The NES & Master System: Inevitable Comparisons

Back in May, I talked a little bit about my first exposure to the NES. As someone who didn’t have one, and who was instead gaming on the rival Sega Master System, the NES was not only something I had limited access to, but it was a console I greatly desired. I would try to fool myself into thinking that I didn’t really want one, and that my Master System was better, but absurdity has its limits.

Don’t get me wrong: I loved the Master System. As evidenced by my post about the classic RPG Phantasy Star, it played host to a good number of excellent 8-bit titles. It just couldn’t hold a candle to Nintendo’s marketing, third-party policies, and resulting massive library of games. Even the console-specific print magazines were hilariously mismatched: Nintendo Power was this thick, robust magazine full of features, maps, letters, art, hints, reviews, and cool game advertisements. Meanwhile, Sega Challenge was a tiny, low-budget pamphlet that was maybe 16 pages long. I thought it was cool, but you wouldn’t want to bring it to school. You’d get laughed at, and get laughed at I did.

And so, for the three years that I had my Master System, I quietly enjoyed its games while playing a lot of NES games at my friends’ houses. However, even when I was there playing those games, I’d wind up comparing what I was playing to what I had on the Master System. Usually, what I was seeing on the NES was better.

One that really stands out in my mind is Sega’s Pro Wrestling vs. Nintendo’s Pro Wrestling.

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In screenshots, you could argue that in some ways, the Master System version above looks a little better. It’s more colorful, its gameplay is tag-team style, players have energy meters, and the ring itself has some 3D perspective. However, that’s where its so-called advantages end.

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The NES version, on the other hand, was just a revelation when I first played it. It not only had a really catchy title screen tune, but it was followed by large, beautiful portraits of each of the game’s wrestlers, with stats and other bits of information that made them feel much more human than the generic cast of the Master System game. It was all the little touches that elevated it as well: The ringside commentators, the cameraman filming the action, the fact that you could go outside the ring, the more realistic wrestler animations and interactions, etc. The list goes on and on.

After playing the NES game, I was embarrassed to even show anyone the Master System title! It had its charms with its super-deformed and very Japanese graphics, but it would never appeal to western audiences the way Nintendo’s game would. It truly was a night and day difference, and it remains one of my all-time favorite wrestling games.

Another pair of titles that showed the stark difference between the consoles was Sega’s own arcade conversion of Out Run and little-known (at the time) Square’s Rad Racer.

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Again, upon first glance, the Sega game looks pretty good. The Ferrari Testarossa, the track layouts, and the visuals are a decent approximation of the arcade version, which is still a looker to this day. I remember being quite impressed with the screenshots, and when it finally came out as a 2 megabit (256 KB) cartridge in 1987, I couldn’t wait to play it.

And when I did? Man, was I let down. The graphics were so choppy, and even though I knew it wasn’t going to be as smooth as the arcade due to lack of hardware sprite scaling, it just felt way under-cooked. Most disappointingly, the music barely did the arcade soundtrack justice, which is one of its highlights.

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Released the same year on the NES, Rad Racer is basically an Out Run clone right down to the Ferrari and opening beach setting, but without the branching paths. I tried to write it off in my mind as just a cheap copy until I actually played it. Wow, I was blown away yet again! Rad Racer moves along at a brisk 60 frames-per-second compared to the choppy mess that is Out Run on the Master System.

Roadside obstacles and scenery scroll past your vehicle smoothly, and while the graphics themselves aren’t as detailed as they are in Out Run, the smooth framerate, convincingly undulating roadways, and responsive gameplay give it a polished, high-quality feel.

Rad Racer also one-ups its competition by letting the player change the music station from within the game instead of being stuck with one song the entire time. Additionally, it has on-the-fly anaglyph 3D mode, which lets you use the included blue & red 3D glasses for a gaming experience that was very cool and unique at the time.

Being such a popular game, Space Harrier wasn’t immune to this either, with Square once again “paying homage” to it that same year with their own run & gunner, The 3-D Battles of WorldRunner.

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Although vastly inferior to the arcade original, I loved the Master System version of Space Harrier. For the hardware it’s on, it looks great, has gigantic, screen-filling bosses, bonus content, and good versions of the game’s iconic music.

It’s somewhat choppy, though, and the techniques used to create such large visuals means there are flat, square-like edges around everything, and that detracts from the overall effect.

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By contrast, 3-D WorldRunner is cartoon-like and not very interesting to look at in screenshots, but much like Rad Racer, it’s something entirely different in motion, moving smoothly at a near-constant 60 FPS. It has fun backgrounds like Sega’s own Fantasy Zone, and a similarly lighthearted tone.

While I remember it being criticized for just being a Space Harrier clone, I thought it was unique enough. Sure, it’s set in a very similar world with creatures and obstacles that bear more than a passing resemblance to Sega’s creations, but the run & jump gameplay sets it apart, as does the 3D feature, similar to that found in Rad Racer.

It’s one of those examples where I would say they are as unique as they are alike. I enjoy both games for different reasons, even though one was obviously influenced by the other. As they said in 1996’s Swingers, “Everybody steals from everybody; that’s Hollywood.”

Similarly, we see this — and will continue to see this — all the time in the videogame industry. How many “match three” games are there on Google Play and the Apple App Store? By today’s standards, Space Harrier and 3-D World Runner are very different games.

