Tag Archives: Nintendo

Retro World Expo 2017 Recap

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Now in its third year, RetroWorld Expo has slowly built up momentum over its humble beginnings. While it still isn’t the size of something like one of the PAX shows, it has made quite the impressive successes over the first two iterations. The biggest change this year was the move from the Oakdale center in Wallingford, CT to the Hartford Convention Center in Hartford, CT. Due to this, the show was able to increase the floor space, and use conference rooms for panels.

Getting into the show was very smooth, and easy. I didn’t have to go through two or three different lines to get in. I simply showed my ticket receipt to the volunteer at the booth, got my wristband, and got in. Of course, I would hinder myself a little bit by not gassing up the car before making the drive. (More on that later.)

 

Upon walking onto the floor, I saw a few familiar faces as I took a quick gander at some of the vendors’ booths.  One of whom was Tom Ryan. I’ve talked about him in the past, as he does phenomenal artwork. A couple of years ago I got an awesome Thundercats print from him. This year he had an amazing Masters Of The Universe print! It features a very detailed Castle Grayskull, while a Darth Vader-esque Skeletor appears in the background. In the foreground there’s a really great silhouette of He-Man with the Power Sword. It’s awesome. It looks even better in person.

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After catching up with a few people I headed upstairs, as “Pixel” Dan Eardley was back again, and I wanted to get into his panel, as they’ve always been entertaining. This year didn’t disappoint, as he talked a bit about some upcoming crossovers. I can’t really go into too much detail about them as I don’t want to spoil anything for anybody. Suffice it to say, you’ll be pretty impressed with the first of these. After showcasing it early to those of us in the panel, he was also kind enough to show off a small home video clip that was quite heartwarming.

After this, he showed off some teaser footage with The Gaming Historian, and Eric Lappe of Let’s Get. There will be a few new episodes of From Plastic To Pixels coming down the pike. This is a series that focuses on showing off video games based on toy lines. It’s a fun show because it goes beyond a typical Let’s Play show by bringing in some of toy, and game knowledge. If you haven’t seen it yet, check it out. The panel closed out with a short Q & A segment with attendees. Some of the questions revolved around the upcoming episodes, that I don’t want to spoil. But a few questions were asked about some vintage toys, and games.

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I was a guest on Big Bucks Entertainment’s Super Millionaire. This is a company that does covers of the Game Shows you likely grew up watching. They did two of them throughout the course of the show. One being the update of Who Wants To Be A Millionaire, and the other being Press Your Luck.  To get on the show, the company put up question challenges on its Facebook group. Leading up to the show, I had taken a shot in the dark, and answered a question. Well, it turns out I was right, and was put into the pool of potential guests.

So I showed up with my buddy Jordan as my lifeline. We were given a rundown of the game rules, and stage procedures. There were three of us who made it on. One of whom turned out to be a member of Super Retro Throwback Reviews. They had their own booth nearby. One of the judges turned out to be one of my good friends Russ Lyman, who was also in a panel later on in the show. He has a swell YouTube show where he combines VLOGs, DIY repair, gaming into one entertaining channel. He’s the one who got this snapshot of me on stage! He also brought his custom car to the show for everyone to see. None of us got very far into the game. Of the three I actually did the worst. I got all of the questions up to the first tier nicely. But upon reaching that first checkpoint I got the question wrong. I didn’t want to waste my lifelines. In hindsight I probably should have. But it was still a very fun experience.

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But it didn’t end there because they kept the show going with audience members. Most of them didn’t fare much better than those of us who played initially. My lifeline got to go on, and had to use all of the lifelines on the first three questions. None of which covered game knowledge. (Thankfully when he called me up, I guessed the question right.) But after he lost, there was an attendee that came within inches of winning the entire game. Unfortunately the Judges were wrong about the voice actor who played Sinistar (It was John Doremus), and he went with their guess. Nevertheless, as I said before it was a lot of fun, and the quality of the set props was pretty good. It made for a great facsimile, and even the Press Your Luck set was pretty awesome.

I got in a little bit of shopping with a couple of friends after that. We found one husband & wife run vendor booth with a ton of vintage Atari games in addition to the NES, Master System, Genesis, and Super NES games on display. Many of them were boxed, and complete! I found a complete copy of Fatal Run which is one of the late life 2600 releases. There was also a complete copy of Kung Fu Master my friend Jordan picked up. There was also a rarely seen complete copy of Red Label Space Invaders. These were just some of the 2600 highlights. There were a ton of great games for all of the platforms, but the 2600 selection was unreal.

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I found an old 7800 Alien Brigade Ad from an outfit called Glossed Over. They find vintage ads in great quality, and preserve them in laminate. They had a ton of memorable Nintendo, and Sega print ads. But there’s something special about the old Atari game ads. A few tables from where I found Fatal Run, I finally procured a copy of Tapper for the 2600! Up until the convention I had only ever seen it once before, so I picked it up on the spot.

But there wasn’t a ton of time left to keep shopping, the RetroWorld Expo brought back the auction from last year. Hosted by TV’s Travis Landry, the auction went on for three hours. I saw some of the items before they went up, and most of those seemed to be in decent shape. There was a really nice Commodore 64 set up among the items that included a Bread bin NTSC Commodore 64 model, a First-party joystick, a 1541 Disk Drive, and it had the box, and manuals. The box looked beat up, but everything else looked pristine.

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So I sat through the auction with a few friends, and of course I didn’t win the C64 set up. After it got beyond the aftermarket value, I had to give up. But it kept climbing. In fact many items got spectacularly high. Not as crazy as last year’s auction. But still pretty high. There was a Nintendo World Championships cartridge that nobody bid on because the opening bid was astronomical. It was nice to see one in person though! Some of the highlights for me were the bidding war that broke out over a Little Samson cartridge, which ended around $800. (Which is oddly enough a steal considering it goes for over $1,000 in many cases.) As well as the fervor over a really nice Sega Sonic store display sign, and the fact there were TWO copies of Mega Turrican up for grabs. Those were the other two items I took a shot on, but lost both.

Some other items that went up included a few lots. One was a box of NES common games. Another one was a bunch of Master System games. Beyond that, a pretty nice Atari 5200 bundle, and a copy of Power Strike on the Master System. I’m sure there are a bunch of other items I’m forgetting. It was still pretty exciting though. It’s a shame not many toy collectors were on hand, because there were a bunch of figures, and busts that went for well below what you’d typically expect to pay.  A couple of NES Classic Minis went for auction too, and went for a bunch of money. With the announcement that they’re going to be re-released again at retail, this kind of surprised me. Still, it was nice seeing some of this stuff. Like the Nintendo branded retail case I still remember seeing in Bradlees back in the day.

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I spent some more time on the floor, I got in a few rounds of Missile Command, and Street Fighter II in the arcade. I also found my buddy Bijhan had a booth where he let me have a complete boxed copy of Gunship for MS-DOS. My friend Jordan also hooked me up with a Shadow Warrior 2 scroll, and bag. As the sales floor started to close up for the night, I managed to find a copy of Pac-Attack for the Super NES. There was another after party this year, but I had to skip it due to the low amount of gas in the car. Since I commuted to the show, I wanted to make sure I got fuel before the stations might have closed. A few people were kind enough to point me to a couple of options. I managed to get to one, gas up, and get back to town.

Day two I went back to Hartford, for the rest of the show. I got there a little bit early, and I bumped into Pat “The NES Punk” Contri walking the floor. Just as last year, he was very kind, and cordial. I politely asked him if he had another copy of his NES Guide book. He took me to his booth to get one, and on the way over I told him where I’d found my deals the day before. He thanked me for buying a copy, I thanked him for his time, and let him get back to his game hunting. After that, I ran into my friends Chris, and Brian who had a small vendor booth for the weekend. Somehow I’d missed it the first day. They had a few coveted items, but I ended up getting some deals on some slightly less common games. I found RoboWarrior for the NES, and Desert Strike for the Super NES for a pittance. And it wasn’t just because I’m friends with them, they gave anyone who came by, bundle pricing if they bought multiple items. It’s part of why they do pretty well for themselves at events, and meets. I also got to catch up with Noah, and Paul from Retro Gaming Arts, and Rax The Great.

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There was another booth I can’t remember the name of, but the business was another really nice group of people. They had noticed all of the stuff I was carrying along with my camera, and offered a bag before I even started shopping. And when I did peruse their racks not only did I find a Joe & Mac cartridge for the Super NES, at a really good price (The first one, not the obscure sequel), it came in a protective plastic box. In fact every loose cartridge they sold did, and they were in excellent condition.

After this though, I went back up for several panels. The first one was the RFGeneration Collectorcast Reunion show. Bil McGee, Duke, and Rich Franklin did a live podcast where they talked about collecting tips. Budgeting for items at conventions. Networking, and making friends. Helping those friends find things they need. As well as reminiscing about road stories, and times where they had to go into some strange, or even scary places to find those coveted titles. All of which resulted in a lot of funny moments. Bil McGee does a lot of behind the scenes planning of RetroWorld every year so there was some time spent on what is involved in the process. It was a really entertaining, and informative panel overall. Plus their site is a pretty good source of information for collecting games.

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Especially their databases. At the end of the panel there was a short Q&A session. Some people asked about some of the topics discussed. I asked them to pair a beer with their favorite classic game. Duke didn’t drink so his answer was soda, as in many old games there were billboards in levels advertising fictional ones. Rich, paired stout with Tempest (which is an excellent choice.) Bil loved the question, and gave several examples that I can’t remember. But one that did stand out was drinking Lord Hobo Boom Sauce, or Consolation prize for any game that had shotguns. Because this would reference the cult movie Hobo with a shotgun. One can’t argue with that logic, although the audience erupted into laughter when Duke said he wouldn’t drink from anything called Lord Hobo.

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The next panel was The Gaming Historian panel. This year, Norman Caruso went with a similar format to the panel as he did last year. But this year he went with a topic that wasn’t child friendly. To which he warned the parents in the audience who promptly took their kids out. He went over a major Rock star scandal from several years ago, and cleared up a lot of the misconceptions about it. He also told us about an upcoming episode of The Gaming Historian, which like the Pixel Dan panel, I can’t really talk about here, as I don’t want to spoil episodes. All I can say about it, is that it’s going to be longer than most of his usual episodes are. He rounded out the show with a quick Q&A where most of the questions centered around the subject matter of the panel. But he was also asked about what happened to his episode about Nintendo’s purchase of the Mariners.

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Major League Baseball was immediately livid about it, and actually sent him a cease, and desist letter. So he tried to get into contact with them to iron things out. One representative liked the episode, and considered buying the episode. But only if things were cleared with Nintendo. Nintendo was fine with the episode. But when he went back to Major League Baseball, they ultimately decided they weren’t going to make any deals, and demanded the episode stay pulled. MLB is notorious for going after people, and fining them for seemingly innocuous things. In the 80’s they often sued people for taping games to a VHS tape to be viewed when they got home from work. All because they were that afraid, someone would try to sell the taped game. So as the potential debts piled up, Norman had to pull the episode.

