Tuesday, November 24, 2009

Subtleties: Shining Force II

I would like to talk about subtleties today.

Video game narrative has not yet had Shakespearean-level storytelling. Nor has it had Citizen Kane-level visual metaphor or anything like that. As has been discussed elsewhere (more elegantly than I could, as well), video games are a medium still very much in their infancy. So until they have their big moment that we could point to and say, "This is why video games are art," we have to make do with tiny moments that hint at their potential.

And sometimes, you have to look pretty hard. There are the big moments, the ones that most of the internet will bring up when talking about this topic, like bringing down the Colossi in Shadow of the Colossus, or perhaps the courtroom set piece scene in Chrono Trigger. And those are good examples! I don't have any quite that grand today, but what I do have is a subtle example of why I love video games and why they strike me as so different from traditional forms of media expression.

As I mentioned in my last post, I have been playing a lot of the old Genesis RPG, Shining Force II, lately. It is not a game known for its wholly original story - in fact, it is quite generic in that respect. Cliché, actually. And I am not going to be pulling any examples from the game about how its story deviates from the norm at all, because honestly, it really doesn't.

But within the cliché story, there are some subtleties that strike me as interesting, to say the least. I am near the end of the game at this point; maybe seven or eight battles from the final battle. My army just stole the ancient flying Nazca ship and flew over the ocean, and was shot down on Grans Island by the greater devil Geshp and his Prism Flowers. What strikes me as interesting is Geshp thought my army would die when we got shot down - so when we ran into him, he had to hastily assemble an army of devils to try to stop us. Every battle in the game up until this point has had my enemies strewn strategically around the map, while all of my characters start in a bunch in one place, because at the start of most battles, my characters are ambushed. But in this battle, I surprised my enemy - and, sure enough, they all start the battle in a big, disorganized bunch like I usually do.

This is an extremely small example of how videogames are subtle in the ways they present their narrative - and this example comes from an extremely clichéd narrative in a 1993 Sega Genesis RPG, as well! This is not an example someone would bring up to argue that videogames are "art," of course. This is just one of the ways I think video games are unique in their presentation when compared to other mediums. The battle system had always started one way in Shining Force II, then it is changed for this one battle to reflect the surprise of the enemy. It's subtle, but interesting when you notice it.

Of course, none of this matters to most people. I think when videogames have their own "Rosebud" moment, examples like this small one will become more commonplace and the medium will finally hit its stride. Until then, I will appreciate the subtleties.

Sunday, November 22, 2009

Pegasus Knights are Worth Waiting For

From the end of my last post on this blog: "Hopefully I don't let the blog be idle again for 4 months." Yeah... it's been over a year since then. So much for that.

Thing is, I really enjoyed doing it, and have been quite busy (read: school) since then, so I never had the chance to continue. (Well, I probably had the chance, but I kind of forgot about this blog until now.)

I have played a lot of games, though. In May and June of this year, I played two PS2 RPGs - Persona 3: FES and Persona 4.

Ladies and gentlemen, they were fantastic. Persona 4 is probably on my top ten list of favorite games - and that list has been fairly static since about 2000 when Majora's Mask first came out. Persona 4 is definitely my favorite PS2 game, at the very least.

But it has been a while since I've played those games. And I will likely play through them again in due time, and write more in depth about them when they are more fresh in my mind. For this post, I will talk about an old standby, another game definitely on my top ten list: the Genesis strategy RPG Shining Force II.

Shining Force II was my first RPG, so it is likely that I am fairly biased when it comes to discussing its quality. I can see why some people might say it's story could be considered weaker than the one in the original Shining Force, but I don't care, I still prefer it. There are a few typos in the game, which do annoy the holy hell out of me, though.

But the battle system in this game is exactly how I want my strategy RPGs to be: nice and light. The closest battle system to Shining Force II is the Fire Emblem series (for the most part - it is a little more complicated and deaths are permanent, so those games aren't as replayable to me). But SFII does not have the Tactics Ogre problem where you have to position your guys behind or to the side of the enemy in order to do more damage or anything stupid like that - you go up to the guy you want to fight, and you attack him or use magic on him or whatever. The strategy in the game comes from who you have fight who, and when and where - but not to ridiculous levels.

