Was the Wii U’s best feature being able to take it with you to the bathroom?
Ah the Wii, the system that made me swing wildly at my friends and feel fat and out of shape.
Randy tells us or trolls us depending on how you look at it with his story of acquiring his NES Classic Edition.
Did you know there is a adult parody for almost anything that is popular? We found that our in this story of Nintendo purchasing the rights to Super Hornio Brothers after the Super Mario Bros movie bombed in the theaters and while doing so Randy informed J.A. about the Pokemon adult parody called Strokemon.
J.A. and Randy figure out how to solve all the problems with the various police departments across the nation, get them playing games like Police Trainer and the FMV version of COPS and only let the best of the best get back on the street.
We also talk about sleep away camp and going away for 6 to 8 weeks at a time with no video games or phones and does that mean your parents regret having you.
Capcom bows to SJW’s again by censoring Cammy’s nipples in Street Fighter V and for the life of us we can’t figure out why.
We learned after the failure of the Super Mario Bros movie, Nintendo purchased the rights to an adult movie parody called Super Hornio Brothers and while on the subject Randy introduced J.A. to the Pokémon adult parody Strokemon and the horribly disturbing Pikachu makeup they made for one of the atresses of the film.
With the release of the Justice League Trailer we had to dive into that and geek out on how awesome it was and wonder if finally, DC will give Marvel a run in the comic book movie business and finally, we talked about the loyalty reward fiasco going on with Star Trek Online and asked the question what would be a good way to reward a loyal fan base.
World 1-1 Review
World 1-1 is an amazing video game history documentary movie created by the team made up of Jeanette Garcia and Daryl Rodriguez, two awesome, young but thorough movie makers from Miami. Although World 1-1 automatically might make you think of the world start screen from Super Mario Bros., the film is actually about what I call the rise and fall of the original Atari (I would have probably called the film The Rise and Fall of Atari). The film covers the birth of video games from their origins in scientific labs, onto games being played on what at the time were time-shared supercomputers, to the creation of arcade video game machines, and onto the rise and fall of early video game consoles (video gaming at home).
To say the film is thorough would be an understatement although the movie mainly focuses on arcade and console game development. Although I love this film a lot, I can criticize that it barely touches on what was going on in the home computer field, which although Nintendo saved the console gaming market (probably what World 1-2 will be about), home computers also saved video games and people’s interest in electronics and computers with great machines such as the Commodore 64, Atari computers, and later Commodore Amiga (much before IBM clones and DOS become popular).
Getting back to what makes World 1-1 so great, the film has many great interviews with not just most of the important people that worked in Atari and Activision but also many interviews by people who work in Microsoft (and other important companies) and many famous people in the video game world such as arcade specialists and many of what I consider to be experts in video game history. This movie is like entering a time machine and seeing what it was actually like to have worked at Atari. There are many great stories of crazy things that would happen or also recollections describing how many breakthroughs came about. Some of the interviews also talk about the important business decisions that took place both from the managerial perspective and how the engineers and the rest of the employees responded to such decisions. Just like everything in life all things must come to an end and the movie deals with the death of the original Atari corporation in a very classy and dignified manner.
I highly recommend you view the movie as part of what I call some of the best movies and shows in video game, internet, hacker, and computer history such as: Pirates of Silicon Valley, Micro Men, Middle Men, The King of Kong, The Social Network, TRON, Takedown, Silicon Valley, and Halt And Catch Fire. World 1-1 and those shows and movies are what I call to be essential to watch if you a true interest in video game history. Chances are that if you’re reading this you already have such an interest.
If I have to give the movie a numerical score I would say it’s a 9.5 out of 10. Stop reading this and go watch it NOW! 🙂
Here is an interview we did with the creators from when they were trying to get the funding for the film:
Here is a further interview we did after it got funded. It talks more about the making of the film:
So this week J.A. decided to take M.A.M.E of the game back to its roots and play one of his favorite Super NES games, Super Castlevania.
We are not sure if he was drinking or not, ok, honestly he is normally like this, but we liked it so why not run with it. He played through the first three stages of the game and promises to deliver the rest in a future episode. So here’s hoping you enjoy his madness.
Check out our review of Super Castlevania 4.
Here you can listen to OST.
Check out our other M.A.M.E of the Game episodes.
This is a repost from a story I wrote a long time ago and has been featured a number of times, hope you like it.
In the age of online shopping and overnight delivery, the hunt to get the game or game system we want is less of a hassle than it used to be in the past. Sure, we can camp out for special deals and sometimes miss out on getting something on day one, but overall we have it easy. Regardless, for many of us gamers we had parents who struggled to make us happy on Christmas morning and it is important to remember what they did for us especially during the holidays.
This is a story about my mother going on a hunt with me for my NES.
It was about a week before Christmas and the Nintendo Entertainment System was on every kid’s wish list. I had made bargains and promises and finally my mother agreed to get it for me. She was old school in that she did not keep up on anything technical and didn’t really even know where to go get it, so I was tasked to find out where to get it and she would go and pay for it.
It was Friday night and I was at home searching the phone book to call stores asking if they had the NES. Many of the stores were sold out and the smile on my face that I had when I started had quickly faded. Then I got a stoke of good luck. A Toys-R-Us had one, but the store was thirty miles away. To me that was nothing and when my mother walked in the door I had the address and directions to the store ready to go. I was bouncing around with all the energy of a child not taking notice of my mom’s condition. I doubt I even gave her a moment to rest before I was dragging her back out to the car.
Now I grew up in Chicago, so in December it was bitter cold and snowing. There was ice on the ground and tons of people going home from work, out for the night or shopping as we were. The traffic was horrible, but all I could think about was my new NES and how I’d soon be playing Mario Bros.
We get to Toys-R-Us and I fly inside not waiting for my mother. In seconds I was at the electronics section. By the time my mother got there I was almost in tears. They had sold the last one just ten minutes ago. I had no back-up plan, no other store directions or addresses. I just wanted to die. My mom suggested we try a few stores on the way home which temporality lifted my spirits.
Seven stores later with no NES in sight I just wanted to go home and quit. I felt Christmas was ruined and didn’t even want to celebrate it anymore. Nothing my mom said or did make me feel any better. I had laid down in the backseat of the car when it came to a stop. I knew we couldn’t have arrived home yet.
I looked out the window to see another store. Now for the life of me I can’t remember the store name, but what I can tell you was it was not known for any toys or electronics for the matter. It was what I would call an “old ladies” store. My mom had dragged me there many times for clothes or home appliances and stuff.
I was actually upset that my mom had brought me to a store like this that had no chance to have my NES. However, I was pretty well behaved thanks to my mom’s firm hand so I did not put up a fuss. We entered the store and my mom headed for the electronics section. Then I caught a glimpse of it. My eyes widened, my heart began to race. It was a display of Nintendo’s behind a glass counter. There were at least ten of them. I couldn’t believe it and I guess that was the point. The store normally would not have carried NES’s, but since it was such a hot item and it was the holidays they did. I guess kids and parents alike did not think to go there to look for a NES so they had them in stock.
I was in heaven until my mom pulled out her checkbook. The lady behind the counter said they no longer accepted checks, only cash or charge. As I said my mom was old school and did not have a credit card and surely did not have the cash on her. I was ready to die again until the lady looked at my mother’s check number.
Now some of you might not know this but the number to the right of the check not only tells you how many checks you wrote but, at least back then, was an indicator of your credit status. Think of it like a credit score, the more checks you wrote the better your credit was. My mother had written over eight thousand checks which showed she could be trusted. The sales lady spoke to the manager and he agreed to sell my mom the NES. It truly felt like Christmas morning. I had my NES and all was right in the world. I was energized all the way home dying to play it.
Even though I was really excited I did take a moment to thank my mom and that was when I saw it. She was tired, like the tired you would have after working ungodly hours as a nurse. My mother was an LPN (licensed practice nurse) and she worked 12 to 16 hours shifts all the time. In fact many times she would work back to back and even overnights. As a kid with no responsibility, I did not fully understand the strength it took to come home after working that hard and having to drive me all over town for some game.
She could have ended our trek after the first store or told me to wait until the next day to go. I understood a bit more that day what it took to raise me and my sister as a single parent, but it took years for me to fully understand all her sacrifices. I made sure to think of that night whenever I got mad over something stupid. Sometimes I forgot and acted like she had never done anything for me, but then I quickly remembered that night and many other things she did for me.
That was not the first or last time that my mother and I went off on an adventure for something gaming related. Perhaps one day I will tell you about our hunt for Texas Instruments software. For now, think about your own parents and what they did for you and if you can, tell them thanks.
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Format: GameCube Genre: God Game Released: 2002 Developer:Nintendo
I’ve got to admit that this game was a bit of a guilty pleasure for me. It’s obviously a kids’ game, and I obviously wasn’t a kid when I was playing it, but let’s face it, kids shouldn’t get to have all the fun.
Doshin the Giant managed to suck me into its world entirely. At its core the game is incredibly simple, yet somehow utterly compulsive: you play a friendly yellow giant whose aim is to help four tribes scattered across several islands. The villagers’ requests are pretty simple – they generally amount to raising or lowering the ground or moving trees about – and every time you help them out they send a bit of love your way. The more they love you, the bigger you get, so that by the end of each ‘day’ in the game Doshin is usually towering above even the highest mountains. However, come the next day, he always reverts to his original size, although all the changes you made to the islands remain the same.
A lot of the game’s charm comes from its visual appeal – all primary colours and smiling faces. More than anything though, it’s the sound effects that wormed their way into my head: there’s no music as such, but the background noise is a symphony of birdsong, animal noises, the lapping of the sea and the weird, high-pitched mewlings of the villagers. The whole soundscape is strangely hypnotic and relaxing: playing Doshin is almost like undergoing brain massage. Click on the video below and you can hear what I mean for yourself:
It’s not perfect of course – the simple concept, although appealing, ultimately becomes repetitive – but it’s the way this game made me feel that ensures its place on the list. As you make your way from village to village, planting and landscaping, you can’t help but build up an affection for your tiny wards, and there’s a sense of fatherly pride as you watch your little denizens go about expanding their villages and building monuments in your honour.
But there’s the catch – the ultimate goal of the game is to get the various villages to build all 15 possible monuments, but only half of these are ‘love’ monuments. In order to get the remaining ‘hate’ monuments, you have to terrify your villagers by tapping the shoulder button and turning into Jashin the Hate Giant, allowing you to destroy the villages and murder the inhabitants.
After nurturing my villagers for so long, watching their families grow and listening to them burst into cheerful song at my approach, I was quite reluctant to rain down fiery destruction upon them, yet it was the only way to proceed. As they ran in terror while I systematically destroyed their houses, I couldn’t help but feel terribly guilty – and there are very few games I’ve played since that have managed to provoke such emotion.
Who’d have thought a kids’ game could be so provocative?
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NBA 3 on 3 Featuring Kobe Bryant had no right to be good.
The artwork for the game’s cart and box looks goofy beyond belief (just look at Bryant’s expression in the picture below), the name is a bit rubbish, and it was only released in America.
All these factors would seem to point towards only one outcome – the game is a failure and has been rightly forgotten.
But no. Somehow NBA 3 on 3 Featuring Kobe Bryant is a polished basketball extravaganza of a game, and is accessible for people who don’t even have an interest in the sport (such as myself).
It starts off as many sportsmen sponsored titles do though, with a pixellated image of the sports celebrity in question and some lively backing music.
All the options you’d expect are here as well – Pick Up (where you can play a one-off match), Season, Play-Offs and Rosters (where you can look at individual’s statistics and even create your own player).
You can also choose from a huge number of teams, all with their own cool names and flashy logos, such as the Houston Rockets and the Sacramento Kings.
It’s the actual basketball itself where the game impresses though.
The small court is viewed from an isometric perspective, which could be a recipe for disaster, but actually works well- mainly because of the colourful but clear visuals.
There is some ghosting on certain players when there’s a lot of action on screen, but generally the game is impressive in the visuals department, especially for a GBC title.
Matters are helped further by the controls being simple to understand, but still offering enough depth to stop things from becoming boring.
While attacking A is pass, B lets you pull off a fake shot, and A plus B lets you throw the ball.
Defending is usually difficult in basketball games, but here it’s actually fairly easy to pick up if you’re patient.
B allows you to swap your player, and A lets you swipe to attempt to regain the ball. Doing this at the correct time is crucial, and thanks to the game’s clear graphics it’s easier to do than you’d expect.
So the game’s well designed and fun to play, but it’s elevated even further by its excellent presentation.
An example are the sound effects that you hear during games, such as when you dispossess someone of the ball, manage to score, or lose the ball yourself.
They all sound like SFX from an Atari 2600 shoot-em-up, and are therefore brilliant. It helps stops the game from feeling too serious too.
Little cutscenes when you make a slam dunk, start a game, and win a match all add noticeably to the experience as well.
Overall, NBA 3 on 3 Featuring Kobe Bryant feels like it has had some real effort put into it, and it still holds up today.
As complete a portable sports game as you’ll find, this is well worth investigating if you’re into basketball – even if you’ll have to import a copy from the US.
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Diddy Kong Racing
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I’ve described my childhood circumstances in many past articles, including the nature of my relationship with arcade games. I simply didn’t get to play them very often, because my grandmother felt it was a waste of money to give me quarters for games that I’d only last a few minutes on if I were lucky. Looking at it from that perspective, you could arguably see her point. But that doesn’t change the fact that arcade games and arcades in general were simply amazing back in the 80s and early-to-mid-90s. If you weren’t around in those times to experience arcades as they truly were, back when they were new, exciting, and relevant, it’s honestly very hard to try and really describe it to you. In many ways, while home gaming (especially my beloved NES) was amazing in it’s own right, some rightly viewed the arcades as the pinnacle of gaming. How it used to work, is that arcade games would inevitably be “bigger and better”, at least in terms of graphics and certain types of content, than home console or home computer games. So in some respects, arcade games back during their golden era, were the vanguard of video gaming as a whole.
