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(Sigh) I'm not gonna lie. This Blog of mine has seriously been lacking in quality. Why? Because I can't think of anything interesting to write. I'm not sure why. Maybe I've got writer's block or something. Either way, this is really bugging me, and I started to notice it after I switched my focus from Nintendo Games, so I've decided that I'm going back to Nintendo Stuff.
.......Don't look at me like that. It's my blog, and if I wanna switch back to keep my readers interested, I will. Truth be told, I've always wanted to entertain people, and I feel that this blog helps me do that at times, and it seemed like I had more readers when I was covering Nintendo Stuff 24/7. So...yeah.
Also, I have a request: If anyone has any NES Stuff they don't use anymore, and would like to trade, please PM me. I'll take ANYTHING that has to do with the NES, from old Nintendo Power Magazines to Robots. 
Thank you.
I have also decided to use this blog as a space for me to talk about the huge backlog of games I finish. I think that it will help me stay focused on actually finishing games instead of playing a little bit of a game.
My New Year's Resolution was to finish more games this year. Since January 20th, these are the games I have finished:
1. God of War-Ghost of Sparta(PSP) [img width=570 height=300]http://cdn.gamerant.com/wp-content/uploads/God-of-War-Ghost-of-Sparta.jpg[/img]
This game was unbelievably good for a handheld game. In some ways, I enjoyed it more than God of War 3. Everything just felt right and it was beautiful as well!
2. Gears of War 2(XB360) [img width=640 height=360]http://www.blogsmithcdn.com/avatar/images/11/2045494_50.jpg[/img]
Another great game. I beat Gears of War right after it came out within a couple of weeks but for some reason, took me two years or so to beat this one.
3. God of War 3(PS3) [img width=700 height=525]http://dailypostal.com/wp-content/uploads/2010/03/god_of_war_3.jpg[/img]
Really great game. B-E-A-U-tiful!!
4. Killzone 2(PS3) [img width=448 height=341]http://www.digitalbattle.com/wp-content/uploads/2009/07/killzone-2-logo.jpg[/img]
I really enjoyed this game as well. Looked great and played great! Looking forward to getting Killzone 3 soon.
5. Left for Dead 1(XB360) [img width=480 height=654]http://gamersdigart.files.wordpress.com/2008/11/left4dead-boxart.jpg[/img] I played this by myself and enjoyed it a lot. I just can't get tired of killing Zombies. This one is very short which is ok by me as it allows me to move on to my next game that much quicker!
Well that is it. I have been busy! I really enjoyed every game on this list and would recommend them to everyone!
[img width=250 height=400]http://i.imgur.com/vE7xo.jpg[/img]
As anyone who's been following this blog may have noticed, I've been spending an awful lot of time with my PSP lately. And for good reason. In a sense it's become one of the few outlets for developers to release what you might call "new retro" games. It's home to such throwbacks as Half-Minute Hero, remakes like the recently released Tactics Ogre: Let Us Cling Together, and retro compilations like the upcoming Final Fantasy IV release that will be packaged along with the previously download-only The After Years. Perhaps the system strikes a perfect balance of being just powerful enough to pull off old school games with an updated style. Or perhaps many developers realize that the PSP is a console overlooked enough to use it as a medium for experimentation.
Whatever it is, it's still an exciting time to be a fan of the handheld. True it may be on its last legs in a sense. But there's a rather impressive list of games coming out this year -- most of which on UMD -- that says that it may still have a chance at sticking around for a while. And if enough of us continue to buy UMD's then perhaps that physical media won't die out. At least not as quickly as the media seems to assume.
On a recent trip to my local used stores looking for cheap UMD's I stumbled upon Gunpey. The name alone caught my eye. Could it really be? "Originally created by the late Gunpei Yokoi..." read the back of the box. Yes, this is a title making reference to Gunpei Yokoi himself -- the sadly deceased genius who invented the Game Boy. And without hesitation I snatched this game up. It seemed far too cosmic. Something I absolutely must own. If the PSP has taken its place in my travels as thee portable gaming device to keep my attention, then any game that has such a strong connection to the Game Boy deserves to be played by me.
