Here's a real quirky one for ya. Have you heard of the Game and Watch series from Nintendo? Really? You haven't? And you already have two badges? In the early 80s and beyond, Nintendo got its first taste of the handheld market, not with the Game Boy, but with these weird, single-game units that for some reason had an alarm clock in them. Ahh, Nintendo, why do you put alarm clocks in everything? They were ugly, they weren't comfortable, and they weren't even that fun… But we still remember them fondly because we're gamers and make poor decisions I guess.
Posted on 4 April, 2016 at 8:40PM
Posted on 3 April, 2016 at 09:59AM
These days, video game collections really really aren’t anything special. In-between big releases, console manufacturers are always pushing old games down our throats. But back in the PlayStation days, the concept was more novel. Whenever my parents would buy a new console, they’d always get Ms. Pac-Man for my mom, without exception. So, for our PS1, they bought Namco Museum Vol 3. Years later, when I was rediscovering the PS1 (by way of a “PS one”), we had long since lost Namco Museum so, not knowing it was a different game with different included games, I bought Volume 1. It’s thanks to games like these, that I have my appreciation and love of classic arcade gaming.
Posted on 30 March, 2016 at 07:49AM
Mischief Makers is a mostly 2-D side-scrolling platform video game developed by Treasure for the Nintendo 64. It was originally released in Japan on June 27, 1997, North America on October 1, 1997, and Europe and Australia on January 15, 1998. The game was published by Enix in Japan and Nintendo in North America and Europe. This is the first 2-D side-scrolling game for the N64 and Treasure's first title for a Nintendo platform. Previously, Treasure worked on such games as Gunstar Heroes and Dynamite Headdy for the Sega Genesis, both of which are considered to be some of the best action games ever made. Development for Mischief Makers began in the middle of 1995, and during the time, Treasure had little knowledge of the N64's final technical specifications and features. According to Treasure's CEO, Masato Maegawa, the N64 was harder to develop for than even the Sega Saturn. Possibly due to the popularity of 3-D at the time, Mischief Makers wasn't too well received upon its initial re
Posted on 20 March, 2016 at 12:40AM
When it comes to the Crash Bandicoot series, I have a long history. We got a PlayStation when I was a little kid, and one of the first games we got for it was Crash Bandicoot. Like a lot of kids at that time, we played stuff out of order, so the second Crash game I played was actually Crash Bandicoot: Warped (the third one; not sure why they didn’t just call it “Crash 3”). Despite the fact that the third builds heavily off of the second, which itself has quite a few differences from the first, I never really found the transition jarring. Chalk it up to childhood, I guess. But the transition probably should've been pretty jarring -- Crash: Warped is an interesting take on how to evolve a platformer series. They say variety is the spice of life, and they certainly added lots of variety to the gameplay for the third installment. I'm not entirely sure it was worth it, though.
Posted on 4 March, 2016 at 03:19AM
Since Star Fox Zero is coming to the Wii U next month, I figure I'd take this opportunity to review my favorite game in the Star Fox series. Star Fox 64, known in Europe and Australia as Lylat Wars, is an on-rails shooter video game published and developed by Nintendo for the Nintendo 64. It was originally released in Japan on April 27, 1997, North America on June 30, 1997, Europe and Australia on October 20, 1997, and Korea in 1997. The game later got a remake on the Nintendo 3DS in 2011. This is the second game in the Star Fox series, following the original Star Fox on the Super Nintendo Entertainment System, which came out in 1993. However, Star Fox 64 is a reboot of the first game and not technically a sequel. There was going to be a Star Fox 2 for the SNES, but it was canceled. Many of the features and scenarios from Star Fox 2 made their way into Star Fox 64, though. At the time of its initial release, Star Fox 64 garnered critical acclaim and became one of the best selling N6
Posted on 28 February, 2016 at 3:43PM
There isn't exactly a clear line of separation between "classic" and "modern" shooters, but if I had to choose one, it would be 2001's Halo: Combat Evolved. (Other people would probably choose Half Life). In any case, Halo clearly marks the beginning of the popularity of the so-callled "military shooter." Before this point, it was mostly about being a lone fighter, fending off countless enemies. But now suddenly, you're a part of a larger fighting force, a military. Again as I said, there is no clear line of separation, so this game definitely still holds onto some shooter staples of the past. However, the things it brought to the table have stayed with the genre (especially on consoles) into today. If you are into console FPS, this game should mean a lot to you. Basically, Halo picked up the torch where Perfect Dark, another influential console shooter, left off.
Posted on 21 February, 2016 at 08:58AM
Last week I briefly discussed how I used to love to explore in Super Mario 64. Well, some games are built around this idea of exploration. This has become quite a ubiquitous thing in gaming these days, what with all the "open world sandbox" games that come out. However, in a much simpler (and more memory-limited) time, we had the so-called "Metroidvania" genre. My most recent trek in this genre came by way of Metroid Prime 2, which incidentally would be a terrible game to be introduced to the genre through. Not because it's a bad metroidvania game or anything but more on that later. I have played Metroid Prime, the first one, but since I played this one much more recently I feel it'd be a better review if I talk about the second game instead.
Posted on 13 February, 2016 at 4:12PM
I love looking at games from what amounts to the puberty of video games, there's so many things to talk about. Transitioning to 3D was an awkward time for video games. Many 3D games of the era had what are commonly referred to as "tank controls" -- You turn your character left and right, and then you move forward and backwards. You never performed these actions at the same time, until Super Mario 64. SM64 changed how 3D controls were thought of, thanks in part to the analog stick on the N64 controller.