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Mac Monday: Caster


While the Mac gaming market seems to bear a preponderance of puzzle/hidden object titles, there are still a few gems that pop up now and again to reward the faithful. Enter: Caster, from Elecorn. Caster is an action shooter that features a pretty effective sense of speed and a VERY effective induction of simulation sickness. This may be the title that finally forces me to test whether or not ginger or dramamine will work to combat the apparent-motion-related nausea that this game causes, because I enjoyed playing it enough that I may want to purchase it. Why? Read on!



To begin, Caster puts the player in control of a character that, out of the corner of your eye, will remind you of Megaman. He's got the two-toned blue costume, the beam weapon on one hand, and defeated enemies drop energy balls. In fact, if you wanted to call this game Megaman 3D, I'd be okay with that.

This game is mission-based, and drops the character upon a variety of different playing fields, generally open grasslands dotted with trees, deep pits, and trees. In each of these locations a different mission objective awaits; sometimes you're called upon to retrieve a given number of energy balls, which confer different effects, sometimes you have to "heal" various trees that are sickly, sometimes you need to eliminate all enemies.

The enemies come in a range of shapes and behaviors, and all are challenging in different ways. Collectively, these alien creatures are known as the Flanx. This is not an accidental naming fluke. These critters do a good job of herding the player into harm's way. The first Flanx you encounter are flealike bugs that simply run at you, causing damage upon impact. Other Flanx take the form of Super Fleas that, when shot, jump over your character and strafe him from the sky before they land. Yet other enemies fire seeking missiles that lock on to your current position and can only be escaped by moving out of their considerable range. All of these creatures are a lot of fun to fight, and even at normal difficulty proffer a worthwhile challenge.

Mitigating the threat posed by the Flanx are the capabilities of your character. First, there's your standard-issue blaster. Called the Pulse, it's a single-shot gun, and does normal damage. When defeated, enemies drop energy balls, which can be collected as the in-game currency. More on this in a bit.

The next thing about Not-Megaman (N-M) is his speed. WASD controls movement, but double-tapping-and-holding a directional key causes the caracter to Dash in that direction, which is useful not only for covering ground, but to evade attack or literally run rings around enemies. The same basic mechanic allows N-M to perform a double-jump-ike maneuver, where he'll blast into the air, from which he can fire at enemy targets below. The Dash and Super Jump can also be upgraded.


There's a great many upgrades to be had, and each successive point costs more than the one before it. For example, to upgrade the Dash once is 500c, but upgrading a second time will be 750c, etc. Other upgrades include Pickup Distance, which draws energy balls to N-M as though he were a magnet, rather than his having to run over to them; Shield, which affects how many hits N-M can take; the aforementioned Super Jump and Dash (which, at higher levels, allows N-M to run over water without sinking, and straight up sheer cliffs); and various weapon upgrades.


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