RF Generation.  The Classic and Modern Gaming Databases.RF Generation.  The Classic and Modern Gaming Databases.

Posted on Nov 17th 2010 at 07:07:15 AM by (noiseredux)
Posted under Game Boy, Konami

Being a collector means that the internet is both your best friend and worst enemy. For every cheap game you're able to find on eBay or great trade through a message-board there's another elusive and expensive rarity out there taunting you. These are the kind of items that we didn't even know existed because we've never seen them mentioned before. So stumbling upon them feels like you're in on a special secret. That's exactly how I felt when I discovered the Konami Hyper Boy a few weeks ago.

[img width=300 height=400]http://imgur.com/Fawugl.jpg[/img] [img width=300 height=400]http://imgur.com/EQm5Ql.jpg[/img]

The Hyper Boy was a unique accessory that Konami released in Japan for the original Game Boy. The idea is that the Game Boy would slip inside of the Hyper Boy and be turned into a tiny arcade machine. This is certainly novel, and of course appeals to fans of Game Boy shmups such as myself.

[img width=300 height=400]http://imgur.com/TJdL4l.jpg[/img] [img width=300 height=400]http://imgur.com/Y5Rjll.jpg[/img]

The unit itself runs on two D batteries, which as you might imagine add up to a considerable weight when coupled with the Hyper Boy and Game Boy (which already has its own four AA batteries inside). Sadly the Hyper Boy does not offer an AC Adapter option, which means those D batteries are your only option to power it. Luckily the Game Boy's AC port is still reachable though.

[img width=300 height=400]http://imgur.com/XoiGll.jpg[/img] [img width=300 height=400]http://imgur.com/fyylpl.jpg[/img]

Besides the obvious addition of an arcade stick rather than D-pad, the Hyper Boy also incorporates a magnifying screen and front-light as well as an amplified speaker. Interestingly the arcade stick even has separate settings for four or eight directional controls.

[img width=300 height=400]http://imgur.com/D6eeDl.jpg[/img] [img width=300 height=400]http://imgur.com/gyHlBl.jpg[/img]

Of course the real question is how well does it work? Well first off the magnification and light certainly helps the screen out, but it certainly can't deliver any miracles. The classic Game Boy screen is still going to be a challenge if you don't get the contrast just right. The added speaker on the other hand works quite well. It actually adds a nice bit of clarity and strength to the output. As far as the arcade stick goes, it's by no means arcade quality but it definitely does the job. The eight-way setting feels comfortable and loose enough on shmups like Konami's own Nemesis.

[img width=300 height=400]http://imgur.com/JF39al.jpg[/img] [img width=300 height=400]http://imgur.com/nS6xEl.jpg[/img]

Though this accessory is far from perfect, it's also ridiculously unique. It was obviously made for a very niche audience, of which I'm definitely in attendance. Perhaps it's not the kind of device that every gamer would drool over, but for someone like me with such an affection for Game Boy shmups it's one of the crowning pieces in my collection.





Posted on Nov 11th 2010 at 07:54:47 AM by (noiseredux)
Posted under Mario, Game Boy, Game Boy Color, Game Boy Advance

Gaming websites are currently all going nuts celebrating the "25th Anniversary" of Mario. Of course we all know that Mario (as "Jumpman") has actually been around a bit longer than the NES, but really the birthday is in celebration of Super Mario Bros., undoubtedly an important game as it may have single-handedly rescued video games from the fallout of E.T. Or whatever other urban legend you feel is responsible for the great video game crash that left the landscape baron until the NES and its pack-in game Super Mario Bros. changed everything.

Personally I already had some gaming exposure before Mario hit it big on the NES. When I was a mere toddler my dad got me a Commodore 64 and a slew of educational titles in hopes that playing games on a TV might help me learn. And just before the NES became a household appliance, I also found myself the proud owner of a hand-me-down Atari 2600 and box of random games. But like many others my age, it was seeing that first Super Mario Bros. game at a friend's house that had me begging my parents for a NES, and beginning a longtime interest in video games. With all of this in mind, I thought it would be appropriate for the Game Boy Player Land blog to spend some time looking at the history of Super Mario platformers available on the various Game Boy systems.



[img width=300 height=300]http://www.rfgeneration.com/images/games/U-069/bf/U-069-S-03700-A.jpg[/img] [img width=300 height=300]http://www.rfgeneration.com/images/games/U-074/bf/U-074-S-00730-A.jpg[/img]

The classic Super Mario Bros. was made available twice for Game Boy fans. In 2000 it was released as Super Mario Bros. Deluxe on the Game Boy Color. This is actually a bit of a remake as it features an overhead map view between levels, much like in Super Mario Bros. 3 and some enhanced graphics. However the biggest change in presentation is that holding Up or Down on the control pad will scroll the screen up or down. This is due to the change in screen resolution from the original NES version to the GBC version. For some gamers this subtle change is totally game-breaking, while others find it perfectly fine. I personally am somewhere in the middle. I'm not crazy about the screen-scroll, but the cartridge is a fine release, plus it includes The Lost Levels as a bonus (see below).

Super Mario Bros. was then ported to the Game Boy Advance in 2004 as part of the Classic NES Series. This edition is a rather perfect port of the original NES title with no enhancements whatsoever. This edition will surely appeal more to purists, although it's a lot more expensive to hunt down and has no extra's like the GBC Deluxe release. Though it must be said that the game really does look excellent while taking up the full GBA screen.

[img width=300 height=300]http://www.rfgeneration.com/images/games/U-074/bf/U-074-S-04880-A.jpg[/img]

Super Mario Bros. 2 was released as a launch title for the Game Boy Advance under the perplexing and annoyingly new title Super Mario Advance. This version is based on the Super Mario All-Stars version originally released on the SNES. There's two major differences in this release from the SNES version. First is that it features a much-needed save feature. This is good. Second, all four characters now have added voices which are used way too often. This is bad. But if you can get past the voices, this is a great port of a great game. (And like all the Super Mario Advance titles, it includes the original Mario Bros. as a bonus.)

