tag:blogger.com,1999:blog-19935056748843791002024-03-12T23:09:48.065+00:00Crystal Blue DreamsMusings, rants and misty eyed retrospectives on (mainly) video game related subjects.Paul Darbyshirehttp://www.blogger.com/profile/08992558379607277786noreply@blogger.comBlogger45125tag:blogger.com,1999:blog-1993505674884379100.post-87131026709516569522013-05-19T15:27:00.002+01:002013-05-19T18:46:56.504+01:00SFC box art number 4: Super Valis IVFull name: Sūpā Varisu Akaki Tsuki no Otome<br />
Genre: Action<br />
Developer: Telnet Japan<br />
Publisher: Laser Soft<br />
First released: 1992<br />
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We're now very much at the business end of the countdown, and into the realm of very special box art. I certainly hope the next few pieces don't disappoint!<br />
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The Valis games are very well known in PC-Engine and Mega Drive circles. Luscious anime visuals, solid hack and slash platforming and (in the PC-E games) fantastic cut-scenes, made this much loved series a darling of the import scene in the UK. But it wasn't until the fourth, and penultimate instalment of the saga that Telnet finally saw fit to give their sword wielding maiden a run out on the Super Famicom, in the form of Super Valis IV.<br />
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Although the SFC release is a port of the PC-Engine title, there are several notable differences between the two games. Gone are the elaborately animated cut-scenes, along with a couple of stages and the ability to use choose from three different characters. The developers did however add a stage exclusively designed for the SFC.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgjJkPhCXKee4LTxS_WRuJ69gX0cHQ00Alav2UorYXR3Cd-RKg6BerwrsnJx5brUMvH8m5KZj3THxo2XfawX07y_NZR1yFwpHBzxDayUJKhCekCwd4N1Mk1YBJNJsgczSQaV_9wWU0b86c/s1600/valis.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgjJkPhCXKee4LTxS_WRuJ69gX0cHQ00Alav2UorYXR3Cd-RKg6BerwrsnJx5brUMvH8m5KZj3THxo2XfawX07y_NZR1yFwpHBzxDayUJKhCekCwd4N1Mk1YBJNJsgczSQaV_9wWU0b86c/s400/valis.jpg" width="216" /></a></div>
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This is hands down, my favourite piece of anime styled box art on the Super Famicom. Although it could be accused of being slightly plain, I think that the simple design really helps to put the focus solely on the wonderfully drawn characters. This is the kind of stuff we were used to seeing on the front of the latest VHS from Manga Entertainment, and it's another game that I was smitten with from the minute I saw it.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgiJ35D9A410-5r-3nIJX3TOALCmTuMI7uf0O087H6dn5-UnmLTALdnb_nmk6VeBHW3an1Q2ue5fLGYAc0sCHTwPdyWs0QHHiRIfHXXVlheYKp998X3lS72Tum7jg4RyKjW69Yt7jVkcOo/s1600/IMAG2499.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgiJ35D9A410-5r-3nIJX3TOALCmTuMI7uf0O087H6dn5-UnmLTALdnb_nmk6VeBHW3an1Q2ue5fLGYAc0sCHTwPdyWs0QHHiRIfHXXVlheYKp998X3lS72Tum7jg4RyKjW69Yt7jVkcOo/s320/IMAG2499.jpg" width="180" /></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhNet8DF1ci4XiwD5uKKgrEpq7qSDc-VR_e0xRRuuLqupdTClc17WFWe1yWBDcH1SxBKPYEONjvni34M8lb5foSavud8MsKgxOyKjLnfDPz5DC8jYqRwfTClH6X8xYE7_3i8VBa9K4bKlw/s1600/IMAG2500.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhNet8DF1ci4XiwD5uKKgrEpq7qSDc-VR_e0xRRuuLqupdTClc17WFWe1yWBDcH1SxBKPYEONjvni34M8lb5foSavud8MsKgxOyKjLnfDPz5DC8jYqRwfTClH6X8xYE7_3i8VBa9K4bKlw/s320/IMAG2500.jpg" width="180" /></a></div>
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I often cite Super Valis IV as a prime example of just how much of a difference there was between the box art of games released in Japan and those that made it to Europe and North America. If you're interested in just how different the two versions are, then you can view the US art at <a href="http://image.gamespotcdn.net/gamespot/images/box/7/6/4/588764_40445_front.jpg" target="_blank">Gamespot</a>.Paul Darbyshirehttp://www.blogger.com/profile/08992558379607277786noreply@blogger.com5Liverpool, Merseyside, UK53.4083714 -2.991572600000040453.2569664 -3.3142961000000404 53.5597764 -2.6688491000000405tag:blogger.com,1999:blog-1993505674884379100.post-75889794638693686122013-05-19T14:13:00.000+01:002013-05-19T18:38:54.463+01:00A quick peek at: The Holy TrinityAs some of you may well have gathered (especially from my <a href="http://crystal-blue-dreams.blogspot.co.uk/2011/08/creation-of-heaven-and-earth.html" target="_blank">Terranigma love-in</a>), I am a bit of fan of the so called Quintet Trilogy on the Super Nintendo and Super Famicom.<br />
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Though none of these games are directly related, there are a number of common themes and characters that connect them, and because of this they have come to be known as a trilogy. Sadly, as is often the case now with slightly obscure RPGs, they are classed as "rare" and so can command a hefty price.<br />
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I digress though, the point of this piece is not to bang on about how amazing these three are or how large a bank balance you need to buy them. This is about celebrating what Quintet gave the world through the wonderful box art. So, I'll shut up now and present to you The Quintet Trilogy, in full CIB and original Super Famicom guise...<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjIanwi-87Uepru3087L6no1V5KH68Z0CTbUmyP8lemgEmKkHdA3R9OizqjMU1kUBAFGv1J0ic_V4x-QqSS7Yn6mXCql5Ns_x3ljeqN6Lh7n8LDkFzdUWZuJmEY6OszRfNbJlGISKrGT30/s1600/IMAG2541_1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjIanwi-87Uepru3087L6no1V5KH68Z0CTbUmyP8lemgEmKkHdA3R9OizqjMU1kUBAFGv1J0ic_V4x-QqSS7Yn6mXCql5Ns_x3ljeqN6Lh7n8LDkFzdUWZuJmEY6OszRfNbJlGISKrGT30/s400/IMAG2541_1.jpg" width="383" /></a></div>
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<h3>
Soul Blader </h3>
First released in 1992 and given the name of Soul Blazer in North America and the PAL territories.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEht4RU3ewIlxrYDws6rmD8OJr3b4loQAFLuKpGEeRqyIOwjBpFIkvEFPk8DoU9mmpFn33pDfenPB8ZY7MyPsgAHT0JLEKo86mTPfRe359THHYKzze5J5fKYXtG0hEkobfiVpsNLYlW1anM/s1600/IMAG2542_1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEht4RU3ewIlxrYDws6rmD8OJr3b4loQAFLuKpGEeRqyIOwjBpFIkvEFPk8DoU9mmpFn33pDfenPB8ZY7MyPsgAHT0JLEKo86mTPfRe359THHYKzze5J5fKYXtG0hEkobfiVpsNLYlW1anM/s320/IMAG2542_1.jpg" width="242" /></a></div>
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<h3>
Gaia Gensōki</h3>
First released in 1993 and given the name of Illusion of Gaia in North America and Illusion of Time in the PAL territories.<br />
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<h3>
Tenchi Sōzō</h3>
First released in 1995 and given the name of Terranigma in the PAL territories. This game was never released officially in North America.<br />
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I don't often see these three together, so I thought it was about time that was changed. And I hope you enjoyed a glimpse at what I consider to be the greatest RPG trilogy there has ever been.Paul Darbyshirehttp://www.blogger.com/profile/08992558379607277786noreply@blogger.com6Liverpool, Merseyside, UK53.4083714 -2.991572600000040453.2569664 -3.3142961000000404 53.5597764 -2.6688491000000405tag:blogger.com,1999:blog-1993505674884379100.post-48987620562767624962013-05-16T20:56:00.001+01:002013-05-16T21:14:38.400+01:00SFC box art number 5: Ganbare Goemon 2Full name: Ganbare Goemon 2: Kiteretsu Shōgun Magginesu<br />
Genre: Action<br />
Developer: Konami<br />
Publisher: Konami<br />
First released: 1993<br />
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To many video game aficionados, Konami's Goemon series is held in both high and loving regard. The eclectic mix of Japanese folklore and completely off the wall humour, wrapped up in extremely well designed games struck a real chord with those who looked to the east for their digital fix.<br />
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Ganbare Goemon 2 once again follows the escapades of title character Goemon, his brilliantly wacky sidekick; Ebisumaru and now robotic clockwork ninja; Sasuke as they attempt to halt the evil General Magginesu's plans of westernising Japan (textbook!). As you'd probably expect, all sorts of crazy shenanigans happen along the way, with a guest appearance from Sparkster and the giant robot Goemon Impact being amongst the highlights.<br />
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I never really know where to start with this design...it's totally nuts! The stand out stuff for me has to be the towering figure of Impact in the background, the mischievous army of bunny men on the reverse of the box and of course, the awesome Ebisumaru, who always looks like he's about to get into to trouble.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgYBdFPMDaGGFGZ1JrqL_24L8I6BvTPmYWboWTLI5ETDpbp0pUj9P8CdgWNRG8GvMBZY8wor43SCsTDWY-2Yd-ku8YhzqtiPml0yBC4XDopo0FeA7skl2ga3yVZbrBvmvy5sYBfcxpfvIg/s1600/IMAG2426.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgYBdFPMDaGGFGZ1JrqL_24L8I6BvTPmYWboWTLI5ETDpbp0pUj9P8CdgWNRG8GvMBZY8wor43SCsTDWY-2Yd-ku8YhzqtiPml0yBC4XDopo0FeA7skl2ga3yVZbrBvmvy5sYBfcxpfvIg/s320/IMAG2426.jpg" width="180" /></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgo-lG6d3WtpP2zDRGN71_qHCLO6znZRM-gVfLBsKYqMKGpjSAMwsKq93EEodgsjETHUxlet5sNsRUK51oWTF5B0PW1Sg_s2rt5j7Ehq2ms36Zc-6JLKOey2e-RaHB7SLFKQPGI5Qx7DOo/s1600/IMAG2427.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgo-lG6d3WtpP2zDRGN71_qHCLO6znZRM-gVfLBsKYqMKGpjSAMwsKq93EEodgsjETHUxlet5sNsRUK51oWTF5B0PW1Sg_s2rt5j7Ehq2ms36Zc-6JLKOey2e-RaHB7SLFKQPGI5Qx7DOo/s320/IMAG2427.jpg" width="180" /></a></div>
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This game (and its artwork) epitomises everything that I find fascinating about Japanese video games, and from the first time I saw it in a <a href="http://crystal-blue-dreams.blogspot.co.uk/2011/08/super-playsuperest-of-them-all.html" target="_blank">Super Play</a> feature, I knew that it was one I'd need to own at some point. Just imagine how radical this looked to a 12 year old kid from Liverpool...you just didn't see this sort of thing round my way! Even though it was sadly never officially translated, the absence of really heavy text means that you can get through it with little fuss and maximum enjoyment, and so I'd urge any fans of wacky, fantastic video games to hunt down a copy.<br />
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Go Goemon!Paul Darbyshirehttp://www.blogger.com/profile/08992558379607277786noreply@blogger.com0Liverpool, Merseyside, UK53.4083714 -2.991572600000040453.2569664 -3.3142961000000404 53.5597764 -2.6688491000000405tag:blogger.com,1999:blog-1993505674884379100.post-10144942763956973142013-05-14T20:36:00.001+01:002013-05-14T23:46:26.347+01:00Five minutes of fame: GD Leen<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjkp0Ope1zLxNk212dQyrGYGjiLtRfJaGnxDM-PJbH_XsXBYGz-fmgI08yCKEXi4yEcbuf_pwEEvJ0mg_mlkn-RA2vH7MC6sziOhreKgB_cHXmuGnNKmszj_Bc9atpsFFlTO52Y7ZT1Zsg/s1600/gd-leen-front.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjkp0Ope1zLxNk212dQyrGYGjiLtRfJaGnxDM-PJbH_XsXBYGz-fmgI08yCKEXi4yEcbuf_pwEEvJ0mg_mlkn-RA2vH7MC6sziOhreKgB_cHXmuGnNKmszj_Bc9atpsFFlTO52Y7ZT1Zsg/s400/gd-leen-front.jpg" width="213" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Gorgeous SFC box art...as expected.</td></tr>
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You probably wouldn't know by looking at it but Seta's GD Leen is a very important game. It has the distinctive honour of being the first RPG released for the Super Famicom, hitting Japanese shops in May 1991...a whopping six months after the system's initial release.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiJd1A6c6j8u-5DVVhwsVnW-nR-I3EWygU2ova-tNFXEaAlOFLs2ZnxCPxzEdrWuOwZsmwsICt7qmHHmfgWt7hqJp-PYMUiWvGd0KTfmjEJUKsiAcufUmeWW03DjSTwcDTmYzuOQ75EPVg/s1600/GD+Leen+(J)+(V1.0)001.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="175" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiJd1A6c6j8u-5DVVhwsVnW-nR-I3EWygU2ova-tNFXEaAlOFLs2ZnxCPxzEdrWuOwZsmwsICt7qmHHmfgWt7hqJp-PYMUiWvGd0KTfmjEJUKsiAcufUmeWW03DjSTwcDTmYzuOQ75EPVg/s200/GD+Leen+(J)+(V1.0)001.png" width="200" /></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgkBEZX37dvIjXp_DmpYXH6Z3Tdbhm8hMHUSHJweiEThiLVaMNgGOKy_1BH67VFUN154xsPZ8EXdGlnXChNS3kmfeegzradOLJfqo1wh5e1KkxYohgYMQ_F_K1es8jefSb7qd4h7iJYTdo/s1600/GD+Leen+%2528J%2529+%2528V1.0%2529003.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="175" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgkBEZX37dvIjXp_DmpYXH6Z3Tdbhm8hMHUSHJweiEThiLVaMNgGOKy_1BH67VFUN154xsPZ8EXdGlnXChNS3kmfeegzradOLJfqo1wh5e1KkxYohgYMQ_F_K1es8jefSb7qd4h7iJYTdo/s200/GD+Leen+%2528J%2529+%2528V1.0%2529003.png" width="200" /></a></div>
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As you might expect from such an early title, it is a bit rough around the edges and lacks some of the sparkle and refinement of the later RPG juggernauts. Even so, this is a fantastic game with a lot going for it and given that it opened the door for some of the most memorable games of the 90s, I feel it is certainly deserving of some attention.<br />
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Based on the light novel of the same name, the game follows the story of Ryun, who ends up stranded on the planet of GD Leen after his space craft malfunctions. Whilst there he ends up becoming embroiled in the archetypal civil war and much generic RPG-ness unfolds.<br />
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Visually, the game draws much influence from the likes of Xak: The Art of Visual Stage, Lagoon and Neutopia, with the view point and indeed settings being quite similar. In-game cut-scenes are staggeringly pretty, especially for such an early release, with bold anime style characters and colourful environments.<br />
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The soundtrack is by far my favourite part of GD Leen and is absolutely tremendous. From the wonderfully melancholic <a href="http://www.youtube.com/watch?v=3iets-tOvaI" target="_blank">title theme</a> to the oddly upbeat <a href="http://www.youtube.com/watch?v=q1xQ8G7GJPk" target="_blank">Eules</a>, there are a number of signature tunes which give an early indication of just what the SFC sound chip was capable of.<br />
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Battles arrive in the usual form of random, turn based bouts and are viewed in the first person...ala Phantasy Star, Lennus etc. On the whole they're fairly run of the mill affairs, with the exception of mid battle levelling up, which always comes in handy.<br />
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Given its rather illustrious position in the annuls of Super Famicom history, I find it a little sad that this game is so rarely mentioned or praised. It may well have been quickly eclipsed by bigger names such Dragon Quest V and The Glory of Heracles III but it is a solid and very enjoyable RPG experience. It also seems that other software houses took note of what developers Jorudan had come up with story-wise, because a certain Star Ocean 2 has remarkably complementary plot.<br />
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Unfortunately, as was customary during the 16bit era, GD Leen was never granted an official translation and subsequent western release. Although a US version was mooted and discussed at one point, it seems it was dropped shortly after. Currently the game is on the books of ROM hacking legend; Gideon Zhi and his team over at <a href="http://agtp.romhack.net/project.php?id=gdleen" target="_blank">Aeon Genesis Translations</a>, progress is only at 5% at the minute but I'm hopeful that it will see the light of day in English sooner rather than later.<br />
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One final note, I picked up my copy of GD from the fantastic <a href="http://stores.ebay.co.uk/Tsunami-Video-Games" target="_blank">Tsunami Video Games</a>. If you're in the market for great value Super Famicom games then this shop is should definitely be on your hit list!Paul Darbyshirehttp://www.blogger.com/profile/08992558379607277786noreply@blogger.com3Liverpool, Merseyside, UK53.4083714 -2.991572600000040453.2569684 -3.3142961000000404 53.5597744 -2.6688491000000405tag:blogger.com,1999:blog-1993505674884379100.post-71724849591020825492013-05-10T14:01:00.000+01:002013-05-10T14:01:53.346+01:00Gaming's great intros part IV: Wave Race 64<div class="separator" style="clear: both; text-align: center;">
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During the mid to late 90s, video game intro sequences had become big news, and it was unusual for any major release not to be accompanied by a flashy <a href="http://crystal-blue-dreams.blogspot.co.uk/2011/07/gamings-greatest-ever-introspart-i-soul.html" target="_blank">FMV/CG based movie</a>. Nintendo's decision therefore, to persist with cartridges as opposed to shiny CDs as the preferred choice of storage medium meant that the newly released N64 needed to show the world that flashy intros were not just the preserve of the disc spinning Playstation and Saturn.<br />
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Enter Wave Race 64, with its outrageously uplifting (and not to mention cheesy) music, ridiculously accurate physics and the most impressive water effects of the entire generation...which actually look a lot better than much of the subsequent generation.<br />
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From the moment the camera first sweeps around the gloriously designed Dolphin Park (check out that lens flare!), you are left under no illusion that something truly special is unfolding. Watching the riders blast through the sparkling azure waters with squeaking dolphins in tow, gives some indication of just what the N64 could do in the right hands. The supreme attention to detail, coupled with those mind boggling physics and and huge grin factor made Wave Race 64 a real jewel in Nintendo's crown, elevating it above its main rival at the time; Jet Moto on the Playstation (which often felt strangely numb), and making it the premier jet ski game of the day (niche section, I know!). <br />
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Wave Race 64 remains to this day, one of the most feel good games I've ever had the privilege to play and own, and even now, just watching this intro makes me feel fantastic. It's also one of the few games that still has me almost slack jawed in awe at just how pretty and well designed it is. So with summer (supposedly) approaching fast, it's the perfect time to break out the Kawasaki jet skis and get racing! Paul Darbyshirehttp://www.blogger.com/profile/08992558379607277786noreply@blogger.com1Liverpool, Merseyside, UK53.4083714 -2.991572600000040453.2569684 -3.3142961000000404 53.5597744 -2.6688491000000405tag:blogger.com,1999:blog-1993505674884379100.post-15857359475615388472013-05-08T17:20:00.000+01:002013-05-08T17:32:22.739+01:00A decade too late? In defence of Astonishia Story<div class="separator" style="clear: both; text-align: center;">
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Astonishia Story is a RPG/SRPG developed by Korean company; Sonnori. It was initially released on the PC in 1994 and then in 2002 it was given a remake (also on PC), which was ported to the GP32 handheld and eventually Sony's PSP.<br />
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As I write this, I'm painfully aware that my opinion of the PSP port of Astonishia Story leaves me very much in the minority (possibly of one). Almost everywhere I've looked, this game has been ridiculed, derided, and often dismissed as useless, boring and even unfinished. I'm not so sure it deserves such harsh treatment though.<br />
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<tr><td class="tr-caption" style="text-align: center;">Adlehyde meets Gregminster?</td></tr>
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Now although I do have a genuine affection for it I'm not one to ignore the facts, Astonishia Story has some pretty major faults to contend with. It has by far the most abysmal (and literal) translation I've ever come across in an officially released title (yes, even worse than Breath of Fire 2 and Paladin's Quest), it is littered with grammatical errors, the characters are also overly clichéd as is the story and when you place it up alongside the visuals in some of the PSP aristocracy, it looks like belongs in 1994 (because in essence, it does).<br />
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Add to that lot, a strangely severe imbalance between enemies which can see you skip through a few fights with relative ease, and then get nailed for no apparent reason, and it's not difficult to see why so few people give it the time of day.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhebQgGCUz1AFlwBeuPNc8NJ8iR-ycnFc4ra5uQ7Q0vxfwSyd9XUXgjCRFayiDbLP9kMw3HOyFB-adS171K7-y186vcL0fHt7XHf2C79zSnJ_6pQYJ7Hv3E4y2a08xoaIgs4Zx9LHtfGpw/s1600/astonishia_story41.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhebQgGCUz1AFlwBeuPNc8NJ8iR-ycnFc4ra5uQ7Q0vxfwSyd9XUXgjCRFayiDbLP9kMw3HOyFB-adS171K7-y186vcL0fHt7XHf2C79zSnJ_6pQYJ7Hv3E4y2a08xoaIgs4Zx9LHtfGpw/s1600/astonishia_story41.jpg" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Impressive if a bit generic character portraits.</td></tr>
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However...<br />
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Those aforementioned indiscretions aren't enough to dent my enthusiasm. This quirky and old fashioned Korean RPG has bucket loads of the 'X factor' that many of us crave in a video game, and as a result it holds a special place in my heart.<br />
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The 2D visuals, while looking somewhat dated are beautifully drawn and boast delightfully intricate animation, which actually isn't too far away from the level of Suikoden 2 and Wild Arms. In fact I'd probably say that graphically Astonishia is very reminiscent of RPGs from the peak of the 16bit era...only with an added flamboyance.<br />
