series is often recalled as one collective gem that went unappreciated in its time, but that isn't quite true: not only were there mediocre installments, but the series also had plenty of exposure.

If the original Wonder Boy was quickly overshadowed by Hudson’s fully licensed Adventure Island rip-off of it, Westone quickly developed the Monster World/Wonder Boy/Monster Lair/Whatever line into a succession of fairly popular action-RPGs, and nearly all of them came out in American and Europe. The only truly underrated, only-in-Japan Monster World was, sadly enough, the last and best of them.

There, that's better.Wonder Girl in Monster Land

Monster World IV is perhaps the only part of the series that can’t be mislabeled a “Wonder Boy” game; instead of an armored (or diapered) young swordsman, the lead is a silent, green-haired girl named Asha (“Arsha” shows up in some halfway official materials, but I don’t like it as much ), who pluckily departs her parents’ caravan to see the world.

And instead of a rudimentary Western fantasy realm, Monster World IV’s world is the stuff of 16-bit Arabian myth, full of ornate palaces, turban-sporting shopkeepers and bustling, sandy bazaars. The only things truly out of place are a breed of round flying creatures called Pepelogoo ("Peperogu" is another possible spelling, but it's not as aptly cute).

Shortly after arriving in the kingdom of Rapadagna, Asha hatches a rare blue “Pepe,” and it follows her throughout the game. A floating, dutiful little blob resembling both the title creature of My Neighbor Totoro and the Gundam franchise’s Haro robots (essentially the R2-D2 of Japanese pop culture), Pepe seems a highly marketable mascot that Sega never really tapped.

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July 8, 2007

'Might Have Been' - Kingdom Grandprix

I refuse to write it as '8ing.'[“Might Have Been” is a kinda bi-weekly column by Todd Ciolek that explores the ways in which promising games, characters, and concepts failed. This week’s edition looks at Eighting/Raizing's Kingdom Grandprix, released for the arcade in 1994 and for the Saturn in 1996.]

Shooters had it tough in the mid-‘90s. At the decade’s start, games like Raiden, Gradius, Gate of Thunder, R-Type, Axelay, M.U.S.H.A commanded so much attention that they actually helped sell systems, but the years that followed saw shoot-‘em-ups thoroughly humbled. By 1994, American publishers seldom bothered translating them, critics disdained them as uniform and repetitive anachronisms, and the Japanese shooter scene was already shrinking into the niche it is today. And within that niche, developers found the space to experiment.

The original Mahou Daisakusen was a standard enough arcade shooter, and one of the first created by Eighting/Raizing. The two-in-one development house had a history with the genre, though, being staffed in part by former programmers from Compile, the creators of Spriggan, M.U.S.H.A., Aleste and other acclaimed “shmups.” (How I hate that term, and how I wish I knew why.) Yet Mahou didn’t quite stand out as much as the Aleste series had. Eighting/Raizing decided that its 1994 sequel needed a gimmick, and it found one by becoming something rarely seen: a 2-D racing shooter.

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June 23, 2007

COLUMN: 'Might Have Been' - Nightshade

No, that isn't the Japanese title.[“Might Have Been” is a kinda bi-weekly column by Todd Ciolek that explores the ways in which promising games, characters, and concepts failed. This week’s edition looks at Beam Software's Nightshade, released for the NES in 1992.]

Nightshade is a strange one. At first impression, it’s very much like The Secret of Monkey Island, Leisure Suit Larry, King’s Quest and other adventure games of the ’80s, as it features a wry, semi-competent hero pointing and clicking his way through a joke-strewn world. Yet Nightshade is a little more than that. It’s also a popularity contest, a primitive fighting game, and a stunted attempt at creating a franchise.

It began as a simple idea: the higher-ups at Australia’s Beam Software wanted a “graphic adventure game that would be a whodunit,” according to Paul Kidd, Nightshade’s director, writer and lead designer. With vague orders to “fill in the details,” Kidd and the rest of the Nightshade team devised an offbeat superhero tale bearing a certain resemblance to later satires like The Tick or Mystery Men.

Not that it’s entirely cute. Nightshade’s prologue tells us that Metro City’s leading costumed hero, Vortex, was brutally murdered by a dog-headed crime lord named Sutekh, who’s since used all the local mobsters to conquer the entire region. Nightshade, an up-and-coming defender of justice, steps into this heroic vacuum with little more than a trench coat, a fedora, and a few caustic observations.

