Archive for the ‘Videos’ Category
The Hobbit Review
Console: Xbox
Released: October 24, 2003
Developer: Inevitable Entertainment
Publisher: Vivendi Universal
Instruction Manual: Not Necessary
Difficulty: Easy
Played it as a child? Yes
Value: $4-$10 (used), $10.49 (new) (pricecharting.com)
Other Releases: Yes – PS2, Gamecube, and PC and a modified version for the Gameboy Advance
Digital Release? No
No, sorry, this is not the ZX Spectrum game from 1983, but rather the more widespread console release from twenty years later, although I’ve never played the original so perhaps it’s garbage and this is the better choice. Back when the Lord of the Rings film trilogy was nearing its end, a slew of video games hoping to cash in on the wild success of Peter Jackson’s movies released. After sapping all of the film properties, the books themselves became source material for spin-offs and one of the first was based on Tolkien’s prequel book The Hobbit. As a mild fan of the series I always felt that The Hobbit was the better book and overall story, which explains the tale of how Bilbo Baggins became the first hobbit to embark on an adventure with 12 dwarves and wizard Gandolf the Grey. Not only that, but it introduces the ring, odd creature Gollum, and probably one of the only dragons in that universe, the unrivaled greedy dragon Smaug. Despite the semi-decent cartoon version of the book that I had seen in my youth, I was immediately drawn to the playful cartoon re-imagining of Tolkien’s book and despite some major snags in the gameplay department, I was pleasantly surprised.
The Japanese Always Get The Better Version: Contra (Famicom)
Console: NES/Famicom
Released: 1988
Developer: Konami
Publisher: Konami
Instruction Manual: Not Necessary – Link
Difficulty: Moderate
Played it as a child? Yes
Value: $26.01 (used), $399.95 (new) (pricecharting.com)
Other Releases: Yes – Arcade, Microcomputers, PS2, DS (all are the Arcade version)
Digital Release? Yes – Virtual Console (NES version), XBLA/PSN (Arcade ver) ($5 on all platforms)
With box art that is clearly Arnold Schwarzenegger and Sylvester Stallone combining forces to be in a franchise that belongs to neither, Alien, this game has it all. For the most part you and potential partner rush through eight levels, including a jungle that is ripped straight out of Predator, to attack bad guys and eventually aliens. It’s a confusing game in America because nothing is spelled out for you, the game just drops you in the jungle without any plot, scene, or explanation. Now that I’ve played the Famicom version (and the video below will show the complete game to you as well), it looks like there’s a decent plot that unfolds. Since I don’t know Japanese nor can I read Kanji, what is actually conveyed is a mystery to me, but I’m sure the translated explanation is only a Google search away. Contra not only introduced us to a frustrating and fun franchise, but it’s also where most of us learned the Konami code (up, up, down, down, left, right, left, right, B, A, Start). If you put this into the title screen you would begin the game with 30 lives (if you instead end the code with Select before Start you can start a two player game with both players having 30 lives), which was the only way most of us could beat the game when we were younger. After years of practice I can now complete the game with the given 3 lives, although not flawlessly, and I prove it in the video below.

The Famicom version I’ve always heard is “enhanced” over the NES version and the two are worth roughly the same amount, so when I was picking up the title at a retro show I opted for the Japanese version. It’s not really that different, but the changes of note are the aforementioned cutscenes, moving backgrounds, and slightly easier difficulty. Either way it just goes to show that the Japanese version of most games will always be the better version. Then again when this title released in Europe it was renamed to Probotector and features robots instead of humans (although in either version the enemies pop and explode). Without further ado, I give you the completion video of Contra on the Famicom.
Review: Sonic CD (Sega CD)
Console: Sega-CD/Mega-CD
Released: 1993
Developer: Sonic Team
Publisher: Sega
Instruction Manual: Not Necessary – Link
Difficulty: Moderate
Played it as a child? Yes
Value: $11.99 (used), $23.50 (new) (pricecharting.com)
Other Releases: Yes – PC, PS2/Gamecube (Sonic Gems Collection)
Digital Release? Yes – Steam, Xbox 360, PS3, Android, iOS ($5 on all platforms)
Sonic CD is one of those games that it’s just popular to like. I don’t want to start on a negative note, the game does have some merit, but it’s not a particularly good Sonic game and doesn’t quite change the universe like many will claim. Before Sega decided to blitz every console on the market with the digital version, Sonic fans were gnawing at the bit for a decent port (sadly the Sonic Gems Collection ports had emulation issues). Now that it’s everywhere the gaming community seems to have adjusted to a more realistic view of the CD adventure that throws a few imaginative ideas at relatively lackluster level design.
For those that aren’t up on their Sonic history, the hedgehog was co-created by Naoto Oshima and his more known partner Yuji Naka. After the release of the first game, Naka and several members of that team moved to the United States and joined with STI (Sega Technical Institute) to create Sonic the Hedgehog 2. Meanwhile the remaining developers, including Oshima, took the concepts that were in early development for Sonic 2 and expanded upon them into what eventually became Sonic CD. This is why despite coming out around the same time as Sonic 2, Sonic CD looks graphically more like the original and doesn’t seem to adapt some of the great ideas of the sequel. Still, it does feature some interesting gameplay mechanics, like the ability to move into the past and future with two full versions of the many levels. This dual expansion of the campaign does have a casualty: level design. Many of the levels in Sonic CD feature plenty of wasted real estate in the interest of moving quickly to the right, odd gimmicks that net death if you don’t tolerate the so-so platforming, and several instances where Sonic’s momentum is completely spoiled by a random ramp or springboard. Despite these layout flaws I still contest that the boss designs are superior over Sonic 2 and prove that not all of the talent in Sega’s Japanese team migrated to America.