As a gamer, you would go out to wherever your local arcade was, and if you weren’t, like me, lucky enough to live in a big enough town that had it’s own local dedicated arcade, then you went to whatever businesses where such machines could be found, whether it was local pizza joints, bowling alleys, skating rinks, bars (if you were old enough of course), or even laundry mats or gas stations/convenience stores. You would go to these places to experience the newest advancements in video game graphics or sometimes even brand new concepts in gaming. And then, as the process went, if you were lucky, some of these arcade games would eventually be “ported” (with obvious downgrades to accommodate lesser technology), to some kind of home platform that you hopefully owned or knew someone who had one.
One of my own personal favorites, that I of course rarely got to actually play, was a game called Rolling Thunder. It was at my local Pizza Hut, where so many other treasures came and went over the years, like Klax, and Teenage Mutant Ninja Turtles, and Double Dragon II, and Final Fight, and Pole Position II, and Ghost Pilot, and 1943, and my biggest childhood arcade crush, Street Fighter II. Rolling Thunder was a very intriguing, unusual game that for whatever reasons caught my attention, and it was one of the games I gravitated to most whenever we’d go out for pizza. One of the allures it had, I’d have to say, was the unique graphical presentation. It was a sprite based game, as almost all were in the 80s and early 90s, but as you can see above, it had a very simple, shaded, almost “pre-rendered” look, akin to an early prototype of the sort of thing games like Donkey Kong Country would pull off years later. The characters also had unusually smooth animation for the time it released (1986), and the game had a very intense, but subdued, moody soundtrack, very much “secret agent” type of fare, and the whole thing was just very novel in it’s approach. I suppose the other reason this game stuck with me, is because of the “Game Over” screen: when you lost, it took you to the big screen from the title, where the boss “Maboo” (this big green fucker) would laugh at you for losing. That alone probably kept me coming back, because as a kid, this really genuinely upset me that this assclown was laughing at me, and I wanted revenge.
Rolling Thunder was developed by Namco, creators of groundbreaking classics like Pac-Man, Dig Dug and Galaga. It was released in 1986, right in the midst of the “arcade boom” of that decade, and it was a different sort of game that caught people’s attention. At it’s core, it’s a side-scrolling shooter, similar to something like Contra, but unlike Contra where you just run, shoot, and hope you don’t lose too many lives per-level, Rolling Thunder was a lot more about strategy. The most immediately noticeable feature of the game when you start, is that you have limited ammo, even with the simple pistol you start with. You can’t ever totally run out of ammo with the pistol, but once you “run out”, you can only shoot one slow bullet at a time until you find more ammo. That alone plays into the “strategy” nature of the game.
Another main feature of the gameplay, is that the levels feature doors all over the place, and you can open pretty much any door you wish. However, it is sometimes a gamble, because certain doors have enemies that will pop out. Other doors (typically labelled “bullets”) hold more bullets for you, or even a temporary upgrade to a machine gun. And there are yet other doors that you can duck inside of to avoid enemies or enemy fire, and then pop back out to blast ’em in kind. Lastly, the other major facet of gameplay, and perhaps the one thing that this game really added to the gaming spectrum (as it was emulated by several other games down the road), was the ability to jump between the ground floor and an upper floor of each level. That in itself presented more strategy to be utilized by the player, to move upstairs or down to avoid obstacles or enemies. All in all, much like the graphics and music, like I said, a very unique game unto itself.
The basic story of the game, is that you are a secret agent called “Albatross”, who works for an international group called “W.C.P.O”, which stands for “World Crime Police Organization”. You are on a secret mission in New York, trying to rescue a fellow agent named Leila Blitz, who has been captured by the sinister terrorist secret society known as “Geldra”. Most of these “Geldra” goons are hooded baddies known as “Maskers”, who frankly look kinda like prototypes for the TMNT “Foot Soldiers”, as they are covered head-to-toe and come in different colors, each color having different weapons or abilities. The game has other enemies like mutant bats, ninjas, robots, etc., but the “Maskers” are the main course. Ultimately, the game plays out over two distinct parts, each having five levels, and at the end of the tenth, to save Leila, you face off with that green-faced asshole who laughed at you after every game over screen, “Maboo”. So at least, I guess, the developers were nice enough to give you the possibility of catharsis: if you could actually MAKE it through this fucking game, you could shoot that son-of-a-snake right in his smirking mug, and make him pay!
As you can see in the picture above, the game got it’s share of home “ports”, first coming to various home computers in 1987 and 1988. Tengen, Atari’s home console publishing arm that had infamous issues with Nintendo over their own less-than-scrupulous efforts to get around the NES lock-out chip that kept third party publishers from being able to put out more than five games a year on the system, put out many unlicensed (aka not officially approved by Nintendo releases) games for NES, and in 1989, one of them was Rolling Thunder. Namco didn’t yet publish their own games outside of Japan, and so they contracted Tengen to do it….which of course probably wasn’t the smartest move, but I digress. Nonetheless, Rolling Thunder on NES was, for all intents a purposes, a pretty strong port of the game. It didn’t have the technical prowess of it’s arcade original, but the core gameplay and atmosphere where still intact, and it’s still pretty damn fun to play.
The first game was popular enough, that in 1991, Namco made a lesser-known sequel, Rolling Thunder 2. A slightly confusing affair, as the original game was apparently supposed to take place in the 60s, but now the sequel takes place in modern times, yet the characters in both games are named Albatross and Leila. In Rolling Thunder 2, Leila is now the main character, which is a cool touch, not only letting her get her revenge, but also making her one of the first playable female protagonists in gaming. The biggest addition to the sequel, was simultaneous 2-player action (a big feature in many arcade games of the day), with Player 1 playing Leila, and Player 2 controlling Albatross. They have identical abilities, outside of their visual differences, of course. The gameplay is essentially the same fare, focused on doors and jumping between upstairs and down. However, the level designs are more varied, this time splitting the game between Florida beaches and Egyptian ruins. The “Maskers” also this time become (if not visually) a bit more “Foot Soldier”-esque, as they are now robots, whereas in the first game they were live villains. Storyline-wise, Geldra, thought destroyed for good in the first game, is back, and it’s up to the heroes to stop ’em.
The Sega Genesis (Mega Drive in the rest of the world), received a port of the game that included cut scenes and additional levels that featured new weapons and bosses. It was apparently successful enough to warrant Namco producing a third, Genesis exclusive game, Rolling Thunder 3, released only in North America in 1993. Gameplay-wise, it took a bit of a step back, once again only being single player, where part 2 was 2-players. But on the other hand, they greatly expanded the weapons format. Where the first and second games only made use of pistols and temporary machine-gun upgrades, in Rolling Thunder 3, you can choose one of 9 different “special weapons” before each stage begins, and you get two separate fire buttons, one for your regular pistol, and one for the special weapon. The special weapons, once out of ammo, can’t be used for the rest of the game, thus maintain the strategic element of gameplay. Another way the game differs, is that the levels now have no time-limit: instead, if you take too long, a sniper will eventually come out and try to kill you. Story-wise, the game seems to be a companion piece to Rolling Thunder 2, where while our heroes Leila and Albatross are busy fighting the main Geldra forces in that game, in RT3, a new hero, special agent “Jay”, is chasing after Geldra’s “Number Two” in command, another green-faced mother-fucker named “Dread”. In an era when the Super Nintendo tended to get most of the cool third party published exclusive games, Rolling Thunder 2 and 3 were an exception to the rule.
All in all, while I’m not as experienced with the sequels, I need to play them more, because the original Rolling Thunder will always have a special place in my gaming heart. If you’ve never heard of or never had a chance to play these games, find a way to do so (however that may be), because there are fun times to be had, guaranteed. And give my old pal “Maboo” a kick in the balls for me while you’re at it.
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Baseball Simulator 1.000
Among all the baseball video games released for the NES console, Baseball Simulator 1.000 was certainly among the most transparent efforts to try and be unique, to stand out from the genre crowd. Released in 1990, it was developed by Culture Brain, who produced a handful of other 8-bit titles, such as Kung-Fu Heroes and Scheherazade.
Want to simulate an entire 165-game season among six teams in a pennant race? You can, with Baseball Simulator 1.000. You can even hop in and out of whichever games you choose, or stick to one particular game, or participate in every single match-up. Statistics are tracked all year long, batting and pitching alike.
Want to create your own team, entirely from scratch, down to their individual names and statistical aptitudes? You can with, Baseball Simulator 1.000. The instruction manual even winkingly suggests that you can use this feature to recreate an all-star squad composed of your favorite real-life athletes.
Want to just play a shorter season with one team, such as 5 or 30 games? Want to watch two computer rosters play against each other, just to get a feel for the simulation? Want to track pitcher fatigue over a series, change line-ups, or even shift fielders mid-inning? You can, with Baseball Simulator 1.000.
Really: Baseball Simulator 1.000 is quite a thorough, dynamic 8-bit baseball simulation. Even if you just want to play one simple game, you have options: You can play against the computer, or against a human opponent. You can pick one of six different fields, each visually different for its setting, including one set in space. You can still alter batting order. As you choose the teams, you can select which league they come from – which, intriguingly, affects the use of Ultra Plays, as only teams from the Ultra League can utilize them.
As it turns out, Ultra Plays are the primary hook of Baseball Simulator 1.000, the single biggest gimmick to try and differentiate itself from other sports titles. The premise is that, in additional to the usual nine innings of offense and defense across a standard 8-bit baseball simulator, the players have basically been given superpowers.
Pitchers can, for example, throw a pitch that comes to a complete stop for a moment before continuing its flight. Batters can, to cite one sample, hit a ball that will have multiple shadows on the ground, making it very difficult to field. But fielders, too, can utilize abilities such as leaping impossibly high into the air in order to make a catch.
These Ultra Plays are used by hitting a certain button, such as B as a fielder or hitting Up twice as a pitcher. Once selected, they will be visibly indicated by an icon, but usually also by a sort of special animation. Spectators will note pitchers bursting into flames for fiery pitches and batters whirling like a tornado before smacking an especially thunderous knock. These descriptors, of flames and tornadoes, are not figurative: They are the shapes taken literally in animation, cartoon-like in their appearance.
The Ultra Plays are optional, entirely dependent on whether any Ultra League teams are participating in a given game. As a concept, the Ultras hit a sweet spot: Well-planned, with much variety, and executed in a way that does not break the gameplay entirely. However, as a gimmick, it is one that ends up as annoying just as often as it seems fantastic. In an attempt for balance, teams are limited to how many Ultra Plays they can perform per game, but such effort seems a little futile.
The special plays do lean on the defense a bit, though. Pitchers are favored in Ultra Moves, where pitches are made nearly unhittable. Yet half the time a batter will try to use an Ultra Move, it will be wasted on a short pop fly, or a quick little ground-out to the shortstop.
Maybe the comet strike Ultra Move is the best for batters, but slapping home runs is not too terribly difficult anyway, given how tiny the field is. Seriously, fielding is a nightmare: The ballpark is small, the fielders run terribly slowly, and diagonal movement is a clunky joke. At least even non-Ultra fielders are given a little jumping ability at a tap of the A button, but it proves inconsequential in the face of stacked odds.
The actual batting screen is fine, just fine. As a baseball simulator, those intense pitch-by-pitch at-bats are well-done, and seem to be fine-tuned to a mechanical science by Culture Brain. It is a shame, really, that the fielding is done so poorly, then. When placed head-to-head next to other baseball titles, most of them will shine as being an obvious improvement in the field. However, the real strike against Baseball Simulator 1.000 is that even a new NES player can tell that fielding is wonky, without necessarily any prior baseball-game experience.
This is what dooms Baseball Simulator 1.000 to the middling, not-the-best pile of baseball games, in this reviewer’s mind: The intrigue of the Ultra Plays would be awesome, if they did not backfire half the time; otherwise, the core mechanical make-up of the matches is just not strong enough to completely hold the fort against its opposition, even in the same genre.
With its crazy Ultra animations, very mold-breaking character models, and the gorgeous array of different environments to play in, not to mention the absurdly colorful scoreboard model – Baseball Simulator 1.000 is beautiful. The visuals are a strong point, and go a long way towards enjoying this to its greatest possible extent.
Savvy listeners will notice similarity to Bad News Baseball in the sound department, down to the cadence of a certain background track and its drumbeat section. Those tunes, and the effects, are pretty good, if not as explicitly pleasant as the graphics.
Well, Baseball Simulator 1.000 certainly goes out of its way to separate itself from the pack of baseball games on NES. To a degree, it succeeds: The Ultra Moves are provocative, the customization options are in-depth, and the ballpark selection might actually be among its best spots. But no matter what selections are made, the actual baseball mechanics still have to be used, and thus are revealed for its weaknesses. A very competent batting set-up cannot make up for piss-poor fielding control and other minor elements that may make the player feel stacked-against. Add the fact that the Ultra Moves are often just as much a hindrance as they are a bonus, and you can look elsewhere for superior baseball action, even if Baseball Simulator 1.000 is serviceable.
Overall rating: 3/5 stars.
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James Bond 007
If you were to take a guess, you’d probably expect James Bond 007 to be a bland and utterly unremarkable platformer of some kind.
So for it to be a largely unconventional RPG style adventure is a very welcome suprise.
Although it never gets near being of the same quality of its obvious inspiration, Link’s Awakening, James Bond 007 offers up a virtual Bond escapade that feel genuinely different to the norm for the franchise.
The game eases you in, with the first stage set in China. You’re tasked with finding some secret plans by fighting your way through a temple.
There’s no actual action until you’ve fixed a bridge and talked to several villagers, which definitely goes against the Bond tradition of an explosive opening.
Things get going once you steal the plans though, with several thugs and a boss (femme fatale Zhong Mae) standing in the way of your escape.
This is where the main similarities to Zelda begin. To equip weapons and items you press select, where you can assign actions to the A and B buttons.
