#oneaday Day 185: ‘Tis the season for Nintendo

As I alluded to the other day, I’ve been spending my time playing Super Mario RPG on Switch for the past few days. I rolled credits on it this evening and am very happy I took the time to play this. (There’s a surprisingly extensive postgame that has been added to the Switch version, but I will be waiting until tomorrow to check that out, as it’s getting late.)

One of the reasons I decided to start playing this is that the holiday season, for me, will always be associated with Nintendo. I’m not exactly sure why, as there was only one Christmas where I actually received something Nintendo-related under the tree — a Super NES with Super Mario World — but I’ve continued to make that association ever since. I think it goes along with how I associate Disney movies (the good ones) and Star Wars (ditto) with the holidays, too; fond memories of times gone by spent with family.

And Nintendo, it can be argued, has a fair amount in common with the House of Mouse. They’re both gigantic corporations that absolutely dominate a particular industry. They both do business in a way that the particularly anti-capitalist people really don’t like. And they have both, over the years, put out some absolutely magical pieces of work for people to enjoy: pieces of work that don’t necessarily require you to engage your brain too heavily, but which are nonetheless extremely memorable and enjoyable.

Take Super Mario RPG. By console RPG standards, it’s short, simple and very easy. You can roll credits on it within 12 hours. But every bit of the game feels like it’s there for a good reason. There’s no filler, no grinding, nothing that feels unnecessary; sure, there are some minigames you can engage with to a frankly obsessive degree that reward you with some optional items that aren’t at all necessary to beat the game, but if you’re just playing the game through to enjoy it, nothing feels out of place, nothing feels like it’s actively getting in the way of your enjoyment.

And the presentation is wonderful, too. Sure, the Switch may be creaking a bit in its old age, but after a few minutes with something like Super Mario RPG it just doesn’t matter. The music, in particular, is astounding. I hadn’t realised it was the work of Yoko Shimomura, but in retrospect it makes a lot of sense — particularly with the newly orchestrated arrangements found in the Switch remake. The ending theme, in particular, was beautiful; it was like a full-on orchestral finale to something you’d watched in the theatre — with a touch of honouring the original by starting with the SNES mix of the music, then bursting into full orchestra by the conclusion.

(Don’t ask why the creator of that video felt the need to brag about it being “4K” when the Switch only outputs 1080p, and a significant proportion of that end sequence is deliberately heavily pixelated.)

Anyway, I had a lovely time with Super Mario RPG, and I will be taking a look at the postgame stuff tomorrow. I’m happy I’ve finally played this — even if it wasn’t in its original form, which, let’s not forget, never came out in Europe back in the day — and now I feel suitably equipped to take on the Paper Mario games without feeling like I haven’t played “the original”. (I know Paper Mario is a distinct series from Super Mario RPG, but both it and the Mario and Luigi games count it as a common ancestor, so I’ve always wanted to give it a go.)

So that’s that. If you’re in a holiday funk, fire up a Nintendo game. I can guarantee it’ll put a smile on your face remarkably quickly.


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#oneaday Day 176: Take a Bow

Today, I played through all of the first Laura Bow game, The Colonel’s Bequest. I enjoyed it a lot! You can read more about my thoughts on the subject right here, and a full Let’s Play of the game will kick off on my YouTube channel from tomorrow. It’s just three (long) episodes rather than a lot of 30-minute episodes like I did with The Case of the Serrated Scalpel last year, as I felt that fit the format of the game a bit better, and the overall structure of The Colonel’s Bequest is… well, quite different from pretty much any adventure game I’ve played.

But enough of that. What’s next? The Dagger of Amon Ra, of course! This is the follow-up to The Colonel’s Bequest, and I’m going to do my best to play it through and record it tomorrow. I don’t know if it’s longer, shorter, easier, harder… the only thing I do know is that it uses point-and-click controls instead of The Colonel’s Bequest’s text parser, and it quizzes you on what happened at the end, so you need to make notes, just like Laura herself.

Then after that, I’ll start having a look at The Crimson Diamond. Plus alongside all this, I might do something similar to what I did last year (“3 interesting DOS discoveries”, “5 DOS games I always wanted to play” and “5 of the best early FPSes”) if I can figure out what I might want to cover for videos in that style. I haven’t started looking yet. Racing games is a possibility — a good excuse to bust out the Screamer series, perhaps? — or flight sims. Space combat sims? I don’t know. I haven’t decided yet. Looking at shareware stuff I used to like is also a distinct possibility, perhaps from the perspective of “shareware games I always wanted to try the Registered version of”, since the only Registered shareware game I had back in the day was Wolfenstein 3-D, which I got for free after making some levels that were included in the official “Super Upgrades” expansion pack.

