Thursday, March 29, 2012

Retro Lookback: Excitebike 64

Developer: Left Field Productions
Publisher: Nintendo
Release Dates and Platforms (US): April 30, 2000 (Nintendo 64)
Genre: Racing

Excitebike 64 continues the Excite series from the NES days, and also marks the first 3D Excite game. Despite the 3rd dimension, it still plays like classic Excite.

Excitebike 64 plays like classic Excitebike, only with 3D tracks. You have your Turbo which you can use to go faster, but you have to try not to overheat. You can also control your jumps by pulling back and pushing forward on the stick and try to land flush on the land so you don't drop speed. Instead of you vs the clock, you have 5 rival racers to out do to get in first each race. TThe main mode is Season mode, where you compete in cups of 5 tracks each to get overall 1st. There are a selection of riders to choose from each with different stats that are better or worse in 4 different categories. There are 3 modes of difficulty, with higher difficulties unlocking more cups. There is also a tutorial mode to complete to help get you familiar with the game and controls (plus, you get something if you complete the whole tutorial). The indoor stadium tracks are 3 laps long and the outdoor tracks are 2 laps. By getting 1st in every race, you unlock more extras as well. The extras include a Stunt Track, a Hill Climb course, a Desert track where you have to go from waypoint to waypoint, a Soccer game, a 3D version of the classic Excite track, and even the full NES game. There is still a Time Trial so you can race the clock, and a Track Editor where you can make and save your own tracks. There is also multiplayer for up to 4 players, you can play on any of the standard tracks or specials tracks. The physics are solid, and the game is arcady enough to not feel like a simulation, it strikes a good balance.

The music and graphics are good, with the motorcycles sounding like real motorcycles instead of high pitched wines.

Bottom Line: Excitebike 64 feels like the NES game and is enjoyable with good physics and fun multiplayer action with the cool track editor like the NES game, but if you prefer the old game, you got it in the extras. This game deserves a Play.

Wednesday, March 28, 2012

Retro Lookback: Road Rash 64

Developer: Pacific Coast Power and Light
Publisher: THQ
Platforms and Release dates (US): September 22, 1999 (Nintendo 64)
Genre: Combat Racing

Road Rash 64 continues the Road Rash series, but instead of EA designing or publishing it, THQ had their own studio develop it. It still retains all the elements of Road Rash.

Road Rash 64 retains similar gameplay to the Genesis games of earlier, you try to win the race while using various weapons to KO the rival racers. The Cops will also join the fray and try to bust you and the other racers. When the Cops bust you or when your bike breaks, you have to pay a fine or repair fee respectively. The goal in the main mode, Big Game, is to place 3rd or higher on each race and earn enough money to buy a better bike to advance to the next level. If you run out of money, it's game over. You still earn money for Combat Bonuses, and the game will give you a brief recap of your actions at the end of each race. If you place too low to qualify, the game will reward you with joke items instead of cash, like a stick of sugarless gum or a pet rock. Unlike the earlier games where each tracks are individual stretches of road, Road Rash 64 features an interconnected road system across an island, with each race taking different routes through the island. The Thrash mode is the quick pick up and play mode where you can play any track you unlock through Big Game. The Multiplayer mode is where the game gets fun. You can play the Multiplayer mode by yourself with the AI or splitscreen with 2 players and AI. You can play the Trash mode, and also a slew of other modes. There are 5 special multiplayer tracks in this mode to make the races more interesting and combat heavy. There is the standard race mode with 1, 3, 5, or 7 Laps on the tracks, a Tag mode where you have to KO the rider who is IT for points, a Deathmatch mode where you try to earn points by completing laps and KOing other riders, and a Ped Hunt mode that takes place on the Thrash courses where you have to hit as many pedestrians as you can. Playing with a 2 player makes Road Rash 64 more fun. You can also unlock 3 additional levels along with the regular bike levels. The Scooter level tones everything down to 70 mph, the Cop Mode has you playing as a Cop to KO all the AI riders, and the Insanity mode which kicks the bikes up to Maximum by going in excess of 300 mph.

The graphics suffer a bit by using lower polygon counts to fit more action on the screen, but they don't look horrible. The music loops the same 2 songs over and over again, and it can get kind of repetitive.

Bottom Line: Road Rash 64 doesn't quite live up to the Genesis games, bit still feels like Road Rash and deserves a Play, especially with a 2nd Player.

