|
Blogger Archive: noiseredux
[img width=480 height=640]http://i.imgur.com/quCwnl.jpg[/img]
Like many game collectors, I truly enjoy thumbing through pages of old gaming magazines. There's something really fun about putting yourself back into the context of the time when the magazine was published. This week I got Issue 91 of PSM in the mail as part of a trade. I was thrilled to open the sealed magazine for the first time since its publication in December of 2004. As such, I thought I'd share some key pages with you.
(Spoiler: PSM in 2004 definitely liked boobs. You've been warned! See you after the jump...)
Continue reading PSM: December 2004, Issue 91
[img width=480 height=640]http://i.imgur.com/xDHxbl.jpg[/img]
This month's Together Retro game club pick over at http://Racketboy.com was Zoop. Now let me guess -- you've heard of Zoop, but never played it. You vaguely remember a magazine ad for it, but aren't really sure what it is. Am I right? Probably. That's generally how it went. Zoop was a puzzle game released in 1995 and it was ported to just about every platform available at the time. It made its way to SNES, Genesis, Game Boy, Game Gear, PC, Mac, Saturn, Atari Jaguar and the PlayStation in an honest-to-goodness attempt at being the next Tetris. Indeed it was even marketing as "America's Largest Killer of Time!"
Perhaps what's more interesting about the game's place in history is that it was designed by a team called Hookstone. Though that name may not ring a bell, most of the members of Hookstone went on to form Mobius Entertainment, who you probably know better as Rockstar Leeds. That's right, the same team responsible for bringing Manhunt and the Grand Theft Auto series to the PSP had its humble beginnings in a simple puzzle game.
[img width=300 height=300]http://image.com.com/gamespot/images/bigboxshots/2/586002_70514_front.jpg[/img]
[img width=200 height=200]http://ui23.gamefaqs.com/1366/gfs_70514_1_1.jpg[/img] [img width=200 height=200]http://ui05.gamefaqs.com/1892/gfs_70514_2_1.jpg[/img]
Originally my plan was to play the Game Boy version, but I found it to be a bad idea. You see Zoop is all about a little triangle that's inside a big square. And all these multi-colored shapes are attempting to get in the square. But the triangle can turn into each color, and then take out like colored rows. Maybe you see where I'm going with this? Yeah, a game where color is important just isn't going to work so well on a monochrome system. So I soon decided that I'd pick up the PlayStation port instead. Some of my fellow Racketboy forum members actually played and enjoyed the GB port. Well, more power to them. Personally it just confused my eyes.
[img width=300 height=400]http://image.com.com/gamespot/images/bigboxshots/1/573801_46087_front.jpg[/img]
[img width=300 height=200]http://i.imgur.com/lG136l.jpg[/img] [img width=300 height=200]http://i.imgur.com/SYlK9.png[/img]
The PlayStation version was very good. At least I assume it would be just as good as any of the other console ports at the time (Jaguar, Saturn, etc.). The controls were responsive, the colors were vibrant and thanks to the newly implemented CD technology, the music was really great. I personally wasn't great at the game. In fact that's my high score in the picture up above there. But what was really nice about playing this month is that so many members got really into the game. It's really fun to go back and play a game with a bunch of people even though it's not handing out achievements or syncing trophies.
Truthfully, I lost interest in the game about halfway into the month. But in fairness, it was my birthday this month which means I got a lot of new games and all of them were begging for my attention. But that doesn't mean I wouldn't come back to this one. In fact Zoop certainly has a certain appeal to it. That kind of timeless replayability that makes games like Dr. Mario or Tetris so addicting. If you haven't played Zoop yet, you've really got no excuse. I guarantee you own one of the systems it's available for.
[img width=480 height=640]http://i.imgur.com/9w3kSl.jpg[/img]
Ever since I first started this blog, I have always wanted to offer things to readers. I've actually had various surprise projects in mind for quite some time. And finally the first finished one is here. I present to you all Mega Man: Game Boy Powered-up Levels!
[img width=250 height=400]http://i.imgur.com/P7B9n.jpg[/img] [img width=300 height=200]http://i.imgur.com/1p5Gpl.jpg[/img]
If you're not aware of Capcom's wonderful PSP release Mega Man: Powered Up, then you don't know what you're missing! It was an amazing remake of the original NES Mega Man title that uses a bit of a 2.5D perspective, a super-deformed character design and adds in lots of excellent flourishes that really add to the game while never losing what fans have loved since day one. However, the most remarkable thing about Powered Up (and the reason for this blog post) is the Construction Mode, which allows you to not only create your own levels, but also share them with friends.
This is where Game Boy Player Land comes in. You see I loved the creative possibilities of Powered Up. And considering it was this really unique and awesome portable recreation of a classic game, that still had this very retro feel to it I really started to draw parallels between it and some of the old Game Boy Mega Man games. And then it hit me: what if someone were to recreate some of those original Game Boy levels for play in Powered Up?
[img width=300 height=300]http://image.com.com/gamespot/images/bigboxshots/3/563283_28968_front.jpg[/img] [img width=200 height=200]http://ui25.gamefaqs.com/1496/gfs_28968_2_3.jpg[/img]
So that's exactly what we decided to do! Mega Man: Game Boy Powered-up Levels is a four-stage downloadable remake of the first four levels from the classic Game Boy release Mega Man: Dr. Wily's Revenge. Though the levels will all eventually be made available to download via the PSN servers, for now I've included all of the links and directions you'll need to download them right here.
The Levels
In order to play these levels you must own an official copy of Mega Man: Powered Up. The four levels are available via PSN. Simply search for these codes within the game's menu:
44645843-005 44645843-006 44645843-007 44645843-008
The Cover Art
As an added bonus, you can also download the printable artwork and make your own UMD case for Mega Man: Game Boy Powered-up Levels. The case looks awfully handsome sitting on your shelf rubbing elbows with the rest of your PSP collection!
http://www.megaupload.com/?d=C2B4IW16
Obviously we hope you enjoy these levels. Feel free to drop any and all feedback, and keep your eyes on the blog for other future projects like this.
*A huge thanks goes to the two recruited members of the GBPL dev team on this project. Although I came up with the idea and basically directed the project it was my good friend Flake who did all actual level design. And graphic designer extraordinaire sevin0seven is responsible for the amazing cover art.
