Year: 2009

  • Horrifying Castlevania Enemies

    Over the weekend I decided to load up my download of Castlevania Chronicles on the PS3. I have always been a very casual player of the series (and all pre-Symphony of the Night), and while I love it to death, I am absolutely terrible at it. I rarely get beyond the second stage in the first game, and I had a breakthrough play session a couple weeks ago when I beat the third stage in Super Castlevania IV. This was another case of exceptional playing on my part… until I realized that “Arrange Mode” had a lower difficulty, which completely drained any sense of self-satisfaction I had.

    This is not a blog entry about the difficulty of the games or their awesome music. No, no, good sir and/or ma’am. This is about the absolutely horrifying enemy designs present in these games. I don’t know what that thing is supposed to be, but it scrunches up and down and jets out to the top of the screen as you get closer to it.

    castlevania_screen

    I’ll say it again: horrifying.

  • The Sega Channel “Primal Rage” Contest

    I’ve spoken on the podcast and blog before about the Sega Channel. When I was in middle school living up Maine, our local cable provider offered the service… which I jumped all over. Long before PSN and Xbox Live, long before great collections of demos packed in with gaming magazines, and long before emulators let you get your ten-second-jollies out of old games, a little piece of hardware that you plugged into your system and let you play around 40 different games a month was futuristically-amazingly-awesome.

    One of my most vivid memories of the service (beyond playing Shining Force II all the time) was a special promotion and contest run for the home port of Primal Rage. For those who don’t remember, Primal Rage was basically Mortal Kombat with prehistoric beasts. Most were dinosaurs, but there were also some giant palette-swap monkeys. You could even perform fatalities! The gameplay mechanics were what really set the game apart… in theory, anyway. While it mostly played the same as any other digitized fighter of the time, the special moves were performed by holding down certain action buttons, then performing a twist of the joystick, and then letting go of the buttons.

    primal_rage_1

    To promote this upcoming port of the game, the Sega Channel hosted a month-long demo in August 1995 that culminated with a 24-hour window with the full game (which coincided with its physical home release), and then a contest (open to all subscribers) to see who could beat the game the fastest. From what I remember, the first 100 to beat the game and call the secret 1-800-number that appeared at the end would win a special prize.

    The demo that was open from the 1st of the month to the 24th had three of the seven total characters available for use: Sauron, Armadon, and Blizzard. Being a Sub-Zero player over on the Mortal Kombat side of things, I naturally went with and practiced the Hell out of Blizzard.

    primal_rage_2

    I made the right choice. When the contest version came around, despite the demo having three characters (and also having played the full version with all seven characters for a day), only Sauron and Blizzard were available for use, which you didn’t even know until you hit the character-select screen.

    My gameplan was to, obviously, beat the game as fast as I could, in cheap a way as I could, and win that darn prize! Part of my strategy was that I would not use any fatalities; I had timed out how much extra time was added to my completion of the game when using fatalities, and figured the spectacle wasn’t worth it if I just wanted to beat the game as fast as possible. I remember telling this to my dad ahead of time, and having him be impressed with my strategy for winning… regardless of the fact that it was just a terrible fighting game with violent, digitized dinosaurs.

    primal_rage_3

    From what I remember, I ended up losing one match during my playthrough (and therefore had to continue the one time). This is probably what cost me the win, since by the time I beat the game and called the number, I was informed that all slots had been awarded. My little 13-year-old heart was broken!

    I was able to track down an official press release from Time Warner and Sega about the contest. It sounds like it was quite successful for them, and led to other initiatives and experiments in what little time the Sega Channel was around (I definitely remember playing that special Earthworm Jim 2 demo earlier than its home release).

    MILIPITAS, Calif.–(BUSINESS WIRE)–Sept. 11, 1995–The numbers are in for the Primal Rage(TM) “Show Down” Promotion on Sega Channel(SM/TM) which Time Warner Interactive (TWi) announced today.

    Estimates indicate that an overwhelming 24% of the Sega Channel subscriber base participated in the event. An exclusive advance opportunity to play a limited version of TWi’s hotly anticipated coin-op translation, Primal Rage, was offered on Sega Channel from Aug. 1 through Aug. 24. The activities built as Primal Rage Day approached on Aug. 25 and a full version of the Sega Genesis(TM) game was available over the Channel for 24 hours. The culminating event was the Primal Rage contest on Aug. 26 in which a special version of the game could be accessed by Sega Channel subscribers for a chance to play and win prizes.