Anyway, I've beaten this game several times, but in the past, I always sort of beat it the same way, using the same characters, promoting them the same way, etc. This time, however, I decided to max out my characters as much as possible, and I discovered something about the character Chester: I prefer to let him wait to be promoted to a Pegasus Knight, because he is fantastic when he is overleveled.

Seriously.

I got him to level 28 unpromoted before I finally got to Pacalon and got the Pegasus Wing. When I promoted him, I replayed a battle a few times to level him up to everyone else's level, and now his stats are fairly ridiculous compared to everyone else. He doesn't have the highest attack power (strangely, Slade does, although I'm okay with that), nor does he have the highest defense (Jaha does, as usual). He does, however, have the highest agility on my team, so he always goes first, and his HP is very high as well. He is incredibly well rounded and I love using him, as a flying character is always good to have.

As far as everyone else goes, I got them all to level 23 before promoting them. I did this because I hated getting 1 EXP for every kill I got and didn't feel like playing battles over and over again to level them up. Chester was idle for quite a few battles before I promoted him to the awesomeness he is now.

So anyway, I'm heading to Moun right now, and am currently in the battle where you eventually get Jaro, who I also might use because Taya sucks and Kazin already is amazing. The fact that I've been playing this game since my childhood and still find new ways to get through it amazes me, and proves to me why it is so good.

Saturday, November 8, 2008

Always, Always Wait on the Floating Continent

Damn, it's been a while. I had originally planned on making as many posts on this blog as I could, but that broke down, and then I didn't have much to write about, then I forgot about it, etc. etc. Regardless, I still like the format of this site and I enjoy reading what I've written, so I will try to continue to do it when I can.

So I've played a few games since my last post. I never beat Shiren, as I got to a point where my weapons were so awesome that if I lost them, I would literally break my DS - that, and I got bored with it. Shadowrun remains uncompleted as well, since I got to a point where I had to grind levels to keep going, and it wasn't fun anymore.

Since my last post, I've played quite a few games. I downloaded and beat Mega Man 9 and Shining Force 2 on my Wii, both of which are some of my favorite games of all time (Mega Man 9 is without a doubt my favorite Mega Man game ever). I've picked up Smash Bros Brawl again because I've met a bunch of guys who play the crap out of it, and I can hang with them for the most part. I just picked up Wario Land: Shake It! as well, and I am enjoying that so far. I also own Guitar Hero 1, 2, and 3 for the PS2 and I can beat them all (save for a few songs on 3) on Hard and can do okay on Expert. I picked up Dragon Quest 4 and got to the third chapter and I stopped playing because I just can't get into it yet. And I also picked up Final Fantasy VI for my SNES (as I'm sure you're aware, it's called 3 on the cartridge itself).

I've been dying to play this game again for a couple years now. The first time I played through it, I let Shadow die, missed three characters (I never ONCE had Mog!), and missed a ton of espers (how I made it to Kefka and beat him without Ultima/Meteor/etc. I will never know). I'm going to try to complete it as best I can, and I am well on my way. I am in the World of Ruin, have all the characters - including Shadow! - and am now level grinding and teaching all the spells in the game to all the characters before I go take on Kefka. I've had a blast so far, and it's reminded me why VI is my favorite Final Fantasy.

It's just so damned refined. Everything works smoothly, from the battle load times to the snappy action contained within; if I want to summon an esper, it doesn't take a minute and a half to load the animation - it's quick! And while random battles can be tedious, they aren't so bad that they make the game unplayable. The story remains great, and I am definitely enjoying the World of Ruin quite a bit more now that I know where I should go to get characters, items, etc. And of course, the music remains fantastic.

Anyway, that's enough for now - hopefully I'll post again soon about Wario Land or FFVI. Here's hoping I don't let the blog be idle again for 4 months.

