Tag Archives: Vic Tokai

Psycho Fox Review

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Platformers have always had a presence in gaming. From Donkey Kong, to Super Mario Bros., to the Giana Sisters to Sonic, there has been no shortage of bump, and jump fun. In the 80’s, and 90’s platformers were one of the most popular genres. Nearly every publisher at the time tried their hand at making platformers. Vic Tokai was one of them.

PROS: Great graphics. Wonderful music. Nice use of physics.

CONS: Controls take a bit of getting used to.

CONNECTIONS: There are two seemingly unrelated games connected to Psycho Fox.

Vic Tokai had one cult hit on the NES. Kid Kool was loosely based on a celebrity, and it starred a kid who ran, and jumped his way to victory. But it did do one thing that made it stand out from other platformers of the time, and that is physics. You had to get a running start to get anywhere in the game. While even Super Mario Bros. had elements of getting places with masterfully running, Kid Kool made it the sole focus. But in doing so, Kid Kool became one of the most despised games of its time. It had many blind jumps that resulted in a lot of restarts, it didn’t have the best collision detection, and many cheap deaths.

Enter the Sega Master System. Vic Tokai would bring about a new game to Sega’s 8-bit offering, using the lessons learned from the poor reception of Kid Kool. In Psycho Fox you play as a fox who is trying to save the world from an evil fox named Madfox Daimyojin. At a first glance, you might think this game looks, a bit more Alex Kidd, than Kid Kool. But stick with it, and you’ll find it is quite a fun, and brutally hard game at the same time.

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As we’ve established, Fox has to run, and jump his way to victory. But the game feels a bit more refined. You’re still going to need to get running starts, and time jumps. But stages don’t feel quite as much like a guessing game. That’s because in this game, there are a couple of paths you can take. You can take a high route, or a low route. Taking the higher paths will usually lead you to secrets, and more opportunities to speed. The lower routes are usually a little bit easier, and don’t require quite as many jumps of faith. But there are also more enemy encounters in some stages when taking the lower path.

The biggest secrets are warp zones. Many platformers over the years have had secret ways to skip ahead. But in Psycho Fox you have to not only discover the area it resides, but you have to literally punch a hole in the level. Once done, you can climb into the hole to cut ahead. Beyond trying to find the secret warp zones, another improvement on the formula set up in Kid Kool, are the bonus characters.  Like Kid Kool, you can find an animal helper who acts as an extra hit point, and a boomerang. Defeating enemies, and finding eggs will often give you items. Usually you’ll find money. But sometimes you’ll find sticks, and of course the aforementioned helper.

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Here’s the thing. You’ll want to hang onto the sticks you pick up. Because you can control different characters with them. Pressing pause on the Master System will bring up an inventory screen, where you can use your sticks to turn into one of three other characters. A monkey, a tiger, or a hippopotamus. Each of these has added abilities over using the fox. The monkey can jump higher. The tiger can run faster. The hippo can break through certain objects.

At the end of every stage you get put into a lottery depending on your financial collection. You’ll bet, and guess a path. Guess correctly, and you’ll win items. Guess wrong, and you won’t have a bonus going into the following stage. Stages are broken up into seven worlds. Each of these has three stages in it, the end of which culminates in a boss battle.  Most bosses break down into a routine of luring the boss into a position, and then using a background item to damage them. Others play a little more traditionally with you having to throw yourself on top of them a number of times to defeat them.

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Psycho Fox has a very similar art style to Kid Kool, sharing some of the same character sprites, as well as some of the items in the stages. But Psycho Fox also looks significantly better. The colors pop more, and things look crisp. Some of this is likely due to the graphical quality the SMS has over the NES. But there are other NES games that still look better than this one. The point is it is a big improvement over Kid Kool’s visuals.

Psycho Fox also has a very catchy, hook ridden soundtrack. The tunes may not be quite as memorable as a Mario or Sonic soundtrack, but it’s very good. It’s bouncy, optimistic, and you’ll be humming along with it in no time. The rest of the sound is nothing to write about home though. Just the standard boops, and beeps many games of the era had. But again, the songs are so good, you won’t really pay any mind to it.

