Archive for the ‘Arcade’ Category
Hardware Profile: Game Cartridges
It’s hard to believe, but the typical cartridge game began to phase out of gaming in 1995 when the new wave of consoles and the subsequent movement to disc-based media began. I’m sure plenty will be quick to point out that the N64 was a cartridge-based console, but I truly believe this decision was the result of Nintendo not wanting to give up the control over manufacturing and sordid history making a machine that read discs. This change happened 18 years ago, which means there is a significant number of gamers that are now in their early to mid 20s that have never played games on a cart. This is truly a shame because the versatility of cartridges is much more abundant than most people realize, but the crutch will always be that carts offer little storage for massive prices. In today’s lesson we will discuss what makes up a cartridge, benefits/setbacks, and how the cartridge was used to literally upgrade consoles for more than two decades.
Review: Revolution X
Console: Arcade
Released: 1994
Developer: Midway / Rage Software (console)
Publisher: Midway / Acclaim (console)
Ports: Genesis, SNES, Playstation, Saturn, PC/DOS
Digital Release? No (probably due to license issues)
There are some games you can’t help but adore, even if they are completely without merit. Revolution X is definitely one of those games. When the title released to arcades in 1994, Aerosmith’s Get A Grip album was just around a year old and with solid hits like Living on the Edge and a slew of videos featuring Alicia Silverstone (who was discovered by the band and started her career in these initial videos). What originally started as a Jurassic Park game much in the same vein as previous title Terminator 2, Revolution X had to be retooled when Sega outbid Midway for the rights to Universal’s film. The result is a game with more off-the-wall and undeveloped ideas than a season of Lost that involves helping children around the world, saving the band, and stopping the New World Order and its leader Helga – a nazi-esque goth queen.
Revolution X has a hell of an intro, but as we often see in games like this it’s only a matter of time until it all falls apart. Aerosmith is performing in some drab downtown Los Angeles club (Club X) and the New World Order shows up to kidnap the band. You start off shooting the endless supply of henchmen with CDs as your grenades and large blood spatters as you take out enemies. After all, this is the team that gave us Mortal Kombat. Before even entering the club you will face literally hundreds of enemies, large security bosses with shields and bulletproof armor, and a massive tank. Once inside you will blast away at (literally again) hundreds of NWO henchmen while destroying the intro lounge, complete with Kerri Hoskins (Sonya in MK3) as thonged dancers in cages, and eventually entire the massive main area where Aerosmith is jamming away to the song Eat the Rich.
Friday at the Movies: Terminator 2: Judgment Day (Arcade)
Console: Arcade
Released: 1991
Developer: Midway / Probe Software (console)
Publisher: Midway / Acclaim (console)
Ports: Gameboy, Game Gear, Master System, Genesis, SNES, PC/DOS (all as T2: The Arcade Game)
Digital Release? No (probably due to license issues)
In 1991, the sequel to Jim Cameron’s film Terminator hit theaters and literally launched the careers of Edward Furlong and Robert Patrick as well as ushering in a new generation of computer generated image (CGI) effects. With a monster budget the film was accompanied by a marketing blitz like no other. At that time making an arcade game for the movie was a great and potentially cost-free endeavor (it would make as much in revenue that it cost to produce), which resulted in one of the heaviest cult following of a licensed game I’ve ever experienced. Not only was it a licensed arcade game, but it was also a bolt-on light gun game (which I describe in my Operation Wolf article) that made it significantly more approachable than any other format. For me, it was the “why can’t I beat the damn third level!” game.