Thursday, July 24, 2008

Roguelikes are Effing Awesome Part 2

So I have continued to play Shiren the Wanderer, and have discovered some interesting things. First, I reached floor 27, which had an enemy that could do something I hadn't experienced - it could knock off my equipped weapons and once knocked off, they couldn't be picked back up and used. This enemy is the worst enemy ever created. Thank god I wasn't using my newly upgraded Master Sword +60 (which is incapable of getting rusty, does extra damage to ghost enemies, and each attack is three squares wide) or Armor Ward +39 (which is incapable of getting rusty, slows my hunger down and prevents items and money from being stolen). Although, I'm wondering if that Armor Ward wouldn't protect against that particular enemy... if so, that would be great. (After looking up the enemy, I found out that it was because there was water to my back that I lost my items. Still, though - what a bastard.)

I should explain how my prized items came to be so enchanted. You see, after completing some side missions, a shop became available in Mountaintop Town (located between floors 7 and 8) that sold Jars. Once in a while, a Melding Jar becomes available there. The interesting thing about Melding Jars is that when you put a weapon inside, followed by another weapon, all of the attributes (good or bad) of the second weapon are melded onto the first. So, for example, to get my Master Sword to attack three squares wide, I placed my Master Sword and a Razor Wind in the Jar, so the Master Sword took on the Razor Wind's qualities. So I really enjoy that. It also will add any modifiers on as well, so that's how I upgraded both of those items so fast too.

With as much work as I've done to my weapons, they still aren't complete. I have yet to find a Pickaxe of any kind (even breakable ones) so I can't make my weapons dig yet. I would also like to add a few more enchantments to them, like the one that upgrades my evasion rate and lowers damage from explosions, etc. so I still have plenty of work to do, mostly to find the items I need to do that.

So, I've played for about 15 hours I believe, and that's actually quite a bit longer than I thought this game would take, seeing as how there's only 30 floors in the main dungeon. It's probably because I'm being as careful as I possibly can be, though. Either way, I'm having a blast so far.

I would also like to brag that I got a copy of Dragon Warrior II for the NES for 9 bucks with shipping two days ago on eBay. From what I gather, I got it for a steal. I am also seriously considering buying an FC Twin to play my NES games more reliably as well (Ironically enough, Dragon Warrior II is one of like 7 games that aren't playable on it - irony! No biggie though - I really just want to play Crytalis and some of the other games I've gotten at the resale shop on the cheap.)

Wednesday, July 23, 2008

Crystal Chronicles and Mario Tennis

(Note: This post was typed in a text file on my laptop while the power was out last night, so it is incomplete in places, because I couldn't look up information on the Net to supplement it, but I've decided to post it here as is anyway.)

Final Fantasy Fables: Chocobo's Dungeon looks to be another fantastic mystery dungeon game, of which I will probably purchase when I get the cash. I played it with a friend today, who I also played Final Fantasy: Crystal Chronicles for the first time with.

It is Crystal Chronicles that I'd like to take a look at today. It is an odd game, one which we probably may not see the likes of again – as you may be aware, to actually play this game multiplayer (really the only way to play it), you must have a Gamecube (or a Wii), a Game Boy Advance for every player, and a Gamecube to Game Boy Advance adapter for every player as well. That's quite expensive, really.

But it's worth it. It's an experience I've not quite been able to think of a comparison for. Phantasy Star Online was similar, but not quite as fun as Crystal Chronicles. Having your own menu for item management and whatnot is pretty fantastic. My character is a Black Mage, and while he is weird looking, he is fun as hell to play. We only played for maybe two hours or so (we have completed the first year and a mission from the second year) and since my power has been out since about ten minutes after we shut the game off, I have some questions about it that haven't been able to look up the answers to online.

For example: is there a way to keep a spell after a mission? My buddy's character can keep his weapons, but I can't keep my Fire/Blizzard/Thunder? I may just be misunderstanding how the game works, though.

Same thing with items: I have quite a few that I have no idea what to do with. Iron shards, Iron, etc. all seem to go towards making custom items at the Blacksmith in the town, but apparently I don't need the iron shards yet? I guess I don't have any items that require it yet.

Regardless, I had a blast playing it today. Hopefully I'll be able to play more of it soon. In the meantime, there's always Shiren, and another game I've had laying around for a couple weeks – Mario Tennis for the Game Boy Color.

