Gaming History 101

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Posts Tagged ‘snes

Gradius Series (Konami)

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Responsible for plenty of attributes to the shmup genre, notably the space aesthetic, but the most significant thing I remember about the title “Gradius” is how often people mispronounced it.  Okay people, I’ve confirmed this with Konami, the pronunciation is “grah-dee-us”, not “gray-dee-us”, “grah/grey-die-oos” or any other awkward pronunciation.  It’s pronounced simply how it is spelled.

The Gradius series has withstood the test of time with the first technical iteration in 1981 and the most recent actual game released in 2008 (Gradius ReBirth on Wii).  In that time the series has graced almost every console and portable that has come out, although recent iterations have been predominantly collections.  Not only that, the series is responsible for a few offshoots including my favorite shmup of all time, Salamander (Life Force in US), and the Parodius series.  Despite critics rightfully complaining that each new title in the series seems to harken back to the original, I feel it is the series staples that keep dedicated fans and strong sales.  I grew up knowing this series on the NES, although I am told that in Japan and Europe it has a more significant presence on the MSX.  Like all shmups, it does bury its roots in the early days of the arcade and to me is still on that short list of video games you must play before you die.  Nowadays the list of titles is quite long, but after recently playing the series over last week, I still find the original title (not necessarily first in the series) to be the most significant.

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Written by Fred Rojas

March 2, 2012 at 3:11 pm

Converts

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So now you want to import consoles and games, do you?  Well you’ll be happy to know that it is entirely possible on most consoles, however there are some things you’ll have to be aware of before you do it.  This article discusses the different things you have to do to both the electric and video signal of various imported consoles.  It will also briefly discuss how to get foreign games to play on US consoles, if possible.

Electricity Differences
No matter what console you are using, it’s important to know the differences between electricity in the US, Europe and Japan.

Japanese Consoles in the US
As you’ll see plenty of times in this article, Japan is quite similar to the United States in many ways, including power.  We use 120 volts as our standard for power.  Japan doesn’t appear to use a ground (or at least none of the Japanese consoles I’ve ever gotten do, never been to Japan itself), so all plugs from Japanese consoles will be two-pronged and fit in an US outlet.  Also fortunate is the fact that most consoles, especially retro ones, will use AC adaptors that work in the US.  Never interchange US power supplies into Japanese consoles, you could fry the console or worse.  For example, if you import a Famicom, use that console’s AC adaptor and not an US NES one.  For newer consoles like Japanese PS2s and PS3s, you may want to check the back of the console, but I think those are good for AC 100-240 volts for worldwide distribution, but I could be wrong.  Basically if it generates heat, be very careful and do a search for advice from a reputable source (no, Yahoo! Answers is not a reputable source).  Also if you want to be completely safe, there are Japanese voltage converters that allow use of Japanese products here.

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Written by Fred Rojas

December 29, 2011 at 3:25 pm

Day 7

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On the seventh day of Christmas my memories gave to me…

Mode 7 Graphics!

Mode 7 is a complicated process that is oh so easy to explain, the most notorious user of this graphical style being the SNES.  It was impossible to not notice Nintendo’s push to boast mode 7 graphics in its advertising and even if you were able to ignore it, the launch games for Christmas 1991 and beyond.  Basically the SNES was capable of seven different graphical modes, some adding multiple layers (up to 4) and others allowing you to manipulate and rotate a single layer (mode 7).  It was a way to fake 3D and depth in early games and while Nintendo wasn’t alone, consoles like 3DO were expensive and the Genesis required the Sega CD add-on to feature graphics like mode 7.  If that was all jargon to you, it was the ability to make the screen rotate and zoom on pixels.

When you played Pilotwings, your character wasn’t actually falling into a perceived depth, the world that was created below was just zooming and rotating as you pressed d-pad buttons.  If you pay attention you’ll notice your character stays fixed in the middle of the screen, like an early arcade racer.  Pilotwings wasn’t alone either, almost every early SNES game had mode 7 graphics as some sort of flashy show-off gimmick.  When Bowser flew at the screen in Super Mario World or a foot soldier was tossed toward you in Turtles in Time, these were mode 7 graphics at work.  When the logo of Actraiser did a dance across the screen mode 7 was responsible.  Most notably was the ability to see racers both close and off in the distance with a sense of realism in Super Mario Kart, especially with that technically stunning opening sweep of each racer from Lakitu’s camera perspective.

