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Why didn't anyone tell me?
I tend to think I appreciate sports games a bit more than the typical retro-gamer, but I'm far from a sports fan. I can always find interesting aspects when looking at series of sports games and how they've progressed over the years. But ultimately, the bulk of my sports gaming is spent on the only sport I actually care about in real life: basketball. So trust me when I say that I had no real belief that I was going to find much more than twenty minutes of enjoyment with Virtua Tennis. But oh friends, how wrong I was.
I'm trying to really think about any experience I've had with tennis games in the past. I know I found Mario Tennis on Game Boy Color at least slightly amusing. And of course a few drunken rounds of Wii Tennis with the wife can be fun from time to time. But really beyond that, I can't really say I've ever found a tennis game to be any more grabbing than a few minutes with Pong.
[img width=577 height=466]http://image.gamespotcdn.net/gamespot/images/screenshots/7/199207/vtennis_screen003.jpg[/img] [img width=577 height=466]http://image.gamespotcdn.net/gamespot/images/screenshots/7/199207/vtennis_screen020.jpg[/img]
But Virtua Tennis is just this unbelievable blend of realism and arcade simplicity. Because it's controls consist of only two buttons it has this incredible pick-up-and-play quality to it. And yet there's so much detail to the presentation -- from the way the players move to the feel of the courts. And though it's easy to learn, it's far from easy to win. I found myself cursing the AI many times, but it always felt like "okay, one more game!" rather than "y'know what? Fuck this game!" That right there is a clear indication of a great arcade game. It's one that will get you to keep pumping quarters in -- happily.
Outside of the Arcade Mode is a great training route called World Circuit Mode. This offers a sort of sim where you must compete in various matches and mini games (aiming at huge bowling pins or spiking the ball at boxes) in an attempt to raise money and improve your stats and recruit a doubles partner to proceed further in the circuit. It's actually a really great game in itself that really teaches you many strategies that will apply to the main game.
[img width=577 height=466]http://image.gamespotcdn.net/gamespot/images/screenshots/7/199207/vtennis_screen025.jpg[/img] [img width=577 height=466]http://image.gamespotcdn.net/gamespot/images/screenshots/7/199207/vtennis_screen034.jpg[/img]
Ultimately what I think has shocked me so much about Virtua Tennis is that I've been able to spend hours on it and never getting bored. A tennis game you guys... a tennis game is actually addicting. I already can't wait to check out the sequel although I'm far from done enjoying this original installment. So recommended!
[img width=214 height=320]http://www.arcade-museum.com/images/118/1181242156173.jpg[/img]
Revolution X...This was the very first "Light-Gun" game I ever played. From the moment I picked up my Genesis Controller, I knew there was something different about this game. I couldn't get enough of it. Despite the fact that it features Aerosmith, whom I am not a big fan of, it's an excellent game with a unique idea: Your secondary ammo is CDs that explode upon impact.
I recently downloaded the Arcade Version for MAME, and I gotta say, it's even better than I remember it. That's probably because I was playing it on more powerful hardware though. Even the Aerosmith Music managed to impress me, and that's saying something. Perhaps unique to this game is the fact that the gun acts like an Analog Stick, as opposed to an actual Light-Gun Game.
Here's a sample of the music from the Genesis Version:
What makes this game so fun is probably the fact that it's plot is just plain ridiculous. Basically, a New Order type of group has taken over the world and kidnapped Aerosmith. They forbid the use of anything fun, including Music, and that's just not cool, so it's your job to shoot a bunch of them to save the world and Aerosmith in the process.
If the game were released today, it would probably be rated M, for Language, Blood, and Partial Nudity. The reason for the M though is that there's lots of Blood, not just a little. Not a Game I'd play around your kids.
All in all, this is a truly excellent game, but as with most games that I personally enjoy, people hated this one. If your looking for something different though, give it a try, if only for a few minutes. You may find yourself enjoying it.
