Very nice, very nice. I actually was about to mention the Commander Keen update but I thought perhaps it might be a bit early for it, it actually does work well right here though. That reminds me, Nevermore, your Solaris update could also work really well here if you'd like to post it, or would you like me to post it?
I can, since you don't mind. Apologies I haven't commented much; been busy as of late. Excellent guest post, Pyro! Mine's not quite so extensive, but if anyone wanted a taste of what the Solaris has to offer, here's your chance to get an impression of the very first 3D platformer in the
Player Two Start 'verse.
---
"If you mention the Bandai Solaris today in the West, you're likely to get a bunch of blank stares. Sometimes when I talk to my friends, if they're really nerdy, at least one might describe it as 'that one console that deep-sixed Bandai.' I'm not joking when I say that the bad ass sun logo on the hardware itself is one of the best things about it. Remember when Power Rangers was huge here in the States? Yeah, most of that cash went into keeping this piece of crap afloat in the market toilet bowl long after it should've been flushed.
To those of you who don't know why this thing even exists, I'll give you the skinny. Back in the '90s, everyone and their grandmother was trying to take down Sega and Nintendo/Sony. Philips, Trip Hawkins, SNK, NEC - all of them went into the ring and they all came back with a bloody nose for their troubles. Even Namco at one point wanted to (the TurboGrafx-16 was rushed to market because Hudson Soft didn't want NEC to be courting them). In the midst of all of this, Bandai wanted in on the action; taking a piece of the market share created by both gaming giants after Atari's collapse was just too good to pass up. In '94, Apple got approached by Bandai to produce a stripped down Macintosh that would have the capacity to play CD games. Apple, intrigued by the recent success of the video game market, agreed at the time but on the condition that it would be marketed more as a multimedia device that just happened to play games. Y'know, like the water cooler at an office where people stand around and shoot the shit? You're probably thinking to yourself, 'It's a stripped down computer - who the hell would want to buy a multimedia device that can't even do half the things a desktop can do?'
...and you'd be absolutely right. Good thing '90s-era Apple decided to stop hemorrhaging money long enough to check themselves into the psych ward so they could realize that this was an absolutely stupid idea and backed down from it. Unfortunately, that left Bandai stuck footing the bill and if you know anything about Japanese corporate culture, this sort of thing is absolutely humiliating. But they had to stand by what they'd done and scrambled to find someone to help them put it to market (not that you'd know that from their E3 1995 presence where everyone was all smiles about the next big thing in gaming, mind you). They found another weird partner to help them, Mitsubishi. Of course, it wasn't going to come cheap. Though Mitsubishi said they'd manufacture the hardware, they wanted a steep 45% of the profits from each console sold. Reluctantly, Bandai agreed.
This isn't to say that the Solaris doesn't have its place in history. Aside from being the primary reason that one of Japan's great post-WWII success stories was taken out back, put up against the wall, given a cigarette, and executed by a firing squad with Sega uniforms, it actually holds a more dubious claim to fame. A lot of people in NTSC and PAL regions think that
NiGHTS into Dreams... is the first 3D platformer, but this isn't actually true. Bandai Games was responsible for releasing theirs six months shortly beforehand in early 1996. What do you know: it's a licensed title to boot.
Gon: Prehistoric Panic is based on a manga series by Masashi Tanaka, following the adventures of a Not T-rex. It's alright, I guess. I'm not personally big on silent media, but there's got to be an audience for it. It lasted a long time, too (it just ended not too long ago; '02, I think) so what do I know? Prior to its Solaris title, Bandai had actually done a previous Gon game on the Super Famicom.
The comic itself has absolutely no dialog in it and all of the humor is strictly visual; as such, it's pretty accessible to anyone who picks it up and in this regard GPP is pretty true to its source material. Most of the time, it's just Gon picking fights with animals or whatever. Some gaming purists out there might actually be interested in this. It cuts the crap and doesn't pretend to have a deep or meaningful story. I mean, no one plays Mario (hah) or (hah!) Sonic for their stories, right? You take the role of the big-headed, wide-eyed Gon and roam around a 3D world based on a vaguely prehistoric setting. You can attack enemies in three ways (each corresponding to the controller's three main buttons; the fourth is used for jumping): breathe fire (?!), tail whip, or, um, a toxic fart. The last is just as juvenile as it sounds but the enemies admittedly make some funny over-the-top facial expressions if you can use it against them.