[img width=300 height=300]http://www.rfgeneration.com/images/games/U-069/bf/U-069-S-03700-A.jpg[/img] [img width=200 height=300]http://imgur.com/ZMC7Rl.jpg[/img]

The "real" Super Mario Bros. 2, known here in the US as The Lost Levels found two different releases on Game Boy systems. The GBC cart Super Mario Bros. Deluxe actually featured it as an unlockable once you beat the first game. This two-for-one fact alone makes Deluxe a total necessity. This port of Lost Levels also features the scroll up/down feature found in the GBC version of the first game, and is also supposedly slightly easier, which in a sense defeats the purpose of the game's existence.

The game was also released as part of the Famicom Mini series of Game Boy Advance games in Japan. The Famicom Mini series was Japan's version of the US Classic NES series. Much like you might expect, this GBA version is an exact port of the Famicom version of the game. As such it's completely sought after by collectors, and considerably pricey to import.

[img width=300 height=300]http://www.rfgeneration.com/images/games/U-074/bf/U-074-S-04890-A.jpg[/img]

Super Mario Bros. 3 was re-released as the fourth volume in the stupidly out-of-chronological-order Super Mario Advance series on the GBA. This one is also based on the SNES All-Stars port of the game, and also features some added annoying voice work. However, this particular release is the most interesting of all the titles released in this series due to its compatibility with the Nintendo e-Reader. If you can find the e-cards, there are actually ten additional levels that can be played for the first time in Super Mario Bros. 3. Think of it as a very early experiment in DLC. Considering this is one of the greatest games ever made, this should get at least some of you out there hunting for e-cards.

[img width=300 height=300]http://www.rfgeneration.com/images/games/U-074/bf/U-074-S-04900-A.jpg[/img]

Super Mario World was the 2nd GBA release in the Super Mario Advance series, and the porting from the SNES to the GBA looks excellent. Perhaps I'm slightly biased because it happens to be my absolute favorite 2D Mario game of all time. So I'm not sure there's much I can tell you, other than it's basically a close to perfect port of the SNES game. And that's a good thing. (Oh, and there's still some stupid voice work.)

[img width=300 height=300]http://imgur.com/rBNwQl.jpg[/img]

The sometimes overlooked Super Mario World 2: Yoshi's Island was also released as part of the GBA Super Mario Advance series. However it strangely dropped the "Super Mario World 2" part of its title upon re-release. Having said that, this game looks staggeringly good on the Game Boy Advance. Many gamers missed the original game as it appeared very late in the SNES' lifespan, which is too bad as it basically showed off a lot of graphical effects that most people probably didn't realize that the SNES was capable of. On the same token, although the GBA is technically more powerful than the SNES, somehow this title still looks astonishing in this re-release. It's a huge bonus that the game is an epic, challenging and quirky adventure that is as addicting as it is fun.

[img width=300 height=300]http://www.rfgeneration.com/images/games/U-037/bf/U-037-S-04360-A.jpg[/img]

Super Mario Land was actually a launch title for the original Game Boy. As such it is often overlooked as a "dated" entry in the series. However really it's a totally unique and amazing title. Sure it's way too short. But it's also full of incredible music, interesting levels (including shmup-inspired ones) and weird enemies. It's a bit of a black-sheep in the series, much like the US Super Mario Bros. 2, but both titles are deserving of respect based on their own unique merits.

[img width=300 height=300]http://www.rfgeneration.com/images/games/U-037/bf/U-037-S-04370-A.jpg[/img]

The second Super Mario Land is one of those Game Boy games that even Game Boy detractors have to admit is amazing. It's a huge game full of the kind of characters and well thought out levels you would have been expecting on the SNES at the time. This game is ridiculously awesome, allowing you to roam the overworld map and tackle the levels in any order you wish. Each world has its own theme and each is full of references to other extremes of the series. This one is amazing.

[img width=300 height=300]http://www.rfgeneration.com/images/games/U-037/bf/U-037-S-04380-A.jpg[/img]

I originally planned to not mention this one, as it's really far more the first game in the Wario Land series than it is the third game in the Mario Land series. But alas, I knew if I left it out I'd be left with a lot of angry comments and maybe a decapitated Koopa left in my bed. In my own personal opinion, Wario Land is the definition of a "transitional game." It's nowhere near as good as the Mario Land games that preceded it, nor is it as genre-defying as the Wario Land sequels that would follow it. Really it's just a pretty run of the mill platformer with some decent ideas that would be fleshed out later.



Phew. Well there we have it. Of course there are a million other Mario-related games on the Game Boy, Game Boy Color, Game Boy Advance and e-Reader, but going through everything is far beyond the scope of this post. I may try to outline some of the fringe releases later, namely the sports titles and so on. But please feel free to use the comments section below to add your own personal thoughts, memories, etc on these titles!



Posted on Nov 10th 2010 at 06:30:00 AM by (NES_Rules)
Posted under Site News, Game Gavel, ChasetheChuckwagon, Auctions

I'm sure by now, most of you have heard of a growing auction site, Game Gavel, formerly known as Chase The Chuckwagon. If you have been living under a rock for the past two and a half years, and haven't heard of Game Gavel, its an auction site created by gamers and collectors for gamers and collectors, aimed at being an alternative to eBay by saving sellers money and giving buyers great deals at the same time. I won't bore you with the details, but they do have a nice Game Gavel vs eBay comparison page you may want to take a look at.

So now you're probably wondering what this has to do with RF Generation, and don't worry, I wasn't paid off to convince you to join Game Gavel. But RF Generation and Game Gavel have become partners of sorts. Have you noticed that little Game Gavel logo on the right over there under "Our Friends"? That's there because the people over at Game Gavel really are our friend, they have graciously added RF Generation to their "Friends" listing viewable on every page on their website, which I'm sure has brought in more than a few new members.

But wait, there's more!

As a special bonus to RF Generation members, Game Gavel has added us to a select group of affiliations. What this means is that as an RF Generation and Game Gavel member, you can now add your RFG username to your Game Gavel profile.This will display an RFG badge next to your auction listings and will allow buyers to search for items for sale by RF Generation members!

So, if you're not a member of Game Gavel, then what are you waiting for? It's free to join and cheap to sell. And it certainly doesn't hurt to take a look, you won't know if that game you've been looking for is there unless you take peek. If you do sign up for Game Gavel, be sure to add your RF Generation username to the Affiliations section.