When you start you’ll likely equip just a block and a punch, but eventually you can choose from an arsenal of guns, machetes and various Q gadgets.
Action is admittedly stilted throughout the game, due to the limited size of the character sprites that are used, but bigger bosses do usually require a bit more than button mashing to defeat.
Puzzles in the game are generally simplistic, and are usually nothing more than dressed up fetch or search quests, but there are occasions where a little thinking is required.
One example is early on in the game, where you have to sneak past a guard in a bar. To do so you need to shoot out the light so he can’t see you. There’s even a quip – “I left him in the dark” – to enjoy once you’ve complete this task.
Its somewhat ironic that its the Bond license that maintains your interest though.
The quips, the globe trotting (locations include China, London and Kurdistan) and the fan service are what really keep you playing.
Bond flirting with Moneypenny, things going wrong in Q’s lab (sending a jet-chair through a wall is a highlight) and M’s blunt but caring attitude to 007 are all present and correct.
It’s therefore safe to say that James Bond 007 probably wouldn’t be worth playing if it didn’t star England’s most famous fictional spy, but is undoubtedly still worth looking into if you’re fan of the franchise.
A little like Timothy Dalton, the game tries something a little different and isn’t entirely successful – but is still worth investigating if you get the chance.
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WarioWare Smooth Moves
Good evening, Seamus the Leprechaun here, guest blogger on the Decrepit Gamer, comin atcha from the bowels of Southern Ireland, where the weather is freezing my goolies off.
Well the old fella has let me loose on a review, so in a effort to give new life to the standard yawn inducing reviews we’ll take a little rumage at what ye the players have had to say about the bloody game.
Well as if there was any doubt, scoring 83% from the readers reviews on Metacritic.com
the games the cat’s pyjamas.
Readers Reviews Summary:
Terribly stupid and shallow gameplay mechanism. At least Wii Sports was free and had bowling but Warioware is just DISGUSTING! Score 1/10
I find no enjoyment whatsoever in this. It’s painful to look at. How can I enjoy a game, regardless of the controls if I can’t stand the graphics? Score 0/10As you can see theres always some eejit willing to make a …(censored -elderly) of themselves in public.
Gaf Comments: So I took me a trip over to the Wario thread on GAF forums, where spOrsk said
“the game seems over, way before it should be……..it just seems the game is missing the ambition of games like RT and Twisted.” Which frightened the crap out of a number of members till the following emergedPeru..This game is magical. It’s fantastic. It’s the best wario ware game by far
Memles… I think it’s a whole lot of fun, contains some moments of brilliant game design, but there just isn’t enough here.
Alternative Ulster…Wow, this game is beyond amazing.
wasting….Its awesome, finally a reason to turn my wii on again
2D mention…I’m quite impressed
Phife Dawg…I’m having a great time with this. Beating the high scores is fun and multiplayer is a blast.
So dere you have it… straight from the horses mouth, not those namby pamby professional reviewers who wouldn’t know a good game if it bit em in the ar…..(censored–elderly).
Right thats me done!. . . . . Oh yeah!!!
. . . . .theres a neat (I suppose) option over on the Nintendo site providing exclusive content. But to access it you’ll have to stick your pin in….. (elderly—-you actually have to enter a pin number contained in the special software insert included with the game)
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Super Smash Bros. Brawl
Super Smash Bros. Melee is one of my favorite games of all time, and when the sequel Brawl came out on the Wii I was more than excited. It had been a good number of years since Melee and there was plenty of new features and characters. Including the first non-Nintendo ones being Metal Gear Solid’s Snake and Sega’s Sonic.
The game was generally the same as Melee with the layout and moves. They did recreate the adventure mode with a story and impressive cut-scenes. Though I did miss the Adventure Mode of Melee, as I thought it was overall more fun.
Besides the online matches barely working, and tweaks in the game physics (though only super-fans will be able to tell the difference), I was overall satisfied with Brawl. I did miss that Roy and Mewtwo were no longer around either, but even though I had less fun than I did with Melee it was still one of my favorite Wii games.
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Zelda: Skyward Sword
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Since 1967, there has been a major event held showcasing the latest in technology called the Consumer Electronics Show (CES for short). It was so popular in fact, that for awhile, the powers that be held two a year, one in the summer and one in the winter. In 1984, Nintendo entered the CES with flyers of a grey box flanked by out-dated looking Atari games boasting the slogan “The evolution of the species is now complete”.
Inside that grey box was the Famicom, an institution in Japan for over a year at that point. Due to the crash of 1983, they couldn’t muster one single order at the event as consumers and retailers had zero to little intrest in risking one cent of hard-earned spending money on video games ever again.
Enter R.O.B., the greatest Trojan Horse in gaming history. At a time when noone was willing to part with their funds for a video game system, Nintendo unveiled the Robotic Operating Buddy along with the Zapper the following year and explained to retailers that it wasn’t a video game console, and instead marketed it as a toy robot and a toy gun. What kid didn’t see this and automatically start erasing shit off their Christmas list? They even went to the lengths of downplaying the televisions in the advertising to focus everything on the accessories.
It worked and on October 18, 1985, the Nintendo Entertainment System along with 18 available games were launched in a few markets in New York City. The rest as they say is history. By the end of the first fiscal year, R.O.B. was discontinued and sole focus was put on the gaming aspect of the NES but by then, they had already sold one million units and blew the asses off of people used to Atari’s simple graphics and sound. The moment impressionable youth first popped in Super Mario Bros after spending precious and frustrating time trying to figure out the robot’s nuances, it was too late. North America was hooked. The following year, 3 million more units were sold and people never spoke of the robot again. The Zapper had legs however, but that’s a story for a later review.
How are the game themselves? Let’s start with Stack-Up, or as it is called in Japan and in the title screen, Robot Block. The reasoning the title on the splash differs from the name on the box is because Nintendo was trying to cut costs and instead of overriding the 10NES lockout chip with new code, they simply created an adapter so basically you had a Famicom game(60 pin circuit board) being converted into a NES(72 pin) game when played. The 10NES chip was the enemy of many collectors who wanted to play games shipped from overseas, so a good deal of R.O.B. games were bought and broken apart for the converter alone, making both titles in the series very collectible. While Gyromite was a pack-in game at first, Stack-Up wasn’t. Being marketed solely to children at the time would be another reason complete sets are hard to come by as God knows what the fate of many of the required pieces were.
It comes with five pedestals and five “blocks”, which resemble nothing close to a block. Think more along the lines of Tonka Truck wheels without treading. So, you turn R.O.B. into a deranged looking electronic star and sit the blocks in a pre-arranged pattern. From there, you control Professor Hector (for some reason they put Professor Vector on the box) and jump onto tiles instructing R.O.B. to place them into the pattern the game asks you to. This would be the earliest example of the NES using a digitized voice in a game as the Professor actualy says “up”, “left”, and the like. That’s where the all fun times end. To start, R.O.B. moves in such a lackadaisical fashion, you’d swear he spent all the time confined to his box hitting on the reefer. It takes about twenty seconds for him to turn right and grab something, not counting the time it takes for him to turn back around and put the blocks where they are supposed to go. That, by the way, NEVER happens because while R.O.B. does an admirable job of picking up the blocks, transporting them with any sort of balance where they need to be is lost on the poor fellow. You’re going to spend half your time getting up and picking these damned blocks up and the other half wondering how they thought this game was ever going to be playable. Oh wait, see above, they already knew R.O.B. was a total piece of shit.
Parents still bought it for their kids, who all eventually popped in a real game and threw R.O.B. in the closet forever. There is another mode where you play Bingo while trying to instruct R.O.B. what to do by avoiding eneimies and hopping on directional buttons but in all honesty, it’s even worse than the original game. With alot of luck, you might be able to get the robot moving once every two minutes or so. The weirdest part of this game isn’t even the controller, it’s the fact that there is no way for the Nintendo to know what exactly R.O.B. has accomplished so all you have to do is press start and you the level is complete. No bullshit, my 6 month old son beat a level of Stack-Up.
THE FINAL VERDICT
2/10 Well, it has barely better controls than my current bar for complete shit, DKJrM, which is saying something for that poor game. However, the game isn’t as unplayable and, not meaning to go out of order, R.O.B. is a little easier to use here than with Gyromite. A video game that operates on a trust system is a pretty worthless one indeed when we as gamers look for any and every cheat available to us to see the end. I can see this being played once if only to try out the awesome looking peripheral, trying out say, Kung Fu, or Clu Clu Land, and then never even recalling having owned it until a closet clean-up and an Ebay auction a decade later. No denying the little fellow has a cult following as he has made as many if not more cameos in gaming than just about any other character in the history of NES.
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NES Remix 1 and 2
I always view the NES era of gaming through sugar-frosted spectacles, forever unable to uncover much fault in this special time when I started identifying myself as a gamer. Sharing notebooks full of passwords on the bus, the two-month long wait for Nintendo Power in the mailbox, and saving every penny for a year in order to buy Kid Icarus, these are the memories of a wonderful childhood. Honestly, how can anyone really not love Nintendo?
If you have ever left a game on pause overnight so as not to lose progress, you know exactly where I’m coming from. Both volumes of NES Remix were made for people like us, the kids who could beat Castlevania in one sitting or still remember the location of every power up in Bionic Commando. If you can still navigate through the Lost Woods from memory or decimate Ridley without taking damage, you will certainly find something to enjoy in NES Remix.
Think of NES Remix as your Nintendo favorites perfectly packaged for generation ADD. Each game is broken into familiar bite-sized chunks that must be completed quickly in order to succeed. Finishing levels earns the gamer stars, and stars unlock more levels and different titles. You can also earn stamps to place on messages you leave for members of the Wii community, which Nintendo seems to think is better than a point-based achievement or trophy system. Personally I would prefer a traditional ranking system where I could match up and meet with new players, but Nintendo doesn’t want their own army of Xbox Live assholes, and I can’t exactly blame them for that.
Between both volumes of the series, tons of old favorites make appearances. Only a few of the choices are questionable, especially the “what in the fuck were they thinking” inclusion of the obscure and extremely terrible Wario’s Woods. I would rather play through Captain Novalin (the 8-bit train wreck about living with diabetes) than be subjected to one more minute of Wario or his hackneyed woods.
The remix part comes in with 60 plus special challenges that completely change the familiar levels and games around. Playing Donkey Kong with Link (who can’t jump) or plowing through lights-out Excitebike are just two of the awesome tweaks that make this the mode worthy of the purchase. Some of the challenges are downright brutal. For example, imagine playing Balloon Fight (aka C-List Joust) while the screen continually shrinks. The remix levels are hands down the hardest to complete, and they will certainly test your 8-bit mettle.
Besides the palpable ire you will feel for Wario’s Woods, this game will also make you loathe the primitive jumping mechanics in Ice Climbers. I never played it in my youth, but had I, this would have been the first game that made me contemplate unnecessary controller abuse. You can’t float your jumps at all, which makes for an excruciating platforming experience, especially by today’s standards.
The only other major problem I had was with the lack of attention given to Punch Out. Most of the Mario titles get 20 plus levels, but Punch Out only gets seven? And the final level is literally just you watching Doc train Little Mac in the park? Punch Out deserves so much more than some slapped together levels. Soda Popinski, Bald Bull, and Super Macho Man don’t even make appearances. Piston Honda serves as the final challenge, which is like getting a beer half filled with head—it’s still tasty, but it feels so incomplete.
Rumors are swirling that SNES remix is next. If this is any indication of the direction the big N is willing to take with their back catalogue, they can just go ahead and take my ten bucks.
Star Fox 2: The Game We Never Knew
I never realized that a sequel had been made for the SNES until I saw the reproduction cart on gamereproductions.com.
The really cool thing is this isn’t just a couple of levels, this game is totally finished but just unreleased as Shigeru Miyamoto and the guys at Nintendo decided at the last minute they wanted to concentrate more on the N64 system and show what it could do with the Star Fox franchise with the most advanced hardware instead of releasing this title for the Super Nintendo.
Even though this game was complete it was left by the wayside, but once Star Fox 64 was made a lot of elements from Star Fox 2 were reused and integrated into that game, so if you play both you will notice a lot of similarities.
A new improved version of the Super FX chip was used producing an even better looking 3D game. This game instead of being strictly a flight-based game introduces some real time game play, new types of ships and new Star Fox team members. When you and your teammate start on the map instead of taking a linear route like in the original game you can freely travel wherever you want, but as you move the enemy will react and also move around the map too.
Your objective is to destroy all the enemies that are present on the map while trying to defend your home planet Corneria from enemy attacks. If the planets damage level reaches 100%, you have failed your mission and the game is over. To protect the planet you will have to destroy the fighters and incoming missiles that are headed toward the planet. To permanently prevent the attacks you have to deal with the planets with enemy bases that fire the missiles and the battleships that deploy the enemy fighter ships.
The really cool thing is when you make contact with one of these missiles or planets on the map screen you are taken to an action sequence. If it’s a missile you came in contact with you will have to shoot down all the missiles on the screen, then if it was a planet you have to open the enemies base entrance by either hitting a switch, defeating a boss or destroying a shield. Once you get into the base you have to go either fly through or you can transform into a walking tank and destroy the generator at the end.
Once the generator has been destroyed no more missiles will be fired from that base. While you are trying to clear out the enemies, more enemies will continue moving on the map and attacking Corneria. So you may have to leave your battle to quickly intercept the enemies before they inflict massive damage to the planet. So managing your time effectively becomes very important.
Starfighters from the Star Wolf mercenary team make an appearance, if you played Star Fox on the N64 or the Star Fox game on the DS you will recognize them. They have captured some planets and if you try to take them back you will have to fight them. After some time passes they may start coming after your Arwings. They aren’t the only ones coming after you though, bosses will also be sent out to chase you down at some point in the game.
If you get a chance to pick this game up I definitely recommend it, but if not at least make sure you play Star Fox 64 on the N64 or 3DS and see how some of the mechanics from this game were incorporated.
