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Sunday, July 19, 2009

Marvel Super Heroes

THERE OWNS MY HERO






Ever noticed how consensus reality is full of pressing issues of immense proportions? For example: is there a God who honestly gives a BEEP? Or, would it be the Incredible Hulk or would it be the Amazing Spider-Man emerging victorious if the two were doing honest battle against each other? This here 1995 Capcom delivery Marvel Super Heroes aims to address some of those pressing issues via ruthless efficiency, putting a solid selection of comic book characters from the Marvel universe into a flamboyant 2D fray with the superhumanic cartoon anatomy all over the place. As proud successor to X-Men: Children of the Atom, Marvel Super Heroes refines key gameplay mechanics utilized in the aforementioned originator, giving you the interactive comic book collision you were secretly longing for, but - were too afraid to ask for.

Enjoy and Read on!




The great post-apocalyptic personcrusher, Killer Instinct and Marvel Super Heroes do share some similarities. Neither of these games have anything way too direct to do with profound foot fetishism, yet both do come with six action buttons. The most essential trait this here delivery is- and always will be proud to entertain you with, is a refined variant of what Capcom calls the Magic Series combo system.

This method of administering thoroughly researched punishment is based upon the respective relations between the six action buttons and the respective Specials possessed by the different characters. Have I managed to make some room for the sense, too? Then let me deliver that, as the system works more easier than it sounds. The game knows of different kinds of relation patterns established among the offensive basic maneuvers. These are delicate, invisible structures that determine if a certain action may- or may not follow an earlier action in order to form a combo. Utilizing only these basic relations will not take you beyond combos dealing damage via two- or three connections, though. The basic relation pattern your character uses will become the glue you connect maneuvers with, while the true name of the game here is to find and master the possibilities of incorporating more and more offensive moves into streams of ruthless declaration.

Once you are familiar with the pattern your chosen character uses, - there are patterns shared by multiple characters and there are unique ones, please consult the Guide at the end of the article or suffer 999 nervous breakdowns and repeat - you want to introduce different kinds of openers to start out your statement, and, surely, you want to incorporate your Specials into the relatively short base combos that the relation patterns are able to produce on their own. The possibility of incorporating Specials into the combos - is of vital importance. Perhaps you will heed these words if they will be resonated by The Magneto himself!



HAH!, Spider-Man! You OBVIOUSLY fail to see that incorporating
Specials into combos is of VITAL importance. As such: BE CRUSHED!


The Magic Series combo system exhibits sober balance between flexibility and rigorousness, inviting you not only to master potent combos, but to explore if you could bid farewell to a suggested limit via creativity and inventiveness. Marvel Super Heroes encourages you to master the basic moves and to develop new combos via presenting the possibility of taking the fight to the air. Each character is able to produce a Super-Jump, which is a much more pronounced form of spatial alteration of the self than your everyday average TV session would consort with.

Getting airborne with your character is great fun and here is why: while in the air, you have all the time in the world - plus/minus some casual Eons - to decide what form of radical atrocity you will punish the Below by, or, if the enemy has no will waiting around to be sufferer of your verdict, she/he could either prepare some surprises for you, - as you will not see the opponent if you are in the air solo, you will only see an indication of the physical location of her/him - or, the enemy could join you in the skies to wage war with the epic pale cable rainbow behind your back, who - the pale cable rainbow, that is - is a regular mental construct here at Mamereview.

There are good reasons to invite your rival to the skies. First and foremost, there is a particular relation pattern utilizable by each character - see the Guide below - that will punish the airborne opposition via a solid Air Combo that could be finished uniquely on a per character basis. In fact, a whole, related subsystem is included, in which the significance of moves that do send superheroic sitorgans to the air, does become quite relevant. As such: there is an option of going airborne, and, if your opponent is not too keen of doing that, then there always is option of forcing her/him to do so nevertheless.



Definite issues?! What do you MEAN definite issues?!

Marvel Super Heroes is heavily fixated on the concept of Infinity, hence the accessibility of Infinity Specials and Infinity Counters. Do not be as excited as you would be if you were twice the time as excited as I urge you to be not to, as the Infinity system is nothing less nor nothing more than a solid novelty-addition that lets you invoke - !oorgle! - special Specials - !oorgle! - once certain conditions are met. These requirements are simple enough. Noticed the Infinity Bar yet? No? Doh! Then notice the Infinity Bar, please. Noticed the Infinity Bar yet? Yes? Coolness.

Also notice: as you connect with successful attacks, this bar will gradually fill up until you see a number at its top. This number tells you the current levels of the Infinities you are in possession of. Some characters are able to store multiple Infinity levels, while others are capable to store only a single Infinity level. Either way, once at least one Infinity meter is accessible to your character, then you are ready to resonate your Infinity Special. The command for this is the same for all characters and it surely involves some good old fashioned simultaneous button smashing. Nothing too difficult, though. While Infinity Specials usually deliver a massive amount of damage, they become the most effective if used as part of a combo. Infinity Counters can only be used if certain, delicate conditions are met, though my experience shows that you have the best chance of executing an Infinity Counter if you have no desire to do so at all. Hah!



