Archive for June, 2009

28
Jun
09

the holy grail of video games

although i’m cetainly a video game buff, i’m not a “collector” for the sake of collecting; i’m a collector only in terms of wanting to play original games in their original configuration (i.e. with the original hardware and peripherals, although sadly with arcade games i have to make do with the nearest console version). this has led me to some relatively expensive purchases, but nothing too extreme. given the mountain of great games i haven’t played, there isn’t too much need to really dive too deep into the realm of obscure but worthwhile but also pricey games.

nevertheless, i find video game collecting for the sake of collecting to be interesting. racketboy has a feature on “the holy grails of console gaming” that’s an interesting read. but the reason i’m mentioning all this now is that the guy who runs the essential videogamepricecharts.com (how did we ever live without it?), posted this week about his epic saga on acquiring the holy grail of console gaming, the nintendo world championships gold cartridge. it’s a great read (you’ll laugh! you’ll cry!), and here’s a hearty congratulations to the guy at VGPC for accomplishing what many people can only dream of.

27
Jun
09

mario (and luigi) karted again

i hadn’t really been that into super mario kart when i played it last year, but i found myself curious about its first sequel, mario kart 64. MK64 has the advantage of true 3-D graphics and as a result much more varied tracks, but it also offers up some great new items (triple green and red shells, the ghost item, the fake question block, and the dreaded blue shell). the biggest changes to the setup are that each cup consists of 4 tracks instead of 5, there are less laps, and you get unlimited retries. all those changes make the game much, much easier, something i found myself having mixed feelings about but in the end preferred.

because of the latter changes and also because the tracks were easier (it seemed like there were far fewer hairpin turns), in general i didn’t have much problem getting the golds all the way up to the 150cc mode using my man luigi (didn’t bother with mirror mode, though). like many sequels, MK64 feels like a leap forward, and i ended up enjoying it much more than SMK; in fact, it’s made me a convert to the series. the main complaints people continue to have about the series is that the AI opponents pull off superhuman feats and that the better items are given to those who are losing. in my playthrough of the solo mode i found the AI’s rubberbanding to be a bit annoying, but given that your computer opponents are usually relying on weaker weapons (e.g. banana peels) and pretty much never chuck a red shell at you i didn’t think it was too unfair. i also didn’t have much of a problem with the item distribution, and i actually really grew to like the fact that even if you make some mistakes you can still win a race thanks to some much-needed items when you’re lagging behind. racing games in general rely on perfection more than most, something i dislike in games in general, but the kart series helps alleviate those types of headaches. and even though the item distribution makes for a more casual experience, the game still requires more than blind luck to win each race. i can definitely see how the item randomness could be a big pain in a multiplayer game, though.

all in all, despite being a bit too easy this was a thoroughly enjoyable game, and despite some misgivings i decided to give it the benefit of the doubt since it’s just too much stupid fun and i officially inducted it into my “top games of all time” list. it doesn’t look like the series has evolved very much, but i’m looking forward to trying out the rest of the series (although it looks like the next entry, super circuit on the GBA is a bit of a step back).

kart links:
- a nice look at MK64 in the context of the series as a whole
- comparison of metacritic scores and sales of all the games in the series at wikipedia and a chart of the playable characters
- “The real Rainbow Round has been found!”: funny pic at gonintendo
- entry at wikipedia
- PDF of manual at replacementdocs.com
- random collection of cheats

15
Jun
09

season of oracles

even though i’d finished playing a zelda game recently (majora’s mask, as recounted here) i’d been itching to play a 2D zelda game for quite some time, so i started in on the next in line, oracle of seasons for the game boy color. i thought i’d just see how the series’ return to 2D would fare, but by the time i’d gotten the powers of all four of the seasons i was hooked.

it seems a fair amount of the game’s uniqueness is due to the fact it’s paired with the game oracle of ages, so i’m going to withold my final judgement until i play that game. but although i enjoyed playing seasons there wasn’t a whole lot that felt really fresh. the rod of seasons was entertaining but didn’t offer up that much variety; the second world didn’t have a whole lot to make it memorable; and there were a fair number of pseudo-new items, i.e. items that were ostensibly new but had the same effect as items from previous games. there were a handful of unique items that offered up some surprises, though, as well as some animal helpers (a first for the series, i believe, not counting epona), and it was fun to hear some of the tunes (and characters) from ocarina and majora make appearances here. i also felt nostalgic seeing the game engine, which was clearly based on the classic link’s awakening, and also from seeing the reworkings of elements from the original NES zelda including many of the bosses (and the “pay me for the door repair” man who is back with a vengeance haha).