[img width=225 height=279]http://i.imgur.com/dxUSX.jpg[/img]
[img width=200 height=300]http://i.imgur.com/FnGH5.jpg[/img] [img width=200 height=300]http://i.imgur.com/EQJsw.jpg[/img]
After reading through the PSP game's manual, I could find no real answer as to how much Yokoi had to do with this game. So I was off to do some research. As it turns out Gunpey is actually a remake of a puzzler that Yokoi created for his original WonderSwan handheld. This of course was the portable console that he would create after leaving Nintendo, and it was a direct competition to the Game Boy that he had been responsible for creating. It, and its successor the WonderSwan Color would never leave Japan.
Basically Gunpey is a puzzle game in which you must take jagged pieces of angles arranged in blocks as part of a grid and connect them so that they reach from one side of the screen to the other. The result will look something like a graph before clearing.
[img width=300 height=200]http://i.imgur.com/AI4U9.jpg[/img] [img width=300 height=200]http://i.imgur.com/i7wFO.jpg[/img]
Gunpey on the PSP is exactly what it should be -- an updated version of the original. It plays just like the original, but yet features vibrant colors and lush trance-like music. It offers some unlockable content, such as new music and backgrounds and of course keeps track of your high scores. But really the game is little more than the simple, but challenging puzzle game that Yokoi came up with over a decade ago. To be fair Gunpey is not a classic. It does not have the sort of addictive quality that games like Tetris are best known for. But it is elegantly simple. It is challenging. It is a work out for your mind and fingers at the same time. It is completely conducive to a portable setting. And with that in mind, it is a perfect tribute to its creator. And a welcome addition to the PSP's library.
We're back and we dragged yet another willing participant in with us! den68 joins us for this episode and, as will happen when talking about your 6000+ game collection, things get a little strange. Regardless, we want to thank Dennis for joining us and we hope you enjoy the episode! Also, because of the ridiculousness that was brought up, we're going to have a little caption contest. Details inside!
Continue reading RF Generation Nation - Episode 8: Furious Iron Fist
[img width=400 height=456]http://media.giantbomb.com/uploads/0/5278/367095-room_of_doom_large.jpg[/img] SPECS:
Game: Room of Doom Year: 1982 Publisher: CommaVid, Inc. Developer: CommaVid, Inc. Designer(s)/Programmer: Irwin Gaines Rarity (according to AtariAge): 6 = Rare+ Controls: Joystick Number of Players: 1 Average Cost: varies upon condition and number listed at auction, $25 - $65 loose is typical Also Available On: exclusive to the Atari 2600
Tagline/Description: "ESCAPE! Your mind throbs, trapped in the Room of Doom, the fiendish gunmen are trying to annihilate you. Shots come from secret portals that mysteriously open and close. Watch out! The gunmen have unleashed a hydra-headed monster; it relentlessly pursues you. Don't panic! Your marksmanship can stun it, but only for a moment. Should it remain in the Room of Doom too long; the monster becomes invulnerable to your bullets. Dodge the gummen's firepower; shoot them in return when the secret portals open and Escape....But where? The next Room of Doom awaits. An even more diabolical chamber with rapid-fire gunmen and devious monsters trying to destroy you. Can you survive through the full gauntlet of Rooms and escape unscathed? Only you can test your skill in this latest video challenge from CommaVid."
Continue reading Room of Doom
[img width=700 height=604]http://i10.photobucket.com/albums/a136/DarkTheThief/NESC1.png[/img]
[img width=700 height=297]http://i10.photobucket.com/albums/a136/DarkTheThief/NESC2.png[/img]
[img width=700 height=519]http://i10.photobucket.com/albums/a136/DarkTheThief/NESC3.png[/img]
[img width=394 height=648]http://i10.photobucket.com/albums/a136/DarkTheThief/NESC4.png[/img]
[img width=700 height=674]http://i10.photobucket.com/albums/a136/DarkTheThief/NESC5.png[/img]
[img width=699 height=530]http://i10.photobucket.com/albums/a136/DarkTheThief/NESC6.png[/img]
Impressive? Average? Not Good? Leave a comment!
