Latest Writings

“Rocket Knight Adventures”: Genius Level Design?

You are going to get a little bit of meta-material and genuine game analysis in a single post. That is awesome.

A few years back when I first pitched the idea of “vgconvos” to Andrew and Jeff, one of the first show concepts was to give the other person a somewhat-obscure game from your youth that was played extensively, allow them to play this game they otherwise had never heard of for somewhere between two weeks and a month, and then get back together to talk about it later on. This concept semi-evolved into the “Record Exchange” every nine-or-so episodes over on Lo-Fidelity, but it just never happened with video games. The main reason was that we are all simply at a point in our lives where we cannot guarantee that we will have the time to get together every month to do a podcast, never mind dedicate a couple weeks to a video game and then come back to also talk about it…!

It is still an incredibly worthwhile idea for a show, and one that has somewhat been done in a couple different ways, such as the “Backlog” or “Game Club” sessions on things like Rebel FM. I really wish it was something we could do on a regular basis, but it just cannot happen. Andrew and I even had a few games that we would have used to toss at each other (Boomer’s Adventure in ASMIK World from me, and Rocket Knight Adventures from Andrew). I just absolutely adore the idea of giving something (a video game, an album, whatever) that has such a deep meaning to you… or at least just some rose-tinted memories… over to someone else with zero familiarity and seeing how it holds up.

I have always kept the idea in the back of my head just in case something came along that would work out for the website. You know from reading our posts and listening to our shows that we are no strangers to diving back into older games, either just for the heck of it, or to legitimately see where this modern era of gaming all came from if we happened to miss a step along the way. You have seen me write about FPS games from ten years ago, and most recently, what many consider (myself among them now!) the best 16-bit Japanese RPG ever created. Sure, Andrew and Jeff may or may not have played some of those, but it was more a conversation with myself that you all happened to be able to peer in on.

This one is a little different. Not entirely, but a little bit.

I stumbled across a new store called Game Trader at the Quakerbridge Mall here in New Jersey. If you did not stop to look at some of the cases, it looked like any other generic GameStop-esque store… but then I saw the old video games! There was a splattering of the standard, big NES games and such, but one particular game caught my eye, and I walked out of the store pretty content with myself!

About $7 scored me a copy of Rocket Knight Adventures, a cartridge I have not seen sitting around on any retro-store shelves in quite some time. Remembering that it was a game Andrew would have potentially tossed my way, and also knowing it will soon be seeing another sequel/revival for modern download services, I snatched it up.

I am fairly sure I had never played the game before last weekend. Andrew and the rest of the Internet always spoke highly of it, so I settled in with the ol’ SDTV in the loft for some old-school gaming action. I would like to go on record as saying that my Genesis controller extension cable was one of the best purchases I ever made in the 1990s, and it was a nice help in getting my rear-end reaching to the couch instead of the floor.

I was expecting something like a cross between Sonic the Hedgehog with some of the other typical 1990s mascot platforming action all mixed in nicely with some Contra shootin’ and slashin’ (courtesy of Nobuya Nakazato)… and that is exactly what I got.

The enemies seemed a little sparse in some of the levels I reached, but there was a really nice balance of standard enemies, terrain obstacles, boss fights, and more. In fact, it seemed rather spastic in how often it would toss those different elements at me, and I could never really be sure how “far” I was into a level. I would be swimming and attacking enemies that shot scattering, blue lasers at me… only to find myself wading through a single screen of a terrain obstacle before I was then on another to the next area.

It felt as if the level designers all came up with interesting little ideas completely independent of one another and then hastily had to stick them all together toward the end of the design process. “Hey, you… you worked on a water level, right? Me, too. Let’s just put them next to each other! Oh, and put that mine cart level right after us.

The obligatory 1990s platformer mine cart level should have been obnoxious, but I found myself both cursing and laughing at it — much like a Mega Man game where part of the fun and challenge is remembering all of the nuances to avoid and jump over, I had a genuinely good time dying, instantly repeating the level, and getting just a tad bit further each time.

What really blew me away, and what I will talk about with anyone who will listen, was — yet again — another obligatory stage for a 1990s platformer: the lava stage. The only enemy is the lava that continuously rises and falls, giving you ample opportunity to run across to the next ledge that places you just out of reach. If you are paying attention, the game gives you an immediate hint at where this level is going… but for first-time players who are not being particularly observant (like me!), a tiny bout of confusion followed by the “Aaaaaaaaa-HAH!” light bulb moment is what follows.

