Reflections on the Dreamcast and its Impact, Pt. 1

I happen to frequent a board that has a large amount of Sega fans on it.  And when I say Sega fans, I don’t mean the Sega of today.  I mean the Sega of ye olde’ times, back before Sammy purchased their soul and sentenced them to become a shell of their creative selves.  But…that’s a story for another time.  This is a jubilant affair. :)   So, in celebration of the impending Sega Dreamcast 10 year anniversary, I asked my friends there to share their memories of the beloved console, and I was not disappointed.  Here’s a first round of comments about the Dreamcast, enjoy. ^_^

I remember my first DLC was on the Dreamcast. It was the Christmas Pack for Sonic Adventure. Downloaded it, was walking around town, walked over to the giant Christmas Tree, and then the Boyz II Men version of “Dreams Dreams” started playing. I got teary eyed. (JP)

First time I ever played a console online. I know the Saturn had limited connectivity with games like Duke Nukem, but come on… no one played it.

With the DC, we had great shooters like Quake 3 and some of the most fun I’ve ever had online with Phantasy Star Online. Then they started charging to play so I quit with the second.

The four player games kicked ass too like Marvel vs Capcom, Dead or Alive 2, Slave Zero, MOTHERFUCKING TOY COMMANDER!!!!!! too many to list!

Oh, oh, and my favorite racing series of all time started on the DC… Tokyo Xtreme Racer!!! Speed Devils was also on the DC at the time and it fucking ruled as well!

Sonic, Soul Calibur, SHENMUE!!!!!!!

Crazy titles like Seaman and Powerstone with great arcade ports like Crazy Taxi, Sega Rally 2, Virtua Fighter 3 tb, House of the Dead 2, Virtual On, the list goes on!!!!

Favorite.console.ever. (Conjoshus)

I got my launch Japanese Dreamcast in December 1998. The day I got the package from Tronix, which was around $580 with a VMU and VF3TB, I was floored the first time I saw the intro for VF3TB running on my humble 19 inch TV. I called friends over that day who didn’t even know Sega had a new system out (lol) and they couldn’t believe how good it looked.

I also had a lot of fun for a short time when I was addicted to raising Chaos from Sonic Adventure in my VMU. All in all, I had my system almost a year before it came out in the USA, and in that time I had so much fun importing titles. Ever since, I haven’t imported much of anything or get as excited for new games than I did when I owned the DC in its heyday. (KANG)

Here’s a good quickie for laugh at my expense.

A few years after picking up my launch day system, I ran into a little problem. The system would come on fine, but the controller wouldn’t respond. The VMU wouldn’t even light up. I was freaked, I though my wonderful Dreamcats had fallen prey to the dreaded controller port issues that some of the launch model suffered. I promptly headed out to my local game store and snagged my another system ( a used one, since the price was dropping so quicky, with all the panicky Pete’s and Doomsayers). Same problem. I fretted, cried, and gnashed my teeth. Then a friend (Frogacuda to you guys) asked me if I had tried another controller… Indeed I had not. And that, my friends was the day I learned proper trouble-shooting techniques. (Lordsnarf)

Honestly, I don’t feel there’s been a better time in my life than the years I spent with my Dreamcast. I may have been broke, and fucking up in high school, but the days I spent with my DC will be something I will never forget. I followed everything I could about the DC, long before it was ever released. Magazines, interwebs, everything I could find. I had my DC pre-ordered at Toys R Us months before it was released. It was actually the first console I ever purchased. All the others had been my older Bros. We had only ever owned SEGA systems. I devoured pics, movies, everything I could find. The day it came out me and my friend were there when Toys R Us opened. We were the only ones there, sadly. Still, it didn’t lessen my excitement, and we didn’t wait until we got home to tear the boxes open.

I remember saying, wow, this is tiny. I was surprised. The first two games I bought were Hydro Thunder and Trickstyle, and later that day I picked up Sonic adventure. Man, when we turned on Hydro Thunder, it blew my fucking mind. We were just like holy fucking shit this is amazing. Still one of my favorite games. all three are. Trickstyle was not widely loved but I played the shit out of it, and loved every second. Sonic Adventure, I had played the demo before release, so i was SO hyped for it. My friend got ready2 rumble and Soul Calibur, which were also mind-blowing. it was everything I had ever wanted from a console and SO much more. And it didn’t end there:

Aerowings
Air Force Delta
Sonic Adventure 2
Phantasy Star Online
Shenmue I and II, my favorite games ever to this date.
Starlancer
Bomberman Online
Armada
Soul Reaver
Sega Swirl
VOOT
Silver
Marvel Vs. Capcom
San Francisco Rush 2049
Ecco
Slave Zero
JGR
Looney Tunes Space Race
Power Stone 1 and 2
Sega GT
Virtual Tennis
Super Magnetic Neo
SC5
Super runabout: SF edition

And more Im sure Im missing. PSO still holds the record for most hours I’ve ever spent on a game. PSU might beat it someday, but still, it was some great times. So many sleepless nights, classes missed, grades sacrificed. All SOO worth it. (Hunter)

I am one of the oldest gamers on this site, there is no doubt in my mind.

As many people here know (those from IGN at least) the Dreamcast made me LOVE gaming again. I didn’t get one until Christmas 2000 and that is because I was really not into gaming the way I am now or was a youngin’. I played the EA NHL and Madden games, some fighters (especially the 2D Capcom ones on the Saturn), but not much else. So for Christmas I was given a DC with Shenmue and Soul Calibur. I was immediately floored and just amazed how much power that little white system had. So this is what began my new gaming renaissance that expanded my gaming tastes and led me to love games the way I did when I was given an Atari 2600. So many great games in such a short period of time.

So while I lament to short lifespan of the console, I also will always love it for bringing me back into gaming. (Luminous)

I loved the DC. Skipped one of my classes so I could head out and pick it up on launch day (US). I remember plugging it in and being blown away at how good Sonic Adventure looked and played. I barely ever play those tamagotchi type games, but man o man did I play the shit out of my Chao mini game. If not for the god damned glitch that lost my Chao’s in both SA and SA2, I probably would have kept playing them.

I thought for sure that Sega had it made that time.

Shenmue, my god. That might have been the most mindbogglingly awesome game I had ever played (relative to the time, of course). Even my friends who weren’t gamers were impressed by the detail and the things you could do in the game. Just walking around the house amazed me.

Soul Calibur is still the best of that respective series, too. I realize they’ve added a lot, but I think they had a near perfect formula on that game…..SCII – IV just didn’t do it for me like that game did. Aside from that, having played it in the arcade prior to the DC revamp really helped me appreciate the huge technological leap the DC provided. (Bruhaha69)

I still remember picking one up on 9/9/99, and taking it out of the box while my cousin drove me home. I held it in my hand, saying,”It’s so small, yet so heavy”

It was a beautiful sunny day, traffic was oddly forgiving as we made our way home. After a brief setup, I pressed the power button and felt goosebumps as the Dreamcast logo and sound displayed on the TV. I loved everything about it, the shape of the console, the sounds on the dashboard, the little orange light, the advertising of that ninja lady trying to steal one but failing to it’s superior A.I. AHHHHH cherished every minute.

I would invite girls over to play Crazy Taxi and they all had a blast, without fail. I still love to pop in Ecco just to casually swim around, and to do the level with the floating water tunnels. Shenmue was stunning, I stared at the character faces for hours on the Bonus Disc, just admiring the details. I actually owe Shenmue for my portrait prone art style, it changed the way I looked at people’s faces. Everyone became a Shenmue character in my mind’s eye, and transferring that to paper was always a joy. So much power in such a little package! (ShinobiWan1)

I also got mine on 9/9/99 but had to go to work right after picking it up. So my room looked fucking awesome. I had everything still in the box and stacked it all like a display to greet me when I got home.

I had the Dreamcast, four VMUs, three controllers, House of the Dead 2, Sonic Adventure, Soul Calibur, Mortal Kombat Gold, and Ready 2 Rumble with Blue Stinger, Hydro Thunder, Power Stone, and Tokyo Xtreme Racer just a week or two later.

The Dreamcast also had the one JRPG (before Lost Odyssey) I was interested in but never tried (since it was a JRPG). Skies of Arcadia…

Man the Dreamcast was a million times better than the competition of that gen. (Conjoshus)

Originally Posted by Conjoshus:

Man the Dreamcast was a million times better than the competition of that gen.

QFT. (JP)

Retro Comps – Which Deserve Your Time (and money?)

12/31/2012 – I’ve decided to let this feature lie. These comps are great, but their release is getting near 10 years ago, and I don’t know if the information in here is worth updating anymore. I won’t remove it, but I won’t be making any further updates to it.

Last generation, retro compilations became a quick way for publishers to get a ton of games out into the hands of retro hounds at a low price (now, they’d rather nickel and dime you on PSN, Xbox Live and the Virtual Consoles :p ).  These collections offered up a ton of excellent history on the gaming industry’s earlier days.  However, which collections were the best for your dollar?  That is what this feature attempts to answer.  This will focus on company-wide collections I have played for systems for the last two generations (i.e. no Namco Museums from the PS1).  Franchise specific comps will be highlighted here.

Note – A * next to the system is the one I have.  Also, Nester has chipped in some second opinions on comps he owns.  I’ve put our names into the comps we are both covering.

Capcom Classics Collection V.1 (PS2*, Xbox) *under construction!*

Current Cost – $19.99 or less
Game Count – 22
Listing – 1942, 1943, 1943 Kai, Bionic Commando, Commando, Exed Eyes, Final Fight, Forgotten Worlds, Ghosts N Goblins, Ghouls N Ghosts, Gun.smoke, Legendary Wings, Mercs, Pirate Ship Higemaru, Section Z, Son Son, Street Fighter II, Street Fighter II Champion Edition, Street Fighter II Turbo, Super Ghouls N Ghosts (SNES), Trojan, Vulgus
Bonus Material – Art, music, character bios, remixed music for some games, tips, history

Capcom’s first collection offers up a lot of great classics from their early arcade days…but rarely delves into less explored territory (Volume 2 remedies that issue). Three Street Fighters (all available on SF: Anniversary, somewhat), three Ghosts N Goblins, three from the 194X series, three (technically) from the Commando series, and 10 other titles to round it up feels a bit…samey.  However, that’s not to say that this disc isn’t worth playing!

Game Roundup:

1942 – To come

1943 – To come

1943 Kai – To come

Bionic Commando - Before Nathan “Radd” Spenser took over the reins of this spin-off from the Commando series, Super Joe was slinging around his bionic arm in a far less graceful manner.  The cool concept is there, but just isn’t executed all that well for this first effort.

Commando – One of the first overhead shooters ever made, Commando shows its age on its bullet-raddled sleeves.  It’s a little clunky and slow-paced, but it isn’t a terrible game.  Gun.smoke and Mercs completely outclass it, though.

Exed Eyes – This is an early vertical shooter that works a bit like 1942, but features alien insects and a lot of geometric designs as the boss lineup.  Simple, but has its moments of fun.

Final Fight – The only beat-em-up on this disc (the second volume ups the ante considerably), Final Fight remains entertaining, although it’s not my favorite beam-em-up of Capcom’s.  It suffers from progression in the genre, making it more archaic than it ought to feel.  Fun, but dated.

Forgotten Worlds – This intense shooter took the lessons learned from Capcom’s earlier attempts (Sector Z and Side Arms) and pushes them to the limit. Great gameplay mixed in with loads of challenge make for a thrilling shooter.

