Showing posts with label reviews. Show all posts
Showing posts with label reviews. Show all posts

Sunday, October 18, 2009

Moses at the Movies: Streets of Fire

Streets of Fire is a rad movie. Oh it's got problems, baby. Problems like you wouldn't believe. But that doesn't stop it from being rad, oh no.

Directed by Walter Hill back in 1984 (shortly after writing 48 Hrs. and The Warriors), Streets of Fire seeks to combine Cool Things from the '50s with Cool Things from the '80s, and I must carefully dance around the fact that I probably don't have enough cachet in '50s pop culture to properly analyze this movie. That's okay! Analysis is not what Streets of Fire is all about.

What it is about is pretty cut and dry. Willem Dafoe, who wears inconsistently ridiculous-looking clothes throughout the movie and runs a biker gang, decides to kidnap the lead singer of the coolest band on the block: "Ellen Aim and The Attackers" Much like the rest of the movie, they look '50s but sound '80s. Big time. They consist primarily of members from new wave group Face to Face. That explains it.

Shortly after his hazy, smoke-filled reveal, Willem Dafoe grabs poor ol' Ellen Aim (Diane Lane) and runs off on a motorcycle. One can only assume that she was dizzy, the result of flailing around at the end of the above musical number. Her manager, played by Rick Moranis, gets punched off the stage almost immediately. The twist is that he is also a money-grubbing jerk, I guess!

After that, we get introduced to ex-soldier Tom Cody, played by the fairly career-dead Michael Paré. He's back in town at the request of his sister, who runs a diner. We also find out that he is ripped in a decidedly old-school, pre-steroids way, and capable of beating up entire gangs by throwing them through windows. About a minute after that, he runs into McCoy (Amy Madigan), a tomboyish ex-soldier who "ran out of wars" and wants to help him stick it to Willem Dafoe on his own turf. Oh yeah, Tom Cody used to be Ellen Aim's girlfriend, and begrudgingly agrees to bring Rick Moranis along for the Big Showdown down in The Battery.

Streets of Fire being what it is, the Big Showdown happens twenty minutes into the film. Tom Cody rescues Ellen Aim, blows up a lot of motorcycles, and exchanges deadpan one-liners with Willem Dafoe on a flaming street. Then everybody hightails it outta there, and the movie forgets what it's doing for about 45 minutes. It wouldn't be a stretch to say that the whole shebang nearly falls apart on itself by the halfway mark.

Thankfully, the last 15 minutes of this movie manage to right the vessel in time for a climactic showdown with an important lesson to impart on the viewer: Don't bring guns to a sledgehammer fight. Yes, you have to watch this for yourself, I'm afraid. It'll do you good.

The dialogue in this film is incredible: It wouldn't surprise me to find out the screenplay was written entirely without the use of commas. Ebert's review sums it up nicely:
"The language is strange, too: It's tough, but not with 1984 toughness. It sounds like the way really mean guys would have talked in the late 1950s, only with a few words different, as if this world evolved a slightly different language."
There's an enthusiastic messiness to the proceedings that reminds me a lot of charming '80s OAVs, which this movie may or may not have inspired. Characters do nonsensical shit on a regular basis just because it's awesome. More than half the named cast in the movie is worthless and seem to exist by accident, as if Hill and Larry Gross forgot to hastily whiteout their lines from the screenplay and just kinda rolled with it. And the style in this movie! Every damn street in the city seems to exist beneath L Train tracks. There are two cops policing the entire city, both corrupt. And the music - of course - which is so prominent as to almost dominate the proceedings entirely. Tonight is what it means to be young, and you better not forget it.

The original DVD release that I watched has a smearily awful sub-VHS transfer, but the first thing I looked up after the credits rolled was the HD DVD release: it may be a dead format, but it looks like it's the only way to watch this movie the way it was intended. That's... oddly fitting.

Saturday, January 17, 2009

Book Review: Arcade Mania!

Arcade Mania! is a new book from Kotaku editor Brian Ashcraft about Japanese arcades, the games inside and the people who play them. That might sound like a fairly narrow focus, but Ashcraft smartly chooses to center not just on traditional joystick-based video games (played primarily by dudes with rich parents for 6 hours a day), but on UFO Catchers, sticker machines, and the amazingly sophisticated network-based Mahjongg and card-based arcade games that are both insanely popular and also nearly totally unknown in the West.

He's also made an interesting structural choice - the chapters of the book are organized the same way that the average Japanese game center is, with UFO Catchers up front, followed by music/fighting/shooting games, dedicated cabinet games, and so on.

Each chapter is a snapshot of the history of arcade games. Yu Suzuki and Hang-On are the lynchpin of the dedicated cabinet chapter, but it's not just about the 80s and 90s - the chapter also gives us a glimpse into the history of the non-video amusement games that eventually inspired Suzuki and others to put plastic motorcycles and Ferraris in game centers. The shooting game chapter covers the Space Invaders boom and Xevious, leading us right up to the present. There's even an interview with Minoru Ikeda, the guy who runs superplay DVD publisher INH, including an attempt to explain why he thought "Insanity Naked Hunter" would be a good name for a DVD publisher.

There's more fun reading in here - the fighting game section has interviews with Daigo Umehara, of course, but it also has chit-chat with Arc System's Daisuke Ishiwatari, SNK producer Shinya Kimoto (choice advice to future game designers: "Punching is important. That, and the sound effects of smacking someone."), and Virtua Fighter 5 director Daichi Katagiri. There's nothing earth-shattering in here for people who have been paying attention to these games for a while (You wa Shock from SNK exec Soichiro Hosoya: "We have to release our fighting games in arcades. If we didn't, no one would buy the console versions."), but Jean Snow's page layouts are clean and Ashcraft's newspapery-prose is consistently engaging and informative.

Even for people who already think they know everything about Japanese arcade games, though, the chapters on mahjong and card-based arcade games are pretty dang interesting. If you've used MAME at all in the past few years, chances are that you've noticed the enormous back-archive of utterly bewildering strip-mahjong games, and have since written off the concept of arcade mahjong as pandering bullshit devoid of any value whatsoever. Arcade Mania! is here to prove you wrong, son. Specifically: man, Sega's Network Taisen Mahjong and Konami's Mahjong Fight Club series are ridiculously sophisticated networked, touch-screen affairs with IP-card tracking and everything. Hell, Sega and Konami even have their own competing rosters of real-life pro mahjong players who are basically paid to play their respective arcade games all the time - the chance for regular players to run into pros is a big draw.

The one sorta-weak link in the book is the chapter on Retro Games, which consists primarily of an interview with Goichi Suda in which he talks about "maybe opening a retro game center" across the street from Grasshopper Manufacture, and some quotes from Toshiyuki Kanbayashi, the owner of Shibuya Kaikan Monaco, a fairly popular retro game center. It feels weirdly under-researched, and Suda is practically the only source quoted in the entire chapter. Oh, and the other weak link: Ashcraft fucks up during the music game chapter when describing DDR's double mode, which is expressly designed for one person to play with what appears to be two players' worth of inputs - he makes the rookie mistake of thinking that his interview subject is rad enough to be playing the normal game, designed for one player, on both the one and two-player side... actually, considering how confusing that last sentence is, his mistake was totally understandable.