Thanks to Yuriofwind for the video breakdown on the cancellation of Starfox 2.
The OTHER fake gamers
I remember going to my friend, Jimmy’s house. His dad made commercials and he was showing us this glass of what I thought has ice and Pepsi in it. Funny thing was it had neither. The ice cubes were a specially made plastic and the liquid was designed to look even better than real Pepsi. A piece of my childhood died that day and that was before he showed us all the other fake food they show us in commercials. He was kind of a buzz kill.
This picture is setup perfectly which leaves so much wrong with it. I mean first of all, they are playing Mario Bros and the Mario Bros cartridge is sitting outside so I guess they got two of them, one to play and one so you can see what they are playing, nevermind that there is the television and all.
Second of all, no parents as old as the ones pictured are that interested in any video game, yes, even the Wii. Finally, will someone tell that poor kid in the yellow and black that he is not really playing? I am sure his life is sad enough, don’t torment him any further.
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Kid Icarus: Uprising
I never played the original Kid Icarus on NES, but I do know of it’s notable legacy. I did play the sequel on the Nintendo Gameboy called Kid Icarus: Of Myths and Monsters and was rather unimpressed. Like many others, I did like the “new” Pit (the hero of Kid Icarus) in Super Smash Bros. Brawl on Wii. I guess it’s no wonder that Super Smash Bros. creator Masahiro Sakurai was asked to make a sequel for the modern generation of video games.
The game features a single and multiplayer mode. The story sets off with Pit being asked by the goddess Palutena to protect the Earth from the revival of the evil Medusa. Most of the levels start with flying missions (similar to StarFox) but due to Pit’s limited flight powers, the later part of levels finish while you travel on-foot.
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Admittedly, Luke isn’t the most intimidating of cowboys though. Firefights are played for laughs for the most part, an example of this being when enemies’s pants fall down when they’re hit with one bullet.~Simon Reed
While pondering which game to revisit today I was leant a hand by my mother, of all people.
Rambling on about the rather dull GBC card title Cool Hand (which will inevitably get a revisit sooner rather than later), she unveiled her annoying habit of calling it ‘Cool Hand Luke.’
This immediately made me think of the colourful platformer/shooter Lucky Luke on the GBC. I’ll be honest though – the game doesn’t rank highly on my ‘memorable games’ list.
Hence only remembering it after having my memory jogged by my Solitaire loving parent.
This is probably down to the fact that it’s yet another 2D platformer by developer Infogrames on the GBC however.
Although many of their platformers were solid enough, and there were notable variations between each of them, you can tell which platformers are by Infogrames straight off the bat.
The almost pastel shaded colour schemes, the heart based life meter, one off chase stages, bloodless combat (in that it lacks heft, not blood) – all signs Infogrames are involved.
Lucky Luke isn’t a bad game though. In fact, it’s a well presented little title.
Based on a Franco-Belgium comic character, Lucky Luke is set in the Wild West, and therefore has towns to fight through, gunfights to survive and horses to ride off into the sunset.
The game mainly works becuase of its setting. Not many titles, especially not back in 1999 when Lucky Luke was released, centered around the Wild West, so to have a cowboy as a star was interesting in itself.
Admittedly, Luke isn’t the most intimidating of cowboys though. Firefights are played for laughs for the most part, an example of this being when enemies’s pants fall down when they’re hit with one bullet.
Aside from the gunplay, the platforming levels usually involve pushing objects around to reach higher areas or getting tools to allow you to do so. One example is when you have to make a makeshift see-saw to catapault your way onto a roof.
It’s all done in the most simplistic way possible to appeal to the younger crowd, but it’s decent stuff all the same.
Set piece levels round off the package, with the best one I played involving riding on a stagecoach and surviving the attacks of vultures and angry native Americans. The music in this section was ace to boot.
So overall, Lucky Luke is hardly a spectacular game – especially by today’s standards – but is worth looking into if you have a thing for 2D platformers on the GBC.
The Game Boy Micro is slightly smaller than the Famicom controller but it is very close in size. I have smaller hands so the small size is perfect for me. Plus I love the gold and red coloring on it! ~Alana Dunitz
Gameboy Micro Famicom Edition
Finally decided to dive in and pick up a Game Boy Micro, and not just a plain one. Had to be the special 20th Anniversary of the Famicom edition one. I’ve been looking for one for a long time then when it finally because available from a seller in Japan I had to get it!
The Micro was made to look just like the player 1 controller on the original Famicom, so it seemed fitting to have since it’s the Famicom 30th Anniversary this year.
The Game Boy Micro is slightly smaller than the Famicom controller but it is very close in size. I have smaller hands so the small size is perfect for me. Plus I love the gold and red coloring on it!
Here is the Micro along side the special edition NES Controller inspired Game Boy Advance SP we got here in North America. It’s crazy to see the difference in the screen size, and just the layout and size differences between the two. But I honestly love both and I’m so glad I have the two of them in my collection!
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If Capcom was so intent in keeping Mega Man 9 in an era of NES classics, why are we paying for downloadable content? All of that work to keep this firmly planted in its roots is wasted if you can unlock secret characters with cash instead of skill. ~Matt Paprocki
Mega Man 9
There’s something wrong with Mega Man 9: It doesn’t fit. That’s not necessarily a knock against the game itself, but purely a poor design call by Capcom. Why have we went back all the way to Mega Man 1 and 2, when the last game was on the PlayStation and Saturn?
The true 8-bit stylings run deep through this retro revival, in the truest sense. This is a NES game, right down the flicker. The music is phenomenal, the pixel art excellent, and boss design mostly interesting (Galaxy Man looking a little too much like the obscure Japanese monster Guilala).
Here’s the problem though. Mega Man 9 is hard, and any fan of the series should expect that. However, Capcom has taken that mentality and multiplied it, creating some absolutely absurd level designs that even die-hard masochists will frown upon. While past Mega Man games relied on memorization and precision, Mega Man 9 requires a higher level of both. You can almost hear the level designers laughing at how devilishly difficult certain segments are.
It’s certainly up for debate whether or not this is an attractive feature or a reason not to buy. Regardless of where you stand, you have to agree that a certain level of fun is still necessary for this game to succeed, and much of the difficulty saps that away.
Part of the problem is the original 8-bit style, and that means true original 8-bit. Even though Mega Man 3 introduced the slide move and Mega Man 4 brought us the Mega Buster, Mega Man 9 has neither of those. If you can get past the graphical downgrade which doesn’t let this game fit into the timeline, not including these classic maneuvers really messes with your head.
That’s not saying the visuals are bad. In fact, they’re wonderful, especially just to see the style brought back (the dragon mid-boss is arguably the highlight). The problem is in calling this Mega Man 9, it’s following a 16-bit and 32-bit entry. Making a Bionic Commando sequel that looked like this would have made far more sense given that franchise lived and died on 8-bit hardware.
Also, if Capcom was so intent in keeping this in an era of NES classics, why are we paying for downloadable content? All of that work to keep this firmly planted in its roots is wasted if you can unlock secret characters with cash instead of skill. This is such an authentic experience, you can’t switch weapons with the triggers. You need to enter the pause menu. Yet, we need to pay more for a complete game.
From a pure play perspective, Mega Man 9 is fine. It’s the same game any true gamer should have played numerous times before. The platforming is spot-on, as are the controls. The bosses maintain their own attack patterns, acquired weapons do extra damage to the right enemy, and the final castle stage is an absolute nightmare to pass.
Had this come out and been called Mega Man 7 on the NES, it would have been slammed by critics for being more of the same with nothing new to offer (much like Mega Man 6 was). However, the passage of time has gave way to warm nostalgia, which Mega Man 9 tried to bring back. In most cases, it does, but it more or less limps its way into your nostalgia-fueled mind instead of Mega Busting it.
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Of course, hardcore players like me don’t need strategy guides (“Ha! I laugh in the face of your pathetic guide of weakness!”), and I blitzed my way through this enormous and complex game with nary a moment’s pause. OK, maybe I peeked at the guide a teeny weeny bit, but only when I was really stuck. Honest. ~Lewis Packwood
Format: Super NES Genre: Adventure Released: 1994 Developer: Nintendo
Metroid Prime on the GameCube was a strong contender for the list, but in the end I decided to go with Super Metroid as my most fondly remembered Metroid game. If you’ve never played it, I urge you to download it from the Wii Virtual Console with all possible rapidity – it really is an absolute classic, reflected in that fact that it’s still knocking around the top of the Game Rankings ‘All Time Best‘ list.
The thing that always stands out in my memory about Super Metroid is the bloody great big box that it came in – bizarrely, Nintendo decided to ship the European version of the game with an enormous strategy guide detailing every last corridor and secret item in the whole game. I don’t think this kind of marketing tactic has been attempted before or since (correct me if I’m wrong) and you’ve got to admit that it’s a bit of strange decision. It’s as if Nintendo were about to launch the game and then suddenly thought:
“Ooooh, maybe it’s too difficult for them? What if they get a bit, you know, frustrated? I know, let’s tell them exactly how to do everything in the entire game. That should do it.”
Of course, hardcore players like me don’t need strategy guides (“Ha! I laugh in the face of your pathetic guide of weakness!”), and I blitzed my way through this enormous and complex game with nary a moment’s pause. OK, maybe I peeked at the guide a teeny weeny bit, but only when I was really stuck. Honest.
The highlights of Super Metroid were undoubtedly the bosses – particularly the screen-filling Kraid (see screenshot below). He (I presume he’s a he anyway) doesn’t seem to learn though. Put it this way: if I was entirely invulnerable except for a weak spot in my mouth, I would probably keep my mouth shut the entire time, rather than periodically unleashing reptilian screams of fury then wondering why I kept getting hurt.
However, I think the overall reason that Super Metroid was so successful was that it constantly drove you to see what was around the next corner. Every few screens you’re presented with some sort of barrier to your progress – perhaps a seemingly impassable lava pit or a platform that’s just out of reach – and one of the game’s joys is collecting a new item or ability and then backtracking through the game to see what new areas it will open to you. In fact, Super Metroid engendered an almost compulsive urge to explore every nook and cranny of the game world in the hunt for elusive weapons and upgrades, and the triumphal music that accompanies the discovery of each item is right up there as one of the most pleasing game sound effects of all time (possibly only beaten by the music accompanying the opening of a treasure chest in Zelda: Ocarina of Time).
You could argue that its excellent graphics and inspired shift to 3D make Metroid Prime the instant stand-out game of the Metroid series, but in terms of gameplay there’s very little Prime does that Super Metroid doesn’t.
Excluding duplicated games, Super Metroid is currently at number 8 in the All Time Best games list – which is frankly not high enough in my opinion. Buy this game now: you won’t regret it.
The worst part of this game, and the main reason is gets such a low mark is the goddamned fielding. The controls are just anarchy. Any fielder you control moves about the speed of a mudslide and the game has no concept of who is closest to the ball whatsoever. ~Mike “Nequester” Wright
MLB: The Show, Ken Griffey Presents Major League Baseball, MVP Baseball, and Baseball Mogul. Over the years, there have been a few excellent baseball games that have stood the test of time. These revered titles can be popped in to this day and still retain some of the magic that made them a blast. That being said, the first baseball game released for the NES is clearly not one of them. Today, we take a peek at the initial rendition of the Summer Classic to grace us in 8-bits, the creatively named NES Baseball.
This is normally where I throw some history for the readers to soak in but c’mon folks, it’s baseball! Other than MMA, my personal game of choice. 9 players hit the field, 4 balls is a walk, 3 strikes and you’re out, 3 outs and you switch sides. The rules are well known to almost anyone and in that regard, it’s an easy game to pop in and instantly get going. Did Nintendo faithfully translate “America’s Pastime” into an enjoyable experience for kids to lose themselves in? It saddens me to say, not even close.
Let’s begin with the team names. Granted, when a publisher doesn’t have the license to use real MLB logos and names, they normally run with the city name and the uniform colors. Usually, from that, we automatically gather that if the team’s name is “Bos” and the colors they sport are red and white, good money is on them being the Boston Red Sox. Baseball said “fuck all that noise” and gave us the legendary squads of A, C, D, P, R, and Y. Further examination will reveal the teams as the Athletics, Cardinals, Dodgers, Phillies, Royals, and Yankees judging by the color schemes. Nowadays, we equate the Royals to a team that has had one winning season since 1993 and akin to the Pittsburgh Pirates of the NL, sort of a running gag. Seeing as this was launched October 18, 1985, Baseball was two days removed from George Brett and the Royals defeating Ozzie Smith’s Cardinals in the World Series, justifying their inclusion in this cart. What I don’t understand is if all 6 teams are EXACTLY the same with only uniform swaps, why couldn’t we just have all 28 teams at the time and add even one letter to the teams name so we could tell the Astros from the A’s? Also of note, did all the black and latino players go on strike before they hit the field? In these days and times, little details like that become rather noticable. One could attempt to argue that the game was made in Japan, however the MVP of the Nippon League in 1984, when Baseball debuted in the arcades, was Greg Wells, a black man..
There is only one mode so anyone wanting a full season and deep stat tracking just had to make use of their noggin and create a custom schedule as well as track their own stats. One problem, you never knew who was up to bat. Every hitter has the same exact appearance and attributes, so it could be your catcher at the plate or your left fielder. There was no indicator as to who was 0-5 so far in the game or who had 4 homers, nor did it even matter.. Same with pitching as it made zero difference if you got rocked for 10 runs in your first inning, there are no substituions, the poor guy just has to deal with life and continue to get slaughterred trying to lower his 77.00 ERA futilely. Really, there should be a “swallow cyanide” menu option, because if there is anyone I feel for in this game, it’s the poor pitcher.