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The panel ended with another Gaming Historian Jeopardy match. This year’s contestants did battle for a free Gaming Historian T-Shirt. Most of the questions were new, though there were a few repeats from last year. At first one of the contestants was running away with it, but before long all three were in the running. When Final Jeopardy hit though, two contestants gave Celebrity Jeopardy SNL Skit-esque answers, allowing the victor to claim the prize.

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After the panel ended The Game Chasers panel started, and they invited Norman to stick around for it. It was a really fun panel because it felt like a really good podcast. The banter was really good, and it led to a lot of hilarious road stories. One of the stories was about a debate over what really constitutes slippin’. Another was an argument Jay had with a cast member about what the official credentials for guacamole are. One moment that stuck out was when Norm told Jay about how great The Golden Girls is, and Jay thought he was being set up. But the audience reassured him it’s a timeless show. There were of course a few gross out stories that wouldn’t make the show. But overall it was a lot of laughter, and a lot of fun.

After that panel came the Connecticut Local YouTubers panel. This one featured my buddy Russ Lyman, Culture Dog, Miketendo, and Retroware TV’s own John Delia. After giving an overview of what each of them covers, they opened things up for questions. There was a lot of good advice in the panel, trying to know your audience.  How to discern constructive criticism from noise. Showing appreciation for those who appreciate you. I got to ask John about his experience with getting The Video Game Years on Amazon. He told us that the way the payments from Amazon work, is much better than the way it worked on YouTube. In a couple of months the show made more than it did on YouTube. This also led into the topic of finding new audiences. Because he found a lot of people on Amazon like to binge watch more than they do on YouTube. So a whole new group of people discovered it, and watched it.

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Some of the challenges he ran into had a lot to do with closed captioning. Amazon requires every show creators put up include the feature. So getting the show on the service took hundreds of hours of added work. Once they got the captioning done, the show got rejected again because of the static images. So they had to edit out some of the static logos to get it ready. When it finally did get submitted in the right state, they still had to call Amazon, and explain everything they just went through. The company then looked, said “You’re right”, and launched it, where it has been a success.

Some of the other attendees then asked the panel if they would just move to Amazon, and the answers were no, because of the different groups who watch or listen. Culture Dog, and Miketendo brought up the importance of one’s authentic self. People can tell when you stray from it. Russ mentioned that even if you do a bunch of different content, there should be something that ties them together. As an example he noted how much of his Do It Yourself content references gaming. That means a few of the viewers who come to the channel for game stuff might check out some of the DIY episodes. Everyone on the panel talked about doing YouTube shows out of the love of the hobby over coming out of the gate looking to be an overnight success. For a variety of reasons.

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After that wrapped up,  Joe Granato returned from last year’s convention with a major update on his NES Maker, and Mystic Searches, projects. He briefly showed off a trailer for his New 8-Bit Heroes documentary, and then jumped into the updates. He started out that process by explaining how the project started out. He, and his team found his old childhood ideas for an NES game, and decided to make that dream a reality. What they found in the process was just how complicated MOS 6502 assembly coding truly was, and after a short time found the project was going to take a very long time. So in the process they ended up coding their own editor to deal with mapping, objects, characters, and other assets.

So while using the tool to get the game made, they found potential in selling the editor as a standalone product when it’s completed. This will let people make their own NES games, and flash them to an actual NES Game Pak. Joe did concede there are some limits in it, as it was made to cater to RPG, and Adventure genres. But that people have demonstrated other genres can be done with it, though you may need to take up coding for some of that.

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He also showed off some more of Mystic Searches, and the progress on it. The over world appears to be finished, and everything looks pretty tight. They’re shooting to get it out by early next year, and the three versions of the Game Pak were shown again this year. He also noted they’re also looking for a Steam release, and they’re in the process of getting a Nintendo Switch license. There aren’t any planned ports for other vintage platforms like The Commodore 64, Super Nintendo, or Atari platforms. Hopefully the final game, and utility turn out well. It is pretty apparent a lot of love has gone into making it thus far. There were even some real world locations referenced in the game’s over world. But keep an eye on this one. Mystic Searches, and NES Maker could be quite the homebrew titles when they come out.

I finished out the day by heading back down to do  some more hunting for the last hour or so. I stopped by Bijhan’s booth again, and he let me have a MOC Smash Mario Amiibo. Which was super cool of him. I was also a million times grateful to Norman Caruso. I stopped by his booth to pick up his Gaming Historian Blu Ray, and thank him for coming to the convention again. Unbeknownst to me at the time, I left my phone there like an idiot. I bumped into some of my pals in The Best Spuds, and played some WWF No Mercy before leaving the show. I couldn’t find my phone, but of course the convention center was closing up. So all I could do was quickly check the Lost, and Found before leaving. Of course the phone wasn’t there. Well when I got home, I found a message from my friend Antoinette in our trade group. Norman had found my phone, and asked around to see if anybody knew who owned it. She recognized it as mine, and tagged me. I’m super thankful to the both of them, as I’m not quite ready to go get a new one just yet.

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That’s one of the best things this convention showcased to me this year. The wonderful sense of community here. People from all backgrounds coming together over a love of classic gaming. Every year I get to meet new people, and go to events. Even if you don’t see anything to buy, and you aren’t interested in the panels, there are tons of arcade games to play. There are a lot of  console, and computer games to play. There were even a host of tournaments hosted by my buddy Aldo this year. Including a big Overwatch tournament, Super Street Fighter II, Super Smash Bros. Wii U, and Mario Kart 64 among others.

They even had a couple of high-profile Cosplayers Midge Scully, and Maya Gagne there. I didn’t get a chance to see them, but they were there. Some other guests I didn’t get to see were Wood Hawker, and RGT85. Also Daniel Pesina came back with John Parrish this time. I also unfortunately didn’t get a chance to see them. If you’re not familiar with them, they were two of the motion capture actors in the earliest Mortal Kombat games. If you get the chance to see them you should.  Hopefully everyone returns next year, and I can rectify missing some of them.

Honestly as small as RetroWorld Expo is compared to larger conventions, it still has so much going on it’s impossible to see it all. Really, the only nitpick I really had this year, was the gap of time between the first night’s shutdown, and the after party I missed due to my own incompetence. Mainly because it breaks up the flow. There’s an hour-long window of nothing to do. I feel like if they could have either started the after party right away, or had a small panel to fill that gap problem

That said some of the stuff in the after party would have been fun. There was a drink, and draw event, one room had Culture Dog playing movies on LaserDisc, and then there was another spot for club music, and mingling. Again, in the grand scheme of things a very minor nitpick, and due to my own ineptitude didn’t matter anyway. The good vastly outweighed the bad this year. A part of me already can’t wait to see what they do next year.

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Fighter’s History Review

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It’s been said many times that imitation is the sincerest form of flattery. While there is some truth to that old adage, sometimes it isn’t the motivation. In video games a popular idea being copied is nothing new. But sometimes a copied idea will still go in a different direction, and become transformative. Often times this has gone on to create genres. Street Fighter II was one game that had its idea taken, and tweaked time, and time again. Many times, good things came out of this. Mortal Kombat is an obvious example. But there were a number of great fighting games from SNK. World Heroes, Fatal Fury, Art Of Fighting, Samurai Shodown, and King Of Fighters. To name a few.

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But one could also argue Street Fighter built from the basics early karate games like Karate Champ, and World Karate Championship (Known as International Karate in Europe). The point is, that a lot of great games came out of experimenting with Street Fighter II’s rules. Two characters go one on one, until time runs out, or one player knocks the other unconscious. First to do it twice wins. Some did a lot of new things with that setup. Data East on the other hand, did not.

PROS: Graphics. Sound. Play control.

CONS: Not much to stand out from other games in the genre.

CLONES: Ryu, Chun Li, and Zangief doppelgänger fighters unite!

Fighter’s History is one of the more interesting video game clones in history. Because of just how close to Street Fighter II it truly is. The backgrounds may look different, and the soundtrack may be different. But that’s about it.  Nearly everything else in the game is almost identical to Street Fighter II. A couple of the characters are even a stone’s throw from being indiscernible from their Capcom counterparts.

In fact Capcom took Data East to court over the game’s similarities.  Which were acknowledged in the case. But Capcom would eventually lose on the grounds that the core tenants are those of the fighting genre, more so than those of Street Fighter II exclusively. Still, it was an interesting case that I’m sure one with a law degree would be much better adept at writing about.

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Anyway, the game was first released to arcades in 1993, and a year later to the Super NES. Again, the concept is the same as Street Fighter II. Nine fighters enter a tournament to see who will be crowned the best. So you’ll choose your fighter, and go into two out of three round match ups, and hopefully win your way to the top. Once you defeat the other eight characters, you’ll go on to face bosses who are behind the tournament. In Street Fighter games that usually means a mysterious dictator running Shadowloo or some other criminal empire. In King Of Fighters it’s many times Geese Howard. In Mortal Kombat it’s usually a demonic force led by Shao Khan or some other evil bad guy. In this game the mysterious K is Karnov. Yep! The fire-breathing guy with the beer belly you took on an action platforming adventure, or beat up in Bad Dudes is the boss. But before you fight him, you have to beat up a generic clown. A clown so generic, he’s just called Clown. With the other borderline infringement characters here, you’d think they would have attempted Not Joker, or Not Ronald McDonald. But no, you just beat up a clown.

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Be that as it may, Fighter’s History is also one of the better SF II clones of the day because it hearkens so close to the Capcom formula. Hit detection is pretty good, and the move sets work about as well as they do in the actual Street Fighter II games. I’ll give Data East credit in the graphics, and sound department too. Because even though a lot of stuff came blatantly from SF II, there are still moments of originality in it. Namely, the backgrounds. The details in the stages are quite nice. They could have just re-made versions of iconic Street Fighter II locations the way they did with some of the character design. But they didn’t. They made their own, with some of their own original background animations. It’s worth seeing them in action. The characters themselves are animated well, and when the game does give us a character that isn’t cribbed from a competitor, it works nicely. As much, as I harped on fighting a generic clown, and Karnov earlier, they do look pretty cool.

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Fighter’s History also does one thing few other fighters did back then, and that is it adds location damage. If you keep attacking one spot on your opponent, eventually that spot will change, and reward you with more damage. For instance, if you keep hitting the Ryu stand-in in the head, eventually he’ll lose his bandana. At which point subsequent hits will do more damage than they did earlier in the match. This does add a tiny layer of strategy to the basic fighting game rules set out by Street Fighter II. You can also play as the clown, and Karnov through the use of a code.