Besides that, though? I dug the hell out of this book, and I bet you will too. It's about $15 or so over at amazon, and comes in the adorably-compact-by-western-standards A4 size. People walking by your bookshelf will be practically magnetized to the damn thing. Oh baby.

Friday, January 9, 2009

Semi-Capsule Review: Ketsui Death Label (DS)

Ketsui Death Label is a DS port of the arcade shooting game from which this blog's title is uneasily derived. The original game (developed by the genre-defnining Cave) has practically taken on the status of myth among shooting game fans - it's never been ported to a home console, you can't emulate it, and the arcade board itself sells for something like a thousand bucks last time I checked. It's also purportedly really good, with a scoring system that rewards getting up close to the enemies. Plus, there are lots of mesmerizing, colorful bullet patterns and excellent music courtesy of Manabu Namiki. And helicopters. Awww yeah.
Death Label, developed by those Tetris Grand Masters over at Arika, is the most glorified boss rush ever made. Instead of a set number of stages like in the arcade game, the DS version consists of different courses, each one sending you up against different bosses from the arcade version of the game in a row. The play mechanics have been reappropriated a little bit for the small screens, but the end result still requires you to stay as close to the boss as long as you can without getting killed.

Interestingly, you also get a ton of points for carefully using up all of your bombs at each boss encounter, turning all of the bullets onscreen into big multiplier point items with each use. That's a scoring mechanic that doesn't show up very much in these kinds of games, which usually reward you for bombing as little as possible. Unfortunately, it also means that in a lot of cases you end up spending most of your time shooting the boss until near-dead, then waiting around until a particularly big bullet pattern comes out, bombing, and then waiting around some more.

Besides the steadily harder set of courses, the game also has an Extra Mode which replicates the fifth stage of the arcade game on the DS with a pretty absurd level of difficulty. There's also Doom Mode, in which you fight the true last boss of the arcade game over and over, with the difficulty ramping up each time.

The game has an art gallery that unlocks as you complete the equivalent of achievements ("destroy this boss," "destroy that boss," "don't bomb," etc.), which in turn unlocks a bizarre little side mode called "Oshiete IKD-san!" in which Cave head-honcho Tsuneki Ikeda instructs various characters from Ketsui itself on the game's play mechanics. There are also mini-superplay videos and assorted meta-weirdness from the development staff of the DS game. Most of it is beyond my rudimentary Japanese ability, but it, along with the included superplay DVD of the arcade version, show that Arika wasn't willing to just push this thing out the door. Sorta. It feels apologetic, like "hey, sorry we couldn't make a real game for the DS. Here's a bunch of unnecessary stuff for you to peruse as compensation." That's the kind of vibe I get, anyway.

Second opinion: here's a video review of the game by shmups forum member Rob, who lives in the great state of Alaska. You may find that he is pretty picky about these kinds of games (and maybe a little insane), but he is an important voice, nonetheless.

Monday, December 22, 2008

Capsule Review - Lost Odyssey

First Blue Dragon, now Lost Odyssey, the other big-name Xbox 360 project from Mistwalker, a studio that seems incapable of making a good game.

Lost Odyssey's premise seems tailored specifically to make hack japanese role-playing game designers weep. The protagonist, a man named Kaim Argonar, is immortal. The game, however, is a remarkably traditional JRPG. How did the designers reconcile this? Well, if an immortal character falls in battle, they get back up a couple turns later with a percentage of their HP. If everyone gets KO'd, then it's game over as usual.

At the beginning of the game, we see Kaim get crushed beneath a meteor. Everyone in a hundred mile radius appears to be dead, buried beneath molten magma. Kaim's A-OK. Later, in another battle, he and another immortal character get hit by a gust of wind generated by the wings of some kind of large bird. They both take mortal damage and die. "GAME OVER" appears on the screen. There is a problem here!

Pacing problems abound. Here's a summary of the Things You Do in the first disc (10 hours) of the game, in order:
  1. Nearly impossible-to-lose series of introductory battles. Both paralyizingly boring and pretty cool looking.
  2. Long stroll through capital city. Jab the A button repeatedly while walking along every single wall in order to find Important Hidden Items (actually not important at all). Compared to the city folk with nothing interesting to say and the backtracking between areas, pressing the A button repeatedly is actually the most interesting part.
  3. Finally leave the city for obligatory trek through dungeon that looks like a forest.
  4. Hardest first boss in a modern JRPG ever.
  5. Slightly shorter version of 2.
  6. Slightly shorter version of 3 and 4.
  7. Segment where you're trapped in prison and must walk around in circles until the game decides it is time for you to leave.
  8. Awful stealth section.
  9. Even longer version of 2.
  10. Ominous foreshadowing.
  11. Funeral minigame! First run around through a massive area and pick up 10 flowers by pressing the A button. Then do it again as another character, this time picking up twigs. Then a torch-waving minigame. Start crying.
  12. Obligatory trek through dungeon that looks like a forest, followed by a dungeon that looks like a dungeon.
  13. Save your game before inserting Disc 2.
On the upside, the English voice acting is pretty good!

Wednesday, December 3, 2008

Capsule Review - Blue Dragon (XBOX 360)

Playing lots of games that aren't obscure Japanese playstation games means... quick little capsule reviews! Although yeah, I've been playing some genuinely terrible obscure Japanese Playstation games, too. Don't play Touki Denshou Angel Eyes. It's not worth it.

An attempt to recapture the collaborative magic that resulted in Chrono Trigger, Blue Dragon is a charmless mishmash of Stuff We've Seen Before stapled to a plot that goes nowhere interesting. Akira Toriyama's character designs are his most boring ever. It's easy enough to assume that he was fed up with being associated with fictional works containing the word "Dragon" in their titles, and provided the willfully schlocky and unimaginative character designs in this game as a form of protest. The big bad guy, a geriatric named Nene (see below image) who flies around the world in his futuristic airship tormenting people (because he's just that kind of guy), is the most obvious offender. He has absurd horn-rimmed glasses, and floats around in a flying chair while wearing what appears to be a cozy blanket around his waist. It doesn't help that none of the protagonists appear to be over the age of 15. Or that I can't remember their names despite playing the game for many hours before calling it quits.Blue Dragon, being the brainchild of Final Fantasy Man Hironobu Sakaguchi, cribs Final Fantasy V's compelling job system and Final Fantasy X's compelling battle system, and removes everything that made either of them good. Characters switch between various incredibly boring classes (Black Mage! Barrier Mage! Generalist!), with no visual change other than an icon at the bottom of the screen. Instead of unlocking progressively weirder and tenuously useful job classes as you progress, Blue Dragon opts to let you slowly unlock classes from a small, unchanging list as your characters level up. The game's Xbox 360 achievements, of course, involve reaching level 99 with all of your characters, and then doing it for all of your characters' job classes. The easiest way to do this is to level a barrier mage until he learns a spell that lets you run into enemies in order to automatically defeat them for job points, and then run around, smashing into said enemies over and over for hours, occasionally visiting an Inn to replenish your mp. There are people out there who genuinely enjoy this.

