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View Full Version : CV Sky Jaguar- A Review.



Aswald
06-29-2004, 02:30 PM
Graphics- 8
Sound- 7
Gameplay- 8
Overall- 8


Sky Jaguar is the second game released for the ColecoVision by Eduardo "Opcode" Mello. However, this effort is different in a number of ways.

First, and most importantly, of all, this game was not actually programmed by Opcode the way Space Invaders Collection was. It is the MSX computer version of the little-known Konami arcade shooter Sky Jaguar, a Xevious-style game that was so obscure, not even the Killer List Of Videogames website has any real information on it. The MSX computers were pretty much what the ADAM computer should have been, and a large, impressive library of games was produced for them.

Over the years, with the rise of homebrewing projects, many ColecoVision fans had wondered if it was possible to put MSX games on a ColecoVision cartridge, or at least to use a module of some sort. Since the MSX and ColecoVision were very similar, except for memory (usually), this was not at all far-fetched. Unfortunately, nobody had succeeded...until now.

Opcode has not only put an MSX game on the ColecoVision, he has done so without the need for a module. It is on a cartridge, same as any other. This has a number of very exciting implications, but, more on that later.

Sky Jaguar is a vertical-scrolling game similar to Xevious, without ground-based targets. The plot is that humans have used up the resources of Earth, and are now searching the galaxy for other planets. Aliens, the "Zephyrians," have launched an attack on the weakened Earth, maybe because they are evil, or are simply afraid that their planets are next. In any case, you must pilot a ship, the Sky Jaguar, against various enemy attack craft, trying to reach and destroy two large Fortresses hovering over the oceans. The invaders, of course, are doing everything they can to destroy you, with considerable determination.

Each "level" consists of eight scenes, which are made up of City-Base, Forest, Ocean, Pyramids, and Red Canyon. You fly over these areas as enemy attack craft try to destroy you in various ways. There are nine such attackers, plus the two different Fortresses; these appear in scenes 3 and 8. The attackers are quite different: one kind is totally indestructable, forcing you to simply avoid the shots they fire in a sort of zig-zag web, while others are vulnerable only when firing upon you. Still another can become invisible, while yet another, unless shot directly in the center, takes two hits to destroy. The most common enemy, the "Drincas," can actually attack in 4 different ways, including a train-like formation; shooting all five Drincas in such a formation yields a bonus of 1000 points (and the number is shown!).

You will encounter the first Fortress in scene 3. This Fortress closely resembles the Andor Genesis Mother Ship of Xevious, and to destroy it you must shoot out the four Towers (more like colored domes) near the middle. Meanwhile, it can launch attack craft at you, all the while shooting. The Towers take more than one hit to destroy, so it isn't easy.

The second Fortress is near the end of scene 8. It is shaped like a giant barbell, and has only two Towers, but they are located at either end, forcing you to go from one side to the other- not an easy task! Once (if) you manage to destroy it, the game starts over, except for difficulty: enemies that did not shoot before now will, and those that did shoot before will now do so with greater frequency.

As with any post-Xevious game of this sort, there are power-ups. These are carried by the "Balas," small, roundish black objects that resemble mines. Shooting a Bala that carries this (they are unmarked) will yield a "Pow," which, when you fly over it for the first time, will cause your shots to turn into two shots (actually, it is still one shot, but wider). If, after this, you grab a second such Pow, you will be able to fire three shots at a time, rather than the normal two. If your craft is destroyed, the next must start over. There are no third power-ups.

These Balas can also carry hostages. If you shoot such a one, a small, bowling-ball shaped alien parachutes down. Grabbing him will result in bonus points.


As I've never even seen, let alone played, the arcade machine, I cannot compare this version to the arcade version. So, it must be judged by itself. And how is it? Quite good, really.

Graphics, overall, are excellent. Most objects are multi-colored and detailed, although there are two single-colored enemies that are a bit primitive looking. Explosions are animated and nicely done. The backgrounds are detailed and colorful, but there is a problem: the scrolling. It is as choppy as CV Front Line, and takes a bit of getting used to. This alone prevents the graphics from getting a higher score. As mentioned, a "1000" appears when you shoot all Drincas in the train formations or grab a hostage; a minor touch, but a good one. There is also an amazing amount of on-screen action, with flickering being almost rare and very minor. The screen stops scrolling when the Fortresses are fully on-screen, and they are both impressive, and animated when releasing enemy craft.