However, the game still pales in comparison when it comes to balance. Obviously no fighter can ever be 100% even across every one of its characters. But in Street Fighter there are enough pros, and cons to each to make them viable options for different kinds of players. Ryu is a good all around character. Zangief is all about powerful moves at the expense of speed, and energy. Dhalsim is a hit, and run strategists possible choice. Other games in the genre took that aspect of the game to heart more than this game did. Some characters may look the part, but weren’t given the same level of care. As such you have some characters that will dominate most of the roster once they’re placed in an above average player’s hands.

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Still, the game did well enough to get two sequels. The first of which was Fighter’s History Dynamite on the Neo Geo. This game continues the storyline from the original, as Karnov wants to essentially re-match everyone after his loss. The third game was exclusive to the Super Famicom, and came out in 1995. Over the years, the series has been briefly thrust back into the limelight, as SNK Playmore worked out deals to put some of the characters in some of the King Of Fighters entries.

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If you’re a die-hard fighting game fan, or you love curious titles with some historical significance Fighter’s History is worth looking into. It’s a cut above some of the other stuff you’ll find on the Super Nintendo like the awful Street Combat. (Oddly enough, another fighting game curiosity.). But if you’re not, there isn’t a lot of stuff here that will make you choose playing it over the ports of Street Fighter games, Fatal Fury games, or the World Heroes games. Those games offer more balanced rosters, and enough unique things to make you keep coming back. It doesn’t make Fighter’s History a bad game, and collectors may want to find a copy. But as far as its competition goes, a lot of it is superior or different enough to choose over this one. There aren’t even many modes. There’s the arcade ladder, a survival mode, and the quintessential versus mode.  It’s a good curiosity, and preferable to many a bad fighter. But unless fighters are your genre of choice, you’re better off playing the staples from Capcom, SNK, and Midway on the Super NES.

Final Score: 7 out of 10

The Edge Joystick Review

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With the recent news that the NES Classic Edition is going back into production next year,  you might be looking forward to the re-release. Especially if you missed out the first time around. Of course, with any new console (yes even the all-in-ones) come a host of third-party accessories, and peripherals. The Edge is one of them.

PROS: Arcade grade buttons. Also compatible with the Wii U, and Wii!

CONS: Mediocre base.

ADVANTAGE: The controller pays homage to Nintendo’s NES Arcade Stick.

The Edge is modeled after Nintendo’s own NES Advantage. A legendary controller that any NES collector should own. It was designed with arcade games, and ports in mind. Donkey Kong, Galaga, Pac-Man, Mario Bros, and Double Dragon were just some of the classics that were even more enjoyable with a proper arcade stick.

Well, several of these games’ ROMs came on the NES Classic Edition. With no official NES Classic Edition version of the NES Advantage (Nintendo only made the Control Pads) EMiO enters the fray. EMiO is known mostly for common accessories like cases, and wall chargers for portable devices. They’re also the company behind the Mega Man headphones.

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With the NES Classic Edition launch, the company capitalized on the lack of an arcade stick with their own Advantage clone. They also made knock off Control Pads to capitalize on the shortage of first-party branded ones. I can’t comment on these as I don’t have them to test out. But I did happen upon The Edge, and this is what I found.

The Edge Joystick gets a number of things right, and has a few nice features under the hood. It’s stylish, and really does capture the look of an actual NES Advantage. It has turbo switches, and dials like the original. It also has a slow motion button, and adds an A+B button which performs actions in games that require pressing both, A, and B simultaneously.

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One really cool thing about this one is the inclusion of arcade joystick grade buttons. They’re nice, comfortable, and give you the familiar clicking you’d expect. The stick also has a nice arcade spring, and feels nice when moving it around. They also included interchangeable joystick knobs. There’s the ball style that the NES Advantage had, and then there’s a more traditional wedge style you can use instead. These easily twist on or off, so you can use whichever style you like with ease.

One other thing to keep in mind is the NES Classic Edition uses the same ports for controllers as the Wii mote controllers have for attachments. That makes the controllers for the NES Classic Edition compatible with the Wii, and Wii U. The Edge Joystick can be used with old games purchased on the Wii Shop Channel, and Nintendo E-Shop. I tested it with several games, and the results were mixed.

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On the Wii U, I tried the stick with Mighty Final Fight. In this case things were pretty good. The controller was pretty responsive, and I was able to play the game fairly well. Nothing to complain about. I also fired up Wii Mode, and proceeded to go into my roster of classics. I started up Donkey Kong, which is also on the NES Classic Edition. This was the first game I had a big problem with. For whatever reason going from walking right or left to climbing up a ladder would never go seamlessly. I had to stop walking, then push up on the joystick to climb. Donkey Kong pretty much requires spot on movement, and this put a big damper on the game.

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I then tried a few non-NES games just to see how well it worked with some of the other emulated systems. Boulder Dash for the Commodore 64 in Wii mode worked okay. Not great. Not bad. Just okay. Holding the stick in any direction often overshot where I wanted to be by one tile. But tapping the stick allowed me to move one tile at a time well enough. It was playable, but Boulder Dash is another platform, puzzle game that requires spot on movement. In later levels where speed is as important as planning, you may just want to use the Wii Remote for this one.

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I also used the stick with Cho Aniki for the TG-16 in Wii mode. This controlled just fine with the stick, and I didn’t have much to complain about. I was able to move in all directions smoothly, and firing was just as responsive. Another one that played well with The Edge was Contra Rebirth. Running, jumping, and firing in all directions were smooth during my play time with it. I closed out the tests with Ninja Combat for the Neo Geo on the Wii. If not for the fact the game requires a four button controller, this would have been the best test game. Moving, shooting, and jumping worked perfectly. Unfortunately, only having two buttons meant I couldn’t perform every function required to play properly. Still, it was a nice surprise.

One nice touch is the Nintendo Power pastiche included in the box. It’s a small booklet with some strategies, and cheat codes for the 30 games included in the NES Classic Edition. So if you’re picking this up with the console, it’s a fun little bit of bonus material for you.

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Aside from some iffy performance on some titles, the big problem with this controller is the inconsistency with the build. The nice, arcade buttons for the A, and B buttons are great, and the stick component is pretty good. Regrettably though, I have to point out the very light, and cheap feeling plastics for the controller body. If you come into this looking for the same hefty, build quality of the original NES Advantage you’re not going to find it.

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The Edge is a mixed bag. For some games you’ll like it fine enough, while on others you’ll just want to roll with the standard pad or Wii mote.  The real disappointment is the flimsy feel of the plastics aside from the rather nice buttons. There are worse controllers for the Classic, Wii, and Wii U. But this isn’t going to be the most well-rounded option either. Unless you’re dead set on using a joystick, and don’t have the hundreds to drop on a high-end arcade stick, I would stick with the standard first-party control pads. Or a Wii Classic Controller Pro for playing on the NES Classic or the original Wii. Wii U owners can also use the Wii U pro controller for games on the eshop.

Final Score: 6 out of 10

Freedom Planet Review

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Sonic The Hedgehog. He’s seen a number of ups, and downs over the years. The consensus seems to be his earliest adventures on the Sega Genesis, Sega CD, Sega Master System, and Game Gear were his greatest glory days. Fast, frantic, platforming action that involved any number of paths to victory. But after the Dreamcast faded into obscurity Sonic went in all kinds of directions. Many of them terrible. A few of them average, and a few that were pretty good. But I’m not here to talk about Sonic this time.

PROS: Really amazing pixel art, chip tunes, and the game play you remember.

CONS: The shortcomings you remember. Padding.

BIKES: If running fast isn’t enough you can speed around like Chris Pine in Star Trek.

When Sonic The Hedgehog was released it was only a matter of time before the imitators would come about. People dump on Bubsy, but that game was far from the worst clone. Awesome Possum, Aero The Acrobat, even The Road Runner had a Sonic inspired game. So with so many others that didn’t hit the mark, what makes this game stand out in the sea of Sonic contenders?

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For starters, Freedom Planet absolutely nails the feeling of Sonic The Hedgehog. The physics, the sense of speed, all of it. If you’re a big Sonic fan who longs for a return to the 16-bit glory days of yesteryear, buy it. I could end it there. I’m serious. This is bar none, one of the best Sonic clones you can get. But there are a lot of things that set it apart from its biggest inspiration.

Freedom Planet has a deeper, darker, storyline than the Sonic games. Most of the Sonic games feature Dr. Robotnik/Eggman imprisoning animals, stealing emeralds, and holding the world hostage. Freedom Planet instead involves a much more detailed plot. It opens up with a King being killed by a despot in cold blood in front of his son. Who is then taken hostage, and forced to fight for the despot. It wasn’t something I was expecting going into this. But it got my attention for sure.  From there you discover that there is an all-powerful stone that three kingdoms on the planet safeguard, and of course the despot wants it for himself.

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From here the game opens up, and you can choose to play either an adventure mode or a standard mode. Playing the adventure mode, will let you experience cut scenes, and the stages are played in different orders depending on which of the three characters you choose. Going with the standard mode eschews the cut scenes, and you play every stage in order. Like a traditional platformer from the era the game pays homage to.

The interesting thing with the adventure mode is that you’ll get a slightly different experience each time you play through it. That’s because the game is played through the eyes of each character. The three characters are: Carol, a green wild cat. Lilac, a purple dragon, and Milla (an unlockable character), a dog. Each of the characters has their own attacks, and abilities making each play through a little bit different. Carol has some speedy punches, and kicks. She can also ride a motorcycle if you find gas can power ups. Lilac has a useful double jump. Milla has a shield, and can throw cubes.

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Once you start playing though you will immediately be reminded of Sega’s most popular mascot platformer. The same sense of speed. The same loops, twirls, and crazy tracks fill the game’s 14 stages. With all of the collectibles, 1-Ups, power ups, and health items in each of them you can opt to try to find everything, or you can try to clear everything as fast as possible. I know I’ve waxed on about how many Sonic influences there are, but the game also has a surprising number of similarities to Capcom’s Mega Man X series too. This becomes apparent in the game’s combat, and enemy designs. Instead of jumping on bad guys to defeat them, you’ll punch, kick, or hit them several times to take them out. Freedom Planet is also a big fan of putting in multipart stages, and mini-bosses. Some of these are really imposing, and lead you to believe you’re at the end of a stage. Only to discover you still have a way to go.

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Boss fights themselves are grandiose in Freedom Planet. These moments feel more like playing an arcade beat ’em up than they do a platformer. Although you’ll discover they have attack patterns, again in the vein of a Mega Man X title. But some of these, especially toward the end of the game can be really impressive in both challenge, and visual flair.

