Gaming History 101

Know Your Roots

Archive for the ‘DS’ Category

Now & Then: Mortal Kombat 3

leave a comment »

Mk3

Switching It Up

mk3_1A lot happened both in the talent pool of Mortal Kombat players and in the game design overall between the release of Mortal Kombat II and Mortal Kombat 3 (MK3).  For starters there was a mass exodus of on screen talent due to royalty disputes, so almost no one from the original two games returned for the third release.  In addition, Boon and his team were trying to turn Mortal Kombat into a viable fighting game with things no one had ever seen before and mechanics that could compete with the massive rush of fighters in arcades.  The game was completely Americanized, with all hints of Eastern influence including symbols, locales, and the soundtrack completely absent without a trace and instead replaced by urban stages, 90s hip-hop soundtracks, and cyborgs replaced the signature ninjas.  These locations were now composed of pre-rendered 3D backgrounds and the character sprites were almost totally digitized as opposed to the digitized/hand drawn hybrid of the previous games.  Along with it came an overhaul of the controls, including combos and a “run” button to address rightful claims that defensive players ruled the previous title.  It’s all one giant 90s metaphor but that doesn’t change the fact that MK3 (and it’s update Ultimate MK3 or UMK3) stands as the moment I felt the series went into the mainstream fighter territory.  Couple this with the fact that it was on just about every console that existed at the time, still dominated arcades, and had more content than rival Street Fighter II could ever dream to do with its iterations and I see why it’s creator Ed Boon’s favorite.  Mortal Kombat 3 definitely upped the ante.

Read the rest of this entry »

Podcast: Data Easy Meets West

leave a comment »

data_east_post

No it’s not a typo (just an inside joke), but we are actually talking about Data East and Data West.  This includes the games they developed, published, and even the pinball titles available.  It may not seem it, but Data East was a limited and significant developer of the mid-late 80s and just about all of the 90s.

Special thanks to Retronauts Episode 88 (1up Run), Brandon Sheffield (and his blog/podcast Insert Credit), as well as Topless Robot for your Data East and extensive Data West information.

Also be sure to check out the ASCII RPG/roguelike Sanctuary, for free, at the following address: http://blackshellgames.itch.io/srpg


Download this episode (right click and save)

Subscribe: RSS iTunes Google Podbean

Written by Fred Rojas

June 25, 2014 at 12:50 pm

Podcast: Castleroid?

leave a comment »

metroidvania

This week we tackle the “MetroidVania” titles in the Castlevania franchise to follow up our initial episode (Devil’s Castle Dracula).  Fred and Jam briefly define MetroidVania as a genre, discuss some titles that originated it, and discuss Symphony of the Night – the most prolific of the series – as well as the multiple portable titles that followed.


Download this episode (right click and save)

Subscribe: RSS iTunes Google Podbean

Podcast: Generation in Review

leave a comment »

lastgen_post

This week Fred welcomes listener Yuri (@JamesFortengard) and fellow podcaster Isaiah (@i_say_uh) from the Party Chat to discuss the console generation that officially comes to an end on 11/15/2013. They discuss innovations, trends, and passing fads of the longest generation ever in history that awarded gamers with some of the most dynamic experiences to date.


Download this episode (right click and save)

Subscribe: RSS iTunes Google Podbean

Written by Fred Rojas

November 6, 2013 at 11:00 am

Posted in DS, podcast, PS3, PSP, Wii, Xbox 360

Podcast: Silent Evil

leave a comment »

RE_SH
This week Fred is joined by listeners Allen and Jamalais to discuss the Resident Evil and Silent Hill franchises. They do not get as far as planned, but the initial iterations of each series is thoroughly covered and a sequel is promised.


Download this episode (right click and save)

Subscribe: RSS iTunes Google Podbean

Written by Fred Rojas

October 30, 2013 at 10:48 am

Podcast: Square’s Swan Song

leave a comment »

ff_logo_post

If you are going to talk significant JRPGs in America, one of the most influential series is Final Fantasy.  Whether you believe that it was the last game Square may have ever made or that it was simply the last game designer Sakaguchi would be a part of, the massive success of this digital Dungeons & Dragons title started a strong fan base that continues today.  In part one of our coverage, Fred and Eli “Sodoom” team up to discuss Final Fantasy I-VI including development, design, gameplay, and of course Cid.