Thursday, March 22, 2012

Retro Lookback: Tony Hawk's Pro Skater 2

Developers: Neversoft Edge of Reality (N64) Vicarious Visions (GBA) Treyarch (DC/XBX) Natsume (GBC) Gray Matter Interactive (PC)
Publisher: Activision
Platforms and Release Dates (US): PlayStation (September 20, 2000), PC (October 31, 2000), Game Boy Color (November, 2000), Dreamcast (November 6, 2000), MAC (2001), Game Boy Advance (May 30, 2001), Nintendo 64 (August 21, 2001), Xbox (November 14, 2001), iPhone (April 2010)
Genre: Extreme Sports

Tony Hawk's Pro Skater 2 (now will be referred to as THPS2) is the sequel to the first in Tony Hawk's line of Pro Skater games. The sequel takes what the first game did and makes it more refined.

The gameplay takes the structure of the first game. You are given 10 goals to achieve on the levels and 2 minutes per run to achieve said goals. The goals usually involve getting high scores, collecting the letters in SKATE, collecting other objects, finding the hidden tape, or grinding or hitting certain objects. When you complete the goals, you earn money to buy better boards and to upgrade the stats of your skater. THPS2 introduces the Manual, which allows you to ride on 2 wheels to maintain ground combos, and more grinds, like a bluntslide, to score more points. There is also Cash scattered throughout the levels and add to your cash total when you collect them. Along with the regular levels, there are now Competition levels as well. In these levels, 5 judges score your 2 minute runs based on factors such as Score and give you a score. The highest and lowest are tossed out and the 3 average scores are your score. You get 3 runs, with the best 2 counting towards your overall score. The objective here is to earn the Gold Medal by getting the highest score, but also Cash is still scattered on these levels. THPS2 brings back the pro skaters from the first game and adds 3 more to the roster as well. New to the series are the Create a Skater and Park Editor, which would become main stays of the series. The Create a Skater allows you to make a custom skater to use in all modes, even in career mode. The Park Editor allows you to make Custom levels to use in Single Session, Free Run, and Multiplayer modes. The Multiplayer is pretty much retained from the first game, with game modes like Horse and Grafiti to provide plenty of options. Overall, the gameplay is as fun as THPS1, but THPS2 takes it and makes it better.

The soundtrack is good to listen to as well, but on subsequent ports to platforms like the N64 and iOS, the music was altered or removed entirely.

The GBC version is fairly different from all the other versions. The action takes place all on a sideview instead of the 3D view or even the GBAs 2.5D view. Because of this, the GBC version feels inferior to all other versions of THPS2.

Bottom Line: THPS2 is a great extreme sports game and is probably the best of the series. It took THPS1 and made it better in every way. This game should be Played!

Wednesday, March 21, 2012

Retro Lookback: Mortal Kombat II

Developers: Midway (Arcade) Probe Entertainment (MD/GEN, GG, GB, SMS, Amiga, 32X, PC, SS, PS1) Sculptured Software (SNES)
Publishers: Midway (Arcade) Acclaim (home versions)
Platforms and Release Dates (US): Arcade (1993), Mega Drive (1994), Sega Game Gear (1994), Super Nintendo Entertainment System (September, 1994), Game Boy (September, 1994), Sega 32X (1994), Amiga (1994), PC (1994), Sega Saturn (March 28, 1996), Playstation 2/Xbox/Gamecube (October 11, 2004, as part of Midway Arcade Treasures 2), PlayStation 3 (April 12, 2007)
Genre: Fighting

Mortal Kombat II is the gorey sequel to the ESRB inspiring, bane of parents of the 90s, Mortal Kombat. It takes what the first game did and steps it up in pretty much every way.

The story is a direct continuation from the first game, hence the II in the title. Shang Tsung has been defeated by the Earthrealm champion Liu Kang, so Shang Tsung begs for mercy from Shao Khan. Shang Tsung says that an invitation for Mortal Kombat may not be turned down, and if it is held in Outworld, the Earthrealm warriors must attend. Shao Khan agrees to this and even gives Shang Tsung his youth back. The invitation is then extended to Raiden, who gathers his warriors and takes them to Outworld. This tournament is much more dangerous, with Shao Khan having home field advantage, and an Outworld victory will allow him to subdue Earthrealm.

