Archive for October, 2009

Halloween Special: Sweet Home

October 30, 2009

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In the spirit of Halloween I thought I would really dig into on of my favorite little import gems, a quirky horror-based RPG called Sweet Home. Sweet Home has a fascinating history unto itself, not to mention the impact it had on the formulation and development of the Resident Evil franchise and to the survival horror genre itself.

From Cinema to Console
Sweet Home is actually a licensed game. Based on a Japanese film called ‘Sûîto Homu’ (which translated, as you may have guessed, is Sweet Home) which was written and directed by Kiyoshi Kurosawa, whose other film credits include Tokyo Sonata and Cure.

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The film follows a group of documentary filmmakers as they enter the sprawling, decrepit mansion of infamous painter Mamiya Ichiro. Once inside they are attacked by supernatural forces and must to try and escape the unspeakable evil within the cursed mansion. It’s basically a haunted house story punctuated by startling scenes of terror and gore. The game was released to coincide with the premiere of the film in Japan.

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Unfortunately, due mainly to the fact that the movie never saw a western release, the game was never translated and localized for release outside of Japan. It also didn’t help that the RPG style of Sweet Home resulted in a fairly text heavy script, and translation and localization was very expensive and risky undertaking in the late 80’s, a time when audiences outside of Japan had yet to latch onto the console RPG genre.

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Development of Sweet Home
The game itself was developed and published by Capcom, and released in 1989. With Capcom’s numerous previous successes on the Famicom such as Mega Man 1 & 2, Ghosts n’ Goblins, DuckTales, and Destiny of an Emperor, the company’s reputation was all but cemented as one of the elite third party developers for Nintendo’s 8-bit juggernaut. Development of Sweet Home was helmed by an internal Capcom team with the music composed by Junko Tamiya, whose other memorable video game soundtracks include 1943: The Battle for Midway and Little Nemo: Dream Master.

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The game very closely follows the plot of the film on which it’s based. You control a team whose task is to enter the mansion of Mamiya Ichiro in order to document the many frescos (paintings) that adorn the mansion walls. Upon entering the mansion the doors close, trapping you within the confines of the run-down estate. You decide to split into two teams and explore the mansion in hopes of discovering clues to the mystery in which you are now entangled.

The First Survival Horror Game?
A very unique aspect of the game is that each character has a specific tool that only they can use. For example, one character possesses a vacuum which is used to get rid of other wise impassable broken glass strewn about the mansion floors, another has a medical kit which is the only way to cure status ailments. Another interesting obstacle that really puts you on the edge of your seat is that if a character falls in battle, there is no way to revive them. You must continue on in the game and find alternate routes, if possible. In some instances you may have to use the ‘restart’ feature from the menu window and basically reset the game to the beginning.

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It is this element that adds unnerving tension to each and every battle. It is also this feeling of tension, as well as the mansion setting, and even the ominous door opening animation that Shinji Mikami would borrow heavily from when he began development on his first game for Capcom nearly 6 years later. Unlike Sweet Home, Mikami’s creation would make it to the North American shores… and it would also become not only a huge success, but also spawn one of Capcom’s signature franchises. We would play it as Resident Evil.

Shinji Mikami himself freely admits that he took a large amount of inspiration from Sweet Home, which could be argued as being the first survival horror game. Earlier games such as the Atari 2600 titles Halloween, Texas Chainsaw Massacre, and Haunted House definitely share in the survival horror lineage, but the most copied of the 80’s horror games is still Sweet Home, with its primitive character development, environmental puzzles, reliance of the use of specific weapons and tools, and frightening visuals, it was the first scary game that attempted to not only challenge your thumbs, but to also mess with your psychological well being. Games such as the obviously influenced Resident Evil series, Eternal Darkness, and Silent Hill would build upon these basic concepts and continue to refine and improve them.

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Sweet Home is still worth a play through today. The uniquely Japanese RPG battle mechanics and level building combined with what would unknowingly (at the time) be the fetal stages of modern survival horror make for an interesting look at the evolution of a genre.

You can purchase the reproduction cart at Game Reproductions, or find the patched ROM at any number of websites.

Must Read: RetroGamer Collection Vol. 3

October 28, 2009

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I picked this up just today from my local Chapters bookstore. If you are a fan of RetroGamer magazine, then you will be familiar with this. The RetroGamer Collection series is basically the best of RetroGamer magazine condensed into one volume, and free of ads. This thing the amazing, and at a hefty 256 beautifully printed pages, it’s a big magazine. Hell, it’s bigger than a lot of the strategy guides I own.

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Tucked within it’s pages are retro console reviews, company retrospectives, developer interviews, comprehensive game histories, as well as reviews of games ranging from the ZX Spectrum to arcade, to the Nintendo 64.

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Any retro gaming fan would be crazy not to pick this mag up. And don’t let it’s hefty price tag ($33 taxes in here in Canada), because for the sheer amount of content it’s definitely worth it’s weight.

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I have barely even scratched the surface of this, this… monument- no, love letter to retro gamers the world over, but so far my favorites have to be the amazingly comprehensive history of the Zelda series, the Gunstar Heroes retrospective (which focuses on Treasure, the games developer, as much as the game itself) and the look back at Konami’s phenomenal late 80’s/early 90’s output.

