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	<title>Magweasel &#187; NES/FC</title>
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		<title>More on Tokuma&#8217;s Mario Guide</title>
		<link>http://magweasel.com/2011/05/04/more-on-tokumas-mario-guide/</link>
		<comments>http://magweasel.com/2011/05/04/more-on-tokumas-mario-guide/#comments</comments>
		<pubDate>Wed, 04 May 2011 20:45:09 +0000</pubDate>
		<dc:creator>keving</dc:creator>
				<category><![CDATA[Magweaseling]]></category>
		<category><![CDATA[NES/FC]]></category>

		<guid isPermaLink="false">http://magweasel.com/?p=2021</guid>
		<description><![CDATA[Back on Monday I talked a bit about Tokuma Shoten&#8217;s Super Mario Bros. strategy guide, the one that sold 630,000 copies in 1985 (1.3 million overall, in the end) and became the bestselling book in Japan for two years straight. What I failed to mention &#8212; because I completely forgot &#8212; is that you can [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><img class="aligncenter" src="http://magweasel.com/wp-content/uploads/2011/05/Capture-345x500.jpg" alt="" width="345" height="500" /></p>
<p>Back on Monday I talked a bit about Tokuma Shoten&#8217;s <a href="http://magweasel.com/2011/05/02/mario-mania-i-1985-6/"><strong><em>Super Mario Bros.</em></strong> strategy guide</a>, the one that sold 630,000 copies in 1985 (1.3 million overall, in the end) and became the bestselling book in Japan for two years straight. What I failed to mention &#8212; because I completely forgot &#8212; is that you can read the guide today even if you don&#8217;t know Japanese, because Nintendo of America translated it verbatim into English and sold it via the <em><a href="http://en.wikipedia.org/wiki/Nintendo_Fun_Club">Fun Club News</a></em> and early issues of <em>Nintendo Power </em>under the name <em>How to win at Super Mario Bros.</em> (This book was never sold outside of mail order and is now extremely uncommon, but .cbz scans are available on the net thanks to Retromags.)</p>
<p>The book was entirely written and designed in house by the editors of Tokuma&#8217;s <em>Family Computer Magazine</em> in Japan. The first half of the book was largely recycled from coverage originally printed in the November 1985 issue of the mag, while the writing and screenshot-snapping for World 5-1 through 8-4 was handled by Naoto Yamamoto, who was a part-time writer that mostly worked for <em>Technopolis</em>, Tokuma&#8217;s computer hobby mag, at the time.</p>
<p>Here&#8217;s a word or two on the &#8217;80s Japan game-mag scene from Yamamoto, courtesy of his <a href="http://d.hatena.ne.jp/sarnin+famimaga/">weblog</a>:</p>
<p><em>&#8220;We had planned to launch the guide in Japan with a run of 130,000 copies, but we already had plans for subsequent printings before the book was even released. Tokuma Shoten at the time held itself up to a very refined and literary image as a publisher, so it often divided up publication into several divided releases so it could produce a large number of printings and claim that as a status symbol for the book. </em></p>
<p><em>Famimaga continued on with strategy guides for <strong>Pac-Land</strong>, <strong>Mach Rider</strong>, <strong>Twinbee</strong> and <strong>Spelunker</strong>, but there was no such thing as a specialist strategy guide writer at this point. They would get written by production outfits that dealt in children&#8217;s magazines, or by part-timers hired by those outfits if they had no previous game experience. I moved on to <strong>Pac-Land</strong> right from <strong>Super Mario</strong>, and I remember that the sample ROM Namco gave me to work with had a completely faceless Pac-Man in the game. They told me it was in order to keep the ROM from leaking out somewhere in the middleman process, but of course I couldn&#8217;t take any screenshots off of that thing. I wound up having my bosses go through these tense negotiations with Namco in order to get me a usable ROM, and ultimately the schedule got so tight that I had to spent four straight nights staying in the office.&#8221;</em></p>