The gameplay has been expanded from the the first game. It is still a 1 on 1 fighting game, best of 3 rounds, with the point system from the first game being replaced with a consecutive win counter and the winner being able to "finish" the loser. More basic moves have been added, the roundhouse kick was made more powerful, and more finishing moves were added. The game also moves faster and smoother than the first game. More Fatalities have been added, plus other finishing moves. Stage Fatalities can be done on certain stages which makes the loser die as a result of a stage effect. Babalities turn the opponent into a crying baby. Friendships are non-malicious interactions that attempt to make friends with the loser. Because of the non-leathal finishing moves, the more serious tone of the first game has become less serious with the trivial and "joke" finishing moves. The returning characters (Sub-Zero, Johnny Cage, Liu Kang, Raiden, Scorpion) have new moves. Reptile has been made from a secret character to a playable character with his own moves instead of Scorpion's and Sub-Zero's. Shang Tsung is now playable and is able to morph into any character and use their moves. The new characters in this game are Baraka, Jax Briggs, Kitana, Kung Lao, and Mileena. Since Goro has been defeated in the first tournament, the new boss is Kintaro, who is from the same race from Goro. Shao Khan now becomes the final boss. The new hidden characters are Jade, Noob Saibot, and Smoke, who are basically pallet swaps in this game but then later become their own characters in later games. Sonya and Kano, who were playable in the first game, can be seen chained down on one of the stages since they have been captured.

The graphics and sound have also improved from the first game, and the blood is just as gorey as ever!

Bottom Line: Mortal Kombat II is a classic fighting game and is among the best, for the series and the genre as a whole. This game should definitely be Played.

Friday, March 16, 2012

Retro Lookback: Daytona USA

Developers: Sega AM2 (Arcade, Saturn, 2001, HD), Sega AM3 (Championship Circuit Edition, Circuit Edition, and Deluxe Edition)
Publisher: Sega
Platforms: Arcade, Sega Saturn, PC, Dreamcast, PS3 (PSN), Xbox 360 (XBL)
Release Dates (US): 1994 (Arcade), May 1995 (Saturn, Arcade version), November 26, 1996 (Saturn, Championship Circuit Edition), October 31, 1997 (PC, Deluxe Edition), June 1998 (Daytona USA 2), March 12, 2001 (Dreamcast), October 25, 2011 (PSN), October 26, 2011 (XBL)
Genre: Racing

Daytona USA is another one of Sega's Arcade racing games that has been ported numerous times, and for good reason.

The Gameplay is solid. It is classic arcade racing at its finest. You start in last place and you have a finite number of Laps and Time to get to 1st place and finish the race. You pass Checkpoints that give you Time Extensions so you can keep play. That's all there is to it, just solid racing. The original Arcade version was the start, you had 3 courses to drive on and can choose Manual or Automatic transmission, with the Manual transmission having a 5 mph speed advantage. The arcade game supported up to 8 players at once so you can race your friends. Daytona USA also has a unique feature, you can turn around and race in Reverse and still finish. It is a challenge and makes you take a different approach to the courses. The Saturn port of the Arcade game is faithful to the Arcade game. The next one for the Saturn was the Championship Circuit Edition, which added 2 new tracks, new music and remixed music, and a selection of cars with different stats. The PC game was called the Deluxe Edition, it featured all the content from the Saturn's Championship Circuit Edition with the addition of an extra course. The Championship Circuit Edition also had a Net Link version, which is almost indistinguishable from the standard version. Contrary to popular belief, Panzer Dragoon Saga is not the rarest game for the Saturn, it is actually Daytona USA Championship Circuit Edition Netlink Version, which can fetch prices up to $1,100. The Dreamcast version came out in 2001, and is also called Daytona USA 2001. It features the 5 courses from the Championship Circuit Edition plus 3 new courses. It also features a new selection of cars along side the Hornet. The Dreamcast game also featured Online play for up to 8 players, and a local 2 player mode. The most recent version is the HD version on PSN and XBL, it is a port of the original Arcade game, but also adds a Mission Mode, a Survival Mode, a Karaoke mode, Leaderboard support, and 8 player online.

A sequel was made for the Arcade called Daytona USA 2: Battle on the Edge. It features 3 new tracks and a choice of 3 new cars with different stats. A few months later, an enhanced version called Daytona USA 2: Power Edition was released. It adds a 4th car, which is the Hornet from the original Daytona USA, replaces the environment on the Beginner track, and adds a Challenge mode, which allows you to race all 3 tracks as one super lap, you start on the Advanced course, go to the Expert course, and finish with one lap around the Beginner course. It still has up to 8 player races like the first game.

The Arcade music is classic. Dayton USA is where ROLLING START come from! The songs are catchy, and the 2001 remixes are good as well.