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Freedom Planet also has the courtesy to grant players four different difficulty levels. If you’re absolutely horrible at this sort of platformer, or even platformers in general the Casual setting is for you. It is nearly impossible to lose a life if you’re even remotely good at these kinds of games. But from there you have Easy, Medium, and Hard difficulty settings. With the latter going very much into the “Get good!” end of things. Aesthetically, everything in the game is beautiful. Galaxy Trail’s pixel artists should be commended for just how well they’ve recreated the look of games of the early 90’s. As you play through this one, you’ll be constantly reminded of those days on the Genesis, and Super NES. It really is a beautiful game to look at. The soundtrack is just as good, going for the twinge lo-fi synth of the Sega Genesis, and early computer sound cards like the AdLib. The tunes themselves are filled with hooks, and melodies you’ll want to hum along to. If you want a game that will satisfy your nostalgia, while giving you something new, this fits the bill.

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There are also some other small galleries you can visit when not playing the main game. Throughout the main game are cards you can find, and these will unlock sound files, songs from the soundtrack, and concept art in these galleries. Not something that the average player might get into. But for players who become big fans of the story, characters, and lore, it gives an incentive to replay the game a few times.

Of course, I did have a few minor complaints with this one that may be bigger concerns for someone else. First off, because it adheres so closely to many of Sonic The Hedgehog’s rules it has some of the annoyances. There are times you’ll have to make blind jumps, only to land on an enemy or a hazard. This can lead to some moments of trial, and error. While not a major problem that ruins the game, Some might feel it detracts from an otherwise enjoyable experience.

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Another issue is near the end of the game there is a shoot ’em up stage, and it doesn’t feel up to the same standard as the rest of the game. The bigger issue is there is no checkpoint after completing it. It is considered a part of the following stage, which is a pretty long one. So if you run out of lives, shut off the game, and come back to it later you’ll have to play the entire shmup part again. So unfortunately, instead of feeling like some variety, it ends up feeling like padding. Again, not a problem that makes the game unplayable by any means. But it really could have used a checkpoint at the end.

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Overall though, Freedom Planet is a wonderful platformer. It feels like an homage to Sonic, and Mega Man X while also being unique enough to stand on its own. It has some of those mechanics, but it adds enough of its own original ideas, and tweaks thus avoiding becoming a forgettable wannabe. In fact, the game did well enough when it launched three years ago that a sequel is around the corner. So whether you play it on the Wii U, PC, or the recent release on the PS4 you won’t regret it.

Final Score: 8 out of 10

Mecarobot Golf Review

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At a recent retro game trade event I saw something too peculiar to not pick up. It was a golfing video game. The fact it was a golf game isn’t the odd part. The oddity comes from the giant robot on the artwork. Plus it was published by TOHO. The folks behind Godzilla. At that point, how could I not pick it up on the cheap? The Atari 7800 graced us with a ninja themed golf game. Could the Super NES top it with a killer robot armed with golf clubs? I decided to investigate.

PROS: A pretty good console golf simulator. Great use of the Super NES’ mode 7 effects.

CONS: Single player only. So you’ll REALLY have to like golf to get enjoyment out of it.

MISSED OPPORTUNITY: The TOHO characters you love are nowhere to be seen.

Originally called Nobuo Serizawa’s Birdy Try in Japan, Mecarobot Golf is a pretty good golf simulator. The original version had a setup where Nobo Serizawa would play 18 holes against stiff competition. This version is mainly the same except the characters were all changed for the North American market. One of the most peculiar being the switch from a famed Japanese golf star to a robot.

To go along with these changes, there was a back story created for the game. Apparently, in the future robots aren’t allowed to play golf. So an eccentric billionaire builds a special course for Eagle. He’s the robot you see on the game’s cover art. You’ll be playing 18 holes against Eagle, and that’s pretty much it.

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Mecarobot Golf is a pretty good golf game though. You have three main modes to choose from. You can practice driving balls to your heart’s content. You can play with tutorials through the game, and you can play the main mode. Which is really the reason to pop this Game Pak in.

When starting the game, you’ll name your golfer, and select a set of clubs. These also act as the difficulty level, as the set you choose determines your handicap. Once you’ve done this, you’ll have a character file that keeps tabs on all of your stats. You can also save your current game if you don’t want to play all 18 holes in a single sitting.

Visually, the game is quite nice. Sprites are really colorful, with a lot of smooth golfing animations. The use of mode 7 scaling is great too, making for some nice Outrun feeling drives, as you watch the ball zoom above the course. The golfing sound effects are pretty good too, conveying the feel of hitting the ball, and the sound of the ball rolling into the cup. Musically, there isn’t much to write home about. Some soft tunes to go along with the quiet, solitary golf experience.

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The golfing experience here is pretty good though. You can alter you footing, and the viewing angle of the course. You’ll get important information on your HUD, like the distance, and wind speed. Or the number of strokes for par. The ball physics are even pretty nice, and the game does a good job of simulating the feeling of golfing on different terrain.

Honestly, if you are a big fan of golf games, you’ll probably want to pick this one up. The underlying simulation is a commendable effort. However, there are a few missed opportunities that drag the experience down a bit. First off, the lack of any of TOHO’s major film characters. There’s already a cool robot your golfing against. Being able to play as Godzilla, Mothra, or another giant monster would have been awesome. Weird, but awesome. But the biggest strike against the game is a complete lack of multiplayer. Sports games are always more fun to play with friends. If you’re coming into this for a multiplayer experience, or a monster movie experience, you’re going to be disappointed.

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Nevertheless, if you collect obscure, silly, or just plain absurd games, and you like golf check this one out. It’s not terribly expensive, and it’s a solid game to boot. Golf purists may want to import the Super Famicom version as giant killer robots might not be their specific interest.

Final Score: 7 out of 10

 

The Legend Of Zelda: Breath Of The Wild Review

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Well it’s been out for a few days, and you’ve heard everyone tell you to run out, and buy it. Not only the game, but a new Nintendo Switch to play it on. As well as a pro controller, extra joy cons, and maybe a case or screen protector. “It’s a killer app! Totally worth spending over $400 on!”. But with no other major titles coming until the summer, you might feel like I do. Is it really worth spending all of that now?

PROS: Nearly everything about it.

CONS: Pointing out the few things wrong with it almost seems like nitpicking.

WOW: This will impress Zelda, WRPG, JRPG fans, and those who like none of those things.

Well to some, it will absolutely be worth spending the extra money on a new console to play this game. To others it won’t be. But if you happen to own a Wii U, and collect games for it, you will want to buy the latest Legend Of Zelda title. Just like the Twilight Princess, this entry comes on both the platform that is retiring, and the platform taking the other’s place. If you’re waiting on the new system, and have the old one play it on the old one. If you simply have to have a valid excuse to buy a new console no matter the circumstance then play it on the new system.

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I could end things there, telling you to just buy the game. But I’d be remiss if I didn’t tell you just why, all of this hype, praise, and fervor is warranted. The Legend Of Zelda: Breath Of The Wild does something previous Zelda games, including the best ones, haven’t been able to do. This game does something for every type of player. Previous games might have been too RPG for an action fan. Or not RPG enough for an RPG die-hard. There wasn’t anything cerebral enough for the Simulation fan, or maybe competitive enough for someone who rarely touches a single-player game.

Other people like me, are generally casual Zelda fans. We’ve played a couple of the hallmark games, like the original NES game, or A Link To The Past on the Super NES. But haven’t gotten into the 30 plus years of the lore. So this game does a wonderful job of giving lapsed fans, and newcomers a window into just why so many devoted Zelda fans love the series so much.

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Things start closely to the way they did in the original Legend Of Zelda. As Link, you are taken out of a deep magical slumber. Though it eerily resembles the cryogenic machines you see in many a science fiction story. There’s a voice that tells you, you are needed once again. You exit a cave, and see a vast, vast land upon you. When I say vast, I really do mean vast. The world of Hyrule in this iteration is one of the biggest open worlds ever presented in a video game. If you thought any of the Grand Theft Auto, Saints Row, or Elder Scrolls games had large worlds you haven’t seen anything.

But more importantly, and equally impressive, is that there is almost always something to do in Hyrule. You can spend tens to hundreds of hours completely ignoring missions. Just spending it wandering around without it getting old. Sure, one can cite driving over people in Saints Row 2 for a couple of hours. But eventually, you get tired of it, and shut the game off. Here, you’ll stumble upon enemy camps. Or you’ll find something out-of-place, investigate it, and get an item from the creature who moved things around. You can go mining for raw materials to have things crafted. You can go fishing, or hunting animals for meat. You can collect wild fruit, and vegetables. You can use all of the stuff you’ve harvested to cook meals.

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Cooking meals is not only something fun to screw around with, it’s an important part of the game. Meals can often net you benefits akin to power ups. Some meals will give you warmth to survive sub-zero temperatures. Others will make you run faster. Some can give you increased attack power, or cause you to take less damage. On top of that, the game implores you to experiment. Try adding unconventional ingredients to meals just to see what happens! Often times you’ll get meals that would make someone projectile vomit, but sometimes it results in something that would even make Gordon Ramsay pleasantly surprised.

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Of course, this is still a Zelda game, so you’ll be doing a lot of the stuff you’d expect from an action RPG, or an adventure game. You’ll find towns, talk to people, and be granted with all kinds of side quests, and errands. Doing these often nets you with rewards that make the main quests you’re given, a bit easier. Which is something for newcomers to keep in mind. You can go anywhere in Hyrule. Not figuratively, literally. You can get to any vista you set your eyes upon. The thing is, some of these areas will be quite hostile, and lethal when you get there. Especially if you’re unprepared.

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But that’s also what makes this version of Zelda so fun, the fact that the game doesn’t hold your hand. A main character may tell you where you need to go. But they’re not going to tell you what route to take, or when to go. Only that you need to. In the interim there are many other things you can choose to do. You can try to find the many shrines in the land for instance. These are dungeons that will force you to solve puzzles or defeat enemies with functions on your Sheikah Slate. (Minor spoiler: You get a magic tablet in the game at some point.)

The storyline is a bit of a departure from previous games. In most of the previous Zelda games, you had to save Zelda from Ganon, and that was the main goal. In this one, you find yourself in a Hyrule Ganon has pretty much held hostage for a century. Zelda isn’t a captive this time, she’s an active combatant. I won’t say much more than that as the game is still new enough that I’m trying not to reveal too much. But there are a ton of characters you’ll meet, and interact with. These conversations, and experiences tell some of the story, but that’s just it, it’s some of the story. A big chunk of this game, again, feels like a Western Role-Playing game, where your game play experience is a bulk of the story. You’re deciding where Link goes, what he’ll level up first, and what weapons he’ll use to fight.

