Saturday, December 27, 2008

Why you may not have heard of the original Street Fighter

If you've never played (or even heard of) the original "Street Fighter," you're not missing much. And yeah, that's Ryu vs. Sagat, old-school style.

Capcom's first foray into what would blossom into the explosion of a gaming genre back in 1987 was, well, clunky. That's the best way I can describe the original "Street Fighter." By saying it's "clunky."

I mean, the controls are about as responsive as a hibernating bear, movements aren't all that crisp and it's only enjoyable for long periods of time unless you have this infatuation to play as Ryu all the time, since he's the main guy you fight with (unless you're Player 2, then you get to be Ken all the time. And yes, all his moves are the same.

Now don't get me wrong, this monstrosity introduced us to some SF staples, such as fireballs and such, as well as some other characters that would show their faces in the later "Alpha" series (Sagat is the main boss in the original, by the way. He gets his chest scar here). But "Karate Champ" on the NES was more responsive and perhaps more fun to play. And the only popular non-computer home console it was available on early in its life was the ill-fated TurboCD, which should tell you something. At least the arcade versions graphics look good (pictured above).

The idea of the game was straightforward: Beat everyone up so you can fight Sagat and finish the game. Yep, that's it. Just like in just about every 2D fighter ever made. Really.

Most of the quirky elements from this game were fortunately fixed by the time "Street Fighter II: The World Warrior" came out. There were more people to fight with, the graphics and music were even better and the controls were much better. But hey, if you want to see Ryu in his red-headed glory, take this little nugget for a spin and see how far Capcom went between "Street Fighter" and its still-popular sequel.

Friday, December 26, 2008

Character File: Solid Snake

In his early glory, Solid Snake wasn't quite as appealing as he is in "Guns of the Patriots."


First appearance: "Metal Gear" (MX2 computer/NES, 1987/1988)

Sometimes it's hard working alone. But when you're in charge of completing a set of covert operations it can be cool (or so I'd like to believe). Well, at least Solid Snake makes it look cool.

Long before PlayStation 3 owners were wowed with the cinematic presentation that is "Metal Gear Solid 4: Guns of the Patriots," Snake was just a rookie spy for FOXHOUND in the original "Metal Gear." And since then, he's continuously fought to get his hands on the Metal Gear weapon.

Snake, whose real name is "David" early on, is the creation of Hideo Kojima. His early appearances and spin offs were on computers, home consoles and handhelds before really taking off in the "Metal Gear Solid" series during the PlayStation generation. He's destroyed the Metal Gear, rescued kidnapped prisoners and more over the years. Putting all the "Metal Gear" titles together tells the complete story of Snake's career. Snake helped make the "Metal Gear" series one the founders of the stealth-game genre.

Monday, December 22, 2008

Retro Game Review: Pit-Fighter

What fighting games looked like before steroid testing.

Platform: Arcade
Released: 1990
Developer: Atari Games

Background:
"Pit-Fighter" was, well, I don't know what exactly to call it - strange, risque, a cross between professional wrestling and a Jean-Claude Van Damme movie - I really don't know. Strangely, though, this pre-"Street Fighter II" 2D fighting game was actually revolutionary - it featured digitized characters modeled after real-life actors. In fact, "Pit-Fighter" (gasp!) looks better than some of the latest fighters do. I remember first playing this game in a convenience store near the house I grew up in, and even then that guy in the leather mask seemed a bit odd to me.

Graphics: 5/5
I know, I know. But you have to understand I'm comparing this game to others that came out around the same time, so then it looks great. But the digitized character modeling, along with a crowd that actually looks like people, was the closest thing you got to realistic in 1990.

Sound: 2.5/5
There are a lot of generic sounds in this game. Otherwise, nothing much to write home about. While the graphics were top-notch, the sound was anything but.

Controls: 3.5/5
The arcade configuration was a joystick and three buttons (punch, kick, jump). Pressing all three face buttons at the same time resulted in your character performing a "super move."

Gameplay: 3/5
You can pick from three fighters - Buzz, Ty and Kato (or Larry, Curly and Moe if you want them to be) - and each has its own fighting style. Then you have to fight eight opponents, capping off with a final match against the "Masked Warrior." Meanwhile, people with knives or sticks would sometimes interfere with your match. And in a multiplayer game, all playable characters had to beat the tar out of each other to decide who fights the "Masked Warrior," since only one person has the unfortunate opportunity - er, ultimate chance - to face the final match. By the way, don't stay in the crowd too long - they'll throw you back in!

Overall: 3.5/5
Using the composite of all the scores above to get this score can be misleading. Why? Because this game really isn't that good. While looking back at how great it was for 1990, I still can't defend this one today. I mean come on, have you actually played this?

Tuesday, November 18, 2008

Character File: Doctor Ivo "Eggman" Robotnik

Hey, aren't you one of the Rough Riders?

First appearance: "Sonic the Hedgehog" (Sega Genesis/Master System, 1991)

For almost 20 years now, Dr. Robotnik has seen the fall of many of his machines at the hands (and feet) of one Sonic the Hedgehog. But despite his many feeble attempts to destroy Sega's blue mascot, the guy who turned cute little fuzzy animals into robots never seems to give up.

Robotnik, who was in part based on our 26th President of the United States, Theodore Roosevelt (a more pudgy version, at least), is actually who made Sonic fast (and blue). And the pair were friends until an accident embedded the doc with chaos energy, transforming him into the antagonist we all know of today. Since then he's acquired the "Pinky and the Brain" syndrome, where he tries to take over the world no matter how many times he's unsuccessful in the process. He also apparently has a "Star Wars" fascination, based on the creation of his outer space-floating "Death Egg" in "Sonic 2."

But this robust fellow hasn't spent all of his time being trampled by Sonic and his friends. He was the central character in 1993's "Dr. Robotnik's Mean Bean Machine," a game more in the style of "Tetris" and "Dr. Mario" than a 2D platformer. He's also been a playable character over the years while starring in animated shows and comics.

Monday, November 17, 2008

Retro Game Review: Metal Slug: Super Vehicle-001

Everything in "Metal Slug" is bigger and badder. And that's a really good thing.

Platform: Neo Geo
Released: 1996
Developer: Nazca Corporation

Background: "Metal Slug" is "Contra" on 'roids. That's about the best way I can put it. The guns are bigger, the explosions are bigger and the bosses are bigger in this game, which retained all its arcade glory on SNK's Neo Geo home console. Most of us couldn't afford to fork out 600 bucks-plus for a Neo Geo, let alone the 200 bucks or so each game cost, but Nintendo Wii owners can download this piece of gaming glory for just 900 Nintendo Points (9 bucks!) - and, it's compatible with the Wii Remote, so no additional hardware is necessary! The storyline in a nutshell is you and another player (in 2-player mode) have to mow down General Morden's Rebellion army and recapture the Metal Slug tanks (which yes, you get to drive). But the storyline won't grab you anywhere near the game itself.

Graphics: 5/5
There's a reason the Neo Geo was so expensive: It was the guts of an arcade cabinet inside a home console. This game features hand-drawn elements (You heard me) with vivid backgrounds that feature little to no empty space. Even though this a a 2D side-scrolling game, it still has sort of a 3D feel.

Sound: 5/5
The background music is very well-done. It's clear and doesn't feel like a drill into the head after five minutes. The voices are done perfectly, which can also be attributed to the Neo Geo's technology.