Ghosts N Goblins - Time has not made this game any easier.  You can see Arthur has not evolved much from his roots replaying this – he’s still slow, not agile and is constantly surrounded by asshole demons. :p  Gamers in need of a challenge will eat this up, but it’s too frustrating for me to enjoy more than a few minutes.

Ghouls N Ghosts - Out of the three GnG titles on the disc, this is probably the most balanced. Trust me, it’s still one of the most difficult games ever made, but it feels a bit more fair than the other two.

Gun.smoke – This particular game is one of Capcom’s better early efforts.  It riffs on its western theme quite nicely, controls better and smoother than a lot of their predating work, and it’s a lot of fun.  A definite gem on this disc.

Legendary Wings – A radical experiment that combines vertical shooting with sidescrolling action, I think Legendary Wings had the potential to be a wonderful game if it had more development time and focus.  The motif is unique for its age – a cyber-Greek world with angels toting laser rifles blasting up bizarre enemies and lizardmen…but its execution is a little too gummed up in its controls to truly shine.  I’d love a revisit!

Mercs – A much more playable marine-based overhead shooter, with three players able to join the action and much more intriguing gameplay and setpieces compared to Commando.  I prefer Gun.smoke more, but this isn’t a slouch, either.

Pirate Ship Higemaru – Capcom’s third game is a charming take on the maze game concept, starring some rather adorable pirates. As a sailor, you must K.O. the other pirates using barrels, which isn’t quite as easy as it sounds. I think Zack & Wiki took some inspiration from this…

Section Z – A horizontal shooter that runs with an alphabet concept shoots weird on paper, but the bizarre level design and constant enemy menace makes the game shine pretty well.  It’s not as neat as Forgotten Worlds, but it’s decent.

Son Son – Capcom’s design skills improved a ton from Vulgus to Son Son.  This is still a very straightforward, rudimentary game, but it manages to be quite a bit of fun to run around as Son Son and dodge/blast the myriad of foes.  It also shows the earliest sign of that special Capcom “style” they honed more and more as they got more games under their belt.

Street Fighter II – The first SFII is pretty barebones, especially compared to its two included sequels, but it did revolutionize the genre as something viable…so it’s nice to have.

Street Fighter II Champion Edition – Champion Edition’s claim to glory was adding the bosses in as playable characters (without much tweaking) and letting players choose the same character.  Turbo does this and more, so it’s pretty easy to lean in its favor.

Street Fighter II Turbo – The best of the trio of SFII titles on this disc, Turbo is the most perfected blend of the games, with new techniques, crazy speed and refinement all around.  It’s easy to see why the franchise became so huge playing these in progression.

Super Ghouls N Ghosts – The sole non-arcade title on either Capcom disc, Super Ghouls N’ Ghosts adds a couple of tricks to Arthur’s arsenal (double jumping, new weapons) but continues to pummel the poor knight (and player) with masochistic glee.  I prefer Ghouls of the three here, but this is a close second.

Trojan - This early action title is crippled with a chunky control scheme that reacts too slowly to your commands, souring what could be an otherwise okay dystopic romp.  I’ve never quite understood this one.

Vulgus – Capcom’s very first game  is this extremely simplistic shooter that doesn’t offer much beyond a neat feeling playing the game that launched the company.

To sum up, this is one of my favorite comps that I own, and I heartily recommend it.

Bonus Material

The extra content is fairly ample for this set, with most games featuring at least tips, music and concept art to unlock.  Some include bios for the game’s cast, others include remixed tunes, and all of them have a brief history lesson on the game.

Capcom Classics Collection V.2 (PS2*, Xbox) *under construction!*

Current Cost – $19.99 or less
Game Count – 20 (23 counting Three Wonders’ three games and the Quiz & Dragons Capcom remix)
Listing – 1941, Avengers, Black Tiger, Block Block, Captain Commando, Eco Fighters, King of Dragons, Knights of the Round, Last Duel, Magic Sword, Mega Twins, Quiz & Dragons, Side Arms, Street Fighter, Strider, Super Street Fighter II Turbo, Speed Rumbler, Three Wonders, Tiger Road, Varth
Bonus Material – Art, music, tips, history, Quiz & Dragons Capcom remix, Super SFII Turbo Tutorial videos, ability to save progress, cheats

The second volume of Capcom’s arcade catalog features a wider array of titles, focusing primarily on beat-em-ups, shooters, and a few platformers.  There’s more clunkers on this disc than on the first, but the good games more than make up for them.

Game Roundup:

1941 – Forthcoming

Avengers – This top-down beat-em-up is a decent idea, but the concept falls flat on its face in execution.  You can’t really see what you’re doing in this game, and the perspective doesn’t make it any easier to pummel enemies.  Cheap enemy rushdowns don’t aid the situation.  Skippable.

Black Tiger – Considering its age, this is a fairly unique hybrid of action, exploration and a dash of mild RPG leveling.  I really like this game – it has its own crazy vibe to its world and enemy design that appeals to me somehow, and while it can be relentless on the player at times, it seems more fair than Ghosts N’ Goblins and its sequels do.  I’d almost have preferred this to have gotten more sequels, to be honest. :p

Block Block – This is a rip-off from Taito’s Arkanoid/Atari’s Breakout style of puzzler, although Capcom did spice it up a little with some power-up gathering and the borrowing of songs from other arcade hits of theirs.  Despite very little creativeness, it’s an enjoyable game to run through if you like this sorts of game.

Captain Commando – A beat-em-up with some batshit weirdness in its design philosophy.  Capcom’s designers were really letting their hair down on this one, with some of Capcom’s zaniest heroes, enemies and locales in any of their games.  I like its brazenness a lot.  It controls a little stiffly, but the surreal factor evens it out nicely.  A highlight of the many beat-em-ups on here.

Eco Fighters – This horizontal shooter has a rotating arm mechanic to help make it stand out from the pack, and it also looks great in action. You can witness Capcom really showing off their 2D sprite knowledge here.  Happens to be a fair amount of fun, too.

King of Dragons – The first of two medieval themed beat-em-ups, this one predates the later (and superor) Dungeons and Dragons coin-ops.  It’s decent, but it’s fairly rudimentary.  It reminds me a lot of Golden Axe, but with Capcom sensibilities and a mild RPG flair in that it allows you to level up.  If that’s your thing, you may enjoy this.  As for me, Golden Axe isn’t my favorite in the genre, and neither is this.

Knights of the Round – This is a King Arthur-infused beat-em-up with, hey, RPG leveling up aspects.  It has fewer characters than King of Dragons, but it’s a little more refined than its similar cousin.  Matter of preference.

Last Duel – Forthcoming

Magic Sword – This is a great game.  One of Capcom’s finest action games in their arcade glory days, you fill the shoes of The Chosen One, who slashes his sword and rescues allies to take on all sorts of monsters and demons in a huge castle.  Again, there’s RPG elements, but this is a wonderful game that is almost worth price of admission by itself.

Mega Twins – A cute platformer with a touch of beat-em-up action, the charming visuals help make this a underrated gem.  It’s a little clunky at first, but once you find its groove it’s a blast to play.

Quiz & Dragons – A question board game?  Aye, with plenty of dated trivia and slow-as-hell gameplay to slowly whittle away your time from good games on this collection. :p  Nice spritework, though.  The Capcom-themed bonus is more fun, in my opinion.

Side Arms – Forthcoming

Street Fighter – Neat to experience if only to see where fighting’s biggest name got its start, but after a round or two you’ll wonder how the sequel was greenlit.  Seriously – it’s leagues away from Street Fighter II.  It’s got ONE playable fighter, Ryu (two if you can submit a friend to join you, and it’s a perfect Ryu mirror in Ken’s body), clunky controls and a strange playstyle that is not what you’d expect if you’re adjusted to later games in the series.  A curio, but that’s about it.

Strider – This classic platformer is tough as nails, yet is a cool take on the genre.  Hiryu is a little sluggish to control, but the game rarely pushes that aspect to be a thorn. Plenty of inventive platforming and combat to be had here, plus some comical spoken dialogue.

Super Street Fighter II Turbo – Arguably the finest moment in the five SFII titles, this game introduced supers into the formula, polished its sixteen combatants (plus the hidden Akuma…who isn’t polished and is quite cheap :p ), and is probably the smoothest to control and execute combos in this bunch.  Worth some time.

Speed Rumbler – Forthcoming

Three Wonders – These three games are among the freshest on the disc, and drip with visual delight. They all control well, and each offer up their own unique take on an established genre (the first being a run-n-gun platformer, the second a horizontal shooter, the third a tricky maze-puzzler).  Invest some time in all of these!

Tiger Road – This reminds me of Trojan.  If you recall, I did not have nice things to say about Trojan, and the only discernible difference I found was that the game is set in a kung-fu setting, not a dystopic future like Trojan’s (and you don’t have a shield here).  Not all that gripping.

Varth – Forthcoming

All and all, despite a greater ratio of unimpressive titles, this is another winning comp from Capcom thanks to its diversity and the quality of the good games outweighing the poorer ones.

Bonus Material

The bonuses have been paired down some from its predecessor, with very little remixed music to unlock (only Strider offers up remixes from what I remember), and the character bios from CCC are MIA. Cheats do replace them, and being able to plow through some of the more challenging games with invincibility is a nice option.

Capcom Classics Mini-Mix (GBA)

Bionic Commando

Bionic Commando

Cost – $9.99 or less
Game Count – 3
Listing – Strider (NES), Bionic Commando (NES), Mighty Final Fight
Bonus Material – None.

Strider

Strider

Capcom Classics Mini-Mix is a solid compilation of Capcom NES hits, as long as you don’t expect any bonus frills. The port work, from what I can tell, is very good, with no major differences or alterations (outside of adjusting the screen ratio for the GBA screen, that is). However, Capcom put in no extra effort into these games. Don’t expect the Save functions of some of Nintendo’s NES Classic series here. Here’s a breakdown of the three games:

Bionic Commando – The NES update of Capcom’s arcade title is a blast. The hero, Ladd Spenser (arguably the raddest 80′s name ever!…), cannot jump. However, that doesn’t stop him from getting around the dastardly BADD’s HQ. Thanks to his nifty bionic arm, Ladd can swing, climb and even stun foes with ease. The gameplay in BC is among the NES’s finest. The music as well is great stuff, perfect for the atmosphere.

Strider – It is NOT a port of the arcade classic, but instead a completely new game – a retelling of the manga the whole Strider saga comes from. For a NES game, the game has a solid enough plot (despite, you guessed it, more typos!). It’s not modern RPG worthy or anything, but it does motivate a little. The music is also fairly catchy here. Strider borrows a little from RPG’s through acquiring powers as you hack through enemies…which is nice, but it’s still pretty limited in its functions. It also takes a little bit of arguing with the controls to get them to work the way you want to. Strider is not as smoothly programmed as BC by any means. That being said, the game has some good mechanics – the fact that the game recognizes you’re running downhill and picks up the speed is quite novel. It’s still a good title, though, despite its glitches.

Mighty Final Fight – This is the weakest game on the cartridge overall. It’s nice that it’s there, but it’s not up to the same quality of the original Final Fight (or the other two games on the cartridge, for that matter). For one, MFF only allows one player to tackle Mad Gear, and beat-em-ups tend to be more fun with more players. That said, Haggar, Guy and Cody are all playable here (which does top the SNES port), the game offers up some nice RPG-like move upgrades as you punch enemies in the face, the graphics are all right, and it’s kind of lengthy. Problem is, the gameplay is pounding the B button ad naseum. With no 2-player option and, from what I got through, nothing other than constant enemy entanglements and some barrel dodging, it gets old fast.

