#also 1996 was when the n64 came out
Explore tagged Tumblr posts
Text
I did it anyway
if the switch 2's joycons can really be used as mice I'm ready to make a "welcome back nes mouse" meme edit
#switch 2#nintendo#snes mouse#also 1996 was when the n64 came out#which is way I put that there#my art
3 notes
·
View notes
Text
Super Mario 64
JP release: 23rd June 1996
NA release: 29th September 1996
PAL release: 1st March 1997
Developer: Nintendo
Publisher: Nintendo
N64 Magazine Score: 96%
Starting off with a bang, one of the Nintendo 64’s launch titles just happens to be a revolutionary game that’s one of the best games on the system. It didn’t just show the world how platform games could work in 3D, but it set the standard for movement in 3D as well. Despite it’s legendary status, Nintendo have never given us the port that this game deserves. Super Mario 64 doesn’t need a full remake, just a little bit of sprucing, widescreen and an updated camera.
Luckily, fans of the game have done this themselves by fully recreating the game’s engine on PC, with lots of options to set it up the way you want. There’s some much more graphically impressive options than what I chose, but I wanted it to look similar to the original game, with just crisper textures and some of the 2D objects replaced with 3D ones.
The movement of Mario still feels amazing all these years later. His move set is brilliant with all of his moves (minus the special hats) available form the get-go, it’s just a case of learning it and figuring out the best way do move. Most people will start off ding taller jumps by doing the backflip, but then transition to the quick turn jump to get up to the tall platforms. Even now, it’s an absolute joy to control.
The camera from the original game is the main part of the game that now feels clunky. It was pretty amazing when the game came out, but it’s one aspect of games that has improved over time. Luckily, the version I played lets you turn on a more modern analogue camera, which (along with widescreen) is really all Super Mario 64 needs to feel modern.
The levels are small, but it’s a style that really suits the game. They’re packed full of secrets, with six stars to find in each one (plus an extra star for collecting 100 coins). Once you collect a star, you’re thrown out of the level, which does mean you have to re-do parts of levels multiple times, but there are sometimes changed to the level depending on which star you collect. There is a mod that lets you remain in levels, but I feel like this alters the game too much, and is itself fiddly as you need to work out when you need to manually leave the level.
Each level has a very distinct feel to it and I enjoyed every level in the game, with the exception of two of the water levels. While some have generic themes (lava, water and ice), the levels are still built in unique ways, and even matching themes (like the two snow levels) don’t feel like a reuse due to the level design.
Other than a couple of stars that include the wing, metal and invisible caps, you can also complete levels before moving on, or just do a couple of stars and try somewhere else. You only need 70 out of 120 stars to complete the game (far fewer if you choose to do glitches), but it’s enjoyable collecting them all.
To unlock different sections of the castle (and access more levels), you need to complete Bowser’s levels. There are three in total (the last one being to save Peach) and these are much more linear platform challenges, which creates a nice change of pace. At the end of these you have to face off against Bowser, grabbing his tail and spinning him to throw him into bombs, and I’m still absolutely dreadful at aiming my throws.
The final section of the game has some outstanding levels.
Wet-Dry World is the third water level of the game, but this one stands out much more due to the mechanic of raising and lowering the water levels. There are different ways to move upwards depending on the water level, and you’ll need to make use of these to collect all the stars.
Tiny-Huge Island has you using pipes to swap between a giant Mario and a mini Mario. You get to see cute tiny goombas or have to fight ones that are much larger than Mario. It’s not Mario’s size that actually changes, but the level itself. It’s an absolutely adorable level full of joy.
Tick Tock Clock is actually a lot smaller than I remember, but is focused on well timed jumps. The unique aspect of this level is that the level entrance is itself a clockface, and where the minute hand points alters the speed of the objects in the level, or even stops them completely. I have quite strong memories of trying to figure out what was happening when this happened as a kid.
The final main level, Rainbow Ride, is more linear than most levels, with different segments connected via magic carpets. You’ll need to jump off the carpets to avoid obstacles, but if you take too long, the carpets will vanish. This level requires you to have learnt how to master Mario’s moveset.
Super Mario 64 is still an absolute joy to play, especially so with an updated camera. I think a full remake would alter the game too much, as the level design and movement is integral to its identity. It just needs a bit of sprucing up, and I really hope we get an official version that does this at some point.
This was an amazing start for the Nintendo 64. Not only was this game integral to the development of 3D games as a whole, but the gameplay and levels still hold up today. Games keep trying to be bigger and better, but smaller and varies levels are also a great approach.
“The best game ever?” Possibly, but then it’s so far ahead of anything that comparisons seem meaningless.
- Zy Nicholson, N64 Magazine #1
---
Remake or Remaster?
As the fan-made PC version shows, Super Mario 64 still holds up really well and just needs some basic improvements. A remastered Super Mario 64 would be perfect.
Official Ways to get the game
There is no way to buy a new copy of Super Mario 64, the only official way to play is to rent it via the Nintendo Switch Online + Expansion Pak.
Other versions
2004: Super Mario 64 DS. This version featured altered levels, more stars and extra playable characters. The extra content was well received, but forcing previous stars to certain characters was frustrating. The controls also don’t work very well on the DS. The touch screen minigames were a brand new addition and were well liked.
#n64#n64 games#nintendo 64#super mario 64#sm64#mario#retro games#retro gaming#gaming#super mario#mario bros
10 notes
·
View notes
Text
Intelligent Systems Has Always Been Amazingly Mismanaged, and I'm Surprised They're Still Alive
This is literally just going to be me pointing out super obvious stuff that literally anyone on a development or marketing team probably should have noticed and which every long time FE fan has probably already mentioned BUT I HAVEN'T so let's go.
A TIMELINE OF IMPORTANT INTSYS AND NINTENDO LAUNCHES
July, 1983: Release of the NES/Famicom in Japan
April, 1990: Release of FE1 for the NES in Japan
November, 1990: Release of the SNES/Super Famicom in Japan
March, 1992: Release of FE2 for the NES in Japan
January, 1994: Release of FE3 for the SNES in Japan
May, 1996: Release of FE4 for the SNES in Japan
July, 1996: Release of the N64 in Japan
September, 1999: Release of FE5 for the SNES in Japan
March, 2001: Release of the Game Boy Advance in Japan
September, 2001: Release of the GameCube in Japan
March, 2002: Release of FE6 for GBA in Japan
April, 2003: Release of FE7 for GBA in Japan
October, 2004: Release of FE8 for GBA in Japan
November, 2004: Release of the Nintendo DS in Japan
April, 2005: Release of FE9 for GameCube in Japan
November, 2006: Release of the Wii in North America (Why was it released in North America first??? Anyway, it released in December in Japan)
February, 2007: Release of FE10 for Wii in Japan
August, 2008: Release of FE11 for DS in Japan
July, 2010: Release of FE12 for DS in Japan
February, 2011: Release of the 3DS in Japan
April, 2012: Release of FE13 for 3DS in Japan
June 2015: Release of FE14 for 3DS in Japan
(Wii U in here somewhere but it's not really relevant because the Wii U was never relevant)
March, 2017: Release of the Nintendo Switch worldwide
April 2017: Release of FE15 for 3DS in Japan
June 2019: Release of FE16 for Switch worldwide
Ok now DO YOU NOTICE ANYTHING REALLY STUPID ABOUT THIS, BECAUSE I DO
FE1 Released only seven months prior to the release of the next big console. Seven months is enough time that this isn't necessarily a death sentence, though.
FE2 released TWO. YEARS. AFTER. THE SNES. FOR THE NES.
FE3 was actually in a good spot. It released for the most recent console I can't believe that even needed to be said before that console was made irrelevant. I know it also included the entire contents of FE1, which probably made the purchase of a sequel released for a completely different console a lot more appealing and did good things for its sales, so kudos to them
FE4 then released only two months before the next Nintendo console was set to release. At least it came out before, but... JFC my dude, you're cutting it really close, and it probably killed momentum. Usually people don't buy games that close to the release of a new console, since they're saving up for the next thing or planning on selling their previous consoles/games to buy the next thing. Not to mention all the marketing for your game gets lost (or squashed) in the hype.
FE5 then released THREE. THREE YEARS. AFTER THE N64 WAS ON THE MARKET. THREE YEARS. AN SNES TITLE CAME OUT THREE YEARS AFTER THE N64 DID.
FE6 and FE7 once again fell into a pretty good spot, being GBA titles at a time when the GBA was current, and not too close to the release of the next big console.
FE8 in a bit of a tight spot, coming out only one month before the DS. Though I think it was probably less impacted than FE4 because the DS was backwards compatible with GBA games, so it wouldn't have been completely overshadowed by the DS's release.
FE9 is alright. FE9 was not the problem with the Tellius duology. It got kind of a raw deal, coming out on a notoriously underperforming Nintendo home console, but it was a well placed title.
No, the issue with the Tellius duology is FE10. Because. When you have a game for a niche series which already released on a notoriously underperforming console, then the absolute last thing you want to do is create a direct sequel to the game very few people played, which requires you to have played the first game, and offers incentives if you have. That's a great way to make sure NO ONE buys FE10. AGAIN, it came out at a good time, on a good console, and I'm not saying it would have sold amazingly if it hadn't been tied to FE9, but I have a feeling it would have sold much better.
FE11 and FE12 are, again, fine... The issue with them is that they're a remake, and remakes never sell as well as non-remakes, and that's not really the kind of thing you want to do coming off of a poor selling set of games prior. Also, FE3 had previously combined the contents of FE1 and FE3. Now the devs are selling them both again, this time separately. People don't exactly like that. This was also the point where they included some controversial features, like changing the story to add Kris and the removal of permadeath. Not exactly great to be upsetting your fanbase when you're still reeling from the last two entries' poor sales.
FE13. The stars literally aligned and there must have been some divine intervention from god to save this series, because they never tripped into being this lucky this hard before. Not only did it release on a current console (I still can't believe that's such an accomplishment for this series), it basically held 3DS owners captive since it was the only thing worth playing for a gooood long stretch of the 3DS's early life.
FE14, another well timed entry. I won't say that the three games approach was the best idea from a marketing approach, but they also weren't punished for it. Turns out people are willing to put up with your janky marketing practices when they're actually aware your series exists lmao
FE15 and we hit another rough patch, because it released two months after the Switch. For the 3DS. Why do people still wonder why this game sold so poorly, again?
Like it really seems like IS just makes a string of godawful decisions about their games, then accidentally trips into doing something correctly which perpetuates the series for another few entries before it inevitably falls into another string of bad decisions.
This post brought to you by: me googling FE2's release date, seeing 1992, and going "Wait... isn't that a bit late for an NES game..?"
To quote the Kevin story on Reddit, "This is where it all became clear. It was by some incredible fluke that this franchise hadn't been wiped off the face of the Earth years ago. Odds are its entire history was based on blind luck and some type of sick divine intervention that saves it every time a threat presents itself."
33 notes
·
View notes
Text
30 Years of Super Nintendo - Flashback Special
The Super Nintendo Entertainment System (SNES) recently celebrated its 30th anniversary of the North American launch, so it seems the perfect time to post a Flashback Special honoring it! Suppose you have not perused a past Flashback Special of mine (all linked at the bottom of this entry). In that case, they are essentially my history with the platform over the years, with a little bit of history thrown in, and recounting all my favorite games, accessories, memories, and moments with the system.
Odds are for the average gaming enthusiast reading this, and you probably are familiar with the core details of the SNES launch stateside (if not, then I highly recommend CGQ’s video on it for a quick breakdown). The SNES launched in 1991 when I was eight. I did not have a subscription to any gaming magazines yet, so I most likely first found out about the system around that time from classmates at the time at school, the infamous Paul Rudd commercial, and the fourth season of Roseanne that transpired from 1991-92. I vividly remember the Roseanne episode with her son, DJ, pleading with his parents for the brand new SNES for his birthday gift and how his parents dreaded not being able to afford the system. I covered that episode when I did my Roseanne complete series re-watch here in the year leading up to the relaunch of the show several years ago. It brought back memories of how that was the story with my parents also denying me the much sought-after SNES, saying it cost too much and that I already have an NES to tide me over. ”But mommmmm, the SNES is 16-bits!!!!” Yeah….playing that angle got me nowhere. Kiosks & Friends The first couple of years for the SNES, I mostly remember playing at store kiosks. Super Mario World blew me away from the brief time I played it with it being such a leap from the NES installments. I always ate up the precious few minutes I could procure at a store kiosk if no one were playing Super Mario Kart. One last store kiosk memory was eye-gazing over the impressive WWF Royal Rumble. I loved WWF WrestleFest in the arcade, and for a couple of years, it was the only WWF game that offered up WWF’s marquee over-the-top rope elimination match, the Royal Rumble, and it was endlessly fun to play in the arcade. Fast-forward to playing it on console kiosks around its 1993 release, and I could not eat up enough of that game’s Royal Rumble mode either, and at the time, the graphics seemed like a huge step up from the wrestling games on NES. One of my favorite issues of Nintendo Power is the 50th issue that did a several-page spread on WWF Royal Rumble that I must have thoroughly re-read at least a dozen times.
I read this NP spread of WWF Royal Rumble many times, and it was one of my initially most desired SNES games! Around 1993/94, a couple of friends and classmates started to get the Super Nintendo. An early SNES memory that stuck with me all these years is my grade school friend, Jon-Paul, having me over for his birthday where he rented a SNES console and Street Fighter II: Turbo from the video store, and we played it for several hours straight. Another is spending a lot of 1994 at my neighborhood friend’s place, where we played countless sessions of NBA Jam and Mortal Kombat II. Both games were big on codes and secrets and perfect two-player games. I was just regularly getting into video game magazines at this time and ate up issues of Tips & Tricks, Game Players, and Electronic Gaming Monthly to see what kind of hidden character and other much-rumored codes were making the waves each month for both of these games. Mortal Kombat II especially dominated the code-fervor that season with trying to uncover how to face off against secret characters like Jade, Noob Saibot, and Smoke, and trying to memorize all the input sequences for the game’s infamous Fatalities. Fast forward to late 1995/early 1996, and I still did not have a SNES, but a new neighborhood friend, Rich, just got one and the next several months at his place introduced me to so many SNES games. Rich kind of got me somewhat into RPGs at the time, and while it may not sound fun on paper, there were many times I recall just kind of embracing the role of “armchair gamer.” I did this for games like EVO: Search for Eden, and Eye of the Beholder while keeping an eye out during gameplay to offer whatever suggestions seemed viable.
FFVI was eye-opening to me at the time of what video game narratives were capable of, and I devoured the latest secrets for FFVI discovered in the latest issue of my Game Players subscription that was delivered. The RPG I felt like that I contributed something to was the game that was originally released as Final Fantasy III. That game featured two-player support for battles only, so it was refreshing to help Rich with progressing through the game finally. My two favorite characters to use were Sabin and Cyan. That game especially blew me away with its larger-than-life story with two different game worlds, the momentous opera scene with Celes, the dazzling mode-seven graphics when traveling via airship or Chocobo, constantly getting irked at Shadow whenever he deserted the party, and so many other priceless moments. Over the years, I tried restarting the GBA version on a couple of occasions and regrettably have yet to finish it. Finally Owning a SNES….in 1996
Growing up with divorced parents put me in a unique childhood when it came to gaming. I lived with my mom, who provided for us as best as possible for the three siblings I grew up with, so we only had an NES for us for the longest time. However, when visiting my dad on weekends, he would always be big on hitting up as many garage sales and second-hand stores as possible and would acquire whatever he thought seemed like a bargain. Games-wise, this usually meant he lagged behind a generation because everyone was offloading their Atari VCS/2600s at garage sales for cheap when the NES was king, so I could have a great couple of years to become familiar with the pioneering-era of games on Atari. He then got into the NES scene when the SNES hit in 1991. Sure enough, the same month the N64 launched in America in September 1996 was when he bought a Super Nintendo for the family used at our local Premiere Video. The game we picked up with it was Street Fighter II: Turbo. My dad instantly remarked upon booting it up the noticeable jump in graphics. We played nothing but Capcom’s second Street Fighter game on SNES for a few weekends. I could only finish that game by button mashing into a victory against the final boss, M. Bison, once….with M. Bison. I still have a lot of love for this era of Street Fighter - whether it be for the roster, every character’s stage and theme music, and receiving Nintendo Power’s strategy guide for the game for Christmas and studying it regularly to improve.