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Each town and village is packed with the kind elaborate detail that borders on unnecessary, such as ticking clocks and birds flying overhead, and I know this doesn't sound overly impressive in 2013 but to me it's an indication of just how much the developers cared about the overall look and feel of the game. Though never mind blowing, the world map is also pretty and is somewhat reminiscent of Chrono Trigger, with the usual sprawling mountain ranges and and rolling hills. The characters, both lead and NPCs are well designed and each main star comes with their own beautifully styled portrait that pops up for conversations (again, very Suikoden). This adds a deal of personality to each scene...more indication of effort on Sonnori's part. <br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhRdvBxpqtSxeQ2f2kN2vwXSHau976_m3syCN7GefEpYfSPBHKdslPOA2xpI6NUx8BNB6toHsIZp4Z23lbifhzM_U7NeXNMUo_OhY0L0WysajxgMqWtAapjzNB2rV8VE1AQO0iBX0eZAAQ/s1600/astonishia1.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhRdvBxpqtSxeQ2f2kN2vwXSHau976_m3syCN7GefEpYfSPBHKdslPOA2xpI6NUx8BNB6toHsIZp4Z23lbifhzM_U7NeXNMUo_OhY0L0WysajxgMqWtAapjzNB2rV8VE1AQO0iBX0eZAAQ/s320/astonishia1.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Random encounters have been given the boot.</td></tr>
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Sonically there isn't much to blow the mind...and Chrono Cross, it certainly ain't. The typically pleasant and generic RPG tunes are present and accounted for, along with a few stand-out pieces to raise the bar at important moments in the story. All in all it does a good job of transporting you back to a simpler time. <br />
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Astonishia's Achilles heel is oft seen as its much maligned story. I can only comment on the English language translation and unfortunately it is dreadful. In fact I'm genuinely surprised Ubisoft chose to publish the game in this state, and I
can only surmise their QR department was on holiday that week...or they just didn't care. Either way it's a real shame because there are numerous moments when I could see glimpses of an excellent story poking out from under the layers of dodgy spelling and lazy grammar. Anyone who's experienced Enix's botched translation of <a href="http://crystal-blue-dreams.blogspot.co.uk/2011/08/lennus-little-rpg-that-almost-could.html" target="_blank">Lennus</a> (into Paladin's Quest) will know what I mean here. And even though the game's ability to convey moments of emotion have been stunted, there are still both heart warming and heart wrenching scenes to be appreciated.<br />
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The battle system is probably this game's shining light and is both efficient and challenging. Those who have dabbled with the likes of Fire Emblem, FEDA or Langrisser will feel instantly at home with the grid based, strategic layout. Tactics play a significant part in each battle, to the extent that a couple of wrong moves can see your party get wiped out...which brings a stop the monotony often experienced with battles in many turn based RPGs<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjUMAecoDcS9HbgBelrJDwDpILVIWonIO6ZoMcoc5p6cmiFvjhQ_KOIKyCw3hiJTxP02Nh1pYJwwW3junjKBDYYAL9mVGFsW-X4H030OYGoMrkt7UIghU1CxZnpwr_xZkMTG4ixC3TPVwk/s1600/astonishia006.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjUMAecoDcS9HbgBelrJDwDpILVIWonIO6ZoMcoc5p6cmiFvjhQ_KOIKyCw3hiJTxP02Nh1pYJwwW3junjKBDYYAL9mVGFsW-X4H030OYGoMrkt7UIghU1CxZnpwr_xZkMTG4ixC3TPVwk/s320/astonishia006.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Can't beat a nice RPG grid!</td></tr>
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All this geniality is nicely wrapped up in a glorious and typically over the top anime styled intro...complete with obligatory cheesy guitar work. Textbook brilliance if you like that sort of thing (I do).<br />
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So if you're the kind of person who has more than a passing interest in 90's RPGs, specifically the era of the SNES/SFC, Mega Drive and PC-Engine, and can put up with a few (substantial) foibles, then you should really consider giving this outcast some consideration. It has so many of the ingredients required to make a solid and enjoyable RPG and what's more, because it's so unpopular you can pick it up for next to nothing...result!<br />
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Astonishia Story did spawn a sequel of sorts, known in the west as Crimson Gem Saga. This game was actually translated properly and is a real leap forward in terms of graphics and sound. It is definitely worth checking out too.</div>
Paul Darbyshirehttp://www.blogger.com/profile/08992558379607277786noreply@blogger.com1Liverpool, Merseyside, UK53.4083714 -2.991572600000040453.2569684 -3.3142961000000404 53.5597744 -2.6688491000000405tag:blogger.com,1999:blog-1993505674884379100.post-76469186009906878002013-05-02T20:43:00.000+01:002013-05-16T13:04:21.090+01:00Too weird for the west? Part 2: Shounen Ashibe<div class="separator" style="clear: both; text-align: center;">
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<tr><td class="tr-caption" style="text-align: center;">The cuteness knows no bounds...</td></tr>
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Today sees me back on the trail of interesting Japanese games that never saw the light of day outside of their homeland, and also back again with a Super Famicom platform game. <br />
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Now if (for some reason) you've been searching for the cutest game ever, then you can probably rein in the hounds and call the hunt off right now, because Shounen Ashibe is going take some beating. Developed by Nova Games (the same studio responsible for the rather lovely <a href="http://crystal-blue-dreams.blogspot.co.uk/2011/10/obscure-gems-part-i-platforms-pitch.html" target="_blank">Xandra's Big Adventure</a>), it features a ridiculously cute seal cub named Syo as the main character, and his mission (I swear) is to wander around a theme park of sorts collecting chicks, apples and baby rabbits. Those of a Call of Duty disposition should probably grab a bucket at this point...<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh-E-5dStAPCsWNI-KYeUDz1QYwoB9O-fyE6-e2vBvsTgjK8Qv8SQcQYqOUdCUSJxO-5M7cT9wIVIlcNSybdhIlQ9ynAGqaIf_Es6frmR-b7ert0Q3LnBkhgM4HbBSee-j4Q6fdNWBWBa0/s1600/Shounen+Ashibe+%2528J%2529005.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh-E-5dStAPCsWNI-KYeUDz1QYwoB9O-fyE6-e2vBvsTgjK8Qv8SQcQYqOUdCUSJxO-5M7cT9wIVIlcNSybdhIlQ9ynAGqaIf_Es6frmR-b7ert0Q3LnBkhgM4HbBSee-j4Q6fdNWBWBa0/s1600/Shounen+Ashibe+%2528J%2529005.png" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Yay for parallax scrolling!</td></tr>
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Given that this game was one of the earlier Super Famicom releases (way back in 1992), it's genuinely impressive to find it full of neat graphical touches, the likes of which were often lacking in these smaller scale efforts. The levels, though a bit empty at times are especially pretty, and help show off a decent portion of the machine's potential, with swanky parallax backgrounds and vivid design. The main focus though is rightly on Syo, and the little seal dishes up a hat-full of adorable animations (along with squeaks), the best of which is surely when he hangs off a ledge waggling his flippers.<br />
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In between stages there are entertaining water based bonus levels to take part in, which help to keep things fresh. Though never particularly trying, they do add to the game's overall appeal and fun factor. There's also an RPG style over-world, (akin to Light Fantasy or Chaos Seed) where you can talk to people, progress the game and probably find out what's going on in the story...unfortunately I don't yet read Japanese so it makes no sense to me, looks nice though! <br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhLaR2J7GprpDf69eBdurzRnNUOkg4WEwjj5m4feVrItV91b2tCM67I4lxmMZeya92kBDtiSrn-oTQLaI97omAVXgwQL_uSZX_-lFKqhbl5V2JhO_XfFbuz-rcc1ywuMxDimWZGS0rBFX0/s1600/Shounen+Ashibe+(J)013.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhLaR2J7GprpDf69eBdurzRnNUOkg4WEwjj5m4feVrItV91b2tCM67I4lxmMZeya92kBDtiSrn-oTQLaI97omAVXgwQL_uSZX_-lFKqhbl5V2JhO_XfFbuz-rcc1ywuMxDimWZGS0rBFX0/s1600/Shounen+Ashibe+(J)013.png" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Far too happy given his current location...</td></tr>
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Syo's adventure differs slightly from the common platform fare of 'reach the exit' by requiring the player to collect a certain number of items before the end of each level. this involves head-butting things to find said goods and at one point even heading basketballs into the open mouth of a hippo (so run of the mill, I know). Again, not revolutionary by any stretch but definitely a plus point.<br />
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Despite it’s overly cute appearance, Shounen Ashibe is a refreshingly deep and thoroughly enjoyable platform romp. It’s not exactly the last word in 2D hop and bob, but it is very easy to fall in love with ...that is if you can stomach all the cuteness. And this actually got me thinking, if there existed in 1992, the large amount of young female gamers that we see today, then this off-beat little gem may well have been granted passage out of Japan. <br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh6VPd1eHQnyTc51QV4DP_GuAvZhF28eLkH-pGTu3H6AALI0QK4l7W95MJPklrXk0VNv3ph-eO4Sgj46suaC8WZ4zJE4DklZmZYYZOdR2jz4LtBGFoo92ga9lUBYJABEBwItzBxk4GjXFE/s1600/Shounen+Ashibe+(J)003.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh6VPd1eHQnyTc51QV4DP_GuAvZhF28eLkH-pGTu3H6AALI0QK4l7W95MJPklrXk0VNv3ph-eO4Sgj46suaC8WZ4zJE4DklZmZYYZOdR2jz4LtBGFoo92ga9lUBYJABEBwItzBxk4GjXFE/s1600/Shounen+Ashibe+(J)003.png" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">I do love a good over-world! </td></tr>
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<div>
<a href="http://www.blogger.com/blogger.g?blogID=1993505674884379100" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhrY9rcd-uRDPM_UB62oti4d1f8iqeCeVGq9x1XpdVopQbpdGInAlUV8UVlCNugfWXVAxGo8zbDmFVIo55XoWQhoA4KXotMKuERuCW5FfC5Zn_BEChB68l67ispyIX47It47g965x7sDWc/s1600/Shounen+Ashibe+%2528J%2529005.png" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgQoEm-3Ln80QWG-zQfF4IZequ4ade8bt8UVZR5FghaUAtd2K5LKeKS9_BNVMKPdnNJ3M3ikHflo9hFbiFAREh8HZUehfXIVVerbjhrqml7xx5vd9bQ7FY7cngjbPAnS_CYxqdT92rgFIk/s1600/Shounen+Ashibe+%2528J%2529001.png" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"></a>Although it still saddens me that it took over 15 years to get my mitts on this game, it has definitely been a case of better late than never! And if like me, you simply can't resist the kawaii stuff then Shounen Ashibe is an absolute must...even if it is a bit tough to track down these days.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhwruNU34Akw3UvO-v9nZtCoWJg-yOXEsb-LIIBOWaY_uBYzpqBBRJw6C-FWzVOW9Ye3IHMZudaTDdv5DRrCQ5XlwdgqBsg3RNcZ2DU9ra6KR8UXU8jJGwDMoivy8fuehKqSm3Nb-q9F9I/s1600/Shounen+Ashibe+(J)020.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhwruNU34Akw3UvO-v9nZtCoWJg-yOXEsb-LIIBOWaY_uBYzpqBBRJw6C-FWzVOW9Ye3IHMZudaTDdv5DRrCQ5XlwdgqBsg3RNcZ2DU9ra6KR8UXU8jJGwDMoivy8fuehKqSm3Nb-q9F9I/s1600/Shounen+Ashibe+(J)020.png" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Shouldn't be funny but is...</td></tr>
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If you enjoyed this post, then you might also enjoy Too weird for the west? Part 1: <a href="http://crystal-blue-dreams.blogspot.co.uk/2012/12/too-weird-for-west-part-1-gegege-no.html" target="_blank">Gegege no Kitaro</a></div>
Paul Darbyshirehttp://www.blogger.com/profile/08992558379607277786noreply@blogger.com3Liverpool, Merseyside, UK53.4083714 -2.991572600000040453.2569684 -3.3142961000000404 53.5597744 -2.6688491000000405tag:blogger.com,1999:blog-1993505674884379100.post-24108568972358702732013-04-29T21:02:00.000+01:002013-04-29T21:04:04.558+01:00Vampires, whips and 16bits<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgb29_HDFG7wJ1LUARKoJ67HyyqwhO5PNuatCswfxOQsypkL-SZCfm5e42fNmJKL-nBmoZvkaBa-e9C8OJjxGX_DLOU6i02su1iDK2Rn1GaIeML7XGtVnX550zG6K4kVKnXX9vYszWdaxc/s1600/Akumajou+Dracula+(J)+%5B!%5D000.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="280" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgb29_HDFG7wJ1LUARKoJ67HyyqwhO5PNuatCswfxOQsypkL-SZCfm5e42fNmJKL-nBmoZvkaBa-e9C8OJjxGX_DLOU6i02su1iDK2Rn1GaIeML7XGtVnX550zG6K4kVKnXX9vYszWdaxc/s320/Akumajou+Dracula+(J)+%5B!%5D000.png" width="320" /></a></div>
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Throughout the years much has been much written about Konami’s wondrous Castlevania series (a boat load in all honesty). And for one instalment in particular there is very little that has not been said, no part of the game left upraised and no dimly lit Transylvanian corridor unexplored... I am talking of course about the legendary SNES offering; Super Castlevania IV. Even though this game has been pulled apart on innumerable occasions, it has not deterred me from adding my own two penneth’s worth into the mix.<br />
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Released in 1991 as part of the Super Nintendo’s first wave assault on the gaming landscape, Super Castlevania IV arrived on the scene carrying with it the heavy burden of reputation - the rabid love for its predecessors was a force to be reckoned with. Although on the face of it, seemingly not much more than a simple 16bit re-working of Simon Belmont’s original NES outing, it soon becomes apparent that the cosmetic Mode 7 upgrades are just the beginning of this vamp-tastic (yes that’s a word!) adventure. Konami unleash upon us an array of undead baddies, eerie vistas and demonic overlords that will test even the most intrepid of vampire hunters.<br />
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Once again the game focuses on the tale of the unfortunately named Simon Belmont and his quest to slay the biggest and baddest undead fiend of them all; Dracula. Belmont must navigate the vast labyrinths and mazes of his nemesis’ castle (as well its substantial ‘grounds’) and using his trusty whip, slay hordes of minions and generally kick arse along the way (there may also be some swinging involved...but thankfully not of the fruit bowl variety).<br />
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<h3>
Visuals – 8.5 / 10 </h3>
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In what is a rare occurrence for a Konami game, the graphics do not immediately blow you away and in fact for the first 20 minutes or so you could be forgiven for wondering what all the fuss was about. This is not to say the appearance is initially poor (far from it), the graveyards and outer reaches of the castle are immaculately drawn and ooze atmosphere, it’s just that it’s all a bit...brown, or maybe “earthen” is a better term. Though this does fit in with the gothic and chilling undertone of the game, it can feel a little samey.<br />
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Anyways, as with many of the finer things in life, once things get up and running you are treated to a Konami master class in how to how to “do graphics”. There is gorgeous use of parallax scrolling, seeing the night sky drift past the dilapidated walls is heaven for any 16bit fan! The sprites for the legions of evil creatures are beautifully drawn and then we get to the bosses which manage to put a decent amount of later Super Nintendo games to shame. From the delightfully translucent giant skull to the brutish take on Frankenstein’s Monster, these end of level titans are as jaw dropping in their appearance as they are in their difficulty.<br />
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And as was the way in the early 90’s, Super Castlevania IV takes huge advantage of the SNES’ (still mind boggling) Mode 7 trickery...leading to one of the most talked about and impressive scenes of the 16bit era. Yes, the chandelier bit is as good as everyone says it is...there is just something immensely satisfying about dancing over giant swinging light fittings! The scene’s cemented renown in gaming folklore is very much deserved.<br />
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<h3>
Sound – 10/10</h3>
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As any fan of the series can attest to, music is one of Castlevania’s strongest and most enduring features, and the SNES version is no different. It is well known amongst fans of the console that the Nintendo’s second grey box had the capacity to produce some quite staggering musical scores, so it is rather pertinent (to me at least) to say say that Super Castlevania IV’s is up there with the very best that the system has to offer.<br />
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The soundtrack is dark and foreboding – classic horror stuff and you could honestly be forgiven for thinking it was scored by an actual orchestra...on a cartridge! The use of organ (or the midi version of it anway) fits in perfectly well with the baroque style ambience of the game and adds a genuine feeling of darkness to each level you tackle. For my money, a video game soundtrack is only truly exceptional when I find myself listening to it outside of playing the actual game, this one has been on my iPod for a number of years now...and it will not be going anywhere soon.<br />
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<h3>
Playability – 9/10</h3>
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Once again here Super Castlevania IV starts off at leisurely pace, the first couple of sections are nothing more than an evening stroll around the castle grounds slaying a few slow moving monstrosities...this does seem trying initially but later on you realise that the period of familiarisation was actually a must. The gameplay is similar to earlier incarnations of the game but with some much needed improvements; Mr Belmont can now whip all around the place (or at least in eight directions as opposed to just four) which makes for some lovely diagonal action. The whip (aptly named ‘The Vampire Killer’) can also be held in front of the player and swung around like a flail; this inflicts less damage in exchange for much more frequent hits. An extra treat also comes in the form of sub-weapons such as daggers and axes which come in handy when the going gets tough.<br />
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Although controlling Simon initially feels slightly cumbersome, once you have the hang of it, the system feels very natural and then we get to Konami’s pièce de résistance: the whip can be used to latch onto and swing over various obstacles which allows you to reach otherwise inaccessible areas. Although this kind of thing seems standard today, it was revelatory stuff for the series and gives the game a much more fluid platform style flow.<br />
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<h3>
Longevity – 8/10 </h3>
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The game is stretched out over 11 magnificent and varied levels, cunningly each one is just that bit tougher than the last so you never feel like you've run into a wall of difficulty. Make no mistake though, this is a hard game and death is never far away. Even though you learn that certain jumps require super precision and certain enemies have a pattern you’ll probably use continues and become familiar with the password system. If you’re not skilled at the platform genre then making it to the end and besting this beast may be a tremendous test of patience. The game is best suited to committed folk looking for a challenge and a bit of exploration to go with their platform escapades.<br />
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Sadly the western releases of the game were blighted by the usual censorship shite that we had become used to. Dripping blood was replaced by green ‘slime’, certain religious crosses and removed and the obligatory topless statues were given some clothing to keep them warm...but even this overly nannied approach though does not detract from what is an awesome spectacle with tonnes of replay value.<br />
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Overall In more recent times, Super Castlevania IV has (in my eyes at least) been eclipsed by the nigh-on perfect Symphony of the Night for the PSX. Never-the-less it is still a veritable classic and one of the Super Nintendo’s flagship titles, whilst it does begin at a rather sedate pace and maybe lacks the initial wow factor of a Super Mario World or F-Zero, those willing to persist with it will find true quality the likes of which is all too rarely seen.<br />
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I am a long time fan of this fantastic game and, in this reviewer’s humble opinion it absolutely carries the torch for a time when video games were not only scaling new heights of technical excellence, but were also crafted with genuine heart and soul...something which seems sadly lacking in many of today’s releases. Super Castlevania IV is dripping in both class and charisma and although I dislike the phrase, it really is a tour de force that once again shows what Konami could achieve at their brilliant best...and when playing with Super power.<br />
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Go out right this minute and buy it!<br />
<h3>
<br />Score 9 out of 10</h3>
Paul Darbyshirehttp://www.blogger.com/profile/08992558379607277786noreply@blogger.com0Liverpool, Merseyside, UK53.4083714 -2.991572600000040453.2569684 -3.3142961000000404 53.5597744 -2.6688491000000405tag:blogger.com,1999:blog-1993505674884379100.post-25504141898550492862013-04-27T14:39:00.000+01:002013-04-27T14:39:26.696+01:00SFC box art number 6: Super Mario KartFull name: Sūpā Mario Kāto<br />