The worlds found in game are pretty much what you'd expect. Swamp-themed, volcano-themed, tundra-themed and the like; nothing spectacular or noteworthy. Based on that, you might be thinking that
Gon: Prehistoric Panic is just really middle of the road. To be fair, that's pretty much true so far as presentation is concerned. Music is serviceable and there are times when the art direction sort of works, seeing obscure animals like a giant ground sloth as a boss is pretty fun. Gon's model looks okay. That's the most charitable thing you can say about it from a creative standpoint: it's so middle of the road that it doesn't even need to exist.
You might be confused as to why this would be made a flagship title for a Mind Blowing Next Gen Console™ and the answer is... well, I have no clue, to be quite honest. Most sources I can find about it say that Bandai threw money at it after panicking when Apple backed out and figured that it would ultimately save costs by doing it in house once the hardware (hopefully) panned out. This begs the question why it wasn't a Power Rangers game or something similar; the old beat 'em up on the Super Nintendo could've been a solid basis for something, maybe a
Streets of Rage sort of game. Again, nothing mind blowing, but you needed the thing to move so why wouldn't you take advantage of an insanely successful property? A property which, need I remind everyone, they had relative easy access to?
Regardless, what's the real downfall of
Gon: Prehistoric Panic?
Everything else.
It feels like they were trying to make a 3D version of Data East's old Joe & Mac games. Well, imagine that without any of the fun those had. Half the time in a level you're just wandering around a blank void - or at least it looks like it because the draw distances in it are so awful that you might as well be. You don't even really care about any of the good stuff I mentioned before because half the time you're so bored looking for something to do that it just kind of blends together in a drone of monotony. When you finally do encounter bad guys to fight, the enemy types can more or less be summed up as follows: sabre tooth cats, woolly mammoths, bears, rhinos, and some big prehistoric bird things. That's it. While it might be funny to see woolly mammoths bumbling around an active volcano at first, it quickly makes you realize that what you're playing must have been ridiculously rushed. It's true: the game had less than a year to be completed as the Solaris was tanking so hard after its launch that Bandai was throwing just about everything they could at it to keep its corpse propped up.
Even if it's not that great in design, it might make up for things if it at least played well, right? Oh, hopeless optimist, there's still more disappointment to come!
The controls are mutilated beyond belief. Keep in mind that for some God forsaken reason Bandai still kept the track ball from their deal with Apple; you can see it present in the prototypes for what they called the 'Pippin' then. This, rather than the controller's d-pad, is the primary way in which you move. Rather than being able to go in a straight forward line, you slide all over the place like someone spilled oil over the floor.
On.
Every.
Single.
Stage.
This wouldn't be as frustrating if you could actually get a handle for things. But you can't, at least not in any meaningful way. Soon as you think you've mastered
walking in one world, it's off to the next and you have to relearn how things work all over again. Not only is this bad for trying to go around and collect the assorted precious stones you need per level, but it makes fighting against bosses nigh impossible. You'll probably throw the controller on the ground in frustration when you get to the last one, a cave man whose name I don't remember, because he's got projectile weapons that he constantly fires at you like spears and arrows.
In the end,
Gon: Prehistoric Panic would've maybe been acceptable in the late '80s or early '90s. But gamers expected something more. Despite eventually being put as a pack-in for the Solaris it didn't help matters and by 1997 Bandai was filing for bankruptcy. Despite Sega now owning a big chunk of the rights to produce anime-based games and more, to this day they've never done an official re-release and it remains shelved - except to people like me, I guess, who have nothing better to do than masochistically torture themselves.
Ugh.
2/10"
- Excerpt taken from, "HiJack's 9th Circle of Gaming Hell: A Blog Dedicated to Gaming's Worst of the Worst," dated March 10, 2007