    Tens of thousands of Sega Channel subscribers completed the game. The company estimates that an additional 15-20% played the game and didn’t get all the way through to the hidden 800 number and special code. “These are terrific numbers and indicate a real enthusiasm for the game and the contest we were able to develop,” commented Michael Shorrock, vice president of programming for Sega Channel. The overwhelming participation built on Sega Channel’s successful game promotion with EA SPORTS Triple Play ’96, in which over 10,000 customers participated. Sega Channel plans more major promotions with hit videogames for this Fall, including Earthworm Jim 2 from Playmates Interactive Entertainment Inc., as well as other action and sports titles.

    TWi shipped over one million initial units of Primal Rage for release worldwide on Aug. 25. Mark Beaumont, senior vice president of marketing and product development, reports, that, “We are extremely pleased with early sales figures from around the country. Our international offices report solid sell-through as well. We’re certain we have one of the top selling videogames of the year.”

    TWi is supporting the launch of Primal Rage with an $8 million marketing campaign. Media buys include two flights of TV ads on national prime time, syndication and cable channels; top 15 metro market radio promotions and contests; four-color half page spread and full-page print ad campaigns breaking in all major video and personal computer publications; and consumer promotions such as in-pack discount coupons, player strategy guides, demo discs and trading cards.

    Primal Rage is a head-to-head fighting game with an original look that features seven fantasy, pre-historic characters in a battle for supremacy. The first wave of product was released on Aug. 25 for Sega Genesis, Super Nintendo Entertainment System(R), Sega Game Gear(TM), Nintendo(R) Game Boy(TM) and PC-CD-ROM systems. November 14 is the date for the second wave of software on new gaming systems including the Sega Saturn(TM), Sega 32X(TM), 3DO(R), Sony(R) Playstation(TM) and Atari(R) Jaguar(TM), as well as the Macintosh(R) CD-ROM.

    Time Warner Interactive Inc., a wholly owned subsidiary of Time Warner Inc. develops and publishes interactive consumer entertainment products for video arcade games, videogame consoles and computer platforms. All product names are trademarks or registered trademarks of their respective owners.

    Sega Channel, which began its national rollout in December 1994, was developed by Sega of America Inc., Tele-Communications Inc. and Time Warner Entertainment Co. L.P. and is the industry’s first interactive service, providing videogames on demand, 24 hours a day. Sega Channel subscribers can choose from a wide selection of popular Sega Genesis games such as Comix Zone and Primal Rage, special versions of soon-to-be-released titles, gameplay tips, news, contests and promotions. Sega Channel is priced in the range of most premium subscription services. The programming is updated monthly.

    So how about you all? Did any others of you actually have the Sega Channel where you lived back in 1995? Was it as awesome as I remember it being? Did you participate in any contests? Or, if you’re one of our younger readers/listeners… does this sound like the lamest, most antiquated thing you’ve ever heard of and can’t even begin to understand how or why this would be exciting to us?

    And have any other of you actually played Primal Rage? It was pretty terrible. Even though the arcade version had much larger sprites, it didn’t help the game much.

    primal_rage_4

    I personally own it on the 32X. Yep.

  • Apple’s Smug, Egotistical, and Misleading Self-Proclaimed Jump to Gaming Market Leader

    It feels like we could go on endlessly about 9/9/09. It was the tenth anniversary of the Dreamcast, the tenth anniversary of Final Fantasy VIII, Harmonix’s The Beatles: Rock Band came out, and… Apple randomly decided that it’s the market leader in handheld gaming.

    Apple held a press event on that date announcing new developments in their iPhone and iPod line of products. Many were expecting an announcement of The Beatles finally coming to digital distribution (and exclusively through the iTunes Store), but a huge focus of the presentation ended up being on video games. Apple has dabbled in this before (particularly with their “funnest iPod ever” claims), but this time around they went for blood.

    This would be entirely fine, except for the fact that they were misleading, occasionally flat-out wrong, and they deserve to be put in their place. Sure, I’m just some tool on the internet with a part-time video game blog. I even own every single system in question (DS, PSP, iPhone), so it doesn’t particularly affect me in any significant way. Still, I have a huge problem with intentionally misleading and misinforming people.

    The entirety of the presentation is up for download from Apple as a video podcast in the iTunes Store. Any quotes and images used below are taken from this freely-available video.

    When you think about it, the companies that have come before us… Nintendo and Sony with devices like the PSP and the DS… when these things came out, they seemed so cool. But once you play a game on the iPod Touch, you know… they don’t really stack up anymore!

    apple_september2009_1

    Came before you? They’re a part of the same generation. I suppose they came “first”, sure, but they are continuing with hardware revisions (DSi, PSPgo) and software upgrades at the same time Apple is continuing with the same thing. Hell, you could twist it around and say that the PSPgo is a newer system than the first-generation iPhone. What is that actually saying, though…? Not much.

    And really? They don’t stack up anymore? It will be interesting to see how the iPhone version of Madden 10 does, especially when the PSP version is still getting pretty good reviews. While I hate to use it as a reference, the MetaCritic list of “best” DS games sure has a few that still “stack up”. Most notably is the power of Mario Kart DS, which sold another bazillion copies in July 2009… nearly four years after its original release.