I’ve probably told this story at least once on this blog before, right? Well, regardless, I’ll tell it again, ’cause you might be new around here. It’s a story of delightfully happy coincidence.

Back at the time I was playing Wolfenstein 3-D on the family PC, I was involved with a local shareware library. I did a bit of part time work helping them out at local computer fairs, writing their catalogues and that sort of thing. I don’t remember getting paid for this, but it was decent experience and I got lots of freebies from the shareware library, which was nice.

Among those disks that I got for free were numerous Wolfenstein 3-D editors, and they worked with the shareware version. So I made a bunch of levels.

I forget the exact circumstances of how the next bit came about, but I was browsing the GAMERS forum on CompuServe one day, when I found myself in contact with a gentleman called, as I recall, Carlton somethingorother. He was a representative from Apogee, and he was looking for new Wolfenstein 3-D levels to include in the upcoming data disk for the game. There was money on offer for anyone whose levels were included. After consulting with my parents — online safety and all that — I submitted my pack of ten levels to him, expecting never to hear from him ever again.

Imagine my surprise when a few months later, I got a package from the United States containing a cheque for $200, plus a registered copy of Wolfenstein 3-D and the new Super Upgrades pack, which included my levels, along with a bunch of other community contributions. So technically I’m a professional game designer.

But anyway. Yeah. That copy of Wolfenstein 3-D was the only Registered shareware game I had, because it was the early days of the Internet (in fact, via CompuServe, our “ISP” at the time, you couldn’t even access the Web, and had to append “INTERNET:” to any email addresses you were sending messages to outside of the CompuServe service) and my parents weren’t super-into the idea of sending $40 overseas in the hope of getting a video game back, and they absolutely weren’t going to share their credit card information online. As such, I became intimately familiar with a lot of “Episode 1s” and not a lot else… so exploring the “Episode 2s” and beyond for some games I liked back in the day might be interesting, for sure.

I’ll think of something. For now, I think it’s time to just play something fun for a bit without thinking about how to turn it into an article or video. Come to me, Donut Dodo…!


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#oneaday Day 173: Staring down the barrel of #DOScember

#DOScember is the annual celebration of DOS gaming and computing on YouTube and surrounding environments (not to be confused with #DOSember, which is a Twitch thing) and, even though many of the original participants and organisers have become somewhat disillusioned with the whole thing for various reasons, it’s still a fun excuse to bust out some classic MS-DOS games and remind yourself of how good early ’90s PC gaming was.

I did a few videos last #DOScember that I not only enjoyed making, they also performed rather well on my channel. So I’m likely going to spend this December doing primarily DOS gaming stuff on my YouTube channel.

I’m thinking a few things at this point. Firstly, I’m quite keen to do another full adventure game playthrough similar to my The Lost Files of Sherlock Holmes: The Case of the Serrated Scalpel runthrough from last year. (This wasn’t a #DOScember thing, it was just something I felt like doing at the time.) I haven’t yet decided what I should do as yet; on the one hand, playing something I’m already familiar with should mean that I can get through it without getting stuck, but on the other, this might be a prime opportunity to explore a game I’ve never tried for the first time.

The temptation when thinking “I want to play an adventure game” is to jump straight to Sierra and LucasArts, and for sure, they are all solid choices. But there were other folks making adventures at the time, too, and I think the stuff from them is worth celebrating, too. At present, I’m leaning towards something from Access Software, as these are games I’ve never tried, and I know at least some of them (the Tex Murphy games and Countdown spring immediately to mind) are fondly regarded.

When considering that I probably want to play these games as a Let’s Play, I’d also prefer a game that isn’t “talkie”, so I can narrate and do the voices myself. It’s a silly little thing, but I do very much enjoy doing this, so it’s something I’m particularly looking for.

The other thing that I’ll probably do is at least a few “pre-scripted” videos like I did last year. Last time around, I looked at early first-person shooters, games I’d always wanted to try but never had the chance to, and interesting discoveries I’d stumbled across by chance. Those are solid formats, and all of those videos performed well; I’m thinking I might do something other than first-person shooters for the first bit though. Perhaps space sims or flight sims? Those are ripe for exploration, and they’re both genres I used to absolutely love.

Anyway, that’s the plan for #DOScember on the YouTube channel. If you have any good DOS adventure game suggestions (preferably of the point-and-click variety, and preferably not “talkie”, as outlined above) then I’d love to hear ’em. Otherwise, I’ll see you on the channel!


