Castlevania: Bloodlines

February 5, 2010 by Nathan

cvbl-cover

I’ll level with you, I might just like Castlevania:Bloodlines, Konami’s lone Genesis Vampire outing, a little bit more than I like Super Castlevania 4.

Perhaps it’s because I didn’t play Castlevania: Bloodlines until much later. Maybe I was able to understand and appreciate the game to a greater degree playing it as a fully formed (and some-what cynical) adult, rather than a snot nosed 13 year old kid.

One thing that I know does it for me right off the bat (pun nit intended), and that is the setting of Bloodlines. Fighting your way through Dracula’s castle and the wide variety of surrounding catacombs and haunted forrests is fun and all, but after so many Castlevania outings in the same (albeit, graphically updated) locales, it’s a breath of fresh air to take the Vampire Killing out of Romania.

Castlevania: Bloodlines’ action spans across the entire European continent as you, playing as either selectable character, track Drolta Tzuentes and the recently resurrected Elizabeth Bathory who are hell bent on once again bringing Dracula back from the grave.

In Castlevania: Bloodlines, you can play as either John Morris, Belmont descendant and current holder infamous Vampire Killer whip, or Eric Lecarde, who wields the Alucard Spear. Both characters provided different styles of game-play, and also character specific paths through the game. This offers a welcomed layer of re-playability that had been somewhat lacking in previous games in the series.

Interestingly, the story of the game attempts to bridge the Castlevania  universe with that of Bram Stoker’s original book… with John Morris being a minor character in the novel. John Morris’ father, Quincy Morris is one of the main characters in Dracula and the one who famously stabs Dracula in the heart with a Bowie knife (not a stake)  killing in tandem him with the help of Jonathon Harker. The game creates a bloodline (hence the name) between the Morris family and that of the Belmont clan, which bestows the mantle of vampire exterminator upon John Morris.

Castlevania games, especially the older lot, have never been as much about the story as they are about the game-play and atmosphere. The visual style of the game does not disappoint, and looks absolutely fabulous. Unfortunately, the Genesis is a console that has a reputation of often muddy and dark graphics, but that is not the case here. The enemy sprites are gloriously detailed and the bosses are enormous and imposing. The backgrounds and for matter, the foregrounds are crisply detailed and accurately represent each different location you travel to in the game, while still maintaining a consistently eerie vibe through-out.

The music is an example of the exception to the rule that most Genesis titles have pretty unmemorable soundtracks. Bloodline’s soundtrack, which was composed by Michiru Yamane, packs a definite punch and many of the themes and melodies have become staples in the Castlevania series. This is perhaps to be expected, as Yamane would later go onto score the PlayStation classic Castlevania: Symphony of the Night, which is universally regarded as one of the greatest video game soundtracks ever.

I am going to back up for a second here. In no way am I trying to convey that the Super Nintendo masterpiece Super Castlevania 4 is a bad game- far from it. The game is most certainly a classic, and paved the way for many innovations that can still be found in current Castlevania games (I’m looking at you, diagonal whip ability).

I have always felt that the SEGA Genesis does not get nearly enough respect and I feel that it is my duty to defend it where ever I can. If you have never played Castlevania: Bloodlines and are a fan of the series, it is completely worth it to track down a copy and give it a play through.

Epic Commodore Haul!

January 28, 2010 by Nathan

This epic haul is thanks to my good friend and fellow chapel hillian Ted. His parents gave him a call a couple weeks back and asked him if he had any interest in the families old computer stuff they had in the basement. If Ted didn’t want it, they were going to throw it away. Ted did not want it, but he knew someone that would… ME!

A few days later he showed up at my place with three enormous boxes filled to the brim with sweet, sweet, Commodore awesomeness. The Commodore 64 stuff he gave me i mostly owned already, but when it comes to vintage computing, you can never have enough working back-ups. What I really needed, however, were the hundreds of games that were stuffed in the musty old boxes. Many of them, are in fact not copies;

I also didn’t have a complete set of Commodore 64 manuals. Thanks to Ted now I do.

You may notice that there are Commodore Vic20 manuals present as well. That’s because I know have a minty fresh Vic20. The Vic20 is, of course, the predecessor to the Commodore 64 and was one of the most successful personal computers of all time. And believe me, this thing is in amazing condition. A couple wipes with some windex and she looks brand new.

Luckily, the haul included a whole bunch of Vic20 carts. They very in quality from educational (aka awful) to decently enjoyable.

