Showing posts with label arcade games. Show all posts
Showing posts with label arcade games. Show all posts

Tuesday, February 2, 2010

Jackie Chan in Fists of Fire - "You're getting better!"

Jackie Chan in Fists of Fire is a bizarre arcade fighting game from 1995, featuring digitized characters a la Mortal Kombat. It's easy to play, looks utterly ridiculous to bystanders, and has three different versions of Jackie Chan in the roster. It's one of my favorite fighting games, and it received the honor of having an impromptu tournament thrown for it at the big fighting game showdown we had down here in Denver the other day.

Fists of Fire is pure footsies. Jumps are hilariously floaty, but also dangerous. Getting hit in mid-air leads to knockdowns. Getting knocked down leads to you getting kicked repeatedly, or worse. By comparison, dashes are super fast and super safe, and can be ended at any time. The result: Jackie Chan Giga Footsies.

If it didn't look so absolutely ridiculous, I'd put this up there as one of the best beginner-level fighting games. Heck, let's do it anyway. Combos in this game are as simple as they get. You can chain 4 jabs together, end it with a special or super, kick the other guy three times while he's down and take off half a lifebar. If you can do a fireball in Street Fighter II, you can play this game.

The degree of visual incongruity is probably the best part, though. A roster consisting of three Jackie Chans, five random Mortal Kombat-kinda people in body paint and cheap costume, and Mysterious Dragon? FMV explosions that fill the screen at the end of a round? Throws that send people spinning end over end like a propeller? It's this close to being a pirate romhack, but... Oh, shit, nearly forgot: If the match is between two of the non-Jackie characters, there's gratuitous bloodshed and fatalities. As soon as Jackie enters the ring, though, the game turns PG. This is his game, after all. You think you're gonna tear Jackie's torso in half? Make him bleed? Aw hell naw. He's a great sport, though. Beat him (or, uh, lose as him) and he responds with a thumbs up every time.

Fists of Fire is MAME-only right now, which means it isn't supported by GGPO or Supercade. Considering the hype this game is building, however, something tells me that's bound to change.

Sunday, August 9, 2009

SEMI-BREAKING NEWS: Guitar Freaks and Drummania GET WIT' IT

You may be vaguely aware of Guitar Freaks/Drummania, Konami's extremely long-running arcade music game franchise (hereby referred to as GFDM), which has historically never really gotten a domestic release outside of Japan. Specifically, you may know that they've hilariously fucked up every opportunity to bring the games to America, only getting more hilarious when Guitar Hero and Rock Band exploded a couple of years back. Thankfully, the following news doesn't have anything to do with that. In fact, it sounds pretty awesome.
This past weekend, Konami had a location test for the newest installment of the franchise, entitled "Guitar Freaks/Drummania XG," and it looks like they're finally seriously renovating a pair of games that have desperately needed it for a while now. Guitar Freaks is easily the most laughable music game that Konami still releases new versions of on a regular basis. The controller only has 3 fret buttons, which means that most songs tend to look something like this:
RANTING ABOUT GUITAR FREAKS STARTS NOW
Goddamn, Guitar Freaks is retarded. Every solo in every song tends to look something like what you see in the above video. Harmonix had the good sense to try to transfer some semblence of actual guitar technique into Guitar Hero's play mechanics in the form of hammer-ons, pull-offs, and note charts that at least look like something other than utterly random conflagrations of notes thrown into a spreadsheet at the last minute. How Guitar Freaks lasted sixteen iterations is beyond me.

The only rational explanation is that sessioning with Drummania (read: Guitar Freaks and Drummania machine gets hooked together, allowing players to form a "full band") kept the game afloat despite its inherent awfulness. That's the only rational explanation because Drummania is rad as hell, and does a lot of things better than Rock Band's drum mode, I think. You don't get penalized if you freestyle and insert notes that aren't actually part of the song, and you have far more options for adjusting the scrolling speed of the notes on the screen, just like every other music game Konami makes these days. Little things that I really wish Harmonix would implement into Rock Band, y'know? It also has a more realistic setup, with actual electronic drum cymbal pads and the like; if you buy the PS2 versions of GFDM, you can just plug a retail electronic drum kit into your PS2 and bam! You're playing with effectively the same hardware as the arcade. It's all pretty dang great.

...Whoever's overseeing development of GFDM must've felt like something was up, though, because Guitar Freaks/Drummania GX is a total overhaul of both games. Not only do both games have gorgeous new cabinets with widescreen displays and the like, but they're also upgrading the input. Guitar Freaks finally gets 5 fret buttons and sustain/long notes, while Drummania goes out of control and gets a hi-hat pedal, another cymbal, and a floor tom. The original DM setup already had a hi-hat, cymbal, snare, two toms and a kick pedal, which was enough to accommodate hundreds of songs worth of unique note patterns. I'm really looking forward to seeing what they do with the expanded design space they've afforded themselves.

