
The picture above is my personal Darkstalkers collection. It's a series that I have in the past several months become completely addicted to. My first introduction to the world of Darkstalkers was through Capcom Vs. SNK 2 where I started using Morrigan and realized that her move-set was so intuitive to me that I was just as good with her (or better) than I was with Chun-Li, who had been my standard fighter since Street Fighter II was released all those many years ago. After doing a bit of research (namely on http://HardCoreGaming101.net) I learned that Darkstalkers was essentially the coolest thing ever: a combination of Street Fighter style fighting and a horror movie theme. I was sold.
When I started collection PlayStation games again this year one of the first games I picked up was Darkstalkers 3 due to a deal I couldn't pass up. The game seemed totally brilliant to me. Using Morrigan, I zipped right through it -- continuing only once. I was now officially hooked. I picked up a copy of Darkstalkers Chronicles on PSP soon thereafter, and same thing. One sitting, one continue. Yes, this was definitely a series that I could connect to in a big way. I quickly started collecting all the releases for Sony consoles. As such, let's take a look at them all.


Darkstalkers: The Night Warriors was released for the original PlayStation pretty early in the console's lifetime. Note the longbox. Although there's some frustrating load times, the game is a pretty great arcade conversion. It looks fantastic with its huge 2D sprites, especially considering Sony's early plan to hype 3D as much as they could with their new system. Of note however is the insane difficulty of this one. The AI is incredibly brutal -- something that separates it from the other Darkstalkers releases. It's also worth noting that the Japanese version (titled Vampire) is worth considering as it features bonus music videos not present in the US release.

Sadly the second Darkstalkers game wasn't released on the PlayStation. Though in 2005 Japan received a PS2 collection of all five of the Darkstalkers arcade games. Unfortunately for we import collectors, this game has a strange glitch that causes it to freeze up whenever a game is selected at the title screen. So unless you've got a Japanese console, the disc is entirely unplayable via normal import-loading methods.


Darkstalkers 3 is pretty much the finest example of the Darkstalkers experience on a home console. Though loading times are present, they're not game-killing. The graphics are gorgeous. The controls are flawless. Since first playing this one, it has become one of my all time favorite 2D fighting games ever. So certainly I've got a level of bias. But considering the fact that it can be had at a reasonable price on the aftermarket (as opposed to even the inferior first game) there's no reason that fans of the genre should overlook this one.


Darkstalkers Chronicles: The Chaos Tower was actually a launch-title for the PSP. Odd considering the lack of mainstream popularity for the series. The game is basically a mega-mix of the first three games. It incorporates all of the characters, moves and styles of each game into one big collection. Though the PSP interface isn't exactly meant for fighting games, this is actually a pretty great release for fans of the series. It looks great, and is certainly playable. An online option would have been a welcome addition though, and sadly the game wasn't exactly a big seller so a PSP sequel is unlikely.

Capcom released two UMD Videos exclusively through GameStop known as Night Warriors Darkstalkers Alpha and Omega. These are actually collections of the anime series that had originally been released on VHS. They look great, and add a bit of background to the characters. And considering their exclusivity through GameStop, they are actually a bit tricky to find these days. Definitely a cool collectible.
Although the Darkstalkers series seems slightly forgotten these days, many of the characters live on in other Capcom fighting games. The Capcom Vs. series has featured many of them (and this blog may touch upon that in the nearish future as well). But Darkstalkers still maintains a cult audience as well. There's a bounty of comic books, cartoons, soundtracks and figurines out there for collectors to delve into. Further proof of what a unique series it really was.

Continue reading Unloved #24: Shatterhand
Here we go again! As per the suggestion we got from Fuyukaze, we have our first industry guest! Our guest has taken some time away from a very rigorous training schedule to spend with us!
EDIT: I forgot the link to the podcast! http://rfgeneration.podomatic.com There are links on the page to subscribe in iTunes as well!
Continue reading RF Generation Nation - Episode 10: 2D Rules! 3D Drools!
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Posted on Apr 1st 2011 at 04:00:00 PM by ( noiseredux) Posted under PSP |

I'm not really sure why people are so excited about the Nintendo 3DS. I mean, sure it's got some kind of built-in 3D feature. But really, that's not 3D. That's like looking into a window box. And window boxes are made by elementary school kids for science fairs. They're not exactly worth $300. On the other hand you can right now take your (homebrew enabled) PSP and add a simple plugin to it that would render your games in glorious 3D. And I'm not talking phony bologna Nintendo-3D either. I'm talking straight up red/blue glasses 3D. Check out these screens shots and ask yourself why anyone would want to spend triple-digits on a new handheld.