Controls: 4/5
You use three face buttons - one each for jumping, shooting and grenades/cannon. The joystick/D-pad movements are fluid. However, I knocked a point off for how difficult it is to shoot straight down or on an angle.

Gameplay: 4.5/5
This is a run 'n gun, just like "Contra." However, like I said before, everything is bigger - much bigger. And the weapons surpass everything "Contra" has to offer (with the exception of the Spread gun, of course). You start with a single-shot pea-shooter, but you can upgrade to such weapons as a heavy machine gun, flame thrower or even a rocket launcher (You rescue POWs for weapon power-ups). If an enemy gets too close, you can slash him with a knife. And most of the scenery can be destroyed, too. You mow through cities, forests, mountains and military bases, so the game never gets old.

Overall: 4.625/5
This game has just as much replay value as "Contra," the run 'n gun game I've measured all others against. In fact, this is probably the only one I feel is better than "Contra," which is saying a lot. One thing I forgot to mention to all the parents and censors out there is "Metal Slug" is bloody - both you and your enemies bleed when hit - but the cartoony look and humor in the game (like shooting enemy soldiers while they're camping) makes this game tons of fun but not all that serious. I can't stress enough how much I think you should play this one.

Thursday, November 13, 2008

One Sonic, three consoles

Most people remember Sonic's maiden voyage on the 16-bit Sega Genesis (left). But the blue blur also staked his claim on the 8-bit Sega Master System and handheld Sega Game Gear (right). There are several differences between the two, but both are solid in their own right.

The year 1991 could be labeled the "Year of Sonic." It was that we saw the debut of Sega's new "spokesperson" on not just one console, not two, but three different Sega consoles. After first dipping his toe in the pool that was the Sega Genesis, Sonic took a step back to the 8-bit era with releases for the Sega Master System and portable Game Gear. Although Sonic lost some power in the process, the 8-bit incarnation is still a solid game to play and doesn't lose much in translation.

Today, I'm going to give a side-by-side comparison of the Genesis and Master System versions of "Sonic the Hedgehog" (the Game Gear version is very similar to the Master System version with a few exceptions). Before I begin, you have to understand that even though they bear the same name, the two titles are quite different. Other than obvious differences in graphics and sound, level designs and bonus stages are different, creating an all-new Sonic experience.

Graphics: The Genesis version features some of the best graphics of the 16-bit era (Sonic 2 pushed the envelope even farther). The 3D effect of running behind trees and posts, coupled with outstanding surface textures creates a great gaming experience. However, the Master System version features graphics I'd put up against any NES game any day of the week. Though not nearly as detailed as its counterpart, the game moves fluidly, and enemies are easily recognizable from the 16-bit version.

Sound: The music and sound effects on the Genesis are fantastic, some of the most classic in video game history. The Master System version features good sound as well (even though it's in mono), but the console's technology produces sounds that are at times tinny.

Gameplay: Sonic on the Genesis is fast, especially in some of the more straightforward zones. He's pretty fast in 8 bits as well, although the game doesn't feel it's moving quite as fast. Eight-bit Sonic does share many of his 16-bit counterpart's mannerisms, like when he starts staring you down because you haven't moved in awhile. Also, in the 8-bit version, when you hit an enemy, you can't retrieve the rings you lost. And though they share names with a few zones from the Genesis version, the entire 8-bit game was retooled so it isn't a direct port. Bonus stages are different, too, and Chaos Emeralds are found within the zones. There is also a map in the 8-bit version that shows you what zone you're on, and I think that's because the text at the beginning and end of the zones isn't superimposed over the game screen like on the Genesis. Overall control of Sonic is fluid on both consoles, though I think the Master System version of the game is more difficult to complete.

So there you have it, a short but concise comparison of the Sega Genesis and Master System versions of the original "Sonic the Hedgehog." I could go on and on with more about the two, but you can get the idea by just checking out the screenshots above (By the way, those are two different zones from each of the games). Now don't be deceived by the 8-bit version, as Sega thought it was good enough to build into some late versions of the Master System console. It's available on the Nintendo Wii Virtual Console for just 500 points ($5), so it's definitely worth a try if you're able to get it.

Wednesday, November 5, 2008

Character File: Pit

The cover for the Japanese Famicom Disk System version of "Kid Icarus."

First appearance: "Kid Icarus" (Famicom Disk System/NES, 1986/87)

For many of us gamers in the 1980s, "Kid Icarus" played second fiddle to "Metroid," which featured Nintendo's bounty-hunting heroine Samus Aran. But "KI" was actually similar to "Metroid" in gameplay, with the hero being an Icarus/Cupid hybrid named Pit (and I'll bet you thought his name was actually "Kid Icarus"). In his gaming debut, the "little angel" used his magical bow to defeat Medusa in the Underworld. Pit's first adventure can be found in several "best game" lists.

But then he disappeared. Where did he go?

Well those of you (like me) who remember the cartoon "Captain N: The Game Master" remember Pit was a character on the show, and in fact named - you guessed it - Kid Icarus! He also appeared in the Captain N comic book series. Then after a long hiatus as a major playable character, Pit made his triumphant return in 2008's "Super Smash Bros. Brawl" for the Nintendo Wii. The original "Kid Icarus" is also available through the Wii Virtual Console.

Otherwise, he's made cameos in other games such as "Tetris," "Super Smash Bros. Melee," "WarioWare: Twisted!" and "WarioWare: Smooth Moves."

Tuesday, November 4, 2008

Wanted: New ideas

Here at Pacing the Cage, our staff of one is reaching out to you, the gaming community, for ideas on some new things we can feature in this blog. While we try offer a well-rounded lesson on the history of video games of the past, chances are we're forgetting something. That's where you come in! Feel free to offer up any suggestions you might have on either 1) Ideas for new features or 2) Ways to improve what's already being offered. Don't be shy, as every idea will be taken into consideration! Thanks in advance for your opinions!

Friday, October 31, 2008

Retro Game Review: Castle of Illusion Starring Mickey Mouse

Can't you just, like, throw water on her or something?

Platform: Sega Genesis/Mega Drive
Released: 1990
Developer: Sega of America

Background: In honor of today being Halloween, I decided to review a game with a Halloween theme (I was going to offer a list of Halloween-themed games you could play tonight but ran out of time). There were a few other games I thought of reviewing, including "Doom" (too violent), "Halloween" for the Atari 2600 (too goofy) and "Michael Jackson's Moonwalker" (too weird!). But I settled on this little nugget because even your kids can read this review, and also because it's actually not a bad game.

"Castle of Illusion" was released for the Genesis in 1990, before even Sonic the Hedgehog sprinted onto the scene, meaning this came out during the console's early years (It was also released for the Sega Master System and Game Gear). In it, you play as Mickey Mouse, and your mission is to rescue Minnie from the evil witch Mizrabel. To do this, you make your way through a giant castle, acquiring gems as you go. These gems are necessary to reach the final battle with Mizrabel.

Graphics: 5/5
For being one of the Genesis' early releases, this game really did shine visually. The levels are very colorful for the most part, and Mickey looks like, well, Mickey.

Sound: 3.5/5
Other than certain sound effects heard throughout the game, each level of the castle has accompanying music that isn't too bad.

Controls: 3.5/5
Being your typical 2D side-scroller, there isn't anything special that can be said. The Genesis only featured a directional pad and three "fire" buttons on its controller at this time, so function wasn't much more than on the NES.