Genre: Racing<br />
Developer: Nintendo<br />
Publisher: Nintendo<br />
First released: 1992<br />
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Here we have a video game colossus that really needs no introduction. If you're a fan of console gaming, then it's likely at some point you've played Super Mario Kart (or at least one its various offspring). A great many games are often hailed as revolutionary or genre defining, but in this case that tag actually does apply.<br />
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Although there's nothing hugely clever or jaw droppingly pretty going on here, I've always found the Super Mario Kart artwork totally bewitching. The ingenious use of some of gaming's most lovable characters and the promise of bags of vivid and colourful fun, is one of the most powerful images of the 1990's. Mostly though it harks back to an age where Mario still had a bit of belly and a weft of innocence about him, and when a young lad from Liverpool (me) was left wide eyed at the prospect of racing a koopa trooper around a beach!<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiewUVs673xpBG4DXKjcT30ZYmVqTTBhwBljv7fgQt7U0KsglwRTSUsGvhC2wCflu59JTnbtpXLSmnvhLqTx4EeI4gUuJHjFTx9rliKxK0vVzFmC-DbEcWaH2ctCWZu9LVN7aD7j2DbIPg/s1600/IMAG2422.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiewUVs673xpBG4DXKjcT30ZYmVqTTBhwBljv7fgQt7U0KsglwRTSUsGvhC2wCflu59JTnbtpXLSmnvhLqTx4EeI4gUuJHjFTx9rliKxK0vVzFmC-DbEcWaH2ctCWZu9LVN7aD7j2DbIPg/s320/IMAG2422.jpg" width="180" /></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgDsuBOzwjEtUJmeLbQzhVN3CCUFNpt8Nsj8JxlsR9iu148Uia-g1hQBdxYVQoxvGGmbOIk8vkHLwdpekWgA9qHFVoPPjjLAOQSk2FXgLXwbSspzCZCOebuN-kO0JVpgKxxFqeAzoJ0yiY/s1600/IMAG2423.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgDsuBOzwjEtUJmeLbQzhVN3CCUFNpt8Nsj8JxlsR9iu148Uia-g1hQBdxYVQoxvGGmbOIk8vkHLwdpekWgA9qHFVoPPjjLAOQSk2FXgLXwbSspzCZCOebuN-kO0JVpgKxxFqeAzoJ0yiY/s320/IMAG2423.jpg" width="180" /></a></div>
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I think the biggest tribute that I could pay to Super Mario Kart is that even though it was released some 20 plus years ago, it still remains the most fun I've ever had playing video games. And I honestly can't see anything displacing it.Paul Darbyshirehttp://www.blogger.com/profile/08992558379607277786noreply@blogger.com0Liverpool, Merseyside, UK53.4083714 -2.991572600000040453.2569684 -3.3142961000000404 53.5597744 -2.6688491000000405tag:blogger.com,1999:blog-1993505674884379100.post-59413092254680673902013-04-26T17:30:00.003+01:002013-04-26T17:40:43.420+01:00SFC box art number 7: VortexFull name: Vortex - The FX Robot Battle<br />
Developer: Argonaut<br />
Publisher: Pack-In-Video (Japan)<br />
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So we arrive at number 7 in my Super Famicom box art countdown, and what's this...no giant mechs thus far?! Fear not, as this will now be addressed with the very interesting Vortex. Developed by British company Argonaut; Vortex was one of the first (and few) games to show off Nintendo's shiny new Super FX chip and gave 16bit gamers a taste of what Transformers could have looked like on the SNES.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiUWD3zn1e1IFcwRiy4RyJWDTPIRud0SKXwyiGTA8ILxXafBtS-A7IlECAcLmDfkbRWtaCiPb38Llopto4dx1zeXI3c3SyQ6d72kt2QDbVu6fmAei32pgftF5Vi6JecKKd3ADnIBS9q7Io/s1600/vortex-sfc.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiUWD3zn1e1IFcwRiy4RyJWDTPIRud0SKXwyiGTA8ILxXafBtS-A7IlECAcLmDfkbRWtaCiPb38Llopto4dx1zeXI3c3SyQ6d72kt2QDbVu6fmAei32pgftF5Vi6JecKKd3ADnIBS9q7Io/s400/vortex-sfc.jpg" width="218" /></a></div>
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I've got to be honest, part of me thinks this box art should have been number 1 in the list, but the RPG fan boy in me (and my girlfriend) just wouldn't allow it. It is however, absolutely stunning.<br />
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It's very rare I've come across a piece of Super Famicom art that's so foreboding and so...epic. The level of detail on show on the giant mech (named 'Morphing Battle System') beggars belief and the background only serves to exaggerate the scale of the metal behemoth. This picture looks like it's been taken straight from the cover of a sci-fi novel about a distant and apocalyptic war.<br />
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The reverse side brings with it a slice of reality with some screens of what the game actually looks like, but seriously, you tend not to pay it much attention.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh1fjNzoCs00Fd_GlLz9jPIxijWV-4lu_vClbKUowo6evONv4KBnp56mZIrZZ81neLKACQI0PpxLWjSSvbk_GtXYlpKlL_99mbOobVGaxy5NmCVtX7w8WBC_U_CqDO7qmuTrpn3fTlrHnE/s1600/IMAG2419.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh1fjNzoCs00Fd_GlLz9jPIxijWV-4lu_vClbKUowo6evONv4KBnp56mZIrZZ81neLKACQI0PpxLWjSSvbk_GtXYlpKlL_99mbOobVGaxy5NmCVtX7w8WBC_U_CqDO7qmuTrpn3fTlrHnE/s320/IMAG2419.jpg" width="180" /></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiv1K_31eDEUneFKo1Sy6PhPqtRbhlMdwYSbqqfj5iDk4QLa6Cidq_OOggXxyeqc_e5lCXalldKqhz-YPIENxfs_laN8lxpz78IAPZQDl8NjTm4BmxV2wpPpMk3GyKmFqL1BqkMjf5HKu0/s1600/IMAG2420.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiv1K_31eDEUneFKo1Sy6PhPqtRbhlMdwYSbqqfj5iDk4QLa6Cidq_OOggXxyeqc_e5lCXalldKqhz-YPIENxfs_laN8lxpz78IAPZQDl8NjTm4BmxV2wpPpMk3GyKmFqL1BqkMjf5HKu0/s320/IMAG2420.jpg" width="180" /></a></div>
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Although Vortex is a fine game, and uses the SFX chip remarkably well, I can't help feeling that it suffers from a classic case of the artwork being just too awesome for the game to keep up. That said, what Argonaut achieved with just a measly 4mbit cart is astounding, and I'd have loved to see what they could have done with a bigger 16mbit cart.<br />
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This particular example was purchased from the wonderful <a href="http://www.genkivideogames.com/" target="_blank">Genki Video Games</a>. Check them out!Paul Darbyshirehttp://www.blogger.com/profile/08992558379607277786noreply@blogger.com6Liverpool, Merseyside, UK53.4083714 -2.991572600000040453.2569684 -3.3142961000000404 53.5597744 -2.6688491000000405tag:blogger.com,1999:blog-1993505674884379100.post-42584184142386591742013-04-25T19:03:00.002+01:002013-04-25T19:03:40.892+01:00SFC box art number 8: Dolucky's Grass BaseballFull name: Dorakkii no Kusayakiu<br />
Genre: Sports<br />
Developer: Zoom<br />
Publisher: Imagineer<br />
First released: 1993<br />
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Ok here's the thing, I like cute stuff. Doraemon, Keroppi, Moogles...I have a real soft spot for them all. So you can imagine the first time I saw this little round ball of fur stepping up to bat, I was smitten! Dolucky's Grass Baseball is a typical Japanese baseball title, with a RPG style career mode and the ability to challenge your friends to multi-player antics.<br />
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The game features developer Zoom's mascot; NECO as the main character, and sees him and his equally adorable friends from the forest don their soft drink sponsored baseball kits and play some ball (I think that's the correct term). I'm not sure where this one sits in the pantheon of great baseball games, but I certainly had lots of fun with it.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjAW8IDiWwBuT454Pzr3VGSC0GMWSEKxEiSbYkDMBmA-imxgIzrG4WhxOvX627-6aWKruwyF0mwKpYWKnkG-XW45dAZqkZQWyQbgHCQpOa6p5vZ0BPiGSBOMfI5zvrTJJfXpcOCWyzvTmM/s1600/dolucky.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjAW8IDiWwBuT454Pzr3VGSC0GMWSEKxEiSbYkDMBmA-imxgIzrG4WhxOvX627-6aWKruwyF0mwKpYWKnkG-XW45dAZqkZQWyQbgHCQpOa6p5vZ0BPiGSBOMfI5zvrTJJfXpcOCWyzvTmM/s400/dolucky.jpg" width="221" /></a></div>
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I absolutely adore this artwork! From the charming font right down to NECO's comedy sized feet and stuck out tongue, this box art just screams fun. And I would imagine that most other fans of cutesy Japanese characters will be in kawaii heaven with the vibrant and colourful images that adorn the entire box (and if you think that's cute, then just wait till you see the manual). <br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjkX6zMI1eO4reCGjCEc4MPg2k2p8E5BxpIl15digleHcgyJBKOUnhY34fvZTvkH8cSskex7AF_c-mG6-SaaEndrkAvmvHyP-z2hACVKJFB5ECBnEgjNs0pKUXia4_uB6QinxSNxDmbPGc/s1600/IMAG2407.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjkX6zMI1eO4reCGjCEc4MPg2k2p8E5BxpIl15digleHcgyJBKOUnhY34fvZTvkH8cSskex7AF_c-mG6-SaaEndrkAvmvHyP-z2hACVKJFB5ECBnEgjNs0pKUXia4_uB6QinxSNxDmbPGc/s320/IMAG2407.jpg" width="180" /></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgT4faQT5jxZ8J-ecDu_rW_lQF2Oftu5s2nzg0sw1SNKRYLmxvIHqwhc6-Tq6UWHXmWn1HqelP2y1cUtMuLEaDkQP2UkAVRol_lCqvW8O5AEKqPPjcHJgwUtc_AOOTZUVgLZyqOUkVJwa4/s1600/IMAG2409.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgT4faQT5jxZ8J-ecDu_rW_lQF2Oftu5s2nzg0sw1SNKRYLmxvIHqwhc6-Tq6UWHXmWn1HqelP2y1cUtMuLEaDkQP2UkAVRol_lCqvW8O5AEKqPPjcHJgwUtc_AOOTZUVgLZyqOUkVJwa4/s320/IMAG2409.jpg" width="180" /></a></div>
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I'll be honest, being English I have no idea about baseball (rules, teams etc), and I did buy this game solely for the artwork, but I was pleasantly surprised at just how much of a grin it was and how much effort Zoom seemed to put into it...especially the characters. This makes it even more of a shame that the scheduled US release of Doluck'y Grass Baseball (which was to be renamed Zoo Ball) ended up getting cancelled.Paul Darbyshirehttp://www.blogger.com/profile/08992558379607277786noreply@blogger.com1Liverpool, Merseyside, UK53.4083714 -2.991572600000040453.2569684 -3.3142961000000404 53.5597744 -2.6688491000000405tag:blogger.com,1999:blog-1993505674884379100.post-18510556669772839142013-04-24T20:28:00.002+01:002013-04-24T20:28:46.560+01:00SFC box art number 9: Garou Densetsu 2Full name: Garō Densetsu 2 Aratanaru Tatakai<br />
Genre: Fighting<br />
Developer: SNK/Takara<br />
Publisher: Takara<br />
First released: 1993<br />
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Instantly recognisable to all fighting game fans, Garou Densetsu (released in the west as Fatal Fury) was SNK's attempt at muscling in on the 2D brawling craze caused by Street Fighter 2. And what a series it is! Boasting BIG sprites, colourful characters and the very impressive plain shift technique, Garou offered a striking alternative to the Capcom standard.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjrEu2UBvwy0LGAfVQqz1O_oeVdf2CvDYCPCSqZYmozSZW42JbQcBgqoLUN5KJ-XT4BT6wxwqiVDfwPgMCicHjv2HkQ0chg5sOb38abZOVaF0vmwIvZL2ubxdQFxtxj2jAC4hIj9ATZrnY/s1600/Garou_Densetsu_2_SFC_A.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjrEu2UBvwy0LGAfVQqz1O_oeVdf2CvDYCPCSqZYmozSZW42JbQcBgqoLUN5KJ-XT4BT6wxwqiVDfwPgMCicHjv2HkQ0chg5sOb38abZOVaF0vmwIvZL2ubxdQFxtxj2jAC4hIj9ATZrnY/s400/Garou_Densetsu_2_SFC_A.jpg" width="218" /></a></div>
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I became interested in the art of SNK titles (and in the games themselves) the first time I happened upon a feature about Art of Fighting in an old magazine, but it wasn't until seeing a preview of Garou 2 in my beloved <a href="http://crystal-blue-dreams.blogspot.co.uk/2011/08/super-playsuperest-of-them-all.html" target="_blank">Super Play</a>, that my love for all things SNK really blossomed.<br />
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Though Garou 2's artwork is not as "pretty" as that of something like <a href="http://crystal-blue-dreams.blogspot.co.uk/2013/04/sfc-box-art-number-10-wonder-project-j.html" target="_blank">Wonder Project J</a>, there is something about it which appeals greatly to me. Seeing this rag-tag band of fighters strutting their stuff in hand drawn glory drew my attention instantly, and you can almost hear the shouts of "Power Wave" trying to escape the cart inside.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEirJGLwdyJD1ZrD3Aowp1S31ETmv7-9FJgSbXw6iF2R8qRW1qeLM46KzibE2s2wguy9WAoHpKacwgX7B3H3f2M7agvAAIlysycJfAH2wFy-GlN1rCDV06feZCo1i-Hq-zdig_H0cL951vM/s1600/IMAG2402.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEirJGLwdyJD1ZrD3Aowp1S31ETmv7-9FJgSbXw6iF2R8qRW1qeLM46KzibE2s2wguy9WAoHpKacwgX7B3H3f2M7agvAAIlysycJfAH2wFy-GlN1rCDV06feZCo1i-Hq-zdig_H0cL951vM/s320/IMAG2402.jpg" width="180" /></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj__j5OsWrsVWwn3YVassAqhoLmhBwbmgB5TXSMS3_kLmaYkyVU0EJhG6bnDpw88gmfDauYT-ZtyShNkurS9VBV2-uORjgnySWszehNKLx5IAL8Fz7cepKteMVpll5qIvBbG8ZAiRcOEUM/s1600/IMAG2399.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj__j5OsWrsVWwn3YVassAqhoLmhBwbmgB5TXSMS3_kLmaYkyVU0EJhG6bnDpw88gmfDauYT-ZtyShNkurS9VBV2-uORjgnySWszehNKLx5IAL8Fz7cepKteMVpll5qIvBbG8ZAiRcOEUM/s320/IMAG2399.jpg" width="180" /></a></div>
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This dramatic style is carried over to the reverse of the box, which shows Terry Bogard's signature 'Fatal Fury' baseball cap lying discarded on the ground (thrown there in victory, I hope!). And as an added bonus there is a typically (for the time) epic message below the Garou logo, which speaks of the Lone Wolves taking on the world...if I'd read that in 1993, I'd have took up martial arts there and then! <br />
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Admittedly, I never enjoyed the Garou series as much as Street Fighter, but in terms of artwork alone, South Town's finest definitely scores the knockout blow.Paul Darbyshirehttp://www.blogger.com/profile/08992558379607277786noreply@blogger.com4Liverpool, Merseyside, UK53.4083714 -2.991572600000040453.2569684 -3.3142961000000404 53.5597744 -2.6688491000000405tag:blogger.com,1999:blog-1993505674884379100.post-38507034311197931332013-04-23T20:55:00.000+01:002013-04-24T20:29:01.891+01:00SFC box art number 10: Wonder Project JFull name: Wonder Project J: Kikai no Shōnen Pīno<br />
Genre: RPG/raising sim<br />
Developer: Almanic<br />
Publisher: Enix<br />
First released: 1994<br />
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A curious and totally enchanting video game, which centres around a young robot boy (or Gijin, as they're known) and his exploits in learning to be more human. Inspired heavily by the story of Pinocchio, and with an added layer of Steampunk goodness; Wonder Project J represents heartfelt gaming at its best.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhmfhyBgQdErJLYHV5f7kxRjdkiI00ReHURCBR_maWNhCdy4zHWPya8nxYQmLhSPYZSo5O7Ij0iyt1KO88LXvri6O9mlI_dWMRtdxl-6Sdijnc5TPH05URLTigzz1kaN_COFrDQf2CJyss/s1600/Wonder_Project_J_-_Kikai_no_Shonen_Pino_Coverart.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhmfhyBgQdErJLYHV5f7kxRjdkiI00ReHURCBR_maWNhCdy4zHWPya8nxYQmLhSPYZSo5O7Ij0iyt1KO88LXvri6O9mlI_dWMRtdxl-6Sdijnc5TPH05URLTigzz1kaN_COFrDQf2CJyss/s400/Wonder_Project_J_-_Kikai_no_Shonen_Pino_Coverart.png" width="222" /></a></div>
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At first glance, you could be forgiven for thinking that this title actually pre-dates Magic Pengel as Studio Ghibli's first foray into the world of video games, and it's not difficult to see why. Pino (the main character) looks like he'd fit right in to the machine heavy world of Laputa or the vibrant cities of Howls' Moving Castle. And whilst there was no direct involvement from Miyazaki and co, the influence the company's works have on this game is there for all to see.<br />
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The clever meshing of medieval (grand castles, rural villages etc) and industrial revolution settings makes for a truly extravagant fantasy world.<br />
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Being a bit of a Ghibli nut and a fairly big fan of anime style art in general, this charming design leapt out at me immediately. From the striking design of the characters (check out Pino's joints!) to the stunning location in the background, Wonder Project J was always a shoe-in to make my top 10 list.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEibTJ2mByG9iJprj7A8QlEvnMw6anB55d2aib9I4FVoafzz7qMQBDfQimPQCxJQPFw0EbFozHi9tYnry0QBk-CwHSDyop2VmELd63uYvOrZjT8Op_91HQZtOrmU52ggGeEHPUpLx_HCpdM/s1600/IMAG2374.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEibTJ2mByG9iJprj7A8QlEvnMw6anB55d2aib9I4FVoafzz7qMQBDfQimPQCxJQPFw0EbFozHi9tYnry0QBk-CwHSDyop2VmELd63uYvOrZjT8Op_91HQZtOrmU52ggGeEHPUpLx_HCpdM/s320/IMAG2374.jpg" width="180" /></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgeK1Cy33aFrSPg_4IGzqCi99igqEgINgn7LMMgh5z1SB3ymvI542OjEDsSvPup6ijGtMeaDI6Ga-frki9-QREVjU1b-y4ei18ApYhyphenhyphenFj5w0Xy-fvgPSxu4DTEki0ScZYVgHCPllG48Kdw/s1600/IMAG2376.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgeK1Cy33aFrSPg_4IGzqCi99igqEgINgn7LMMgh5z1SB3ymvI542OjEDsSvPup6ijGtMeaDI6Ga-frki9-QREVjU1b-y4ei18ApYhyphenhyphenFj5w0Xy-fvgPSxu4DTEki0ScZYVgHCPllG48Kdw/s320/IMAG2376.jpg" width="180" /></a></div>
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This game could have sold on its box art alone, but when you add in the fact that it is genuinely brilliant too...well, the package is complete.</div>
Paul Darbyshirehttp://www.blogger.com/profile/08992558379607277786noreply@blogger.com3Liverpool, Merseyside, UK53.4083714 -2.991572600000040453.2569684 -3.3142961000000404 53.5597744 -2.6688491000000405tag:blogger.com,1999:blog-1993505674884379100.post-40103587945197751232013-04-22T19:34:00.000+01:002013-04-22T19:34:16.091+01:00Box art: Super Famicom top 10<div class="separator" style="clear: both; text-align: center;">
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjmFWSL8GEtYSbLGv-3oJnjj1DZ2mbPDUjHwtft1ZV7EKee-4K0ILrYPckxu3n5rLjGXzAhHEVuCtbOldqMMQ9kgwVsxZMFV8XOojgb-zIclZE4VTnwY3G9XdTgHIPCdNU3jwjmzpbkBJg/s1600/IMAG2383.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjmFWSL8GEtYSbLGv-3oJnjj1DZ2mbPDUjHwtft1ZV7EKee-4K0ILrYPckxu3n5rLjGXzAhHEVuCtbOldqMMQ9kgwVsxZMFV8XOojgb-zIclZE4VTnwY3G9XdTgHIPCdNU3jwjmzpbkBJg/s400/IMAG2383.jpg" width="480" /></a></div>
<br />
I like video game box art.<br />
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I like it a lot. So much so that I have been known to purchase more than the odd stinker of a game just because the picture on the front box was very pretty or interesting (Pachio-kun Special, anyone?). I know that to some people this practice is absolutely bonkers, but those who feel the same way will totally understand me.<br />
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I also like the Super Famicom...a lot.<br />
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In recent months my collection has swelled considerably and I now own a very healthy 147 complete in box (CIB) titles for my beloved 16bit box of tricks. And this got me thinking, in amongst this horde are some truly stellar examples of box art at its best, so I've been trying to tackle the difficult (and very fun) task of ranking them in top 10 format.<br />
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Anyways, starting today I intend to countdown through the list and try to explain why each example is appealing to me.<br />
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So, if you're a fellow box art nut, then please join me for the ride...Paul Darbyshirehttp://www.blogger.com/profile/08992558379607277786noreply@blogger.com2Liverpool, Merseyside, UK53.4083714 -2.991572600000040453.2569684 -3.3142961000000404 53.5597744 -2.6688491000000405tag:blogger.com,1999:blog-1993505674884379100.post-7455875411355596572012-12-24T14:11:00.000+00:002012-12-24T14:11:25.376+00:00Simply having a pixely Christmas TimeSeason's greetings one and all!<br />
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With the festive period very much in full swing and the Big Day almost upon us, I thought I would take a little look at how Christmas plays a part in some of my favourite video games...tis the season, after all.<br />
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<h3>
Shenmue - Dreamcast</h3>
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<tr><td class="tr-caption" style="text-align: center;">Ryo nearly manages a smile at Christmas!</td></tr>
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For me, there are very few sights in the gaming world that compare with that of the wonderful city of Yokosuka covered in snow and lit up at Christmas time. And as you would expect from such a magnificent game, <a href="http://www.crystal-blue-dreams.blogspot.co.uk/2011/07/ode-to-shenmue.html" target="_blank">Shenmue</a> makes you feel as if you are really there, trudging through the crisp snow, downing cans of Jet Cola and spending all your pocket money on addictive capsule toys! And what's more, you can do all this (and so much more) to the accompaniment of some wonderful background music.<br />
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The very first time I played Shenmue was in the lead up to Christmas of 2001, and for this reason alone it will forever remain a special Christmas game to me...plus there aren't many better ways of hibernating the winter away!<br />
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<h3>
Secret of Mana - Super Nintendo/Super Famicom</h3>
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<tr><td class="tr-caption" style="text-align: center;">Christmas is saved, thanks to Salamando!</td></tr>
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I'm not sure I've ever played another game where you have to beat the living daylights out of Father Christmas in order to help save the world...but here we have it with Square's masterful <a href="http://www.crystal-blue-dreams.blogspot.co.uk/2011/08/gamings-greatest-ever-intros-part-ii.html" target="_blank">Secret of Mana</a>! Upon arriving in the Ice Country, you find out that the jolly fat man has been kidnapped and as it turns out, possessed by the spirit of Frost Gigas. In order to stop him wreaking havoc you need to take him down fast...a few well place swings of a Flame Sabre and a couple of Fireballs help knock the sense back into Claus and save the day.<br />