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May 26, 2007

COLUMN: 'Might Have Been' - Super Baseball 2020

Once again, Street Fighter II ruined everything.[“Might Have Been” is a bi-weekly column by Todd Ciolek that explores the ways in which promising games, characters, and concepts failed. This week’s edition looks at SNK's Super Baseball 2020, released for the Neo-Geo in 1991.]

In the years just before sports games came to be dominated by authentic rosters, realistic visuals and the terrifying visage of John Madden, there briefly flourished a school of titles that looked to the athletes of the future. Simultaneously cynical about human nature and optimistic about technology, they envisioned worlds where the public was entertained by brutal robot linesmen and exploding soccer balls.

Few of these games made a mark; Mutant League Football remains a cult favorite and Bill Laimbeer’s Combat Basketball may live forever in infamy, but no one really remembers Namco’s Powerball, Sofel’s Klash Ball or Bitts and Triffix’s odd Space Football.

SNK’s Super Baseball 2020, however, is better known, partly because it’s a Neo Geo game. Specifically, it's a Neo Geo game that hit 1991, just when SNK was ferociously promoting the system as real competition for the Super NES and Genesis. That idea met with a quick death, but SNK’s marketing attempts won Super Baseball 2020 the sort of attention paid only to a new console’s first wave.

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May 11, 2007

'Might Have Been' - Flash Hiders

The best fighting-game-named-after-a-firearm-accessory since Super Gas-Venting Recoil Compensation System 3.[“Might Have Been” is a bi-weekly column by Todd Ciolek that explores the ways in which promising games, characters, and concepts failed. This week’s edition looks at Right Stuff's Flash Hiders and Battle Tycoon, released for the PC Engine in 1993 and the Super Famicom in 1995, respectively.]

Many will snort derisively at the idea of fighting games having storylines. The fighter, they will tell you, has always been about competition, about facing another human in matches free of plot or computer-controlled opponents. And they’re right. Modern fighters typically offer some story mode or a similar one-player attraction, but they’ve never really needed them. In fact, the first genre offerings to follow Street Fighter II’s 1991 debut had no real narratives. Fighting games had characters, and, if you were lucky, endings. That was all.

It wasn’t until 1993 that a developer called Right Stuff bothered to change things. They’d made a name by dealing in PC Engine games like Emerald Dragon, Fang of Alnam, and other RPGs heavy on cinematic cutscenes and anime archetypes. Why then, someone at Right Stuff surely asked, couldn’t a fighting game have the same focus? And so Flash Hiders emerged.

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February 17, 2007

'Might Have Been' - Ehrgeiz

No huge Russian women in this one. Sorry.[“Might Have Been” is a bi-weekly column by Todd Ciolek that explores the ways in which promising games, characters, and concepts failed. This week’s edition looks at Squaresoft and Dream Factory's Ehrgeiz, released for the arcade in 1998 and the PlayStation in 1999.]


It all started so well for Dream Factory. Even the developer’s existence made waves, as it was big news back in 1996 when some talented designers left Sega and Namco to make a fighting game for Squaresoft, and it was bigger news still when that game, Tobal No. 1, hit the PlayStation with a demo of what was then Japan’s most-wanted game: Final Fantasy VII. And there Dream Factory’s problems started.


While Tobal No. 1 has a number of ideas that are still unique today, it’s always been a plodding, straightforward game, and the Final Fantasy VII demo overshadowed it terribly in both Japan and the U.S. Tobal No. 2 went solo a year later and improved everything about the original, but translation problems and the first Tobal’s low profile kept it from coming to North America, and only importers would acclaim it, perhaps to an undeserved degree. The next year, Dream Factory abandoned Tobal entirely and tried a different sort of fighting game.

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January 21, 2007

'Might Have Been' - Bucky O'Hare

From the writer of all those GI Joe comics.[“Might Have Been” is a bi-weekly column by Todd Ciolek that explores the ways in which promising games, characters, and concepts failed. This week’s edition looks at Konami's Bucky O'Hare, released for the NES and arcade in 1992.]