The soundtrack, composed by Final Fantasy's Nobuo Uematsu, is nearly totally forgettable. Except for the boss music, which works a lot better when it's ironic. What the hell happened with this game?

Friday, October 10, 2008

Fantasy Zone II Remake & Mega Man 9

First: yes, the Fantasy Zone II Remake in the recently released Fantasy Zone Complete Collection is pretty dang fantastic. Kurt Kalata's got a writeup over at HG101, and there's a youtube video you can watch here - it's got a link to a demo of the Windows version, too!

Mega Man 9, too, is pretty great. It's a lot less interesting to me at face value, just because hey - it's Mega Man 9, y'know? This franchise has had its time in the sun, and while People Who Played Video Games In the Nineties really dig Mega Man, the fact of the matter is that, uh, getting the chance to play another installment with intentionally anachronistic graphic design doesn't quite instill me with giddy excitement.

That said, they did a good job with the game. The level design is excellent, and occasionally a little sadistic. Sometimes it feels like there aren't enough mid-stage checkpoints (there's only one per stage, besides the one before each boss). It's a tough game. And yet, while you may initially struggle through a stage the first couple of times, a second attempt after finishing it will often reveal that hey, this game's not that hard after all. I think that's a good thing.

Most stages are built around setpieces or build on interesting new play mechanics that haven't been seen in a Mega Man Game before. One stage introduces swinging pendulums, which react to your movement while standing on top of one. The first time you run into them, they're spaced pretty reasonably over a bottomless pit, allowing you to come to grips with their behavior. The second time is similar, but this time there are spikes positioned just so, forcing you to swing the platform precisely through the gap and in to saftey. The third time you run into one of these things, it's suspended halfway up a room lined all the way around with spikes. The only exit is through a 2-tile-wide hold in the bottom of the room. That's some gutsy shit.
There's also a downloadable Endless mode, which Capcom is charging $3 for. Kind of a shame, because it's really neat and should be included with the game by default, I think. The way it works is, you start at the beginning of a randomly chosen 10-screen long stage. There's a warp at the end. Reach it, and you'll be warped to another randomly chosen 10-screen long stage. A lot of these stages are modeled after famous stages from Mega Man history, including that damned disappearing block section in Heat Man's stage from Mega Man 2. Every 30 screens, you get to fight a boss. Die, and the game records the number of rooms travelled as your best score. It's pretty dang clever!

Conclusion: You did a pretty good job, guys. Please do not make a Mega Man 10. I don't care how well this game sells. Don't do it.

Tuesday, May 20, 2008

YOU WA SHOCK - The World Ends With You is good?!

At a glance, The World Ends With You looks like another one of those inane Square-Enix games with angry Tetsuya Nomura teenagers running around doing generic JRPG jibba-jabba. Actually playing it, though? That's when you realize that it's probably one of the best, most focused games they've ever made. It's also one of the best games available for the DS.

Unfortunately, a few people I know have been turned off by the game's aesthetics and storyline within the first 20 minutes, which is a bummer. Yes, the protagonist, Neku Sakuraba, is initially an angst-ridden amnesiac with character design by Tetsuya Nomura. He wakes up in Shibuya and finds that he's trapped, forced to compete in a bizarre Battle Royale for seven days, or die. The story works, surprisingly, because it's incredibly fast-paced, and Neku develops into a fairly likeable character within a couple of hours.

I'm going to resist talking about the story, though, because The World Ends With You is a landmark of RPG game design that will probably end up being ignored completely. It's absurd how many stupid, endemic RPG design problems this game fixes in one fell swoop, especially considering that the game's directors were all graphic designers from Kingdom Hearts II.

There are so many good ideas here. Combat is entirely voluntary in nearly all situations, which is an incredibly good decision considering the open-world feel of the game. The way it works is - there's an icon in the bottom right corner of the screen when you're running around Shibuya. Tap it, and you'll "scan" the area, allowing you to read the thoughts of the omnipresent passers-by, and see "noise," which are angry-looking grafitti symbols that represent groups of enemies.

The thoughts of others are represented by blue thought bubbles, which you can tap to get the equivalent of a generic villager's conversation in any other RPG. You don't get to be privy to the secret hatreds and fetishes of an entire city, unfortunately (or fortunately? man, whatever) but the developers still had some fun with the concept. The oddest thought that I've run into was one written entirely in Japanese, which serves as one of many examples of the localization team's gold-plated balls.

Similarly, tapping on any of the noise symbols floating around a general area will start battlin'. You have a roughly two second period to tap up to four noise symbols, which will create a multiple-battle chain. The more enemies you chain together, the higher the difficulty, experience and drop rate of each progressive battle will be. There's even an item you can buy in the post-game that lets you chain up to sixteen battles together, at which point the risk-reward ratio becomes positively insane.

There's more! At any time, you can go to the items/equipment/save menu and drag a little slider around to adjust your level. Even if you've accumulated 60 levels' worth of experience, you can drop yourself tp levels 1-59 just by dragging the slider around. What's the point of crippling yourself like that? Well, the lower your level, the higher the enemy drop rate becomes. The best way to get really insane loot drops is to play skillfully at a really low level, where death is but a moment away.

Orrrr you can fudge the numbers a little bit. The only thing level determines is your HP. You can improve all of your base stats permanently by ingesting any of a huge number of food items from shops scattered throughout Shibuya. And man, this part is fucking great, too! The way this works is, both Neku and his partners can eat 24 "bytes" of food per day in real time, which represent the process of digestion. Every battle you fight digests one byte of food. A soda only takes 2 bytes to run through your system, and will only slightly cure your hunger pangs (affinity with your partner, basically), while a bowl of the ultra-rare Shadow Steak Ramen will take a full 24 bytes to digest, and permanently raise your base drop rate a little bit once finished. There are also a plethora of drugs, herbal supplements, donuts, soups and salads, mexican hot dogs etc. which all have various effects on your system and a charming description to round everything out.

Right, so: how does combat work? It's nuts, is what it is, taking place on both screens of the DS simultaneously. Neku appears on the bottom screen, his partner (dictated by the story) appears on the top, the same enemy group appears on both screens, and you get to fight them simultaneously on both screens while they do the same to you.