If you're already experiencing the greatness of Game Gavel and have an account, its easy to add your RF Generation affiliation. When logged on, simply click "Members" in the blue bar and then under "Account Tools" click "Update Contact Info/Change Password" and the fifth section down is where you add your RF Generation username.

And if you want to see what your fellow RF Generation members are selling on Game Gavel, you can click "Advanced Search" up by the main search box, and simply check the box for RF Generation.

If you've used Game Gavel already, share your stories in the comments below.



Posted on Nov 5th 2010 at 05:40:36 AM by (noiseredux)
Posted under Game Boy Color, Homebrew

[img width=640 height=426]http://imgur.com/IqzvXl.jpg[/img]

September 2010 saw the release of the first mass-produced Game Boy Color homebrew cartridge that I know of, a Puzzler called Chunkout. This is really a pretty big deal. Slowly Game Boy Advance homebrew carts are becoming more and more common, but a Game Boy Color release seems almost unheard of. The truth is that just the historical aspect of this release would have made it a must-have for me anyway, but it so happens I love GBC Puzzlers. So bonus! When it arrived in my mailbox last month I have to say that it was one of the most impressive unboxings for a homebrew release that I've ever experienced.

[img width=640 height=426]http://imgur.com/cPx1Gl.jpg[/img]

The work that went into producing these games is amazing. It's almost hard to believe that these were assembled by hand. Opening up that box -- which was incredible to see a new boxed GBC in 2010 -- it was great to see the colorful manual, and pristine little "Game" cartridge. There's no doubt that Chunkout is an immense labor of love. This is a release for GG-freaks, by GB-freaks.

[img width=200 height=200]http://chunkout.com/images/gameboy/chunkouttitle.png[/img] [img width=200 height=200]http://chunkout.com/images/gameboy/chunkout.png[/img]

Chunkout is a classic block-Puzzler that involves dissolving clusters of like-colored blocks in the hopes that you won't be left with a single block. The game is far more difficult than it sounds, and will really work out your brain. Its gameplay offers up a rather quick thrust of complete addiction. It's a fantastic release that all Game Boy Color puzzle fans should seek out fast, as the initial (and possibly only) run is limited to 100 copies.

http://chunkout.com/



Posted on Nov 3rd 2010 at 09:00:00 AM by (noiseredux)
Posted under Music

[img width=300 height=300]http://imgur.com/RVG0n.jpg[/img]

Back in 2003 composer Manfred Linzer released a CD entitled Iridion 3D & II Perfect Selection, which as you might guess compiled the music from the two Game Boy Advance Iridion games. Now as a huge fan of Game Boy related Shmups, this was a huge deal to me when I found out that such a CD existed. Unfortunately my quest led me to the realization that the soundtrack was only released in Germany, in small numbers and it's pretty impossible to find now anywhere. However Mr. Linzer himself pointed me to the fact that the entire soundtrack had been digitally re-released this very year. So with that in mind I urge you all to go download this badboy. Though certainly I would prefer a physical copy, this is still a must-have release in any format you can find it. And it's important to support someone who put so much work into such a fun game (Iridion II is unbelievable -- I know I've plugged it before, but if you haven't played it yet I'm not sure what you're waiting for).

You can download the soundtrack here:

http://www.amazon.com/Iri...sic&qid=1288657401&sr=8-1
http://www.cdbaby.com/cd/ManfredLinzner
http://www.emusic.com/alb...P3-Download/11981854.html



Posted on Nov 3rd 2010 at 06:40:19 AM by (bickman2k)
Posted under Podcast, rf generation, nation

Well, this episode took a lot longer than everyone was hoping. We had some things planned that didn't pan out, but we also have some cool new features that will help make the future episodes even better!

0:54 - What's New on Channel 3?
1:17 - Gaming News
12:15 - PlayStation Move/Kinect talk
28:53 - Brand Old Game: Eternal Darkness
36:57 - Top 5
37:37 - Outro

You can now comment in the forums, comment in this blog post, e-mail us(!), and even call us(!!!). We hope to be able to take your quick questions over any subject via e-mail at podcast@rfgeneration.com. You can also call us and leave a message! We can play your question or comment in the episode and we'll even respond to it! That number is (318) RFG-TIP5 or (318) 734-8475.

EDIT: Here is the forum thread to comment: http://www.rfgeneration.c...m/index.php?topic=10730.0

The podcast, as usual, can be found and subscribed at http://rfgeneration.podomatic.com as well as in iTunes!





Posted on Nov 2nd 2010 at 05:20:48 PM by (Crabmaster2000)
Posted under Shining the Holy Ark, RPG, Saturn, First Person, Sega, Dungeon Crawler

[img width=467 height=650]http://i280.photobucket.com/albums/kk189/Crabmaster2000/holyarkcover.jpg[/img]




Continue reading Unloved #20: Shining the Holy Ark



Posted on Nov 2nd 2010 at 05:09:41 PM by (noiseredux)
Posted under Game Boy Advance, Godzilla

[img width=300 height=300]http://www.rfgeneration.com/images/games/U-074/bf/U-074-S-02070-A.jpg[/img]

The Together Retro game club over at http://racketboy.com played a double feature for October that consisted of King Of The Monsters (Genesis, Neo Geo, SNES) and Godzilla: Destroy All Monsters Melee (GameCube, PS2, XBox). Of course I gave both titles a chance. You see I'm not only an avid participator in the Together Retro game club -- I'm also a big Godzilla fan, so a double feature of giant monster games seemed like a blast to me. Unfortunately neither game really blew me away all that much.

King Of The Monsters I had played before in its Genesis incarnation around the time it originally was released. I remember not being too enthused back then, but figured I'd give it another shot. Basically it came off as a wrestling game, only you were a giant lizard or monster and instead of a ring you fought on top of a city. The idea is certainly cool, but there's a few things that I didn't care for about it. First of all, it's almost annoying that the few characters to choose from are so obviously meant to be Godzilla-like characters. Instead they're just second-rate Kaiju-wannabes. Not to mention that there's very little distinction from one character to the next. Unlike in a game like Street Fighter where character selection is important, the move set is so similar from character to character in King Of The Monsters that it's almost uninteresting. But worse of all is the controls. I just don't feel like the controls are responsive, or well thought out. Ultimately King Of The Fighters falls into the old button-mashing category.