For the discerning, irony-fed geeks of today, it might be hard to understand what Konami ever saw in Bucky O’Hare. A line of early-'90s cartoons and action figures, it revolved around a garish vision of intergalactic wars between huge-eyed animal people in an alternate dimension, and it barely lasted a year on the market. Why would a major game developer even bother?

But while it’s now a blip on whatever radar tracks old toy-commercial franchises, the Bucky O’Hare of 1991 had a lot going for it: a line of crude plastic figures, a comic book, plenty of merchandise, and a syndicated TV show. That was reason enough for Konami to turn it into not just one game, but two: an arcade side-scroller and an NES action game. Both faded quickly, yet they were hardly throwaway efforts on Konami's part.

Bucky travels to the arctic to investigate Neal Adams' insane hollow-earth theories.Where no ordinary rabbit would dare

Though the arcade game deserves some examination of its own, the NES game proves the more intriguing study. A rebel space captain and bile-green rabbit fighting the surprisingly goofy Toad Empire, Bucky’s tasked with visiting four different planets to rescue four members of his crew: cyclopean robot Blinky, psychic catgirl Jenny, the four-armed gunner Deadeye Duck, and the annoying, dimension-hopping, shoehorned-in human kid: a laser-toting nerd named Willy DuWitt.

Once rescued, the other four characters are all playable at any time, and each gets a unique ability, from psychic homing shots to ice-melting gunfire. Bucky fans might’ve noticed the absence of the hulking Bruiser Baboon, who was in the cartoon but not the original comic book. Perhaps his sprite would've been too large.

Surprisingly, the game doesn’t really pursue the atmosphere of Bucky O’Hare, with not even a synthesized 8-bit title arrangement of the cartoon’s obnoxious, catchy theme song. The game is perhaps all the better for that. If the four worlds and the later stages reveal the typical action-platform standards of fire, ice, forest, desert, and mechanized enemy fortress, players will find that each sub-stage has its own unique conceit, including mine-cart rides, ice-block puzzles, and a chase through a fleet of frog-faced imperial bombers. Not all the ideas are its own, but Bucky steals from good sources: the Red Planet has the heroes outrunning quick-flowing lava much like the lasers from Mega Man 2’s Quick Man level, while the Blue Planet includes a snake-riding sequence straight out of Battletoads.

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January 6, 2007

COLUMN: 'Might Have Been' - Wild Guns

With Becky.[“Might Have Been” is a bi-weekly column by Todd Ciolek that explores the ways in which promising games, characters, and concepts failed. This edition looks at Natsume's Wild Guns, released for the SNES in 1994 .]

The third-person “shooting gallery” game is a lost art. In fact, it was barely an art at all. It was just a misleading name given to the genre of action-shooters born when TAD Corporation's Cabal hit arcades in 1988. It wasn’t a particularly long-lived trend, most likely because every title that followed, from SNK’s Nam 1975 to Seibu Kaihatsu’s Dynamite Duke to Konami’s G.I. Joe, did little to enhance Cabal’s central idea of characters who ran across a limited foreground while dodging enemy attacks and shooting everything in front of them.

When Street Fighter II and its adjoining hordes of fighting games took over arcades in the ‘90s, the Cabal-inspired shooter and its routine play mechanics were mercilessly squashed. They lingered on through a few little-seen releases (including Nix’s surprisingly fun Pirates), but the dream essentially died with Wild Guns, a 1994 Super NES game from Natsume.

Annie's slightly maniacal grin suggests that she's on the verge of snapping completely and killing everything in her path. Clint's expression suggests that he's realized this.Just to watch it die

Natsume, while perpetually overshadowed by Konami and Capcom, built up a solid reputation during the NES era through action games like Shadow of the Ninja, S.C.A.T. and Shatterhand. Their break came in 1993, when they landed a major cult hit with Pocky and Rocky, a vastly improved Super NES port of an older Taito arcade shooter. Natsume followed it up with Pocky and Rocky 2 the next year and then, perhaps overestimating the demand for shooters, took a chance on the entirely original Wild Guns.