You control your partner with the d-pad. Tapping left and right starts a combo attack against an enemy in the specified direction, pressing up jumps, and down either blocks or sidesteps enemy attack. Neku, in the meantime, uses a variety of stylus-based inputs to attack enemies. These come in the form of equippable "pins," of which there are several hundred, each granting a different attack (all pins can be levelled up and "mastered," as well, and some even evolve into new pins, so there's that, too). Some cause Neku to slash an enemy when you swipe an enemy with the stylus, some let you drop boulders or fire lightning bolts by tapping enemies, and there are even a few that let you blow or yell into the microphone to attack the entire area with a huge shockwave. The game's official page actually has a bunch of excellent videos showing the battle system in ation, and I emphatically advise you to check it out if this sounds interesting. Or confusing.

The whole thing verges very close to total chaos in terms of how much visual stimulus the game expects you to pay attention to (it's been pointed out by others that combat mirrors the info overload present in a dense urban center like Shibuya), but more smart design choices alleviate most of the initial frustration. You can set your partner to act automatically either after a set period of inactivity, or all the time. You can adjust the game's difficulty, too, and even retry a battle on the easiest difficulty setting after getting a game over if you'd like. It'll even return to the difficulty you were at originally once you finish the battle. How incredibly courteous!

The game is rife with little courtesies. Every time you turn the game on, your equipped pins gain experience equal to the amount of time elapsed since the last time you played. Turn the game off for a couple days, and you'll come back to find all of your pins either levelled up or mastered. The bestiary allows you to easily see the effects of reducing your level on item drop percentages, by toggling back and forth between "adjusted" and "default." There's a crazy mini-game called "Tin Pin Slammer" that lets you use all of the pins you've found to play what can only be described as a cross between pogs, Street Fighter II and Motos. You can play it with up to four players via wi-fi, even!

If you've tried The World Ends With You out and found yourself put off by the initially groan-inducing jRPG goofiness, you oughts to give it another shot. If you've never heard of this shit before, go check it out. It's the best game Square's made in nearly a decade.

Wednesday, May 14, 2008

PC Engine Season - Galaga '88

Near the end of last year, a friend of mine sold me his PC Engine - that's the adorable console from the late '80s that was way ahead of its time and mangled pretty horribly when brought to the US as the Turbografx-16. In its native land, the PC Engine was an insanely small and smartly designed console, a joint effort between iconic game developer Hudson Soft and electronics manufacturer NEC.

Besides the small form factor, the PC Engine also eschewed cartridge storage in favor of a proprietary format known as Hucards (and eventually CDs), which looked like this (the case is exactly the same size as a CD jewel case, for size comparisons):
Kind of like little game trading cards, really.

Over its nearly decade-long lifespan, the console received a huge number of hardware revisions, which you can read about here. In my case, I ended up with the CD-Rom "briefcase unit," which combines the original console with the CD-rom attachment in one easily transported and slightly ridiculous Vidja Game Bungalow.
After owning the console for a few months, I decided that it was high time to start writing about the games that make the PC Engine what it is - stupendous. So let's kick things off with a look at Galaga '88, a good port of a great arcade game, and one of the signature games of the PC Engine, in my opinion.

Galaga '88 is something of a remake of the original Galaga, one of the best single-screen shooting games ever made. In thinking about what makes the original such a classic game, I concluded that it's the personable, charming touches that elevated it above being just another Space Invaders clone. The immediately recognizable sound design, iconic alien designs and wealth of secrets. Stuff like that.

So what did Galaga '88 bring to the table? Somehow, further boatloads of charm. The "challenging stages" of Galaga, with their hypnotic patterns of pacifist alien craft, are now synchronized to chunky FM big band music, and introduced with "THAT'S GALACTIC DANCIN'". I get the impression that the developers were proud of these stages, because opting to kick back at the bottom of the screen without firing - simply watching the aliens dance around - rewards you with a fairly decent Special Bonus.

The enemy patterns outside of the challenging stages are much the same as the original game, but the enemies are significantly more interesting. There are rainbow-hued invaders who explode in a display of fireworks. There are extra large creatures of various shapes and sizes who require several shots to defeat, but reward an appropriately large bonus. There are shelled space beasts who are impervious to fire except when in a certain vulnerable state.

Nearly all of these guys have little nuances to their behaviors - some will merge into even larger versions of themselves when given enough time, and will reward a huge amount of points if defeated. Scoring well is about knowing when to shoot. Managing the waves of enemies for survival in addition to eliciting their secret behaviors is essential.

Also essential is not getting hit. Like Galaga, you can get your current ship captured, then defeat the enemy that stole it away and merge back together for double the firepower. Even better, you can start the game with the combined two ships' worth of power at the expense of losing one of your extra lives. Even better than that - you can get your double-ship captured, then take it back for three ships of firepower. Same width as two ships, too!

The issue that results is that, in an average game, it's very easy to be cruisin' along with the triple-ship, comfortable. Then you'll get hit once or twice and end up losing control, plummeting into a death spiral of lost lives. Since you effectively have three lives in one with the triple-ship, you can sometimes go from doing pretty decently to Game Over in the span of a few seconds. It's brutal when it happens, but considering the sheer power of the triple ship, it's also a pretty good case of risk-reward at work. The game's fairly generous with extra lives, which evens things out a little bit, but considering how powerful the triple ship is, it's often in your best interest to keep yourself at full power whenever possible. Tough call!

Galaga '88 has a finite length of 29 stages, divided into different "dimensions." You can think of dimensions as being a representation of the overall game difficulty - you go through all 29 stages no matter what, in the same order, but you gotta do a little work in order to jump between dimensions.

So, right. You start out in dimension 1. Fair 'nuff. Defeating certain enemies or destroying the debris that often appears at the beginning of a stage will cause a blue canister to drop - grabbing it will grant a brief period of invincibility, and collecting two will prompt a shift to the next dimension at the next challenging stage, along with a steadily increasing bonus.
You can jump all the way up to dimension 5 (or 4 in the PC Engine version), with shifts occurring every 3 stages or so. Each dimension brings different enemies and a steady increase in difficulty. Dimension 5 is quite fucking hard - by about level 15 onward, the enemies tend to rush onscreen, fire a huge barrage of shots and then kamikaze you. A lot like high level Galaga, but with a much higher difficulty curve. The game forces you to bump up to dimension 2 near the beginning of the game, even if you abstain from picking up blue capsules, but it's still considerably easier than the alternatives.

Of course, enemies at higher dimensions are worth more points, the challenging stages are different, and there are 4 possible endings (all of which are pretty great!) depending on which dimension you finish the game at. The final boss gives you a huge bonus multiplied by the number of your current dimension, too. I think? Pretty sure.