As far as Godzilla: Destroy All Monsters Melee goes, it at least sidestepped many of the mistakes that King Of The Monsters made. Of course the big draw is that the Godzilla license is present here. Once you unlock them all in story mode, there's a pretty hefty roster of Kaiju to choose from, which is awesome. And although there's no denying that the graphics in this game are breathtaking, I personally preferred the 2D charm of King Of The Fighters. Of course graphics are something I can always get by as long as the game is good, but ultimately I really found the controls here overwhelming. I also found the monsters to move too sluggishly, which I suppose is more realistic but not really as fun. Add to that the cheapness of the AI, which meant that I was often being ravaged in Round 2.

Oh if only there was a game that took all the awesome stuff from these two titles and avoided all the crap! If only there was a 2D melee Fighter that used real Godzilla monsters and had excellent controls! If only there was a game where I could play as King Ghidorah!
Most likely you realize that I'm getting around to the fact that there is such a game. And if you read the title of this blog post then you may have guessed that it's called Godzilla: Domination! and it was released for the Game Boy Advance in 2002.

[img width=300 height=200]http://imgur.com/lvWHd.jpg[/img] [img width=300 height=200]http://imgur.com/QohmN.jpg[/img]

Yes that's right, Godzilla: Domination rules. You get to play as the king lizard himself along with the aforementioned and ridiculously awesome King Ghidorah, Mechagodzilla, Mecha-King Ghidorah, Megalon, Mothra and Rodan. Each of them has their own specific special moves, which is useful while pummeling other monsters all over the globe. The graphics are fantastic. They resemble the 16-bit King Of The Monsters style quite a bit, but are far more detailed on the 32-bit hardware with no sign of slowdown even during four-way melee action. Bottom line: this game is great. Go get it!

[img width=300 height=200]http://imgur.com/YClFr.jpg[/img] [img width=300 height=200]http://imgur.com/e6lJv.jpg[/img]



Posted on Nov 1st 2010 at 07:00:12 PM by (slackur)
Posted under Arcades, Sony, Metreon, San Francisco, epic fail

Like many fellow gamers, as a child I once had a dream.  My occasional exploits in various mall and theater arcades ballooned my tweeny-bopper imagination into what I could, would do as an adult flush with money, time, and ambition.  I had visions as to what an arcade should be, how it would look, what it would contain, and how it should be run.  By golly, once I got a real job, made some decent money, and convinced a bank that I was going to make a fortune off of this, I would build the ultimate arcade, have my dream job, unlimited play time, and live like I always wanted.  It was so simple.  So elegant.  I would succeed where others failed because I would take my sense of what kids want and bring it into the adult world where no-one understood what kids really want, and therefore what would be profitable.

I would also keep a refrigerator stocked with those little plastic barrel 'Hugs' drinks because I only got one or two at a time and I was always thirstier than that.

Like many of you, I grew older and the reality of that grand arcade dream just faded away.  Maybe we got wind of the actual costs of running a business.  Maybe we did the math and realized what little profit is seen from such an industry.  More than likely, consoles overtook our attention once the graphics on home systems deflated the wonder out of the darkened, noisy, expensive dreamlands.  More than likely, we just forgot and let the dream die a slow, silent whimper.

But a few never let that stop them.
[img width=338 height=600]http://i797.photobucket.com/albums/yy259/slackur/Metreon/Metreon2.jpg[/img]

[img width=600 height=338]http://i797.photobucket.com/albums/yy259/slackur/Metreon/MetreonSide.jpg[/img]

Enter the Metreon, a 350,000 square foot 'urban entertainment destination' built in 1999 by Sony.  Located in downtown San Francisco, the 85 million dollar project was to enforce Sony's hip image by offering gaming, food, exhibitions, shopping, music, and movies, as well as to showcase new technology.  It was to be Sony's public hub for everything from Playstation to Anime.

[img width=600 height=338]http://i797.photobucket.com/albums/yy259/slackur/Metreon/MetreonInterior3.jpg[/img]

[img width=600 height=338]http://i797.photobucket.com/albums/yy259/slackur/Metreon/MetreonInterior1.jpg[/img]

[img width=600 height=338]http://i797.photobucket.com/albums/yy259/slackur/Metreon/MetreonInterior2.jpg[/img]

One floor was an arcade full of original games called Airtight Garage, based on the graphic novel by French comic artist and graphic designer Jean "Moebius" Giraud.   

It failed.
Here's how wikipedia puts it:

"The Airtight Garage's games proved unpopular, with the exception of HyperBowl, a 3D obstacle course bowling game featuring air-supported bowling balls used as trackballs, and they eventually were gradually replaced by other, better-known games, until the arcade was finally closed, then reopened as "Portal One," which preserved the decor, full bar, and Hyperbowl but was otherwise a more typical arcade. Sunday May 13, 2007 was Portal One arcade's last day of operation. The arcade was relaunched again as a Tilt."
(http://en.wikipedia.org/wiki/Metreon)

The fall of the Metreon itself, a shining example of the results of Sony's corporate mentality at the turn of the century, is better understood from this article:
http://www.sfgate.com/cgi...006/02/24/BUGSVHDITS1.DTL

Enter...me.  I've been visiting here in San Fran for a week, towing along a 360 hidden in the laundry luggage and hoping to finally burn through FFXIII without toddler distractions.  Throw in an ancient TV in our hotel that only takes RF and with a screen so fuzzy text is all but illegible, and I'm out looking for something, anything video game related. An extensive search proved nothing but Gamestops as far as the taxi can see.  Then I learn of the Metreon due to my smart, talented, and still incredibly appealing wife.  I was unprepared for what awaited me.