    One thing Apple conveniently forgot to mention is how games typically seen as “iPhone Games” are suddenly jumping ship to other platforms. Fieldrunners, one of the first, great tower-defense iPhone games, is hopping over to the PSP Mini catalog. In fact, the process of porting it over was “easy” according to the developer! Expect to see more from-the-iPhone ports in the future as developers build a base product and then turn their eyes elsewhere. You can easily argue that they build a significant and loyal audience on the iPhone with the original versions of the games, but there is an equally-important audience elsewhere they can cash in on, too.

    They don’t have this amazing multitouch user interface.

    apple_september2009_2

    Certainly not false. Apple is absolutely right; neither the Nintendo DS or the PSP (or any hardware variation thereof) have a multitouch user interface. At the same time, let’s not forget who spearheaded most of the input schemes for controlling games, as well as feedback from those controls, into home console and portable gaming. Sure, they didn’t develop these technologies, but things like force-feedback (rumble packs), touch control (DS), motion control (Wii), system interoperability and connection (Gamecube+GBA, Wii+DS)… all pioneered and usually perfected by Nintendo.

    I’m with ya’ on the PSP, though. The analog nub is pretty terrible.

    Their games are kind of expensive.

    Now when I say they’re expensive, we’re talking about 25, 30, 40 dollars for a title. A lot of kids can’t afford a lot of titles. I mean, you give one of those, you’re giving a need to spend a lot of money on those titles.

    Yes, an at-launch retail game for the DS or PSP is going to be more expensive than the bottomed-out $0.99 price range for most “game and entertainment titles” (a phrase we’ll revisit) in Apple’s App Store. I don’t think too many people will dispute this. Of course, things like development costs, hardware manufacturing, licensing, etc. all contribute to the price. A physical product will typically cost more than a digital-distribution product. Again, not really lying, but certainly misleading.

    By the way… how is giving someone an iPod Touch and telling them they can’t have any more games or apps any different from giving someone a DS and telling them they can’t have (or can’t afford) any more games? You’re somehow enabling and forcing someone to spend more money…? I… guess…? I don’t buy this argument for a second. It’s fluff, it’s ridiculous, and if anything, it shows that it takes far more products (more and more apps and games) to satiate their own iPod Touch gamer than it would a DS or PSP gamer.

    They don’t even have anything like the App Store for finding great games and titles.

    Here’s where things are changing, though, and where Apple is outright lying. Digital distribution helps to bring costs down. We’re not there yet, but many of the DSiware games and upcoming PSP Minis are not and will not be the same as a Tiger Woods game, either in content or cost.

    Furthermore, the PSP has had a store since launch. It may not always have been as tightly integrated as it is now (requiring either a PS3 or a computer to purchase and manage software), but the PlayStation Store has certainly been there. The DSi launched with its own version of the Shop Channel, itself also included at launch with the Wii. DSiware games were available immediately, with a growing catalog of at least one game per week.

    But worse isn’t the price, it’s the BUYING experience! Having to go a store and try to find the hot new game for one of those devices is not a lot of fun.

    The buying experience on an iPod Touch is incredible; it’s truly breakthrough. Built into every iPod Touch is the App Store… can find access to all these 75,000 titles. It’s just incredible. If you look JUST at the gaming and entertainment category ALONE, you’re going to see a big difference.

    apple_september2009_3

    Let’s play a little game called, “How confusing is it to find something in the iTunes Store?

    First thing I did was go to the iTunes Store main page. I’m thinking, “OK, self… we want to buy a game. I own an iPod Touch. Surely, I will click ‘iPod Games’, right…?

    itunes_store_1

    Of course not. That brings you to the iPod Click Wheel Games section, intended for the Nano and Classic series of iPods. Those of us who follow this kind of material know what it all means, sure… but picture someone who doesn’t.

    itunes_store_2

    All right, fine; let’s go to App Store, instead.

    itunes_store_3

    I’m struggling to understand how this looks like anything other than a digital version of the same GameStop store shelf Apple shows in their presentation. It’s overwhelming, it’s clunky, and it needs a lot of improvement. Sure, the iTunes Store has undergone some upgrades and clean-up since this particular version (shown through iTunes 8), but it’s hardly a convincing argument.

    And they certainly don’t deliver a media experience like the iPod that’s built into the iPod Touch.

    While it’s true that if you want to listen to music on the DS, it has always involved hacking the system and loading homebrew software. The PSP, on the other hand, has had integrated music and video support from the very start. RSS feeds can be added, allowing for podcast streaming right from the device. On top of all that, a web browser is included. The cross-media bar (XMB) isn’t always the most intuitive and streamlined interface, but for a while Sony actually marketed the device as a portable media device and a gaming console.