There's a lot of talk right now about the new PS3 release of Mortal Kombat. And though I hate it when a game re-uses a title, rather than just being a proper sequel or spin-off, I have to say that everything I've heard about this new reboot of the series is rather exciting. I was a big fan of the original Mortal Kombat on the Genesis. Of course I was also fourteen years old at the time, so any game that came with a warning to parents and a "blood code" was going to be great in my book. Hindsight actually tells me that Mortal Kombat was a pretty lousy game. But hey, I'm not going to ask for the hours spent enjoying it back. In fact the second and third entries in the series actually turned out rather good. Enough so that I can still revisit those with no reservations. But sometime around the fourth, I just stopped caring. Or more precisely -- when the fourth game came out, I just stopped caring. I'm just not a big fan of 3D fighters, so any transition that a classic 2D game makes to 3D is going to feel suspect to me. It's funny, but true. I'm more prone to enjoy a 3D fighting game if it never originated in the 2D realm. Call me silly. I am what I am.
And that brings me to another point. I am what I am. And what I am is a total sucker for bonus discs. Now I don't mean like a demo disc tacked on and call it a day. I mean serious extra material. Stuff that makes your collection glow a little brighter. And although I'm not all that into Mortal Kombat: Deception or Mortal Kombat: Armageddon on the PS2, I am a bit of a fan of the premium editions released for each. You see strangely, the bonus discs and extra content actually seems to be a much bigger gift to fans of the series than either game can rightly claim to be.
[img width=300 height=400]http://i.imgur.com/eW0w4l.jpg[/img]
[img width=300 height=200]http://i.imgur.com/YVNTQl.jpg[/img] [img width=300 height=200]http://i.imgur.com/VZ5irl.jpg[/img]
Mortal Kombat: Deception's Premium Pack is actually a pretty cool package. Its outer cardboard box opens like a book and houses two DVD cases. The first disc houses the standard version of Deception, the better of the two Mortal Kombat titles we'll be discussing today. In fact, rumor has it that it's possibly the best 3D Mortal Kombat title to date. Of course, I don't know about all that. I just know that it has a similar feel to me as DOA: Hardcore, which is something I can deal with. Though I did find the addition of weapons a bit odd, and maybe reactionary to the success of the Soul Calibur series, I really can't say that I had any issues with Deception in the grand scheme of things. Sure it's missing that classic 2D feel that I grew up with, but as far as 3D sequels go, I could point to far worse examples.
Besides classic Arcade Mode, there's also a Konquest Mode which is a surprisingly good tutorial that's set up like an adventure. You must train and win fights based on certain goals -- all of which are there to help you learn the game. Really kind of a nice addition.
[img width=300 height=200]http://i.imgur.com/IRiBPl.jpg[/img] [img width=300 height=200]http://i.imgur.com/Wbyo8l.jpg[/img]
There are also several bonus games included with Deception. The first of which is a game entitled Chess Kombat, which is (in case you're really thick) a cross between Mortal Kombat and chess. To a certain degree, this could have been brilliant. It could have just been a game of chess using MK-style visuals -- a middle-finger to those who say that there is nothing cerebral about the series. But sadly, Midway dropped the ball on that idea. Instead they offer chess which requires you to then play actual MK battles in order to see which piece takes each square when colliding. Perhaps the strangest thing about this is that the battling is what ends up feeling tedious, as it breaks up the concentration of playing an actual game of chess. So although it's high-action, it tends to disrupt the strategic flow of what could have been a very cool looking chess game.
The next additional game is Puzzle Kombat, an unabashedly obvious rip-off of Capcom's Super Puzzle Fighter II which uses the same format of super-deformed characters duking it out via dropping gems. Sadly, Puzzle Kombat just does not have the same level of perfection. Instead, it comes off as a pretty sub-par puzzler, made only slightly fun by the fatalities at the end of each match. It's sluggish and stiff and really not a fun puzzle game, instead feeling like a bit of a chore to get through.
The bonus disc is really where Deception's Premium Pack shines, though. Even though I pointed out that the original Mortal Kombat is really not a great game (it's certainly the worst of the original trilogy), there's no denying its importance to 1990's arcade history. Unfortunately back when Midway released their Arcade Treasures collections on the PS2, the emulation for Mortal Kombat was a bit buggy. Though both the second and third games were included in Volume Two, the original MK was left off. As such, this Deception bonus disc is the only way to obtain the original Mortal Kombat on the PS2. And really, it's a rather good emulation. I have no idea what it was specifically that held back its release on Midway Arcade Treasures, but it is nice that Midway cared enough to get it right.
The disc also contains some nice video footage. Not only is there twenty-five video character bios, but there's also an interesting documentary on the entire Mortal Kombat series leading up to Deception. If you're a fan of the franchise, or just a video game history buff, then in many ways this documentary will mean more to you than the entirety of the first disc altogether.
[img width=300 height=400]http://i.imgur.com/9AKTol.jpg[/img]
[img width=300 height=200]http://i.imgur.com/wsmTOl.jpg[/img] [img width=300 height=200]http://i.imgur.com/AaI3bl.jpg[/img]
Mortal Kombat: Armageddon followed close on the heels of Deception. However it was widely panned as a major low-point for the series. This is major considering the existence of Sub-Zero Mythologies. As far as the fighting goes, it's somewhat similar to Deception, but just not quite right. It's hard to put a finger on, but it's just not as comfortable to play. And then there's the odd omission of Fatalities. Seriously.
Luckily the focus of this blog post is actually more about the extras in these editions. Much like the Premium Pack for Deception, the Premium Edition of Armageddon has a lot to offer. The limited edition packaging this time is a thin, metal casing similar to that of the Premium Edition of Final Fantasy XII. Konquest Mode makes its return from Deception, as does online play and even an addition of a Kreate-A-Fighter feature. Of course the value of all of this will rely heavily on how much you enjoy the game proper.
