racketboy Contest: RetroGaming Hacks Book & Sega Visions

Talk about just about anything else that is non-gaming here, but keep it clean
Abras
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Post by Abras »

Star Fox 64/ Lylat Wars

Released in the stead of the canceled Star Fox 2 for the SNES, Star Fox 64 offers an interesting blend of ideas from the first two games, and also has significant new additions. It has similar level interconnectivity to the first one, but allows you to move on to a different level by completing a special task in the current level. The “on-rails” levels, when your vehicle is constantly being propelled forward on a predetermined path, are also present, but do not comprise the entire game. The four main characters, Fox, Slippy, Falco, and Peppy are still intact. Aspects taken from Star Fox 2 include “all range mode”, which could be used to moved around freely in some levels, as well as the introduction of the “Star Wolf team”, Andross accomplices and Star Fox enemies.

As mentioned earlier, Star Fox 64 is more than just a compilation of the first two games. It was the first N64 game to employ rumble technology, and the Rumble Pack was packed with the game. It was also largely hyped for the inclusion of voice acting, a somewhat impressive feat for a cartridge-based game. Many of the phrases used in the game have become a part of pop culture, the most (in)famous being “Do a barrel roll!” The ability to use the “Landmaster” tank and “Blue Marine” submarine is another welcomed addition. There is also a multiplayer feature in which people can choose to play as the Arwing, Landmaster, or as the pilot on foot. This feature has aged a bit, but the graphics and gameplay still hold up remarkably well to today's standards. A true classic any way you look at it.
Last edited by Abras on Mon Apr 16, 2007 2:04 pm, edited 1 time in total.
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Espio 1919
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Post by Espio 1919 »

Conker’s Bad Fur Day
This great classic was released in the twilight of the N64’s life; many ignored it with the 128-bit revolution in full swing and continued wait for the looming Xbox and Gamecube, or continued on with the Playstation 2 and Dreamcast. Bad Fur Day proved through its technological marvels and unique storyline that there was still some life left in the last cartridge system.

Bad Fur Day tells of the events the day after the star squirrel’s binge drinking, he wakes up in a field with a bad hangover and now must try to stumble home and get some much needed sleep. Throughout the day Conker is continuously sidetracked by the problems of other characters in this strange area. The game takes many unexpected turns in its story; everything from rescuing a beehive from some angry wasps, to rolling giant balls of fecal matter, shooting up a zombie-infested mansion and even fighting a cute and fuzzy, but devilishly evil menace. Even seeming to go through hell and back, Conker comes out of it all smelling like roses (even after his adventures in the poo mountain), and the quite hilarious series of occurrences is sure to delight any player with enough of an immature sense of humor.

Even though we are on the heels of a new generation of games and unbelievable graphics, Conker’s Bad Fur Day has aged quite and still has the ability to wow gamers with its technology. The stunning detail of the characters and backdrops make it difficult to believe that this game came out of a cartridge-based console, and during a time when DVD’s were made the new standard media make it all the more impressive. Incredibly large and open areas, as well as much intricate dialogue was unheard of outside RPG’s in this era and was a sight to be seen, in this game helped to pioneer the use of these methods in future games.

Overall Conker’s Bad Fur Day is one of the greatest send-offs a console could ever ask for, and its groundbreaking technology on a dying system paved the way for future and more advanced platform games to follow in its shadow.
Abras
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Post by Abras »

Super Mario Kart

Released in late 1992 for the SNES, Super Mario Kart -like many Nintendo made games- set a precedent for all future games in the genre, but also single handedly created (and perhaps perfected) the entire sub-genre of kart racing. It has spawned a bunch of imitators and clones, and has many sequels. Still, many people,myself included, have found that nothing beats the original.

The player can choose from eight well known Nintendo characters -proof that Nintendo's use of their characters to sell games started well before Super Smash Brothers and Mario Sports games- that then race frantically around 20 tracks in their cute little go karts. Along the way, they can pick up items, like banana peels and koopa shells, which they then use to hurt people. Forget Mortal Kombat, as this game should have been the reason the ESRB was created. After all, I can't tell if I prefer winning the race, or hitting the same person with a red shell over and over until they feel like choking me.