Pocky and Rocky 2 drew as much attention as the first, but Wild Guns was largely forgotten a month or so after its release. It had the lower-than-average production run common to Natsume releases and limited distribution through Tommo (even today, it’s tough to find a copy that isn't clearly a former rental) but there was something more basic behind its quick fade: no one really cared about shooting-gallery games during the mid-'90s, not when they had Mortal Kombat II, Donkey Kong Country, and a vast lineup of Atari Jaguar titles.

At most, Wild Guns had some praise from critics, who recognized it as an excellent game. Presumably inspired by Cabal’s sequel, the Western-themed Blood Brothers, a five-person team of Natsume programmers envisioned Wild Guns as an unpretentious tribute to the myths of the American Old West, albeit an Old West full of towering robots, futuristic tanks, flying androids, and other high-tech embellishments. In another stagecoach-era echo, the tale itself concerns the revenge-driven Annie, a gunfighter whose family was murdered by a massive criminal empire called the Kid Gang, and her only ally, the less attached Clint. They play much the same, and differ only in aesthetics. Clint pays tribute to you-know-who by wearing sensible desert clothes, while Annie wears a revealing dress, a floppy hat and a smile entirely too perky for someone who’s just seen her loved ones slaughtered.

How the South remembers the War of Northern Aggression.Like Harvest Moon, but with gutshot bank robbers

True to its genre, Wild Guns has Clint and Annie dashing to and fro before many different backdrops, including mines, railroads, the streets and bars of Carson City, and, of course, the enormous mechanical fortress of the Kid Gang’s mustachioed leader (whose name actually appears to be “Kid.”). The enemies range from generic thugs to an impressive variety of robotic creatures, and there’s an equal mix in the weaponry for Clint and Annie, who can use shotguns, grenade launchers, assault rifles, Gauss guns, a high-powered vulcan gun, a humorously ineffective "P. Shooter," and even an enemy-immobilizing lasso. Far more flexible than the typical shooting-game heroes, the pair can also double-jump, narrowly sidestep gunfire, and even toss back enemy-hurled explosives.

Wild Guns has its limits, of course. It’s an arcade game in design, if not in platform, and mowing your way through its six stages and two bonus levels doesn’t take all that long, especially not in the two-player mode. It also lacks the trackball-based control used by Cabal and other shooting-gallery games, and Clint and Annie are hampered by the fact that they can’t move while firing, the inevitable result of the SNES controller having only one directional pad.

Yet Wild Guns is rarely frustrating in its challenges, and it’s often fun just to play with the game’s smaller details, as everything from whiskey bottles to ceiling tiles can be shot. The soundtrack and visual style are both solid, and while Wild Guns never quite explains its setting, it doesn’t have to excuse the appeal of controlling a blond, manga-eyed Annie Oakley as she guns down horse-mounted bandits and Mad Max desert buggies racing beside a massive armored train.

Clint breaks the fourth wall to remind players that the point of the game is, in some capacity, to avoid bullets.Into the sunset

Unlike the other titles I’ve backhandedly complimented in this little chronicle of failures, Wild Guns fell short through no fault of its own. It’s a well-made action game that simply came too late and at too busy a time, when not even the best Cabal-style game could resurrect a buried genre.

At least there’s a nice ending to it all. In 2000, the shooting gallery game was brought back for one brilliant moment with Treasure’s Sin and Punishment on the Nintendo 64, and other games from the field have since been rediscovered through emulation. Wild Guns itself is now an underground favorite among 16-bit action games and stands as one of the rarer first-rate SNES titles. Despite its initial obscurity, it’s come into its own as a collectible classic, and an enjoyable reminder of how much potential yet remains down its path.

[Todd Ciolek is a magazine editor in New York City.]

December 9, 2006

'Might Have Been' - BloodStorm

From the publishers of Golden Tee Golf.[“Might Have Been” is a bi-weekly column by Todd Ciolek that explores the ways in which promising games, characters, and concepts failed. This week’s edition looks at Strata's BloodStorm, released for the arcade in 1994 .]

Killer Instincts

If games are judged by the company they keep, Mortal Kombat might well be the worst in history. Midway’s gruesome, hokey 1992 homage to Enter the Dragon was merely an average fighting game, but the waves of imitators fueled by its success include some of the most fascinatingly awful titles of their decade: Kasumi Ninja, Survival Arts, Way of the Warrior, Primal Rage, Shadow: War of Succession, and the mercifully unreleased Tattoo Assassins. Here you’ll find Strata’s BloodStorm.