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All of this said, Psycho Fox still has one area that may drive some folks crazy, and that is the high level of difficulty. As I’ve said before, this game is hard. Most of the challenge is fair, but there are still moments where you’ll have to take a blind jump, landing you on an indestructible enemy, or in a bottomless pit. It is by far, not an impossible game, and you’ll be able to clear it if you can resolve to approach it with patience. But sometimes the trial, and error feeling can creep in, and sap some of the fun. It is still a big improvement over Kid Kool though, and is something that is manages to be pretty decent.

As a platformer Psycho Fox isn’t a great game, but it is better than average. It doesn’t hit the lofty levels of Nintendo’s Super Mario Bros. or Sega’s own Sonic The Hedgehog. But it also doesn’t  crash, and burn the way many nefarious examples have. It isn’t Bubsy 3D bad. It isn’t Awesome Possum bad. Being slightly above average isn’t a bad thing. It just means there are better titles to get first. But Psycho Fox is also a Master System game, a console where the best platformers starred Alex Kidd, and Sonic. There wasn’t much else. Especially not in the USA. So if you collect for the Sega Master System you’ll probably want to check out Psycho Fox anyway. Just keep in mind that it isn’t a common game, and that it isn’t cheap. But if you already have all of the Alex Kidd games, or you find a bargain, Psycho Fox is still worth checking out.

Final Score: 6 out of 10

Time Slip Review

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The Super Nintendo Entertainment System was host to a lot of difficult games over its time in the market. It was also home to many, uncommon games, some of which were ports of computer games. It even had a number of outright rare games like Hagane. It’s a system a lot of people collect for because it has many of these obscure titles.

Run, and gun games were also at their zenith around this time. Shmups were getting grander with Super R-Type, Gradius III, and UN Squadron. Run, and guns were right up there with the space shoot ’em ups on the Super NES. Excellent ports of Sunset Riders, and Smash TV. Gunforce. Contra III: The alien wars was probably the best received of the bunch. But imitation is the sincerest form of flattery. Remember the obscurity I hinted at earlier? Well Vic Tokai published a fairly uncommon Contra III clone.

PROS: Nice graphics. Inventive character designs. High challenge.

CONS: No Continues. Some levels go on too long. Masochistic difficulty in places.

BOSSES: Most of the stages have three or more!

The Sales Curve, is part of Square Enix today. But long before a series of mergers, and takeovers they were a studio that made a lot of esoteric games. A lot of them were actually pretty good. You may have actually heard of their biggest game, Carmageddon. But even before then, they developed things for other publishers on a number of platforms. One of those things is today’s game Time Slip.

Published by Vic Tokai, Time Slip is a Contra clone that mixes things up with a Gradius clone. But it isn’t all Konami influences here either. There are a few key differences, and some nice features that are worth looking into. The storyline presented here isn’t the most original plot. You’ve seen it in other games, books, TV shows, and films before. A race of interstellar aliens wages war on Earth. Part of their plan is to go back in time to kill off humanity throughout history to prevent the present day humans from being formidable. When things look their bleakest, a lone scientist goes back in time, through several historical periods to defeat them single-handedly, and prevent humanity’s extinction.

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The game plays a little bit different from Contra in a couple of ways. The art style is definitely similar, with enemies, and bosses you would expect to see in a Contra game. But you are going to die from anything that touches you instantly in Contra. That is not the case in Time Slip. Instead, you are given a life bar, and every hit you take knocks off one block of the life bar. If you lose all of the blocks, you lose a life. Falling into a pit, or a trap will knock all of them out instantly. The game starts you out with nine lives, and you can replenish your bar with batteries you find hidden in crates. The crates can also hold other power ups, like smart bombs, and missiles. Grabbing a battery with a full health bar will give you a 1-Up. You can also shoot down projectiles, which is another saving grace.