Infinity Gems? Do. Not. Swallow.

Indeed, Infinity Gems are nice additions that will give you and your opponent temporary superpowers if possessed and - then - used. Infinity Gems will be offered by the game each time a First Attack is administered, though each round will give some of these commodities for one- or both of the current fighters. There are six different types of Gems in the game, each coming with a different color and a different name. To use a Gem up, you need to give in the consensus command each characters do rely on to achieve this effect. A certain Gem will speed you up tremendously, - Time - while an other one will make your attacks more powerful - Power. One will give you the ability to shoot projectiles - Reality Gem - and one will grant a skin of granite to you for a short period of time: Space Gem. Well - actually, there is ONE type of Infinity Gem left yet. This commodity gives you temporal invincibility. Naaah! It regenerates your health bar. Naaah! OK, one of these variants does correlate with the truth, trust me. Nice perspectives, yes?

All characters have a Gem they are the most efficient with and there will be extra conditions present on a per character basis whenever a Gem is used. For example: the recovery time of Hulk's Fierce punch will be so short if the Time Gem is used that it is an utter sin to not to deconstruct your rival to a pulp while the Gem invites you to.

You can have more than one Gems in your possession at any given time. To cycle through multiple Gems, you can use the Start button. Or any other ones. But those will not necessarily deliver the same result, mind you. There will be occasions when your rival obtains the Gem which you were so desperately longing for. No problem! Score a Special attack on that hostile sitorgan and its bearer will drop the Gem which is so kind to you. Be aware though! If you are successfully assaulted - oxymoron? - by a Special and you have an unused Gem selected, - though not activated - then the selected Gem will be dropped. Question arises: what if you have more than ONE Gem when you get hit by a Special? And the Question remains a Mystery, waiting to be solved by our Dearest Visitors here at Mamereview.



"Shut the f*ck up with that song already!"

The game has a nice set of neat little extras, like the ability to "Tech-Hit" a throw attempt, by which you can avoid a potential slam. A Safety Roll also is implemented in the game, which is an elegant maneuver that lets you regain your composure after a knockdown in a way that may exhibit potential threat to your rival by positioning you right into attack position instead of the napping position.

The characters in Marvel Super Heroes have a relatively limited set of Special moves, yet, fortunately all regular moves are suitable to be connected into a certain Special move. This will give you an increased level of freedom to invent combos, though forming- and executing more advanced maneuvers will demand definite PPP. That is practice, patience and precision, my precious. I would tell you to consult the Guide at the end of the article for more information, and, hell, I will, too! Please consult the Guide at the end of the article for more information. As you already have seen by now, instead of delivering Specials on their own, Marvel Super Heroes invites you to form and press emphasis on incorporating moves - including Specials - within suitable connector moves, hence forming more complex series of actions.



Marvel Super Heroes remains a solid delivery to this day, one which captures the Marvel comic atmosphere with a strict and conscious hand, yet does not fail to deliver the good old Capcom Cheesiness Factor, proudly relying on the usual, incomprehensibly bad voice acting and pink music of riskless silicon thrills. The game includes Capcom's Trademark Terrible Announcer whom you hear in every single installment the company was gracious enough to produce, but, what is even better than this, is the fact that the respective names of the Special moves will thoroughly be exclaimed upon Special move introduction! Iron Man's Proton Cannon is not suitable for anyone under the age of 1 000 000, and, from then on: it is pure fun, anyway.



Recommendation:
Marvel Super Heroes Guide

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Monday, July 6, 2009

Bio-Attack

INTO YOUR FESTERING HEART






Bio-Attack is yet another- and a quite literal system shock from an era that had little if any considerations if the audience will be able to reach the - probably non-existent - end of the game. As Satan of Saturn does, Taito's 1983 effort delivers endless fun - hah! - and related, good old quality frustration of myriad subtle alterations, inviting you to establish the highest score possible in a game environment that offers tints of an inventive variety.

Yet, this is no joyride my friend, as this here proud retroshock remains wise enough to know that no lifeform with physical characteristics is likely to survive the mayhem unleashed herein. Think you can handle this Bio-Attack? I think you can. Have a go and let me invent a sinister smile behind your shoulder secretly, silently. You see - you should be able to deliver 100.000 in Bio-Attack with me and my loathsome mate standing behind your back, as these are the exact traits that define the Champion. If you plan to BE one: you MUST BE able to handle the pressure. Can't see what I am getting at? I'm getting at the delicate braincells, as does this here baby via amazing determination and ruthless efficiency. Enter the -

Bio-Attack!