By far the coolest part of the Vic20 shwag is Commodore Data Recorder. The Data Recorder is a tape deck that hooks up to the Vic20 and uses standard audi cassettes to record data and programs made on your computer. I am now in possession of a huge library of cassette games and programs. I haven’t tried out the Data Recorder yet, but as with most everything in this lot, a little wipe with a cloth and it came out looking brand new.

Not pictured in detail, but visible in the top photo are a Commodore monitor (my 5th, third of this model) which are the ultimate display for playing 8 and 16-bits games, another C64 disc drive, hundreds of C64 floppies, a Commodore 64 unit, a couple boxed C64 games, and a whack of joysticks.

I have been playing Commodore 64 pretty much non-stop between work, night classes, and family time as I am pretty stoked on vintage computing right now, which explains the lack of a Famicom Pirate Monday this week. Never fear, because I will have a really cool pirate to post after the weekend. See you then!

Final Fantasy

January 22, 2010 by Nathan

As you may or may not know, the North American release date was recently revealed for Final Fantasy 13. That date is March 9th, 2010. I said in an article last year that Final Fantasy 13 would be my sole motivating reason for buying a PS3. Holding true to my word, I will be getting a PlayStation 3 just in time to pick up my pre-ordered copy of Final Fantasy 13 (which my beautiful wife pre-ordered me for my birthday, along with the kick-ass special edition of BioShock 2).

If you follow videogamesarerad.com at all, the you will probably know by now that I am a huge Final Fantasy fan. I don’t buy into that whole Kotaku commenter mentality that the quality of the games are sliding, and that Square-Enix is killing the franchise. I await each new game with the same excitement and renewed sense of joy.

I have been playing the Final Fantasy games ever since late 1990 or early 1991. I can’t remember the exact date, but there was snow on the ground and both Mega Man 3 and Final Fantasy were recently released.

My affair began innocently enough; with a botched rental attempt. I had picked Mega Man 3 up off the shelf and when I got home I found, much to my horror, that the clerk had put the wrong game in the plastic case. My parents refused to take me back to Acme Video, not understanding the full impact of being robbed of a new Mega Man game. I decided to make the best of my situation and give this impostor a try. The game was Final Fantasy, and I was hooked immediately.

Around this time my cousin, Neil, who remains one of my best friends to this day, was playing the game at his babysitters. The game became somewhat of an obsession between us, with many a sleep-overs spent plotting strategies and praying that we could avoid the Warmech in that final, long hallway before Tiamat.

To try to curb my excitement for the upcoming 13th main series installment of Final Fantasy, I decided to go back and revisit the original game, the one that started this massive RPG beast in motion.

So let’s start where it all began: the beginning.

With one chance left to save a failing company, Hironobu Sakaguchi was tasked with creating what could’ve been Square’s last game. After sinking all it’s money into the development of what was to be an epic title for Nintendo’s Famicom Disk System, as well as many other failed (and rightly so, as they were terrible) Disk System games and Famicom titles, Square was on the verge of bankruptcy.

Pooling their resources, Square decided that they could afford to create one final, make-or-break game. Hironobu Sakaguchi went to work and decided to develope a genre game. He settled on the blossoming RPG genre, an area with which competing Japanese developer Enix was enjoying a massive amount of success through it’s young Dragon Quest franchise.

Taking many elements from American computer RPG’s such as Ultima and The Bard’s Tale, and also borrowing heavily from Enix’s Dragon Quest (who, in-turn had borrowed heavily from pen and paper RPGs), Final Fantasy was created with an emphasis on story and character development. Instead of a true role-playing experience, Final Fantasy would start you off in a predestined role, and allow you to grow and and develope your party within a preset story arc. Final Fantasy ended up a more complex and detailed game than it’s contemporaries, namely Dragon Quest. You had a party of 4 playable characters to DQ’s one, you could battle up to 9 enemies per encounter to DQ’s one. The world was bigger, it contained more towns, dungeons, and non-playable characters. You also had a much larger selection of weapons, items, armor and accessaries to find and collect. Final Fantasy is a hard game, to be sure, but not nearly as hard as Dragon Quest 1, and all though both games took a significant amount of grinding to advance, Final Fantasy was much more forgiving with higher rewards for both experience points and gold, and more enemy variety. These factors make grinding through Final Fantasy some-what less soul shattering than Dragon Quest.