All and all, it’s great Capcom took a chance and released this package. Despite the lack of bonuses or saving, considering the Virtual Console’s pricing for NES games to be around $5 each, this works out great, plus it’s portable, too. I recommend it!

Note - This may be the only way to get the NES Bionic Commando on a modern Nintendo system, since Ninty’s denying the Virtual Console of its goodness. *sigh*

Taito Legends (PS2*, Xbox)

Bubble Bobble

Bubble Bobble

Cost – $14.99 or less
Game Count – 29
Listing – Space Invaders, Space Invaders Part II, Bubble Bobble, Jungle Hunt, Elevator Action, New Zealand Story, Plotting, Rastan, Operation Wolf, Operation Thunderbolt, Rainbow Islands, Phoenix, Colony 7, Electric YoYo, Zoo Keeper, Great Swordsman, Gladiator, Exzisus, Plump Pop, Super Qix, Battle Shark, Continental Circus, Volfied, Ninja Kids, Space Gun, Thunderfox, Tube It, Return of the Invaders, Tokio
Bonus Material – Descriptions, Creator Clips for certain games, hints, history of Taito

Space Invaders

Space Invaders

Taito has released many games in the arcade, and this, one of the largest retro comps available, brings several of their earliest hits to the PS2 and Xbox.  Some of the legends on the disc are:

Elevator Action – This simple action game requires careful strategy to succeed – your character is a special agent seeking out secret plans, and you must utilize the building’s elevators to weave you way through the building. Enemy agents are out to stop you, but you can blast them, squash them with the elevator, or pummel them with the overhead lights! A clever concept.

Bubble Bobble – One word describes Bubble Bobble – adorable. This game offers up some puzzling challenges and some tense platforming, and still is fairly engaging to play today. A 2 player mode is also a plus.

Space Invaders – This game is a legend in terms of sales, and is considered one of the most successful games of all time. It still retains some of that addictive gameplay today, although it has been outclassed by future shooters like Galaga. That said, it’s still worth a play to see the shooter genre’s roots.

While there’s plenty of history to be found here, there’s also a lot of games that I didn’t get into all that much.  Rastan, Jungle Hunt, Great Swordsman, Space Gun and Continental Circus were all difficult for me to like for their stiff controls.  But still, it is a nice mix of arcade classics, and it is cheap.

Taito Legends 2 (PS2)

Elevator Action II/Returns

Elevator Action II/Returns

Cost – $9.99 or less
Game Count – 39!
Listing – Alpine Ski, Arabian Magic, Bonze Adventure, Cameltry, Chack’n Pop, Cleopatra Fortune, Crazy Balloon, Darius Gaiden, Don Doko Don, Dungeon Magic, Elevator Action II/Returns, The Fairyland Story, Hat Trick Hero, Front Line, Gekirindan, Grid Seeker: Project Storm Hammer, Growl, Gun Frontier, Insector X, KiKi KaiKai, Kuri Kinton, Legend of Kage, Liquid Kids, Lunar Rescue, Metal Black, Nastar, Puchi Carat, Bust A Move Again, Qix, Raimais, Space Invaders 95, Space Invaders DX, Super Space Invaders 91, Violence Fight, Wild Western, Balloon Bomber, G-Darius, RayStorm, Syvalion
Bonus Material – Favorite List, tips

Qix

Qix

The second Taito Legends is the largest retro comp on the PS2 (that I’m aware of), and in my view, it’s arguably the best.  39 games ranging from 1979 to the mid 90′s await you here, and the mix is much better this go-around than the last.  There’s still some games that are terrible, but the great game ratio is also much higher. For example:

Elevator Action II/ Returns – A brilliantly executed sequel to the original, with excellent spritework, engaging level design and responsive controls. This alone would be worth the price of admission, easily. It’s become one of my favorites (just missed the cut on my shortened list).

Cameltry – Outside of the “lending-itself-to-perverted-jokes” name, Cameltry is a great game concept. It also can cause a bizarre sense of vertigo, since you rotate the screen, not the ball, to solve the game’s puzzles. After the initial weirdness wears off though, the gameplay really shines. Very unique, and a bit tough, but fun nevertheless.

Qix – Another interesting idea, this game requires you to fill in a box with smaller boxes while avoiding the evil QIX and its spark minions. It sounds simple, but it’s actually quite thrilling to squeeze out a box when QIX is moments away from killing you. Scary that a game made in 1980 is more frightening than some games today that try to be.

If you’re a shooter fan, then you’ll be happy here. A few decent beat-em-ups are also included, so fans of those will be pleased, too. And puzzle gamers will find a few titles that will hit their sweet spot.  As I said, this comp has a great selection of titles.  As for the duds, the Legend of Kage is way too spastic for my liking.  Violence Fight is a rip off of Pit Fighter with anime-styled sprites, and controls about as well (translation: poorly).  Dungeon Magic’s isometric perspective makes progression a little more annoying than it should be.  And Syvalion is awfully hard to control.  But for $14.99 or less, 39 games is a great bargain.  This may be my favorite of all of these.

Konami Classics Series: Arcade Hits (DS)

Contra

Contra

Cost – $14.99 or less
Game Count – 15
Listing – Contra, Gradius, Roc’N'Rope, Basketball, Time Pilot, Rainbow Bell, Horror Maze, Scramble, Circus Charlie, Rush N Attack, Pooyan, Track & Field, Road Fighter, Yie Ar King Fu, Shao-Lin’s Road
Bonus Material – Sound Tests, Dip Switch control, Library, Wireless Multiplayer, Replay Saves

Roc N'Rope

Wildcat - For a portable comp, this is loaded with games, features and other cool stuff. Konami let gamers use the touch screen to manipulate virtual dip switches, which is a pretty neat idea (one the developers, M2, would carry over to Namco’s DS Museum later). The game count is nice, with a few notable Konami game series (Gradius, Contra and Track & Field), as well as several other games that are not as well known (I dig the tense Horror Maze, whose limited control makes it all the more engaging, and Time Pilot’s a fun shooter that was one of the first to let you roam freely on a screen). The variety is nice, but I felt that Basketball was an unnecessary addition (no Double Dribble?), Rush N Attack has too small an attack range (some people may enjoy it, but I don’t like one hit death situations where you have to be right on top of an enemy to kill them most the time), and Circus Charlie too broad in scope and not tight enough in execution. But maybe I just suck at it. :p But for the DS, this is the best you can get.

Nester – Classic game compilations usually rely on nostalgia for success. At first glance, many of the games in Konami Classics Series: Arcade Hits may not be too recognizable, thus eliminating the appeal of the package. However, I think it’s actually a fairly strong collection for a couple of reasons.

First, the presentation is very impressive. The emulation of the games included is flawless as far as I can tell, especially compared to other arcade compilations that get sloppy in this regard. The number of options available for each game is detailed and versatile, from control and screen configurations, to direct dip switch management. It makes me wonder why more compilations don’t provide this level of customization. On top of that, there’s also single-card multiplayer, the ability to capture replay videos, a jukebox, and various other frilly but fun extras. As far as I’m concerned, the presentation is top notch.

Second, I think the game selection is really better than it first appears. Even without the charm of nostalgia, if you’re just a fan of the simplicity of classic arcade games, then I think there are several games in the package that are worthwhile if you take the time to get into them. Personally, I do have fond memories of some of the more obscure titles here, like Time Pilot and Roc’n Rope, but I had a lot of fun discovering games I was less familiar with, like Circus Charlie and Rainbow Bell. Overall, I’m very impressed with Konami Classics Series: Arcade Hits, and I hope we get to see another package of this type. It would be great to see Frogger, Gyruss, Salamander, and many other classic Konami games get this treatment. In the mean time, if you’re a retro arcade fan, I can easily recommend this compilation.

SNK Arcade Classics V. 1 (PS2*W, Wii*N)

King of the Monsters

King of the Monsters

Cost – $19.99 (PS2), $29.99 (Wii)
Game Count – 16
Listing – Art of Fighting, Baseball Stars 2, Burning Fight, Fatal Fury, King of the Monsters, Last Resort, Magician Lord, Metal Slug, Neo Turf Masters, Samurai Shodown, Sengoku, Shock Troopers, The Next Glory: Super Sidekicks 3, King of Fighters 94, Top Hunter, World Heroes
Bonus Material – World Heroes, Move lists, art, music, videos, saving at checkpoints

Art of Fighting

Art of Fighting

Wildcat - SNK’s first NeoGeo comp brings many of its familiar hits, some obscure titles and a solid amount of bonus content to unlock. 16 games is decent I suppose, although it is skimpy compared to most of the other efforts above and below. This title also negates downloading most of the Wii’s NeoGeo library. :p The highlights include:

Baseball Stars 2 – Probably the best retro baseball game I’ve played, it’s got a ton of personality, fairly tight controls and huge, well-animated sprites. The AI is cheap, but with a second player, I’d imagine this would be a blast.

Magician Lord – Fans of the Ghosts N Goblins series will probably dig this title, which has many of the same traits as Capcom’s punishing franchise. The ability to transform into other creatures is well executed here, and the game isn’t quite as cruel as GnG is.

Samurai Shodown – The best fighter on the package, SS’s legacy began quite well. A little loose compared to Capcom’s fighters, but still manageable and fun to play.  It has solid character designs, too, a plus with fighters.

World Heroes is probably the biggest flop on the disc. It controls horribly, has poor animation and just isn’t all that fun. It’s also the bonus game to unlock, which hurts.  Fatal Fury and Art of Fighting are decent fighters, but their (very) limited character count is punishing.  To me, KoF 94 has been quite overshadowed by the later games in the series, but it’s still an adequate fighter. But all and all, a solid enough package. Not as rich with quality as others on this list, but still worth picking up.

Nester – SNK Arcade Classics Vol. 1 on the Wii is a robust and somewhat ironic package. It’s well done for what it is, but you may not find yourself spending the most time with the games you think you will.

The emulations of the 16 included games are solid with virtually no technical problems (I’ve heard otherwise about the PS2 version). [Wildcat's Note - I've noticed no major issues, myself...maybe I'm lucky?] It offers your choice of four controller methods: Remote, Remote+Nunchuck, Classic Controller, and Gamecube controller. All four methods are fully configurable (and in case you’re wondering, you can use the d-pad on the Gamecube controller), and there’s no motion control used anywhere.

The selection of games is where the irony comes in. While it contains the first installments of many of SNK’s well-known series, like Art of Fighting and King of Fighters ’94, not all of them have aged so gracefully. Instead, it’s some of the more obscure one-offs that shine through as the true gems. Top Hunter is a quirky and charming platform game. Shock Troopers is a highly underrated run-n-gun (which I used to play in the arcade, myself). Even the R-Type derivative Last Resort is surprisingly high quality. I also have to admit that I really enjoyed Neo Turf Masters despite that I have no interest in golf.

Not that all of the “classics” are terrible, however. For me, many of them can still be enjoyed on some level, and frankly, Metal Slug holds up just fine. But this may be a case where you come for Fatal Fury, and end up staying for Shock Troopers. In any event, I think it’s easy to overlook the bad games, like Burning Fight.

The package is rounded off with a medal system that rewards you with unlockables for completing various goals within each game. The rewards consist of move lists, art, soundtracks, and gameplay videos. You also have to unlock World Heroes at first, but it’s fairly easy to do.

In the end, I certainly enjoy this compilation enough to give it a solid recommendation, and I hope that SNK Playmore follows through with its plans to make a volume two.

