Retro Game Challenge review

June 28th, 2010

Retro Game Challenge for DS is like a nostalgic trip back to my childhood when video games were a wondrous new form of entertainment as I sat by the glowing TV in awe of the graphics displayed on the screen. Based on the Japanese TV show Game Center CX where comedian Shinya Arino spends each episode trying to beat retro video games, Retro Game Challenge is a collection of fake retro games with a series of challenges to beat like the TV show. Feeling terrible for not being as good at video games as his friends, an evil manifestation of Arino’s anguish develops, turns you into a kid and sends you back to the past to beat challenges in video games with a young Arino (who’s quickly filled in on the situation after being surprised to find another kid in his house) in order to return home.

You and young Arino hang out in his room sitting around his TV on the bottom screen of the DS with the video games displaying on the top screen, while Arino cheers you on with voice clips. Throughout the game young Arino will talk enthusiastically about all of the new games coming out, like how cool it is that the arcade game Cosmic Gate is available for a home console. A collection of fake magazines from “GameFan Magazine” slowly grows with gameplay tips and news on upcoming games you’ll eventually get to play. The localization by Xseed is charming with the dialogue of both the evil Game Master Arino and his young version referencing American game culture like the power glove and The Wizard movie. Fans of video game publications will get a kick out of the in game magazine that has English game journalists under pseudonyms like Johnny England, Milkman, and Dan “Sock”.

As the name inplies, Retro Game Challenge revolves around beating 4 challenges for each of the 8 retro style games of various genres. The challenges range from being as simple as getting a boost at the start of a race, or as complex as beating a certain level. Ultimately, the challenges are practice for the final challenge of beating each and every game.

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Star Prince and Haggleman 3 done

June 25th, 2010

Another game in Retro Game Challenge is done as I beat Star Prince after struggling with staying alive long enough to defeat the last boss once and completing the second loop. Half of the game was done when I played it a day ago and resumed from where I put the DS in sleep mode, so I didn’t have to do it all in one sitting.

I think what helped is that I went back to my DS Lite instead of the DSi. The slightly larger screens on the DSi makes it tougher to see everything on the screen at once, like sitting too close to a large TV, and my eyes don’t have to move around as much on the original DS screen that’s just the right size for the graphics. The buttons on the DS Lite are better too, and even though I got a launch model with crummy diagonals, its worn in enough to play well in most cases, and the d-pad is much more comfortable than the DSi’s clicky d-pad (and while my newer white DSi has better diagonals, it’s still not as good as a new DS Lite). It just felt much better steering the ship in Star Prince all over the screen and I had no problem tracking the enemies that appeared in every corner of the screen thanks to the smaller, uh, normal size screen.

The only other problem with my old DS Lite is that the screen blurs more than recent models and the pixels aren’t as sharp, but the older screens are very vibrant with color though. Overall I prefer the DS Lite to the DSi. The DSi has better sound quality and features, but the buttons feel like they were made for an expanded audience. I wouldn’t mind picking up a new DS Lite before they stop manufacturing them to replace my current one that feels worn out, if only for a sharper screen and better directions on a d-pad.

The DSi XL looks and feels awesome from briefly trying it out at PAX East and Best Buy, and I want one.

Haggleman 3 red and blue blocks

Act 3 of Robot Ninja Haggleman was giving me a though time and turned out to be the last stage so I’ve beaten that too. There were horrible red and blue blocks blocking the path through the stage, with one room in particular that required you to cut the right block or risk losing a platform to jump off of. It wasn’t the blocks that were a problem though, but needing to pause to constantly change a gear powerup that let you cut the right color. But the whole stage itself was a mess of a maze, so not only do you have to contend with cutting blue and red blocks, but you have to find your way through a maze of screens to find the shops that sell the gears that let you cut the colored blocks.

While the game plays sort of like Ninja Gaiden (with plenty of deaths thanks to landing in pits), I would have preferred to play through straight action stages. The first two Acts were fine, but Act 3 was huge with it being the last stage. I almost beat Act 3 a while back but accidently reset the game when I was pressing the buttons trying to skip a cutscene I had already watched.

All that remains is Guadia Quest that may take a while with it being an RPG, and then I’ll be done with my Retro Game Challenge.