As an aside, I wish Square would go back and make more games like this again, or at least work with the Japanese developer M2 to make good 3D conversions of them for systems like the Nintendo 3DS.

These are just a few of the many examples of genre and style crossover between the competing consoles. Sega would also bring out games that were déjà vu familiar to what was already on the NES, like Compile’s Golvellius: Valley of Doom. This is what Sega owners got instead of The Legend of Zelda.

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Golvellius had great music, and side and vertically scrolling action sequences replaced the dungeons found in Zelda, but the bulk of the game was spent in a very similar overworld, complete with hidden caves, vague hints, shopkeepers, and other near-homologous design elements.

It’s hard to deny that both of the opening landscapes had quite a lot in common, but as a Master System owner used to a slow trickle of quality games, Golvellius went down as one of my favorites back in 1988.

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The Legend of Zelda would, of course, go on to become one of the most memorable and timeless classics on any console.

Content is king, as they say, and the NES — despite the many stinkers that called it their home — had so many more great games that victory was a foregone conclusion.

Then there were those times where neither game was all that good. Rambo: First Blood Part II (SMS) and Ikari Warriors (NES) come to mind, which were both part of the popular vertically scrolling military shooters at the time.

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Rambo had decent visuals, and the gameplay was rather smooth, but it was slow. Painfully slow.

The thing about both of these games is that they are based on controls that were impossible at home at the time: a joystick that could simultaneously control the on-screen character and independently aim their gun in any of 8 different directions. This meant that at home, whichever way you were facing, that’s where you were firing, making strafing impossible. That was a huge part of Ikari Warriors‘ appeal, and would thankfully be addressed in its follow-up, Victory Road.

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And speaking of Ikari Warriors, what a mess. Choppy, simplistic graphics and a pace that felt even slower and more punishing than Rambo. I played this around the same time as Capcom’s 1942 on the NES and remember thinking, “Man, this console absolutely sucks for arcade ports!”, but as I discussed back in May, Rush’n Attack changed my opinion on that completely.

As the saying goes, imitation is the sincerest form of flattery, and there were a lot of games that seemed strikingly similar to one another.  It’s interesting to think back on the fact that it was pretty rare for the same game to be on competing consoles, even through the 16-bit era. A few come to mind, like Street Fighter II, Mortal Kombat, and Earthworm Jim, but it seemed like the exception, rather than the norm.

Each individual system played host to a slew of exclusives you couldn’t play anywhere else, despite their similarities. It’s a very different landscape today, and while it is apples and oranges to this discussion, it’s not so much about having the exclusive title anymore, but more about who has the exclusive content or lead release window.

I wouldn’t mind a return to the basics. Speaking of which, I think I’ll play a little Rad Racer right now.

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Backlog Blitz: The Games of July 2014

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After a huge drop in June, I nearly got myself back to May levels in July. I only bought one game, thanks to lackluster or nonexistent sales and a dry month at retail. I finished seven games, netting me a +6 total for last month. Anyway, the format, as with previous updates, is Game Title (Platform, Purchase Price, Play Time).

Games purchased (-1, $15.00 spent):

  1. Shovel Knight (PC, $15.00)
    Yacht Club Games’ Kickstarter success story looked terrific from the start, and the final product was met with tons of positive impressions. This was the only must-buy for me in July.

Games finished (+7, $113.00 value):

  1. 20140801_ghg_skShovel Knight (PC, $15.00, 10 hrs.)
    One of my favorite games of the year. Fantastic graphics, gameplay, and music to die for. Overall: A+
    REVIEW LINK

  2. Electronic Super Joy (PC, $8.00, 5 hrs.)
    A tough platformer in the tradition of Super Meat Boy, this game has awesome style, one of the best techno/trance soundtracks of any game I’ve played, and lots of humor. Short, but great. Overall: A-
    REVIEW LINK

  3. DuckTales Remastered (PC, $15.00, 3 hrs.)
    I enjoyed the NES game back in June, so I finally got around to playing WayForward’s remake. It has wonderful animation and Jake Kaufman’s soundtrack — who is the guy who also scored Shovel Knight — does a terrific job here. Too much story and some weird design choices hurt it. Overall: B-
    REVIEW LINK

  4. Eights (Android, Free, 10 hrs.)
    Recommended by a friend, this game is all about creating the number 8 and multiples of said number. Simple in concept, but difficult to master. I got over 5,000 points, so I considered myself “done” with it after that. I normally get around 1,500-3,000. Fun, but some bad control bugs hold it back. Overall: C+

  5. Castle of Illusion Starring Mickey Mouse (Sega Master System, $5.00, 3 hrs.)
    Very different from the Genesis classic, but a very high-quality game for the old Sega console. Slippery controls and inexact platforming make certain sequences very frustrating. Beautiful graphics, improved bosses, and non-linear levels round it out. Overall: B
    REVIEW LINK

  6. 20140801_ghg_nr2NES Remix 2 (Wii U, $15.00, 43 hrs.)
    A sequel that improves upon the original in every way. Great challenges, better game selection, wonderful Miiverse intergration, and additional challenges make this one of the best games available on the Wii U eShop. Overall: A
    REVIEW LINK

  7. Mario Kart 8 (Wii U, $60.00, 20 hrs.)
    My favorite Mario Kart game since the Super Nintendo days. Amazing graphics, buttery smooth controls, fun courses, and memorable music make this one of the year’s best. I would love to see more goal/challenge-based single-player modes similar to Diddy Kong Racing on the Nintendo 64 to really elevate the experience when you’re not online. Overall: A

Only five months remain in 2014. Summer’s usually slow for releases, so this was expected. If release dates stick, the holiday season could be rough. Very rough.