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#oneaday Day 168: On The Spectrum

I got that new Spectrum. I was going to call it a Spectrum Mini, but it really isn’t — it’s a well-crafted replica of the original 48K Speccy, rubber keys and all, only it has stuff like HDMI out, USB ports and suchlike.

Like TheC64 Mini/Maxi, TheA500 Mini and The400 Mini, it’s an emulation box with a bunch of built-in games (48 this time) and the ability to load your own stuff from USB.

As I type this, a vast collection of Spectrum games and demos are copying themselves to a USB stick, so I haven’t had time to try that side of things today. I have had a play with some of the built-in games, though, and they’re a really interesting mix.

There’s expected stuff like Manic Miner and Skool Daze — though no Jet Set Willy, interestingly — but of particular note is the selection of modern indies that are included. There’s some really cool stuff in there, including a 3D platformer called Cosmic Payback and and light-based puzzler called Tenebra, both of which I’ve had some fun with today.

The Spectrum is not a system I know well at all, having grown up an Atari boy. So I’m thinking I may chronicle some of my explorations and discoveries on YouTube. While I’m on, I’ve never really covered the built-in games on TheC64 and TheA500 Mini either, so between those three I think they’ll make some nice companion pieces to my 400 Mini playlist and all the other Atari stuff I’ve done.

These systems were bitter rivals back in the day, but today it’s easy to be in a position where you can appreciate all of them. And you should, because they all have unique charms, for sure.

Anyway, that’s a loose plan in place that I’ll likely start on tomorrow. For now, sleep beckons!

#oneaday Day 137: No, NTSC YOU

One thing I’ve been meaning to do for a while is make using my NTSC-U (North American) PS2 more convenient, particularly now I have a RetroTink 5X to get a lovely picture on the big TV. I make the intended process sound more complicated than it really was: all I essentially needed to do was to get another video cable to connect to the American PS2, but for one reason or another I’ve been putting it off forever.

No longer! I grabbed a set of component cables from Retro Gaming Cables and hooked them up to the Tink today. The reason I went with component rather than RGB SCART is that I already have my PAL PS2 connected to the Tink via RGB SCART, and going with component means I can plug both in at once without having to change cables over — all I need to do is switch the input on the Tink. The quality is, from what I’ve seen so far, near-identical on both; the only sticking point I had was when I first plugged them in, I got sound and no picture, meaning I had to navigate the PS2 menu by sound alone (and with judicious referring to my working PAL one) to switch it to YPbPr mode. But once that was done, everything was fine and dandy.

I don’t have that many North American games, but the few I do have are quite precious to me. On the PS1 front, there’s Parasite Eve, Brave Fencer Musashi and Xenogears, three games that I originally picked up around the same time on a trip over to the States to visit my brother. The copies I have now are not the same ones I had as a kid, but they’re in almost as good condition, and I’m looking forward to revisiting them.

On the PS2 front, there’s Mana Khemia 2: Fall of Alchemy, which I played and adored a couple of years back, plus the first and third Xenosaga games because, inexplicably, we only got the middle episode here in PAL-land. I haven’t played those yet but would like to set aside some time for them at some point, as I know they are very well regarded.

Having all this up and running makes me want to seek out a few more North American titles I had back in the day. I’m tempted to try and track down the Lunar games, but since those are getting ports to modern consoles soon it’s probably not worth the expense. Final Fantasy Tactics is another tempting one; I know the PSP port is “better” in many ways, but I still have extremely fond memories of the PS1 original. Other NTSC titles I had back then — most notably Final Fantasy IX and Metal Gear Solid — are readily available in PAL format; I got them back in the day because back then, North American releases were months ahead of European releases, sometimes even years.

Then there’s a ton of RPGs that never made it to Europe that I wouldn’t mind getting my hands on at some point… trouble is, PS1 games have been steadily increasing in price for a while, particularly RPGs. So it’s entirely possible that I might never be able to get my hands on some of these, which will be a shame. (I’m also super-salty that I got rid of my excellent condition PS1 copy of Symphony of the Night back in the day, but at least there are multiple alternative options for playing that today.)

Still, it’s nice that I now have a solid solution for playing the games that I do still own on original hardware. Because as fun as emulation is, there’s still something altogether magical about having the originals of these games.

Anyway, it’s not as if I’m short of stuff to play. But options are always good! Now, should I revisit Brave Fencer Musashi, Parasite Eve or Xenogears first…?