[img width=300 height=200]http://i.imgur.com/ZxTlGl.jpg[/img] [img width=300 height=200]http://i.imgur.com/ypy85l.jpg[/img]
The first bonus game on the first disc is Motor Kombat, a ridiculous Mario Kart clone. The game actually doesn't play too bad. And it offers up some nice graphics to be fair. But strangely, like Chess Kombat and Puzzle Kombat before it, Motor Kombat just feels slightly off and boring. The intentions are obviously good, and the effort is evident. But something is just not right, and instead of getting into each race you tend to loop around each track wondering when the game will finally give the sweet relief of ending.
Though the extras on Armageddon are far less in number than on Deception, the remaining ones on this set actually far outweigh the main game. Perhaps the biggest draw being the other bonus game on disc one: Ultimate Mortal Kombat 3. In truth, this game will probably give you far more enjoyment than Armaggedon. The roster is huge. The sprite work is great. It plays excellently -- oh, and this is the only way to obtain it on the PS2.
The bonus disc is somewhat anemic, however. It's actually a DVD rather than a PS2 DVD-ROM. And though it offers three bonus features, two of them are in regards to character "trading kards." The far more interesting inclusion is that of a documentary on the history of fatalities in the series. Here you get to hear many of the games' creators discuss the origins and making-of many of the franchise's favorite finishing movies. Babalities, Animalities, and so on -- they're all addressed. To a certain degree, this is my favorite part of this entire set.
Well, that was slightly exhaustive and yet I'm sure I've only scratched the surface. So what do you all think about these games, these editions, the series as a whole or the value of bonus discs? Remember: discussion is like exercise for our brains!
[img width=300 height=300]http://i.imgur.com/AiV4Gl.jpg[/img]
April's Together Retro game club pick at http://Racketboy.com was Deja Vu, a classic adventure game that goes back to the early Mac gaming days, and found a bit of a cult-following on the NES. It was later ported to the Game Boy Color, which is arguably the best version of the game out there. Not only are the graphics bright and the command interface refined, but the cartridge also features the lesser-known sequel as well.
[img width=200 height=200]http://i.imgur.com/JQXPt.jpg[/img] [img width=200 height=200]http://i.imgur.com/yesrw.jpg[/img]
As a fan of adventure games, I was really looking forward to playing my way through this one. The game borrows heavily from film noire, as you a hard boiled detective who wakes up in a bathroom stall with amnesia. And you don't know that you're a detective, but you feel like you've been drugged. It's up to you to piece this case together and figure out who you are. Sounds like fun, right? Well, not so much.
The problem is the utterly frustrating puzzle element of the game. Much of the puzzle solving in this game is completely infuriatingly unfair. So while the game isn't actually incredibly long, it can last much longer because you'll often need to start over due to some game-breaking situation. For instance in my first playthrough I was going from location to location via taxi cab. Each trip cost me 3 of my 20 coins. Eventually I got to a point where I was out of coins and couldn't leave the location I was at. I was stuck and irritated by the time a fellow forum member told me I could get more coins by gambing in the casino (back in the building I had started in). With this new knowledge I restarted my game. I went to the casino and gambled away all 20 of my coins in a slot machine. Turns out the slot machine on the left is a winner, but the one on the right is a loser. So I had to restart my game again.
So how much trial and error is too much? For me, Deja Vu was far too brutal. Too demanding. Too unfair. I think it's easy to write this off as a matter of "games were just harder back then," but I don't think that's the case. I tend to think that making the game so unfair was an attemt at making it last longer. I've played my way through some excellent adventure games like The Secret Of Monkey Island and Maniac Mansion, and although I may have found myself stumped at times, I never thought that the solution was completely arbitrary either.
But sadly I couldn't even finish Deja Vu, a relatively short game even when I used a FAQ. You see at the very end of the game you must ditch all of your incriminating evidence in a sewer before bringing your proof of innocense to the police department. But the computer wouldn't let me dispose of my gun. After days of trial and error and scouring the internet it came down to the fact that I had never shot open a certain cabinet. I had collected all of the proof I was supposed to, but I couldn't complete this game without shooting open a stupid cabinet. How exactly would anyone be expected to figure this out? Had they made it as far as I had, and seemed to have solved all of the amnesiac puzzles, how would they know they missed a cabinet that had to be shot open?
I was so disgusted that I just stopped playing. I didn't even care if I beat the game or not. And I was certainly not motivated to start up the second.
[img width=300 height=350]http://i.imgur.com/k825wl.jpg[/img]
The picture above is my personal Darkstalkers collection. It's a series that I have in the past several months become completely addicted to. My first introduction to the world of Darkstalkers was through Capcom Vs. SNK 2 where I started using Morrigan and realized that her move-set was so intuitive to me that I was just as good with her (or better) than I was with Chun-Li, who had been my standard fighter since Street Fighter II was released all those many years ago. After doing a bit of research (namely on http://HardCoreGaming101.net) I learned that Darkstalkers was essentially the coolest thing ever: a combination of Street Fighter style fighting and a horror movie theme. I was sold.
When I started collection PlayStation games again this year one of the first games I picked up was Darkstalkers 3 due to a deal I couldn't pass up. The game seemed totally brilliant to me. Using Morrigan, I zipped right through it -- continuing only once. I was now officially hooked. I picked up a copy of Darkstalkers Chronicles on PSP soon thereafter, and same thing. One sitting, one continue. Yes, this was definitely a series that I could connect to in a big way. I quickly started collecting all the releases for Sony consoles. As such, let's take a look at them all.
[img width=250 height=400]http://i.imgur.com/jxUoql.jpg[/img]
[img width=300 height=250]http://i.imgur.com/3YTvol.jpg[/img] [img width=300 height=250]http://i.imgur.com/Numdel.jpg[/img]
Darkstalkers: The Night Warriors was released for the original PlayStation pretty early in the console's lifetime. Note the longbox. Although there's some frustrating load times, the game is a pretty great arcade conversion. It looks fantastic with its huge 2D sprites, especially considering Sony's early plan to hype 3D as much as they could with their new system. Of note however is the insane difficulty of this one. The AI is incredibly brutal -- something that separates it from the other Darkstalkers releases. It's also worth noting that the Japanese version (titled Vampire) is worth considering as it features bonus music videos not present in the US release.