Anyway, the main differences between the PCE and arcade version are about what you'd expect. The arcade game runs on a vertically-oriented monitor, the PCE version runs at 4:3. The arcade version has a lot of interstitial animations between challenging stages in which random aliens bellow at you in Galaganese, while the PCE version does not. The highest dimension in the arcade version is 5, while it's 4 in the PCE version. Most importantly, the arcade version is pretty fuckin' hard, while the PCE version is... a lot easier! Especially if you use the built-in autofire of the PC Engine controller! Dunno if that's shunned or not, but if it is, maybe they shouldn't have built it into the controller, huh?

Anyway, Galaga '88 rules, and the slightly delayed US version, Galaga '90, is available on the Wii Virtual Console. Same game, $6, go check it out if you get the chance! Oh, and for comparison's sake, here are videos of both the arcade and PCE versions of the game, from the youtube:
PC Engine and Arcade.

(before I forget, there's a port of this game on the Sharp X68000, but I haven't had a chance to actually try it out, I'm afraid. Based on my prior experiences with X68k ports, though, it's probably arcade perfect.)

Friday, April 25, 2008

Pinball Week Episode 2 - Pinball Hall of Fame: The Williams Collection

Williams. A legend in the American coin-op industry. In video game circles they're often heralded for revolutionary arcade games like Defender and Robotron, but it's their pinball output from around the same era that I think shines brightest.

Pinball Hall of Fame: The Williams Collection (released a few months ago for the Wii, PS2 and PSP and impossible to find in retail as far as I can tell) is a fairly faithful video recreation of 10 Williams pinball tables spanning around 20 years, focusing mainly on the 1980s. It's mostly really good. Yes, mostly. Ain't that always the case?

The selection of tables does a good job of representing Williams' popularity and design sensibilities. Nearly all of the games are important for one reason or another, be it for technical firsts, fan favoritism or simply strong art design. More importantly, nearly all the games in the collection stand well on their own.

Firepower is one of the earliest solid-state games (read: microchips controlling the rules as opposed to electromechanical components) on the collection, hailing from 1980. It's got a big ol' open playfield, sound effects straight outta Robotron (Eugene Jarvis was responsible for the sound programming), and 3-ball multiballlll. It was also the first game to introduce "lane-changing," which is the feature that lets you move the multiplier lane lights at the top of the table around by hitting the right flipper button. It's a staple of pinball design, the kind of thing so ubiquitous that you don't even realize it was a "first" at one point.

The collection's other game from 1980 is Black Knight, a legendary game with a two-level playfield and "magna-save" - after completing certain requirements, you can press a button when the ball is near the right outlane to freeze it in place with a magnet and drop it safely back towards the flippers. I think it's earned its reputation as a classic, and its presence is welcome.

There are also two Pat Lawlor games on the collection. Lawlor developed The Addams Family in 1992, which went on to become the best-selling pinball game of all time, and Twilight Zone shortly thereafter, which is a close runner-up.

Addams Family and Twilight Zone aren't on the collection due to licensing issues, but the two Lawlor games that are included are Whirlwind and Funhouse, both excellent games. Whirlwind's the one with the spinning circles in the center of the playfield that disrupt where your ball goes, and Funhouse is the one with the big talking puppet head. You may have seen both at some point - I know that Washington's in downtown Fort Collins had Funhouse at one point, anyway.

There's also Taxi, Pin*Bot, Gorgar, Sorcerer, Space Shuttle and Jive Time, the last of which is the only electromechanical game on the collection. I'm not mentioning them in detail because, uh, hey - I've barely played them in real life, and I'm never going to finish writing this thing at this rate. Oh, what the hell. Lemme give it a shot, anyway.

Pin*Bot's got outlanes from hell (the lanes on the bottom-left and right sides of nearly all pinball machines which lead straight to the drain if your ball happens to roll into one), and was ported to the NES by Rare back in the day. How bad are the outlanes? A commenter on the Internet Pinball Database had this to say:
"Pin*Bot *could* be a good game. But I find it to be an unforgiving and sadistic drain monster that is way more frustrating than any pinball machine should be. Yes, I've played my fair share of pinball and I know how to nudge. I know how to set-up a machine with the proper pitch and am meticulous in this regard. With Pin*Bot, it didn't matter. Even with the posts on the most liberal setting, the magnetic outlanes drove me so crazy that I had no choice but to either sell the machine or set it ablaze."
Pin*Bot doesn't quite deserve immolation in my opinion, but there you go.

I like the rest of the games on the collection without reservation. Taxi is a pretty ridiculously charming table that has you picking up fares like Dracula, Gorbachev, and, in a typical Williams bout of cross-promotion, Pin*Bot. Gorgar almost matches the lurid themes that competitor Bally really flaunted during the early '80s (for comparison, check out Centaur, Embryon and Voltan Escapes Cosmic Doom). Sorcerer is solid despite having an incredibly generic theme and artwork. Space Shuttle's USA rollover lanes and helpful defensive features (including a stopper for the center drain and an extremely forgiving right outlane) might just give you diabetes. Jive Time is the one electromechanical game on the collection, and has a spinner on the backglass that gives out random bonuses.

Solid games all around! There are just a couple of nagging little problems with the collection's presentation thereof that rubs me the wrong way.

First, the collection defaults to having insanely obnoxious cock rock background music overlaid on top of insanely obnoxious Fake Arcade Ambience overlaid on top of the actual sounds of whatever pinball game you're playing. This is even more retarded than it sounds, but they let you mute all of it right from the get-go, so I'll just wonder what they were thinking instead of complaining about it.

Second, the PSP version of the game lets you rotate your PSP sideways to play with a vertical screen orientation to see more of the table at a given time, but doesn't let you remap the buttons and maps nudging the table to the analog stick. The X and triangle buttons control the flippers, meaning that this mode is nearly impossible to play comfortably. Bummer.

The other odd thing about the game is the ball physics - I've gotten the ball to clip inside the flippers on a couple of occasions, leading to an instant drain. What the heck?
And yeah, the graphics aren't nearly good enough to do most of the tables justice. Funhouse and Whirlwind are both busy and nearly incomprehensible blobs of indistinct polygons (I might be a little harsh, there - the above screenshot is a pretty good example, so judge for yourself). The table textures are generally too blurry and indistinct to do their explosively colorful source material justice. Still, I would say that every table is totally playable! And uh, not in a "well I guess this is ok" kind of way.

There are some good ideas here, too! There are two sets of table goals for each game - the first batch usually just requires you to complete most of the basic scoring mechanics on the table and get a decent score. Finishing all of the default rules unlocks a set of "wizard goals," which are pretty damn tough, requiring you to really plumb the depths of each table.

The developers have also seen fit to add the usual unlockables - some of the games start out on freeplay, but others require that you pay virtual credits for each play. Finishing all the table goals unlocks freeplay for any of the locked games on the collection. It's... unoffensive, in practice.

If you like pinball at all, you'll probably dig this one. Go check it out!