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#oneaday Day 114: dotHack and Slash

I’ve been playing .hack//Infection for the last couple of days on PlayStation 2. I’ve had the full set of four games on my shelf for a very long time and been meaning to properly run through them all, but have somehow never gotten around to it. I have previously completed Infection a very long time ago, but I’ve never gone through all four games and seen how it all ends — nor have I been spoiled on any of it. I also own a copy of the .hack//G.U. remasters on PlayStation 4, so I’ll have to get to those at some point, too, but I wanted to knock out the PS2 games first.

For the unfamiliar, .hack was one of the first (possibly the first) “MMO gone mad, if you die in the game you die for real” series. Unusually, it was designed from the outset as a fully transmedia production: not only were there four PS2 games in the series, each of these games also came with a DVD featuring an episode of a specially made anime known as .hack//Liminality which tells a “real world” story that unfolds concurrently with the events of the game, and there was a completely separate anime series known as .hack//Sign. Since that time, there have apparently been several other anime and manga series, along with the aforementioned .hack//G.U. trilogy of games, which originated on PS2 but which were ported to PS4 in 2017.

That may all sound terribly complicated, but be at ease: you can have a satisfying .hack experience if you just play the games. .hack//Infection, the first of the original set of four games, tells the story of “you”, an 8th grader who has just signed up for the hottest new MMO, The World, at the recommendation of your friend Yasuhiko, a veteran player. You join up and in that inimitable “early 2000s MMO” sort of way, you party up with Yasuhiko, or “Orca” as he’s known in the game, who destroys absolutely everything before you can even get a hit in by virtue of him being 50 levels higher than you.

But something goes horribly wrong. After an encounter with a mysterious young girl who is seemingly being chased by a bizarre creature carrying a red wand, Orca is entrusted with a strange book and shortly afterwards, his character is “Data Drained”, leaving the real Yasuhiko comatose. You end up taking possession of the book, which manifests itself as a strange bracelet that equips you with the power to Data Drain enemies in the game, and it’s then up to you to investigate the strange happenings in The World and determine if there’s any truth to the game seemingly having an impact on the real world.

The cool thing about .hack//Infection is that the entire PS2 game is diegetic, intended to represent you using your computer to check your mail, read the news and log in to The World. You never see the actual real world yourself in the game — hence the inclusion of the Liminality DVDs — but instead all your investigation is online. This unfolds through a combination of you checking and replying to mails (with predefined responses) and browsing through the official message boards for The World, looking for clues.

Canonically, .hack//Infection is supposed to be unfolding in 2010, but obviously in 2002 developers CyberConnect2 had to make something of a best guess as to what that near-future setting might look like. They actually got a fair few things right, such as high-speed, always-on Internet access being pretty much universal and fibre-optic cables being the main means of this infrastructure being implemented — though here in the real world, fibre broadband is a little more recent than 2010.

What’s quite interesting is the design of The World itself, because it could quite plausibly work as an online RPG — though perhaps not in the way that western players understood “MMOs” at the time. For context, World of Warcraft came out in 2004, two years after .hack//Infection, so “MMO” up until that point in the west meant either EverQuest or Ultima Online.

The World is closer in execution to something like Sega’s Phantasy Star Online from 2000 in that there are small, shared communal areas (known as “Root Towns”) where you can hang out with other players, but your actual fighting and questing takes place in discrete areas that you teleport to rather than exploring a coherent world. It’s not quite the same as the “instanced” areas seen in World of Warcraft and, later, Final Fantasy XIV, as you can meet up with other players who happen to be visiting the same area, but the nature of how The World is structured means that you’re relatively unlikely to stumble across someone at random.

Anyway, let’s not get bogged down too much in details as I’ll probably want to write about this on MoeGamer once I’m finished. Suffice to say for now that .hack//Infection and its subsequent parts unfold as a combination of you just flat-out playing The World to get treasure, gear and helpful items, and gradually working your way through the core mystery at the heart of everything. At most points in the game, you can put the main plot on hold and just go dungeon-crawling to your heart’s content — and it’s probably advisable to, since you’ll need to level both your own character and the various companions you can recruit to your cause.

.hack//Infection is somewhat clunky by more recent action RPG standards, but once you get a feel for it and an understanding of its mechanics, it’s enjoyable. There’s a variety of enemies to deal with, and their different strengths and weaknesses will often require you to think about various strategies to deal with them. And, since the game is supposed to be simulating an MMO, you can pretty much concentrate on your own play; any companions you bring with you will usually do a pretty good job of fighting alongside you, though you can issue various orders to them if you need them to, say, heal or unleash their most powerful abilities. You can also micromanage their equipment to a certain degree, and since equipment has skills attached, by doing this you can try and optimise them for the challenges you’re about to face.