[img width=300 height=400]http://i.imgur.com/d5rrpl.jpg[/img]
Sadly the second Darkstalkers game wasn't released on the PlayStation. Though in 2005 Japan received a PS2 collection of all five of the Darkstalkers arcade games. Unfortunately for we import collectors, this game has a strange glitch that causes it to freeze up whenever a game is selected at the title screen. So unless you've got a Japanese console, the disc is entirely unplayable via normal import-loading methods.
[img width=300 height=300]http://image.com.com/gamespot/images/bigboxshots/6/197056_50240_front.jpg[/img]
[img width=300 height=250]http://i.imgur.com/gQQ24l.jpg[/img] [img width=300 height=250]http://i.imgur.com/Gk8Snl.jpg[/img]
Darkstalkers 3 is pretty much the finest example of the Darkstalkers experience on a home console. Though loading times are present, they're not game-killing. The graphics are gorgeous. The controls are flawless. Since first playing this one, it has become one of my all time favorite 2D fighting games ever. So certainly I've got a level of bias. But considering the fact that it can be had at a reasonable price on the aftermarket (as opposed to even the inferior first game) there's no reason that fans of the genre should overlook this one.
[img width=200 height=350]http://i.imgur.com/UjdoIl.jpg[/img]
[img width=300 height=200]http://i.imgur.com/I89hWl.jpg[/img] [img width=300 height=200]http://i.imgur.com/LLCWol.jpg[/img]
Darkstalkers Chronicles: The Chaos Tower was actually a launch-title for the PSP. Odd considering the lack of mainstream popularity for the series. The game is basically a mega-mix of the first three games. It incorporates all of the characters, moves and styles of each game into one big collection. Though the PSP interface isn't exactly meant for fighting games, this is actually a pretty great release for fans of the series. It looks great, and is certainly playable. An online option would have been a welcome addition though, and sadly the game wasn't exactly a big seller so a PSP sequel is unlikely.
[img width=200 height=350]http://i.imgur.com/dCD55.jpg[/img] [img width=200 height=350]http://i.imgur.com/6ArmN.jpg[/img]
Capcom released two UMD Videos exclusively through GameStop known as Night Warriors Darkstalkers Alpha and Omega. These are actually collections of the anime series that had originally been released on VHS. They look great, and add a bit of background to the characters. And considering their exclusivity through GameStop, they are actually a bit tricky to find these days. Definitely a cool collectible.
Although the Darkstalkers series seems slightly forgotten these days, many of the characters live on in other Capcom fighting games. The Capcom Vs. series has featured many of them (and this blog may touch upon that in the nearish future as well). But Darkstalkers still maintains a cult audience as well. There's a bounty of comic books, cartoons, soundtracks and figurines out there for collectors to delve into. Further proof of what a unique series it really was.
|
Posted on Apr 1st 2011 at 08:00:00 PM by ( noiseredux) Posted under PSP |
[img width=480 height=272]http://i.imgur.com/Gvzbu.png[/img]
I'm not really sure why people are so excited about the Nintendo 3DS. I mean, sure it's got some kind of built-in 3D feature. But really, that's not 3D. That's like looking into a window box. And window boxes are made by elementary school kids for science fairs. They're not exactly worth $300. On the other hand you can right now take your (homebrew enabled) PSP and add a simple plugin to it that would render your games in glorious 3D. And I'm not talking phony bologna Nintendo-3D either. I'm talking straight up red/blue glasses 3D. Check out these screens shots and ask yourself why anyone would want to spend triple-digits on a new handheld.
[img width=480 height=272]http://i.imgur.com/4cuaE.png[/img]
[img width=480 height=272]http://i.imgur.com/I00ru.png[/img]
[img width=480 height=272]http://i.imgur.com/Ye5bb.png[/img]
Read more about the plugin and download it here: http://blog.pspwizard.de/
If you're hip to the whole 3D thing then the chances are good that you already own a perfectly good pair of 3D glasses that came bundled with your copy of Contra: Legacy Of War.
[img width=300 height=300]http://i.imgur.com/dfi1Y.jpg[/img]
When Star Wars: Dark Forces was announced as March's game of the month for the Together Retro game club at http://Racketboy.com, I wasn't quite sure how to feel. On the one hand, I was excited at the prospect of trying out a game I had never had any experience with. Certainly it had attained its Greatest Hits package because enough people liked it. Right? And plus, I was back into the swing of seriously collecting PS1 games again. So it was a great excuse to snatch this one up. But on the other hand, I'm really not a Star Wars fan. I mean, I saw the original trilogy growing up. I certainly was aware of the license. But I was never all that into it either. So I've always avoided games based on it.
Upon first firing it up, I felt a bit of relief. The truth is that I don't have all that much experience with first person shooters. I did enjoy Wolfenstein 3D and Doom during the golden age of freeware. I loved the GBA Duke Nukem sequel. But for the most part my experience with the genre was limited. So imagine my comfort when I realized that Dark Forces was cut from the same mold as Doom.
[img width=300 height=200]http://i.imgur.com/bDI4f.jpg[/img] [img width=300 height=200]http://i.imgur.com/7PsN6.jpg[/img]
It should certainly be distinguished that Dark Forces is not quite a Doom-clone either. I mean obviously it borrows at least something from such an influential game, but it also adds a lot as well. The most impressive addition being the ability to freely look up and down, thus adding an extra layer of importance to the 3D environment.
The first few levels impressed me immensely. Even without being a Star Wars fan, there was a lot to enjoy here. The absolute high point for me with this game was the level design. Each level was amazingly well thought out and featured various puzzles or gimmicks that made them stand out. Whether it was dealing with the absence of light until getting a power generator running, or navigating through multi-level platformed mazes in a sewer, the game offered incredible levels to explore and enjoy.
[img width=300 height=200]http://i.imgur.com/MUKUO.jpg[/img] [img width=300 height=200]http://i.imgur.com/fsDuw.jpg[/img]
Unfortunately there was one major drawback to the game that completely derailed my progress: the lack of ability to save anywhere. You see, in Dark Forces you can only save your game after you beat a level. This might be fine in a game like Doom where you can shoot your way through a level in no time. But whereas Dark Forces concentrated so heavily on mission-based levels with puzzles and mazes and other various objectives, this really hurt things. At least for me.