Sega Genesis Collection (PS2)

Ecco the Dolphin

Ecco the Dolphin

Cost – $19.99 or less
Game Count – 33!
Listing – Alex Kidd in the Enchanted Castle, Altered Beast (Arcade and Genesis versions), Bonanza Bros., Columns, Comix Zone, Decap Attack, Ecco the Dolphin, Ecco: The Tides of Time, Ecco Jr., Flicky, Gain Ground, Golden Axe, Golden Axe II, Golden Axe III, Kid Chameleon, Phantasy Star II, Phantasy Star III, Phantasy Star IV, Ristar, Shadow Dancer: Secret of Shinobi, Shinobi III, Sonic the Hedgehog, Sonic the Hedgehog 2, Super Thunder Blade, Sword of Vermilion, Vectorman, Vectorman 2, Virtua Fighter II, Future Spy, Tac/Scan, Zaxxon, Zektor
Bonus Material – Unlockable games, interviews with Sega staff, Museum with history, art and tips, In-Game Saving, Cheat Sheet, Trailers for other Sega games

Sonic the Hedgehog

Sonic the Hedgehog

Sega’s Genesis comp is huge. Loaded with popular and obscure games from Sega’s side in the 16-bit war, you get a fairly diverse range of titles, ranging from platformers, RPG’s, puzzlers, beat-em-ups and action games.  Some huge exceptions are missing from this lineup (where’s the Streets of Rage series? Treasure’s excellent games? Fan-favorite Herzog Zwei?), and some titles are quite debatable for their inclusion (the Genesis port of Virtua Fighter 2?), but on the whole this is a good mix of games. Highlights:

Shinobi III – An excellent action game with excellent music, sprite work and controls. Add in some great level design and you’ve got yourself a wonderful experience full of challenge.

Comix Zone – A rather innovative beat em up from Sega’s US branch, this game puts you into the world of a comic book. It takes you from panel to panel, and even has some nifty ideas for interacting with the environment. Tough, but well worth the time to play.

Ristar – Made by Sonic Team, this glowing example of a platformer is colorful, tight and throws Bionic Commando-esque gameplay into the mix, making it a very fun title to play through.

I haven’t played the Phantasy Star titles yet, so I’ll refrain from commenting about them for now.

The downers in this collection are a bit higher than some of the other comps I’ve discussed. Virtua Fighter 2 is an awful port of the 3D classic, stripping out practically everything the series prides itself on. Super Thunder Blade is a clunky mess. Ecco Jr. is a edutainment exercise in boredom. Altered Beast is terribly bad in just about all aspects. I didn’t see the appeal of Alex Kidd – the randomness of rock paper scissors for boss fights and transactions makes no sense to me. Maybe the Master System titles are better? And Golden Axe III just is not fun. I didn’t care for any of the Golden Axe games on here, but III is the worst. And of course, the inclusion of Sonic and Sonic 2 when the Sonic Mega Collection is available is a bit redundant (I sold my Sonic Mega Collection since my two favorite Sonics are on here). Sega did put together a nice package here, but it feels like some of these titles might have been better left behind for others to appear in their place.

Note – Sega has recently released a new retro comp for the Xbox 360 and PS3, titled Sonic’s Ultimate Genesis Collection.  It has a lot more games on it, including the Shining Force Genesis titles, the full Streets of Rage trilogy and all of the Sonic the Hedgehog games featured on Sonic Mega Collection, but I’ve heard the emulation is more hit-or-miss from my Sega compatriots, and there’s some games missing (the Sonic & Knuckles lock-on games, Ecco Jr. [which is not a major loss], Shadow Dancer: Revenge of Shinobi, Sword of Vermillion, Virtua Fighter II [another one that won't be missed], Future Spy, Tec/Scan, and Zektor).  Here’s the Wikipedia page on it if you’re curious.

Namco Museum 50th Anniversary (GC*, PS2, Xbox)

Dig Dug

Dig Dug

Cost – $19.99 or less
Game Count – 16
Listing – Bosconian, Dig Dug, Dragon Spirit, Galaga, Galaxian, Mappy, Ms. Pac-Man, Pac-Man, Pole Position, Pole Position II, Rally-X, Rolling Thunder, Sky Kid, Xevious, Pac Mania (unlockable), Galaga ’89 (unlockable)
Bonus Material – 2 unlockable games…um…80′s songs for the menu?

Ms. Pac Man

Ms. Pac Man

I have to admit, Namco really dropped the ball with their collection (especially considering that it’s their 50th Anniversary celebration disc!). A scant number of titles, many of which are constantly rehashed in their collections, and no bonus material to speak of outside of unlocking two more games is pathetic.  Most of the standouts are, unfortunately, the titles they usually recycle:

Ms. Pac-Man – The maze game’s champion, Ms. Pac-Man continues to be an excellent arcade game to play through, with plenty of challenge and incentive to get the perfect score.

Dig Dug – I’ve always enjoyed Dig Dug. Not quite sure why, but it is fun to play, and offers enough challenge to keep you engaged.

Rolling Thunder – One of the better scrolling arcade shooters I’ve played, there’s plenty of run-n-gun gameplay that controls fairly well to enjoy here.

On the merit of the games alone, Namco’s collection is fairly decent. I didn’t like Dragon Spirit’s large hit box, which made playing the game a bigger chore than it ought to be, Pac Mania is really hard to control thanks to the isometric perspective, and I don’t care for Pole Position or its sequel all that much. Shooter fans will be pleased with the high amount of shooters on the disc, but on the whole, out of all of the collections I have had, this is the most disappointing. I sold mine because I just thought it was silly to hold onto it…

Note – Namco’s released a better comp on the Xbox 360, this one entitled Virtual Arcade.  It comes with two discs, with the first featuring their 9 Xbox Live Arcade titles and 3 Rearranged versions, while the second disc has 22 unique arcade titles.  You can click here for the Wikipedia article.

Midway Arcade Treasures V.1 (PS2*, GC, Xbox)

Joust

Joust

Cost – $19.99 or less
Game Count – 24
Listing – 720, Blaster, Bubbles, Defender, Defender II, Gauntlet, Joust, Joust II, Klax, Marble Madness, Paperboy, Rampage, Rampart, Roadblasters, Robotron: 2084, Root Beer Tapper, Satan’s Hollow, Sinistar, Smash TV, Splat!, SpyHunter, Super Sprint, Toobin’, Vindicators
Bonus Material – History, interviews, galleries and/or trivia per game

Robotron 2084

Robotron 2084

Midway’s first collection is excellent, rich with many legends of the 80′s. Many of the games on here set precedents for others to follow, and it helps that many of them are amazingly fun, too. The extras are lopsided, with the big games like Defender, Robotron or Gauntlet getting the majority of the attention, but it’s still better than Namco’s effort by a long shot. The menu design is a little bizarre (what does a pyramid have to do with any of these games?), but I do like the hieroglyphics approach for the menu, using recognizable sprites as the symbols. Anyway, this collection is loaded with great games, including:

Robotron: 2084 – The definition of a twitch shooter, Engene Jarvis’ insane overhead shooter is one of the most stressful games I’ve played. Throwing you into a plethora of robotic menaces and mines, you must blast your way through all of the foes and attempt to rescue the last family on earth in the process. Very intense, and a lot of fun, especially since there’s two analog sticks to play it the way it’s supposed to be played on the PS2 pad.

Joust II – I have to admit, Joust is a game that I really did not understand when I was a kid. Nowadays, though, I do finally get it, and it’s a joy to plow into enemies just right. The sequel is even better, with more diverse environments to battle on.

Smash TV – This game is downright goofy, but it’s a perfect arcade shooter. Not as extreme as Robotron (but still challenging enough!), this over-the-top title is well worth a playthrough.

The dud content is quite low, too. Root Beer Tapper is pretty boring, and it’s the kid alternative to the usual licensed beer version (so clearly, you need to be drunk to like it :p ). 720′s isometric perspective (and lack of a trackball) makes it a bit tricky to accomplish much. And Klax is just…downright weird. But on the whole, Midway’s first foray into unearthing their retro catalog is a success.

Data East Arcade Classics (Wii)

Burger Ttime

Burger Time

Cost – $19.99 or less
Game Count – 15
Listing – Bad Dudes Vs. Dragon Ninja, Burger Time, Burnin’ Rubber, Caveman Ninja, Crude Buster, Express Raider, Heavy Barrel, Lock ‘n’ Chase, Magical Drop III, Peter Pepper’s Ice Cream Factory, Secret Agent, Side Pocket, Street Hoop, SRD: Super Real Darwin, Wizard Fire
Bonus Material – Arcade flyers, cabinet marquee images, artwork, music, Special Mode (harder difficulty)

Caveman Ninja

Caveman Ninja

Wildcat – I was incredibly ignorant of Data East’s back catalog before this game.  I had limited exposure to Burgertime (mostly through the NES), and I’ve played Karnov, Karate Champ and Cobra Command on the NES, but never before had I had the chance to really dig into the arcade lineup to see if it was worth my time.  This set remedies that with a mostly solid collection of Data East’s titles from their heyday.

A comp is made or broken by its emulation, and as far as I can tell, the games represented here were excellently converted.  Lock n’ Chase has some weird musical glitchiness to it, but I’m not sure if it was present in the original release or not, so I’m not going to knock it.  There’s also a nice mix of titles here, with a little bit for everyone.  There’s something here for puzzlers, sports titles, action games, shooters, racing and maze game fans, and if you like more than one genre, you’ll be happy!

Game-by-Game Breakdown:

Bad Dudes Vs. Dragon Ninja – If you like Sega’s arcade original of Shinobi, you will probably enjoy this, too, as it’s quite similar (and not quite as cheap).  I got a big kick out of this as I punched and kicked my way through heaps of ninja, and I was a bad enough dude to save the president.

Burgertime – An interesting variant on the maze game, this game requires a bit of strategy and quick reflexes to master, and I am quite captivated by it.  As the one game I had previous familiarity with before trying this comp, I’m glad to say that it meets my memories of it quite well.

Burnin’ Rubber – A racing game with a little more action than most in this period – you control a buggy that can leap high, and you need to knock out your rivals with well placed bumps or by landing on them.  Pretty fun, but I can’t see myself playing it for too long at a time.

Caveman Ninja – Nice spritework is the distinctive part of this Ghosts N Goblins-esque action/platformer.  Joe and Mac can charge up their attacks by holding down the throw button, and it’s tough, but much more merciful than Capcom’s series.  A fine take on this kind of game.

Crude Buster – This game has potential, but it doesn’t quite meet the grade due to its somewhat awkward animation and loose controls.  It also has terrible voice repetition problems (muttering “What a Day” every time you get knocked over?  Why?).  Sort of a shame its gameplay isn’t up to par, as the post-apocalyptic aspect is well done, and the bosses are interesting designs.

Express Rider – A cowboy western spin on Karate Champ (notably absent from here), the first level has you tackling lumberjacks (well, maybe not, but they look it) with well-timed blows in a contest of wills (who will be defeated first?).  It’s pretty dated, and didn’t really gel with me.

Heavy Barrel – A top-down shooter like Commando, with the ability to turn and shoot 8 ways as well as move thanks to two sticks.  I found it a little sluggish, but I’m not huge on games like this, so it may just not be my thing.

Lock n’ Chase – A rip-off of Pac-Man, with the ability to lock up your pursuers with walls.  I didn’t quite get this one, but I’ll update this when I play it some more.

Magical Drop III – Anyone who’s played Puzzle Bobble will be clued off as to Data East’s inspiration, but their take on the bubble popping concept has plenty of its own merits.  Unlike Taito’s, which has you shooting bubbles, your clown collects them (and more than one at a time, as long as they are the same color!) and throws them back up, which is a much cleverer mechanic.  I definitely give the edge to Magical Drop for this type of puzzler.  The nice anime-styled Tarot card characters acting up in the background gives the game a visual advantage, too.  Good fun (and I’m not huge on puzzle games, so when one clicks with me, that’s a fantastic bonus).