I can completely understand the criticisms of .hack from back in the day. It is repetitive. The dungeons are very obviously constructed from pre-built blocks with different textures put atop them, and there’s not a lot of variation to them. And yet there’s something about .hack that I’ve always found fascinating and compelling. I think it’s the oddly menacing atmosphere the whole thing has; The World, as a game, is designed to be cheerful and colourful, but it’s very obvious that there are dark things going on beneath the surface, and that the players of the game are clearly being used for some nefarious purpose.

I’m in no rush to plough through all four games, but I’ve enjoyed making a start on .hack//Infection this weekend, and as a long term project I’m looking forward to seeing how it all comes together in the end. And there will, of course, be in-depth articles on MoeGamer (and possibly videos) to go along with it.


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#oneaday Day 101: Body Harvest

Today, inspired by yesterday’s post and my recent acquisition of an EverDrive 64, I decided to have a “fuck it, I’m playing something new” evening and booted up an N64 game I’ve always been curious about but never actually tried: DMA Design’s Body Harvest, often described by many as a proto-Grand Theft Auto 3. Naturally, as with any sort of widespread and oversimplified opinion, that does Body Harvest something of a disservice, but it is an interesting game that I’m going to spend some more time with.

For the unfamiliar, Body Harvest is a quasi-open world action game in which you take on the role of time-travelling supersoldier Adam Drake in a quest to defeat a bunch of pesky insectoid aliens who show up every 25 years and attempt to eat everyone in sight. For reasons it’s best you don’t ask too much about — the game’s original designer and writer has more on that — it has been decided that Drake should travel back to each of these instances of the aliens arriving on Earth and obliterate them rather than, you know, just attempting to cut them off at the source.

This then unfolds as a series of absolutely vast open-plan 3D levels in which you can control Drake on foot or in a wide variety of vehicles. It’s open world and it has vehicles in it, therefore it’s just like Grand Theft Auto 3, see?

No, if anything, Body Harvest is closer in execution to something like 16-bit classic Hunter, but with a bit more focus. Because despite unfolding in wide open environments, there’s not a lot of incentive to go off exploring; for the most part, completing the game involves running through a series of objectives one at a time, dealing with alien invasions that tend to punctuate getting from one place to another, and attempting to ensure that the little meter indicating how many humans have been eaten doesn’t fill up.

It’s a game I’d always assumed to be a bit more complicated than it actually is, though to be honest I’m kind of relieved. Body Harvest, although incredibly clunky by modern standards, and even by N64 standards, feels like it has some focus to it, and you’re rarely left in a situation where you have no idea what to do or where to go. Being a game from the fifth generation, though, you’re not bombarded with tutorials and guide NPCs telling you to shoot the hinges or whatever, meaning there are sequences where you’ll have to determine what the best course of action is — even if that action makes you a bit of an asshole, such as a point where you shoot the blades off a windmill because you need one of the cogs that runs it.

Body Harvest scatters a lot of vehicles around the map with good reason: it’s a lot easier to get around in them, and they provide considerably more protection for Drake. It’s possible to fight while driving a vehicle, either using Drake’s weaponry if it’s a civilian vehicle or the weapons fitted to the vehicle itself if it’s military hardware, and the game’s excellent lock-on system means that you don’t need to faff around aiming too hard; you can just concentrate on positioning yourself strategically and/or avoiding incoming attacks. In fact, the lock-on system is so good I can’t help but wonder how they managed to completely balls that aspect of Grand Theft Auto up so badly, and not even come anywhere approaching to fixing it until the ever-present, never-ending Grand Theft Auto V, which is, of course, the twelfth game in the series.

But yes. Aside from unfolding in a kind-of-sort-of open world and having vehicles in it, Body Harvest doesn’t have much to do with Grand Theft Auto. There’s no picking and choosing what missions to do, there are no side activities aside from a few collectibles here and there, and your progress through the game is, outside of a couple of opportunities to sequence-break, linear.

But that’s fine. It works well for the game, and it keeps you on your toes, always pushing you onwards into the next section of the game world rather than keeping you confined to one place. I appreciate how the game gives you a feeling of freedom, but doesn’t overwhelm you with it.

The one aspect that I can see being troublesome is the save system. Each level is absolutely enormous, and is split into several distinct “stages”, each of which culminates with a boss fight of sorts, which, early in the level, tends to take the form of eliminating a large static structure that is trying to pelt you with lasers. Upon clearing one of these “stages”, a beacon is dropped which acts as both a save point and a fast travel point; outside of that, you can’t save, meaning if you fuck things up after an hour of poncing around the open world, you’ll have to do all the important stuff again.

