A
game named after me: How could it not be awesome? |
Hihou Densetsu:
Chris no Bouken
|
Wait, did I just get sucked into starring in a shitty game? |
Okay, good points:
|
An explanation of the display above. You start out with 5
hearts, and heart items restore your life, obviously. The golden coins
give you a 1-up if you pick up 30 of them, To the right of that are
the various orbs that you collect to change your current weapon -- à
la Spriggan. And finally, the day/night cycle ticks down your time limit. |
And now the bad points:
|
Now that our expectations have been lowered, I feel much less guilt over jumping right in with silly captions for the cinemas. :-D
The prologue introduces us to the ancient Indio
civilization(s) of Central America which mysteriously disappeared. |
Some say a game developer had taken a single digital
photograph, stealing all their souls in the process... |
Others speculate they had started a game of hide-and-seek
that never ended. |
So it's up to me, Chris Steiner, to track down
the mystery of the Indio people, find my father, and try to look good
in an unflattering pair of shorts. |
Stage 1
Okay, so what kind of game is this... Well, let's
see... it's side-scrolling, with a character that walks along from left
to right, wielding a knife... |
Power-ups are also available, such as a throwable
shot, a boomerang, etc., all obtainable from stone statues. |
Your character can duck, attack enemies... |
And jump onto disappearing platforms. Ah, yes, a
platformer! And a bit of an irritating one at
that, with slightly annoying platform timing, respawning enemies, the
works. |
Here, for example, you ride that brown block over
the typical floor of spikes, but have to cut a path through that...
clump of meat or else you bounce back from it. |
The character graphics in this stage are pretty awesome,
with ceiling-walking skeletons and twisted trees and vines the high
point. Unfortunately, the floors and walls themselves are excessively
rectangular and boring. |
The boss coming up: a Crystal
Skull, I kid you not (says so in the instruction manual.) You shoot
at its brain and if you don't have a projectile weapon, you can actually
climb inside through the eye socket and slash away while avoiding
its lightning blasts. |
Here's the sole picture that most of us had ever seen of a game called "Chris' Adventure", as the shot of this boss appeared in DieHard GameFan ads back in the day. |
Where are you putting your hands, Chris? |
Oh, your father's been searching all of South America
for 18 years, trying to find the Eye of Indio? Funny thing, it's been
in my pocket for the longest time. |
It's a nice picture. I guess I should note
one big disappointment -- the cinemas are incredibly static. Almost
no animation at all, not even approaching the level of Valis. Oh, and
you'll see some line drawings not filled in properly, if you look hard.
Besides the great music, the game really isn't justified to be on CD. |
Stage 2
The first level wasn't exactly packed with originality,
but at least the graphics were a bit organic and moody. The stages from
here begin to look like NES level design. |
It's the old "ride platforms up, ride blocks
down" challenge that, uh, Super Mario Bros., Dynowarz, and Keith
Courage already did. And those were more gripping at that. |
Your stone slowly sinks into the lava as it floats
along... |
And a familiar moment greets us here as well: duck
under the blades, jump over the obstacle to re-join the stone. I'm sure
you can tell, my excitement is really fading fast. |
Annoying fluttering bats come out for the first
time. Oh, great. |
Bah bah bi bah bih bah bah... Ba baah bah bi bah bih bah bahh... |
Veracruz
is the name of this boss, and quite a pushover is he. |
Jinkies! |
The actor playing Mr. Nazi throws a tantrum on
the ground for having signed an acting deal with Pack-in Video. |
Chris' hair looking slightly blocky on the left
there. |
Now on stage! Liberace! Only at the Sands
Inn. |
Stage 3
Grrr! Stage 3 recycles the same graphic tiles from
Stage 2, but at least the level design and atmosphere are vastly improved. |
Check, for example, this Goemon-style column that
you have to ascend using bouncing, disappearing blocks. |
And these elastic blobs that you need to attack
repeatedly to displace. |
These Indiana Jones-type mofos come along once in
a while to steal your power-ups... some sort of tribute, or a pointed
comment? |
"It belongs in a museum!" |
An annoying trap that opens and shuts very quickly,
so you have to time two jumps just right so you don't fall in. It's
no big deal, anyway, as it leads to an alternative path. |
The boss Uxmal
has a couple type of attacks that are hard to dodge. These guys are
getting more and more boring compared to the impressive 1st boss... |
"Wipe your feet before stepping on the nice
man's carpet!" |
Kids always think they're clever whenever they
hang french fries out of their mouths like walrus tusks. It gets old,
fast. |
Re-used poses! |
Stage 4
Back with another boring cave stage and... blecch!
Bats! |
More inny-outy platforms to contend with. |
This scene with half a dozen simultaneously attacking
zombies is pretty cool. Shame it's the only time in the whole
damn game. |
This abrupt transition from cave to palace reminded
me of Turrican II. Good of ARC to keep things logical like this. |
Stage 4-2 is indeed inside of a golden palace, but
it's a tiny labyrinth with a tiny puzzle to sort out. |
You see, each floor switch toggles its respective
barrier which drops away, meaning a slight amount of backtracking.