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There are all kinds of weapons in this game too. Even things you wouldn’t think of as weapons, can be used as weapons. You start the adventure with no weapons of any kind. Alone, you have to go into the wilderness, and discover things on your own. Run into a monster unarmed? Better find something, anything to defend yourself with. You can use sticks. Limbs of a defeated skeleton. Farm equipment you stole from a village. There are bows, swords, and spears to be found. If you’re resourceful enough you can find your way out of a situation. Every weapon in the game, intended or improvised, can break too. So you really have to make sure you have something in reserve for a backup.

But you can also play very stealthily, and avoid a lot of combat by trying to sneak your way into shrines, landmarks, or other objectives. This is actually the preferred method when all of your weapons are broken, you’re low on supplies, and the nearest town is a fortnight away. You can climb any surface, save for during the rain, where things become slick. (Because there has to be *some* realism). Though you also have to keep an eye on your stamina. Get too tired, you’ll fall off of that cliff to your doom. Or drown in the pond. Or pant after sprinting, and get shot by a goblin archer. Or gored by a wild bull.

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Which brings me to another point. The difficulty. The Legend Of Zelda: Breath Of The Wild is tough. If you’re ill prepared at any time, there’s a good chance you’re going to die. As stated a moment ago, there are a zillion ways to die in Hyrule. On top of the environment killing you, or the wildlife, the enemies are especially brutal. Particularly once you get beyond the initial area. Even when you think you’ve got one of the villains on their last leg, they’ll one shot you, and it’s a Game Over. Bosses in the game are also hidden. You never know when you’ll stumble onto one, and when you do you’ll panic.

The thing is, the sense of wonder, and discovery balances out the trepidation, and frustration really well. It isn’t hard “Just to be hard”. It’s to more or less affirm that in Hyrule, much like life, you have to get out there, and take chances. You have to go fight zombies at night. You have to risk falling to your death to get that treasure. You have to sneak up on that wild horse, and make him your pet. That’s right, this game also has mounts. You’ll want to use them to get you across long distances. Sure, you can fast travel between shrines, but that doesn’t always get you headed in the right direction. You can also fight while on horseback, which is yet another really cool feature. There are stables where you can keep your horses, and there are shops where you can get new clothes, weapons, food items, and other stuff too.

All of this in addition to the campaign’s many missions. It all culminates to make one of the best single-player experiences in a long time. It also supports any Zelda themed Amiibo toys you may have. The Breath Of The Wild figures, aren’t the only ones. If you’ve got the Super Smash Bros. themed Zelda characters those work too. The in-game content varies, some of them clothing items, but most of them random loot drops.

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Visually, the game is pretty stunning. I own the Wii U version, though I’ve seen the Switch version first hand. They’re largely similar, so whatever Nintendo machine you decide to buy the game for, it isn’t too different. That being said, I have noticed the Wii U version has lower texture quality (Think a PC game’s *medium* setting as opposed to *high*). But the physics of the wind blowing grass in the fields, or the little touches like insects flying off of flowers, or tiny birds fluttering about, are all here. Unfortunately the one major issue affecting the game is performance drop off. It isn’t uncommon for open world games to have performance issues, as they’re some of the more demanding games for video cards, and chipsets to render. In the case of Zelda, some of the drops are really rough in some areas. The initial area seems to be the worst since it is so densely populated with objects, and NPCs. Factor in the special effects, and the frame rate begins to take a big hit.

 

Now the good thing is, these still aren’t bad enough to make things unplayable. It’s still responsive enough to do what you need to do. But it will be noticeable, both from a visual standpoint, as well as feeling. Movement becomes sluggish, and frame drops will sometimes make it look choppy. The other saving grace is these usually only last a few seconds, and in the scope of the game world, they’re pretty small areas. Still, for some players it is going to be really annoying.

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The other issue is that at least on the Wii U, you’ll see a significant amount of pop in a few areas, as it looks like the draw distance was adjusted to increase performance. It’s a pretty minor nitpick in the grand scheme of things. Still, seeing wild sheep randomly appearing as your parachute passes over a farm, or seeing details of rocks load in when you get closer to a mountain, are noticeable things. Nothing that ruins the enjoyment, but it is a technical issue that open world games often have, and Zelda is no exception.

 

Be that as it may, the game still looks beautiful, taking the pseudo cel shaded look of Skyward Sword, and merging it with some of the realistic look found in Twilight Princess. The result is pretty great, giving a nice mesh of fantasy, and realism. It can be very vibrant, rich, and colorful when it needs to be. It can also be very grim, frightening, and full on terrifying when it needs to be. This gives an already great game, an amazing sense of atmosphere. The dynamic soundtrack does this as well. In many ways it reminded me of playing one of the Metroid Prime games. A song that fits any situation. When things are bleak, the music reflects that. When things are hopeful it reflects that too. Even when things are calm, it manages to come off with something light, and nurturing. Unless you start thinking things are too quiet. In which case the game probably thinks that too, so the soundtrack begins to change.

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I could probably fit another 8,000 or so words into this review talking about the excellent weather effects, how you’ll freeze to death in the snow without the right clothes. Or how great the animations are for any situation. Or the effective use of day, and night cycles. Or the neat little effects like fire burning grass when you swing a lit torch at a bad guy in the fields. Or about how you need to solve the shrine dungeons to get enough McGuffins to go to another place to extend your life meter (Okay, another spoiler there.). I could talk about the importance of towers, and constant saving (Again, you will be screaming “NOOOOOOOOOO!!!” a lot.). But I don’t want to give everything away, nor do I want to prattle on too long. The point is, that yes, The Legend Of Zelda: Breath Of The Wild is worth getting, even if you’re not a rabid Zelda fan. The technical hitches keep me from calling it sheer perfection. But if you haven’t owned a Nintendo console since the Gamecube, it makes for a very strong launch title for the Switch. Likewise, if you own Nintendo’s current system, and want to wait until there are more games for the Switch before buying one, this is a terrific sendoff for the Wii U. It’s a huge game with hundreds of hours of content. Not busy work. Not banal tasks. Real stuff. Plus, by the time you do see everything the digital expansion pack they’re working on will be out, which could possibly make a great game even better. Early adopters get some in-game cosmetics, but I recommend waiting, until it arrives. There’s already a ton to do in the initial game.

The Legend Of Zelda: Breath Of The Wild is excellent, and an early contender for many GOTY lists. Whether you experience it in the flashy new sports coupe or the old jalopy you’re going to be going on one hell of a ride. I’ve still got a long way to go journeying through it. But at 40 hours in, I think it’s safe to say this is one ride worth taking.

Final Score: 9 out of 10

Slain: Back From Hell Review

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Generally I don’t do end of year lists, because I simply don’t have the resources to play everything. But sometimes that can be a good thing as this year proved that many games have been, and will be taken out of the oven too early. Slain is one such game. At least it was initially according to most who looked at it.

PROS: Everything you love about Castlevania 1, Golden Axe, and Heavy Metal!

CONS: The insane difficulty of NES Castlevanias.

DIE: Everything will kill you in this game. Usually in horrific, and gory ways.

When Slain was released, the initial reception wasn’t very good. Performance was terrible on many computers, it had bugs, crashes, and other problems. But things didn’t stay that way for very long. Where other developers may have spent eons trickling out patches to try to get things working, made excuses, or worse, given up entirely, these guys didn’t. The people behind Slain put out major overhauls for a few months. Once the game was in the state it should have launched in, it was given a subtitle to reflect it, and relaunched.

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So this revamped version I received for Christmas is really good! It has brisk action. It has a blend of fighting, and puzzles. It has really inventive character designs, and a head banging soundtrack. What it doesn’t have is a ton of exploration, a deep story, or a wide cast of playable characters.

You see, at first glance many people will think Slain is going to be a Castlevania clone, and they would be partially right. But these folks aren’t thinking of the  right Castlevania games. These days a lot of people are wistful for the entries like Symphony Of The Night, or Aria Of Sorrow. Versions of the formula that mixed in the exploration of Metroid into the series. Leading to the term Metroidvania. But Slain follows more closely to the first Castlevania most people who owned an NES played. Castlevania.

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So what you’ll be doing here is going through linear stages. At the end of each stage you’ll fight a horror themed boss, and then move on. After you complete the first stage, you do get to go to a hub level, where you can choose the order you want to play the stages in. Well, partly. Because two of them are locked until the second, and third, are completed. You can also replay any stage you’ve previously beaten. But no matter what order you choose there aren’t any changes. Each of the six stages does give you a pretty wide variety of settings. The entire game is oozing in Heavy Metal. The style of the characters, and even the pixel art itself, is right out of album covers. Old school fans will immediately think of the art on albums by Iron Maiden, early Metallica, Sepultura, Dio, Thor, and Iced Earth.

You’ll be fighting in old burned out towers, desolate plains, ethereal worlds, and blood soaked towers. There are also booby traps everywhere. Trap doors that will have you falling on spikes. Blood puddles that pull you down, and drown you. Background statues that attack you, ceilings that crush you, and that’s just the tip of the iceberg. The enemies will take you back to times of playing Castlevania. Albeit with a dash of Golden Axe. Instead of fighting one or two enemies at once, you’ll often be swarmed with five or six. All of the enemies look gorgeous. As far as monsters can. The details in the sprites are just as impressive, and imposing as the backgrounds. Plus, every character has a ton of animated detail. If you take five seconds to analyze something as simple as a skeleton walking toward you you’ll notice it instantly. He’ll then hack you to death with a machete because you weren’t paying attention.

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Which brings me to the death animations of your character. Because it goes along with everything else. You’ll see your organs fall out after a monster has you disemboweled. You’ll see the flesh fall off of your bones when you fall in an acid pool. You’ll see your head get severed by an enemy knight. or your character become paste when he gets crushed. The ways you go down in this game can give Mortal Kombat a run for its money.

So how do you survive? Well the game does take a few cues from Castlevania in that you’ll have to plod through areas, avoiding traps, killing enemies, and trying to make jumps without bats or Medusa heads knocking you into pits. The game also has both a health, and power up bar. But the similarities begin to end there. For starters, instead of picking up random secondary weapons from candles, you have a charge attack. The longer you hold the charge, the more powerful a burst of fire you can throw.

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But I can already hear you asking where to find mana to replenish your secondary ammunition. You find it in battle. Slain, has a pretty respectable fighting system. True, you can hack n’ slash your way through via Golden Axe inspired brute force. But you’ll actually have an easier time once you discover that timing is everything. Slain gives you an attack button, a jump button, a secondary attack button, and a block button. Holding the block button can , well, block attacks from enemies. The thing is blocking too many attacks will actually cause you to go into a hit stun, where enemies will finish you off.

However, if you time your block perfectly, the enemy gets hit stunned, allowing you to get off a critical hit. Many enemies will die after one or two of these, and it is here you get mana. But it goes further. Some bad guys will shoot projectiles at you. Instead of blocking these attacks, you can time your primary attack. Hitting the projectile at just the right time will knock it back, like a baseball. This is crucial to master, because for some of the larger enemies, mini bosses, and bosses you can’t survive without it.