As for me, when I finally got a SNES in 1994, the first game I wanted to play was none other than Super Castlevania IV.  As an avid fan of the Castlevania series I had thoroughly played the first three games to their challenging conclusions.  Even in early Nintendo Power issues I had been dazzled by the high-end graphical style of Castlevania IV and it remained a game I couldn’t wait to play.  Not only did this title seem more manageable – the multi-directional whip made killing annoying enemies much easier, if not the entire game as a whole – but thanks to mode 7 every trick in the book was utilized.  The world would turn upside down, the screen would rotate, Konami even had some tricks that created the crazy “in the barrel” effect that you see in the screenshot.  One of the biggest trademarks of consoles were that software manufacturers made them do things they were never intended to do, from Atari to SNES and beyond.  Mode 7, on the other hand, was specifically designed into the Super Nintendo and no title showed off all the crazy things that hardware could do better than Super Castlevania IV.  If you still have an SNES and have not touched this technical gem, you owe it to yourself to see mode 7 in all its glory.

<- Go back to the sixth day                             Go on to the eight day ->

Written by Fred Rojas

December 20, 2011 at 9:25 am

Day 1

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On the first day of Christmas my memories gave to me…

A Wish List Catalog from JC Penny!

Catalogs are definitely not the rage today.  Most likely those still utilizing them are the technologically inept or those that just cannot release their grasp on the past.  In the 80s and 90s, however, these little guides were responsible for hours of enjoyment to me and my fellow gamers.  If you were a good enough customer of certain departments stores – namely JC Penny, Sears and Montgomery Ward, although I’m certain there were others – a massive 500+ page catalog would adorn your mailbox around the end of November.  Within it was a virtual form of pretty much everything available in that specific department store, including video games.  I used to love going to department stores and bask in the glory of the video game section.  There would always be a line of youngsters like myself, all bundled up and overheating in winter coats, affixed to whatever the demo game was.  Unfortunately, being only like eight years old, going to the department store or toy store to peruse the video game aisle was not something my mother would do at my beckoned call.  On the other hand, the various department store catalogs were always available and waiting on my family’s desk.

If I haven’t made this clear enough, these catalogs were humongous, heavy books that rivaled War & Peace in size and featured glossy full color pages.  Most of them would have a high price tag printed on, like $15 or $20, although I’m certain my family got all of them free because even in the 80s we were no stranger to ordering items remotely.  Thanks to their massive size, these catalogs held nothing back even in the video game section, so most games on the market would appear in the catalog.  If you were lucky there would be a screenshot and a little paragraph that was nothing but marketing drivel, which I always cherished as gospel, otherwise it was just box art and a price.  Before Nintendo Power premiered in 1988 (and even then I didn’t have a subscription until late 1990), these catalogs were the only way to find out what great games were releasing for the holidays.  I would come home from school and scour those pages, initially trying to figure out what games I wanted to ask for. 

After the first week of browsing had passed and my want list written, the second function of the catalog was to create a list of all the items I would get if I were rich.  Since anything and everything was in there I could sit back and imagine I had money for the SNES (about $200 at launch, out of my budget), Turbo Express (around $300) and even distant dreams of a Neo Geo (a whopping $650).  Hell, even the games for the Neo Geo sold at ridiculous prices like $120, so there were times that I would list one or two of those titles and imagined I already had the system.  There was often a “coming soon” section that featured upcoming titles, some of which would never see the light of day, that allowed me to assess what games were worth saving gift money for.  After demand started skyrocketing for video games in the 90s, these catalogs would be excellent places to pre-order consoles and popular games as well as a last effort to grab items sold out in stores. 

Catalogs from department stores were my first exposure to video game coverage, albeit a one-sided consumer driven version, but game coverage nonetheless.  With parents who were against giving out personal information, even back then, I never got into the Nintendo Club by filling out a registration card.  Thanks to an active imagination and a lot of free time, Christmas was celebrated over and over throughout the month of December before the actual gifts arrived.

