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  • Don’t do that

    Posted on August 4th, 2010 keving 3 comments

    Sorry I haven’t updated much. I’ve had a lot of work lately. That and I had to beat La-Mulana, because my friend did and I have to prove that I’m still better than him.

    I do want to continue with the Gradius hijinx, though, and so here’s a video of a bug from the original Bubble System version. Essentially, if you defeat the boss of stage 6 before the scrolling stops, the game moves on to stage 7 while retaining the enemy data from the old level. This leads to assorted strange things. The bug was fixed for the later ROM-based releases.

  • Ten million points

    Posted on July 28th, 2010 keving 4 comments

    I’d like to talk about Gradius for the next few entries.

    The original Gradius arcade game, officially released May 29, 1985 to arcades, is a milestone to both the genre and the industry at large. Outside of Japan, though, I think a lot of people are more likely familiar with the NES port, which is frankly not all that great when compared to the other ones that hit Japan home systems — the MSX version is wonderful, for example, but I’ll get to that later.

    Gradius is also the sort of game where nothing random ever occurs, and you can therefore put together patterns to get your ship through the entire game without going anywhere near danger. You can see the basic pattern for the first loop through the game in the video above, a simple “I busted out my PCB for the first time in a while” job that thankfully includes the entire “Morning Music” startup sequence.

    In the mid-80s, achieving a score of 10,000,000 points in Gradius was seen as something of a status symbol. The feat takes about 7-8 hours of straight playing and requires you to beat the game and loop through the stages 20 to 21 times, depending on how diligent you are with padding your score when possible.

    When Gradius came out, this was seen as a superhuman feat, because when you die, you lose all power-ups and restart at a checkpoint which often ensured another rapid death. This is especially true in the second or third loops, where for a while, gamers considered it completely impossible to recover and survive if you died after certain checkpoints. Since Gradius is strictly deterministic, however, arcade maniacs eventually figured out patterns for how to “recover” from every checkpoint in every level of the game — pull them off correctly, and you’re guaranteed to survive long enough to get your power-ups back every time. These patterns were originally disseminiated in assorted self-published doujinshi, then reprinted in monthly mag Gamest when it debuted in 1986. They made achieving 10 million points less of a god-like challenge and more of an Asteroids or Defender-like test of concentration and perseverence.

    The above video is an example of a ten-million-point run, sped up 9x so you can watch the whole thing in about 45 minutes. The player dies several times during the session, but has no problem reaching the mark because he’s got the patterns ridiculously well down for every stage. It’s an oddly mesmerizing movie to watch.

  • Out Run (Sega, September 1986)

    Posted on March 30th, 2010 keving 4 comments

    What red-blooded ’80s boy, no matter which side of the ocean he lived near, didn’t have a poster of the Ferrari Testarossa in his bedroom? One that always depicted the supercar of all supercars framed around a matte-black background, maybe with a few white clouds of smoke around the sides for effect? Anyone who didn’t was a dweeb, a dork, a Sega Master System owner, and no doubt they’re the ones busing your table at the Steakountry Buffet this evening. Make sure to give them a decent tip, because c’mon, man, they had a hard life, they’re driving beige Camrys, they don’t know no better.

    Since few of us have actually sat inside a Testarossa, it’s not well-known that the Italian speedster can operate at its top spec speed of 294 km/h on literally any type of road surface — tarmac, sand, grass, the Pacific Ocean. Yes, the Ferrari Testarossa is fully submersible. Italy, you know, it’s a very high-water-table country. Flash floods kind of creep up on you. It’s a safety feature.

    Yu Suzuki, being a man of refined automobile tastes, naturally knew that. That’s why, if you carefully shift gears in a high-low-high pattern on the edge of the road, you can run over any sort of terrain you like in Out Run for up to seven seconds without any speed penalty while the game tries to figure out where you’re going. It’s a feature (I wouldn’t dare call it a bug, for doing so would suggest that the Testarossa is not the divine vehicle for the soul which it is) that became household knowlege in Japan after Gamest and other mags brought it up in their strategy guides in 1987.

    Unfortunately, the timing behind this move can be pretty tricky, and most gamers flailed away at the arcade cabinet’s gearshift like a hummingbird trying to search for just the right technique. This led to a lot of broken gearshifts and signs in Japanese arcades threatening to kick punters out of the establishment for gia-gacha (gear-rattling) play. MAME, and automatic rapid-fire, make it a lot easier these days.

    The same trick can also be pulled off in Turbo Out Run, but in no other Out Run game after that — an homage to the original Testarossa model getting phased out of production in 1991, no doubt. Right? Right?

  • Rad Mobile (Sega, February 1991)

    Posted on March 9th, 2010 keving 6 comments

    I’ve got fond memories of this. It wouldn’t be exaggerating to say that it’s my favorite “sprite-scaling” arcade racer of all time; certainly it’s the pinnacle of the sub-genre, which got its start with Out Run back in 1986. It’s packed with awesome little details, from the hilarious voice work to the way your avatar adjusts his gloves right after the start of the game — and no, you can’t control the car while he’s doing this.