[img width=600 height=338]http://i797.photobucket.com/albums/yy259/slackur/Metreon/TiltFrontRight.jpg[/img]

[img width=600 height=338]http://i797.photobucket.com/albums/yy259/slackur/Metreon/TiltFrontLeft.jpg[/img]

It...was MY arcade.  The design, the aesthetics, the games, everything was as I envisioned in my youth.  The mock-up props of techno-industrial equipment, the pop sci-fi neon and oversized circuitry designs, the fake cables and wiring, all of the stuff I lovingly surrounded myself with as a kid. 

[img width=600 height=338]http://i797.photobucket.com/albums/yy259/slackur/Metreon/TiltProps1.jpg[/img]

[img width=600 height=338]http://i797.photobucket.com/albums/yy259/slackur/Metreon/TiltPropBar.jpg[/img]

[img width=600 height=338]http://i797.photobucket.com/albums/yy259/slackur/Metreon/TiltChronoProp2.jpg[/img]

[img width=600 height=338]http://i797.photobucket.com/albums/yy259/slackur/Metreon/TiltPropChrono1.jpg[/img]

(Yes, if you looked closely, they misspelled 'Crhono.' ?!?)

Snack machines, energy drink machines, even a bar! 

[img width=600 height=338]http://i797.photobucket.com/albums/yy259/slackur/Metreon/TiltPropBar2.jpg[/img]

[img width=600 height=338]http://i797.photobucket.com/albums/yy259/slackur/Metreon/TiltPropBar.jpg[/img]

Virtual bowling against the wall, half a dozen Dance Dance machines and their variants, air hockey, a dozen different light gun games including House of the Dead 4 and Time Crisis: Razing Storm, all of the fighting greats including Marvel Vs Capcom 2, various Tekkens, various King of Fighters, even Super Street Fighter IV.  A four player setup for Daytona USA as well as a few other racers, Skee-ball, and a three screen Sega Strike Fighter DX.  The list just went on and on...

[img width=600 height=338]http://i797.photobucket.com/albums/yy259/slackur/Metreon/TiltInside4.jpg[/img]

[img width=600 height=338]http://i797.photobucket.com/albums/yy259/slackur/Metreon/TiltInside3.jpg[/img]

[img width=600 height=338]http://i797.photobucket.com/albums/yy259/slackur/Metreon/TiltInside2.jpg[/img]

[img width=600 height=338]http://i797.photobucket.com/albums/yy259/slackur/Metreon/TiltInside1.jpg[/img]

(Not shown, for reasons explained below, was the gigantic Terminator Hunter Killer-like statue in front of the arcade that also housed ticket counter machines.  Yeah, for real.)

I quickly realized two things: One, if given the space and funds, this is the arcade I truly would have built.  There was honestly not much I would have changed.  And two:

It would have failed miserably, as this one did.

The place was dead.  During a Friday evening, only a few people entered and left in the two hours I was there.  Out of those I only saw a few games played, including an arcade machine of Deal or No Deal.  I'm doing my best not to judge here people, but for crying out loud, that just seems to me the most worthless game to make into an arcade cab.  At least most game shows have trivia or something.  Compared to the lottery that is Deal or No Deal, there's more skill involved in a game of Peggle.

Hmmm...Peggle Arcade...there's an idea...

But I digress. 

My goal was to show in dozens of pictures the wondrous, lost glory of this place, this fallen dream of mine and doubtless others who visit this site.  Unfortunately, as soon as I started near the entrance, the lady behind the counter gave me frantic hand gestures and told me I wasn't allowed to take pictures.  She said it was in their training manual, and she seemed to genuinely try to be nice about it.  Tempting as it is to call her out as a Nazi dictator, I know she was only doing her job.  Still, as Metal Gear Solid music thumped out of my mind's ear, I did my best to sneak a few shots with my digital camera of Metal Gear Rex the dimly lit arcade before flooding the tanker to cover my tracks thanking the nice lady and leaving.  Hence the poor quality of the pics, and not at all because of the fact that I'm not very good with a camera.

And as I wandered the giant catacomb of cabinets, this enterprise that was no longer alive with energy and people, with giant speakers on the ceiling oddly silent and the various motorized colored lights staring vacantly, I knew I was touring the living dead of retail arcades.  Here was the experience in all its beauty, its gaudy, obnoxious, glorious beauty; and nobody cared.  It was dead, and just didn't know it.  Doubtlessly loosing money, or at best just scraping by, only a matter of time.  I felt a childhood dream wither in defeat. 

While traditional arcades have been on the decline for decades, and their waning mostly attributed to the rise of technologically superior home consoles and lack of public interest, two additional factors were present and obvious.

Here's one:

[img width=600 height=450]http://i797.photobucket.com/albums/yy259/slackur/Metreon/4Tokens.jpg[/img]

Yep, I know inflation accounts for this, and I've already written a post on gaming value.  But it cost $1.50 for me and my beloved to try out House of the Dead 4, and we lasted for less than half a minute.  Granted, there were older games with a little bit cheaper prices, but overall the experience felt expensive for a guy used to adding games to his collection for a buck apiece.

The other I couldn't capture well with my guerrilla-style camera work; several screens and monitors were damaged.  Usually bad or distorted color or separate ghosted outlines, lots of image burn-in, and dark screens.  The techie/gamer in me screamed "c'mon, guys!  This could easily be replaced!"  But reality hit me as quickly once I saw the price stickers on each cabinet.  It just wasn't fiscally worth spending another hundred dollars or more on a machine you were already trying to sell for a few hundred.  Or less.  It doesn't take much wrong with a screen to turn someone away from wanting to play.  And it doesn't take much damage to a cab only a few years old to make it unlikely to get the money back after repair.

My heart sank upon realizing that there were some awesome cabs here for easily affordable prices, but they might as well have the same ticket as a Ferrari for as much as it would cost to ship them over 2500 miles back to my home.

As a collector who owns more games than I'll ever be able to play, it may seem a silly thing to lament.  Yet like everything in life, the presentation is a large part of the experience.  Picking up the Wii ports of Gunblade NY and LA Machineguns Arcade Hits Pack is a solid reminder that some games just aren't, and never will be, the same at home.  Sure, arcade cabs will likely survive in some form, but my kids will probably never see an arcade like this when they get to be teenagers.  And given the fate of this one perhaps its just as well.  Although some things, once lost, can't be replaced.  And some dreams, from a fiscal perspective, are best never realized.