Other than frustration, the only other emotion this game can seem to conjure up is a deep sympathy for the pitcher. It truly is like Nolan Ryan on the mound with a gang of stoned sumo wrestlers in the background trying to field. Pitching is tolerable as you have 3 speeds to work with and the only complaint is after you hit A, he throws it pretty much whenever the hell he wants to. At times, it is instantly pitched to the batter and other times, he shakes off a sign and stands there mean-mugging the batter a few seconds before the wind-up, adding more time to an already long as hell game.
The worst part of this game, and the main reason is gets such a low mark is the goddamned fielding. The controls are just anarchy. Any fielder you control moves about the speed of a mudslide and the game has no concept of who is closest to the ball whatsoever. A routine pop-up was missed by my third basemen and instead of the game allowing me to control the left fielder and try to get to the ball, it makes my 3B run (more like freshly twisted ankle hobbling) after the ball all the way to the warning track. As if it could be worse, the fielder and the ball are often moving the same speed meaning you aren’t getting to shit until you make it all the way to the wall and pray the ball ricochets in your direction. Three fucking times a simple play was turned into something really damaging to my chances of a fair game. The routine groundball that rolled through my second baseman’s legs that turned into an inside the park home run almost costed me a controller.
Hitting is easy enough. A baseball is hurled towards your batter and you try to hit A at the right time. Simple, yet effective, as is hitting in most baseball games. That is, until you actually reach first base. Even if you get the perfect slicer down the third base line for what should be an easy triple, your player grows fucking roots at first. I beat the everloving piss out of my buttons to no avail attempting to light any kind of fire under my players ass, yet all he could muster was to blankly stare at me and remain planted where he was. This game’s rules have no rules. The one time I got my guy to accomplish forward motion, it was by complete accident and I couldn’t get him to turn back around nor know why I even tried. Any semblance of strategy that might be thought up is just an exercise in futility. Your choices are pretty much limited to either knocking it out of the park everytime or having your ass handed to you on a silver platter. Good luck with option A.
As for the sound, most titles of the “Sports Series” work extremely well without any background tunes, but this is one game that sorely needed it. Seeing as this was the only baseball title at the time, the poor consumer had to endure the rousing sound of nothing while the game was droning on. It’s as slow moving as it gets and I timed a full game at 58 minutes, far too long for the 6 or so sound effects to keep things intresting or me distracted from what a clump of 8-bit shit this is. As a matter of fact, when you are called out, it is the exact same sound that Punch-Out on NES gives when you press start and the boxing glove breaks through the screen. Noone can blame me for nstantly making me want to pop that classic in when I hear it. The tiny ditty when you hit a home run is also the theme when you win a fight in the arcade version of Punch-Out, giving a strange link to both versions of the greatest boxing game ever created on any console. Later for that one though.
THE FINAL VERDICT
Only slightly above Donkey Kong Jr. Math as an unplayable piece of NES history that should stay buried never to see the sun or be touched by civilization again. I spent 3 days mulling it over and trying like hell to give it the benefit of the doubt as the first baseball game and still can’t go any higher in good conscience. Nintendo squandered a great opprotunity here as launch day, noone knew what the hell an Ice Climber, a Clu Clu, or a Goomba was. We all knew what baseball was and, sadly, they completely dropped the ball. I’m sure the five superstar outfielders from Team Y is still chasing that bitch to the wall today.
The game features a free roaming world with Travis moving around on foot or on his trusty scooter, the “Schpeltiger”. Originally planned as an ultraviolent title to rival Manhunt 2, the copious amounts of blood were later replaced with black pixels and coins spurting from fallen enemies, resulting in final ratings of Pegi 16+ and ESRB M. ~The Elderly Gamer
No More Heroes
The game features a free roaming world with Travis moving around on foot or on his trusty scooter, the “Schpeltiger”. Originally planned as an ultraviolent title to rival Manhunt 2, the copious amounts of blood were later replaced with black pixels and coins spurting from fallen enemies, resulting in final ratings of Pegi 16+ and ESRB M.
The reviews at the time were resoundingly positive, withMetacrtic awarding it a score of 83% from 64 critc reviews.
Quote of the Bunch:
“SUDA-51 has delivered a game that can match its absurd premise with equally stimulating gameplay, making for one of the most unique and satisfying action games in recent memory”
A true joy of creation that is too rarely seen in gaming.
The overall weird factor of the game are the main reason to check it out
Some mystic element about it that makes it worth playing.
Top-tier mature gaming and pitch-perfect swordplay.
A funky, fun third-person hack and slash marred by some boring open world side-missions.
A unique title with some genius moments.
Open world sections do more harm than good
A love letter to videogames that never grows old, tired, or dull
There are few games as good as this on any platform.
The only surving…
Official Game site (Japanese)
Genre- Puzzle Platformer
I have quite a few N64 games. Not as many as the true collectors out there – but far too many to actually have played them all.
So I flick through my un-played carts, all picked up for pennies and lurking at the back of the draw, flicking through Earthworm Jim 3D, Road Rash 64, Twisted Edge…until I decide to take a punt on Lode Runner 3-D.
Why it has the dash between the 3 and the D, I do not know. But anyway.
A puzzle game based on an ancient title from 1983, I recall Lode Runner 3-D was given a lukewarm response by N64 Magazine at the time of its release – so how bad could it be?
Well, it turns out it’s not a bad game. Just one that was considered slightly archaic even at the time of its release – and, well, time has not been kind.
It’s hard to describe whether this is a 3D (or ‘3-D’) or 2D game to be honest. Although your movement is fixed on a 2D path, levels branch out into 3D space, twisting, turning, and overlapping with a certain frustrating rigour.
The game is based around completing self-contained stages by collecting a set amount of tokens, with different obstacles and challenges set against you.
Most involve the destruction of boxes though (see the purple ones above), which can be blasted away with a burst of your laser gun, fired with the Z button.
These boxes come back after a certain time though, and if you’re in the space which they pop back into, you’re dead.
A more likely death will come about by walking into the red suited monks that stalk you in most of the levels though – and if killed (by either blowing them up with bombs or trapping them in the boxes) they simply re-spawn and chase you all over again.
These creepy monks (you never see their faces) are a little out of sync with the space theme, but do offer up a very tangible threat. Even if all they do when they catch you is jog back and forth on the spot where you fell. The fools.
In most levels one wrong move is enough to scupper any chance you have, but due to the sprawling nature of some stages a trial and error approach can be the only way to get through them.
Although you can see a fair bit of the stage with the solid camera (although for such a simple game i’d expect this element to be decent), there are still many times where you’ll die because you won’t be able to predict what the game will throw at you.
Eventually then, you might get a little bored, and for the larger levels you simply won’t have the motivation to play any more.
Generally Lode Runner 3-D looks a little tired by modern standards, with its chunky 3D graphics and one-note puzzling. Despite good intentions, this is a game best left in the past.
Last Action Hero
Before he became the governor (or Governator, that is) of California, Arnold Schwarzenegger was one of the biggest box-office draws on the planet as the big-muscled action star of such classics as Commando, Predator, True Lies, and the first two Terminator films. However, during a brief foray into such comedies as Junior, Twins, and Kindergarten Cop, Arnie lost his edge a bit for the lighter roles and, arguably, almost ruined his legacy. Among these not-quite-hits was the critically derided meta-movie Last Action Hero.
But, of course, since it was a big-budget film with a big-name actor, it was worthy enough to have a video game developed for it as released on the 8-bit Nintendo Entertainment System (NES) console in 1993. And, like so many others, this license title proves to provide low-quality gameplay, the result of publisher Sony Imagesoft wanting nothing more than to turn a quick profit on a media commodity with a low shelf life in the popular culture of the time. This is not a video game that showcases imagination or innovation.
The first mistake this side-scrolling, two-dimensional (not even the third dimension of being able to walk into the “depth” closer to the background, but purely left and right or up and down) beat-’em-up is that the A button attacks and the B button jumps, which is not only in reverse from the legendarySuper Mario Bros. original NES game that set the golden standard, but also serves as a stark reminder as to what camp this cartridge belongs to: The crappy one with all the terrible games.
Oddly enough, though, in addition to the typical movement left and right, the player is also granted a move other than the basic punch: A kick, initiated by holding up when pressing A. This is a nice touch, it could be supposed. The player can also crouch, punch from the crouch, and try to attack in mid-air as well, with mixed results.
The player takes control of Jack Slater, the movie-star protagonist of the movie-related movie, in a plot that loosely follows the film. It actually, at first, seems to follow it rather closely, down to the oddly rendered cutscene still frames that depict shots from the cinematic experience. However, rather head-scratchingly, the NES game departs from the movie right around the second level, when the boy dreams of a medieval setting involving a Robin Hood-like environment in which the player must then traverse. This seems like a tacky random add-on.
Now, a rundown of the entirety of the gameplay of Last Action Hero the NES game: There are seven levels. Each ends with a boss. Each consists of either running to the end of a one-way path, or repeatedly going back and forth and ascending to higher levels. The enemies infinitely respawn. There are no points or other rewards for killing enemies, so they are best avoided. The best strategy for bosses is to crouch and repeatedly punch until the boss dies. Some projectiles can be dodged by crouching, some cannot. The player begins with three lives and a six-hit health bar for each, measured in hearts. Occasionally, health refills can be found. Continues are offered if all lives expire. Attacking range is short and hit detection is terrible. This is Last Action Hero on the NES.
This video game actually looks really good for an 8-bit title on the NES; though, by 1993, the console was in its twilight years and developers had little excuse to not know how to best make the on-screen action look. Examples from the first level alone: The police cars are displayed in bright detail, the background cityscape is creatively drawn in little pixels denoting window lighting per building, these windows flicker in moody atmospheric effect to match the rain, the protagonist actually wears a two-color outfit and is thus not prone to the Monochromatic Character Syndrome that many NES figures were drawn in, and the action proceeds fairly smoothly with little-to-no flickering or slowdown. That being said, some portions look better than others, the enemies get repetitive, and no amount of good looks can make up for awful gameplay.
The music is not outright awful, but it hardly tries to break boundaries either. You can fairly clearly hear the buzzy and bumpy-grindy notes of the two square-wave channels on the hardware struggling to complement the non-ambitious whines and weak lilts of the triangle-wave piece. The effects are even worse, though; a series of hisses, thuds, and hollow bonks. With such a plethora of previous NES classic titles to have witnessed before, some with truly spectacular soundtracks, it is somewhat remarkable that the developers really did not try to at least grant the background tracks a broader range or add some punch to the punch effects.
By its very nature, a license game lacks originality. However, there is some flexible wiggle room that allows for potential innovation and creativity to nonetheless still be expressed; unfortunately, there is very little true vision to be found on this cartridge. The beat-’em-up gameplay mechanic is even more monotonous than the usual genre strictures, the lack of reward for dispatching of enemies really breaks the entire motivation for combat, and it may be the worst of the handful of Schwarzenegger-movie NES license games, turning in a magic ticket for one star out of five.
Donkey Kong Jr.
Format- Gameboy Advanced
Genre- First Person Shooter
I’ve tried to revisit the 12 FPS games for the GBA in the order they were released, but have sadly messed it up a bit. Doom came after Ecks Vs Sever – a fact that i’m ashamed I overlooked.
But i’m putting that right, and the next game on my revisit radar is Dark Arena. Perhaps the most forgotten of the whole flock of GBA FPS – apart from perhaps the too late for the party Ice Nine – this is was actually the first FPS announced for the handheld.
It’s also the only GBA FPS that isn’t a port or continuation of an existing shooter series, or without any conceivable tie to a movie (Ice Nine was based on the film The Recruit but the licensing fell through).
This fact probably didn’t help Dark Arena reach a wider audience, but it’s hard to feel too sorry for it, due to the fact it’s a rather turgid effort all round.
Perhaps it was rushed to a release in an attempt to be the first GBA FPS, in which case it failed in a truly dismal fashion due to the fact three games beat it to the punch, but ia lack of attention to detail does show through in the final product.
It’s opening is very effective though, in an adorably budget stricken kind of way. Green text is type out on a black screen, with a sinister soundtrack burbling away in the background.
It recites the plot of Doom pretty much ad verbatim – lone marine stranded in a infested space station, blah blah blah, escaping is a near impossible task, etcetera etcetera – only with a slightly more clunky syntax.
Only a rubbish looking pic of a red beast attacking a bald space marine sullies the dark-edged tone.
When you enter the first stage though, all the effort gone into this set-up evaporates very quickly indeed.
This is not a scary game. Not by a long shot. There’s no music here, just the sounds of enemies and gunfire. On a system with more graphical oomph this could have worked – but here it mutes, quite literally, any potential atmosphere.
Controls are simple and work well however. Shooting enemies higher than your current level can be fired at by simply aiming in their vague direction, Doom style.
Guns are plentiful, but most are ineffectual in terms of their power. You can be tooled up with a rocket launcher, sniper or laser gun, but there’s no real satisfying clunk-click- bam feel to the game – like, say, Doom (sorry for constantly making the comparison).
This is something most of the FPS’ on GBA suffered with actually, but was not a problem in Doom or Duken Nukem Advance – perhaps as much to the way your enemies die more than anything else.
In Dark Arena they simply slump straight to the ground once you’ve pumped enough bullets into them, like sad cardboard cut-outs.
There’s no real sense that you’ve conquered anything evil at all, and this doesn’t help to stimulate you to push on through the game’s fifteen levels.
Most of the alien beasties don’t even carry any tangible threat either. Most can be defeated without you you needing to exert any caution – just walk near them and fire away.
Only the robot mechs and larger aliens near the end of the game can do much damage to you in a straight up firefight. And the final boss of course, is a challenge, as you’d expect.
Dark Arena is miles ahead of, say, BackTrack – it’s got clearer graphics and a proper single player for one – but it does very little to set itself apart from the GBA FPS pack.
Although when I was younger I think I got scared a little for abut 30 seconds in one of Dark Arena’s stages, it was probably because I was at the end of the stage and had to beat several tough enemies – and had to go back to the start if I died, something I was very keen not to do.