After a few weeks, we realized we needed something else than a fighting game, and after another trip to Premiere Video, we came home with Super Mario All-Stars. It felt like the easy choice to go with 16-bit remakes of all four 8-bit versions of the core Mario Bros. games. Every game felt like a whole different game with all-new graphics and sound, and more importantly, being able to save progress midgame. This was a bigger hit with the entire family, and it provided many days of taking turns in its alternating two-player mode to see who could get the farthest in the four Mario games included.
youtube
Make sure to have some tissues by your side as you witness FFIII/VI's infamous "opera" scene. Seriously, this was mind-blowing stuff to 13-year old Dale in 1996. 16-bit Sportsball Fun
After playing a lot of those first two SNES games, I went into this stretch for the next several years, where most of what I played was sports and wrestling games. I attribute this to many multiplayer sessions with Rich, my brother, Joe, and my dad. I know my dad was not all that into sports other than a passing interest in rooting on hometown Minnesota pro-sports teams. Still, I have to give him credit for spending as much time with us and taking the time to learn and become a pretty solid player at teaming up with me in many sports games. It is worth noting that I feel the 16-bit era is probably the last-gen where most of its library of sports games had a relatively simple pick-up-and-play feel that NES games had. That changed a little bit in the final SNES years, where it was usually EA’s games that started to incorporate more realism in their sports games and make use of most of the buttons of the SNES controller. For football, Madden NFL ‘97 was the one I played the most. I played plenty of the Genesis version at Rich's place, so much so that I noticed too many little differences with the SNES version to make it stand out on its own. For 16-bit sports nuts that want to know, the Genesis version had the better playing version, but the SNES had a better overall presentation and more popping audio and visuals. I was part of a small slice of sports gamers big into NES Play Action Football, and the 16-bit version played almost exactly like the NES version, but with a 16-bit upgrade and also has a nifty feature to play games at the high school, college, or NFL level.
NBA Jam and NBA Hangtime dominated my 16-bit sports lineup. The code scene for these games were so intense at the time I had to keep my own binder of notes on them all that I still have today as seen above! As I alluded to earlier, when it came to hoops, I played way too much NBA Jam the first year it was out at my friend’s place. However, the arcade hoops game I played the most on SNES was NBA Hangtime, which was developed by the same people who made Jam. I got that game new for Christmas in 1996 and must have played it regularly with Rich for nearly a year straight. I do not hear that game receive the same level of praise as Jam, but it added a few new fun layers to freshen up the gameplay, like being able to do co-op dunks and earn “Team Fire,” and being able to create players. For more simulation-focused hoops, I played a lot of NBA Live ’96 with my dad, in addition to Nintendo’s NCAA Basketball which appeared like a technical marvel to me that was ahead of its time with the mode-seven camera allowing constant 3D rotation whenever possession of the ball changed and foreshadowed what would become the go-to camera perspective for the next-gen of basketball games. Finally, I will cherish my time with Bill Laimbeer’s Combat Basketball for it being the only hoops game I ever had to consult a guide to figure out how to shoot the damn ball….and for its surprisingly rocking soundtrack. Find out all about it when I broke that game down with the Your Parents Basement crew on their penultimate podcast.
Nintendo incorporated the same camera style into its hockey game, NHL Stanley Cup. Its graphics also impressed me, but it was rather challenging to score a goal, and I did not have as much fun with it. I played EA’s hockey games more on Genesis than SNES, but EA’s baseball game, MLBPA Baseball, was the hardball game I spent the most time with on Super Nintendo. Many years later, I picked up Nintendo’s Ken Griffey Jr. Presents: Major League Baseball, and had some fun with it, but already played the Game Boy version of it to death by the time I picked up the SNES version, and thus did not invest as much time with it as I did with EA’s game. Wanna Wrassle!?
I must have read through this review of WWF RAW countless times in my youth, and seeing how this essentially is a bigger and better version of Royal Rumble only increased my desire to one day own a SNES! The North American wrestling library was a significant step up from the bottom of the stairwell where most of the NES games hung out….but on the SNES, it only made it roughly halfway up the stairs. The aforementioned WWF Royal Rumble provided many hours of fun for its day, but it has not stood the test of time with the button-mashing grapple meter it featured that will obliterate thumbs on the normal difficulty level! Its sequel, WWF RAW, was noteworthy for having more match types available and being one of the first games to have a selectable female wrestler in Luna Vachon, but it too used that same ill-fated grapple meter that has not aged well. WWF Wrestlemania: The Arcade Game is a fun little hybrid of Mortal Kombat and wrestling, but the SNES version is notorious for lacking two wrestlers compared to all other home versions.
For non-WWF games, WCW SuperBrawl Wrestling is rather unremarkable….except for its exceptional wrestler select screen.There were a few interesting unlicensed wrestling games in America. Natsume Championship Wrestling featured a solid wrestling engine but removed/altered the AJPW wrestlers from the Japanese version of the game. Hammerlock had a promising concept of having part of the screen dedicated to nonstop Tecmo-esque cinematics. In contrast, the other half of the screen featured 2D gameplay, but the cameras constantly flipped on screen, to which half was dedicated to cinematics or gameplay. It resulted in it being a jarring mess. Saturday Night Slam Masters is no such mess, however, and is a better hybrid of fighting game meets wrestling game, with this one done by Capcom. It features larger-than-life character sprites, full-on ring entrances with laser lights, and is a fun-playing combination of wrestling and Street Fighter. To top it off, Slam Masters has Final Fight’s Mike Haggar on the roster to boot!
youtube
Joey Pink does a fine job detailing why Capcom's "Street Fighter" in a wrestling ring should not be missed! Ensuring RPGs are here to Stay Aside from watching Rich play some of the RPGs I listed above, and of course, playing Final Fantasy VI with him, I did get a chance to play a few other RPGs on the SNES over the years, and it was not until the last few years that I finally finished a couple of them. In the late 1990s I first started two RPGs that stood out to me at the time because they broke out of the medieval fantasy mold most other RPGs at the time took place in. Shadowrun on the SNES was drastically different from the Genesis version I first encountered at Rich’s. This one still had the same futuristic cyberpunk world setting and terminology, but there were many more dialog options with NPCs that were pivotal in asking the right questions to progress the story. Additionally, the hacking games played out differently and had more of a puzzle theme to them than the action-oriented ones in the Genesis version, and the combat had kind a PC interface where a cursor had to be dragged across the screen on which target to aim at. I still wound up being totally into it and became stuck in the back half of the game before my save data became corrupted. I thought that would end my days with Shadowrun…
SNES Shadowrun remains one of my all-time favorite RPGs as of this writing! The final gauntlet tower was an ordeal and a half to work through, only to face off against a dragon as the final boss! …until nearly two decades later in 2016. I mentioned on past flashback specials how I occasionally guest host on the Your Parents Basement podcast, where they cover a random retro game per episode. In 2016 they asked me if there were any games I had in mind to cover, and Shadowrun felt like worth revisiting and possibly knocking off the “must beat this game” bucket list. I progressed until about a little over halfway through by the time we all met to record and broke down the game, but by that point, I just started to make further progress than my last effort and was determined to see this one through! I was playing on actual SNES hardware and was surprised that the battery still held a save but ran into trouble in the final tower with a gauntlet of enemies on each floor to overcome before the final boss. I looked up a walkthrough and discovered an exploit to grind experience to beef up my character. Eventually, I managed to persevere and finally conquer the final boss, a fire-breathing dragon, to cross finishing Shadowrun off my bucket list! I had a riot podcasting with the YPB crew about it too, so please click or press here to give it a listen if you want to know more about this under-the-radar 16-bit RPG.
Fast forward three years later in 2019, and the awesome YPB hosts of Steve, Huell, and Todd helped me once again restart and finish another SNES RPG that I came close to finishing in the late 1990s before evil corrupt save data reared its ugly head again. This time the game of choice is the uber-expensive Earthbound. Like Shadowrun, that game stood out to me because its setting went against the grain of fantasy settings and instead took place in modern times as grade school kids. The opening levels felt like getting lost in your neighborhood and using childlike items as weapons like Yo-Yos and baseball bats. I do not own that ridiculously expensive game, but by 2019 I did own a SNES Mini (more on that in a bit) that I made sure to abuse the save state and the rewind functions it provided to overcome some troubling bosses in the back half of the game. That final act of the game certainly goes places with its sci-fi twists and feels like an entirely different game, but I still loved it all the same! It felt exhilarating to finally knock this one off my “to do” list as well, and I had just as much fun dissecting it to pieces with the YPB crew that you can check out by click or pressing here. Unfortunately, this is where my extensive hands-on time with SNES RPGs comes to an end. I played a lot of FFIII/VI, and finished Earthbound, and Shadowrun. Sure, I dabbled in several other games but did not put more than an hour or two into them. One of those games is the much-heralded, Legend of Zelda: A Link to the Past, and I have no excuse for never sticking with it because I loved the NES original. It was the GBA re-release I played, and I think I was spreading myself thin while playing and reviewing too many games simultaneously. Lufia and Breath of Fire II were another pair of RPGs I put a couple of hours into that both left me with promising first impressions, but there was a whole other reason why I did not go back to those again, and that is because then I was waist-deep at the time in….. Discovering Emulation Right around the time my family acquired its first computer in the fall of 1997 was when I found out about emulation. It seemed way too good to be true to easily download and play games right on the computer, especially when factoring in the SNES was at the tail end of its lifecycle, and there were still new games releasing for it. As an unemployed 9th grader at the time, I sampled countless 8- and 16-bit ROMs with the SNES games I was the most curious about. A few of the RPGs in the previous paragraph being prime examples of the ones I invested the most time into. It proved to be overwhelming with so many choices, but I took a long sabbatical after a year or so of taking in the emulation scene after the family computer crashed and I lost all the save data I had amassed in so many games.
It has been interesting to see how emulation has evolved over the years from programs like SNES9X and Retroarch to being incorporated into machines like the MISTer, RetroPi, and Retron 5. Nintendo has learned to embrace official, legal emulation over the years with purchasable digital classic games on systems such as the Wii, WiiU, and 3DS. Having a stable income as an adult now many years later, I feel guilty for embracing the emulation scene so hard in my teenage years, so much so that whenever Nintendo re-releases one of its classic hits several times over, I choose to purchase it again (well…usually at a sale price) to redeem myself. Keeping SNES Alive Today
Over the years, I find myself diving into retro games versus the latest and greatest coming out. I am a fan of the various SNES hardware updates/clones, both officially from Nintendo and unofficially from other companies, which has kept my SNES and other retro game fandom blood flowing over the decades. I am unsure if it feels right to lump it in here, but the Super Game Boy lead to me getting a lot of extra life out of my SNES. Playing Game Boy games on the big screen was a big deal to me back then, considering it was always a pain to make out what was happening on the non-backlit handheld. For some reason, those special border screens that would eventually have funny animations after being left idle for so long made an impression on me. Game Boy games with the “Super Game Boy Enhanced” logo on the front of the box usually have their own exclusive border and special color palette. I loved the Mole Mania and Donkey Kong Land borders the most! I thought it was rad that around 15-20 special enhanced Super Game Boy titles featured multiplayer support with two SNES controllers. They consisted almost entirely of Bomberman and fighting games, but it was still a cool feature nonetheless. The handheld Hyperkin SupaBoy is the unauthorized SNES take on the Sega Nomad by having a portable SNES. It is a bit on the bulky side, but it has a rechargeable battery, and its support has been flawless with my entire SNES library. Another Hyperkin product I got a lot of use out of is the Retron 5. I know that particular clone system is controversial with retro game enthusiasts based on the unauthorized emulators it implements. However, the user interface and emulation support made it possible for me to make record progress in many SNES games by taking advantage of save states and its optional Game Genie-esque cheats library. The SNES Classic Edition is an excellent official piece of hardware from Nintendo that has the pint-sized SNES pre-installed with 21 SNES games, one of which is previously unreleased Star Fox 2. It has an adorably intuitive interface and supports game rewinding and save states, which made it the way I was finally able to finish Earthbound. It was also surprisingly not-so-difficult to plug into a PC and import a bunch of SNES ROMs into. Other companies like 8bitdo made that system extra convenient by making their recommended wireless controllers compatible with it!
If you did not grow up with the SNES, then both of these options are great entry points for those looking to move on beyond emulators. The Analogue Super NT may have been pushing it too much price-wise. When it comes down to the nuts and bolts of emulation tech, I am not a wizard by any means, except that by all sources, it sounds like the Super NT offers the best hardware emulation with its FPGA technology. It makes SNES games appear as pristine as possible on an HD/4KTV without any or as minimal of the fuzziness that happens whenever I try plugging in the composite/RCA cables from a base SNES system into a 4K/HDTV. For those unfamiliar with the Super NT, this video from the My Life in Gaming crew does a thorough dissection of everything it has to offer. The list of options in there is intimidating to mess around with, but this sounds like the way to go if one wants to keep playing their cartridges……although I have to admit I am pretty satisfied currently with the Retron 5 and SNES Classic Edition.
Odds are some of you are quite a bit younger than me and grew up post-SNES lifecycle. Not interested in going down the pricey road of hunting down old cartridges and hardware, and do not want to dabble on the dark side of illegal emulation? Then a terrific alternative is if you have a Switch with Nintendo’s $20/year online service membership and taking advantage of the Nintendo Switch Online and Super Nintendo Switch Online digital game portals. It has unlimited access to the slate of games on there, along with save points as long as your membership remains active. The implementation of save states and the user interface has also improved noticeably over the emulation used for NES & SNES Classic Editions. More importantly, it adds the feature to play online with a friend. Last year I played online SNES games with my nephew, who was wrapping up 6th grade at the time, and this was his first time playing SNES games. He loves Mario Kart 8 on Switch, and so when the first game we played was the original Super Mario Kart, I could not help but crack up when he instantly remarked, “Dale, this looks old!” He eventually came around, and then we had some fun playing co-op , Joe & Mac . A couple of years ago, on my Genesis Flashback Special, I made sure to reminisce of my fond memories of the summer I spent playing nonstop Sega Channel. These NES/SNES Switch portals are essentially the Sega Channel, but far better because it does not cost $15 a month (in 1994 dollars which equals $27.63 today per Google), offers multiple save states, and ability to play online for only $20 a year!!! Kids, get your parents to hook you up now!!! Miscellaneous Quick Hits
SNES games were the most common denominator on six of the 13 episodes I guest hosted on the retro game podcast, Your Parents Basement. Check out their full archives by click or pressing here. -Turns out I did quite a few guest hosting spots on Your Parents Basement Podcast for SNES games. For those that are podcasting fiends and dug the three episodes I linked to already, then I will link you to three more SNES themed episodes I appeared on where I breathed in the Mode 7 skies of Pilotwings, embraced Capcom’s action-platformer prowess in X-Men: Mutant Apocalypse, and made sure not to miss any Gatorade and Wheaties health pick-ups in Michael Jordan: Chaos in the Windy City.
-The SNES controller is my favorite pre-disc console era controller. It kept the similar button layout of the NES controller but rounded off the edges into its iconic “dog bone” feel so the controller no longer cramped in your hands! Throw in the two extra face buttons and two additional shoulder buttons, and it opened up all kinds of deeper gameplay possibilities! It made it perfect for most fighting games that used almost all the face and shoulder buttons. I found the shoulder buttons were also smartly implemented in NBA Jam/Hangtime for being assigned to use for turbo speed functionality. As far as other SNES controllers/peripherals go, since I loved the NES Zapper, I always wanted to try the Super Scope, but as a kiddo, its bazooka-sized proportions were kind of intimidating. It still kind of bums me out all these years I never got to experience it with epics like Yoshi’s Safari, T2: The Arcade Game, and Tin Star. I never had an opportunity to use the SNES mouse either, which I kind of regret all these years later after seeing all the marvelous creations from experts at Mario Paint, and it was cool to see some PC ports like Civilization, Doom, and Wolfenstein 3D take advantage of SNES Mouse compatibility.
