Gaming History 101

Know Your Roots

Know this Publisher: Sunsoft

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Normally we focus on developers, the true makers of video games, but it’s also important to focus on the publishers responsible for making sure we ever see the game in stores.  In many cases these notable publishers are the ones that grab a bunch of smaller developed or imported games and grants them release in another region.

Sunsoft was such a great publisher back in the days of the NES.  Back in those days the few of us who read the labels of game boxes didn’t normally notice a developer, but rather a the publisher logo (although to be fair the two were often the same).  Whenever the Sunsoft logo crossed your boxed copy you could almost guarantee two things about it that normally don’t go together: 1.) your game would be a license game 2.) it would be good.  Yes, you read that correctly, Sunsoft made good licensed games on the NES.  As time continued, Sunsoft got more linked in with lackluster mascot games of the 16-bit era, but that doesn’t stop them from still being a publisher worth noting.  In fact, had it not been for Sunsoft porting many a game that wasn’t slated for release outside of Japan, we may never have seen these classics.  Oh yeah and Blaster Master, they made that too.

Atlantis No Nazo box art

Sunsoft is not in any way related to the short-lived SunSoft that was part of Sun Microsystems in America, but rather a subsidiary of Sun Denshi (or Sun Electronics) that entered the video game realm in the late 1970s.  When the publisher/developer opened a branch in the United States it went under the title Sunsoft of America but the logo still remained simply “Sunsoft”.  They developed mostly unknown games on arcades at that time: Arabian, Ikki, and Kangaroo – a weird hybrid of Donkey Kong and Popeye – but it wasn’t until the company moved to the NES that it really started making waves.  Sunsoft developed arcade ports and original Famicom games in Japan, mostly odd titles that would never come out over here like Tokaido Gojusan-tsugi (English: Stations of the Tokaido), which is a side scrolling action platformer where you play Kintaro, a fireworks salesman and use fireworks as a weapon.  Of the most famous is a kusoge (Japanese slang for cult video games that literally translates to “sh*tty game”) known as Atlantis No Nazo (English: Mystery of Atlantis), which has the player navigating an explorer through 100 levels of platforming.  What most don’t know is that the hit detection is horrendous and the platforming physics are a crash course in masochism, not to mention the game doesn’t move linearly (ie: you don’t necessarily go onto level 4 when you beat level 3).  Like most other games of the 8-bit era, a game over results in you completely starting over and the real aggravating part is that the game is completed by doing a sequence of about seven brutal stages in a certain order (including hidden warp zones).  Without having the information from the onset, I’d safely declare this title impossible.

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Written by Fred Rojas

August 17, 2012 at 11:06 am

Head to Head: Super Mario Bros. 2

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Ask anyone who grew up playing NES games and they will tell you that Super Mario Bros. 2 was somewhat of an anomaly.  It is completely unlike the other games in the series, complete with an Arabian theme, veggie-pulling, the option to select one of four protagonists, and Bowser (King Koopa) is nowhere to be seen.  Fortunately for Nintendo it blended right in with sequels to various other popular franchises in the console, including the radically different Zelda II: Adventures of Link and Castlevania II: Simon’s Quest.  As a seven-year-old gamer back then I shrugged it off and said, “why not?”  It may shock you to discover that the American version of Super Mario Bros. 2 is not actually the intended sequel to the original Super Mario Bros., nor is it in Japan.  The true Super Mario Bros. 2 is better known as Lost Levels in America and our Super Mario Bros. 2 began life as the game Yume Kojo: Doki Doki Panic! and based on a Saturday morning cartoon in Japan and was later re-worked, improved, and re-released as Super Mario Bros. USA.  Both versions of Super Mario Bros. 2 are as different as two games can get and thus warrant a head to head.

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Written by Fred Rojas

August 13, 2012 at 1:10 pm

Feature: Mascots

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Mascots, you have to love them.  No, wait, you don’t.  For the most part mascots have been one of the dark spots on a game publisher’s marketing blitz.  At first there was only one iconic mascot, Mario from Super Mario Bros., and frankly he was an accidental mascot that Nintendo had never imagined would become its poster child.  After Mario other companies were consistently trying to establish mascots no matter the negative cost to the consumer.  Mario is an exception not because he’s a particularly good or mistakenly genius mascot, he’s just iconic because his game was the catalyst to the return of video games after the crash of 1983.  During the mid 80s Nintendo established a handful of strong franchises that are beloved by many fans and despite Mario being the “leader” per se, he’s definitely not alone when Nintendo wants to sell a product.  I would argue that Link (from Legend of Zelda), Kirby (from Kirby’s Dream Land), Pikachu (from Pokemon), and to certain extent Donkey Kong (from Donkey Kong/Donkey Kong Country) and Samus (from Metroid).  Much like Disney, Nintendo brings with it a cast of characters and franchises that all assist the overall brand in creating long running quality games.  Everyone wanted to have that same wonderful family in the 90s (all of the above named characters had at least one title on the NES by 1992), but they seemed to miss the point that these characters were not created to be mascots, they just happened to get popular enough to become mascots.