The Demise of the Video Game Manual |
 The other evening I opened up NBA 2K11 and was presented with the following on page 1 of the miniscule documentation (4 pages in total):
Reading those dreaded words officially ended my naive hopes that my gaming partner would recover from the years of cropping and truncating. Though I was aware that the end was nearing (Ubisoft), my old friend known as the Video Game Manual was at long last on its final legs. | Back in the day, tearing open a new video game was pure exhilaration. Not only did I finally acquire that cherished title, but I couldn't wait to check out its mandatory sidekick - the Video Game Manual. As much as the software itself, I was stoked to check out those glossy, colorful pages that would detail the various ins and outs for my upcoming gaming adventure. What surprises lay in store for me? Would it give me some secret tips in addition to that somewhat-mandatory "Notes" page to scrawl my cheat codes. high scores and the like? For those old-timers out there, this anticipation was akin to slipping the jacket out of a new vinyl purchase. You did so in a very slow, calculated manner in hopes that this meticulous action would somehow ensure the ultimate payoff - song lyrics imprinted upon the album sleeve. Ripping into a new video game purchase was much the same. For my hard earned cash, I was eagerly expecting to be rewarded in some manner in addition to the game itself. For the most part, the publisher did not disappoint. They took great pride in the production and content of their game manuals. Screenshots were showcased in addition to providing 'survival tips', background story, team rosters and sometimes even a game map. You never knew what might be encompassed within, or accompany, the instructions. It was like opening up a box of Cracker Jacks as a kid. Sadly, those magical moments are nearing its end. 
Final Fantasy III really gave gamers a bang for their buck!! |
For the most part, budgetary and environmental initiatives have basically castrated the Video Game Manual. Don't get me wrong - I want to save a tree as much as the next guy. I am all for utilizing technology to reduce manufacturing expense and the overall ecological footprint of production. That being said, the instruction booklet is an integral part of the overall experience for this old school gamer and should not be the sacrificial lamb. The joy of simply reading through that gaming goodness prepared me for the upcoming experience. I can't quite put it into words, but I could feel myself getting completely immersed in the game after studying a well produced manual prior to actually playing it. Yes, I grant you that I may just be feeling nostalgic at the moment. I miss the days of finding those hidden gems within that game packaging. I find myself being pleasantly surprised less and less as the years go by. Of course, this is a sign of old age coupled with dawn of the digital era. Still, I will miss my cherished compadre. The glory days of the Video Game Manual have unfortunately come to an end. Unless, of course, you decide to purchase the Limited Edition version. | | Do you miss the Video Game Manual? Which ones were among your favorites? | |
I know what you're thinking, the last edition of RFG Thanks was for March, and this one is for February. But don't worry, we didn't travel back in time (I didn't anyway, I don't know about you), it really has been 11 months since the last one. And I do apologize for that, you guys are what make this site possible, the members that make the submissions and the staff members that review them and make their own. And the least I can do is thank you all for the work you do here at RF Generation.
Now, without further ado, the stars of RF Generation! The top five submitters in February were Y2richie, Fuyukaze, ApolloBoy, NES_Rules and Shadow Kisuragi. Together, these people made over 1,300 submissions, with y2richie and Fuyukaze making an astounding 466 and 408 of those respectively. Thanks guys, you've all done an excellent job!
But that's only one side of the story, without our team of highly skilled and trained staff reviewers, none of those submissions would have done anything other sit in queue. These staff members each approved over 100 submissions in February: Fuyukaze, ApolloBoy, NES_Rules, and Izret101. As always, you guys are awesome and the backbone of RF Generation!
Though these members were the top submitters and reviewers in February, they are not alone. This site is a group project and can only be complete with the help of every member, whether its a small page edit or submitting a thousand images. So thanks goes out to the other 54 members who made at least one submission in February.
With the help of all RFG members, in February there were a total of 1,813 submissions, with 1178 of those being images. 139 new titles were added to the DB, and 372 pages were edited. I'd say that's a good month, and it was the shortest month of the year!
And finally, I'd like to mention that I won't be the only one writing these anymore. Instead, a team of writers from the Blog staff will be taking turns to help ensure that they continue each and every month. If you want to know who else will be writing these, you'll just have to keep it tuned to Channel 3 to find out.