    The first game on Sega’s System 32 platform (and therefore the first 32-bit arcade game ever), Rad Mobile is neat partly because of its sheer length. A successful trip through Out Run takes about six to eight minutes; crossing the USA in Rad Mobile takes up to eighteen. It’s a test of concentration, especially in the later stages where the roads narrow and get packed full with cars driving at high speed and switching lanes without signaling — a very realistic simulation of East Coast traffic, even today.

    Sega released a port called Gale Racer for the Saturn in Japan, but it’s not very good — I mean, the cars are 3D models, for Chrissakes.

    Also worth noting: This game actually beat out Sonic the Hedgehog, the Genesis game, to market by about five months, making this (believe it or not) the character’s video-game debut. Wikipedia has no citation for this, but my copy of Famitsu DC’s Sega Arcade History — itself a collector’s item these days, going for 5000 yen or so in the aftermarket shops — confirms the dates.

  • More Marble Madness madness

    Posted on March 3rd, 2010 keving 3 comments

    As if to answer yesterday’s prayers, I managed to track down a video of someone (Japanese, of course) finishing Marble Madness, the arcade original, at very high speed while recording his hands working the trackball. The three minutes and change it comprises are jaw-dropping.

    “Recorded 12/30/2008 at Shinjuku MIKADO. ‘Marble Madness is a sport,’ as they say, so I threw up a video I had handy. An utterly stupid mistake on the last stage keeps me from finishing with 99 seconds, but otherwise it’s a relatively decent run. If I can get a flawless run on video, I’d like to update this.”

    I knew about the Silly Maze shortcut, but not the one right at the very end. Sheesh!

  • The Tower of Druaga (Namco, June 1984)

    Posted on January 17th, 2010 keving 11 comments

      IN ANOTHER TIME
       IN ANOTHER WORLD...

    THE BLUE CRYSTAL ROD
      KEPT THE KINGDOM IN PEACE

    BUT THE EVIL DEMON DRUAGA
      HID THE ROD
       AND THE MAIDEN KI
         IN A TOWER

    THE PRINCE GILGAMESH
     WEARED GOLD ARMOR
      AND ATTACKED MONSTERS
       TO HELP KI IN
        THE TOWER OF DRUAGA

    The Tower of Druaga is quite possibly my favorite Namco game of all time. It introduced the concept of role-playing games to a wide Japanese audience before Dragon Quest existed; it has neat characters and audiovisuals; it’s oddly addictive; it’s a direct challenge to hardcore players from hardcore game developers.

    Masanobu Endo, designer of Druaga, began working on the game as a side diversion while he was busy learning assembly language on the 6809, the chip Namco was slated to use in their arcade boards starting with Super Pac-Man. From here I’ll let Endo explain the rest, from when he answered questions publicly on 2ch in 2001:

    “In order to get this game released to the public, I wanted to follow these core concepts:

    - Keep costs low by making it a ROM swap for Mappy boards that weren’t earning any longer
    - Make it seem like a straightforward maze game on the surface
    - Include RPG and adventure elements
    - Give the game an ending to keep players from going for hours on one credit

    Basically the company wanted to get some more earnings out of old Mappy boards, so they’d be happy even if they only sold about 2000 upgrade kits. It was a ripe opportunity to experiment. I was lucky that they had enough free staff at the time to assign a full-time programmer to the project — we worked at a breakneck pace and got the game done in about half a year, which made the accounting people pretty happy.

    So, really, the difficulty of the game didn’t affect the project getting greenlit one bit — I mean, this was a C-grade ROM swap, after all. It wasn’t going to make or break the company either way, and the fact that such an epoch-making title got created in that situation really shows how much Namco cared about the craft of video games, I feel. The only mistake, if you could call it that, is that we had planned to install the game only in Namco-owned arcades, but it wound up earning so much that we actually had to manufacture new boards to satisfy demand.”

    Yes, Druaga is ridiculously difficult. No, there’s no way you could ever figure out how to get all the treasures singlehandedly. But Druaga succeeded in 1984 because it forced arcade rats to work together, writing down their discoveries in public notebooks and pooling their wits (and 100-yen coins) together to get to the end. It created a community, in other words, just like Street Fighter eventually did — one that wrote strategy guides and dojinshi in droves. In a way, Druaga solidified the concept of a “game fandom” in Japan more than any other individual game.

    It’s a game I like enough that I beat it on Virtual Console Arcade back when it came out — and I figured I’d take a Japanese walkthrough of the game and annotate it for your entertainment. The video’s in 4 parts and each part should play automatically after the previous one ends. Hope you enjoy watchin’ it.

  • The New Zealand Story (Taito, September 1988)

    Posted on November 13th, 2009 keving 5 comments

    One of my favorite Taito arcade games, and also one that had a lot of okay home ports (I memorized all the warps in the NES’s Kiwi Kraze back in the day) but no really definitive ones until MAME. The PC Engine version is missing assorted enemies and the Heaven stages; the Mega Drive version features different stages; the Amiga version, probably the most commercially successful one ‘cos it was packed in with the computer in the UK for a while, has nerfed balloons (hah); even the X68000 version sports weapons and enemies that work a little different from the original.