Bottom Line: Daytona USA is a classic arcade racing game that shouldn't be missed. It is a definite Play It.

Thursday, March 15, 2012

Game Rant: Metal Gear Solid HD Collection

Developers: Kojima Productions, Bluepoint Games
Publisher: Konami
Platforms: PS3, Xbox 360, PS Vita
Release Dates (US): November 8, 2011 (PS3 and 360), PS Vita TBA (at the time of writing)
Genre: Stealth-Action

The Metal Gear Solid HD Collection comprises of 3 of the Metal Gear Solid games on one disc, and allows more people to experience these games from the past and give veterans something to play again as well.

The Metal Gear Solid story line confuses me to no end, but I will give a brief synopsis of the beginning of the games on the disc.

Metal Gear Solid 2: Sons of Liberty (Substance edition): In 2007, Solid Snake is sent to a Tanker to retrieve evidence of the new Metal Gear Ray, but the tanker gets taken over without the Navy knowing. After Snake gets the evidence, the Tanker is attacked and Snake is presumed to have gone down with it. 2 years later, a new agent code named Raiden is sent to a Plant to rescue the president who is held hostage somewhere on the plant...

Metal Gear Solid 3: Snake Eater (Subsistence edition): in 1963, Naked Snake is sent on a Virtuous Mission in the jungles of the Soviet Union to find Sokolov and get him out of there so the new weapon known as The Shagohod doesn't get finished, but The Boss stops Snake and has told Snake that she has defected to the Soviet Union, she takes back Sokolov and Snake is left for dead, but gets rescued. 2 weeks later, Snake is sent back to the Soviet Union to eliminate The Boss and destroy the Shagohod...

Metal Gear Solid: Peace Walker: In 1973, Naked Snake (known as Big Boss) has left the United States behind and have made the Mercenary for hire unit know as the Army Without Borders. One day a KGB agent and a girl named Paz come to Big Boss and his co-founder Kaz, they say that a man named Goldman is trying to make a new deterrance device known as Peace Walker to help him control the Nuclear Power of the world. Big Boss is sent to Central America to find and stop Peace Walker...

The Gameplay is generally the same throughout. You have to sneak around to your destination without alerting the guards. You are giving a Tranquilizer gun to take out guards non-lethaly, but you can take care of the guards for good by using various weapons you find on the field (or ones you develop in Peace Walker). You can use CQC in MGS 3 and Peace Walker to hold guards hostage, knock them out, or take them out. If you alert the guards to your presence, they will go into Alert mode and forces will increase and they will be actively looking for you. If you stay out of sight for long enough or take care of all the guards you will go back to normal mode. You have 2 menus, one for weapons and one for items. You can switch out at any time for what you have on hand or, in MGS 3, go to your backpack to switch in new items and weapons. MGS 3 and Peace Walker you can use different Camo patterns to help you hide from the guards, a Camo index on the HUD helps you to see how well you are hidden. In MGS 3 and Peace Walker, you have the Stamina and Psyche meter respectively. This meter determines how effective you can be, with having worse performance as the meters decrease. The meters will drain over time and when certain things attack you, you can regain them by using different items or food. Peace Walker also has the Mother Base. On Mother Base, you can assign crew you "find" with Fulton Recovery to different departments to help you develop new weapons, equipment, and to keep morale up. There is also Outer Ops where you can send units from your Combat Unit to do missions while you do missions. You can also play in Co-ops in most mission for up to 4 players, and there is a Versus Ops option as well for versus play. Peace Walker can now also use "Transfaring" to transfer your data between the PS3 and PSP so you can keep your data wherever you go.

The Graphics are definitely a step up from the original games, they look very beautiful. The music is still retained from the original games, so that is excellent as well.

Bottom line: The MGS HD Collection is good value, 3 games in 1, and all 3 games are enjoyable to play for veterans and newbies alike. This game would be a Buy It.

Tuesday, March 13, 2012

Game Rant: SSX

Developer: EA Canada
Publisher: EA Sports
Release Date (US): February 28, 2012
Platforms: Playstation 3, Xbox 360
Genre: Sports

It's been a while since SSX was on the scene. Will this be a triumphant return or an unwelcome revival?

The story is topical to the current times. What happens is that Griff has ditched Team SSX and thus the team has no money. Griff and Team SSX are in a battle to conquer the 9 Deadly Descents around Earth first. To earn the funding that Team SSX needs, they live stream the runs and earn funding from the fans. So begins the race!