Nintendo Power’s Official Guide to The Legend of Zelda

June 23rd, 2010

Following on Nintendo Power’s guide to the Mario series, The Official Guide to The Legend of Zelda is the latest special issue to appear on newsstands, taking a cursory look at the Zelda series in a 44 page magazine filled with art, screens, stickers, and posters. Each game gets about 2 pages with an article briefly mentioning the story, summarizing the gameplay and new features introduced while surrounded by high quality screenshots and a piece of artwork of Link printed on glossy paper. There’s a rundown of various items Link used throughout the series like Roc’s feather, Zora’s flippers, and even the 1UP doll from Zelda II. In the front, 2 pages are used to introduce Link, Zelda, and Ganondorf with a few more pages devoted to several characters and villains throughout the series such as Sheik and Tetra, Agahnim, and Impa (only depicted with her OoT version).

Preceding the main body of the magazine on the video games is a 2 page table of contents featuring each Link for each respective game next to its listing in a chronological timeline by order of release (no storyline timelines in this book though!). While every Link from Ocarina of Time and after is depicted with artwork, the first four games are depicted with sprites which are iconic but don’t mesh as well with the rest of the contents depicting the evolution of the artwork. Each of those game sections has the actual artwork of Link though, and a nice touch is the Zelda II section displaying the rare boxart of the Japanese version which was never printed in the U.S. featuring Link in a stance with the Triforce behind him.

In the middle of the magazine are 10 posters 2 pages wide printed back to back (you’ll need to buy a second copy if you want to display them all) featuring high quality artwork from Ocarina of Time, The Wind Waker, The Minish Cap, Twilight Princess, Phantom Hourglass, and Spirit Tracks.

In the back of the magazine are a few nods to Link’s appearences in Smash Bros., Soul Calibur II, and Link’s Crossbow training, and a few bits of trivia like the spinning fireballs in Super Mario Bros. originating from The Legend of Zelda’s development, and the overworld of The Legend of Zelda appearing in Zelda II. It mentions the manual for the Legend of Zelda saying that Pol’s Voice hates loud sounds as a left over a feature in the Japanese version that used the built in microphone of the Famicom which the NES did not have, but mistakenly says you can use the recorder to defeat them. (It was actually the bow and arrow that they were weak against in the NES version and it wasn’t until Link’s Awakening that you could destroy them with an instrument in the U.S.)

The Official Guide to The Legend of Zelda by Nintendo Power is not a giant guide book in the same vein as Mega Man Complete Works or the Zelda Box guide book for The Wind Waker and even the Nintendo Power Player’s Guides of old (there are no behind the scenes interviews, strategies or maps), but serves as a brief look at the series’ history usually reserved for a sideline on an article about a new Zelda, but expanded to 44 pages. At $10 most Zelda fans will get some enjoyment out of flipping through a Zelda concentrated magazine with the awesome artwork of Link vs. Ganondorf from Ocarina of Time adorning the cover, setting the tone for the layout inside with high quality art assets and included posters.

20 Years of Game Boy With GameSpite Quarterly No. 1

June 20th, 2010

Game Boy’s 20th anniversary has been honored with GameSpite Quarterly No.1 Game Boy x 20 Years = Retrospective, or a retrospective on 20 years of Game Boy. Following the collected writings on random games contained in GameSpite Year One, Vol 1., GameSpite Quarterly No. 1 begins GameSpite’s quarterly release as a professionally done fanzine-like publication with this Spring issue focusing on the specific topic of Game Boy.

Quarterly No. 1 is reminiscent of Game Over, a book detailing the early video game history of Nintendo, sectioned into different eras of Game Boy’s life. Beginning with a foreword on Nintendo’s success and how Game Boy kept Nintendo afloat, the introduction mentions how no one really noticed it was Game Boy’s 20th anniversary and sets the tone for the rest of the book at respecting the handheld as an important gaming platform. The book continues to preface every era’s section with a look at Game Boy’s competition including Lynx, Game Gear, WonderSwan and Neo Geo Pocket, and how it outlasted them all.