King Of Fighters 98 was the game chosen for February's Together Retro game club title over at http://Racketboy.com. Though I'm a fan of 2D fighting games, the King Of Fighters series always seemed tough to keep track of as far as I was concerned. And even after putting in plenty of time to research it for the month, it came across as no less daunting of a task. Even this particular entry in the series was released and re-released multiple times, often with alternate titles (KOF 98 is even titled 99 on the Dreamcast!). However, I did my best to wrap my brain around it and put together some thoughts for your amusement dear readers.
[img width=300 height=400]http://i.imgur.com/NFJ7I.jpg[/img]
[img width=300 height=200]http://i.imgur.com/iGtHE.jpg[/img] [img width=300 height=200]http://i.imgur.com/AcOXj.jpg[/img]
Because I've been heavily concentrating on collecting PS1 and PS2 games lately I decided to devote most of my playing to King Of Fighters 98: Ultimate Match. Though even then there was a decision about which PS2 version to buy seeing as how KOF 98 was also featured on a compilation disc called King Of Fighters: Orochi Saga. In the end I chose Ultimate Match based mostly on the fact that I could find the game for a bit cheaper, it apparently contained more characters, and it included a nice KOF poster and bonus DVD. I'm a total sucker for "extras."
I have played a fair share of SNK fighters in the past -- namely Fatal Fury -- but all in all, I'm a lot more familiar and comfortable with Capcom fighting games. As it turned out King Of Fighters 98 played completely differently. The biggest thing for me to get used to was using three fighters out of a pool of characters that I really wasn't familiar with. This proved to be an especially daunting task to me, as I was used to the concept of choosing one character and familiarizing myself with their moves by experiencing lots of fights as them. Instead I was forced to pick three fighters from a huge roster and try to grasp how to use each.
[img width=100 height=100]http://i.imgur.com/VcjSo.png[/img] [img width=100 height=100]http://i.imgur.com/u5E1P.png[/img] [img width=100 height=100]http://i.imgur.com/uQOef.png[/img]
The team that I created is pictured above. First I chose Terry Bogard, based totally on the fact that he was who I often used in Fatal Fury so I was pretty familiar with his moves. Then I chose Mai, because she's fast and has a rather fan favorite animation. And then finally I chose Choi because well... he reminds me of Freddy Krueger. Terry is pretty good. Mai is definitely awesome. And Choi is mostly crappy but fast. So whatever.
I'm still not really sure if the fighting system is just too deep for me, or if the AI is too cheap for me, or if years of Capcom fighters have just left me a total idiot when it comes to any other fighting system, but I just could not seem to make it far in King Of Fighters 98. Generally I'd do really well for one or two fights, but by the third I was just getting completely destroyed. But what's odd is that I didn't find it to be a fun challenge. Instead I just found it annoying. Perhaps a big problem is that I could never quite find a third fighter to get good at. Though Choi was usable, I wasn't great with him. So really I was hoping to beat all three opponents with just Terry and Mai.
Though I didn't love the game itself, I am still impressed with the wonderful graphics. All of the fighters are just drenched with character. It's all so very SNK. Also playing the game to the point of aggravation did unintentionally re-kindle my love of Capcom Vs SNK 2. In fact, I even started using Mai in that game -- adding her to my team of Morrigan and Chun-Li. Oh and speaking of Chun-Li, I was using her Street Fighter II anniversary fighting pad to play the game, which did lend a level of comfort.
[img width=300 height=400]http://i.imgur.com/q5Vss.jpg[/img]
The mission of this website is to educate people about Japanese only videogames that have been translated into English. In the future, I hope to write about a variety of things including information about translated games, interviews with people who have translated games as well as the person(s) who originally worked on the Japanese only game. I also hope to play through translated games and give my thoughts on them as I play through them.
My interest in translated games really piqued after three translations-Mother 3, Policenauts, and Persona 2- Innocent Sin. These games motivated me to go back and check out some other translations and I have found that there is a whole slew of new games available to me and others via fan translations.
I hope you enjoy my blog!
Animal Crossing: A popular game, right? Of course it is. It's fun, and it obviously keeps people entertained...except me. Now, don't get me wrong. I love these games, and the first time I played on the Gamecube, I kept playing for weeks. When the DS Version came out, I played it for a while too, but when the Wii Version came out, I couldn't get into it that much.
