Monday, March 30, 2009

We've moved!

We've moved!
Pacing the Cage is now available at a new Web address, http://ptcgaming.wordpress.com. There, you will find all of the archived blogs, as well as some updated information. You can even update your RSS feed to be quickly notified of future blog updates.
Thanks for your continued support!

Friday, January 16, 2009

Taking a break

Hello everyone,

I've decided to take a break from updating Pacing the Cage for awhile in order to dedicate more of my time to work on some side projects, along with my everyday "9 to 5." I will be checking e-mails for feedback periodically but most likely not every day, so if you e-mail me don't be discouraged if I don't reply right away.

I'm not sure when I'll start blogging on here again, but hopefully when I do this site will be bigger and better and more accessible to the masses. Once again, thank you for reading.

Chad

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.