The Gameplay is classic SSX. The game introduces a new control scheme that moves all tricks to the Right Stick instead of the buttons, which works fine, and you can also change to the Classic controls if you so choose. SSX feels like it did back in Tricky and 3, so the gameplay will feel familiar to you if you played either. There are 3 event types, Race It is getting down the run before everyone else, Trick It is getting the most Trick Points using the Combo system to earn the maximum, and the Survive It events which tasks you with trying to survive until the bottom of the run. The Turbo and Tricky system is like SSX 3, you have the initial meter which gives you the basic tricks and finite turbo. Once the Turbo is filled once, you are Tricky, which gives you unlimited Turbo and makes your tricks more stylish. Once you fill up Tricky, you become Super Tricky, which ups your tricks even more. Tricky and Super Tricky are finite and will run out after a while and need to be built up again. The new addition here is Gear. You can equip different gear to help you survive the runs. Armor allow you to take a bearing, Wingsuits allow flight over a short length, Ice Picks allow easier turning on Ice, Headlamps allow sight in darkness, Pulse Goggles allow sight in whiteout, Solar Panels keep you from freezing, and Oxygen Tanks give you air in Thin Air conditions. Using the gear effectively is key to surviving and getting better times and scores. You can also Rewind the action to give yourself a second chance, but you lose Trick Points and the clock continues to run, so use them sparingly. There are 3 different modes of play, World Tour takes you through the story of conquering the 9 Deadly Descents and gets you familiar with all the characters as well. Explore mode opens up all the runs and allows you to take on any run on a Trick It, Race It, or Survive It to earn Gold Medals. Global Events allow you to participate in Online Events to earn Credits. Explore Mode and Global Events are the multiplayer components. In Explore Mode, you can collect and leave Geotags on the runs, you can collect other Geotags for Experience and Credits and leave your own. If your Geotags avoid being picked up, you get the full Credits reward. If other people on your Friends List has SSX, you can compete against their ghosts and upload your own ghosts for them to compete against. You get credits if you beat your friends' ghosts and if your ghosts can remain undefeated. The Global Events are online events that you can participate in or set up yourself. Events can be on any run in any event. The event can be open up to the whole world to compete or for just your friends as well. There are 5 tiers, and depending on how well you do, you get placed in a tier, the higher the tier you are in when the event ends, the higher share of the credits pot you receive. You can run it as many times as you like, it takes your best run, but you have to pay credits for each drop. The lack of any direct multiplayer is a let down, but not a deal breaker. The gameplay feels tight and as good as the series has ever been.

The music is pretty cool, and you can use your own songs during the game if you so choose.

Bottom Line: SSX is a triumphant return to the series, it is as fun as ever. Solid single player and the online features can keep you playing for a while. I say It's worth a Buy.

Friday, March 9, 2012

Retro Lookback: Toejam & Earl in Panic on Funkatron

Developer: Johnson Voorsanger Productions
Publisher: Sega
Platform: Mega Drive/Genesis, Wii (Virtual Console)
Release Dates (US): 1993 (Mega Drive/Genesis), June 4, 2007 (Wii)
Genre: Platformer

Toejam & Earl in Panic on Funkatron is the sequel to the original Toejam & Earl, but it is a radical departure from the first game. Does this make it better?

The story is a direct continuation of the first game. After Toejam and Earl fix their ship, they fly away from Earth and return home to Funkatron. However, they also dragged home Earthlings without their knowledge. Because of this, the Funkapotamous has gone into hiding and the Funk is fading away from the planet. Toejam & Earl must nab all the Earthlings and send them back to Earth in order to clear their names and save the planet.