Gameplay: 3/5
This game is easy - very easy. So easy, you'll probably finish it rather quickly. But if you're a fan of side-scrollers and Disney you'll enjoy this game. You'll also get caught up in how good this game looks while you're playing.

Overall: 3.75/5
If you like great 16-bit visuals and can get past the fact it's a Disney game, "Castle of Illusion" is a great game to try. Otherwise, it doesn't really set itself apart from other 2D side-scroller offerings of the time. It was one of a series of Disney-themed games released by Sega.

Monday, October 27, 2008

Your guide to video game console generations

Do you have trouble figuring out what people are talking about when they mention First-Generation consoles, Second-Generation consoles, etc.? Well today, I'm going to give you a small (yet very useful) history of video game consoles lesson. Listed below is every video game console generation and some of the most popular consoles you might know of from that time. And if you have one or more of these, now you can be sure what generation they're from.

Note: I'm not listing every single console from all generations, since there are many most people haven't heard of. If you own one that isn't listed, you can cross-reference when it's from by the year.

First Generation (1972-77)
Magnavox Odyssey/100/200
Atari/Sears Telegames "Pong"
Coleco Telstar

Second Generation (1976-84)
Consoles
Fairchild Channel F
Atari 2600
Magnavox Odyssey
Mattel Intellivision
Atari 5200
ColecoVision
Handhelds
Milton Bradley Microvision
Nintendo Game & Watch

Third Generation (1983-92)
Nintendo Entertainment System
Sega Master System
Atari 7800
Commodore 64 Games System

Fourth Generation (1987-96)
Consoles
TurboGrafx-16
Sega Genesis
Super Nintendo
Neo Geo
Sega CD
Sega 32X
CD-i
Handhelds
Nintendo Game Boy/Pocket
Atari Lynx
Sega Game Gear
TurboExpress

Fifth Generation (1993-2002)
Consoles
3DO
Amiga CD32
Atari Jaguar
Sega Saturn
Sony PlayStation
Nintendo 64
Virtual Boy
Neo Geo CD
Handhelds
Sega Nomad
Game Boy Light/Color
Neo Geo Pocket

Sixth Generation (1998-2006)
Consoles
Sega Dreamcast
PlayStation 2
Nintendo GameCube
Microsoft Xbox
Handhelds
Neo Geo Pocket Color
Game Boy Advance/SP
Game Boy Micro
Nokia N-Gage/QD

Seventh Generation (2004-present)
Consoles
Xbox 360
Nintendo Wii
PlayStation 3
Handhelds
Nintendo DS/Lite
PlayStation Portable/Slim/Lite

Friday, October 24, 2008

Retro Game Review: Pong


Say what you want about how this game looks, but you probably wouldn't have many video games to play at all had this not been created.

Platform: Arcade
Released: 1972
Developer: Atari Inc.

Background: Anyone who spends hours on end playing Wii Sports, Madden or NBA 2K can thank Allan Alcorn. Why, you ask? Because Alcorn developed "Pong" (even though Magnavox had earler developed a similar game and won a lawsuit in regard to it. Atari's "Pong" is more well-known, anyway). Without this barebones (by today's standards) video game, who knows whether or not the gaming industry takes off into the 1980s and becomes the multi-billion-dollar industry it is today? The instructions were simple: "Avoid missing ball for high score." It was so popular, home console versions were also developed.

Graphics: 1/5
Let's not kid ourselves here. All "Pong" consisted of was a group of white lines and dots on a black background.

Sound: 1/5
Nothing more than a couple beeps and blips.

Controls: 5/5
You moved your paddle with those famous round "paddle" controllers that were also popular with the Atari 2600 console. So easy the drunkest guy in the bar could figure it out (and I think that was actually the idea).

Gameplay: 3.5/5
"Pong" was hard: not "Mega Man" hard, but difficult enough. Your timing had to perfect to hit the ball right, and the ball bounced around at some funny angles.

Overall: 2.625/5
You're not going to find yourself spending entire weekends in front of the TV playing "Pong," but I hope you get an appreciation for it if you haven't yet. Sure, it's nothing at all to look at, but it does give a great example of how far video games have come. What were once nothing more than a bunch of lines and dots on the screen has evolved into realistic-looking games that narrow the line between what's real and what's just a game.

Thursday, October 23, 2008

The first video game?

Check out this story and video about "Tennis For Two," a video game built 50 years ago. The lab where the original game was built is giving visitors a chance to play the rebuilt version of it.

Wednesday, October 22, 2008

Top 10: Games where you play as an animal

Not all games require you to suit up as a sword-wielding knight or machine gun-toting mercenary to fend off all enemies in your way. Sometimes, developers take the wacky (and sometimes strange) idea of making the hero, or playable character, at least, an animal. Sometimes these ideas work. Other times - and I'm giving the evil eye to you, Ecco the Dolphin - it doesn't. So here are 10 instances where the idea worked. And if anyone can fill me in on what the point of Ecco was, please feel free to let me know.

10. Quackshot Starring Donald Duck (Genesis): Treasure-hunting Donald Duck armed himself with quite a plunger-blasting pistol in this game that was actually a lot of fun to play. Be sure to check out the Indiana Jones getup he's wearing.

9. Kangaroo (Arcade, Atari 2600 & 5200): Those "Punch the monkey and win $20" banner ads must have come from this game. Because there isn't much that is more entertaining than a kangaroo wearing boxing gloves who knocks monkeys out in order to save her son.

8. Yars' Revenge (Atari 2600): I know a Yar is supposed to be like a bug, so I counted it even though it's apparently not an Earthly one. But any bug tough enough to eat through a barrier before aiming a cannon that makes the screen flash all kinds of colors is OK in my book.

7. Altered Beast (Genesis): OK, so you're thinking this probably shouldn't count because you don't actually start each level is an animal. But are you going to tell the Golden Werewolf that to his face? Didn't think so.

6. Lemmings (PC, NES): Believe it or not, Lemmings are real animals who live in or near the Arctic. The ones in the video game look more like Fraggles to me, but I don't guess that really matters, except for the fact several of the games levels feature lava, which I reckon is much hotter than anything the Arctic has to offer.

5. Teenage Mutant Ninja Turtles II: The Arcade Game (NES): I was never a big fan of Nintendo's first foray into the world of TMNT, not because it was mind-numbingly hard, but because I expected more out of the commercial juggernaut. TMNT II has a much faster pace and better action sequences.

4. Donkey Kong Country (SNES): The best-looking Donkey Kong game at its time, DKC carried the franchise to previously unexplored territory: A side-scrolling platformer with faux-3D graphics.

3. Frogger (Arcade, NES, others I'm sure): Just get your little frog across the road then across the pond. Sounds simple enough, doesn't it? But as anyone who's ever played Frogger knows, just crossing the road can make you want to pull your hair out. And if you're not made into roadkill before crossing, you're then up to be the guest of honor at some alligator's feast.

2. Donkey Kong Jr. (Arcade, Atari 2600, NES): The original Donkey Kong didn't make the list since you play as the spawn which would eventually become Mario (Jumpman). But in this game, it was Mini DK's turn in the spotlight as he swung across vines to save his Daddy from the clutches of Mario. And you thought Mario was all good.