Indeed, this is a great game to play with friends. It's fun to play against the computers, but the AI will seem a little dated since they all drive on the same path every race. There is also a battle mode for those especially violent people out there, that has you freely roaming around a square map with one other person. Hit them three times before they do the same to you, and you win. No, nothing compares to inviting a bud to some “friendly” violence with Super Mario Kart.
Last edited by Abras on Mon Apr 16, 2007 4:20 pm, edited 1 time in total.
jrod1986
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Post by jrod1986 »

The Legend of Zelda: A Link to the Past

"We're sorry, but the princess is in another castle." Ha! That was not to be the case in this game. After a few short hours of game play I fondly remember having the Princess Zelda in my possession albeit for a few short moments. Irregardless of that, I'll remember this Zelda as the game that made saving the princess...cool. Despite being one of the first SNES games, A Link to the Past made for a seamless transition for the series into the 16 bit generation. For its time, the visuals for outstanding the backgrounds lush and even the 2D sprites added a quirky charm. All of these characteristics made this game a true nostalgic classic.


One aspect of the game I haven't touched on yet is the sound and the music. Or is it The Sound of Music? Were there Nazis in this game?! Anyways longtime composer Koji Kondo wrote several tracks for this Zelda game that actually would qualify as music to the non-gamer. From Kakariko Village to Death Mountain and the Over world heme, this game's music will surely be playing in your head long after you've finished it. One need only to peruse http://www.ocremix.org to understand what I mean.

Last but certainly not least is the most important part of a game i.e. how it plays. The original Legend of Zelda for the NES really changed how I viewed games and was the first non-platformer/side scroller I ever played. However, the game I always felt limited to me and I would think as I'd be playing, "What if Zelda could combine the exploration aspect *and* add a killer storyline?" Well, this questioned was answered in A Link to the Past. The game plays as a blend of action and RPG in a wonderfully presented top down view. In the end, yes you do rescue the princess and yes it is basically Link versus Gannon. Good versus evil. So if you haven't played this game, play it. If you've played it, play it again. There's nothing quite like the feeling of playing the hero in a well orchestrated masterpiece. And that's exactly what A Link to the Past is.
jrod1986
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Post by jrod1986 »

The second game in my Zelda double dip.

The Legend of Zelda: Ocarina of Time

"Wow." Those were my exact words or word upon finishing this classic. It was the Christmas season of 1998 when I was flipping through the Target ads searching to add to ever expanding list. Anyways, to make a long story short I did indeed receive this game for Christmas and I did indeed have perhaps my most enjoyable gaming experience ever.

After playing through Super Mario 64 I did not think 3d games could get any better. I was wrong. Ocarina of Time like Link to the Past before it made wonderful transition for the Zelda series--this time into 3d. The graphics of this game at the time were perfect. So perfect in fact that Gamespot.com garnered this game with their first perfect ten. Being able to see visible emotion on the characters' faces--although minimal--added so much to this game and made for a once in a life time gaming experience.

The game play again was a blend of action and rpg harking back to A Link to the Past. Only this time Hyrule was much bigger the storyline much richer. Again it's you versus Gannon but this time with a twist involving Zelda and a mysterious character known as Sheik. Suffice to say, the story is a classic and nearly novel-like in its quality.

Koji Kondo as always for Nintendo provided the music and sound for this game. Even though the Nintendo 64 could not produce CD quality sound, Ocarina of Time still sounded and sounds great. Yes, there's always the Zelda over world theme but this time some spice is added in via the music in the Gerudo Valley and Kokiri Forest. The music really pulls you in and definitely sets the mood for the game's epic conclusion.