Download this episode (right click and save)

Subscribe: RSS iTunes Google Podbean

Written by Fred Rojas

October 9, 2013 at 2:25 pm

Review: Final Fantasy IV

leave a comment »

ff4_us_boxConsole: SNES (as Final Fantasy II in the United States – title changed in later releases)
Released: November 1991
Developer: Square
Publisher: Square
Difficulty: Hard
Price: $24.67 (used, cart only), $70.57 (used, complete), $300.00 (new)
Additional Releases:Wonderswan Color (Japan only, updated graphics), Playstation (Final Fantasy Chronicles, new translation), Gameboy Advance (Final Fantasy IV Advanced, upgraded visuals, new translation/conversion to more closely resemble Japanese version), DS (full 3D remodeling, new dungeon), PSP (Final Fantasy IV: The Complete Collection, updated 2D visuals instead of 3D, includes The After Years and a new campaign Interlude to bridge gap between the events of IV and The After Years)
Digital Release? Wii Virtual Console (SNES version, $8), PSOne PSN (Playstation version, $10), PSN (PSP version, $30), iOS/Android (GBA version, $16)
Similar Titles: Dragon Quest (Warrior) franchise, Phantasy Star franchise, Vay, Ys I & II

Please note: This was originally released as Final Fantasy II in the United States and later re-named to the appropriate numbering system.  The actual Final Fantasy II Japan-only Famicom (NES)release review will be live shortly.

ff4_1Despite the numbering of this game (and Final Fantasy VI) to be completely messed up in the US, Final Fantasy IV is a must play for fans of the series and JRPG genre.  As George Lucas would put it, this is the “definitive version” of the game director (and series creator) Hironobu Sakaguchi originally wanted to make.  It learns from its three predecessors and weaves in a powerful story almost unheard of at this point in gaming.  Originally intended to be a final NES title in the series, budgetary and scheduling issues forced the 80 percent complete title to be scrapped and re-made on the new Super Nintendo (SNES) console with some of the original ideas integrated.  The elemental concepts of the original, heavy story elements of the sequel, and job system of the third (it would be better utilized in Final Fantasy V however) were all mashed together with a new active time battle (ATB) system to create the most compelling game yet.  ATB ditched traditional turn-based combat for a timer that allowed characters to attack at their own pace based on the type of warrior they were.  This continues to be a staple of the series today and even snuck into other RPGs like Chrono TriggerFinal Fantasy IV hit early in the SNES and celebrated mass critical and financial success worldwide and is considered a favorite by many series fans.

ff2_2

As you probably have noticed, the game was originally titled Final Fantasy II in North America because it was the second game to be released here – Square released the original in late 1989, about a month before the third game released in Japan.  It was decided that instead of localizing the previous games, which were met with mixed feelings, the next game would simply be released worldwide with different numbering.  It’s not simply blind porting that is responsible for the game’s massive re-releases, Square seems very scared of introducing the original rather brutally difficult title to North America.  The US version on SNES is shortened significantly, probably 12-15 hours, due to storylines and dungeons being removed as well as a significant drop in the game’s difficulty.  An even easier version, Final Fantasy IV Easy Type, was released in Japan after countless complaints of the game’s punishing difficulty in its original form.  Religious spells and symbols were also changed or removed based on Nintendo’s censorship policies in the US as well, which led to confusion when comparing both versions for ff2_3walkthroughs.  Subsequent re-releases of the title in America re-named to the proper numbering, which also gave way for releases of the previously unreleased titles as well, and adjustments for the appropriate spell names, symbols, and entire plot made for a beefier 30-40 hour game.  Square also updated to the original difficulty, which required a much heftier amount of grinding and replaying of long dungeons with brutal boss battles, resulting in an understandable popularity of the original shorter and easier SNES release.  If you give it the time and patience it deserves, Final Fantasy IV is a magical fairytale that stands strong even today, and if you get highly invested the additional side stories/games of Final Fantasy IV: Complete Collection on PSP creates one of the most expanded worlds of the Final Fantasy universe aside from FFVII.  Personally I have a hard time thinking this is of the best because the dated grinding and steep difficulty is just something fewer and fewer gamers, even retro ones playing on portables, have time for.

Final Score: 4 out of 5

Written by Fred Rojas

September 17, 2013 at 3:32 pm

Review: 9 Hours, 9 Persons, 9 Doors (DS)

leave a comment »

999_Cover_ArtAlso Known As: Kyokugen Dasshutsu (Extreme Escape in English, later re-branded to Zero Escape)Release Date: 11/16/2010
Developer: Chunsoft
Publisher: Arksys Games (US), Spike (Japan)
Value: $17.50 (used – pricecharting.com), $19.74 (new – Amazon.com)
Similar Games: Sweet Home (Faimcom), Clock Tower series (SNES-PS2), S.O.S. (SNES), Corpse Party (PSP)

999_19 Hours, 9 Persons, 9 Doors (999) is one of those games you’ve always been told to play, but many haven’t pulled the trigger.  Upon the release of the sequel, Zero Escape: Virtue’s Last Reward, that premiered late 2012 this title has been re-branded as the predecessor and seen a bit more love.  That still doesn’t change the fact that few have experienced this hybrid between classic point-and-click adventure puzzles and Choose Your Own Adventure storytelling.  It’s a very Japanese concept that may not capture many, but those willing to put in the time and effort will find an intriguing mature form of an interactive book.  Yes, you read that right, 999 is basically an interactive work of fiction.