Anyway, here’s to staying in positive territory, and I hope you all have a great weekend!

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Review: NES Remix 2 (Wii U eShop)

Sorry about the lack of a GHG update yesterday. I set out to finish the main portion of this game, and finish it I did. Finally!

Anyway, if you’ve been following the blog or my social media posts over the past couple weeks, you know that I’ve been putting a lot of time into this game. How much is a lot? I just checked my Daily Log, and yeah, I said wow:

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At nearly 43 hours in — and I still don’t consider myself done with it — this little $15 eShop title absolutely consumed me. It was really just supposed to be a slight distraction between bigger games like Donkey Kong Country: Tropical Freeze and Nier. Instead, it became one of the most memorable, challenging, and competitive games I’ve ever played.

Now, for those who haven’t played either of these games yet, they are essentially a collection of bite-sized challenges built off of classic NES games, such as Super Mario Bros., The Legend of Zelda, Dr. Mario, Kirby’s Adventure, and Metroid. There are also lesser-known ones thrown in there as well, such as Wrecking Crew, Wario’s Woods, Pinball, and Clu Clu Land.

Each of these games has a variety of different challenges to complete, many of which have time and life limitations. Additionally, separate sub-challenges may be involved that require you to get through different types of obstacles within each title. All of them have a hidden running timer that records how long each one takes, and depending on your time, you are awarded 1-3 stars. If you do particularly well, you get a rainbow 3-star.

Acquiring those rainbow stars don’t really do anything, and they are there mainly for personal satisfaction and bragging rights. You can experience 100% of what both games have to offer by simply getting 3 stars on all of the stages.

Additionally, there are Remix and Bonus stages that can combine elements from multiple games, have enhanced graphics, and change up gameplay mechanics and level structures from what you may be used to. All stages, remixed or otherwise, run the entire range in terms of difficulty. Consider the original game challenges a warm-up for these.

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I really liked 2013’s NES Remix, but it wasn’t quite as compelling and enjoyable as its sequel. While game selection certainly plays a part in terms of perceived quality, NES Remix 2 introduces some key improvements that elevate the experience.

My favorite new feature is that your best playthroughs are all recorded, as are those of other players within Nintendo’s Wii U/3DS social network, the Miiverse. This not only lets you share your best times with others, but you can now watch all of those really fast runs from the many talented players out there. While I would recommend figuring out how to best navigate each challenge on your own first, I think it’s a lot of fun seeing how other players achieve such incredibly low times. This helped raise my game considerably.

Contrast this with how it’s done in the first NES Remix, where you can see other times, but not how they were achieved. It gave you a time to aim for, but you had to go onto something else like YouTube to actually see them. Integrating it all into the game itself is an inspired touch.

I’ve noticed that the community is much tighter for NES Remix 2 because of this, even though both games are part of the same collective group. I’ve had a blast sharing my times, along with a slew of doodles I’ve done to go along with them, like these, which I drew for Zelda II: The Adventure of Link, Kirby’s Adventure, and Super Mario Bros. 3:

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One thing the NES Remix games lack — and the sequel is no exception — are true leaderboards. The only way to see other players’ times is if they manually post them to the Miiverse. If not, you won’t see them pop up while in-game.

This is too bad. Hopefully if we see future installments, this is something they can add, because it would be great to see how your scores truly stack up against the rest of the world.

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Speaking of leaderboards, however, one of the new modes — Championship Mode — does include rankings. This mode, inspired by the 1990 Nintendo World Championships, combines three challenges from Super Mario Bros., Super Mario Bros. 3, and Dr. Mario. You have a little more than six minutes to get through the three games, and much of your final scores comes down to how well you do in Dr. Mario.

The neatest thing I noticed going from the main game’s challenges to Championship Mode is how the skills you learn there translate over. I actually felt like a much better player at all three games as a result. It’s a lot of fun, and after a few tries I’ve already worked my way up into the top 25. I have a long ways to go before I come close to catching the leader, though!

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The other new mode in NES Remix 2 is Super Luigi Bros., which is a remixed version of Super Mario Bros. Inspired by stages from the first NES Remix, you take Luigi from right-to-left, along with Luigi-esque physics that really change the way the game is played.

Admittedly, I haven’t played through the entirety of this mode yet, since it’s not all that interesting to me. Championship Mode is, in my opinion, by far the one that is the more addicting of the two.

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NES Remix 2 feels a bit easier than the original game. It might be because the games control better for the most part, but I do think they were much more lenient with star requirements this time around. I think this is fine, because the heart of the game is continuing to whittle down and refine your times as much as possible.

If you play the game this way, you’ll obtain all the rainbows relatively easily, but even if you want to just semi-casually 3-star everything, you shouldn’t run into too many issues. This keeps things fresh, moving the whole experience forward at a good pace.

NES Remix 2 is a great game. It represents one of the best values to be found on the Wii U eShop, and is one of my favorite games of the year so far. Highly recommended.