I could type on and on about the awesomeness of this game, but I will just conclude by saying that Ocarina of Time is my favorite video game ever. You really owe it to yourself to experience a true escape from reality that doesn't involve substance abuse. :wink: Play the game.
Abras
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Post by Abras »

Kirby's Adventure

Kirby's Dreamland for the Game Boy, Kirby's first appearance, laid the foundation for the gameplay and general feel of the many Kirby games to follow. But Kirby's Adventure for the NES also made some additions, the most notable being Kirby's power stealing ability. This has become a hallmark of the series and the character, and it's hard to imagine the adorable little cream puff without it.

The game was released in '93, very late in the console's very long life (Released in October, '85 in the USA) and even several years into the 16-bit wars. As a result, the game differs quite a bit from much earlier releases. While many NES games have barren and bland-looking surroundings, Kirby's are lush and colorful. After almost ten years of working with the NES, Kirby's developers probably knew it from the inside out, thus resulting in one of the most gorgeous games on the system (think God of War 2 for the PS2).

Another element that strikes me every single time I play is the relative low level of difficulty. Mega Man and Contra fans were definitely surprised when they first played this game. Again, the timing of the release probably played a big role. NES games as a whole were definitely hard, and most series gradually got easier so as to lower frustration and appeal to a wider audience. The last element that impresses me is the music, which I consider to be some of the best video game music ever. It's peppy and memorable, and rounds out the complete package nicely.
Last edited by Abras on Wed Apr 18, 2007 12:01 pm, edited 2 times in total.
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extrarice
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Post by extrarice »

Metroid

August 6, 1986 saw the debut of one of Nintendo's most recognizable and beloved franchises in its video game history, Metroid. Produced by the legendary Gunpei Yokoi, one of the more influential software and hardware designers at Nintendo, Metroid was a groundbreaking title in many areas. It was one of the first (if not the first) home video games that featured scrolling along both the X- and Y-axis, and starred a female protagonist, Samus Aran - a sharp contrast to the "Save The Princess" plot motif that was the norm at the time. But more-so than these achievements, what was truly groundbreaking was its non-linear gameplay and minimalist environments and music.

The action of Metroid is very simple. Samus has been directed to search the planet Zebes for Space Pirate activity and stop their plans of using a parasitic organism, called a Metroid, against galactic civilization. Scattered throughout Zebes are numerous power-ups that strengthen Samus' firepower and stamina. Collecting these power-ups is necessary to gain enough power to challenge the Space Pirates and their leader, the Mother Brain. Speed also plays an important role, as different endings are triggered by different completion times, giving rise to the current concept of game "speed runs" and "sequence breaks".

Metroid's non-linear world design instantly set itself apart from other games of the same era. Instead of a relentless progression forward to an arbitrary "end", backtracking to previous areas was encouraged, and even required for advancement. The player's character, Samus Aran, must scour every nook and cranny of the entirely alien Zebes in the hope of finding the one power-up that would unlock the next area. It is interesting to note that the level designers were very careful to make sure the player could not easily enter, and get stuck in, an area that required a specific power-up to get through or back out of.

The atmosphere of the world itself also ran counter to the usual presentation of that time. Instead of bright, flashy colors, Zebes' backdrop was plain, flat black. No sky, no clouds. The lack of any visible background or reference of an "outside" further to drive the sense of exploration of ancient tunnels and claustrophobia in the player. Dotting the foreground, and providing the platforms to navigate, is spritework that evokes "alien" and "ancient". Why are there faces etched in some of the stones where Samus first appears?

Amplifying this sense of "ancient, alien, and unknown" is the music. Developed by Hirokazu "Hip" Tanaka, Metroid's music is dark, creepy, and elicits emotions of suspense, fear, and trepidation in the player. Rather than providing catchy music to cheer the player along, Tanaka chose to avoid simple melodies that uplift the player. He felt that the recent popularity of game music in Japan forced composers to write music in a way that was contrary to the atmosphere of the games they were set against. It was this dislike that inspired him to compose the subdued themes of Metroid. In his words, he tried "to create the sound without any distinctions between music and sound effects." He composed the music so as to deny the player a simple melody to hum along with; only after completing the game is any "catchy" music played. (Source: http://en.wikipedia.org/wiki/Hirokazu_Tanaka)

Some have described Metroid as a first step into the Survival Horror genre of video games. The panic experienced when a Metroid first latches onto Samus would support this statement. Similarities between the Metroid series and the Alien series of movies certainly does not hinder the argument, either.

