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	<title>Magweasel &#187; Arcade</title>
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		<title>Shinobi (Sega, November 1987)</title>
		<link>http://magweasel.com/2011/05/19/shinobi-sega-november-1987/</link>
		<comments>http://magweasel.com/2011/05/19/shinobi-sega-november-1987/#comments</comments>
		<pubDate>Thu, 19 May 2011 20:20:03 +0000</pubDate>
		<dc:creator>keving</dc:creator>
				<category><![CDATA[Arcade]]></category>
		<category><![CDATA[This Old Game]]></category>

		<guid isPermaLink="false">http://magweasel.com/?p=2065</guid>
		<description><![CDATA[【ニコニコ動画】セガ 「忍 SHINOBI」 Sorry about all the videos lately. I keep on coming across games I want to talk about. Shinobi might be my favorite among all the &#8217;80s Sega arcade games. It&#8217;s a tough choice &#8212; it&#8217;s competing against both Space Harrier and Out Run, after all &#8212; but I have to go with [...]]]></description>
			<content:encoded><![CDATA[<p><script type="text/javascript" src="http://ext.nicovideo.jp/thumb_watch/sm4567594"></script><noscript><a href="http://www.nicovideo.jp/watch/sm4567594">【ニコニコ動画】セガ 「忍 SHINOBI」</a></noscript></p>
<p>Sorry about all the videos lately. I keep on coming across games I want to talk about.</p>
<p><strong><em>Shinobi</em></strong> might be my favorite among all the &#8217;80s Sega arcade games. It&#8217;s a tough choice &#8212; it&#8217;s competing against both <strong><em>Space Harrier</em></strong> and <strong><em>Out Run</em></strong>, after all &#8212; but I have to go with this one. There&#8217;s no better personification of the era it&#8217;s from. It&#8217;s got 16-bit visuals, FM sound, side scrolling, and lots of ninjas. Yet it&#8217;s so much more <em>refined</em> than every other ninja game of the time. The music&#8217;s got this very smooth, muted groove to it that&#8217;s more <strong><em>Miami Vice</em></strong> than fighting game, and that reserved feel extends to the graphics, too &#8212; very few bright colors, no innocent bystanders, no trash on the ground, some kind of Warhol thing going on in the first stage&#8217;s background. In the flash and blare of late-&#8217;80s arcades, it stood out in the way that it didn&#8217;t stand out. Taito&#8217;s <strong><em>The Ninja Warriors</em></strong> is kind of similar in visual style, and I&#8217;d like to think that&#8217;s not an accident.</p>
<p>Like <strong><em>Gradius</em></strong> and <strong><em>Dragon Spirit</em></strong>, <strong><em>Shinobi</em></strong> is an arcade game that Japan&#8217;s <em>Gamest</em> magazine spent several issues in early 1988 dissecting apart like a frog in bio class. Nothing is random to enemy placement or movement patterns in this game, and as long as you&#8217;ve got a good memory and enough coordination, you can finish the entire game without remarkable trouble.</p>
<p>If you&#8217;re a master (like the guy who recorded this real-time play is), then you go through as many stages as you can without using a shuriken. I was in awe of this the first time I saw a guy do it at my local arcade over two decades ago. I didn&#8217;t think it was remotely possible, even though the idea should&#8217;ve occurred to me long ago &#8212; after all, the color-coded ninjas that appear starting in Mission 2 are a lot easier to defeat at close range with punches or your sword. All of the non-boss stages in this video are completed without using shuriken, although the player <em>does</em> use ninja magic strategically once or twice.</p>
<p>Humorously, not even this player can successfully complete any bonus stage apart from the first one. Even if you know the pattern, it requires the sort of precision last seen with some of the hairier <strong><em>Pac-Man</em></strong> routines Ken Uston printed in his book. (The player in this video gets killed by the very last guy in the third, though, heartbreakingly.)</p>
<p>This playthrough takes around 16 minutes, which is longer than the TAS record of 10:30 or so, but watching a human do this is a lot more fascinating to me. (You might want to look up the TAS on YouTube anyway, though. It features a very clever method for skipping most of the third boss battle.)</p>