The gameplay is completely different from the first game. Whereas the first game was a free roaming exploring game, Panic on Funkatron is a 2D Platformer. Because of this, there is less to explore and is more direct and linear. The main goal is to use the Jars to capture the Earthlings. Each Earthling takes different amounts of Jars to become trapped and are easier or harder to trap and do different amounts of damage with different attacks. Once the Earthling is in a Jar, you have to go and pick it up before the Earthling breaks out again. In order to complete each level, you must capture all of the Earthlings and make it to the end of the level. In order to help, there is an arrow that points to the closest Earthling, and once all are collected, it prompts you and points you towards the end of the level. There are also some Underwater section which are used to travel to other parts of the level. You have to avoid drowning by finding fish to replenish your oxygen, and also some bonus presents can be found. If you drown, it is an instant death, which is kinda harsh. Throughout the levels you collect presents which contain either Points to add to your score, Coins to use in Coin Slots, Funk Power to use, and a fe w Power Ups. Interacting with the environment is key, you find several presents with extra goodies and some Earthlings. Coins are used at Coin Slots which do various different things to the environment. Buttons act the same as Coin Slots, except don't cost anything. Funk Power is used to do a short teleport maneuver or to use the Funk Scan to see hidden secrets and items, each use of the Teleport or Funk Scan costs 1 Funk Power, and once it is depleted neither can be used. Mega Jars are sometimes in presents, this power up supercharges you jars for a finite number to capture any Earthling with one jar. Two special moves can be collected from Presents as well. The Panic move makes you invulnerable and you constantly throw jars for a short period, but the downside is that you constantly run for the duration. The Funk Vac is a sort of a power item, it sucks in all Earthlings present on screen and captures them in jars. Handy for when you are overwhelmed, but just make sure to pick up the jars afterwards! Both special moves are harder to come by, so use them wisely. There are a few bonus mini-games to play as well. The Hyperfunk Zone is a bonus area that is hidden throughout the levels. A door will appear for a short while and you jump into it before it vanishes. The Hyperfunk Zone is a place to get lots OD presents. What you do is that you automatically travel right, and you have to collect the presents and clocks to reach the end of the Zone and avoid the barriers and exit portals. This is a good place to stock up on inventory and earn points. The second mini-game is a dancing game. Throughout the levels you will find coin slots next to NPC with a boombox. You insert a coin and you initiate the mini-game. It is sorta a slim version of Parappa the Rapper. The NPC performs a set of moves in a rhythm and you must repeat as close as possible. You are graded on a gradual scale for each section. If it is Lame, you get no bonus, if it is Awesome, you get bonus items or points. The more awesome, the more you earn. The third mini-game is where you jump on certain fungus patches for points. You do flips in the air, and the judges score after a few jumps. If your score is high enough, you get bonuses. There is also a second objective on top of capturing the Earthlings. The Funkapotamous has special items hidden throughout the levels, and if you collect enough, you can coax the Funkapotamous out of hiding. You can complete the game with or without the required number of items, but you get the good or bad ending respectively. The game can be played in Single Player or 2 Player Co-op play. You can do a few things in 2 Players that a Single player cannot. If you both have uneven healths, you can high-five each other to split your health. Example, one has 90% health and the other has 10% health, a high-five will bring both to 50%. Also, when both players are traveling by bubbles or on high platforms, if one player falls off the screen, the player can press start and return to the other player. Either player can participate in the mini-games, but only one can at a time. There are two modes of play, the regular mode starts you off with 3 lives to share and you earn extra lives with certain point totals. If you lose all the lives, you can continue or quit, you have 3 continues to use. The other mode is Kid mode, where you have infinite health, but the game stops after level 5. Kid mode is sort of like practice for the regular mode.

The Graphics are bright and colorful, with different types of environments to play in. The Music is fitting as well, with funky grooves. Both the graphics and the music fit the game well.

Bottom Line: Toejam & Earl in Panic on Funkatron is very different from the first game, but it is still just as fun. The Platforming gameplay works nice, but the style of the first game feels more right. Panic on Funkatron is an entertaining experience, especially with a second player. I say it's worth a play.

Tuesday, March 6, 2012

Rant: The Retro Feel and the Current Gamers

I pretty much just spilled out on Twitter what I thought about Retro games and how current games and gamers just won't have the same experiences. I don't think I can word it any better, so these series of tweets are word for word.

"I miss when it was Nintendo vs Sega. They both had great consoles and games."

"If Sega can come up with the Dreamcast 2, it could spark that rivalry again. Great games came out the first time, this could happen again!"

"(In response to someone) Yeah... today there just doesn't seem to be the same enthusiasm or creativity..."

"It makes me sad that newer generations of Gamers won't have the same experience as they were back in NES/Genesis and stuff..."

"Old games... I like playing them, but it makes me sad at the same time. The times these games were made... May never be done again..."

"Gaming... It just doesn't feel the same as it used to be..."

"(In response to a possible 2nd coming that feels like it did back then) I wouldn't even know what direction that would go, what could be done? I don't even know if it would feel the same..."

"Yeah... Magic can't happen twice... Just, won't feel the magic again... Will be lost once everyone who experienced it is gone..."

"Yeah... People can share their experiences with others and the newer, but the true feeling just will cease to exist..."

"(In response to passing our experiences on to the younger gamers) Yes, I shall do the same if I ever have children... From the start... Or a young apprentice if I can't..."