I forgot how good Mario Tennis was. I know I liked it quite a bit in like ninth grade (eight years ago – damn!), but I had somehow forgotten how deep the gameplay really goes. What you do in this game is actually create your own character and try to play your way through a tennis academy to become the top tennis player there, to eventually challenge the champions of the world (Mario and friends, of course). You do this by playing tennis matches against other players and leveling up your character (by choosing, at each level up, whether to upgrade Spin, Speed, Power, or Control). Since the power went out, I've been playing it for three hours now, and I'm halfway through the senior class, at like level 19 or so.

I also have Mario Golf for the Game Boy Color. And I'm having trouble putting. I can drive and chip fantastically, but I just can't read the goddamn greens in this game for shit, which of course kills my game. I haven't even made it through a course yet (mostly because I get six or seven holes into it before my shitty putting skills get me a double or triple bogey and I get pissed and shut the game off). If I could learn how to putt, I bet this game would be just as good as Mario Tennis.

Saturday, July 19, 2008

Roguelikes Are Effing Awesome

Holy shit, it's been a month since I last posted here. I guess that's what I get for working a lot and not playing too many games.

I beat Pokemon Mystery Dungeon: Explorers of Darkness, and for my birthday last week I got Mystery Dungeon: Shiren the Wanderer for the DS. Since I didn't post anything about either game yet, I will compare and contrast them both.

I will start by saying this: I'm glad I played the Pokemon version first. I enjoyed it, quite a bit in fact, and will probably get Blue Rescue Team soon, but Shiren is better.

Anyway, so Pokemon Mystery Dungeon and Shiren the Wanderer are both RPGs based on the ancient computer based game called Rogue (which makes them roguelikes). When your character moves, your allies and everything else on the floor of the dungeon your on moves as well. In other words, its not necessarily real time because nothing else will act until you do. Basically, each time you move, attack, use an item, or cast a spell or whatever, you spend your turn, and then the enemies will all do the same: either they will move towards you, run away from you, attack, cast a spell, etc. and so on. And from what I gather on the ol' Internets, roguelikes aren't very popular here in America.

I can sort of see why not, because they are balls hard and sometimes can seem unfair. Shiren in particular is brutal, because when you die (which will happen, quite a bit), you lose all of your items, money, and (here's the kicker) experience points. That's right. All of them. Back to level 1 for you. However, you can store items and (in Pokemons case) money in warehouses in between dungeon runs.

I guess now is a good time to point out the differences between the two games, since I've already begun to. In Pokemon, when you die, you lose all your items and money, but retain your experience. In Shiren, you lose everything. In Pokemon, you can save money in between missions, but when you die in Shiren, you lose all of it, because you can't store it anywhere. In Pokemon, you can store hundreds of items (eventually) in your warehouse, but in Shiren, you can store probably no more than 15 items in each warehouse (they vary in size). In Pokemon, there are like 40 different dungeons with various numbers of floors in them (usually between 10 and 25), whereas Shiren's entire game is a single, 30ish floor dungeon. Did I mention that when you die in Shiren, you go all the way back to the town before the first floor? In Pokemon, when you die, you only need to restart the particular dungeon you were on over. Also, in Pokemon, you can keep earning extra carrying space for items (I had six pages worth of storage when I stopped playing, and I think you can get more), whereas in Shiren, you get two pages max. (Although the game has Jars, which let you pack more items inside them, so you aren't completely fucked). Also, in Shiren, you don't always know what item you pick up, because it could be anything from a Katana +5 to a cursed (which means you can't unequip it) Cudgel -7. Pokemon doesn't do that, however.

You are probably thinking that Shiren sounds extremely restrictive and difficult, while Pokemon is more balanced and easy, and you are partially correct. As you may recall from the beginning of this post, I said that Shiren is the better game. (Again, though, they are both fun as hell.) The main reason why is that when I finally do beat Shiren, I will feel like I accomplished something a hell of a lot more impressive then when I beat Pokemon, since Shiren is so much harder. I've read reviews of both games, and in a post on Jeremy Parish's website GameSpite, he put it perfectly: "...you never once feel like you've been screwed over by the game. When you die in Shiren, it's your own fault: you didn't play it right, you could have avoided failure. But no. You blew it." This is probably the truest statement about the game: every time I have ever died has been the result of me being too greedy, too ambitious, or just plain stupid. (The only possible exception to this rule is Monster Houses, which are basically rooms packed full of viciously powerful monsters, but really, you should be prepared for those with a Scroll of Sleep or Scroll of Confusion, anyway.)