This is probably the biggest hurdle to getting into 999, after that just sit back and enjoy the ride.  You play as Junpei, a young man who awakens on a ship that is sinking and must assist 8 other people to get through a total of 9 doors in 9 hours (see the title significance) in the “Nonary Game” set up by a gas masked kidnapper known only as Zero. Along the way you will see death, betrayal, and plenty of twists concluding in one of six endings – 5 bad, one good. Bring a pen and paper, you’ll need it, and an FAQ upon completing a few endings, it’s a complicated ride to the perfect end. After the tens of hours to get through the entire adventure, the unfolded plot impressed a novel reader like myself quite a bit. If you have 20-30 mins a day for portable gaming, this is a new take on two classic genres of storytelling, and worth it for those that find that kind of thing intriguing.

999_initial

Score: 4/5 (see our review policy for what each score means)

Due to the title’s late release only a few years ago, there is currently no historical significance to date.  It was reviewed due to its classic style and was purchased by the reviewer.

Written by Fred Rojas

July 25, 2013 at 11:00 am

Getting It Backwards

leave a comment »

ds_nesVideo game consoles are one of the most interesting electronics items on the market for several reasons. Probably the most prolific is the fact that there are frequent hardware upgrades, which we call generations, that move home consoles forward. Because each new console is basically a piece of hardware frozen in time, the need to innovate and improve on future games demands that they be constantly updated. This works counter to movies or music, which see improvements from new hardware but don’t require the upgrade to enjoy the medium. Imagine if you could play Super Mario Bros. on the Wii but with drastically upgraded visuals or Dead Space on the original Playstation with the juxtaposed setback, this is exactly what we see when we watch Ghostbusters on VHS versus DVD versus Blu Ray. As a result new consoles come out all the time, typically in 5-8 year intervals, and usher in a more interactive experience – it’s important to note that the greatest difference between games and other media is that they are active, not passive experiences – and with it comes a new format for software.

Enter the concern of the consumer. It can be frustrating for both gamers and parents of gamers alike to purchase a new console, especially when it renders an entire collection on an older console useless. As retro gamers I’m sure we see the value in it, but for the majority there’s a want to move forward and never look back. Well, that is until there are enough new games to get me to migrate over. This is another slow start that prevents all but early adopters to purchase new hardware, which can then result in fewer sales. With fewer sales comes more canceled projects on new hardware, which then results in fewer sales of the hardware and the cycle continues until a console is considered dead in the water. Just look at the Virtual Boy, Jaguar, and possibly even the WiiU about this problem; developers have enough to worry about, they can’t also deal with poor penetration rate due to a false start console. One excellent solution to help usher in that awkward period between consoles is the concept of backwards compatibility, or a new console that can play a previous generation’s games.

Read the rest of this entry »

Written by Fred Rojas

May 2, 2013 at 6:10 pm

Top 5 Shmups on Portable Consoles

leave a comment »

Given the frantic and brief nature of most shmups, the genre is perfect for the portable platform, much like it was perfect for the arcade. For one reason or another, these titles can be rare to find on traditional handhelds and even harder to find actually good ones. On the other hand some of my favorite shmups are exclusive to portables (at least in the United States) so we’ve compiled a list of the portable shmups actually worth playing.

5. Space Invaders Extreme (Nintendo DS)

space_invaders_extremeWhen Taito decided it would re-invent the Space Invaders formula I was skeptical. We were told in previews that the game would feature an upbeat techno soundtrack, plenty of screen tricks and explosions, dual screen integration on DS, and a hybrid between modern game mechanics and the original title. Just in case that sounds tempting to you, it’s almost verbatim what no gamer wants to hear when a beloved franchise is rebooting. Somehow Taito pulled it off and with no updates save for that fearful list Space Invaders Extreme was an addicting masterpiece. It released in a few forms on a few consoles but bar none the Nintendo DS version is the one to get. With non-linear level progression and utilization of dual screen to make the DS function more like a vertical arcade monitor, it’s like having Space Invaders on speed. Bonus rounds, boss battles, and power-ups were simple tweaks to the original formula that switched up gameplay without being a specific reason to play the game. Needless to say if you haven’t played Space Invaders Extreme, regardless of whether or not you’re a fan of the original, you should give this handheld game that’s easy to learn and brutal to master a try. It will keep you occupied for many a train, plane, or bus ride to come.