-The 16-bit era was when fighting games exploded, and as you can tell above, I spent a lot of time with Street Fighter II: Turbo, and the first two Mortal Kombat games. Other than that, though, the only other fighting game on SNES I put significant time into was TMNT Tournament Fighters. It was released at the tail end of the TMNT-mania when the cartoon peaked at its popularity. The game itself was a surprisingly competent licensed fighting game from Konami, and tried its best to feel like a solid Street Fighter-clone. Speaking of them pesky turtles… -…TMNT IV: Turtles in Time was the only beat-em-up brawler I put considerable time into on the SNES. I have vague memories of trying others out once or twice like The Peace Keepers, and Super Double Dragon, but Turtles in Time was the one I frequently revisited over the years. It is a superb rendition of the arcade game, with SNES-exclusive levels like the Technodrome that had a fantastic first-person boss fight against Shredder, where lowly Foot Soldiers had to be chucked right at him to defeat Shredder. The soundtrack is one of my favorite SNES scores, so much so that I went all-in to get the for it! I have so many great memories of this game, with the highlight being my friend Matt and I revisiting this for complete runs of it once every year or two for about a dozen years.
youtube
Turtles in Time and FFIII/VI are my favorite SNES soundtracks, but Turtles in Time I own on vinyl so I will embed it here in all its glory for you to enjoy as well!
-The SNES library had a quality slate of racing games. Super Mario Kart quickly rose to the top of the ranks and was always fun to bust through a GP with a friend. Street Racer was one of the first kart-clones to hit in 1994, and for some reason, that one always stuck with me. As did it being one of the few games to have four-player split-screen support with all four screens being horizontal! Rock ‘n Roll Racing is another killer arcade racer on SNES; think of a more beefed up RC Pro-AM, but with a good dose of heavy metal mixed in. This past year saw it re-released as part of the Blizzard Arcade Collection for everyone to experience it! I remember trying out F-Zero at a store kiosk around SNES launch, but was too young at eight years old at the time to fully grasp its style of futuristic racing (or that the name was a riff on F1 racing until a couple of years ago). I was more into a game similar to its style that was the trilogy of Top Gear titles. Uniracers was a quirky racer I enjoyed with its unique aesthetic and one-wheeled racers taking advantage of their nature in races filled with jumps and loop-de-loops….too bad about Pixar holding a grudge against Nintendo and legally forcing them to yank it off shelves. Nintendo’s other racer, Stunt Race FX, was ahead of its time with the polygonal FX-based graphics running pretty chunky on the SNES. Still, it is a commendable piece of 16-bit tech they were just barely able to keep running at a passable-enough framerate. Another FX-chip game that did not originally gel with me was…
-���the original Star Fox. Being 10 when it released in 1993, I thought those polygonal graphics looked blocky and horrendous and would have none of it! Many years later, I would revisit it and rightfully come around on it! -Another Nintendo-published game that received a lot of hype was Donkey Kong Country with its cutting-edge 3D models. They were plastered all over gaming mags at the time. I briefly recall trying out the first and second of the three Donkey Kong Country games on SNES. However, I did not put more time into them because I beat Donkey Kong Land on Game Boy before our family got a SNES, which was just a watered-down port with some remixed levels for the handheld. I enjoyed my time with it, but its disappointingly blunt “congratulations” ending left a bad impression on me, and I never felt like giving the other entries a serious go all these years.
-Some may be wondering why there has yet not been anything dedicated to the pair of Super Mario World titles and Super Mario RPG? Super Mario World was probably one of the first SNES games I tried when I visited my older brother at his first apartment in the early 90s. I think the heavy-duty graphics and trying to comprehend attacking with Yoshi proved to be too much for eight or nine-year-old me at the time. I played it a few other times in my 20s, hanging out with coworkers on retro game nights, and had fun with it, but I think since I was exposed to the NES trilogy more and played the hell out of All-Stars, that those were the versions I preferred more. I appreciated how Nintendo stepped up to Sega’s edgier marketing at the time with Nintendo’s “Play it Loud” marketing campaign. Unfortunately, I think their ad for Super Mario World 2: Yoshi’s Island was a bit too extreme for 12-year old Dale at the time. That ad (click here for it if you are feeling daring)was forever planted in my subconscious and always crossed my mind and indirectly caused me to avoid Yoshi’s Island for all these years. I did pick up Super Mario RPG and it is on my “bucket list” of games to play as well. I am holding off on it all these years because I was hanging out with Matt one day, and he explained how he was having a tough time with the final boss, Smithy. Well, he wanted to give me a quick demo to show how unforgiving of a challenge the boss was….but for some reason his clutch gaming skills kicked in right then, and he beat Smithy and was exposed to the ending right then and there!
-As far as other tough SNES games go, the two most challenging for me are easily Contra III: The Alien Wars and Zombie Ate My Neighbors. Contra III is like the first two games on steroids. I love the boss battles and intense walk-n-shoot chaos, but do not love constantly dying in one shot! Zombies Ate My Neighbors is another fun action-platformer that is also equally tough to make it farther than a few levels in unless you seriously dedicate yourself to it. Hey, both of these games also saw re-releases this past year on current consoles with the Contra Anniversary Collection and Zombies Ate My Neighbors & Ghoul Patrol set for those wanting to experience 16-bit nail-biting difficulty (but with save state support!).
youtube
I hope this excellent video review from the quintessential retro video game source, Jeremy Parish, suffices for my lack of any meaningful Super Mario World memories here. -In 1997, I was hyped for a late SNES release, the original Harvest Moon. The farm/life/dating-sim series is still around today from publisher Natsume (as well as the original developers parting ways with Natsume and delivering their own competing Story of Seasons series). During the SNES era, I spent several summers out on a farm. I appreciated rural life's solitude and free spirit lifestyle, and that first Harvest Moon game perfectly encapsulated that. Trying to determine the best way to spend the day tending to the fields, livestock and managing a social/family life was surprisingly fun and engaging! Harvest Moon remain one of two games that I submitted a blurry Polaroid photo to Nintendo Power’s “Arena” high score section. I cannot recall if my score got posted or not.
-The original Sim City port on SNES received a lot of love around the SNES launch window, with Nintendo giving it a unique makeover with bonus Nintendo characters in it and an exclusive tutor in the form of Dr. Wright to ease everyone into the simulation gameplay. I never played too much of that version, but one night at Rich’s, the game we decided to rent that night was Sim City 2000. That one was released way late into the SNES lifecycle and lacked any Nintendo extras the first SNES game had. Still, we stayed up all night playing it and looking at our daily news recap and mayor approval ratings and trying to figure out where to stop underwater pipe blockages! It ran slowwww on the SNES, but we tolerated it fine enough at the time because I had yet to play the PC version. Eventually, I would check out the PC version and came away surprised with so much I had to put up within the SNES game. -For those wanting to dare the Super Famicom scene, there are a plethora of great games that never made their way stateside, and better yet, a hearty chunk of them have received English fan translations. I am partial to the FirePro wrestling games that never made it here that are vastly superior to all the American wrestling games I broke down above, BS Out of Bounds Golf is an addicting take on miniature golf, the original Star Ocean, and the Back to the Future platformer that was not a five-star classic by any means, but blew away the poor NES and Genesis games that did release here. If you are not that familiar with the Super Famicom library, this top 50 list from RVG Fanatic is a great place to start your research and very much helped clueing me into a bunch of Super Famicom games I had little-to-no knowledge of. Conclusion
If you are around my age reading this, you may be wondering why I have not gone on about the fabled “16-bit Wars” by now. Rest assured, I experienced it in the lunchroom and at recess and in gaming magazines at the time. I devoured all the side-by-side screenshots in gaming mags of dual-platform releases to see if I could spot which version was better. I want to say back then, I sided with the SNES because I grew up with the NES, but that does not seem like a fair choice since I did not own a SNES until 1996. Reflecting on it, although I experienced a fair amount of RPGs and other games on SNES with Rich, I primarily played endless hours of Genesis games with him back at the time. So whenever I hung out with Rich, I considered myself a Genesis fan, and when I finally got a SNES and grew my SNES library, I considered myself a SNES fan and avoided a lot of the “console wars” trash talk. For younger readers here who want to learn more about the fervor of the 16-bit wars, the book, Console Wars, and its corresponding documentary (which is currently only available on Paramount+/CBS All Access sadly) are my recommended ways to absorb all that hoopla. I will cherish all of the past 30 years of SNES memories and hope you have enjoyed reminiscing with me for the last several thousand words. If you want to hear more of my SNES memories in podcast form, I have a few SNES-centric episodes of my old podcast I recently un-vaulted and have embedded below for your pleasure. They have some of the friends I repeatedly mentioned above as co-hosts that share their SNES experiences and memories, so please load up a random SNES “podcast game” and boot one of these podcasts up for fitting background noise….
youtube
10 years ago I did a 20th anniversary SNES special with Matt!
youtube
Here is the history of RPG series episode dedicated to the 16-bit era.
youtube
Finally, here is Matt and I hosting the 16-bit installment of our history of comic book games series. Bonus Overtime
It would not be a Flashback Special without one random oddball bonus story to wrap it up with. The only Kirby game I ever finished receives that honor. One day, my brother and his friend Jake were over at my place. We were discussing SNES games at some point, and Jake mentioned how Kirby Super Star is his all-time favorite. I said how I never played it and did not think anything of it at the time, but the next time I met up with him and my brother, Jake had the copy of that game with him and insisted on borrowing it to me and said not to give it back until I finished it. I felt this sudden obligation to play through it as a priority, so I did not feel like I was keeping his game hostage. Luckily, Kirby Super Star is a damn fun game, which the front of the box labels as “8 Games in One!” Most of the games are abbreviated-length adventures of only a handful of missions in their unique theme of levels, and a few of the games are mini-games like a race against King DeDeDe. Regardless, almost every game provided that trademark Kirby lighthearted fun and was hard to put down! Kirby’s Dream Course is also a lot of fun on SNES, and is an interesting take of Kirby meets miniature golf! With that anecdote, I will wrap up yet another Flashback Special. Thank you for sticking with me this far, and If you dug reading about my trials and tribulations with Nintendo’s 16-bit machine, please take a look at the other Flashbacks I have linked below!
My Other Gaming Flashbacks Dreamcast 20th Anniversary GameBoy 30th Anniversary Genesis 30th Anniversary NES 35th Anniversary PSone 25th Anniversary PS2 20th Anniversary PSP 15th Anniversary and Neo-Geo 30th Anniversary Saturn and Virtual Boy 25th Anniversaries TurboGrafX-16 30th and 32-X 25th Anniversaries Xbox 360 15th Anniversary
#videogames#super nintendo#nintendo#SNES#Super Mario Kart#super mario world#final fantasy vi#final fantasy iii#shadowrun#nba jam#nba hangtime#Mortal Kombat#mortal kombat ii#turtles in time#teenage mutant ninja turtles#sim city#sim city 2000#wwf royal rumble#saturday night slam masters#donkey kong country#kirby super star#ncaa basketball
10 notes
·
View notes
Text
Look into the mutiverse chapter 4
Thanks again to ExiledDarkness for writing the charcters reaction for this chapter. Please go check out his stuff. And if your wondering where Qrow came from, We forgot to add a scene for Qrow and didn't feel like going back.
This chapter is based of the Youtuber SomecallmeJohnny and his review of Super Mario 64. I had to cut it short because my laptod was acting up again and google docs was acting wonky, parts of the fic getting erased. Rest assure for the Somecallmejohnny fans, I won't just do his reviews. I have plans to do Super gaming bros reaction as well. And for those who don't know Johnny, go check him! Enjoy the reaction.
The screen lights up again and shows Jaune wearing a cap and hoodie and sitting on a bright red couch. He had a bit of stubble on his face and he was currently holding a controller in his hand as he turned on a device known as the N64.
"Oh? Jaune looks good with stubble." Blake comments. Everyone looks at Jaune and then back to the one on the screen. They all nodded in agreement.
"It's a go time! Super Mario 64!" He said in a high pitched voice with a bad accent.
The Jaune on the screen sighed seemingly tired. "Lady and Gents welcome back to the Super Mario marathon, And just like with Ocarina of time, this is a game that haunted me during the N64 lifetime. Jaune looked the the N64 sitting on his dresser and continued. "It was like the console itself was actively mocking me like: "Hey Jauney? How about you ditch that playstation and try me out instead?" The blonde's eyes lit up in anger. "Well I didn't have a job in 1996 you sensitive prick!" Jaune snapped at the console.
Everyone blinked at the sudden anger. Ruby turned towards JNPR and asked, "Are you okay Jaune?"
Jaune, still frozen from the sudden burst of anger from his other self, snaps back to reality and nods at the question. "Yeah, I think I understand what's happening here. But I'll stay quiet until I know for sure."
Jaune turned toward the screen and went on like nothing happened. "Last time I gave Mario attention, I was focused on what made the Italian "Plumber—"" He said with quotation marks. "—the video game icon he is today. Now we're gonna do it again only in 3d."
Jaune turned to his audience and smiled. "You guys ready for another Super Mario marathon?"
"Aha!" Jaune says as he slammed his closed fist on his hand. "This is me doing video games!"
Ren paused at hearing this information. "Then that explains the sudden burst of anger then." Nora and Jaune nod while the rest of the audience looks on confusedly.
RWBY look at each other before Yang hesitantly asks, "So why did he get so angry?"
Jaune laughs before scratching the back of his head. "I like video games but I hate it when I can't progress further into the game. Sometimes I get really into it, I guess."
"Here we go, Super Mario 64, the 64 being figureded to the console and not the 64 game in the series, Mario's first 3d game, and a launch title for the N64. It was highly praised and hailed as the 3d version of what Super Mario bros on the NES did for platemors at the time, Mario 64 did the same. But I came into the 64 train late, So I don't have what you call: Super Mario 64 memories. In fact my first 3d Mario game was the next game we'll be looking at: Super Mario Sunshine on the GameCube. Jaune's expression darkened as he smiled hurmlousy. "But that can wait. Oh it can wait." The tone of his voice was bitter and venomous.
Everyone laughed now knowing the context of Jaune's anger towards video games.
"Alright booting the game up and the first thing you see is Mario's head. You know to really hammer in that this is Mario's first 3d adventure. You can even fuck around with the face a bit but it doesn't really effect the game it's just there for fun.
We're also greeted by Mario's new voice, provided by Charles Margent. Shockingly this isn't his debut as the Jumpman, that was in Mario Fundamental, a Pc game released a year before. Pretty sure no one heard of it before someone did a document on it.
"This idea of a floating Mario head, perhaps more infamously in Mario teaches typing two. A floating deformed head pop on the screen.
"Hey? Are you ready for Mario type?" It asked.
"Mother of God." Jaune deadpan in horror.
"Despite the new voice, Mario doesn't speak much. It's mostly hiyas woohoos throughout the game. And he only speaks a full phase when he completes a goal or he falls asleep on the job. It shows the red clad mario on the ground sleeping.
"Ha spatgai, Ha ravioli." The plumber mutters in his sleep.
Nora drools over the names of food. They sound pretty good right now.
"Charles as Mario is so absorbed into my head I can't imagine anyone else doing the role. It's not like the acting is amazing or anything, he's been voicing Mario for nearly 20 years at this point. If Charles stepped out of the role for any reason, the next guy would just try to simulate Charles' voice.
"It's weird that way," Ren piped up, "No matter what happens people are going to remember the original no matter how much the new one tries to be the old one.
"Hear hear ninja boy" Qrow cheered a bit and took a swig of his beer.
"Okay nearly forgot that I was looking at a video game, Sorry about that. Well let's look at that plot shall we?"
"I'm curious to hear about the kind of story this game might have," Ozpin said as he crosses his legs.
"Boswer kidnaps Princess Peach, Mario must go save her, now that didn't take long now did it?"
Ozpin blinked and sat back in his seat, a bit disappointed.
"I'll let it slide this time since they probably wanted to keep it safe for the first game in 3d. Hell, the menu theme is the main theme for the series."
Qrow snorts. "Fair enough. I guess you can't expect these guys to be that ballsy."