It makes me sad everytime I think about this, gaming just doesn't feel the same as it did when it started, and it saddened me even more that newer gamers won't get to have these experiences...

Friday, March 2, 2012

Game Rant: Rhythm Heaven Fever

Developer: Nintendo SPD Group No.1 TNX
Publisher: Nintendo
Release Date (US): February 13, 2012
Platform: Wii
Genre: Music, Minigame Collection

Rhythm Heaven Fever is a nice package of music, with easy controls to quickly pick up and play.

The Gameplay is all Rhythm, timed button press. All there is to it. It sounds simple on the surface, but a certain flow is needed to truly succeed. The only buttons used are the A and B buttons, and involve either tapping or holding and releasing them. The different minigames require different timing and controls, and have to be adapted to. Each of the minigames have their own thing and they are all enjoyable to play. The Remix levels throw in some of the minigames into one rhythm and have to have quick reflexes and a knowledge of what to do to change from one game to another effectively. The Remix levels flow nicely from one game into another. At a certain point, some of the minigames get a remix of their own as a 2nd version, which is fine, but I would like to see all the games being unique. You are graded on your rhythm, you earn a Try Again, OK, or Superb. To pass each minigame, at least an OK is needed. If a Superb is achieved, a medal is earned which unlocks extra content. Once in a while, a minigame that has a Superb rank will be able to be played for a Perfect. When a Perfect Chance comes up, you are given 3 chances before it goes away and have to wait for another chance. If a Perfect is achieved, you unlock music and reading material that gives a bit of insight on some of the games. Getting Superb ranks unlocks Rhythm Toys, Endless Games, and Extra Games to play. The Rhythm Toys are small diversions to play around with. The Endless Games are a test of endurance to see how long you can go. The Extra Games are extra minigames to play and are graded like the standard minigames. As you progress in the Single Player, you unlock 2 Player Games as well. This mode takes some of the games from the Single Player mode and adapts them to be played with 2 players. They work just like the Single Player games, except with 2 players. At the end of each minigame, your scores are both added together to get a Rank. Getting a Superb earns Duo Medals to play the 2 Player Endless games. The 2 Player Mode is a nice diversion, but I found the 2 Player Section to be a bit small. The gameplay overall is enjoyable, and I find getting into the rhythm to be satisfying.

The Music is good to listen to as well, it should being a music game and all. You can really get into the rhythm of each song in the game, and the music helps you to succeed in the minigames by going with the flow. It is nice to just sit back and listen to the music play in the audio player.

Bottom Line: This is a nice Rhythm Game, kind of harkens back to Parappa The Rapper a little I think. The game is fairly short, even though there are plenty of minigames, they only last about 1-3 minutes each. The replay value comes in the music, if you don't like the music, you won't be compelled to play the game a lot. I would recommend Renting. If you really enjoy the music, then Buy.

Thursday, March 1, 2012

Retro Lookback: Sonic the Hedgehog CD

Publisher: Sega
Developer: Sonic Team (Original), The Taxman (2011 re-release)
System(s): Sega Mega CD, Windows PC, Gamecube, PS2 (Japan and Europe only), PSN, XBLA, Steam, iOS, Android
Released in US: November 19, 1993 (Mega CD), September 26, 1996 (PC), August 16, 2005 (GameCube), December 14, 2011 (XBLA), December 14, 2011 (Android), December 15, 2011 (iOS), December 20, 2011 (PSN), January 19, 2012 (Steam)
Genre: Action, Platformer

Ah, Sonic the Hedgehog CD (from now on will be referred to as Sonic CD), probably the more different game of the genesis line up, but it is still a solid entry in the series. I'll admit off the top, Sonic CD is a Like It or Don't Like It game, it is a classic Sonic game, but it is a bit different from the other Genesis titles.

There is a story like the other games. This time, Sonic decides to explore Little Planet that comes over the lake every so many years, but then Metal Sonic capture Amy Rose (who were both introduced in this game) and takes her onto Little Planet where Sonic finds that Dr. Robotnik has chained down the planes and is attempting to conquer it. Sonic must rescue Amy and stop Dr. Robotnik to save the planet.