You soon reach a point in the level where the overhang begins to obscure your vision of the ledges in front of you, eventually blinding you completely. How on Earth are you supposed to get across?! Impatient players may charge up Sparkster’s flying attack, used on prior levels to bounce around and over top high ledges. If you simply take a moment to analyze what the game presents to you, its genius soon makes itself apparent.

It seems so simple, but I cannot think of a way to describe it other than it “blew me away”. Much like Andrew and I have discussed about Sonic games (specifically Sonic 2), you are forced to slow your ass down and actually analyze your surroundings. Without paying attention to the reflections in the lava, which is shown as soon as you start the level (there is that genius game design at work), it would be impossible to progress through the level.

You have all the tools at your disposal, and the game hands them to you in bits and pieces as you need them — it is the platformer equivalent of something like the typical Zelda game design, where with each new weapon or tool you think back to areas that were previously inaccessible.

Kudos to Rocket Knight Adventures for impressing me seventeen years after its original release. Now if only there were more tunes in the game… goodness, does that music get repetitive and over-used…

Yes, one little aspect of one stage in an old video game prompted me to write a blog entry. That is just how I roll, folks. Fun little things that I notice and care not if anyone else gives a rat’s ass about is what drives my Internet content creation. I cannot be the only one, though, right…?

How about you all? Is Rocket Knight Adventures a game you also hold in high regard? Was this a game worthy of our original podcast idea as Andrew suggested? Am I crazy for wanting to write about it just because of a silly lava level?

Posted on 16 April '10 by Mike, under Blog Entries. 3 Comments.

Pokemon HeartGold/SoulSilver American Save File Problem?

Yesterday, I headed down to summon/fight/capture Lugia in my copy of Pokémon SoulSilver Version for the Nintendo DS. I had originally started the game on my “DS Phat”, but for the last several days, I had moved over to playing on the wife’s DS Lite. Never once did I go online with the game in either system, though I had locally traded between it and Pearl. I had been leveling up my Farfetch’d (since I planned on using False Swipe to reduce Lugia’s HP to 1). I had also captured a wild Farfetch’d and stole its stick for my own. I had taken “Shuckie” from the dude in Cianwood City to the daycare center with a Ditto to breed my own Shuckle. Once I had the egg and it was hatched, I tossed my new Shuckle into a PC box and returned the borrowed one to the maniac in Cianwood City. I loaded up on Poké Balls and surfed on over to the Whirl Islands. Right outside the cave entrance, I saved yet again (having done so many times along the way, of course).

My battle against Lugia did not go as planned — I carelessly did not bring enough Poké Balls.  I reset the system and loaded things back up to try again with a better plan.

I was outside Cianwood City. Farfetch’d was five levels back. He did not have his stick. All of my Poké Balls were back in my inventory. Interestingly, I no longer had my own hatched Shuckle, but I did have its egg, and “Shuckie” was back at the daycare center.

… WTF?

It was not just that the save was rolled back to a prior one… it was both that and a weird corruption of prior events. Is that even possible…?!

I was idling in the Daizenshuu EX chat at the time, and immediately vented my frustration. It sounded like others may have had a similar situation occur, but there was some uncertainty about whether the game had actually been saved in the meantime. I next went to Twitter, where I almost immediately received a response back from someone that had a very similar thing happen to them… around the Lugia event, as well. Many folks told me about the Dutch release of the games, which had an issue with save files, themselves.

My game seems to be fine (having saved a bazillion times, turning off the system, and restarting to confirm I still am where I think I am), though now I am retracing my steps. I have captured a dozen wild Farfetch’d again, and none of them have my precious stick…!

I am going to have a lot more to say about this game in the near future, but this was certainly not something I expected to be writing about. In the near-200 hours I have logged on both FireRed and Pearl, never once did I ever encounter any errors that hindered my progress or rolled me back. Had this error been even the slightest more severe, it could have potentially made me drop playing the game all-together. Those that know me know how much I rail against back-tracking and replaying segments of games. I am extremely hesitant to turn off the system now in fear of losing progress — and not only progress, but legit legendaries in my PC boxes and on my team, carried over from the aforementioned FireRed and Pearl.

I am not deeply ingrained enough in any Pokémon communities to know where to discuss this, so if any of you happen to be the VegettoEX of Pokémon… by all means, please share my story and offer any advice you may have.

Posted on 31 March '10 by Mike, under Blog Entries. 8 Comments.

Conversation 009: Shooting the Shit and E-mails

It may take us six months, but we eventually hit you back with a show…!

When we realized (upon gorging on pizza and beer) that the core group was actually all together at the same time and had a free evening, we decided we may as well just go ahead and record a show! Episode nine of the podcast is the embodiment of everything the show aims to be — a bunch of friends sitting around pontificating about video games. Sometimes we say stupid things and sometimes we say brilliant things, but the end result is a good time, and hopefully with a few guys you want to hear from.