Each section of GameSpite Quarterly No. 1 contains articles on specific games like the previous GameSpite, but with much nicer formatting. Articles start with the title displayed in a pixeled font, followed by the boxart for the game, and two screenshots (printed in black and white like the rest of the book which is fitting for Game Boy) with a lightly brightened blown up screenshot serving as the background. At first I didn’t like the smaller text size over the first book, but prefer it now as it keeps the articles to a compact, Game Boy like size, that don’t take up that many pages to get through making for bit sized readings. The cover looks nice with multiple images of Game Boy layered on top of one another that reminds me of the advertisements Game Boy had early on.

The book touches on how Game Boy succeeded by using simple technology to create a handheld that had a long battery life thanks to having a non-color screen, and a variety of 3rd party support. The first section talks about the early games like Super Mario Land, and Tetris and how the blocks actually have names, and how early console conversions had varied results with a portable Gradius with easier difficulty to make it manageable to play on a handheld, and the shortcomings of The Castlevania Adventure. In the next part the articles talk about the second Game Boy Castlevania making up for it’s predecessor, Operation C adding many innovations to the Contra series that would go dormant until Contra 4, and Metroid II as R&D1′s ambitious sequel to the original NES game.

Towards the end its mentioned how the Game Boy was revitalized by and literally became Pokémon, and how Zelda: Link’s Awakening packed so much adventure into hardware inferior to the SNES. Throughout the book there are a few choice topics on the Game Boy Camera, Kirby’s Dreamland, a 4 page comic on Game Boy’s history, and the puzzle game Daedalian Opus that has a weird localized boxart and title. Rounding out the book are a few unrelated Game Boy topics on game length for an aging gamer, Fable II, and Castlevania: Order of Ecclessia for DS which seems appropriate enough as the Game Boy gave way to Nintendo’s dual screened handheld.

GameSpite Quarterly No. 1 can be purchased for $12 at the online Blurb store, as well as a hardcover version featuring bonus content, and articles from the issue can be read at GameSpite.net. Also available is the just released GameSpite Year One, Vol 2., available with the same content in both softcover and hardcover versions, containing the other half of writings from the first year of GameSpite.

It’s Pizza Time!

June 18th, 2010

Domino’s Pizza reminds me of Super Mario Kart because of a scratch off game Domino’s had when the game came out for a chance to win Nintendo prizes. Well, they have changed their reciepe so the dried sausage that still tastes the same reminds me of the Super Mario Kart scratch off. When the contest was over, a delivery man had a bunch of scratch offs left over and I still have them somewhere for whatever reason, though I couldn’t find it online. (Domino’s has changed their reciepe to give the pizza more of an italian flare with the seasoned and buttered crust and spices in the tomato sauce, but it still has a wierd greasy taste to it. I think Papa Johns is still my favorite.)

I guess for the same reason I associate Super Mario Bros. 3 with the red packaged Chewy Chips Ahoy! cookies because of a contest on the box to win that game when it came out. I still remember the illustrated drawings of the graphics with that distinct look that game had with its platforms and backgrounds.

Eating pizza reminds me that the Teenage Mutant Ninja Turtles arcade game is only $3 at the moment on XBLA thanks to a recent sale going on.

Oh hey Pac-Man, didn’t see you there! Happy late 30th anniversary!

Time of Eve anime review

June 17th, 2010

In the near future, robots in the form of human androids live with humans doing household chores like shopping and cooking. There is a human ethics group against the use of androids, advertising propaganda commercials in defiance to “android-holics”, people who treat their androids as human beings. Rikou is looking over the logs of his family’s robot when he notices its been going off on its own when out shopping. Investigating with his fellow classmate Masaki, they follow the coordinates down an alley to a café called “The Time of Eve”. Stepping into the café they first spot a sign with house rules that reads “No discrimation between humans and robots”. They’re greeted by the bartender, Nagi, and after some deliberation over the menu order tea? Thinking over the weird house rule and looking over the guests, there’s an uneasy feeling about the place. If there’s no discrimation between humans and robots here, then how does that affect the 3 laws that govern robots behavior? The 3 robot laws being: 1. Do not harm humans. 2. Obey human orders . 3. Protect themselves if it doesn’t interfer with the first two laws. Are they the only humans among the café’s customers? “Don’t break the rule, OK?” Nagi warns with a smile.

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