<p>If you think spending four straight days playing the FC version of <strong><em>Pac-Land</em></strong> sounds like fun, think again.</p>
<p><em>&#8220;I wound up passing out in the office, I guess because of all the fatigue that had accumulated since that summer, and I was taken to the hospital by ambulance. The hospital was really close by, to the point that the rest of the editorial staff arrived before I did, which became a funny story at parties afterward. I received some gifts and new clothes and such, and ultimately I rested up for about four days. Thus, the release date got delayed. Afterwards &#8212; and not that I was the reason for it or anything &#8212; but subsequent guides were written by outside production firms. They still had me running around for them with the <strong>Twinbee</strong> guide, though, since they had trouble finding anyone to play through the game&#8217;s &#8216;second quest&#8217; and they needed screenshots.&#8221;</em></p>
<p>How much money did Yamamoto earn for co-writing the most successful book in Japan for two years running?</p>
<p><em>&#8220;The<strong> Mario</strong> guide was done entirely in-house, so I received no royalties for it outside of my hourly salary. My writing fee, in other words, was zero. Outside of physical production, [Tokuma] spent zero yen making the guide and sold such a vast number of copies of it. I did receive royalties for the English version, though, which arrived in my bank account a long time later &#8212; a grand total of 5,555 yen [about $37 in 1987 dollars].&#8221;</em></p>
<p>&nbsp;</p>
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		<title>Mario Mania I (1985-6)</title>
		<link>http://magweasel.com/2011/05/02/mario-mania-i-1985-6/</link>
		<comments>http://magweasel.com/2011/05/02/mario-mania-i-1985-6/#comments</comments>
		<pubDate>Mon, 02 May 2011 20:49:52 +0000</pubDate>
		<dc:creator>keving</dc:creator>
				<category><![CDATA[Magweaseling]]></category>
		<category><![CDATA[NES/FC]]></category>

		<guid isPermaLink="false">http://magweasel.com/?p=2009</guid>
		<description><![CDATA[How popular did Nintendo&#8217;s Family Computer become after Super Mario Bros. was released on September 13, 1985? So popular that, as it turns out, a third-party Super Mario Bros. strategy guidebook was the top selling non-manga book in Japan for the entire year of 1985. And 1986. Super Mario Bros.: The Complete Strategy Guide (スーパーマリオブラザーズ完全攻略本) was produced by [...]]]></description>
			<content:encoded><![CDATA[<p><img class="aligncenter size-full wp-image-2010" title="famimagamario" src="http://magweasel.com/wp-content/uploads/2011/04/famimagamario.jpg" alt="" width="278" height="445" /></p>
<p>How popular did Nintendo&#8217;s Family Computer become after <strong><em>Super Mario Bros.</em></strong> was released on September 13, 1985? So popular that, as it turns out, a third-party <strong><em>Super Mario Bros.</em></strong> strategy guidebook was the top selling non-manga book in Japan for the entire year of 1985. <em>And</em> 1986.</p>
<p><em>Super Mario Bros.: The Complete Strategy Guide</em> (スーパーマリオブラザーズ完全攻略本) was produced by the editors of Tokuma Shoten&#8217;s <em>Family Computer Magazine</em>, the highest-circ game mag in Japan until <em>Famitsu</em> hit it big in the late 1980s. Simultaneous day-and-date guide releases alongside games didn&#8217;t really happen until later, so this book didn&#8217;t hit shops until October 31 &#8212; and still it managed to sell 630,000 copies before the end of the year. What&#8217;s more, the 10th best-selling book of 1985 in Japan was <em>another</em> SMB strategy guide &#8212; Futami Shobo&#8217;s <em>Super Mario Bros. Secret Tricks Collection</em> (スーパーマリオブラザーズ裏ワザ大全集), shown below.</p>
<p>(In what was perhaps a sign of the times, the book that Tokuma&#8217;s <em><strong>Mario</strong></em> guide beat out to be #1 in 1985 was the Japanese translation of <em><a href="http://en.wikipedia.org/wiki/Iacocca:_An_Autobiography">Iacocca: An Autobiography</a></em>.)</p>
<p><img class="aligncenter size-full wp-image-2011" title="futamimario" src="http://magweasel.com/wp-content/uploads/2011/04/68000001032751.jpg" alt="" width="226" height="350" /></p>