Today marks the completion of The Wind Waker. Once again for those who have not completed it ***SPOILER ALERT***
This game has one of the more interesting death sequences for Gannon. It's all nice and cartoons, enemies turn to puffs of purple smoke. Gannon is wielding two swords and I'm having fun fighting. Zelda gets in on the action but isn't as useful as I'd like her to be. And then after spending half the fight unconscious she wakes up and has a brilliant idea. She's going to shoot an arrow at YOU, and you have to deflect it at Gannon! Sounds good in theory, and looks cool, but I would not want to have to pull this off in real life. It's mostly auto aim, but if the angle isn't somewhat close, you get hit by the arrow and take damage. The final blow is cool. One last parry attack and Link comes down from 20 feet in the air and embeds his sword 2 feet into Gannon's forehead. Kinda violent for this game, but it looks nice. The turning him to stone was a good idea since the world is going to flood again. Let's just leave him at the bottom of the ocean.
I didn't like the way the standard enemies died. When they leave you colored crystal balls and you smash them open, all the loot goes everywhere!! Why did it have to explode rupees everywhere and then give me 5 seconds to gather them up? It was annoying more than anything. Especially on the sea. If I sink a boat, and it leaves a crystal ball on the water, I have to shoot it to break it, which means being on the boat. But I can't collect anything while on the boat, I have to jump into the water, unless I want to grab something with my hookshot. But the before mentioned 5 second rule only lets you grab 1 or two things with the hookshot. You might get it if you jump out of the boat immediately and aren't far away. Not my favorite part by a long shot. Also sailing got boring and repetitive until you get the Ballad of Gales. At least the music on the water is nice. I enjoyed listening to that. The music was very good. I liked the theme from Dragon Roost Island, the overworld ocean theme, and especially the fight with Molgera at the end of the Wind Temple.
I have never actually hooked up a GBA to use the TingleTuner. Has anyone gotten any good use out of it? What exactly is it for? I still don't have a GBA so I can't try it out.
Wind Waker is lots of fun to play overall though and I like the cel shaded art style. I played the first few minutes of the 2nd quest that unlocks when you beat the game and did get a good laugh at my "new outfit" I get to wear throughout the game. It feels so light, almost like nothing at all...
This makes 4 console titles beaten, Legend of Zelda, Skyward Sword, Ocarina of Time, and now Wind Waker. I might play Twilight Princess next, or switch to a handheld. So many to choose from.
[img width=640 height=616]http://image.gamespotcdn.net/gamespot/images/box/8/6/8/197868_50344_front.jpg[/img]
Street Fighter II.
...and now that I have your attention, I'll tell you a bit about my love of 2D fighting games. You see it all really began with Street Fighter II. Sure I played other fighters back then -- your Fatal Furies or Mortal Kombats -- but Street Fighter II would remain the standard for me. It's one of those games that I've bought over and over again in many different forms. Over the years I've owned multiple versions of SFII on SNES along with ports to Game Boy Advance, PlayStation 2, PlayStation 3, XBox 360 and so on. And while in many ways I feel that Street Fighter III (and perhaps even IV) are ultimately better games, it all comes back to II as the one I have the fondest connection with. So while I was away for gaming for much of what Capcom delivered post-SFII, it was with great enthusiasm that I went back discovering many of these amazing games I had missed once I fell back in love with IV.
Some of you may know about my love for the Darkstalkers series, which of course was Capcom's "macabre Street Fighter" game. Once I had discovered the series, the doors opened up to me to start investigating the various Capcom Vs. games which included Street Fighter and Darkstalkers characters in the roster amongst other Capcom notables. Though I dabbled a bit with Marvel Vs. Capcom 2, it was really the third game in the series that got me excited as a current-gen fighting game. But this past week I've been spending some time with the first Marvel Vs. Capcom on Dreamcast. Of course the roster is smaller, the visuals aren't high-def and there's no online play. But the truth is, I'm probably enjoying it even more than MVC3.