    So I’m going to bring up a chart of the gaming and entertainment titles available on the Sony PSP, Nintendo DS, and iPhone OS. And here’s what it looks like:

    apple_september2009_4

    Sony PSP: 607 titles. Nintendo DS: 3,680. iPhone OS: 21,178. It’s absolutely incredible, the amount of work developers are doing to bring AMAZING content to the iPod Touch and the iPhone.

    Whoa, whoa, whoa. Really? Did they seriously just try and spin this number in a positive light?

    It doesn’t take a rocket scientist to see Sturgeon’s Law come into full effect here. If I stop to think about it, I will probably come up with a better ratio of “good” to “crap” games on the PSP than I would on the DS, and similarly from the DS to the iPhone OS. Of those 21K+ titles, how many are actually worth anything…? By “worth”, I don’t even necessarily mean “money”… I mean “time”. How many of them are worth even the time it takes to download them?

    Here is where the “Game & Entertainment” moniker comes under fire. Apple is clearly piling anything and everything from fart soundboards to Madden under this sub-heading. The DS may have a ton of horrible shovelware, but I don’t see “iFart” on anything other than the iPhone OS. If you look at this statistic in any way other than a heat-of-the-moment, Apple-fanboy (or stockholder), mid-event set of beer goggles, you see just how ridiculous it is.

    Now don’t get me wrong. I love my iPhone 3G, and I can’t get enough of Harbor Master (I just did 152 cargo deliveries on Cannon Beach, and am quite proud of myself). The games continue to get better and better, and I have been happy to even spend my money on a few of them.

    Apple’s ego is getting a little too big, but that might be a good thing. Nintendo’s own ego has gone essentially unmatched in the handheld market since 1989, and it has only recently been under the force of genuine competition that all of the hardware manufacturers (Nintendo, Sony, and now Apple) have had to step up their game and innovate. Hopefully that means that everyone wins; games get better, hardware gets better, everything gets cheaper, and the variety of highly-engaging content on the “casual” and “hardcore” sides continue to grow.

    But seriously, Apple…? You’re not there yet. You can wipe that shit-eating grin off your face.

  • Final Fantasy VIII: The OTHER 9/9/09 Ten Year Anniversary

    While the Sega Dreamcast‘s launch on 9/9/99 was a major event in North American entertainment history (and was the sole subject of episode eight of our podcast), there was another big item that came out that day. It came approximately two years after its predecessor, which itself opened up the North American gaming market in a new way. Sure, RPGs (and specifically Japanese-created RPGs) had been around for years and years, including ones from this same series, but it wasn’t until Final Fantasy VII and its immense marketing from Sony and Squaresoft that the North American market for the games blew wide open.

    So how about that Final Fantasy VIII…?

    ff8_cover

    The game launched the same day as the Dreamcast in North America, and while it did not receive as major an advertising campaign as VII, and it may have primarily been the VII crowd (as opposed to the VI-and-prior crowd) looking forward to it, gamers certainly knew it was coming. VIII took things even further than its predecessor in a variety of ways, thanks to the lessons learned during development. Characters were portrayed as “full-scale” at all times (CG or otherwise), as opposed to VII‘s mix of “super-deformed” polygons and “realistic” cut-scenes. The ATB system was carried forward, but combined with the new “Draw” system for magic, it was an entirely new battle experience.

    While I picked up VII at launch, I did not get around to picking up and playing VIII until PS1 games were just about gone from retailers. I grabbed the game for $15 at Best Buy (“Greatest Hits”, of course) whenever this was, and played the game shortly after moving into our apartment, which must have been 2004.

    It ended up being one of the three Final Fantasy games I dropped midway through (VI, VIII, X; for reference’s sake, I’ve completed III, IV, VII). I don’t really know what about it caused me to drop it. Since it was at least five years ago, I remember very little about the game and my time with it. I remember enjoying it, but there must have been a reason I stopped.

    I loaded up my save file to see just how much time I spent with the game and where I stopped playing.

    ff8_screen_1

    OK, so I put a bit over 15 hours into the game. Not too shabby. Definitely more than enough to get a good idea of how I feel about the game. Looks like I’m in “Galbadia – Dingo Desert”. I definitely remembered leaving off with some type of vehicle (that may or may not have run out of gas…?) and then not having any clue where to go. My other very specific memory was being down in some semi-maze-like sewers, but I have no idea where that was in relation to where I left it.

    ff8_screen_2

    How about you all? Have you ever played Final Fantasy VIII, and where do you fall in the argument? Was it one of the best love stories ever told, or was it a needlessly-complicated mess of game design? Did Faye Wong’s “Eyes On Me” move you to tears, or did you just want to punch Squall in the face to make him dance properly? Did Nomura’s character design evolution make you want to drop everything and learn how to sew in order to cosplay, or were you longing for the days of a simple knight in armor yearning to save his homeland?