<p>Mario Mania didn&#8217;t truly take hold in Japan until 1986, though. In that year, Tokuma&#8217;s guide was again the top-selling book in the nation, with Futami&#8217;s getting bumped up to third place. What&#8217;s more, those two books were joined by <em>five</em> other guides in the top 25 &#8212; strategies for <strong><em>Twinbee</em></strong>, <strong><em>The Goonies</em></strong>, <strong><em>Spelunker</em></strong>, <strong><em>Ghosts &#8216;n Goblins</em></strong>, and <strong><em><a href="http://en.wikipedia.org/wiki/Portopia_Renzoku_Satsujin_Jiken">Portopia Renzoku Satsujin Jiken</a></em></strong>. In 1986, you could sell anything Famicom-related and rake in massive profits, basically &#8212; and then it happened all over again in America two years later. I knew I was born too late.</p>
<p>Sadly, the guidebook boom faltered in subsequent years as competition increased. From 1987 onward, the only strategy guides that made Japanese bestseller lists were Enix&#8217;s official guides for whatever <strong><em>Dragon Quest</em></strong> title they most recently released.</p>
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		<title>Spelunker (Irem, 12/6/85)</title>
		<link>http://magweasel.com/2011/04/27/spelunker-irem-12685/</link>
		<comments>http://magweasel.com/2011/04/27/spelunker-irem-12685/#comments</comments>
		<pubDate>Wed, 27 Apr 2011 20:20:41 +0000</pubDate>
		<dc:creator>keving</dc:creator>
				<category><![CDATA[NES/FC]]></category>
		<category><![CDATA[TAS]]></category>

		<guid isPermaLink="false">http://magweasel.com/?p=1999</guid>
		<description><![CDATA[【ニコニコ動画】[更新] TASさんがスペランカーを 04:46.66 でクリア Spelunker is infamous (in Japan, at least) for featuring the wimpiest hero in video games, a guy who cannot survive a fall of half his body length and who blithely falls right off of ropes and ladders unless you specifically order him to jump off instead. In the hands of the [...]]]></description>
			<content:encoded><![CDATA[<p><script type="text/javascript" src="http://ext.nicovideo.jp/thumb_watch/sm14261041"></script><noscript><a href="http://www.nicovideo.jp/watch/sm14261041">【ニコニコ動画】[更新] TASさんがスペランカーを 04:46.66 でクリア</a></noscript></p>
<p><strong><em><a href="http://en.wikipedia.org/wiki/Spelunker_(video_game)" target="_blank">Spelunker</a></em></strong> is infamous (in Japan, at least) for featuring the wimpiest hero in video games, a guy who cannot survive a fall of half his body length and who blithely falls right off of ropes and ladders unless you specifically order him to jump off instead. In the hands of the right TASser, however, the dude suddenly acquires Mario-like powers.</p>
<p>The main trick to this updated run lies in an obscure bug involving the &#8220;drug,&#8221; the hidden bottles of red liquid that are revealed when your explorer passes through certain points in each map. Drugs double your speed for a limited time, but it turns out that if you pick up a second drug <em>just before</em> your current one expires, the timer will go offline and you&#8217;ll keep the speed boost for the rest of the game.</p>
<p>There&#8217;s a side effect to this, however: You cannot board the left-right moving boat in the third section while in double-speed mode, effectively preventing you from going any further. The workaround involves exploiting another obscure bug: If you tap A repeatedly to climb a rope or ladder quickly, the game (for whatever reason) will not reset the Y coordinate it uses to determine whether you&#8217;ve fallen to your death or not. As a result, as long as you get the A-button timing right, you can jump off the rope and fall as far as you want as long as you don&#8217;t tumble below the starting point where you first &#8220;boarded&#8221; the rope.</p>
<p>This TAS uses that bug to essentially force the explorer into the boat. In the process, he also shatters everything I thought I knew about the Spelunker. Maybe he deserves to be treated seriously as a video game hero after all&#8230;</p>
