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

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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 –, $19.74 (new –
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.


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

Games You’ve (Probably) Never Played: Tiny Toons Adventures: Defenders of the Universe (PS2)

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If you’re not familiar with this Playstation 2 title it’s probably because it never came out.  On our most recent podcast, we discussed the developer Treasure, responsible for a slew of great and popular titles but the company itself is quite lesser known to those in America.  With a resume that spans almost every console from the 16-bit era on, there are some odd releases that Treasure is also responsible for, namely Tiny Toon Adventures: Defenders of the Universe (which will be referred to as DotU from now on and was also at one point Defenders of the Looniverse).

Conspiracy Games, a somewhat obscure publisher that is responsible for a bunch of licensed and lower budgeted projects on the PS2, Wii, and PSP, must have acquired the Tiny Toons license because it was and has developed a few games for the series.  Conspiracy specifically works with developers that want to make a game but do not have the financial backing to do so.  This title was to be a somewhat large collaboration that had Tetsuhiko Kikuchi (aka HAN), best known for the great Saturn brawler/RPG Guardian Heroes, as director and even its own web site:  Very little is known about the development cycle, struggles, or overall issues about the development of this game, but what started as an early PS2 release in 2001 eventually was delayed 3 years into 2004 (according to IGN) and eventually canceled.  Because deals with publishers and developers often result in delayed processes and forced decisions that the creative team does not like, it’s really anyone’s guess why this game spent so long in development and was eventually sapped.

Somehow, a prototype of the game was recovered and released on the Internet for all to enjoy.  In order to play this “game” you need to either have a PS2 emulator on your computer (that runs marginally well) or burn the game to a disc and play it on a modded PS2.  I have a modded PS2 so I check it out on the latter.  Below is a video of the gameplay and pretty much the entire prototype (I was one or two screens from the end), which appears to be simply a demo.  It’s pretty interesting that the game seems to support up to four players taking on each other in a hybrid co-op/competitive team game to save the Universe.  DotU seems to harken back to the N64 days – at the time of initial development somewhere around 2000 this would make senses until a publisher comes in and explains that the N64 is dead and to release a game is far too great a risk and cost.  I don’t even know if the 4 player multi-tap for the PS2 was out yet, but you can see where Treasure would have made great use of it.  I wish there was more to this game – I’ve heard this is a nearly completed version, which sounds completely wrong since there’s only about half an hour of content on this disc and half of it is cutscene.  Still, had they continued on and increased the dynamic of team play while also adding the challenges of beating the group, I could see this being one of those licensed games we discuss that was “ahead of its time.”  As it stands the title remains unfinished and unreleased, lost to the annuls of history and just another holy grail of people like myself that want to experience as many prototypes as possible.  If you have the capabilities to play it, especially with multiple controllers, you may want to check out this early knock-off of a Mario Party title.  For the majority of you, here’s 18 minutes of a game that never saw the light of day.

Perspective: Shin Megami Tensei: Persona 1 & 2 (PS1)

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persona_box Persona2_box innocentsin_box

I’ve only just begun Persona 3 with about five hours under my belt, but already I can tell I’m going to like this game. It’s a massive hybrid of so many genres woven together in a nice JRPG shell that sucks you in and gets you hooked, fast – just one more day, am I right? I’m glad to see that, too, because having just completed both Shin Megami Tensei Persona and Persona 2 (both Innocent Sin and Eternal Punishment) I was beginning to fear I was missing something. That’s because by all accounts the first two installments in the Persona series (Persona 2 was split into two games and up until recently Innocent Sin was never technically available in the US) are a dated, rough ride through all of the confines and setbacks of traditional JRPGs along with a steep difficulty and very complex battle system to boot. From the start, both games are a daunting task and none of the remakes update the gameplay at all. In the end I only made it through with step-by-step instructions in a strategy guide, lots of patience, and a little luck. This is not what I signed on for and given the current landscape of this genre it appears that for most gamers the PS1 outings of Persona are caught between two amorphous worlds (much like the characters themselves) when the genre was drastically changing. After somewhere between 150-250 total hours to complete (there is no game clock, I’m completely guessing), a total of five different games, and an incredible hunger to extract the draw of the early iterations of the series I must issue a strong suggestion to bypass Persona’s roots and start with the third title, you’ll be thankful you did.

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Games You’ve (probably) Never Played: Zombie Nation (NES)

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Console: Nintendo Entertainment System (NES)
Released: 1991
Developer: KAZe
Publisher: Meldac
Famicom? Yes (as Abarenbou Tengu Translation: Hooligan Tengu)
Instruction Manual: Not necessary – Link
Difficulty: Moderate
Played it as a child? No
Value: $187.49 (used) $127.61 (new) (
Digital Release? No

Aside from the steep price tag, there are few games on the NES that are like Zombie Nation.  Not only is it it an original horizontal scrolling shmup, but it does many technical tricks not often seen on the console.  Starting with the title screen, which has a line effect that resembles many arcade shmups of the time period, there is a lot happening onscreen at any given time.  The NES would often suffer stuttering or slowdown when the screen was flooded with only a few enemies – heck, Double Dragon couldn’t have more than three characters on screen at once!  Zombie Nation has far more than that with little slowdown and even background effects with everything from burning buildings to guiding lasers.  Additionally the boss battles and frantic later levels would dowse the screen in bulletfire, making it a precursor to the popular “danmaku” genre of shmups that emerged in the mid 90s.    Did I also mention it’s fun as hell?

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Written by Fred Rojas

October 6, 2012 at 12:49 pm