The entire game is set in Peach's castle. Boswer has taken the power star, which I believe gives the castle power? Jaune shrugged. I dunno what they do, it's not really explain and getting more powerstar allows you to get into more levels, and that's the name of the game here. Bowser had set up routine courses in painting.
"The courses tend to varies but nothing here gets too crazy like other Mario games. It's not until late game you go to more odd place like in a clocktower or riding rainbow.
"The game's openness is the first thing you'll take note of in Mario 64. You can start a mission with a hint on what to do,but there is nothing stopping you from just doing a different mission and grabbing the star despite not being the mission you clicked on.
There are a handful of expectations like racing against against Koopa the quick who not gonna show up unless you chose his mission, but most of the time you can go at it on your own pace. Eh, I didn't wanna fight King Bo-mb yet, I want free the chain chomp and get the star there. I could take down King twop, or I could do a well place jump and get this unrelated power star. And that's where a lot of Mario's replay value comes in, not just getting the power star but how you get them.
"Oh, this game sounds fun! I should get it if we ever get out of here." Nora exclaimed.
"With what money Nora?" Jaune asked. Nora looked at Jaune with a wide smile. "No." Jaune deadpan. Nora pouted at his response and turned to Ren with a wide smile.
"No Nora. And do not ask Weiss either." Ren said with his eyes still on the screen and Nora pouted again.
Peach's castle acts as a hub world, the place you're exploring and using to get to other stages to get more power stars. But in order to duke it out with Bowser, you need to get a certain amount of power stars to access the level. As a guy who doesn't care for hub worlds I don't mind Peach's castle. The levels aren't too far apart and there are things you can do in the castle that can help you increase your star count. Like a secret race track that gives you two stars if you're fast enough, or an underwater level that contains an easy to get star. It challenges you in a way that makes it still feel like a Mario game.
"It sounds pretty easy at first glance, but I can understand how annoying it can become if you mess up at least once or twice." Jaune says. Ruby, Nora, and even Ren nod in agreement.
The biggest change to the formula was the jump to 3d, like with Ocarina of Time. He still has to break boxes, stomp on enemies, the works but this game gave the man a few extra moves to go along with the change to 3d. The analog stick is used to move Mario, the further you tilled it the faster he moves, instead of the run button we knew from the past game. Mario still has the jumps he's famous for, but pressing the jump button can allow Mario to reach the heights he's never seen until this game without a power up. He can crouch and crawl but I've only used this a total of once. But you standstill and jump you can do a backflip, and if you crouch and run you can do a long jump which I love using so much and because you can do some real fancy shit with it, and it makes Mario move faster to boot. If you snap the anlong back and jump he can do a somersault and if you jump towards a wall, Mario can wall jump as well.
Nora makes a face at the detailed review. "All these moves and stuff sound annoying. Why can't games be as simple like they are now?!"
Ren sighs and begins to explain but Qrow cuts in. "It's because of games like these were like test models that you get to play the good quality games you have now. I remember playing Soaring Ninja back when he was literally unplayable and useless. Now look at him!"
Ruby and Yang gasp, Soaring Ninja was unplayable?
"I wouldn't be surprised if this move came from the gameboy version of Donkey kong. That remake has a fucklord of levels and a handstand jump for Mario. He still takes damage if he falls too far, so he's just a pale imitation. Jaune had Mario wall jump a wall to prove a point. "The Mario I know could fall from any height and take no dam-" Jaune cut himself off his eyes widening when he heard Mario grunt in pain and his health go down a bit. "WHAT THE FUCK! He took damage from a large height! Mario! What's the meaning of this?" He asked in bewilderment, looking at the floating Mario head from earlier."
"Oh nice computer you have here. Can I have it?" the Mario head asked
"No!" Jaune exclaimed.
Everyone's eyes widened at the scene. Ozpin checked his mug with scrutiny to see if he was still drinking the right drink. Looked normal enough.
"Peach's castle has 120 power stars in the castle, but you only need 70 of them to beat the game." Jaune had a strained smile on his face as he continued. But where the fun in just getting 70 power star and beating the game that way, it not like getting all the star is that time com- for fuck sakes yes it is!"
"Let's just get one thing clear, I fucking depise the 100 coin misson. It's as simple as it sounds, grab 100 coins and then grab the star that appears over your head. Lather rinse repeat, for all 15 courses. In a game that usually has you go to once place and grab the star, collecting these coins brings the game to grueling crawl. Mario 64 doesn't have a checkpoint system. It doesn't bother me much. The levels are usually small and with Mario's new moves getting the Power star is not only comartable, it's also pretty fucking fun. And then their these." That venomous tone from before came back. The screen showcased the blue coins that have appeared throughout most of the video so far.
"Aw it's one of those games! The type that needs you to waste your time actually going through all of what the game has planned for you before you get to the final boss! What a rip off!" Qrow exclaims, tossing his hands in the air. Jaune agrees, crossing his arms and trying not to join in on the rage.
"No amount of looking of cute puppies. can cotain the amount of rage i have when I fuck up these mission with a impeferct jump or when a enemey hits me from behind. It's not always a painful process, but sucks so hard cause the coins are either place so far part or because they're so goddamn scarce! "Gotta kill those enemies before the coins blink away and scatter when they spawn. These blue coins are 5 regular coin a piece but you gotta get them before they blink away and you only got one shot! Was there area I didnt search, an enemy I skipped, I did I fuck up somewhere since I only have 64 coins after look around what feels like for fucking ever?!
"And try not get the last coin in a dangerous area or impossible to backtrack to. The star will always appear right above Mario's head, so make sure it's a safe locati-GODDAMN!"
The star had appeared in a caged area that Mario couldn't reach.
Everyone laughed at the other Jaune's misery. The Arf viewing the screen feels relieved that he himself isn't on the receiving end. Or was he?
"Couldn't just tell the star to come to you Mario?" Jaune asked the Mario head on his computer.
"When a moon hits your eye, like a big pizza pie, that's amore!" Mario began to sing and Jaune facepalm when he didn't get answered. "When an eel lunges out…
"UNGAI?!" Jaune jumping up. A eel appeared and let out a roar and Jaune wasn't in his chair anymore, It being left spinning by how fast he booked it.
"That's amore!" Mario finished singing and chuckled. Get it? Amore eel? I said funny.
"Fuck you!" Jaune said from somewhere in the house.
All the immature audience members fell out of their seats in laughter while the more mature chuckled at the scene.
At the end of the day, I really shouldn't be going for all the Power star, and that's more of a technical issue, but I'm gonna bitch anyway. But despite the age, this game is still a treat to play even today. This has been Somecallmejohnny, and you guys have a Good Day.
Nora stretches and yawns. "Well, that was a nice one. Funny too! I wonder what's next?"
The end
#rwby#jaune arc#rwby ruby rose#blake bellodona#yang xiao long#qrow branwen#rwby ozpin#headmaster ozpin#rwby salem#rwby nora valkyrie#rwby lie ren#rwby mercury black#emerald sustrai#rwby qrow branwen#rwby oscar pine#somecallmejohnny#somecallmejauney#look into the multiverse
24 notes
·
View notes
Text
@secondimpact replied to your post “please rank game consoles from best to worst”
what are your thoughts on gamecube
I haven't played one, but there is so much hate for it
The most obvious reason is that it launched with a huge pile of bad games and the games that were good were good as a result of the things that made the other bad games bad (e.g. many of the best gamecube games had a great deal of technical expertise and innovation, and they were really innovative so it was a waste if they had to put it in an inferior console). But this is a problem every console has
The problem is that gamecube and PS2 were both supposed to be console/home entertainment systems, with lots of good stuff coming from the console side (e.g. all of the best wii sports games came from the wii sports channel). Wii sports games and wii music games were very popular. People wanted a gamecube for the games!
But the gamecube is supposed to be a "portable" console, not a home entertainment thing. So you had the portability thing and the "the big TV" thing, and the console was kind of an afterthought. Gamecube games were bad because they were bad ports of PS2 games, the console had a few great gamecube games, and the most important thing the console itself was really not very good.
So if you're looking for the Wii U to be the console/home entertainment device that is really good in its own right, and not just a bad port of something, you want to hope that the next Playstation/Xbox does a better job with the portability and the home entertainment side.
I haven't played Gamecube, but there is an argument to be made that Wii games were just porting a PS2/Gamecube thing that was really good, except better, and therefore Wii games were bad porting, and Wii music was the only good porting, and Wii sports had good games in them, but the games were bad for porting to the console. (The Wii had lots of cool home entertainment games too, of course, but the Gamecube had less, and they were all bad)
You also have this issue that consoles have had – to some extent since at least the NES – of having this huge, multi-year gap between the introduction of a new console and the launch of the first high-quality game for it. When the PS2 did that, it launched in 2000, and the N64 launched in 1996. When the Wii launched, it was three years later, and there was a gap between the introduction of Wii Sports and the next big game (Super Mario Galaxy).
This was part of what made PS2 and Nintendo 64 such big successes, because all the games that were popular back then (n64 Mario, N64 Mario Kart 64, ps2 Spiderman 2) were the ones that just had been around forever and still were considered some of the best games, since you knew there would be stuff new and shiny coming out all the time as long as you stayed current with the console. The PS2 didn't really have this – not because there weren't good PS2 games but because there weren't really any PS2 games that became classics – you always had to make new games, even if you were continuing to make PS2 games. (This is why PS2 exclusive games are so bad: as a result you couldn't really continue making PS2 games)
The next console from Nintendo had a gap in launch, and the Wii U looks like it will have a gap. I don't know why this matters but maybe it will matter.
2 notes
·
View notes
Text
20 Underrated Wrestling Games
https://ift.tt/3mx7pH3
Whether you don’t know the difference between a mark and a bump or you can name the main event of every WrestleMania, you’re probably aware of at least some of the absolute best wrestling games of all-time. Titles like SmackDown: Here Comes the Pain, WWF No Mercy, and WCW/NWO Revenge have transcended the popularity of professional wrestling itself and have become a part of many gamers’ fondest memories.
Yet, there are some forgotten wrestling games that are still worth remembering. While it’s true that there are well-defined tops and bottoms in the wrestling game hierarchy, there are also a few titles somewhere near the middle that have been unfairly lumped together even though some of them deserve a spot near the top of the card with the undisputed legends of the wrestling game scene.
So join us as we look at 20 of the most underrated wrestling games of all-time:
20. Super Fire Pro Wrestling Special
1994 | Human Entertainment | Super Famicom
Super Fire Pro Wrestling Special’s status as one of the earliest wrestling games with a substantial story mode is noteworthy enough. However, what really makes this one special is the fact that one of the game’s scenarios writers was Suda51: the legendary game director known for some of the weirdest games ever made.
True to form, this game is weirder than you could ever imagine. I can’t think of another wrestling game that ends with the protagonist killing themselves after realizing that their championship win is hollow due to the pain and losses they suffered along the way, and while I’m grateful no other game has tried something like that, this title’s dark and bizarre story should at least make it more talked about than it typically is.
19. Natsume Championship Wrestling
1994 | Natsume | SNES
This is hardly the best wrestling game on this list (clearly), but it does represent a fascinating turning point for wrestling video games that is sometimes overlooked.
This game combined two eras of wrestling games by featuring the more simplistic arcade style of many early console wrestling titles with a few concepts (such as an advanced fatigue system) that would go on to help shape the more complex wrestling games that would define the years to come. If you like that classic style of wrestling game, this is one of the best ways to revisit it.
18. Wrestling Revolution 3D
2014 | MDickie | Android, iOS, Microsoft Windows, Mac, Ouya
Let’s be clear: this is a very bad game. It’d go so far as to call it objectively bad in many ways. However, it’s the fact that the game is so bad that makes it so much fun.
Considered by many to be maybe the only example of a “So bad, it’s good” wrestling game, Wrestling Revolution is slow, awkward, broken, and clearly made with love. At a time when so many of the recent yearly WWE games end up being glitchy messes anyway, there’s something to be said for a game that embraces its glitchiness and usually leads to a lot of laughs.
17. WWE ‘13
2012 | Yuke’s | PlayStation 3, Wii, Xbox 360
As suggested above, there’s a point where it’s hard for all but the most hardcore WWE game fans to distinguish recent WWE titles from one another. Maybe that’s why WWE ‘13 is sometimes forgotten when we’re talking about the best relatively modern wrestling games.
This game’s best feature has to be its “Attitude Era” story modes which let you relive some of the best moments from WWE’s most beloved period. More importantly, this game benefited from pretty good animations and a hit detection system that made it feel good to play years before the clutter of this series’ engine would drag these titles down.
16. WCW vs. The World
Given that PlayStation gamers spent years lamenting that N64 owners got to play WCW/NWO Revenge and WWF No Mercy (two of the best wrestling games ever), I’m shocked that we don’t hear more people praise WCW vs. The World.
Essentially the predecessor to those brilliant N64 games made by AKI, WCW vs. The World is by far the closest PlayStation gamers came to getting a wrestling game on the level of the best N64 titles. It’s pretty rough compared to those titles, but I can’t help but think of the years I spent missing out on this true gem.
15. WWF War Zone
1998 | Sculptured Software, Acclaim | PlayStation, Nintendo 64, Game Boy
Granted, it’s not nearly as good as the best wrestling games of its era, but at a time when WWE (then WWF) was enjoying an incredible popularity resurgence, WWF War Zone allowed fans to live out a truly special era of wrestling.
War Zone’s roster is a time capsule of that era that includes a fascinating blend of big-name stars and notable novelty acts. Its gameplay could have been much smoother, but the game’s presentation and graphics made it feel special. It’s still one of the better PS1 wrestling games of its era and is sure to invoke a strong sense of nostalgia.
14. Legends of Wrestling II
2002 | Sculptured Software, Acclaim | PlayStation 2, Xbox, GameCube, Game Boy Advance
Legends of Wrestling II’s appeal was (and always will be) its roster. This game’s roster of legendary wrestlers includes some names that still haven’t been included in modern WWE titles. The list of superstars in this game includes Hulk Hogan, Andre the Giant, Mil Mascaras, Bam Bam Bigelow, and many more legends.
The game’s appeal goes beyond its roster, though. The game’s territory-based story mode, which lovingly recreates the structure of ‘80s wrestling, is one of the most inventive ever featured in a wrestling game. It even lets you recreate the famous feud between Jerry Lawler and Andy Kaufman.
13. TNA Impact!
2008 | Midway Games | PlayStation 3, Xbox 360, PlayStation 2, PlayStation Portable, Wii, Nintendo DS
TNA Impact was not a great game. Its roster was thin, its gameplay needed a few more months in development, and it just didn’t have nearly enough modes and features to compete with WWE titles. However, the one thing TNA Impact did have was the benefits of the TNA name.
It turns out that counts for quite a lot. Developed during the arguable peak of TNA’s talent level, Impact allowed you to play as everyone, from Christopher Daniels and Samoa Joe to AJ Styles and Abyss. On top of that, the game benefited from its impressive presentation and a surprisingly deep story mode. It was far from perfect, but it was and is a must-have for any TNA fans.
12. MicroLeague Wrestling
1987 | MicroLeague | Commodore 64, Amiga, DOS, Atari ST, AmigaOS
MicroLeague Wrestling is arguably the most obscure, odd, and fascinating game on this list. Released for Commodore 64, Amiga, DOS, and Atari ST, MicroLeague was actually a professional wrestling strategy game that allowed you to decide matches and careers through a series of turn-based commands.
It may feel hopelessly outdated today, but MicroLeague Wrestling was a surprisingly advanced concept at a time when wrestling games were dirt simple. It would be fascinating to revisit this concept through some kind of modern wrestling management game.
11. The Main Event
1988| Konami | Arcade
You’d think that a wrestling game released by Konami in 1988 would be better known, but The Main Event has somehow managed to mostly escape the scrutinizing lens of history. That might have something to do with its unlicensed roster that was only vaguely (and hilariously) based on actual wrestlers.
Still, The Main Event should have been a stepping stone for bigger Konami arcade wrestling games to come. It featured deep wrestling gameplay (for the time) that served as a preview of some more notable wrestling games to come.