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		<title>Atlantis no Nazo (Sunsoft, 4/17/86)</title>
		<link>http://magweasel.com/2011/04/26/atlantis-no-nazo/</link>
		<comments>http://magweasel.com/2011/04/26/atlantis-no-nazo/#comments</comments>
		<pubDate>Tue, 26 Apr 2011 20:24:40 +0000</pubDate>
		<dc:creator>keving</dc:creator>
				<category><![CDATA[NES/FC]]></category>
		<category><![CDATA[TAS]]></category>

		<guid isPermaLink="false">http://magweasel.com/?p=1900</guid>
		<description><![CDATA[【ニコニコ動画】[25周年] TASさんがアトランチスの謎をワープなしで 19:25.70 クリア A full TAS run of the mid-&#8217;80s Famicom platform game, one that has a remarkably detailed English Wikipedia page. It&#8217;s so detailed, in fact, that I&#8217;d like to meet the guy who decided that translating all the info on the Japanese wiki-page would make for a fun afternoon. I have the [...]]]></description>
			<content:encoded><![CDATA[<p><script type="text/javascript" src="http://ext.nicovideo.jp/thumb_watch/sm13938929"></script><noscript><a href="http://www.nicovideo.jp/watch/sm13938929">【ニコニコ動画】[25周年] TASさんがアトランチスの謎をワープなしで 19:25.70 クリア</a></noscript></p>
<p>A full TAS run of the mid-&#8217;80s Famicom platform game, one that has a <a href="http://en.wikipedia.org/wiki/Atlantis_no_Nazo">remarkably detailed</a> English Wikipedia page. It&#8217;s so detailed, in fact, that I&#8217;d like to meet the guy who decided that translating all the info on the Japanese wiki-page would make for a fun afternoon. I have the impression that he (let&#8217;s just assume he&#8217;s a gentleman) and I would have a lot in common.</p>
<p><em><strong>Atlantis no Nazo</strong></em>　is a famous game in Japan for a number of reasons &#8212; it&#8217;s incredibly hard; your hero controls very wonkily and his weapon is extremely difficult to control; there are warps that&#8217;re found only by deliberately committing suicide; a couple of stages flash constantly; there&#8217;s a &#8220;Black Hole!&#8221; stage that is an immediate Game Over if you are unfortunate enough to visit it; and so on. Activision contemplated releasing the game for the NES (under the title Super Pitfall II) seriously enough to create a <a href="http://dreamandfriends.com/2010/08/09/super-pitfall-ii/">full-on preview version</a> that even included a few upgrades, but the game was really just too old hat for the US audience by 1989.</p>
<p>A &#8220;full&#8221; or &#8220;warpless&#8221; run of <em><strong>Atlantis no Nazo</strong></em>, as defined by the creator of this TAS, follows two rules:</p>
<p>- Do not take any doors that are not in plain sight (except for the door between 99th Stage and 100th Stage)<br />
- Do not take any doors that bring your intrepid hero five or more stages ahead of where he previously was</p>
<p>Beating the game this way is pretty much impossible for a human being. I tried it back in the day (i.e. 1998), and I couldn&#8217;t no matter how much I tried. It&#8217;s not a title for weak sisters, or really for anyone besides hyperactive Japanese children, assuming it was still 1986. But nonetheless there&#8217;s a certain charm to this title, perhaps because of the hero&#8217;s proud, exaggerated marching gait.</p>
<p>Note that pausing and unpausing the game right after finishing the stage cuts down the length of the little inter-level display, hence the odd sound after going through a doog.</p>
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		<title>Wario&#8217;s Woods (Nintendo, 2/19/94)</title>
		<link>http://magweasel.com/2010/07/21/warios-woods-nintendo-21994/</link>
		<comments>http://magweasel.com/2010/07/21/warios-woods-nintendo-21994/#comments</comments>
		<pubDate>Thu, 22 Jul 2010 01:34:46 +0000</pubDate>
		<dc:creator>keving</dc:creator>
				<category><![CDATA[NES/FC]]></category>
		<category><![CDATA[This Old Game]]></category>

		<guid isPermaLink="false">http://magweasel.com/?p=1767</guid>
		<description><![CDATA[【ニコニコ動画】ワリオの森　256ラウンド（カンスト） The only NES game (at the time of release) to sport an ESRB rating, Wario&#8217;s Woods was always sort of doomed to a minor presence in the litany of Nintendo puzzle games put out over the years. I guess it can&#8217;t be helped, given that it&#8217;s sort of like Puyo Puyo except rather slow-paced [...]]]></description>