[img width=480 height=360]http://image.gamespotcdn.net/gamespot/images/screenshots/8/197868/marvcap_screen001.jpg[/img] [img width=480 height=360]http://image.gamespotcdn.net/gamespot/images/screenshots/8/197868/marvcap_screen011.jpg[/img]
Upon booting the game up I was greeted to some excellent music, which got me excited as I perused the roster. My first impression was how small the roster was compared to the third game in the series, or even other Capcom Vs. titles I've played. But when I looked closer, it seemed like that wasn't necessarily a bad thing. See a lot of the characters chosen are ones I'm fond of -- Morrigan, Chun-Li, Wolverine to name a few. I'm still on the look-out for a legit Dreamcast fight pad, but I do have a Total Control adapter so for now I'm using my Nubytech Street Fighter II anniversary pad released for PS2. With no tweaking to controls whatsoever in the options menu, this sets the six face buttons to classic Capcom style light-medium-strong attacks. Perfect!
I jumped right in using Morrigan and Chun-Li as my tagteam, who I've used as a team in other Vs. games many times before. Right away I was impressed with how visually stunning the sprite-work looked on the Dreamcast hardware. I've never played this game on the original arcade cabinet, so I can't speak much for how "100% arcade perfect" the game is as claimed on the back artwork. But I will say that everything is smooth and fast.
[img width=480 height=360]http://image.gamespotcdn.net/gamespot/images/screenshots/8/197868/marvcap_screen052.jpg[/img] [img width=480 height=360]http://image.gamespotcdn.net/gamespot/images/screenshots/8/197868/marvcap_screen092.jpg[/img]
Once I started playing for a while, there was one thing that caught me off guard: this game is hard. Or maybe I'm just rusty? Captain Commando and Mega Man both seem pretty ruthless in this game. Notice I said "ruthless" rather than "cheap." That's because as brutal as they and some of the other characters' AI can be, it always seems fair. If you put the time in to get good at Marvel Vs. Capcom, you will get good at it. Luckily the Dreamcast manual (remember those?) has pretty thorough move-lists. And before I knew it I was pulling off screen-filling specials that made me feel like a force to be reckoned with. That said, I'm still not able to beat the game on "a dollar's worth" of credits yet. But that's fine because much like the younger version of me playing Street Fighter II, this is the kind of fighter that you can sit and play for hours and have a great time doing so.
[img width=640 height=360]http://image.gamespotcdn.net/gamespot/images/2012/5/predictions_001_73701_640screen.jpg[/img]
Many a gamer grumbled the world over when the 3DS was first revealed as having only a single, left analog 'circle pad.' Gaming futurists claimed the new system was already dead in the water because of a refusal to get with the times. Even the PSP has been routinely criticized for only having as many control inputs as a Dreamcast, compounded by the Vita's announcement of twice as many touch pads and analog sticks. By the time the 3DS XL came around with the gall to not split its own player base, forums were alight with proclamations of "no 2nd pad, no buy."
As a southpaw gamer, some of my concerns about this are admittedly doomed to a minority. For example, many Vita games are completely inaccessible to me because of a lack of input options, even for a portable with more input methods than ever before. It was extremely frustrating to find that Resistance, Uncharted, Unit 13, and most disappointingly Gravity Rush have no option to use the left stick for the 3D camera. I should know; I suffered terrible nausea trying to play the latter for ten minutes.
While this indelible oversight occurs often on consoles, where some systems have controller-modding options, on a handheld I'm pretty much out of luck. Sadly, it is a curse I've just had to accept about my own limitations meeting a publisher/developer's inconsideration for handicapped gamers (even for an easily correctable solution, such as the ability to swap the stupid analogs). But this element actually plays very little into the fact that I'm much happier that most portables, including the new 3DS models, only have a single analog. That's right; if given the choice, I'd rather every portable only have one analog thumb device, be it a 'nub,' 'stick,' or 'pad.'
Why? It actually has less to do with controls per se, and more to do with game design. What game types do developers make for systems with two analog sticks? As any modern gamer knows (and many an 'old school-er' laments) the genre du jour is first and third person shooters. It is generally agreed that for consoles, the now standard two-stick setup is the most ideal control method for these games, and I wouldn't argue. (Sticking to consoles, as this isn't a mouse-and-keyboard debate.)