Wednesday, April 23, 2008

Pinball Week Episode 1 - Necronomicon

The Rocky Mountain Pinball Showdown is this weekend, and I've been cooking up some pinball articles this week. Holding back the plunger on some pinball articles, with the threat of imminently launching them straight towards the gaudy and animated-gif-infested playfield that is the internet? I'm not liking these pinball metaphors as much as I expected to.
Anyway, I've uploaded a few videos of Digital Pinball - Necronomicon, a Japanese Sega Saturn game which mixes the aesthetics of all things related to wailing guitars with pinball. It's an awesome game! I wrote a little article about it back when I had a blog on the web site of my humble college newspaper, but everyone blogging for that place got laid off after the editor-in-chief got a little too brusque in the editorial section. That said, here's the original article that I wrote about the game, with youtube videos of the game's three tables after the jump. Enjoy!

PROGROCK PINBALL
Necronomicon is a video pinball game developed by now-defunct KaZe Co. Ltd. and released for the Japanese Sega Saturn back in 1996. Ridiculously, ridiculously obscure. Of course, it only takes one guy to get the word out, and that guy was Lawrence Wright of NFG Games and his review of Necronomicon. I disagree with some of the points made in the review now, but it made me aware of the game in the first place, and that's what counts, y'know?

Compared to the real thing, Necronomicon's simulation of pinball physics is fairly unrealistic. You can effortlessly make the same shot from the same flipper over and over and over again, and the ball often travels across the play field in what almost appear to be preset arcs. Shots that would normally be incredibly easy to make on a real table, like shooting the ball towards the near-center of the play field, are strangely difficult to do in Necronomicon. Pinball is about dealing with the little, random nuances of real-world physics and their terrifying implications for the suicidal silver ball in play. Necronomicon fails to capture this, but that's ok! It's a charmer.
Take, for example, the game's announcer. Actually, he's less of an announcer and more of an omnipresent, borderline incomprehensible poet. "Far away a temple stands," he mutters. "Far away... in the dreamlands." His emphasis, not mine! He doesn't actually comment on the state of the game, but he will often trail off on wild tangents while you're trying to manage a wild six-ball multiball. The resulting aesthetic effect is one of endearing insanity.

The game's soundtrack (with intro and ending music provided by John Petrucci of famous progressive rock group Dream Theater), is marked by its wildly over-the-top production values. It's also gloriously cheesy - starting multiball on any of the tables means bombastic, wailing guitars and screeching vocals. Williams' pinball division in the mid-90s was famous for its excellent sound design on games like Medieval Madness, and Necronomicon captures the energy and enthusiasm of those games in a way that no other video pinball game I've ever played has managed to do.

Even the table designs, which are kind of simplistic when compared to real pinball tables, have a hard-edged, creepy feel to them. There's a grainy, photo-realistic eye staring out from the center of the Arkham Asylum table. A fake instruction card present on all the tables' bottom-right corners states that the game is "For mortals only." There are lots of little details like that, adding up to a strangely personable and endearing experience.

That, really, is what's so great about Necronomicon - it simulates the mechanics of real pinball imperfectly, but it gets the intangibles just right.

Youtube videos: Arkham Asylum demonstration, Cult of the Bloody Tongue demonstration, Dreamlands multiball (above).

Monday, April 14, 2008

Crisis Core - Dreck and Schlock are best buds until...

I recently finished FFVII Crisis Core, Square Enix's latest (and hopefully last) attempt to squeeze money out of thirteen-year old kids who still think Final Fantasy VII is the coolest game ever. That's kind of mean, because I remember thinking that Final Fantasy VII was the coolest game ever too, back when it came out. I still kind of do! It's got a lot of guts, that game.

Crisis Core, though. Man. In FFVII, there's a fairly infamous hour-long cutscene near the beginning of the game. In it, the protagonist, Professor emeritus Cloud Strife of MIT, tells his fellow party members about what happened four fateful years ago in his hometown of Nibelheim...

Cloud's hero, Sephiroth, went crazy, burned Nibelheim to the ground and killed everybody. Later in the game, it turns out that Cloud is actually pretty nuts, too, and that he was comatose for most of the incident. The guy he really looked up to, a man named Zack, went and fought Sephiroth. Of course, this is all presented in extremely confusing flashbacks in FFVII.
The game's battle system: "DING DING DING THREE SEPHIROTHS"
Crisis Core, then, is Square's attempt to fill in the blanks. It's a high-budget PSP game that tells Zack's story up until his inevitable death, and it makes an already confusing story that I thought I already kinda knew into a borderline incomprehensible new one! I guess I have scenario writer Kazushige Nojima to thank for that.

Nojima was also the douchebag responsible for the story mode in Super Smash Bros. Brawl, and that sure was stupid. Playing Crisis Core, I think I've figured out what makes his work so consistently awful: in all the games for which he's been responsible for the story, I always feel like there's some other game I was supposed to have played which filled in the backstory. In FFVII, that was part of the charm.

The problem with Crisis Core's narrative is that, as the game I was supposed to have played before playing FFVII, it doesn't make much sense on its own. Hell, it wouldn't be a stretch to say that Crisis Core has one of the dumbest video game stories I've seen in a long time. It's not just dumb because the plot events are contrived, ridiculous and poorly explained - the game itself often sullies or outright breaks the narrative.

There are numerous moments when the game presents you with a pressing situation, and immediately cheapens it with a "mini-game moment." Missiles are heading straight towards the hometown of Zack's mentor, Angeal! The one person left in town is Angeal's elderly mother! Quick, Zack, you gotta do something!

"Like play this stupid minigame!" the game says. "Press the X button with the right timing to cut the missiles out of the sky! If you miss, it's not a big deal, but shouldn't a member of SOLDIER be able to handle this kind of thing?" I'm paraphrasing here, but just barely. Each time you press the X button at the right time, Zack performs a stilted canned attack animation as pixelated explosions erupt around him. It's supposed to look like he's destroying the missiles with his sword, but it looks a little too cheap and clumsy for that. The game keeps track of your "combo," too, and tells you that you're "awesome!!", "superb!!" and "amazing!!"

After you press the X button twelve times, the game gives you an item you don't need based on how many missiles you intercepted successfully. I imagine that there are guys out there who replayed this segment over and over again, making sure to intercept all the missiles in order to get the best item and satisfy their complex OCD.

Immediately after this missile-downing segment comes a cutscene: "Angeal's mother is still in the village! Hurry and save her!"

"But be sure to run around and pick up all the items in the area before time runs out!" the game interrupts, stupidly. You then run around the deserted village square, hastily picking up items before the time limit runs out. Eventually, if you let the time limit run out, even though there's supposed to be an airstrike on the way, the game reveals that it doesn't matter. The items just disappear. It's like nothing even happened.