In Pokemon, you get stronger by leveling your characters up, but you always have to worry about type advantages (like any good Pokemon game does). For example, my starting character was Torchic, a fire Pokemon. So anytime I saw a water Pokemon, I would let my partner, Bulbasaur (a grass type), take care of it, since he had type advantage over them. Conversely, when I saw grass type, bug type, or steel type Pokemon, I would send a quick Flamethrower their way, and watch as they died (usually) instantly.

In Shiren, you can level up by gaining experience, but since you can always lose that, you should level up your weapons. Right now, I am leveling up a Master Sword (no relation to Zelda, of course) and a Armor Ward. I found them both with no bonus attributes, and now, they are Master Sword +36 and Armor Ward +23, and also both cannot be rusted by enemies or traps (when a monster or trap tries to rust a weapon, it takes a couple of bonus attribute points off, and those are fucking precious, so I used a Plating Scroll on these weapons ASAP). They aren't complete yet, but boy, are they precious. If I died with these weapons, I would probably be pissed off for days.

...Thank god for a feature present in both games: the ability to rescue other Pokemon/Wanderers. Since Chunsoft made both games, they share the ability to let people go out and save other people who have died in dungeons who don't want to lose their precious items. I never used the feature in Pokemon, but I've used it once in Shiren, and although I had to wait a day and a half before someone finally rescued me, it was worth it: I was able to save my Happy Armband, which gives you experience points while simply walking (as you could guess, this is a pretty goddamn awesome item). So you better believe that if I die while toting my precious Master Sword +36 and Armor Ward +23, that I will be sending out a request and waiting as long as it takes to get those items back.

Shit. I should explain how you level up your weapons in Shiren. You can either pay a blacksmith 1000 gitans (the money in Shiren) to level up your weapon, or use items called Air Bless Scrolls and Earth Bless Scrolls, which level up weapons and shields, respectively. For my two items, I've used both. Both of my weapons are sitting in a warehouse in Mountaintop Town, though, so I don't risk losing them because I'm not paying attention or something.

Jesus, I'll have to cut this post off. I haven't even discussed half of the things I want to talk about yet, and it's already like ten pages long. More to come.

Thursday, June 19, 2008

If you've been wondering where I've been...

Pokemon Mystery Dungeon: Explorers of Time/Darkness for DS. Go get it. Now. I have to go, I'm wasting precious playing time.

Wednesday, June 11, 2008

Sonic the Hedgehog: Part 2

I really don't know whether to call Sonic the Hedgehog 2 my favorite in the series or not. If Sonic 3 and Knuckles together are considered one game, than THAT is the best, but separate, they are too short. Plus, Sonic 2 has some great levels, and some great music...

Sonic 2 is the first game in the series to do away with 3 act Zones - it's a blessing and a curse, in my opinion. There are far more zones in this game than in the first, but you only get two levels of each (besides Metropolis Zone and the later levels), which is good for zones that suck (such as Labyrinth Zone from the first Sonic, or Oil Ocean Zone from this one) but bad for zones that are amazing (Casino Night Zone could be ten levels long and I wouldn't get enough of it).

Anyway, the game starts out with Emerald Hill Zone, which, like in all Genesis Sonic games, is grassy, green, and easy. There are a lot of loops, hills, and jumps, which make for good Sonic levels, in my opinion. Probably the only complaint I have about this zone is the annoying monkeys who always throw coconuts at the exact height you always are hitting them at. But, you get used to it and know when to attack, so they quickly stop being a problem.

The easy, rolling hills of emerald are gone for the second area, Chemical Plant Zone. I have mixed feelings about this zone - the first act is great, with plenty of loops and not a ton of those annoying tunnel things that take too long. The second act has a ton of those annoying tunnels, and a section near the end that consists of climbing up these rotating blocks - while underwater, with no air bubbles in sight. Immediately after this is a section where you must make a tricky jump, and if you miss, you have to do the underwater block climb again, but you're more likely to drown at this point because the water is higher.

Allow me to break it down for anyone who hasn't caught on to my point yet: UNDERWATER AREAS IN SONIC GAMES SUCK BALLS.