  • Graphics & Presentation: A-
    Beautiful 8-bit sprites with subtle updates in the Remix stages, such as colorful, painted backgrounds. Improved Miiverse integration and newer games give it a more polished feel than its predecessor.
  • Music & Sound Effects: B+
    Clear audio, remixed music, and one particular Super Mario Bros. theme late in the game is especially memorable. The Game Over and Miss sounds are the same as before, though.
  • Gameplay & Controls: A-
    Newer games means mostly better controls, with a couple titles like Wario’s Woods and Zelda II feeling more slippery than they should. Tons of content rewards throughout keep you coming back for more, and additional game modes provide even more to see and do.
  • Value: A+
    If you play to chase high scores, this will keep you occupied for many, many hours. $15 is a bargain for this much gameplay.

Overall: A

 

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Quick Update: NES Remix 2 (Wii U)

I’ll be back tomorrow with my regularly scheduled update, but for now, here’s a video of my Remix II replays from NES Remix 2:

Full disclosure: I had a big mug of coffee before recording this, and humorously, you can tell I’m kinda wired throughout. I’m talking way too fast, and I run out of breath a few times as well!

I do like the energy, though, so hopefully I strike that happy medium next time.

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Speaking About Games: It’s Getting Easier!

For a couple of weeks now, I’ve been recording gameplay footage and providing running commentary for each of them. Although I really fumbled my way through the first couple videos — which took countless takes to finally get right — they’re becoming a lot less painful to do, which is a good sign.

My first one, which is already kind of difficult to watch, can be found HERE. Just listening to it, I can tell I was very distracted by the sound of my own voice in the room, and I was also likely trying to be quiet since family was on the other side of my closed door. Focusing through distractions I surely wasn’t.

For my second attempt, I tried something a little different, opting to do a preview of the game I’m currently playing, NES Remix 2 for the Wii U:

I wanted it to be slightly more formal, but still feel casual, and I think it turned out OK. There are, of course, a lot of things I would change, but instead of iterate endlessly on the same thing and risk it losing any sort of spontaneity (and me getting burnt out in the process), I decided to stop with what I had and publish it.

One of the most important bits of advice I ever heard was from one of my favorite YouTubers, boogie2988, who said to just keep creating content and get it all out there, no matter how you’re feeling, and eventually you’ll build up a base of fans, subscribers, and new friends. Check him out if you haven’t; he has a lot of great things to say. He also partially inspired me to start this whole GHG journey.

Anyway, I like the overall flow of that video, and I’m glad I was able to squeeze in the parts about Super Luigi Bros. and Championship Mode, which I still haven’t really spent any time with as I continue through the main game. One thing I do regret is not getting the information about Championship Mode right. A little pre-recording research would have made me sound less like an ignoramus! Oh well, c’est la vie.

My third video was a singular set of NES Remix 2 replays for Zelda II: The Adventure of Link:

What I wanted to do with this one was showcase a single, focused theme, going through all of the game’s challenges in order. I was also admittedly pretty proud of some of my times, so it’s a mildly selfish opportunity to show off a little bit, which is tough, since I don’t like bragging about much.

My voice still sounds a bit hesitant, with odd pauses, mixed-up tenses, phrases that don’t go together, and the dreaded “speaking from the throat”, which is a clear sign of nervousness.

This took me quite a few restarts to get going, and after about the tenth fail, I almost gave up. Good thing I didn’t, because about 95% of the audio here is from the final take that followed.

Today, I did my fourth video, which walks through all twenty of the first Remix I stages from the same game:

I feel like I’m starting to catch my stride here. Not only did I get this in just two takes, but I think I’m sounding more comfortable and relaxed.

Much like my blog posts, I need to work on better word variety, stamping out fillers like “you know”, “uhh”, “yeah”, etc., and like the First Impressions video earlier in this post, doing more research and preparation prior to hitting the record button would really help. It’s a small detail, but it’d be nice to be able to call out the actual enemy names and such instead of falling back on generics like “that guy”, “those baddies”, and “the boss”.

This is also my longest video at just about 12 minutes. That’s a lot of talking from someone known for being a pretty quiet guy.

Anyway, I’m having a blast doing this, and apologies again for everything being so NES Remix-focused recently. It’s such a fun series that I hope we see more of in the future. Just between the Game Boy Color, Super Nintendo, and Game Boy Advance, the possibilities are endless!

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Review: Castle of Illusion Starring Mickey Mouse (Sega Master System, 1990)

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Back in May, I reviewed the original Sega Genesis and updated PlayStation 3 versions of Castle of Illusion. While the classic Genesis game is one of the most beloved of the 16-bit Disney titles, its 8-bit Sega Master System installment and two sequels aren’t as well known.

Multiplatform games are a double-edged sword. They are less interesting to me when they’re nearly identical across different consoles. A little extra and exclusive content here and there doesn’t do anything for me. However, when you have games that span across systems of different generations, things can get unique, and if you’re lucky, these ports and reimaginings can match and sometimes outdo their predecessors in certain ways with good design, creativity, and iteration, all on technically inferior hardware. Thankfully, Castle of Illusion on the Master System is a great example of the latter.

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Things start off familiarly enough, with the opening story unfolding much like the Genesis original. However, instead of being told via in-engine sprites, the visuals are presented as custom still-imagery that already do a nice job of stepping out of the shadow of its 16-bit big brother.