1. Sonic the Hedgehog (Genesis, Sega Master System): The blue blur blew his way into our lives back in 1991 and is still going strong today with new releases coming out. The anti-Mario was actually the second pack-in game sold with the Genesis (Altered Beast was the first). Sega struck gold with this guy, as the sequel to this game is the Genesis' biggest-selling game. The first two Sonic games were also developed in 8-bit format for the Sega Master System, so Sega fans who didn't own a Genesis console could still get their Sonic fix.

Tuesday, October 21, 2008

Retro Game Review: Yie Ar Kung-Fu

My money is on the little guy.

Platform: Arcade
Released: 1985
Developer: Konami

Background: Yes folks, there actually were fighting games before "Street Fighter II" came along (There had to be an original "Street Fighter," right?). Now truth be told, compared to SFII and "Mortal Kombat," they weren't that great. One of those early arcade fighters was "Yie Ar Kung-Fu," a Konami contribution to the genre. You played as the fighter Oolong and had to defeat 11 other fighters over the course of two gauntlets. The fighters were faced in a set order and supposedly got harder as you went, but some of the middle fighters seemed easier to me.

Oh, and did I mention you only had three lives to do this? My bad.

Graphics: 3/5
It's like watching Looney Tunes fight. OK, the fighters don't look that much like cartoons, but they don't look overly real either. The black outlines on the fighters' sprites is so thick their movements look more like goo than anything. The backgrounds aren't that bad, which saves this game visually.

Sound: 3.5/5
There is in-fight music, sound effects and a little bit of speech throughout.

Controls: 2/5
Don't expect fluid movements while playing this. You can punch and kick, high and low, as well as jump. The problem is that when you jump, you don't have much control over how high or how far. And kicking while in the air is difficult - scratch that - nearly impossible. The direction of your jump is shown by the little yellow arrow that follows your guy around.

Gameplay: 2.25/5
I'll admit this game is fun to play - at first. But once all of its little quirks begin to come out, you'll quickly become tired of it. And since it's an early fighting game, the hit points on each character aren't perfect, which means you might clock a guy in the head two or three times but only actually hit him once. I was torn between giving this game a 2 or a 2.5 for gameplay, so I settled for the middle.

Overall: 2.69/5
It's no "SFII: Hyper Fighting," but if you want to see how fighting games were in the early stages, check out Yie Ar Kung-Fu. You probably won't be finding it in many arcades these days, but there are ported versions available on newer home consoles (Warning: the NES version is completely different from the arcade). It probably won't dazzle you with top-notch graphics, sound and gameplay, but it'll give you a good idea on how far fighting games have come.

Friday, October 17, 2008

Zeruda no Densetsu and the strange case of when classic gaming meets foreign languages

Once you hear the music and take a look at the background, there's no doubt as to what game you're playing. The numeral "1" was added to the Famicom Mini version to clearly distinguish this was the first Zelda game in the series.

There's a saying I heard several years ago that if you speak two languages you're bilingual, if you speak three you're trilingual and if you speak one you're American. Now I know there are many people here in the States who speak more than one language, but how many people who were born here speak those other languages well? I mean I've learned some French, Italian and Latin in my time, but I'm in no way ready to have an in-depth conversation with the Pope.

And even though I can't speak or read Japanese, I recently purchased the Famicom Mini version of "Zeruda no Densetsu: The Hyrule Fantasy," commonly known here as "The Legend of Zelda." The Mini version is a direct port of the 1990s version of the cartridge-based version for the Japanese Famicom (the Japanese version of the NES). It was originally released for the Famicom Disk System peripheral (only available in Japan) in 1986, long before we were introduced to Zelda here in the states. Not only did both have better package and label art than its North American counterpart (a common theme in Nintendo's 8-bit era), but the FDS version was able to utilize the Disk System's extra sound channel for better sound effects in some cases. Another reason I ordered this copy as opposed to the NES Classic Series version was price: it was cheaper to order the Japanese version and have it shipped from Hong Kong than it was to order a new or used copy from anywhere stateside.

Now if you're afraid of playing this version of the game because you can't read Japanese, don't worry too much - if you fall into a certain group. Anyone who has played this game on their NES can make it through this version with little or no problem. Many parts of this version are actually in English. However, all of the in-game dialogue is in Japanese, so if you fall into the category of someone playing this for the very first time, you're better off finding a North American version that's completely in English. Check out eBay or Amazon for one.

You have to either know or remember what the old man, medicine woman or that bad guy in Level 7 is saying so you can solve some of the puzzles or obtain some of the items. (By the way, all the Japanese text on the menu screen says is "USE B BUTTON FOR THIS)

Checking out the Japanese versions of games such as this also gives you some insight into how games are packaged (as mentioned before) and explained in other countries/languages. As I mentioned before, Famicom games featured better, more artistic packaging and labels than those on the NES (which for Nintendo was rather sad, since many of the company's early NES releases just showed blown-up screenshots on its covers and labels). I mean, a gold-plated Zelda cartridge is cool and all, but the artist in me would take that glorious Famicom box over "Goldie" any day of the week! The instructions for the Mini version did me no good, being in Japanese and all, so if it included the "invaluable maps and strategic playing tips," I wouldn't know (I don't think the Famicom version had all the hints and cheats the NES version had included with the game anyway).

So if you're looking to scratch that retro game itch while getting a little Japanese culture at the same time, pick up (or order) a copy of one of the GBA's Famicom Mini series games. A few are still available in stock at Play-Asia.com, including Zeruda no Densetsu and Super Mario Bros. Playing an overseas version actually made the game feel fresh in my opinion, and having to remember what all the dialogue was in English really made me flex my brain muscles quite a bit. I recently completed the first quest and am now working on the second, which I didn't remember was so difficult!

Side story: In the North American Zelda instructions, it says Pol's Voice hates loud noises. However, the flute won't kill them (only the sword or arrows will). The reason for this confusion is that the Famicom's second controller featured a microphone in place of the Start and Select buttons. In Japan, in order to kill Pol's Voice, you had to actually scream into the microphone. This was just never omitted from the English instructions. See, Nintendo was utilizing voice recognition in its games long before the DS!

Tuesday, October 14, 2008

Test your retro video game I.Q.

Ladies and gentlemen, may I present to you Pacing the Cage's first-ever "Retro Video Game Quiz!" Listed below are 10 questions derived from video games of yesteryear, from 16 bits and back. Answers to the questions are listed at the bottom of this post. Good luck, and provide some feedback on subjects you might want to see in the future!

1) In the Nintendo Entertainment System version of "Pro Wrestling," what real-life professional wrestler is King Slender based on?

2) When Mario made his video game debut in "Donkey Kong," what was he called?

3) What three fighters appear in both the original "Street Fighter" and "Street Fighter II: The World Warrior?"

4) What is Mega Man known as in Japan?

5) In what video game does Mario play the antagonist (bad guy)?

6) What is the button sequence of the "Konami Code?"

7) What country was the classic puzzle game "Tetris" initially developed in?

8) Gilius Thunderhead originally appears as a character in what video game that debuted at the arcade and was subsequently ported to a home system?

9) "Keith Courage in Alpha Zones" was a title featured on what system, known as the PC Engine in Japan?

10) In what infamous Atari 2600 title did your character have to stay away from a scientist and FBI agent?

