After beating Suikoden, the thought of jumping right into Suikoden II left me salivating. That game’s status as the best in the series, and one of the best JRPGs of all time is pretty much universally agreed upon . But, I slowed my roll. Typically, I sandwich a few shorter games in between playthroughs of role-playing games, considering they generally take thirty hours to complete, at a minimum. After all, I’m a grown-ass adult, with grown-ass adult responsibilities, so I don’t have the time to just sit around playing video games all day. Rest assured though, they do occupy way too much of my thoughts. Anyways, collecting myself, I laid out the three games I’d be playing. The futuristic, yet mechanically ancient first-person shooter Codename: Tenka wasn’t a total bust, but after a couple of hours, I couldn’t justify playing it anymore. In contrast, the one-of-a-kind insect simulation Mister Mosquito only took a few hours, and was right up my alley. Finally, there was Mars Matrix. Spurred on by intriguing compliments delivered by Brandon Sheffield on Twitter (that I can’t seem to find now…), and the realization of how much the Dreamcast version sells for in the secondary market, I figured I ought to give it a shot, or a second one, since it turns out I played it back in 2011, an experience I’d all but forgotten about.Continue reading Mars Matrix [Dreamcast] – Review
Last month, while grinding out weapon trophies in Uncharted 3: Drake’s Deception, I’d play Pac-Man Championship Edition DX as a palette cleanser. Much in the same way Ms. Pac-Man expanded upon the formula introduced by Pac-Man in the early 1980s, this 2010 release expands upon Bandai Namco’s 2007 original. That’s to say the changes, new maps and features, are minor but solid improvements on an otherwise fantastic game. When I focused solely on improving my score, I was able to lose myself to the mesmerizing flow of continually changing mazes and satisfying sounds of points racking up. These positive feelings were mired only by my desire to obtain the game’s trophies and subject myself to repetitious challenges. Continue reading Pac-Man Championship Edition DX [PlayStation Network] – Review
The Double Dragon series is one that I have no particular fondness for. The maiden entry was originally released as an arcade game in 1987 and ushered in what most consider the Golden Age of the beat ‘em up genre. It was an extremely successful game, spawning a live-action film, cartoon series, and unsurprisingly, many sequels and home conversions. Playing through the Sega Master System version with a friend this past week served as my first hands-on experience with the series and it was a little underwhelming. The depth of combat and stage variety was a drastic improvement over the primitive Black Belt but my natural tendencies resulted in an initial playthrough that was less entertaining than later entries in the genre, such as Streets of Rage. Persistent sprite flicker and vague hit detection didn’t help matters. Continue reading Double Dragon [Sega Master System] – Review and Let’s Play
Although I’ve long been aware of Space Harrier, playing through the Master System version provided my first hands-on impressions of it, for better or worse. Originally released by Sega as an arcade game in late 1985, it was one of the first games designed by the now legendary Yu Suzuki. The following years saw a multitude of ports to popular home computers but it wasn’t until the 1987 Master System port that one of them had the distinction of being handled internally at Sega, helmed in part by the similarly iconic Yuji Naka. The resulting version faithfully adapted the fast-paced shoot ‘em up gameplay, vibrant stages, and varied enemies of the original release, despite the technically inferior Master System hardware that could’ve been a devastating drag on quality. Continue reading Space Harrier [Sega Master System] – Review and Let’s Play
Just as the Sega Master System’s version of After Burner was disappointing, so too was its port of Thunder Blade, Sega’s 1987 arcade shoot ‘em up. Having not played any version of Thunder Blade beforehand, I lack a reference point for the game although I feel confident in asserting this was an underwhelming port. Its portrayal of two separate styles of gameplay was competent but bland. After encountering early difficulties, I decided against devoting too much time towards the game’s completion.
After completing Ys: The Vanished Omens, I decided to pause my Sega Master System playthroughs and turn my attention to a couple of recently acquired Atari 2600 games. Kangaroo was the first on my list. Published by Atari in 1983, it’s a port of the Sun Electronics (Sunsoft) arcade game released the year before, itself a derivative of Nintendo’s Donkey Kong. Playing as a mother kangaroo, I had to scale three distinct stages to rescue her captive joey. Along the way, I dealt with an endless barrel of apple throwing monkeys by boxing them into submission or avoiding them altogether. Continue reading Kangaroo [Atari 2600] – Review and Let’s Play
My interest in the Sega 32X has evolved from something of an ironic curiosity to that of a genuine fan. Completely disregarding the business sense the unpopular Genesis add-on made, it’s hard to argue that it didn’t host some solid games. Its limited library of about forty is one of the prime drivers of my interest: the smaller library should make it easier for me collect and play each title. So when I came across After Burner for a fair price at Game Cycle of Pittsburg, Kansas, I had to jump on it. Continue reading After Burner [Sega 32X] – Review
It’s been a while since I’ve recorded a let’s play but I picked up After Burner for the Sega 32X over Memorial Day weekend and that gave me a good reason to do another. This is truly a port of After Burner II, despite the name (Japanese box art included in this post). I enjoyed it, although I did find it quite tough. Admittedly, reaching the end took longer than it should’ve and my output isn’t as entertaining as it might otherwise be, unless you like seeing failure over and over again. Nonetheless, my playlist is featured below with a write-up to follow soon.
