Showing posts with label SNES. Show all posts
Showing posts with label SNES. Show all posts

Thursday, December 13, 2012

Kirby's Retrospective Part II

Presenting our latest multi-segment retrospective video series - a look through 20 years of Kirby!

We are presenting this in association with Nintendo World Report.  They are cool guys, and you should all check them out (and if you were sent here by them, great to see you!).  We'll be posting the other two parts in the coming days, so stay tuned!

In this part, Kirby ventures from the Super Nintendo to the wondrous world of 3D, but not without a few hard bumps. We cover games such as Kirby's Dream Land 3 and Kirby 64: The Crystal Shards, all the way through the GameCube oddball racer Kirby Air Ride and the GBA adventure Kirby and the Amazing Mirror.  We witness the creation of WARPSTAR and the departure of Kirby's creator, and we end this part facing the current generation with still much more Kirby to come.  Enjoy!

Tuesday, December 11, 2012

Kirby's Retrospective Part I

Presenting our latest multi-segment retrospective video series - a look through 20 years of Kirby!

We are presenting this in association with Nintendo World Report.  They are cool guys, and you should all check them out (and if you were sent here by them, great to see you!).  We'll be posting the other two parts in the coming days, so stay tuned!

In this part, we examine the pink puffball's first five years of existence, complete with such games as Kirby's Dream Land, Kirby's Adventure, and Kirby Super Star.  Can you taste the nostalgia?  Either way, watch and enjoy!  Big thanks to the online Kirby community which helped provide the multitude of artworks and boxarts and information for the games!

Tuesday, March 20, 2012

Game On: Let's Play 3.08 - Mega Man X

Game: Mega Man X (via Mega Man X Collection)
System: Super Nintendo (and GameCube)
Developer: Capcom (Capcom Production Studio 1)
Publisher: Capcom
Player: Chris


Friday, October 22, 2010

Game On: Let's Play 1.05 - Super Troll Islands

Game: Super Troll Islands
System: Super Nintendo Entertainment System
Developer: Millenium Interactive
Publisher: American Softworks Corporation
Player: Charles “Chack” Ackerman





Game Overview


Platformers were plentiful on the Super Nintendo and the Sega Genesis, as were licensed games from “hip” 1990’s fads. One of those happened to be Trolls, small plastic figurines which bore jewels in their belly buttons and had large tufts of oddly-colored hair. It just so happened that when Trolls and platforming collided, they created this game: Super Troll Islands.

The plot is thus: a dark mist has covered the otherwise playful, peaceful islands on which four Trolls loved to play. In order to save the land, these Trolls decide to work together and destroy the mist which clouds up their otherwise content lives. There does not seem to be much else, scenario-wise, but when it comes to selling toy-based license games, plot is the last thing on developer’s minds.

The main purpose of the game is to colorize “windows” of the world, usually two platforms and two ladders creating a box. By colorizing these windows, the mist opens up within that space; once every window has been “opened,” the mist breaks apart, revealing the landscape and one very happy sun! Enemies do impede on this mission, however, and in order to defeat them, the Trolls must throw cupcakes at them in order to eat and vanquish them. Not only that, but each of the four Trolls have their own special abilities: Green can get hit one more time, Pink jumps extra high, Blue can dive underwater, and Red runs faster than the rest. Unfortunately, if one dies at a pivotal point (say, diving underwater or in need of a large jump), it might be close to impossible to finish the game itself. The game’s length is 50 levels, going through five worlds of increasing playfulness, or insanity, if you prefer.

Since then…

The publisher of the game, ACS, had a few decent titles published under its wing for the next generation, including Sanitarium, a point-and-click adventure game in 1998, and even the original Grand Theft Auto from DMA Design, before the series’ publishing continued under Rockstar Games. The Darien, CT-based publisher closed January 2000.