It’s quite an expansive experience that takes you through most of the pivotal moments of the movie, including several levels that take place in the post-apocalyptic future and subsequent present day challenges. Like other shooters of its type, you have a primary machine gun weapon and bombs that can be fired off for some of the stronger enemies or to take out clusters. I must admit that at the time it was awesome taking out the original T-800 cyborgs we first saw in the original Terminator and the neo-future setting. Then you hit level three. Most people don’t remember and even fewer talk about the fact that unlike arcade quarter-swallowing titles like Revolution X, level three requires skill to complete and no amount of money in the world will get you past it. This is why most people who have played this game get hung up on or never see beyond the third level. It’s a protection mission where you literally have to memorize the spawn points of the oncoming enemies that seek to destroy the truck John Connor is fighting in. This vehicle is very susceptible to damage and if you can’t intercept the airborne enemies right as they appear you have no chance of completing the level. If John dies, you have to restart with no true penalty. This resulted in long, repetitive, and frustrating replays of an escort mission you never wanted to play. It’s really disappointing too, because the remaining seven levels are both fun and provide much more fan service for those that have seen the movie. These levels are also brutally difficult to the point that I don’t think it’s possible to pass on consoles and requires more than 50 credits on arcades/MAME.
Operation Wolf (Arcade)
Console: Arcade
Released: 1987
Developer: Taito
Publisher: Taito
Ports: NES (1989), Sega Master System (1990), DOS (1991), PC-Engine (Japan Only, 1992), Microcomputers (varies), PS2 (in Taito Legends, arcade version), Xbox (in Taito Legends, arcade version)
Digital Release? Yes – NES Version on Virtual Console (no light gun support, see below)
Operation Wolf is a game I can’t help but associate with Pizza Hut. Taito’s introduction and unique take on the light gun shooter flooded the American franchise so much in the late 80s that I can think of no other place I’ve actually played the game. Of course being a pizza franchise and not an arcade the difficulty was always cranked to the highest and I swear they timed the machine to play approximately half the time it took to cook a pizza so that families with two kids would each play one credit before the food was ready. This title brought more realism to the light gun shooter as you play a member of special forces diving behind enemy lines in Cuba to extract five hostages. Aside from the realistic violence of invading and destroying enemy encampments, this was the first light gun shooter to feature a plot and natural progression as well as a moving, scrolling stage instead of a fixed location. Did I mention it was addicting too?
Mind you, we are still back in 1987, where arcade games were more about providing a specialized challenge with amazing graphics instead of explicitly drinking as many quarters as you’ll offer. The cabinet had a large mounted Uzi machine gun that could only swivel slightly with forced feedback to emulate gunfire kickback, pretty nifty for games of that time. At first glance it seems like a spray & pray title, but as you run out of ammo, die, and get captured you begin to realize you might need a slight bit of strategy. If you die, even if you have another quarter in the machine, you will still need to complete the current level from scratch (although you will now have full ammo and life). Innocent people are thrown into the mix, which you should not shoot, and animals, which you should shoot, for bonus items. Early on there’s not much penalty (as I prove in the video below) for blasting civilians or missing a vulture flying overhead, but by the final levels your screen will have a literal 50/50 spread of civilians and enemies with these animals being mostly your only source of ammo and power. I only do one playthrough in the video, but in truth I replayed this game for a couple of hours of fun. Unlike other light gun shooters before it, this game was less about accuracy and more used the gun as a placeholder for an invisible reticule. This is why most home ports and conversions don’t suffer from controller porting and in truth this type of game has proven to be just as effective, if not more so, with a reticule and controller as opposed to a light gun (which I cover in the home ports below).
Hogan’s Alley (NES)
Console: NES
Released: 1985
Developer: Nintendo R&D 1
Publisher: Nintendo
Difficulty: Easy
Instruction Manual: Not Necessary – Link
Played as a child? Yes
Price: $2.00 (used) $500.00 (new)
Famicom Version? Yes, as Hōganzu Arei
Digital Release? No
There’s more to Hogan’s Alley than it originally seems. If you’re doing a double-take and noticing considerable similarities (especially on the main screen) to Duck Hunt, that’s not a mistake. Considering it was developed by the same studio, in the same year, and a launch title for the initial NES, this was the next logical step for a light gun shooter. I was probably one of the few that picked this title up at its initial release but it impressed the hell out of me. It was a surprising simulation of the FBI training program with cardboard cutouts for new recruits. Basically, if you’ve ever seen a shooting range in a movie, this is the basic design for the program. When Duck Hunt and Wild Gunman were the only competition, Hogan’s Alley (especially in the cityscape “Game B”) was a breath of fresh air and gave way to the more popular Lethal Enforcers and Crime Patrol series.