Andrew told us about playing everything from DJ Hero and Civilization IV. Jeff has been playing everything from Angry Birds to Boom Blox. Mike has been playing everything from Heavenly Sword to Final Fantasy 1. You all had e-mails with some top ten lists, and questions about everything ranging from English translation ambivalence to relationship advice.

For your amazing convenience, here are some of the iPhone and PC games we spoke about during the show, as well as one article:

Special thanks to all the folks who hung out with us the other night during the live recording of the episode! After you listen to the show to let us know what you think (and chime in on any of the opinions or questions), let us know how you best want to be notified about new posts and live recordings. Does the site warrant its own Twitter feed? A Facebook fan page? What do you think?

Enjoy! Hopefully we’ll see you again sooner than six months’ time! Expect some blog posts from all of us in the meantime, of course!

Posted on 29 March '10 by Mike, under Podcast Episode. 5 Comments.

“Final Fantasy” (Yeah, That First Game!) Design Choices

So I finished up Chrono Trigger about a week ago. I have written at length about it already, and am wavering on whether or not I want to write any kind of “final thoughts” on the game. I do not have much more to add to the conversation, really — nothing particularly blew me away in the final five hours or so. I did start up a New Game+ and beat it again the instant I showed up at the End of Time. For the record, I received “Ending 5″ on that go-’round, which is the one with the Nu critters sleeping over top the credits. How enthralling…!

But this is not about Chrono Trigger, so now for something completely different.

I use the phrase “fall off the wagon” when I talk about Pokémon. While I am far from a super-fan (I do not EV train, and I do not follow every single last bit of news and community events), I do get pretty heavily “into” the games when I play them every few years. Back in October 2008 I wrote about my experience with the games — right now I have ~180 hours logged in FireRed and ~120 hours logged in Pearl (and maybe a negligible ~10 hours sunk into Emerald before I got bored). Other than downloading event critters at GameStop and such, I have not actually “played” any of the games in something like a year and a half, though.

Here is where the drinking analogy comes in: I pre-ordered SoulSilver.

That will be a topic for another post in the future, but it was important information to set up the rest of this post. How it relates to right now is the fact that I have a couple weeks before I pick up the game. I was looking for a shorter RPG to take up my lunch breaks in the meantime.

I decided to go with the very first Final Fantasy. I picked up the Dawn of Souls version on GameBoy Advance a few years ago, but I have never actually played the game before. I played maybe 10 minutes or so on the NES as a kid, but all I remembered was running into the castle and starting an adventure. I know the general story thanks to the GameTrailers retrospective series, but I still wanted to have a game play experience with it all on my own. It just felt like something I should probably do one day.

For those who are curious (because you know you are), my team is as follows: Mike (warrior), Julian (monk), Meri (white mage), Deluxe (black mage).

I am not here to talk about ancient design decisions from Square’s first game in a long-running franchise. To some degree, that would not be fair coming from someone like me. It certainly warrants discussion, but it is not something I am interested in doing and probably would not be able to talk about with the most authority in the world. I know some things are changed, such as the way magic is handled, but I do not know all of the little intricacies. I felt like I could talk about Chrono Trigger in a different light, which is why I gave it so much attention.

Instead, I would like to bring up one of the most ridiculous and misleading design choices in this particular re-release. It is something that should never have been done the way it was, but I will save my own thoughts on the matter for a little bit later.

Let me explain.

I had just made my way through the Cavern of Earth and defeated Lich. I knew what areas of the map I had access to at the moment (by foot and with my pirate ship), and was not sure where I would be heading next. After touching the crystal prize, the game broke away to show a prior location. Oh, OK! I remember the Earthgift Shrine! That was that cave right by Corneria at the beginning of the game. There was a weird demon-looking thing blocking a path. He just faded away. Gotcha! I will head there next!

I headed on in. I grabbed some of the treasure along the way. The next area was a desert. Oh, no! I never like desert areas in Final Fantasy games! After wandering around for a while and catching on to the looping going on, I found my way to the center oasis and the staircase to the next area. I fought and guided my way through yet another area with the additional treasure chests and monsters.

Everything seemed totally fine. The monsters were a somewhat-appropriate level for my characters to fight against, and since I knew I was over-leveled, my triumphs against them did not make me question a single thing about my journey.

Son. Of. A. Bitch.

I was apparently wandering around a re-release-exclusive bonus dungeon, the end of which housed four bosses making cameos from Final Fantasy III. It had absolutely nothing to do with the general progression of the regular game. This cave area does not even exist on the original NES/Famicom-version game map:

Why on Earth would they break away to show me this area so early in the game if it was a bonus dungeon that had nothing to do with the current story progress (especially if I was no match for the bosses)?