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Do yourself a favor and pick this book up, and pick up RetroGamer whenever you can. You can head over to their website if you don’t have a local book store or magazine shop that stocks RetroGamer (after all, it’s a UK import). While you’re there, make sure to pick up RetroGamer Classics Vol.2 as well, but I would do so sooner than later because just like the games it so lovingly immortalizes, once it’s out of print it’s gone forever.

I can’t really call this collection anything other than, as the cover states, essential.

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Vagrant Story

October 26, 2009

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Yasumi Matsuno’s second Square effort, Vagrant Story, deserves every bit of praise it has accrued since it’s initial release in February of 2000. Like Matsuno’s Final Fantasy Tactics before it (and Final Fantasy 12 after), Vagrant Story broke new ground within it’s genre.

with Final Fantasy Tactics, Matsumo added a level of customization and depth of story and character development that was unrivaled in the genre of the console strategy RPG and in Final Fantasy 12, he merged the traditional JRPG with the Western influences and characteristics of the MMORPG. 

Vagrant Story, like his previous and latter efforts, was a scrapbook of styles and genre defining creativity. Vagrant Story is part dungeon crawler, part action game, and part strategy RPG.

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The underlying strategy aspect of the game may not be readily apparent, excluding the many environmental puzzles peppered through-out the game, but they play an enormous role once you start to peel back the games many layers. The combat system is a marriage of hack and slash action and calculated attack, as where you choose to deal damage (you are given a choice of head, body, left arm etc. depending on your position and proximity to said areas) and the way in which you chain your attacks plays an integral part in your ability to proceed past many of the games battles, both boss and standard. 

Custom weapon and item creation, done in workshops scattered through-out the games 3D maps, add an additional element of strategy. Smart and efficient use of this mechanic can often times mean the difference between success and crushing defeat.

Set in the medieval-France inspired world of Ivalice, Vagrant Story’s art design is ambitious and nearly perfect. Everything from the stunning architecture of the city of Lea Monde, to the isometric catacombs has been meticulously detailed and flawlessly executed. 

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I won’t venture too far into Vagrant Story’s plot, because I personally feel that it is one of the best aspects of the title. Suffice to say, by the time you gain control of Ashley Riot and begin fighting your way through the catacombs en route to Lea Monde, the story will have drawn you in with no signs of letting go. Political infighting, corruption, deranged cult leaders and secret alliances all play their part in unfolding  a masterfully crafted story. Much of this is thanks to the outstanding translation and localization efforts of Alexander O. Smith who has been praised for expertly relaying the games dark themes and complex plot.

The game shares many themes and plot devices as Yasumi Matsuno’s other Square Ivalice titles, and in many ways, is part of an unofficial series. In fact, Matsuno himself has mentioned in interviews that Final Fantasy Tactics, Vagrant Story, and Final Fantasy 12 take place not only in the same universe, but are relitively close to each other on Ivalice’s map. Final Fantasy 12 even includes numerous references, most obvious of which is the city of Leamonde (the spelling of which was altered in localization). 

If you are in the mood for something a little different, I am sure you will be pleasantly surprised. Vagrant Story is a title that deserves to be revisited, or experienced for the first time.

Chasing Carts: All Zelda CIB (Update #3)

October 21, 2009

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This is a reoccurring feature here were I provide updates in my quest to own all of the Zelda games complete-in-box. Play catch up on my progress by checking out my flagship entry, the first update, and the second update.

I have cleared a couple more hurtles on the handheld front. Most exciting for me personally, is finally obtaining Oracle of Ages. The Oracle games are among the few Zelda titles I’ve never played, mainly because I wanted to play them back to back. Now I can put them on my ever growing queue.

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I also got my hands on a copy of Links Awakening DX. I have many fond memories of running circles around my cousin Neil’s copy of the original Game Boy version, so I am pretty excited to get back into that title also. Rounding out my finds is the Game Boy Advance port of the classic A Link to the Past.

So few Zelda games left to go…

The Legend of Zelda (Classic Series version, grey cart) (NES)
The Adventure of Link (Classic Series version, grey cart) (NES)
The Legend of Zelda (Classic Series) (GBA)
The Legend of Zelda: Link’s Awakening (Gameboy)
The Legend of Zelda: Link’s Awakening DX (Gameboy Color)
The Legend of Zelda: The Oracle of Ages (Gameboy Color)
The Legend of Zelda: A Link to the Past / Four Swords (Game Boy Advance)
The Legend of Zelda: Majora’s Mask (Collectors Edition w/ holographic sticker on cart) (N64)
The Legend of Zelda: Majora’s Mask (Regular version without holographic cart)

Hero’s Quest

October 16, 2009

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Oh, my dearest Hero’s Quest. My first ever experience with a non-Commodore PC was some old IBM beast my grandfather had that ran Windows 3.1. I remember at the time that he got it it was state-of-the-art, cutting edge stuff. I have a fairly close (and large) family and I can remember my brother, myself, and my cousins Neil and John especially taking a shining to the computer. The computer had a whole slew of programs like Resume Maker, Form Tool, and some primitive spreadsheet programs. It also had a whole slew of pirated games, most of them classic adventure games. Such titles as Darkseed, Police Quest, The Colonel’s Bequest, Code Name: Iceman, Leisure Suit Larry, and of course, my beloved Hero’s Quest.