These location tests are usually incredibly anal about folks recording video of their unfinished game, but some undercover gentlemen managed to snag video of the game and put it on Nico Nico Douga. Check it out if you've got an account. I'm a little concerned about the readability of 9 note lanes in Drummania (I had a hard enough time parsing the kick pedal lane in the original DM), but that's a sacrifice you gotta make, I guess.

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.

Wednesday, December 17, 2008

The home version of IIDX 15 is completely absurd

beatmania IIDX is probably the hardest video game ever made. It was already the oldest and most stoically difficult music game out there, but the recently released Playstation 2 port of the 15th(!) arcade installment, the absurdly themed DJ TROOPERS, has a few new additions that push things right over the top.

IIDX is a hard game. I often describe it to people who are only familiar with Guitar Hero, Rock Band and the like as "Everything Hero." On the hardest difficulty (called "Another," for nebulous reasons), you play every part of the song, or close. It's far more like real-time sequencing than DJ'ing, really. Here, as an example, is autoplay of a song from the home version of DJ Troopers with an uncharacteristically Japanese title called "Child's Sketchbook." The tune's originally from Drummania/Guitar Freaks, another Konami music game series. Folks refer to songs that jump from game to game like this as "transplant songs."

Man, isn't that ridiculous? Especially 0:48! This is, actually, kind of the norm for hard songs in this game. Not necessarily in terms of sheer numbers - there are still lots of easy, or at least, easier songs - but there are more memorably virtuosic songs out there with every new version. It's hard for them not to dominate your impression of the series as a whole.

Now for some attempts at providing context: IIDX has always been about catering towards the fairly small group of people that obsessively play the game in Japanese arcades, or wish they could. In the arcade, you buy a card that keeps track of your scores. The card also allows you to set other players as your rivals, comparing your scores with other players in minute detail - you can play "against" other players' scores as ghosts, like in a racing game, with a little +/- number keeping track of where you are scorewise with an opponents' best score on a song, and a score graph that lets you easily compare your performance with others and yourself. There's even a database included in each of the home versions with score data for every player registered in Konami's system from a certain date before the game's home release, giving everyone a shot at something resembling live competition.

Another concept that I feel is integral to understanding the people who play this game is that there's almost no memorization involved. Guitar Hero and Rock Band have convinced quite a few people I know that music games are all about memorizing the note patterns for the super hard songs and practicing them over and over again until muscle memory takes over. IIDX can be played like that, sure, but the vast majority of players opt to focus on honing their reaction time to a razor's edge.
There are a number of options, adjustable before and during every song, to let you do this. The first is "Hi-Speed," (adjustable from 0.5 up to 5) which spaces the notes out and makes them scroll faster. If you've played Rock Band with the "Breakneck Speed" option turned on, it's a little like that. The difference is that it's totally controllable. Hold down the start button in the middle of a song to bring up a list of the available hi-speeds (seen above). Press the top row of buttons on the controller to increase the hi-speed, and press the bottom row of buttons to lower it. It's pretty dang handy.
The other helpful feature is called "Sudden+," which causes a square pane to appear over the area where the notes appear (seen above). Hold down the start button and spin the turntable up and down to adjust how much of your view is obstructed. Combined with Hi-Speed, you can make the notes scroll at any speed you like, depending on personal preference, the song's BPM, etc. The result of all this is that you eventually learn to read notes that scream from the top of the screen at speeds that seem, initially, to be entirely unreadable.
There's a second phase to all of this madness, and it's called "Random." Like Hi-Speed, it's turned on before you start a song. Do so, and the default note patterns of the song (a big reference list can be found here) get randomized. Any note that normally appears in the 3rd column gets swapped over to a random other column, and so on for every other note in the song. In the above picture, the left side player has random turned off, and the right side player has random turned on.

The result is that every song can remain surprising for many, many plays. More importantly, you get to play a huge number of different patterns that don't necessarily exist in any song by default (I'm not even going to start talking about "s-random," which randomizes every single note, as opposed to just swapping the note columns around). A common topic of conversation among beatmania players is the notion of songs having "good randoms" or "bad randoms," or being more prone to either. It's a fascinating extra layer of gameyness.

Ok! Why's the home version of IIDX 15 so especially nuts? The reason is: they added a new, harder difficulty for around 20 songs, one of which was already one of the hardest songs in the game.