Generally, attempting to mimic Doom is unwise at the best of times – but especially when Doom has already been released for the system you’re coming out on.
So why did I picked the second one? It’s only because it’s the only one I can play at the moment. The rest of them are in storage. The game is quite fun and odd at times. The point of it is simple, Bugs Bunny’s girlfriend has been kidnapped and it’s being held captive at this castle. It’s only up to Bugs to save her if he wants to get laid so the quest starts! The object of the game is very simple, I mean any idiot can figure it out that you have to collect keys in order to open the master door. You can also use items in order to beat your enemies down although I suggest you know how to use them efficiently so that you won’t run into a one on one without any items to defend you. You will encounter other interesting twists in this game as I’ll go over them as we move along.
The gameplay is quite demanding at times because you have to figure things out fast if you don’t want to be killed by your enemies which for some reason used to be your buddies in the cartoon at least! You will encounter the Rooster, big headed bird, Sylvester, among others. There are also some freakshows from other series or probably made up. Overall, you have to be careful with everyone! They mean harm! Furthermore, the game offers a variety of ways to kill them. You can either blow them up with a terrorist bomb or shoot them with a bow and arrow through the heart, it’ll depend on the level which weapons are available. You can also pick up a hammer to break bricks that get in your way. Amazingly you can’t use this item as a weapon to break your enemies’ head open….go figure! The game also has this mega lighting bolt that destroys everything on screen. That’s Bugs’ most powerful weapon!
The graphics of the game are quite good. Things look how they are supposed to look and you won’t run into objects you think are part of the background. Even people with vision problems like myself were able to detect the scenery quite successfully. Even the enemies look how they are supposed to look and that’s a very well done task by the developers. I do have to mention that the big headed bird Tweety was made bigger than its size but that’s understandable as you are playing a portable game and won’t recognize him if you see him…Speaking of which…Tweety is a him? I found that out not too long ago and I’m in shock! SHOCK!! The music is repetitive but what can you expect for a puzzle game. You have a couple of tunes and that’s it! I don’t see people saying the same for Tetris but then again Tetris music kicks ass. If you do have a problem with the music then just mute it and play your wonderful emo music for all I care.
Overall, you have a very solid game that can bring you hours and hours of fun. With a nice password system that won’t make you write down a billion phrases and then get it wrong, you can’t go wrong with this one. Be sure to check out the other games in the series and try to look for them online as they are quite affordable. If everything else fails, just download the rom! Until next week!
While Capcom canned the Gameboy Color remake of the the original game, that didn’t stop them from developing on the system completely. They made a “kiddie” version of Resident Evil for the GBC near the end of it’s lifespan.
Tetrisphere feels like the type of game that might have been bought over to a fair few consoles – at least the Playstation – but no. It’s an N64 exclusive, and maybe as a result hasn’t been remembered by many.
It hasn’t even been re-made, or ported to the Virtual Console. This is the type of the game that will probably be forgotten with time, if it hasn’t been already.
It’s a shame, as it’s not actually that bad. In fact, you could argue that it’s a hidden gem.
One thing you need to enjoy this though, is to forget Tetris when going into the game. Despite taking up half of its name, that classic puzzler is a completely different experience to the one served up here.
If to emphasise that this a ‘brand new’ idea, the game starts by slinging thumping weirdo funk into your ears. This is a game with ATTITUDE, and it wants to make sure you’re aware of this fact.
This effect is ruined somewhat by the cutesy robot characters with googly eyes that you see throughout the game, but whatever.
Also unlike Tetris, you’ll need to go through the tutorial if you’re going to understand the game. Because boy, is it complicated. Or so it seems at first.
Basically (and I say ‘basically with caution), you place different blocks onto a 3D sphere, and have to match up the same tiles with each other in groups of at least two. Due to the 3D element though, you can do this in terms of tiles on top of each other, or side to side.
Once you grasp this, and it takes a few minutes, you can start destroying large amount of blocks at once. You’re helped by the ability to drag blocks where you want – as long as there aren’t any in the way of course – and the helpful fact that the shadow of the block you’re about to place changes colour if it will start a combo.
It’s hardly a pick up and play title. But credit to developer H20 Interactive, they tried to squeeze as much as they can out of the concept.
There’s a two player mode (strangely, none of my friends want to play the game), and a solo option with plenty of options.
Rescue mode has you opening up a hole in the sphere to rescue a tiny robot, Hide and Seek has you finding items hidden away in the play area, and there’s Time Trials and VS the CPU modes to round things off.
Considering that the game is fairly common (I picked mine up in Gamestation’s BOGOF deal for £1 when the shop was actually good), i’d say it’s worth checking out.
H20 Interactive made this and the rather good New Tetris, also on the N64, so they clearly knew what they were doing in terms of puzzlers (actually, they only made 3 games – the other was the divisive Aidyn Chronicles).
It’s not as brain meltingly addictive as Tetris, but at least it offers up something unique – and is therefore miles better than tripe such as Magical Tetris Challenge.
Super Star Wars
Format: Super NES Genre: Run and Gun Released: 1993 Developer:Sculptured Software/Lucasarts
Super Star Wars blew my tiny little adolescent mind when I first played it. Graphically it was superb, with crisp and colourful visuals that really captured the look of the film, and even today it still looks pretty damn good. In particular, I remember the Mode 7-generated battle above the Death Star was spectacular at the time, as was the climactic fight against Darth Vader’s TIE fighter at the end – although sadly I only saw this on a couple of occasions because the game was so f*****g hard. But more on that in a minute…
As well as looking fantastic, Super Star Wars sounded amazing. In fact, I’d go so far as to say it has possibly the best sound effects and music on the SNES – the 16-bit versions of the famous Star Wars tunes are absolutely spot on, and the sound effects are probably the meatiest on the console (apart, perhaps, from the OTT gun noises in Super Smash TV). Particular praise should go to the noise that the womp rats make when you shoot them – it sounds more like a train being shunted off a bridge than the demise of a fleshy sci-fi creature (listen to the video below to hear for yourself). But then again, the extravagant sound effects are in keeping with a run and gun game that has all the knobs turned up to 11 – I mean, practically everything explodes in a ball of flame when you shoot it, even the Jawas (who also fly comically off the screen with a satisfying ‘ooOOOtiiini’ noise lifted straight from the film).
But for all its preening good looks and aural bombast, Super Star Wars was always a little rough around the edges when it came to the gameplay department. Sadly, the massive sprites and evocative music don’t quite cover up the shoddy collision detection, inept bosses and utterly infuriating level design…
…but at the time I could forgive it – the all-consuming desire to see the next gorgeously realised level had me hooked, and the showy visuals – not to mention the fact that it’s Star Wars goddammit – were enough to keep me plugging away until I finally, FINALLY, managed to finish it. Although looking back now with the benefit of hindsight, I’m amazed I had the patience…
Here at 101 Video Games, we generally write our reviews based on our personal memories of the games, rather than what they’re actually like to play now. The idea is to generate a record of the games that enriched our lives, rather than a list of ‘top’ games – hence the inclusion of games that taught us a valuable life lesson (Rise of the Robots) or that simply made us smile (Dog Walking). However, I got so nostalgic about Super Star Wars after watching videos of it while researching this post, I ended up downloading it from the Wii Virtual Console so I could play it again.
A fatal mistake.
It all started off pleasantly enough as I happily romped across the dunes of Tatooine, blasting the local fauna into oblivion with carefree abandon and generally having a whale of a time. But then I started noticing the cracks…
[Lewis sits playing through the first level of Super Star Wars. Gradually his brow begins to furrow and a slight frown plays across his mouth as he nears the end of the stage. We listen in to his internal monologue…] “Hold on, no matter what I do, I don’t seem to be able to avoid getting hit by these creatures – maybe my reflexes aren’t as good as they used to be? …Or is it because you actually CAN’T avoid them and the developers just decided to throw loads of health boosts at you to make up for it? Wait a minute, here’s the sarlacc pit boss… oh, you can’t avoid his attacks either. And now I’m dead and the restart point seems to be practically at the beginning of the level. That’s …erm… frustrating.”
Yes, 17 years is a long time in the world of video games, and little things we now take for granted – like reasonably spaced restart points – were thin on the ground back in 1993. But there are some aspects of Super Star Wars that are frankly just the result of poor design, like the inability to avoid getting hit, or the all-too-common ‘leaps of faith’ where you can’t see the platform you’re meant to be jumping onto (which usually results in you landing in that all-too-common ‘insta-kill’ lava instead).
[We rejoin Lewis’s inner monologue as he starts level 3 outside the Jawa sandcrawler.] “Ah, I remember this bit! I love that noise the Jawas make when you shoot them! Right, just need to make my way to the top of the sandcrawler by navigating these moving, wafer-thin platforms… Oh. I’ve fallen right back to the beginning. Right let’s try again… Hmm, seems a little tricky to persuade Luke to do that spinny ‘super jump’ thing, I seem to end up doing a ‘normal’ jump half of the time… Oh. I’ve fallen again.]
[Fifteen minutes later…]
“Right, finally got to the top! Now I just need to jump insid… hold on, gun emplacements? WTF? Oh. Dead again.”
[Another fifteen minutes later…]
“OK, I think I’m getting near the bottom of the sandcrawler now, although those myriad boucing lasers and security flamethrowers were a tad annoying. Still, I’ve been playing for ages, so I can’t be too far away… Hold on, I’ve come to a dead end and I can’t see what’s at the bottom of this drop. Must be another platform I guess, I’ll just jump down… Oh. It’s ‘insta-kill’ lava. That’s a bit… erm… irritating. Oh, and I’ve been taken back to almost the very beginning of the level… Right, I think I need to stop playing and find somewhere I can hurl this controller in rage without damaging any expensive electronics equipment.”
In a nutshell, Super Star Wars is just a tiny bit infuriating. But my younger self just couldn’t get enough of it – perhaps in the pre-internet, pre-’instant access’ era I had a little more patience. And let’s face it, games were just harder back then, not like these namby-pamby modern games.
So bearing that in mind, I’ve decided to embrace Super Star Wars for what it is and dismiss its faults as the foibles of a bygone age – welcome to our video game canon old friend. Although if it’s all right with you, I’d prefer to remember you as the esteemed game of my youth rather than the frustrating throwback I bought in a fit of nostalgia.
Ufouria: The Saga
I’ve been known in the past to complain about games & systems that Australia never got & how much better the Americans (& the Europeans in some respects) have it than us. Yes I am somewhat of a whinger, but let’s look at the history. When I think of games that never made it to Australia I think of:
Final Fantasy 2 & 3 – SNES
Megaman Collection – GC
Cubivore – GC
Megaman 64 – Nintendo 64
Hey You Pickachu – Nintendo 64…
… actually that last one isn’t a bad thing… My girlfriend still has nightmares about yelling into that microphone & having the little electric puffball do either nothing or something else. ANYWAY, let’s save that for another review. As it happens, there were a few English releases Australia did get that the American’s did in fact NOT get. Sounds strange I know. Traditionally games come out in Japan first, then get translated for North America, then if they feel like it we might see a PAL release. That was not the case for Ufouria, which for some unknown reason was released in Europe & Australia, but not the US.
Ufouria is a platformer that is similar to Wonderboy 3. It offers one big world to play in rather than individual levels & includes different areas that only certain characters can access. Seeing the similarities so far? The only real difference is that Ufouria features 4 seperate characters & Wonderboy 3 features changes to the 1 character, but from a gameplay perspective that hardly matters. For those not familiar with Wonderboy 3, let’s have a look at what makes this a great game.
The game starts with Bop Louie (I’ll get to the names later) who has been transported from his homeworld of Ufouria to this mysterious world with 3 of his friends who he has been seperated from. Bop Louie has the ability to bop his head into enemies to defeat them. All the characters start off with one ability, but upgrades for each character are available. For example, later in the game Louie can gain the ability to climb calls.
The first thing Louie needs to do is to rescue his friends. The problem is that when you find one of Louie’s friends they start to attack you. I’m probably giving away part of the storyline here, but each of Louie’s friends has been brainwashed & must be defeated to knock some sense into them & have them join your party. Freeon Leon is the first candidate for some brain wash bashing. He has the ability to swim on top of the water & walk on ice, which will lead you to Shades who can float, then Gill who can swim underwater. You can change characters are any point in the game which you will need to do on a regular basis.
Aside from battling your friends, there are also bosses in the game who each offer a different challenge. While they can be difficult (particularly the one in the submarine) you never feel like they’re impossible to beat.
The music is very boppy & enjoyable. At the recent Ultracade event I got to hear a remix of the main tune which surprised me as I didn’t think the game was popular enough for that sort of attention. Sound effects are your standard Nintendo platform affair, so there’s nothing that really stands out.
The controls are brilliant. One thing Nintendo systems are good at is platform games & this is no exception. All the characters move just as they should. You feel the bump as a character slips on the ice & falls over. You feel the inertia as you slowly start moving in the water & progressively speed up.
Now onto the names. In Japan there is a series of games based on a character called Hebereke. Ufouria is one of the Hebereke games rebadged for the Western market. Not only the names have changed, but the character sprites have been modified from the Japanese original for some strange reason. Bop Louie is actually the “Westernised” version of Hebereke himself. This doesn’t affect the gameplay in any way shape or form however.
To make things even wierder, the Australian & European versions differ slightly. The main character sprites look the same, but the health status & a few other minor things were changed. The bulk of the game is the same, which begs the question: why?
If you have difficulty the handy password option is there to allow you to continue your game. The only problem with this is you always start in the same spot, so if the boss is a fair distance away you have to go all the way back to them, but everything you’ve done up to that point is unlocked.
Overall if you owned a NES but loved Wonderboy 3, this was a great alternative. The controls are outstanding, there is minimal sprite flicker with the graphics & the music is brilliant. So it’s time to be patriotic people. Put your hand on your heart & declare to the world just how proud to be Australian. After all, we got Ufouria & the US didn’t.