10. WCW Wrestling
1989| Nihon Bussan | NES
The NES wasn’t exactly known as a haven for great wrestling games, but WCW Wrestling still deserves to be remembered above most of its console contemporaries. Somehow, though, memories of it remain relegated to the few that played it and are not always as fond as they should be.
WCW Wrestling not only offered WCW fans the chance to play as some of their favorite wrestlers of the era, but it included features such as an expanded ringside area and customizable move sets that were ahead of their time. This game certainly remains one of the most playable of its generation.
Read more
Culture
WWE: The History of WrestleMania Battle Royals
By Gavin Jasper
Games
Lost WCW Game for NES Has Been Digitially Rescued
By Matthew Byrd
9. WCW Mayhem
1999| EA | PlayStation, Nintendo 64, Game Boy
It’s generally agreed that the N64 got better overall wrestling games than the PS1, but it’s simply a fact that the N64’s WCW games were better than those featured on the PlayStation. However, WCW Mayhem did offer PS1 gamers a taste of something pretty good (especially if they missed out on WCW vs. The World).
Granted, Mayhem was a poor man’s version of the WCW N64 wrestling games (its canceled sequel was going to be developed by the same team that made those N64 games), but it was unfairly overlooked by many PS1 gamers who were burned by too many bad wrestling games over the years. Of course, the game’s N64 version was less impressive in comparison to its direct competition.
8. Power Move Pro Wrestling
1996| Yuke’s | PlayStation
Power Move Pro Wrestling was originally based on the NJPW promotion, but it seems that fears over the international popularity of that promotion (at the time) caused the NJPW stars to be replaced with generic wrestlers with NJPW move sets. That decision stands as this game’s most glaring weakness.
Otherwise, this is a solid wrestling title for its era. Power Move Pro Wrestling was released on the cusp of an incredible generation of wrestling titles, but even though it lacks some of the refinement and features of those games, it does boast some admirable 3D gameplay that was head and shoulders above many other wrestling games at the time.
7. WWE Raw 2
2003| Anchor Inc. | Xbox
The WWE Raw games for Xbox were generally not as strong as their GameCube and PS2 counterparts, but they have been unfairly swept under the rug by fans that feel that they had very little to offer.
WWE Raw 2 actually boasted a few features that would soon become standard. The most notable of those features is the game’s “Create an Entrance,” which not only let you create custom Titantron videos but even let you import your own music. Raw 2 also featured an interesting RPG-lite story mode that complemented its more arcadey elements.
6. Fire Pro Gaiden: Blazing Tornado
1994| Human Entertainment | Arcade, Sega Saturn
Fire Pro Gaiden: Blazing Tornado was a 1994 Arcade/Sega Saturn game that combined elements of Saturday Night Slam Masters, Street Fighter, and more “traditional” pro wrestling games. It was a strange hybrid that was sadly overlooked by too many gamers.
Blazing Tornado is more of a fighting game than a wrestling game, but the ways that it incorporates grappling and other pro wrestling elements make it one of the more notable games of its kind. Its visuals are also enjoyable in a cartoonish kind of way.
5. WWE WrestleMania XIX
2003| Yuke’s | GameCube, Wii
While WrestleMania X8 and XIX would eventually be spun into the overall superior Day of Reckoning titles, WrestleMania XIX deserves to be remembered both as the forerunner of that series and for its wonderfully absurd story mode.
WrestleMania XIX’s story mode saw you seek revenge on Vince McMahon by fighting regular employees and other wrestlers across construction sites, barges, malls, and other random locations. The goal is to cause enough havoc to ruin WrestleMania. It’s a glorious piece of “who came up with this?” game design.
4. Wrestle Kingdom 2
2007 | Yuke’s | PlayStation 2
Wrestle Kingdom 2’s release date is notable not only because it’s the newest game on this particular list but also because it was released at a time when major wrestling games were veering more into “simulation” territory, a time when wrestling games stopped catering to more casual players.
Well, Wrestle Kingdom 2 happens to be “arcadey” and accessible in all of the right places without sacrificing depth. Its gameplay is deep enough for genre masters, but can also be picked up fairly quickly. The fact that it so happens to feature some brilliant tournament modes along with an impressive collection of Japanese stars is just the bow that tops this gift to wrestling.
3. WWE Smackdown! vs Raw 2006
2005| Yuke’s | PlayStation 2, PSP
“Underrated” might be a bit of a stretch in this instance considering that those who love this game place it alongside the greatest wrestling games ever made, but the fact remains that not enough gamers know that this is an absolutely brilliant wrestling title.
In fact, some believe this to be the perfect middle ground between SmackDown: Here Comes the Pain’s lovably ridiculous gameplay and the more grounded games that would follow in this series. SvR 2006 includes an unbelievable number of match types, a very welcome general manager mode, and pick up and play gameplay that some at the time compared to the timeless WWF No Mercy. It deserves to be remembered as a classic.
2. King of Colosseum II
2004| Spike | PlayStation
While there are quite a few Japan-only wrestling games that would qualify as underrated in the West, many consider King of Colosseum II to be the crown jewel of that particular crowd. With its massive roster, deep grappling system, and incredible create-a-wrestler mode, this game is often thought of as the closest we’ve come to a 3D successor to the Fire Pro Wrestling series (it was made by the same team responsible for many of the early games in that series). It’s a shame that it was never exported to the West.
1. Ultimate Muscle: Legends vs. New Generation
2002| AKI Corporation | GameCube
Many people know that AKI Corporation, developers of those classic N64 wrestling games like WWF No Mercy, went on to develop the first two excellent Def Jam titles. What fewer people remember is that AKI also developed this absolute gem of a wrestling game.
Essentially an anime wrestling game, Ultimate Muscle: Legends vs. New Generation sees good and evil wrestlers battle across the universe. Bolstered by AKI’s all-time classic grappling gameplay, Ultimate Muscle proves to be a wonderfully over-the-top wrestling game that’s just as fun to watch as it is to play. Imagine if DragonBall FighterZ and WWF No Mercy had a video game child. This is what you’d get, and it’s better than you can imagine.
cnx.cmd.push(function() { cnx({ playerId: "106e33c0-3911-473c-b599-b1426db57530", }).render("0270c398a82f44f49c23c16122516796"); });
The post 20 Underrated Wrestling Games appeared first on Den of Geek.
from Den of Geek https://ift.tt/3fYfun0
6 notes
·
View notes
Text
Just a little remake of a little gift I’d give to Branch a few months ago
Hey, everyone! I know this post here looks VERY familiar, because I made a picture like this back in December, and the reason I made it is because there have been fans of the Trolls franchise who made human AU fan fictions of Branch and Poppy, and since video games don’t exist in the Trolls world (yet, not that I know of), I thought I would give Branch three video game consoles to try out, along with six of the best games I could find for each system (along with that Superman game, which is meant to be a little prank, as that game is considered one of the worst games ever made).
I’m sure you all know what these three systems are, but for those of you who don’t know, I’ll explain.
The big black system on the left is Sega's 32-bit CD-based video game console, made as the successor to the 16-but Sega Genesis/Mega Drive, the Sega Saturn, released in May 1995.
As you can see, I changed two of the games I would pick out for that system that I’d have Branch try out when using that system. The two new games are NiGHTS Into Dreams (the best game on the system), and Sonic Jam (a compilation of Sonic 1, 2, 3, and Knuckles), both of which were made by Sonic Team. I added these two because, you know, why would you want to play a Sega console if it doesn’t have some kind of Sonic game or game made by Sonic Team?
But anyway, let’s move on.
The little grey box in the middle, that’s Sony's very first video game system, a 32-bit CD-based console, the Sony PlayStation, released in September 1995.
And as you can see, I also replaced one of the games I picked out for Branch to try out when using the system. That new game is Spyro the Dragon, made by Insomniac Games and released in 1998. I picked this game along with Crash Bandicoot because both of those franchises were the most popular PlayStation franchises of all times, and many gamers loved these games when they came out. And, both Crash and Spyro just had their own HD remasters recently, with the Crash Bandicoot N Sane Trilogy in 2017 and the Spyro Reignited Trilogy in 2018, respectively. I’m also really interested in them and I’m planning to try them out now. You guys should try them out too if you have a chance. You can find both of them for the PS4, Xbox One, Nintendo Switch, or you can get it on your computer through Steam. (Seriously, guys, you should give Steam a try. It’s free to join, and if you don’t have a video game console, you can still get those same games through that website for you computer!)
Okay, I kinda got lost there. Let’s move on to the last system.
That dark grey system with four controller ports, that’s Nintendo’s 64-bit, cartridge-based console, made as the successor to the 16-bit Super Nintendo Entertainment System (and the Virtual Boy, but no one talks about that), the Nintendo 64, released in September 1996.
Once again, I only changed one game in the selection of games available for Branch to try out when using the system. That new game is Star Fox 64. I chose that because, well, after watching the history of the Star Fox series, and seeing how great and memorable the game was on the N64 at the time, I decided I should include it, since I think Branch could like it.
Well, that’s all the changes I have for this post. If you’re wondering how I got all of this information for all these systems and those games, well, I actually found a YouTuber, and he’s pretty much the go-to person when it comes to video game history. He’s called the Gaming Historian. Here’s a link to his YouTube channel: https://www.youtube.com/user/mcfrosticles
But anyway, I mainly rereleased this post with those changes with a better game selection because of how much more I know about video game history now, and I’m still curious to see if Branch and/or Poppy would enjoy the games I talked about.
I hope you like it!
#trolls#dreamworks trolls#trolls branch#branch#poppy trolls#poppy#trolls poppy#branch trolls#video games#sega saturn#sony playstation#playstation#ps1#sega#nintendo#nintendo 64#nights into dreams#sonic#sonic jam#crash bandicoot#spyro the dragon#star fox#star fox 64#gaming historian
8 notes
·
View notes
Text
OST #2 - Pilotwings 64
Pilotwings 64 Developers: Nintendo EAD, Nintendo R&D3, Paradigm Simulation Publisher: Nintendo Composer: Dan Hess Released June 23, 1996
playlist
funky fresh tunes? in my nintendo 64 launch title?! it’s more likely than you think
pilotwings 64 released for the N64 at the same time as mario 64 in all regions, along with the N64 itself. 64. the sequel to a launch title of the SNES, this game was kind of unprecedented (not unlike the N64 itself), and ended up being somewhat of a hit when it came out. nowadays, it’s a bit lesser known, but are we looking at a hidden gem here or something that faded into obscurity for a reason? let’s listen!
youtube
right away, this game lets you know what the H-E-double-funk is goin’ on, and i mean double funk. these really engaging synth melodies intertwining with each other are a staple of the genre, as is the crazy bassline, taking some laps around this bluesy G scale, octave jumps all but prevalent throughout. don’t even need to mention the drums, giving us a very subtle amen break, don’t think i didn’t catch that dan
this funk is further expressed in the “mission select“ and “character select“ themes, with all kinds of almost solo-like melodies that feel so raw that you can just tell that this guy’s a beast on the keys and played all this himself on a midi controller and put it in the game. of course you’ve also got the characteristic basslines and moderated drum patterns that make all the syncopation stand out, and some juicy chords to top it off.
youtube
it’s in the immediate next track “hanglider” that the game already breaks its own precedent by assuming the position of what i like to call “chill nintendo sports game music” for lack of a better term, with such characteristics as cool pad instruments, a mildly simple bass, a good mellow beat, and some gosh dang flute. it’s a classic sound that’s cropped up quite a few times since, i’ve also heard it described as “adventure,” regardless it’s a sound i absolutely adore everywhere i hear it
youtube
immediately following, of course, is a return to the basics, reminding you that this is still a funkathon. not much to say on this one other than that it’s just so groovin’. i like the buildup of energy leading up to 1:21 before it immediately drops to this nutty organ solo, it really doesn’t hold back
the next couple songs are quite a bit different from the rest too, with “gyrocopter“ being this really cool DnB piece (i think?) with some very 90′s progressions like with EMaj to DMaj at around 1:11, a progression i heavily associate with this era of VGM especially. “cannon”, on the other hand, is just plain shenanigans music, which i always thoroughly enjoy
youtube
here with “skydiving” we see a tremendous return to form once again with the grooviest thing i think i may have ever heard on the N64 now that i think about it, with its bonkers syncopation establishing the aforementioned groove, those gnarly synths laying down the line, and the bass doing what it does best. (side note: this game sure loves its Gs, don’t it?)
we see (or rather hear) another departure in “jungle hopper” with some more “adventure”-type music that i would compare to mario party music but that game isn’t out yet! either way, i love the feel of this track and other tracks like it, which is good because there’s a lot of those up ahead
and then of course, we have the main event:
youtube
“birdman”. the king of chill N64 bangers, and it’s only been 2 OSTs. this is the track that everyone knows from this game, and for good reason! it sounds absolutely sublime in every way possible - the chords, the instrumentation, the ballad drumbeat, that oh-so-smooth bass, the fact that it held my attention for all 3 minutes and 30 seconds of its loop - this song’s got it all, and ends up being the most definitive piece of this otherwise supremely funky soundtrack.
---
of course, even though birdman is the last main song, i can’t go without mentioning “results”. this song stands as almost a mix of birdman and the others, with its laid back groove topped with a tasty bassline and some nice comping over this very smooth progression, wrapping things up pretty nicely.
there’s also the music that plays upon completion, “license achieved”, that manages to be funky even for what it is: a triumphant ending theme with a sense of heroism to it.
and how could i ever leave out the perfect cap to this phenomenal collection of songs: the credits, baby! it starts with a relatively quick beat before immediately diving into this supremely funky number, taking it a couple beats down to achieve maximum funk. truly a marvelous thing, this soundtrack
---
so i’d say Yes, this game is indeed a hidden gem, a well-hidden one at that! though oddly in plain sight, since it was a launch title, but it would quickly be overshadowed by its twin brother. overall, this soundtrack is incredible, and some of the grooviest tracks i’ve ever heard on the N64, and in general! leave it to dan hess to write one of the finest soundtracks i’ve heard yet and then dip.
---
thank you very much for reading! if you have any questions or feedback, send me a message and i’ll try to get to it as soon as i can. check back here soon for Saikyō Habu Shōgi, the secret third launch title that only japan got - our first JP-exclusive! see you then!!
additional note: if you want another in-depth look at this game’s soundtrack (in even more music-theory-related detail), check out this (kinda old) video on it by 8-bit music theory! he makes excellent content about video game music, and i implore you to check out his other videos as well!
---
RESULTS:
Top 3 Tracks: 1. Birdman 2. Credits 3. Skydiving
FINAL SCORE: 9.5/10
5 notes
·
View notes
Text
Tagged by @arideya! Oh man, I really had to think about this one and try to remember 25+ years of gaming.