Two difficulties are included: Practice and Normal. Oddly, Practice is highlighted by default, but I would skip it unless you are totally new to the series or platforming games. It’s a very basic and almost insultingly easy 3-level course that’s over almost as quickly as it starts. Normal is what you want, and contains all the game’s worlds and bosses. The Game Gear version, which is nearly identical to this one, has Normal as its default selection, so I’m glad Sega fixed this for the handheld port.

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Obviously, Castle of Illusion on the Master System isn’t going to look as good as the Genesis version, nor should it be expected to. However, I think Sega did a wonderful job bringing the game to life, coming up with a visual design language that makes the world vibrant and fun to look at.

Mickey Mouse himself is animated quite well, with a look that is inspired more by the classic ’30s-’50s style vs. the Genesis design, which is a much more modern take on the iconic mouse’s features and personality.

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Mickey also does a lot of the same things I loved from the 16-bit game, such as how he precariously teeters on edges. He does so both forwards and backwards, which is a great touch. Additionally, his tail waves when he ducks, and he’ll look left and right if you pause while climbing a ladder.

All of these little details give the game a nice, high-quality feel, and you can tell that Sega’s artists enjoyed putting time into his frames of animation.

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Most notably, significant changes were made to this version’s level design and gameplay. Instead of just copying and approximating the 16-bit level layouts that so many gamers were used to, the Master System stages are more sprawling and exploratory.

Many times, you’re faced with multiple paths to explore, with experimentation being rewarded with extra power, valuable health replenishment, and extra lives. Even if you are just intent on getting to the end of a level, Castle of Illusion does a good job of not feeling linear — like you’re just running straight down a narrow hallway — and go in all different directions.

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The various stages in Castle of Illusion will feel familiar, with forests, caves, toy chests, treats, castles, and clocks all represented. I found the actual design of each level to be of very high quality, with some requiring excellent coordination, providing a surprising level of challenge.

Some areas have an auto-scrolling element, where you have to stay ahead of and get by moving obstacles before you get pushed off the left side of the screen. There are also puzzle elements, false floors, and other traps that are impossible to see and rely on repeat memorization, which are common to that era’s design. They are rarely fatal, but can certainly be annoying.

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Mickey still has his tried-and-true butt-bounce attack, but can no longer stock up on apples to be used as projectiles. Instead, he can pick up items throughout the levels to chuck at baddies. The controls to pick up items can feel a bit unresponsive at times, and it led to a good number of unnecessary hits, making that particular game mechanic feel under-cooked.

Items you can pick up can also be used — and are sometimes required — to access out-of-reach ledges, ladders, and other areas. The game respawns these items if you happen to accidentally lose them, but enemies respawn too. I’m glad it works like this, because it’s a much better option than having to lose a life to reset a level’s item placements.

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For the most part, controls are sharp, and Mickey moves a bit faster here than he did before. However, precision platforming isn’t his strong suit, and I was frustrated on several occasions trying to make some jumps that would have been a lot easier in comparable platformers.

Hit detection also seems a bit spotty and a bit unforgiving, which can make Castle of Illusion feel more difficult than it should be. It’s not a deal-breaker, but I’d say they’re slippery, and like the item grab mechanic, leads to too many unintended hits on our brave little mouse.

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Castle of Illusion‘s bosses are a highlight. They are colorful, large, and can be deceptively troublesome if you’re not careful. Several of them require some rather expert dodging and timing to defeat without losing a life, though, and I think most players will meet their doom several times facing them.

They’re not as difficult as, say,  the Mega Man bosses, but they are certainly much harder than the ones seen in the Genesis game, many of which were too easy to defeat.

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Speaking of Mega Man, you think some of the folks on the Sega development team were fans of the Blue Bomber’s first game?

Don’t worry, this guy isn’t anywhere near as bad as the Yellow Devil!

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The music in Castle of Illusion is very similar to that found in the Genesis version, and it’s perhaps this aspect of the game that saw the least amount of change. There are some different tunes and takes on those classics, but because of the lower quality and less accurate instrumentation, that authentic cartoon feel is somewhat lost in translation.

It all still sounds good, as I’ve always liked the warmth of the Master System’s sound chip, but they come across as a bit too derivative, especially when compared to the big changes elsewhere.

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You can probably tell this by now, but if you’re a fan of the 16-bit Genesis original, this is a fairly easy one for me to recommend. It has some weird control quirks and other 8-bit nuisances, but there’s more than enough new content here to make it a wonderfully charming complement to Mickey Mouse’s 16-bit debut.

  • Graphics & Presentation: A-
    Colorful and nicely animated sprites, clean backgrounds, and large, memorable bosses give it a premium feel.
  • Music & Sound Effects: B
    The same soundtrack you know and love, scaled down to Master System standards. Some new additions and solid sound effects round out the game’s good audio.
  • Gameplay & Controls: B
    Tweaked gameplay mechanics and completely new, non-linear level design make it feel like a different game, but loose controls and unforgiving hit detection can be frustrating. Good boss challenges wrap up each area.
  • Value: B-
    A quick game that can be beaten in a couple hours, but it will take additional time to explore and master all of the various branching pathways.

Overall: B

 

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Industry Memoirs: Lessons Learned, Part 1

This is a revised and expanded version of an email I sent to my QA team back in March of 2010. I was a Sr. Manager at the time working for THQ in Phoenix, AZ.