This is good because Time Slip doesn’t give you any continues. This may very well be the most difficult run, and gun on the console. The game goes on for six levels, and if you have any hope of completing it, you’re going to need to treat each box on that life bar as an individual life. There are also no cheat codes, save states, stage select options, or passwords. You have to play the entire thing in one sitting. You don’t even get an easy setting. You’re going to have to dig down deep, and do your best.

Time Slip also doesn’t make your task any easier with its play control. It isn’t as smooth as the games it borrows from. This is partly due to the fact that it has some clunky animation when you climb walls, or jump over obstacles. But it also has to do with the fact that there are two ways to shoot. You have a button that fires in any direction while your character stays still. In many places this creates a dilemma because if you stand still, enemies will just spawn endlessly. But it can be handy in some sections where you need pixel perfect placement.

The other fire button is a bit more traditional as you can fire as you move. A third fire button lets you shoot your special weapons you’ve picked up, and the shoulder buttons let you select those. Fortunately, it isn’t all cinder blocks, and chains around your ankles. Time Slip can be a lot of fun. Over time you’ll level up your gun with pick ups, each speeding up your firing rate, and the spread of attack. Dying will downgrade you, but it’s all the more incentive to find batteries, and gun upgrades.

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Beyond those there are a lot of the power ups I mentioned earlier.  You should go as long as possible without using them however. Because you’re going to want them to use on the bosses. Time Slip has many, many bosses over the course of its six levels. A lot of them will feel out of Contra like the dragon, the volcanic monster, or the space ships. All of the bosses have intense patterns you need to memorize in order to escape without taking any hits. Which is all the more reason to not take damage. Because you’ll need every battery fueled 1-up in reserve if you want any hope of ever completing the game.

Each stage, save for one or two of them, is a long affair. Right out of the gate you’re thrust into a medieval themed stage where you’ll have a forest sub level followed by a boss. Then a cavern themed sub level. Followed by a boss. Followed by A BOSS. Then a castle themed level. FOLLOWED BY A BOSS. This is the kind of thing you can expect to experience while playing Time Slip. Some of the levels include shmup sections that feel a little bit more like Gradius. But these sections will throw an awful lot at you. Like the normal stages, you have two buttons, one to shoot in front of you, and one that will fire in the last direction you moved.

Fortunately the graphics, and sound are pretty good. The large sprites look vibrant, with a lot of great little details. The aliens, and the bosses in particular. The Super Nintendo’s Mode 7 effects are used especially well with things scaling to make some nice visual cues. The soundtrack isn’t something you might care to listen to on its own. But it fits the theme of the game nicely, with ambient moody synths. Explosions, and other sound effects are about what you’d expect from the time. Nothing Earth shattering, but nothing particularly memorable.

Time Slip is infuriating. Yet it is addictive. You’ll lose your last life, toss your controller, possibly even break your controller, and swear off of it. But then, ten minutes later, you’ll find yourself taking another crack at it. You’ll lose again. Then put it away for a while, and go back to it. Eventually it will go on the shelf for maybe even months or a year. But over time you’ll hear its call to make another feeble attempt at defeating it. Oh you’ll claim to hate it. But deep down you’ll know that had it only been given a little bit more balance, and given a difficulty setting option it may have been a lot more popular.

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That isn’t to say that Contra III was easy. Far from it. But it had better pacing, and a more intuitive control setup. Those are really the main problems with Time Slip. A couple of stages could have stood to be broken up into more levels. The lack of continues, are going to upset many who happen to clear that long first stage. To its credit Time Slip’s power ups do make things a lot easier once you’ve mastered how they work on bosses. But it still can feel a bit like a chore if you immediately restart the game after losing all of your lives on the fourth stage or so.

Still, if like me, you enjoy collecting esoteric games I’d recommend Time Slip. There is enough interesting about it to justify having in the collection. It has cool characters, huge bosses, and great atmosphere. The controls do work the way they’re supposed to, you just have to be willing to get accustomed to them. I know I’m repeating myself, but the bosses, environments, weapons, and enemies make this worth picking up. It’s going to be a very difficult run for most of us. But it still manages to be a fun attempt at victory.

Final Score: 7 out of 10