    This is one of those games that punishes you because it loves you. The controls when riding balloons are ridiculously difficult. Learn the warps, and things get easier — as you’ll see, you don’t need to actually complete a level until 3-1.

    A lot of people don’t know about Heaven because it tended not to show up in the home ports we got out West. After 2-4, if you lose your last life by getting hit with a projectile weapon, Tiki will be sent to one of three Heavens depending on what stage you reached. For “heaven,” it’s a pretty dangerous place. If you can reach the goddess at the end of the Heaven stage, you’ll get a special sort of Game Over; if you can find the secret exit out, you’ll fall all the way back down to Earth, get rewarded with one more life, and warp on to the next stage. (The player in this video takes advantage of this to skip most of 4-4, which is a huge pain in the ass and definitely the hardest stage in the game.)

    The slightly unforgettable music, so lovingly remixed by Tim Follin for Kiwi Kraze, was composed by Yasuko Yamada, her first work in games. She hasn’t done much for the game business lately; her most well-known credits are probably Bust-a-Move 1 and 2. (Randomly, she also seems to be responsible for the soundtrack from the first Flintstones NES game.)

  • Baraduke (Namco, July 1985)

    Posted on November 4th, 2009 keving 4 comments

    With its most recent version upgrade, Nico Nico Dōga now allows inline movie linking from any site, including Magweasel. (Until now, you could inline nicovideo movies only on Japanese blog domains that had agreements with the site; that requirement’s been removed.)

    This means that I can now link lovely, long, full-sized TAS and classic video-game clips (of which Nico has about a million) without requiring you to fill out a complex Japanese-language form in order to get an account. Great news for everyone, I think you’ll agree. (Don’t forget to click the “…” balloon on the lower right to turn off scrolly Japanese reader comments.)

    To celebrate I want to talk about Baraduke, a 1985 game that Namco never ported to anything until Namco Museum Volume 5 in 1997. The game was designed by Yukio “Takky” Takahashi, who also worked on Genpei Tōmaden and later contributed to assorted D3 Publisher games; the programmer was Yoshihiro “Kissy” Kishimoto, who later became famous as the chief mind behind the Family Stadium series. Yuriko Keino, who (along with Junko Ozawa) revolutionized the concept of “game music” in arcade titles like Dig Dug and Xevious, handled sound in this game; Ozawa herself is the voice behind “I’m Your FRIEND-O” at the beginning.

    As you watch the above video, you’ll probably note that Baraduke looks a lot like Metroid, from the atmosphere to the color of the hero. This game came out a year before Metroid, and considering the similarities (including the twist at the ending if you stick around for it), you can’t help but wonder if Nintendo took at least a weensy bit of inspiration from this game.

    This runthrough is all about getting as high a score as possible, which means two things: the player racks up extra lives like a fiend (since they’re transformed into points at the end), and he also shoots down the first 20 Paccets he sees, which unlocks hidden pickups — actually unflattering portraits of Kissy and Takky — worth a total of 30,000 points. That’s nothing to sniff at in Baraduke, which is pretty frugal with the points, but shooting all these Paccets means going without any shield upgrades whatsoever for the opening of the game, which makes things extremely difficult around Floor 10 or so. (This was one of the few arcade games, really, where enemy bullets were as quick as yours. That makes things seem nearly impossible for beginners, then and now. If you don’t believe me, try it.)

    Here’s the second half, starting at Floor 31. Note how the largest level in the game (31) is immediately followed by the smallest (32). Also note the Pac-Man stage a little before the halfway mark.

  • Onna Sanshirou (Taito, October 1985)

    Posted on September 14th, 2009 keving No comments

    This game is so cute. I can’t stop watching for some reason.

  • Black Tiger (Capcom, August 1987)

    Posted on August 27th, 2009 keving 2 comments


    Part 2 Part 3 Nicovideo account req’d. How to get one. Click the “…” balloon on the bottom to turn off scrolly comments.

    One of the two games that inspired SonSon II, which I covered last week. Yep, again.

    For a 1987 arcade game, this one has a great deal of RPG elements. The setting is pure, hard, manly fantasy, with you bashing up enemies and opening treasure chests and all of those stereotypically RPG-y things. You can also buy weapons, armor and medicine at shops, something that it seemed like every video game in 1987 fell over themselves to implement somehow.

    Remarkably, Black Dragon (the Japanese name for Black Tiger) and Sega’s Wonder Boy in Monster Land hit Japanese arcades on the same month, sharing a lot of the same RPG/action fusion elements. Sega’s game is a fair bit cutesier than this one, though, the game that served as the foundation for later titles like Magic Sword and the D&D series.

    SonSon featured a few hidden characters, but Black Tiger is packed to the gills with ‘em — cows, Yashichi (and its cousin Sakichi), “Pow,” bamboo sprouts, barrels, dragonflies, the main character from Sidearms, and so on and so on and so on. There’s also a hidden octopus, which (rare for Capcom titles) made an appearance in this game and this game only. See if you can find it in the videos!

    The music of Black Tiger is another Tamayo Kawamoto work — a very interesting soundtrack, one that takes a common theme and produces variations on it as you go through the levels. Very movie-like for 1987.