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		<title>Rastan Saga (Taito, March 1987)</title>
		<link>http://magweasel.com/2011/05/17/rastan-saga/</link>
		<comments>http://magweasel.com/2011/05/17/rastan-saga/#comments</comments>
		<pubDate>Tue, 17 May 2011 20:19:44 +0000</pubDate>
		<dc:creator>keving</dc:creator>
				<category><![CDATA[Arcade]]></category>
		<category><![CDATA[This Old Game]]></category>

		<guid isPermaLink="false">http://magweasel.com/?p=2054</guid>
		<description><![CDATA[【ニコニコ動画】ラスタンサーガ （タイトー・1987.03） This playthrough of Rastan doesn&#8217;t have the highest visual clarity on the net, but it&#8217;s both very quickly played (while not losing a life) and is based off the Japanese version, which has a great deal of story content that was cut out for the US and European versions. The symbolic music for [...]]]></description>
			<content:encoded><![CDATA[<p><script src="http://ext.nicovideo.jp/thumb_watch/sm2632045" type="text/javascript"></script><noscript><a href="http://www.nicovideo.jp/watch/sm2632045">【ニコニコ動画】ラスタンサーガ （タイトー・1987.03）</a></noscript></p>
<p>This playthrough of <strong><em>Rastan</em></strong> doesn&#8217;t have the highest visual clarity on the net, but it&#8217;s both very quickly played (while not losing a life) and is based off the Japanese version, which has a great deal of story content that was cut out for the US and European versions.</p>
<p>The symbolic music for this game, one that became quite a bit more popular in the US than Japan, was the debut effort of Masahiko Takahi (Mar.). He was involved with a number of Taito arcade titles in the late &#8217;80s and early &#8217;90s, including <strong><em>Night Striker</em></strong> and <strong><em>Superman</em></strong>, the arcade the one they released in 1989. He went freelance after that, and I&#8217;m having a lot of trouble finding out what he&#8217;s done since his Taito days, sadly.</p>
<p>Looking back, <strong><em>Rastan</em></strong> took a pretty standard gameplay formula and executed it to perfection. That&#8217;s still true today, even though a good player like this one can pretty much blow the game right open, making even the bosses look like fools.</p>
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		<title>Did you enjoy your adventure full of actions?</title>
		<link>http://magweasel.com/2011/05/06/did-you-enjoy-your-adventure-full-of-actions/</link>
		<comments>http://magweasel.com/2011/05/06/did-you-enjoy-your-adventure-full-of-actions/#comments</comments>
		<pubDate>Fri, 06 May 2011 20:57:12 +0000</pubDate>
		<dc:creator>keving</dc:creator>
				<category><![CDATA[Arcade]]></category>
		<category><![CDATA[This Old Game]]></category>

		<guid isPermaLink="false">http://magweasel.com/?p=2035</guid>
		<description><![CDATA[【ニコニコ動画】【レーザーアクティブ】ロケットコースター【メガＬＤ】 Rocket Coaster is a compilation of software packages released by Taito for their D3BOS arcade system, which Taito first introduced in 1991 despite what that previous link says. Short for &#8220;Dynamic Direct Dimension Burst Out System,&#8221; the hardware combined a fully-enclosed motion simulator, a laserdisc player, and some 68000-based hardware to allow for interactive [...]]]></description>
			<content:encoded><![CDATA[<p><script type="text/javascript" src="http://ext.nicovideo.jp/thumb_watch/sm13574055?w=490&#038;h=307"></script><noscript><a href="http://www.nicovideo.jp/watch/sm13574055">【ニコニコ動画】【レーザーアクティブ】ロケットコースター【メガＬＤ】</a></noscript></p>
<p><strong><em>Rocket Coaster</em></strong> is a compilation of software packages released by Taito for their <a href="http://www.system16.com/hardware.php?id=836">D3BOS</a> arcade system, which Taito first introduced in 1991 despite what that previous link says. Short for &#8220;Dynamic Direct Dimension Burst Out System,&#8221; the hardware combined a fully-enclosed motion simulator, a laserdisc player, and some 68000-based hardware to allow for interactive rides and the like &#8212; a VT simulator of sorts, a genre that had a mild boom in the early &#8217;90s with things like <a href="http://en.wikipedia.org/wiki/Virtuality_(gaming)">Virtuality</a> and Sega&#8217;s <a href="http://en.wikipedia.org/wiki/R-360">R-360</a> system.</p>