I can only chock it up to the fact that the programmers and intended audience (those who had already played the game before, perhaps many times over) were so drastically familiar with the source material that they overlooked such a major presentation flaw. The last time the game cut away to show me a new area opening up was when the bridge to the north was built — there was absolutely no reason to show this bonus cave area at this particular time. It was misleading and time-wasting.

Thankfully, after losing to the first boss I encountered, the game brought me back right outside the cave. Everyone was alive and down to 1 HP, but I was not kicked back to the title screen, and I did not lose all of the experience and items I had gained along the way. That was, perhaps, the only “smart” design decision in this entire game so far.

Let it be known that I still actually have no clue where it is I am going next in the game. The dancing girl in Corneria even told me she has nothing let to say to me right now. Really? You are the single helpful NPC in the game that I thought I could always rely on, and you have nothing else to say to me? Sheesh! Thankfully, I have a bit of help in the form of a blast-from-the-past. Rather than looking up any FAQs, I have an item that I accidentally borrowed from a friend in high school something like ten years ago. I used it to find my way to Lich a little faster, and I suppose I can refer to it one more time. It is absolutely fascinating to look back at the way the characters are depicted (traditional high-fantasty style as opposed to referencing Yoshitaka Amano’s designs) and the verbiage differences between the far-too-few-letter-namings in the NES version as opposed to the re-translated and modern-consistency namings in the GBA re-release.

While I have a huge issue with that one aspect of the game (and one that is only related to the re-release, no less), do not misunderstand — I am having a really fun time exploring this first game. It is crazy that I never got around to playing it.

Will it be one that I complete (III, IV, VII), or one that I ultimately drop (VI, VIII, X)…? I have a good feeling about this one…!

Posted on 27 February '10 by Mike, under Blog Entries. 6 Comments.

Seven Things That Have Blown Me Away In The Second 10 Hours Of “Chrono Trigger”

I was very concerned as I crossed the 10-hour mark in Chrono Trigger. Those first ten hours were amazingly good on so many different levels. The game had actually managed to deliver everything I wanted and anticipated. I loved the characters, the story, and all of the artistic elements that brought the package together. I commented that after sequences like the raiding of the Fiendlord’s Keep, I was afraid it had blown its proverbial load already, and while the rest of the game would probably be “good”… it would whimper on to the end like many RPGs of the day, hindered by an ever-growing cast of characters, poor pacing, and extraneous side-quests.

Thankfully, my fears were completely unjustified.

(OK, minus this “Inner Sanctum” area which was apparently new for the DS version. That’s pretty awful.)

To be fair, the second ten hours are not as good as the first ten. The game introduces so many of its iconic styles and mannerisms that even when variations on them are introduced with perfect execution later on, they do not have the same impact as the first go ’round. Do not misunderstand — like I said, the game has been amazing, and a “Not Jaw-Droppingly Amazing Chrono Trigger Sequence” is still leaps and bounds above most of the other garbage I have tried before.

It is with this game that I continue to question my gaming habits and supposed preferences. I have dabbled into so many different genres and play styles in the last two years that I no longer feel like I have any particular allegiance to a type of game, or even specific franchises. I joke to the wife how there was a monkey bridge in Link’s Awakening… lo and behold, monkeys come to the rescue as I watch her replay Twilight Princess. I look around in shock, wondering if I’m the crazy one that does not love the play style of New Super Mario Bros. with its floaty-controls. I compare the two above examples, coming down harshly on one series for recycling an old trope, while simultaneously criticizing another for not being familiar enough, and wonder how I can be so hypocritical.

That may be the subject matter for another article in the future, though. For now, Chrono Trigger is the sole subject of my attention.  I sit wide-eyed on the train, during lunch, and on the couch at home as I clutch my DS. A game from 15 years ago — a game that I should have played and yet continuously overlooked — is one of the reasons I have been questioning my supposed gaming affiliations. With 20 hours now sunk into the game, here is a list of things that have blown me away in those second 10 hours. Spoilers are in full effect.

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Posted on 16 February '10 by Mike, under Video Game Club. 7 Comments.

Five iPhone Games Worth Paying For

I have written in the past about how Apple can be pompous with their public image surrounding games. I have also written in the past about the “bottomed-out” level of pricing for iPhone games, and how game developers (specifically the big-name, established ones) have struggled to adapt to and create for a platform where just a couple bucks is somehow seen as “too expensive”. I do think there is a place for “higher”-priced games on the iPhone (that is to say “higher than $1″), but I do agree that the expectation of the price and its respective deliverable is nowhere near its DS and PSP brethren. It is a completely different model where even the big guys have to think like an indie developer.

