Monday, April 30, 2018

Brick Wall

Hell if I can think of anything to talk about right now.

I will say this. If I weren't so creatively constipated, I'd seriously consider making my own video game. I've done it before, and now that there are development tools for the Sega Genesis, I'd love to tackle that format next. I don't think I'd be able to make anything as amazing as this fan-designed port of the original Darius, but it would be nice to take a stab at game design again.

And oh yeah, I might cave and get a Raspberry Pi after years of being urged to go in that direction. I didn't want to, honestly, but I've got some credit over at Google Express and I can't think of anything better to get with it. The Super Retrocade I bought last month isn't doing it for me... I just can't get used to the limited controller selection and the iffy performance in some games. Why you're stuck with the pack-in joypads and a handful of random, mostly lackluster controllers when there are USB ports built right into the unit is a mystery for the ages. Whatever the explanation, I'm just not satisfied with what the system is offering, and there haven't been any hacks to broaden its horizons. I must move to more fertile ground.

Sunday, April 22, 2018

Fab Four

It's April 22nd, and the GameStruck4 hashtag on Twitter has players and developers alike reminiscing about the software that most strongly influenced them. I've got a blog I haven't updated in a week, a gut full of Bugles, and an urge to offer my own thoughts on the topic. Let's rock.


Namco was hands down my favorite designer of arcade games in the early 1980s, achieving a balance of quantity and quality no other company could match. They released so many big hits before the crash that it was impossible to step into an Aladdin's Castle or a Chuck E. Cheese and not find at least two of their games waiting for you there. What's more surprising is that while some of Namco's games were better than others, nearly every title they made was worth the time you spent with it. Even The Tower of Druaga, a game despised in the West, introduced concepts that would find their way into the countless role-playing and adventure games released for consoles years later.

With so many great Namco arcade games, you'd think it would be hard for me to choose a favorite, but not really! The one title that immediately jumps to mind is Galaga. As a follow-up to Galaxian, it's the ideal sequel, greatly expanding on the gameplay of the original while remaining faithful to it. Namco didn't stray from its established formula the way Nintendo had with its two Donkey Kong sequels, and it didn't settle for tossing in a couple new enemies and cranking up the difficulty, as Atari had with the charitably titled Asteroids Deluxe.

Beyond that, Galaga illustrates that there's art even in the simplest game designs. The patterns of the bugs as they fly into formation and dart around your bullets in the challenging stages remain mesmerizing after all these years. Now that's galactic dancing!


I don't find myself agreeing with Shigeru Miyamoto too often now, but I've got to give him credit for his early achievements, and this is the most important of the lot. Like Galaga, Super Mario Bros. is a logical extension of a popular arcade title... in this case, the original Mario Bros. You're still punching the bottoms of platforms to knock over turtles and other nasties, and you'll still see plenty of coins and pipes as you progress through each stage. However, the biggest difference is that unlike Mario Bros. where you're stuck in a single, largely unchanging playfield, you're actually making progress, running from one end of a lengthy level to the other. Hidden power-ups offer protection against the monsters in your path, and Mario's learned new ways to deal with them. You can even stomp on a turtle, then launch his shell at a crowd of his comrades, clearing the path of threats while earning a huge point bonus. Just don't be careless about it, because the shell could bounce off a pipe and come hurtling back at you!

There's so much added nuance and strategy to the gameplay that it almost seems unfair to call this a sequel to Mario Bros. There's even a purpose beyond racking up high scores, with the player ultimately rescuing a princess from a spike-studded, fire-spewing turtle that's three times the size of the Shellcreepers in the previous game. Super Mario Bros. brought so much to the gaming experience that it became a template for the many games to follow, both on the NES and subsequent generations of consoles.


Gunstar Heroes was an important game to me for a couple of reasons. First, it came at the end of a creative drought for the Sega Genesis. Japanese developers who initially showed interest in the system had shifted their loyalty to the recently released Super NES, and Sega's own Genesis games, typically outsourced to Western design teams, felt like second-rate substitutes for what was available on Nintendo's new console. Seriously, who in their right minds would choose Kid Chameleon over Super Mario World, or Chakan The Forever Man over ActRaiser? 

After losing ground to Nintendo in 1992, it felt like Sega had found its second wind with Gunstar Heroes. It was colorful, creative, fast-paced, and polished... the kind of experience Genesis owners expected from the system when it was launched in 1989, but weren't getting in the years since. After Gunstar Heroes was released in late 1993, Sega put forth more effort in competing with Nintendo on all fronts, rather than just getting by with Sonic sequels and licensed sports sims. (A little less Joe Montana; a little more Ranger-X, Subterrania, and Comix Zone, k thx.)

Gunstar Heroes not only revitalized the Genesis, it opened the door to a genre of games that didn't interest me all that much in the past. Contra was maybe a little too macho and definitely a little too hard for my tastes. Treasure's decision to give the Gunstars close range attacks and a generous supply of hit points grants the player more room for error, and gives the designers the freedom to fill the screen with chaos without the game ending as quickly as it began. You can adjust the difficulty to your liking, but unlike many run 'n gun shooters, the extra challenge is an option, not a requirement.


