Posted on 21 September, 2016 at 8:18PM
Doom is one of the most iconic games ever made, the forerunner of all FPS. Equally iconic, is its soundtrack. A mix of thrash metal and suspenseful tones, the soundtrack really set the mood for the game. Probably the most iconic of those songs (we're all three levels of iconic now), the song to the very first level: E1M1. Standing for Episode 1 Map 1, this was every Doom player's first taste of the action. The track itself is actually called "At Doom's Gate", which is a fitting name since the first level is really the entryway into the game. (The first level of Doom 2 is called Entryway, as it turns out). The song itself is very evocative of the map it represents; it's a very quick and action packed song. Keys and environmental tricks like lifts (barring secrets) aren't introduced until the second level. For E1M1 it's just run 'n' shoot. To celebrate this track, we've compiled a list of covers of this song, everything from comedy, to intriguing, to full on headbanging enjoyment. Catch 'em after the break.
Posted on 11 September, 2016 at 7:06PM
Have you heard of Interplay? They're the company that published titles such as Earthworm Jim, Boogerman, MDK, and Descent. Obviously they have fallen on hard times, since they announced that they're going to be selling off all of their intellectual properties. Turns out this is an all or nothing deal, so people can't just buy Earthworm Jim for example. No price has been listed, people interested have been instructed to contact Wedbush's Joe Morgan (email@example.com). Do you or someone you know have possibly thousands of dollars laying around? Well this is your chance!
But seriously, I'm hoping these IPs go to a worthy developer, and not languish like many IPs have in the past, like System Shock. I'd especially love to see another MDK come out.
What do you think?
Posted on 10 September, 2016 at 3:52PM
Super Mario World, subtitled Super Mario Bros. 4 in Japan, was the launch title for Nintendo's 16-bit console, the Super Nintendo Entertainment System, and as such, was serious business. It came packaged with every SNES bought at the time, so just about every SNES owner got to experience the grandiose world of Mario, in all its 16-bit wonder. This game is the sequel to the most excellent and amazing Super Mario Bros. 3 for the NES. That's a lot to live up to, you know. Some say Super Mario World has successfully surpassed its predecessor, while others insist the NES classic reigns supreme. The debate for which game is the absolute best in the 2-D Mario series will go on for eons without resolution, I'm afraid. I'm not here to talk about Super Mario Bros. 3, though. I'm here to discuss Super Mario World, and how it also became an instant classic for the ages, forever to be remembered by scholars all over the world. This is history, folks. I can only hope that you were a part of it, i
Posted on 6 September, 2016 at 9:21PM
Originally Metroid IV, now Metroid 8(ish), Metroid Fusion marked a dramatic change in the style of Metroid games. Prior to this, the Metroid series had been pretty minimalistic, with just a spattering of story to tell you why Samus was exploring this alien world. During gameplay, the only narrative was the one you supplied yourself. Metroid Fusion brought in ideas like other characters, a railroad plot, and, most obviously, changed the look of Samus. This game also released side-by-side with Metroid Prime, and had the ability to connect through the GameCube-GBA link cable.
Posted on 21 August, 2016 at 12:27AM
I've been a fan of Naughty Dog for a long time. As a kid, I played the hell out of the Crash Bandicoot games, until I 100%'d each one. (I never got the full 105% in Crash Warped though, shame!) However, when the sixth generation of consoles came around, I decided on a Dreamcast... and then when that died, a Gamecube, since I was 9 and all the games I cared about were coming out for it. This meant that post-PS1 I missed out on the games Naughty Dog went on to make. See, after the PS1 Naughty Dog was bought by Sony, which meant that they had to leave behind their intellectual properties they created under Universal Interactive. This meant no more Crash Bandicoot from Naughty Dog, and Universal would get other companies to make games like Crash: The Wrath of Cortex. No, Naughty Dog moved onto greener pastures with Jak and Daxter, which I didn't play until years later.
Posted on 5 August, 2016 at 7:55PM
Axelay is a space shooter video game developed and published by Konami for the Super Nintendo Entertainment System. It was released in Japan on September 11, 1992, North America in September 1992, and Europe on September 30, 1993. The game was originally intended to be a Japanese exclusive, but was granted release elsewhere due to numerous letters from eager fans and critics. If the game is completed on the hardest difficulty, a message pops up promising a sequel, but no such thing was ever released. One of the programmers for this game, Kazuhiko Ishida, later departed Konami and went on to help the founding of Treasure, the company that created such memorable classics as Gunstar Heroes. In any case, Axelay is similar to other Konami space shooters like Gradius and Life Force, but it uses the Super Nintendo's Mode-7 graphical effect to produce an interesting perspective. Many magazines of the time lauded Axelay as being one of the best shooters on the SNES. It doesn't take a rocket scientist to figure out why; the game is quite good.
Posted on 10 June, 2016 at 10:27PM
One of the main reasons I helped start RotW was because I'd have an excuse to code a website from scratch. RotW is a great project to work on, and I'm not sure I'll ever give up on it completely. (I even just renewed the domain name!) I've always had interest in sharing the code to RotW, and possibly give back to the community a little, but I've been putting it off until now.
Hopefully someone out there will find this code useful. I decided on the GPLv3 license, because it seemed to align with what I'd like RetroCMS to become ideally. I encourange anyone out there with PHP knowledge to give it a try. I'll gladly help anyone who's interested. And if you submit any improvements, I'll gladly add them to the repro, and subsequently to RotW itself.
Check it out:
Posted on 24 April, 2016 at 1:49PM
Wild Guns is a video game developed by Natsume for the Super Nintendo Entertainment System. It was released in Japan on August 12, 1994, North America in July 1995, and Europe on October 30, 1996. The game was published by Natsume in Japan and North America and Titus Software in Europe. This game was originally supposed to be released in North America during the third quarter of 1994, but it got delayed to 1995. There were even a couple of North American magazines that reviewed the game in 1994 despite its eventual 1995 release, which probably baffled some poor souls back then. Luckily, since we live in the future, we no longer have to worry about the delayed release date of an old SNES game. Games like these are now referred to as Cabal shooters, because they play similarly to an old arcade game from 1988 called Cabal. Stylistically, Wild Guns is reminiscent of another arcade title by Konami known as Sunset Riders, but the game play is closer to Cabal. Regarding the game itself, Wild Guns is one of the best games on the SNES that nobody knows about. More people know about it nowadays, but still not nearly enough.