<p>Unlike the R-360, though, Taito&#8217;s D3BOS allowed for no user input &#8212; it was just a ride, allowing punters to climb in, strap on, and enjoy getting whirled around a bit as they watched the best CGI 1991 could offer them. Titles were themed along the lines of roller coasters, dune buggies, spaceships, and even skiing. Although there was no gameplay whatsoever, the ride allowed two people to climb on at the same time, which I suppose makes it good if you&#8217;re out on a date in Odaiba or somesuch.</p>
<p>The system was deployed chiefly in Taito-owned arcades and Cannonball City, a small indoor theme park the company ran in Machida, Tokyo that attempted to recreate the atmosphere of an American city. The complex only lasted a year or so, and the system &#8212; which sold for around 15 to 20 million yen each &#8212; lasted about as long.</p>
<p>Chances are the D3BOS would be completely forgotten were it not for Taito taking some of the footage they made for it and repackaging it into <strong><em>Rocket Coaster</em></strong>, a racing game for Pioneer&#8217;s LaserActive system. A complete playthrough is above. It&#8217;s half an hour long, but if you like early CGI and background music with a lot of orchestral hits, it&#8217;s a must-watch.</p>
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		<title>Don&#8217;t do that</title>
		<link>http://magweasel.com/2010/08/04/dont-do-that/</link>
		<comments>http://magweasel.com/2010/08/04/dont-do-that/#comments</comments>
		<pubDate>Thu, 05 Aug 2010 02:08:22 +0000</pubDate>
		<dc:creator>keving</dc:creator>
				<category><![CDATA[Arcade]]></category>
		<category><![CDATA[This Old Game]]></category>

		<guid isPermaLink="false">http://magweasel.com/?p=1777</guid>
		<description><![CDATA[Sorry I haven&#8217;t updated much. I&#8217;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&#8217;m still better than him. I do want to continue with the Gradius hijinx, though, and so here&#8217;s a video of a bug from the original [...]]]></description>
			<content:encoded><![CDATA[<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="480" height="385" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/aRaS8-e_w68&amp;hl=ja_JP&amp;fs=1?color1=0xcc2550&amp;color2=0xe87a9f" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="480" height="385" src="http://www.youtube.com/v/aRaS8-e_w68&amp;hl=ja_JP&amp;fs=1?color1=0xcc2550&amp;color2=0xe87a9f" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p>Sorry I haven&#8217;t updated much. I&#8217;ve had a lot of work lately. <span>That and I had to beat La-Mulana, because my friend did and I have to prove that I&#8217;m still better than him.</span></p>
<p>I do want to continue with the <strong><em>Gradius</em><span style="font-weight: normal;"> hijinx, though, and so here&#8217;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.</span></strong></p>
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		<title>Ten million points</title>
		<link>http://magweasel.com/2010/07/28/ten-million-points/</link>
		<comments>http://magweasel.com/2010/07/28/ten-million-points/#comments</comments>
		<pubDate>Thu, 29 Jul 2010 02:02:48 +0000</pubDate>
		<dc:creator>keving</dc:creator>
				<category><![CDATA[Arcade]]></category>
		<category><![CDATA[This Old Game]]></category>

		<guid isPermaLink="false">http://magweasel.com/?p=1770</guid>
		<description><![CDATA[I&#8217;d like to talk about Gradius for the next few entries. 【ニコニコ動画】グラディウス基板（バブルシステム版）を久々に起動してみた 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 [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;d like to talk about <strong><em>Gradius</em><span style="font-weight: normal;"> for the next few entries.</span></strong></p>
<p><script src="http://ext.nicovideo.jp/thumb_watch/sm8007173" type="text/javascript"></script><noscript><a href="http://www.nicovideo.jp/watch/sm8007173">【ニコニコ動画】グラディウス基板（バブルシステム版）を久々に起動してみた</a></noscript> </p>
<p>The original <strong><em>Gradius</em></strong><span style="font-weight: normal;"> 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 &#8212; the MSX version is wonderful, for example, but I&#8217;ll get to that later.</span> </p>