the useless items to collect in this game are rings which potentially could have been much more interesting as each offers different abilities, but since most of those abilities give only a tiny advantage and you can only equip one at a time the overall benefits are practically nil. also, the game was intended to focus more on action while its companion, oracle of ages supposedly focuses more on puzzles. i’ll have to see how that ends up panning out, but it did feel that in general in this game the boss fights were a bit more difficult than usual, sometimes pointlessly so. all in all, though, this was a fun game and a classic zelda title, although not likely to end up as one of my favorites of the series. it might be that i prefer my zelda games to have less emphasis on action, so i’m looking forward to playing oracle of ages before too long.

season of links:
- walkthrough and FAQ at zelda.com
- the official site for the game is still up
- nice game site at midnight castle’s zelda site
- the entry at wikipedia includes information on how the two games interact
- review at IGN which recommends playing seasons first
- FAQ that compares the original japanese vs the localized english names
- page at zeldawiki.org, including a gallery of all of the enemies
- guide at IGN

04
Jun
09

yoshi’s super island

i’ve never really been that fond of yoshi, mostly because i found him to be pretty useless in super mario world. i hadn’t been that excited by that game in general when i played it a couple of years ago for the first time, but i figured that its sequel super mario world 2: yoshi’s island, would have about as much similarity to its predecessor as wario land: super mario land 3 had to its predecessor (super mario land 2). so i was keeping an open mind about this, my first game with yoshi in a starring role. (although to be unnecessarily exact, i had played the US tetris attack which starred yoshi and other characters from SMW2).

it turns out i was somewhat wrong about SMW2 being completely different from SMW. it’s true almost all of the surface of the game is completely different. one of the central game mechanics that’s new and radically different in SMW2 is that yoshi (actually a whole slew of ‘em in different colors) is always carrying baby mario around and has to retrieve him whenever yoshi gets hit and baby mario gets knocked off. having to retrieve baby mario gets a little tiresome (especially when accompanied by mario’s yelling), but it does give the game a different feel which is appreciated. (although come to think of it, having to retrieve baby mario is rather like getting knocked off of yoshi and having to chase after him in SMW, although i would argue that that wasn’t really central to that game.) yoshi’s ability to swallow enemies and lay eggs and then throw them is also brand new, and he (i.e. they) also has various unique powerups in the guise of some special fruits he can swallow that give him extra firepower, as well as a few somewhat random transformations. the art style, which was intended to have a crayon-like, “storybook” aesthetic, also contributes to the game’s completely unique feel.

but what actually surprised me was that, aside from all of those many surface changes, much of the game’s platforming reminded me of SMW, only way better. and not only that, but the variety in the stages felt improved to such a degree that it reminded me of SMB3, extremely high praise indeed. SMB3 is chockfull of surprises, and although SMW2 starts off a bit slow (the first two worlds, of six, don’t have much character) and had me feeling like i was going through the motions of playing through yet another platformer, pretty soon the game had surprises at every corner and had me completely hooked. the enemies are well designed and oftentimes funny (and i definitely appreciated the return of SMB2’s shy guy to center stage), and i especially enjoyed the admirable number of boss battles. none of them were particularly hard, but all of them were entertaining and fun. i was also surprised that elements i’d first seen in new super mario bros. for the DS actually had their origins in this game.

in terms of difficulty SMW2 wasn’t that hard to complete, although in lieu of the alternate routes of SMW instead the designers added tons of useless things to collect and find in every level (namely stars that increase your baby mario timer, red coins, and flowers). item collection does expand a platformer’s gameplay a lot, and the levels are definitely designed well enough that finding all the items isn’t mindless and dull, but finding 45 items in every level was a bit overkill for me. at some point i’ll probably go back and work my way through all the levels again to find all the items, but for now i’ve added it to my list of all-time greats and moved on to my next challenge … and conquest, hahahahaha! i’ve gotten to be a fan of yoshi (and baby mario), though, and am looking forward to trying out yoshi’s story on the N64, even though it hasn’t really gotten great reviews, as well as his other adventures.

coupla yoshi’s super links:
- entry at wikipedia
- good FAQ at gamefaqs
- quite a few yoshi wallpapers at yoshiart.com




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