Still, this at least gives failure some degree of consequence, and encourages you to perhaps find more efficient ways to complete your objectives — or just memorise the things you need to do. I haven’t fallen foul of it yet, but I suspect I will before long!

As an N64 game, Body Harvest is ugly. It was renowned as a particularly ugly N64 game even on its original release and, as you might expect, time hasn’t been all that kind to it. But if you can look past that — I certainly can — there’s a really enjoyable game with a menacing atmosphere, a moody soundtrack and some satisfying bug-squishing combat to enjoy. I like, so I’ll definitely be playing some more of this.


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#oneaday Day 97: EverDriving the ’64

Inspired by my success with the GDEMU for the Dreamcast, I decided to pick up an EverDrive 64 for my Nintendo 64. Long-term, I’m planning on grabbing one of these excellent devices for all my cart-based consoles, as I’ve been burned just once too many by duff cartridges purchased from second-hand sources. As much fun as it is to collect things and have the satisfying tactile thunk of slamming a cartridge into a slot, it’s even more fun to have games that actually work.

For the unfamiliar, an EverDrive is a cartridge designed to work with a cartridge-based system… obviously. In most cases, they have a micro SD card slot, on which you load some simple OS files for the thing to be able to do its thing, and then any ROM files you want to use. This effectively means in most instances, you can carry around the complete library for a system on just one cartridge. Very convenient — particularly as the EverDrive also takes care of managing save data, and even allows you to back up and restore Controller Pak saves so you don’t need umpteen of the little buggers to be able to save your progress.

The one small issue I’ve found is that when running NTSC games on my PAL N64, there’s a horrible “ghosting” effect on the image that makes playing those games undesirable. It’s a bit of a shame, as there are a few North American NTSC N64 titles I wouldn’t mind playing, but to be honest, I suspect the EU library will keep me busy for quite some time.

This evening I’ve been exploring a few games I’ve always been curious about, but never had the opportunity to play for one reason or another. The two that I’ve probably had the most fun with are both Midway titles, as it happens, and both arcade conversions: San Francisco Rush and Gauntlet Legends.

San Francisco Rush is an arcade racer that is markedly different from most other arcade racers from the ’90s that I’m familiar with. Probably its most notable standout feature is that its courses are relatively “open”, often offering alternative routes and shortcuts, and in some cases allowing you to proceed around a section of the course in the opposite direction to the rest of the pack and still end up where you’re going.

Of course, open-structure races aren’t a particularly uncommon sight these days — to be honest, it’s harder to find a modern racing game that isn’t open world outside of the hardcore sim sector — but I suspect back in the ’90s, San Francisco Rush would have been quite the unusual little thing.

It’s also noteworthy in that it’s an arcade racer where you really do have to slow down for corners. If there’s a drift function, I certainly haven’t got to grips with it; thus far I’ve had a reasonable amount of success with just actually using the brakes (or at the very least letting off the accelerator) ahead of sharp corners — and with the game being set in San Francisco, there are lots of sharp corners.

The visuals are fairly ugly by modern standards, though I found that I quickly stopped noticing the low-resolution blurry nature of the game, and the fact that many of the races are covered in fog is entirely appropriate for the setting. It thus far seems to be an enjoyable racer, and with a decent amount of longevity, too; the main “championship” mode is 24 tracks long, thankfully with the ability to save your progress.

Gauntlet Legends, meanwhile, is a successor to the classic 4-player dungeon crawler from Atari Games. It takes the action into the polygonal 3D realm, though still plays mostly like a top-down maze game. It has all the classic Gauntlet elements present and correct: finding keys to open doors, standing on switches to open up walls, blasting generators to stem the tide of monsters. It adds a few new elements to the mix, though, including an inventory where you can activate and deactivate power-ups at will, and some RPG-lite mechanics whereby you can level up and improve your stats.

Perhaps most importantly, your health doesn’t tick down gradually as you play. Bliss! This makes it one of the few Gauntlet games that it doesn’t feel utterly futile to play; as much as I like old-school Gauntlet, the various home ports tend to trivialise themselves by providing you the opportunity to “insert coins” as much as you want, affording you effectively unlimited health.

Not so in Gauntlet Legends! Instead, you lose health at a much more sensible rate if you get hit or caught in a trap, and healing items give you a meaningful amount of health back. Plus you can buy more health with the gold you earn in levels, and you also get more health every time you level up.