<p><strong><em>Gradius</em><span style="font-weight: normal;"> 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 &#8220;I busted out my PCB for the first time in a while&#8221; job that thankfully includes the entire &#8220;Morning Music&#8221; startup sequence.</span> </p>
<p><script src="http://ext.nicovideo.jp/thumb_watch/sm5550458" type="text/javascript"></script><noscript><a href="http://www.nicovideo.jp/watch/sm5550458">【ニコニコ動画】ACグラディウス1000万点プレイ（ノーカット）</a></noscript></strong></p>
<p><strong><span style="font-weight: normal;">In the mid-80s, achieving a score of 10,000,000 points in </span><em>Gradius</em><span style="font-weight: normal;"> 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.</span></p>
<p><span style="font-weight: normal;">When </span><em>Gradius</em><span style="font-weight: normal;"> 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 </span><em>Gradius</em><span style="font-weight: normal;"> is strictly deterministic, however, arcade maniacs eventually figured out patterns for how to &#8220;recover&#8221; from every checkpoint in every level of the game &#8212; pull them off correctly, and you&#8217;re guaranteed to survive long enough to get your power-ups back every time. These patterns were originally disseminiated in assorted self-published <em>doujinshi</em>, then reprinted in monthly mag <strong><em>Gamest</em><span style="font-weight: normal;"> when it debuted in 1986.</span></strong> They made achieving 10 million points less of a god-like challenge and more of an </span><em>Asteroids</em><span style="font-weight: normal;"> or </span><em>Defender</em><span style="font-weight: normal;">-like test of concentration and perseverence.</span></p>
<p><span style="font-weight: normal;">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&#8217;s got the patterns ridiculously well down for every stage. It&#8217;s an oddly mesmerizing movie to watch.</span></p>
<p></strong></p>
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		<title>Out Run (Sega, September 1986)</title>
		<link>http://magweasel.com/2010/03/30/out-run-sega-september-1986/</link>
		<comments>http://magweasel.com/2010/03/30/out-run-sega-september-1986/#comments</comments>
		<pubDate>Wed, 31 Mar 2010 03:29:46 +0000</pubDate>
		<dc:creator>keving</dc:creator>
				<category><![CDATA[Arcade]]></category>
		<category><![CDATA[This Old Game]]></category>

		<guid isPermaLink="false">http://magweasel.com/?p=1404</guid>
		<description><![CDATA[What red-blooded &#8217;80s boy, no matter which side of the ocean he lived near, didn&#8217;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&#8217;t [...]]]></description>
			<content:encoded><![CDATA[<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="480" height="385" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/tLIKLzAkuq8&amp;hl=ja_JP&amp;fs=1&amp;color1=0x402061&amp;color2=0x9461ca" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="480" height="385" src="http://www.youtube.com/v/tLIKLzAkuq8&amp;hl=ja_JP&amp;fs=1&amp;color1=0x402061&amp;color2=0x9461ca" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p>What red-blooded &#8217;80s boy, no matter which side of the ocean he lived near, didn&#8217;t have a poster of the <a href="http://en.wikipedia.org/wiki/Ferrari_Testarossa">Ferrari Testarossa</a> 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&#8217;t was a dweeb, a dork, a Sega Master System owner, and no doubt they&#8217;re the ones busing your table at the Steakountry Buffet this evening. Make sure to give them a decent tip, because c&#8217;mon, man, they had a hard life, they&#8217;re driving beige Camrys, they don&#8217;t know no better.</p>
<p>Since few of us have actually sat inside a Testarossa, it&#8217;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 &#8212; tarmac, sand, grass, the Pacific Ocean. Yes, the Ferrari Testarossa is fully submersible. Italy, you know, it&#8217;s a very high-water-table country. Flash floods kind of creep up on you. It&#8217;s a safety feature.</p>