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Written by Fred Rojas

August 6, 2012 at 5:02 pm

Dissecting the Ouya or Rant and a Top 5!

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So everyone’s been buzzing about that new Ouya console that managed to raise its $1 million Kickstarter goal in only 8 hours!  At first glance this console looks way too good to be true especially with backed support from none other than former Xbox creator himself, Ed Fries (he also made Halo 2600 for you neo-retro fans).  Ouya promises to offer a full catalog of Android-based software, online capabilities (wired and wireless), a controller, recently announced OnLive support, free games, and at only $100.  All that’s missing is an “act now and you’ll save $5 off the price!”  Oh, but wait, that’s exactly what they did for the first 1,000 Kickstarter donators.  They even came back and said this would easily support old school gaming via emulators, opening up the possibility for even more games and essentially makes this the catch-all console for anyone not interested in contemporary console titles.  Obviously we here at Gaming History 101 were going to weigh in on this and I just want to forewarn you that after I get through all the smoke and mirrors you will not only know why all of this is possible but also what they’re really selling.  I may break some hearts here, but it’s all in an attempt to inform the consumer.

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Written by Fred Rojas

August 3, 2012 at 3:39 pm

Review: Castlevania: Symphony of the Night (PS1)

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Console: Sony Playstation (also released on Sega Saturn in Japan only)
Released: 1997
Developer: Konami
Publisher: Konami
Japan? Yes (as Akumajo Dracula X: Gekka no Yasokyoku  Translation: Devil’s Castle Dracula X: Nocturne in the Moonlight)
Instruction Manual: Not necessary – Link
Difficulty: Moderate
Played it as a child? No
Value: $22.87 (used) $64.45 (new) (pricecharting.com) – NOTE: There are two versions: original and greatest hits. Original is much more rare and expensive, so adjust your buying habits appropriately.
Price: $15-25 (used GH) $35-$60 (used original) $90-$130 (new GH) $400 (new original) on eBay
Digital Release? Yes – released as PSOne title on PS3/PSP and on XBLA – $10.00 for all versions. Also available with Rondo of Blood in the Dracula X Collection for PSP – $15 digital, varies on UMD.

***We also did a podcast on this and other Castlevania titles like it here.***

While Rondo of Blood may be the hidden gem of the Castlevania series, Symphony of the Night is anything but.  There wasn’t a Playstation gamer around that didn’t see this release back in 1997, bringing a much-needed change to the traditional formula.  Every Castlevania game that released on consoles seemed to push the hardware to do things it was never intended to do and usually had amazing results, so it was interesting that in a world consumed by 3D polygonal graphics Symphony of the Night was a 2D side scroller.  In Japan, the series has a much easier way to identify the games that go together – main campaign titles often wore Akumajo in the title and in this case Dracula X – but in America we had not received (and most of us had not played) Rondo of Blood.  The game starts out with you climbing the stairs to Dracula’s chamber at the end of Rondo and you re-create the final fight with Dracula (of which you cannot die).  Then a long bit of lore scrolls the screen and next thing you know you’re playing as Alucard, Dracula’s son, and you’re rushing to Castlevania to rescue Richter from its curse.  It was like being dropped into the middle of an epic you had not previously learned the story of.  Frankly, it didn’t matter, and even today playing Rondo of Blood only assists in giving you background detail because like all other Castlevania games it’s the gameplay and level design that keeps you hooked.

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Written by Fred Rojas

August 1, 2012 at 4:53 pm

Podcast: The Final Countdown, Part 2

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We continue our Final Countdown series that swaps the wonderful stories associated with some of the most beloved games of all time.  Again, little discussion as to whether or not the ranking is valid and much more on the interesting stories and memories that came from them.  This time around Fred from Gaming History 101 is joined by Trees from EZ Mode Unlocked (Colm from the T4 Show couldn’t make it, but was present in spirit) as they tackle even less games than the first show but with equally fun stories.


Download this episode (right click and save)

Review: Castlevania: Bloodlines (Genesis)

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Console: Sega Genesis
Released: 1994
Developer: Konami
Publisher: Konami
Mega Drive? Yes (as Banpaia Kira  Translation: Vampire Killer, Castlevania: The New Generation in Europe)
Instruction Manual: Not necessary – Link
Difficulty: Hard
Played it as a child? No
Value: $23.07 (used) $59.99 (new) (pricecharting.com)
Price: $25-$50 (used) $60-$350 (new) on eBay
Digital Release? No

Just like today there was fierce competition between the two main 16-bit consoles, SNES and Sega Genesis, that necessitated exclusive games.  Aside from the first party developed titles, third-party developers could opt to either create the same game for both consoles or create completely new ones.  In the case of many Disney games, like Aladdin or The Lion King, different companies developed the game on each console but the basic concepts and level design would remain consistent regardless of which version you purchased.  Konami, on the other hand, would usually make completely different exclusive titles that played to the strength of the specific console it was designed on.  There was no way this developer, who was free to release games on any (and every) console not to create games for both.  Castlevania: Bloodlines is a side story game, much like Rondo of Blood, that played to the audiences that came running to Sega’s edgy console.

