Gaming History 101

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Posts Tagged ‘japan

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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The Japanese Always Get The Better Version: Contra (Famicom)

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contra_boxConsole: 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. 

contra_jpn_cart

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.

Written by Fred Rojas

December 7, 2012 at 12:30 pm

How To Be A Japanese Import Gaming Poser

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As a retro gamer, it’s inevitable that you have to acknowledge games from other countries, especially Japan.  Why?  Because many of the foundations of gaming began in the land of the rising sun and lets face it, there’s just something intriguing about integrating completely foreign languages and concepts to a domestic gaming collection.  Well and there’s that whole thing about a long list of amazing games that we never saw on our shores.  It wasn’t until this console generation that gaming started to go region free (unless you’re talking portables, which ironically just recently started segmenting by region after decades of being region free), and even now it’s really only the PS3 and 360 with plenty of exceptions.  Before that games were segmented into different regions for distribution, licensing, and localization, resulting in a diverse list of releases from country to country.  On a macro level your release decisions were segmented into three major regions: North America, Europe, and Japan.  Import gaming skates an odd line in America because Europe has the common language (English) but a completely different broadcast standard (covered here) that requires special modifications and/or hardware to play games on.  Japan has a language many Americans can’t understand (and more importantly in retro games, read) but has similar broadcast standards making most games essentially plug and play.  As a result you’re more likely to import a Japanese game than a European game, most likely choosing an action platformer or fighting game over, say, a high-end RPG.  But limiting yourself to just those games means all you’re going to play are licensing titles from the Super Famicom like Ultraman or PS1 games like Dragonball Z.  That’s where this guide comes in – it’s a cheeky, sarcastic look at the elitist gamer that thrives on Japanese titles and gives you starting hints at how to pretend you are a Japanese gamer in the know.  Those of us who love Japanese gaming are guilty of at least a few of these in our lives and who knows, maybe it’ll even give you the starting point you need to enjoy Japanese gaming.

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Written by Fred Rojas

August 27, 2012 at 1:01 pm

Posted in Blog, Import

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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

Deathsmiles (Cave)

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Welcome to contemporary shmup week, where we discuss recent games that have graced modern consoles and can be found on store shelves even now.  Developer Cave, probably best known for vertical shmups including the DoDonPachi series, has only created a few horizontal shmups and Deathsmiles is the only one that saw a true retail release in the US.  Of course it didn’t sell very well, the collector’s edition that comes with a faceplate and soundtrack is still found for about $20 in many retailers, but is still significant as one of the few Japanese shmups to release in the US.  It’s also interesting because it integrates many themes we’ve seen before including the fact that it’s part of the sub-genres cute ’em ups, danmaku (bullet hell), and has color integration like many Treasure shmups.  If you’re into shmups in the least, the content-heavy title is worth picking up at full price, let alone the meager cost found nowadays – on a personal note, make sure you get the Collector’s Edition, it’s so worth it for a few more dollars.

Unlike many shmups, Deathsmiles features four (five in the Mega Black Label version, see below) young witches that you can control as they take on hordes of demonic forces.  Each of these girls are young, between the ages of 11 and 17, each with thier own version of magic (typically elemental) and familiar.  A girl’s familiar will follow them around, blocking bullets and firing counter bullets as well.  In the arcade version the familiar moves opposite the controls that the player uses for the girl (ie: if you move your girl to the right the familiar will move to the left around the girl).  This game has plenty of different modes, power-ups and strategies so definitely look them up online, but the most compelling aspect is that you basically have a 3-bar life counter that is persistent (status carries over level to level) and you get a game over when it runs out.  There are various ways to refill the counter in addition to knowing techniques that can prevent the loss of life (1/2 bar for collisions and full bar for getting hit by a bullet) including knowing the areas on your witch that are invulnerable and using a familiar as a shield.  After being defeated, an enemy releases items and “counter bullets” (yellow in color) that increase your score counter and in turn strengthen your shots and give you optional powers and attacks.  Once you’ve gotten used to the items (and started to memorize the levels) you can delve into the balance of saving and collecting these power-ups.

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Written by Fred Rojas

March 26, 2012 at 2:52 pm

Magical Chase (Palsoft/Quest)

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To keep the theme of this weekend alive, I decided to go with yet another light and fluffy shmup on this Sunday afternoon.  I’ve chosen to go with one of the most expensive games in my collection, Magical Chase, one of the few Japanese-heavy shmups to find a release on the Turbografx-16 system in the US.  I always thought this game was kind of a throw away title as a child, it didn’t do anything quite as well as Fantasy Zone, Gradius or even R-Type, but of course I had to dig it out when I found out how rare and expensive it was.  I am pleased to say that when I gaze upon this title with learned eyes I am much more aware of some of the great things it does and now that I finally got my hands on an owner’s manual I can play the game the way it’s supposed to be played.  See, back then if we couldn’t understand a game we just assumed that it was too complicated or we were too stupid and just ignored it.  I had no idea how to control the stars before getting my hands on that text document.  Don’t believe I actually have the game?  Well here’s your proof below (yes, this is a cheesy excuse to show it off):

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Written by Fred Rojas

March 4, 2012 at 12:00 pm

Localization

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Ghostbusters released on almost every platform in the 80s, but if you picked up the NES version you would be greeted with an all-too-common error: the completion screen proudly exclaims “Conglaturation!!!”  Back in the late 80s I was a mere seven when playing NES games and improper spelling or verbage was something I shrugged off as not understanding.  I never assumed the game was wrong, I just assumed that I didn’t get it.  See, back in the 80s most games were lucky to get a decent translation, let alone a full localization, and it made playing many of the Japanese games difficult.  Nowadays it’s a completely different world – pioneers like Atlas and Square Enix have full-blown localization departments that are hellbent on creating the best possible experience for a specific regional audience.  It’s more than just a translation, it’s a retooling for another culture.

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Written by Fred Rojas

December 27, 2011 at 1:01 pm