Sound is a bit lacking in places, even sparce. Still, it is better than some other, similar, action games, and the opening theme is impressive, as are the tunes when you encounter and then destroy a Fortress. The sound of a power-up is what you would expect from such an arcade game. And by the way- if the sound the spinning Drincas make sounds familiar, it is because it is the same used in Daniel Bienvenu's Dac-Man!

Gameplay is this game's strong point. There are no options, you just start and play, and this game is DIFFICULT! It will take quite a few plays before you even reach the second Fortress. Even so, once you start getting the hang of it, Sky Jaguar is an amazingly satisfying game, especially when you manage to dodge a screen filled with enemy fire, and annihilate the many attacking vessels. The power-ups, while simple, are very important, and add considerably to the game, as does the alien hostage you can grab for bonus points. It takes some practice to get anywhere with this game, but it is worth it.

As with Space Invaders Collection, there is a title screen and an attract mode, which adds to a home game's appeal. And, as before, the box and instruction booklet are both in full color and as good as anything any large company ever produced.

So, overall, Sky Jaguar was the perfect start to MSX-to-ColecoVision games. It is an action-filled, satisfying (and sometimes insanely frustrating!) shooter, and unlike any other ColecoVision game at this time. In other words, Opcode has given ColecoVision owners yet another winner.

It is also a good sign of things to come. At the time of this writing, Opcode is set to release another cartridge, one with both a one-on-one fighting game, AND video billiards, which is superior to the one ADAM's House (ecoleco) offers. He is also preparing "Knightmare," a game similar to Front Line and Commando, but with many power-ups, boss enemies, and a fantasy theme. It will have more memory than any other ColecoVision cartridge, and represents what the Supergame Module SHOULD'VE given us back then!

You can probably find a website with MSX game emulators. These games, put on the ColecoVision, will expand the variety and number of games. There are even a few role playing games, Arkanoid, and side-scrolling/level/boss games. Keep a look out for any future MSX-to-ColecoVision projects. Before long, the ColecoVision may have a game library that, for variety and quality, can match that of the NES.

Helpful Hints-

* You will encounter the same kind(s) of enemies at the same points in the game. Keep this in mind, so you know what to expect.

* Power-ups and Hostages are carried only by the "Balas," and nothing else.

* When approaching a Fortress, try to approach it under its Towers, to get a head start. For the first one, try to be close to the to the middle of the screen, but slightly to the left or right. For the second one, try to approach near the left or right side of the screen. And don't stop firing as you do so!

* The most deadly shots fired by the enemies are from behind you. Try to keep as low as possible on the screen to prevent this, especially with the spinning/diving Drincas.

* Don't stay in one place for any length of time. The Zephyrians shoot so often, you will be trapped quickly.

ManekiNeko
06-29-2004, 05:43 PM
"Before long, the ColecoVision may have a game library that can match that of the NES."

The poor guy's probably gonna collapse from exhaustion long before he can translate that many games to the ColecoVision.

Seriously, though, I'd love to see some other MSX games released on the ColecoVision, particularly the last two Mr. Do! games (yes, Do! Run Run was released on the MSX, and may be feasible on the ColecoVision as well) and Guardic, the prequel to the space age action/RPG Guardian Legend.

JR

Phosphor Dot Fossils
06-29-2004, 05:59 PM
(yes, Do! Run Run was released on the MSX, and may be feasible on the ColecoVision as well)
Drool! Sign me up for some Do! Run Run. I love that game. If, y'know, Eduardo is taking requests or anything. ;) "Freebird!"

opcode
06-30-2004, 12:32 PM
I see you finally got your game... ;)

Well, well, I really like this review. It has a lot of good points and is probably something I could have written myself. So I would like to comment a few points:

- Scroll: sorry guys, but better you get used to it. There isn't a way to create smooth scrooling on the CV without major compromisses. So you would say: "how about Jungle Hunt or Matt Patrol?" Well, just look the background, small patterns which repeat over and over and single colored graphics. If you want variety and colorful graphics, the only way is to do character scroll.