But what do developers, who make so much money off of these F/TPS games, do about the portable market? Often, the system design is largely ignored for the sake of shoe-horning a console shooter onto it. And in my opinion, not having another stick is not the biggest problem with this; blocky graphic engines, bad framerates, limited enemy intelligence, scaled down maps, stripped down features, the list goes on. Its not that these game-types are doomed to fail on a portable; there does exist a few examples of excellent portable F/TPS games. But by and large most handheld iterations of anything resembling a Call of Duty or Halo derivative are considered subpar experiences. At best they are used as third tier backups for the 'true' experience, at worst they are practically unplayable experiments in ignoring the benefits of redesigning a game to meet the system where it is.
We naturally expect ports of popular series on our portables, and there is nothing wrong with that. The problem lies in assuming that we are capable of, or even want to, experience the same game on a system that will almost always have lower resolution and horsepower, different programming architecture, and more limited control elements than a home console. Hardware developers can see this as a challenge, trying to produce cutting edge devices (with expenses to match) to solve this 'problem.'
Except it is not a problem, any more than the idea that a Super Nintendo cannot be as entertaining as a PS3 because of inferior hardware. We have different expectations for different hardware, and of course that plays into our preconceived notions of what we will experience. But as many of us here at RFGen can attest, sometimes our modern consoles do not get nearly the playtime as our older systems. And not just because of nostalgia; our blogs here are rife with those who discovered a fifteen year-old game they never played suddenly becoming a new favorite.
If Doom were ever truly ported to the Atari 2600, it would be amusing for inventive programming, not because it was truly competing to rival the actual experience of the original. Unless... it wasn't designed to play like the original but was instead a new creation inspired by it. This leads us to brilliant redesigns like Doom RPG for cell phones. While Doom can be hacked onto a cell phone, playability and other issues would always be a concern, but by taking the original as inspiration and the limitations of the system in mind, a game perfect for the format was developed.
And here is found the solution to the 'problem' of a lack of a second stick on portables; for developers to make games with the system in mind from the beginning of development. The real problem is not one of technical limitations; it is one of design. My favorite, and I would argue the best, games on portable systems are the ones specifically designed with the system in mind. For the DS, classics like Kirby Canvas Curse, the Etrian Odyssey series, Knights in the Nightmare, and of course Scribblenauts were designed with the unique DS hardware in mind, and it shows in awesome game design. Instead of being limited by the technology, the technology was utilized in fun and inventive ways.
As port-heavy as the PSP library is, it is no surprise that my favorites are also ones that ignored the system's console siblings and were developed just for it; Killzone: Liberation, Metal Gear Acid 1 and 2, and R-Type Command are great examples of trying something better suited to the system's unique hardware. The Loco Roco and Patapon series are perhaps the best showpieces of original design catered to both the PSP hardware and its portable nature.
Having another analog should not have the opposite of the intended effect and limit game design, of course. We can also certainly have great F/TPS games on portables, and now with the Vita, no doubt there will be more to come. But where developers look at the Vita and may assume quick ports of modern shooters will make money on the system, I'm thrilled that the relatively underpowered 3DS will, if history serves correct, be host to inventive, creative, unique experiences catering to the portable. Of course, we'll be flooded with 'Party Babyz" style shovelware left and right, but that is the nature of the beast of modern gaming, and unrelated to how many silly inputs a game system has.
I try not to clog everyone's sidebars with blog posts relating to my other, more personal non-RFGenerations blog... I figure if you're gonna read it, you've already got it bookmarked, and don't need to hear about it here. haha
Still, for this one particular post, I figured I'd bring to your attention. It deals with a subject close to me, which is breast cancer.
I used to run in a NASCAR simulator online league, and made great friends (and fierce competitors) along the way. One of them was my friend Jared, who now races another game online.
He thought it would be a great idea to try and raise funds for the CIBC's Run for the Cure, which benefits the Canadian Breast Cancer Foundation. He's trying a variety of different methods of raising money, and he asked if I could have a shout-out on my blog for him.
