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LIBERTY
Created: 1662487541 (2022-09-06T18:05:41Z), Updated: 1678477766 (2023-03-10T19:49:26Z), 1720 words, ~7 minutes
Tags: review, japanese, cocktail soft, eroge, breakout
I should really stop doing this. One day I was looking at a random PC98 CG dump,
and found something that caught my attention: LIBERTY (リバティー) from
カクテルソフト (Cocktail Soft). In retrospective, I have no idea what was it,
other than how would an eroge breakout game look like. I got the game, then spent
the next two days or so trying to run this thing. I mean, I just threw the .fdi
file at NP2, and it worked, but there were a few problems.
First, the game auto advances text, which is bad news for my crappy nip
knowledge. Second, just like any old game, game speed depends on the CPU speed,
and down the rabbit hole I go. Looking at the official
information, it needs PC9801V or later, which should mean
around 8-10MHz according to wikipedia. Tried that, now the
game sometimes ran too fast, sometimes too slow... After fucking around with NP2
for a while, I switched to DOSBox-X, as it had built-in video recording and save
states, so I could go back without restarting from the beginning (this game has
no saves). There's a lengthy tutorial on PC98 in DOSBox-X, but
all you really need is machine=pc98
and instead of IMGMOUNT
you need to boot
directly from the FDI file, as it contains no filesystem: BOOT LIBERTY.FDI
.
About the speed, I gave up, and just went with 750 cycles which should mean
something around 8MHz. Yes, it sucks, but at this point I stopped caring.
[sdl]
output=openglpp
[dosbox]
startbanner=false
machine=pc98
quit warning=false
[cpu]
cycles = fixed 750
[autoexec]
BOOT LIBERTY.FDI
With that DOSBox-X config, it's ready to go. Onto the intro!
Story#
Now, this was recorded with the default emulation speed, it's a bit fast,
especially the part with the heroines' introduction. But you can pause the
video, and this way it's shorter, so fewer megabytes I have to waste here. Anyway
the TL;DR of the story is that you're somewhere in the future (I guess), there
are environmental problems, but a dome takes care of it, but it's going to break
down sooner or later. This is all packaged into a nice as you know talk
between you (リュウ/Ryuu) and your bitch girlfriend (called ミキ/Miki, which
I somewhy always misread as kimi...), when someone suddenly kidnaps her! She's
taken to the バビロン・タワー (Babylon Tower), which is known to kidnap
beautiful girls and so far no-one who went after them returned alive. But that
doesn't stop our super brave hero, he will go and stare death in the face,
without a flinch! DiD (no, not this one, you pervert, but at
least we're going to the hell together) rescue mission,
here I come!
Gameplay#
After the intro, we get to the gameplay. There are 4 enemies in the game, メガイラ (Megaera), ティシフォン (Tisiphone?), アレクト (Alekto), and モイラ (Moira). After finishing the ancient Greek mythology practice (I hate when they do this, figuring out what these names mean are worse those kanji clusterfucks), game itself is pretty standard breakout, 5 rounds per girls (with a boss at the last round), a small amount of story and repeat. There are various powerups you can collect, but I couldn't figure out what they do besides the red one, which gives you small rockets you can launch from the sides of the paddle... also a bit of OP. When you clear a level, you will be rewarded with a CG, with the girl having less clothes with every new round. So, a strip game basically.
Now the bad parts. You control the paddle with numpad 4 and 6, arrows doesn't work. Neither does the mouse, and of course the keyboard control is too sensitive except when it's too slow. Now, according to this fine page, you can press 5 to speed up the paddle, but to be honest, I don't think I could press it even a single time when I needed it. Maybe I'm just too used to the DX-Ball 2 goodness. And the collision boxes, they're all over the place. If the ball hits the side of the paddle, it just goes through and you lose. But if an enemy projectile gets in the half paddle length vicinity of your paddle, it hits it. Fuck you. As you can see in the video, every level has two of these bigger boxes, you have to hit them ridiculous amounts of times, and they produce various things of annoying projectiles that depending on the level either speed into your paddle, or they just wander around randomly. If one of these things hits your paddle, it will start blinking. If one hits again, it starts blinking more rapidly. Get hit a third time, and the paddle is destroyed. And if you're playing on slower CPU speeds, their AI can be a real CPU hog, which means the game slows down as they spawn and then suddenly it speeds up as you destroy them. Fucking annoying, and this is probably why you shouldn't set your cycles too low. A fast game is hard, a game that randomly switches between slow and fast is ever harder.