Answers:
_______

1) King Slender was said to be modeled after "Nature Boy" Ric Flair - "Whoooooo!"
2) Mario was called Jumpman in the original "Donkey Kong," and he was a carpenter, not a plumber. He switched trades later on.
3) Ken, Ryu and Sagat were characters in both games. In the original "Street Fighter," Ryu was Player 1, Ken was Player 2 in a 2-player game and Sagat was the final boss. In "The World Warrior," Ken and Ryu were playable by anyone from the beginning. Sagat was the second-to-last boss before becoming a playable character in later SFII releases. Some characters from the original game reappeared in later "Street Fighter" games, including the "Alpha" series.
4) Mega Man is known as Rockman in Japan, and you knew that if you read yesterday's post on Mega Man 9.
5) In "Donkey Kong Jr.," Mario holds DK captive while Junior tries to rescue him.
6) The "Konami Code" is: up,up, down,down, left, right, left, right,B,A - and it's not only used for "Contra," either.
7) Tetris was developed in the former Soviet Union and released in 1985. It's available today on just about every video game console and computer operating system.
8) Gilius Thunderhead fights using the Golden Axe in, you guessed it, "Golden Axe."
9) "Keith Courage in Alpha Zones" was the (OK, but nowhere near great) pack-in game for the TurboGrafx-16 system. Believe it or not, the PC Engine was more popular than the Sega Mega Drive (Genesis) in Japan. The opposite was true in North America.
10) Though it's been called the worst video game of all time by many, you probably remember that in the video game version of "E.T.: The Extra Terrestrial" you're not supposed to get caught by the scientist or FBI agent. The scientist will take you back to his lab, and the FBI agent will steal away your pieces of the phone.

How did you do? Input how many you got right onto the comments board so you can compare your score with others who took the quiz!

Monday, October 13, 2008

Mega Man 9: A perfect marriage

Mega Man 9 returns retro gamers to the style they've always loved. (Screenshot from WiiWare World)


It appears video game developers are starting to get it: Many gamers didn't have their first gaming experience via PlayStation, where many times graphics trumped gameplay and fun. That's why Capcom's release Mega Man 9 might seem quite out-of-place for gamers who never picked up an original NES control pad. But for those of us who did, this new release brings back fond memories of the first few Mega Man games released back in the '80s (while also reminding us of the bad cover art in North America). And actually, this game was said to be designed on the mechanics of Mega Man 2. Early side-scrolling Mega Man titles were punishingly difficult but fun, and early info on this one says it's more of the same. So in honor of Capcom bringing a little 1989 into 2008, I'm going to break down Mega Man 9, wedding style!

Something old: It's Mega Man in all its 8-bit glory. That big-headed robo-dude makes a triumphant return with side-scrolling 2D levels. Capcom even intentionally added screen flicker and other imperfections to really drive home that old-school feel.

Something new: A new group of robot masters stands in the way of Mega Man's quest (There's even a female robot master this time around). The game also has some challenges you can earn rewards by completing over the course of the game.

Something borrowed: Mega Man 9 is built along the lines of Mega Man 2, which changed a little bit from the original Mega Man. You can run, jump and shoot, and when you defeat a robot master you earn their weapon, just like always.

Something blue: It's Mega Man - He's supposed to be blue! (At least at the beginning, anyway) Since I really don't have any other "blue" points to make, I'll leave you with this little nugget: In Japan, Mega Man is called "Rockman" and has been featured in TV programs. There are also comics and collectibles that bear his name.

Tuesday, October 7, 2008

Inside Scoop: Freaky Creatures

You've got to love it when dragons and mutant birds collide. (Screenshot courtesy of Sinuate Media)

I don't usually write about newer-generation games with enhanced graphics, but today I'm going to break tradition. So sit back for a minute while I introduce you to Freaky Creatures.

What is Freaky Creatures you ask? Freaky Creatures is a cross-platform, massively multiplayer online game set to hit stores in early 2009. The game will come on a reusable USB flash drive bundled with collectible action figures, according to the folks at Sinuate Media. By checking out the screenshot featured above, the game looks like a cross between Mortal Kombat and Final Fantasy, though it'll be rated "E" for "Everyone" upon its release.

But there's more to this Abandon Interactive Entertainment release than just picking a fighter and going toe-to-toe with another: Freaky Creatures will open up an entire universe. For starters, players will have the opportunity to build and customize their creatures to battle friends with. More than 3 billion combinations of parts, powers and objects for your creature will be available. From there, you'll interact with your creature to grow a strong bond between the two of you. Of course though, the battle aspect of Freaky Creatures is what helps you achieve dominance.

But the Freaky Creatures universe goes far beyond just creature creations and battle. You'll have the chance to interact with other gamers through character blogs, leader boards, mini-games, member contests, tournaments and polls. There's also going to be an online comic! And the game will work on both PC and mobile platforms, so you can take Freaky Creatures on the go.

Want to get in on the action before 2009? By signing up on http://www.myfreakycreatures.com/, you can receive access to the Beta version of the game (Note: The required download is nearly half of a gigabyte). There, you'll meet numerous other users who are already giving Freaky Creatures a try. Even if you don't want to sign up for the Beta version, you can still check out the Web site for additional info regarding the game.

Monday, October 6, 2008

Take Tecmo Bowl with you

It's the Tecmo Bowl that fits in your pocket...

So let's pretend you're sitting in an airport, waiting for a flight that, er, three hours late. The TV has some news program you're not even interested in on, and you've finished thumbing through the magazine you picked up in the terminal. So you turn to your beloved cell phone and one of the games that was preloaded on it (I know these days some phones either have demos or none at all). Now, football fans, which would you rather play: Some no-name Tetris clone, or a version of Tecmo Bowl that fits in your pocket?

That's what I thought. Yes, ladies and gentlemen, it's true. Tecmo Bowl is available on your mobile phone.

Now before you hurry up and log on to your mobile gaming Web site and download this game, let me give you some details on it. First of all, it's basically a barebones version of the original Tecmo Bowl (late '80s version) that only allows you to play the equivalent of an exhibition game. Plus, you can only choose from four teams - San Francisco, Dallas, New York and Green Bay - who don't have nicknames and don't feature player names (Thanks, EA Sports). The classic music and sounds from the original are missing as well.

Now that I've given you the negative sell, let me tell you what I really like about this game. For starters, it's classic Tecmo Bowl, so it would be hard to screw it up. The gameplay is exactly the same: Four offensive plays to choose from, with the defense trying to guess which play the offense picked. All of the gameplay elements are there, down to the automatic cycling between receivers, shaking off blockers and tacklers, diving and choosing your defender before a play. There are also some good-looking still-frame cut scenes that pop up during the game.

If I were doing an official "review" of this game, I'd probably give it a 2.5 or 3 out of 5 overall. While this version is perfect for getting your Tecmo Bowl fix on the go, you probably won't want to stare at such a small screen for so long. But if you want a version of the game that can go wherever you do, then it's definitely worth the few bucks it costs to download it.

Monday, September 29, 2008

Dream up your own games - and build them, too!

Ever wanted to create to your own video game? Well now you can, thanks to the folks at YoYo Games! By logging on to http://www.yoyogames.com/gamemaker, you can download YoYo's Game Maker software and make your gaming dreams come true. And the best part... It's FREE! Well, unless you want to unlock some additional functions, then you have to pay to register. But the free version has everything you need to develop a fully-working video game.

Now I'm pretty sure you won't be able to put Electronic Arts out of business with anything you create, but you can share and even sell your games! The Game Maker Web site has numerous games created by people using the software. And tutorials are available online to help you get started.