Read more about the plugin and download it here: http://blog.pspwizard.de/
If you're hip to the whole 3D thing then the chances are good that you already own a perfectly good pair of 3D glasses that came bundled with your copy of Contra: Legacy Of War.
Folks, be ready to be amazed. Not shortly after Nintendo released the Nintendo 3DS, they have dropped another bombshell. It's soon to be the age of the Nintendo 2DS.

Face it, 3D was so 2010. You know that, I know that, and certainly Nintendo knows that. That's why we have been graced by this announcement. The Nintendo 2DS offers to provide the best that a 2D Dot Matrix can provide. While details are scarse, we are aware that New Old Super Mario Bros has been announced, and as a Mario fan, I am completely excited. More on this development as it arises. For now, rejoice at the news that 2D gaming is making a triumphant return to handheld gaming!
RF Generation is an awesome site, but... it can be better. I should know, I coded the PHP files and the HTML. Clearly, I am the expert. So, imagine my surprise when Den provided me with the best invention that would grace this site. What could that invention be? What could make this site the best damn site on the internet? Why... it's our 2D Glasses.

Doesn't Den look awesome? Well, guess what? Those glasses make this site look best. So, I suggest you get your own glasses. You can then appreciate RF Generation for everything it is. We look best with our patent pending 2D Glasses. So please, pick your own up today. Send us what you look like!
Get our 2D Glasses and View Our Site the Way it Should be Seen
In honor of the new 2D Generation, I'm going to explain the non-believers why 2D gaming is far superior to this 3D gaming phase we've been in for the past couple decades. Now, I know what most of you are thinking, "of course 2D is better, everyone knows that", this article is not for you then, you already know the glorious perfectness of gaming in the only good dimensions. But read it anyway, you may learn a few things that will enable you to convert the non-believers.
First off, who needs Z? Gaming was going along just fine with X and Y, there was no need for Z. Games were just fine with the character only moving left/right and up/down, that's where all the real action is. There was no need to involve the ability to move forward and back. Just think about one of the greatest games ever made, Super Mario Bros. Imagine if when Mario came across those bottomless pits, he could just walk around them? Where is the fun in that? Or perhaps you're more familiar with Pac-Man. "Oh no there's a ghost coming right at me, oh wait, I can just step to the side with this extra dimension" Yeah, that sure sounds like fun. Clearly, there was no need for this extra 3rd dimension. All it does it just make games easier as your hero can just walk around most obstacles instead of facing them head on like the old days.
This 3rd dimension also brings up another huge problem with 3D games, its too easy to get lost in them! Has anyone in the history of gaming ever started playing Super Mario Bros and not known where to go? Its simple, you go right 99% of the time. Some games mixed it up with having you to go to the left and others allowed you to travel up and down. But in 3D games, you're forced to figure out for yourself where you should go. Do you go to the right? To the left? Who the heck knows, maybe you're supposed to go back from the direction you came from. Let's compare two games from the Donkey Kong series, Donkey Kong Country and Donkey Kong 64. Of course, DKC representing 2D games while DK64 represents the 3D games.
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| Donkey Kong Country | Donkey Kong 64 |
Notice how its quite obvious that in the first screenshot, Donkey Kong only has two options, go right or to go left. There is no confusion or wasted time backtracking because you went the wrong way. But in the second screenshot, of DK64, DK has an almost infinite number of options, he can go to any of the smaller trees, or maybe that big tree, or perhaps he's supposed to go in the water? Who knows, there could be an underwater cave or something hidden in there?
And finally, what I feel is the biggest advantage 2D games have over 3D games. The graphics are better. For this, we'll compare some extremes. A modern game that is known for "realistic" graphics and a game that is nearly 30 years old. First off, we'll look at that modern 3D game, Call of Duty: Modern Warfare 2. Now, many people would (incorrectly) say that those graphics look very good. But really look at it, the foreground is fuzzy and the background just fades into an impenetrable fog. The only part of the image that is clear is the middle of the screen. But did you notice anything else about this image? That's right, there are a whole two colors, brown and splash of green. I'm pretty sure the last time I was outside there were more than those two colors. Before you accuse me of just cherry picking images that were like this, go do a Google Image search for Call of Duty: Modern Warfare 2. They're all like this, in fact here's another one, that does a little better with an astonishing three colors, this time adding in some orange.  Now, lets look at a game from 1983, when all there was 2D games and the world was greater for it, Keystone Kapers.
 Look at those colors! Every color of the rainbow is present. Well, except for violet or indigo, I never could tell the difference between them, there is definitely some purple though. But not only are there lots of colors, the lines are all sharp and clean, nothing is fuzzy or blurred or covered in some fog. Clearly, these graphics are superior to those of these current 3D games. Even with 30 years to develop ways to make 3D games look better, they still can't compare to 2D games. I guess that extra D sucks up more processing power than developers can put up with. I won't even compare a modern 2D game with an old 3D game, that might just blow the mind of too many people and cause a sudden spike in the value of the 2D games I desire for myself.
I know I've made quite a convincing argument, but the constant advertisement/brainwashing of modern game developers and publishers has it so engrained into your brain that 3D gaming is superior, many of you will simply refuse this article as the ramblings of a gamer stuck in the past. But I assure you that I speak the truth, go dig out those NES and Atari games, dust off those aging machines and play a few awesome 2-dimensional games and bask in their gloriousness that can not be achieved when three dimensions are involved.
And don't even get me started on these new 3DS games or games that use 3D effects with the glasses. These are the obvious spawn of Satan.