Every time the story tries to convince you of its gravitas, the game lurches in from offscreen, drunk as hell, and shoots both itself and the story in the foot while juggling colorful and distracting balls, dropping most of them on the floor. Not that it matters, really. If the game is drunk, then the story is retarded.
"I don't make allowances for old men!"
There is a moment near the end of the story when Zack and Cloud are escaping from Nibelheim on motorbike. The game's villain, Genesis, appears suddenly. His motivation for most of the game has been that... whoops! I actually have no idea! He's never given tangible motivation, outside of "revenge" and "Gackt really wanted to voice a character in the game." He spends a lot of time reading lines from his favorite play, LOVELESS, and asking Zack if he understands what he's talking about ("No."). He's also "degrading," because like Sephiroth, he's a mutant supersoldier, too!

Genesis tells Zack, after stopping his bike on a bridge in the middle of nowhere, that Zack's greasy black hair is the secret to preventing him from "degrading," and he proves this by having one of his clone cronies eat his hair. Genesis then flies off as the clone shrieks, is enveloped in a multicolored geyser of light, and transforms into a giant Tetsuya Nomura zipper-beast. This plot development is never mentioned again. As far as I can tell, it's only there to make sure that a boss can appear at that very moment.

One last thing: the game has an optional mission (one of several hundred, all nearly identical) where you fight god, who has 10 million hit points. The only way to win is by maxing Zack's stats out to 255, getting 99,999 HP etc. The ending of the game, even if Zack is totally iller than god, is that Zack gets killed by helicopters and the same stock soldiers that have proven no threat to him for the entire game, in a sequence that Gamespot's Kevin VanOrd says "brilliantly mingles gameplay with narrative in one of the most incredible and moving moments in role-playing history."

Man, I bet.

Tuesday, April 8, 2008

"You will F(L)aiL"

Matt Thorson's Flail is the best game ever made on the subject of leaping repeatedly into walls full of spikes, possibly at high speed. It pretty much has to be. Thorson's previous games, Jumper and Jumper Two (not to be confused with the feature film) explored similarly sadistic platform game territory, but Flail is far more clever, less initially frustrating, and occasionally something of a mindfuck. It's a real step up!

At its core, Flail is about moving a green stick figure from the starting point to the goal, which is represented by a floor enshrouded in a beam of red light. Initially, the level designs are simple enough that you can accomplish this by simply running forward and jumping, but as the game introduces more play mechanics, it also begins to take the gloves off.

The core play mechanic of Flail, besides jumping, is "flight" - press the jump button, and you jump. Press and hold the fly button, and you immediately freeze in place, regardless of whether you're standing still or exactly 1 pixel above a pit of spikes. At this point, you have about half a second to hold one of the eight cardinal directions. After that half-second, you are violently shot in whatever direction you're holding at the time. This creates a lot of interesting new ways to move around, but you can't do it indefinitely - you have to land on solid ground before being able to fly again.
Besides the fly button, there's also a very simple wall-climbing mechanic. If you touch a wall right below its lip (assuming that it has one), you'll hang on. Any lower than that, though, and you'll fall, presumably to somewhere extremely unpleasant.
This is where Thorson starts messing with the rules a little bit, of course. There's an anti-gravity item, which immediately causes gravity to reverse after you touch it. There are levels that require you to flip gravity several times in wonderfully brain-bending ways, with goal platforms suspended upside down, sometimes directly above the starting point.

There's an item which lets you fly again after picking it up, allowing for stage designs that require you to fly carefully through a maze of razorblades suspended in mid-air while never touching the ground once.

There are also yellow, green and blue "fields," which are basically just different color tiles drawn over the backgrounds of certain stages. Green fields cause you to slow down when passing through them, yellow fields prevent you from flying, and blue fields cause gravity to reverse if you press the fly button when inside of one.
The ramifications for the last one are brutal. There's a stage in zone 5 (out of 8!) that requires you to carefully fly through another maze of floating razorblades, like several previous stages. The difference is that you also have to reverse gravity when flying through the tiny squares of blue scattered throughout, nearly flying off of the top of the stage at one point. And this is only a little more than halfway through the game, here! I'm trembling in fear at the thought of what future levels are going to look like.

There's also a level editor, which you unlock after clearing the first couple of zones - it lets you put stages together without any restrictions that I can see, other than that you can't compile stages into groups the way the actual game does. There's certainly a lot of design space to play around with, though, and I'm really looking forward to seeing what people come up with.
According to Flail's in-game statistics page, I've played the game for a little over an hour so far, and have died 474 times. That says it all, right there.

Download Flail from Matt Thorson's games page.

Thursday, April 3, 2008

Phantasy Star Complete Collection OR: M2 does a wonderful job

Phantasy Star Complete Collection is the latest (unfortunately Japan-only) entry in the Sega Ages 2500 Series, which started out as a bunch of low-budget remakes of Sega's classic game franchises, but has since evolved into some of the most lovingly assembled collections of old games currently available for any platform. PS Complete Collection assembles the 4 games (including the English-language versions) from Sega's groundbreaking console role-playing series, and makes most of them a lot more playable with a few new features specific to this collection.

The last time the series was compiled in the United States was in 2002, with a fairly terrible compilation for the Gameboy Advance, and in 2006 on the slightly better Sega Genesis Collection, both courtesy of the lazy guys at Digital Eclipse. This series deserves better!

Phantasy Star (seen at right) was the first console role-playing game ever released in the United States (arriving in 1988, a year before Dragon Warrior) but it remains relatively unheralded because of its appearance on the unpopular Sega Master System. It borrowed liberally from other games of the time period, taking first-person dungeon crawling from Wizardry and its ilk, and creating a fairly original setting by borrowing from fantasy and sci-fi pop-culture whenever possible. Besides that, it's one of the first games with a strong female protagonist, in addition to being a technical marvel for its time period - Final Fantasy was released two days before Phantasy Star in Japan, and it looks genuinely embarrassing by comparison.

Phantasy Star II, which appeared about two years later on the Megadrive/Genesis, is also widely regarded as a classic. It had a large cast of characters, an epic storyline spanning multiple planets, and a fairly modern-lookin' battle system. I also have a really, really hard time playing it, these days!

Like many really old RPGs, most of your time spent in PSI & II consists of walking around in circles just outside of towns, fighting monsters over and over again until you accumulate enough money and experience to move on to the next segment of the game, which usually involves looking for an item, person or dungeon in the middle of nowhere. It's really hard for me to enjoy these games, because making numbers go up as slowly and tediously as possible is... not fun! At all!