To set this up, the majority of the team was at the peak of testing the second installment in our UFC series. Some cracks were starting to show in their resolve and camaraderie, so I decided to share this with the entire department.

It might have been specific to that particular time and project, but I think this is useful advice for any new leader, or someone coming into the workforce fresh, whether it’s in videogames or not.

20140724_ufc2Stress levels run high on big projects. Stress levels run high in Quality Assurance, period. This has been a universal truth for as long as I’ve been in this industry. As the end of UFC 2‘s test cycle approaches, I’ve been asked several times, “How do you deal with all this stress so well?”

The thing is, I don’t know that I do. I know I haven’t in the past. Maybe I’ve learned to not let it show as much?

Whatever the case may be, I know it’s hard not to focus solely on — and get annoyed by — the world as you know it: Your team.

This very insular existence becomes the mind-numbing standard until that submission notification to Sony and Microsoft goes out and releases us back into the wild. “What is this… ‘sunlight’ you speak of?” and its variants are things I commonly hear during crunch-time, even in Phoenix where that scalp-baking sun seems to hover just a few short feet above our heads.

Sometimes we get pushed beyond our limit, and it’s easy to fall into the trap of losing it with our testing brothers and sisters, and so I want to share a couple key moments in my career that helped me keep and maintain perspective.

Back in early 1996 when I was still a new Tester, my middle name was “Overly Ambitious”, and I had an arrogant, know-it-all attitude to match. I thought I was going to be the next big-shot Designer on The Bard’s Tale IV, after all. I came into the job thinking that I was above my peers, just because I had played a bunch of obscure import games and could namedrop various industry figureheads. It’s definitely cringe-worthy stuff to recollect.

Anyway, about 4 months or so into my time at Interplay, one of my coworkers was chosen to be the newest Lead Tester. I don’t know why, but I got so mad that he was picked instead of me. He ended up taking over as my direct supervisor, and frankly, I treated him like garbage. He would ask me questions and I wouldn’t even look at him. When I did answer, it was with a bitterly sarcastic tone, usually under my breath.

From my perspective, I was just venting and didn’t think I was doing anything wrong. I was responding to the situation the best I knew how. I was only 21, and in hindsight, it was the exact same way I would typically respond to my parents if I hadn’t gotten my way. In other words, childish. What a spoiled brat I was!

Instead of talking to him about this directly, I just clammed up. I found out later that my ridiculously immature behavior was being communicated up the chain to the head of the department, with suggestions that I be let go. Miraculously, I was somehow spared, but it could have easily led to a quick end to an even shorter-lived “career”.

Eventually, he invited me outside to talk during one of our breaks, and he just came out and asked me what my deal was. When I put it all out there instead of just internalizing it, I realized just how insanely unfair I was being. Here I was, a green Tester, angry about someone’s promotion that was completely well-deserved.

We became good friends after that, often shooting the breeze about art, and it was a critical lesson in teaching me the importance of not taking a passive-aggressive approach to coworker tension.

In most cases, an open and honest chat is the best way to get things resolved. What I did almost got me canned, and upon reflection, I was in the wrong the entire time. After that, my perspective changed, and I realized that all things considered, work was good! The summer before that I was jockeying a telemarketing desk and pushing carts around at Target. At Interplay, I was testing Descent II and Wolfenstein 3D, enjoying complimentary pizza during overtime, and hanging out with great, like-minded people that I am still friends with today.

20140724_freespace2However, another incident that really stands out for me was from when I was working offsite at Volition back in 1999. This one doesn’t have such a happy ending.

I was a Manager at the time, and I was asked to go out there to help put the classic space combat sim FreeSpace 2 through its final testing phase. There were 3 other Testers there from back home who had already been there for a few weeks —  including one of my best friends from college — and we would all be together for an additional month.

Things started out great, as it was a heck of an amazing opportunity to be working directly with the studio, and spending all that time with my coworkers would be a terrific way to build strong bonds. However, as the days, nights, and weeks passed, well, you know how it goes. You’re in the same office for 16+ hours per day with each other, you go out to lunch and dinner with each other, you ride in the same car with each other, and you’re in the same hotel room with each other. Something’s definitely going to give.

And give, I did.

As the Manager, I really should have kept it together. Instead, I reverted back to playground behavior, where I would be sarcastic, play favorites, not stand up for them in meetings, and mainly focus a lot of that rubbish on my friend. I was even throwing Sega Dreamcast controllers and being hurtful with my words if I was beaten at Soul Calibur. Yes, really. I actually look back on times like that and attribute it to why I don’t really care for multiplayer games anymore.

I don’t know why things turned out that way, but by the end of the project, real damage to our friendship had been done. Although he and I still hung out and for years after that, it created a permanent rift between us that never fully closed. At the end of the day, why? Because I got tired of the same stories and jokes? Because I didn’t like hearing him snore?

No, it was because of me. I put myself and those superficial things ahead of anything else, including a friendship that we had both invested a lot into. Once again, an important lesson was learned about treating others fairly and compassionately, and it would take at least several more years to finally get it right.

My experiences are not unique, and mistakes are part of life. I know that judgment during stressful projects can sometimes be clouded by many different factors, but these situations can be transformed into something great, and hopefully some of the missteps I’ve made along the way can help others avoid the same traps I fell into.