While BloodStorm owes its very existence to Mortal Kombat, its direct sire was Strata’s first attempt at an arcade fighter, Time Killers. Perhaps the most detested Mortal knock-off, Time Killers built terrible hand-drawn art and barely-there gameplay around the novelty of cutting off an opponent’s limbs during a fight and, if the game was in a good mood, decapitating your enemy as well.

Defying all standards of taste, Time Killers was a modest success. So Strata moved on to BloodStorm, reasoning that if a shamelessly brutal game turned profits, their next arcade game should be even more violent.

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November 26, 2006

COLUMN: 'Might Have Been' - Wurm

Disclaimer: the pink dinosaur is Asmik's mascot and does not appear in Wurm. So don't get your hopes up.[“Might Have Been” is a bi-weekly column by Todd Ciolek that explores the ways in which promising games, characters, and concepts failed. This week’s edition looks at Asmik and Sofel's Wurm, released in 1991 for the Nintendo Entertainment System.]

Wurm: Journey to the Center of the Earth belongs to that oft-ignored subset of NES games that try to be several different things at once. There’s a reason this field is oft-ignored: from The Adventures of Bayou Billy to Teenage Mutant Ninja Turtles, most multi-genre NES titles are tepid and clumsy. But that didn't stop Wurm from trying.

In the purest sense, Wurm began with Vic Tokai’s Golgo 13: Top Secret Episode. A 1988 NES adaptation of Takao Saito’s manga, Golgo 13 mixed side-scrolling action with first-person shooting and several other play styles in a decidedly awkward manner (indeed, the game’s now remembered mostly for slipping a sex scene past Nintendo’s censors). The following year, two Vic Tokai developers, Hiroshi Kazama and Shouichi Yoshikawa, declined to work on the next Golgo title, The Mafat Conspiracy, and instead turned to a lesser-known publisher called Sofel. There, they set to work on a genre-mixing game that was entirely their own. Wurm was that game.

[Click through for more!]

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November 11, 2006

COLUMN: 'Might Have Been - Thousand Arms'

thousandarmscover.png[“Might Have Been” is a bi-weekly column by Todd Ciolek that explores the ways in which promising games, characters, and concepts failed. This week’s edition looks at Atlus and Red Company’s Thousand Arms, released in 1999 for the Sony PlayStation.]

Risky business
The phrase “dating simulator” is seldom mentioned proudly among Western gamers, as it tends to conjure up images of saccharine anime romances and things unfit to describe on a work-safe website.

Such impressions paint a mostly accurate picture of the genre and its subculture in Japan, yet there are those interesting games that use dating-sim mechanics in the service of larger ideas. Thousand Arms was hardly the first to do this, but it was one of the first to bring the whole concept to North America.

While both Atlus and Red Company lent time and money to Thousand Arms, it was really the pet project of manga artist and anime creator Takehiko Ito, known for series that include Outlaw Star and K.O. Beast Century. Ito dreamt up a fantasy RPG, talked two companies into funding it, and recruited some of his anime-industry friends as staffers, including artist Hiroyuki Hataike and manga author Yuuya Kusaka. But perhaps the most important name on the project was Red Company producer Ohji Hiroi, who, at the time of Thousand Arms’ conception back in 1995, was working with Sega on Sakura Taisen, his own hybrid of strategy/RPG and dating simulator. Sakura Taisen became a phenomenon in both the game and anime sectors. Thousand Arms didn’t.

In a minor twist on convention, Ito made Thousand Arms’ hero, Meis Triumph, not a confused, tragic teenage swordsman, but rather a girl-crazed and relatively well-adjusted teenage blacksmith—a spirit blacksmith, to be specific. Rest assured that the remainder of the story’s jejune: after an attack on his hometown sends him fleeing, Meis heads for the nearest city and encounters a sweet-natured girl named Sodina, who introduces him to her blacksmith brother Jyabil and thus kicks off the game’s blacksmith-themed weapon customization. By the end of the game, Meis will traverse the world, face down an empire’s worth of enemies, and destroy a thoroughly evil would-be god.

[Click through for more.]