  • Conversation 008: Sega Dreamcast 10 Year Anniversary

    Can you believe it’s been ten years? Neither can we.

    Marking the system’s tenth anniversary, we are all incredibly happy to bring you a new podcast episode looking back on the little system that could… well, it couldn’t in the end, but it sure did its best. We will probably be busy playing The Beatles: Rock Band tonight, but it makes sense to light a candle to remember the Sega Dreamcast. In this case, the “candle” is a new podcast episode. Work with me here, folks.

    Our buddy Bryce was aching to join us for this one, but although he couldn’t make it, prior guest Meri stepped up to fill in. The usual cast of Mike, Andrew, and Jeff fleshes out the cast to talk a little Dreamcast. What made it so special of a system? How was the launch compared to prior and more recent hardware launches? How did the games compare to others of the time? Which still hold up to this day, if any?

    With so many games released, it would be impossible to cover them all. None-the-less, we feel we did the system justice in our conversation, and round it all out with our Top 10 Dreamcast Games. You can read it now if you want, but it’s way more fun not to spoil it for yourself!

    A couple extra notes:

    – No, Soul Calibur in the arcade did not run on the Naomi hardware (as much as we may have indirectly said it did). It ran on the System 12 board, which was essentially a beefed-up PlayStation.

    – Never see the NiGHTS analog controller for the Saturn before? Here is the Japanese controller next to the American Dreamcast controller. Unless you’re blind, the relation should be quite clear.

    saturn_dc_controllers

    – Each of us still has a Dreamcast hooked up somewhere. Here’s my little buddy, right next to his daddy.

    saturn_and_dreamcast

    Thanks go out to everyone who joined us for the live recording, and even more thanks to all of you sticking it out with us and patiently waiting for another podcast episode! Hopefully the couple blog posts every now and then are keeping you busy! Enjoy!

  • Tara’s Crazy Howling

    Time for another crazy cat story.

    So our little cat, Tara, has this fuzzy red/white ball toy that she loves. She likes to fling it around through the air and go chasing after it. She has even become slightly dog-like and will play fetch to some degree, depending on how lazy she is about bringing it all the way back to your feet.

    There’s one big problem, though. When she picks this toy up in her mouth and wanders around, if there is no-one to take it from her, she will emit this incredible howl to get attention… while it’s still in her mouth. She’s a very vocal cat, anyway, so that’s not entirely surprising. It’s just a horrendous noise, is all, and one you can hear from anywhere else in the house.

    (MP3 sample from latest vgconvos recording; bit.ly re-direction)

    tara

    I mean, she’s super cute… but there’s a reason why we tend to hide the toy at night. Those 3 am howls don’t help the sleeping, much.

  • Dreamcast Episode Coming Soon!

    Everyone else will be doing that same thing, but that’s OK… we don’t aim to be different; we aim to be us.

    We will be recording our next podcast episode (yeah, fancy that!) this coming Saturday evening. We might even broadcast it live on Stickam! Stay tuned to my personal Twitter for details, but in the meantime, we want your stories.

    Were you there for the biggest launch in entertainment history back on 9/9/99? What was your favorite game? Did you ever browse the web on your TV? Did you sink tons of hours into a console-based MMO? Did you scratch your GD-ROMs (as it was so easy to do) and never get to play a certain game ever again? Did you import the European version of a particular game so you could play it in English on the system it was actually developed for?

    Give us your Dreamcast stories. Keep them relatively short and easily digestible so we can share them on the show. Write them out and e-mail them over to us at feedback (-at-) vgconvos *D*O*T* (-com-), or just leave a comment here on the post. Send them in soon, since we are recording on Saturday. The plan is to have the episode our for the ten-year anniversary on 9/9/09, especially since that specific evening we will all be busy playing The Beatles: Rock Band.

  • Do I Actually Like Zelda II?

    The first two Zelda games on NES were natural Virtual Console purchases for me. I play through the first game, usually over the course of one or two days, every couple years (on the NES itself, the Gamecube “Collector’s Edition” disc, and sometimes emulated, but now mostly on Virtual Console). The second game was one I never actually beat as a kid (I managed to get to Thunderbird and always died), but it was a game that I would “re-start” again and again since my youth and its original release. I typically never make it beyond the second palace before either getting bored, frustrated, or just moving along to something else as I tend to do with my Gaming A.D.D.™.