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Secret of Mana will always be one of my all time favourite video games. It offers up a very rare experience, and the chance to save Christmas within it's joyous world makes that experience even sweeter. </div>
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<h3>
Christmas NiGHTS - Saturn</h3>
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<tr><td class="tr-caption" style="text-align: center;">Nightopia, the ultimate Christmas destination...</td></tr>
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The original NiGHTS was always a rather magical experience for me, but once you get the Christmas edition and (if need be) change the Saturn's internal clock to December...the fun starts to get really festive! Elliot and Claris journey once more to Nightopia and team up with the whimsical jester known as NiGHTS, this time to rescue the Christmas Star from the evil Gillwing. Flying around around Spring Valley while it's covered in a deep blanket of snow and with a gorgeous instrumental version of Jingle Bells as your musical accompaniment is genuinely out of this world! </div>
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Christmas NiGHTS is not the longest or most complex game you're likely to play this year (only 2 levels long), but it another piece of unbridled joy from Sega and one which would put a smile on the face of all but the biggest of grinches.</div>
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<h3>
Batman Returns - Super Nintendo/Super Famicom</h3>
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<tr><td class="tr-caption" style="text-align: center;">Festive cheer...Gotham Style!</td></tr>
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Not content with making one of the most accomplished beat-em-ups of the 16bit generation, Konami also saw fit to smother <a href="http://www.crystal-blue-dreams.blogspot.co.uk/2012/10/the-snes-knight-rises.html" target="_blank">Batman Returns</a> in a wonderful Christmas inspired glaze! The Penguin and Catwoman are intent on bringing chaos to Gotham during the holiday season...cue the Dark Knight and his dazzling array of moves and gadgets. In order to save the day, you must knock seven bells out of the baddies...which strangely enough, could be compared to shopping on Christmas Eve.<br />
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Although it's by far the darkest use of Christmas within this list, there is a definite allure to prowling the lawless streets of Gotham and dispensing some seasonal vigilante justice.<br />
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So there we have it. I sincerely hope this little list of games adds to your festive cheer!<br />
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To everyone who reads my written meanderings; I'd like to extend a massive thank you for your support and encouragement throughout the year. I wish you all a very happy Christmas and all the best for the New Year.Paul Darbyshirehttp://www.blogger.com/profile/08992558379607277786noreply@blogger.com6Liverpool, Merseyside, UK53.4083714 -2.991572600000040453.1055184 -3.6370196000000403 53.7112244 -2.3461256000000406tag:blogger.com,1999:blog-1993505674884379100.post-19569076599518406802012-12-20T21:46:00.000+00:002012-12-20T21:58:57.611+00:00Too weird for the west? Part 1: Gegege no Kitaro<div class="separator" style="clear: both; text-align: center;">
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<tr><td class="tr-caption" style="text-align: center;">Obviously not a winning lottery ticket...</td></tr>
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Being a bit of a Super Nintendo fanatic, I've always been partial to the odd crazy platform game. Unfortunately for me I'm also a member of the PAL community...which in Nintendo's translation book, I could wear means 'leper'. As a result of this I sadly missed out on many of the wackiest and often finest titles this happy-go-lucky genre had to offer.<br />
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Now I'm not going to sit here and preach that all Japanese games should have been released in the west because...well lets just say; Super Bikuri Man. In some cases though the lack translation and release of certain titles was a genuine loss to those of us outside of Japan, Seiken Densetsu 3 being possibly the most famous example.<br />
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Thankfully through magazines like <a href="http://crystal-blue-dreams.blogspot.co.uk/2011/08/super-playsuperest-of-them-all.html" target="_blank">Super Play</a> and now, the maturation of online retailers it's easy for people like me to hurl themselves head first into the curious and wonderful world of Japanese gaming's shining stars. And then give them a once over to try and see if they really were missed over here.<br />
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So lets start with this; the loveable (and equally infuriating) Gegege no Kitaro - Fukkatsu! Tenma Daiou for the Super Famicom.<br />
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<tr><td class="tr-caption" style="text-align: center;">The subtitles say it all...erm, yeah! </td></tr>
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Gegege no Kitaro - Fukkatsu! Tenma Daiou (roughly translated as "The Ghost of Kitaro"...I think) is a magnificent looking and exceedingly strange (even by these standards) platform game by Bandai, based on the long running manga and anime of the same name. As far as I know the story goes something like this: Kitaro is the young looking, but actually very old last surviving descendant of an ancient tribe made up of half spirit/half human folk. He also has one eye missing...though this is strangely not a problem! Anyways, he receives a letter informing him that he will soon die, and so off an exciting quest he must go.<br />
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<tr><td class="tr-caption" style="text-align: center;">Putting the boot in.</td></tr>
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The visuals in this game grab hold of you from the minute you flip the switch, even though it was released fairly early on in the console's lifespan it is achingly pretty. From the myriad of (frankly unintelligible) cut-scenes to the actual levels themselves, Gegege no Kitaro is stunning and does a staggering job in showing off just what the Super Famicom could do. Most pleasing of all though is how well Bandai have managed to capture the likeness of Kitaro's world, the characters from the original manga and series are brilliantly represented and alongside the legions of bizarre enemies, are right of out of top drawer.<br />
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<tr><td class="tr-caption" style="text-align: center;">More sumptuous eye candy... </td></tr>
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Gameplay wise there's nothing much that hasn't been done before so you're unlikely to find your mind blown wide open, but what the game does it does very well indeed. The controls are pin sharp and super responsive...especially for a third party title and Kitaro himself has a impressively weird line-up of moves (that can also be powered up) to help him take down the scores of paranormal baddies. From firing nails out of his eye socket (yep!) to electrocuting himself ala Blanka, you can guarantee that disposing of his foes will be fun...as well as rather challenging.<br />
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<tr><td class="tr-caption" style="text-align: center;">Facial expression perfection here!</td></tr>
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Though the levels are are a bit on the short side they are quite stunning to behold. Each one is packed full of lush and vivid backgrounds which again, considering this game's release date is breathtaking. Bandai also made good use of the Sufami's parallax capabilities which adds much to this visual splendour...funny how 16bit fans will always appreciate a nice bit of parallax eh! There are tons of enemies skulking about so you're never left short on action and then there's the obligatory end of level bosses, which are all hard as nails.<br />
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<tr><td class="tr-caption" style="text-align: center;">I spy with my little eye...sorry.</td></tr>
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As I've touched on previously Gegege no Kitaro is tough, brutally tough in fact, and there are times when this does sour the experience somewhat. Platform games are at their best when they're challenging, but it really does need to be fair and proportionate...so if you're prone to the odd bout of pad throwing rage then approach with caution! One way to ease this ball breaking difficulty level is to grab a friend and utilise the two player option. Every level gives Kitaro a different 'helper' for player 2 to control, each one comes with their own kooky set of moves and weapons which adds to the fun and the madness (more importantly). Historically, these games are more enjoyable with a friend and the same is definitely true here.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjiCYN8CPLRD9GAoypViojIjSza9mGUmrne44Q2Ub9OnwjqSCobdyP6sWOfLjckvyLs8xIlrDMxQyJCpqlhNNmvn2dju9IPQted0j-oDrl2tRkym-L-q0-cOHFBhXwvVFsBS9y0KBBINAI/s1600/Gegege+no+Kitarou+-+Fukkatsu!+Tenma+Daiou+(J)+%5Bh1%5D045.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjiCYN8CPLRD9GAoypViojIjSza9mGUmrne44Q2Ub9OnwjqSCobdyP6sWOfLjckvyLs8xIlrDMxQyJCpqlhNNmvn2dju9IPQted0j-oDrl2tRkym-L-q0-cOHFBhXwvVFsBS9y0KBBINAI/s1600/Gegege+no+Kitarou+-+Fukkatsu!+Tenma+Daiou+(J)+%5Bh1%5D045.png" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Guess what...I died here too!</td></tr>
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Overall then, it's not too difficult to see why Gegege no Kitarou was never selected to make the jump form east to west...although if it had, I'm sure it would have garnered a very loyal following (with me included). I can't help feeling that it's just a bit too weird and the fact that both the anime and the manga are not massively well known outside of Japan won't have helped either. Whilst on a personal level I consider this a great shame, I'm also quite thankful that as a kid I was spared the sheer rage that this game can induce!Paul Darbyshirehttp://www.blogger.com/profile/08992558379607277786noreply@blogger.com0Liverpool, Merseyside, UK53.4083714 -2.991572653.2569259 -3.3074296 53.5598169 -2.6757156tag:blogger.com,1999:blog-1993505674884379100.post-90755057248256240742012-12-15T21:27:00.000+00:002012-12-15T21:27:55.939+00:00All you need is love...As we all know, there are some ludicrously talented people out there. I'm lucky enough to read some of what these people write, and feel it's time that I try to share their work with anyone who reads this blog.<br />
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So without further ado:<br />
<br />
<h3>
Future Retro Gamer</h3>
<div>
A fantastic site, jam packed with news, reviews and blogs. The content is written by supremely talented people and I'd urge anyone with an interest in gaming, old or current to pay them a visit.</div>
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<br /></div>
<div>
<a href="http://www.futureretrogamer.com/index.html" target="_blank">Visit the site</a></div>
<div>
<br /></div>
<h3>
Australian Retro Gamer</h3>
<div>
Written by the retro gaming legend from down under, if you want quality content on a plethora of systems then this is the place to be!</div>
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<br /></div>
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<a href="http://www.ausretrogamer.com/" target="_blank">Visit site</a></div>
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<h3>
Retro 101</h3>
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Newly relaunched and ready to rock: </div>
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<br /></div>
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"A new website and a host of new designs are giving Retro 101 a much needed shake up. The website is now much more flexible and allows articles to be published much more quickly and thus give you that nostalgic buzz more often. A host of new graphics created by talented young designers have also added a much needed identity for us."</div>
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<br /></div>
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<a href="http://retro101uk.blogspot.co.uk/" target="_blank">Visit the site</a></div>
<div>
<br /></div>
<h3>
Kimimi's blog</h3>
<div>
Right now, my number one source for the more obscure video game...she has taught me much (including how to run on Boku no Natsuyasumi!). Get yourself over there to see something new.</div>
<div>
<br /></div>
<div>
<a href="http://kimimisblog.blogspot.co.uk/" target="_blank">Visit the site</a></div>
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<br /></div>
<h3>
Retro Games Collector</h3>
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Showcasing the very best in gaming collections, and providing quality, practical advice about retro systems. One of my favourite sites.</div>
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<br /></div>
<div>
<a href="http://www.retrogamescollector.com/" target="_blank">Visit the site</a></div>
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<br /></div>
<h3>
Sombetzki</h3>
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SHMUP legend, arcade legend and now I find out; fighting game legend! Plus, all round top bloke.</div>
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<br /></div>
<div>
<a href="http://sombetzki.tumblr.com/" target="_blank">Visit the site</a></div>
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<br /></div>
<h3>
Quite Cross</h3>
<div>
Another all round top man, has a very enviable games collection and has been known to write poetry...about cricket!</div>
<div>
<br /></div>
<div>
<a href="http://quitecross.wordpress.com/" target="_blank">Visit the site</a></div>
<div>
<br /></div>
<h3>
Tinpot Gamer</h3>
<div>
A slice of what's nice! Lots of well written reviews on a wide range of video games.</div>
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<br /></div>
<div>
<a href="http://www.tinpotgamer.com/blog/" target="_blank">Visit the site</a></div>
<div>
<br /></div>
<h3>
Gaming Hell</h3>
Ah, Gaming Hell. This site is that good, it actually makes me want to play Pit Fighter over and over again just so I don't get into heaven! Astutely run by the long suffering 'Ed the Editor', anyone who enjoys video games should visit at least once!<br />
<br />
<a href="http://gaminghell.co.uk/" target="_blank">Visit the site</a><br />
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<h3>
Level Up Gaming</h3>
<div>
One of my favourite sites to call on for well written and thought provoking articles. Articles are written by a number of contributors so the style never gets too familiar.</div>
<div>
<br /></div>
<div>
<a href="http://levelupgamingsite.com/" target="_blank">Visit the site</a></div>
<div>
<br /></div>
<h3>
Bigman Runs</h3>
The thoughts of a big man...who runs. Our good friend, Jay McNeill and his musings on various issues.<br />
<br />
<a href="http://bigmanruns.wordpress.com/" target="_blank">Visit the site</a><br />
<br />
<h3>
Nerds Review</h3>
NerdsReview.com is the completely unnecessary blog devoted to reviews by nerds and for nerds. 'Nuff said really.<div>
<br /></div>
<div>
<a href="http://nerdsreview.com/" target="_blank">Visit the site</a><br /><div>
<br /></div>
<h3>
Gamer Spy</h3>
<div>
Articles written by our very own Blanka fiend...always worth a look!</div>
<div>
<br /></div>
<div>
<a href="http://www.gamerspy.co.uk/postings/detail/the-brown-joystick-awards-xbox-special-by-jonathan-coleman" target="_blank">Visit the site</a></div>
</div>
<div>
<br /></div>
<div>
So there we are. The next time you're wandering the internet and looking for somewhere to go, stop off at one of these fantastic haunts and say hello! </div>
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<br /></div>
<div>
And remember...love is all you need.</div>
Paul Darbyshirehttp://www.blogger.com/profile/08992558379607277786noreply@blogger.com0Liverpool53.4083714 -2.991572653.2569259 -3.3074296 53.5598169 -2.6757156tag:blogger.com,1999:blog-1993505674884379100.post-55883028331562030842012-12-15T19:36:00.000+00:002012-12-15T20:26:38.584+00:00Triple Threat Top 10!<div class="separator" style="clear: both; text-align: center;">
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjRo8oGBll0EWecuMGN5QmF27D0FxXBImosVZcW5GbE3d0AZU1KFH5w7kQ2GvQ0McGr9mwINsInsvyQkc3bEgiROQ_4ZKlSHgmsUrXo3W1Gf-y5z96t2yfb40tDAKlvCzsMYAHBWtBENvA/s1600/fighting_games_rule_by_jinxonhog.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="278" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjRo8oGBll0EWecuMGN5QmF27D0FxXBImosVZcW5GbE3d0AZU1KFH5w7kQ2GvQ0McGr9mwINsInsvyQkc3bEgiROQ_4ZKlSHgmsUrXo3W1Gf-y5z96t2yfb40tDAKlvCzsMYAHBWtBENvA/s400/fighting_games_rule_by_jinxonhog.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Some of the rowdy bunch that captured my heart...</td></tr>
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For many years now (more than actually I care to remember, to be honest) fighting games have been my biggest attraction in the wonderful world of video games. From the first time I picked up IK+ on the Commodore 64 I found the allure of controlling master marital artists irresistible, and through the years this love only intensified with the barrage of staggering triumphs that were released in the genre. There is no other family of game that offers such diversity and depth of character, as the world of the fighting game (AM2's Fighting Palm tree, anyone?!). And it's testament to the genre that even today, the likes of Arcana Heart 3, Tekken Tag 2 and BlazBlu are keeping the torch lit. Just goes to show, knocking seven bells out of your mates will never get old!<br />
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Anyways, after a chance Twitter conversation with fellow brawling connoisseurs; Messrs <a href="https://twitter.com/BardDave" target="_blank">Dave Bird</a> and <a href="https://twitter.com/sombetzki" target="_blank">Anton Sombetzki</a>, we decided to each jot down our top 10 favourite fighting games and then compare the lists...vs style! Given that we each enjoy differing gaming palettes, the variations in selections should hopefully make for some interesting reading.<br />
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This is the first time I've embarked on compiling this list so, here goes...or as Anton put it: "three dudes, ten games, one week!"<br />
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<span style="font-size: x-small;">By the by, this not my take on the "definitive" or "greatest" fighting games. It just those which I hold dearest, and the systems on which I fell in love with them...so please don't be offended if a certain game hasn't made it.</span><br />
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<h3>
1. Street Fighter II Turbo: Hyper Fighting (SNES/Super Famicom)</h3>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEitJJ-hoC9yTdjEDLxRmgYDN8PeC8sk0_oEgxQM2UU4RlSc0RmhnZwIHQqvtfEnx1S6g2Eq2g69tgu5joBR23ZvnUv0rtLHlMir5-r1QF93f-0CVz7SVEX4R02vCHNhAtnDVFSX2PWtsXo/s1600/Street+Fighter+II+Turbo+-+Hyper+Fighting+(J)004.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="260" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEitJJ-hoC9yTdjEDLxRmgYDN8PeC8sk0_oEgxQM2UU4RlSc0RmhnZwIHQqvtfEnx1S6g2Eq2g69tgu5joBR23ZvnUv0rtLHlMir5-r1QF93f-0CVz7SVEX4R02vCHNhAtnDVFSX2PWtsXo/s320/Street+Fighter+II+Turbo+-+Hyper+Fighting+(J)004.png" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Funny what some new colours and a speed increase can do, eh...</td></tr>
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As anyone who knows me (even a little bit) could probably tell you, I am bit of a Street Fighter nut, and Street Fighter II Turbo: Hyper Fighting is my most beloved of the lot. In fact it is not only my favourite fighting game, but also my favourite game...period. I can honestly say that I have never felt the same level of anticipation or love for any other video game, nor has there been another game that I have ploughed the same (obscene) number of hours into in all my years of rolling quarter circles. For me this game has absolutely everything; a near perfect balance, an intelligent and diverse character roster, fantastic visuals and sound effects and possibly the most hated villain the fighting game world has ever seen. It was and still is a shining beacon for Capcom at their very best.<br />
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<h3>
2. The King of Fighters 98 (PSX)</h3>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhzacpcI5h6vwD2eXAmlkiZqqYePqY5hRwRL0LcMBMXZBBTLs6THODiOIRTCbwZ0xSuXQOK3iHtG-wA7haiMN3ENnOfH6Ip7e544y69QIuzZvczSz3pr65pCy9Fmj-wEqpeIZk3E3HoHVY/s1600/kof-98.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="260" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhzacpcI5h6vwD2eXAmlkiZqqYePqY5hRwRL0LcMBMXZBBTLs6THODiOIRTCbwZ0xSuXQOK3iHtG-wA7haiMN3ENnOfH6Ip7e544y69QIuzZvczSz3pr65pCy9Fmj-wEqpeIZk3E3HoHVY/s320/kof-98.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Dragon vs Wolf, in stunning SNK-ovision!</td></tr>
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Pound for pound, the best King of Fighters game there is, and probably the best 3 on 3 fighting game I've ever had the privilege to play. KOF 98 is a kind of 'best of' from the previous instalments (94 to 97) and it certainly shows. It has probably the finest roster of characters I've ever seen in a fighting game with characters shipped in from all over wacky world of SNK, a ludicrous amount of depth and some wonderfully extravagant (but not over the top) combo attacks. What sets KOF 98 apart from all other fighting games though, is the sheer amount of minute detail that SNK stashed away inside it; little touches like Kensou choking on a pork bun and Terry's hat falling off when you lose a bout, are almost insignificant but show just how much effort was poured into the game. While it did borrow a lot from other games (namely Street Fighter), KOF 98 remains my favourite fighting game of its generation.<br />