This brings me to the big question: Why can't I continue playing it when I start a new game? I mean, there's a good game here, and all the pieces are in the right places, but I just can't keep playing. Is it because it kind of forces you to keep playing to keep your Town looking good? Is it because I saw the Credits and I considered it beat? I just don't understand this. Anyway, what brought all this up? I was watching a Flash Movie, and it reminded me of Animal Crossing. Anyway, I could use some help here. If anyone has played any of the 3 (4 in Japan) Games in the series, could you please shout out in the comments what it was that kept you coming back for more? Thank you!
Also, Ninja Gaiden for the NES kicks ass, but it's really tough. I love it!
[img width=300 height=400]http://i.imgur.com/vISqY.jpg[/img]
Shadow Of The Colossus has always been one of those games that I planned on playing. But never did. Sort of like those big classic books that you plan to read someday, but their size scares you off -- and there's always the possibility that you'll be let down after years of hearing how classic it is. Well, I finally decided it was time to cross this one off my list. And to sort of motive me to do so, I kept a log of my playing. I did so in the form of a forum thread at http://Racketboy.com, but I've taken the liberty of editing my impressions together here (sans conversations) to chronicle my journey.
Lots of swearing and spoilers after the break!
Continue reading Shadow Of The Colossus
Let's face it: NES Games are TOUGH. Whether they provide a real challenge, or are just cheap, the majority of them are tough. Why? I'm not really sure. Sometimes I wish it was still that way. I feel that many games nowadays appeal to Casual Gamers only when it comes to difficulty. Don't get me wrong now. I know there are some tough ones today, like Demon's Souls for the PS3. Anyway, I'd like some assistance here. I want to compose a list of the toughest, most punishing NES Games out there, and that includes NTSC-J and PAL games. Here's some I personally know of:
Contra The Adventures Of Bayou Billy Little Nemo The Dream Master Super Mario Bros. 2 (J) Final Fantasy 2 (J) The Legend of Zelda 2 (US)
That's only a few off the top of my head. If you can think of any more (and I'm sure you will), please shout them out in the comments. Thank you!
PRESSURE COOKER
[img width=254 height=340]http://1.bp.blogspot.com/_KqLKZFRTHM8/SgX93HlNQCI/AAAAAAAAA5U/sMB8X--V4yM/s320/Pressure_cooker_boxart.jpg[/img]
SPECS:
Game: Pressure Cooker Year: 1983 Publisher: Activision, Inc. Developer: Activision, Inc. Designer(s)/Programmer: Garry Kitchen Rarity (according to AtariAge): 4 = scarce+ Controls: Joystick Number of Players: 1 - 2 (turn based) Average Cost: $5 - $10 loose Also Available On: exclusive to the Atari 2600
Tagline/Description: "Sounds like lunchtime at 'The Grille.' And behind the counter? None other than Short-Order Sam. A man who was born in grease. Normally thrives under pressure. Except today. You see, Sam's automated kitchen is totally out to lunch. And, with hundreds of hungry customers waiting, he could sure use a helping hand. So grab your apron and get cookin'. Come on. After all, how can you turn down a man whose initials are S.O.S.?"
With the recent demise of Guitar Hero, I became inspired?? to review, Pressure Cooker, one of the more uncommon titles developed by Activision for the Atari 2600. During the 2600's lengthy run, Activision developed some of the best and most memorable titles for the system, including River Raid, Spider Fighter, Megamania, Kaboom!, H.E.R.O., and the game which holds the #2 spot on the 2600s all-time best seller list, Pitfall!. Pressure Cooker was developed in 1983 by Activision, a company formed by group of former disgruntled Atari employees who founded their own company in 1979 and became the first third party software company to sell their wares to Atari during the 2600 era. Recently (in 2007), Activision merged with Blizzard Entertainment, the company at the forefront of PC gaming, to form the video gaming Megalodon, Activision Blizzard, Inc.