You have 3 games to choose from: one is a cardboard shooting range, one is a simulated town (complete with amazing music) where you take out the bad guys and spare the innocent, and finally a can shooting game that provides the most compelling gameplay of the mix. The game was apparently named for the FBI training program, which I was unable to validate, but I can confirm it was part of a Special Police training school at Camp Perry pre-World War II and an actual training camp name at the Quantico FBI training camp. While there’s not much else to say about the title, it’s just a fun time that demonstrates what we all love about light gun shooters.
Podcast: Game Club – Salamander/Life Force
This week Fred flies solo to discuss the shoot-em-up (shmup) series Salamander, better known as Life Force in the United States. He discusses the various games from the arcade titles to the NES/Famicom port, to even the MSX and PC-Engine (Turbografx-16) ports. Additionally the connections to series Gradius are discussed and the various ways to play the games today. He also announces April’s game club title.
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Supplemental Videos:
For the Love of the Light Gun
I can’t explain my love for the light gun. It’s one of the oldest forms of interactive entertainment, dating back to the carnival days where you would fire air rifles at a metal bullseye to make an old man’s hat pop up or a dog bark. Once the gun made the transition to video games it honestly became one of the most lifelike and violent gaming tropes throughout history. Not to get deep with it, but you are pointing a gun at a target, usually alive, and shooting it. There is not other gesture like it, you are shooting a modern device to kill something, virtual or not. At the same time it also doubles as the most simple form of proficiency. I don’t think anyone will claim that being good at Duck Hunt or Lethal Enforcers relates to being a good shot in a shooting range, but it’s got a much higher chance of significance than being able to get a headshot in Call of Duty. Whereas the FPS emulates the concept of aiming and firing a gun with 1:1 responses from a controller, a light gun truly simulates the experience.
Light gun games have been a niche genre, but that doesn’t prevent them from withstanding the test of time and being available on most home consoles and one of the most popular games, even today, in arcades. I guess it’s because despite the maturity implied behind firing a gun, it’s one of the easiest concepts for us to pick up. I’ve been on many adventures thanks to light gun games – whether it’s cleaning up the future in T2: The Arcade Game, battling zombies in a haunted house through House of the Dead, or enjoying some of the worst acting of all time in Mad Dog McCree.
It’s also significant because the light gun is a genre nearly impossible to emulate and doesn’t translate well in today’s technology. While there are exceptions, you will have a hard time playing Crypt Killer properly on a PC running MAME and most HDTV technologies don’t support light guns from the past. Authenticity is as important as the genre itself. This month I’ve decided to dedicate to a timeless style of video game that I always make first priority when buying a new (or old) system: the light gun shooter. Come join me to learn about some of the best, worst, funniest, and definitely weirdest titles to ever grace the hobby of video games. Thanks to my huge CRT television and original hardware, I can even show you videos.