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<h3>
3. Tekken 2 (PSX)</h3>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj5zpOaq5UiI5ZIGK5Bf6H3nuWQovJ35_-XCyu5qlQidSWQNAmHWfQ02rzXsHWmtMWk3g0xiVikcQ6-GCOeVAYkhn1-3rXXKbi5EGVypE5CQAEw_IuiKj6hMVSwLcduHnBTl-t-DZtojFM/s1600/1659882-tekken_2__22_.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="260" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj5zpOaq5UiI5ZIGK5Bf6H3nuWQovJ35_-XCyu5qlQidSWQNAmHWfQ02rzXsHWmtMWk3g0xiVikcQ6-GCOeVAYkhn1-3rXXKbi5EGVypE5CQAEw_IuiKj6hMVSwLcduHnBTl-t-DZtojFM/s320/1659882-tekken_2__22_.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Brush head biker, batters armoured thief...in a forest, why not!</td></tr>
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The first Tekken game kind of passed me by (as did a lot of early polygonal 32bit games) but when it's sequel (imaginatively titled Tekken 2!) arrived on the scene it, demanded that I sit up and take notice of it. From the (even now) gorgeous CG intro sequence to the excellent soundtrack, Tekken 2 remains to this day my favourite poly-fighter. Where Namco truly excelled themselves though was with the sheer depth of this game...there are no other brawlers from this period with anywhere near the same amount of scale to them. There is a bewildering array of oddball fighters to choose from, and more than enough variety to suit all styles of play. More than this though, each character has a distinct personality to them that really helped to pull me in. Add to this a fascinating tactical approach to each bout, where a considered approach would often be rewarded (as opposed to the rather speed heavy/move spamming approach we now see in current Tekken games) and you are in for a royal treat.<br />
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<h3>
4. Street Fighter Alpha 2 (Saturn)</h3>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjWA9a1KFdGWQAJnbLGkmDI2hlt42zCj2wl3QjmwjB_qdF1O95teVUkCgQbyBAAbdvYCou-oQL3HzcxRZSkc0ddd5yWhyphenhyphenGcyWc-5cbOgSSDhM_I2f3R1qGmkjjulbmtsyPsf0crjSPoD2E/s1600/streetFighterAlpha2_00.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="260" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjWA9a1KFdGWQAJnbLGkmDI2hlt42zCj2wl3QjmwjB_qdF1O95teVUkCgQbyBAAbdvYCou-oQL3HzcxRZSkc0ddd5yWhyphenhyphenGcyWc-5cbOgSSDhM_I2f3R1qGmkjjulbmtsyPsf0crjSPoD2E/s1600/streetFighterAlpha2_00.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The Capcom geekometer is off the charts here...</td></tr>
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I adore the Street Fighter Alpha series, it was definitely the logical way for Capcom to take Street Fighter at the time, and Alpha 2 is my favourite of the three. Although it has a smaller roster than Alpha 3, I've always considered it to be the most balanced of the series and I'd also say it's the prettiest, too. There are three distinctly different fighting styles you can choose from, lots of very impressive super combos and a mountain geek-tastic cameos in the stages stages (my favourite bit!). I've chosen the Saturn version of Alpha 2 here because it was the most faithful port around at the time, little (but significant) touches like the water reflections in Gen's stage and a number of extra animation frames just push it above the PSX version.<br />
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<h3>
5. Capcom vs SNK 2: Millionaire's Fighting (Dreamcast)</h3>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhodZ9mvsbMlmBQSZkGRt3gG4O9JmJM7HuKEyE0jSqdLfY8v8n41unOHOpQV6jQ_cofO2Gss8hPvk5YIyxlF5UimqWXzIAodmL9t3qgQS_bX0oGiLeNwAVlYNAopa3EZtC4_9ZoSmchu3o/s1600/Capcom+VS+SNK+2+-+Millionaire+Fighting+200110.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="260" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhodZ9mvsbMlmBQSZkGRt3gG4O9JmJM7HuKEyE0jSqdLfY8v8n41unOHOpQV6jQ_cofO2Gss8hPvk5YIyxlF5UimqWXzIAodmL9t3qgQS_bX0oGiLeNwAVlYNAopa3EZtC4_9ZoSmchu3o/s320/Capcom+VS+SNK+2+-+Millionaire+Fighting+200110.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">After years of clamouring, the fans got their way...and it was good!</td></tr>
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It's probably not wrong to call this game 'the fan boy's wet dream'...it's certainly how I felt when I got my hands on it. Happily for me though, the game managed to live up to the hype that surrounded it. The choice of characters on offer here is frankly insane, with a plethora of fan favourites making the cut. CvS 2's stand-out feature though, is it's choice of combat styles; there are three from both the Capcom and SNK stables, plus the ability to customise your own...this allows for some truly in-depth and epic tinkering, I found myself spending hours here just getting the balance tight for my own style. While the game is not perfect; a lack of Robert Garcia and a gimped Ryo Sakazaki are unfortunate, it is still one of the most magnificent fighting games I've ever picked up.<br />
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<h3>
6. The Last Blade 2 (Neo Geo CD)</h3>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjAcX0Hfty9NKOyXjCLGCJrisI3jo0xR0L97n3SG9CMp4QKgXWS4BX2CWAqgcN47hbuXJFXB8vK4LA8ICEJLmlpb6zPlGVW3CaEfp0ibaFzMS6dbAi6dzrjTowCgM0TY69dXXHkdUiHeXM/s1600/last-blade-2.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="260" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjAcX0Hfty9NKOyXjCLGCJrisI3jo0xR0L97n3SG9CMp4QKgXWS4BX2CWAqgcN47hbuXJFXB8vK4LA8ICEJLmlpb6zPlGVW3CaEfp0ibaFzMS6dbAi6dzrjTowCgM0TY69dXXHkdUiHeXM/s320/last-blade-2.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">SNK's prettiest ever game?</td></tr>
</tbody></table>
Big shout time here. I consider The Last Blade 2 to the best looking game that SNK produced, and this is what initially drew me to it. The stunning vistas of feudal Japan, intriguing characters and innovative battle system, make for a splendid (and indeed my favourite) weapons based fighting game. It's slightly less comic book style than the (also magnificent) Samurai Shodown but manages to keep that manga feel to it...the SNK artists really outdid themselves with this one. Although the access times on the Neo Geo CD version mean you have to wait an eternity between bouts, this just adds to the anticipation...and lets you go and make a sandwich!<br />
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<h3>
7. Street Fighter III Third Strike (Dreamcast)</h3>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgkM4uJ85AFu_EzT_io5PqcGtssvhfbMLJ8M79wHwHej6qu4LL6gmXMhMINSnPJA8nmQ3UllRbVpiaOHfA8TwgcaJQZecuPk9wBitn8DilxI6Vz3dcFOTkY1RSYkd37fompKsXD_BZuoaQ/s1600/sfiiithird.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="260" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgkM4uJ85AFu_EzT_io5PqcGtssvhfbMLJ8M79wHwHej6qu4LL6gmXMhMINSnPJA8nmQ3UllRbVpiaOHfA8TwgcaJQZecuPk9wBitn8DilxI6Vz3dcFOTkY1RSYkd37fompKsXD_BZuoaQ/s320/sfiiithird.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The purists choice...and with good reason</td></tr>
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Yes, its another Street Fighter game (sorry), but it really is hard to argue with the pedigree of Third Strike. After playing Alpha for so long, I initially found it difficult to get into Street Fighter III but once I picked up Third Strike and got to grips with it's intricacies I found it to be Capcom's best since Hyper Fighting. The new parry system allows for some epic counter attacking and for once, the new characters were of a pretty high standard (except for Urien in his undies!). The old favourites are not left to rot though with Capcom breathing new life into Ryu and Ken et al...this means loads of fun relearning them all over again! This game spent has spent so much time in my little Dreamcast, and I picked it up brand new just for £10, can't say fairer than that!<br />
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<h3>
8. Garou: Mark of the Wolves (PS2)</h3>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjdorSC3f8d6LIsk0XaB_dHL57llcOuQ8HCFbD7biD7N17djDiP9CFHXWqbRDFRdGaizcZOFgU0zqwib-rhLxDxm077HA3Qn2H8ZRsbQF4pGF4gIuxL4nAKGV0OTSZRZSQ2UfrPfr4VrJY/s1600/motw.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="260" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjdorSC3f8d6LIsk0XaB_dHL57llcOuQ8HCFbD7biD7N17djDiP9CFHXWqbRDFRdGaizcZOFgU0zqwib-rhLxDxm077HA3Qn2H8ZRsbQF4pGF4gIuxL4nAKGV0OTSZRZSQ2UfrPfr4VrJY/s320/motw.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Finally, Garou plays as good as it looks...</td></tr>
</tbody></table>
I've been a fan of the Garou/Fatal Fury games from the very beginning, but while each game was interesting and well presented I could never help thinking that not a single instalment was as polished, or as well executed as a Street Fighter game...at least until Mark of the Wolves was released. SNK tweaked the system and made it more conventional (I know that sounds like a sell out but it honestly brings so much more to the game), giving it a much nicer flow while also introducing some new miscreants to the party. The overall result is incredible! I actually felt like all other Garou games had been made just to facilitate the arrival of MOTW. Sure, the game borrows heavily from other franchises but this doesn't diminish it's quality one bit. Although I own Mark of the Wolves for the Dreamcast too, I found myself ploughing the most number of hours into the Japanese PS2 version.<br />
<br />
<h3>
9. Fighters Megamix (Saturn)</h3>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjjyymkxAgV362caNWiebQnEZgyhyphenhyphenFNrx8dr7hE8levMfSr5Lry71QLG89avVCRj-vEVTCH7yXfrAa0aOMd2cDBc_pH3XoW983ZcwgpOUsI_44GTSDatR65nGPatIQ1_8KAjDZDXaD7dM8/s1600/fighters_megamix.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="260" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjjyymkxAgV362caNWiebQnEZgyhyphenhyphenFNrx8dr7hE8levMfSr5Lry71QLG89avVCRj-vEVTCH7yXfrAa0aOMd2cDBc_pH3XoW983ZcwgpOUsI_44GTSDatR65nGPatIQ1_8KAjDZDXaD7dM8/s320/fighters_megamix.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">This was the ultimate SEGA get together!</td></tr>
</tbody></table>
There was a list of reasons why I wanted to own a Sega Saturn back in the day, and top of that list was Fighters Megamix. An epic coming together of some of Sega's most beloved franchises...it read like a who's who of fighting games! The fact that I could pit Akira against Bahn was brilliant, but to be able to then pit Bark against the Hornet car from Daytona...in a cage match was just too much! AM2 also saw fit to add to the ability to dodge, which enabled some sneaky counter attacks and a genuine extra layer of scope to the game. Fighters Megamix may lack the slick presentation of Tekken 2 but in terms of depth it runs Namco's finest very close indeed, and that helps propel it into this list and makes it the finest 3D fighting game I've ever played.<br />
<br />
<h3>
10. Killer Instinct (SNES)</h3>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgcKCXF8q8X8WVv1GrxssL0D93DL8v_06rvO1B-qqz9chCE4h6HpUtgkKecndnzkAe692OLyDg_UJKvPwWsIpgh16OekVpVYtKIdCjXQ5eO-XQY9Cp4vF6txcf-650PG62XlPjXjgApsvM/s1600/Killer+Instinct+(U)+(V1.0)+%5B!%5D003.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="260" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgcKCXF8q8X8WVv1GrxssL0D93DL8v_06rvO1B-qqz9chCE4h6HpUtgkKecndnzkAe692OLyDg_UJKvPwWsIpgh16OekVpVYtKIdCjXQ5eO-XQY9Cp4vF6txcf-650PG62XlPjXjgApsvM/s320/Killer+Instinct+(U)+(V1.0)+%5B!%5D003.png" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Insane combos at their best!</td></tr>
</tbody></table>
When I first laid eyes on Killer Instinct I was gob-smacked by how stunning it looked but also fairly sceptical of what Rare seemed to be trying to achieve. Their formula of Street Fighter II + Mortal Kombat + massively insane combos struck me as a bit naughty and more than a bit lazy, this all changed however once I finally got my mitts the game. KI's biggest draw by far is the combo system, which is nothing short of brilliant. It takes a little while to learn what move links to the next but once you get the basics, you won't look back. As previously mentioned, it looks glorious and has one of the best soundtracks on the SNES. It may not be the most original game in terms of characters and settings but it certainly is bags of fun, and that surely, is the point.<br />
<br />
So there we are then, my ten favourite fighting games. I hope you enjoyed reading the list as much as I enjoyed putting it together. Please feel free to vote, comment, share and subscribe...oh and check out my comrade's lists too!<br />
<br />
<h3>
Honourable mentions:</h3>
Samurai Shodown 2, Fighting Vipers, Dead Dance, Virtua Fighter 2, Street Fighter IV, World Heroes Perfect, Neo Geo Battle Coliseum, Soul Edge, SD Hiryu no Ken, Waku Waku 7, IK+, Flying Dragon, Last Bronx, Arcana Heart, Galaxy Fight, Super Smash Brothers, SvC Chaos, Gals Fighters, Rival Schools United by Fate<br />
<br />
<h3>
</h3>
<h3>
Vote for your favourite game?</h3>
<div class="widget-content" id="widget-content">
<iframe allowtransparency="true" frameborder="0" height="275" name="poll-widget1938398524696159423" src="http://www.google.com/reviews/polls/display/1938398524696159423/blogger_template/run_app?txtclr=%23444444&lnkclr=%233d74a5&chrtclr=%233d74a5&font=normal+normal+16px+Molengo&hideq=true&purl=http://crystal-blue-dreams.blogspot.co.uk/" style="border: none; width: 100%;"></iframe>
<br />
<br />
<ul>
<li><a href="http://sombetzki.tumblr.com/post/38000204882/sombetzki-vs-dave-vs-paul-fighting-top-10%20%E2%80%A6" target="_blank">Have a look at Anton's top 10</a></li>
<li><a href="http://quitecross.wordpress.com/" target="_blank">Have a look at Dave's top 10</a></li>
</ul>
<br />
There is just about enough time left for to mention a game that, while very popular would never make into (or even close to) my top 10 list...the elephant in the corner:<br />
<br />
<h3>
Mortal Kombat (Arcade and every console)</h3>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhB7UcP47K1z5bG_il9hrWXHIWtw0fK_urUsKOyjZ9nF82vkH0_Hxa-EpuN6iDyxmjCbleTAW_v2Hk6NK4fAgdV4tElE7OKYMNnQvf5zzdDa04lk8VtlxG11-OKOveD80hBgLWC50Q_KW4/s1600/mortal_kombat_arcade_kollection.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="260" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhB7UcP47K1z5bG_il9hrWXHIWtw0fK_urUsKOyjZ9nF82vkH0_Hxa-EpuN6iDyxmjCbleTAW_v2Hk6NK4fAgdV4tElE7OKYMNnQvf5zzdDa04lk8VtlxG11-OKOveD80hBgLWC50Q_KW4/s320/mortal_kombat_arcade_kollection.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Ridiculous...</td></tr>
</tbody></table>
I'll come out with it straight away, I just don't "get" Mortal Kombat. Never have and probably never will. That's not to say I've never tried though, I've played (and indeed owned) at least four instalments of the series, and can honestly say I've never once enjoyed playing it. I don't know if it's the fact that it's too American, had stupid and ugly graphics or just that Midway managed to spawn a truck load of games based on nothing but overly gratuitous violence. For me, a fighting game must have depth, interesting characters and a fluid feel to it, Mortal Kombat has none of these. In fact the best way I can sum it up is like this; when my mate first got his SNES copy on 'Mortal Monday', I rushed round to his house to play it...within 30 minutes we were back playing Street Fighter II. Case closed. </div>
Paul Darbyshirehttp://www.blogger.com/profile/08992558379607277786noreply@blogger.com0Liverpool, Merseyside, UK53.4083714 -2.991572653.2569259 -3.3074296 53.5598169 -2.6757156tag:blogger.com,1999:blog-1993505674884379100.post-85089038209386722052012-10-04T19:56:00.000+01:002012-10-04T19:56:39.250+01:00Ding Dong...who’s there?!<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEifUfuZbixjWYa4rt-rxzgAvIOMEuZFZmYxecNIwxooaZU6sJ0jtkMFP2mOcHFjjhOxSkUnYTvoykGOteAUXIN-t0JZ3iXoGPtRl_e3jIGx3P35sm6vtFR8H_zQFPNtt45RnjixLmkzsbE/s1600/doraemon-famicom-boxart.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEifUfuZbixjWYa4rt-rxzgAvIOMEuZFZmYxecNIwxooaZU6sJ0jtkMFP2mOcHFjjhOxSkUnYTvoykGOteAUXIN-t0JZ3iXoGPtRl_e3jIGx3P35sm6vtFR8H_zQFPNtt45RnjixLmkzsbE/s320/doraemon-famicom-boxart.png" width="222" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">A blue cat and the Hudson logo...happy days!</td></tr>
</tbody></table>
<br />
<div class="separator" style="clear: both; text-align: center;">
</div>
<div class="MsoNormal">
This week on FRG there was a bit of a cartoon theme in the
air. Now we all know cartoons are awesome and are still the by far the greatest
thing on television (after your games console of course), so this week’s batch
of reviews were all to be of NES and Famicom games with cartoon origins.
Obviously my immediate thoughts were: Duck Tales or Chip 'n Dale...job done
right?! Wrong! I realised that my rather clever reviewer chums might have similar
ideas, and that this would call for some outside the box (and indeed outside
the country) thinking. So after a little deliberation I decided to go down the
anime path and arrived at the slightly wacky but quite loveable Doraemon on the
Famicom. </div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
For those who aren’t familiar with this little Japanese icon;
Doraemon is a robotic blue cat that travels back in time from the 22<sup>nd</sup>
century to help out young children (as you do). Created in the late 60’s by the
Fujiko Fujio partnership, his cute appearance was used to help educate the
(young) audience on the importance of strong moral values such as honesty,
courage and respect for the environment.</div>
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<br /></div>
<div class="MsoNormal">
This particular title is one of the earliest Doraemon video
games and was developed by (the now sadly defunct) Hudson Soft in 1986. The
objective is to rescue Doraemon’s kidnapped friends who are being held captive
by some baddies...I guess. This is achieved by besting the game’s three distinctly
different sections, each of which was apparently designed by a different person.
This somewhat clever concept makes for some very interesting contrasts in
gameplay and adds a respectable slice of variety to the overall game. </div>
<div class="MsoNormal">
Oh by the by, for anyone curious about the title of the
review; Ding Dong is the name Doraemon goes by in China!</div>
<div class="MsoNormal">
<br /></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEirayu4mTWP7HXnGkgpS65C4b6YTn85Ya8PJC7BuU_lIoGwsrNYvHzERL4VMnQbiNIhTB5755PkPVKA68-sc6gqHf0bgTr15AzxHJa3WYxJAchZ0Kjg0WYw1o6-UevNohnH19EQhp-Gf3I/s1600/Doraemon+%2528Japan%2529_002.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEirayu4mTWP7HXnGkgpS65C4b6YTn85Ya8PJC7BuU_lIoGwsrNYvHzERL4VMnQbiNIhTB5755PkPVKA68-sc6gqHf0bgTr15AzxHJa3WYxJAchZ0Kjg0WYw1o6-UevNohnH19EQhp-Gf3I/s1600/Doraemon+%2528Japan%2529_002.png" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">...erm...the title screen...sorry</td></tr>
</tbody></table>
<span style="font-size: large;"><b>Visuals – 7/ 10</b></span><br />
<span style="font-size: large;"><b><br /></b></span>
<br />
<div class="MsoNormal">
Though never likely to challenge graphical juggernauts like Kirby’s
Adventure and Little Sampson, Hudson did a thoroughly decent job with Doraemon’s
graphics. The sprites are clear and well drawn and although some of the backgrounds
do look a tad dull at times, the robotic feline hero and the slew of bad guys stand
are a cute sight to look upon. </div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Each chapter opens with a bizarre (and quite possibly drug
inspired!) scene...it kind of reminds me of a pinker version of the Twilight
Zone or something, anyways...it has to be seen to be believed. There are lots
of wonderfully neat touches scattered through the various levels, such as Doraemon’s
expression...he looks really sad(!), this attention to detail helps the game to
stand out amongst the hordes of other mascot driven titles in the Famicom
universe.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
There are also some
rather pleasing (if very blatant) “homages” shall we call them, to some of the video
game world’s more famous citizens: the turtles in the water level look suspiciously
similar to the henchmen of a certain Bowser and I’m sure that I’ve seen that
big octopus skulking about in Miracle World before! Anyways, it all looks attractive
enough and is wrapped up in that oft seen Famicom glow, which we all love so
dearly.</div>
<div class="MsoNormal">
<br /></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjDXVo1Kz0rPOfdwl0ib45TSl5pJEfA7WRCpDg3zQo-OZUhvssbrWybtdV3eOvG4LygqZcIQwyzOxuQFET3m1TXnSJwEGiXL4dvXsn-7s45MuDonQWwe30jYVgBclU-BG9eRDTJL5DHYw0/s1600/Doraemon+%2528Japan%2529_003.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjDXVo1Kz0rPOfdwl0ib45TSl5pJEfA7WRCpDg3zQo-OZUhvssbrWybtdV3eOvG4LygqZcIQwyzOxuQFET3m1TXnSJwEGiXL4dvXsn-7s45MuDonQWwe30jYVgBclU-BG9eRDTJL5DHYw0/s1600/Doraemon+%2528Japan%2529_003.png" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The Twilight Zone...Famicom Style!</td></tr>
</tbody></table>
<span style="font-size: large;"><b>
Sound – 8 / 10</b></span><br />
<span style="font-size: large;"><b><br /></b></span>
<div class="MsoNormal">
Portions of the soundtrack will be comfortingly familiar to
anyone who has seen the Doraemon cartoons, and it is lovingly presented in
beautiful 8bit midi. The joviality of some of the audio fits in well with the
game’s main character as well as its colourful appearance.<br />
<br /></div>
<div class="MsoNormal">
The background music really is one of my favourite aspects
of this game, and it has an almost Taito like quality to it. The tunes bury
their way into your head so that hours after you finish playing you’re still humming
away...I found myself doing this when I was brushing my teeth at night!