I hesitated at first, not knowing how I'd relate to video games (because, after all, that's what my blog is 100% supposed to be about). Thankfully, I managed to write a lot more than I expected to, and in a round-about way, was still talking about video games!
http://www.controlpadblues.com/?p=1044
Check out the blog if you wish, since it's for a great cause.
Also, if his goal is met, Jared will paint his go-kart pink for the final event of his professional karting season. As someone who used to clash with him on the virtual track on a regular basis, I wouldn't mind seeing this come to fruition. 
Cheers, folks!
Well, this is a bit late, but better late than never right? August was another solid month for submissions here at RFGeneration. Our wonderful members made a total of 2,962 submissions in August, 866 of those were images and 500 title additions! While it wasn't our best month, its still certainly something to be proud of, there's not many sites out there that get over 800 images in a month during a good month, let alone a slow one. And its all done for you, by you guys, the community.
So who submitted the most this month? That was ApolloBoy with 1074 submissions. Shadow Kisuragi, Techie413, Sirgin, and aeroc all also had over 100 submissions during August.
And of course, we can't forget about our dedicated team of reviewers. The top reviewers in August were Shadow Kisuragi, Paully3433, and NES_Rules, each with over 100 reviews.
Thanks to everyone who helped out in August, now get to submitting even more for September. We're on track for 50,000 submissions this year, but let's see if we can get 60,000!
Dear RFGeneration members, welcome to what I hope to be a series of interviews on homebrew game designers in the VECTREX community. As some of you know, I'm a real proponent of the VECTREX system and it's a large focus of my gaming collection. I vaguely remember the system growing up, but never played one until a few years ago. I was immediately drawn to it, not only because of it's unique look and portability, but because of the vector graphics, which I remember being a huge fan of in the arcades of my youth; Tempest is still one of my all time favorite cabinets.
Though the VECTREX had a very limited amount of original releases, some of which were only playable with the Light Pen and 3-D Imager accessories, the majority of the games are fun and challenging. Due to the small amount of original games, several designers in the homebrew community who have an affection for the VECTREX, have created some great games for the system, some which are originals and others are ports of original vector arcade titles. Kristof Tuts is one of these designers and is the founder of Tutstronix, a company that creates homebrew titles that push the boundaries of the VECTREX console. Kristof currently resides in Belgium and is one of only a handful of designers still creating games for the VECTREX. After ordering a copy of his most recent release, Vector Pilot, I was fortunate enough to get in contact with him for an interview, which I hope you enjoy.
[img width=700 height=523]http://i1029.photobucket.com/albums/y359/necrom99/Kristof%20Tuts%20Interview/Tuts.jpg[/img] **Kristof with this son, one of his primary game testers**
Continue reading Vectrex Interview Series #1 - Kristof Tuts

While reading old posts on the Dreamcast Junkyard blog, I came across this great Android app called Dream Collection. It's a simple tool for keeping track of your Dreamcast collection. There's not a lot to the program, but it does just what it needs to. You simply check off the games you own, and can note if they're complete or missing parts. Of course you could just as easily use the RFGeneration app as well, though this is nice for tracking just a single collecting goal. Dream Collection only tracks US released games -- and while it includes the Web Browser releases, it does not cover demo discs. Like I said, just simple and straight forward. But if you are going for a complete set of US Dreamcast games, it's definitely worth checking out.
[img width=288 height=432]http://cdn4.staztic.com/cdn/screenshot/dreamcollection-2-0.jpg[/img] [img width=288 height=432]http://cdn4.staztic.com/cdn/screenshot/dreamcollection-2-1.jpg[/img] [img width=288 height=432]http://cdn4.staztic.com/cdn/screenshot/dreamcollection-2-2.jpg[/img]
Today I mourn the passing of a few close friends. For years they have been with me, through good times and bad, and though at least one of them was responsible for more than one bad time, there were more good than bad, I think. That was confusing. Anyways, I know that all of them could be counted on for at least one reasonably good game.