After spending about an hour and a half making my way through a maze-like level one evening, it got to a point where I simply had to go to bed. So that was it. I had to just hit the power switch and lose ninety minutes of progress. The slightest thought of powering up my console to replay that same ninety minutes over again just enraged me. Especially if I wasn't able to complete the level before having some other real world thing to deal with. There was no way, man. No way.
[img width=221 height=166]http://i.imgur.com/OrEbp.jpg[/img]
So honestly much of the month was spent with that mindset. I'd pick up Dark Forces with the intention of making some more progress. But then I'd look at the clock and figure I best just play something else instead. I figured I just didn't have the time to devote to a single level like that. Considering many (probably more recent) games of this nature my let you save your progress as you go, I'd probably do better with them. Y'know making my way through a game in baby steps.
But that got me to thinking a bit about the whole concept. I mean, is it wrong to want your game to be so flexible? I couldn't help but think back to Resident Evil with its infuriating typerwriter ribbon save system. Now certainly I don't look back on Resident Evil with any disdain, but I will say that I was thrilled that saving was a far more easy and constant prospect by the time Resident Evil 4 was released. I'm also somewhat reminded of the save-state debate that's developed since the dawn of easily attainable ROM's via the internet. While we old timers might look down on the youngin's for "cheating" by using save-states, how many of us actually have time to handle all of our day-to-day adult responsibilities and keep replaying the same dungeon over and over again? (I'm looking at you Ice Palace).
I know I've gone off on a bit of tangent here. But I guess it's nice to know that even if I didn't get a chance to really get as much gameplay enjoyment out of Dark Forces as I may have wished, at least it caused me to do some thinking.
[img width=250 height=400]http://www.rfgeneration.com/images/games/U-095/bf/U-095-S-02950-A.jpg[/img]
If you've been following my blog for a while now, then it's no secret to you that I've become a pretty big fan of shmups. And when I'm collecting for a system, it becomes near impossible for me to pass any up at the right price. This means that constant trips to GameStop have resulted in some peculiar purchases. Y'know the old saying of judging books by their covers? I don't really buy into all that. I tend to know the sort of games that I enjoy. And I tend to believe that many game companies knew enough to market a lot of their games as such. If I see a shmup that has an anime witch with odd-colored hair and the screenshots boast bright pink or green bullets, then guess what? I'm probably gonna like it. But then there's a game like Platypus. I mean forget the cover -- just take a gander at that title: Platypus? Really?
[img width=300 height=200]http://i.imgur.com/SXS3J.jpg[/img] [img width=300 height=200]http://i.imgur.com/kH8fp.jpg[/img]
Platypus is a horizontal shmup that seems to draw inspiration from the Cute-em-up sub-sub-genre. To put it bluntly -- everything is made out of clay. It's sort of like Gradius meets Clay Fighter. Your ship has several power-ups to its main gun, and no secondary weapons. One interesting feature is that rather than lose your power-up at a death, instead there's a count-down timer on each power-up you collect. So while you may find one power-up more useful than another, it's also in your interest to keep grabbing new ones so as to not be demoted down to your standard shot.
[img width=300 height=200]http://i.imgur.com/BiBxX.jpg[/img] [img width=300 height=200]http://i.imgur.com/eGRO7.png[/img]
I'm not going to pretend that Platypus is some amazing hidden gem. It's not. It's basically a very so-so shmup. But it is at least unique in its presentation. And it boasts thirty levels, which means it will keep you busy for at least a bit. Perhaps more importantly, it's very cheap on the after-market. Basically you're getting into a just good shmup, but for the low premium why not? The visuals are at least interesting, which is at least saying something. The bit of searching I tried to do on the game's developer, Squashy Software seems to say that this is their only game so far (and it was released in 2006). I'd at least give them a chance to see what they do next considering their attempt at putting a unique visual spin on such a long-running genre.
Last month The Legend Of Zelda turned 25. And because of this every single retro-gaming related website ran a bunch of features related to the series. So I figured I'd wait for the celebration to die down and then get into it here. Or rather, I just got sidetracked and forgot to get around to it until now. Whatever. But the series is certainly important to me. And as such it's important to this blog. Seeing as how the blog started as a way to showcase lesser known Game Boy carts, it should be noted that my purchase of the Nintendo Game Boy Player attachment for the GameCube was based almost solely on the fact that doing so would suddenly mean that there were a pile of Zelda games that I could play on my TV. So let's take a look at all those Zelda games that found their way to a Game Boy handheld.
[img width=300 height=300]http://i.imgur.com/5f1me.jpg[/img]
[img width=300 height=200]http://i.imgur.com/OIo42.jpg[/img] [img width=300 height=200]http://i.imgur.com/GFkyv.jpg[/img]
The Legend Of Zelda was re-released as part of the Game Boy Advance's Classic NES series. That choice was certainly a no-brainer. The game is of course not only a high-point of the NES, but of gaming in general. It basically created an entire genre that meshed action with elements of role playing. The GBA port is excellent and cheap-n-easy to find on the after market. All GBA enthusiasts should have this one.
[img width=300 height=300]http://i.imgur.com/p8pWF.jpg[/img]
[img width=300 height=200]http://i.imgur.com/Lqh6u.jpg[/img] [img width=300 height=200]http://i.imgur.com/X9tpB.jpg[/img]
Surprisingly the sequel Zelda II: The Adventure Of Link also made it to the Classic NES line. Strange considering the phrase "black sheep" being almost synonymous with the game. Though for all the flack it receives, I'm a longtime fan of this one. The truth is, Adventure Of Link was actually my first Zelda game. I got it for my birthday soon after its release. At the time the first game was impossible to find in local toy stores, so this was my introduction to the series. Say what you will about it. There's a very unique and daring quest within. The GBA port is wonderfully faithful to the original, and considering it's probably the cheapest GB-related Zelda game to find in the wild, it's worth giving it a go even if you don't remember loving it the first time.
[img width=300 height=300]http://i.imgur.com/Ux34p.jpg[/img]
[img width=300 height=200]http://i.imgur.com/Gd0uD.jpg[/img] [img width=300 height=200]http://i.imgur.com/gW9Hm.jpg[/img]
A Link To The Past is my favorite game ever. So I'm totally biased when I say that everybody should own this game either in its original SNES form, or here on the GBA. It looks fantastic on a GBA SP screen, although suffers slightly from a few oddly annoying voice samples that were added to the re-release. They aren't nearly as overdone as in the GBA port of Super Mario Bros. 2 though.