And if you are already sick of water? Too bad: next up, Aquatic Ruin Zone! Half of the zone is underwater, and half is not - the first act isn't bad because other than one short part, the underwater section is entirely optional. The second act has a tricky jump at the beginning, which, if you miss, means you must spend pretty much the rest of the level underwater, grabbing air bubbles along the way and dodging underwater arrows. You can get through the level while staying above water for most of the time, though, which makes this zone one of the better Sonic water levels.

After a decent boss fight, you get to enter what may very well be my favorite Sonic zone of all time: Casino Night Zone. There are pinball flippers, bumpers, neon lights, springs, springs that you have to hold the jump button down to send Sonic flying really high, and slot machines that can give Sonic a ton of rings. Both acts in this zone are fantastic - they are great to navigate and allow for some amusing distractions. It's really too bad you are limited to 9:59, because I have spent more than that in both of those zones, just playing slots and bouncing around before. God, what a great zone. I finished the first act with 237 rings, and the second one with 247. And that was just playing the slots a few times - I could've kept playing, but knew I was going to beat the game, so I moved on. (As an aside, it's too bad the Sonic pinball game they made, Sonic Spinball, controlled like shit - if it controlled like in Sonic 2, that game would've been infinitely more playable.)

After the Casino Night, we return to the great outdoors for the Hill Top Zone. I'm not quite sure why, but this zone has always seemed weird to me - it's too easy to be this late in the game. I think it and Aquatic Ruin could be switched, and it would make more sense. Oh well. It isn't a bad zone, not at all. There are some areas where there are earthquakes, and they could prove challenging to some people, I guess.

Next we enter the Mystic Cave Zone. I would just like to say that the music for this level may be some of my favorite in the game - although Metropolis Zone is awesome as well. This level has these little firefly bastards who are probably the most annoying enemy in the game - they become invulnerable just when Sonic is about to reach them, causing the player to lose all his rings. There is also a glitchy spike pit near the end of Act 2 that I've died in many times. What happens is that you pull this switch so a bridge comes down, but when you jump off the switch, Sonic just drops straight down sometimes, right into the goddamn inescapable pit. Also, if you die on the boss, you get to fight him with no rings until you beat him - they put the continue pole at the bottom of a jump where theres no rings - fun!

Next we enter the most bland, boring zone in the game - Oil Ocean Zone. The level is like a huge, boring ass maze. Sonic barely builds up speed in this zone - except for when he is shot about by the cannons, but the player doesn't control those anyway so they are pointless to me, and holy shit are there plenty of cannons. There are also these annoying floating sea horses that shoot bullets sometimes rapidly at you, which annoy the piss out of me as well.

Next up, the three act long Metropolis Zone. I would just like to say that I appreciate the reference to Fritz Lang's 1927 silent movie, Metropolis. After having seen the movie in a recent class, parts of Metropolis Zone remind me of the worker's section of the city from the movie. The Sonic zone, though, isn't quite perfect - the exploding star fish are annoying as fucking hell, and the parts where you have to run up and down these goofy screw things take forever. The boss of this zone is difficult as well, and you will get hit plenty of times trying to defeat him. Overall, though, the 3 acts don't disappoint.

I guess at this point Tails remembers he has a plane, so he and Sonic take to the skies to chase down Robotnik in the Sky Chase Zone. Why they didn't just fly over the previous levels to chase Robotnik, I don't know, but whatever. This zone is only one act long (although I consider the next zone to be an extension of it), but that is good because the plane gimmick gets annoying about halfway through the level. It is slow paced and boring, so I guess the programmers decided to just move on and make a regular Sonic level.

Which is a good thing too, because Wing Fortress Zone is fantastic. You are climbing the outside of this huge airship to get to the cockpit to fight Robotnik, and there is this huge sense of height to the level since there are plenty of parts where you can fall to an instant death. Once you beat Robotnik, Sonic chases him to his space station, the Death Egg (a reference to the Death Star, which it even looks like in later games).

I would just like to point out that Sonic can drown while underwater, but he can ride on the outside of a ship all the way into a space station without choking - what the fuck is up with that? I should at least get the drowning 5 second counter right before he docks, just to keep accurate.