			<content:encoded><![CDATA[<p><script src="http://ext.nicovideo.jp/thumb_watch/sm4302712" type="text/javascript"></script><noscript><a href="http://www.nicovideo.jp/watch/sm4302712">【ニコニコ動画】ワリオの森　256ラウンド（カンスト）</a></noscript></p>
<p>The only NES game (at the time of release) to sport an ESRB rating, <strong><em>Wario&#8217;s Woods</em><span style="font-weight: normal;"> was always sort of doomed to a minor presence in the litany of Nintendo puzzle games put out over the years. I guess it can&#8217;t be helped, given that it&#8217;s sort of like </span><em>Puyo Puyo</em><span style="font-weight: normal;"> except rather slow-paced and about a hundred times more difficult.</span></strong></p>
<p><strong><span style="font-weight: normal;">Regardless, seeing it played well is still a sight, and so here&#8217;s a guy playing in Endless Mode and finding out what happens once you roll over the stage count at 256. The video starts at Round 240.</span></strong></p>
<p><strong><span style="font-weight: normal;">Only wimps take the coins.</span></strong></p>
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		<title>Famicom Grand Prix II: 3D Hot Rally (Nintendo/HAL Laboratory, 4/14/88)</title>
		<link>http://magweasel.com/2010/07/12/famicom-grand-prix-ii-3d-hot-rally-nintendohal-laboratory-41488/</link>
		<comments>http://magweasel.com/2010/07/12/famicom-grand-prix-ii-3d-hot-rally-nintendohal-laboratory-41488/#comments</comments>
		<pubDate>Mon, 12 Jul 2010 21:51:30 +0000</pubDate>
		<dc:creator>keving</dc:creator>
				<category><![CDATA[NES/FC]]></category>
		<category><![CDATA[TAS]]></category>

		<guid isPermaLink="false">http://magweasel.com/?p=1757</guid>
		<description><![CDATA[【ニコニコ動画】[TAS] 3Dホットラリー 9:37:56 Nintendo&#8217;s shot at copying Out Run&#8230;or perhaps Victory Run, more accurately speaking. Japan was going through something of a rally fad during the late &#8217;80s, mainly because on-board rally computers got cheap and kei cars became powerful enough to be useful for racing under rally conditions. Nintendo also did a reasonable job [...]]]></description>
			<content:encoded><![CDATA[<p><script src="http://ext.nicovideo.jp/thumb_watch/sm11350141" type="text/javascript"></script><noscript><a href="http://www.nicovideo.jp/watch/sm11350141">【ニコニコ動画】[TAS] 3Dホットラリー 9:37:56</a></noscript></p>
<p>Nintendo&#8217;s shot at copying <strong><em>Out Run</em><span style="font-weight: normal;">&#8230;or perhaps </span><em><a href="http://magweasel.com/2009/05/22/i-love-the-pc-engine-victory-run/">Victory Run</a></em><span style="font-weight: normal;">, more accurately speaking. Japan was going through something of a rally fad during the late &#8217;80s, mainly because on-board rally computers got cheap and <a href="http://en.wikipedia.org/wiki/Kei_car">kei cars</a> became powerful enough to be useful for racing under rally conditions. Nintendo also did a reasonable job simulating hills and winding roads with the engine behind this game, better than Yuji Naka managed with the Master System port of </span><em>Out Run</em><span style="font-weight: normal;">, although it&#8217;s still a little jerky.</span></strong></p>
<p><strong><span style="font-weight: normal;">This game isn&#8217;t exactly a simulator &#8212; you can choose from one of three cars at the start, and picking up enough ! marks on the road lets you unleash the &#8220;Hot Dash&#8221; turbo mode. Hot Dash keeps your car from slowing down in snow or desert stages, which is important because the sports car (the fastest in the game) performs pretty poorly in these conditions.</span></strong></p>
<p><strong><em>3D Hot Rally</em><span style="font-weight: normal;"> also marks the game debut of <a href="http://en.wikipedia.org/wiki/Soyo_Oka">Soyo Oka</a>, a female musician (there were a surprisingly large of these in the Japan industry from the very beginning) who worked at Nintendo from 1987 to 1994. Her contributions to </span><em>Pilotwings</em><span style="font-weight: normal;">, </span><em>Super Mario Kart</em><span style="font-weight: normal;"> and so on are probably better known, but the little ditty that plays during the races here is remarkably catchy as well.</span></strong></p>