The latest installments of the series have, unfortunately, taken a step back from the minimalistic and moody approach of the original, inadvertently reducing the overall feeling of mystery and suspense of the games. Fans of these newer sequels owe it to themselves to explore the original (and its two first sequels - Metroid 2 for Gameboy and Super Metroid for Super NES) to truly understand what the series is all about.
Last edited by extrarice on Thu Apr 19, 2007 5:08 pm, edited 1 time in total.
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Espio 1919
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Post by Espio 1919 »

I call Gunstar Heroes for my 2nd entry, c'mon everyone show the Genesis games a little more love here.
Abras
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Post by Abras »

Mario 64 (I hope I win)

What can I say about this game that hasn't already been said? The game is a true masterpiece of design and just one more reason to like Nintendo. The game was packaged with the N64, but it probably would have become a killer app without it. The transition from 2D side scrolling to fully 3D gameplay immersion set the standard for hundreds of platform games, if not all 3D games to follow. The game was, of course, highly revered by the gaming community and reviewers alike, achieving many perfect and almost perfect review scores. The graphics were nothing short of amazing at the time, and perhaps represent the greatest graphical jump between console wars. The levels were enormous, the game was long; The controls were near perfection for the time thanks to the analog stick, which soon proved to be a necessity for 3D games.

Personally, I think the game was a little overrated at the time (just a little), and has definitely lost some of it's luster since then. The camera was a bit annoying, which is understandable since many modern games still have problems, but that's a minor complaint. My biggest complaint is that I've played it too much. Sure, you'll get sick of any game after a certain point, but I've played plenty of other games longer than Mario 64 and had no problem. It will always hold a prominent place in history, but perhaps it's time to give Mario a little break and remember the many games that were overshadowed by the giants of the past.
Last edited by Abras on Wed Apr 18, 2007 12:03 pm, edited 2 times in total.
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lordofduct
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Post by lordofduct »

Is this enough Sega love for those complainers in here? Me the self proclaimed Sega fan boy would obviousily come through on my part in this area!

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Kid Chameleon

Imagine reading the case and being gleamed with the knowledge of 103 levels and 1,850 screens that awaits you upon playing this rich title 'Kid Chameleon'. A bit of an overstatement one might say, as the title truly yields 54 levels and 40 extra hidden levels. I guess the cases can't always be perfectly correct, but then again if I had to put up with any more levels then already I'd probably shoot my television out of anger of difficulty.

Difficult? You might ask how hard could a little ol' platformer be. And I will tell you that you better expect to starve yourself while playing this finger mangling game.

The basics of the game revolve around a boy who is the only kid in town who can take on the new virtual reality video game at the local arcade. 'Heady Metal' the overlord in this game has abducted all the children in town upon losing their last 'free guy' in the game. It is up to Kid Chameleon coupled with his ability to take on the form of different warriors in the game to save all the kids in town. You will run, jump, sword fight, ram, axe, spin like a tornado and drive tanks through the mass amounts of levels and monsters... all with the help of the warriors you can morph into which include: an axe wielding jason look alike, a samurai, knight, panzer tank, and more.

And to top it all off... NO PASSWORD! You have to do this all in one sitting. I remember pausing the game and turning the TV off for the night just so I can continue on the following day as a kid. Get ready for an exciting test of your abilities in 16-bit platforming!

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Shining Force

Back in 1991 a little company that has gone by many names including, 'Camelot Software Planning' and 'Sonic Co.', who's head developer was obsessed with medieval story telling released a game produced by Sega. 'Shining in the Darkness' was born and began a very successful franchise that still survives today, though the original development house has moved on and now is famous for their 'Golden Sun' series. The first of the series was a first person dungeon crawler, but a year later a second title in the series was included. The turn-based strategy RPG 'Shining Force' began a famous path down history on the Sega Genesis.