I never did stock my refrigerator full of 'Hugs'.



Posted on Oct 31st 2010 at 11:21:57 PM by (Marriott_Guy)
Posted under The RFG Pulse, Modern Gaming

Favorite console of this current generation?

Getting poll results. Please wait...

Hello all.

I don't know about you, but it seems like time has flown by quickly during this current generation of consoles.  The Microsoft Xbox 360 is preparing to have its 5th birthday already, with the Nintendo Wii and Sony Playstation 3 not far behind.  It seems like just yesterday that I strolled into GameStop to purchase my first 'next-gen' system.  Time truly does fly by at times, which is not necessarily welcomed by this vintage gamer.
Smiley

With these anniversaries quickly approaching, I thought it might be fun to have our next installment of The RFG Pulse focus on a very simple question:  Which of the current generation consoles is your favorite?  Each system has its redeeming qualities as well as its faults - that is a given.  I imagine this will be a rather tight race.

Which console is your favorite?
Microsoft Xbox 360Nintendo WiiSony Playstation 3

Vote and Share your thoughts with the community!





Posted on Oct 31st 2010 at 08:00:00 AM by (noiseredux)
Posted under Game Boy Advance, Horror

[img width=300 height=300]http://imgur.com/smYtzl.jpg[/img]

Many of you probably know Alien Hominid as a cult-classic Run-n-Gun Shooter for the GameCube and PS2. It was built out of flash, uses very basic cell-shaded graphics, and includes ridiculous over-the-top action, blood, and bullets that result in constant deaths. Bottom line: it's awesome. What's interesting is that very few people seem to know that the game was also released on the Game Boy Advance.

[img width=300 height=200]http://imgur.com/UyjCN.jpg[/img] [img width=300 height=200]http://imgur.com/Yk312.png[/img]

If you've never played Alien Hominid, you control an alien who has crash landed on Earth and is trying to escape a constant mob of Feds. It's an interesting concept as many Run-n-Guns are about humans killing aliens. Instead we've got a friendly looking ET loaded to the teeth with artillery and blades, and is definitely not afraid to use any of them. He burns up agents one second, and freezes and shatters them the next. It's really quite amazing to witness the comic-book-come-to-life art style.

[img width=300 height=200]http://imgur.com/3YUnP.png[/img] [img width=300 height=200]http://imgur.com/3uQML.png[/img]

Of course it was a European exclusive, which is a shame since it's an incredibly great port. The Game Boy Advance actually loses very little in translation from its big brother console versions. Sure the 2Player Co-op had to go, but graphically, audibly and control-wise this edition is spot on. All the insane bloodshed is included, as well as the awesome sound effects (like the knife cutting FBI agents in half) are here as well. Although the GBA port is much harder to find than the console editions, if you're a Game Boy collector you might want to put in the effort to find this one.






Posted on Oct 29th 2010 at 08:00:00 AM by (noiseredux)
Posted under Game Boy, Gaming

[img width=300 height=300]http://imgur.com/5sM4G.jpg[/img]

There have been a lot of Ghostbusters games released for various video game consoles over the years. But I can say with confidence that Ghostbusters II for the Game Boy is the absolute best one out there. And sadly, many of you have probably never played it. To put it simply, Ghostbusters II is basically an action-puzzler that looks a lot like the Ghostbusters are in the Mother universe. And there's good reason for that -- Ghostbusters II was developed by Hal Labs, a fact that may have already sent some of you off to eBay to purchase a copy of this cartridge.

[img width=200 height=200]http://imgur.com/xwyqGl.jpg[/img] [img width=200 height=200]http://imgur.com/nwOfsl.jpg[/img] [img width=200 height=200]http://imgur.com/giXzFl.jpg[/img]

The game is amazingly well put together. You choose any two of the four Ghostbusters and then you're off to catch some ghosts. The controls are very unique, as you are responsible for controlling two characters at once -- one to zap the ghosts and the other to suck it up. This takes some getting used to, but if anything it's refreshingly original. The levels are basically maze-like with the goal being simply to suck up all the ghosts from every room within the time limit. Although it's rather simple in theory, it's an extremely well thought out game. Ghostbusters II is exceptional, and I'd urge every Game Boy collector out there to own a copy.



Posted on Oct 27th 2010 at 11:27:40 PM by (Marriott_Guy)
Posted under MGs Game Take, MGs Gaming Take, PC Gaming

Gaming Flashback
Vintage PC Gaming & Memory Management

 
After enduring countless badgering sessions from my lady friend, I finally relented this past weekend and agreed to clean up her computer.  Mind you I am not a selfish person, but she is rather "download" happy and I was relatively sure this stint was not going to be a quick enema of the Startup menu.  Sad to say, I was not disappointed.

After adjusting her desk chair for normal human use (she is only 5' tall), I proceeded to fire up her PC and was greeted (after 5 minutes of boot time) with a plethora of system tray icons - 18 in total!  Her system was so crippled and memory starved that ToolTips displayed after a 20 second delay.  Needless to say I was disgusted by this mess, but at the same time rather invigorated by the challenge of freeing up precious RAM for this abused Compaq Presario.  The task at hand reminded me of the old days when memory management and PC gaming went hand-in-hand.
 

 
I bought my first personal computer back in 1989, an IBM PC compatible Packard Bell 386. This set me back $1,689 and truly had me living on white bread and generic peanut butter for the entire 12 month financing period. I didn't care - PC Gaming (at that time) blew away anything that was available on the consoles. I assumed that software for this new device would be basically like their console counterparts (plug-n-play), just with vastly superior graphics and game play.  I dove into this technological pool head first with eager anticipation.  My exuberance quickly changed to one of confusion after installing my first game, Quest for Glory I: So You Want To Be A Hero.  Upon typing in the executable command (there were no menus back then), I was greeted with the DOS text message: "Insufficient memory to perform requested operation", quickly followed by:

Just like a blank Word document is to an author with writer's block, this flashing prompt was intimidating to say the least.  To this computing nubile, this was the modern day equivalent of the Windows Blue Screen of Death.  I had no idea how to respond to that relentless blinking cursor.  A lesson was quickly learned while I blankly stared at the monochrome display: a certain proficiency in the abstruse DOS language would be required if I wanted to partake in PC Gaming.