Another key difference between Final Fantasy and Dragon Quest was the amount of battle animation. In Dragon Quest, the depth of the sprite animation on the battle screen is a shaking effect when a critical hit has been landed. In Final Fantasy your playable characters are visible during battle and they also share the screen with multiple enemies. Final Fantasy’s playable sprites step forward and perform an action when there turn comes. These actions range from swinging a weapon to performing magic attacks. In an impressive innovation, the weapon wielded during these animations, as well as the animated magic sprite, changes depending on what weapon is equipped or what magic is being used. Your character also slumps when critically wounded, setting up a precedent of character expression that Square would eventually go on to master during during the glory days of the Super Nintendo.

These small innovations, when packaged together, ended up giving birth to the console JRPG and pushing it beyond the simple beginnings seen in the first Dragon Quest games.

These game play touches and graphical tweaks would become one of the most beloved and defining attributes of future entires in the Final Fantasy universe, as each subsequent game in the franchise not only advanced the genre as a whole, but took bold steps in reinventing the series itself with fresh stories, new characters, constantly shifting and tweaked battle mechanics, and an ever evolving character class configuration system.

The story of Final Fantasy is pretty average on the surface, having to do with prophecies, Light Warriors, elemental fiends, and darkened crystals. When examined in detail, the story was actually a key step in paving the way for subsequent RPGs by taking the genre out of the swords-and-castle setting of 9th century England and transporting you to strange new worlds; worlds were technology and customs from past, present, future, and fantasy join together and co-exist.

You are initially led to believe that you are playing in a long forgotten era of ancient Earth, or medieval fantasy world . However, toward the end of the game your preconceived notions are shattered as you discover and explore an ancient satellite orbiting the world and it’s mysterious robotic sentries. It is further hinted that game may in fact take place in the future of our own reality, after society as we know it has destroyed itself.

The game may be somewhat forgotten in the eyes of current day RPG fans, and even within the series it spawned. Other Final Fantasy games spurred more memorable innovations, characters, and stories. That being said, there is no denying the original 8-bit adventure’s place in the history and in the evolution of not only the RPG genre, but also the importance the title holds as being the among the first video games to so artfully marry visual detail and narrative structure.

Awesome SNES Finds Plus!

January 19, 2010 by Nathan

I haven’t posted any finds in a while, so here are some recent acquisitions. Of note, are three Super Nintendo games that I have wanted to play to a while now.

The first of which is the sequel to one of the greatest and most horribly under-appreciated platformers of the 16 bit era, Rocket Knight Adventures. The game I am talking about, of course, is Sparkster. This copy’s label is pretty haggard, but I paid $6 for this a local thrift store so I am not complaining. Although not as good as Rocket Knight Adventures, Sparkster is a pretty damn great game.

This one just came in the mail yesterday. It was a Christmas gift from my brother. Radical Dreamers was released episodically for the Japanese Super Famicom add-on the Satellaview, which was a device that was able to connect to a satellite at certain times of day in order to download content which could then be saved onto special cartidges fitted with memory card-like storage devices. Nintendo released many games that have never seen life in any other form, including a 16-bit remake of The Legend of Zelda and a follow up to F-Zero. Third party publishers also released content including Hudson Soft and Square. Square’s most famous Satellaview release was Radical Dreamers. Radical Dreamers is a digital novel / text adventure that serves as a follow-up to the beloved Square masterpiece Chrono Trigger. Interestingly, Square’s grossly underrated PS1 follow-up, Chrono Cross is basically a hyper-enhanced remake of Radical Dreamers. The cart I have is a reproduction cart, and for $40 you can get one for yourself from gamereproductions.com. Highly recommended if you are a fan of the two Square Chrono games.

Now here is a game that I have been wanting for a LONG time. I could never bring myself to paying $65+ dollars for a copy on Ebay, but when a copy came into Re-Play Games, i gathered up some stuff for trade and made her mine. Basically, E.V.O.: The Search for Eden is a bizarre action RPG published by Enix in which you start as a fish in 400 million B.C. and your goal is to evolve into a human so you can enter a paradise called Eden. You are guided by a female representation of Earth named Gia. The game is really strange, and really excellent from what I have played so far. Recommended if you are looking for something different as far as 16-bit RPGs go.

I picked this odd specimen up at a local used game shop for $1.95, mainly because I don’t own a copy of the second Mega Man game for the Game Boy. I do, however own Rock Man World 2, which is the Japanese version of the exact same game. What’s weird about this cart is that even though the game’s menus are completely in English (just like the Japanese version), it is in fact the Chinese version of the game, as evidenced by the Chinese title and the “made in china” marking on the label. What’s even weirder is that I CAN’T SEEM TO FIND A REGULAR OLD NORTH AMERICAN VERSION OF THIS GAME!