Peter Pepper’s Ice Cream Factory – A half-baked sequel that loses a lot of what made Burgertime so great, this one is not all that fun to play.  The level designs don’t work as well, the new way of interacting with the primary goal (knocking ice cream scoops off of the side of a platform) is more cumbersome, and Peter’s newfound jumping talent gets him into more trouble than it does good.  A disappointment.

Secret Agent – Built from the bones of Bad Dudes, Secret Agent refines the engine to a higher polished gem of an action game.  Riffing off of James Bond (complete with both a Jaws and Oddjob derivative and a Golden Gun to collect) successfully, adding in a gun to the mix makes foe fighting all that more fun, and the mix-up of stages with dives, motorcycle rides and a freefall is great.  A very pleasant surprise.

Side Pocket – Best pool video game I’ve played!  I’ve really been enjoying this.  The gameplay is straightforward but deep, and the only knock is the constant coin continues I have to make because I’m trying to learn how to best shoot the cue ball.  Excellent!

Street Hoop – AKA Street Slam, this NBA Jam lookalike is a lot of fun, too, with crazy dunks and flaming three-pointers of its own.  The ambiance is better than Jam’s, and you have an extra player on the court to help aid you out.  Responsive and engaging, another winner here.

SRD: Super Real Darwin – A vertical shooter with a nifty evolution mechanic to power up your ship, I was pretty impressed with this.  I am horrendous at this kind of game, but I was so intrigued by the ship upgrading that I didn’t really mind dying a ton.  Your mileage may vary, but I think this is a neat game.

Wizard Fire – Lastly, the gorgeous Wizard Fire reminds me of Gauntlet, but with an isometric view and much livelier backdrops.  It’s a tough one, but I was enjoying the awesome visuals and laughable voice work too much to really be bothered by the constant slaying of my elf.

In short, I am really satisfied with this comp.  It has many excellent games and only a few duds, and it turned out to be much better than I was expecting.  It’s sad that we didn’t get to see some of Data East’s other notable games, like Karnov, Atomic Runner, Karate Champ, Fighter’s History or Congo’s Caper, but considering that Data East’s library is spread out between four different studios (with the majority held by G-Mode, whose titles are included here, and Paon, made up of former Data East staff), it’s a good beginning.  I hope the possibility of a second set comes true!

Nester – I loved going to arcades in the 80’s and 90’s. However, I never really played many of Data East’s games in the arcade, so I’m largely unfamiliar with their catalog. Thus, playing Majesco’s Data East Arcade Classics on the Wii has been an educational experience for me.

The collection includes games from the early 80’s to the late 90’s, and it spans a wide variety of genres. There are brawlers, sports games, shoot-em-ups, puzzle games, and so on. It’s likely that you’ll find at least a few games that will appeal to your personal gaming preferences.

The emulation of the games works decently without any major glitches or distortions that would significantly interfere with the experience. However, the scaling causes some rippling when the screen scrolls, and the text can look a little strange and be a little hard to read sometimes. Overall, it’s not really anything I haven’t seen in other arcade compilations, and frankly, I’ve seen worse.

Controls support the Wii Remote held sideways, the Remote+Nunchuck, the Classic Controller, and the GameCube controller. The buttons for all controllers are configurable, which is a good thing because the default button layouts can be a little awkward. I also appreciated that there was a button used for coin dropping, but I would’ve liked even more controller options. A rapid-fire option would’ve been nice for the shooting games.

The menu screen for the collection includes some other strange options. It will save your highest score for each game, and you can tie that score to a Mii. Saving and loading data for each game must be done manually. However, it also saves your controller configuration, so if you forget to save or accidentally overwrite your old save, then you have to reconfigure your controller again.

As a means of providing replay value, each game also has five goals to achieve. As you accomplish them, you’ll unlock arcade flyers, character art, soundtracks and other miscellany, which you can access from the menu. Accomplishing all five goals for a game unlocks a “Special Mode”, which, according to the manual, is simply the game with the arcade settings configured to make the game harder.

This brings me to my biggest complain with the collection: other than the Special Mode, you can’t manipulate the arcade settings at all. Something I enjoy about arcade collections is the ability to micromanage the original arcade dipswitch settings and customize the games to my own personal liking. Data East Arcade Classics really disappointed me in this department.

As with most retro compilations, it’s easy to think of games that should have been included, but weren’t. With Data East Arcade Classics, one of the most noticeable omissions is Karnov, of which the title character was even used as the company’s mascot for a while. The reason it was not included is because all of the Data East games included on this collection were licensed from G-Mode. G-Mode currently owns most – but not all – of Data East’s classic properties, and Karnov is not among them. Instead, it currently belongs to Paon. It would’ve been nice if Majesco had worked out a deal with Paon in order to create a more complete Data East collection, but perhaps that will be the case if there is a follow up to this compilation.

Overall, Data East Arcade Classics doesn’t do anything particularly notable as far as retro compilations go, but it’s a solid package for what it is. I enjoyed discovering the games that I was unfamiliar with, and was even pleasantly surprised by a few of them. I’ve also learned a few things along the way. I’ve learned more about Data East’s arcade legacy. I’ve learned that I am a bad enough dude to rescue “Ronnie.” And of course, winners don’t use drugs.

M.U.L.E. – A Retrospective

mule

Update: Thanks to Destructoid, I have been pointed to a Bunten family sanctioned remake of this awesome game, called Planet M.U.L.E. Designed to be played online, the core gameplay is left relatively untouched, with a few subtle tweaks here and there and a nice new graphic gloss that fits the game like a glove.  I’m planning on writing a very detailed comparison of the two when I get more into the game.

Introduction: This article was originally written for Neomega.net as a review.  After reviewing it myself when I was creating Lvl., I realized that this was more of an overview than a review, so I turned it into a feature.  M.U.L.E. is a game way ahead of its time (it’s as old as I am…it was made in 1983!), and it really needs a revival.  With any luck, this piece will showcase why I have such a high regard for it!

M.U.L.E.

M.U.L.E.

M.U.L.E. is a very interesting game, one that was way ahead of its time. Developed in 1983 by Ozark Software and published by Electronic Arts, the game featured several strategies to dominate the opposition…if the other players didn’t do it to you first.  This is designed more as a guide to how the game works, which is quite well, I must say.

After picking how you wanted to play (Beginner, Standard and Tournament), then picking from 8 various aliens to play as and how many players were playing, you will land on the planet and get a quick shot at your beginning stats. Then it’s off to the Land Grant, where you get a free piece of property of your choice (if you click the joystick, it’s yours…unless another player clicks the same land at the same time…in which case the one with the lesser wealth will win out). Those three difficulties above determine what happen next. If you’re playing beginner (which I’ll explain first), after everyone selects their land the players will begin their respective turns in the town. You’ll control your alien now, and on Beginner, you are pretty much stuck with only a few options, which is mainly preparing a M.U.L.E. to operate on your land.

Land Grants

Land Grants

Now, back to the Land choices for a second. In the game, there are 3 forms of terrain to manage. There is River, Flat and Mountain land. Each is best for one of the three vital things you can grow on this planet: Food, Energy and Smithore.  (In Tournament mode, there’s a fourth item you can grow, Crystite, that is not vital for sustaining the planet, but it can rake in the money really fast!) Food grows best on River land, and is needed to feed the inhabitants. Energy grows best on Flat land, and is needed to operate the M.U.L.E’s. Smithore is needed to create more M.U.L.E’s, and is best grown on mountains.

The town space that lies perfectly in the middle of the game’s world is where most of the game is spent at the beginning of your turn. From here you’ll be able to get a M.U.L.E, set it to Food, Smithore or Energy (which costs money to do – Food is $25, Energy $50, and Smithore $75), and then lead it from town to your property. You must make sure that you click your Joystick on your house, or the M.U.L.E. will run away in Standard and Tournament modes (you see, they don’t like to work), leaving you out of money spent on the M.U.L.E. and its outfitting, and one less M.U.L.E. in the stable (which is a cunning strategy for those in the field of Smithore…see below). Money is also important in this game; without it, you won’t be able to survive for very long in this game. You won’t die, but you won’t be able to do much of anything in the auction, which I’ll get to shortly.

Wampus Hunting

Wampus Hunting

Once you get your property running with its M.U.L.E, you can do a few more things. One is Wampus hunting. You will receive money for catching the Wampus…but it’s not as easy as it sounds. A light will appear on one of the various mountains in the playfield, and you’ll have to sneak up on the Wampus to catch it. You can’t have a M.U.L.E. in tow, or it won’t come out. The other way to make quick money is going into the Pub. It’ll end your turn, but the earlier you go in the more money you’ll win.

Once everyone’s turns have passed, a random event will occur. This can be either good or bad, since you can get a lot of money from a deceased relative, have a Pirate ship raid the store of Smithore (Crystite, in Tournament mode), have sun spots increase energy production or several other events. After the event, production will occur, and you will get units of whatever you decided to produce added to your total. Production is affected by three rules of the game: “Base production” (number of units produced without an effect), Energy (needed for the M.U.L.E. to run) and economic bonuses of varying degrees.

Auctions

Auctions

After production, it’s time for the auction, which all of the players are involved. The green house on the top is the store, which is where you can buy food, energy or Smithore for a high rate. However, if you or another player has a surplus of an item, you can be a seller and go cheaper than the store. This is where a lot of the game’s strategy comes into play. You can screw the other players badly by buying out the store’s surplus and become a tycoon of an item, or work with the other players to create a harmonious environment. The three units must be in constant flow to do anything – food is used for the amount of time you have during development, Energy is used to run the M.U.L.E’s, and Smithore produces new M.U.L.E.s. Smithore is required for M.U.L.E. production. Without it, new M.U.L.E’s will never appear in the Corral, so no one can produce anything. However, you can also sell your surplus to the store for a cheap rate if you want to as well. Careful strategy is required to succeed in this game.

Once the auction finishes, the game will show the player’s stats in order of who is winning. Then the Land Grant begins anew and you’ll pick your next property, and the cycle repeats for 5 more turns (12 in Standard and Tournament). You can also transfer your M.U.L.E’s to another property, if you don’t want to buy another M.U.L.E. If you really don’t want it, you can return it to the Corral for money (but the money spent on outfitting it will be gone).

This game runs off of economic rules, such as supply and demand, economies of scale, the learning curve theory of production, diminishing returns and more. Prices are set by supply and demand. When there is a lot of food, for example, it will be cheap to buy. When there is a shortage, the demand goes up, as does the price. Economies of scale states that the bigger you are, the better you get. If you double your operation, you’ll more than double the effectiveness. In the game, when you have two M.U.L.E’s on land next to each other doing the same thing, you’ll gain more units. The Learning Curve Theory of Production states that the more you produce something, you’ll learn how to produce it more efficiently. Every time you double your total number of units you’ve built, you “learn” to produce it for 20% less. In the game, for every three units you have producing the same thing, you’ll get an extra unit on each plot. Lastly, the diminishing returns rule in M.U.L.E. is explained well in the manual, which I’ll quote:

“In M.U.L.E., you can see how this works if you try to develop a Smithore monopoly. At first you get high levels of production by locating mines in the mountains (where there are rich Smithore deposits), and getting the economic bonuses as well. Eventually you have to start mining for Smithore in the flat land to increase your economies of scale and learning curve effects. Sooner or later you reach a point where you get more value from giving up the economic bonuses and producing Food or Energy instead.”

