Spatter (Sega Arcade Review)
May 14, 2024 1 Comment
Spatter
aka Sanrin San-chan, aka Tricycle-San
Platform: Arcade
Released in December, 1984
Designed by Yoshiki Kawasaki
Published by Sega
Never Released in America* (See Caption Below)
Coin-Op Never Re-Released

*Yes, a newly developed port of Spatter was included in the second Genesis Mini, but technically that’s not the arcade game, and it doesn’t do much to help console owners anyway.
Sega threw their hat into the maze chase ring a few times with titles like Ali Baba and 40 Thieves, Congo Bongo, Pengo, etc. I figured I’d played all of them, but I was wrong. I’d never even heard of Spatter until my friend Dave said “you’re going to review Pac-Mania eventually, right? (UPDATE: Here’s my Pac-Mania review!) This is like a proof of concept for Pac-Mania.” Hey, I like Pac-Mania! So, I gave Spatter a try and actually, he’s right and wrong. He’s right in the sense that Spatter is one of the first maze chases that features a maze bigger than the screen itself. And he’s also right in the sense that Spatter is one of the first maze chases that offers players an unlimited dodge move. But, the similarities end there, because Spatter offers something most maze chase games don’t: unlimited knock-outs of your pursuers. And it’s so satisfying.
Spatter’s object is to grab all eight bouquets of flowers in each stage. As you do this, you’re pursued by chasers in go karts. You can’t jump just anywhere. There has to be a guardrail and not a solid wall. But, if there is a guardrail, Spatter’s incredible twist reveals itself: the jumping move is into the guardrail itself, causing it to bend in a cartoonish fashion. It works both offensively and defensively, and what’s truly bonkers is that it’s equally satisfying both ways. This is especially true if you dodge someone as you’re turning a corner, as it almost feels like cheating at a game of chicken. Hell, if you time it right while taking a corner, the rail will snap back like a rubber band and kill the guy in the oncoming lane. The enemies don’t exactly have the complex algorithms of Pac-Man ghosts. The karts chase you directly, but this is the rare maze chase that built around that, giving you means to dodge AND the instant gratification of bashing them off the road. It really is just as simple as doing a jump when they’re on the opposite side of you, and it has more OOMPH than most karate games from this era do.

Later stages have a lot more solid walls, like this section here. Also, the transparent roads were pretty spectacular as far as 1984 games go. At one point, Spatter was earmarked for Sega’s 3DS program, but it was cancelled because the game was too obscure. Um, hello? I know a way to take something out of obscurity: RE-RELEASE IT!
Mind you, the enemies respawn almost instantly. It’s a maze chase at the end of the day, and not every enemy can be defeated by the rail. A little green bomb robot and a bulldozer eventually enter the maze. The bulldozers are indestructible, but the bombs can be taken out by shoving boxes into them. Oh yea, there’s boxes, which contain bonus items that score you points. There’s a lot of bonus point opportunities, including tons of boxes on the playfield, points for quick completions, points for enemy knockout combos with the boxes, paper airplanes that fly in from outside the maze, and bonus rounds where Spatter temporarily becomes a 2D platformer where you have to avoid drops of water and climb up a series of ledges while collecting fruit. These were the weak links in the game and are so out of place that I wonder if this was originally the concept and they pivoted when they realized it wasn’t very fun. Or challenging, for that matter. I never once failed it. As you get deeper into the game’s 40 levels (which the level count includes the bonus stages), the stages still present plenty of bashing opportunities. I figured they’d up the challenge by eliminating them altogether. Instead, they space them out, but that only serves to increase the enjoyment. Seriously, why does nobody talk about this one?

If the water killed you instead of making you spin out, that’d be one thing. But even when I got hit multiple times, I still ultimately won, and usually quickly. My worst round still had 7 seconds remaining.
As much as I enjoyed the gameplay, I have to concede that Spatter has a massive problem with scoring balance and the risk/reward factor. Especially with the blocks, which score too little points to encourage using them, especially since they take too long to shatter after you kick them. I inadvertently doomed myself a lot more often than I killed enemies with them. There’s also too many points available in the bonus round for the meager challenge it presents. Giving these stages wrap-around screens nerfs the challenge completely. Part of me wonders if Spatter would have been better served removing the Pac-Man-like collecting aspect and instead turning the game into an entirely combat focused type of maze chase.

The paper airplane scores 2,000 points, which is only 1,600 less than you get for getting all the flowers in a level before the time bonus factors in. I wouldn’t know where to begin with balancing a game like this that has such a heavy emphasis on combat, but I know the bonus items are overvalued.
Then again, I did run through all the levels using the infinite lives dip switch and I never got bored with that, nor did I get bored when I limited myself to three lives and three bonus lives. The level design is never dull. In fact, there’s times where I was shocked by the game suddenly presenting a small box as the entire stage, and it was so exhilarating when it happened. Frankly, it’s because the engine is built around close calls, near misses, and great escapes. Even with dumb AI, Spatter soars because the maze designs are built around making that dumb AI work towards a greater good. Jeez, it’s such a shame Spatter got no love from their own developers, then or now. I’m stunned they even bothered with making it a +1 in the Genesis Mini II. Sega tends to re-release the same handful of famous games over and over again. Spatter is good enough to anchor a collection of their hidden gems, because it might be the shiniest of the bunch. Hell, let Nintendo remake it as a Mario Kart spin-off. It feels like kin anyway!
Verdict: YES!

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