Thankfully, M2, the compilation's developers and all-around great guys, saw fit to add several new features to make playing the earlier games less tedious and horrible. Besides including the English-language versions of all the games on the disc, you can play both games with sped-up combat and walking speeds, and every game on the compilation lets you adjust the difficulty a little bit - "Normal" is the default setting, identical to the original game, while "Easy" and "Very Easy" increase the amount of experience and money that monsters drop when defeated, effectively tripling the speed of each game. Here's a video I uploaded demonstrating some of these new features:



Thanks to these additions, it's a lot easier to go back and appreciate the good things about these games, as opposed to just wallowing in tedium. That's important, because there's a lot of good here. Eric-jon Rössel Waugh's review of the first three games in the series from back in 2002 makes this clear:
"Phantasy Star II is the first truly great videogame epic, and one of the few tragedies attempted within the medium. It is the ultimate coming-of-age game. It is the Lord of the Rings of videogaming (especially when compared to The Hobbit of Phantasy Star 1). To be sure, at times it can be just as inaccessible as Tolkien's rambling saga. And yet, for those with persistence, it offers a chillingly poignant experience that can haunt you for the rest of your life."
I don't quite agree, but goddamn. Clearly, this is an emotionally powerful series of games - even if I've never quite felt the same way about them, I can't just dismiss them as technically interesting exercises in level-grinding.

Anyway, beyond the first two games, the compilation also includes Phantasy Star III, which was developed by a completely different team than the other games, rushed to market and is kind of hilariously bad at times. Phantasy Star IV ties up the story from the I & II in a really satisfying way, and doesn't require hours of grinding out levels. It's a really good game!

Sega also developed a series of text adventure games that helped flesh out the back story for the characters in PSII, and they're on the disc, too! Unfortunately, they were only available on some kind of satellite game service that Sega or somebody offered, and as such they were never officially translated into English. The absurdly professional MIJET romhacking group went ahead and translated three of the games into English unofficially, though, so if you want to check a few of them out, there you go!

So yeah, hey. This is a really nice package for $30, even if you gotta go through play-asia and whatnot. Maybe Sega will decide to localize some of the more recent Sega Ages entries for the western market? I'm not banking on it!

(as a side note, many of the early budget remakes in the Sega Ages 2500 Series were thrown on a disc and released in the United States as Sega Classics Collection so there's still hope, sorta. Also, Kurt Kalata has written a pretty decent page covering every entry in the series, which you can read here)

UPDATE: Since I put this post up, the game's official site has been updated with information on how to unlock Phantasy Star Gaiden and Phantasy Star Adventure, two Japan-only spin-off games for the Game Gear. The prior is a console RPG like the other games, but on a slightly smaller scale, and the latter is a text adventure game. Both have been translated into English, unofficially.

Anyway, the method for unlocking both of the games in Complete Collection is pretty simple: just hold down right on the d-pad at the title screen and press start. Both games have an extensive gallery collection like every other game on the disc, as well. What'd I say about M2 being great?

Thursday, March 27, 2008

Lookin' back - JoJo's Bizarre Adventure (Playstation)

JoJo's Bizarre Adventure is an incredibly long-running manga series written and illustrated by one Hirohiko Araki. How long-running? How's twenty-one years sound?

I've only read the first three story-arcs (there are currently seven), but it concerns petty revenge between two college students in late 19th-century England for about 100 pages. After that, it suddenly switches gears and turns into crazy fight manga, with vampires and supernatural Mayan archeology just to spice things up a bit.

In the late 90s, Capcom made a pretty sharp fighting game out of the JoJo IP, using the third story-arc of the series (core themes: fighting! in Egypt!) as source material. Released to the arcades on their CPS3 hardware (the same horsepower used by perennial favorite Street Fighter III: 3rd Strike), the game is another great example of Capcom's uncanny ability to turn nearly any licensed property into a great video game.

The arcade game and its sequel was eventually ported to the Dreamcast and Playstation, the latter of which I'll be talking about today. Like Street Fighter III and its sequels, the Dreamcast was the only console at the time advanced enough to run a good port of a CPS3 game - the huge amount of 2D animation in both games requires a lot of RAM, something which the Playstation doesn't have.
The tack Capcom took towards porting the game resulted in a clever new "Super Story" mode that takes the shortcomings of the Playstation and makes them... mostly irrelevant. In the arcade game (which is still present in the port as a separate mode), there's a story, sure, but it's a mangled version of the manga's plotline condensed down into short cutscenes between stages.

"Super Story Mode," as a counterpoint, takes a ridiculously overblown approach - there are 35 stages, each corresponding to an important plot event from the manga. They don't all use the fighting game engine from the arcade game, either! There's a horizontal-scrolling shooting-game segment, a game of rigged poker, and a Dragon's Lair-esque quick-reaction story segment or two.

Of course, every segment seems to involve a fight with some asshole in the employ of Dio Brando, the story's vampiric, time-stoppin' (steamroller-droppin') villain, but what was tiresome in the manga is a little more palatable in the game's bite-sized story chunks.

The only regrettable thing about the story mode is the evaluation given at the end of each story segment: you're given a ranking from S to E based on your performance in a given segment, and the criteria feel arbitrary and unnecessary, especially considering that you can't easily replay segments afterwards. Even worse, though, is the "secret factor" available on each stage, which can only be obtained by reading the game developers' minds.
Ok, that's kind of an exaggeration, but here's an example: the game's very first segment introduces us to Jotaro Kujo, an otherwise normal hot-blooded fighting manga high-school student, who has locked himself in the local prison because he thinks he's possessed. His mother is in anguish, so she calls Jotaro's grandfather, Joseph Joestar, in from America. He was the protagonist of the previous volume of the manga, and he looks like a cowboy in his old age.

Joestar is accompanied by a close friend, Mohammed Avdol, who explains to Jotaro that the evil spirit he thinks he's possessed by is actually a manifestation of his soul, which Avdol refers to as a "stand."

Stands are actually the core mechanic of the arcade game, and the one really interesting thing that it brings to the fighting game genre besides the characters and setting. Calling out your character's stand allows you to improve your attack and defense, and you can also "program" it to act on its own for a brief period while you do your own thing, which opens up a lot of strategic possibilities. I also assume that it allows for totally game-breaking combos and the like, but I have no idea, really - I'm just assuming based on prior experience, here.

Anyway, in the game's first story segment, it's Jotaro vs. Avdol. In the manga, Jotaro doesn't actually harm Avdol - he's merely led out of the jail cell after days of self-induced captivity. In the game, you're given a typical story mode, Street Fighter II-esque battle straight out of the arcade game, and let loose to do whatever you want.
If you manage to push Avdol all the way to the right side of the stage (which is the inside of Jotaro's cell), and then defeat him without using your stand, then you get a "secret factor" afterwards. What the heck is that? Points that go towards unlocking new game features, basically.

Yeah, ok. Not a big deal. But for people who have never read the manga before (which is to say: nearly everyone in the United States at the time of the game's release nine years ago), these things are impossible to figure out without just lucking into them. Kind of weird!

That said, even without knowledge of the source material, JoJo is a pretty wicked cool game. It just exudes love, because Capcom really didn't need to go out of their way to make the Super Story Mode, but they did anyway. Really shows you that they care, y'know?

On a similar note, Tuesday will see a feature on the just released Sega Ages 2500 Series Volume 32 - Phantasy Star Complete Collection. It's the closest thing we have to a Criterion Collection for video games, right now. I hope my video capture box holds out!