Anyway, you have to fight two bosses, Metal Sonic, and a giant robot that looks like Robotnik to beat the game. Like in the last Sonic game, you get no rings to do it, which is quite difficult given the task.

Regardless, I would say that Sonic the Hedgehog 2 is a solid improvement on the first Sonic game, which was already pretty good to begin with. Hopefully within the next couple of days, I'll play through Sonic 3, so I'll see you then.

Sonic the Hedgehog: Part 1

I decided since I haven't gotten my goddamn Kirby 2 yet that I'd play another game I've had for a while. I'm going to be playing through the four main Genesis Sonic games (Sonic 1, 2, 3, and Knuckles) and writing about them here.

Sonic the Hedgehog caused me to forgo getting a SNES when I was a kid. I wanted his games, because he was really fast and cool, and Mario seemed fat and slow in comparison (since then, I've realized that the Mario games are really the better games, and they are just as fun to try to run through as fast as Mario's fat ass can). I sold my NES and all my games and got myself a Genesis.

And holy shit was the difference amazing. I went from basic 8-bit, limited palette NES games to the lush, awesome looking world of 16 bits, with Sonic blazing by. The trees, man - they looked 3-D! At least in the first level, anyway.

Green Hill Zone is a pretty good set of levels. I may as well say now that Sonic 1 is the only game in the four games I'll be playing that have 3 levels in each zone - something I missed in all the others. Anyway, Green Hill Zone fits the description of what I would call a good Sonic level - it is fast, there are few breakups in the speed, and there are rings aplenty. Obviously, being the first level makes it easy as hell, but that's OK.

The level design takes a bit of a dive in the second area, Marble Zone, though. The level begins pretty good, you are running fast and jumping over small pools of lava, thinking to yourself that you're on board so far, and then, all of a sudden, WHAM. You hit a wall. And you have to descend into this annoying, slow-paced crawl through this goofy dungeon that looks somewhat like a lava-filled slaughterhouse. Sounds cool? It certainly does, but it doesn't belong in a Sonic game. What the fuck the designers were thinking here, I don't know. It's like they decided to make a really fast paced game, but figured that the game should be more like Mario, who was obviously who Sonic was designed to compete against. Only it's not fun. In fact, it sucks, especially after the fast paced first zone. Although the fourth zone is the worst, but we'll get to that later. This is also the first level you are introduced to the exploding robotic worms, who, once exploded, bounce all over the fucking place and will CHASE YOU ACROSS PLATFORMS until they go off screen. Say goodbye to your rings.

The third zone, Spring Yard Zone, begins what I believe to be a "tradition" in the first three Sonic Genesis games: a casino level (Sonic and Knuckles doesn't have one). This zone gets back to what I believe to be a good Sonic zone - fast paced and fun. That is, except for the annoying elevator parts. You have to jump between these stupid, slow moving elevators to get through the levels, and they take for fucking ever to move. I also noticed there are a series of odd words in the background - "UP ON CPU" in some areas. I don't know what this actually means, but I would think it'd be pretty cool if it was a jab at Nintendo, with Sega having released the Genesis while the NES was still Nintendo's main console.

And then, theres Labyrinth Zone. There are some bad levels in the first four Sonic games, but this zone is the absolute worst. Take everything you know and love about Sonic games and just flush it down the shitter when you get here. You have to go underwater, where Sonic becomes slow as hell (even Mario's fat ass moves faster underwater in HIS games!) and get this - you can even drown. In the NES and SNES Mario games, Mario couldn't drown. Sonic can fucking drown. And he continues to drown throughout all four Genesis games. I'm no game designer, but that's fucking stupid. "Let's make a game all about speed; then, more than halfway through the game, let's include a level explicitly designed to cause players to move through it exceptionally slowly - but if they don't move fast enough, they will FUCKING DIE! ...Unless they reach some bubbles. But let's not make the bubbles just be there when you reach them - no fucking way. Let's make the players wait, sometimes awhile while watching a fucking countdown to their DEATH, before a bubble comes." And they put in these gargoyle heads that shoot out deadly red spit bullets at random goddamn intervals - sometimes a split second after one another! Jesus, give me more of that! And the boss for this zone is a good idea, but because of all the things I just listed about this zone, he sucks. Also, if you die on the boss, you have to fight him with no rings, no air bubbles (if the water catches up to you) and have to dodge spears and gargoyle spit! Fuck Labyrinth Zone to the depths of hell.