Enjoy and Read on!




The game unfolds in a human nervous system and you must eradicate the viruses present in this environment. You control - take your pick - an average spaceship or an average tiny nanobot. OK, let's get liberal here: you control a tiny nanobot spaceship. Bio-Attack brings numerous focal traits to the table, all of which make it one of the more memorable deliveries, and, without a doubt: one of the hardest games ever to entertain consensus.



First and foremost, the projectile of your nanobot spaceship covers the tremendous width of one pixel while traveling away from your shuttle, thus you need quality precision aiming - redundancy? - to bring proper punishment - oxymoron? - upon the viruses. The game uses rather smart behavior patterns to control the meanies, though the other chunk of the challenge is the natural- and necessary result of the sheer number they will harass the system by. Most of the entities are able to shoot projectiles at you, alas!, a good thing that you can Robin Hood those shots to be the definite nanobot in your imagination - AND to cause all the ladies in the vicinity to fall at your feet in honest awe and endless appreciation. One of the effects is not guaranteed, though.

Bio-Attack invites you on a journey taking place between vital organs of the human nervous system, connected by the casual veins you will travel through to administer conservative cleansing all over the place. Though a little map is rendered at the right corner of the screen, it seems to me that no logical progress is happening on it while you are completing levels. You will reach the various spots at numerous times, so it seems safe enough to assume that the developers did not expect the players to be able to reach the center of the mind - so why bother modeling it, right? And what does the center of the mind have to do with the condition of the nervous system? Hah! A lot, even a LUT!

Once you have traveled through the consecutive vein, the game will present a sub-mission to you. These sequences are quite hardcore and do deliver elements forged of clever inventiveness, requiring an extremely sharp level of skills. Sk1ll2, even. One of these sub-missions have an affection for All Things Packman and it invites you to clear a maze area of the viruses before the oxygen runs out. This is not yet enough: you need to have a sufficient amount of oxygen (time) to be able to withdraw from the area, as well. Sometimes the walls of the maze will fade away, hindering your progress considerably in case you have failed to make a mental image of the walls. Make a mental image of a Lamborghini and it will manifest, too! That's no secret.



The other two sub-missions are the sequences in which Bio-Attack punishes you rather strictly and elegantly. These sequences are similar to love affairs, as they are taking place in the heart. That was an attempt at offering a joke and I don't mind resonating this as otherwise you may have missed the attempt altogether.

In the first massive minigame, you need to eliminate a mastermind virus, naturally represented by a tiny ball. What makes it a mastermind virus? Easy: first, it is coated by an immense amount of spatial defense which you must eliminate to reach the mastermind virus. Needles to say that the damned thing itself demands a couple of shots to finally withdraw. Secondly, it has very effective bodyguards that are equally good at mocking you- and at kicking your sitorgan around.

The mockery part: you can paralyze the bodyguard creatures for a short period of time with a well placed shot. Or, even with a not-too-well placed shot. The point is to hit them, you feel me? And here is the catch: in case you hit a paralyzed bodyguard creature - then the thing will revive and will continue to harass you. These entities will do their best - which is relatively much, trust me - to organize themselves into effective formations in front of the defense system of the mastermind virus, making your life a pitiful remembrance-attempt sewn of silent, intense suffering. I can relate, baby. And surely, we can talk about it.

So, here is what you will initially do: you will shoot around like crazy, hoping to deconstruct the defense system of the mastermind virus. But you will inevitably hit the bodyguards while doing this and your consecutive shots will revive them if you fail to embed sane TACTICS into your assaults. Strategical movement, precise aiming, shots with meaning behind them - hmmm - and the readiness to improvise all become essential elements in order to survive these sessions.



The other sub-mission is similar in its nature, only this time you are to take out green sinister mastermind anuses. The first mastermind anus comes solo, - self-confidence par excellence - but the consecutive ones will come in pairs. These blasphemous abominations of inconceivable proportions will throw hideous shots of green BEEP! at you and their bodyguards are rather swift and aggressive, coming to you in combined patterns that will give quality HOOOLLLYSHIT! time to all who show honest interest. See the tiny growths at the sides of the organ? Those are actual gameplay elements you can stumble into, more specifically: they are deliberately placed there so there are things in the game environment that you COULD stumble into. These will prevent you from moving horizontally in case the tail of your nanobot shapeship < - admire the typo please - is stuck between them. You can escape from the grip of course, but it is a very effective method to force you to be in touch - BGAH! - with your environment during the session.

Bio-Attack shines considerably with its immensely demanding sub-missions, while it delivers an acceptable form of orthodox-style scroll-action with not too much variety to it whenever you find yourself roaming in the veins. The sub-missions do remain memorable challenges, resonating retro hardcore beauty on decibels no casual fan dares to face without a casual nuclear shelter shielding her/him from it.

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