Doraemon is another shining example of just how addictive and important video
game music can be when done well. <br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiV3MRJDe0GuzhaswZhEh-yyeLJ-toWv3U_U6HYV-kB6kMSaYZ_kZSmYdpJk8ivbJ8TbQVZUtUvZKllqnPc5_Z_5JCSXKcgrCZ1SgSFNcekjqB2bMnj35LxSttw7iUg5C3FLur1T5BjSJE/s1600/Doraemon+%2528Japan%2529_005.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiV3MRJDe0GuzhaswZhEh-yyeLJ-toWv3U_U6HYV-kB6kMSaYZ_kZSmYdpJk8ivbJ8TbQVZUtUvZKllqnPc5_Z_5JCSXKcgrCZ1SgSFNcekjqB2bMnj35LxSttw7iUg5C3FLur1T5BjSJE/s1600/Doraemon+%2528Japan%2529_005.png" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Doraemon's face... hilarity!</td></tr>
</tbody></table>
</div>
<span style="font-size: large;"><b>
Playability – 7 / 10</b></span><br />
<span style="font-size: large;"><b><br /></b></span>
<div class="MsoNormal">
While Doraemon does not boast any revolutionary gameplay (and
in truth, borrows quite heavily from other Famicom titles!), what it does have
is solid, and well structured. As previously mentioned, the game is split into
three chapters, each of which boasts a different style of play.<br />
<br /></div>
<div class="MsoNormal">
Chapter one plays a little bit like The Legend of Zelda;
using a top down view with an adventure feel to it, there are also some 2D
platform mini dungeons (makes me wonder if Nintendo where watching when
planning Link’s Awakening). This part of the game is pretty standard fair, but
is possibly the most arduous as you have no real idea of where to go!<br />
<br /></div>
<div class="MsoNormal">
Chapter two heads down the SHMUP route and plays in a
fashion akin to Gradius, and R-Type with a little bit of vertical 1943 action
chucked in for good measure. For my money, this was the most appealing part of
the entire game, and my favourite part is the way Doraemon flies using a little
helicopter blade on his head...hilarious stuff.<br />
<br /></div>
<div class="MsoNormal">
Chapter 3 takes place underwater and again borrows significantly
from the Mushroom Kingdom’s finest. This is probably the nicest looking segment
of the game and makes quality use of the Famicom’s capabilities.</div>
<div class="MsoNormal">
Each level is ended by taking on and defeating the
obligatory end of level boss, again this is standard pattern recognition
stuff...just with the difficulty ramped up a level...or 10!<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhymLlmdhprGBsvkLBpt1S6WXKfQxoNjlHyd4aSZG7P2eY07vZyQDbilW5hhxnx-g3u5TZFSLXHsA60aIJWdkngLXccHPa9qDY_dxEpwfSg6sk51xlVg6LcKwt7It90q5vDH4R-L57Fl7c/s1600/Doraemon_World2_bossC.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhymLlmdhprGBsvkLBpt1S6WXKfQxoNjlHyd4aSZG7P2eY07vZyQDbilW5hhxnx-g3u5TZFSLXHsA60aIJWdkngLXccHPa9qDY_dxEpwfSg6sk51xlVg6LcKwt7It90q5vDH4R-L57Fl7c/s1600/Doraemon_World2_bossC.png" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">SHMUP-tastic!</td></tr>
</tbody></table>
</div>
<b><span style="font-size: large;">
Longevity – 7 / 10</span></b><br />
<b><span style="font-size: large;"><br /></span></b>
<div class="MsoNormal">
Doraemon is a classic example of the kind of game that
appears to be cutesy and easy but then actually turns out to be a complete ball
breaker to finish! The fact that you are given no steer at all on where you
need to go or what you need to pick up makes for a lot of trial and error...not
to mention dying. There is also a touch of Zelda about it in the way that once you
are out of range; all enemies will re-appear...this certainly can make things
interesting and although it can become a touch tiring, it’s not enough to spoil
the game. In fact the challenge kept me coming back for more; the seemingly
random exits and power-ups hark back to the days before gamers were told where
to go at every turn. <br />
<br /></div>
<div class="MsoNormal">
While I was doing a bit of research on Doraemon I stumbled
across a <a href="http://www.youtube.com/watch?v=YHLgGbl1HdM">YouTube video</a>
of someone speed-running the entire game...it took him just 12 minutes and 59
seconds. At first I was disappointed that the game could be despatched so
easily, but after watching it a few times it seems the person is either (freakishly)
fantastic at the game or uses some sort of über cheat code to get through it
unscathed...either way don’t let it fool you, this game is far from easy. It
won’t last weeks but provides a more than adequate challenge.<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgA8LJvvZISmE_JV7Lbt-HO1VAEp4hnnffUkMrmcMF6P0TNa7RWz5l4iAGhAI4p_5oEI7FETD0rB_MBN7juTNB5N7KkWPgdMIx_tuAnxcCbGd8Re5z1_gdZZ4QsUDiuzvTrP1rWgV727uQ/s1600/Doraemon+(Japan)_006.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgA8LJvvZISmE_JV7Lbt-HO1VAEp4hnnffUkMrmcMF6P0TNa7RWz5l4iAGhAI4p_5oEI7FETD0rB_MBN7juTNB5N7KkWPgdMIx_tuAnxcCbGd8Re5z1_gdZZ4QsUDiuzvTrP1rWgV727uQ/s1600/Doraemon+(Japan)_006.png" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Platform fun is not forgotten here...</td></tr>
</tbody></table>
</div>
<span style="font-size: large;"><b>
Overall</b></span><br />
<span style="font-size: large;"><b><br /></b></span>
<div class="MsoNormal">
I’ll come clean now; I’m a complete sucker for games based
on anime or manga so I was probably always going to like this one. But even if
you’re not a fan or haven’t heard of Doraemon there’s still plenty to like
about the game, it’s challenging, well made and fun. And while it comes nowhere
near to toppling the titles it “borrows” ideas from, there’s enough variation there
to keep most gamers satisfied. Weirdly the game did receive a <a href="http://www.romhacking.net/translations/119/">fan translation</a> but to
be honest there’s so little text present that you could easily plough through
the original Japanese version with no problems.<br />
<br /></div>
<div class="MsoNormal">
Oh...and like I said, Doraemon is a blue robotic cat from
the 22<sup>nd</sup> century. You can’t argue with that now can you!<br />
<br /></div>
<span style="font-size: large;"><b>
Score</b></span><br />
<span style="font-size: large;"><b><br /></b></span>
<div class="MsoNormal">
Score 7 out of 10</div>
Paul Darbyshirehttp://www.blogger.com/profile/08992558379607277786noreply@blogger.com0tag:blogger.com,1999:blog-1993505674884379100.post-71876408677233585772012-10-04T16:59:00.001+01:002012-10-04T16:59:33.127+01:00The SNES Knight RisesGreetings friends! I've recently been moonlighting on another site writing the odd review. In a scandalous turn of events I've decided that I'm going to dual publish everything I review, so without further ado (ah, a rhyme!)...<div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjRjKBaS6vtyZDlV5Vf9VUXiA8kF0D03IdeBeRVCNpbEZmmim61Ksh9kLShr5FgX85kh1NRiUuCSwNnR61oRsJ3ZgaqTopZ0oLhgHWs4c70EA2DuSzmqGdWvi6o-MjtitHTZNtLt0EHz2c/s1600/Batman+Returns+%2528U%2529+%255B%2521%255D000.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="280" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjRjKBaS6vtyZDlV5Vf9VUXiA8kF0D03IdeBeRVCNpbEZmmim61Ksh9kLShr5FgX85kh1NRiUuCSwNnR61oRsJ3ZgaqTopZ0oLhgHWs4c70EA2DuSzmqGdWvi6o-MjtitHTZNtLt0EHz2c/s320/Batman+Returns+%2528U%2529+%255B%2521%255D000.png" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The prelude to awesome...</td></tr>
</tbody></table>
I know I know...more Batman! <br />
<br />
It does seem like the guy is absolutely everywhere at the moment. However the current hyperbole surrounding the Caped Crusader does give me the perfect excuse to talk a bit about one of his most highly regarded forays into the video game world: Batman Returns on the Super Nintendo. <br />
<br />
Developed by the magicians at Konami back in 1992/93, Batman Returns is essentially a scrolling beat-em-up based on the movie of the same name...think Final Fight but with Keaton, Pfeiffer and DeVito replacing Cody, Hagger and Guy! The story goes something like this: maniacal business tycoon Max Shreck has formed an unholy alliance with The Penguin and Catwoman, together the three plan to bring Gotham to its knees (just for a change). As the heroic Dark Knight, you have to punch, kick and swing your way through a menagerie of baddies on the snowy streets to save the day. As it is commonly known, movie/game tie-ins are notorious for being, well...a bit cack really, but thankfully Konami bucked the trend here in a big way. <br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEipGdg9bR2wqfwH9M8hGupdWYl_vL5Gj9Q7n4crzTQloPo18VJSNhQ1XgvbTA1riC44EufRZtxf63rK_WVrqftwBltH-IwYrr2TtqoJOg1CETWmCTKkjZu53P5LqtH5b-GPqPWREWpeARU/s1600/Batman+Returns+%2528U%2529+%255B%2521%255D001.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEipGdg9bR2wqfwH9M8hGupdWYl_vL5Gj9Q7n4crzTQloPo18VJSNhQ1XgvbTA1riC44EufRZtxf63rK_WVrqftwBltH-IwYrr2TtqoJOg1CETWmCTKkjZu53P5LqtH5b-GPqPWREWpeARU/s1600/Batman+Returns+%2528U%2529+%255B%2521%255D001.png" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Konami + Super Power = amazement</td></tr>
</tbody></table>
<b><span style="font-size: large;">Visuals – 9/10</span></b><br />
<b><span style="font-size: large;"><br /></span></b>
As with the majority of Konami’s SNES offerings, the graphics on show are nothing short of divine. The game opens with a quite stunning intro sequence that shows off some swanky digitised stills from the film, amazingly Michelle Pfeiffer manages to look enticing even when displayed in 16bit! <br />
<br />
The in-game sprites (both major and minor characters) have a chunky and well designed look about them. The entire game is fantastically animated and manages to move with a fluidity that is quite astounding given that it was one of the earlier titles to be released on the SNES. There is also some decent use of parallax scrolling within the levels, coupled with lush backgrounds and lighting effects (check out the Christmas tree for instance) to really turn heads. <br />
<br />
The baddies are refreshingly original if a bit weird in places (giant skulls riding motorbikes anyone?), the mixture of clowns, jugglers and American Indians (nope, I have no idea either) makes a nice change from the stock street punks seen in the likes of Double Dragon and Undercover Cops. The end of level bosses; Catwoman in particular are sights to behold, and I actually found myself a couple of lives down from admiring them too much. <br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgVRhmPiK-C9RMivyjyNBBN3ehjhUlAqWOd06dSwz7p-HJjhFsE63vJu1XPw5Xf3-y4dco4jcjZM9MB6Hq0sw0kNZ_lUnLhP-yrNf8Ns7Dekc2c855B2Ff5RcV1RA7qeZO7WaqYaCGqdhk/s1600/Batman+Returns+%2528U%2529+%255B%2521%255D002.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgVRhmPiK-C9RMivyjyNBBN3ehjhUlAqWOd06dSwz7p-HJjhFsE63vJu1XPw5Xf3-y4dco4jcjZM9MB6Hq0sw0kNZ_lUnLhP-yrNf8Ns7Dekc2c855B2Ff5RcV1RA7qeZO7WaqYaCGqdhk/s1600/Batman+Returns+%2528U%2529+%255B%2521%255D002.png" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Parents queueing outside Toys r Us?!</td></tr>
</tbody></table>
<span style="font-size: large;"><b>Sound – 8/10</b></span><br />
<br />
In the world of the scrolling beat-em-up, soundtracks are often left dripping in uninspiring or horribly cheesy background music. Happily Batman Returns brings to the table an epic rendition of Danny Elfman’s original movie score which not only belies the age of the game, but brings with it a real sense of that comic book atmosphere and this fits in perfectly with the gritty charm of Christmas in Gotham. Fans of the movie will instantly recognise signature melodies, and Konami’s use of the SNES’ quality sound chip set up is impressive to say the least. <br />
<br />
The game is heavily loaded with some very satisfying sound effects; there are lots of hefty sounding thuds and cracks to let you know that bones are being crunched and heads are being cracked, these effects add a great deal to the game and are genuinely (and perhaps worryingly) realistic! <br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg19Q6n8neHRwFk7jwlIKPCNq7ErN1-kA8cSO2FzOK-XP-hDXBkchCfKyQl5yfCgpQWvq0WI3YH69owz-BRK2IupmfEoNzWN8j7kXpUS4EQeMCTFLqaJTfOHYhJKKx3eq6mlpluA2slGs8/s1600/Batman+Returns+%2528U%2529+%255B%2521%255D029.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg19Q6n8neHRwFk7jwlIKPCNq7ErN1-kA8cSO2FzOK-XP-hDXBkchCfKyQl5yfCgpQWvq0WI3YH69owz-BRK2IupmfEoNzWN8j7kXpUS4EQeMCTFLqaJTfOHYhJKKx3eq6mlpluA2slGs8/s1600/Batman+Returns+%2528U%2529+%255B%2521%255D029.png" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Or more likely squeal, as you punch her face in!</td></tr>
</tbody></table>
<span style="font-size: large;"><b>Playability 9/10 </b></span><br />
<br />
This where Konami really have pulled out the stops, Batman Returns plays like a dream. The brawling is right out of the top drawer and even gives the mighty Streets of Rage II a run for its money. Along with regular punches and kicks, the Dark Knight can also play a bit dirty by grabbing two enemies and cracking their heads together (rewarding) or even by throwing them at the wall or through windows...which is a wonderful touch (and immensely rewarding!). <br />
<br />
The mandatory energy sapping special attack is also present and correct; a nice looking swing of the cape will take out all nearby enemies when things get a bit lairy. And of course, this being Batman there are a few elaborate gadgets to be called upon: the batarang, which stuns the crims for a couple of seconds allowing you to get the drop on them, and the batrope, which is ace for getting out of tight (and sometimes on fire!) spots. The last of these toys are the ‘test tubes’, loosing one of these bad boys unleashes a smart bomb effect and obliterates everything (normal) on screen...he’s nothing if not tooled up. <br />
<br />
The two bones of contention I have with the gameplay are the slightly cheap boss fights, which can take up a good deal of your ‘test tubes’ and lives without you making much of a dent in their health bars, and the Batmobile section. It’s not that it’s terrible, the roads of Gotham look acceptable and the whole thing moves along at an ample pace, but it does just lack the polish that rest of the game displays so readily...to be honest, it’s a relief when it’s over and you get back to stoving heads in! <br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiE5HzBDc6rOEZ-p0cOESgjb1gGCG6_DoPPf2UnWIU0y4PaOQrQpdOxXWp6FGznNygDPrOtgHvikpNWOPhKK6Pu5_umul_tQjd2vFnr9DWcM7GN3hgbczVGZ7gCIE-il-pOtYikD6_uptI/s1600/Batman+Returns+%2528U%2529+%255B%2521%255D009.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiE5HzBDc6rOEZ-p0cOESgjb1gGCG6_DoPPf2UnWIU0y4PaOQrQpdOxXWp6FGznNygDPrOtgHvikpNWOPhKK6Pu5_umul_tQjd2vFnr9DWcM7GN3hgbczVGZ7gCIE-il-pOtYikD6_uptI/s1600/Batman+Returns+%2528U%2529+%255B%2521%255D009.png" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Insert Batfink joke here...</td></tr>
</tbody></table>
<span style="font-size: large;"><b>Longevity – 8/10 </b></span><br />
<br />
Unlike many scrolling beat-em-ups of the day, Batman Returns is actually pretty tough to beat, and should keep most players busy for a while...especially if you play it on the ‘mania’ setting which is completely mental! The boss fights alone can easily cost you a few lives, and while they can be a bit cheap, it’s nothing that’ll drive you to smashing the controller. The pick up and play appeal of this kind of game give serious relay value and I found myself playing it right the way through a couple of times. <br />
<br />
The only thing that does slightly hamper the life of the game is the lack of two player mode. I know this is a bit harsh because the source material doesn’t really allow for one, but as any brawler fan can attest, stalking the streets and dishing out vigilante style justice is always more fun with a friend. <br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiOmiQiJ_chLQVrTl7FuQmSV2SmU7ZilsAvSQpv-64JKKBdrGKvt4y_qNjCUxn-e9HtRmxfzCuYoveSU4UAicDxZgCH1e0kN1NKZniSXRa8Nz31BWyVFx69NuWjXQWnxbI_Px6wxlGstFo/s1600/Batman+Returns+%2528U%2529+%255B%2521%255D014.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiOmiQiJ_chLQVrTl7FuQmSV2SmU7ZilsAvSQpv-64JKKBdrGKvt4y_qNjCUxn-e9HtRmxfzCuYoveSU4UAicDxZgCH1e0kN1NKZniSXRa8Nz31BWyVFx69NuWjXQWnxbI_Px6wxlGstFo/s1600/Batman+Returns+%2528U%2529+%255B%2521%255D014.png" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Christmas cheer...Gotham style</td></tr>
</tbody></table>
<span style="font-size: large;"><b>Overall </b></span><br />
<br />
The bottom line is that Batman Returns is an absolute gem of a video game. For my money it is the best example of the scrolling beat-em-up genre on the SNES (outside of Japan at any rate), and probably the best Batman game I’ve ever played. It boasts glorious graphics, a wonderful soundtrack and has the charm and panache to rival even some of Nintendo’s own first party offerings. For anyone who is bored of Final Fight and Rival Turf or just wants a better SNES alternative to the Streets of Rage series then Batman Returns could and probably should be the game for you. <br />
<br />
With this title Konami showed early on that their reputation as one of the Super Nintendo’s top developers was very much justified. And although a myriad of alternative ports of the game were released on a variety of other formats (Mega Drive, Amiga NES etc), it is the SNES title that remains the seminal instalment, and as such it would make a worthy addition to any retro collection. <br />
<br />
<span style="font-size: large;"><b>Score </b></span><br />
<br />
8.5 out of 10</div>
Paul Darbyshirehttp://www.blogger.com/profile/08992558379607277786noreply@blogger.com1Liverpool, Merseyside, UK53.4083714 -2.991572653.2569259 -3.3074296 53.5598169 -2.6757156tag:blogger.com,1999:blog-1993505674884379100.post-48963028050318834122012-09-02T19:20:00.001+01:002012-09-02T22:39:40.526+01:00On the wind down...<div class="separator" style="clear: both; text-align: center;">
</div>
Following hot (or actually more lukewarmly) on the heels of the critically acclaimed <a href="http://crystal-blue-dreams.blogspot.co.uk/2011/11/change-of-pace.html" target="_blank">A change of pace</a>, (OK maybe not critically acclaimed, but pretty damn decent!) we have yet another playlist with which to chill your video gaming soul.<br />
<br />
In attempt to showcase video game music in it's purest form and display just how splendid it can actually be, this collection consists of nothing but regular ol' background music. There are no piano, orchestral or acoustic versions present...just fantastically produced and engineered in-game music. For those unaware or perhaps even uninterested in video game music, I would urge you to give this playlist a listen and see if it helps to change your opinion.<br />
<br />
Once again, the RPG features heavily with pieces from some of the musical heavyweights of the genre (Mitsuda, Uematsu, Kikuta etc), but there are also a couple of surprises waiting and a certain David Wise flying the flag for England.<br />
<br />
Anyways, here is the complete track listing and for anyone who's interested in having a listen, the download link can be found below.<br />
<div>
<br /></div>
<div>
<span style="font-size: large;"><b>VGM Unwinding Vol II: BGM Galore</b></span></div>
<div>
<ol>
<li>Frontier Village Dali - Final Fantasy IX OST
</li>
<li>Lost Fragments - Chrono Cross OST</li>
<li>The Treasure Which Cannot be Stolen - Xenogears OST</li>
<li>Interrupted by Fireworks - Final Fantasy VII OST</li>
<li>Underwater Exploration - Super Mario Sunshine OST</li>
<li>Fear of the Heavens - Secret of Mana OST</li>
<li>The Village of Chirping Birds - Genso Suikoden II OST</li>
<li>Forest Interulde - Donkey Kong Country 2: Diddy's Kong Quest OSV</li>
<li>Angel Culture - Grandia OST</li>
<li>Peaceful Days - Chrono Trigger OSV</li>
<li>Hope - Wild Arms OGS</li>
<li>Heart Softening (Ode to Nanami) - Genso Suikoden II OST</li>
<li>Stickerbrush Symphony -
Donkey Kong Country 2: Diddy's Kong Quest OSV</li>
<li>Singing of the Gentle Wind - Xenogears OST</li>
<li>Dream of the Shore (Boarding Another World) - Chrono Cross OST</li>
<li>Brinstar Sector 2 - Super Metroid OSV</li>
<li>Epilogue (To Good Friends) - Chrono Trigger OSV</li>
<li>Good Egg Galaxy - Super Mario Galaxy OST</li>
<li>Balrog - Street Fighter II Turbo OSV</li>
<li>Find Ilia - The Legend of Zelda: Twilight Princess</li>
<li>A Peaceful Time Together: - Legend of Dragoon OSV</li>
<li>Mining Melancholy - Donkey Kong Country 2: Diddy's Kong Quest OSV</li>
<li>Celes - Final Fantasy VI OST</li>
<li>Requiem of Grief - Genso Suikoden II OST</li>
<li>Everyday Dream - Legend of Mana OST</li>
<li>Marin sings the Ballard of the Windfish: The Legend of Zelda: Link's Awakening</li>
</ol>
<span style="font-size: xx-small;">I own physical and official copies of all albums/games this music was taken from </span></div>
<div>
<span style="font-size: xx-small;"><br /></span></div>
<div>
<a href="http://www.mediafire.com/download.php?tt3wui0m0u2ef4b" target="_blank">Download VGM Unwinding Vol II: BGM Galore</a></div>
<div>
<br /></div>
<div>
Once again, feedback and/or suggestions for future uploads are more than welcome. There are another 30 or so of these on the way so...happy listening!</div>
Paul Darbyshirehttp://www.blogger.com/profile/08992558379607277786noreply@blogger.com0tag:blogger.com,1999:blog-1993505674884379100.post-14316313741542709342012-08-26T19:30:00.000+01:002012-08-26T19:38:46.455+01:00Cross pollinationBig news on today on Crystal Blue Dreams! Well maybe not that big, but worthy of a post at any rate.<br />
<br />
I have joined the very talented team of writers on the books of up and coming website: <a href="http://futureretrogamer.weebly.com/" target="_blank">Future Retro Gamer</a>. My main focus will be on writing retro reviews and over the next few months I will be aiming to contribute a good number of articles on games for a variety of systems.<br />
<br />