Go on to the second day of Christmas ->

Written by Fred Rojas

December 14, 2011 at 12:33 pm

Gaming To-Go Part 3: Self-Reliance

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Given the low price point for both games and hardware, massive amount of ports, and obvious room in the market for clones, portables were not hard to find.  It wasn’t until the late 90s that they actually found their voice, though, starting with weak license translations and resulting in full-blown solid titles developed solely for portable platforms.  At the same time, many developers would revert back to ports now that they could make long RPGs of yesteryear and games from last gen run in your hand.

Game.com – Released: 1997
Pronounced “game com” and not “game dot com”, this newest handheld from Tiger Electronics was a clear attempt to make a cartridge-based handheld version of the games they popularized in the late 80s.  Much like those old school handhelds, the games shared popular licenses of the time and similarities in gameplay, but for the most part were unique creations.  Think of a company that only does book adaptations to film – the concept remains the same and the characters are familiar, but it’s essentially something new.  This sounds like a good idea, but for some reason Tiger always seemed to miss the point of portable games and Game.com is no exception.

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Generation Gap Pt. 3: 16-Bit

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By 1989 the NES was a powerhouse not to be reckoned with.  Sure, there were other consoles out there, but if you were doing home gaming it was predominantly on the NES.  That is, until Sega introduced the first 16-bit system to the market.  Billed as the Genesis (Mega Drive in other regions, but due to an US copyright it was renamed to the Genesis), Sega hit the ground running bringing near-perfect arcade ports of popular titles like Golden Axe and Altered Beast.  This spawned the popular “Genesis does what Nintendon’t” campaign, the onslaught of the console wars, and the second true generation of consoles since the crash.  For those simply wondering what 16-bit (and other “bits”) means is the type of processor working within the system at a given speed (think “Pentium 4” for a basic comparison).

16-bit Generation (1989 – 1999)

Sega Genesis – Launch Price: $189.99 – Released: 1989
It came literally out of nowhere.  Back then the only place to purchase Nintendo games in the Chicago suburbs was Toys R Us – you’d go see a slew of Nintendo box art in closed plastic sleeves, remove a ticket with a large price on it, and take it up to a booth that was enclosed and caged like a casino redemption.  There wasn’t a “video game” section, just a “Nintendo” section, because at that time Nintendo was synonymous with video game (and for my grandparents, it still is).  On that faithful summer day in August 1989 I walked into the Nintendo section and a slot was missing from the game display, replaced by a big blue logo that read “Sega” and a television that had a commercial playing.  In the commercial games like Golden Axe were getting compared to Bionic Commando, a truly unfair comparison from a graphics standpoint alone, despite hindsight revealing Bionic Commando the better title.  This upbeat guy was chanting “Genesis…” and a bold deep voice finished the sentence “Does!” as the commercial cross-cut the great visuals of Sega’s new console versus Nintendo’s clearly dated NES.  Then my eyes wandered down to the price: $189.99 – available soon!  I immediately forgot about it.

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Strength in Numbers

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Anniversaries.  As time progresses everything ages at the same pace and with each passing year a ton of video games hit new milestones.  Popular titles from the past can be revisited in short periods of time for the sake of nostalgia or the chance to finally complete a difficult game for the first time¹.  Since no one day can go by without something in the video game industry reaching a notable age, it’s no surprise that retro articles are riddled with regular anniversary celebrations.  This site will be no exception.

Sonic 20thGaming companies have now begun to celebrate series anniversaries themselves on a more consistent basis.  In some cases I feel these creations are warranted, but I find myself frowning a bit when it’s a last-ditch effort to revitalize an intellectual property that should have died off long ago.  I think the better anniversary is the for titles that stand on their own and you rarely think about until they are brought up.  A perfect example of this is Chrono Trigger.  Despite a few remakes and Square’s occasional interest in bringing attention to the title, it’s mostly one for the nostalgia vault.  Thankfully, unlike so many other titles, Chrono Trigger holds up today and stands as an individual game even though it technically has two other entries in the series².  Oddly enough, even though the game celebrated 15 years in 2010, it received a GBA port on its 13th birthday and didn’t come to virtual console and PSN until this year (its 16th anniversary).  This only further proves that incremental numbers aren’t always on a publisher’s top priority list.

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Written by Fred Rojas

October 18, 2011 at 6:09 pm