Tagging @hydrospanners, @uldren-sov, @hoiist, @greyias, @lieutenantker and anyone else who wants to do it!
favorite game from the last 5 years? ‒ SWTOR. Though technically it’s older than 5 years. But it has continued to dominate most of my life for the past 5 years.
most nostalgic game? ‒ Legends of Zelda: Ocarina of Time. It was the first 3D game I ever played. Also Lineage the Blood Pledge, it was the first MMO I played. (God I do and also don’t miss that game.)
game that deserves a sequel? ‒ Mass Effect Andromeda! FUCKING FIGHT ME!!
game that deserves a remaster? ‒ Morrowind, Fallout 3, Fallout NV, Kotor 1 and 2 and Final Fantasy 6 and 9.
favorite game series? ‒ Mass Effect and Fallout
favorite genre? ‒ Sci-fi shooter/RPG hybrids.
least favorite genre? ‒ Racing and sport games.
favorite song from a game? ‒ If we’re talking original score for a game then Vode An Gra'tua Cuun Ka'rta Tor from Republic Commandos. But if we’re talking songs that appear in a game, then the entire soundtrack to Tales from the Borderlands. It was wild playing that game for the first time because half that soundtrack was already on my playlists. The other half got added shortly afterwards.
favorite character from a game? ‒ I’ve had a lot of game characters I’ve loved but I can safely say that Theron Shan is undisputedly my favorite.
favorite ship from a game? ‒ Kaidan and Shepard and Theron and the Commander.
favorite voice actor from a game? ‒ Oh man, I dunno. There are so many good ones. Matt Mercer comes to mind because of his ridiculous range. Troy Baker, I know a lot of people will say he is over rated but fucking-a there is a reason he is used so much. Mark Bazeley, because his voice answers the question of “can you be attracted to a voice alone?” The answer is yes... very much so, yes. Darin De Paul, Sumalee Montano, and Courtenay Taylor are others I really like.
favorite cutscene? ‒ The Secret World: Life Imitating Art
favorite boss? ‒ Oh man, really I can’t say. I like any boss that has old school phrases to them.
first console? ‒ (I’m going to show my age) Commodore 64. I wasn’t born when it came out. But my dad had bought it and we were really poor, so it was the only thing we had from as far back as I can remember until 1996 when we got the N64.
current console or consoles? ‒ lol console. PC all the way from now until forever.
console you want? ‒ None, unless upgrades to my computer count.
place from a game that you’d like to visit? ‒ Nar Shaddaa, it’s my favorite trash planet and I get excited at every Star Wars game that allows you to visit.
place from a game that you’d like to live in? ‒ I mean???? Most places in a video game get destroyed, attacked, or some other generally bad thing happens there or at least to that world. But if we’re just going by looks then maybe the city from Transistor. It has this gorgeous neo noir aesthetic. But then it does kinda halfway get erased... sooooo, yeah.....
ridiculous crossover that would never happen but would be super fun? ‒ The other day it was really foggy at work and we got joking how several years ago a lot of game companies were taking to cash in on the racing game fad. Which lead us to how funny a Silent Hill/Mario Krat racing game would be.
book that would make a good game? ‒ If we’re talking story wise, honestly none. Games have a unique format that are very hard to translate from another media. But if we’re talking making a video game set in that world that doesn’t have to adhere to a set story then maybe something like the Dresden Files or another book set in an urban paranormal setting.
show/movie that would make a good game? ‒ Kinda the same thing as with a book. But if I had to choose I would want to play a game set in The Expanse.
games you want to play? ‒ CYBERPUNK 2077!! and Star Citizen
have you gotten 100% completion in a game? ‒ Most games honestly. Unless it’s a Bethesda game or a MMO. I’m very much a completionist and will do every quest, open very crest, explore every inch of the map. Games like Mass Effect and Dragon Age I will make several different characters so I can make different choices, romance different npcs, and take different dialogue choices so I can see everything.
have you cried over a game? ‒ Yes... many times. Both because the story was emotional. And sometimes because the ending so badly I was heartbroken.
what power-up or ability would you want in real life? ‒ Being able to do an hours worth of questing and make a million dollars.
4 notes
·
View notes
Text
⛄🎄 Happy Holidays! 🎄⛄
Merry Christmas! I hope you're having a good day today and enjoying some time together with your family! I'm playing some Super Mario 64 to celebrate the occasion. The earliest memory I have is from Christmas of 1996, 25 years ago! I was watching my cousins explore Princess Peach's castle and I have a vivid memory of them reading the signs in the Bob-Omb Battlefield painting room before jumping into the painting. I was too little to understand what I was watching though, as I was only one year old at time! I didn't even know what a video game was, but I was so intrigued by what I saw on the TV that the memory never left my mind. A few years later, my mom would give me her NES and I started my hobby of playing video games with classics like Super Mario Brothers, Duck Hunt, Tecmo Super Bowl and Tetris. It wasn't until many years later when Super Mario 64 DS released that I actually got my chance to play Super Mario 64.
Super Mario 64 DS helped introduce the game to a new generation of kids, myself included. I didn't recognize the game at first when I bought it, but upon entering the Bob-Omb Battlefield painting room, the memory of Christmas 1996 came rushing back to me. Later on, I played the N64 version through the Project 64 emulator on my family's old Windows XP computer and even tracked down a used N64 to play the game on for the full experience! A few other N64 games I played as a youngster were Cruisn' USA, the only other cartridge for my N64 I had at the time, and the Wii Virtual Console releases of Star Fox 64 and The Legend of Zelda: Ocarina of Time as they were cheaper than real carts. I put a lot of hours into all of them and have some very fond memories with each game, but nothing will ever top the time when I watched my cousins play Mario 64 on Christmas Day. It's what introduced me to the world of video games and I've been an avid fan of them ever since.
25 years later in 2021, I'm celebrating this Christmas by spending time with my family and playing the game with visuals and graphics that sparked my interest in this wonderful medium of entertainment in my infant days. The Nintendo 64 - Nintendo Switch Online app makes revisiting the N64 very easy and convenient to do, and the Nintendo 64 Switch controller is a wonderful device to play them with. I know they've been out of stock for ages, so I was very surprised to receive one for Christmas today as I wasn't expecting it! The build quality is very solid and it works with other Nintendo Switch games which is a nice bonus. I also plan on playing Star Fox 64 and Ocarina of Time today to relive the memories I have with those games too.
Do you have any fond recollections of Christmas in the past? What kinds of games do you like to play around the holidays? Feel free to leave a reply on this post if you'd like to share any warm Christmas memories you have. Thank you for taking the time to check out my Tumblr blog and for reading this post. Happy Holidays and Merry Christmas! Up, up and away! ✈️🎄
★ Artwork Credit: maiko (mimi) ★
#latias#pokemon#nintendo 64#super mario 64#super mario 64 ds#starfox 64#zelda ocarina of time#super mario bros#duck hunt#tecmo super bowl#tetris
1 note
·
View note
Text
How have video games evolved over time?
Gaming is not new to the millennial, since the early 2000’s indoor games became a norm to the country’s youth. Video Games evolved over time also it has been evolving since then and has become an independent industry by itself.
So here is some point on how video games evolved over time:
The origin of Digital Gaming
During the 1940s to 1096s, there were attempts at developing artificial intelligence. Video Games evolved over time, it have seen a lot of development since then, from ENIAC computers to small and powerful microprocessors today. Knowing the first-ever game as difficult as many say it was card games, some point out it was in an era of wars so it was military simulations and many believe the puzzles to be the first ones.
However, Nimrod, released in 1951 was the first commercially video game. IBM later released checkers and Tennis for Two by William Higinbotham became popular in the late 1950s.
The Embryonic Age
In the 1960s, MIT graduate and faculty, Steve Russell developed a game called “Spacewar”. It was the first to have overseas popularity and influenced a lot of computer game developers. In 1972, the gaming platform got the commercialization of Industrial level. Nolan Bushnell was the man behind industrializing video games and also video games evolved over time.
In 1983, stocks crashed and home computers market was crashed leading to a huge impact in the Gaming Industry. Space Invaders, Pac-man and Donkey Kong found the popularity after the crash and became evergreen in the industry.
The Golden Era
Since home computers became a norm in the USA, Microsoft was running in the market, during 1990-2000, the next-generation games came into existence. Super NES, 1990 became the all-time hit using the next-generation console. Sega came out with a multi-millionaire game called ‘Sonic the Hedgehog’ in 1991, ‘Quake’ in 1996 which included the first multiplayer gaming option.
During the late 1990s, Sony Corporation dominated the market and released its first PlayStation in 1996. In 2002, Nintendo gave out first 80mm mini-DVD discs to play games on TV. They used the discs which stored 1.4GB data-carrying 200 times more data than N64 Cartridge ROM. Microsoft joined the race and released the first Xbox in 2002. Mobile phones joined the party during the same year.
The Indian Gaming
Advent if Gaming in India initiated in the 2000s when the upper-middle class and the rich can bear the amount. The consumption was limited by the investment for Computers, consoles, infra and many more included. Call of Duty, FIFA, Counter-Strike, Dota and many such games took over the market. These were all western market developed games and attracted mainly the young and middle-aged males.
By the end of the decade, Social Media came up and has impacted almost every industry. Indians across various age group and socio-economic groups found a way to move on to online gaming. Video Games Evolved as the internet connectivity increased and reached every city and village across the country.
Farmville, Mafia Wars and Minecraft entered the Facebook and millions played these.
Smartphone and Online Multiplayer Gaming
Smartphones came to every hand in 2015, the internet was cheaper, thanks to Reliance Industries. Video Games found it very easy to penetrate the Indian Market. Over 193 million users across the country started consuming industry resources. The average age of these users ranged between 16 to30 years.
Gaming console where the individual had to face and battle the computers like ‘Need For Speed (NFS)’, ‘Grand Theft Auto (GTA)’, ‘Asphalt’, ‘Candy Crush’ and many such, Indian audience evolved to play on games involving multiple players online. We participated in many online games requiring multiple online users simultaneously like, ‘Player unknown’s battlegrounds (PUB-G )’, ‘Clash of Clans’, ‘Ludo King’.
Due to political tensions between the countries, many games were restricted in our country; India surely has a radical change in gamers’ ecosystem. Various genres like Action, Adventure, Card, Puzzle, Arcade, sports, etc. are never-ending trends. On average, a teenager in India plays almost 30 minutes every day on gaming.
The Future of Online Gaming
With the technologies evolving with such a huge pace, we have started using Virtual Reality into gaming. This is currently found in specific locations like Gaming Centres and Malls. We can expect the next decade to adapt it to every household. Soon as the mainstream market levels up to VR, Hologram technologies will become the next stage of gaming.
Hologram technologies will require people to visit gaming centres where they would be put in an environment where they need to work, jump, walk, crawl and act to play the game when they will be placed in a single room or specific locations. This will handle both their mental strength and physical too.
Read more about Bigg-Boss Winners: CLICK HERE..
0 notes
Text
25 Years of Sega Saturn & Virtual Boy - Flashback Special!
After the deluge of wrestling-themed entries for WrestleMania month this past 30 days, I have been pining to do another videogame anniversary special. Looking up which platforms have major milestone anniversaries this year, I noted six that stuck out. Four of the platforms (NES, Xbox 360, PSone, PS2) I have an extensive history with and they will get their own respective flashback treatment from me when their anniversaries draw nearer later this year. The other two platforms have all had lackluster or outright abysmal degrees of retail success and both I have only had limited histories with and never played on a consistent basis. Nevertheless, the time I did have with them I considered unique and I do have some fond memories of my experiences with each platform. So let us get on with this flashback special as I celebrate the 25th anniversaries of two consoles that each hit in 1995: Sega’s Saturn and Nintendo’s Virtual Boy.
I want to begin with the platform I have played the least of these two, the Saturn. Yes, I played my Virtual Boy and its daunting 14 game library more than the Saturn. In 1995 I was still lagging a generation behind on the latest consoles. All my family had was an NES at this point and I recently got a GameBoy for Christmas of 1993 so in 1995 I was getting a lot of mileage out of my GameBoy and my parents were still hitting up garage sales for bargain price NES game for me. By the time the Saturn and PSone hit in mid-1995, I was a year away from getting a SNES which I desired more so the Saturn and PSone were not even close to making my wish list. I read about them looming in magazines like Game Players and Electronic Gaming Monthly, but truth be told I was not all that excited for the future of disc-based platforms and the advent of polygonal graphics that were about to come into fruition with 32-bit consoles. As a naïve 12-year old, the first major 3D polygonal games that hit on SNES and Genesis in the early 90s like Star Fox and Virtua Racer looked butt-ugly to me, and from trying out demo kiosks of PSone and Saturn at stores the impatient kid I was back then was furious at this newfound ‘feature’ of the latest systems having loading times. Combine that with my family having no desire to chunk down several hundred dollars for another gaming system and I was left with no cravings for the Saturn and PSone when they both hit in 1995. I had no clue of Sega’s surprise Saturn launch announced at the first E3 in May of 1995. For the unfamiliar, it was when going into that E3 it was known that both the Saturn and PSone were slated to launch within days of each other in September of 1995, but at Sega’s press conference they said right then and there the Saturn is out right now at a handful of select retailers. In 1995 the Internet was only around for a few years and not even the slightest bit ubiquitous. Computers were still a couple years away from coming down to more reasonable family friendly prices, so at this time I got all my gaming news from my monthly subscription to Game Players.
youtube
Here is the podcast special on the Saturn I originally recorded way back in 2008. Check it out if you want to know even more about the history of the Saturn and its games. I wound up largely ignoring both the Saturn and PSone for the first few years they were out, maybe occasionally trying out an occasional store kiosk demo and that was about it. I remember the magazines at the time putting a lot of hype into Sega’s arcade ports, and console exclusives like Panzer Dragoon getting cover stories of having mind-shattering graphics, but I was not buying it at the time and stubbornly remained loyal to my 2D sprites. For the Saturn, I finally got my first real experience with it in April of 1997. I remember shortly before this time the Saturn was being pushed aggressively on TV with a special 1996 holiday bundle packaging it with Daytona USA, Virtua Fighter 2 and Virtua Cop for $199. I had no idea at the time why this ridiculous deal happened was because Sega was getting killed in sales at this point in the PSone/Saturn/N64 era and they were desperately trying to play catch-up with a hell of a value considering several months earlier in 1996 it was clinging onto its dooming launch price of $399.
Flash forward a few months later in April of 1997 and my hometown got hit with a huge flood that forced a mandatory evacuation of the entire town for a couple weeks until the waters receded. For a couple days our family stayed at a nearby air base hangar. I believe we were planning on hunkering down there for several days until a couple days in my uncle from St. Paul surprised us and showed up and ‘volunteered’ on taking us in and refused to leave without us coming with him. My siblings and I were delighted to get out of the crowded hangar and spend time with our cousins for what ended up being a week before we were able to get back home. My cousin Royce, who was within a year of my age at the time wound up getting that Saturn three game bundle for Christmas a few months earlier and we played those three games along with the demo disc that came with the system almost every day. We must have played through Virtua Cop at least a few times, and I remember finding it a big step up from previous light gun games I was accustomed to. Daytona USA at the time did not really click with me, and while I was impressed with the graphics at the time I did not come around to checkpoint-racing games yet and was more turned off by their enforced time limits back then. On the demo disc our family got a lot of fun competing against each other in the home run derby mode available in World Series Baseball. The standout game of the pack was easily Virtua Fighter 2. It blew me away and for me it was the first game that proved not only for fighting games, but for games all together that 3D polygonal graphics and gameplay could be viable and damn fun. I knew I was a couple years late to the party by this point, but by 1997 polygonal graphics were no longer the crude, non-textured blocks and rectangles on the SNES and Genesis, but actually had some depth and style to them. I loved Street Fighter and Mortal Kombat at this point, but Virtua Fighter 2 proved to me that 3D fighters could coexist with 2D ones.
That week with my cousin was my proper introduction to the 32/64-bit era. It would be over a decade though before I got more serious hand-on time with the Saturn. Not many friends of mine had the Saturn back home, or if they did we rarely busted it out. My friend and former podcast co-host, Matt has a mammoth collection, and I only recall us turning to the system once or twice all these years to play the charming platformer SCUD. Another friend and podcast co-host of mine, Chris also has a Saturn in his equally mammoth game collection, and until 2008 I only recall us powering it on a couple of times to play the fun co-op action platformer, Three Dirty Dwarves, which had a nonsensical, grungy vibe to its destruction. In 2008, we were a couple years into doing our videogame podcast and we loved doing console retrospectives, so we decided it was time to do one on the Saturn. I just uploaded it to YouTube and integrated it into this article for your listening pleasure! Chris knew about my limited Saturn hands-on time at this point so we decided to spend literally a whole afternoon, about four to five hours of ‘research’ playing a good chunk of his Saturn collection. About 10-15 minutes for each game for a quick refresher for what each game brought to the table. There was one though we played for about two hours straight. That was the rare Panzer Dragoon Saga Chris had a copy of. I knew about it being a collectible at this point and heard the acclaim for it being an ahead of its time RPG and professed to Chris to hope to spend a little more time with it to see what the hype was all about. I remember digging its rail-shooter action the first two games established while simultaneously mixing in RPG style mechanics and exploration. I think we both got wrapped up in it, and stuck with it a bit longer than anticipated. Suffice it to say, those opening hours stood out to me all these years later and I can see why Panzer Dragoon Saga became a hot commodity.
youtube
Jeremy Parish did an excellent line of videos with deep dives on every individual Virtual Boy game released, including Japanese exclusives. Here is his take on the Wario's exclusive Virtual Boy game as of yet to be re-released, Wario Land. In my TurboGrafX-16 flashback, I wrote about how I procured the system at a gaming community meet-up event. At that same event there were several gaming systems hooked up for play throughout the night, and one of them was the Saturn. One of the highlights of that night was someone bringing enough multi-taps and controllers that we were able to get plenty of rounds of eight player Saturn Bomberman in. I am a fan of classic multiplayer Bomberman, but never played more than four players before, and was surprised to see the Saturn pull off an eight player version with a micro-sized map and characters in order to fit everyone on screen. It was a Bomberman experience that nothing will likely ever stack up to. I dug up a photo from the event of all of us gathered around the TV so you call can see the tech in action!