Also, if the colony doesn’t survive (as in no one gets any energy other than one man, so no one can produce Smithore or Food), everyone loses.

Now I’ll discuss the next level of play, Standard mode. The biggest change is the Land Auction. The town will auction off property for money after the land grant, and you can also sell your property as well (by visiting the Land office in town on your turn). M.U.L.E. prices vary from turn to turn as well, depending on the Smithore sold to the store. Also, you can now release M.U.L.E’s by tapping the button off of your house on your property, which can spike Smithore prices way up. The game starts with 16 M.U.L.E’s, and it takes two Smithore units to create a new one. So if you’re sly, you can really jack up Smithore prices and screw the other players over badly. The seller in an auction can also choose to sell off what he requires to have, in case the buyer is able to produce extra crop to make up the loss (or not, up to the seller). Also, the selling price for a unit may go as high as buyers want to bid (once the store’s surplus is gone).

Tournament mode adds two new features to the game, which change its mechanics even more. The first is a new unit, Crystite. It isn’t used for much of anything other than to make a ton of money. To mine Crystite, you’ll have to visit the Assay office to take a sample of a plot of land in. After leaving the office, clicking on a plot and then returning to the office, you’ll get a reading on the plot. If it’s High or Medium, you will probably want to take your M.U.L.E. into the outfitting office for Crystite (which costs $100), and then you can sell Crystite to the Store to make a lot of money (as long as Pirates don’t steal it). The other new feature is in the auctioning phase, which is called Collusion. It varies from a Land Auction to a Normal one, so we’ll start with the Land auction. A buyer can choose his buyer by clicking the joystick and choosing who he wants to buy the land. If they aren’t reaching your price, you can click on someone else. In the normal auction, both buyer and seller must click their joystick at the same time to activate Collusion, and it works about the same way as it does in a land auction. Collusion is timed separately from the normal Auction timer.

Town

Town

So that’s M.U.L.E. in a nutshell. It was definitely ahead of its time with the amount of strategy it contains, and I see how it influences several games that came after it. It’s one I really wish would come to the DS or something, but for now, it’s stuck in ancient PC land.

I purchased the NES version in hopes that the port wasn’t as bad as I’ve heard, but it does pale from the great PC original for two reasons – the town has been completely changed into a sidescrolling format, which isn’t as effective, and you no longer control moving into the buildings on your own; the game does it for you. That ruins quite a bit of the strategy that the PC original holds. The music isn’t as nice, either. The graphics are improved, but I prefer the simpler originals…especially in the M.U.L.E. models. At any rate, the C64 version holds a special place in my heart as one of my favorite games ever. Now, I can only hope either EA releases a retro package or someone else buys the rights and produces a new one faithful to the original…

New Super Mario Bros. (DS)

nsmb

New Super Mario Bros.

New Super Mario Bros.

New Super Mario Bros. (DS)
Pub/Dev: Nintendo
Rating: E/Players: 1 – 2/Wi-Fi – No

I’ve unofficially beaten the game. By that I mean I beat the Bowser Koopa/Bowser Jr. duo at the end. I still have a level or two to get through and several star coins and alternate exits to find. However, I will say that my playtime was 90% positive. I love the feel of the controls, the way the game looks, and the solid level designs that Nintendo put together here.

There’s a lot of levels to play (80 or so), which, while short, are well designed and quite fun to run through. The new elements that Nintendo put in to change up the gameplay are awesome – mushroom platforms that work like elevators, bounce you around or bop and weave as you stand on them. The towers and castles are full of various dangers old and new, the return of Boo houses (and the usual tricks and traps that you’d expect), switches that change around the environment, and the new powerups. The old fire flower is still your #1 choice by a long shot, but the new powerups do add some new challenges to the game, but aren’t really useful outside of finding exits and star coins. The mini mushroom is the most used of the three new ones – it’s used to unlock two of the worlds, and there’s several small pipes that only Mini Mario can enter or high places that only Mini Mario’s floaty jump can reach that you’ll need this for. The Koopa shell is used sparingly in puzzles, and while it’s the most powerful powerup outside of the Starman, it is very limited in its other uses. It’s also quite hard to control once you get rolling. The Mega Mushroom is the most fun powerup, but it doesn’t work everywhere and its main purpose is to stock up on 1-Ups. Still, they’re fun, but compared to the Super Leaf, Frog Suit or Cape Feather, they aren’t the same by any means.

Another shortcoming is the seeming lack of portability this game gives you. And by that I mean lack of save points. The only way you can save is either a) beat a tower or a castle or b) purchase a path via star coin signs. If this was a console title, I’d understand this setup. All of the Super Mario games on the NES didn’t let you save at all! But this is on the DS. A portable handheld. On batteries. Sure, the system came with an AC adapter. But on long trips, at school or at work, you’re not likely to either have the adapter or be able to use it. So what happens if you run out of juice? You get to replay all of the levels you just beat because you couldn’t reach a castle/tower and/or used up all your old sign saves. Also, the game opens up an anytime save feature AFTER you beat the game. So why couldn’t this be there BEFORE you beat it? Oy. Bad design choice.

Outside of the powerups not impressing and the save feature conundrum, Mario is in fine form here. The music is pretty good, but not up to some of the classic Mario tunes of the past (but the enemies dance to it in a clever touch). The controls wonderfully implement some of Mario’s 3D moves into 2D form with much success. The game’s graphics are some of the best 3D visuals on the system. And it gives you a nice, retro feel that Mario platformers create that makes you feel all fuzzy inside. Nintendo crafted a beauty here, and while it has faults, it’s a solid return to 2D and another excellent Mario game.

Spoiling Sidenote – What was up with the Bowser corpse resurrection, btw? Bowser turns to bones at the end of World 1 if you use the bridge (which was kind of graphic for a Mario game…and why now? Bowser’s never been burnt by lava before…), you get to fight Bowser’s corpse in World 8, and Bowser Jr. plops the bones into a voodoo pot and out pops a bigger, badder, reborn Bowser for the final battle…quite strange. Let’s keep the necromancy out of future Mario titles, eh Nintendo? (despite it being a solid Super Metroid homage! Crocomire’s lava-fueled end was quite similar to this :p )

Body Harvest (N64)

bh

Body Harvest

Body Harvest

Body Harvest (N64)
Pub: Midway
Dev: DMA Design/Nintendo
Rating: T/Players: 1

Body Harvest was a N64 title that was developed by DMA Design, assisted by Nintendo and published by Midway right around Zelda: Ocarina of Time’s debut. Despite featuring unimpressive first-gen graphics in a second-gen era, BH packs enough unique (at the time) gameplay ideas, huge areas to explore, plenty of challenge and fairly solid (but a little stiff) controls to earn a very treasured place in my heart.

However, I have a lot of reason to believe that Body Harvest helped inspire the creation of Grand Theft Auto 3. How’s that, do you ask? You’re a thug in GTA and a time-traveling space marine in BH…how could those be related? The comparison is not the main character or the setting, but instead the gameplay ideas I mentioned above.

Grand Theft Auto 3 and its sequels thrive on the fact that you can hop into any vehicle in the area at any time. Well, Body Harvest helped pioneer that well before GTA3 came out (granted, the original 2D GTA had carhopping before BH, but I have a hunch BH helped DMA figure out how to implement the mechanic in 3D GTA’s). Body Harvest is a third-person shooter, with rather responsive aiming, dodge moves and a variety of weapons. By holding the R button, the camera swings behind your character and an aiming cross hair appears, letting you quickly aim and blast the alien bugs trying to ravage the planet. The C buttons help you dodge and also perform a useful quick turn (although it takes a second for the camera to catch up), in case an alien was about to nibble on your back. GTA3′s gunplay works in the third-person with its shooting controls, too, although I’ve heard they’re not as responsive or effective as they could be (my GTA experience is about 4-6 hours on Vice City…so I’m not the greatest judge*). You can shoot from cars in both games. Both games have their fair share of blood. Both games let you shoot up civilians (although it is highly unadvised to do so in BH, as it helps the aliens win). And both games are huge, with tons of areas to explore and secrets to find.

I doubt all of these add up to coincidences, since DMA Design (now known as Rockstar North) developed both games. I just have a hunch BH was a springboard to the far more successful GTA3 and its sequels. But I want to let you know that BH is a fine game in its own right. It’s loaded with huge levels in 5 time zones, features several different bugs to blast, tons of boss encounters, a scoring system at the end of levels (for a classic retro homage to shooters of old), somewhat destructible environments (you and the aliens can destroy some houses and just about all of the vehicles), human civilians to protect (quick explanation: your hero must prevent the aliens from harvesting the human civilians scattered in towns and cities. As the aliens harvest them, the game’s world becomes more unpleasant as the aliens gain strength – a meter tells you how many humans have been harvested, and if it fills all the way up, it’s Game Over man!), many different vehicles to pilot ranging from boats, motorcycles, tanks, cars, trucks and planes, a few clever puzzles, a decent storyline, simplistic yet surprisingly enjoyable music, codes and cheats of many varieties, replayability through different difficulties, the ability to revisit past areas to find hidden items and improve high scores, and the aforementioned controls, challenge and game design. The graphics aren’t pretty (even by N64 standards), and it’s not perfect, but the game is loaded with plenty of charming qualities and is a very fun game regardless of how it looks…which is the important thing, right? Highly recommended! ^^

* = Since this opinion was written, I have dabbled with GTA: San Andreas and Liberty City Stories, and yes, I was correct. The shooting is clunky. Body Harvest is much less so.

Devil May Cry vs. Devil May Cry 3 (PS2)

dmc

Devil May Cry

Devil May Cry

Devil May Cry/Devil May Cry 3 SE: Dante’s Awakening (PS2)
Pub/Dev: Capcom
Rating: M/Players: 1

The Devil May Cry franchise has become known for three key things. First off, the very enjoyable gameplay design that spins around stringing together stylish combos. Secondly, the game’s varying difficulty (from straightforward to punishing) that offers plenty of replay and challenges for the novice to experienced gamer. Last but not least, the game’s protagonist, Dante the half-demon bounty hunter, has become a love-or-hate character. His smug attitude, awesome design (despite ripping a page from Vash the Stampede’s design books) and, dare I say it, overexposure (cameos in Shin Megami Tenshi and all 3 Viewtiful Joe excursions on Sony systems come to mind) have made him either likable or disdained. However, in the end the game’s solid execution of platforming, action, RPG and fighting/beat em up elements make both DMC and DMC3 worthy to be on your PS2 game shelf, but both games do have some flaws that are worth pointing out.

Devil May Cry came out a little after the PS2 launch and caught fire as one of the first major “must-own” games for the system. Its history as the beginnings of the long creation of Resident Evil 4 are well known, but I think Capcom managed to invent a new saga here quite nicely. The game’s graphics were great for its time, and still hold their own well enough today. The enemy designs are cleverly done, with plenty of variety and each being fun to figure out how to best take it down. The game offered players some freedom of choice with the weapon sets (a feature DMC3 would evolve well beyond what is here) that gave Dante 4 close range weapons to fight with (granted, 3 of them are swords) and 4 different guns to use as he fought out the demon hordes. The game let you “level-up” your two primary weapons (Alastor and Ifrit) to get new abilities and moves added to Dante’s moveset (which carried on into DMC3, which also let you power up your guns). Also along for the ride was a “devil trigger” that gave Dante increased strength, speed and some different moves that depended on what weapon he was wielding.