For all intents and purposes, this is a review of Namco Museum Vol. 3 for the PlayStation, bearing in mind I’ve played it twice for about an hour total. That being said, I’m confident in knowing what it has to offer based on prior experiences with most of the compiled games. After a fruitful evening of game hunting with a friend, this is the title I subjected us to. Well, that’s what he may describe the experience as but for me, someone who relishes the opportunity to play just about any game, it was an entertaining romp through the past. Considering this is a compilation that only contains six games, it proved to highlight a strong selection of Namco’s arcade lineage.
This, the third installment of the Namco Museum series on the PlayStation, was originally released stateside in early 1997. Most sources point to Now Production handling the development/porting with Namco publishing it here. As mentioned, six arcade games are included: Galaxian, Ms. Pac-Man, Pole Position II, Dig Dug, Phozon, and The Tower of Druaga. Most readers are likely familiar with all but the last two, but the weight is definitely carried by the headliners. Regardless, these are all arcade-faithful ports and the package is buoyed by a virtual museum to walk through, highlighting low resolution scans of the games’ original Japanese marketing materials (plus an entertaining introduction video!).
Of the games included, I’m most familiar with Ms. Pac-Man. That was one of the go-to Super Nintendo games in my household growing up. Heck, even my mom played it with us! She’s actually the reason we had it since she was familiar with the arcade release and knew it’d be more family friendly than say the copy of Killer Instinct that came bundled with our console. The version on display in this compilation is the arcade version, so it’s limited on features compared to the Super Nintendo port I’m used to. Nonetheless, Ms. Pac-Man is a riveting game with or without any bells or whistles. In fact, when my friend and I played, this game in particular sparked a bit of a high score competition.
I was first introduced to Dig Dug through its Xbox Live Arcade release, although I’ve played much more of the Mr. Driller series. A single-screen action game like most of the other games on this compilation, Dig Dug sees players assuming the role of the eponymous Dig Dug (also known as Taizo Hori) as he digs underground in order to defeat the wandering Pookas and Fygars. This can be easily done by exploding them with an air pump, although strategically dropping rocks on them can result in chained kills and extra points. Defeating them further down also yields more points. It’s a straight-forward action game but as described, there’s ways to wring strategic elements from the game to promote score-chasing.
Galaxian is perhaps most succinctly described as a combination of Space Invaders and Galaga. It was, after all, Namco’s heavily inspired attempt at a Space Invaders game and the predecessor to the much improved Galaga. That’s not to say that this isn’t a worthy game in its own right. Namco took the Space Invaders formula and expanded upon it incrementally by designing more aggressive enemies… and adding color. Damn, Galaga is so much better… Destroying the waves of enemies still remains challenging but after the first wave, players will have seen pretty much everything they’re going to see.
Like Galaxian, there’s little to say about Pole Position II. It’s a solid racing game and it runs beautifully although nothing differentiates it from the hundreds of racing games available throughout the 1980s; it’s still a precedent setter. That leaves me with Phozon and The Tower of Druaga. This compilation represented the North American debut of Phozon as it never left Japan when it was released in 1983. I didn’t particularly care for it, although the pseudo-3D rendering of the antagonist looked good. Forgoing the game’s unique verbiage, players control an atom and collect drifting molecules aiming to recreate the shape displayed before each stage. A sole enemy is almost always present and a life is lost if it connects with the player’s atom. Essentially, recreate shapes while playing cat and mouse.
Finally, there’s The Tower of Druaga. From the title alone this one sounds epic and it was understandably inspired by Middle Eastern mythology. Controlling the hero Gilgamesh, players are tasked with rescuing Ki from said tower. This plays out across 60 floors of mazes with each floor hosting a locked exit, a key, as well as enemies and treasure. Again, this is a pretty straight-forward game whose difficulty continually increases. I wasn’t able to get too far into the tower but one tip I can share is to hold the attack button. With it held, Gilgamesh keeps his sword drawn and can walk into enemies to defeat them. A marked improvement on simply swinging the sword, trust me.
With there being so many Namco Museum titles nowadays, it’s hard to recommend this one over the more comprehensive collections for newer consoles. Still, at the right price, this is worth snatching up. I have multiple Namco compilations but $0.99 for a loose copy was too good to pass up. I will say I was surprised by the museum content, I wasn’t expecting that and don’t recall similar information in the newer compilations. And that darn introduction video really got me jazzed up too! If anything, I’ll keep my eyes peeled on the other PlayStation Namco Museum releases in the hopes of getting more of that content, if the price is right.
Lastly, here is a video that my friend and I recorded while playing this game. The best part by far is the Ms. Pac-Man competition which commences about halfway through and runs to the end of the video. It’s not very serious, but I still won, and that’s what counts.