Probably the thing I’m most impressed with about Gauntlet Legends is how smoothly it runs. While it doesn’t run at a rock-solid framerate, it happily gets up to a full 50fps (I’m running PAL, remember) when you’re wandering around exploring, and while the frame rate does drop a bit when the screen gets busy, it’s never to an unplayable degree, and the controls always remain nicely responsive.

I’m looking forward to spending a bit more time with both games, along with revisiting some old favourites and discovering some new titles. If you have an N64 and a bit of cash to splash, I can highly recommend an EverDrive; I suspect it’s going to revitalise my interest in this classic system, and I’m looking forward to getting one for my other classic consoles, too. After payday, though; they ain’t cheap!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

#oneaday Day 80: Gaming specialism vs. generalised mediocrity

I decided to hop on board with a friend’s “high score” (well, “best time”, really) challenge over on his Discord today. The game? Sega Rally on the Saturn, a game (and console) I have precisely zero experience with outside of an occasional go on an arcade machine back in the ’90s.

Unsurprisingly, I am not yet at a standard where I can even enter the challenge, given that it requires participants to complete all three stages of the game and post a time on the game’s high score table. But I’m not mad about that. In fact, it brought something into focus that I’ve probably been aware of for a good long while, but which I hadn’t really thought about actively before.

A key difference between older, arcade-style games and the stuff we typically get today is that older games demand that you specialise — get really good at one very specific thing — while today’s games only demand that you reach a bare minimum acceptable standard in a wide variety of different activities.

Using racing games as an example, when you play Sega Rally, outside of stuff like the Time Attack and two-player modes, you’re always doing the same thing. You’re always racing the same three courses in the same order using one of the two same cars each time. Minimal variables. Minimal randomisation. Maximum scope for learning how to play the game well, and developing specific strategies that work for you.

Compare with a modern-day racing game. Leaving aside the fact that arcade-style racers barely exist any more outside of the indie space, today’s racing games are much more likely to give you hundreds of individual challenges to complete, and never really demand that you get good at one of them to a notable degree. Rather than specialising in one very specific thing, you are developing a standard of generalised mediocrity — enough to get by, but nothing more.

Of course, some players choose to take things a little further and want to top the online leaderboards or beat things on the hardest difficulty, obtain “S-Ranks” or whatever. But I’m willing to bet that a statistically significant portion of players of any given game featuring a wide swathe of content (ugh, I know, but bear with me) will play each thing the precise number of times they need to in order to mark it as “complete”, and then never touch it again.

I’m not saying either of these approaches is wrong per se — although I suspect a game as “content-light” as Sega Rally would be a hard sell as a full-price game today — but it is interesting how different those two types of game feel. My brief jaunt with Sega Rally this afternoon was genuinely exciting. I could see myself improving as my lap times got better with each attempt — and the successful completion of the challenge was within sight. Add the competitive element to that (once I’ve actually cleared the three races, of course) and you have even more exciting thrills.

This isn’t to say that games like this don’t exist in the modern day, either — although they’re less common. The last time I really feel like there was a highly competitive, specialised game that I spent a significant amount of time with was probably Geometry Wars 2 on Xbox 360, and that must be pushing 20 years old at this point. But it was the exact same sort of thing I was feeling today with Sega Rally: a specific, well-defined, non-randomised challenge, and the desire to do well at that one thing.

The other benefit of games like this is that they’re much more friendly to shorter sessions. This makes it ideal for those of you who have been browbeaten into believing you “don’t have time” to play games any more, or if you only have a half hour before your food arrives, or before you have to catch the bus, or log on to Teams and pretend that you’re working or something.

There’s something to be said for the “no strings” aspect of these games; the fact that they don’t demand your commitment over the long term, and they’re not trying to bribe you into making that one game your complete lifestyle with things like Battle Passes, microtransactions, progression systems and other such shenanigans. On top of that, it often just feels like games that have a small number of very specific challenges to complete are probably better designed; if you only have three tracks in your racing game, you better make sure they’re damn good ones, whereas if you have 100 tracks, who cares if one or two are a bit of a stinker?

If you haven’t played a “specialised” game like Sega Rally for a long time, I highly recommend the experience. Boot it up, spend some time with it, enjoy the experience, then set it aside and do something else. Far from being a “waste of time”, as certain quarters of modern gaming might like you to believe, I think you might be surprised what a pleasantly invigorating experience it is… and how likely you might be to come back and try again later.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

#oneaday Day 65: Retro Games Aren’t Bad

It seems we’ve reached the point in gaming history where everything over a certain age is automatically “bad”. I’ll be honest, as an enthusiast of gaming from the 8, 16 and 32-bit eras, this is a massive bummer to see, because it makes it a huge uphill struggle to convince people that it’s worth exploring gaming history.