The beauty of the game was how fluid Capcom made the gameplay flow. Dante could switch from swordplay to gunplay extremely fast, making the combo system far more fun than the simple beat em ups of the past. However, the way Capcom scripted the buttons on the PS2 pad does make me call foul – Jump should be X, not Triangle. There’s no ability to change them either, which is unfortunate. Maybe I’m just picky. I felt that having Jump that high up on the controller was odd…but it didn’t ruin the gameplay too much. Its audio representation is very solid for its age. The voice work isn’t the greatest, but I’ve heard worse. The music is fitting for the motif, but it’s certainly not among the greatest in the industry. Capcom did nail the sound effects very well, though.

The level design is pretty solid stuff, with several hidden items, a lot of room to fight in, platforming elements that usually work out in your favor, and solid texturing work that makes the castle and the underworld realm seem believable. I do have to add that fighting with the game’s camera angles happened about as often as fighting off marionettes. Using a static camera in several rooms makes sneak attacks all the more frustrating. DMC3 did remedy this a little by letting the right analog stick function as a camera, letting it spin ever so slowly around Dante…but in DMC, you’re stuck with what you can see.

Capcom did try to spice up the gameplay by adding in a few underwater segments, but these FPS moments are rather weak. Dante can only attack with a special gun that shoots nails, and the enemy encounters are a simple matter of shooting them 3-4 times while standing still to minimize damage. Not very fun. Thankfully, there’s not many of them in the game, and Capcom wisely removed them from DMC3. The Nightmare boss also appears one too many times. It was amusing the first time, and the final battle against it works too. But I think Capcom should have just left the second battle against this rather unimaginative blob with some metal objects sticking out of it on the cutting room floor. Out of all of the engaging boss fights in the game, I enjoyed the fights with Nightmare the least. *sigh* On the whole though, DMC is an action-packed title with plenty of gameplay delights for gamers into shooting up loads of demonic enemies. It does have its downsides, but it’s a well done game that is fun to play through.

Devil May Cry 3

Devil May Cry 3

Devil May Cry 3 is a step up and down from DMC, which is a bit strange. Dante is younger and even more full of himself this time around, making some of the cinema scenes somewhat irritating compared to before (although there are some extremely cool ones, like Dante riding the bike up the tower or the fights with Vergil that’ll keep you glued to your chair). Dante’s voice actor takes the generic and sometimes painful lines written for him (the amount of references to this game being a party add up rather quickly) and infuses them with so much sarcasm that you want Dante to just not talk anymore. Thankfully, Vergil and Lady’s voice work is much better (if I make a game, Vergil’s voice actor is in it), and Arkham is pretty solid as well. The music took a nosedive into annoying metal garbage that plays EVERY time an enemy encounters you. No alternate themes. No different themes. The same damn song every time. The boss music is better, thankfully. It just seems to me that Capcom really, really wanted to make Dante so freaking cool that they made him nearly unlikable in every way. I like playing as him, but I wouldn’t like talking to him.

That being said, the overhauling the gameplay has received is incredible. Capcom reconfigured the controls to one that I like way more than DMC’s (i.e. Jump = X), making Dante move even smoother than before. His reaction time is just about perfect. The switch of gunplay to close combat is even better this time around, the weapon count has gone up (5 close range weapons that include a nunchuk-like weapon, a guitar scythe and two talking swords, as well as the sword/gauntlets from DMC, and 5 guns, including a sniper rifle this time around), the ability to switch weapons or guns on the fly (awesome, awesome move here) and a more effective camera add up to a great gameplay experience. The boss fights are all excellent here, too. I will say the succubus boss is really, really cheap. But you only HAVE to fight her once (I say HAVE because near the end of the game you get to do the what I call the “Capcom Pre-Wily Rematch”, where you have to fight several of the game’s bosses once again to proceed, a la Mega Man) compared to 3 times with Nightmare, so I’ll let her slide.

Alas, the enemy designs took a small blow compared to DMC. Many of the fiends you’ll be battling are the Seven Sins, and boy, there’s not a whole lot of variety here. 5 of these guys wield scythe-like weapons. Add to that the Death enemy who ALSO wields a scythe, and the fiery demons near the end who ALSO wield scythes…and you’ve got creativity at an all-time lull. And who had the idea about fighting “Killer” chess pieces? O_o The Bloodgoyles are good designs, I kind of like the living statues that look like Snifits from Mario 2 (don’t ask me why…), and those fiery demons I mentioned earlier ARE cool designs (despite copying the scythe idea), but it’s like Capcom was struggling to come up with some good enemy ideas here. *shrugs* They’re still fun to fight against, but compared to the enemy designs in the original, it’s kind of disappointing.

The graphics are much better, thanks to the 4 year gap between DMC and DMC3 for Capcom’s development staff to better develop for the PS2. The story is easier to follow here, but Dante’s motivation to stop Vergil is a little confusing (or maybe not stated clearly enough). I also like how in DMC3 SE you can pick a mission to replay instead of replaying the whole game over again that DMC was seemingly set up. Plus the Special Edition gives you more extras, like playing as Vergil, extra costumes, new difficulties and some other tweaks.

DMC3 is much improved over DMC, but the horrible main music, somewhat lazy enemy design and Dante’s ego inflation is a major step back from the original. However, both games do overcome their flaws and both stand as fantastic PS2 games that are amazingly fun to play. Out of the two, I’d have to give DMC3 the edge for the gameplay improvements that made fighting demons so much more thrilling. If only I could combine the Dante of DMC with the gameplay of DMC3…

GUN (GC)

gun

 

GUN

GUN

GUN (GC)
Pub: Activision
Dev: Neversoft
Rating: M/Players: 1

GUN is a game that had a lot of potential. However, GUN is the prime example of what can happen to a game when it’s rushed out for system launches and the holiday rush. Despite solid production values, gameplay and atmosphere, GUN feels unfinished, ultimately suffering from it in several key areas.

First off, the whole experience feels…incomplete. The main story can be nicely tied up in under 10 hours. And while the gameplay and storyline are solid enough for that short ride, there’s not much reason to play it after conquering it. You can unlock some nifty weapons and an armored horse after beating it 100%, but there’s no incentive to do anything else except ride around, shoot up bandits or townsfolk, and dream that Neversoft had time to add in some more random missions to reward dedicated gamers. Alas, there’s no secret missions to unlock, no more criminals to nab, not even the casinos offer up any new chances to play poker. They did not add in anything else after beating the game, and you’ll be either shelving it or selling it when you finish it up. There’s almost no reason to play it afterwards unless you want to tackle a harder difficulty or replay the whole thing.

Next, Neversoft tried to spice up the gameplay a little by giving Colton the ability to level up by beating side missions. However, this “RPG-light” level-up system feels horribly tacked on (I noticed very little difference in his abilities outside of the length of Colton’s Quickdraw function), but it does offer a tiny reason for beating all of those side missions. This could have been improved upon immensely, but Neversoft obviously didn’t get the time they needed to implement it better.

Going along with that, this is a sandbox game with very little sand. In contrast, Incredible Hulk: Ultimate Destruction offered tons of fun and replay by keeping enemies around, letting Hulk screw around with the environment, and creating sheer chaos in the sandbox it offers without any need for playing missions or side missions (and even those are very fun). GUN fails to do that. You can shoot up the innocents. Do it enough and a posse is formed to kill you. Beat them and the process repeats over and over again. Random bandit encounters are possible, but you don’t get anything out of it and they’re mind numbingly easy to win. This tragic lack of sand punishes GUN when it shouldn’t have.

Next up, the final boss fight is frustrating. All of the other boss fights are pretty fun to take on, but the General relies on a gimmick that the game doesn’t properly prepare you for. You have to master the dynamite bow’s arc and timing to hurt him via exploding geysers, and he has to be standing right on top of them to take any damage. It almost feels like blind luck instead of skill, which is not what final boss fights should feel like. The second part isn’t so bad, but oy. My wife and I both agree that this difficulty was unnecessary.

Lastly, the game fails to impress graphically on the GC. Even the Xbox 360 port is unimpressive, since Neversoft bumped up the quality on only some textures and left others current-gen, making it look sloppy and considerably worse than the GC/Xbox/PS2 versions. I have every single reason to believe that GUN was rushed out to meet the 360 launch, and it falters for it. The game looks remarkably like a Tony Hawk title set in the 1800′s. The animation is pretty good, but the character models aren’t. Women’s faces looked rather…manish, outside of Jenny and the axed woman on the boat, due to the lack of detail. Compared to multiplatform graphical gems like Beyond Good & Evil or Timesplitters Future Perfect, Neversoft simply failed to optimize the game for the system and in turn fails to stun anyone with the overall look of GUN.

Now, this is not to say GUN isn’t a good game. It is. But it could have been bloody brilliant. The gameplay is mostly solid, with plenty of interesting weapons to fight off enemies, excellent horse controls, a mostly adequate aiming system and the fun Quickdraw which slows down the game for Colton to tear apart his enemies in slow-motion. The voicework is amazingly well presented, with an excellent cast that delivers some of the best dialogue I’ve heard in gaming yet. The game’s story is condensed into a short little affair, but is also pretty intriguing and keeps you going. The gore and blood is over the top, but fits in with the gritty atmosphere GUN offers. And the ride is pleasantly fun while it lasts. It just could have been so much more if the game hadn’t been rushed. You’ll probably like GUN while playing it, but don’t expect to saddle up again once you ride off into the credits.

Why I’m not loving Amazon.com

I mentioned in an earlier post that I was pissy at Amazon.  You may be wondering why.  Well, here’s a fine write-up over at Holt Uncensored about the major reason I’m upset at the company.  I find this to be highly suspect.  It’s just terrifying and baffling to me why some of us feel the need to continue to repress GLBT rights.  As I saw on a car driving back from Monterey after my wife’s birthday, “Prejudice and bigotry are not family values.”  I hate to break it to any of you who feel that anyone who is GLBT is beneath you, but being gay does not translate to “pedophile!”, nor does it spread like a virus, and hey, they are human beings (just like you!) that have feelings of love just like anybody else, merely in a different way that is NOT KILLING YOU.  They are people.  They deserve equal rights.  And they will get them in time.  And I really hope none of that was new to you, and if it was, open your eyes.  Please.

Returning back to Amazon.com’s zingers, they’ve also tried to pull a few other questionable calls as of late, too, including trying to force indie publishers to pay them more money, trying to completely capitalize the e-book market, and punish customers foolish enough to lose their accounts. It’s sickening to me.

Just to go off on a brief aside, I think that a book is…well, a book.  Paper bound together, words printed to their pages, covered in some sort of binding.  I love books.  I REALLY love old books, ones where thought, craft and original ideas combined to make for stunning pieces of literature art.  I would love to see more modern publishers take some more time and care into their manufacturing of books, but alas, most companies are now in this game for the quick buck, and time and care gets sacrificed to the money deities (case in point, all those Harry Potter and the Deathly Hallows that were poorly glued together).

To get back on track, reading things on a computer screen does not constitute a book to me.  It’s a very different beast, and I can assure you that I will never own a Kindle or similar device.  I just don’t see a need to technologicalize every aspect of ourselves, and I consider books to be among humanity’s greatest treasures and inventions.  Amazon seems very determined about pushing the traditional book aside and placing its Kindle as the ”hot” way of reading, but it’s really not.  It’s a way to remove one of the longest, most important and most vital aspects of our time on this Earth and make it into just another thing to do on your PC/phone/media player/whatever.  And books deserve better than that.

I know that was a bit of a scattershot of an editorial, but it’s what flew through my mind as I started this post.  I hope that Amazon.com changes its tactics and soon, because it’s going to be losing a lot of business and respect if it keeps this kind of unethical garbage going.