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		<title>Downtown Nekketsu Monogatari (Technos Japan, 4/25/89)</title>
		<link>http://magweasel.com/2010/07/01/downtown-nekketsu-monogatari-technos-japan-42589/</link>
		<comments>http://magweasel.com/2010/07/01/downtown-nekketsu-monogatari-technos-japan-42589/#comments</comments>
		<pubDate>Fri, 02 Jul 2010 04:05:02 +0000</pubDate>
		<dc:creator>keving</dc:creator>
				<category><![CDATA[NES/FC]]></category>
		<category><![CDATA[TAS]]></category>
		<category><![CDATA[This Old Game]]></category>

		<guid isPermaLink="false">http://magweasel.com/?p=1743</guid>
		<description><![CDATA[【ニコニコ動画】【TAS】ダウンタウン熱血物語 なんいど ふつう 05:53.32 There&#8217;s been a lot of activity in TASsing the Japanese version of River City Ransom lately. The current top TAS for the US port beats the game in six minutes, 53 seconds, but for Downtown Nekketsu Monogatari, that time&#8217;s gone down to 5:53:32, just over a minute quicker. A few of [...]]]></description>
			<content:encoded><![CDATA[<p><script src="http://ext.nicovideo.jp/thumb_watch/sm11244572" type="text/javascript"></script><noscript><a href="http://www.nicovideo.jp/watch/sm11244572">【ニコニコ動画】【TAS】ダウンタウン熱血物語 なんいど ふつう 05:53.32</a></noscript></p>
<p>There&#8217;s been a lot of activity in TASsing the Japanese version of <strong><em><a href="http://en.wikipedia.org/wiki/River_City_Ransom">River City Ransom</a></em><span style="font-weight: normal;"> lately. The current top TAS for the US port beats the game in six minutes, 53 seconds, but for </span><em>Downtown Nekketsu Monogatari</em><span style="font-weight: normal;">, that time&#8217;s gone down to 5:53:32, just over a minute quicker.</span></strong></p>
<p><strong><span style="font-weight: normal;">A few of the tricks you&#8217;ll see in the video above:</span></strong></p>
<p><strong><span style="font-weight: normal;">- Riki (aka RYAN) is picked instead of Kunio (aka ALEX) because that makes the conversation with the girl on the bridge go quicker, to the tune of about 8 seconds. </span></strong></p>
<p><strong><span style="font-weight: normal;">- Previous TAS runs involved Riki earning enough cash to buy Stone Hands, which lets him rapid-fire punches &#8212; a good, relatively cheap way to power up your character. This time, though, Riki instead purchases the Isis Scroll from the hidden shop in the tunnel. This bargain-basement ($20) item upgrades how much damage you cause when you throw objects at people.</span></strong></p>
<p><strong><span style="font-weight: normal;">- Pressing left and right at the same time causes your character to do crazy things in this game, usually resulting in him falling off the screen and dying. This TAS uses that to kill off Riki after buying the Isis Scroll; this puts him back at the last mall visited, which is faster than actually running back there.</span></strong></p>
<p><strong><span style="font-weight: normal;">- It turns out that your throwing stat is used to determine damage not only when you throw a weapon or item, but when you <em>kick</em> it as well. To be more exact, when you <em>kick</em> an item and it strikes an enemy, it causes the same amount of damage as the last time you <em>threw</em> an item and struck an enemy. Therefore, you can do a jumping-dash-throw weapon at an enemy for max damage, and then spend the rest of the game kicking garbage cans at guys and one-hit killing everyone except for bosses&#8230;which, wahey, is exactly what happens here! </span></strong></p>
<p><strong><span style="font-weight: normal;">I hereby rename this game </span><em>The Adventures of Ricky Rude and His Magical Garbage Can</em><span style="font-weight: normal;">.</span></strong></p>
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		<title>Fujiya Thinking Games v1.0</title>
		<link>http://magweasel.com/2010/06/28/fujiya-thinking-games-v1-0/</link>