    I’ve had a save file on my Virtual Console version set right after a completion of the first palace probably since first downloading the game when it came out back in June 2007. Maybe a month or so ago I was showing Andrew the NES setup down in our basement (along with Sesame Street ABC/123, one of the creepiest games of all time, which I will write about at some point when I come out from under the covers), and played through the first palace in Zelda II, yet again, this time on the ol’ cartridge. I was shocked to see that the save file of my childhood friend (“MIKE C.”), was still there on the game, complete with the little Triforce next to the icon to show he had beaten the game. That excitement reminded me of the Virtual Console version upstairs, so I decided to pick the game up again one day and see how far I would get before the same trend of boredom and/or frustration and/or Gaming A.D.D.™ took place.

    cart_save_files

    Right now I am in the middle of the third palace (got the raft but have not gone to the boss), and have also ventured over to the eastern continent to save the child, learn two new magic spells, and learn the upward-thrust sword technique. As expected, the most difficult part so far was getting the hammer; if you make it past that point in the game, you are typically going to keep playing for at least a little while longer. With the hammer in tow (and not yet bored), I decided that I would keep playing the game until it frustrated me to the point that it was no longer fun. I especially wanted to get myself over to that eastern continent, something I probably hadn’t seen since I was a kid playing through the game for the first time.

    Now that I am there, I find myself asking strange questions… like, do I actually… ya’ know… like this game…?

    zelda2_title_screen

    While I had played the first Legend of Zelda rather extensively through trades with friends and rentals, I actually owned my own personal copy of the second game before I owned the first. I was only six years old when it first came out in 1988, and while I do not remember exactly when I got the game, it couldn’t have been all that long after that (maybe within a year?). At that point in a child’s life, they can’t exactly “save up” allowance money to purchase new games or convince their parents to get the latest game, so it was an instance where you (“you” being “I”) got a game and played the ever living Hell out of it, since it was all I had (beyond what I received with the system, which was a collection of Super Mario Bros. / Duck Hunt, Super Mario Bros. 2, and Sesame Street ABC/123, which was more for my sister than me… but, hey…).

    But here I am, nearly twenty years after first playing the game. I have barely touched it since then, and yet still remember where everything is located (like jumping down the chimney in Darunia to learn the upward-thrust technique from the swordsman). If I can barely manage to play more than a single palace each time I try to play, do I actually like the game?

    Let’s break it down almost review-style —

    GAMEPLAY:

    One of the criticisms people like to toss at Zelda II is that it plays so differently from the other games. I have seen the following response before, but I think it makes a whole lot of sense — there had only been one game so far, so how on Earth do you compare it to “all” the “other” games? Of course, this is a perspective being taken years later looking back on the game, but for the time, it seemed like a natural extension of the gameplay seen in the first game. You are still Link with a sword and shield; you are still wandering around a massive world free to go anywhere you want with the items available to you so far; you unlock new areas to explore with new items; you can venture in and out of levels/palaces without finishing them if you really want to; etc. Of course, the concepts of experience points, magic, and especially “lives” were incredibly different from the first game, but again… for the time, it seemed like a logical expansion on the original. Another point I have seen many times before is that the side-scrolling sections in Link’s Awakening appear to be nods to Zelda II, even with their Mario-enemy cameos; they feel like single-screen Zelda II palaces with elevators, jumps, and especially the “Skull” enemy (itself reminiscent of the “Bubble” foes from the first game’s dungeons).

    zelda2_elevator la_sidescrolling
    (Link’s Awakening shot from gamespite.net)

    This is still all hindsight, though. How about the controls, as in how Link actually moves and responds to you…? Back then and today I still feel that Link moves realistically and reacts appropriately for who he is. Quite frankly, once you obtain the downward-thrust sword technique, pro players can make Link look almost graceful in the way he hops and bounces off of foes, acting like a skipping-stone through caves and palace corridors.

    link_graceful_movement

    Link’s jumping ability in Ocarina of Time seems to be an exact copy of his Zelda II technique, albeit no longer manually-controlled. Unlike Mario, Link does not and cannot jump three or four times his own height. There is a certain “weight” to him that grounds him in reality, no matter how unrealistic and fantastic the scenario is. It still feels a little “stiff” like many of the early NES games, but was a clear mid-way point between the first generation of games and the masterpieces of technological wonder that were the system’s swan songs.

    GRAPHICS:

    While the first game by no means features an overly-saturated, lush landscape… the second game does feel like it has a more subdued, muted color palette. With the exception of the green forests and grass on the overworld, this section of Hyrule seems to be a rather dull place.

    zelda2_overworld_1

    Palaces are entirely single-color, caves are either dark or lit up in orange… heck, the most colorful things in the game are probably the enemies! This may have been a conscious decision to set them apart from their backgrounds, now that I step back to look at it more closely. Even Link’s outfit is a somewhat-desaturated version of what we (now) traditionally think of as his green tunic when placed upon the various backgrounds. Sure, it was partially a limitation of the console and the number of colors it can display, but it all comes together to form “Link” in a very special way.

    link_sprite_cutout

    The game absolutely has its own aesthetic, one that was later used as “inspiration” for plenty of other games. The overworld was sparse and its enemy icons looked ridiculous, and as mentioned the colors were somewhat dull… but at the time, nothing else looked like it. Even today, it retains its own individual look, and one that seems to have been referenced and expanded upon in style by games like Ocarina of Time.