Seven Ways the Dreamcast Was Ahead of its Time

In commemoration of the 10th anniversary of the North American release of the Sega Dreamcast, LVLs. presented a series of articles about the system and its games between now and 9-9-09.  To kick things off, the following article about the Dreamcast was ported over from the old site.  It was originally written in Feburary 2008, and updated in November 2008.

Sega Dreamcast

Sega Dreamcast

The Dreamcast is further proof that, yes, you can be too far ahead of your time.

Sega’s wonderful dream-in-a-box pioneered many features that are considered standard for consoles today.  Had the console survived for a couple more years, we might’ve seen those features more fully taken advantage of.

Unfortunately, most of the world simply wasn’t ready.  The system quickly lost its momentum amidst fears that it was underpowered compared to Sony’s PlayStation 2.  That doesn’t mean the Dreamcast shouldn’t get the credit it deserves.  Here, in no particular order, are seven ways in which the Dreamcast was ahead of its time:


Online Gaming, Out-of-the-Box

It’s probably the most well known of the Dreamcast’s pioneering features.  There were consoles before it that offered online gaming, including Sega’s Saturn, but they required modems and equipment that had to be purchased separately.  The Dreamcast came with a 56K modem attached to it, and a really long phone cord for convenience.  Sega’s own ISP, SegaNet, was even specifically tailored for optimal online gaming performance.

A broadband modem was later released, but it was a little too late in the Dreamcast’s short lifespan to gain much attention.

Nonetheless, the ability to not only play games with other people online, but also to download extra game content and surf the internet is something the Dreamcast did before Xbox Live came along.

Console Vs. PC

On a similar note, remember when Microsoft was touting “Live Anywhere” a few years back?  The idea was that people who owned the X-Box 360 version of a game could play online together with people who owned the Windows version of the same game.  So, what’s the big deal?  Dreamcast owners were already doing this back in 2000.  Quake III Arena, 4×4 Evolution and Sega Swirl all supported cross-platform online play, and in fact, it’s still possible to connect to servers to play Quake and 4×4 with a Dreamcast, even today.

Console-to-Portable Connectivity

Today, we can wirelessly connect our Nintendo DS’s with our Wii’s, or our Sony PSP’s with our PlayStation 3’s, to trade content or download mini-games.  This idea began with Nintendo’s novel GameCube-to-Game Boy Advance connectivity feature, right?  Right?

Wrong! Before Nintendo heavily touted this feature on the GameCube, it was possible to connect your Dreamcast with SNK’s NeoGeo Pocket Color handheld and trade information between certain games.

Analogue Shoulder Triggers

OK, so analogue shoulder buttons haven’t exactly evolved into a must-have feature, but still, before they were implemented on the GameCube controller, they were already in place on the Dreamcast controller.  Some might even argue that they felt better on the Dreamcast controller as well.

Progressive Scan Output

If you were lucky enough to snag Sega’s VGA Box adaptor, you could play most Dreamcast games in 480p on a computer monitor or even an HDTV.  In this era of high definition gaming where we expect progressive scan at the least, the Dreamcast was the console taking the early steps.

Motion Sensitive Control

In 2006, Nintendo used Wii Sports Tennis to show off its “revolutionary” motion sensitive controller.  A console first?  Not so fast!

Sega produced a motion sensitive fishing rod controller in 2000 that was compatible with more than just fishing games.  In fact, it could be used with Virtua Tennis and its sequel, Tennis 2K2, in much the same way as the Wii Remote was with Wii Sports Tennis.  Furthermore, the speed of your swing in real life affected the power of your character’s swing in the game, and you could manually move your character around the court.

Not bad, eh?  And I haven’t even mentioned its compatibility with Soul Calibur

Voice Recognition and Voice Chat

While voice recognition isn’t too common, we’ve seen it used a bit on the Nintendo DS.  However, Sega’s Seaman came with a microphone peripheral, and it was the first console game ever to use voice recognition.

On top of that, the same microphone attachment was also packaged with Alien Front Online for real time voice chat two years before Xbox Live and Sony’s SOCOM: U.S. Navy SEALS implemented the feature.

Extra: System Interface

Wait, is this an eighth way the Dreamcast was ahead of its time?  Well, perhaps, but lets think of it as a 7.5 since it’s just kind of a small aside.

I caught an article at Edge Online titled “A Brief History of Console Interfaces” where author Joe Keiser pointed out the consistency between the Dreamcast’s interface and its overall design.  In his own words: “It’s the first of the console interfaces that felt specifically and thoroughly designed at every level—yet another way the system was ahead of its time.”  No, I did not add that last part.  He actually wrote it, which is what made me want to mention it here.

And there you have it!  Next time you fire up your latest game console for some online play; or marvel at crystal clear, high definition graphics; or pick up that Wii Remote for gesture-based control; just remember whose shoulders it’s all standing on.

Castlevania: Portrait of Ruin (DS)

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Castlevania: Portrait of Ruin

Castlevania: Portrait of Ruin

Castlevania: Portrait of Ruin (DS)
Pub/Dev: Konami
Rating: T/Players: 1 – 2/Wi-Fi – Yes

The Castlevania series has been in a bit of a rut lately, if you read what the press or the fansites have to say. The same formula that was first seen in Symphony of the Night has been prominent ever since, albeit with a few alterations to the design and mechanics. The latest, Portrait of Ruin, doesn’t stray too far from the trails the series has previously traveled, but manages to be one of the freshest entries in the series in a while thanks to its dual character system, new environments to explore and the best overall soundtrack for a handheld Castlevania yet.

Let it be said that I love Aria of Sorrow and (initially) its sequel. With that in mind, I had pretty high expectations for this one. Does it live up to the greatness of those titles? For the most part, yes. PoR takes the core Metroid-vania gameplay that’s been fueling the series as of late and injects it with some fresh air by letting you choose between two characters in the main game (a concept first introduced way back in Castlevania 3: Dracula’s Curse and most recently in Julius Mode in Dawn of Sorrow). Konami stepped it up a peg from those titles here, letting you have Jonathan (your typical weapon user) and Charlotte (your magic user) both be on-screen at once. The AI is pretty sharp for your partner, which is a major plus. If they fall off a platform or get stuck, they magically warp next to you when they disappear out of view. The switching is instantaneous, and you can pull your ally in or out of a conflict very quickly with a simple button press. Another great idea is that your partner drains your magic meter if they’re hit (not your life meter, which could have added up to major frustration and a busted gameplay system), which offers you more incentive to have both Jonathan and Charlotte fighting instead of going at it alone.

The reviews I’ve read tend to give Jonathan an edge in playtime, which is unfortunate, because personally I think Charlotte’s more fun to control. Her spells require charging to fully unleash their potential, which adds a sense of urgency to playing as her, which I like. She’s also more unique with her weaponry books, but I wish there were more to choose from. Jonathan gets a gigantic amount of weapons to pick from, but Charlotte only gets 8-10 books? Her spell count equals that of Jonathan’s subweapons, too, so her weapon options are a little lacking. She may be weak at first, but give her time. She’ll slaughter enemies as efficiently as Jonathan with her magic soon enough. Konami put together a fantastic layout for the game’s control schemes and made your partner flow almost as well as the one you’re controlling, and both Jonathan and Charlotte are fun and easy to control. That takes a lot of talent to pull off, and Konami rose to the challenge rather well, despite a few minor flubs.

The game’s soundtrack sets a new standard for future titles to follow. Since the game takes place in some new places previously unknown to the series (like London, Egypt and a circus, to name a few), some new scores have been added in, which are a nice change of pace and are a delight to the ears. The castle themes are also excellent. The game introduces English dialogue to the characters, which thankfully aren’t too bad. For those who would prefer the original Japanese, just hold the L button on the title when you select an option and the Japanese vocals will slide in instead (although Charlotte’s name sounds quite bizarre this way). In my opinion, this is the best sounding Castlevania on any handheld. Aria and Dawn had some good tracks, don’t get me wrong. It’s just that PoR has a lot more.

One nitpick I do have is the somewhat drab backgrounds. There’s some rather uneventful stretches of hallway (the Great Stairway comes to mind) that repeat like a background in a Hanna-Barbara cartoon that occur a little too often. There’s some really pretty work in most of the game that make these stand out like a sore thumb. The spritework is top notch, as usual, and the game’s recycled sprites from previous games fit in pretty well, but the series is screaming out for new enemy sprites. 51 out of 151 foes are plucked from Dawn of Sorrow, and some are even pulled from SotN, which came out on the PS1 8 years ago! O_O The game’s 3D backgrounds are looking a tad sharper than DoS, and the game is no slouch in its visuals. It’s a few pegs above DoS in overall quality, but a lot of the enemies need a fresh coat of pixels.

The game also steps up the difficulty with some challenging boss fights and even some tough enemies (fear the gold skeletons)! Prepare to level up considerably (which is cool by me…) and to be buying potions and tonics by the barrelful. This is welcome, though, as DoS wasn’t really that hard to get through (outside of Gergoth and arguably Death). The dual character mechanic also helps make boss fights a lot more fun, especially once you find a solid way to utilize both characters to dish out high amounts of damage. One area the dual character system could have been improved upon though is the game’s puzzles. A few pop up that require the player to switch back and forth to ride on bikes and such, but these are rather boring. It’s a shame that they couldn’t have done something more with having two characters around, like using one as a stepladder to lift someone into a crevice or have one stand on a switch to keep the lights on while the other braves a tough battle alone…it would seem that IGA and his crew had grander plans than what panned out, what with the small gaps that Jonathan could seemingly have lifted Charlotte into (and I remember reading about that!), but I guess that they ran out of time and instead gave Charlotte a toad spell to squeeze through them. *shrugs*

DoS suffered due to the Magic Seal system and the limited function of Balore’s soul to break ice blocks, but Konami wisely scrapped those ideas and decided to make it more of a player’s option rather than a requirement to use the touch screen. Charlotte and Jonathan do not use it at all in their quest unless you want to direct your partner somewhere (which is adequate, but could have been done better) or leading Charlotte’s familiar spells to a target. The handy map/stat switch on the top screen returns, which is almost reason enough to make the game a DS title. Having a map right there is so wonderful when you’re searching around for hidden rooms. There is a hidden mode after beating the game’s good ending that opens up a new set of characters that do use the touch screen to attack, which is pretty fun and could make for a unique Castlevania title all by itself next time around.

Overall, Portrait of Ruin is a fantastic entry into the franchise. It has brought in a ton of new facets while keeping the same great gameplay previous titles held. In my eyes, it’s almost as excellent as AoS and tops DoS (and also pointed out its faults…). It’s fairly lengthy (if you do everything the game has to offer), has tons of things to find and unlock, it’s challenging, and outside of a few missed opportunities its dual character mechanic is fantastically implemented. I just think that the yearly development crunch sucked away some of the awesome potential controlling two characters could have offered.

UPDATE – So, since I originally wrote this review, we’ve had another DS ‘Vania, Order of Ecclesia. I have to say that I liked OoE a bit more than PoR, and here’s why.
A) Shanoa combines the awesome pacing Charlotte’s spells featured with Soma’s Soul system and Alucard’s dual-weapon controls, providing the best feeling character I’ve played in the series yet.
B) The challenge level is up another notch, right into a perfect zone of gameplay joy.
C) The anime cloth is gone, and the sweet gothic art of OoE is leagues above PoR’s (although the multitude of PoR bonus art for the CV anniversary is also much better than what IGA and Co. put into PoR…*sigh*)
D) The enemy repetition is still there, but it’s much more subdued in OoE.

However, PoR does have better music, more creative level designs (and oddly enough, less background recycling), and more rewards for conquering it than OoE.  In the end, both are great CV titles and both deserve some playtime.

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