Fear not though avid readers! I have absolutely no intention of abandoning this site, and you can expect some decent updates at (hopefully) regular intervals. As I don't tend to write reviews in their purest form here, FRG gives me a chance to try my hand and see if I can cut down the waffle a bit!<br />
<br />
Anyways, if you're interested then please have a read of <a href="http://futureretrogamer.weebly.com/paul.html" target="_blank">my first review</a> for the site (it's a beauty of a game)...comments and feedback are welcome both there and here.Paul Darbyshirehttp://www.blogger.com/profile/08992558379607277786noreply@blogger.com2tag:blogger.com,1999:blog-1993505674884379100.post-27347678880544112132012-08-21T19:11:00.001+01:002012-08-21T19:11:37.902+01:00Control freak Vol I: The SGB Commander<div class="separator" style="clear: both; text-align: center;">
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiuALNBa3JOzhOyCnG37E3DmMIILCxPRKudhrdL8_xTindppz6Kpb0MxoU0d4jUinhHJWwYl_FZdOvdSLf2hVJwrgSx2VJOeJTMjbUVckhIXdnb-bO3FYpZvvkw9n0Tb4o4INn12z1lcK0/s1600/control-freak-main-image2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="132" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiuALNBa3JOzhOyCnG37E3DmMIILCxPRKudhrdL8_xTindppz6Kpb0MxoU0d4jUinhHJWwYl_FZdOvdSLf2hVJwrgSx2VJOeJTMjbUVckhIXdnb-bO3FYpZvvkw9n0Tb4o4INn12z1lcK0/s400/control-freak-main-image2.jpg" width="400" /></a></div>
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Over the past couple of months it has been well documented (on my Twitter feed at least) that I have a rather deep seated (and pretty weird to be honest) interest in console controllers. In fact, after a recent scout around my house it turns out that (if you include light-guns, sticks and a Dreamcast Keyboard) I have 107 of the things! I know...it sounds as nuts to me as it does to you.<br />
<br />
Anyways, seeing as I probably own about 1/5 of the world's controller population, I thought I would talk a little bit about some of the more interesting examples I've snared over the years. And you never know, after reading this you may even catch the bug slightly...<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgzg20eHuJeKRrdy_SO-xmf2K_QK-fDRe5QuW2zt5tmExKWgZWJ2mI_6qSf8t82mBO_Y4vOJ77uZ1_fdBKtwNLJvNyiM8TXb7KPa_4Pn1DBd6fsp_mJ3GT5Zv-Je4_BqZPvlz3EH7YmNYI/s1600/IMAG0063.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="225" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgzg20eHuJeKRrdy_SO-xmf2K_QK-fDRe5QuW2zt5tmExKWgZWJ2mI_6qSf8t82mBO_Y4vOJ77uZ1_fdBKtwNLJvNyiM8TXb7KPa_4Pn1DBd6fsp_mJ3GT5Zv-Je4_BqZPvlz3EH7YmNYI/s400/IMAG0063.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Straight out of 1994...a vintage year!</td></tr>
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First up we have the SGB (Super Gameboy) Commander for the Super Famicom. Manufactured by Japanese by controller gurus; Hori, it was released in 1994 with the intention further enhancing the big screen Gameboy experience by making it easier to access and navigate the often clunky Super Gameboy menus. The first time I saw this in good old <a href="http://crystal-blue-dreams.blogspot.co.uk/2011/08/super-playsuperest-of-them-all.html" target="_blank">Super Play</a> I knew I wanted one, but as with most interesting SFC peripherals of the time, the chance of a release outside of Japan was slim to...never.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiL50ECwHd2DCo4q0320hjtN3wjrBtAxfn3fY6nim0xtTBUYNdJiUjK9eSz70_Bi2lLWuCit5nevuRMK5IWd-jYpOFS062A-4GzqgY6sKNnGfxk8ZPImGnMi2j8P-hkngTPyH67978fYTk/s1600/IMAG0065.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="225" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiL50ECwHd2DCo4q0320hjtN3wjrBtAxfn3fY6nim0xtTBUYNdJiUjK9eSz70_Bi2lLWuCit5nevuRMK5IWd-jYpOFS062A-4GzqgY6sKNnGfxk8ZPImGnMi2j8P-hkngTPyH67978fYTk/s400/IMAG0065.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Thank you Genki!</td></tr>
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Happily, with the retro scene being what it is these days, I managed to acquire a Commander from one of my favourite stockists of über desirable Japanese goodies: <a href="http://www.genkivideogames.com/" target="_blank">Genki Video Games</a>.<br />
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So all after all these years of waiting, was it worth it? Well yes, very much so!<br />
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First off, I think it looks stunning. Its design closely mimics that of Gunpei Yokoi's original (and also charming) Gameboy, with Hori even opting to use the same A and B buttons and d-pad from the controller's big brother. They even went to the trouble of placing a mock speaker in the corner...that's just ace in my book. As a fan of old video game stuff, the looks get a big thumbs up from me.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjzRc7If33GP2wweS-jiQonowukey3R7odaleuzyO7Y58FoeJ9AM1C55w1MJYLLxo3CSN4GgxkC3JNsNZ65ORQCH5EfZp0cXuGcUA-yAI0mEWMBKxOqgwBFzU1C-Lc8B7duweKA-hi1ow0/s1600/IMAG0071.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="225" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjzRc7If33GP2wweS-jiQonowukey3R7odaleuzyO7Y58FoeJ9AM1C55w1MJYLLxo3CSN4GgxkC3JNsNZ65ORQCH5EfZp0cXuGcUA-yAI0mEWMBKxOqgwBFzU1C-Lc8B7duweKA-hi1ow0/s400/IMAG0071.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">If you're going to mimic, then mimic the best</td></tr>
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The build quality is also right out of the top drawer. It has a sturdy and chunky feel to it, and like the best controllers it doesn't feel like it will snap in half or fall apart when you reach the exciting part of a game...or that bit on Megaman 2 when Cut Man keeps cheating and the controller gets slightly thrown at the wall.</div>
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Importantly every one of the buttons and the d-pad has a classy feel to them, with no nasty clicking...quite rare in a third party peripheral. Although this one was licenced by Nintendo, which may explain why it's so impressive (access to the Kyoto parts bin!).<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhUbkTFNVw2X8XZQ4F8JMbCDc5lxPs7_ihyphenhyphendXN3VYkOL7dLSVAtwXe5WSshkwGEf-CUUIdnhknhxhz9zlrGmjS0u4kln5DHO1ENbcoP8CNYMTcT_dsQIWcaR24OEdTgPCKgDI-Zc3mwJzU/s1600/IMAG0067.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="225" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhUbkTFNVw2X8XZQ4F8JMbCDc5lxPs7_ihyphenhyphendXN3VYkOL7dLSVAtwXe5WSshkwGEf-CUUIdnhknhxhz9zlrGmjS0u4kln5DHO1ENbcoP8CNYMTcT_dsQIWcaR24OEdTgPCKgDI-Zc3mwJzU/s400/IMAG0067.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">What a Christmas bundle this would have made...</td></tr>
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With the SGB Commander being designed primarily for use with the Super Gameboy, it's layout is slightly different than your standard SFC/SNES controller. The shoulder buttons have been re-located so that they now flank the usual diamond layout of A, B, Y and X, my index fingers did feel lost for a moment but after that it all feels pretty natural, almost like a curvy NES pad.<br />
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I've used for a good few hours now on stuff like The Legend of Zelda: Link's Awakening, Monster Max and Super Mario Land 2 and was really impressed. I even found myself messing with the menus and changing the colours just like in the old days...blue Link still looks amazing!<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEilsR9MbpPpc9Eh1Gx6H_Xb4nR46NvnopKKxofEo0ooYGZDWEi5Hu6aIzZ81C5dyCOuv6W0_8UEyZlQjzFgcBin0kKhw3Kf1mht5EWpNyoSNSC3pxXKfU2qugiRfQhdTpSZKqcvj4gfKto/s1600/IMAG0070.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="225" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEilsR9MbpPpc9Eh1Gx6H_Xb4nR46NvnopKKxofEo0ooYGZDWEi5Hu6aIzZ81C5dyCOuv6W0_8UEyZlQjzFgcBin0kKhw3Kf1mht5EWpNyoSNSC3pxXKfU2qugiRfQhdTpSZKqcvj4gfKto/s400/IMAG0070.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Friends reunited?</td></tr>
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The Commander also doubles as a replacement SFC/SNES controller by way of a little switch above the start and select buttons. While it isn't ideal for action heavy titles like Super Mario Kart and Street Fighter II, it will get you by in a good number of regular games, and in fact for slower paced games such as Sim City and Aerobiz I actually found myself favouring it over the regular pad.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjoOcHo0mQsf4NuR5o5cenjBGWdTokSmZ-WWYkiS26lM6D2pLwpCgLhzeQf37hAE62qyVpSkYv-RCUBvMxgyZP8Bepm28hIYWnIPr2s2SROB8s9iihzsaagzOpxsYcWAtBo7ZvsVlBDpiI/s1600/IMAG0076.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="225" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjoOcHo0mQsf4NuR5o5cenjBGWdTokSmZ-WWYkiS26lM6D2pLwpCgLhzeQf37hAE62qyVpSkYv-RCUBvMxgyZP8Bepm28hIYWnIPr2s2SROB8s9iihzsaagzOpxsYcWAtBo7ZvsVlBDpiI/s400/IMAG0076.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">A Triforce moment...</td></tr>
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So there we are, although it was kind of pricey for a controller (£25), to me it was worth every penny. I'm very much looking forward to using my SGB Commander when I'm next scaling Tal Tal Heights, shooting down Tatanka and saving Dreamland.</div>
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Right, I'm off to trawl car boot sales for more pads!</div>
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By the by; if you were interested by this article, then please feel free to take a look at what I thought of <a href="http://crystal-blue-dreams.blogspot.co.uk/2011/09/twist-and-go.html" target="_blank">Namco's weird and wonderful Negcon</a>.Paul Darbyshirehttp://www.blogger.com/profile/08992558379607277786noreply@blogger.com2Liverpool, Merseyside, UK53.4083714 -2.991572653.2569259 -3.3074296 53.5598169 -2.6757156tag:blogger.com,1999:blog-1993505674884379100.post-77279687827672201822012-08-16T18:12:00.001+01:002012-08-16T18:12:16.074+01:00Ten reasons to buy (and love) Xenoblade Chronicles<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEha6Yso9C42SwbKc1F7dD9tAMH-aUhRqed7xCF8_PjJaG6soOVP9yTTtVcdPRtYGLI_fRQM3MLVeqZEYOecjRlpEhahE9LvtZam8L_aGMqaHxZ8Kcl3_Oz5Dx1lErsTQVb1AwUUi_JXQzY/s1600/xenoblade-1.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEha6Yso9C42SwbKc1F7dD9tAMH-aUhRqed7xCF8_PjJaG6soOVP9yTTtVcdPRtYGLI_fRQM3MLVeqZEYOecjRlpEhahE9LvtZam8L_aGMqaHxZ8Kcl3_Oz5Dx1lErsTQVb1AwUUi_JXQzY/s1600/xenoblade-1.jpg" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Resplendent red sword, giant mech, long grass...good to go</td></tr>
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This article was originally started in January 2012, mere minutes after I had bid a wistful farewell to the glittering cast of Xenoblade Chronicles. As a few of my dear friends are currently (or soon to be) wading through the bewitching world of the Bionis, it seemed right that I finish it off. I hope that along the way, this short article will inspire a few more people to experience Monolith's magnum opus, and if not then at least show that it was in fact Nintendo's much-derided Wii that boasted this generation's stand out RPG.<br />
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By the way; if the following seems a bit 'fan-boy', then I apologise. It has though,
been a long time since any game enchanted me in such a way as this. <br />
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Onwards we go...
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Having recently invested a significant amount of time (a little over 208 hours) into Xenoblade Chronicles, I feel confident in proclaiming that it is without doubt the finest 'new' role-playing game on sale today, and indeed the most exceptional since (the quite astounding) Dragon Quest VIII: Journey of the Cursed King. I would even go as far as to say that it is easily one of the most impressive, striking and memorable video games I have played in the last decade.<br /><br />
Coming up are ten attempts at me trying to explain my thinking.<br />
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1. It's on the Wii...</h3>
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...and it's quality, I mean the kind of quality we used to see from Square when they were still good (cue the sound of jaws hitting floors). I can remember when the first videos of Xenoblade were released, and thinking to myself that there was no way such a game could be headed to the Wii, this was a RPG for crying out loud! Not since the heady days of Squaresoft and Enix on the SNES, had a Nintendo home console been able to boast such a magnificent example of the genre.<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
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Although it true that the Wii does have a decent array of quality titles (here's <a href="http://crystal-blue-dreams.blogspot.co.uk/2011/10/10-wii-games-that-really-surprised-me.html">my list</a> of some of the more surprising), there is no getting away from the fact that it is now and always will be, known for the deluge of lazy, gimmicky and often shamefully unfinished mini games it was burdened with. And actually it is this apathetic and half arsed approach from the many companies which makes Xenoblade shine even brighter...it clinically puts about 95% of the system's software developers to shame. You realise very quickly that if these developers had put in even half the effort into their games that Monolith Soft did with Xenoblade, then Wii owners wouldn't all have been left drowning in a shite infested sea of Carnival Games and Petz Horse Club.<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
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It has depth, technical flair and genuine warmth in abundance and it highlights just what the little white machine can actually do in the right hands.<div>
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2. A mind blowing story</h3>
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There have been many an RPG through the ages that can boast an epic storyline, and plots full of intrigue and suspense. There are even a select few that manage take us on a roller coaster of emotion and stay with us forever. Xenoblade sits comfortably in the latter category; it dispenses liberal helpings of joy, sadness, fear, and hope, all of which conspire to stir up real emotion and pull the gamer deeper into the world.<br />
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I fear I cannot do this staggering tale the justice it deserves without ruining it for people who are yet to experience it...but suffice it to say that it is all there and so much more. There is love, war, oppression, death, brutality, friendship, and it is all written in such a way that it worms it's way into your heart and captivates you from the very first scene to the closing credits. You are taken on such a grandiose journey that for me, the story of Xenoblade takes it's place alongside those of Final Fantasy VI, Suikoden II and Wild Arms...it is nothing short of sensational.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhDsHx-YAFtSfZjPx8JcUV0eSCw30jXcDBdSr4l322-qBIYI5pctPklMcS92uWMXCOaHEmw-KcddHxwcCHa_obzDQl0dMteALV3LNR6s8HazUv9-c9NBIlyW_et-aGzuyAQBOI7OcPG4HQ/s1600/xenoblade-gaur-plains.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="223" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhDsHx-YAFtSfZjPx8JcUV0eSCw30jXcDBdSr4l322-qBIYI5pctPklMcS92uWMXCOaHEmw-KcddHxwcCHa_obzDQl0dMteALV3LNR6s8HazUv9-c9NBIlyW_et-aGzuyAQBOI7OcPG4HQ/s400/xenoblade-gaur-plains.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The expansive Gaur Plains...pretty ain't she?!</td></tr>
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<h3>
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3. The streamlined battle system</h3>
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There's no disguising the fact that in terms of battle systems; Xenoblade is what FFXII should have been. And although it can take a bit of getting used to (you can't play it like a Final Fantasy game) it is an absolute joy once you're fully clued up. Left behind are the monotonous and dreary slogs of Squenix’s recent instalments, and in it's place is a fresh approach to active time and menu driven battles.<br />
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When an enemy is encountered, the transition from field to battle is seamless and there is no noticeable change to the game's pacing. Each fight skips along at rate not knots and although there are times when things seem to happen beyond your control, it all fits together and delivers a satisfying experience. The player is able to fully participate as the computer AI does a fairly decent job of looking after your comrades so you can concentrate on strategy and knocking seven bells out your adversaries.<br />
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The battle system seems to take as much inspiration from the ARPG genre as it does from the traditional ATB and turn based models and Monolith look to have recognised a negative shift in the tolerance of most new gamers toward slow-paced battles. The genuinely refreshing thing is that even though the system is designed for speed and ease of use, there is a ton of depth to it and more than enough strategy and customisation to keep hardcore pointy hat fans satisfied and engrossed.</div>
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4. Dazzling cutscenes</h3>
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Although it is a bit 90's of me to sit here and wax lyrical about the quality of cutscene in a Japanese RPG; there is no denying that Xenoblade's are needlessly fantastic! It's obviously no revelation that the technical quality on show is nowhere near that of a PS3 or Xbox 360, however there is bucket loads of evidence to show that Monolith are wringing every last drop of power they can out of the Wii...you can almost hear it struggling to process what is going on.<br />
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There is also the thoughtful addition of interactivity within certain scenes that can directly affect your party's view of one another. This is achieved by raising or lowering the 'affinity' between two members of your group, and this leads on to how they interact in the future. While it is hardly a brand new concept, it does bring a pinch of player involvement into the some cutscenes, and this only adds to the overall mood.<br />
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Every scene is presented with what feels like a 'glow', and all are exquisitely acted out (even in the English dub) with very pretty and refined in-game character models. The one area that leaves a bit to be desired is the facial expressions of the characters which look a touch dated (128-bit standard perhaps)...but it would take a cruel critic to let this detract. As much as the JRPG genre seems to divide people's opinion, there is no other style of game that can seem to match an RPG for cutscenes when it is on song.<br />
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5. The sheer size of the thing...</h3>
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...is bordering on ridiculous! The vastness of the world of Xenoblade is one of it's (many) trump cards, and one which it plays with continual and devastating effect. It's worth pointing out though that constant care is taken to not expose the player to too much too soon. However, once the game gets into it's stride, it seems very much like everywhere you can glimpse is reachable...very little is out of bounds.<br />
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I guess that the potential problem with a world of this size is the danger feeling it is almost too easy to get lost and sidetracked from the quest and story (this is probably more among novice players). This can lead to a game feeling like a dumbed down MMORPG (think FFXII again...sorry Squenix fans), happily though this is never the case with Xenoblade. The vistas can sometimes seem slightly intimidating with their scale, but it just seems to make the whole thing epic and make you feel like an explorer. In addition, there is always a handy pointer showing you the direction in which you need to head. Exploration is very much encouraged and is used as a clever way of gaining experience for your party...negating the need to build up as much as you would expect.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhb1GOP17NJeqaoBojWJd8_YaB37cJtHijOVeADBYnkCUhUvIOWAaSLEEtaMfFONuUMk8TjfO1wu-BmLGhttzbXQzHQ27OjL2JuiAFhNbfdj5PR60HciJcwOSLXgKW0HpiNGm4eCyhJOYA/s1600/xenoblade-chronicles-great-falls-screenshot.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="223" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhb1GOP17NJeqaoBojWJd8_YaB37cJtHijOVeADBYnkCUhUvIOWAaSLEEtaMfFONuUMk8TjfO1wu-BmLGhttzbXQzHQ27OjL2JuiAFhNbfdj5PR60HciJcwOSLXgKW0HpiNGm4eCyhJOYA/s400/xenoblade-chronicles-great-falls-screenshot.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">You can see why I'm besotted, no?</td></tr>
</tbody></table>
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6. Sublime visuals</h3>
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Most of us know that there is no way a Wii title can match the graphical prowess of the PS3 and Xbox 360. Once you spend some time with Xenoblade's rather special graphics though, it would honestly take a heart of stone forged from the mines of Narshe, to deny that this game is desperately pretty. You need only experience the splendour of the Eryth Sea Ether Fall or the golden snow of Valak Mountain to see this. I would defy anyone who does appreciate graphical finery not to be at least grudgingly impressed by this game's offerings.