That all being said, I wanted to share a few games that I have purchased for my iPhone that I regularly return to and genuinely feel are worth the price — regardless of the developer type. These are not fun little applications that you load up once or twice, show off to someone, and never return to again. These are not applications that you pay 99-cents for and feel you got your 99-cents worth of value after a couple days. These are games that take full advantage of the platform they are on, and over-deliver on their value. Picking up any of these is a no-brainer. I present them to you in an order that somewhat resembles my feelings on that value compared with their price compared with how much time I have actually sunk into them.

(5) Wolfenstein 3D Classic Platinum (AppShopper.com Link)

WHAT I PAID: $1.99
CURRENT PRICE: $1.99

I played my fair share of Wolfenstein and Doom back during their original PC release just as much as the next kid. I was never super-into these grand-daddies of the modern FPS (back when the only term was “Doom-clone”), unfortunately, so I could not tell you just how faithful the port is based on my own experience. When you consider that John Carmack worked on it himself, though, I have full-faith this this is how it was intended to look and be played. The control scheme takes quite a bit of adjustment before you start cruising around — it uses a virtual control pad in the bottom-left like many games. Since it was always a very “2D” game with no real strafing in the first place, however, it carries over quite well once your thumb gets used to how it should nimbly and minutely slide back and forth. I have played it more than I thought I would, though I will admit that the sheer curiosity factor of playing Wolfenstein 3D on my phone carries as much weight as it does for simply being good.

(4) Rock Band (AppShopper.com Link)

WHAT I PAID: $9.99
CURRENT PRICE: $6.99

I disagree whole-heartedly with my buddy Bob over at The Appcast. Back on episode 39 of their show, a battle between Rock Band and Tap Tap Revenge 3 (then still a paid app) concluded with my choice as the loser. This could not be more wrong. Whereas Bob liked all of the avatar customization and modes in TTR3 and disliked the “vocals” part of Rock Band, I have had nothing but terrible experiences with the cruft of TTR3 getting in the way of enjoying it. Earnings credits to unlock songs that are totally different from paying (with real money) for them is not as direct as Rock Band‘s simple “beat this playlist and get the mystery song” setup, which (while it is terribly antiquated) just works. The bazillion things on-screen in TTR3 leaves me confused as to what I actually selected — it’s a MySpace-esque assault of terrible design aesthetics. It is slow. It is unresponsive in the menus. Its business model of paid downloads literally gets in the way of me trying to do anything when it takes up 60-70% of the screen.

I may sound like a fanboy, but that’s fine. Harmonix knows what they are doing, and I am fully on board with them. Rock Band is fast. It is minimalistic and yet retains its distinctive look. It is organized. If you are into downloadable content, it is cheap — two (bundled) songs run you a mere 99-cents, a huge discount from the $2-per-song price point that is standard on the consoles, and (unfortunately) even carried over to the PSP’s Rock Band Unplugged store. It is true that this game does not have the huge variety and raw number of  songs available in the Tap Tap Revenge series, but you have to ask yourself which type of game play experience is more your style: do you want random taps that could follow any variety of musical qualities of the song (TTR), or do you want instrument-specific patterns (RB)?

For me, the choice of a music game was clear. I paid the full launch price the day it was released, and while I do think it settled down to a more appropriate $6.99 since then, I do not “regret” my purchase in any way. When I am itching for a little drum action on the train ride home, Rock Band for the iPhone has me covered until I can burst through the door to my ION drum kit. That is the main “problem” with this iPhone version, though — when the full experience is waiting for me at home, the only time I ever play the portable version is during commutes. I cannot see myself sitting in my living room playing the iPhone version when I could get up and belt my little heart out. It is what you make of it, though; if you do not have the cash to drop on the full version, skip a couple cups of coffee and get the portable one.

For the record, I have no problem with the “vocals” portion of the game — I never expected to actually be singing into my phone, so while it would have been a “nice-to-have”, I do not feel any major loss with having to trace my finger up and down the pitch, instead. No, the performers cannot be customized like their cousins on the consoles, and no, they do not perfectly move in sync with the music. None of these things affect the base game play, though, which is the most important thing to get right in an iPhone game.