Lastly, I picked this up off of Ebay for $8. It is unlicensed and homemade, but that does not stop this shirt from ruling completely. I have been slowly building up my collection of video game t-shirts, and this FDS shirt is most definitely one of my favorites.

Famicom Pirate Monday #5

January 18, 2010 by Nathan

Super Mario Bros. 2 was the black sheep of the original NES Mario trilogy. The gameplay, style, look, and mechanics varied vastly from the original game, and for a perfectly sensible reason. The game we played as Super Mario Bros. 2 was originally developed and released as Yume Kōjō: Doki Doki Panic. The game was originally released for the Nintendo’s Famicom Disk System. Shigaro Miyamoto did indeed have a hand in developing Doki Doki Panic, so it only made sense to switch out the original character sprites, add some pow blocks, and rebrand the game for international release. This rebranded version was later released in Japan under the name Super Mario USA. so what in the hell happened to the version of Super Mario 2 that Japan got?

The REAL Super Mario Bros. 2 was released as a launch title for the Famicom Disk System. The game was basically an extension of the original Super Mario game with eight new world to explore and some new items such as the poison mushroom. The game was significantly more challenging (IE balls out harder) then the first game, and used the same game engine and sprites. North America did eventually see this game on the SNES compilation Super Mario All Stars as “The Lost Levels”. All Stars even features the games original square Disk System cover art in the game select screen.

“But what the hell does this have to do with Famicom Pirates?!!!” you may be asking. Well, one of the main reasons that the rest of the world never saw the Famicom Disk System was because the system was plagued by rampant piracy. The games were just too easy to copy.

Many Disk System games found their way illegally ported over to Famicom cartridges. Such is the case with my pirate cart copy of Super Mario 2.

The title screen has been hacked, removing the game’s name altogether. Other then that slight tweak, and all of the missing Disk System sound-effects, the game is exactly the same as it’s source disk.

I actually found this game at a flea market about 8 years ago, before I was into collecting import stuff. The cart sat around in drawers and boxes until i eventually dug into the 8-bit Nintendo import collecting and discovered that it is actually a highly sought and relatively valuable pirate.

A definite plus to this pirate is that I am able to play the original Mario 2 in all it’s 8-bit glory without having to suffer through a bout of melting-Disk System-drive belt anxiety.

Great Famicom Games You Can Understand Part II

January 15, 2010 by Nathan

I’ve noticed that a post I wrote a couple years ago consistantly gets a lot of hits, so I decided it would be a good time to write a follow-up post to expand on the list.

I do not speak a lick of Japanese. None at all. Even though I’ve played hundreds of Japanese games, slogged through a couple RPGs, and have watched a fair amount of anime, I am still completely Kanji-tarded.

Do I let that stop me from enjoying import games? Hell no. there are tons of Japanese video games that required no Japanese at all, and even some that are in Engrish.

Some obvious examples are the Mario games, Contra (the Famicom version is far superior), Double Dragon, etc. Most of the classic action/platforming games are almost identical to what we saw over here.

What about games that we never did get a chance to play- the games that never made it outside of Japan? Believe it or not there are plenty of great games that you’ve been missing out on. Here are a couple of my favorites:

Summer Carnival ‘92 Recca

Why is it worth importing? The most famous shooter of the 8-bit era, Recca, whose full name is Legend Consumer Series: Summer Carnival ‘92 Recca, was developed by Kindle Development Group and programmed by Shinobu Yagawa. The game was created for publisher Naxat Soft’s Summer Carnival Competition Event in, you guessed it, 1992. Very few copies of the game were made, and it was never made commercially available. Recca is renowned for it’s ultra fast speed, high on screen sprite count, and almost complete lack of slow down and flicker.

Price? Copies of this game can run you in the neighborhood of $300 to $600 on Ebay, depending on whose bidding and the condition. I took the easier route and tracked down a pirated copy of the game (which still cost me around $60). Totally worth it. Everyone should play this masterpiece of mayhem.

Language Barrier? None. The menus are all in english.

Akumajō Special: Boku Dracula-kun

Why is it worth importing? It’s the Castlevania spin-off that you’ve probably never played. It’s done in the Japanese super deformed style and believe me: it is awesome. An incredibly fun platformer with just the perfect difficulty curve. Cool bonus stages, varied environments, refreshing level design; there really isn’t anything bad to say about this game. The final couple stages are hard as hell, but not anywhere near the sadistic grind of the other official 8-bit Castlevania entires.