    MUSIC:

    Despite the score being composed by Akito Nakatsuka (rather than veteran Koji Kondo), few people will claim that Zelda II has “bad” music. While the first game’s main melody is only briefly hinted at with the beginning of the overworld theme, this approach would return with Ocarina of Time… and it seemed to work out pretty OK there, too. The true testament to Zelda II‘s score is the inclusion of the palace music in Super Smash Bros. Melee, and a medley of the normal and final palace songs in Brawl. This one haunting piece seems to have survived the test of time more so than any other element from the game, and for good reason. Folks tend to overlook the rest of the game’s score, however; the town music laid the groundwork for later songs like the Kakariko Village theme in its simplicity and tone, while the cave music got you on the edge of your seat in anticipation of whether or not another Daria was going to come swinging with some flying axes.

    Needless to say, the score is phenomenal, and near-universally enjoyed. It contributes quite a bit to the overall enjoyment of the game.

    DIFFICULTY:

    This is not an easy game. Even as an NES-generation child, I could not defeat Thunderbird in the final palace. Perhaps the first clue you get about the game’s difficulty is when you wander into the northern desert cave before getting the candle; if you somehow manage to jump past the bats and fire pits, that Goriya is nailing you with his boomerang.

    northern_cave

    As I mentioned earlier, the true test of might is simply obtaining the hammer sometime after beating the first palace. If you can make your way past that one, final, red Daria… chances are you have the chops to continue. Even after that, though, the game does not hold back. The Ironknuckles are particularly difficult to deal with if you do not play defensively (something you rarely had to do in the first game), and choosing the wrong path in the third palace without first confronting that blue Ironknuckle trapped inside the blocks means you’re going to be battling a red one in front of you while the blue one throws knives at you from behind. Hitting a little, floating bubble while jumping across a pit invariably means you are falling to your death. Not grinding up a little magic-meter extension means you probably will not have enough magic points to cast that “Life” or even “Shield” spell when confronting the palace boss.

    thunderbird

    The game is unforgiving, but mostly fair. Some of the enemies move rather unpredictably, and the Mace Thrower can be difficult to get some inside-range on, but perseverance means you will ultimately learn the general gameplay patterns and move forward.

    LEVEL DESIGN:

    I have recently been playing through Retro Game Challenge on the DS. The final game, Robot Ninja Haggle Man 3, is a game in the vein of something like Metroid mashed up with some later Castlevania and a little old-school Ninja Gaiden or Shinobi; you are free to explore the world in the standard side-scrolling, action-game view with your sword, shuriken, jumps, etc. You can upgrade your abilities by purchasing “gears”, which grant you higher jumps, floating, powered-up shuriken blasts, and more. I have only barely played a couple minutes into the first Metroid game, and I have only played Castlevania games pre-Symphony of the Night. I have relatively little experience in the open-world “Metroidvania” style of games, and yet I find myself absolutely in love. There is no doubt in my mind that my PS3 & PSP will soon have a copy of Symphony of the Night on them, and I am even more excited to play Super Metroid.

    How does this all relate to Zelda II, though?

    You could make a somewhat-solid argument that Zelda II falls in line with this style of game. In fact, Jeremy Parish has done so. The palaces in Zelda II have some degree of “open-world” to them, albeit on a much smaller scale. The “standard” (again, only the second game here…) Zelda tropes of keys to open locked doors remain in your path, but upgraded magic spells like “Jump” and the glove which allows you to break blocks are what lead you to new areas in these palaces. Again, you are free to wander in and out of palaces as you choose; if all you want to do is grab that palace’s special item and move on without defeating the boss, feel free (similar to how you can play the first game). You will eventually have to come back to defeat him to place the crystal at the end of the level if you want to open up the final palace, but it is all left up to you to decide how and in what kind of order.

    palace_2_map
    (palace map from nesmaps.com)

    In this respect, Zelda II almost seems like a “Metroidvania LITE” gameplay experience. Perhaps it acting as the basis for any familiarity I have with that type of gameplay and level design is what now has me interested in going back and checking out some of these major hits that I somehow missed over the years.