		<comments>http://magweasel.com/2010/06/28/fujiya-thinking-games-v1-0/#comments</comments>
		<pubDate>Mon, 28 Jun 2010 23:53:30 +0000</pubDate>
		<dc:creator>keving</dc:creator>
				<category><![CDATA[NES/FC]]></category>
		<category><![CDATA[This Old Game]]></category>

		<guid isPermaLink="false">http://magweasel.com/?p=1734</guid>
		<description><![CDATA[I thought that The Gentle Physics and Science of Hazardous Materials is about as obscure as off-market Famicom releases got, but I was wrong! Not much of anything is known about Fujiya and the (apparent) series of unlicensed Famicom games they released in 1987. The cartridge here is Fujiya Famikase Series 3: Shikou Game Shu [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://magweasel.com/wp-content/uploads/2010/06/14_fc_fuji.jpg"><img class="aligncenter size-full wp-image-1735" title="14_fc_fuji" src="http://magweasel.com/wp-content/uploads/2010/06/14_fc_fuji.jpg" alt="" width="320" height="240" /></a></p>
<p>I thought that <strong><em><a href="http://kotaku.com/5100263/this-konami-famicom-game-is-crazy-expensive-rare">The Gentle Physics and Science of Hazardous Materials</a></em><span style="font-weight: normal;"> is about as obscure as off-market Famicom releases got, but I was wrong!</span></strong></p>
<p>Not much of anything is known about Fujiya and the (apparent) series of unlicensed Famicom games they released in 1987. The cartridge here is <strong><em>Fujiya Famikase Series 3: Shikou Game Shu</em><span style="font-weight: normal;"> (Fujiya Famicom Cassette Series 3: Thought Games Collection), and despite being number 3 of a series, the other two have yet to be heard from.</span></strong></p>
<p><strong><span style="font-weight: normal;"><a href="http://magweasel.com/wp-content/uploads/2010/06/14_fc_fuji4.jpg"><img class="aligncenter size-full wp-image-1736" title="14_fc_fuji4" src="http://magweasel.com/wp-content/uploads/2010/06/14_fc_fuji4.jpg" alt="" width="320" height="240" /></a></span></strong></p>
<p><strong><em>Shikou Game Shu</em><span style="font-weight: normal;"> is a collection of four games, basically: checkers, concentration, poker, and Othello. The Othello game has an option where you can define whether the player with the most pieces on the board at the end wins or loses&#8230;and that&#8217;s about all that&#8217;s unique about the game itself. You can see more screenshots on <a href="http://www.geocities.jp/rinkaku89/pachigame/14_fc_fuji1.html">this page</a>.</span></strong></p>
<p><strong><span style="font-weight: normal;">Fujiya, consisting of two men named Maeda who listed their address and phone number on the title screen, also released a Famicom Disk System disk copier circa 1987. This copier program included a couple of card games as well.</span></strong></p>
<p><strong><span style="font-weight: normal;">I came across this release while doing some research into Hacker International, the company that was a thorn on Nintendo&#8217;s side for much of the late 1980s in Japan, after CRV linked to an interview with its president. I&#8217;ll tackle that interview in a later post, but for now &#8212; hey, guess what, collectors, I just found another game you need to complete your collection!</span></strong></p>
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		<title>Gimmick! (Sunsoft, 1/31/92)</title>
		<link>http://magweasel.com/2010/06/10/gimmick-sunsoft-13192/</link>
		<comments>http://magweasel.com/2010/06/10/gimmick-sunsoft-13192/#comments</comments>
		<pubDate>Thu, 10 Jun 2010 23:50:17 +0000</pubDate>
		<dc:creator>keving</dc:creator>
				<category><![CDATA[NES/FC]]></category>
		<category><![CDATA[TAS]]></category>
		<category><![CDATA[This Old Game]]></category>

		<guid isPermaLink="false">http://magweasel.com/?p=1682</guid>