The developer of the game, Millenium Interactive, actually went on to release the game a second time, without the Trolls license and not on the Super NES. The UK developer ported the game engine and just about everything else from it to the Amiga, and rather than use Trolls, the new game used the Mr. Blobby license. Other than that, the Super Troll Islands game never became a series, and perhaps for good cause.

Millenium Interactive was better known for having developed the James Pond series on Amiga and other consoles. When the company started work on a larger project, Sony purchased Millenium, turning it into SCE Studio Cambridge. That project would become MediEvil. As for current releases, Studio Cambridge has mostly helped with LittleBigPlanet for PSP with Media Molecule, and its most recent release to date is the Playstation Move title TV SuperStars.

As for the lead designer of the game, Mike Ball, he went on to produce games for Sony but ultimately left and formed Just Add Monsters in 2000. The company would go on to become Ninja Theory, the producer of Heavenly Sword (published by Sony, no less) and more recently Namco-Bandai’s Enslaved: Odyssey to the West. It is currently producing DmC, a new title in Capcom’s Devil May Cry franchise.

Trolls have for the most part dwindled as a franchise, but games using them appeared briefly thanks to an attempt to modernize the product with Trollz. Trollz: Hair Affair for the GBA is the last known release of a Trolls-based product in the video game industry. If there is a newer one, please hesitate to tell us.

The Let’s Play

Chack wanted to play one more game after Star Fox, and seeing this game as it sat on the ground, it seemed like the only logical choice. Having never heard nor seen this game before, the audience agreed to give it a go, despite Chack’s obvious disdain toward the title.

He had never gotten further than “...mid twenties, thirties…” in the game, and it would quickly become apparent as to why that was the case.

As his last Let’s Play for Game On, it was certainly one to finish off, not with a roar but a whimper.

Post-Mortem

The abject horror of this Let’s Play becomes apparent only within the first ten minutes. The game is totally within the “Should not Record” realm: a boring, repetitive, and altogether jarring experience. Having watched this Let’s Play once after completion, the game is a chore to watch, and I honor those who watch it with us.

Chack never beats the game. Whereas with the previous two games in our “Night of Fail,” some success had been made, this game never seems to become defeated, constantly pouring its hellish giggles and bobbing heads in our wake. The previous two Let’s Play segments were failures due to the player; this Let’s Play failed because the game was despicable.

He made it to Level 25 in an hour. With the knowledge that the game is 50 levels long, I cannot fathom the results had we gone to the end. Having played video games for four to five hours solid and with the night long started, patience was low, and the boredom brought by repetitive music and gameplay made us lethargic by the hour’s-end.

In the end, there is some good humor in there, specifically about how bad the game is. However, the boring nature of the game makes it hard to sit through all at once. Certainly recommended to watch in multiple sittings. To this day I wish we could have recorded more with Chack, especially since his humor worked out quite well. He was too focused on his final semester to work on Game On, and afterwards, he moved on to better pastures. Or Florida. One of the two. Either way, I’m sure this is a send off he will not forget!

Friday, October 8, 2010

Game On: Let's Play 1.04 - Star Fox

Game: Star Fox
System: SNES
Developer: Argonaut Software / Nintendo EAD
Publisher: Nintendo
Player: Charles “Chack” Ackerman






Game Overview

Star Fox was the child of innovative technology from Argonaut Sotware and the game design of Nintendo. Argonaut Software had originally begun its work with Nintendo as a result of Dylan Cuthbert’s 3D game for Gameboy, a Japanese-only release known as X. Players can experience a sequel of sorts today on DSiWare entitled X-Scape, also developed by Dylan Cuthbert and his team. The moderate success of X had solidified Argonaut’s relationship with Nintendo, and Nintendo knew where it wanted the new 3D technology to go: the SNES. To ensure this was the case, Nintendo signed an agreement with Argonaut to produce three games exclusively for Nintendo, of which Star Fox was the first. Star Fox was developed by both Argonaut and Nintendo, the former focusing on the main programming and technological side and the latter working on the art and level design aspects of the title.