The GBA re-release is also notable for including a bonus game, the brand new Four Swords which would be the first multi-player Zelda game. It recycled sprites from Link To The Past which was welcome artistically, but it was also somewhat of a burden to play. Sadly unlike its GameCube sequel, there's no single-player campaign on the GBA game. This means that some of us (me) who don't have local gamer friends with their own GBA's and copies of the game never got the chance to delve in to this one.
[img width=300 height=300]http://i.imgur.com/yTf8z.jpg[/img] [img width=300 height=300]http://i.imgur.com/Iq0hP.jpg[/img]
[img width=200 height=200]http://i.imgur.com/SxTRr.jpg[/img] [img width=200 height=200]http://i.imgur.com/NTPDb.jpg[/img]
Link's Awakening was released for the Game Boy in 1993, and was a total revelation. Although the GB's hardware was lesser than that of the NES, the graphics, gameplay and story of this one actually aligned with the SNES' Link To The Past. Playing the game on Game Boy hardware back then was stunning to say the least, as nobody realized that the handheld was capable of such things. Even to this day the title remains a cult-classic in the Zelda series, often considered the standard by which to judge all portable outings.
Link's Awakening received a Game Boy Color re-release in 1998 which adds to the game by giving it vibrant colors, an extra dungeon and even compatibility with the Game Boy Camera.
[img width=300 height=300]http://i.imgur.com/HTIiA.jpg[/img] [img width=300 height=300]http://i.imgur.com/ZWIWT.jpg[/img]
[img width=200 height=200]http://i.imgur.com/k1S90.jpg[/img] [img width=200 height=200]http://i.imgur.com/odgeL.jpg[/img]
Perhaps the two most overlooked titles in the official Zelda cannon, Oracle Of Ages and Oracle Of Seasons are the definition of ambition. What began as an attempt to port the original Legend Of Zelda to the NES somehow turned into an original game, then three games, and eventually scaled down to two games. The misconception among gamers seems to be that these are two takes on the same game -- like Pokemon Red and Blue. But that's not the case at all. The two Oracle games are completely different and original quests. One relies heavily on puzzles, the other on action. One toys with time, the other with nature. But each of them are remarkable little gems that should get a bit more attention than they do.
[img width=300 height=300]http://i.imgur.com/bvkrs.jpg[/img]
[img width=300 height=200]http://i.imgur.com/B9bFl.jpg[/img] [img width=300 height=200]http://i.imgur.com/GOLeF.jpg[/img]
Minish Cap would be the final Zelda game to come out on a GB handheld, and it's a solid affair. Admittedly it's the one that I've spent the least amount of time with as I personally got slightly bored with the shrinking and growing gimmick. However, I can certainly say that it's artistically great, borrowing heavily from A Link To The Past's art style and features some jaw-dropping visuals on the GBA. Fans of the heavy-puzzle side of the series will enjoy this one quite a bit, though the game's biggest criticism tends to be its brevity.
So there we have it -- the GB side of Zelda. What are your favorites and why?
[img width=250 height=400]http://i.imgur.com/vE7xo.jpg[/img]
As anyone who's been following this blog may have noticed, I've been spending an awful lot of time with my PSP lately. And for good reason. In a sense it's become one of the few outlets for developers to release what you might call "new retro" games. It's home to such throwbacks as Half-Minute Hero, remakes like the recently released Tactics Ogre: Let Us Cling Together, and retro compilations like the upcoming Final Fantasy IV release that will be packaged along with the previously download-only The After Years. Perhaps the system strikes a perfect balance of being just powerful enough to pull off old school games with an updated style. Or perhaps many developers realize that the PSP is a console overlooked enough to use it as a medium for experimentation.
Whatever it is, it's still an exciting time to be a fan of the handheld. True it may be on its last legs in a sense. But there's a rather impressive list of games coming out this year -- most of which on UMD -- that says that it may still have a chance at sticking around for a while. And if enough of us continue to buy UMD's then perhaps that physical media won't die out. At least not as quickly as the media seems to assume.
On a recent trip to my local used stores looking for cheap UMD's I stumbled upon Gunpey. The name alone caught my eye. Could it really be? "Originally created by the late Gunpei Yokoi..." read the back of the box. Yes, this is a title making reference to Gunpei Yokoi himself -- the sadly deceased genius who invented the Game Boy. And without hesitation I snatched this game up. It seemed far too cosmic. Something I absolutely must own. If the PSP has taken its place in my travels as thee portable gaming device to keep my attention, then any game that has such a strong connection to the Game Boy deserves to be played by me.
[img width=225 height=279]http://i.imgur.com/dxUSX.jpg[/img]
[img width=200 height=300]http://i.imgur.com/FnGH5.jpg[/img] [img width=200 height=300]http://i.imgur.com/EQJsw.jpg[/img]
After reading through the PSP game's manual, I could find no real answer as to how much Yokoi had to do with this game. So I was off to do some research. As it turns out Gunpey is actually a remake of a puzzler that Yokoi created for his original WonderSwan handheld. This of course was the portable console that he would create after leaving Nintendo, and it was a direct competition to the Game Boy that he had been responsible for creating. It, and its successor the WonderSwan Color would never leave Japan.
Basically Gunpey is a puzzle game in which you must take jagged pieces of angles arranged in blocks as part of a grid and connect them so that they reach from one side of the screen to the other. The result will look something like a graph before clearing.
[img width=300 height=200]http://i.imgur.com/AI4U9.jpg[/img] [img width=300 height=200]http://i.imgur.com/i7wFO.jpg[/img]
Gunpey on the PSP is exactly what it should be -- an updated version of the original. It plays just like the original, but yet features vibrant colors and lush trance-like music. It offers some unlockable content, such as new music and backgrounds and of course keeps track of your high scores. But really the game is little more than the simple, but challenging puzzle game that Yokoi came up with over a decade ago. To be fair Gunpey is not a classic. It does not have the sort of addictive quality that games like Tetris are best known for. But it is elegantly simple. It is challenging. It is a work out for your mind and fingers at the same time. It is completely conducive to a portable setting. And with that in mind, it is a perfect tribute to its creator. And a welcome addition to the PSP's library.