I discovered their passing this morning as I worked on what I should have "on deck" in my revised gaming room (Room 1, v2). I had finally settled on PS2, NES, SNES, Genesis, T-16, and N64 (Dreamcast and Xbox are stationed in Room 2, v2). After fixing the mass of wire-spaghetti making sure the proper hook-ups were hooked up I discovered the tragedy. My Sega CD, Genesis model 1, and Turbografx CD had passed onto a better place. I did what I could, but in the end there was no saving them. They have gone Home, and I will have to come to terms with this on my own.
The viewing will be scheduled Sunday, September 15th at approximately 11 am EST. As per their last requests, games will be placed in their trays/slot. They will be Sonic CD, Final Zone II, and StarFlight (for the Sega CD, Turbo CD, and Genesis, respectively). The funeral has been scheduled to take place in my basement, where they will be entombed in my console display shelf (since they are inanimate objects) and dusted not less than once a month.
Goodbye, my friends.
[UPDATE] - It seems the Turbo CD isn't totally dead, but is unable to play CD games. It look like the CD drive gear has stripped out, which is the death knell for this particular system. Fortunately I can still play regular Turbo games on it (and through composite), so for now it will stay next to my SNES.
[img width=640 height=629]http://image.gamespotcdn.net/gamespot/images/box/8/9/2/196892_41870_front.jpg[/img]
Recently I talked about Frogger 2, a modernization of a golden age arcade game that was surprisingly fun. Sadly, this blog post will not be doing the same.
In late 1999, Atari thought that the classic Centipede needed a modern 3D facelift. And what they came up with was the imaginatively titled game, Centipede. I guess I'll start by saying something nice about this modern piece of crap: it has great music. Really. The soundtrack is very good. It's the kind of soundtrack you could listen to outside the game -- or at least wish was in a better game.
But wait, I'm getting a bit ahead myself. Like usual, let me tell you my background with Centipede (the original game) to give you some perspective. Centipede is one of those games I have fond memories of playing on cocktail cabs in various restaurant waiting areas in my youth. Disclaimer: it's never been a game I was good at. But I've always respected it. Truth be told, as far as shooters of the era go, I'm pretty much a steady-Galaga guy in the sense that I can't find much else to compare. But I do think that Centipede is unique, twitch-enducing and fun at least in small bursts. One might assume that in modernizing such a classic, Atari would bring it into a more current "bullet hell" atmosphere. But no. Instead they threw in various power-ups and incorporated horrible 3D graphics and managed to suck pretty much all the fun out of the game proper.
[img width=580 height=435]http://image.gamespotcdn.net/gamespot/images/screenshots/2/196892/centipede_screen006.jpg[/img] [img width=580 height=435]http://image.gamespotcdn.net/gamespot/images/screenshots/2/196892/centipede_screen013.jpg[/img]
This new take on the Centipede formula turns the game into a free roaming experience. Whereas the original game was obviously inspired by the Space Invaders style vertical view -- meaning you're at the bottom killing stuff at the top -- this game lets you go wherever you want. It even lets you choose your view, including a cumbersome over-the-shoulder viewpoint. This alone pretty much kills the game. Where you would originally see the entire board at once, and move freely within a few "steps" of the bottom of the board, now you can freely traverse the environment. This means that now everything is zoomed in and you're only seeing little bits at a time. This device creates and incredibly cramped feeling and you generally find yourself sticking to small parts of the map which becomes incredibly boring incredibly quickly.
In fairness, Atari tried to make things unique here. They included aforementioned power-ups and all, but none of it feels needed. It's really just a bland take on the already established and refined formula. It's genuinely not something I could recommend anyone looking to expand their Dreamcast collection.
[img width=580 height=435]http://image.gamespotcdn.net/gamespot/images/screenshots/2/196892/centipede_screen001.jpg[/img] [img width=580 height=435]http://image.gamespotcdn.net/gamespot/images/screenshots/2/196892/centipede_screen003.jpg[/img]
The disc does have one small saving grace however. While I lamented that the Frogger 2 release didn't include an emulation of Frogger, this new Centipede does indeed offer the original version of Centipede. This will indeed offer far more enjoyment over the remake. In fact it makes me wish that there had been a trackball accessory released for the Dreamcast as it could have been hell-of-a-lot of fun to play this game again like on that cocktail cab. Sad but true -- if you pick this game up you'll spend far more time playing the 30-year game than this new iteration.
