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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E3 2014: The Legend of Zelda (Wii U)

I have a lot to say about E3, but for now, here are some official 1920×1080 screenshots of the new Legend of Zelda for Wii U, just revealed about an hour and a half ago. It blew me and most of the gaming world away, and along with Batman: Arkham Knight, is now my most anticipated game of 2015.

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20140610_zelda_wiiu_4Here’s the HD trailer as well, courtesy of GamesHQMedia on YouTube:

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The Nintendo Wii U: The little console that… might?

20140604_wiiu_logo_smIt’s tough being a Wii U owner. We’re faced with a constant barrage of doom and gloom from internet haters, industry analysts, and all facets of the press. It’s not unfair, and in fact, it’s entirely justified. The Wii U represents one of Nintendo’s biggest missteps, having only moved about 6 million units worldwide as of the end of March 2014. Having been on the market for 1.5 years already, those aren’t exactly numbers to be proud of.

Taking a look back at its history, it’s easy to see why:

From its unveiling in 2011, you could tell something was wrong. Very wrong. For starters, the name. While the Wii was initially a strange and silly sounding console with funky controllers, at the very least, it was interesting and made you wonder what it was all about. Plus, you immediately understood its brilliance the first time you played Wii Sports. That aha! moment is what helped make it such a phenomenal success. The Wii U? Not only does it sound awkward and unoriginal, but with a big touchscreen integrated into an even bigger Game Pad controller, my first thought was, “May we all have deep pockets for when that thing breaks.”

The screen itself was also revealed to only be a resistive, single-touch type like the DS and 3DS, so it was perceived as being old technology right out of the gate. Multiple Game Pad support, wireless range, battery life, and other concerns were brought up almost immediately, so it was raising more questions than it answered, revealing one limitation after another as time went on. At the very least, the console would finally mark Nintendo’s long-desired step into HD.

20140604_psvitaThere was a lot of buzz surrounding Sony’s upcoming PS Vita handheld around the same time, which sported all sorts of cool technologies like multi-touch and a beautiful OLED display. While the Vita has its own share of struggles today, at the time it was easy to look at the two company philosophies and not see the Wii U as anything but inferior to its contemporaries, or at least the product of a company slightly out of step. The 3DS had a slow start in 2011 as well, so confidence in Nintendo wasn’t exactly at an all-time high. I wasn’t sold on the need for stereoscopic 3D, nor was I convinced that the Wii U’s tablet/console hybrid was what anyone needed either.

I stayed positive, though, and brushed it all off as early, reactionary hyperbole. I figured we’d see the goods at E3 2012.

Heading into that Nintendo press conference, I — along with the rest of the collective gaming world — really wanted to see Nintendo come out swinging. Show us that any worries were unwarranted and that this thing was going to make the PS4 and Xbox One look like derivative, same ol’ same ol’ consoles. This is where the real magic would be, right? With the next Zelda, Mario Galaxy, Metroid, Mario Kart, and Smash Bros. in the works with great third-party support and exclusives, the Wii U would continue in the footsteps of the Wii’s great success!

Oh, how wrong I was.

20140604_nintendoland_e3_2012It was painful to watch. So excruciatingly bad that I would tune out to look at Twitter and the gaming forum responses instead. I had a hard time believing what I was seeing and hearing, but there it was. They tried pushing the concept of “asynchronous gaming”,  a strange term that Nintendo attempted to sell via Nintendo Land, the centerpiece of their press conference. To me, it looked like a simple collection of mini-games, more akin to early, internal tech demos, rather than a fully realized $60 premium game. There were a few glimmers of hope, but when the great Shigeru Miyamoto comes on stage and all he has is the gentle Pikmin 3, you can’t help but feel deflated.

Their poor, disjointed showing at E3 set the tone for the months leading up to its launch that November. When you think about it, the original Wii got just about everything right, including an incredibly strong E3 showing. At launch, it was only $250, and came with the game that everyone wanted: Wii Sports. They even had a Legend of Zelda game in the form of Twilight Princess. If you wanted an Xbox 360, that was $300-400. A PS3 would set you back $500-600. I don’t think either competitor included a pack-in game. Also, since HDTVs still weren’t at impulse-buy prices, the Wii’s 480p video output wasn’t a deal-killer, although it would become one of its major and most criticized Achilles’ Heels in the years to come.