[img width=237 height=300]http://4.bp.blogspot.com/_VTa96vVto6w/SRehW0n7NiI/AAAAAAAAAEk/pMqFe-rhwag/s320/victayback.jpg[/img]
Pressure Cooker is one of the first in a long line of action/kitchen video games that includes Burgertime, Piece o Cake, Diner Dash, and the more current Cooking Mama, to name a few. Its a frantic and fun-filled kitchen adventure in which you control a short-order cook whose job is to fill fast-paced hamburger orders. While burgers and buns move down a conveyor belt on the left side of the screen, ingredients fly at you from dispensers on the right. Your job is to catch or reject these ingredients (which consist of cheese, onions, tomatoes, and lettuce) and place them on the burger to accurately fill customer orders at the bottom of the screen. Once you have assembled your burger, it's off to the wrapping room to drop it off in the correct, color-coded wrapping machine and begin the process all over again. Be sure to catch or reject all the ingredients and don't let any hamburgers fall off the end of the conveyor belt, or you'll lose performance points! If your performance score drops to zero, you are fired and the game ends. As you successfully create orders, the game difficulty increases as the conveyor belt gets faster and the orders become more complex.
Overall Points vs. Performance Points
In Pressure Cooker, the scoring system is based on an overall points system, while instead of having lives your characters survival in the kitchen is determined by performance points. You begin with 50 performance points and these can be deducted or increased (to a maximum of 99) by poor or good performance respectively. For every 10,000 overall points that you score, you gain 10 additional performance points. You will lose performance points for the following reasons:
Wasting or doubling up on an ingredient = -1 point; Dropping the hamburger in the wrong colored chute or missing the chute = -5 points; or A hamburger falls off of the conveyor belt = -10 points.
Once you run out of performance points, the game is over. Overall points are gained by catching ingredients (+5), dropping correct ingredients on a burger (+10), and dropping a burger into the correct wrapping chute (+100). Bonus efficiency points are also awarded at the end of each round. Scoring over 45,000 overall points could have won you a bitchin mail-in patch from Activision back in the day.
[img width=250 height=325]http://www.atarimania.com/goodies/hi_res/pressure_cooker_patch.jpg[/img]
**check out all of the Activision patches at AtariAge** http://www.atariage.com/2...s/activision_patches.html
Pressure Cooker is a great game and even though I'm partial to shmups like Spider Fighter and Megamania, its one of my favorite Activision titles. The graphics are colorful and actually pretty nice and well-defined. Cheese is represented as an orange square, but then again, cheese is basically.....well, an orange square. The controls are one of the more disappointing aspects of the game. The precision needed in grabbing ingredients and rejecting them can be cumbersome at times due to the rigidness of the Atari joystick and losing performance points because of this can be frustrating. The music and sounds of the game are fluid, but the music does become rather tedious and tiring after only a short time.
However, what really separates Pressure Cooker from other 2600 titles, and makes it stand out, is its very original concept and its replay value. Though a kitchen-based platform doesn't seem like the most interesting of games, the focus required to react and the quick decisions that players must make to read the orders at the bottom of the screen, catch moving ingredients, place them on moving buns, and drop them in the correct wrapping chute, creates a gameplay environment that borrows from and incorporates the best concepts used in puzzle, strategy, and tower defense games. Such challenging and fast-paced action always makes you want to come back for more. Pressure Cooker is a great game, and at a fairly affordable price, is a must own for any Activision and/or Atari 2600 fan.
**video courtesy of AwesomeRickyC**
b]RATINGS (on a scale of 1-4: 4 being the highest):[/b]
Controls: 2 Graphics: 4 Sound Effects/Music: 3 Concept: 4 Replay Value: 3 Cart/Box Art: 2 Overall Score: 3.00
[img width=550 height=764]http://i280.photobucket.com/albums/kk189/Crabmaster2000/ZW.jpg[/img]
Continue reading Unloved #23: Zack & Wiki: Quest for Barbaros Treasure
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We are a community of collectors, gamers and the likes, and some of us enjoy to let the world know what is on our mind. For those members, we have the community blogs, a place where they can publish their thoughts and feelings regarding life, universe, and everything. Some of those members might even choose to write about gaming and collecting! Whatever they write about, you can find it on their blog. You can either see the latest community blog entries in the feed you see to the left, or you can browse for your favorite blog using the menu above. Interested in having your own blog hosted on RF Generation? It's rather simple, first be a registered member, and then click the "My Blog" link that you see in the navigation above. Following those two steps will certainly get you on your way to blogging.
Sit back, relax, and enjoy our entries, rantings, and completely unrelated series of thoughts. We write for you to read, so we certainly hope that you enjoy our material.
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