Sadly, I never got anymore hands on time with the Saturn after this. It is one of the few major consoles that I do not own. For years I remember seeing the system for sale at our local retro games shop for around $30, but I always hesitated on it. The games I enjoyed on there Sega released better sequels on other systems, and I later got to check out some of its top ranked games like the Capcom fighting games, Guardian Heroes, Nights Into Dreams... and acclaimed shmups like Radiant Silvergun on enhanced re-releases on the Xbox 360 and PS3. There remains games exclusive to the Saturn that I always wanted to try like Die Hard Arcade, World Series Baseball ‘98, Fighters MegaMix, Burning Rangers and Shining Force III, but with retro game prices continuously going up, the time to start a Saturn collection has come and gone in my book unless I happen to stumble upon a steal of a deal. I do have one Saturn game in my collection however, and I will give props to Matt once again who gifted me his extra copy of Bug!. While Sega pulled the plug early in America on the Saturn, it comparatively fared much better than Nintendo with the Virtual Boy. It launched in America in August of 1995, and sold so poor right out of the gate that Nintendo could not have abandoned the platform any faster. Its last game, 3D Tetris, hit North America in March of 1996, only seven months after it launched and with a total of a meager 14 games officially releasing stateside. I remember seeing the hype leading up to the Virtual Boy’s launch in the magazines, and like with the initial wave of polygonal graphics, I was not sold on the concept of virtual reality. However, a couple months after that same flood hit in 1997 our local Wal-Mart had unsold Virtual Boy inventory it was desperate to get rid of by selling the system itself for $20, and games for $5 each. This was one of the first times as a kid I recall my dad abstaining from his garage sales-only videogame rule and realized the steal the system was going for. We walked out of that Wal-Mart with the system and the copy of Mario’s Tennis it came bundled with, along with copies of Golf, Mario Clash and Nester’s Funky Bowling.
I was in the midst of spending summers on a farm at this point in my childhood for several years, and that was the summer of Virtual Boy with my siblings. I played the crap out of all four of those games. I abided by the recommended break alerts that popped up every 15-30 minutes seriously because I recall the gaming mags at the time reporting on the Virtual Boy causing eye strain after consistent use. Even with all that heavy duty play of the Virtual Boy that summer, somehow I am the only one in my family that does not have glasses. All four games we had were solid, but not mind blowing. Mario Clash I thought was a nice, fully-featured take on the classic original Mario Bros. arcade game that fleshed out that style of gameplay with about 100 stages and got so difficult early on I did not come close to finishing it. Golf was a good simulation of the sport, but it only had one course so I did not revisit it that often. I remember enjoying Mario’s Tennis a lot, but this being the debut version of that game it was more of a tennis sim with Mario characters, and had less of the wacky mini-games and power-up attacks associated with the franchise today. My siblings and I played a ton of competitive Nester’s Funky Bowling. There was not anything that funky about it other than the occasional cheerful animation from Nester and his twin sister Hester whenever you scored a strike or spare, but it was a functional enough bowling game that we had plenty of fierce rounds of over that summer. After that summer we and I got our fill of those four games and the Virtual Boy found itself in the closet for many years. Eventually I randomly dug it out and found the tripod busted, and the pack that hooked up to the back of the controller that contained the plug-in for the AC adaptor was missing. With no means of powering on the Virtual Boy, it sat in a bag forgotten in my closet for well over a decade. I will thank one Jeremy Parish for renewing my interest in Virtual Boy with his excellent line of Virtual Boy Works videos. For those that are unfamiliar with him, Parish is one of most credible members of the retro gaming press, with him hosting the renowned retro-game podcast, Retronauts since 2006 and going on to write countless books and producing chronological video series on nearly every 20th century Nintendo platform. He averages one video a week, which usually highlights one or two games and does a deep dive into its development history and then proceeds to review the game. A few years in he has already covered almost all the games released from the first years of the SNES and the first two years of NES and GameBoy.
Throughout 2019 Parish took a detour from those three systems to focus on going through the entire VirtualBoy library, including its several Japanese exclusives. His surprise love for the platform shined through his thorough coverage for each game. It is a well-produced series and fantastic history lesson for this blink-and-miss-it platform that I highly recommend checking out by click or pressing here, especially now to learn about the first major attempt at a virtual reality platform with VR now having a modicum of success with the PlayStation VR and the Oculus Rift having made legit waves these past few years. Virtual Boy Works inspired me to track down a few more Virtual Boy games to my collection which were surprisingly going for not that much on eBay. I wound up getting Galactic Pinball, TeleroBoxer, Virtual League Baseball, Vertical Force and Wario Land. I also tracked down a replacement AC Adaptor hub and tripod stand which resulted in my Virtual Boy powering on once again! I tested out all these games briefly. I love me some videogame pinball, and Galactic Pinball has some nifty 3D tricks up its sleeve. TeleroBoxer is like Punch-Out meets Rock ‘em Sock ‘em Robots or Real Steel for the younger readers who need a more contemporary reference. Vertical Force is a competent shmup, and I wish I put more than a few minutes into Wario Land because it is a legit top notch platformer and went down as one of the few highly rated games on the system. I swear to one day make it through Wario Land! Thank you for joining me on this two part 25th anniversary special for the Saturn and Virtual Boy! Got a favorite Virtual Boy or Saturn memory of your own? I would like to hear how it compares to my tale so shoot me a line on Twitter over @Gruel. If you enjoyed this journal-style flashback special, than I encourage you to check out the links below to the specials I wrote for the Dreamcast, GameBoy, Genesis, TurboGrafX-16 and yes, even the 32-X. Thank you all once again for indulging me!
My Other Gaming Flashbacks Dreamcast 20th Anniversary GameBoy 30th Anniversary Genesis 30th Anniversary TurboGrafX-16 30th Anniversary and 32-X 25th Anniversary
#videogames#saturn#virtual boy#virtua fighter#panzer dragoon#nester#wario land#three dirty dwarves#teleroboxer
2 notes
·
View notes
Text
Cancelled N64 Games
7 Cancelled N64 Games We Wish We Got
When it comes to cancelled games, the N64 is an unparalleled console. The hardware was difficult to develop for, and Nintendo is notoriously difficult to work with when it comes to negotiating special agreements. There were plenty of great games for the system, but there is a wealth of games that never saw the light of day.
Some got stuck in development hell, some fell through due to business negotiations, and some were completely repurposed into different projects. All of them, though, are pieces of gaming history–the ones that were successfully documented, at least.
Here are seven Cancelled N64 Games we wish we had.
Super Mario 64 2
The Nintendo 64 Disk Drive was an expansion for the N64, planned to expand its processing power and graphics capabilities. It never came to the US, and was a commercial failure in Japan. Despite this, Nintendo did a lot of work on games for the semi-system, including “Super Mario 64 2.”
In short, the real reason fans were excited for this game was because it promised a playable Luigi and a rideable Yoshi. Luigi in Super Mario 64 was always a rumor that never came to fruition, much like Mew under the truck in Pokemon. The rideable Yoshi was a rumor too, but at least that had some more basis; at least Yoshi was actually there, with a 3D model and everything.
In an interview with Nintendo Power, Shigeru Miyamoto said that they had a demo working with Mario and Luigi on-screen at the same time. Given that Super Mario 64 was originally intended to have multiplayer, it seems that SM64-2 would have accomplished all of the things that the original couldn’t. The addition of new features would have been welcome, given that the platform gameplay in the first installment was some of the best of the era.
It’s unknown if elements from SM64-2 were brought to future Mario games, like Sunshine and the DS port of 64. It would make sense, though, especially for the DS version. That port added multiplayer modes, extra playable characters, and graphical updates.
Cabbage
Let’s lay out a hypothetical. Try to imagine the juggernauts behind all of the best Nintendo games coming together to make a game in the late 90s. Shigeru Miyamoto created Mario and Zelda, so let’s put him on the team. Shigesato Itoi created the Mother series, known as Earthbound in the West, so let’s get him in the mix. Let’s add Tsunekazu Ishihara, too; he’s one of the producers of Pokemon.
What do you think they would make?
If you guessed “a platforming game,” you’d be wrong. If you guessed an old-school RPG, or an adventure game, you’d be wrong too. These three titans of gaming were working on a pet breeding and raising simulator for the Nintendo 64 Disk Drive. This game was named Cabbage, and that wasn’t a prototype name. It was just a silly word a developer blurted out and it happened to stick.
It was meant to use all available features of the N64DD, including the internal clock and the ability to link the game to the Game Boy and take your creature on the go. Players would have also been able to visit other players’ worlds.
They had planned for a trial of the game at SpaceWorld 2000, but the developers got busy and weren’t able to finish the project. It seems that some of the elements from the game were repurposed for other series, including Animal Crossing (on the N64DD) and later Nintendogs, Nintendo’s flagship “pet” series. It’s great for gamers everywhere that these titans of game development didn’t lose all of their ideas to a development quagmire.
Doom Absolution
Doom Absolution was intended to be a sequel to Doom 64, and it was colloquially named “Doom 64 2.” At least they had a less clunky name for it than Super Mario 64 2.
The first Doom 64 didn’t have multiplayer or any deathmatch mode. According to an interview with Aaron Seeler, the lead programmer on the project, they were deathmatch purists (based on the original PC version) and didn’t see it fit to have a multiplayer where you can look at the other players’ screen. He also lamented getting crushed by 007: GoldenEye during the N64 deathmatch craze.
It was only in development for a short period, and was actually cancelled the same year that Doom 64 came out. There isn’t a lot of information out there about what the game would have looked like, but it seems it was abandoned due to the dated nature of the Doom engine. It seems that the development team were moved to the Quake 64 port, which was a fully 3D FPS with some more features.
According to Midway designer Tim Heydelaar, they had finished a significant amount of levels that were completely playable for the multiplayer mode. What a shame for Doom fans; some still hold out hope that they can get access to those levels for PC mods.
Monster Dunk
The N64 and PS1 gen was a great era for sports games. There were plenty of serious games like Madden picking up steam and becoming all-time console staples. There were plenty of silly or cartoony games, like Mario Tennis and NFL Blitz. And, of course, we had the golden era of wrestling games with WWF No Mercy.
Let’s rewind a bit, though, from before the N64 came out — back when it was called “Project Ultra.”
Part of Nintendo’s strategy for the release of their new console would be to build a “dream team.” The Nintendo Dream Team was a collection of developers and publishers that would work closely with Nintendo to make a great lineup of exclusive games for the console’s launch. With a proper lineup, the N64 would get a great initial customer base and run away with the competition.
However, one of the companies in the dream team was Mindscape. Mindscape didn’t have any major hits, but they were going to work on a game called Monster Dunk for the N64. You can probably guess what the game was like; it was a basketball game featuring classic monster mascots playing 2-on-2 games just like NBA Jam. Magazines reporting on the game’s development also mentioned that there would be stage hazards and special moves for individual characters.
Unfortunately, this game never saw the light of day, and as far as anyone knows, there’s no prototype or design documents available. It’s unknown how far this game got into development, but it’s interesting to see what Nintendo’s “dream team” was up to. Monster Dunk, a goofy little concept, could have been a Nintendo hit that represented the N64 for years to come.
Anyone else want Frankenstein in Smash now?
Earthbound 64
Mother and Mother 2 were critically acclaimed RPGs on the NES and SNES respectively. Mother 2, which was released as Earthbound in the West, quickly became a cult classic and is widely regarded as one of Nintendo’s best RPGs ever. Its main character, Ness, is a staple of the Smash Bros. franchise as well, going as far back as the first game.
After the success of Mother 2, they set to work on Mother 3, which was to be called Earthbound 64 overseas. Development started on the N64 but was shifted to the N64DD. The game had solid 3D graphics with a cartoony style, and functionality with the Rumble Pak and other features, including the ability to draw faces for characters.
Development was announced in 1996, and continued strong for years with picture updates and trailers. In 1999, there was a demo available at the SpaceWorld convention. The scope was too great for the developers, though, due to their lack of familiarity with 3D graphics and N64 hardware. HAL had also told the developers to rein in their expectations for the game, in the hopes they could finalize a product for release.
After the N64DD’s commercial failure, Itoi decided to publicly announce the game’s cancellation on August 21, 2000. According to Miyamoto, the game was 60% complete; according to Itoi, its director, it was 30% complete. Many pictures still exist for fans to gawk at.
Fortunately for fans, Mother 3 found a home as a completely separate game on the Gameboy Advance. The scope was smaller, due to the tech restrictions to 2D graphics, but according to what we saw from the trailer and teasers, the developers retained plenty of the original story.
The GBA version of Mother 3 was released in 2006, but there has yet to be an official English version. Many fans opt to play it with a fanmade translation patch instead.
Glover 2
Glover was a solid game that never reached the “escape velocity” that system sellers like Smash Bros. and Mario Kart do. It came to multiple platforms, including PC, and sold decently. Glover 2 was planned for a release on the same platforms, but it never came out.
In 2010, the site NESWorld got their hands on a playable beta of the game. It’s unfinished, but it shows that Glover 2 was very far along in development. It wouldn’t have taken that much more time or money to get the game out the door and on shelves. If it was this close to being complete, why didn’t it come out?
The story behind this is a little unusual. In early 2015, one of the former employees of Interactive Studios wrote a blog post on the subject. To cut a long story short, a Hasbro executive ordered literally double the cartridges from Nintendo for Glover 1’s print run.
Normally, a game like Glover that sells decently would have a print run of around 150,000 copies. Nintendo apparently had a sale on N64 cartridges for developers at the time, so someone at Hasbro ordered 300,000 for Glover.
Fast forward after release, and Glover sold around 150,000 copies. That would be totally fine, if Hasbro didn’t have 150,000 more copies that nobody wanted. Glover had reached its market cap, and no other players wanted a copy; Hasbro started to shift the blame onto the brand (and possibly the developers) during the production of Glover 2, which eventually led to its cancellation.
Project Dream
When games get stuck in development hell, the focus shifts. Sometimes, especially when games are developed near the end of one console’s life cycle and the start of another, every part of the initial project gets changed. Graphics, genre, aesthetic, and story are all subject to massive change the longer development goes on.
That’s exactly what happened to “Project Dream,” a project developed by Rare for the SNES (and later the N64). The game was originally going to be an adventure-RPG about a boy named Edson that fought against pirates. Footage of this version of the game exists, showing an isometric perspective. It also had sprites based on pre-rendered 3D models, much like Rare’s own Donkey Kong Country. Edson also had a pet dog and parrot, named Dinger and Billy.
Rare wasn’t able to complete the game on the SNES, so when development transitioned to the N64, the game also transitioned to full 3D graphics and became a larger scale RPG. They also decided to incorporate the pirates more into the story and theme. However, the game started going through some radical changes.
Edson was replaced by a rabbit protagonist, after the development team was inspired by Conker’s Bad Fur Day. Around this time, they also decided to change the game from an adventure RPG into a 3D platformer.
Here’s the twist, though — this game isn’t technically cancelled, just so far from its original prototype (which you can find video of today) that it’s a completely different game. It eventually came out as Banjo Kazooie, the N64 classic series.
The original vision of Project Dream was halted far into development, but out of that game something beautiful was born in its place. It’s a linear 3D platformer instead of an adventure RPG with pirates (and a human protagonist), but clearly the development turned out alright. Banjo Kazooie and it’s sequel, Banjo Tooie, hold 9s and 10s across nearly every review outlet.