The Wii U, on the other hand, got just about everything wrong. Nintendo already had everyone baffled, but they clouded things up even further by releasing separate Basic and Deluxe Sets. Both were more expensive than the Wii at $300 and $350 a piece, with the Basic Set omitting a number of bullet points, including the pack-in game.

20140604_wiiu_2They should have just made one set — the Deluxe Set — priced it at $300, and that way everyone would get Nintendo Land in the same way that every Wii owner got Wii Sports. It’d be a title that would showcase the capabilities of the system in a family-friendly way. Parity would also be ensured for all owners.

Adding some poor timing to the mix, Nintendo raised their game prices on the Wii U to match those found on competitor systems, which they similarly did on the 3DS. They had a nice advantage with the Wii, with games selling for at least $10 less than they did on the PS3 and 360. Now, that price advantage was gone.

Not impressed with or interested in any of the launch titles except for New Super Mario Bros. U, I did a big thumb’s down and steered clear of the Wii U throughout most of its first year. I had more than enough to play on my other systems, so I was content just sitting this round out.

20140604_wiiu_3But then along came The Legend of Zelda: The Wind Waker HD. Seeing it again and hearing about how Nintendo was integrating touchscreen functionality, tweaking the gameplay, and making a number of changes to improve its overall pacing really piqued my interest. It sounded like they were addressing every issue I had with the game back from when I played it on the GameCube. I also found out that they would be releasing a Legend of Zelda-themed Game Pad adorned with gold artwork and Hylian script, all part of a Deluxe Set bundle priced at $300. Curious how things like that will tap right into your gamer DNA.

My mind quickly did the math: OK, $300 for a Deluxe Set with the $50 game and sweet Game Pad makes it a $250 console. Some extra freebies through Club Nintendo and the Digital Deluxe Promotion, and that makes it cheaper than the Wii. What a no-brainer!

20140604_wwhd_allSo, just like that in September of 2013, I went into my local Target and bought a Wii U. It always feels great buying a new console, doesn’t it? Walking out of a store with that nice, hefty box under your arm makes you feel like you’re in the opening credit sequence of Reservoir Dogs

It’s funny how one game will do that to you, though: turn the tide in your mind, even though nothing’s changed about the situation. I thoroughly enjoyed The Wind Waker HD, and it was a nice coincidence that the first game I played on the Wii U would show me that yes, the Game Pad’s touchscreen can truly make a game better.

20140604_wiiu_1Since then, I’ve purchased several other games for the system, including New Super Mario Bros. U, Lego City Undercover, The Wonderful 101, Pikmin 3, Donkey Kong Country: Tropical Freeze, and Super Mario 3D World, a game so good that I gave it an A+ back in JanuaryNew Super Mario Bros. U was also a big surprise, since I was not expecting much out of another entry in the “New” series, but it was also a fantastic, highly polished, and challenging game.

Virtual Console offerings have been pretty good so far, too. The standout in my mind is EarthBound — its first time available since the Super Nintendo days — which is an all-time favorite RPG of mine. It’s not to be missed. Super Metroid, Contra III: The Alien Wars, Super Castlevania IV, and others round out a slowly growing oldschool library.

Which brings us to today. With Mario Kart 8‘s release, and Nintendo’s aggressive promotion of it — including an excellent Deluxe Set bundle and a terrific free game offer — this might be just the thing that helps bring life back to the Wii U. Some major next-generation titles, including Rocksteady’s highly anticipated Batman: Arkham Knight, have been delayed until 2015, leaving PS4 and Xbox One owners with a dwindling selection of games for the rest of the year. Mario Kart 8 moved 1.2 million units during its first weekend. When you consider the number of Wii U consoles that were out there earlier this year, that’s a number Nintendo should be proud of.

So who knows? Even though I’ve been grinding this axe for a few years now, I do it out of my love and respect for Nintendo and what they’ve done — and continue to do — for us, the players. I wish them the best of luck, and hope that Mario Kart 8 is only the first in a steady stream of right moves for the Wii U.

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Elgato Game Capture HD: Sample images

This will be a very short weekend update, but here are a few screenshots I took today with the Elgato Game Capture HD. I’m pretty happy with the results, even though you have no choice but to grab them after they’ve been processed automatically via H.264 compression. I’ll be writing a full review on the device, setup, software, and image quality later this week.

 

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