'Shining Force' follows a group of children out to save their country from the Kingdom of Runefaust who plans to take over the world by raising the Dark Dragon from its long slumber. The story on folds as you travel from town to town and while traveling you enter battle with monsters and armies in mountains and down in valleys and even in a slave driven rock quarry at one point. Battle is done turn-based on a grid like play field. Each character can be moved a certain amount of squares and then use items, magic or weapons with variable reach distances to attack foes or assist party members. With the control of 8 members on screen at a time and around 24 in total with a level and job system made this game very strategic and unique each time you played through. A feature many games hadn't used before, and some don't even use today.

The Genesis was blessed with a sequel, 'Shining Force 2' which gave us more of what we loved. Good ol' Shining turn-based strategy. The Shining series then divided into many paths releasing games across the RPG genre, but remaining in the Shining world. Finally on the Sega Saturn the 3rd and so far final incarnation of the turn-based strategy RPG 'Shining Force' was released. The game came late in the life of the Sega Saturn and spanned 3 disks released as 3 separate scenarios or episodes. Coupled with poor Sega Saturn sales in America and a long translation time only the first of the 3 episodes made it to America in very short supply. It today sales in excess of $100 on ebay and other trading websites.

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Phantasy Star

In the late 80's japan jumped into the console RPG realm full swing. Instead of following the Dungeon and Dragon schematic of American RPGs, they in turn took a different route. 3 power house RPG franchises were born, amongst them was 'Phantasy Star' developed by Sega. 'Phantasy Star' began its life on the Sega Mark 3 otherwise known as the Master System outside of Asia. It was unique as the lead character was a female heroine out to avenge the death of her brother killed be the emperor Lassic. The title was a huge technological jump for the SMS and included hours of game play, across 3 planets and a 3D-esque dungeon system, marked high with difficulty due to the lack of a map system for the maze like dungeons.

After the release of the Sega Mega Drive/Genesis, Sega went right along to bless the Phantasy Star fans with another title. This time cementing the Phantasy Star Solar System 'Algol' as the play ground for all incarnations of the PS series. So it goes every millenia the Evil Dark Falz/balz/whatever your favorite incarnation calls him, rises to devour the world of Phantasy Star. And every time a group of fighters rise up to defeat him.

The second title in the series was stripped of the 3D dungeons, but held on to the rich futuristic world of PS and twisted and turned with plot twists that at the time left you a gasp in the mystery. You also were given choice from a huge selection of team mates to play with all with unique abilities that also altered some story line. Coupled with an amazing ending that picks fun at the vary world we live in and infamous end boss 'Mother Brain' (not the same from Metroid) this game went down in the books as a classic.

The third title in the series soon followed. It is sometimes considered the black sheep of the series due to the developers stripping it of its futuristic feel and placing in an ill conceived generations system. The system, though unique, wasn't planned to well. Your character would go through his life and soon choose to marry between 2 women. The resulting children would then continue on the adventure. After 4 generations the final battle with Dark Falz occurs thus ending the game and blowing up Parma, the prominent planet in Algol.

The final game in the what many would call the true Phantasy Star Series ended the world of PS in the title 'Phantasy Star: End of the Millenium'. This title was gleamed with beautiful graphics, a robust battle system and extensive story, making up for the black sheep 3 was. You again follow a group of warriors on the path to save the world... and ultimately ending the PS universe. A great addition to the game was allowing the story to unfold in the form of anime style cut scenes like a comic book.

The series survives today in a new solar system... supposed survivors after the destruction of Parma in 3. And now takes on an MMORPG and reached popularity on the Dreamcast as being the first console online RPG. But later incarnations have regretably fallen behind and lack the gusto of the series or other titles in the genre.
Last edited by lordofduct on Wed Apr 18, 2007 7:05 pm, edited 4 times in total.
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