When Konami was cool
Unlike today where Konami is
recognized as the foil to Hideo Kojima’s “Folk Hero”. There was once a time
where Konami was considered cool and innovative,
And part of that time, was in
the good old 90’s.
Today I’m going to be taking
a look back at 1991 specifically for two very different games, on two very
different platforms.
Sunset Riders for the Arcade,
and Super Castlevania for the Super Fiacom/Nintendo.
Now in order for me to
explain what makes Sunset Riders so great; we need to go back one year, to
1990.
Konami’s Teenage Mutant
Ninjas Turtles beat ‘em up was enjoying overwhelming success. The staff at
Konami soon discovered
That: it was not only the
fact that the game was from one of the most popular IP at the time, keeping
their machines fat with quarters
But, also the simultaneous
gameplay for to 4 players. This being the 90’s, everyone knew the only place to
get really good multiplayer was the arcade, and Konami saw this as
An opportunity to start
making more multiplayer/co-op arcade games.
Fast forward back to 1991 and
Sunset Riders is released. Directed by Hideyuki Tsujimoto and published by
Konami.
Set in the Wild West as a
“Run n Gun” (not to be confused with shoot em up. Think Contra, not Galaga.),
Sunset Riders features 4 playable bounty hunters: Steve, Billy, Bob, and
Cormano. Each of the 4 characters is assigned to one of the control spots at
the arcade machine and feature slightly different weapons.
Steve and Billy use
revolvers, Bob a rifle, and Cormano a shotgun.
Characters are controlled with
8 way joysticks, a shoot button, and a jump button. Basic, but hey it worked
for Contra.
Unlike contra the game
featured a slide dodge mechanic rather than laying prone to avoid enemy
gunfire.
At the beginning of each
stage the players are shown a wanted poster of the stage’s boss showing their
bounty value.
The players move through the multi-tiered,
side scrolling levels making their way to the boss. The player who deals the
most damage against the boss receives bonus points.
There’s plenty of cool power
ups like a sheriff star that gives you full auto, or one that grants you a
second gun allowing for multi directional fire. There’s even two stages on horseback.
Although the game didn't do
anything revolutionary for the genre it was still fun and brings back great
memories.
Super Castlevania IV
Unlike Sunset Riders,
Castlevania is a series with a storied past and a fantastic legacy. One of the
fan favorites of that legacy is Super Castlevania IV.
Directed by Masahiro Ueno,
Produced by Kazumi Kitaue, and developed by Konami for the Super
Nintendo/Fiacom video game system.
Masahiro Ueno who was the
lead programmer was making his first ever 16 bit game. He loved the pure action
of the original Castlevania and wanted
to make something similar to it.
This resulted in what was
actually a soft remake of the original for NES.
The game puts you back in the
boots of Simon in 1691 Transylvania, on his quest to slay Dracula. A lot has
changed this time around though especially when it comes to Simon’s arsenal.
Among many of the improvements to the actual gameplay:
· The ability to swing the whip in all 8 directions of
the d pad
· Holding the attack button results in a multi-hit spin
attack that also block enemy projectiles. (a staple in the future games.
· Simon’s whip can also latch on to grappling points to
swing across large gaps too wide to jump.
· Simon can move while crouching
· The length and attack power of the whip can be
increased twice by finding two different upgrades.
All of these improvements came to fruition during the development process. Its thanks Masahiro Ueno commitment to making the game less frustrating for players when compared to its 1987 original.
Because the team was so small
during the development process; there was a lot of cross pollination that
happened between artists and programmers when it came to creating the maps.
Early bosses in the game were
also designed to be more user friendly by being easier, and having discoverable
weak points that could be exploited with the secondary weapons. Further more
difficult bosses were made with detailed attack patterns. Neither of these were
possible on the NES original either.
Since its initial release, to
this day, Super Castlevania IV is still praised for perfecting the classic
formula; and that’s a very good thing.
If it wasn't for Super
Castlevania IV, the BEST Castlevania game ever would probably would have never
been made.
But that’s a story for a different time.
But that’s a story for a different time.
Image Credits
www.vizzed.com
www.chapleofresonance.com
http://www.telebunny.net/toastywiki/index.php/Games/G10-SuperCastlevaniaIV