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New Game Room Addition (Rad Arcade Content)

October 14, 2009

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The above photograph portrays the swath of destruction I carved through my game room on Sunday night. Why would I intentionally have created such chaos in my normally tidy and uber-organized temple of doom? For probably the best reason of all; an arcade machine.

Having owned an arcade cab in the past (Rygar), and having spent countless hours in arcades (I’m looking at you, Wonderland), I can rightly say that even though I really like classic arcade games, I tend to get bored of the single screen game play and murderous difficulty that they provide. And even though my beloved Rygar was indeed an action platformer, it was really fucking hard, and more of a score-chaser than a Super Mario Brothers. At any rate, I soon became bored and the novelty wore thin so I ended up selling it after six months.

But now that I bought my own house and actually have extra space for luxuries such as arcade cabs, I have been passively trolling for a replacement ever since we moved in at the end in of August. A classified ad and one 80 minute round trip to Moose Jaw later I am now the proud owner of this:

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Sweet holy hell is this game awesome. I would put beat ‘em ups in my top three favorite video game genres (along side JRPGs and platformers), and beat ‘em ups don’t get much better than Konami’s 1991 classic The Simpsons. Now, most people are used to the 4 player cabinet. What I have here is the two player conversion kit installed in an Atari Kangaroo cabinet. Unfortunately, the machine houses the standard JAMMA harness and not the JAMMA+ harness necessary to rig up two additional sets of controls (and six button fighters), but I am not complaining. It’s the fucking Simpsons arcade for shit’s sake, and a JAMMA harness to boot. 

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The first night I had it my wife and I devastated the games two times through. So much fun. I am excited to have more friends over and play this game about a 100 more times in the coming weeks. I already have my eye on a Final Fight board as well as a TMNT board, so this cabinet can only become radder. 

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Overall, the cabinet was in pretty good shape. The insides were dusty as hell, but not bad considering it hadn’t been cleaned out in 18 years and I still have to replace the marquee light, but other than that it’s in pretty good condition. As an added bonus I found an intact copy of the manual in the machine when I opened it up. 

Fitting this machine into my game room meant I had to do some major reorganization, but I actually like my new set up better. The women from whom I purchased this cab also had a perfectly functioning Street Fighter 2 which I am seriously considering tabling an offer for. I got this Simpson’s cab for $300, and I am hoping I can get the SF2 for maybe $175? This women didn’t seem to know anything at all about these games, so i might get lucky.

Below are some photos of the updated game room. 

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Review: Famicom Dojo Season 1 DVD

October 8, 2009

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Released by: www.powet.tv, 4 color rebellion
Release Date: September, 2009
Price: $15.95
Order from: www.famicomdojo.tv

Number of Discs: 1

Special Features: Wii Day Launch Special, Tokyo Game Show 2007 Special, website promos, convention tour 2008 special, bloopers, out takes, and alternate takes, DVD rom content, and more.

In a sea of angry gamers yelling and bitching about the same rogue’s galley of awful video games, and bandwagon paratroopers who generously hand out free blow-jobs to established cult favorites, it’s nice to see an internet video game show that actually strives to teach the retro gaming public something that it may not already know.

Can I plug a Famicom into a North American outlet? Why do some early Nintendo games have passwords while others have a save feature? What is a Family Computer? 

Famicom Dojo sets out to answer these questions and much more. The 6 short episodes that comprise the first season clock in at around 45 minutes total. Each episode is themed around discussing an aspect of Nintendo-centric 8-bit import gaming, and in the process answers many of the questions that an import-curious retro gamer may have. Granted, some resilient googling could net you the same answers but it’s nice to have them all put together in a one show.  

The show is presented mainly by host Sean Orange, who serves as your guide through the various skits and segments that make up each episode. At times the humor can tread into cheese territory, but fear not as the overly goofball antics are few and far between and there is some geniuinly funny stuff mixed in with the the information. 

Along with host Sean Orange, the show is co-helmed by Vinnk and both act as your buoy in the sea of the Famicom, Famicom Disk System and Twin Famicom. It’s evident that these two obviously have a deep seeded love for import retro gaming and it shows in the sincerity and care with which they handle the subject matter.

Another interesting dynamic unique to Famicom Dojo, is that the show often provides both the Western and Japanese perspectives on retro gaming, thanks to the show being put together from opposite sides of the Pacific.

If you are the least bit interested in the Famicom and retro import gaming in general, this series is a must own. Bonus features include an excellent extended episode discussing the 2007 Tokyo Game Show, a video diary of waiting on line during the Wii’s North American launch, as well as some promotion spots and episode commentaries.

I for one am very excited to see what Sean and Vinnk have in store for season 2, which a recent youtube video reveals is currently in production.

8/10