(3) wurdle (AppShopper.com Link)

WHAT I PAID: $1.99
CURRENT PRICE: $1.99

As one of the first games I picked up, wurdle certainly deserves a spot on the list. It’s simple, really — a bunch of letters are randomly boggled around in a grid, and you have to draw lines across the letters to form words. More than any other iPhone game, this is the one that I have seen groups of people get involved with (including a train conductor who stood behind us and called out a couple words). It is one of the best two-minute diversions you can find and you will lose more time with it than you choose to admit. There is always something to be said for simplicity, and wurdle hits a home run in that respect. What more can you say?

(2) Peggle (AppShopper.com Link)

WHAT I PAID: $0.99
CURRENT PRICE: $2.99

Depending on how how addicted you already are, even the $4.99 original asking price may have been a steal. The price has fluctuated all over the place since then, but it is well worth it no matter what the cost is at any given time. While I only dabbled in the game on the PC and did honestly enjoy it, this ultra-portable version of the game is exactly how I wanted to play. The wheel on the right-side to pinpoint your exact angle was a great way to compensate for the lack of mouse control. The colorful design looks fantastic on the iPhone’s screen. It runs beautifully, even zooming in to slow-motion with “Ode To Joy” as you hit your last block. It is the culmination of every bit of “casual” PC gaming since Minesweeper, all wrapped up in an absurd and irreverent aesthetic.

(1) Harbor Master (AppShopper.com Link)

WHAT I PAID: $0.99
CURRENT PRICE: $0.99

The “line-drawing” genre is one that has exploded on the iPhone. I initially saw Flight Control and thought it looked neat, but for whatever reason, Harbor Master was the one that grabbed enough of my attention to warrant a purchase. It is clear that my favorite games on the platform are the ones that take their simplicity and work feats of genius with a single, underlying concept — Harbor Master is no exception. You have a boat, you have a dock. Draw a line for the boat to empty its cargo at the dock, and draw a line for the boat to leave. Oh, but watch out for the boats hitting each other. Oh, and watch out for putting the orange and purple cargo in the right places. Oh, and on this stage, watch out for the pirate ships. Oh, and on this stage, take advantage of the fast-unloading dock but also watch out for the monster.

I have sunk more time into Harbor Master than any other application on my iPhone, most likely — yes, that includes Safari and various Twitter apps. Every other day I seem to hit a new high score on a stage, which drives me to want to play it even more. How fascinating is that? A game-lengthening tactic from the industry’s infancy (“beat a high score”) is what brings me back to this game. It is not about unlocking new stages. It is not about unlocking new boats. It is not about multiplayer (though that is also there). It is about the game doing the one thing that it does so well, assigning an obvious 1-point rating to each successful delivery, and making me want to get “just one more” each time. And everyone loves the tropical music that plays, too!

For reference’s sake, my scores are 182 on Cyclone Island, 135 on Fishing Bay, 127 on Monster Cove, 146 on Smugglers’ Reef, 152 on Cannon Beach, and 111 on Sturgeon Creek.

How about you all?

There are plenty of other games that are worth checking out. I still have not grabbed Canabalt, for example, and I know that Spider: The Secret of Bryce Manor is worth a look. One of the earliest games, Fieldrunners, still has not made its way to my phone. I also can’t wait for the port of Plants vs. Zombies. How about you all? Which iPhone / iPod Touch games have you grabbed that you feel are more than worth the price of entry? How do you convince people (like our own buddy Andrew, who refuses to pay for a single iPhone app) that some of these are actually worth paying a buck or so for?

Posted on 28 January '10 by Mike, under Blog Entries. 4 Comments.

Seven Things That Have Blown Me Away In The First 10 Hours Of “Chrono Trigger”

Longtime Akira Toriyama fan. Playing Chrono Trigger fifteen years late. Check. In theory, I like Japanese role-playing games, but ultimately do not finish the vast majority of ones that I actually start. Gotcha. All caught up? Let’s talk about the game, now!

The following discussion will be filed under “Video Game Club” and placed behind a cut to prevent inadvertently spoiling the game for those who have not yet played it. You would think there would have to be a statute of limitations for games this old and discussions like this, but since someone like me is only just now getting to the game, I will be kind to the others who also hold their heads in shame!

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Posted on 20 January '10 by Mike, under Video Game Club. 7 Comments.

It’s True! I Started “Chrono Trigger”

Alert the presses! Headline of the year, right here: “Toriyama Fanboy Plays Acclaimed Game 15 Years Late“.

Despite running a DragonBall fansite since 1998 (and being a fan of the series for a few years before that), I have many embarrassing stories to tell. While I have read a good chunk of Dr. Slump and own things like Kajika, I have never played a Dragon Quest game, and even worse… I have never played Chrono Trigger.