You have to remember that Windows (or Mac/Linux/etc.) was not a standard in 1989 - it was basically DOS. There were no memory optimization programs at the time. You were left to your own devices to configure the allocation of this precious resource known as RAM.  There was but one method available to monitor this critical component - the beloved MEM command (sample shown below).

The key for early PC Gaming was to free as much Conventional Memory as possible, while ensuring that you still loaded your various device drivers (mouse, CD drive, sound card, etc.).  This was accomplished by the editing of two critical system files - Autoexec.bat and Config.sys.  Let me tell you, this was not an easy task and was basically a trial and error procedure.  I won't bore you with the details, but for nostalgic purposes and as a tribute to us old farts here is a sample screen shot.

Basically it became a game of Tetris while you juggled various commands/drivers into the High Memory Area to relieve the strain on the core resources of the system for applications.  This "Quest for Memory" became almost an obsession during the era of vintage PC gaming.  I vividly remember the first time I was able to get my Conventional Memory above the magical 600KB threshold - man was I stoked!!

Though it is true that managing RAM is just as important in today's modern age of PC Gaming, I can't really say that I received the same level of satisfaction once I got done lobotomizing my lady friend's computer.  Sure, I was happy with the end result but it did not resonate the pure joy that accompanied like accomplishments back in the day.

After this past weekend, I am glad that this mundane task is not as arduous as it once was.  That being said, the pure adrenaline rush that I experienced in finally being able to fire up Quest for Glory will always hold a special place in my heart. 

Thanks for taking a trip down the PC Gaming memory lane with me.


 
 

What are your fond memories of vintage PC Gaming?





Posted on Oct 27th 2010 at 08:00:00 AM by (noiseredux)
Posted under Game Boy Color, Gaming

[img width=300 height=300]http://imgur.com/YO8wDl.jpg[/img]

I have fond memories of playing Ghosts 'N Goblins on the NES. Well, maybe fond is the wrong word, but not really. It's hard to say. I mean, how fond can you really feel about getting your ass handed to you when your age is still in the single-digits? But strangely enough, the memory of me enjoying this game is there. I had the NES game, and I played it quite often. Though I don't remember ever really making it out of that first graveyard.

So then, what is it about Ghosts 'N Goblins that makes it such a classic? We may never know. And although I can certainly make it much further today than when I was in elementary school, I still can't seem to beat it. And yet, it's still no less fun. Perhaps it just is what it is, and we all just accept that.

[img width=200 height=200]http://imgur.com/PTCHx.jpg[/img] [img width=200 height=200]http://imgur.com/o31d9.jpg[/img] [img width=200 height=200]http://imgur.com/oKrak.jpg[/img]

The Game Boy Color port was released in 2000 and is a pretty accurate retelling of the NES classic. At least the way that I remember it. To be honest, I haven't gone back and compared it to the NES version, but that seems to make sense anyway. Ghosts 'N Goblins is a game that I may look back on far more fondly than I should, so thinking of it highly regardless of what it really may be is probably appropriate. Though I want to curse the game out for being so hard and destroying me every time, I honestly just can't help enjoying it thoroughly.



Posted on Oct 26th 2010 at 05:28:51 PM by (slackur)
Posted under Castlevania Lords of Shadow, reboots, Dracula, review, Roc N Rope remake

When Castlevania: Lords of Shadow was announced, gamers had a lot to discuss.  Common soundbites included,
"Wasn't this just 'Lords of Shadow' before?"
"What, did Konami just tag a 'Castlevania' name to an existing project?"
"Well, it will suck, because all 3D Castlevania sucks"
"I saw gameplay, it's a God of War clone"
"When is Konami going to finally release an HD remake of Roc 'N Rope?  What?  Look at the Lords of Shadow platforming?  Wha..."

Being a longtime fan of the Castlevania franchise and having played most of the titles to completion, I knew I'd have to pick it up as I have every other western title in the series.  I purposefully limited my exposure to the title prior to release so as not to form judgment (heaven knows I did not enjoy Castlevania: Judgment), though I knew from the last few console entries that I should not have very high expectations.  The portable editions on the other hand, of which I've finished each since Circle of the Moon, have been a pleasant and regular gaming staple.

After completing Lords of Shadow, I was more curious than ever about the development history and my research helped explain the final product.  It also gave me fuel to address a relevant gaming topic concerning franchise reboots and restarts.

But first, is Lords of Shadow any good? 

As with any of my reviews, I will try to write something relevant that isn't immediately gleamed from a few seconds of scouring game reviews from countless sources around the 'net and therefore redundant.

In many ways I consider Lords of Shadow to be this year's Batman: Arkham Asylum.  Both came from relatively unknown developers, both took franchises with unpopular gaming histories (Many agree that the NES versions of Batman were gaming's best with possible exception to the Genesis version, and despite some love for Lament of Innocence, 3D takes on Castlevania are traditionally scorned.)  Both titles are crafted in dark, brooding atmosphere that plays heavily into the game and mechanics.  Both feature lauded combat systems and inventive mechanics.  Each have excellent, moody soundtracks, and grand set-piece battles. 

Both are also derided for occasionally terrible textures and graphics errors (made all the more obvious because most of the time both look fantastic.)  Each are known for their game-breaking bugs and occasionally bad camera.  Glitches and technical errors abound in both games, seemingly displaying a rush to complete the game and ship before artificial deadlines.  Lords of Shadow takes special exception with a few battles clearly containing too many enemies for the game engine to handle, as the frame rate nosedives into a literal slideshow.  The fact that each of these enemies are the only thing in the game that require only one or two hits to dispatch hint at an issue the developer realized but was unable to repair in time.

I did very much enjoy both games more than I expected, but as a Castlevania fan I have far more to discuss over Lords of Shadow

Let me reference the three things most important to the game, both as a Castlevania game and as a standalone title: the combat, the platforming, and the narrative.

