Why Game? 1 - TextFiles.com
Why Game? 1 - TextFiles.com
Why Game? 1 - TextFiles.com
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ought to our lazy and hot summers of 1986,<br />
shared with many friends, in search of all pos-<br />
sible secrets that Bubble Bobble could offer us.<br />
So, let’s examine the other side of the coin.<br />
PART 2: ESCAPE FROM THE HIVE, ONCE<br />
AND FOR ALL<br />
Raimais is one of the most peculiar and<br />
intriguing Pac-Man clones around. Winter 1988.<br />
I can clearly remember the order of games on<br />
the second floor, after the pool tables. The cabs<br />
started from the window side, which looked out<br />
over a covered gallery, facing south. There were<br />
four cabs - Contra, Raimais, Black Tiger, Double<br />
Dragon - then two cabs, Pac-Man Jr. and Side<br />
Arms - and then Wonder Boy, Wonder Boy in<br />
Monster Land and 1943: The Battle of Midway.<br />
I could write an entire book on that room<br />
alone, but for the moment, because I’m in a<br />
Taito frenzy, I will focus on Raimais. I don’t<br />
know what the hell the title means, however,<br />
I know what it’s all about. Picture the future,<br />
Akira-style. You are a young woman who has<br />
been enslaved by a mad scientist, and the only<br />
hope of survival for you and your imprisoned<br />
brother is to escape from the Hive.<br />
In order to escape from the mad profes-<br />
sor’s clutches, you have to clear a sequence of<br />
labyrinths of their dots and then choose which<br />
cell of the hive to work on next. Every once in a<br />
while (depending on which pattern you choose)<br />
you have to fight giant insect mechas, because<br />
the mad professor wants you to stay safe and<br />
warm in his gigantic prison to study you for his<br />
94 The <strong>Game</strong>r’s Quarter Issue #3<br />
experiments.<br />
You clearly disagree with his wishes, so the<br />
journey begins.<br />
Raimais was really loved by the girls, to my<br />
memory. I don’t know why, and I don’t remem-<br />
ber girls loving Pac-Man, but I do remember me<br />
loving this one girl, at least ten years older than<br />
I, who was an absolute Raimais genius. Person-<br />
ally I am a disaster with maze games, and I<br />
would surely never have escaped from the hive.<br />
But she did it all the time, and she liked that I<br />
showed her attention. I still know her after al-<br />
most 20 years; she owns the gym that took the<br />
place of the old arcade.<br />
I don’t love her anymore, of course. But I<br />
loved her when I was a kid. I loved her grace<br />
- her hypnotic precision in playing Raimais. Rai-<br />
mais, in my personal opinion, is the best maze<br />
game around.<br />
Let’s start from the OST: Masahiko Takaki,<br />
known as MAR, and obviously a Zuntata mem-<br />
ber, did a terrific job. It’s impossible not to<br />
be enthralled by the hypnotic main theme he<br />
<strong>com</strong>posed for the game, or by the majestic boss<br />
battle theme.<br />
In hands other than Taito’s, this would<br />
have been a “kill them all!” theme. It is not; as<br />
Taito always had a passion for building <strong>com</strong>-<br />
plete worlds behind a game. Vision, Conception,<br />
Organization: these are the three main ideas<br />
behind Taito’s design style, as stated in most of<br />
Zuntata’s booklets. I suppose they mean some-<br />
thing like, “we decide to make a game with a<br />
given argument, then develop the game concept<br />
with this vision in mind, then we organize vari-<br />
ous aspects to make it worthwhile.”<br />
Well, the strength of Raimais is this:<br />
Pac-Man with various power-ups, the ability to<br />
choose your path (like Darius), a great sci-fi de-<br />
sign, a cool plot and an atmospheric soundtrack.<br />
Add a cute girl that can play the game to<br />
perfection, a young kid who easily falls in love,<br />
and mix them together for a perfect scenario. I<br />
remember that I usually spent my time silently<br />
watching her play, looking at her cute, expres-<br />
sionless face showing a singular focus on her