Price? If you stay away from Ebay and stay glued to sites like Rising Stuff and Japan Game Stock you should be able to pick this cart up for $25-$40, but keep in mind that it is worth absolutely every penny.

Language Barrier? The instructions for the mini games are all in Japanese, but you can figure them out just simply playing them. The only small snag in the game is a trivia game at the end of one of the later levels where you have to answer three multiple choice questions correctly to proceed. You can guess wrong as many times as heart containers you have left. If you fail, you don’t lose an extra life, instead you have to start back at the mid point of the level. It took me a couple attempts to guess my way through it, but it’s really not that big of a deal.

Famicom Pirate Monday #4

January 13, 2010 by Nathan

Yes, yes. I know that it is Wednesday. I started taking some night classes this week (Statistics for Economics- arrggghh) so I am a bit late. It won’t happen again I swear! To make up for it, on this edition of Famicom Pirate Monday I am showcasing one of my raddest Famicom pirates; a complete in box copy of Final Fantasy X-2.

Yes, those crazy Chinese programmers have done it again. A complete original RPG based on a franchise that has not seen official 8-bit glory for nearly two decades. I had to have this gem, me being a vocal supporter of the greatness of Square’s more technically sound original Final Fantasy X-2 for the PS2 and also because I am a pirate nut.

The game itself is actually pretty decent, even though I have no idea what anyone is saying. Part of the introduction “cut scene” takes place on an airship, and there is a character who looks a lot like Brother, so I am guessing that it follows the same story, if even in the vaguest sense.

The graphics have been drastically improved over that of the infamous Final Fantasy 7 Chinese pirate, and the game also plays much better. That being said, in the two hours I have spent feeling my way around the world of 8-bit Spira I have concluded that the game is HARD AS HELL. The battles are long and the enemies quite powerful, but there is more balance because you do start the game with a wide array of healing and attack magic.  You can, through a series of events I completely stumbled upon, add a fifth member to your party that is present in battle. One flaw I have found is this weird glitch where the curser darts around the menu during battles occasionally, but I got so used to it I didn’t even notice it after about 20 minutes.

I have no idea who created this treasure. Waixing Science and Technology would be a usual suspect, seen as how they are responsible for numerous Chinese original Famicom games, however the cart and packaging are void of there logo, name and characteristic design flourishes. The packaging is very little help, however I was able to uncover the production date, mainly because “2009″ is about the only non-Chinese text on the back of the box. Also, check out this character who makes a cameo in the instruction manual:

Yes sir, that’s none other than Lightning from the upcoming Final Fantasy 13. Silly pirates, you’ve done got your video game girls all mixed up… but that’s okay, I forgive you.

Final Fantasy III (VI)

January 5, 2010 by Nathan

I have been replaying Final Fantasy III (or VI, if you must be canonically correct) lately and I am having a hard time pinning down just exactly why I love it so much. I am not saying that it’s a bad game, not by any stretch of the imagination. I am saying just the opposite; it’s a really, really, really good game. Great, even. But I am not exactly sure why precisely.

Ten hours into the game, and I have not been annoyed once by the typical irritations that all of us get when playing through classic (read: old thymie) RPGs. Last year I pushed through the original 4 Dragon Warrior games for NES, and I do mean that I pushed through them. I didn’t enjoy them nearly as much as my memory seemed to indicate I would. Don’t get me wrong, I am a big fan of the Dragon Quest series, but the original 4 NES games (especially the first two) have not aged particularly well.

It is worth noting, then, that I was somewhat hesitant in starting up a new file in my beloved Final Fantasy 3. It had been a couple years (5+ maybe?) since I had last played the game in it’s entirety and well over a decade since I had first beaten it. What if I have been coasting along on the crest of pure nostalgia all this time? What if there is a layer of tedium that, like a ghost, haunts the game just beyond the perception of my adoring memory? I don’t think that I could take that kind of revelation.

Final Fantasy 3 has some of the most memorable moments of any RPG of the 16 bit era, perhaps of all time; the opera house scene, Kefka, the branching story lines, the realization that once the world ends the game is only half over. Beyond these pivotal moments there are smaller, perhaps incidental portions of the game that I always think of when reminiscing about Final Fantasy 3. Like the eerie feeling of encountering the phantom train, grinding on the Veldt to max out Gau, the stunningly beautiful graphic design of Narshe, the poisoning of Cyan’s wife and child at Doma… so many small moments that together make Squares masterpiece something other than a whole. Remembering these scenes pushed me to replay Final Fantasy 3 to see if my memories held up. As I played through the game, I realized that it was not dissimilar to a children’s wooden puzzle, whose pieces are colorful and each have a life of their own, but when pieced together form a larger picture that is truly grander than it’s parts.