0 notes
Photo
Memories Of Mom & Dad Playing Video Games
So no game culture wrap up this week, due to aforementioned on-going health related complications. Nothing serious, though it’s been enough for me to not only miss the majority of Death By Audio Arcade’s latest shindig, Deathmatch By Audio IX (perhaps some of you might recall my mention of XIII), but I also have to sit out on DBAA’s upcoming appearance at the Smithsonian this weekend. And that sucks.
At the very least, I’m able to catch a screening of the one film that truly encapsulates the New York City experience, that being the criminally underrated Bill Murray vehicle Quick Change, with the girlfriend. I should also be able to post something this Sunday, which is somewhat of a special day for Attract Mode, but more on that later.
In the meanwhile, wanted to share something that caught my eye on Reddit, the image above obviously. Not surprisingly, what results are various folks sharing their own fond memories, of mom or dad playing video games. Here are the stand outs…
“In 1989 my parents got divorced. I was 6. My dad went to go stay with a friend who had a kid my age, and we went there on nights we visited him.
One night I was sleeping in my friends room, my dad woke me in the middle of the night and brought me downstairs.
He and his buddy had been stuck on World 2-1 in Super Mario Bros for an hour, and had eventually got so frustrated that waking the kids seemed like the appropriate course of action
I cleared the level for him and went back to bed.”
-
“I was about 6 or 7, my step-dad had rented SMB2 for me. He eventually pried me away and sent us to bed that evening. When I woke up the next day, I found my 4yr old sister playing, and she was in a level I'd never seen before. Next thing I know, she was battling Wart. I knew this thanks to Nintendo Power. I watched in complete amazement as she battled him, but then I realized her movements weren't quite syncing up with what I was seeing on screen.
That's when I realized I'd been had. My step dad had stayed up until 5am beating the game and recording it on VHS - then set my sister up for the ultimate prank. He really had me going for awhile.
Another time he found a clipart collection of popular commercial logos and started sending out letters on official looking letterhead. He sent his cousin one from Coors about getting to attend the SuperBowl, and sent me one from Nintendo saying I'd been selected to beta test their upcoming 32-bit system. It had a secret code I was supposed to use when I called the number on the paper. I ended up calling a vitamin company and repeating my passphrase to one very confused customer service rep.”
-
“I remember my mother waking me on a school night at 2am to watch her kill Chaos in FF. That was pretty cool.”
-
“Dad bought a Gameboy in the early 90s for my brother and I to keep us quiet on road trips (it didn't work cos he only bought one...) And my mom got hooked on Tetris. Most of the accessories we got were bought by mom. Battery pack..a bigger battery pack. The light. The magnifier. All of it so she could keep playing Tetris.
Little while later we got Dr Mario for NES and mom got hooked on that too. I still remember the last time my mom ever played a video game. It was 7am on a Wednesday morning. I walked into the den and there she was sitting on the floor, playing Dr Mario.
‘Mom where's breakfast’
‘What're you doing up? What time is it!? Oh my god!’
She'd played Dr Mario for the entire night. She called in sick to work so she could sleep, and traded the game in for credit at a local game store the next day. Never touched Tetris again either.”
-
“I remember one of the first games I got for N64 was Star Wars: Shadow of the Empire. Sometimes when I'd get stuck on a level I'd ask my dad to beat it for me. I don't think he really liked video games or anything - I'm sure he'd much rather have played catch or something outside - but he'd play for hours to beat those levels for me because he wanted to spend time with me and my brothers, and that's what we wanted to do. It's one of the fondest memories I have of him. Anyway, at some point I asked him to beat the sewer level for me, but no matter how hard he tried, he couldn't take down that tentacle boss. Then one day I managed to do it for myself. After that I knew what I had to do. I killed him and took his place as ruler of the family. Old man shouldn't have shown weakness.”
Now, this isn’t the first time that such imagery has been shared in such a forum, far from it. And still to this day, my absolute favorite example (as evidenced by the fact that I’ve written about it multiple times, for multiple places, so it’s finally Attract Mode’s turn) remains the time some dude came home to discover his mom drunk and playing Link To The Past, around 2 in the morning. Which he also had to take a picture of and share on the internet. Naturally…
And here we have my favorite responses from that, the ones that are not quite so vulgar…
“I’m just going to say it, I’d bang your mom.”
“I played A Link to the Past with my mom when I was a kid. I used to come home from school and she would tell me about all the progress she made while I was gone. >:c”
“Sweet CRT man.”
“my mom was playing Ducktales when I was conceived.”
“HEY OP THANKS FOR TAKING A SEXUAL PUIC OF YOUR MOM. FUCK YOU. FUCK YOU. FUCK EVERYONE WHO USES THIS SITE”
“Dude, clean your house.”
“Marry her”
“Seriously, Plasma and LCD prices are so cheap now. Buy a new tv, there is no excuse. A buddy and his wife had that exact tv until may this year. I got so sick of watching hockey on it at their place I went to best buy and dropped 800 on a new 50 inch plasma for them just so we could have a proper hockey party. Really people the 90′s are over it’s time to ditch the crt.”
“COMMENTS SUMMARY: EVERYONE WANTS TO FUCK YOUR MOM.”
Oh, so back to the original subject, that being folks sharing stories about a parent playing a Game Boy… I’ve got one of my own.
It was Christmas time, 1996. Up till that point, I was a freshman in art school, in New York City, my first significant chunk of time away from home. But instead of flying back to Washington State, to spend the holidays with my parents, I instead went down south to Louisiana. You see, there was this girl from high school that I was friends with, and we were just friends… until I began to develop feelings during our long phone conversations, which sprung from both of us being homesick in college (she was attending some major school in the midwest).
So the plan was for me to spend time with her, at her parents, who had just relocated down south (since it was a military household, they were reassigned). I came up with a bullshit cover story to my dad, about how I got a gig on a Rugrats motion picture, hence why I was staying put in NYC (it’s worth noting that my first legit job in school was being a telephone psychic and I accidentally predicted The Rugrats Movie years before it actually happened, yes sayin’). I had assumed that my holidays would be spent a close friend from back home, who wasn’t my girlfriend, but would become one.
Well, that didn’t quite happen. I would discover in the most awkward way possible that she didn’t feel that way about me, and early on into my two week stay. So to pass the time, I ended up just playing Game Boy… as in, I played with her dad’s Game Boy. And quite a bit. Tetris was the game, which her dad was obsessed with it. Him and I would pass it back and forth, to top each other’s high scores. The old man basically felt sorry for me; he knew why I was there, i.e. to have sex with his daughter, but because I was so clearly crestfallen from being rejected, he tried his best to keep me distracted.
Though it’s a safe bet that he would have figured out other ways to keep me occupied if his daughter was indeed into me. Though in the end, I’m happy to say that my Game Boy Tetris skills are so good that it’s enough to beat a legit 4 star general in the United States Army.
Don’t forget: Attract Mode is now on Medium! There you can subscribe to keep up to date, as well as enjoy some “best of” content you might have missed the first time around, plus be spared of the technical issues that’s starting to overtake Tumblr.
5 notes
·
View notes
Text
Resident Evil DASH: Canceled Sequel or Urban Legend?
https://ift.tt/32gj1oA
As the upcoming Resident Evil Village looks to terrify some with its classic monsters and excite others with its giant vampire ladies, fans everywhere find reasons to reflect on the greatest franchise in horror game history. Yet, I’m willing to bet that even some of the biggest Resident Evil fans haven’t heard about the “missing” game in the franchise: Resident Evil: DASH.
For over twenty years, rumors of a canceled project known simply as Resident Evil: DASH have divided the Resident Evil fanbase. For some, it’s the ultimate missing part of Resident Evil‘s legacy. To others, it’s one of the longest-lasting urban legends in video game history and a rumor that, much like a Resident Evil zombie, never seems to die.
What’s the true story of Resident Evil: DASH, though? That’s what we’ll try to uncover today as we dive into the fascinating history of this nearly mythical game.
Resident Evil: DASH – The Other (Other) Resident Evil 2
There’s very little about the Resident Evil: DASH story that’s “simple,” but the simplest place to start is with the long-standing rumor that Resident Evil: DASH was essentially supposed to be the first follow-up to 1996’s Resident Evil.
Now, here is where things start to get complicated. You may recall that Resident Evil 2 started off as an almost entirely different game that was about 70% complete before Capcom decided to essentially start from scratch on what we now know as 1998’s Resident Evil 2. That scrapped version of the sequel is regularly referred to as Resident Evil 1.5, which is indeed something of a lost Resident Evil game.
You may also recall that Capcom started working on Resident Evil Zero not long after Resident Evil’s release. That game was supposed to debut on the Nintendo 64DD (and later the N64), but Capcom struggled to fit the project on an N64 cartridge, so they eventually just released it for the GameCube in 2002.
So where does Resident Evil: DASH fit into that timeline? The most popular version of the game’s development story suggests that it either would have been the direct sequel to Resident Evil or a kind of “spin-off” meant to fill in the release date gap between Resident Evil and Resident 2 (which would place its likely intended release sometime in 1997). In some ways, you could almost consider it another Resident Evil 1.5. There were also rumors it would be released on the Sega Saturn as a replacement for (or extension of) the Resident Evil port eventually released on that console.
Where does all this information come from? Well, most of the DASH talk seems to originate from an old magazine interview with Capcom’s Yoshiki Okamoto. I believe that the interview initially ran in a publication called Dengeki PlayStation, but there has been some dispute about the publication that originally ran the interview.
A translation of that interview that was passed around a few English language websites at the time included a reference to a game called Biohazard: DASH (sometimes translated to Resident Evil: DASH). In the coming years, various pieces of concept art were thrown around that reportedly showcased what DASH looked like during its early development stages before the whole thing was quietly canceled by Capcom.
So what did DASH look like at that time? Funny you should ask…
Resident Evil: DASH Would Have Seen Jill and Chris Return to Spencer Mansion
While reports suggest that an early version of Resident Evil: DASH featured entirely new characters, most rumors argue that Capcom decided fairly early on that the project should star Resident Evil protagonists Jill Valentine and Chris Redfield.
In any case, most reports about Resident Evil: DASH’s story seem to agree that the game would have taken place about three years after the events of the original and was always designed to take players back to Spencer Mansion. In fact, it’s been said that the game’s world would have essentially served as a “greatest hits” tour of some of the original title’s most memorable locations, which really does seem to support the idea that DASH was meant as a side project rather than a fully-fledged sequel.
You might be wondering how DASH would have brought us back to Spencer Mansion considering that the mansion was seemingly destroyed at the end of the first game. Well, it turns out that the DASH team reportedly accounted for that little problem and were working on a story that would have made DASH one of the strangest (and most fascinating) pieces of horror in the Resident Evil canon.
Read more
Culture
Link Tank: The Story Behind Resident Evil’s Worst Soundtrack
By Den of Geek Staff
Games
How Resident Evil Village’s Lady Dimitrescu Calls Back to Castlevania’s Dracula
By John Saavedra
Resident Evil: DASH Was a Horror Game About Plants (and At Least One Spider)
Even though there have been a lot of conflicting reports about DASH over the years, one thing that everyone seems to agree on is that the project would have been a rare video game entry into the “natural” horror genre. Yes, Resident Evil: DASH would have gone full The Happening by telling a horror story starring plants.
According to DASH’s rumored plot, the explosion at Spencer Mansion left the place in ruins but didn’t entirely wipe it off the map. Actually, the explosion would have unearthed a secret underground lab not seen in the first game where Umbrella reportedly experimented on plants. Remember the Plant 42 boss fight in the original game? Apparently, that plant was just the tip of the iceberg in regards to what Umbrella was working on in the deepest parts of the mansion.
Now free from the lab, the mutated plants would have taken over the remains of Spencer Mansion, spawned new mutations, and would have even resurrected some creatures as plant/zombie hybrids. In fact, one piece of concept art suggests that the plan was to end Resident Evil: DASH with a fight against a giant plant with the face and features of Albert Wesker. Needless to say, the idea that Wesker had died and was resurrected as a plant hybrid would have drastically impacted Resident Evil lore had that story come to pass.
I should also mention the giant spider. Early Resident Evil: DASH art featured a version of the Spencer Mansion lobby completely overrun with spider webs. There has been some speculation the webs were constructed by multiple spiders, but there is a more popular version of that story that suggests a giant spider would have served as one of the game’s main antagonists and may have even played a role similar to Mr. X in Resident Evil 2 or the Nemesis in Resident Evil 3.
Honestly, all of that sounds amazing. I love the idea of a Resident Evil game starring plant-like monsters, and I really love the idea of a Resident Evil game that lets us explore the monster-inhabited ruins of Spencer Mansion. Indeed, the potential of that premise is a big part of the reason the Resident Evil: DASH rumors have stayed so strong over the years.
Sadly, here’s where I’ve got to throw some cold water on this story.
Resident Evil: DASH Rumors Are Based On a Major Mistranslation
Remember that Yoshiki Okamoto interview I mentioned earlier that many say is the only known official reference to a game called Biohazard: DASH? As it turns out, even that interview doesn’t include any references to such a game. In fact, there’s never been any official reference to such a project made by any member of the Capcom team (except for, perhaps, references to these rumors).
See, Okamoto was actually talking about two separate projects in that interview: the Sega Saturn port of Biohazard and Rockman: DASH (which we know as Mega Man Legends in the West). A widespread mistranslation of the interview essentially combined those two games, and people became convinced that Capcom was working on a Resident Evil game we just never heard about again.
From there, those who believed the story and those who were just happy to troll the rest of us joined forces to bolster the idea that there was this very convincing Resident Evil project canceled under mysterious circumstances.
So all of that concept art for DASH was also created by fans, right? Well, no, actually. Most of that concept art came from Capcom and the Resident Evil team. In fact, the origins of those drawings are a big part of the reason why the DASH rumors have flourished after all these years.
The “Real” Resident Evil: DASH Was a Scrapped Idea for a Resident Evil 2 Scenario
While it seems that some of the concept art for Resident Evil: DASH that has been circulated over the years may have been manufactured by fans, most of it comes from a combination of sources that were simply misrepresented when they were shared online.
Resident Evil Zero is actually one of the biggest early contributors to the Resident Evil: DASH myth. A lot of concept art from that game has been attributed to DASH over the years. It’s easy enough to see why people would buy into the idea that art was associated with DASH at a time when most fans didn’t even know Zero existed, but even in the years that followed Zero‘s 2002 release, vague pieces of that title’s concept art have convincingly been misattributed to DASH.
While early art of Resident Evil Zero’s protagonists could help explain why some people felt that Resident Evil: DASH once starred new characters, it’s much more likely that particular rumor can be traced back to some leaked Resident Evil 1.5 character concepts. Again, a lot of people probably didn’t know the Resident Evil 1.5 development story back in the late ‘90s/early 2000s, so they may have assumed Resident Evil 2’s initial leading characters were somehow associated with Resident Evil: DASH. Even when people learned about Resident Evil Zero and Resident Evil 1.5, all the behind-the-scenes stuff from that time seemed to get lumped together.
What about all of those drawings of Spencer Mansion covered with spider webs and wildlife, though? Interestingly, it seems some of those drawings originate from Resident Evil 2’s development. Actually, in a 1998 magazine interview, Resident Evil writer Noboru Sugimura mentions that the team originally intended to have players leave the police station in Resident Evil 2 and eventually work their way back to a version of Spencer Mansion inhabited by “a monster that was left alive in the blasted out ruins of the lobby and dining hall.”
While there’s no mention of any plant monsters in that interview, it really does seem that the Resident Evil team once seriously considered featuring a version of Spencer Mansion typically associated with Resident Evil: DASH in Resident Evil 2. Like so many other things about that game, though, plans changed along the way.
cnx.cmd.push(function() { cnx({ playerId: "106e33c0-3911-473c-b599-b1426db57530", }).render("0270c398a82f44f49c23c16122516796"); });
So while Resident Evil: DASH must be considered an urban legend, it’s fascinating to see how so many of the rumors that have kept the project alive over the years are based on games that were eventually released or ideas that Capcom had considered at some point.
The post Resident Evil DASH: Canceled Sequel or Urban Legend? appeared first on Den of Geek.
from Den of Geek https://ift.tt/3ti8pBi
1 note
·
View note