Despite being a huge fan of its character designer, and despite knowing that it had a “dream-team” of producers working on it, I never played the game back during the SNES days. I had only begun to dabble into RPGs at the time, and would not make any real commitment to one until Final Fantasy VII in 1997. Despite its re-release on the PS1 years later, no matter how many times I told myself to check it out, I never got around to it. Despite receiving it as a Christmas gift from the wife a year ago, it has not had an opportunity to jump into my DS. (Hey, the system saw plenty of action over the last twelve months — Retro Game Challenge was one of my favorite games of the last year.)

Well, that all changed last night. Mike, a.k.a. “VegettoEX”, a.k.a. “Supposed Toriyama Fanboy”, has played half an hour into Chrono Trigger.

Last night the wife and I got home from work, then the gym, and then dinner… and decided we were just too exhausted to do anything. I was planning on playing some more Uncharted 2, but that seemed like it would require more of an attention span than I was willing to give. After putzing around for a while, I decided that an RPG would fill the gaming itch perfectly. I could lounge around and play a game without needing to aim at someone’s head with a tranquilizer gun in an action game, or pull off a frame-perfect counter attack in a fighting game.

I am already enjoying it immensely. Things happen almost immediately from the get-go, giving you a sense of both scale, as well as cause and effect. I dig the music a whole lot, some of which I already know from listening to the included bonus CD a few times over the last year. I have only just reached the point where Lucca meets up with Crono back where Marle had disappeared to (is that vague enough to not spoil any of the first damn thirty minutes?), but that was more than enough to solidify my interest. I am sure you will hear my thoughts on the battle system, character motifs, art style direction, and more as I make my way further into the game.

More than anything else, I am happy to say that I have discovered why I kept accidentally referring to the RPG in Retro Game Challenge as “Guardia Quest” instead of “Guadia Quest” — the kingdom that Chrono Crono (hehe!) comes from is called “Guardia”, which I must have inadvertently run into and unconsciously absorbed over the years.

How about you all? So many of you have playfully criticized me for never playing the game. Without spoiling anything for me, what is it about the game that makes you hold it in such high regard? If you are in the same boat as me, what are your excuses (valid or otherwise!) for never playing it? This is your one chance to give me Hell!

Posted on 8 January '10 by Mike, under Blog Entries. 6 Comments.

Holiday Gifts: 2009′s Games For 2010

Andrew may have had a chance to play more of 2009′s games than I did, and certainly has a pretty good idea of what his favorites games of last year were. I’m in no such position. There were far too many 2009 games that I just did not get a chance to play, but am interested in playing, that I want to give it a little more time to let them sink in. There are plenty that I simply have no interest in what-so-ever (Hello, Modern Warfare 2), though…

But let’s talk holidays. Christmas. Chanukah. Kawanzaa. Festivus. Whatever it is you celebrate, you probably got a game or two (or twelve). What did your loved ones bestow on you this year?

As for me, here are the games from 2009 that I am just now starting:

New Super Mario Bros. Wii
Our first experience was four-player madness with the wife, the sister-in-law, and her boyfriend. We made our way through half of the first world, and collected most of the hidden coins along the way. After that, the wife and I have done two-player up to the midway point in the second world. The name of the game so far is “frustration”, and interestingly enough, more-so in two-player than in four-player. With four people playing, it became a fuster cluck of insanity and laughs. With two players, though, we were actually trying to accomplish something, and it just was not happening. Even with coordinated plans spoken aloud, we were slamming into and hopping off of each other, falling to our deaths. The two of us are no slouches when it comes to Mario games, either, both having those lovely little stars next to our 96 exits points in Super Mario World. We will probably swap the controller back and forth for single-player gaming from here-on-out. Between the unpleasant multiplayer experiences and the floaty, imprecise controls Nintendo seems to want to go in the direction of, it is probably for the best to go at it single-player if we want to experience what the game’s levels truly have to offer.

Scribblenauts
I see what all the hype was about, and I see what all the disappointment was about. The controls are absolutely horrific, and it will be up to the individual player to decide if the brilliance of the rest of the game is enough to overcome that major pitfall. For me, it is doing that so far. The number of items available is mind-blowing, and the charming presentation is enough to keep me smiling… even if I am cursing at Maxwell each time he accidentally hops to his death. I definitely prefer the puzzle stages over the action stages, and am thankful for the raw number of stages that are available to me. It is the perfect game for short diversions, similar to what many iPhone games are currently doing. It has been great to bust out the DS again for this type of “casual gaming” in the purest sense of the phrase, rather than just the iPhone.