- Sound: The most disapoint thing IMO is that it doesn't have any background music. I thought about adding music, but it would ruin the original sound mix. The problem are the "empty" sound spaces between waves of enemies, but when a wave start, the sound gets intense.

The biggest point I see in Aswald review is that he understand it's (hopefully) just the tip of the iceberg. Sky Jaguar is clearly an above average CV game, probably among the best shooters available for that system (that's my opinion as a CV fan). However it is one of the earliest MSX games, made back in 1984 (MSX1 games were released till 1988). So my idea is to make a smooth transition from where the CV was left after the big crash into this new bunch of MSX ports. IMHO it will add to the fun of rediscovering the CV, a machine which was abandoned way before it had been fully explored.

So, is Sky Jaguar the absolutely best MSX shooter from a technical point of view? Of course not! You would need to look for Zanac, Knightmare or the Gradius series for it. But, hey, lets enjoy the ride! Why go right to Gopher's Ambition - Episode II (aka Nemesis 3 in Europe, and the last game in MSX Gradius series) when we can have a joyful trip back in MSX memory lane? Sky Jaguar is just the start point for this trip, set in 1984. From here we will advance slowly in the timeline toward the year of 1988.

The second reason for starting with Sky Jaguar is related to technical issues. Sky Jaguar is one of the very few good MSX games which just requires 1KB of RAM, that is the total RAM available inside the CV (This one isn't an issue anymore, now I have created a new PCB which expand the CV RAM). Also, Sky Jaguar is a small game (believe it or not it's just 16KB!!), which is a good thing since it's easier to start with a game this small than trying to port a MegaROM game (MegaROM mapper is my next challenge).

So that's it. A step a time. :)
In the meantime, enjoy this small glimpse of the future...


http://www.geocities.co.jp/SiliconValley/1824/msx/g23.gif
http://www.opcodegames.com/games/misc/gra2_51.gif
http://www.opcodegames.com/games/misc/gra2_6b1.gif
http://www.opcodegames.com/games/misc/giim_cb2.gif
http://www.opcodegames.com/games/misc/smm_15.gif
http://www.opcodegames.com/games/misc/smm_3b1.gif
http://www.opcodegames.com/games/misc/smm_6b1.gif
http://www.opcodegames.com/games/misc/smm_68.gif
http://www.opcodegames.com/games/misc/smm_5b1.gif
http://www.msxnet.org/konami/nemesis/screenshot3.png
http://www.msxnet.org/konami/nemesis/screenshot4.png
http://www.msxnet.org/konami/nemesis/screenshot8.png
http://www.msxnet.org/konami/knightmare/stage1.png
http://www.msxnet.org/konami/knightmare/stage3.png
http://www.msxnet.org/konami/mog/MogItems.png
http://www.braingames.getput.com/mog/images/ss-01.jpg
http://msx4ever.at.infoseek.co.jp/kouryaku/galious/w10/W10-2.gif
http://www.braingames.getput.com/mog/images/ss-03.jpg
http://www.msxnet.org/konami/parodius/PenguinBoss.png
http://www.msxnet.org/konami/parodius/brain.png
http://www.opcodegames.com/games/misc/Freezars.gif
http://www.opcodegames.com/games/misc/Forest.gif
http://www.opcodegames.com/games/misc/River.gif

opcode
06-30-2004, 12:35 PM
Seriously, though, I'd love to see some other MSX games released on the ColecoVision, particularly the last two Mr. Do! games (yes, Do! Run Run was released on the MSX, and may be feasible on the ColecoVision as well) and Guardic, the prequel to the space age action/RPG Guardian Legend.

JR

When dealing with arcade games, I prefer to go right to the original source instead... :)

Guardic is a fav of mine!! Have you already finished it?

Eduardo

Aswald
06-30-2004, 02:15 PM
"Before long, the ColecoVision may have a game library that can match that of the NES."

The poor guy's probably gonna collapse from exhaustion long before he can translate that many games to the ColecoVision.

Seriously, though, I'd love to see some other MSX games released on the ColecoVision, particularly the last two Mr. Do! games (yes, Do! Run Run was released on the MSX, and may be feasible on the ColecoVision as well) and Guardic, the prequel to the space age action/RPG Guardian Legend.