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More Playing, Talking, and Drawing

When you’re tired, it’s tough to get in front of the microphone. However, I bought one for a reason, so today I did a Let’s Play — or Let’s Replay, rather — for the Zelda II section of NES Remix 2:

A lot of my posts and social media updates lately have revolved around this game, and for good reason: It’s a lot of fun, and its short bursts of gameplay that focus on achieving the lowest times possible is highly addicting. It’s hard for me to think of another series — besides maybe the license tests from the Gran Turismo games — that have made me so obsessively replay stages over and over like this.

20140723_kid_icarus_boxartAs I mention in the video, I’m currently working my way through the Kid Icarus levels, and for me anyway, this particular title feels like the Ice Climber of NES Remix 2.

The controls are slippery and seem almost broken at times. There is a very specific way that you have to do things in order for the controls to work correctly, so I suppose it’s just a matter of getting used to them.

I hate fighting so much with a game, though, and hopefully it clicks before too long. It’s highly regarded in the pantheon of classic NES titles, but one that I’ve never quite been able to get good at.

At any rate, sorry for the short update today, but I’ll have a new entry in my Industry Memoirs section by the end of the week. It’s been a while since I’ve written one of those, so I’m looking forward to diving back in!

In the meantime, here are a few more Miiverse sketches that I quickly did last night and this morning while finishing up my Zelda II stages:

 

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It doesn’t look anything like the Master Sword, but without any reference material handy, this is about all I could come up with off the top of my head. I’ll draw a proper one soon!

 

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For this one, I “increased” the resolution of the Link stamp, added some more detail to him, and attempted to make it look like the bolt was cutting through the numbers. I reduced the number of bits flying off of them since it was starting to look surprisingly gruesome.

 

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Here’s an extreme close-up of the Triforce, or maybe it’s just a rock monument to the actual Triforce? Whatever the case may be, I made it look aged, with cracks and other rough details.

 

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Finally, this is another one using stamps with the addition of a sunset, stairs from the alter, and other little bits. Hopefully the time on the sign — which is from one of the Kirby stamps — is readable on the small screen when it displays in-game.

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Drawing again because of… the Wii U?

Who would’ve thought that Nintendo’s latest console would be responsible for getting me back into art again? While many people — included myself — scoffed at and cast doubt upon the GamePad, in my opinion, it’s more than proven its worth.

Games like The Legend of Zelda: The Wind Waker HD really benefit from it with its nice quick-access inventory/menu functionality, and off-TV play is fantastic for the games that support it. However, I think it’s the Miiverse — Nintendo’s social network for the Wii U and 3DS — where the GamePad truly shines.

It’s nice to type up messages like you would on Facebook and Twitter, but it’s the handwritten notes, hints, and pictures that you can leave for the community which I find the most fun. There are so many amazing artists out there, and many of them have inspired me to dust off my stylus and take a crack at drawing again.

I haven’t created much for the better part of 17 years. I loved doing anime-style work traditionally with Tria/Prismacolor markers on Letramax paper, and I took it pretty seriously at the time, dumping lots of money into supplies. Honestly, I don’t know why I stopped for so long. Doing it again now, I realize how much I missed it.

All of the sketches I did initially were for NES Remix. I drew little pictures here and there earlier this year, but I decided to jump in with both feet and sketch something bigger every time I got full rainbows on any of the games:

 

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This drawing for Mario Bros. was first up. It’s become one of my more popular ones on the Miiverse. I don’t like the way his hat looks, but for a first attempt, I think it turned out OK. At this point, I was just getting used to the tool set, which is very light, but I think they work great.

 

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Balloon Fight turned out to be a fun game, similar to the old arcade game Joust. For this one, I tried to make it look like his hand was stretching out towards the viewer, but I’m not sure it was all that effective.

 

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I hated — and I mean really hated — Ice Climber when I first started playing it. It was one of the few games I honestly thought was broken! Over time, though, I learned how to play it well enough to get all the rainbows in it.

What do I think of it now? It’s OK, but I don’t know if I’ll be rushing out to play it again. For this sketch, I created an original character based loosely on the female second player from the game. The hammer inadvertently turned out looking like the mallet from Donkey Kong.

 

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Here’s a Wind Waker-style Link to celebrate getting all the rainbows in the original Legend of Zelda. I loaded up a picture via Google for reference, and this is what I ended up with. Most of the shading is true to the original image, but I added more to give it a three-dimensional look.

 

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My Simpsons-inspired Luigi that I drew shortly after starting NES Remix 2. I forgot to add highlights on his hair, and I totally got his mustache wrong. However, after several drawings in a row, I was starting to feel really comfortable with the sketching tools, trying new techniques with shading, and spending more time touching up my handwriting to give it some additional style.

 

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As I’ve been progressing through NES Remix 2, I’ve been taking time to share some of my times as simpler, less time-consuming posts. Since this game doesn’t have leaderboards, this is the only way to share them in-game, which is unfortunate.

Anyway, I started off with this one using a Tanooki Mario stamp and more experimentation with hand-drawn motion effects and fonts. These only take a few minutes, but they’re still fun to make.

 

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A “remix” of my own using Punch-Out!! and Super Mario Bros. 2 stamps, along with some hand-drawn elements to show motion and depth.

