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Who Shot Johnny Rock?By: The J Man
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I shoulda known the game was trouble when I saw the Sega CD logo stamped on the case like a lipstick kiss from a cheap hooker. I knew it was fulla FMV, and what can I say? I'ma sucker for tryin' ta find a good Sega CD game. But what I didn't expect, was a shootout. A shootout with the decks marked, the dices loaded, and the dealers more crooked than Lombard Street. And sure enough, the house was gonna win this one. I don't like the idea of writing "in character" reviews, and I suspect it would piss more people off than actually be helpful, so I'll stop the gumshoe talk right there. It is, however, a fitting intro for Who Shot Johnny Rock, an FMV shooter/period piece from American Laser Games. If you've heard of Crime Patrol or Mad Dog McCree, then you've heard of these guys, and you know this is their specialty. This particular FMV shooter takes place in a film noir story and places you as a 1920's private eye going up against the gangsters who... you'll never guess this one, really, you never will... shot Johnny Rock. The trouble is finding the one that actually did it, and the evidence is locked inside Johnny Rock's safe. (Johnny, by the way, is a Sinatra-esque Mafia-connected crooner with a posh mansion in the hills) Somehow, all of the major crime bosses in the city each have a piece of that safe's combination. It will be up to you to shoot your way through hordes of goons to get their boss to talk, while making sure you have enough money and ammunition along the way. This is an interesting concept, and it's really too bad that all the shooting sections are impossible to beat without "cheating."
The result is that the only possible way to play the game is to enter a scene and get shot by the first guy. You return to the scene with your crosshairs pointed where you know the first guy will appear from, and let loose until he pops his head out and dies. You'll then get shot by the second guy. You return to the scene, taking advantage of your foreknowledge of where the first and second goons are, allowing the third to reveal himself and shoot you. So on and so on. It becomes a game of Memory more than anything else, as you learn a new goon's position each time and add it to your growing list. I hope this is just a mistake in the port to Sega CD. Unfortunately, it seems like a limitation of having FMV. They only filmed one death sequence from one position, so the goon will have to get into that position before the game will allow him to die. Otherwise the two video clips wouldn't match up. It still doesn't explain why you aren't given at least a second to shoot him in that position, instead of having his aim be viciously true. Besides, the game certainly seems to apologize enough for the inconvenience - you'll have infinite continues, and the order of appearing goons will rarely change between lives, allowing you to memorize it. If you really want to, you can plow through the game pretty quickly and pretty easily on even the hardest level. You just won't have much fun doing it.
You can use either of the Genesis' light guns (Justifier or Menacer), the Sega mouse, or the regular control pad to make your way through the game. I don't think any of them will be at an advantage. The issue is not tracking or moving your crosshairs to a goon in time, it's the inhumanly small amount of time you're given to shoot them with any effect. The control pad smartly gives you buttons to hold down that speed up the movement of your crosshair by varying degrees (2x with the B button, 6x with C), so lining up your shot is never a real problem. The controller and mouse also give an advantage over the lightguns, by allowing you to accurately place your crosshair at the spot where a enemy will appear.
There are some neat little ideas in the game, I will admit. I like how your "lives" are tracked through money; get hit and you have to pay the doctor, don't have any left and you die. You can get more money by going to the casino and playing a randomly assigned "lucky number," or by completing a stage. I like the overhead map that allows some non-linear choices about where you want to go next. I even like the idea of a 1920's gumshoe shooter. But damn, I do not like the hit detection. It's as if they knew something was wrong and quickly gave you infinite continues as a chance to beat the game as it was rushed out the door. Even still, it feels like a mistake. It's a short game anyway, and just isn't much fun when you spend those six or so hours exclusively trying to remember the order bad guys appear in. Hopefully other ports pulled this off better. -reviewed 1/7/07 - game copyright 1994 American Laser Games, Inc.
"You make a nice stiff. A bad shot, but a nice stiff." - The Game's Creepy Undertaker |
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