JR


I meant variety and such, not actual numbers. It's sort of a case of better 10 good games than 100 crummy ones. Look at that side-scrolling/level/boss game- was there ever an Atari 7800 game like it? And the 7800 was a fourth generation system, while the ColecoVision was a third- yet, of the pre-crash consoles, it will soon be the CV that can match the NES!

I defy any CV owner to look at those screenshots above, consider that those games will eventually appear on the ColecoVision, and NOT smile.

omnedon
06-30-2004, 02:29 PM
Those screenshots are freaking STUNNING!!! On the CV! Wow!!

I KNEW the CV was abndoned long before it's potential had been tapped. :eek 2:

Aswald
06-30-2004, 03:00 PM
It's interesting...I have 1942 for the NES, but, while superior in most ways on paper, somehow doesn't have the appeal of Sky Jaguar. Sky Jaguar makes you want to try again and again, while 1942 somehow just gets a bit tedious. And it's no doubt better than Planet Smashers for the Atari 7800.

The review was a first draft; now it's complete. Because of ManekiNeko's comment, I was more specific about the CV/NES comparison.

What Opcode said brings up an interesting point- assume that the games he is and will release were released from 1984 to 1988. Assume that the prices were reasonable, and that they are as spectacular as the screenshots imply, and there were some of everything, including the RPG - also, let's say that Lord of the Dungeon had been released in 1983.

Would the NES have made it as big here, or would the CV have blocked it?

Jorpho
06-30-2004, 10:17 PM
Didn't Coleco, much like Atari, have some management problems? That is, wouldn't they have lasted a lot longer if they had actually managed to produce enough Cabbage Patch Kids so that everyone who wanted one could buy one instead of fighting with the other parents?

wberdan
07-01-2004, 05:19 AM
Over the years, with the rise of homebrewing projects, many ColecoVision fans had wondered if it was possible to put MSX games on a ColecoVision cartridge, or at least to use a module of some sort. Since the MSX and ColecoVision were very similar, except for memory (usually), this was not at all far-fetched. Unfortunately, nobody had succeeded...until now.



This statement is wrong, and I have a direct MSX port done by Steve Begin from Canada to prove it. He ported Lode Runner from the MSX game over a year before Sky Jaguar was released.

willie

Aswald
07-01-2004, 02:50 PM
Is it on cartridge? If so, maybe copies can be made!

How is the scrolling in Cosmo Fighter 3, and how does it compare to Sky Jaguar and Xevious? I have Cosmo Fighter 2 on cartridge.

opcode
07-01-2004, 04:31 PM
Is it on cartridge? If so, maybe copies can be made!

I was going to ask the same thing. I know Steve from my CV programing list but he never told us about Lode Runner...


How is the scrolling in Cosmo Fighter 3, and how does it compare to Sky Jaguar and Xevious? I have Cosmo Fighter 2 on cartridge.

Do you want to know if it is smooth? Well, I have the demo version of Cosmo Fighter 3 and it uses character scroll. You can download the demo here:

http://www.komkon.org/~dekogel/cosmo3.html

As I said before, there isn't a way to create smooth scrooling in the CV without major compromises. To be honest, I have been playing with the CV and MSX for so many years (decades) that I just got used to it.

Eduardo

Aswald
07-06-2004, 02:53 PM
Now THERE'S a surprise...it does not work here. I've tried it before, but, again, no luck. Bleah.

Actually, I was a bit curious about this game, as it was released at more or less the same time as Sky Jaguar. I have Cosmo Fighter 2 on cartridge, which really did surprise Mr. Kogel. Obviously, it was an illegal copy. Same with the copy of Kevtris I own.


What happens after you defeat the barbell-shaped Fortress the second time (scene 16)? I've never quite gotten that far. Do the enemies become more numerous, firing more often? Do they start mixing more often? Do Fortresses require more hits to destroy (they do not the second time around)?

I played 1942 again, reaching the Boss Bomber in level 27 or 26. Then, I played Sky Jaguar again. Somehow, the latter is just more fun to play; the former somehow gets tedious.

Aswald
10-13-2004, 03:10 PM
Well, let's try it again, here...