So, you ask, why aren't there any screenshots of a game I created? Well, that answer has two parts: One, between working full-time and taking care of things at home, I haven't had a lot of time to tinker with the program, and two, since I haven't had time to make it all the way through the first tutorial yet, there's no way I have the know-how to create my own game yet (Okay, maybe that's pretty much the same reason).

Friday, September 26, 2008

Retro Game Review: Ghosts 'n Goblins

Not exactly the knights who say "Nee!"

Note: This review was requested by my friend Kevin Johnson, an indie artist in the Greater New Orleans area. Kevin recently created his own Webcomic, "Strange City Heroes," which can be viewed by clicking here.

Platform: Nintendo Entertainment System
Released: 1986
Developer: Capcom

Background: Dust off the 'ol Game Genie, because if you're thinking about throwing your NES controller through your TV, you're probably playing Ghosts 'n Goblins. Capcom's brush with the afterlife is a difficult, frustrating game that slaps you right in the face just about the time you think you've reached GnG immortality. The story is your run-of-the-mill "girlfriend gets kidnapped by the devil and you have to fight your way through several levels to take on the Dark One and rescue her" story.

Graphics: 2.5/5
Because they're only half as good as the arcade version (which set the bar high for its time). While the level in the screenshot above is pretty detailed, other levels (I'm looking at you, Stage 6) are nothing more than patterns of equally-sized white and gray blocks. Other stages are much more detailed, but the NES version is so far out of the arcade version's league it makes me a harsh critic.

Sound: 3.5/5
The sound and music are actually not all that bad for a game in the early days of the NES. The squeaking noises do become annoying after awhile, but the game's music is some of the best. Capcom games typically featured some of best music on the NES, most notably in the Mega Man series.

Controls: 4/5
You really can't do more with an NES controller on a side-scroller than run, jump and shoot.

Gameplay: 2.5/5
Let's just stay in the middle on this one. If you like a game that'll make you prematurely go gray up top, you'll give this game high marks. If you don't, you'll score it very low. This game is punishing, and if you can complete it without throwing your console out the window, I have a friend who might want to challenge you to a game of Contra with just three lives. And if the game isn't hard enough, when you do reach Lucifer and defeat him, don't claim your trophy quite yet - It's all just an illusion, and now you have to start all over again (Did I mention it's even harder the second time around?). Then, upon laying the smackdown on Lucifer the second time to rescue your lady, you're treated to a short ending that features one of the game's trademark bad English translations ("Congratulation. This game is happy end").

Overall: 3.125/5
I won't say anything more about how hard this game is, but despite its difficulty, Ghosts 'n Goblins is truly a classic. If you're a glutton for punishment, this is the game for you!

Friday, September 19, 2008

Our Favorite Games: The Legend of Zelda: Link's Awakening


Platform: Nintendo Game Boy, Game Boy Color Released: 1993, 1998 (DX version)
The Legend of Zelda: Link's Awakening was one case of a game undergoing a dramatic face lift, and all for the better. Originally released in 1993 to rave reviews on the original monochrome Game Boy, its DX version was released for the Game Boy Color five years later. The DX version not only added full color to the entire game, but also added a couple new features only available when playing on a GBC. This game veered away from a few typical Zelda concepts: Link's quest doesn't take place in Hyrule, there is no Triforce, Ganon isn't the main boss and, aside from one mention at the beginning of the game, Zelda isn't included in the game at all. Instead, a shipwrecked Link wakes up on Koholint Island, and the only way off the island is to wake the Wind Fish, who is sleeping inside an egg on top of a mountain (Don't look at me, I didn't write the story). To wake said Wind Fish, Link must gather eight instruments, which (keeping to Zelda tradition) must be obtained by fighting his way through eight dungeons, each with a main boss at the end. There were a couple things I found strange about this game: For one, several characters from the Super Mario Bros. series make appearances in the game. Secondly, I was very disappointed in the ending to this game (but I won;t spoil it for you). Nevertheless, if you love Zelda, but get tired of having to kill Ganon all the time, give Link's Awakening a try.

On a side note, this is the final entry for the "Our Favorite Games" series at this time. I hope you have enjoyed this look back at some of the most popular games from yesteryear. I plan to have another "Favorites" series sometime later on, so if you have any suggestions on what games you'd like to have featured then, your suggestions are always welcome. Thanks again for reading!

Thursday, September 18, 2008

Our Favorite Games: Sonic the Hedgehog 2


Platform: Sega Genesis Released: 1992
Sonic returned to the gaming scene in 1992 with this sequel, and a friend tagging along. Sonic 2 took a successful model and improved upon it, making the game graphically better and faster (if that was even possible). Sonic's second quest to take out Dr. Robotnik introduced us to Tails, his partner in crime (er) and ongoing character in the Sonic series. Though most of the zones were cut down to no more than two acts (except the Metropolis Zone), the abundance of zones made the game seem much longer than the original Sonic. And while the game features continues that can be earned, the lack of a save feature makes this game difficult to sit through after spending all day at work then coming home to take care of your family before having time for yourself. (On a side note, there is a save feature in later titles in the series.) But even with it's time-consuming length, the ever-changing landscapes and great music make this a great title for a weekend gaming sit-down. The game is so popular (at least six million copies sold), it's the biggest seller for the Genesis (Mega Drive in Japan), all-time. This sequel is a great example of "If it ain't broke, don't fix it!"

Wednesday, September 17, 2008

Our Favorite Games: Donkey Kong Country


Platform: Super Nintendo Released: 1994
Donkey Kong Country changed the way we looked at the primate's franchise. He was no longer a single-screened platformer, he wasn't involved with anything to do with Mario and he wasn't designed by his creator, Shigeru Miyamoto. But it still managed to sell more than 9 million copies, making it the third-biggest-selling SNES title ever behind only, well, that Mario guy. DKC utilized pre-rendered 3D graphics to create its outstanding-looking world. Donkey Kong and his partner, Diddy Kong, were on a mission to get DK's bananas back from King K. Rool. You had to make your way through six different worlds to accomplish this in a side-scrolling format. Collecting 100 bananas along the way got you an extra life (sound familiar?), as would finding the four letters that spelled "KONG." Both Donkey and Diddy (long before Diddy was Diddy) were both on-screen at the same time, and you could be either one. To switch to the other character you just had to "tag" him. Despite its popularity when released, DKC has become the focal point of some criticism, with some calling the game one of the most overrated of all-time.

Tuesday, September 16, 2008

Our Favorite Games: Out Run


Platform: Sega Master System Released: 1987
Remember back in the days when you'd spend a Saturday night at the local arcade feeding quarters into dozens of video game cabinets to flex your gaming muscles? I sure do, and one of those games I fed numerous quarters to was Out Run. Now Sega Master System owners were lucky - they didn't have to keep feeding quarters to get their Out Run fix. The idea of Out Run was simple - drive to the checkpoints before time runs out. Of course, dodging other cars and making your way through several different landscapes makes this much harder than it seems. Out Run was just plain fun. Its 3D effects and graphics were some of the best of its time. You just hopped in the car with your girlfriend and put the pedal to the metal. Another thing that made Out Run great was it was always changing - You could choose your route, giving the game 16 different route variations. And where you end determined your ending. Out Run has been called by some not a "racing" game, but a "driving" game instead.

