At the time of writing, the world is gearing up for a fourth official installment in the Bubble Bobble series.
Wait a minute, I hear you ask, fourth? What happened to the third? I don’t judge you too harshly for asking this question; I know some people who weren’t even aware that Rainbow Islands was the second Bubble Bobble game, so for you to be unaware that there had already been a third one is entirely understandable.
It doesn’t stop it being a huge shame, however, because 1991’s Parasol Stars: The Story of Bubble Bobble III is a wonderful game; one of my all-time favourite single-screen “kill ’em all” platformers, in fact, beaten only by Rod-Land. And yet, for various reasons, very few people either know it exists or remember it.
Continue reading Parasol Stars: The Bubble Bobble Everyone Forgets
One of the nice things about the two Taito Legends compilations on PS2, Xbox and PC (and the separate PSP release, which acts as a kind of “best of” compilation containing elements of both) is that it includes both well-known games and more obscure affairs.
One such example of the latter is The Electric Yo-Yo, an unusual Taito America game from 1982 that is so obscure that it doesn’t even have its own Wikipedia page (shock!). If Giant Bomb’s rather bare-bones page on the game is to be believed, it seems that it wasn’t all that well-received back in the day — but if there’s one thing I’ve learned in MoeGamer’s lifetime, it’s that it’s always worth considering something on its own merits, devoid of its original context and popular reception.
And y’know what? I kinda like The Electric Yo-Yo. I mean, sure, it’s kind of infuriating and I’ve hurled some deeply offensive language at it during my time with it… but I still kinda like it.
Continue reading Taito Essentials: The Electric Yo-Yo
New Zealand, as beautiful a country as it is, is not a place that gets a lot of attention. I mean, it’s tucked away down there right in the corner of the map where everyone forgets about it.
However, back in 1988, the country left a sufficiently lasting impression on one of Taito’s programmers that, upon his return from holiday, he wanted to make it a setting for a new arcade game.
The result was The New Zealand Story. And it’s one of Taito’s most interesting games.
Continue reading Taito Essentials: The New Zealand Story
Mid to late ’80s Taito were good at a lot of things, but one thing they were particularly good at was iterating on an established formula and bringing it more “up to date”.
Probably the most famous example of this is Arkanoid, a game which took the incredibly simple concept of Atari’s Breakout — hit ball with paddle to destroy bricks, repeat until screen clear or player displays sufficient incompetence — and enhanced it with “enemies”, powerups and a wide variety of different levels.
Well, as Arkanoid was to Breakout, so Volfied was to Qix. At least this time around they ripped off their own game…
Continue reading Taito Essentials: Volfied
A core part of my gaming “diet” in the 16-bit home computer era and onwards into the early days of mainstream PC gaming was the military flight simulator.
I have many fond memories of piloting numerous pieces of military hardware around the virtual skies, dropping bombs on filthy commies (this was the height of the Cold War, after all) and dictators in the desert — but for me, it wasn’t necessarily the action-packed parts of these games that was appealing. No, it was the simple satisfaction of remaining in control of several tons of metal that really had no business being up in the air and not immediately plummeting to the ground.
This was a feeling I hadn’t really experienced for a while, to be honest; the Ace Combats of the world have their considerable appeal, but they’re not exactly realistic. Taito’s 2003 release of Energy Airforce, on the other hand… well, let’s take a look.
Continue reading PS2 Essentials: Energy Airforce
When someone mentions Taito arcade games from the 1970s, the first one that doubtless immediately springs to mind is the genre-defining Space Invaders.
However, this is far from the only game Taito put out in these early years of the games business — and moreover, it’s far from the only good one, too.
Today, we’re taking a look at a game that, while simple, built on the basic formula of Space Invaders with additional mechanics — and likely played a role in defining subsequent games with “rescue” mechanics such as Williams’ Defender and Dan Gorlin’s Choplifter.
Continue reading Taito Essentials: Lunar Rescue
Super Qix is an immensely irritating follow-up to an immensely irritating game.
And, like all the really good immensely irritating games of the world, there’s a magic ingredient in there that keeps you coming back for more.
Super Qix is also an interesting game from a historical perspective, in that it’s a game that Japanese developers decided to build on after an all-American original.
Continue reading Taito Essentials: Super Qix