King Of Fighters 98 was the game chosen for February's Together Retro game club title over at http://Racketboy.com. Though I'm a fan of 2D fighting games, the King Of Fighters series always seemed tough to keep track of as far as I was concerned. And even after putting in plenty of time to research it for the month, it came across as no less daunting of a task. Even this particular entry in the series was released and re-released multiple times, often with alternate titles (KOF 98 is even titled 99 on the Dreamcast!). However, I did my best to wrap my brain around it and put together some thoughts for your amusement dear readers.
[img width=300 height=400]http://i.imgur.com/NFJ7I.jpg[/img]
[img width=300 height=200]http://i.imgur.com/iGtHE.jpg[/img] [img width=300 height=200]http://i.imgur.com/AcOXj.jpg[/img]
Because I've been heavily concentrating on collecting PS1 and PS2 games lately I decided to devote most of my playing to King Of Fighters 98: Ultimate Match. Though even then there was a decision about which PS2 version to buy seeing as how KOF 98 was also featured on a compilation disc called King Of Fighters: Orochi Saga. In the end I chose Ultimate Match based mostly on the fact that I could find the game for a bit cheaper, it apparently contained more characters, and it included a nice KOF poster and bonus DVD. I'm a total sucker for "extras."
I have played a fair share of SNK fighters in the past -- namely Fatal Fury -- but all in all, I'm a lot more familiar and comfortable with Capcom fighting games. As it turned out King Of Fighters 98 played completely differently. The biggest thing for me to get used to was using three fighters out of a pool of characters that I really wasn't familiar with. This proved to be an especially daunting task to me, as I was used to the concept of choosing one character and familiarizing myself with their moves by experiencing lots of fights as them. Instead I was forced to pick three fighters from a huge roster and try to grasp how to use each.
[img width=100 height=100]http://i.imgur.com/VcjSo.png[/img] [img width=100 height=100]http://i.imgur.com/u5E1P.png[/img] [img width=100 height=100]http://i.imgur.com/uQOef.png[/img]
The team that I created is pictured above. First I chose Terry Bogard, based totally on the fact that he was who I often used in Fatal Fury so I was pretty familiar with his moves. Then I chose Mai, because she's fast and has a rather fan favorite animation. And then finally I chose Choi because well... he reminds me of Freddy Krueger. Terry is pretty good. Mai is definitely awesome. And Choi is mostly crappy but fast. So whatever.
I'm still not really sure if the fighting system is just too deep for me, or if the AI is too cheap for me, or if years of Capcom fighters have just left me a total idiot when it comes to any other fighting system, but I just could not seem to make it far in King Of Fighters 98. Generally I'd do really well for one or two fights, but by the third I was just getting completely destroyed. But what's odd is that I didn't find it to be a fun challenge. Instead I just found it annoying. Perhaps a big problem is that I could never quite find a third fighter to get good at. Though Choi was usable, I wasn't great with him. So really I was hoping to beat all three opponents with just Terry and Mai.
Though I didn't love the game itself, I am still impressed with the wonderful graphics. All of the fighters are just drenched with character. It's all so very SNK. Also playing the game to the point of aggravation did unintentionally re-kindle my love of Capcom Vs SNK 2. In fact, I even started using Mai in that game -- adding her to my team of Morrigan and Chun-Li. Oh and speaking of Chun-Li, I was using her Street Fighter II anniversary fighting pad to play the game, which did lend a level of comfort.
[img width=300 height=400]http://i.imgur.com/q5Vss.jpg[/img]
There's no denying that the Game Boy -- and handhelds in general -- are well-suited for puzzle games. The portable nature of a handheld system just seems so perfect for the quick burst of playing that most puzzle games demand. And yet there are two puzzle games for the original Game Boy that I never seem to hear too much about. Which is, err... puzzling seeing as how they're both brilliant little cartridges.
[img width=300 height=300]http://i.imgur.com/5qQ8X.jpg[/img]
[img width=200 height=200]http://i.imgur.com/vuoDY.jpg[/img] [img width=200 height=200]http://i.imgur.com/14Pg1.jpg[/img]
Puzzle Boy first came to the US in 1990 under the new title Kwirk. Developed by Atlus, the titular Puzzle Boy was a potato in his birthplace, Japan. However when he made his way oversees new publisher Acclaim decided that a walking potato was far too strange for US gamers. So they made the natural decision to change Puzzle Boy to a walking tomato. With sunglasses. Named Kwirk.
Kwirk is a fantastic puzzle game. It is simple and elegant and challenging without being infuriating. It's the sort of game that teaches you how to play it without ever being condescending. Instead the game slowly ramps up its difficulty, introducing new elements which will slowly cause you to continue to think outside the box until you "get it."
The basic premise is this: you are a tomato. You arrive in one part of a room, and need to get to the exit. In order to do so you will need to push some objects out of your way. It's so incredibly basic, yet just amazingly well put together. It's the sort of game that is generally overlooked (maybe because of the silly box art?) and yet once you sit down with it you can blow an afternoon on it without even realizing it. This isn't a puzzle game of hand-eye coordination like Tetris though. This is a logic puzzle game. A real chin-stroker.
[img width=300 height=300]http://i.imgur.com/r4Ev7.jpg[/img]
[img width=200 height=200]http://i.imgur.com/JWQUU.jpg[/img] [img width=200 height=200]http://i.imgur.com/f711q.jpg[/img]
When it came time to bring Puzzle Boy II to the US, Atlus decided to do it themselves. They ditched the Acclaim-branded redesign in favor of their original potato. However since there was no game called Puzzle Boy in the US, they opted to give this one a new title -- Amazing Tater. The decision to not call the game Kwirk II tends to make the connection between these two games fuzzy in most gamers' memories. In fact what Amazing Tater is most well-known for nowadays is being a rare game published by Atlus. Indeed, it is one of the more sought-after and expensive Game Boy carts on the aftermarket.