<p>Yu Suzuki, being a man of refined automobile tastes, naturally knew that. That&#8217;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 <a href="http://en.wikipedia.org/wiki/Out_Run"><em><strong>Out Run</strong></em></a> for up to seven seconds without any speed penalty while the game tries to figure out where you&#8217;re going. It&#8217;s a feature (I wouldn&#8217;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 <em>Gamest</em> and other mags brought it up in their strategy guides in 1987.</p>
<p>Unfortunately, the timing behind this move can be pretty tricky, and most gamers flailed away at the arcade cabinet&#8217;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 <em>gia-gacha</em> (gear-rattling) play. MAME, and automatic rapid-fire, make it a lot easier these days.</p>
<p>The same trick can also be pulled off in <a href="http://en.wikipedia.org/wiki/Turbo_Out_Run"><em><strong>Turbo Out Run</strong></em></a>, but in no other <em><strong>Out Run</strong></em> game after that &#8212; an homage to the original Testarossa model getting phased out of production in 1991, no doubt. Right? <em>Right?</em></p>
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		<title>Rad Mobile (Sega, February 1991)</title>
		<link>http://magweasel.com/2010/03/09/rad-mobile-sega-february-1991/</link>
		<comments>http://magweasel.com/2010/03/09/rad-mobile-sega-february-1991/#comments</comments>
		<pubDate>Wed, 10 Mar 2010 03:56:24 +0000</pubDate>
		<dc:creator>keving</dc:creator>
				<category><![CDATA[Arcade]]></category>
		<category><![CDATA[This Old Game]]></category>

		<guid isPermaLink="false">http://magweasel.com/?p=1318</guid>
		<description><![CDATA[【ニコニコ動画】ラッドモビール（RAD MOBILE） プレイ動画（高画質版） 全コースクリア I&#8217;ve got fond memories of this. It wouldn&#8217;t be exaggerating to say that it&#8217;s my favorite &#8220;sprite-scaling&#8221; arcade racer of all time; certainly it&#8217;s the pinnacle of the sub-genre, which got its start with Out Run back in 1986. It&#8217;s packed with awesome little details, from the hilarious voice work to [...]]]></description>
			<content:encoded><![CDATA[<p><script type="text/javascript" src="http://ext.nicovideo.jp/thumb_watch/sm7258814"></script><noscript><a href="http://www.nicovideo.jp/watch/sm7258814">【ニコニコ動画】ラッドモビール（RAD MOBILE） プレイ動画（高画質版） 全コースクリア</a></noscript></p>
<p>I&#8217;ve got fond memories of this. It wouldn&#8217;t be exaggerating to say that it&#8217;s my favorite &#8220;sprite-scaling&#8221; arcade racer of all time; certainly it&#8217;s the pinnacle of the sub-genre, which got its start with <em><strong>Out Run</strong></em> back in 1986. It&#8217;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 &#8212; and no, you can&#8217;t control the car while he&#8217;s doing this.</p>
<p>The first game on Sega&#8217;s System 32 platform (and therefore the first 32-bit arcade game ever), <em><strong>Rad Mobile</strong></em> is neat partly because of its sheer length. A successful trip through <em><strong>Out Run</strong></em> takes about six to eight minutes; crossing the USA in <em><strong>Rad Mobile</strong></em> takes up to eighteen. It&#8217;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 &#8212; a very realistic simulation of East Coast traffic, even today.</p>
<p>Sega released a port called <em><strong>Gale Racer</strong></em> for the Saturn in Japan, but it&#8217;s not very good &#8212; I mean, the cars are <em>3D models,</em> for Chrissakes.</p>
<p>Also worth noting: This game actually beat out <em><strong>Sonic the Hedgehog</strong></em>, the Genesis game, to market by about five months, making this (believe it or not) the character&#8217;s video-game debut. Wikipedia has no citation for this, but my copy of <em>Famitsu DC&#8217;s Sega Arcade History</em> &#8212; itself a collector&#8217;s item these days, going for 5000 yen or so in the aftermarket shops &#8212; confirms the dates.</p>
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		<title>More Marble Madness madness</title>
		<link>http://magweasel.com/2010/03/03/more-marble-madness-madness/</link>
		<comments>http://magweasel.com/2010/03/03/more-marble-madness-madness/#comments</comments>
		<pubDate>Thu, 04 Mar 2010 03:58:26 +0000</pubDate>