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And before you go thinking you can instantly make the game go from difficult to easy by doing this, every enemy type has a different timing requirement. In the case of boss fights, you’ll also need to learn their patterns. Attack at the wrong time, you’re dead. Go on a flurry of hits blindly, and you’ll soon be on the business end of a super move that will one shot you. Even if you have full health at the time.

Still, you’ll need to master every trick at your disposal, because much like the early Konami, and Sega games that inspired it, it is difficult. But difficult in a good way. You’ll die 20 million times. But every time you’ll still want to play again. It gets you hooked on perseverance. That constant feeling of just one more try. You will give it one more try, and another, and another. Because every stage has a hidden piece of a talisman you’ll need to find. There are also elemental versions of standard swords, and axes. But the way they’re implemented is really cool. Again, the amazing sprite work, and animation is on display. These weapons aren’t just recolored, and buffed versions. The wild designs make each of these feel unique. Like the embers of fire trailing off of your flame sword. Or the water, and ice dripping off of your axe. Slain always has some new detail you’ll be discovering.

The soundtrack also takes inspiration from vintage metal, though it has elements of subgenres. There are moments where it feels symphonic, other times there’s a sense of power. Often times it will evoke crunchy, speedy licks, and solos. Curt Victor Bryant (of Celtic Frost) did a wonderful job giving players a soundtrack that matches the imagery in Slain. Again, it will remind you of early metal albums. If you grew up in the 70’s or 80’s listening to a lot of the heavier, darker albums, you’re going to love the music in this game.

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Unfortunately, the story we’re given isn’t nearly as interesting as the world it takes place in. You play Bathoryn. An old, expired warrior who is resurrected, and commanded to liberate six realms from monsters. There are some dialogue boxes between Bathoryn, and some of the characters, like the being who wakes you from your slumber. Or the banter with boss characters before, and after fights. But the exposition doesn’t show you the story, it just tells you what is happening. You go tracking down a villain named Vroll. He shows up from time to time to taunt you on your quest, and sometimes just before a boss fight. Throughout the game you also run into a mysterious mystic, who grants you the aforementioned weapons, as well as introduce some of the new enemies. The final confrontation does fill in some of the blanks, and there is an interesting twist at the end. I just wish the narrative could have been as interesting as everything else.

Be that is it may, Slain: Back From Hell is an excellent game overall. It is true, that it has a very high difficulty, but then so do many good games. If you’re someone who is willing to press on, there is a lot to like. Even if you’re not a big fan of Heavy Metal, the game’s horror elements, and atmosphere will still keep you entertained for hours. It isn’t a very long game at just six stages. But the challenge will have most people playing it for a long time. Even if you do become good enough to master it, you’ll likely come back to it for replays, or speed runs.

Final Score: 8 out of 10

Shatterhand Review

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The NES was a haven for action platformers by the early 90’s. Castlevania, Mega Man, Ninja Gaiden had all become mainstays. So companies were desperately trying to get in on the trend. Some of the games that came out of this trend became system sellers, while others went under the radar. Natsume, who is known mainly for the Harvest Moon games these days, were unsung heroes of action games back then. Known for stuff like Shadow Of The Ninja, and S.C.A.T. But some of their titles didn’t get the fanfare.

PROS: One of the best action platformers you can find for the NES.

CONS: High difficulty.

TUNAGE: This game has some of the memorable chip tunes on the console.

Abadox was one such game. It was a very good shmup that outside of a wild commercial, didn’t get much attention. This game didn’t either. In fact, Shatterhand was given almost no advertising by Jaleco, and I only found out about it back when it was coming out because I frequently read Nintendo Power. But those of us who did get a copy back in the day got a big win.

For those who missed it back then, or those who are into discovering old games, Shatterhand is definitely a game that should be on your radar. In Japan, it was called Super Rescue Solbrain , and based on a show in the Metal Hero series of TV programs there. It centers around a team of police cyborgs that can power up, and fight super criminals.

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The shows weren’t released in any form in North America, or Europe at the time. So when the game was released outside of Japan the story was changed, the game retitled, and one of the stages was replaced with an entirely new one in its place. The game’s intro was also changed, as well as some of the character sprites. But the gameplay itself remains unchanged.

In Shatterhand the hero is renamed to Steve Hermann. The retooled story goes that a group of Military renegades form a terrorist organization called Metal Command. In 2030 they take over the world by unleashing their army of robots, and cyborgs upon the Earth. Streetwise cop Steve Hermann loses both of his arms in a fight with some of these terrorists, and a new agency called the Law, and Order Regulatory Commission (or L.O.R.D.) gives Steve new cybernetic appendages. So he becomes Shatterhand, and goes on a one man army mission to take down Metal Command.

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Right away you’re going to notice how good this game looks. Visually it’s held up very well over the years. Sprites are very detailed, with some really nice animations on everything. Characters, background objects, enemies, everything looks really cool. The tile sets, and parallax scrolling work really well, and every stage oozes with atmosphere.

The stages themselves also have really clever layouts, with power ups placed in great risk/reward positions. Of course sometimes this makes things seem masochistic. Like when you’re going up an elevator with missiles coming at you from the bottom, and the top of the screen while guys in Cobra Flight Pods come gunning for you. You spot that crate you need to get to  in order to build a robot companion only to escape with a single hit point left.

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But there are a wide range of power ups to help you. The main ones are robotic companions. But it isn’t a case of simply picking them up. Peppered throughout the stages are crates. Many of them have two different types of boxes inside, each with one of two letters. Along the top of the screen are three spaces. Each time you collect a letter it takes up one of the spaces. Grab three letters, and then a robot companion will beam in to help you. The robot that shows up depends on which letters you collected. You could get one that throws grenades. You could get one that uses a flamethrower. There are a few different robots. The key is knowing what combination is the best for each stage.

You can also become an invincible super robot if you collect the same sequence twice. This is only temporary, but if you can pull it off at the end of a stage, it will really help out in boss fights. Some of the bosses in the game have an insane amount of health, and so being able to deal high damage, without taking any helps a lot. Of course you can also destroy them by learning their patterns, and moving accordingly.

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Rounding out the power ups are an upgrade for your punches, health, a 1-Up box, and bags of gold. Which you will need because the power up punches, health, and extra lives cost money. You can also get money by beating certain enemies to death. But what adds to the challenge is that aside from the robot companions, you have only your fists. You have to kill everything in this game with your literal bare hands when you have no pick ups.

Shatterhand is a seven stage affair. The game borrows a bit from Mega Man in that after the first introductory level you’ll be able to choose your mission order. The first stage gets you acclimated with how things work. You’ll discover the basics of running, jumping, and punching bad guys, and obstacles. You’ll figure out how the letter combinations for robot assistants work, and you’ll face a pretty easy boss. But from this point on the game becomes brutally difficult.

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The submarine stage for instance has some very annoying enemies in its top-secret mad science lab area. Floating aliens that are hard to hit. Monsters that leap from the chambers you have to destroy have almost as much health as some of the boss characters. The city stage is especially tough because everything is on fire, bombs constantly fall from the sky, and it will easily have you using continues like crazy when you first play it.

These are just two of many insanely difficult moments in the game. After you clear the five stages in whatever order you choose, you’ll go onto a final level. This stage is a medley of the earlier levels’ mechanics. Including a boss rush with three of the bosses you already defeated earlier. Thankfully the last stage is a bit forgiving in that it will let you continue from the middle if you lose all of your lives.

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While on the subject of continues you do get a lot of them. But you have to remember to push the start button after the first few Game Over screens to bring up the option. If you don’t do it before the sad music of failure ends, it just assumes you quit. Also know that if you’re looking to beat the game with any respectable score, you’d better beat the entire game on three lives. Because continuing erases your score. It is possible to beat the game on three lives, but it isn’t easy. Particularly if you get to a boss without a robot, or without the suit of temporary invincibility. Because at that point you have to know the boss patterns to a pixel perfect T. Compounding this is that General Gus Grover is a massively huge cheater. First, he dons a power suit similar to the one you get for getting the same robot satellite twice. Second, he starts to blow up chunks of the floor, causing them to engulf themselves in flames. This makes parts of the floor impossible to walk on. So you have to act fast to kill him before you have nowhere to stand.

As much as it may sound like I’m complaining about the difficulty on display, I’m really not. For the most part the difficulty is still pretty fair. You know it’s your own fault when you die. The game isn’t overly long either, the stages can be cleared pretty quickly once you’ve figured out exactly what you need to do. The thing is, it is also the kind of game that requires a lot of practice, and a lot of patience in order to win. You won’t beat it on your first attempt without using any continues. You may not be able to clear the game on your 500th attempt without continuing either. But you’ll have a lot of fun trying to.

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Shatterhand is awesome. Beating the low-level enemies to death is a blast. Managing to even get to the bosses feels like an accomplishment. Defeating a boss will make you feel like a superhero. And after weeks of practice when you finally kick General Gus Grover’s ass you will want to celebrate with anyone who will listen. What sets the game apart from stuff like other hard games though is that again, doesn’t feel cheap. Except for the final boss setting the floor on fire. But even still, keep playing, and you’ll persevere.

Of course a lot of collector’s have discovered this one over the years, so it isn’t going to be a low-priced Game Pak. But unlike the terrible games that cost a fortune because of their rarity Shatterhand is a really good game. One that you’ll definitely want to keep in your collection once you find it. It’s one of the best action-platformers on the NES.

Final Score: 9 out of 10

Retro World Expo 2016 Recap

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Last year’s inaugural Retro World Expo was a rousing success. It gave fans in New England a chance to meet YouTube celebrities, gorge on classic gaming, and mingle with thousands of fans. Not to mention the droves of exhibitors who showed up to sell their products. It was a great time last year.

Well, that success translated into an even better convention this year. This time the event took the course of a weekend, rather than one single day. Again, there were some great guests. Returning from last year, were  many of Retroware’s finest. Creators Lance Cortez, and John Delia were back, along with”Pixel” Dan Eardley, The Gaming Historian (Norman Caruso), and The Game Chasers. But joining them were Pat “The NES Punk” Conti,  the creators of Stop Skeletons From Fighting, and Mortal Kombat’s own Daniel Pesina.  Josh Tsui also made an appearance. He was one of Midway’s Mortal Kombat 4 designers. These days he heads up Robomodo, a small developer known for mobile. But they’ve also done some of the later Tony Hawk games.

But there were even more guests! Nick Mueeler, and Ste Kulou were there. They began HD Retrovision, a company known for component cables for old systems. They returned this year with Robert Neal of RetroRGB fame. They were there educating fans on signal types, cable types, the differences between them, and performance.