Monday, September 15, 2008

Our Favorite Games: Super Mario Bros. 3

Platform: Nintendo Entertainment System Released: 1990
Raise your hand if you packed into a movie theater to catch the Fred Savage movie The Wizard just to see a glimpse of SMB3. Or do you remember chants of "Mario! Mario!" coming from your TV? It doesn't matter how you were introduced to its 8 bits of glory, because the game speaks for itself. Fantastic graphics, gameplay and sound make this, in my opinion, the greatest original NES title ever. And there must be some people who agree with me, since SMB3 is the biggest selling game of all-time not originally bundled with a console (18 million copies sold). The game featured the same storyline - Bowser kidnapped the princess, so go get him - and yet so much more. There were world maps to explore, mushroom houses and new power-ups, oh, the number of power-ups. My personal favorite was always the Tanooki suit, even though the Hammer Bros. suit kicked serious butt, too. Eight worlds, each packing more than the four standard levels each, awaited you on your quest. There were some world-specific items (remember Kuribo's Shoe?), and each world was completely different from any other. In a nutshell, this game is fantastic. And it set the stage for another epic 2D Mario game, Super Mario World, which helped launch the Super NES. Many of SMB3's innovations (power-ups, world maps) were transferred to Mario's 16-bit quest, a testament to how groundbreaking this game was.

Sunday, September 14, 2008

Our Favorite Games: Lemmings


Platform: Commodore Amiga (PC) Released: 1991
Ah, Lemmings, those gullible, green-haired beings that jumped, dug and built their way into out homes in the early 1990s. Just about everyone has heard of Lemmings. The idea of the game was to get the required number of Lemmings (drones) to the door at the end of the stage. You helped make your way through the stage by jumping, digging, bashing or blowing your way through numerous terrains, everything from dirt to rock to concrete - just don't fall into the water or lava! You assign a Lemming a specific task, and he's (or she's - I'm not quite sure) supposed to do it, so as long as you timed your assignment right. The game had four difficulty levels, each with a set of included levels. On each level, there was set number of Lemmings you had to save in order to move on. Now I don't know exactly why, but even though the concept of this game was simple, it was still a lot of fun. If you haven't tried it yet, I highly suggest you do.

Saturday, September 13, 2008

Our Favorite Games: Pitfall!

Platform: Atari 2600 Released: 1982
Anyone who came within a hundred miles of an Atari 2600 in the early 1980s has heard of Pitfall! It's Activision's adventure featuring Pitfall Harry and his journey through the jungle. You ran either left or right (your choice) dodging snakes, scorpions, rolling barrels and crocodiles as you tried to find all the hidden treasures before the 20-minute timer ran out. You could stay above ground to complete the game, or you could utilize the underground passageways that let you skip through multiple screens at once. Pitfall has sold around 4 million copies since its release, second on the 2600 only to the lackluster port of Pac-Man. This was just one of several great titles Activision developed for the 2600, such as River Raid and Commando, two other challenging but fun games. Pitfall's graphics, animation and sound were top-notch for the 2600, and the game remains a classic today.

Monday, September 8, 2008

Playing video games = better brain

Ah, Oregon Trail... where famine, learning and video games meet.

I remember reading several years ago a magazine article that talked about how children who play video games were better off up top. Gamers were said to be better at problem solving and had better hand-eye coordination compared to those who didn't play video games. And while I hadn't seen any articles on the subject since the original Super Mario Bros. ruled the gaming world, a recent piece in USA Today brought the topic back to life.
A recent article in USA Today says today's gamer could end up being one of the world's next great surgeons.
See, this news has been divided by a wall. Somewhere in the middle, it seems stories on how video games benefit children were replaced with stories on how video games corrupt children and make them more prone to violence. Stories on how Super Mario Bros. made us better students was replaced by how Grand Theft Auto made us shoot up our school. It's your classic case of the negative getting more attention than the positive.
Remember back when there were video games actually developed primarily for learning? I don't mean getting smarter by jumping on Koopas or Goombas, I mean a game that was meant to teach you something. The best one that comes to mind is Oregon Trail, a computer game where you led a stagecoach out west to Oregon. The idea of the game was simple: Don't let all your people and animals die. But the fact you had to hunt and earn your way down the trail while making decisions critical to your survival made it a learning experience. And the game was so much fun you never realized you were actually learning something in the process.
Thanks to the folks at Nintendo, the availability of learning games still exists. Games like Brain Age, Big Brain Academy and Flash Focus help stimulate your brain cells. And just like 20 years ago, many video games today force you to use critical-thinking skills. So it's not that video games stopped making us smarter, the fact they do just got lost in the mix for a while.

Saturday, August 30, 2008

Retro Game Review: Ballblazer

Soccer in the future may look something like this.


Platform: Atari 7800 ProSystem
Released: 1984 (original)
Developer: Lucasfilm Games
Background: Ballblazer was the first video game developed by Lucasfilm, originally for Atari's 8-bit systems. It was a 1 or 2-player game in a 3D format. This was actually a futuristic "sports" game with simple rules: You took control of one of the rotofoils and attempted to grab the ball, or Plasmorb, with the invisible beam on the front. The idea was to put the Plasmorb through the opponent's goal, which moved back and forth horizontally across the baseline - placing it got you one point, while shooting it got you two. As you score more goals, the goal gets more and more narrow. The game ends when the clock expires or one player scores 10 goals. One of the features of Ballblazer seen in many of today's multiplayer games is split-screen action from two separate first-person views.
Graphics: 4.5/5
Keep in mind we're talking about the Atari 7800 here, so you're not going to get better graphics except for maybe Pole Position II or the 7800 version of Ms. Pac-Man, which is extremely close to the arcade version. One of the things you'll notice when playing Ballblazer is there's no screen flickering or anything like that.
Sound: 5/5
Hands-down the best music on any early Atari console game. I read somewhere a reviewer said it sounded like John Coltrane. It's not, but the jazzy tune that plays during the game is one of a kind. The sounds when you fire the ball or bump your opponent's rotofoil are very well executed, too.
Controls: 5/5
The controls are simple: The joystick moves you, the button fires the Plasmorb. When your opponent has the Plasmorb, you can press the button to try to steal it away.
Gameplay: 5/5
This game runs so smooth, you'd be surprised today it was being played on such an old system. And despite its simplicity, it's a lot of fun. While you can play against the computer, it's best when going up against one of your friends. There weren't many (if any) split-screen multiplayer games with first-person perspectives around at the time, so this game offered a unique gaming experience.
Overall: 4.875/5
In a nutshell, this game is fantastic. I spent many hours when I was younger playing Ballblazer. I used to use a third-party controller on my 7800 that looked like the yoke for a fighter jet with a trigger button for your index finger. I always thought the 7800 was an under appreciated system, especially since it had to compete with the original NES and Sega MasterSystem. But Ballblazer showed gamers the best Atari had to offer at the time. With a company like Lucasfilm developing the game, would you expect anything less?

Friday, August 29, 2008

No patches required

Early Super Mario Bros. games may have had their little quirks, but we didn't dare ask for a way to fix them.