    HILARITY:

    Who can forget “I AM ERROR.“…? Even when accurate to the original Japanese script (as Error was), the half-translated nature of the game combined with the lack of character space to get across the necessary information certainly led to an unparalleled experience. Between Link actually “speaking” aloud for what may be the only time in the franchise’s history (“I FOUND A MIRROR UNDER THE TABLE.“), the in-retrospect pondering about what exactly goes on inside that lady’s house when Link’s health is restored, and the oft-seen “GAME OVER RETURN OF GANON” (brought about by sprinkling your blood on the big boss’ remains, mind you)… few games come close to the written-text experience of Zelda II.

    i_am_error game_over

    SO DO I LIKE THE DARN THING?!

    That’s a tough call. It is incredibly difficult to look back on your own personal history and familiarity with something and try to understand if you genuinely like it, or only think you like it due to that familiarity. Then again, if I am able to look back on things like He-Man and wonder how on Earth I ever liked it, I suppose I could do the same with video games and take a slightly-more objective look.

    With that in mind, I think I do like Zelda II. I like it more than just a historical snapshot in a series that contains two of my favorite games of all-time (the original and Link’s Awakening), but I also appreciate it on that level of timely-significance. I like it more than just a piece of my childhood gaming adventures. I appreciate many of the artistic choices made in its development. The level design continues to intrigue me. The enemies become more and more frightening as the game progresses, certainly keeping me on the edge of my seat. The game is difficult, but not impossible (Hello, there, other game from my youth called Battletoads), which provides an incredible sense of accomplishment.

    It is constantly called the “black sheep” of the franchise (typically with Majora’s Mask not far behind), but this should not be taken pejoratively. Many of its elements have stood the test of time to resurface in other games (the temple music, Dark Link), proving their historical significance and underlying genius. The fact that the game itself has been re-released an appropriate, but not overwhelming, number of times (GBA, Gamecube “Collector’s Edition” disc, Virtual Console) also speaks volumes.

    Zelda II is a good game… it might even be great. I think I like it.

  • vagettoEx is banned

    I was browsing through some YouTube comments again (I know, I know…), and noticed my video “Never Fall Apart” also uploaded on someone else’s account. I can’t really stop that, and don’t particularly care, either… but I was curious about the comments it might have, so I clicked through. For the most part, they’re the usual “I love it!” or “I can’t find this song on Limewire please send it to me for free because I’m an entitled little nitwit!“, but something stuck out to me even more than that:

    vagettoex_banned

    It’s such a shame. I share no pleasure in detailing the news that vagettoEx is banned. I don’t exactly know who he is or why he’s banned from whatever he’s banned from, though. Just figured I’d pass along the word.

  • Live Broadcasting Online

    Jeff and I have streamed our recording of lo-fidelity live a few times. We do so over on my Stickam account through a second computer (my laptop) while his is busy with the normal audio recording for the show. Up until last night, we’ve always just done it where the laptop picks up the audio through its internal mic, since the mixer is outputting to the Mac for audio recording.

    Well, the mixer has the main-out as well as the tape-out. I busted out my audio cables last night and did a proper line-in to the laptop to complement the video feed it was serving. The feedback from the audience was great (being that the audio was great… no-one ever said the show was great :P), so next time we broadcast, we’ll be doing it “correctly” again.

    That gets me wondering, though… what do we gain from broadcasting it live?

    I’m well aware of the effort it takes to build and maintain that “sticky” audience that we all so desire, and little things like fixing the audio on a live stream go a long way. How about that live stream, though? What purpose does it serve? Quite frankly, it seems pretty egotistical… people love us so much, they want to watch us as we record our shows! Aren’t we so flippin’ great?!

    I don’t really think that about myself, though. No, seriously. If you were hanging with us last night, you heard me complaining about Jeff and his amazing radio voice and how much of a struggle it is for me sometimes to get into the range I want to be in. There are plenty of things I don’t like about my various shows, so adding a video stream on top of that just seems crazy.

    I think it works for lo-fidelity, though. Jeff and I have both been podcasting for a few years, and we both edit our own main shows. We know the effort it takes. We know what goes into it all. Due to all that, this particular show is far more conversational than the one I do for Daizenshuu EX, and so it works well for a live stream… no random dead-air (not much, anyway ^_~), no confusion over what’s happening next, no piece-meal recordings (with the exception of the ahead-of-time Anamanaguchi interview), etc. We are able to get immediate feedback, too, and while we definitely gear it toward being a damn solid audio program and really just video stream because we can… it’s nice to pull in a couple random live things here and there, like someone’s off-the-cuff Top 5 list to go along with our own.

    That doesn’t really address the bigger question of added-value, though. So I guess it’s best to ask you all — the ones who are following me enough to be reading this blog. Do you have any interest in video feeds of the podcast recordings? What do you find interesting / disinteresting about them? Know that we don’t have the time or resources to put on big productions, so if and when we stream anything, it’s just going to be… yep, some folks sitting around mics recording a podcast.

    Really curious, though!