Archive for the ‘Wii’ Category
Platform: Super NES, Gameboy Color, Gameboy Advance – Note: Portable versions have compromised graphics and performance
Digital Release? Yes, 800 points on the Virtual Console for Wii and Wii U (optimized for Wii U)
Value: $18.52 (SNES)/$6.51 (GBC)/$10.00 (GBA) – cart only, $38.97 (SNES)/$16.24 (GBC)/$20.00 (GBA) – complete, $80.00 (SNES)/$53.07 (GBC)/$51.00 (GBA) – sealed – According to Price Charting
Donkey Kong Country (DKC) on the SNES is a game held in high regard by a lot of Nintendo fans. Developed by Rare, who at the time was a second party developer to Nintendo and consistently releasing new and unique IPs, which only got better when it came to the follow up console the N64. Nintendo was quite happy for Rare to develop a game starring Donkey Kong, who up to this point was just sitting on Nintendo’s shelf not really doing a lot (development on this title began before the Gameboy re-hash of Donkey Kong ’94). Rare came up with an idea for a platformer that proved to be very successful and led to two additional sequels being developed on the SNES and then a 3D iteration on the N64. It is now time to peel back a banana and see if this SNES game still holds up today.
Switching It Up
A 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.
Platform: Mega Drive and PS2 (Japan Only), English translation available on XBLA (360), PSN (PS3), and Virtual Console (Wii)
Released: 1994 (Japan only), 2012 (English Translation)
Developer: Westone (English port handled by M2)
Digital Release? Yes
Price: $8.00 (Wii), $9.99 (XBLA & PSN – part of Monster World Collection)
The Wonder Boy/Monster World series is one of those unappreciated darlings in gaming that has spread its love across various Sega consoles and even arcades but never reached it’s height of popularity in the West. So I guess it made sense that the series swan song, titled Monster World IV, was released on the Mega Drive in Japan only. It was not until 2012 that a official English re-release came out on services like XLBA and PSN, which is the version I will review here. [Editor’s Note: There is a fan translation of the original game released by DeJap in 2000, that site can be found here. Our review does not account for or evaluate this fan translation.]
Completing a longer game in a speedrun can be not only an accomplishment but also quite rewarding. In the case of Resident Evil, completing the game in a speedrun is literally built into the programming with the expectation that after you’ve explored the game a couple of times you will jump right into it. The recent Resident Evil HD Remaster came out and while I found the game quite difficult in my recent playthrough and it took me over 11 hours to complete, I dared leap into an under 3 hour speedrun (albeit with the gracious help of a guide from GameFAQs). I also decided to capture it and offer voiceover so that you can not only enjoy watching a speedrun, but see what is done and why to somewhat bend the timeline of the game to be as short as it is. I’ve embedded the first video below and you can see the entire playlist here.
This week for Retro Game Night we go all light gun shooters (yes, they can be captured and streamed).
First up is arcade 3D shooter Crypt Killer, which was horror themed and moved from arcades to Saturn and the PS1 (Saturn version shown). Sorry about the sound on the game being much louder than my voice, it was live and no one told me.
Next up is the 1990 “classic” Mad Dog McCree, one of the first laserdisc arcade games that was almost perfectly ported to the Nintendo Wii. Here it is in all its glory (and in 720p!)
If you want to check out Retro Game Night, we do it every Friday night at 11:30 pm est on our Twitch channel (twitch.tv/gh101). You can also follow us for random live broadcasts and check that page for our ongoing replay of Resident Evil HD Remaster on the PS3, which comes to the US on January 20.
This week Fred goes 16-bit and beyond with his Contra. Having spent literally decades conquering the first two, it appears he doesn’t fair so well into the next generation.
Console: Playstation 2, Xbox, Wii
Digital Release? Yes, PSN version compatible with PS3 for $9.99
Price: $24.77 (disc only), $26.88 (complete), $56.88 (sealed) per Price Charting
Project Zero 2: Crimson Butterfly is a sequel to the original horror PS2 hit that brings more of everything. More ghosts, more places to wander around and more pictures than a bachelors degree in photography. But is this game a picture worth hanging on your wall or maybe more suitable as a Christmas greeting card?
After surviving the mansion incident from the first game you find yourself now playing as a totally different character in a different setting. This time you play as a young girl called Mio Amakura and occasionally your messed up twin sister Mayu. After becoming lost in Minakami forest you stumble across a village. What could possibly go wrong here? Well it doesn’t take long for you to figure out that the place is haunted with the tortured souls of its dead inhabitants as well as that something weird is affecting your twin sister Mayo. The plot is completely separate from the original Project Zero title. The only main link being that you find the Camera Obscura, which is the same device in the first game, as a weapon. You use it to snap the things that go bump in the night – this time its an entire village as opposed to just a mansion. The plot of this game is rather complicated and felt quite hard to follow. Like the first game, there are several documents littered around the place providing you with some background information on what happened to the village and its inhabitants.
This week Fred and Jam tackle a horror game that is often mentioned as one of the scariest and best horror games to ever release. Oddly enough, neither of the guys have played it despite being self-proclaimed survival horror fans. Regardless, they tackle this popular title about a pair of twin girls who descend upon the spirit-infested Lost Village and uncover the tragedies that happened there.
This week Fred is playing two versions of Splatterhouse. The first is the US Turbografx-16 port of the Japanese arcade title, slightly modified to avoid lawsuits in regards to lead character Rick’s similarity to Jason Voorhees from Friday the 13th. The second was only released in Japan on the Famicom (NES) due possibly to some even more obvious legal concerns. It was titled Wanpaku Graffiti. Enjoy!