Let's compare. Below is a video of Mendes, which was already the "boss song" of IIDX15. On the left side of the screen is the Another difficulty setting (previously the highest, above Hyper and Normal difficulty). It has 2000 notes in the span of 2 minutes. On the right side of the screen is the new difficulty they added for the home version, which no one's really sure what to call yet ("Danger" difficulty and "black another" are frontrunners). It has 2626 notes in the span of 2 minutes, and is the closest thing yet in this game to a challenge that is genuinely physically impossible. As of this writing, there are an estimated 5 people in the world capable of clearing it. I think it's a good place to stop at, really:

Monday, August 11, 2008

Fantasy Zone Complete Collection - M2's Final Battle?!

Fantasy Zone Complete Collection is the 33rd entry in the Sega Ages 2500 series, which you may know as the best old game compilation series ever. I wrote about the 32nd entry, Phantasy Star Complete Collection, back in April. While other developers tend to view compilations as shovelware at worst and a quick buck at best (the distinction is tenuous), developer M2 has always gone out of their way to present old games in the best light possible.

Fantasy Zone Complete Collection, sadly, looks like it's going to be the last Sega Ages entry ever. Unfortunate, to be sure, but worry not! M2 is clearly bringing their A-game to this loving tribute to one of Sega's most underappreciated franchises.

Along with Outrun and Space Harrier, Fantasy Zone is the Sega game that seems to best represent the often romanticized design attitudes of the nearly-dead game giant. It's Defender with gorgeous graphics and FM samba on the soundtrack, a two-way scrolling shooting game with a joyous sense of creativity and a slowly creeping tinge of the bizarre. How else do you explain the series protagonist, Opa-Opa, a pastel-colored creature with cherubic wings and tiny bootsies protruding from his underbelly (the wikipedia entry describes him as a "sentient spaceship")? The answer frequently offered up by the collective consciousness of People Who Play Video Games is "drugs, dude," but who can say for sure what the mysterious pseudonyms representing the Japanese men responsible for crafting '80s arcade games did in their spare time? I'm not going there.
So what's M2 offering up in this collection? In their Phantasy Star Complete Collection, they let you adjust the game difficulty for all of the games on the collection, offered options to increase walking speed and a turbo button for speeding through battles. Those features, in addition to the lavish display options and archival materials that have become a Sega Ages standard, made a bunch of beloved-but-crusty RPGs playable in a reasonable amount of time, and appreciable to a modern audience.

Fantasy Zone Complete Collection is a lot more ambitious. After releasing Fantasy Zone to the arcades on their workhorse System 16 board in 1986, Sega followed up with a sequel for their decidedly non-workhorse Mark III console, entitled "Fantasy Zone II: The Tears of Opa-Opa," eventually porting it to the Mark III-based System E arcade hardware. What M2 is doing is slightly insane, and mostly incredible: they've developed a new System 16-based version of Fantasy Zone II, the version that should have existed but never was. In 2008!


It looks wonderful. The remake's official homepage as part of the Complete Collection can be found here, with screenshots and information aplenty. The other relevant piece of info about the game is that cult-favorite game composer Manabu Namiki (Trauma Center 2, various Cave shooting games) will be handling the sound design for the remake. And, y'know, it'll be $30 at Play-Asia. I'm psyched!

Thursday, July 10, 2008

Game Center CX tidbits

Have I ever mentioned how much Game Center CX rules? I don't think I have, so let me defer this explanation to David Cabrera, who said it better than I could ever hope to without resorting to borderline plagiarism:
It's a TV show where they put a man in a room with a videogame and they don't let him out until he's won. This is a more entertaining prospect than you'd think! "Retro Game Master" is either sarcastic or a misnomer, as the whole point of the show is that Arino is an likable, average guy and he's not very good at videogames. This show is about chuckling along with Arino's many failures and the cruelty of 8-bit games, rooting for him as he presses on, sticks cold compresses on his forehead, and hits the "a-ha" moments where he figures out how the game works. In the endgame you feel a real vicarious sense of accomplishment for the guy, in a situation where he may or may not win.
Right, so. Why bring up the show at a time like this? Two reasons!

First, the show was recently picked up for possible US distribution by Japanese production company Stylejam, and two episodes of the show were screened at the New York Asian Film Festival last week. The show's localized name for the US market is "Retro Game Master," and it looks like there's a decent chance that the show will get a DVD release or even cable TV exposure. Quite a few blogs covered the screenings in detail, including Matthew Hawkins' Cinema Pixeldiso column, Wired's Game Life blog, and - again - David Cabrera's Subatomic Brainfreeze (personal fan favorite). If G4 picked this show up, I'm pretty sure I would actually maybe watch the channel occasionally, or at the very least un-delete it from my TV.
Arino proves that this is not a practice limited to the US.
Besides the above news, TV-Nihon recently fansubbed most of the first season of the show. I say "most" because while the "challenge" segments are always included, in which host Shinya Arino dukes it out with various games of indeterminate age and origin, the rest of each hour-long episode is not, in most cases. Some of these segments are pretty rad, and usually involve interviews with famous game directors and visits to game centers. I'm pretty sure their omission is because of the way the show was repackaged for Japanese DVD release, but it's still kind of a bummer.