Hey everyone engel762 and I went on a little road trip to Lincoln, NE to hit up a few stores. Long day but we hit up both Gamers, both Game Rooms, and a nice pawn shop. Then on the way home we stopped at my favorite local video game stores and he sure picked up a great lot of things (not just here but also in Lincoln). If you want to check out his purchases check out his blog under Engel762. My brother who isn't into the classic part of the collecting anymore also picked up a few nice Wii items to add to the collection. The road trip was great even though I was exhausted from working overnight Engel and I still had a great time and it was well worth the drive and the loss of sleep in the end. I hope to continue the adventures in game hunting with my friend. So here is a rundown on the items I picked up or TRADED with Engel.
*The Game Room - -FREE Nintendo Wii 25th Anniversary Edition Mario Red System Box - Soon hopefully I can complete it but if not I hope to someday. -Terminator: Rampage (Thanks Engel for looking under the table haha) - $3.00 -Rush'n Attack - NES CIB - I found this sitting behind the counter just laying there and asked about it since I have a huge passion for CIB NES Games. Price - $5.00 -Teenage Mutant Ninja Turtles: Coming out of Their Shells Video - $1.00 - I know not a game but it's totally nostalgia.
*Gamers - Nothing big -Legend of Zelda Minish Cap Strategy Guide - $4.95 - thought I didn't have this one but I do but sadly not up for grabs at this time.
[img width=700 height=526]http://i861.photobucket.com/albums/ab172/niceguy1283/LincolnPurchases9-13-2012.jpg[/img]
Final but not least the trade with Engel. He wanted my extra copy of Halo: Reach Hardened Edition which is new my brother just opened it to check out the stuff in it. But at our local store I found Mass Effect - Limited Collector's Edition with the Pre-Order Bonus Disc for a whopping $60.00!!! So Engel picked it up for me and we traded Halo:Reach, Mario is Missing! NES, and few other games for it. Thanks again Engel for the drive, the fun time and Mass Effect.
[img width=700 height=526]http://i861.photobucket.com/albums/ab172/niceguy1283/ComicCityPurchase9-13-2012.jpg[/img]
And here are my brother's Best Buy Purchases: -Wii Wireless Sensor Bar - $20.00 -Action Replay Wii - $20.00
[img width=700 height=526]http://i861.photobucket.com/albums/ab172/niceguy1283/BestBuyPurchase9-13-2012.jpg[/img]
Thursday morning niceguy1283 and I hopped in my car and headed out to Lincoln, Nebraska. Plans were to hit up a a pawn shop, a couple Gamers locations, and the two Game Room stores. I came across some decent stuff and and splurged a bit at the end of the trip by picking up a XBox 360 S 250GB console for 199.95. Felt like a good deal to me.
I didn't sort out the items by location found when I was taking pictures, but meh.
First up we have Jurassic Park: The Chaos Continues CIB, and Street Fighter II Turbo on the SNES. Teenage Mutant Ninja Turtles II: the Arcade Game on NES. Return to Castle Wolfenstein: Tides of War on XBox, Neo Contra for the PS2, Championship PRO-AM and Sonic Spinball on Genesis. Ending with Earthworm Jim 3D on N64. [img width=700 height=393]http://i41.photobucket.com/albums/e254/engel762/2012-09-13_21-45-52_663.jpg[/img]
Next image. Xenosaga 1 for PS2, Final Fantasy Chronicles for PS, Super Paper Mario and Super Mario All Stars 25th Anniversary Edition on Wii, and Gears of War limited collectors edition on XBox 360. [img width=700 height=393]http://i41.photobucket.com/albums/e254/engel762/2012-09-13_21-59-24_961.jpg[/img]
Next couple images are the results of me recently playing Halo and Halo 2 on the original XBox and wanting to see where the rest of the games went story-wise.