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Written by Fred Rojas

July 25, 2012 at 2:34 pm

Review: Dracula X: Rondo of Blood (PC-E CD)

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Console: PC-Engine CD (Japan)
Released: 1993
Developer: Konami
Publisher: Konami
Japanese Title: Akumajo Dracula X: Chi No Rondo – English Translation: Devil’s Castle Dracula X: Rondo of Blood
Instruction Manual: Not necessary – Link
Difficulty: Hard
Played it as a child? No
Value: $83.00(used) Unknown – this usually indicates none have ever been sold (new) (pricecharting.com)
Price: $90-$120 (used) N/A (new) on eBay
Digital Release? Yes – Virtual Console and remake on Dracula X Chronicles (PSP) – $9.00 (VC), $15.00 (PSP) digitally

Akumajo Dracula X: Chi No Rondo is one of those games that you either know about or you don’t.  As a side story to the series, appearing on the PC-Engine CD no less, I don’t think Konami ever intended the game to be popular but what it does for the Castlevania formula is worth noting.  Rondo of Blood (as it is known in English) follows Richter Belmont, a descendent of Simon and Trevor, in a side story where he seeks out Dracula to recover his girlfriend Annette.  It takes place in Germany, I think (I’ve never played the game in English), and the cutscenes even contain German dialogue with Japanese subtitles.  Thanks to the RAM and CD format of this title, it also features amazing sound design and an anime-like style.  Oh yeah, and until recently it was never released outside of Japan.

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Written by Fred Rojas

July 24, 2012 at 4:58 pm

Review: Super Castlevania IV (SNES)

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Console: Super Nintendo Entertainment System (SNES)
Released: 1991
Developer: Konami
Publisher: Konami
Super Famicom? Yes (as Akumajo Dracula – English Translation: Dracula’s Castle)
Instruction Manual: Not necessary – Link
Difficulty: Mild
Played it as a child? No
Value: $22.79 (used) $189.95 (new) (pricecharting.com)
Price: $20-$30 (used) $150.00 (new) and $500 for first edition (v-seam) on eBay
Digital Release? Yes – Virtual Console – $8.00

It’s pretty much understood that Super Castlevania IV is merely a remake of the original Castlevania, however for many reasons it is a significant game in its own right.  In Japan the game held almost the same name as the original (Akumajo Dracula) and in the lore and instruction manual in Japan it literally has the same plot.  For the US release, Konami attached the “IV” as well as giving a slightly different story that suggests the events of this game take place immediately following the second game, Simon’s Quest.  Even though both the developers and the fans agree it’s not a sequel, the two games have little in common with one another.  While it’s a cool experiment with many gameplay characteristics, some that would never return and others became series staples, Super Castlevania IV was also a flagship title for the SNES to show off all the things the various modes (including the overhyped Mode 7) could do to a game.  Think of it as a fleshed out action platformer tech demo that was far more interesting in retrospect than Pilotwings.

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Written by Fred Rojas

July 23, 2012 at 12:27 pm

Review: Castlevania III: Dracula’s Curse (NES)

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Console: Nintendo Entertainment System (NES)
Released: 1990
Developer: Konami
Publisher: Konami
Famicom? Yes (as Akumajo Densetsu – English Translation: Devil’s Castle Legend )
Instruction Manual: Not necessary – Link
Difficulty: Moderate
Played it as a child? Yes
Value: $12.25 (used) $172.82 (new) (pricecharting.com)
Price: $15-$20 (used) $289.00-$500.00 (new) on eBay
Digital Release? Yes – Virtual Console (NES version) – $5.00

What are you supposed to do?

Castlevania III returns to its roots and is an action platformer.  Unlike the original, the game isn’t entirely linear, giving you branching paths along your way.  Of the game’s 15 levels, you will play 9-10 of them depending on your decisions, eventually making your way to Dracula.

Review

As one of the later games on the NES, Castlevania III: Dracula’s Curse is surrounded by technical mastery.  In fact, it utilizes such an expansive amount of supplemental hardware (ie: chips) that the Japanese version isn’t even capable of working with the NES (unless you modify it, of course) and the US version is incompatible with “famiclone” systems.  For all that work, however, Castlevania III is a great title that impresses on all fronts.  Back to the extra hardware – the memory management controller chip, version 5 (MMC5) allowed the game to be playable on the NES albeit at the cost of some of the impressive sounds and graphics in the Japanese version.  This doesn’t mean it’s bad by any means, the game still looks and sounds better than a majority of games ever released on the console, it’s just that the Japanese version is a bit better thanks to the VRC6 microprocessor.  Normally I don’t gush on video game soundtracks, because save for a select few I don’t really consider it a notable factor.  This is one of those rare cases that I must say the game sounds amazing, in any form.  1up’s own Jeremy Parish captured the difference in a YouTube video that I have provided below so you can hear the difference for yourself.

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Written by Fred Rojas

July 20, 2012 at 1:27 pm