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There are few (if any) games on the Wii that even come close to the grandeur of this game. The impressive landscapes can be seen from miles away and the whole world is presented with a sheen that belies the game's humble underpinnings. I would go as far as to say that even Nintendo themselves would struggle to match this level of attractiveness.<br />
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When you can fall completely in love with a game (as I did), from merely gawping at the title screen, you know you're onto a winner. Watching the Monado blade stood amongst the tall blades of grass, while they gently sway with the wind, as the hours move elegantly by and day fades into night, is strangely breath taking.</div>
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<h3>
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7. An immaculate soundtrack</h3>
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From the moment that you hear the stirring piano keys of<span style="font-family: 'Times New Roman', serif; font-size: 13.5pt;"> </span><a href="http://www.youtube.com/watch?v=Q9eY3FpfokM">Yoko Shimomura's opening score</a>,<span style="font-family: 'Times New Roman', serif; font-size: 13.5pt;"> <o:p></o:p></span>you are left under no illusion that this game will be something special and your ears in particular are in for a treat. The main theme perfectly sums up the game's emotional nature, with it's gentle beginning giving way to an epic orchestral climax. </div>
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I might as well cut straight to the chase now, the music in this game is nigh on perfect. I listen to a lot of video game music, and RPG music in particular, and if I'm honest, Xenoblade is the only video game OST I've heard that can hold a candle to Yasunori Mitsuda's Chrono Cross. Interestingly you can hear the great man's influence in throughout every track, although he is only credited for a small portion of the overall score. From the intrepid aria of <a href="http://www.youtube.com/watch?v=y6UhV3E2H6w">Gaur Plains</a>, which makes you feel like even more of an explorer; to the heartfelt '<a href="http://www.youtube.com/watch?v=U9TjQDw73a4">Rikki's Tenderness</a>', which evokes such emotion, we are reminded once again that this is the kind of music only the Japanese do well.</div>
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The background music will change (sometimes drastically) depending on whether you are wandering round during the day or at night...and some of this after dark music is nothing short of divine, <a href="http://www.youtube.com/watch?v=9BvWPzAg8Ig">Satorl Mash</a> and <a href="http://www.youtube.com/watch?v=0pdCgnnudy8">Agni Ratha</a> being prime examples.<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjQe05poZ4wLvhJYWMi70cioEyguIAQP4ZjHCOw5DY6VTxYFAv4q7hqjqKrvF1tM50o5PXKXfrSITLHTpPzZyLNzA43P4cmh9VBtw8D1xy_FlWAWP5IeEJTdeo4YLodGGn1xby1G_-I7Vc/s1600/xenoblade-limited-edition.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="225" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjQe05poZ4wLvhJYWMi70cioEyguIAQP4ZjHCOw5DY6VTxYFAv4q7hqjqKrvF1tM50o5PXKXfrSITLHTpPzZyLNzA43P4cmh9VBtw8D1xy_FlWAWP5IeEJTdeo4YLodGGn1xby1G_-I7Vc/s400/xenoblade-limited-edition.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">None of that motion control malarkey here!</td></tr>
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8. The ridiculously talented development team (Monolith Soft)</h3>
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Let's be honest, if you were looking for a company to step up and deliver a gob smacking RPG in this day and age, then you could do far worse than go to Monolith Soft. The company is made up (for those who are unaware) of former Square employees...and not just any employees, many of the Monolith staff were responsible for genre defining games such as Chrono Cross, Xenogears and the Xenosaga series...not to be sniffed at.<br />
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I can't help but feel Nintendo played an absolute blinder when they bought Monolith from Namco and made them a first party developer. The company just oozes quality and has a genuine love for the RPG. If the rumour that they are working on a WiiU RPG turns out to be true, then it could help Nintendo to shift just a few more machines. <br />
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9. It "rescues the JRPG" as a genre</h3>
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The game seems to have the ability to satisfy the modern gamer's desire for a more fluid and less arduous adventure. It allows the player to 'warp' to most landmarks in an instant (personally I think this is lazy, but I do see it's advantages), and it goes a long way to removing the need to level up your character to by fighting enemies over and over again. All this, helps the game to flow in a way that I've never really experienced in a traditional RPG. It's certainly no action RPG, but it does take a lot from it's sibling genre. Worry not though stats fans! At the same time, Xenoblade manages not to alienate the more hardened RPG fans by stuffing itself full of lovely customisation, neat skill exchanges and some truly magnificent side quests.<br />
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Over the last few years or so, there have been many in the gaming industry telling us that the Japanese RPG is dead, dying or just completely stagnant. While I would agree that there is far less development and evolution in this genre than many others, to just dismiss it in this way is total horse shit. The fact is the JRPG has simply had it's fifteen minutes of fame. The days of Squaresoft mega summons and Konami stars of destiny being the trendy thing in gaming are long gone. The JRPG has simply retreated back into obscurity, where it will still be loved vehemently by it's fans. I've no doubt that western gaming's latest mistress; the FPS will also one day experience this fate (I've got the champagne on ice for that day!). But all this aside, Xenoblade has been a welcome breath of fresh air for the genre and has done some exemplary work in appeasing many of the naysayers.</div>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjg8CQZwROdLwc6Kevae5vLGFC80siiVPxqYgRWkmCE093xrrjqGWv9ziulHxFi854Wt0pkVgkrxKmAlVtmZCDV2GPNucMJJHG9xpkS_Etgr1SlTQ9uQsRJSPOpwm1zjNtujH0_Ng_d-E4/s1600/xenoblade-shulk-fiora.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjg8CQZwROdLwc6Kevae5vLGFC80siiVPxqYgRWkmCE093xrrjqGWv9ziulHxFi854Wt0pkVgkrxKmAlVtmZCDV2GPNucMJJHG9xpkS_Etgr1SlTQ9uQsRJSPOpwm1zjNtujH0_Ng_d-E4/s400/xenoblade-shulk-fiora.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">As heart warming as a lunch scene can be...</td></tr>
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10. Influenced the starting a powerful fan movement</h3>
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When Nintendo of America announced that Xenoblade Chronicles, the Last Story and Pandora's Tower; three of the Wii's most promising titles, would not be receiving a release in North America, there was, as you would expect a good deal of disappointment and anger from fans. This feeling was exacerbated further because all three games had been given the green light for translation and release in the PAL territories...I for one actually felt this went some way toward making up for Chrono Trigger and Earthbound (sorry American friends!).<br />
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The feeling of the fans became so strong that <a href="http://operationrainfall.com/" target="_blank">Operation Rainfall</a> was formed. The following months saw legions of dedicated fans lobbying Nintendo of America via email, letter and even phone call, in the hopes of persuading them to release this trio of games. In what must be regarded as a victory for all fan-kind(!), Nintendo finally announced plans to release Xenoblade and The Last Story in North America.</div>
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I find it incredible and quite moving that the desire of ordinary people to experience 'mere' video games, could lead to such a movement and in turn, convince one of the world's premier entertainment companies to change it's mind. Everyone involved deserves massive thanks, and has my unwavering admiration.<br />
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In summary</h3>
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I am well aware that my fevered ramblings do not really do justice to this jewel of a game. So I implore and even beg of you, if you have any interest at all in the RPG genre or even just in video games that are designed and built to be as good as they possibly can, then get this game.<br />
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I think it speaks volumes for me to say that Xenoblade Chronicles is worth the price of a Wii all on it's own...it is just that good. With any luck, it's commercial success and critical acclaim will help to ensure the continued translation and release of more Japanese RPGs.<br />
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The Last Story sure has a lot to live up to...</div>
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Paul Darbyshirehttp://www.blogger.com/profile/08992558379607277786noreply@blogger.com0Liverpool, Merseyside, UK53.4083714 -2.991572653.2569259 -3.3074296 53.5598169 -2.6757156tag:blogger.com,1999:blog-1993505674884379100.post-13010571493100886002012-08-08T01:08:00.000+01:002012-08-08T10:17:16.700+01:00A Trifecta of Tragedy<div class="separator" style="clear: both; text-align: center;">
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh-0htImv6_mNAKyF3LEmHn1SvC95SNMH6yenb3g7A4qfro5V_L-aqo4Dun77eP4sEplixaP-8kUOhUX8RBYvtodGfM9I21lG9yhf5YIOvVNHwflE3fDK2bDbZ5MqR_H3fqc166HlaTUdc/s1600/review+a+bad+game+-+1++v3.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="323" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh-0htImv6_mNAKyF3LEmHn1SvC95SNMH6yenb3g7A4qfro5V_L-aqo4Dun77eP4sEplixaP-8kUOhUX8RBYvtodGfM9I21lG9yhf5YIOvVNHwflE3fDK2bDbZ5MqR_H3fqc166HlaTUdc/s400/review+a+bad+game+-+1++v3.jpg" width="400" /></a></div>
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Greetings one and all.<br />
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Seeing as this is my first proper post in what feels like a very long time (more on why
at a later date), I find it strangely apt that I am writing this in honour of what can only be described as, a monumental occasion in the gaming calendar. </div>
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To help celebrate the inaugural <a href="http://reviewabadgameday.com/" target="_blank">Review a Bad Game Day</a> put together by the marvellous folk over at <a href="http://1morecastle.com/" target="_blank">1 More Castle</a>, I've decided delve
into the murky (and sometimes turd filled) waters of yesteryear. This whimsical journey will take us back in time to some of video gaming's golden eras, and remind us that sometimes not even the most rose tinted of spectacles are enough to blur out some of the cataclysmic mistakes of the past. </div>
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During the next few hundred words or so, I will be taking a look at three of the most notorious and disgraced video games from my youth. Now it’s worth me pointing out that, until quite recently I had never played (or even dreamed of playing) any of these godforsaken monstrosities, and all three were chosen specifically for the severe amount of flak they received from magazines in the 90's. Will a mature pair of eyes allow me to see these games in a positive light? Read on to find out...</div>
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NB - All scores are being given in good old fashioned magazine style percentages...because it's just better that way!</div>
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Right, let's get to it:<br />
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<h3>
Pit Fighter (SNES)</h3>
We start in glorious 1993, when the still young (in the UK at least) Super Nintendo was busy making it's mark on the gaming landscape. Stellar titles such Super Mario World, F-Zero, The Legend of Zelda: A Link to the Past had gamers up and down the land purring with delight...apart from those of a Mega Drive persuasion! <br />
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Also around this time, Atari's rather fun and flamboyant looking, arcade brawler; Pit Fighter made the jump from cabinet to console...destination: SNES. To be honest, I'm not sure exactly what happened here, but something (namely the entire game) seems to have got lost in translation.<br />
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I might as well come out with it right away: this game is fucking awful. And I don't just mean the regular Duke Nukem bad; we're talking full on Ebola virus bad here. It's so grim that I'm still unsure it should even be classed as a 'game', but anyways...<br />
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<b>Visuals</b><br />
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Anyone familiar with the arcade version of Pit Fighter will probably remember it looking rather impressive back in the day, it's use of live actors and blue screens to achieve a quasi-realistic look was quite notable. So when you consider the level of graphical prowess available on the SNES, it wouldn't have been too optimistic to expect a decent portion of this detail to feature in the home port...but oh dear. I'm being totally truthful when I say that Pit Fighter on the SNES would be put to shame by the majority of average NES titles, let alone the likes of Street Fighter II and Dead Dance.<br />
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To start with, the fighters look (for all the world) like the developers just dumped some skin coloured blobs into the game and then gave them different coloured trousers so you could tell who you were controlling. With so little detail present, it can get difficult to work out what's going on. To make matters laughably worse, the game seems to posses about 5 frames of animation...that's not 5 frames per second, just 5 in total. I actually thought it was a defective copy, and it's not unusual to witness your character going from standing totally still to something like an axe kick in one frame.<br />
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This graphical wizardry (phnar phnar) is also present within the scores of crowds that gather to watch your epic battles. For some reason, they all seem to move as one ugly brown mass...it really is depressing. In fact the only break you receive from the brown onslaught seems to be when a player is defeated, when for reasons unbeknownst to me he turns a stony grey. Almost like you've cast Petrify on him...only you haven't because unfortunately this is not Final Fantasy, it's a piece of dog shit called Pit Fighter.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEizH3vRbypxIKEmWwqo1o2YT5G39moVztyGvM1yeMlyl6R1UsKKzZrxbADZRGPAwon70G8v7n40t313JgrS4sK_axeEsafm2SIAkr7XQiN2mdX5Z3LZPZmX9dLXCPiABzV7PR1QFzYKv4A/s1600/pit-fighter-2.png" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" height="280" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEizH3vRbypxIKEmWwqo1o2YT5G39moVztyGvM1yeMlyl6R1UsKKzZrxbADZRGPAwon70G8v7n40t313JgrS4sK_axeEsafm2SIAkr7XQiN2mdX5Z3LZPZmX9dLXCPiABzV7PR1QFzYKv4A/s320/pit-fighter-2.png" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Check out this 'digitised' powerhouse I've chosen</td></tr>
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<b>Sound</b><br />
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Further plumbing the depths of despair is the Pit Fighter soundtrack, which predictably is terrible. This is an achievement of some note considering there isn't actually a single sound played until you select your character (once again I thought the game was broken!) and are greeted by a ridiculous cry of "HUH". Once the bout begins things degenerate further still, with an decidedly rank bit of slap-bass that seems to loop about every 15 seconds or so. We all know that these were tough times and 8Mbits of storage is not much, but come on!<br />
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<b>Playability</b><br />
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Game play is where Pit Fighter really gets into it's demonic stride, and manages to serve up the worst user experience that I can think of. You choose from three fighters, each of which is supposed to have the obligatory strengths and weaknesses, and then you find that none of this makes the slightest difference to the game in any way. You are immediately thrust into a match with a hooded bad guy called 'The Executioner', this guy basically pummels you with one of three moves until you die...this happens a lot.<br />
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Getting slammed in the very first fight is annoying enough when you have no real clue what is going on, but every time you are defeated, it's back to the title screen...via the Game Over screen, which you will become achingly familiar with. To make things just that little bit more arduous as well, if you do manage to fluke a victory, your character does not have his energy replenished between matches. Yep, you have to go through the entire game on one bar...further evidence of how broken and unbalanced this thing really is.<br />
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I don't feel that I have enough words to adequately convey just how rotten this game is. The controls are a total joke; pressing one button seems to unleash three completely different moves?! There is next to no collision detection, sometimes you strike your opponent, other times you don't...it seems to be up in the lap of the gods. And when you finally do get the hang of what's going on, you quickly realise that most opponents can be bested by constantly hammering the A button with a bit of backing off now and again. This tactic will see you fly through the game.<br />
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I also have no idea why they decided to exclude the arcade's magnificent three player mode, but I get the feeling that even that would have made no difference in saving this game, so they probably thought "why bother?"</div>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiwc9UOvpyNab7csp3wycyZqbCvua9oxdxsu5peBm2phLpJbFfdM0QWyAfCwxdrkUpYx2bGVubUojbJDD_OOcg3iC0JwgDWXVYPktJmVneqDu345JLmpf7fv_G3-c4RgfbCV2DlTdmAHsI/s1600/Pit-fighter-1.png" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" height="280" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiwc9UOvpyNab7csp3wycyZqbCvua9oxdxsu5peBm2phLpJbFfdM0QWyAfCwxdrkUpYx2bGVubUojbJDD_OOcg3iC0JwgDWXVYPktJmVneqDu345JLmpf7fv_G3-c4RgfbCV2DlTdmAHsI/s320/Pit-fighter-1.png" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The screen I became most familiar with</td></tr>
</tbody></table>
<b>Longevity</b><br />
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In a nutshell there isn't any...<br />
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Seriously, once you had played this game for about ten minutes or so I can promise you would never ever want to come back to it. Pit Fighter has no redeeming qualities, and is abominable even with a friend along for the ride. To rub salt to an already gaping and gangrenous wound, when it was released in 1993, THQ decided to charge £45 a copy! Just to put that into some sort of perspective, that is the same as Super Probotector and Final Fight...outrageous.</div>
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<h4>
Overall score: 8%</h4>
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<h3>
Time Cop (SNES)</h3>
Our next stop is 1995, and whilst the SNES was cementing itself into the hearts of gamers with the likes of Secret of Mana, Super Metroid and Killer Instinct; a small company called Cryo were busy beavering away on a gaming semi-sequel to the lacklustre film; Time Cop (starring the Muscles from Brussels: Jean Claude van Damme).<br />
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Video games based on movies were certainly not a new concept back then, and on the whole were usually dire affairs, created to squeeze a few extra green-backs out of the latest craze. Time Cop sought to right this wrong by giving the player an exciting look into a (yet again) digitised and PC inspired future.<br />
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The thing is though, what they actually gave us must surely rank as one of the most dreadful action platform games ever created.<br />
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<b>Visuals</b>
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To be fair, Time Cop's graphics are actually not that bad, and while they never trouble the silky delights of Donkey Kong Country, they certainly don't sink anywhere near the level of George Foreman's KO Boxing. The game's characters are surprisingly well animated, and they run, jump and fight with a grace and fluidity that defies the rest of this rotten game. Unfortunately, making the sprites look this attractive seems to have taken up the majority of the game's memory because every baddie looks totally identical. Couple this with the fact there is no transition animation between actions (for example: walking to shooting) and you quickly get an idea of the path Time Cop is headed down.<br />
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The backgrounds range from dull brown warehouses, through to some average looking alley-ways all the way to the sea bed. While none of it is particularly bad, it is also never anything other than functional it does seem to repeat faster than the backgrounds in a Top Cat cartoon.<br />
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Unfortunately, some semi-pleasing character animations can't save Time Cop from looking like Lester the Unlikely's slightly more serious cousin. It's attempt to mimic the PC craze of realistic digitised graphics, leave it looking uninspired and hugely bland...it is almost as if the developers got to a certain point and then suddenly realised that they lacked that all important ingredient we know as talent. <br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEihqSznT8nl5UOOi8lmoY-tLKksKXHJ5HU1-OhtnT9Rq2jlC5Vo7CfMOjzPdddq64yqDTu_2wtA8V1tMEGNyaN7RfkN-N3sPwACc6775KWTduCC_S-93QwMQyj6iJywRSTZbijbagx_cRY/s1600/timecop-1.png" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" height="280" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEihqSznT8nl5UOOi8lmoY-tLKksKXHJ5HU1-OhtnT9Rq2jlC5Vo7CfMOjzPdddq64yqDTu_2wtA8V1tMEGNyaN7RfkN-N3sPwACc6775KWTduCC_S-93QwMQyj6iJywRSTZbijbagx_cRY/s320/timecop-1.png" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">In the future, all will be swathed in luscious brown</td></tr>
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<b>Sound</b><br />
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When Time Cop was released, the Super Nintendo was home to a multitude of sumptuous gaming soundtracks. Composers such as Koji Kondo, Yasunori Mitsuda and Nobuo Uematsu had set a very high bar and shown just what the console could do...it's just a shame that all three of them must have been busy on the day the Time Cop team called them for some much needed assistance.<br />
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It is not that Time Cop has a diabolic soundtrack or anything, but the majority of it is about as memorable as wallpaper paste, and when it does try to stand out, it's for all the wrong reasons. The first level throws up some sort of pseudo dance (bad even in the 90s) track with a vile, cheesy voice shouting "FBI" and "Get on it"...it's horrendous stuff. I can't help but think they should have just left the game devoid of music, it may have made more of an impact...oh, and freed up some valuable space for the graphics.<br />
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<b>Playability</b><br />
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As any gamer worth their salt could tell you, action games of this ilk are defined by how they play and feel. The ability of the game to excite and test you is paramount, and though Time Cop certainly does test you (and your patience); it is for all the wrong reasons. It's hideous collision detection, and weird lack of reach from the main character are somehow just very wrong and further add to the feeling that this game was developed by idiots, most likely drunken idiots.<br />
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The game never once threatens to thrill or captivate you in the way that a Konami, Treasure or Capcom offering would, and in fact, this only serves to remind us just how far behind the greats, companies such as Cryo actually were.<br />
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Once again, I find myself struggling to put across in words just how poor this game is...it brings shame to Jean Claude van Damme, that's how bad!<br />
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjuycRvLLF9BD7KGF8KPTSIUfBBqxBovHY3CSYmpxWCSXhImDM-6bRnf5P36kOpZ6WSBb6g3yZCzkygTqPSw45vOJufLhPqcBF3MoeFrND_KTITQhGM6UQ96J0RWVwou8teRoo5_AZr2nY/s1600/timecop-2.png" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" height="280" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjuycRvLLF9BD7KGF8KPTSIUfBBqxBovHY3CSYmpxWCSXhImDM-6bRnf5P36kOpZ6WSBb6g3yZCzkygTqPSw45vOJufLhPqcBF3MoeFrND_KTITQhGM6UQ96J0RWVwou8teRoo5_AZr2nY/s320/timecop-2.png" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">By a long way, THE only fun bit in the entire game</td></tr>
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<b>Longevity</b> <br />
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As with Pit Fighter, there is very little incentive to ever revisit Time Cop (which is cause for celebration, trust me). It's one of those games that leaves you wondering how it ever made it out the testing phase, and further makes a laughing stock out of the Nintendo Seal. It is dull, annoying, tedious, unfair, shallow, boring, monotonous, slow and only slightly preferable to eating glass.<br />
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Luckily Cryo beat a hasty retreat from the realm of the SNES and never returned...the world was a far better place for it. And I think it speaks volumes when I say I'd rather watch the Time Cop movie ten times on the run, than play this game for just ten minutes, a strong statement but a true one!<br />
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<h4>
Overall score: 12%</h4>
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<h3>
War Gods (N64)</h3>
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The final destination on our miserly mystery tour sees us enter the heady days of 1997, where Nintendo's newly launched N64 had been causing a noticeable furore...for reasons both good and bad.<br />
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Whilst the system effortlessly pushed out some of the most significant video game offerings of the decade, legions of N64 owners were left
starved of a flagship 3D fighting game to rival the 32bit gladiators; Tekken and Virtua Fighter. To make matters more sour, PSX and Saturn fans could point to sizeable stables of sensational brawlers, whereas loyal Nintendo fans
had to make do with mediocre offerings such as Mace: The Dark Ages and Bio Freaks (the <span id="goog_707588680"></span><span id="goog_707588681"></span>less said the better).<br />
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So, step up Midway and their ambitious port of gore filled arcade smash; War Gods...<br />
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<b>Visuals</b><br />
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I still remember seeing War Gods in the arcade and being quite impressed by the look of the thing, although it lacked the finesse of Soul Edge and the polish of Street Fighter EX, it was still striking and the (outrageous) trademark Midway blood and guts was difficult to ignore.<br />
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Having seen just what the N64 could do in the right hands (usually Nintendo, Rare and Konami), I was convinced that War Gods would look at least passable when it was ported over to the 64bit beast...but as we all know, "passable" never really happened, in fact it only just about managed poor. What we got instead was shocking character models that seemed to (inadvertently) skulk about like zombies from Resident Evil, a terrible frame rate and a mystifying lack of detail in each of the quite frankly absurd "deities". This lack of detail does serve to hinder the effect given off by some of the (quite humorous) fatalities...for instance not being able to tell what limb you've just ripped off your opponent is a bit of a letdown.<br />
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Unforgivable when you consider this was on the console that gave us Goldeneye...<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgAODRwhRiNFIPPBeON1BS1hA2DJvTjS2SAUAvmVpY0TBCX1ExJBAj3eK3v32Aa_uNMEaO38F1O8_id15uTGIBc5x3-EOg4r-IjtG1is1Q93YK2IJ7iSdBUUuJPfkab6QWDUaWfnnQq26o/s1600/war-gods-0.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="239" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgAODRwhRiNFIPPBeON1BS1hA2DJvTjS2SAUAvmVpY0TBCX1ExJBAj3eK3v32Aa_uNMEaO38F1O8_id15uTGIBc5x3-EOg4r-IjtG1is1Q93YK2IJ7iSdBUUuJPfkab6QWDUaWfnnQq26o/s320/war-gods-0.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">This is similar to what I did in real life, after playing War Gods</td></tr>
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<b>Sound</b><br />
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While it's quite difficult to forget that War Gods is an abomination, one of it's major (and very few) plus points is the soundtrack and FX. The music tracks are some of the better examples from the N64'a catalogue, and in truth belong in something much more accomplished. There are plenty of hearty screams and bone crunching sound effects too which are good for a chuckle if nothing else. The voice acting is also spot on, with the announcer being the best of the bunch.</div>
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<b>Playability</b><br />
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Here's a big shock for you, War Gods has none...ok, it has a bit but not much, and what little there is, will never trouble a proper fighting game. The game is horrifically unbalanced, to the point where one opponent my destroy you five times in a row, and then the next three you can smash without breaking a sweat. This lack of natural progression only adds to what already feels like a rushed and unfinished game.<br />
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Admittedly, War Gods is not helped by the standard N64 controller, which however you look at it, just wasn't designed for fighting games of any kind. However this is not enough to excuse it's completely abysmal control system, and the inclusion of a Virtua Fighter style '3D dodge' button adds nothing to the party, other than bringing about a sort of strange and retarded dancing mini-game. It's certainly not what you would expect to see Paul Phoenix and co doing.</div>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEixTHCmw54fMyYcp7eyPe5xPqIOqVOddTUHl14z1J8M_o4e5B1xRCQXTUJCfm4_15gqe0uwSDJrKJloB2wM-8DVuoYk3_ZuhqAlXBnF-igCEFHFI88AgVfTGXeUHZn616XozYgT5nY3yQc/s1600/war-gods-1.jpeg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEixTHCmw54fMyYcp7eyPe5xPqIOqVOddTUHl14z1J8M_o4e5B1xRCQXTUJCfm4_15gqe0uwSDJrKJloB2wM-8DVuoYk3_ZuhqAlXBnF-igCEFHFI88AgVfTGXeUHZn616XozYgT5nY3yQc/s320/war-gods-1.jpeg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">A hostile takeover of McDonalds in action</td></tr>
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<b>Longevity</b><br />
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The one thing which War Gods has going for it, is that it's a bit daft and when you get into the two player mode, it can be a laugh for an hour or so. Although it's nowhere near the standard of Tekken, Fighting Vipers or even Fighter's Destiny, you can have some fun brawling with the ridiculous characters and watching the comedy fatalities is genuinely funny (but in that "not meant to be" kind of way). As you probably guessed though, this smidgeon of fun does not last too long and it won't be long before War Gods is given away to charity or sold on eBay in the hope that some curious or sadistic soul takes it off your hands.<br />
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The most disappointing aspect of War Gods on the N64 is that is that it's shite...erm, so I guess then that the second disappointing aspect of War Gods on the N64 is that with a bit more effort and attention to detail, Midway could've had a decent game on their hands. As it stands though, you can't help but feel they had the goal gaping and still managed to miss.<br />
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<h4>
Score: 26%</h4>
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<h3>
The verdict</h3>
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Happily the arduous expedition which has seen us take a look at some truly depressing excuses for entertainment is close to an end. And I can safely say, I would rather endure root canal than spend another moment with any of these cartridges.</div>
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Being something of a Nintendo (and in particular a SNES) fan-boy, this was always going to hurt. All three of these games are nothing short of abysmal, and I feel genuinely sorry for anyone who shelled out for them at full price when they were originally released. But, while all the animals are equal, one is more equal than the others...and that one is Pit Fighter!<br />
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A truly deserving victor, Pit Fighter is not just the worst game on the Super Nintendo, but by far the worst game I have ever had the misfortune to play. I can only hope that this review saves just one person from ever experiencing it's ghastly horrors.<br />
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Thank you for sticking with me through this most seedy jaunt, I sincerely hope you are not too shaken by the sights witnessed today! Be sure to head over to the <a href="http://reviewabadgameday.com/" target="_blank">Review a Bad Game Day</a> website for further tales of despair.<br />
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<h3>
About the reviewer: </h3>
My name is Paul; I'm 30 years old and have been playing video games since the days of the Commodore 64. In gaming terms I am happily stuck in the 90's, where I spend my time deep in obscure Super Famicom RPGs and bizarre 2D fighting games. Follow me on <a href="https://twitter.com/pablo_0151" target="_blank">Twitter</a> for ramblings about Hori controllers, an unhealthy love for SNK and general retro chit-chat.Paul Darbyshirehttp://www.blogger.com/profile/08992558379607277786noreply@blogger.com8Liverpool, Merseyside, UK53.4083714 -2.991572653.2569259 -3.3074296 53.5598169 -2.6757156