Wood Hawker was back again too. You may know him from his show The Game Quest where he travels the world hunting for games. He’s even done a number of crossovers with some of the biggest names on YouTube.

Antoine Clerc Renaud also made an appearance this year. He wrote much of the Complete History of Coleco, a book about the company behind the Colecovision. As well as the Adam, and several memorable toy lines.

Eric Lappe of The Video Game Years fame was also there, as well as cover sensation Banjo Guy Ollie! Rounding things out were RF Generation who have a database archive site where you can pull up information about games for a vast variety of platforms. They also do a solid podcast.

Beyond the guests were a host of bands who played shows throughout the two days in the arcade area. Epic Game Music was the most popular, but Lame Genie, The World Is Square, and You Bred Raptors were also heard during the convention. All of the bands absolutely crushed it, gracing the arcade with driving blends of hard rock, and (in the case of TWIS) folk. On the main show floor, Radlib was playing throughout both days.

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The arcade was bursting with classics this year. Centipede, Missile Command, Asteroids Deluxe, Crystal Castles, and The Star Wars Arcade game were on hand representing classic Atari. Representing Nintendo’s arcade heyday were Donkey Kong, Donkey Kong Jr., and Popeye. Sega classics were there too. Turbo Outrun, After Burner, Thunder Blade, and Shinobi. There were a lot more games on hand beyond even those! Taito’s Jungle King/Hunt. Konami’s Gyruss, and Frogger. Capcom’s Final Fight, Street Fighter II CE, Street Fighter Alpha 3, Knights Of The Round, and Ghouls N’ Ghosts. Still need more? On the Midway/Williams front NARC, Mortal Kombat II, Mortal Kombat III, and Mortal Kombat IV could be seen. Namco’s Ms. Pac-Man was also on free play.

The arcade also had a pretty decent selection of Pinball machines. I couldn’t get them all listed, but the Nightmare On Elm Street machine was especially fun to play. Even though I’m terrible at pinball, I had fun failing miserably. Thanks in part to the great sound effects, challenging design, and fantastic aesthetic.

The console game room also returned, though this time it was given a different area, rather than share the floor space of the arcade with the cabinets. Again, there were a lot of great classic systems set up. Nintendo, Super Nintendo, Sega Genesis,  Atari Jaguar, and other old systems were prevalent. Although I didn’t see as many pre NES game consoles this year. A little disappointing for old timers like me, but the plethora of vintage arcade machines more than made up for it.

The console area also had a lot of tournaments run by Game Haven, which is this really cool LAN center in Norwalk, CT. They let you go in with friends, and rent time on computers, and consoles for tournaments, practice, or just to play for fun with friends in a local environment. So having them run the tournament ladders seemed like a good fit. There were tournaments for NHL ’94, and NBA Jam on the Genesis. A Mortal Kombat II tournament, and Super Street Fighter II tournament on the Super NES. For the competitive wrestling fan, there was also a WWF No Mercy tournament on the Nintendo 64. There was even a bonus challenge centered around the infamous E.T. The Extra Terrestrial for the Atari 2600.

Plus on top of all of these, was a Super Smash Bros. 4 tournament, which drew quite the following at the show. This one was hosted by Legacy Tournaments which specializes in regional Smash Tournaments.

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Of course there were also countless returning vendors. But among them were a couple of indie developers showing off some of their upcoming games. The first of these was a company called Giant Evil Robot. They were showing off a game called Mecha-Tokyo Rush. The version at the show was a nearly final version in a demo mode. Mecha-Tokyo Rush is an endless runner. But to set it apart from the plethora of other endless runners on the market, it implements elements of the Mega Man games. So you’ll be able to select stages, earn items from boss fights, and blast robots. But, being an endless runner you never bother with moving. The game just moves along, and you time your jumps accordingly. But you’ll do so while shooting . Visually, the version at the show didn’t look half bad. It had a decent 16-bit look to it. The full game will let players choose different characters, and items. The keys on the demo laptop weren’t ideal so I asked the representative if it would allow players to use a game pad, and I was told they may add functionality down the line. At launch it won’t. The game will be a F2P game with things you can unlock with game credit. I wasn’t given any specifics about it. The game does look a cut above some other F2P stuff you may have tried, so hopefully the final game turns out well.

The other developer booth was interesting because it was both about a documentary, and an upcoming game. The New 8-Bit Heroes is the documentary. It follows the designer of a new game called Mystic Searches, and the progress of developing the game. That designer’s name is Joe Granato. He found old design documents he made as a kid, and decided to make his childhood dream game. But here’s where things get really engrossing. The game was made to run on an NES. The NES like a lot of platforms in the 1980’s ran on a MOS 6502 processor, or variant. The Atari 2600, NES, Commodore 64, and many other platforms used it. Back then, most programs were written in assembly language, and translated into machine language. Which meant they had to be written in a language like PASCAL  or a complicated Hex system, and pretty much everything had to be coded in. Even the graphics, and sound.

These days, most games run on an engine. Many games share one. Unreal Engine, Unity, and others are used by countless games, which lessens some of the workload as an engine does a lot of background work freeing up programmers, artists, etc. to focus on other things. That’s probably an oversimplification on my part, but the point is, this makes things easier.

Anyway, during the course of making Mystic Searches, the designers quickly realized how long writing a game in  6502 assembly language was going to take. So they wrote their own Graphic User Interfaces for things. Things like placing graphics tiles. Things like attributing properties to objects. Eventually, they had enough GUIs made that they essentially built their own game engine!

So they’re going to be launching a Kickstarter for the engine. Not only will it let end users build a game with the included assets, but advanced users can import their own sprites, music, and content. It’s simple enough that an average person can make something on their own. But deep enough that aspiring developers can make something very involved. The hope is that the final revision will let people do different genres. RPGs, Shmups, Platformers, and more. But the most exciting part of all of this is that the program will allow end users to flash their games to an actual NES Game Pak!

They had a working prototype set up at the convention so that show goers could check it out for themselves. After trying it out, I was very impressed with what I was shown. I grew up typing game programs out of magazines in BASIC, or into Hex address compilers. Suffice it to say, I was pretty terrible at it. Even though technically all of the work (aside from hours typing it in) was already done for the reader.Plus playing a game, is more fun than typing in a game. But here, the tools, while still requiring a bit of learning, and experimenting, were still understandable. You don’t need to know how to code anything in order to use it. It reminded me a lot of using map editors for the original DOOM. Or games like the Shoot ’em up Construction Kit.

I asked a few questions during my time with it, and got a few details in the answers. I asked if there were any plans to have a business level license for other developers, and was told there really wouldn’t be. Anyone can pretty much buy the utility, and do what they want. The license does say however, that anyone who wants to sell a game they make with the utility cannot use any of the utility’s assets. Meaning they have to draw all their own sprites, background art, etc., as well as write their own music. The reason being that the utility was used to make Mystic Searches, and as such the assets are intrinsically tied to that IP.

But they want as many developers, and hobbyists as possible to use the product. So they aren’t looking to have the typical Business, and Consumer licenses many other software utilities do.

I asked if there was a way to import one’s own content, or even piggyback their own code onto the utility, and was told one can definitely do it. They really want the product to be as open as possible while keeping things simplified for beginners.

Another person asked about pricing. Nothing is set in stone, so they didn’t have a finalized price at the time of the show, but they were shooting for a sub $100 mark. This would give the customer the hardware to make their NES Game Pak when they were ready. They also said they may have one SKU for just the software utility, and a separate one for the hardware. They added, that there would be a list of suppliers for the hardware so that if one doesn’t want to buy it all from the developer, they can get the hardware elsewhere if they wanted to. Mystic Searches is shooting for a holiday release, while the utility release isn’t as concrete.

I asked about any plans for retailers, and was told they were discussing ways to possibly have a program with small businesses to print future games on demand. This could take some risk away as a small store wouldn’t have to buy a case of copies of Mystic Searches or future titles. Instead the store could print as few or as many as they needed. This would be an entirely different venture than the utility they were showing off however.

If the final products turn out as well as what I saw during the show, the homebrew community is going to be very pleased. Mystic Searches is looking to be a really good send up of games like The Legend Of Zelda, Ys I+II, and Crystalis. It’s also coming out in three different Game Pak casings. A standard gray color for $40. A black color with custom artwork by Morgan Davidson will set you back $64. Finally, there’s the limited edition wood grain version, which brings a hint of Atari 2600 heavy sixer to the Nintendo Entertainment System. This one is an expensive $128 as it is hand carved. Aside from the special cartridges it seems about in line with what most other homebrew games cost.

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There were a lot of panels this year, and I managed to get into three of them. The first of which was The Gaming Historian panel with Norman Caruso. This year, he did a live entry into The Gaming Historian series where he talked about the making of the infamous Super Mario Bros. movie. He went over many things that happened behind the scenes. Tension between the cast, and the directors. The constant rewrites to the script, some of which even happened during filming, and of course Nintendo’s involvement in the film.

After the history lesson, Norman took volunteers for another game of Video Game History Jeopardy. This year I was actually selected as a contestant! Competition was stiff though, as both of my opponents were very keen. One of them could have been a professor when it came to Sonic The Hedgehog which was one of the categories. After a very exciting game came the final Jeopardy question that nobody got right. But luck shined on me when it turned out my two opponents put everything on the line, and I had put all but one dollar on the line. I suppose watching a lot of Jeopardy as a kid paid off.

After the Jeopardy game, Norman took a quick Q & A session. One of the questions that stood out was when a fan asked what had happened to The Nintendo buyout of the Mariners episode of The Gaming Historian. Apparently it wasn’t Nintendo that had tied things up. It was the MLB. But not all hope for the episode is lost, both parties are trying to work things out.

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The second panel I managed to get into was Pixel Dan’s panel. Dan is the proprietor of a YouTube channel where he reviews toys. He also goes to toy shows all around the country, and interviews toy designers, and toy company representatives about upcoming toys. In the panel he talked about some of the more esoteric toy lines of the 80’s, and 90’s. Some of the stand outs were Food Fighters, a line where food items take the roles of opposing armies. He also brought up the Rock Lords line, a subset of the Go Bots line where robot warriors turned into rocks as opposed to vehicles. He also gave overviews to Army Ants, a line of army themed ant figurines  and Computer Warriors. This was an interesting if failed line of toys that transformed ordinary household items into secret military installations, and vehicles.

Rounding things out were the Stone Protectors, a line that combined the action of Teenage Mutant Ninja Turtles, with the classic wishing troll dolls. The end product was a group of Troll superheroes who fought aliens. The toys also had flintlock embedded in them so that when you used their action feature you could see sparks light up the gems in their chests!