It would be cooler if it weren't so annoyingly slight. |
Here's your retractable ceiling/floor spikes seen
in about Every Platformer Ever. |
Now, this is more like it, something befitting a
dumbed-down Actraiser. Quetzalcoatl's
minion first summons lighting attacks at you and when he's defeated,
gives his soul to the tougher main guy. |
Jem! Jem is truly outrageous! |
Truly, truly, truly outrageous! |
Whoo-o-oa Jem! |
This demi-goddess' name is Filia. And if the portmanteau-of-Feena-and-Lilia
name doesn't give the designers' influences away, perhaps her pose in
this screenshot will. |
Stage 5
Sinewy forests? Parallax sprites blocking the foreground?
Bouncing otherworldly spheres? Am I dreaming or is this Shadow of
the Beast? |
Oh, joy! A minecart. To ride. It's the minecart™-riding
stage Annoyingly, the ducking and jumping controls each work only at
prescribed moments (when you need to bail out of the cart, etc.) |
This Sunstone
has a few different attacks, including some annoying mini-stones that
fly around and a buzzsaw form too. |
The gradient artist at ARC wakes up from his slumber
and gets to work. |
The crystal ball says my career's over! |
Here's when Altmeier goes into full Nazi mode and
does the usual gun-waving. |
"All communication to Darm Tower has been cut..."
<oops!> |
I am Thhades. I bring greetinths from Emperor Natas! |
My ball! My ball! No, no, no! |
Stage 6
Ooh, a creepy alien/monster-type lair. Too bad,
again, it's rather dull. |
Part 2 is a bit more interesting, with the myriad
souls of the sacrificed haunting the halls. (Look, if the game fails
to do it, it's up to me to establish the atmosphere.) |
A two-sided, two-faced "Tlaloc"
spins around and attacks you with laser beams. |
Hmmm... anybody wonder if those towers are going
to take off like rockets by the end of the game? |
This thing, I really don't understand. What's the
Atlantis->Indio->Alien spaceship connection? |
Filia explains to Chris how 3000 years ago, Atlantis
was a thriving civilization... |
...until Japanese Image-Kei fans threatened to
take over the whole world with their awful music. |
Stage 7
Bland greyness takes over in the penultimate stage,
though the music is really good. |
You get a Donkey Kong moment as you have to go down
4 flights of stairs with spiked balls rolling out of holes in the wall. |
This bit's annoying. It's not a moving platform,
but rather a segmented one that snakes to the left... meaning you have
to keep running across while controlling your speed. |
Love the colour balance of everything. Too bad the
stage is just a single horizontal strip. Yawn. |
The boss is Kukulkan,
an outcast from Street Fighter Zero, apparently. |
He knows some wicked Muai Thai moves, though. |
The statue regrets its last meal of extra-spicy
burritos. |
Will you take these pudding moulds or go for what's
behind door #1? |
Oops. Door #1 sends you inside of a volcano. |
I swear, this is like some Asia album cover or
something. |
Stage 8
OK, I guess we've made it onto the spaceship and
it's all crystalline inside. It's a bit of a bitch, with birds that
shit columns of ice. |
And blocks that shoot up when you stand on them. |
"Only the penitent man shall pass." |
Of course it's easy to figure out that you have
to shoot your way through to the next room. |
And here's our final boss, Lagash(?)(?)! He has several tough forms of attack, but he also just stands there and takes damage. Idiot. I was hoping for a flying final boss with a starfield backdrop or something. Ho-hum. |
Urk. How could a mere human defeat me!? But I shall
prevail as long as I have my... |
Leotard Power!!! |
Kamehame...<ZAP!> |
Something is missing here. Between the last picture and this one,
there was a blueish blob on-screen, a short yelp, and then we cut
to this pic of Filia regretting the death of her brother. Obviously
it implies that she killed him defending Chris, but it's a big discontinuity.
Methinks the planner forgot to ask the artist to draw that scene. |
The family resemblance is uncanny! Dr. Steiner didn't...
... Did he? |
It's no Valis II ending pic, but it'll do. |
...yes, it certainly is. Chris needs to work on getting some better
child-bearing hips, though.
|
So, in the end, Hihou Densetsu: Chris' Adventure proves to be frustrating and disappointing. Disappointing because it initially looks and plays like a decent Legendary Axe-style platforming game, but just like a B-movie you initially have high hopes for, there's no avoiding the fact in the end that it's a B-movie. And this, frustratingly, is a game version of a B-movie if ever there was one. Here, however, the budget and artistic/programming talent are there; the crucial element of game design just isn't. I want to love Chris' Adventure, but it's more of an unenthusiastic "like" for me.
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