Perhaps that is exactly the reason why Final Fantasy 3 is so good… it’s a series of page-corner sketches that make a notebook cartoon. When flipped, the memories blur together to make something truly special, almost magical. It is in those individual sketches, those memories, those moments, that the game reveals it heart and masterful narrative. Final Fantasy 3 is programmed proof that it’s the brush strokes that make the masterpiece, and not the artist, subject, or time period.

Famicom Pirate Monday #3

January 4, 2010 by Nathan

This week I will be looking at something that is pretty common in the world of Famicom pirates, which is the licensed game knock-off.

What I have here is a cheap looking plastic cart with a low quality label announcing ROBOCOP, but mysteriously void of any copyright information and logos. It’s pretty easy to determine that it’s a pirate. But what could contained on the board inside the cart casing? Often times  pirates are mislabeled, so unless you test it out or get screen shots before you buy it, you really could be getting anything.

But no, this is the same mediocre Robocop game that we got over here for our Nintendo Entertainment System. The ROM has been altered to include a stage select feature, which you can see at the top center of the screen. This is pretty cool, mainly because I have never taken the time to chomp through the tediousness of Robocop, and I do like seeing the last levels of games, for some reason. Another interesting thing to note is that the pirates didn’t even have the decency to take out the copyright info or remove the name of the game from the title screen, which more caring pirates often do. It always makes me laugh when I see a pirate game with the game’s title removed from the start screen. Does that really null the illegality of stealing an entire game? ”Maybe if we just remove the name from the title screen no one will notice!”

I have a couple interesting finds to post later this week, so keep checking back.

Final Finds of 2009

December 30, 2009 by Nathan


Yesterday I went into Replay Games to pick up something Jason has had on hold for me for months now. A while back he got in a whole lot of Famicoms and Disk Systems, and one combo was housed in a Hudson Soft System Rack. I have wanted one of these for a while now, but they don’t come up very often on any auction sites and when they do they are usually brand new and unopened (ie ridiculously expensive). To find one in the wild was something that I never thought possible, but I should know by now that anything is possible.

There it is all filled with gooey Famicom goodness.

The only real downside to the System Rack is its an absolute bastard to get it apart once it has been clipped together. I can attest to this, as I brought a working Famicom and Disk System into Replay when they got their Famicom lot so they could test the various components with proven hardware, and myself and Replay’s second in command, JP, tried until our fingers were numb to get this thing apart. We tried a second time a few days later and with the aid of a screwdriver and all four of our hands we were finally able to free the Fami and FDS from it’s clutches.

There is no other rack or harness available for the Famicom / Disk System that I know of, so it’s pretty interesting that Hudson Soft released this item. Hudson Soft was Nintendo’s first ever licensed third party developer back in the Famicom era, and were responsible for such titles as the Adventure Island series, Lode Runner and Bomberman, to name a few. They went on to develop their own system with NEC which was released as the PC Engine, but on these shores we would mostly ignore it as the Turbo Grafx 16.

While in Replay yesterday, I had some cash left on my gift certificate so I picked myself up a CIB Golden Sun for the GBA. I had this game when it was brand new and I really, really liked it. I had long ago traded away (don’t you hate that?) my original CIB and have had just a loose cart for a couple years now. I have been passively hunting for this in the wild, so i thought I’d better pick it up, because I rarely see it complete in my rounds. Not bad, this and the FDS System Rack for $40.

I picked this up at a different local used-goods store for $2.95. It’s missing the manual, but I distinctly remember renting this for my tenth of eleventh birthday party from the since dearly departed Video City. I never played it beyond those 2 of 3 days, but I remember really liking the game. I can tell you know, having refreshed my memory that it is indeed a pretty decent platforming adventure game, but it is overly difficult, in my opinion.

In the same trip at the same shop, I picked up a loose copy for Toe Jam and Earl Panic on Funkotron, aslo for only $2.95. Which is a steal, because loose carts routinely sell in the $15 0 $25 dollar range on Ebay. I am not a huge fan of the series, but i couldn’t pass it up.

Well, that’s it for me this year. Have a happy new year and see you in the tens!