4. Halley Wars (Sega Game Gear)

halleywarsWith the small screens of most portable consoles it never ceases to amaze me how many vertical shmups find their way over, but despite that fact Halley Wars is not to be missed. Set in space, this is the sequel to the 1986 arcade game Halley’s Comet entails defeating an alien invasion that is utilizing Haley’s famous comet as cover for an attack on Earth. In Halley Wars you progress through six levels that are not only lengthy but end with great pattern-based boss battles. True, this game did come to home consoles in Japan but in America the only version we received was on the Game Gear. While I can’t think of anyone who had this in their collection growing up, I found it surprising that this title is neither hard to find nor is it expensive locally or on eBay.

 

3. Solar Striker (Nintendo Gameboy)

solarstrikerGameboy (and Gameboy Color) aren’t really hurting for shmups, but I don’t like many of the home console ports that seem forced into Gameboy’s little screen, especially when I’ve got a much better version I can play in another room. Solar Striker was developed purely for the Gameboy and it’s a vertical shmup that not only follows the Gradius theory of beating the game in one life, but it also takes to the green blurred effects of the portable nicely. Each enemy is larger, taking up real estate on the screen and not making their presence a secret, sub bosses and end stage bosses offer pattern learning that’s sure to aggravate today’s gamers with their initial unfair feel. You get power-ups throughout the game and building up five in a row gives you a primary shot that fills a big portion of the screen, which is why I say the game is best completed in one life. Maybe compared to all shmups that exist it’s nothing special, but for a game that is aware of and works with the limitations of the Gameboy, you can’t do much better.

2. Gradius Gaiden (as part of the Gradius Collection on PSP)

Hosted at Universal Videogame List www.uvlist.netThis is another game that was previously released to a home console, but unfortunately we never saw Gradius Gaiden on the PS1 in the US so your only option is through the collection. It’s really a shame too because Gradius Gaiden is easily the best in the series, utilizing 3D sprites in a 2D background and bringing a nice aesthetic to the Gradius formula. It’s not all smoke and mirrors either, this was the first in the series to feature fully customizable ships and power-up chains – you can literally use any previous Gradius ship and have your power-ups unlock in any order. If you want to have your first power-up be options, fine, you can have 5 options before the brunt of the level even starts. This doesn’t make the game easy by any means; the balance is that attacks and enemies are so varied you will need various power-ups to overcome many of the levels. Not only that but the new graphical tricks allow for some crazy encounters like ice caves crashing to pieces and dropping snow and debris into the play field as you traverse the level or a cube of Moai head statues rotating in all directions around you. While the Gradius Collection is the only of the three Konami collections to release on PSP in the US (there are fantastic Salamander and Parodius collections in Japan), it has become a title that’s a bit hard to come by with no digital version released. Still, I don’t see it for more than about $10-$20 when I do find it and you can always give in to eBay mark-up if you’re desperate, but the fact that you get Gradius Gaiden plus the original three titles (including the super rare Gradius II: Gofer No Yobo arcade version) makes this a must buy for shmup fans on the PSP.

1. Aerial Assault (Sega Game Gear)

aerialassaultI have no specific argument as to why this is my favorite portable shmup, except for the fact that it fulfills the need for catharsis with every move. You play as a simple airplane craft that navigates a horizontal landscape taking down mostly easy to shoot enemies and collecting power-ups along the way. Like the other Game Gear title on this list, the levels are lengthy and offer a decent run for a game designed to be played in short spurts. While I’m sure hardcore shmup fans find the difficulty to be pathetic, I personally appreciate the fact that the game isn’t too hard or requires too much concentration from you. It isn’t enough to make your bored, there is still some fight in the title, but it’s not Ikaruga by any means. I appreciate it because the developers seemed to understand that you will most likely be playing this in public where it’s difficult to offer the concentration of a normal shmup and you probably don’t want to throw a hissy fit in front of a bunch of strangers. It’s for those long days at the office or nervous moments before a dentist appointment when you can bring out your Game Gear, spend 10 minutes feeling like a badass by blowing up a ton of aircraft, then power it off and move on with your day. Thankfully this title is neither rare nor particularly expensive and as it’s the only fighter jet shmup series that’s set in my preferred horizontal perspective. As if this isn’t enough, growing up this was the first portable title that I played at home when I had other consoles at my disposal. I can’t help but love the fact that Aerial Assault exists.

Written by Fred Rojas

March 21, 2013 at 11:00 am

Follow

Get every new post delivered to your Inbox.

Join 233 other followers