Donkey Kong Jr. Math
Well, it was bound to happen. Time to review a stinker. Not just a stinker, mind you, but a post-Taco Bell chased by black coffee with a side of Taco Bell for dessert type of stinker. Light a candle and say a prayer because here is the unwashed skidmark of the Black Box games, Donkey Kong Jr. Math. Heaven help us.
First, a quick history lesson in what I mean by “Black Box” since there has been a question or two on the definition. The Nintendo Entertainment System launched in small quantities on October 18, 1985 in selected areas of New York City. Due to the video game crash of 1983 (thanks Atari!), noone was willing to entertain the thought of selling home game consoles ever again. Therefore, Nintendo, steadfast in their resolve, changed the name of the Nintendo Family Computer (Famicom) instead to an “entertainment system”. How this actually worked when it is obviously a game console, I’ll never understand. Anyway, on the day of the initial launch, there were 18 titles ready to go. They all came in a black box and in the lower left hand corner, they were marked with te type of game it was.
If you look at the Clu Clu Land and Super Mario boxes in my prior reviews, you’ll notice the symbol for the “Action Series” and “Light Gun Series” with Hogan’s Alley and so forth. Hence, “Black Box”. The NES had a true launch in February of 1986 with more titles and after that is when the third party publishers started releasing games and didn’t want to conform to the labels of their games, so the idea was scrapped. Hindsight 20/20, it was a good move, because what the hell could you label something with multiple genres in it like a Battletoads or Guardian Legend? One of the categories was “Education Series” and while it probably had good intentions and may have had some legs in future titles, it only had one game ever attached to it. Why? It sucked so fucking bad that it killed off the idea completely.
Which brings us to Donkey Kong Jr, Math. Seriously, all I want to type here is what a pile of shit it is, journalistic integrity be damned. But with heavy heart and mind, there is no choice but to roll my sleeves up and stick my hands deep into the doo-doo and pray I come out of it with a filth that can be washed away.
The game sure looks like DK Jr. from the arcades but that’s where the similarity ends. There are 3 modes to “play” but the only difference between A and B are that B uses negative numbers. The gist of it is that Papa Kong gives you a number and you have to jump to a vine with a number (you can only hit one at a time), then travel to the mathematic symbol you want, then hop to another number, etc, until you have the total Donkey asks for. Example, Papa gives me the number 77, you have to jump to 9, then the times symbol, then 8, then hop your baby gorilla ass back to the plus sign, then back to the 5 and you “win”. That is IT. The game booklet never lets on that it is 2 player only so you have this poor, pathetic looking pink DK Jr. off to the right who dies when you complete a problem. What the shit is that? Be great at math so you can slaughter your own kind ruthlessly? Wait, maybe this game did teach a 1%er a thing or two growing up.
The final game mode makes zero sense from any sane perspective. You choose the type of problem you want to do and then Kong presents you with one. Sort of. To solve it, all you need to do is push a block up past the Nitpickers who never seem to touch you and that’s the game! This mode can be beaten within 5 minutes and I cannot for the life of me figure out what it is supposed to accomplish. If I watch numbers be added for me, it will instill a photographic memory strong enough to always remember what these two numbers added up equal to?
THE FINAL VERDICT
1/10 Widely regarded as one of the worst launch titles ever. Probably started out as a decent concept, but something seriously got fucked up in the development process. That or Nintendo had no beta testers at the time because this game just feels rushed and broken. It killed Donkey Kong Jr so dead that the only other appearance he made was in 1992’s Super Mario Kart for the SNES. The 1 point is for the decent graphic port but to go higher than that simply isn’t possible. The idea was for kids to want to mix games and learning, but who is going to pop this shit in when you have ANY other game laying around? Brain Age this isn’t. They couldn’t give this craptastic cart away. Now if you’ll excuse me, I need a shower. I feel violated having played this…
Unlike the last entry, Avenging Spirit, TumblePop was more of your traditional arcade fare: light on story, big on high scores and just outright fun. The basic premise of the game is that you play a pair of “Ghost Buster” type characters, who use (get this) vacuum cleaner type gizmos to suck up ghosts, demons, aliens and other monsters. A concept that would, in some form, pop up again years later in Nintendo’s own Luigi’s Mansion. Once you suck up enemies, you can blast them back OUT of the vacuum thingy to use as projectiles against other enemies. And therein lies the core gameplay mechanic, and basic fun of Tumble Pop.
Similar to the Taito classic Bubble Bobble, when enemies are destroyed, they often leave behind goodies for you to collect, such as coins, etc. In fact, the game seems largely inspired by earlier hits like Bubble Bobble as well as Capcom’s Buster Bros, and the game takes the same classic arcade approach of the action being limited to little “Screens”, instead of the kinds of sprawling levels seen in the later side-scroller genre. Like those earlier games, it also features two player simultaneous co-op gameplay, which just adds to the pandemonium. Along with goodies from enemies, you also collect occasional letters that, as you can see in the picture above, eventually spell out “Tumbepop”, and when you get the full word, you are whisked off to a timed bonus stage where you can get even MORE high-score ensuring goodies, as well as extra lives.
The game plays out over 10 different areas, representing (mostly) real places on earth, such as New York, Moscow, Japan, Egypt, Australia, etc. In the final two areas (SPOILERS) the game sees you travel to Outer Space and finally The Moon. Each area features it’s own themed monsters, as well as typically one big boss fight at the end. And as you have seen in these pictures, there are some crazy bosses, like a giant octopus, a killer snowman, a giant clown robot, a flaming dragon, an enormous genie, etc. And if that weren’t enough, if you failed to defeat all the monsters in a given time, a Dracula-type dude will wander on screen and if he catches you, you lose a life. Major bummer. Totally bogus! But I digress.
As mentioned in the previous article, as coincidental Fate would have it, unfortunately the only platform that TumblePop was ever ported to, like Avenging Spirit before it, was the original Game Boy, in 1992. Again, awesome for Game Boy owners, too bad for anybody else. As again, this would have made an amazing NES game, or even SNES or Genesis game. I certainly would have loved to have rented or maybe even owned it on NES as a kid. The one big difference between the two however, in my personal experience, was that I actually got to PLAY the arcade version of TumblePop as it was long a mainstay of the local area skating rink. As a matter of fact, as a call back to an even earlier article, remember that buddy of mine Harold, whose favorite game EVER is M.C. Kids? Yup, well TumblePop was pretty much his favorite arcade game too. And wouldn’t you know it (unlike his modern taste in games), BOTH of these classics were actually fun! Damn you Harold!!
It should be mentioned that the Game Boy version of TumbePop differed slightly, in that it featured a “World Map” of sorts, where you could even exit areas if they were too hard and come back later, as well as an on-map Shop where you could use coins collected to buy upgrades. Pretty nifty all around. And, again like Avenging Spirit, the Game Boy version of TumblePop, as luck would have it, is available for download on the 3DS eShop. I would highly suggest giving both games a whirl, as they’re well worth it.
Well, that about wraps it up folks! Another fun game, faded from memory, but now resurrected through the power of….well, my bodacious writing! Go find yourself a copy of TumblePop, and suck away!
We promise to make no mention of this game’s classicly terrible box art in this post… oh wait.
Anyway, upon release of the Super NES, Final Fight was a big deal. While Capcom’s port was impressive in a number of ways, it was missing multi-player and third playable character, Guy. With Streets of Rage drawing attention in the Sega department, Jaleco decided to fill the two-player beat-em-up void on the SNES with Rival Turf.
Rival Turf isn’t terrible, but it’s generic and brutally difficult. The two characters, Jack Flack and Oozie Nelson (seriously) patrol the streets in levels that are nothing short of blatant knocks on better games. Enemies are the real issue, coming in with names like Skinny and Butch. They’re incredibly overpowered, laying on unblockable combos at will.
Collision detection is sloppy, and the cheap animation doesn’t help matters. The game would spawn two sequels, including the far better Brawl Brothers and moving back into sloppy territory with The Peace Keepers, all SNES exclusive. Rival Turf is easily the worst of the lot, and while not the most painful beat-em-up experience on the system (Bebe’s Kids, we’re looking at you), it’s utterly amazing how a game could sell well enough to spawn a sequel purely on multi-player aspects.
Overall Rating: 3.5/5 Stars
Bucky O’Hare was a comic-book character and star of an animated television series that proved to be a popular enough license to eventually lead to Konami producing a video game based on the canon. Concerning the space-faring green rabbit Bucky O’Hare and his ragtag crew of anthropomorphic creature-person heroes and their fight against the dread forces of the toad menace to save the Aniverse.
This one-player game begins with the player controlling the protagonist Bucky O’Hare, whose four shipmates have been captured and stowed on four planets generically named after colors. From an initial stage-select screen, Bucky can tackle the planets in whatever manner he wishes in order to save his comrades before taking the fight directly to the Air Marshal of the frog fighters.
Gameplay is in the style of a two-dimensional platformer run-‘n’-gun type of title, whereas the A button jumps and the B button fires a blaster. The player can fire directly upward with Bucky’s gun and also fire while crouches. Each level offers their share of pattern-based enemies, precision-jumping puzzles, and fast-paced battle scenarios, all of which end in a nice little boss fight.
Where Bucky O’Hare begins to become somewhat distinctive is in the fact that after each crew member is rescued, you can instantly switch to playing as that character, and scroll through all available cast members by pressing Select. Each squad member has a slightly different weapon (Deadeye’s pistol fires in three directions but at a short range, Jenny has a quick laser that fires from her forehead, etc.) and a special ability activated by holding the B button (Jenny can launch a “crystal ball” attack that the player can control with the directional pad, Blinky can hover for a limited amount of time, etc.). It is this combination of character traits that enhances the challenge of each level as the player must decide which is best for the given situation. What complicates (or makes more tactical, at least) matters is that there are power tokens spread out throughout levels that upgrade each character’s inherent ability, each of which can be upgraded a few times, usually resulting in a longer duration of their particular specialty.
With the standard platformer formula in place, Bucky adds items and power-ups, character selections, a robust health bar, a smattering of one-ups and continues to go along with a decent password system, and “hidden” levels apart from the initial four offered to form a thorough sci-fi laser-blasting adventure.
The character sprites are big enough to pose distinctive characters against some just-okay backdrops, but in some cases it is the enemy designs that outclass the heroes. For example, there is a portion of the Green Planet (Act 5, specifically, as the levels are divided) when multiple large crafts fly overhead, firing at the character, and all done with minimal flickering and slowdown issues. Then, at the end, a solid boss match with a toadbot who throws enormous boulders that crumble into deadly shards. On that same stage, though, this game shows its occasional “meh” qualities, with running water that is only bothered to be animated at its surface, lending an odd, ethereal appearance as it seemingly hovers a couple feet over the ground, yet landing in it instantly kills the controlled character.
This title boasts the usual high-quality Konami effects, many of them recognizable from their library of other NES games (try the Start/pause button in the Teenage Mutant Ninja Turtles cartridges, or notice the explosion sound of the defeated bosses), along with good background music in place for appropriate ambiance. The skillful renditions reflect painstaking attempt at optimizing what the hardware had to offer, and results in an action-oriented, multi-layered beat throughout.
While other sci-fi themes had been done before for two-dimensional platform titles, and anthropomorphic protagonists had been seen before, no game was quite like Bucky O’Hare. This does not represent a perfect video game, nor is the experience without its aggravations, flaws, and outright bizarre bits (a spider enemy that drops down from a tree and explodes?!). Nonetheless, this game came late in the support cycle of the Nintendo Entertainment System console, long after Konami had mastered the basics of game-crafting and was able to spin a unique, enjoyable romp here, deserving of a respectable three and a half stars out of five.
Now these are the exact moments that make me glad I began this project. I went into this thinking there was no way this game was going to have any kind of history other than being a memorable Black Box title and left my research blown away. Ladies and germs, I present to you a game steeped in more links from the past than just about any out there, Hogan’s Alley.
Let’s dig into the history for a moment because it’s so damned captivating to me. The original Hogan’s Alley was presented back in the 1890’s and starred one of the country’s earliest comic strip stars, The Yellow Kid. The strip was written and drawn by the famed Richard F. Oucault and featured in the pages of New York World, owned by publisher Joseph Pulitzer, who is presently more well known for the Pultizer Prize, an award for journalistic excellence. Hogan’s Alley was popular enough to be on billboards and a ton of merchandise for the time but quite a bit of legal wrangling between Pulitzer and another famous publisher, William Randolph Hearst caused the Kid to quietly fade away.
Fast forward to 1920, two years removed from the World War I, and the FBI learned through a survey conducted throughout the major police departments at the time that marksmanship was becoming a lost art. Out of the all cities surveyed with over 25, 000 residents, only THIRTEEN had marksmanship programs. Obviously, this needed work so Hogan’s Alley was established at Ohio’s Camp Perry by the Army and the NRA.
Beginning in 1924, there were national contests held at the camp for sharpshooters and the like. There was no blank ammunition laying around so instead they opted to use real live ammo on cardboard cutouts set up around their virtual city, hence why the game’s targets are presented as they are. World War II brought an end to the contest but in 1954, the camp re-opened and in 1987, they took it a set further and went absolutely batshit with the idea, creating an actual small town for simulated combat.
But yes, there IS a game to discuss isn’t there? Hogan’s Alley was one of the first Light Gun games (or “Zapper” if you will) to be released and like most Black Boxers, was released to the arcades prior to the NES launch date. There are 3 modes you can get your Elliott Ness on with, which seems to be par for the course for the Zapper series, but who’s going to bitch when they could’ve easily put out one mode and called it good?
Game A is your standard 3 target shooter. This would be one of the rare times I enjoy no kind of musical track because if you’re an FBI agent trying to concentrate, the last thing you want is bouncy chiptunes blasting in your ear. There are 3 types of townsfolk in the sim you can shoot and 3 you can’t or else it registers as a “MISS!” and your game is over at ten. The tricky part is that the professor is colored just like a baddie and the grunt with the shotgun is colored like the stand-alone ‘stache sporting policeman, so it does take a bit of skill not to accidentally send Professor Sad-Shit to hell.