The combat is nothing like previous iterations, and once the player has most of the techniques and abilities unlocked after a few hours the game feels less of a God of War clone and develops its own personality.  The way magic, items, and combos are utilized together feel well developed and strategic, less button-mashy, and very fluid.  Definitely a highlight, and very fun to play.  Only the camera would sometimes become an unfair enemy, rarely shifting the view to an angle that obscured the avatar behind a wall.  It didn't happen often, but it happened on a few boss fights.  For a 15-20 hour experience it didn't happen enough to stop me, but it was an issue.

The platforming is more divisive.  The locked camera only became a problem for those who don't like the use of viewing angles as a purposeful technique to hide optional items.  The action itself was rarely hampered, save for a few jumps that weren't immediately obvious.  I assume this was part of the puzzle solving challenge, though it does have the potential to frustrate.  If you enjoy the platforming style of Uncharted, Enslaved, or the 2008 Prince of Persia, you'll feel right at home.  (Disclaimer: the 2008 Prince of Persia is one of my favorite games of this generation.)  Some find this current design of platforming lackadaisical and boring; I find the safer and relaxed pace less frustrating and more entertaining, especially in a 3D space where the camera angle is a greater villain than any Bowser or Dracula.

Finally we get to the narrative, and since I enjoyed the first two reviewed aspects of the game, this was the piece that I find myself in a hate/love relationship with.  Hiring actual voice talent is always a big plus for me, as it shows a commitment to good presentation and attention to characterization.  Here I enjoyed the subtle and restrained Robert Carlyle's Gabriel Belmont the most, though Natascha McElhone and Aleksander Mikic both give superb deliveries for Marie and Pan respectively.  The voice casting overall was a great joy, save for an unexpected turn; I know having Picard as a voice in any product elevates its status to a divine plain for some, but here I found Patrick Stewart's delivery to feel unnatural and his vocal intonation inconsistent, as if reading Shakespeare to a kindergarten class.  He wasn't bad, mind you, just less understated than most of the cast. Unfortunately, the high school drama level dialogue written for the narration and characters strained noticeably between Stewart's voicework and the higher level the other three main characters were going for.  Then again, after all these years, perhaps Patrick Stewart is just being Patrick Stewart, which is enough for most of us.

Beyond delivery, the story is a complete re'vamp' (sorry) of the canon timeline.  In actuality, it ignores 26 years of loosely connected story completely.  There are some interesting name drops, though most are completely incompatible with their relevant characters from other Castlevania games. For a non-spoiler example, the name Brauner is given to a well dressed. elitist humanoid vampire with two children in Portrait of Ruin, with the story taking place in the 1940s.  In Lords of Shadow, set in 1047, Brauner is a savage, beast-like winged variant of a vampire who uses violence and force, and has none of the nobleman-like upper society traits as his previous namesake.  Lords of Shadow is peppered with such disassociated connections in name only to other Castlevania characters, though the art and design occasionally references the other series entries directly.  It can be a frustrating thematic choice for a series veteran like myself to see these names used for characters who are completely alien to their namesakes in other games.  Instead of a sly reference, it comes across as needless cannibalization.  Then again, complaining over needless cannibalization when discussing a series known for reusing the same sprites and animations for some enemies for over a decade seems a bit moot at this point.

Anyway, the story is interesting, maybe better than the delivery, and gives players the chance to explore vast landscapes and gorgeously realized locales.  The palpable sense of dread and despair are there by design and detail, from the faces hewn in rock to the captivating rain and water effects.  The game gives an excellent sense of mood, using sweeping angles and changing perspectives for scale, and heightens the sense of the epic, of loss and desperation, until...a screen slaps up seemingly at random, splashing the statistics of score and items against your tenderized eyes, because you crossed an invisible line that signaled the end of the level.  For as much mood as the game generates, it lacks the elegant tack of Shadow of the Colossus or Prince of Persia, which would be fine if the game were simply trying to stay in line with other Castlevania games as a gothic cartoon.  But the presentation tells us it wants to be more.  We all know this is a game, but for as hard as Lords of Shadow tries to sell you on the experience, the rhythm is lost because the transitions are so jarring and needlessly reminding.  Yes, I see from the flashy yellow excited letters I have a new combo available, was that necessary to punch into my view the second after the lead character cried from a conversation with his dead wife?  Something a little more unobtrusive would have been appreciated.  Especially after all the effort the developer put into making me care about what was going on in the game for half a second.  Odd design decisions like this produce a thematic tug-of-war between selling the game as a sublime experience and jumping up and down to remind you that its a video game.

Still, these design decisions mirror the amalgamated beast Lords of Shadow really is.  It is a composite of other games, marinated in an alternate idea of Castlevania themes.  About a third of the game is puzzle-solving, much more than traditional games in the series. The handful of items used are more spiritual successors than derivatives of those found in previous games.  A few boss fights aren't borrowed so much as completely wholesale copied directly from Shadow of the Colossus.  The music, while somber yet grand, only hints at the original themes.  The game's use of Dracula himself comes a bit out of left field, though obvious to those paying attention to the unfolding story.  The flow and feel is not directly what we associate with other Castlevania games, yet we have to keep in mind that the series has entries as diverse as Simon's Quest, Rondo of Blood, Symphony of the Night, and even Judgment.  Like it or not, 'classic' Castlevania is not easily defined.  There are gamers who still prefer the original Legend of Zelda over Ocarina of Time, feeling that the transition didn't do the original series justice.

I do appreciate that a different tone and style were used for this post-God of War generation.  I just feel that a good chunk of classic Castlevania charm was sacrificed on the 'must-be-modernized' altar.  There is good reason to believe that the old methods of successful Castlevania gameplay will live on with the 3DS iterations.  If not, we have probably lost a great heritage with the series, but to be honest, with so many excellent Castlevanias already released perhaps the series needs a few years resting in the coffin, growing stronger while its Frankenstein-created brother romps about awhile.

I for one very much enjoyed Lords of Shadow. I would have enjoyed it sooner had I dumped my baggage of what I expected of a Castlevania game and enjoyed it on its own terms.  It does invite the comparison by carrying on the legendary name, but like Dracula himself, the Castlevania name resurrects itself different every time.  If left alone, this one stands up pretty well without needing to be propped up from its parent games' heritage.




                                                                                                                                                                                                                                               
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