To say that Amazing Tater is "more of the same" might sound like a put-down, but in fact this is a good thing. The formula that had been so perfected in Kwirk is still in place, and really doesn't need to be tweaked too much. Really any fans of the original game are going to want only one thing after completing it -- more puzzles. And that's exactly what this is. Although it goes for far more money than the first game, most fans will want them both. And once you sit down with either for an extended period of time, you'll understand exactly why that is.
[img width=400 height=300]http://i.imgur.com/ocrEA.jpg[/img]
[img width=300 height=250]http://i.imgur.com/slh9M.jpg[/img] [img width=300 height=250]http://i.imgur.com/WzGxt.jpg[/img]
Mega Man X was one of my absolute favorite SNES games. I don't think there's much need to explain that really. It successfully took everything awesome about the NES games and actually made it feel futuristic with its new 16-bit appearance. It introduced a highly detailed Mega Man, now known as X (duh) who not only looked awesome but who could now cling to walls, do a fast dash, and maybe most importantly could throw a Hadoken fireball. For these reasons, and many others Mega Man X remained a staple of my SNES-playing for a very long time. And when the Mega Man X Collection was released for Playstation 2 and GameCube, I was sure to seek out a copy immediately.
But what's interesting is that although many sequels of varying quality were released as part of the X series, the original and wonderful Mega Man X was never forgotten. Instead, it received two re-releases on portable consoles. Both of which were complete reinventions of the game, made to re-imagine the game with the actual handheld hardware in mind.
[img width=300 height=300]http://i.imgur.com/gU48e.jpg[/img]
[img width=200 height=200]http://i.imgur.com/Bp8A1.jpg[/img] [img width=200 height=200]http://i.imgur.com/Sjkn8.jpg[/img] [img width=200 height=200]http://i.imgur.com/Ewhb8.jpg[/img]
Mega Man Xtreme was released in 2001 for the Game Boy Color. It was the first of two Xtreme games released for the GBC that year. However where the second game was a completely original title that took full use of the GBC's new upgraded hardware, the first game was actually a backwards compatible GBC cart. This meant that although it was colorized, it still ran on the more primitive Game Boy hardware as well. Knowing this reveals just how impressive this demake really is. Essentially this a port of a SNES game to hardware less capable than the NES. Though the resolution is surely lower, the game really looks as good, or better than most NES Mega Man titles. The controls are a bit of a mixed bag, as they are sufficient, but certainly not as smooth as the SNES original.
In fairness it should be pointed out that this is not an apples-for-apples conversion of Mega Man X. Although it's very closely based on the original game, it also used bits and pieces of X2 along with a mish-mash of music. In theory it's actually a bit similar to the Game Boy Mega Man games that would combine bits from several of the NES releases to make a new game. Extras include unlockable levels and characters, which definitely add to the merits of another playthrough for fans of the X series. Though it's far from perfect, it's really a damn fine 8-bit portable Mega Man. Maybe it shouldn't be remembered quite as fondly as say the Game Boy's Mega Man V, but it certainly should not be forgotten either.
[img width=250 height=400]http://i.imgur.com/1mFfu.jpg[/img]
[img width=300 height=200]http://i.imgur.com/kuEHe.jpg[/img] [img width=300 height=200]http://i.imgur.com/hqRjO.jpg[/img]
Five years later Capcom released another remake, Mega Man X: Maverick Hunter for the PSP. Unlike the toned down version on the GBC, this one would be completely rebuilt from the ground up to show off the capabilities of the PSP and see what the game would have looked like had it been released all these years later. The game features polygons instead of sprites, full dialogue instead of text boxes, and the addition of anime cutscenes to help the story's momentum. And although none of these new features seem necessary, the game continues to grow on me.
For instance, though I'll always prefer sprites over polygons, I can't help but be a bit taken aback by the intricate details that were put into the backgrounds. Though spoken dialogue can be a drag, it is kind of fun to hear these back-and-forth's betwixt X and his enemies. And to be totally honest, the anime scenes are really quite beautiful. Though I won't for a second say that I would prefer the PSP version over the original SNES game, I can certainly recommend it for fans of the series looking for a new and interesting way to experience it. Although I assume the real target demographic were younger gamers who may not have the same fondness for 2D sprites.
[img width=300 height=300]http://i.imgur.com/2vROt.jpg[/img]
The Together Retro game club at http://Racketboy.com spent January playing through Riviera: The Promised Land, which gave me an excuse to finally put some serious time into the GBA version which had been sitting on my shelf collecting dust for far too long. First: a bit of history. Riviera is the first title in a five-game series collectively referred to as Dept. Heaven. So far only the second (Yggdra Union) and fourth (Knights In The Nightmare) entries in the series have been released alongside this one.
Riviera was developed by Sting Entertainment, who are well-known for creating interesting mash-ups of genres, especially within the Dept. Heaven games. Although it's easiest to refer to Riviera as an RPG, there's actually a lot of other elements that are also present from other genres. The game also plays against the confines of the stereotypical RPG conventions. The biggest difference is that there is very little flexibility to the progression of the story. The plot is extremely linear, and feels a bit closer to a Choose-Your-Own-Adventure than a Final Fantasy. Though in a sense there's a certain simplicity to Riviera that's akin to the infamous SNES release Final Fantasy: Mystic Quest. Though whereas Mystic Quest's goal in being basic was to act as a gateway to more complicated RPG's, Riviera tends to use restrictions to focus on really thinking ahead. For instance you can bring three characters into battle, but you can only bring four items including weapons. If you want to bring a healing item or something other than a weapon, then an option may be to have two characters learn to use the same weapon, though all items including weapons have a limited number of uses. These sort of gameplay restrictions can be either awesomely challenging or extremely frustrating, depending on which camp you're in.
(Note: some content after the jump may be considered slightly NSFW. You've been warned.)
Continue reading Riviera: The Promised Land
|
|
|
|
Database Search
|
Site Statistics
Total Games:
|
150715
|
Total Hardware:
|
11180
|
Total Scans:
|
184246
|
Total Screenshots:
|
83336
|
[More Stats] |
|
Our Friends
|
Updated Entries
(PS4)
(PS4)
(SW)
(SW)
(SW)
(XOne)
(XOne)
(SW) |
Updated Collections
|
New Forum Topics
|
New on the Blogs
|
Nielsen's Favorite Articles
|
|
|
|