Tag Archives: PC Engine

Second chances: Fantasy Zone

I know a lot of people who absolutely love Fantasy Zone. Until recently, though, I didn’t share their adoration of this arcade classic.

Oh, I wanted to. After all, it was made by the folks at Sega (always a positive in my book–well, as long as we’re talking pre-2002 Sega) and it’s chock-full of color. Also, I’ve always been fond of the game’s oddly named protagonist, a sentient spaceship who answers to Opa-Opa.

So, what’s kept me from lusting after this pastel-splashed shmup? Its controls were the biggest hurdle–in particular, Opa-Opa’s odd sense of gravity and momentum that takes some getting used to if you were brought up, as I was, on more traditional side-scrolling shoot ’em ups, like DariusGradius or R-Type.

Another control-centric issue that has long impeded my ability to accept Fantasy Zone into my heart: Dealing with the aforementioned issues while taking out the game’s thieving enemy forces is the definition of challenging.

A few weeks ago, after reading through The Brothers Duomazov’s review of the PC Engine version for what must have been the hundredth time, I decided to erase my previous opinions of the game from my memory and give it a second (maybe third) chance.

Although I’d be lying if I said this latest experience with Fantasy Zone was smooth sailing, er, flying, from the get-go, I’d also be lying if I said I didn’t enjoy the title a lot more than I had in the past. Sure, I died a lot–I’m pretty sure I saw the “game over” screen too many times to count before I made it to the second stage–but I didn’t much care thanks to my newly minted appreciation of the game’s uniqueness (not to mention its odd, and other-worldly, assortment of environments and enemies).

Can it now be said that I, too, adore Fantasy Zone? Yes, I think it can. As for whether it also can be said that I’m any good at it, though, is another conversation entirely.

See also: Previous ‘second chances’ posts

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You don’t look a day over 20, PC Engine

The PC Engine is celebrating its 24th birthday today.

For those of you who are a bit mathematically challenged, that means the sleek little system was “born” on Oct. 30, 1987.

I’m sure I’ve told this story before, but in case I haven’t: I’ve been interested in (some would say obsessed with) this console ever since I laid eyes on it in an early issue of either Electronic Gaming Monthly or GamePro magazine.

Although I acquired a TurboGrafx-16 shortly after it was released, I didn’t add a PC Engine to my collection until two years ago.

It should go without saying that the system is now one of my most-treasured pieces of gaming paraphernalia.

Anyway, please join me in raising an imaginary glass of bubbly to the “little white wonder,” as I like to call the PC Engine, for surviving its awkward teen years and for blossoming into the beautiful 24-year-old we know and love today.

Also, join me in playing a few of its most noteworthy games. Some of the ones I’m planning to spend time with this afternoon: Air Zonk (aka PC Denjin), Bomberman ’94Final Match Tennis and Parasol Stars.

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PCE Review #9: Wonder Momo

Game: Wonder Momo
Genre: Beat ’em up
Developer: Namcot
Publisher: Namcot
Format: HuCard
Release date: 1989

This game’s cover art is cute, as are its title and between-stage screens. Also, its main theme is appreciably jaunty, with a Mega Man-esque quality to it. Oh, and I basically got it for free (the person from whom I bought my PC Engine threw six games, including this one, into the package before shipping it). Sadly, those are the only positive things I can say about this particular HuCard. I have plenty of negative things to say about it, though. For starters, let’s go back to those graphics I mentioned in the first sentence of this write-up. Although I’d be hard-pressed to call them terrible, I have no such problem calling them antiquated and boring–especially when it comes to Wonder Momo‘s yawn-enducing backgrounds. As bad as the game’s visuals are, though, they’re works of art compared to its gameplay, which consists of the titular Momo high-kicking and jump-kicking one ambling, odd-looking enemy after another until she’s beaten enough of them to be whisked off to the next, claustrophobic stage. Every once in a while, a tornado whirls its way onto the scene, and if Momo touches it she turns into, well, I guess she turns into Wonder Momo. Regardless, she puts on a helmut, a pair of boots and wields some sort of hula-hoop-like weapon–and winds up barely more powerful than she was as Regular Ol’ Momo. Toss all of the above complaints into a blender and what do you get? You guessed it: A crappy beat ’em up that only should be added to your collection if your aim is to own each and every HuCard. Everyone else should avoid it like a pixelated plague.

See also: Previous PCE Reviews

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