Patches. Patches. More patches. Why does it seem almost every day we're hearing about some kind of glitch (sometimes even a fatal one) that one of the latest, greatest (?) consoles or one of their games is having. Example: Just this morning, I saw a story about how Ninja Gaiden II for the Xbox 360 has sold more than a million copies, touting Microsoft and Tecmo for reaching this milestone. Still, the forum associated with the story managed to creep into the direction of - surprise! - patches. I don't own the game or a 360, but apparently one guy knew of a patch that messed the game up, while another suggested the game needed patching to fix some of its quirks.
Now I don't know how long these people have been playing video games, but when I was growing up in the era of Atari and NES consoles, glitches were cool. They were those little tricks we actually tried to make the game do - Like how on Excitebike you could make your bike jump out the top of the screen and come out the bottom. Or how on Super Mario Bros., you could jump on that Koopa shell like a thousand times and get a ton of extra lives. We lived for those things.
Today, games have to be too perfect. And when they're not, people want a fix for it. While I enjoyed the little quirks of video games of old, I can understand the pro-patch player's argument. If I spent more than 300 bucks on a console and 60 more on a game for it, I'd want nothing short of perfection as well. But at 8 or even 16 bits, perfection was quite difficult to come by.
Any search engine will lead you to pages upon pages of glitches and cheats for video games, both old and new. But in 1985, there wasn't any way to download a software patch for a console game. What you got was what you got. With today's online access via console, fixing the little snafus developers don't see right away is a simple task. Me, well, I needed Justin Bailey's help and the Mega Man "pause" trick, too.

Thursday, August 28, 2008

What's new at Pacing the Cage

Hi everyone! I've finished renovating the site (for now), and I invite you to look around at the new Pacing the Cage! There might be some minor tweaks done in the future, but for now things will stay this way. I wanted to make this site easy to read and navigate while giving it a simpler look. Having spent the last few years working in the newspaper industry, I like the look of black copy on white. As always, feel free to comment on what you see or read here. Some highlights of the site include:
  • The video game news ticker is still at the top of the page. There, you can stay current on what's going on the world of video games, both new and old. You can also subscribe to this blog by accessing the link in the right-hand column. Access to every column in this blog is still available on the right side, too.
  • I've added links to the Pacing the Cage MySpace page and MyBlogLog site, which can be found under the "Interactive" header.
  • Be sure to check out MSNBC's Top 5 games widget down toward the bottom of the right column.
  • The MyBlogLog visitor widget has been removed.
  • My profile and the "Blogs I'm Reading" modules have been edited.
  • Some of the modules along the right side have been rearranged, and the blog directory icons have been moved to the bottom of the page.

Have fun looking around, and thanks for reading!

Pacing the Cage undergoing renovation

I'm in the process of tweaking the PtC blog, so if the page looks a little funny for the time being you'll know why. The idea is to create a simple, easy to read look. I'll fill everyone in on some of the new changes once they're done. Sorry for the inconvenience in the meantime.

Wednesday, August 27, 2008

Top 10: Classic video game dynasties

The Donkey Kong series represents the best in never getting old.


No matter how many sequels some video game companies come out with, many never get old (while some do, but that's another topic for another time). One of the best things about long-running series is being able to see new innovations that show up with each new release. Many famous series are among gaming's biggest sellers and have been around since video games were first made readily aavilable for the home.
Here are my top 10 video game dynasties from the 16-bit era and back. While some of these franchises have newer installments, I'm only listing some of the 16-bit and lower titles. By the way, I'm not listing every title for every franchise, because for some I might be typing all day! And as always, your comments are welcome.
10: Bases Loaded
Includes: Bases Loaded 1, 2, 3, 4; Super Bases Loaded 1, 2, 3
The Bases Loaded series was the best set of baseball games for the NES, and only World Series Baseball for the Sega Genesis rivaled it during the 16-bit age. And some titles features Ryne Sandberg on the cover, which was pretty cool in the late 1980s.
9: Street Fighter II
Includes: The World Warrior, Turbo, Champion Edition, Special Champion Edition, Super SF II, SF II Turbo: Hyper Fighting
The classic 2D fighting game was champion of the 16-bit era. The Genesis version was ideal if you had the 6-button controller, which was set up just like the arcade configuration.
8: Contra
Includes: Contra, Super C, Contra III: The Alien Wars, Super Contra, Contra Force
Contra was "run and gun" gameplay at its best, as stopping for too long would get you killed. The "Konami Code" was a necessity when playing the ultra-difficult first game in the series.
7: Ninja Gaiden
Includes: Ninja Gaiden, NG II: The Dark Sword of Chaos, NG III: The Ancient Ship of Doom
What made Ninja Gaiden games, especially the first one, so great was the level of difficulty. Ryu's adventures were anything but a cakewalk, and the original could be downright frustrating at times.
6: John Madden Football/Madden NFL xx
Includes: Any Madden game up to the end of the 16-bit era
John Madden Football, in its infancy, was actually more fun than it is today. From the obscure team names (New Jersey, anyone?), to the ambulance crushing anyone in its path to rescue the injured player, to Barry Sanders destroying defenses, these were the franchises glory years.
5: Mega Man
Includes: Mega Man 1, 2, 3, 4, 5, 6, Xtreme, X, X2, X3, The Wily Wars
I wish I could rank Mega Man higher. I wish it because of how MM always felt so familiar, yet so different. The first installment was punishing (the "pause" trick definitely helps), but doesn't lose points for that. What it does lose points for, however, is the downright awful North American covers for Mega Man 1 and 2. Note to artists: Mega Man doesn't carry a cap gun!
4: The Legend of Zelda
Includes: The Legend of Zelda, Zelda II: The Adventure of Link, A Link to the Past, Link's Awakening, Oracle of Ages/Seasons
The original is a classic, the second not so much, the SNES title is best in the series (Sorry Ocarina fans, your game is overrated) and the Game Boy editions are solid. In fact, if you've never played Link's Awakening and are tired of fighting Ganon every time, I highly suggest trying it.
3: Super Mario Bros.
Includes: Super Mario Bros. 1, 2, 3; Super Mario World 1, 2; Super Mario Land 1, 2, 3; The Lost Levels; Super Mario RPG
Super Mario Bros. 3 is, hands-down, the best overall game for the NES. The gameplay, graphics and music can't be beat. The original SMB was groundbreaking, and SMB 2 in North America was like an acid trip, while SMB 2 in Japan (Lost Levels) made you pull your hair out. All of the SNES Mario titles were solid, too, but couldn't stack up to SMB 3.
2: Sonic the Hedgehog
Includes: Sonic the Hedgehog 1, 2, 3; Sonic and Knuckles; Sonic CD; Sonic Spinball
The anti-Mario gets the nod over SMB for its display of raw 16-bit power. Its music, speed and graphics trumped Mario, even when the plumber entered the 16-bit arena. Spinball was horrible and took away what made Sonic fun, but the other titiles provided gamers with hours of it. A fresh storyline that didn't include Bowser made the original Sonic the preferred choice for me.
1: Donkey Kong
Included: Donkey Kong; Donkey Kong Jr.; Donkey Kong 3; Donkey Kong Country 1, 2, 3; Donkey Kong Land 1, 2, 3
Where to begin? How about with a little carpenter named Jumpman, er, Mario. That's right, Mario used to be a carpenter but changed his trade. Speaking of which, major points have to go out for making Mario the bad guy (Jr.). The original DK and Jr. have been ported an insane number of times, and Mario is in, what, like a bazillion games now. Then there's Donkey Kong Country. DKC made a 16-bit system look like a PlayStation on your TV, made the gorilla the hero and made a giant wad of cash off it. Plus, since Mario wasn't officially "Mario" yet, DK has been around longer than anyone on this list. Shigeru Miyamoto, please step up and accept your crown!