 

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This one’s just silly, but I wanted to mess around with changing the look of the stamps themselves. Little Mac’s about to go Super Saiyan!

 

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Running out of ideas, I tried something a little different with the bounce/impact effects, but besides that, there’s not much going on here…

 

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…and so, I decided to detail out and stylize some numbers, which I loved doing back in high school.

 

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When I got to Kirby’s Adventure, I went back to drawing the characters again. I’ve never tried to draw him before, and it’s harder than it looks! I took some liberties with his face design, but I like the way he turned out overall.

 

20140722_ghg_miiverse_7Another one of Kirby. Keen observers will notice that he’s actually blowing out instead of sucking in, but I guess in the context of displaying a score, it still works.

 

Anyway, as much fun as Miiverse posts are, I wanted to try my hand at getting back into color work too. I downloaded Art Academy: SketchPad on the Wii U, which is cheap at only $4, but it’s pretty limited in terms of functionality and drawing options.

I’ll write up a full review at a later date, but here’s my first piece: Finn the Human from the great cartoon Adventure Time:

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All in all, I’m having a great time getting back into drawing, and again, I owe it all to the Wii U. It’s not only been a surprisingly good console for games, but it’s proven its worth on the creative side as well.

Please add me as a friend if you’d like to see more and follow my doodles. I’m ghibli99 on the Nintendo Network, so I’ll see you online!

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Progress Report: NES Remix 2 (Wii U)

20140721_nes_remix_2_2I cannot tell a lie: I’m all sorts of addicted to this game.

Now, as much as I played the heck out of the first NES Remix, the sequel does just about everything better this time around, providing an experience that is more fun from the get-go.

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First of all, the selection of games on display here is arguably better, mostly because they are newer and more refined in their gameplay and controls. Some, like Kirby’s Adventure and Wario’s Woods, were originally released in 1993 and 1994, respectively.

This is quite impressive given that the 32-bit PlayStation came out in 1994, two generations removed from the 8-bit NES. I always like seeing the differences between launch games and those from the end of a console cycle. It’s like night and day.

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Anyway, another area that has seen noticeable improvements is the Miiverse. You can now watch replays from your friends — which are prioritized — and other players to see just how they got those low Clear Times. This is a terrific addition, and one of the best features of NES Remix 2. In my opinion, it’s always best to try figuring out how to get as low a time as possible on your own, but once you’ve hit a wall, watching ultra-fast runs really opens your eyes to shortcuts and other tricks.

Knowing what you need to do and actually doing it, though? These are two very different things that can be very difficult to replicate. I’ve retried stages many, many times in order to shave off a tenth of a second or two. It can be infuriating when you can’t seem to improve upon or even match the best Miiverse times, but it’s so much fun, and I find it nearly impossible to tear myself away from the game until I’m successful.

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My mentality and approach to playing this has also changed. In the original NES Remix, I was perfectly satisfied and would move on if I just got 3 stars. I would eventually go back and rainbow star everything, but that wasn’t until much later. In NES Remix 2, I find myself almost obsessing over each stage, wanting to beat the lowest Miiverse times that appear for each one.

Doing things this way has made forward progress in the game a lot slower, but it has also given me a very deep appreciation for each individual title, and it underscores how well these old Nintendo games were designed. Even the ones that are just OK are elevated when the element of time comes into play.

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Getting back to the Miiverse, another addition that makes a huge difference is that now the individual game and stage names are tagged in Miiverse posts. In the first NES Remix, if you were viewing updates outside of the game, you wouldn’t have any context, unless the person who wrote it put it in their post. Here, you can see which game and stage a post pertains to, so it’s a lot more helpful now.

I’ve been having a blast comparing times and doodling pictures for other Wii U players. I’ve mentioned it before, but the Miiverse is by far my favorite implementation of a console social network. It’s smooth, easy to use, and a lot of fun.

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In terms of the actual Remix stages, I’ve barely scratched the surface. As I did with NES Remix, I’m going through all the individual games first before I take on the wacky and unique challenges to be found there.

I also haven’t really messed with the modes outside of the main game, namely Super Luigi Bros. and Championship Mode.

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Any gripes so far? Yeah, one thing I’ve never liked in this series is that you can’t just forfeit a life and retry the current sub-stage you’re on. It’s annoying when your only options are to (a) restart the entire thing from scratch, (b) waste time trying to lose a life, or (c) wait for the sub-stage timer to end. Depending on the circumstances, this can take a long time, and a slight tweak in design could have made this so much more streamlined.

Another quibble is that occasionally, you’ll run into a challenge where one of the sub-stages is simply a long, drawn-out, non-interactive demo. I’m looking at you, Punch-Out!! and Kirby’s Adventure. Why they decided to put these in the game baffles me. If you replay these to improve your times, you will learn to hate them quickly.

Finally, I wish there were traditional leaderboards, with sorting options for friends, regions, and time periods. Currently, the only way to know what times your friends achieved is if they manually post them in the Miiverse. A more automated leaderboard system would have been so much better for a game like this.

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Besides those things, however, this is one fantastic game. It takes the addictive formula of NES Remix and polishes it into a better experience. I look forward to playing through the rest of it, and I’ll keep my fingers crossed that SNES Remix isn’t far behind!

For more first impressions of NES Remix 2, check out my YouTube video HERE.

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