		<dc:creator>keving</dc:creator>
				<category><![CDATA[Arcade]]></category>
		<category><![CDATA[This Old Game]]></category>

		<guid isPermaLink="false">http://magweasel.com/?p=1314</guid>
		<description><![CDATA[【ニコニコ動画】マーブルマッドネス(手元動画付)212100点 As if to answer yesterday&#8217;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. &#8220;Recorded 12/30/2008 at Shinjuku MIKADO. &#8216;Marble Madness is a sport,&#8217; [...]]]></description>
			<content:encoded><![CDATA[<p><script src="http://ext.nicovideo.jp/thumb_watch/sm5824159" type="text/javascript"></script><noscript><a href="http://www.nicovideo.jp/watch/sm5824159">【ニコニコ動画】マーブルマッドネス(手元動画付)212100点</a></noscript></p>
<p>As if to answer <a href="http://magweasel.com/2010/03/02/marble-madness-ea-1986/">yesterday&#8217;s prayers</a>, I managed to track down a video of someone (Japanese, of <em>course</em>) finishing <em><strong>Marble Madness</strong></em>, the arcade original, at very high speed while recording his hands working the trackball. The three minutes and change it comprises are jaw-dropping.</p>
<blockquote><p>&#8220;Recorded 12/30/2008 at Shinjuku MIKADO. &#8216;<em><strong>Marble Madness</strong></em> is a sport,&#8217; 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&#8217;s a relatively decent run. If I can get a flawless run on video, I&#8217;d like to update this.&#8221;</p></blockquote>
<p>I knew about the Silly Maze shortcut, but not the one right at the very end. Sheesh!</p>
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		<title>The Tower of Druaga (Namco, June 1984)</title>
		<link>http://magweasel.com/2010/01/17/the-tower-of-druaga-namco-june-1984/</link>
		<comments>http://magweasel.com/2010/01/17/the-tower-of-druaga-namco-june-1984/#comments</comments>
		<pubDate>Sun, 17 Jan 2010 07:38:39 +0000</pubDate>
		<dc:creator>keving</dc:creator>
				<category><![CDATA[Arcade]]></category>
		<category><![CDATA[This Old Game]]></category>

		<guid isPermaLink="false">http://magweasel.com/?p=1182</guid>
		<description><![CDATA[&#160;&#160;IN ANOTHER TIME &#160;&#160;&#160;IN ANOTHER WORLD... THE BLUE CRYSTAL ROD &#160;&#160;KEPT THE KINGDOM IN PEACE BUT THE EVIL DEMON DRUAGA &#160;&#160;HID THE ROD &#160;&#160;&#160;AND THE MAIDEN KI &#160;&#160;&#160;&#160;&#160;IN A TOWER THE PRINCE GILGAMESH &#160;WEARED GOLD ARMOR &#160;&#160;AND ATTACKED MONSTERS &#160;&#160;&#160;TO HELP KI IN &#160;&#160;&#160;&#160;THE TOWER OF DRUAGA The Tower of Druaga is quite possibly my [...]]]></description>
			<content:encoded><![CDATA[<p><code>&nbsp;&nbsp;IN ANOTHER TIME<br />
&nbsp;&nbsp;&nbsp;IN ANOTHER WORLD...</code></p>
<p><code>THE BLUE CRYSTAL ROD<br />
&nbsp;&nbsp;KEPT THE KINGDOM IN PEACE</code></p>
<p><code>BUT THE EVIL DEMON DRUAGA<br />
&nbsp;&nbsp;HID THE ROD<br />
&nbsp;&nbsp;&nbsp;AND THE MAIDEN KI<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;IN A TOWER</code></p>
<p><code>THE PRINCE GILGAMESH<br />
&nbsp;WEARED GOLD ARMOR<br />
&nbsp;&nbsp;AND ATTACKED MONSTERS<br />
&nbsp;&nbsp;&nbsp;TO HELP KI IN<br />
&nbsp;&nbsp;&nbsp;&nbsp;THE TOWER OF DRUAGA</code></p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="580" height="446" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="src" value="http://www.youtube.com/cp/vjVQa1PpcFP64rvGaARIyOeKFQ4IWq7mrDcK8Ez4E-A=" /><embed type="application/x-shockwave-flash" width="580" height="446" src="http://www.youtube.com/cp/vjVQa1PpcFP64rvGaARIyOeKFQ4IWq7mrDcK8Ez4E-A="></embed></object></p>
<p><a href="http://en.wikipedia.org/wiki/The_Tower_of_Druaga"><em><strong>The Tower of Druaga</strong></em></a> is quite possibly my favorite Namco game of all time. It introduced the concept of role-playing games to a wide Japanese audience before <b><i>Dragon Quest</i></b> existed; it has neat characters and audiovisuals; it&#8217;s oddly addictive; it&#8217;s a direct challenge to hardcore players from hardcore game developers.</p>
<p>Masanobu Endo, designer of <b><i>Druaga</i></b>, 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 <b><i>Super Pac-Man</i></b>. From here I&#8217;ll let Endo explain the rest, from when he answered questions publicly on 2ch in 2001:</p>