The Gameplay is classic Sonic with some twists, which is where the Like It or Don't part comes in. There is the standard run and jump gameplay that makes the games great, but there are new mechanics. Sonic's new move in Sonic CD is the Super Peel-Out, you press up and the button and hold it to wind up and release. The Super Peel-Out is faster than the Spin Dash, but leaves you open to harm. The Time Travel mechanic is the most prominent. You start each Act 1 and Act 2 in the Present, and throughout the level you will see posts marked Past and Future. If you touch a post and start running, you will see stars flash behind you, keep the speed up and you will time travel to the time. For Acts 1 and 2, there is the Past, Present, Bad Future, and Good Future, while Act 3 only allows Bad Future or Good Future. Weather you travel to the Good Future or Bad Future depends on a couple factors. The number of Time Stones you have, with 0 being a definite Bad Future and 7 being a definite Good Future, if you travel to the future with 1-6 Time Stones, it is a gamble as to which Future you get. A sure fire way to get a Good Future is to go back to the Past and destroy a Robot Generator find in each Act 1 and Act 2, and also the Metal Sonic holograms as well in each Act 1 and Act 2 besides the final Zone. In Act 3, you get to play Good Future or Bad Future depending on what you did in Acts 1 and 2. If both Acts were a Good Future, Act 3 will be a Good Future, but if one or both of the Acts were a Bad Future, then you will play the Bad Future Act 3. Since each level has many versions, the levels are large and a lot to explore, with each time period having a different layout, look, and soundtrack and either harder or easier. The Act 3 Boss will be harder or easier if it is a Bad Future or Good Future especially. The Time Stones I was talking about earlier, those act like the Chaos Emeralds except you get no Super Form if all are collected, but you get the good ending at least. To get the Time Stones, you mist have 50 Rings at the end of the Act and hit the Giant Ring a la Sonic 1. The Special Stage tasks you with hitting 6 UFOs scattered throughout the stage within 100 seconds. 3 of the UFOs have Rings and the other 3 have Speed Shoes. If you touch the water, you get a time penalty for as long as you remain there. Different panels on the ground have different effects on you, from popping you in the air to chopping your feet and losing Rings. If there is 20 seconds or less remaining, a UFO will appear in the center with a Time Bonus, and will continue to appear every time 20 seconds left is hit. There are 7 Special Stages for 7 Time Stone, each one being harder than the last. If you fail a Special Stage, it goes to the next one and you will retry it when you loop back around the order. The Boss Fights are a bit different as well, while they usually take less hits the the bosses of the other Sonic games, the way you beat them is different. One fight is more of a Pinball machine like deal and you have to get to the top to beat the boss. One isn't really a fight, but a race, you race Metal Sonic while Dr. Robotnik is closing in with a death lazer with an automatic door at the end, the winner is safe, but the loser gets hot with the lazer. The gameplay may be different from the other Sonic games, but I find it to be really enjoyable. The levels allow for exploration or pure speed, and the unique Boss Fights are a change of pace form the rest.

The Graphics look good, like the Genesis titles, but the Mega CD gave it the extra power for what I think are slightly better graphics, and FMVs for an Intro and an Ending. The framrate on the original release would sometimes studder, but on the 2011 re-release, it has been fixed to allow a smooth and constant 60fps.

The Soundtrack is my favorite of the series. There are actually 2 different aoundtracks for Sonic CD. The Japanese Soundtrack and the US Soundtrack. When Sega was localizing Sonic CD for the US, somebody must have decided to change the music for the western audience. The 2 soundtracks are almost completely different, with only the Past versions of each Zone overlapping. Each Zone in the game has 4 different tracks for each Time Zone, with the Present theme being the "standard" and the Past, Bad Future, and Good Future being remixes to accompany it. The Intro and Ending FMVs have songs as well with lyrics, and the Boss Fight themes. Both the US and Japanese Soundtracks are enjoyable to listen to. In the 2011 re-release however, due to licensing issues, the lyrics from "You can do Anything" and "Cosmic Eternity" on the Japanese Soundtrack have been removed. The US "Sonic Boom" still retains it lyrics.

The 2011 Re-Release also adds Tails as a playable character when you beat the game once as Sonic. Tails has all the moves from Sonic 3, being able to fly to places Sonic can't. You can also toggle between the Sonic 2 Spin Dash or the Sonic CD Spin Dash. Also added are Online Leaderboards for Time Attacks on each Act and for Total Score for the main game.

Bottom Line: Sonic CD is a Like It or Don't entry, but I find it to be the best Sonic game in the series. The unique features Sonic CD has sets it apart from the other titles. I recommend Playing It, and for $5 for the 2011 Re-Release, it couldn't be any cheaper!

Author's Note: I have some pretty good times for Sonic CD and Sonic Generations, I am open for some competition if you are willing.