Here we have Halo: Combat Evolved Anniversary Edition, Halo 3 limited edition, Halo 3: ODST, and Halo: Reach limited edition. [img width=700 height=393]http://i41.photobucket.com/albums/e254/engel762/2012-09-13_22-03-27_163.jpg[/img] [img width=700 height=393]http://i41.photobucket.com/albums/e254/engel762/2012-09-13_22-08-16_776.jpg[/img]
The Halo: Reach limited edition I picked up in a trade with niceguy1283, as well as the items in the image below. Doom 32X, Mario is Missing NES, Super Mario Bros/Duckhunt with manual. You might be asking yourself, "Why didn't he have this common freaking game?!" I didn't have this. When I originally got my NES back in 1985 it was bundled only with Super Mario Bros. Last but not least, Pocket Bomberman on GBC. [img width=700 height=393]http://i41.photobucket.com/albums/e254/engel762/2012-09-13_22-04-31_3.jpg[/img]
We came across a Mass Effect Limited Edition at our last stop of the day for the low price of 59.99, he wanted it, and I wanted his Halo: Reach. Sure, the Mass Effect is more than likely worth more than the Halo, but I have all the Mass Effect games on PC and don't care enough to get them on console now. So to me it was an even trade.
I picked up some PS3 games, but somehow managed to forget to take a picture. Guess that doesn't really matter, they're newer and they're like belly buttons. Everyone's got 'em. Uncharted, and Uncharted 2 GOTY, as well as Metal Gear Solid 4. Bought a later model Genesis control pad also. Hopefully it's one with the redesigned D-Pad mechanism, my original "red letter" pad is feeling a bit mushy.
All in all, it felt like a good day of hunting. I probably spent more than I should have at the end of the trip, but at least I'm all caught up to the current generation of consoles!
As the title says, CD Tradepost was having a 42% off sale in honor of their owners 42nd birthday. So I decided to raid a couple of the stores they have in my area and see what I could find. Nothing overly exciting, but a few games I was wanting or that just caught my eye.
First, a few XBox games. My XBox collection is lacking, I bought the console pretty much at the end of it's life and only had four or five games since then. Figured it was about time to add some more to the pile.
[img width=700 height=393]http://i41.photobucket.com/albums/e254/engel762/2012-09-12_17-48-03_311.jpg[/img]
Doom 3, Castlevania: Curse of Darkness, Halo: Combat Evolved, Red Dead Revolver, Capcom Classics Collection vol 1, Ninja Gaiden, Mechassault, and Midway Arcade Treasures 1,2, and 3.
[img width=700 height=393]http://i41.photobucket.com/albums/e254/engel762/2012-09-12_17-49-02_620.jpg[/img]
For the Genesis; Sonic the Hedgehog. On the PS2; Grand Theft Auto: The Trilogy, Mega Man Anniversary Collection. Nightmare Creatures for the Playstation, and SoulCalibur for Dreamcast.
 Episode 6 discussion thread: http://www.rfgeneration.c...rum/index.php?topic=10347
Follow the Collectorcast on Twitter: https://twitter.com/Collectorcast On Stitcher (enter Promo Code RFGeneration): http://www.stitcher.com/RFGeneration On iTunes: http://itunes.apple.com/u...collectorcast/id524246060 On YouTube: http://www.youtube.com/user/DukeTogo74 On Pod-o-Matic: http://rfgenerationcollectorcast.podomatic.com
Crabby and Duke decide to allow Wildbil back on, since his awesome score streak has dried up and he's no longer competition. We sit down to discuss methods for keeping track of your gaming inventory. You may be able to guess our current favorite, but we talk about the options, our history with different methods, and the deeper meaning behind documenting items.
You folks may regret all the praise you gave us for the last episode, as we've gone on to produce another three hours of content. Don't blame us, you had the chance to complain at the last one 
Show notes: Music: Metroid (FDS) 22:01 Small Scores 1:34:09 Main Topic: Inventorying 2:58:04 Closing
Sites mentioned in the show: http://www.rfgeneration.com http://www.ign.com http://www.nintendoage.com http://www.segaage.com http://www.collectorz.com http://www.cheapassgamer.com
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