I didn't like versus fighting games all that much at first, but then along came Darkstalkers. Talk about a game changer! This early CPS2 arcade title takes the basic play mechanics of Street Fighter II, adds newbie-friendly chain combos, and introduces a charming new cast of characters based on creatures of myth and legend. It's said the game was originally designed to promote Universal Studios' black and white monster films, but Capcom took Darkstalkers in a different direction, crafting its own cast of creatures, and the game is better off for it. Vampire Demitri reveals his true demonic form whenever he attacks, and Jon Talbain, with his shaggy mane and a muzzle lined with razor-sharp teeth, looks more like a wolf than the hairy-handed gents you'll see in one of those corny late-night monster flicks.

Darkstalkers is a dazzling game, especially for 1994. Details abound in the lush backgrounds, and the animation is brilliant, with flowing capes that turn into bat wings, tails that seem to dance in time with the catchy music, and bandages that unfurl whenever the towering mummy Anakaris leaps into the air. If the game had to get by on graphics and sound alone, that would get it pretty far, but Darkstalkers also plays as well as any fighter Capcom had released up to that point. The control is responsive, the characters have plenty of moves at their disposal, and the quirks in the gameplay (particularly that frustrating self-emptying special meter) would get ironed out in the sequels. 

Capcom left the Darkstalkers series in the 20th century and hasn't shown much interest in a modern revival... the closest we've gotten to one are re-releases of Vampire Savior and guest appearances in the Marvel vs. Capcom series. Still, if you're new to fighting games, it's hard to imagine a better introduction than the Darkstalkers trilogy.

(screenshots culled from various online sources)

Saturday, April 14, 2018

Crap, Crap, Mega Drive Crap

So they're making another plug and play Sega Genesis? Well, after ten straight years of miserable failures, maybe Sega will sprout a brain and get this one right. Let's see if I can find more news about this upcoming system on Twitter...

"The rumors are true! Sega is going to release the Mega Drive Mini in Japan, powered by the latest AtGames technology. This same new and improved technology will find its way into the US and other territories later this year!"

Wait, AtGames? Again?!

Sega really doesn't give a damn about its legacy, does it? The company has been letting AtGames release cheap knock-offs of the Sega Genesis year after year, unconcerned with their quality or anything but cashing the latest royalty checks. AtGames has been making these systems for ten years, they haven't gotten it right once, and judging from the dubious quality of the Genesis Flashback HD, that's never going to change.

I'm telling you, man, this is going to hurt Sega and public perception of the Genesis in the long run. Players who haven't tried the real system are eventually going to accept AtGames' dreck as an accurate representation of the experience, mutated soundtracks and all, and they're going to come to the conclusion that Sega was a two-bit console manufacturer that got lucky in the early 1990s. At this point I'm not even sure they're wrong.

Monday, April 9, 2018

The Hidden Cost of Competence

So hey, that Super Retrocade that I mentioned in my last post? It's not too shabby. It follows the same modus operendi as the previously reviewed Genesis Flashback HD, taking a low-budget Android device, cramming it with ROMs, and bringing it all together with a custom interface. Here's the thing, though... unlike the Flashback HD, the interface in this system actually works, and the emulation is pretty solid, marred only by occasional popping sounds in Data East games. You can boost the Super Retrocade's already generous library by inserting an SD card full of ROMs, and in a tragicomic twist, it runs Genesis games better than the system that was designed specifically for that purpose!

However, there's a catch. Retro-Bit may not have had the right to use the emulators in the Super Retrocade... the developers of Libretro explain why in this lengthy article. Why Retro-Bit wouldn't write its own in-house emulation package is up for debate (if I were the cynical sort- and I am- I'd suggest that it was cheaper for them to nick software from hobbyists who don't have the resources to defend their IP in court), but you can't argue with the results. The Super Retrocade runs games for a wider range of formats than the Genesis Flashback HD, and performance is vastly superior. It's just galling to know you've paid sixty dollars for legal access to the libraries of Irem, Data East, and Technos, only to discover that the software running those games was used without the permission of its developers.

There are two big problems with the Super Retrocade, aside from your conscience getting that not-so-fresh feeling after you're done using it. The first is that its visuals are kind of blurry, with the haze around sprites being especially noticeable in Sega Genesis games. This should never have been an issue on a system with HDMI output. The second is that the system is apparently locked to Retro-Bit controllers. None of the USB sticks, pads, and adapters in my collection work with the Super Retrocade... only the controllers packaged with it, and according to YouTube reviewer MadLittlePixel, a handful of USB controllers sold under Retro-Bit's Retrolink brand.

That's not cool. It's not cool because it limits the player's choice to proprietary Retro-Bit controllers rather than the sticks and pads they already own, and it's not cool because the manufacturer found another way to commercialize emulators explicitly designed for non-commercial use. The emulators included in the Super Retrocade (MAME, SNES9X, and Genesis Plus GX according to Libretro's Daniel De Matteis) are available for other formats, including Android and the Raspberry Pi microcomputer, and will function with the lion's share of USB controllers on those systems. Those options are drastically reduced with the Super Retrocade, and if I were the cynical sort (see above), I'd guess that it was to give Retro-Bit an opportunity to sell more crap without Libretro's consent.

The Super Retrocade leaves me conflicted. It's more versatile and performs better than competing plug 'n play game consoles, and there's a generous helping of obscure games baked into the unit that you're not likely to find elsewhere. You're paying less than a dollar each for Fighter's History: Mizoguchi Kikkipatsu!, Code Name Viper, Final Fight 3, Ninja Spirit, and Three Wonders, and that's a hard deal to resist. However, if what Libretro is saying is true, the Super Retrocade doesn't come across all its successes honestly, and that sours the overall experience. It's another not-quite-perfect emulation solution that's pushed me one step closer to getting a Raspberry Pi.