After that miserable pile of shit zone, you get Star Light Zone, which in my opinion is the best zone in the game. Sonic gets his speed back here, and there's loops and spins and all that good shit. It's funny, I have very few complaints about this zone - it's really well done and is pretty much exactly how a Sonic level should be. Even the boss is pretty fun - you have to shoot either Sonic or these little spiky balls up at Robotnik by flinging them with see-saws. Pretty good shit.

Then there is the last zone, Scrap Brain Zone. It's a tough level, and I've lost many lives here whenever I play through Sonic 1, but I stand by the design. You can get lost, and you can get killed pretty easy, but if you know what you're doing, you'll be fine. The third act is pretty short because of a cool shortcut - if you miss it, it's more delicious Labyrinth Zone shit for you. Hell, even if you make it, you have some Labyrinth Zone shit.

Then there's the final boss, and it is here that the tradition is born where you don't get any fucking rings to fight him with. He shoots electricity at you when he is offscreen, then when he tries to crush you, you can dodge him then hit him as well. It can be tough, but once you beat him, you complete the game. Sonic is running back through Green Hill Zone (which now has purple flowers rather than yellow and green, for some reason) with some animal buddies, and you get a short screen if you either did get all the chaos emeralds or didn't (Robotnik is holding the remaining ones and laughing at you if you didn't).

Sonic the Hedgehog is a great game. There are swings and misses, but overall it is a fun playthrough. It's too bad you don't get to use the Spin Dash in this game, but oh well - it would be weird here anyway. (Although I hear that in the GBA remake, they put in spin dashing - too bad that version was ported so shitty.)

Stay tuned for a Sonic the Hedgehog 2 post.

Wednesday, June 4, 2008

Another lucky find, but still no Kirby, dammit

My goddamn Kirby's Dreamland 2 still hasn't come yet. I emailed the seller yesterday, but I haven't heard from him since. I really want to play that damned game.

But, unfortunately, I can't. I did, however, pick up a copy of Super Mario All Stars + Super Mario World for the SNES today, for five bucks. Apparently, somebody thought it was some sort of chicken wing, because it was dipped in barbecue sauce. No kidding - I reeked of barbecue sauce by the time I had finished cleaning it, and I had to shower because I had no idea where the barbecue sauce came from or how long it had been on, in, and all over the cartridge. Miraculously, though, none of the sauce had gotten on the sticker, so now it looks like I have a damn clean, fine cartridge which as of right now, is selling for 16 bucks minimum with a day left to go on eBay.

I swear, one of these days I'm going to go in there and find a 1990 Nintendo World Championship cartridge and I will shit myself on the spot. It'll probably be dipped in Honey Mustard sauce and have teeth marks in it, but oh well.

Anyway, I played through and beat Mario 2, which I haven't done in a couple years. I had no problem this time - I believe I died a few times in World 6, but that was from carelessness on my part. I had a pretty good time playing it. When I was a kid, the game seemed so ridiculously hard to me, that I would basically make it to the warp to World 4 and then lose all my lives. Even Wart wasn't a problem for me - I believe I died on him maybe twice, which for me is good because I could never beat the fucker as a kid.

There are some elements of Mario 2 I'd love to see make a comeback, though. The little Ninja guys (who I would love to link you to, but I can't remember their name nor have the patience to try to really search Google to find them) would be awesome enemies to chase Mario around in his next 3d game. Or perhaps New Super Mario Bros. 2 (god damn, I still hate that name) will have them in it. Killing Birdo like 20 times throughout a game is never a negative thing, either. I don't want to be able to pick up enemies by standing on their heads, but I do like being able to pick up vegetables out of nowhere and throw them at enemies. Also, some of the bosses would be sweet to fight again, perhaps in 3d as well (Fryguy comes to mind).

Anyway, its a good game, but I have little else to say about it. I want my fucking Kirby's Dreamland 2.

*sigh*

Maybe tomorrow.