When Star Wars: Dark Forces was announced as March's game of the month for the Together Retro game club at http://Racketboy.com, I wasn't quite sure how to feel. On the one hand, I was excited at the prospect of trying out a game I had never had any experience with. Certainly it had attained its Greatest Hits package because enough people liked it. Right? And plus, I was back into the swing of seriously collecting PS1 games again. So it was a great excuse to snatch this one up. But on the other hand, I'm really not a Star Wars fan. I mean, I saw the original trilogy growing up. I certainly was aware of the license. But I was never all that into it either. So I've always avoided games based on it.
Upon first firing it up, I felt a bit of relief. The truth is that I don't have all that much experience with first person shooters. I did enjoy Wolfenstein 3D and Doom during the golden age of freeware. I loved the GBA Duke Nukem sequel. But for the most part my experience with the genre was limited. So imagine my comfort when I realized that Dark Forces was cut from the same mold as Doom.

It should certainly be distinguished that Dark Forces is not quite a Doom-clone either. I mean obviously it borrows at least something from such an influential game, but it also adds a lot as well. The most impressive addition being the ability to freely look up and down, thus adding an extra layer of importance to the 3D environment.
The first few levels impressed me immensely. Even without being a Star Wars fan, there was a lot to enjoy here. The absolute high point for me with this game was the level design. Each level was amazingly well thought out and featured various puzzles or gimmicks that made them stand out. Whether it was dealing with the absence of light until getting a power generator running, or navigating through multi-level platformed mazes in a sewer, the game offered incredible levels to explore and enjoy.

Unfortunately there was one major drawback to the game that completely derailed my progress: the lack of ability to save anywhere. You see, in Dark Forces you can only save your game after you beat a level. This might be fine in a game like Doom where you can shoot your way through a level in no time. But whereas Dark Forces concentrated so heavily on mission-based levels with puzzles and mazes and other various objectives, this really hurt things. At least for me.
After spending about an hour and a half making my way through a maze-like level one evening, it got to a point where I simply had to go to bed. So that was it. I had to just hit the power switch and lose ninety minutes of progress. The slightest thought of powering up my console to replay that same ninety minutes over again just enraged me. Especially if I wasn't able to complete the level before having some other real world thing to deal with. There was no way, man. No way.

So honestly much of the month was spent with that mindset. I'd pick up Dark Forces with the intention of making some more progress. But then I'd look at the clock and figure I best just play something else instead. I figured I just didn't have the time to devote to a single level like that. Considering many (probably more recent) games of this nature my let you save your progress as you go, I'd probably do better with them. Y'know making my way through a game in baby steps.
But that got me to thinking a bit about the whole concept. I mean, is it wrong to want your game to be so flexible? I couldn't help but think back to Resident Evil with its infuriating typerwriter ribbon save system. Now certainly I don't look back on Resident Evil with any disdain, but I will say that I was thrilled that saving was a far more easy and constant prospect by the time Resident Evil 4 was released. I'm also somewhat reminded of the save-state debate that's developed since the dawn of easily attainable ROM's via the internet. While we old timers might look down on the youngin's for "cheating" by using save-states, how many of us actually have time to handle all of our day-to-day adult responsibilities and keep replaying the same dungeon over and over again? (I'm looking at you Ice Palace).
I know I've gone off on a bit of tangent here. But I guess it's nice to know that even if I didn't get a chance to really get as much gameplay enjoyment out of Dark Forces as I may have wished, at least it caused me to do some thinking.
SPECS:
Game: Solar Fox Year: 1983 Publisher: CBS Electronics Developer: Bally Midway Manufacturing Co., Inc. Designer(s)/Programmer(s): Bob Curtiss Rarity (according to AtariAge): 3 = Scarce Controls: Joystick Number of Players: 1 - 2 (turn based) Average Cost: $2 - $7 loose Also Available On: coin-op, Commodore 64
Tagline/Description: On a daring mission to save energy-starved Earth, you must navigate your Starship through a complex matrix of precious solar-cells. The faster you clear the matrix, the greater your reward! Ominous Sentinels oscillate along the perimeter and riddle the energy field with fireballs. Their slightest touch will reduce your ship to ashes. Defenseless, you must weave in and out of their path until the last solar-cell is secured!
Continue reading Solar Fox