Darkstalkers 3
Also Known As: Vampire Savior: Lord of the Vampires in Japan
Console: Arcade
Released: 1997
Developer: Capcom
Publisher: Capcom
Ports: Playstation 1, Sega Saturn (as Vampire Savior: Lord of the Vampires in Japan only), PS2 (part of Vampire: Darkstalkers Collection, released only in Japan), Dreamcast (technically, see below, as Vampire Chronicle for Matching Service in Japan only), PSP (as Darkstalkers Chronicle: The Chaos Tower), PS3 (part of Vampire: Darkstalkers Resurrection, released to disc only in Japan)
Digital Release? Yes – As a PSOne game on PSN ($5.99) that works for PS3/PSP/Vita, as Darkstalkers: The Chaos Tower for PSP ($10.00), Part of Darkstalkers Resurrection in the US on XBLA or PSN ($15.00)
This is the game where Capcom went nuts. As the list above suggests, there were several ports of this game and in different forms. So many, in fact, that a brunt of this article is about the ports and differences themselves than the actual game. Darkstalkers 3 released to a very crowded arcade in 1997, most fighters at that time were also developed by Capcom might I add, and thus Darkstalkers 3 was almost unnoticed in an arcade in America. Furthermore, the dwindling US arcade market probably saw it releasing to fewer locations. Originally titled Darkstalkers: Jedah’s Damnation for the US, this title was dropped – I can think of a few reasons why – and the very generic Darkstalkers 3 replaced the title domestically. As it stood in 1997 you could walk into an arcade and choose between Street Fighter III, Street Fighter EX Plus, Marvel Super Heroes vs. Street Fighter, and that’s just the Capcom fighers.
Night Warriors: Darkstalkers Revenge
Also Known As: Vampire Hunter: Darkstalkers’ Revenge in Japan
Console: Arcade
Released: 1995
Developer: Capcom
Publisher: Capcom
Ports: Sega Saturn, PS2 (part of Vampire: Darkstalkers Collection, released only in Japan), PS3 (part of Vampire: Darkstalkers Resurrection, released to disc only in Japan)
Price: $20.00 (used) $49.99 (new) pricecharting.com
Digital Release? Yes – Part of Darkstalkers Resurrection in the US on XBLA or PSN ($15.00)
Not wasting any time, which is something you’ll notice from all popular Capcom franchises, a sequel to the original Darkstalkers was brought out only a short year later in 1995. It’s important to note that this was common for arcades back then with much shorter development time and a need to ride the coattails of any popular game franchise in coin-op form. The moment your game didn’t have anything new to offer and hardcore fans stopped playing it, you were dead in the water. While the original title mixed up the formula for Capcom fighters, Night Warriors was more of a refinement of the unique ideas its predecessor introduced. This time around Capcom focused more on adapting the “special” bar, now having up to 3 levels of power, and more complex chain combos. Additionally the animation was so well coded the characters moved on screen like living cartoons, no more awkward mechanical movements or odd frames of animation. Some say this was one of the first games that frame counting became a more complex and time-intensive activity and with new 3-gauge EX specials and combos, you could make or break your match. Players also have the option of playing a traditional style of gameplay or the new “auto-block,” which would prove popular to those new to the series and not cause any grief from veterans. Unfortunately the way Capcom staggered its release schedule of fighters, Night Warriors was the first of three major fighters introduced by the company in 1995 and somewhat fell to the wayside going into summer (this released in March, technically the end of winter). It’s unfortunate because some fans of the series, like myself, consider it to be the best of the three titles.
Darkstalkers: The Night Warriors
Also Known As: Vampire: The Night Warriors in Japan
Console: Arcade
Released: 1994
Developer: Capcom
Publisher: Capcom
Ports: PS1, PS2 (part of Vampire: Darkstalkers Collection, released only in Japan)
Price: $11.18 (used) $455.00 (new) pricecharting.com
Digital Release? Yes – PSOne release for PS3/PSP/Vita ($5.99)
It seemed that all classic fighters started life with iterative trilogies. Seriously, it happened with Street Fighter II (original, champion, turbo), Mortal Kombat (1-3), Art of Fighting (1-3), ClayFighter…okay, scrap that last one. Darkstalkers, known as Vampire in Japan, was no exception. The first Capcom fighting game that wasn’t from the Street Fighter series, these games were less about building a new series and more about being a testing ground for new mechanics. That doesn’t make the games any less awesome, nor does it discredit the silky smooth gameplay and beautiful animation that was significantly improved over the Street Fighter graphics that had begun to look dated in 1994. While it may be a true timepiece that you either grew up in the mid 90s playing or missed completely, Darkstalkers: The Night Warriors is a great starting point when learning the more hardcore mechanics of today’s fighters.