<p><i><font color=green>&#8220;In order to get this game released to the public, I wanted to follow these core concepts:</p>
<p>- Keep costs low by making it a ROM swap for <b><i>Mappy</i></b> boards that weren&#8217;t earning any longer<br />
- Make it seem like a straightforward maze game on the surface<br />
- Include RPG and adventure elements<br />
- Give the game an ending to keep players from going for hours on one credit</p>
<p>Basically the company wanted to get some more earnings out of old <b><i>Mappy</i></b> boards, so they&#8217;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 &#8212; we worked at a breakneck pace and got the game done in about half a year, which made the accounting people pretty happy.</p>
<p>So, really, the difficulty of the game didn&#8217;t affect the project getting greenlit one bit &#8212; I mean, this was a C-grade ROM swap, after all. It wasn&#8217;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.&#8221;</i></font></p>
<p>Yes, <b><i>Druaga</i></b> is ridiculously difficult. No, there&#8217;s no way you could ever figure out how to get all the treasures singlehandedly. But <b><i>Druaga</i></b> 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 <b><i>Street Fighter</i></b> eventually did &#8212; one that wrote strategy guides and dojinshi in droves. In a way, <b><i>Druaga</i></b> solidified the concept of a &#8220;game fandom&#8221; in Japan more than any other individual game.</p>
<p>It&#8217;s a game I like enough that I beat it on Virtual Console Arcade back when it came out &#8212; and I figured I&#8217;d take a Japanese walkthrough of the game and annotate it for your entertainment. The video&#8217;s in 4 parts and each part should play automatically after the previous one ends. Hope you enjoy watchin&#8217; it.</p>
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		<title>The New Zealand Story (Taito, September 1988)</title>
		<link>http://magweasel.com/2009/11/13/the-new-zealand-story-taito-september-1988/</link>
		<comments>http://magweasel.com/2009/11/13/the-new-zealand-story-taito-september-1988/#comments</comments>
		<pubDate>Fri, 13 Nov 2009 06:32:16 +0000</pubDate>
		<dc:creator>keving</dc:creator>
				<category><![CDATA[Arcade]]></category>
		<category><![CDATA[This Old Game]]></category>

		<guid isPermaLink="false">http://magweasel.com/?p=1090</guid>
		<description><![CDATA[【ニコニコ動画】ニュージーランドストーリー （タイトー・1988.09） 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&#8217;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 [...]]]></description>
			<content:encoded><![CDATA[<p><script type="text/javascript" src="http://ext.nicovideo.jp/thumb_watch/sm2268674"></script><noscript><a href="http://www.nicovideo.jp/watch/sm2268674">【ニコニコ動画】ニュージーランドストーリー （タイトー・1988.09）</a></noscript></p>
<p>One of my favorite Taito arcade games, and also one that had a lot of <em>okay</em> home ports (I memorized all the warps in the NES&#8217;s <strong><em>Kiwi Kraze</em></strong> 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 &#8216;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.</p>
<p>This is one of those games that punishes you because it <em>loves</em> you. The controls when riding balloons are ridiculously difficult. Learn the warps, and things get easier &#8212; as you&#8217;ll see, you don&#8217;t need to actually complete a level until 3-1.</p>
<p>A lot of people don&#8217;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 &#8220;heaven,&#8221; it&#8217;s a pretty dangerous place. If you can reach the goddess at the end of the Heaven stage, you&#8217;ll get a special sort of Game Over; if you can find the secret exit out, you&#8217;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.)</p>
<p>The slightly unforgettable music, so lovingly remixed by Tim Follin for <em><strong>Kiwi Kraze</strong></em>, was composed by Yasuko Yamada, her first work in games. She hasn&#8217;t done much for the game business lately; her most well-known credits are probably <em><strong>Bust-a-Move</strong></em> 1 and 2. (Randomly, she also seems to be responsible for the soundtrack from the first <em><strong>Flintstones </strong></em>NES game.)</p>
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