If you've been following my blog for a while now, then it's no secret to you that I've become a pretty big fan of shmups. And when I'm collecting for a system, it becomes near impossible for me to pass any up at the right price. This means that constant trips to GameStop have resulted in some peculiar purchases. Y'know the old saying of judging books by their covers? I don't really buy into all that. I tend to know the sort of games that I enjoy. And I tend to believe that many game companies knew enough to market a lot of their games as such. If I see a shmup that has an anime witch with odd-colored hair and the screenshots boast bright pink or green bullets, then guess what? I'm probably gonna like it. But then there's a game like Platypus. I mean forget the cover -- just take a gander at that title: Platypus? Really?

Platypus is a horizontal shmup that seems to draw inspiration from the Cute-em-up sub-sub-genre. To put it bluntly -- everything is made out of clay. It's sort of like Gradius meets Clay Fighter. Your ship has several power-ups to its main gun, and no secondary weapons. One interesting feature is that rather than lose your power-up at a death, instead there's a count-down timer on each power-up you collect. So while you may find one power-up more useful than another, it's also in your interest to keep grabbing new ones so as to not be demoted down to your standard shot.

I'm not going to pretend that Platypus is some amazing hidden gem. It's not. It's basically a very so-so shmup. But it is at least unique in its presentation. And it boasts thirty levels, which means it will keep you busy for at least a bit. Perhaps more importantly, it's very cheap on the after-market. Basically you're getting into a just good shmup, but for the low premium why not? The visuals are at least interesting, which is at least saying something. The bit of searching I tried to do on the game's developer, Squashy Software seems to say that this is their only game so far (and it was released in 2006). I'd at least give them a chance to see what they do next considering their attempt at putting a unique visual spin on such a long-running genre.
Well, as some proof that they do exist, our guest this time is a girl gamer. slackur's wife joins us for a little chat about a few news stories as well as the topics you wanted to hear about!
Continue reading RF Generation Nation - Episode 9: Under the Sea
SPECS:
Game: Laser Gates (aka. Inner Space) Year: 1983 Publisher: Imagic Developer: Imagic, VentureVision Designer(s)/Programmer: Dan Oliver Rarity (according to AtariAge): 5 = Rare Controls: Joystick Number of Players: 1 Average Cost: $10 - $25 loose, depending on condition, label fading is fairly common Also Available On: Atari 8-Bit (as part of a compilation called "1-2-3 Imagic") and on the Atari 2600 by Zellers as "Laser Volley" - also available for the Atari 5200 as a part of a homebrew compilation called "AtariMax" (http://www.atarimax.com/5200sd/documentation/)
Tagline/Description: "The thousand galaxies quake at the news: the Cryptic Computer, the galactic defense synthesizer which has maintained peace for the five centuries since the Wars on Zevon, has malfunctioned! Four Failsafe Detonators inside the Computer will now initiate universal self-destruct! The Governors of Enderby order the Dante Dart into action. Only it can spiral down through the nearly impenetrable defenses of the Computer in order to reach and destroy the Detonators!"
Continue reading Laser Gates
SPECS:
Game: Pengo Year: 1984 Publisher: Atari, Inc. Developer: Coreland, Sega Enterprises, Ltd. Designer(s)/Programmer: Mark Hahn Sound: Andrew Fuchs & Jeff Gusman Graphics: Courtney Granner Rarity (according to AtariAge): 6 = Rare+ Controls: Joystick Number of Players: 1-2 players, alternating turns Average Cost: currently $25 - $45 loose Also Available On: coin-op arcade, Atari 8-bit, Atari 5200, Commodore 64, Game Gear, also released as "Pengon" for the Dragon 32/64 and TRS-80 CoCo, released as "Pepen ga Pengo" on the Sega Mega Drive (Japan)
Tagline/Description: "Go skating on thin ice! Race Pengo, the lovable penguin, around a frozen lake. Rearrange huge blocks of ice. Your goal: Line up three jewel-embedded blocks for dazzling points! Your enemies: SNO-BEES! Their touch puts you in deep freeze!"
Continue reading Pengo
Hey everyone! Last minute show idea popped up. We wanted to get the community's input on some quick topics that you want us to talk about. Everything and anything about games: news, retro games, social effects of gaming on society, you name it!
The only problem is that we kind of came up with this on short notice, so you essentially have until tomorrow night... yeah... We dropped the ball. But we'll be sure to mention you in the podcast right along with your topic! Thanks!
Last month The Legend Of Zelda turned 25. And because of this every single retro-gaming related website ran a bunch of features related to the series. So I figured I'd wait for the celebration to die down and then get into it here. Or rather, I just got sidetracked and forgot to get around to it until now. Whatever. But the series is certainly important to me. And as such it's important to this blog. Seeing as how the blog started as a way to showcase lesser known Game Boy carts, it should be noted that my purchase of the Nintendo Game Boy Player attachment for the GameCube was based almost solely on the fact that doing so would suddenly mean that there were a pile of Zelda games that I could play on my TV. So let's take a look at all those Zelda games that found their way to a Game Boy handheld.