Soul Calibur: Broken Destiny
I have only put in maybe half an hour or so into some of the missions with Kratos, but it is what it is — a great version of Soul Calibur IV on the portable system. I can now walk around with my main man Voldo in my pocket. Not that I keep my PSP in my pocket, and not that Voldo of all characters is who you probably want anywhere near your pants…

Castlevania: The Adventure ReBirth
Having recently rediscovered my love for the series, despite being completely awful at them, some of those Christmas Wii points went right to the re-imagining of the first Game Boy adventure which I never actually played. The music and presentation is exactly what I was looking for, and which Komani has been perfecting with their “ReBirth” line on Wii Ware. I have not had a huge amount of time to put into it, having gotten midway through the third stage on my sole play session thus far. I love the slightly-updated controls (being able to somewhat guide yourself in mid-jump) that are still based on the classic, rigid play style. The secret paths and bonus areas are a blast to search out. It’s a semi-new, cheap Castlevania adventure, and no-one can really complain about that!

Uncharted 2: Among Thieves
I’ll admit that the graphical presentation was what drew me in to wanting to play this game, but it was not just how breathtaking the scenery was, how many objects were on screen, or how detailed the characters looked — it was how people moved. For all the talk about the “next generation” (now the current generation) of graphics, nothing has bugged me more than rigid and awkward character movements which persist to this day. We have had plenty of great advances in the last year or so, but no characters move as fluidly and naturally as those in Uncharted 2. It doesn’t end with just their movements, though. The amount of contextual small-talk is staggering and incredibly performed (with Nolan North deserving all accolades received to date), and has already led to one of my favorite lines in video game history (“There’s a guy above you! There’s a guy above you! *silent take-down, tossing the guy down from a ledge* There’s a guy below you! There’s a guy below you!“). So far I have watched cut-scenes just as much as I have played actual game play, but each part has been intriguing. Even the very beginning of the game, having to climb up the totaled vehicle, kept the wife and I on the edge of our seats — I heard more than one gasp from the other couch as pipes ripped apart with Nathan dangling in mid-air. I am dealing with a bit of frustration from time to time, such as the area early on where you go from the water fountain up around to the right on your way to the tower, doing silent take-downs on guards; I had several instances of being inexplicably seen and having to start over from the checkpoint, and mostly being unsure of which route to take. It leads you along pretty well over all, but there have been those couple instances of not being able to see where I am supposed to go. Right now I have just begun the third chapter, and am eagerly awaiting the next opportunity I have to play.

And that’s just what I have happened to start so far. There are plenty of others to either keep playing (Torchlight) or start playing (Bowser’s Inside Story). I am conflicted on whether or not I want to either bother working on my own top five list for the year — I don’t know about anyone else, but I tend to play games years after their original release. I mean, look at the above list of 2009 games I am playing in 2010. Think about Chrono Trigger, a game that I am determined to play in 2010, which was probably one of the best DS games in 2008 based off of one of the best SNES games in 1995.

I really have to give some love to Retro Game Challenge and Flower, though, both of which blew me away in entirely different ways. The former (combined with a replay of Zelda II) brought me back to my roots and re-introduced me to the fact and revelation that I think I really like open-exploration, side-scrolling, action games. The latter is probably one of the only PS3 games to put the SIXAXIS to proper use, let me relax, and actually moved me on an emotional level at the end. Downloadable games have certainly been a huge area of interest for me this past year, and I look forward to what 2010 has to offer in that department.

Which 2009 games do you see yourself playing in 2010? I think I may give Batman: Arkham Asylum another chance at the next price drop…

Posted on 4 January '10 by Mike, under Blog Entries. 3 Comments.

Top Five of 09

Well, another year has come and gone. Many blogged about 2009 being a year with not a lot of big releases, yet it had the biggest single game release ever with Modern Warfare 2. I’m listing my personal top five favorite games this year below. For me, the biggest disappointment this year was King of Fighters XII. What’s your Fav Five for the year and your biggest disappointment?

1.) Street Fighter IV(360/PS3) – Capcom still has it. I was afraid we would never see another Street Fighter game, and we got that and soon Super Street Fighter IV.

2.) Muramasa: The Demon Blade (Wii) – Beautiful 2-D Fighter. Well drawn, lots of action, giant boss battles and the game makes me so hungry for Japanese food!

3.) Silent Hill: Shattered Memories (Wii) – Wrote the review earlier; a nice addition to the franchise.

4.) Assassin’s Creed 2 (360/PS3) – A beautiful game. I like the story, the puzzles, love the feeling of being in Italy. Very well done.

5.) Infamous (PS3) – Do you like this, or do you prefer Prototype? I’ll take Infamous, because at least I can pretend to be a good guy and its graphic novelesque cut scenes.

Posted on 4 January '10 by Andrew, under Uncategorized. No Comments.