		<description><![CDATA[Ah, Gimmick! Tomomi Sakai&#8217;s gift to platform lovers everywhere. I&#8217;ll never forgive the Famitsu reviewer who gave it 5/10. If you&#8217;re not familiar with the game, you may wish to view Frank Cifaldi&#8217;s annotated introduction first so you can appreciate all the things the new, improved TAS above is doing. Most notable to me was [...]]]></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/iisy6rSc240&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/iisy6rSc240&amp;hl=ja_JP&amp;fs=1&amp;color1=0x402061&amp;color2=0x9461ca" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p>Ah, <strong><em>Gimmick!</em><span style="font-weight: normal;"> Tomomi Sakai&#8217;s gift to platform lovers everywhere. I&#8217;ll never forgive the <em>Famitsu</em> reviewer who gave it 5/10. </span></strong></p>
<p><strong><span style="font-weight: normal;">If you&#8217;re not familiar with the game, you may wish to view Frank Cifaldi&#8217;s <a href="http://www.youtube.com/watch?v=zYcf2yUgblc">annotated introduction</a> first so you can appreciate all the things the new, improved TAS above is doing. Most notable to me was the shortcut in Stage 2 that mostly eliminates that long, boring trip to the pirate ship. Bravo!</span></strong></p>
<p><strong><span style="font-weight: normal;">(I&#8217;m sorry updates haven&#8217;t been more full-featured lately. Lot of personal work occupying my time.) </span></strong></p>
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		<title>Captain Tsubasa II (Tecmo, 7/20/1990)</title>
		<link>http://magweasel.com/2010/06/09/captain-tsubasa-ii-tecmo-7201990/</link>
		<comments>http://magweasel.com/2010/06/09/captain-tsubasa-ii-tecmo-7201990/#comments</comments>
		<pubDate>Thu, 10 Jun 2010 02:32:51 +0000</pubDate>
		<dc:creator>keving</dc:creator>
				<category><![CDATA[NES/FC]]></category>
		<category><![CDATA[This Old Game]]></category>

		<guid isPermaLink="false">http://magweasel.com/?p=1678</guid>
		<description><![CDATA[July 2, 2010. Port Elizabeth, South Africa. Japan&#8217;s national soccer team, led by astonishing ace striker Tsubasa Ohzora, has laid the rest of Group E to waste, upsetting contender Holland thanks to to their so-called &#8220;Mirage Shot,&#8221; &#8220;Slider Cannon&#8221; and &#8220;Cyclone&#8221; shooting techniques. They have now made their way to the quarterfinals, and bookmakers the [...]]]></description>
			<content:encoded><![CDATA[<p>July 2, 2010. Port Elizabeth, South Africa.</p>
<p>Japan&#8217;s national soccer team, led by astonishing ace striker <a href="http://en.wikipedia.org/wiki/Captain_Tsubasa">Tsubasa Ohzora</a>, has laid the rest of Group E to waste, upsetting contender Holland thanks to to their so-called &#8220;Mirage Shot,&#8221; &#8220;Slider Cannon&#8221; and &#8220;Cyclone&#8221; shooting techniques. They have now made their way to the quarterfinals, and bookmakers the world over quiver in their boots as they realize the 300-to-1 laughing stocks may actually have a chance to run away with the Cup.</p>
<p>Now it&#8217;s the quarterfinal round, and only one obstacle dares to stand before Ohzora and his team of spiky-haired phenoms &#8212; Brazil, winner of five World Cups and a team whose goaltender is known as the &#8220;Dark Illusion&#8221; for his dazzling defending.</p>
<p>The following video is <em>exactly</em> what it&#8217;s going to be like.</p>
<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/gyH_-5Ph0tI&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/gyH_-5Ph0tI&amp;hl=ja_JP&amp;fs=1&amp;color1=0x402061&amp;color2=0x9461ca" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p><strong><em>Captain Tsubasa II</em><span style="font-weight: normal;"> is an improvement over </span><em><a href="http://en.wikipedia.org/wiki/Tecmo_Cup_Soccer_Game">Tecmo Cup Soccer Game</a></em><span style="font-weight: normal;"> in so many ways that it inspired fits of jealousy in me, back in the day, that it never got an American release.</span></strong></p>
<p><strong><span style="font-weight: normal;">The little 20-second loops the game&#8217;s peppered with are incredibly catchy. I didn&#8217;t know until now that the &#8220;METAL YUUKI&#8221; who did the music for this sequel is the same Metal Yuki (aka Mikio Sato) who now produces the </span><em>Tokimeki Memorial</em><span style="font-weight: normal;"> series for Konami. Quite a career shift there.</span></strong></p>
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