The Legend Of Zelda was re-released as part of the Game Boy Advance's Classic NES series. That choice was certainly a no-brainer. The game is of course not only a high-point of the NES, but of gaming in general. It basically created an entire genre that meshed action with elements of role playing. The GBA port is excellent and cheap-n-easy to find on the after market. All GBA enthusiasts should have this one.


Surprisingly the sequel Zelda II: The Adventure Of Link also made it to the Classic NES line. Strange considering the phrase "black sheep" being almost synonymous with the game. Though for all the flack it receives, I'm a longtime fan of this one. The truth is, Adventure Of Link was actually my first Zelda game. I got it for my birthday soon after its release. At the time the first game was impossible to find in local toy stores, so this was my introduction to the series. Say what you will about it. There's a very unique and daring quest within. The GBA port is wonderfully faithful to the original, and considering it's probably the cheapest GB-related Zelda game to find in the wild, it's worth giving it a go even if you don't remember loving it the first time.


A Link To The Past is my favorite game ever. So I'm totally biased when I say that everybody should own this game either in its original SNES form, or here on the GBA. It looks fantastic on a GBA SP screen, although suffers slightly from a few oddly annoying voice samples that were added to the re-release. They aren't nearly as overdone as in the GBA port of Super Mario Bros. 2 though.
The GBA re-release is also notable for including a bonus game, the brand new Four Swords which would be the first multi-player Zelda game. It recycled sprites from Link To The Past which was welcome artistically, but it was also somewhat of a burden to play. Sadly unlike its GameCube sequel, there's no single-player campaign on the GBA game. This means that some of us (me) who don't have local gamer friends with their own GBA's and copies of the game never got the chance to delve in to this one.


Link's Awakening was released for the Game Boy in 1993, and was a total revelation. Although the GB's hardware was lesser than that of the NES, the graphics, gameplay and story of this one actually aligned with the SNES' Link To The Past. Playing the game on Game Boy hardware back then was stunning to say the least, as nobody realized that the handheld was capable of such things. Even to this day the title remains a cult-classic in the Zelda series, often considered the standard by which to judge all portable outings.
Link's Awakening received a Game Boy Color re-release in 1998 which adds to the game by giving it vibrant colors, an extra dungeon and even compatibility with the Game Boy Camera.


Perhaps the two most overlooked titles in the official Zelda cannon, Oracle Of Ages and Oracle Of Seasons are the definition of ambition. What began as an attempt to port the original Legend Of Zelda to the NES somehow turned into an original game, then three games, and eventually scaled down to two games. The misconception among gamers seems to be that these are two takes on the same game -- like Pokemon Red and Blue. But that's not the case at all. The two Oracle games are completely different and original quests. One relies heavily on puzzles, the other on action. One toys with time, the other with nature. But each of them are remarkable little gems that should get a bit more attention than they do.


Minish Cap would be the final Zelda game to come out on a GB handheld, and it's a solid affair. Admittedly it's the one that I've spent the least amount of time with as I personally got slightly bored with the shrinking and growing gimmick. However, I can certainly say that it's artistically great, borrowing heavily from A Link To The Past's art style and features some jaw-dropping visuals on the GBA. Fans of the heavy-puzzle side of the series will enjoy this one quite a bit, though the game's biggest criticism tends to be its brevity.
So there we have it -- the GB side of Zelda. What are your favorites and why?
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