I’m sure this is a temporary thing, and that the people who would get something from acknowledging and exploring gaming history will always find their way into the classics of yesteryear, but it’s still frustrating and annoying. Particularly when people start spouting their opinions as fact.

Nowhere is this more apparent than in the realm of home computer games rather than console games. Home computer games were of massive importance to the games industry in Europe, but to see folks so casually write so many of them off because they are perceived as “worse” than console titles from the same period is a huge fucking bummer. Plus we get the old “inverse hype” problem: games that were popular back in the day are now lambasted as “actually not being that good after all”, rather than any consideration being given to why they might have been popular and so well-received back in the day.

A good example is pretty much anything by The Bitmap Brothers. On their original release, to home computer fans, a Bitmap release was an event. These were games that were slickly produced, good-looking and, particularly unusually for the period, sounded great, too, thanks to their use of sampled intro music.

Yes, there were cases where the hype definitely got the better of everyone, with Xenon 2: Megablast probably being the best example of this, but there are other cases where hate is thrown for reasons I genuinely don’t understand. Probably the best example of this is Gods, a well-presented platformer with some interesting levels, plenty of secrets and a lot of replayability.

Speak to someone today about Gods and chances are they’ll brand it as “bad”. Having been playing Gods quite a bit recently due to the impending release of The Bitmap Brothers Collection 2 for Evercade, though, it absolutely is not “bad” at all. To say so is ridiculous. Are there elements of it that might be an acquired taste, or for which game design has moved on? Absolutely. It has stiff controls, an inexplicable inability to jump straight upwards and some of the most obtuse secrets in all of gaming. Like most European-developed platformers, it has no concept of invincibility frames other than immediately after respawing. And it doesn’t scroll or move as smoothly as games developed for console.

But none of those things make Gods a “bad” game. They might make it a game you need to put a bit of time in before you understand it, sure, but again, that’s not “bad”.

There are plenty of other examples of this, too. The James Pond series springs to mind. This is a series that certainly does have a stinker in its midst in the form of The Aquatic Games, but the most commonly cited game from the range that people think is “bad” is James Pond 2: Robocod, which is probably the best of the bunch. And it’s a game that is still pretty good to this day.

Again, though, context is everything. You have to understand that in Europe, console ownership was by no means the “norm” — and those folks who did have consoles maybe only had three or four games. For those who didn’t have a console at all, Robocod was a revelation. Here was a scrolling platform game that, to ST and Amiga owners, offered many of the same appeal elements as titles like Super Mario Bros. and Sonic the Hedgehog. Is it as good as either of those games? No. But that absolutely doesn’t make it “bad”, either. It makes it especially noteworthy that it was among the best platformers we had on 16-bit home computer platforms at the time.

I guess a lot of this is a side-effect of the way that online discussion seems to have precisely zero nuance to it these days, whether you’re talking politics or video games. Everything is an us-vs-them situation, and there are accepted “correct” and “wrong” opinions. And the lack of nuance means that it’s near-impossible to have a viewpoint that takes a little from column A, a little from column B, because both columns want to hand you a flag and make you stand in line glaring at the other group.

I won’t get into political examples, because that’s a sure-fire route to starting some arguments — though I will say that Disco Elysium, which I played recently, handles the “shades of grey” quite nicely — but in the case of video games, there’s very much a divide between those who think console games are the only retro worth preserving, and those who acknowledge that home computer gaming is a thing that actually existed, and in many cases prefer it to what consoles offered.

I occupy a space between those two viewpoints. A lot of my online work focuses on home computer games precisely because there’s not nearly enough discussion about them compared to console games, but that doesn’t mean I reject console games altogether. On the contrary, in more recent years in particular I’ve had a lot of fun exploring parts of the NES, Master System, Mega Drive and SNES libraries that I never had access to back in the day. And those systems are technically superior to the general-purpose home computers of the time.

But that doesn’t mean home computer stuff should be rejected either. There’s value there. There’s cultural history there. Sure, they might not scroll as smoothly, sound as nice or play as well as some console games, but they’re not “bad”. They are part of gaming history, too. And it’s starting to genuinely annoy me when people just reject things they’ve arbitrarily decided are “bad” for one reason or another.

So if that’s you, knock it off. And if it’s not you? Well, I’ve got a bunch of videos you might be interested in


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.