That said, the Ultra Man and Ultra Seven episodes on TV Nihon's tracker are both full-length episodes with all of the show's segments included, so I'd advise checking those out first. And as always, Crunk Games' Game Center CX episode guide is still the best repository of information related to the show available. And before I forget, the DS game is ridiculously wonderful.

Man, I need to get back into the swing of things. I finished Persona 3 last week, so maybe I'll talk about that next? Hmmmm!

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.)

Tuesday, March 25, 2008

ROM CHECK FAIL

oh my god what
Rom Check Fail is a relentlessly clever little Windows game developed by the fine Video Gentlemen (or gentleman?) of farbs.org, who have proven more than capable in the past of taking an odd idea and developing a really interesting small game out of it. What's the odd idea, in this case? Farbs provides a brief synopsis:
Some games are born great.
Other games have greatness thrust upon them.
ROM CHECK FAIL takes great games and thrusts them upon each other.
When you first start a game of Rom Check Fail, everything looks like the first level of Super Mario Bros. - Mario is on the left, goombas are on the right, there's a cute general midi version of the game's theme music playing in the background, and nothing seems especially remiss about the situation. The goal is simple: hop on top of the goombas and you clear the stage. Simple enough.


After a few seconds, though, the sound effects shriek and distort, the graphics shift
menacingly, and in the next moment, the goombas are now space invaders, Mario is now the car from Spy Hunter, and the whole level looks like a Pac-Man maze. The game continues like this, changing everything up every five seconds or so. It's totally great, and the ramifications of each change are startling. That it also manages to play on my innate love of old arcade games is emotionally irresistible.

Some of the randomly generated combinations can be a little unfair, as you suddenly find yourself transformed into the space invaders ship, unable to move up and down. Even better is when the graphics start to garble and stay that way, instead of transitioning normally. Strangely, the full-bore insanity of the game's premise and presentation makes this work in its favor, somehow!

It's also pretty forgiving - you get an extra life at the end of each stage if you have less than the 3-life maximum, and it's short: finishing a game doesn't take more than about 10 minutes. I won't spoil the ending, outside of saying that it fits the theme of the rest of the game!

Farbs developed the game for a competition hosted over at The Independent Gaming Forums, which required contestants to use "The Video Game Name Generator!" to come up with absurd new game ideas and develop accordingly. "Rom Check Fail" didn't actually come up in the name generator:
(from Rom Check Fail's TIGForum thread)
Originally this game was going to use player and enemy types inspired by the [Video Game Name Generator]. The idea was that the game would spit out games with names that can be generated by VGNG. Unfortunately the artist I wanted to work with couldn't commit the time, but instead he suggested using existing games for all the components. I think it made the game a little less VGNG but a lot more awesome.
Proof that good ideas can arise from imperfect circumstances.

Wednesday, February 6, 2008

"Until I f---ing die or until I am incapable of doing it anymore.” - No Country for Old Arcades is great

photo credit: Oscar Chang

Geez, the arcade industry in the US is a mess. When was the last time you went to an arcade? Never? The only one left in Fort Collins is that god-forsaken Tilt in the Foothills Fashion Mall, and it's a microcosm for why arcades are dead across the country - the games are all ten years old and broken in some way, the guy at the front desk is surly and unhelpful, and the whole endeavor feels unnecessary and pointless.

So thank goodness that Jared Rea of Gametap decided to start writing No Country for Old Arcades - the first article series I've seen to cover the few remaining worthwhile arcades in the United States with professionalism and a genuine interest.

The first article covers Sunnyvale Golfland, which used to be a testing location for many of the biggest arcade game developers back in the 80s. He speaks to the current owner, Jason Kenny, along with expert fighting game player John Choi, and ends up piecing together the location's importance in video game history, along with some ideas as to why arcades in the US are in their current, sad state.

The second article, on the other hand, focuses its attention on the absolutely insane Keystone II, which is a guy's house. A house with many arcade games in it, but a house nonetheless. The owner, who is referred to only as "Albert," allows a limited number of people - all hardcore fighting game players - to come to his house via reservation on Keystone II's web site. He maintains the machines in his home on a donation basis, and his wife is eerily accepting of the endeavor.

Both articles are excellent pieces of mag writing, so go read them. Rea plans on visiting more great arcades in the coming weeks, and I'm looking forward to seeing what places he digs up and puts in the spotlight. With arcades close to dead in the US (and rapidly moving in that direction in Japan according to a recent Reuters article), they deserve all the attention they can get, y'know?