Star Fox is a 3D space shooter on the SNES, a first for the console considering it was previously a 2D game console exclusively. In Star Fox, players control Fox McCloud , the head of Star Fox, an elite group of space soldiers which protects the Lylat System. When an evil scientist Andross threatens the Lylat System with his creations, it is up to Star Fox to stop the menace before Corneria falls into the hands of evil. Unlike Star Fox 64, the game's direction is not guided by individual mission, but rather, the game has three distinct paths which designate a difficulty level. Also unlike its remake, Star Fox has the ability for players to go into first-person, provided they are in a space level. Helping teammates was less of a concern this time around, and free-range mode was not an option. Despite those factors, the game is not under any circumstance an easier game. In fact, it is arguably a harder game, even with a shorter game length.

The game was the first title to use the hailed SuperFX chip which introduced 3D graphics to the SNES, and its arrival came with great success around the world. What was originally a technical demo developed by Argonaut Software would then become one of Nintendo's large franchises.

Since then…

Immediately following Star Fox’s smashing success, two of the lead programmers, Giles Goddard and Dylan Cuthbert, went on to work on two more projects for Nintendo. Giles Goddard went to work on Stunt Race FX whereas Dylan Cuthbert went to work on the next Star Fox title. Only the former would see a release, however, as Nintendo decided to cancel Star Fox 2 in the face of the upcoming Nintendo 64; this would prove to be a poor decision, as the N64 was delayed a whole year, leaving ample space for Star Fox 2’s release. Star Fox 2 can be found in a nearly complete form online and can be purchased on reproduction carts, for those with the money. Giles Goddard, post-SNES, would work on other Nintendo games such as Legend of Zelda: Ocarina of Time and 1080 Snowboarding. On GameCube, he is remembered for porting Doshin the Giant himself from N64 to GameCube. He would leave Nintendo to form Nintendo-supported Vitei, which has released Japanese-only Theta for DS and the WiiWare title Rock N Roll Climber.

Star Fox’s future has been said in the previous GO:LP, but it bears repeating. Star Fox 2 was cancelled, but its free-range mode and extra vehicles would be used in EAD’s Star Fox 64, an effective reboot of the original title. On GameCube, the series got an adventure title from Rareware, Starfox Adventures, which was actually a brand new IP before Nintendo pushed the franchise onto it. Following that, Namco’s Ace Combat team worked on a linear Star Fox title, Star Fox: Assault, but the hype and release were both ho-hum. Dylan Cuthbert would return with his new company Q-Games to produce Star Fox: Command, which is very close, gameplay-wise, to Star Fox 2, sans plot elements. Star Fox has yet to see a Wii release, but a 3DS remake of Star Fox 64 is in the works.


The Let’s Play

Following Devin Arnold’s semi-completion of Star Fox 64, Chack decided to go ahead and complete more Let’s Plays with our remaining time. The first choice was a good one: Super Mario World. However, the discussion was poor, and after a while, it was decided to do another LP, instead. The choice was odd, as Star Fox 64 had just been completed, but having been years since anyone had seen the original, it seemed like a novel idea.

He would select the Easy path, but was it as easy as it said it was? Find out by watching, or if you want to know how far he got, skip to the Post-Mortem.



Post-Mortem

We dubbed this day the “Day of Fail” for more than just the semi-fail Devin demonstrated in his Star Fox 64 Let’s Play (episode 1.03). The previously infallible Chack had fallen prey to the old-school difficulty curve that was Star Fox. He did fairly well throughout the game until he ran into Venom, when the game suddenly became difficult. He would fight a fairly difficult morphing boss multiple times, but he gave up after the second continue was spent.

As for the content itself, the audio of the audience was horrible this time around. I do not know why I kept the audio so high for the game, but at least Chack had some good commentary here and there. Not my favorite Let’s Play, especially with all the side conversations around.

Either way, the biggest fail was yet to come…