My favorite was always Game B. It takes you right into Hogan’s Alley and feels trickier and better paced. Still a lack of music except for a groovy little number in between rounds which is fine by me. If you’ve ever played this mode, the words “fuck!” and “shit!” will enter even the cleanest vernacular after you just pumped poor Miss Nobody full of lead. Second verse, same as the verse, 10 misses and it’s ce la vie!
The third option is lame compared to the rest of the awesome goings on. You simply try and bounce tin cans into a side wall with point values. Not too easy but not impossible either. When compared to the other 2 modes, this will be the one most likely to collect virtual dust.
THE FINAL VERDICT
8/10 A really great launch title and on a personal level, I always enjoyed Hogan’s Alley more than Duck Hunt. Not the popular opinion, but three very distinct modes when DH only adds an extra duck and some clay pigeons make this one rise above. The controls seem a bit sharper here as well as there aren’t as many cases of “OH BULLSHIT, I SHOT THAT FOR SURE!” going on. Pile those onto a fascinating history and Hogan’s Alley is a title that shouldn’t have been looked over.
For more information about the Yellow Kid and the origins of Hogan’s Alley, check out Brian Cronin’s INCREDIBLE blog at CBR here:
And for the most surreal site I’ve seen in awhile here is an actual link to the FBI’s real life Hogan’s Alley. It exists to this day as a training facility and I’d sell my soul to Zarathos to walk through here one good time:
Ninja Gaiden 2
I play Nintendo games cause I was raised playing NES and SNES games with my dad, plus I’m super cool right :p I never realized that would lead me to have a serious retro gaming addiction in my later twenties.
So why did I feel the need to make a site and dedicate it to my retro games? It’s actually simple: I love talking/writing about retro games almost as much as I enjoy playing them. I also love watching other people play classic games, thus my love for Game Center CX. I guess everyone has that one thing they are passionate about, whether it is sports, cars, clothes or whatever, for me it’s classic Nintendo games. I don’t have many close friends at my age who really play anything other than ps3 or xbox so it’s kind of rare when I get to nerd it up and talk about NES games, let alone my Famicom games.
I read anything I can about NES games on Wikipedia and read reviews and blogs from other retro gamers. I check eBay for NES and Famicom game lots, for cheap rare titles, the few old Nintendo Power issues I’m still missing and just cool Nintendo themed collectibles. I constantly talk to my hubby about the cool deals I got, or the random NES or Famicom facts I read that day. I take pictures of my son holding Nintendo plushies and I even got him a teething toy that looks like a NES controller called the Ninteetho. I even painted Yoshi’s Island murals all over his room. I’ve taken a vacation day from work just to play NES games I picked up online or at the local used game store. I have not one but two Nintendo themed tattoos. I am a full-time Nintendo geek and I love every minute of it.
I appreciate everyone who comes to the site just to read my random Nintendo ramblings. I know there are tens of thousands of sites online where people blog about games and I’m really humbled that you decided to come read what I have to say. I’m sure you’ve heard this kind of confession before on someone elses site about the new games that are out there. But I have to say it’s just not the same as playing a classic 8 or 16 bit game. I think I’m addicted to the pattern recognition that was required when you played tricky NES games like Mega Man or Ninja Gaiden, it took hard work, good timing and memorization to get past some of those parts but the feeling of accomplishment you get when you finally get it is awesome. Plus new games have nothing on the 8 bit chip tune music you would hear in classic NES games. Nothing can compare to some of the awesome music you hear in games like Mega Man, Castlevania, or Mario, those songs really stick with you.
As I get older it gets harder to find time to play video games. There’s work, family, and kids (which I’m really hoping my little guy will one day share my passion or at least want to play the occasional game with me), and all that other stuff you never used to have to worry about when you were a kid spending any time you had away from school playing games. Luckily I’ve been able to sneak in some time lately after my little guy gets to bed. Once I get to sit down and play, it’s like I’m transported back to when I was young and only had to worry about the game sitting in front of me. So I make sure every chance I get to expose my friends to classic games I take it. I’m just hoping to give them an appreciation for it, or at the very least see the reason for my madness :p
So thanks to everyone who comes here to nerd it up, and messages me on twitter. Thank you for sharing my passion for classic games!
Format- Gameboy Advance
Doom! Doom. Doom. Doooooooom!
This is probably the most well known game i’ve looked at yet, but it’s also the title i’ve put the most hours into, the GBA version in particular, so permit me to talk a little about the game that’s firmly rooted in my top ten videogames of all time.
I own the game on GBA, SNES and Jaguar (expect me to look over each port in individual entries), as well as wasting countless hours watching my dad play it on out PC back in the day.
I even recall putting ‘watching my dad play Doom’ on a list of my hobbies back in Middle School – only for the teacher to cross it out.
So to have Doom on my own handheld was a joy, and I completed the game several times over.
The main disappointment is that the GBA version is scaled down version of the PC version, with certain levels missing and replaced with slightly smaller ones. There’s no Cyberdemon or Spider Mastermind showdowns here – a major let down.
Still, the game crammed in an impressive amount into the tiny cartridge, and is miles better than the SNES version in terms of looks (probably because of the smaller screen).
When I play through the game it’s odd that some levels i’m more than happy to play through for the billionth time, whereas some I really can’t stand to trudge through, to the point of not wanting to play the game anymore.
Containment Area, the one with all the boxes, is a level I can’t stand playing for example. It just doesn’t feel right, and doesn’t fit in with the rest of the game.
Unholy Cathedral is another. It’s the one with all the teleporters placed in sets of four everywhere. Can’t stand that one. There are others, but i’ll spare you the details.
In fact, the game makes me realize how great its sequel is. There’s a huge amount of variety in Doom 2, and even the GBA version of it doesn’t miss anything out (the huge final boss, for example, is present and correct).
The original started off the series though, and for that i’m eternally grateful. The GBA conversion is solid, but falls a little short of offering the ultimate handheld version of Doom.
The iPhone version is impressive though – but despite having a fair crack with touch screen controls, the wait for a definitive portable version of ID’s classic shooter continues…
Double Dragon II: The Revenge
Double Dragon was a decent version on NES, but it had it’s own share of problems. Like a huge hit in the graphical department, and the complete lack of 2 player co-op in the main mode. Luckily they must of learned a few tricks for the 2nd game because you can play with a friend if you wish. The graphics are a little better this time around as well.
The combat is also a lot faster and smoother than the first NES game. They also have a decent control set-up where one button hits/kicks opponents on one side, and the other button takes care of the other side. It’s a shame some of this is ruined by awkward platforming. It’s a shame to lose one life because you got too close to an edge, or messed up a jump.
It’s a pretty good game, however I don’t have someone who can play with me, so half of the experience is gone already. They also give very little lives which means you’ll have to be real good and play the game over and over until you can endure the countless hordes of thugs. It’s aged for sure, but it holds up better than I expected.
Overall Rating: 2.5/5 Stars
The 8-bit Nintendo Entertainment System was a red-hot consumer item throughout the late 1980’s and early 1990’s, with its most popular games selling millions of copies. Part of its spectacular success was because, among a few other significant reasons, unlike its predecessor the Atari 2600, Nintendo did not allow third-party developers to release titles as easily. Every cartridge made for the system had to be officially licensed by Nintendo, and there was a lock-out chip in the unit to prevent terrible carts from being sold to an unsuspecting market, thus preventing another home video game market crash as had happened in the previous generation of gaming.
However, a select few organizations had the knowledge, resources, audacity, and diligence to successfully produce and sell unlicensed NES cartridges. Among these businesses was Color Dreams, which crafted a few sub-par games, and along with examples like Tengen underwent litigation from Nintendo. Then Color Dreams had a brilliant, bold idea: They changed their branding name to Wisdom Tree, and made video games based on the Bible. That way, any attempt by Nintendo to sue them would result in negative press; after all, what would a white-bread public think of a video game company “attacking” a seemingly Christian organization? Nintendo, amazingly, indeed did stay away, so Wisdom Tree put out a handful of quirky games on the NES console, including Bible Buffet.
Bible Buffet is a hybrid game that forms a juxtaposition between the board game category and the overhead adventure games as well. With up to four human players (someone can even play alone if they wish to undergo the quest solo), each person sets out across a board with a rather lengthy track, over 100 spaces. A six-sided die is rolled to determine how far a player moves their token on their turn, with certain spots enabling a shortcut forward several spaces, a bonus roll, or even losing a turn.
The twist is that regular segments of the board have a food theme, such as Dessert Land, Potato Land, Freezer Land, etc., with twelve realms in total, each having between eight and twelve spaces to their designation. Whenever the player lands on a space in one of the Lands, they then undergo the overhead adventure portions, controlling a character that must destroy anthropomorphic food enemies (pizza slices with faces and hands and feet, ice cream cones that zoom across the screen, etc.) while collecting items and searching for the exit. There is a health bar that begins with three hearts, exactly like the classic Legend of Zelda game, and a way of updating the character’s attack throughout the adventure, with an increased spoon count lending to firing more shots on a single screen, and collecting forks making the shots go farther.
Whoever gets to the last space wins and, considering the length of the board yet most of the time spent in the overhead portions, it can actually take a considerable amount of time for a four-player game to finish. Also, certain spaces bring up a Bible-related quiz (the sole Bible-related aspect of the game), yet without access to the instruction booklet, the player is just left randomly selecting “True” or “False” for the three question-number choices on screen. Why they could not simply print the questions on-screen, as they even did for other titles like King of Kings, is a reasonable question.
The visuals of this game are somewhat crude. The board itself is especially so, though perhaps it is by necessity since the screen has to accommodate all the spaces, land descriptions, and the lower part for roll interaction. Even then, the bland palette sudden switches and the simple toy-man tokens lend this a “cheap” look. The top-down action areas look alright, and some of the enemy designs are inventive, but overall it still definitely looks like a video game that lacked Nintendo’s seal of quality.
Another intriguing aspect of this game is the sound. Despite the lack of background music except for short ditties for certain board-game happenings, and very plain-sounding effects, this cartridge boasts among the best voice-synth effects of any NES games, with the announcer’s exuberant cry of “ALL RIGHT!” ranking as perhaps the highlight. This is an appropriate mark of how far developers had come in taking advantage of the NES limits by 1993, yet begs the question: Why is the rest of the game not up to then-current standards?
For a title that is often derided as “Just one of those stupid Wisdom Tree games,” Bible Buffet is truly unique at least, and among the few NES games to support four-player play, even if not simultaneously. The respective portions of Buffet (that is, the board and adventure parts) may be below-average, but combining them creates something slightly more than a board game and something that is not quite a generic top-down quest.
Among the Color Dreams/Wisdom Tree games there are certainly some that are better than others, yet as arguably one of the best, Bible Buffet is by no means an all-around great game. For a not-quite-complete design, for the bizarre choice to not have on-screen questions in the quiz portion, and the lack of atmosphere in the overhead portions (despite an overwhelming theme), this quirky Buffet eats two and a half stars out of five.
The Legend of Zelda: The Wind Waker
Format: GameCube Genre: RPG Released: 2003 Developer: Nintendo
Wind Waker was a brave move on Nintendo’s part. Radically overhauling the graphical style of one of the best-loved game series of all time takes some chutzpah, and I remember it caused outrage at the time.
Fans were up in arms when the first shots of Wind Waker‘s cel-shaded graphics were released, and some quarters were quick to cite the new game as a signal that Nintendo was trying to ‘kiddify’ the Zelda series. As the finished game eventually proved though, this was all complete nonsense and bluster: if anything, it just goes to show that the kind of people who spit and rave on internet forums about these kinds of perceived ‘faults’ are generally the kind of people you can safely ignore.
In my opinion, Wind Waker‘s graphics are an absolute triumph – the game’s cel-shading is utterly charming and distinctive, and whereas most games from 2003 have aged badly in the terms of graphics, Wind Waker still looks as fresh as it did when it was released. In fact, I reckon the Wind Waker version of Link is even more iconic than the ‘traditional’ version – so much so that a friend of mine recently featured cel-shaded Link on her wedding invites.
I’m playing through The Legend of Zelda: Twilight Princess at the moment, which is what got me thinking about the Zelda canon. And yes, I know you’re probably shocked that I’ve only just got round to playing Twilight Princessdespite the fact that it came out four years ago – we try to keep our finger on the pulse here at 101 Video Games, even if the patient died some time ago. And anyway, at least I’ve actually played some games, unlike a certain other blog co-author whose name I won’t mention… But I digress. The point is that unlikeWind Waker, Twilight Princess feels like a direct sequel to Ocarina of Time – perhaps the direct sequel that the internet forums were baying for back in the early 2000s. And the real point I’m trying to make here is that Twilight Princessjust isn’t as good as Wind Waker was.
Don’t get me wrong, Twilight Princess is an absolutely brilliant game, but whereas Wind Waker was a breath of fresh air that drew me in from the very beginning, Twilight Princess feels a little samey and derivative. The designers have obviously done their best to throw in a few new gameplay elements, but many of them fall flat – the sections where you play as a wolf, for example, just aren’t as much fun as playing in your human form, and of course they pale a little in comparison with the wonderful Okami (perhaps an example of a Zelda-imitator beating the original at its own game).
Basically, what I’m trying to say is that Nintendo went out on a limb with Wind Waker, and the gamble payed off brilliantly. I won’t bang on about all of the reasons the game is so wonderful (I’m sure you’ve probably played it yourself and can remember all too well), but I have to mention the sailing; there are only two games I can think of where travelling was just as enjoyable, if not more so, than reaching your destination, and this is one of them*. The fact that just moving around the gameworld was fun in itelf speaks volumes for just what an absolute classic this game is, and although we generally try to avoid including two games from the same series on our list, there was just no way for me to choose between this and Ocarina of Time. I might even put it on my wedding invites.