Oh, and there are many not destroyable bricks. You don't have to destroy them, but you have to destroy everything else, and the ball speeds up pretty fast, getting the last few bricks in tricky places can be pure RNG, and you can easily waste several lives on the last few bricks. (DX-Ball 2 has a cool feature that if you hit no destroyable brick for a time, it converts all bricks to destroyable. No such luxury here, just an insanely fast ball). Actually, the video you see above is can be considered extremely lucky, it's easy to end up with only the yellow bricks above the black ones remaining, and good lock hitting them with the rudimentary controls you have. Fortunately, if you die, you can retry from the current round, but your score will be reset not that it matters anywhere in the game. Sometimes you can keep the rockets, sometimes you lose it, actually I'm not sure whether this is a bug or feature.
At the end of every fifth round, there is a boss fight, where some creature
appears, that moves around, shoots projectiles at you and generally needs a
fuckton of hits to kill. At this point, having the rocket powerup is practically
a necessity, because otherwise it will take ages until the randomly bouncing
ball hits it enough times.
Kill the four bosses, and you reach the ending, which is going to be as clichéd
as you can expect. You also get a
"To be continued In ’89 Winter" message at the end,
but I'm not really sure what they meant by this, since the game was released in
'89 winter. But anyway, as far as I can tell, they haven't released a sequel
since, and if they haven't done it in the last more than 30 years, I doubt they
will do anytime. Not like it's a huge literary loss.
Oh, and one final thing, but I'll have to spoil the ending for that. At the end it's revealed with all these kidnappings and trials, they were just trying to find a hero who is strong and <insert 2837 other positive traits here> enough to save the world. So something like a not evil, just misunderstood... but the question is, what happened to all the girls who were rumored to be sold into slavery and all the guys who never got out alive? Did they kill them? Are they keeping them in an underground sex slave dungeon? Cleared their memories and returned to the normal world? What happened to my fucking mouse?!
H#
You might be asking, what about the H scenes? Well, it's not much to talk about, the game itself is 18+, but all this means is some CGs with naked women:
some moans like this:
あッ、あッ、あッ‥‥‥い、いいわ、いいわよ‥‥‥きて、きて、早く‥‥‥あッ、ダメ、もう我慢できな‥‥‥
and that's about it. The actual sex is only heavily implied. Just add a magic light shaft above her nipples (her pussy is already barbie doll anatomy), and it would sell as a 15+ game.
Graphics#
This is the part where I might be biased, but I love PC98 era graphics. You're past the point where you have 4 colors and ridiculously low resolutions, where it's humanly impossible to draw anything but the most simple objects that remotely reserves the original, yet it's still challenging to draw something good, and pixels still have meaning. Not 8K garbage with 10-bit color channels, that somehow still end up looking much worse.
And animations. Just look at the intro video, around 0:10, and 1:15. Their eyes are blinking! It has "lip-sync"! (Well, it's more like lip movement, since there's no voice acting, but you get the idea.) And that 3 frame animation as he extends his arm towards her... Even many VNs made today don't have stuff like this.
Conclusion#
If this game would be released today, I'd say it's a typical game jam game. It has some rudimentary gameplay, some basic story and chiptune music... actually the CG is what sets this game above that level. But of course, we're writing 1989 when this game was released, possibilities were different... Still, it doesn't excuse the gameplay problems and the flat story. Overall, it's just a breakout clone with some extra eye-candy. If you want a good breakout game, get DX-Ball 2, or heck, even LBreakout2 if you don't want to pay/pirate. They don't have those boss levels, though.
Also, price. According to the official site, it was 7480 JPY. Seriously, WTF? I'd had to kill myself if I had paid so much money for this crap. You can buy a 50-hour long VN for that price, or an RPG that will keep you entertained for many hours. This game? 1-2 hours. This should be a couple hundred 円 game.
Extra#
According to this review, the game was originally introduced in テクノポリス89年12月号 (Technopolis 1989/12). Fortunately, someone scanned it and uploaded it to archive.org, so you can view it in all its glory, on the bottom of page 88:
Yes, they included almost every CG worth looking at...
A review of the PC-88 version. The graphics look the same, but conversations look color-coded. In the PC-98, only the clicks have a bit different tone.