It was a nostalgic look back at a time when toy companies were a lot more willing to take chances. A time when people designing toys had a lot more creative, and artistic freedom. These days companies are more risk averse since they no longer only have to compete with each other, but with game, and tech companies too. This results in a large reliance on licensed IPs like movies.

After looking at some great toy lines, Dan brought in Norman Caruso to show off the premier episode of From Plastic To Pixels. It’s a new project the two are working on, highlighting video games that have been based on toys. The first episode showcases the M.U.S.C.L.E. NES game.  They mentioned some of the games in future episodes, but you’ll have to watch the show to see what they are.

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The third panel I attended on Saturday was Pat Contri’s. Pat talked a bit about his new book,  Ultimate Nintendo: Guide To The NES Library 1985 – 1995.  In it, you’ll find every commercially produced game ever made for the console. Pat has painstakingly collected, and rated each title as well as given a rarity rating to each title. The titles don’t just end with the games Nintendo licensed. He included unlicensed games, and even the European PAL territory exclusives.

I asked him how long it took to make, because the production values ate amazing. He said it took him three years to do, and it had an impact on his primary projects like Pat The NES Punk episodes. Another person in attendance asked him if he would be doing a Super Nintendo guide. He didn’t rule it out entirely, but it isn’t anything pending right now. He did reveal however that there is a companion app being made for smart phones. The app will have the information in the book, as well as ties to online price guides.

At the end of the panel Pat selected fans to take the Pat The NES Punk challenge. There were three sets of fans put in one on one match ups. My friend Jordan managed to get into the first challenge, where he played Sky Kid against an opponent. There was an issue with the second controller though so instead the challenge was changed to Ghosts N’ Goblins. Whoever got the furthest on one life would be the victor. Jordan won this handily by getting to the first boss.

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The second challenge was a Vs. Excitebike matchup on the Famicom Disk System. The players in this round kept pace with one another going back, and forth a lot in a one lap race. The final challenge was an entertaining bout of two player Donkey Kong Jr. Math. The winners each received a digital version of Pat’s new book, and the losers won a bad game to rip on.

At the end of the first day there was also an auction for some really cool gaming items. A few of the arcade cabinets in the arcade were up for auction. After these were auctioned off, things moved into the panel room, and continued. Some of the items that went for huge money included old storefront Nintendo, Sega, and Sony neon signs. Some of these went for several hundred dollars. The first three Mega Man games were  sold, as well as the very rare Flintstones Surprise At Dino Peak NES Game Pak. This game went for $750, which is actually a little bit lower than the current average online price. I was really excited to see a boxed Commodore 128, and 1571 disk drive. Unfortunately, I couldn’t afford to be the winner of said computer. But it was great getting to see one  in such great condition. The winner also won an auction for the Coleco Adam computer.

After that was a karaoke session in the arcade room to close out the day.

Sunday, there were a few other panels including one with the Game Chasers. I unfortunately was unable to make it back in time for that panel. But I was surprised to see pro wrestling legend Tony Atlas walking the floor! He was very cordial, and was willing to make a second attempt at taking a photo when I had an issue with my camera. I bought a signed print from him. Really awesome experience.

I got the opportunity to talk to Pixel Dan, Norman Caruso, and Pat Contri over the course of the show as well. All of them were very kind, and very cool. If you haven’t seen any of their material definitely check it out. They’re very good at what they do. I also picked up Pat’s book, and I can say it is worth every penny. As I said earlier, it is a very impressive guide for anybody who likes to go back, and play or collect NES games.

Speaking of picking things up, there were a lot of excellent vendors at the show this year. Two Nerds returned from last year, selling some awesome screen printed glassware. Last year I’d gotten a great Samus Aran beer stein, which I use all of the time. I introduced one of my friends to their rep, and he immediately bought a Jack Skellington themed glass for his many servings of Pepsi.

Of course, Retro Games Plus was back, and if you’re ever in Connecticut it is always worth visiting their store for old games. They have some of the best selection, and pricing in the area. Level 01 was also present again, as well as one of the area Game Xchange  franchisees. These are also pretty good places to go hunting. Another area small business called 1UP was there as well. Which I can also recommend. It’s run by a husband, and wife duo who try to get out to as many conventions as possible. I’ve gotten things from them before, and it has always been in great condition.

But there were also a TON of new vendors this time around with a lot of great stuff. Some of which has generally been impossible for me to find locally. I was pleasantly surprised to find many of them had a great assortment of Atari 2600, Colecovision, Intellivision, and other platforms from the early days many of us grew up in.  My buddy Chris Trentham was there with a booth of his own. I got some nice deals on some Commodore 64 cartridges, as well as a copy of the scarce Frogger II for the Atari 2600.

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From one of the vendors (I feel bad that I can’t remember every one of them) I managed to snag a copy of Tac-Scan, and Jr. Pac-Man for my Atari 2600 collection, and I also found a great deal on the VCS version of Congo Bongo from of all vendors, a graphic design vendor called  DSquared. One of their artists, Doug Chapel was selling some Atari cartridges in addition to his artwork. We talked about VCS collecting, VCS homebrew for a few minutes. He does some nice stuff. If you need some custom art give their site a look.

While on the subject of art, there were a lot of artists among the vendors this year as well. Some of the other standouts were Justm3hStudios, an artist who does a lot of custom buttons, and sketches. A guy named Chris Vales was doing some impressive Overwatch themed work, and Tom Ryan Studios was there. I saw him previously at ConnectiCon. Another fantastic art duo you might want to check out is  East Of Haven. They had some terrific pencil work on display, and were doing commissions.

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Russ Lyman was on the floor getting some footage for his always fun, YouTube channel, and he may have received a few surprise cameos for an upcoming video. I also spent some time talking about games far worse than E.T.  with the terrific guys from RF Generation. Stuff like the Data Design Interactive stuff on the Wii for instance.

Sadly, I didn’t get to see or do everything. There was so much this year. I didn’t even mention the cosplay contest or the Table top gaming.  I really hope this year was more successful than last year, because this convention has the potential to become an annual tradition. It could also become as big as some of the other major conventions in time. It was a blast of a weekend, and with any luck at all I’ll be visiting again in 2017.

Werewolf: The Last Warrior Review

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Last week I looked at a rare, expensive, and weird shmup from Meldac on the NES. Well the Nintendo Entertainment System was home to many oddball ideas. As we get closer to Retro World Expo, I thought I’d dig through my collection for another NES game to showcase. Werewolf: The Last Warrior is not only a little strange. It’s also very cool, and is a game every NES collector, and owner should play.

PROS: Graphics, and sound. Very challenging.

CONS: Some will find it too challenging. This is definitely NES Hard.

RISE FROM YOUR GRAVE: Aside from one similarity it’s nothing like Sega’s Altered Beast.

Werewolf: The Last Warrior is awesome. You play a human who collects items, and then gets to turn into a werewolf, and mess people up. I know I’ve just described Altered Beast. But this is nothing like Sega’s arcade cab turned Genesis launch title. Because it isn’t a beat ’em up game. It’s an action platformer.

But many of the best NES Game Paks were action platformers. In fact many of the best video games of the era were action platformers. So what sets Werewolf apart from the pack? (I think I just made a pun.) A number of things. Right away one thinks of the RISE FROM YOUR GRAVE moments. Throughout the game you’ll find power ups that beef you up, grow your attack power, and of course let you be a werewolf.

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As a werewolf, you do a lot more damage to enemies, and you can do cool stuff like climb walls, do awesome backflips, and more. You become the werewolf by collecting enough red *W* symbols you find. They’re often hidden on pedestals you have to punch. You can actually become a super werewolf that the game names Warwolf. You can become Warwolf by finding enough orbs. Giving you an even bigger reminder that Altered Beast is a thing.

When you’re a super werewolf, you’re practically unstoppable. The game instantly feels like a Dolph Lundgren movie. You dispatch enemies quickly. You can super jump into areas you couldn’t before. But there is a kryptonite to your furry Superman. They’re blue colored *W* symbols. If you touch one you’ll go back to being a human.

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You do not want to be a human for very long in Werewolf. Everything, no matter how weak, will ultimately kick your ass. The game throws a ton of stuff at you. The roster of enemies on display is actually pretty large, even if they aren’t necessarily the most original. You’ll run into ninjas, goons reminiscent of the ones found in Rolling Thunder, soldiers, bad guys with jetpacks, and more.

Every one of the game’s five stages are broken up into two parts. Sometimes they’ll be straight forward. Other times they’ll be a maze you have to explore your way out of. At the end of the first part of any given stage you’ll fight a mini boss who kind of resembles Street Fighter’s Zangief. After you defeat him, you’ll move onto the second half. If you can beat the second part of the stage, you’ll go on to fight the boss.

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Each of the five stages also has something kind of archaic about them. The first time you play it you’ll try punching any where a power up may be, and this is how you’ll most often hit a blue power down, and screw yourself over. There are also some holes in the cut scenes you can nitpick. The story is that a mad scientist named Dr. Faryan has assembled a group of super-villains to take over the world, and you have to stop them. It’s the paper-thin B-movie plot you’d expect, but it isn’t air tight. For instance, in one scene you climb up the right side of a building to chase a Juggernaut knock off. The next portion of the stage you move left, and have to jump off of the left side. Yet the following cut scene has you falling off of the same side you climbed!

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Nitpicking  aside, the game is really challenging thanks to the cues it takes from Castlevania. It has the same slow, plodding movement as that game, and a lot of enemies showing up right when you need to make a pivotal jump. Blend that with some of the moments where the game kind of expects you to know to do something when it hasn’t shown you how, and it can get frustrating. That’s really the only major criticism here. Werewolf can be quite cryptic at times, and it will take you many attempts at it to figure things out. Especially if you manage to find the game cartridge, but not a manual.

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And no, it isn’t the biggest deal in an age where you can pretty much run an internet search for instructions, or a walk-through. But it does make one wonder what the thought process was when putting the game together. Still, Werewolf is a really enjoyable game in spite of the difficulty, and being sometimes unclear. The soundtrack isn’t particularly long, but the handful of chip tunes are really thumping speed metal send ups, with catchy melodic hooks. Which goes with stabbing jet pack wearing mercenaries,  countless henchmen, and ninjas very well. Just make sure you’re grabbing not just health, from fallen enemies, and mystery places. Grab any hourglass too. Each stage has a time limit after all, piling even more pressure onto you in this high difficulty contest.

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Between the music, mostly solid platforming, and the detailed sprite work on display it is one of the more engrossing games in the NES library. I’m honestly surprised it doesn’t get as much attention as some of the more expensive games of its ilk these days. If you’re collecting NES games, and have been eyeing stuff like Power Blade, and Vice: Project Doom, you should have this on your radar. It isn’t quite as polished as V:PD. There are some times where the cryptic nature forces a restart. But it is still a terrific game nonetheless.

Final Score: 8 out of 10