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October 28, 2006

COLUMN: 'Might Have Been' - Tiny Tank

Toy Story 3: Rise of the Machines[“Might Have Been” is a bi-weekly column by Todd Ciolek that explores the ways in which promising games, characters, and concepts failed. This week’s edition looks at AndNow and Appaloosa Interactive’s Tiny Tank, released in 1999 for the Sony PlayStation.]

This is all your fault, Gex

It’s not clear when the mascot wars started. Some claim that Sonic kicked off everything in 1991, while others will tell you that the push to create marketable, kid-friendly game characters is as old as Pac-Man.

But whenever the trend started, it certainly hadn’t ended by the late ‘90s, when the success of company-defining faces like Parappa and Crash Bandicoot gave rise to a cavalcade of generic crocodiles, skateboarding skunks, clownish street kids, slingshot-wielding Dennis the Menace rip-offs, and even a cuddly version of the Jersey Devil. All were swiftly forgotten. Perhaps that’s what led AndNow and Appaloosa Interactive to mock the whole idea with an action-shooter called Tiny Tank. It was also swiftly forgotten.

Tiny Tank is, at first glance, an appealing game. In a setup that satirizes Cold War propaganda and adorable corporate-made shills, the irascible title tank becomes the mouthpiece for a military-industrial firm that eventually gives rise to an army of world-conquering war machines. The game's fake-commercial cutscenes, which recall the tone of Pixar movie previews more than the typical canned game intro, find Tiny and an off-camera announcer bickering over his public image, complete with bleeped-out swearing and corny ‘50s-style jingles.

And when the game’s first stage kicks in, it’s almost as entertaining to control Tiny. In spite of the aptly tank-like play scheme, he’s able to roll, strafe, jump, hover, and mount five different weapons at once, including smaller (and cuter) customizable mini-tanks. And, in keeping with the game's sense of satire, the soundtrack is interspersed with wryly amusing radio broadcasts from Tiny’s nemesis, Mutank.

tinytank1.jpgStill better than Steel Reign and Shellshock combined

Things don’t begin to fall apart until the second level. From there, it becomes increasingly obvious that the stage designs are standard issue, and that Tiny isn’t well suited to jumping challenges or quick evasion, both of which the game demands. Worse yet, the hardware can’t quite handle everything that AndNow and Appaloosa wanted, and the surroundings frequently explode into a mess of spastic polygons. Nor does it help that Tiny isn’t nearly as funny in the game as he is in the attached fake-ad rehearsals. Without anyone to play off of, he simply spouts a series of one-liners about Nirvana lyrics, that falling-and-not-being-able-to-get-up commercial, and other topics that were embarrassingly dated even back in 1999.

As a final blow against any long-lived popularity, Tiny Tank struggled even to arrive at stores. Though it was originally scheduled for an early 1999 release from MGM Interactive (whose efforts as a PlayStation publisher also brought us the god-awful Machine Hunter), they dropped the game and turned it over to Sony’s American branch, which tossed Tiny Tank out six months later. The game’s advertising was no help.

While the in-game Tiny is chirpy and vaguely upbeat, magazine spots saw an enraged Tiny bursting through a page while exclaiming “Who the %#&@ you callin’ tiny?!” and generally just not caring who he pissed off. Another oddity: the game was promoted with the subtitle "Up Your Arsenal," but the phrase appears nowhere on its actual packaging.

more like tiny STANKBecause tank games sell

In all fairness to some long-disbanded marketing team, Tiny was a hard sell from the start. While he stands out as an amusing reaction to the likes of Rascal and Bubsy, he could only go so far in the gaming industry. Too profane and subtle for children but too simple for older gamers, Tiny really wasn’t noticed by many, beyond the Official PlayStation Magazine critic who threatened to write a review consisting entirely of “SHUT THE &*!@ UP!” after hearing too much of Tiny’s in-game banter.

It’s hard to say how Tiny would’ve fared as a gaming icon, even if his game had been well-designed and consistently funny. Would it have merited a sequel? Would it have amassed a cult of deluded fans to gush about Tiny Tank from every angle and on every message board? Would we see Tiny Tank toys and bedsheets and board games and pencil-top erasers? Probably not, but considering how his first outing went, it’s flattering enough when someone remembers Tiny Tank at all.

[Todd Ciolek is a magazine editor in New York City.]



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