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	<title>Magweasel</title>
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	<link>http://magweasel.com</link>
	<description>Magweasel.com</description>
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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>
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<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>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>Do you need 100 GameCubes?</title>
		<link>http://magweasel.com/2010/07/20/do-you-need-100-gamecubes/</link>
		<comments>http://magweasel.com/2010/07/20/do-you-need-100-gamecubes/#comments</comments>
		<pubDate>Wed, 21 Jul 2010 00:58:58 +0000</pubDate>
		<dc:creator>keving</dc:creator>
				<category><![CDATA[2ch'ing]]></category>

		<guid isPermaLink="false">http://magweasel.com/?p=1763</guid>
		<description><![CDATA[Or 40 Famicoms? Or 20 Nintendo 64&#8242;s? 100 N64 controllers, maybe? Or how about 100 Super Famicoms, with 400 controllers and a random selection of 2000 loose SFC carts to go with it? (Presumably there are a lot of Romancing SaGas and Super Mario Worlds in that pile.) All this and more is up on Yahoo! [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://magweasel.com/wp-content/uploads/2010/07/56fad723.jpg"></a></p>
<p><a href="http://magweasel.com/wp-content/uploads/2010/07/56fad723.jpg"><img class="aligncenter size-medium wp-image-1764" title="56fad723" src="http://magweasel.com/wp-content/uploads/2010/07/56fad723-500x375.jpg" alt="" width="500" height="375" /></a></p>
<p>Or <a href="http://page4.auctions.yahoo.co.jp/jp/auction/d107279677">40 Famicoms</a>? Or <a href="http://page8.auctions.yahoo.co.jp/jp/auction/h143611624">20 Nintendo 64&#8242;s</a>? <a href="http://page11.auctions.yahoo.co.jp/jp/auction/n81625361">100 N64 controllers</a>, maybe? Or how about <a href="http://page5.auctions.yahoo.co.jp/jp/auction/e102808025">100 Super Famicoms</a>, with <a href="http://page5.auctions.yahoo.co.jp/auction/e98071964">400 controllers</a> and a random selection of <a href="http://page9.auctions.yahoo.co.jp/jp/auction/k129805555">2000 loose SFC carts</a> to go with it? (Presumably there are a <em>lot</em> of Romancing SaGas and Super Mario Worlds in that pile.)</p>
<p>All this and more is up on Yahoo! Auctions over in Japan at the moment from a seller based in Osaka, presumably either the owner of a used-game shop that went out of business or the repo man who wound up inheriting all of his inventory.</p>
<p>There was a time when the seller&#8217;s collection of <a href="http://page5.auctions.yahoo.co.jp/jp/auction/e100585550">20 Famicom network adapters</a> was worth its weight in gold in the Japanese collectors&#8217; market, but a combination of warehouse finds and a general price depression in 8-bit games has lowered the price a great deal. It&#8217;s sort of like how the NES market is right now &#8212; a few titles are worth tons, but the majority is no more than a few hundred yen or so each.</p>
<p>Amusingly, he has only <a href="http://page6.auctions.yahoo.co.jp/jp/auction/f87780288">eight Mega Drives</a> available in his vast flog-off, and there&#8217;s no Saturn or Dreamcast stuff whatsoever. Nintendo stuff has a tendency to clog up used-game shop shelves, I suppose.</p>
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		<title>Oops</title>
		<link>http://magweasel.com/2010/07/14/oops/</link>
		<comments>http://magweasel.com/2010/07/14/oops/#comments</comments>
		<pubDate>Thu, 15 Jul 2010 01:15:37 +0000</pubDate>
		<dc:creator>keving</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://magweasel.com/?p=1760</guid>
		<description><![CDATA[You know what the Flicky means! I&#8217;m real busy with real work and need to break from here for a little bit. Be back shortly.]]></description>
			<content:encoded><![CDATA[<p><a href="http://magweasel.com/wp-content/uploads/2010/07/manual_l.jpg"><img class="aligncenter size-full wp-image-1761" title="manual_l" src="http://magweasel.com/wp-content/uploads/2010/07/manual_l.jpg" alt="" width="342" height="480" /></a></p>
<p>You know what the Flicky means! I&#8217;m real busy with real work and need to break from here for a little bit. Be back shortly.</p>
]]></content:encoded>
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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>[I ♥ The PC Engine] Gunhed</title>
		<link>http://magweasel.com/2010/07/08/i-love-the-pc-engine-gunhed/</link>
		<comments>http://magweasel.com/2010/07/08/i-love-the-pc-engine-gunhed/#comments</comments>
		<pubDate>Fri, 09 Jul 2010 01:00:45 +0000</pubDate>
		<dc:creator>keving</dc:creator>
				<category><![CDATA[I ♥ The PC Engine]]></category>

		<guid isPermaLink="false">http://magweasel.com/?p=1749</guid>
		<description><![CDATA[Gunhed (ガンヘッド) (Blazing Lazers) Maker: Hudson Release Date: 7/7/89 Price: 5800 yen Media: HuCard (3 Mbit) Genre: Shooting PC Engine FAN Score: 24.10 / 30.00 Gunhed, the 1989 Japanese live-action SF flick, is not very good. You can tell it&#8217;s trying very hard, but it can never quite shake the fact that it&#8217;s, well, a [...]]]></description>
			<content:encoded><![CDATA[<p><span style="font-size: x-large;"><a href="http://magweasel.com/wp-content/uploads/2010/07/1510.png"><img class="alignright size-full wp-image-1751" src="http://magweasel.com/wp-content/uploads/2010/07/1510.png" alt="" width="200" height="200" /></a>Gunhed<br />
(ガンヘッド)<br />
(<em>Blazing Lazers</em>)</span></p>
<p>Maker: Hudson<br />
Release Date: 7/7/89<br />
Price: 5800 yen<br />
Media: HuCard (3 Mbit)<br />
Genre: Shooting<br />
<a href="http://magweasel.com/2009/05/18/i-love-the-pc-engine-pc-engine-fan/">PC Engine FAN</a> Score: <span style="color: blue;">24.10 / 30.00</span></p>
<p><strong><em>Gunhed</em><span style="font-weight: normal;">, the 1989 Japanese live-action SF flick, is not very good. You can tell it&#8217;s trying very hard, but it can never quite shake the fact that it&#8217;s, well, a low-budget &#8217;80s SF flick, one that wouldn&#8217;t be out of a place in a late-season episode of </span><em>Mystery Science Theater 3000</em><span style="font-weight: normal;">. I like the film for those qualities, but many don&#8217;t. Heaven knows director Masato Harada didn&#8217;t like the English VHS release I saw back in the early &#8217;90s, one that was extensively edited to remove most of the very Japanese bits; that&#8217;s why that version is directed by <a href="http://en.wikipedia.org/wiki/Alan_Smithee">&#8220;Alan Smithee&#8221;</a> instead. (ADV, my former bosses, released a much better DVD in 2004.)</span></strong></p>
<p><strong><span style="font-weight: normal;">Hudson and Compile&#8217;s video-game version of </span><em>Gunhed</em><span style="font-weight: normal;"> has absolutely nothing to do with the film &#8212; you&#8217;re piloting a spaceship, for one, while the <em>Gunhed</em> shown in the movie is a robotic tank &#8212; and it&#8217;s far, far better off for it.</span></strong></p>
<table border="0">
<tbody>
<tr>
<td><a href="http://magweasel.com/wp-content/uploads/2010/07/Gunhed-J-008.png"><img class="alignright size-full wp-image-1752" src="http://magweasel.com/wp-content/uploads/2010/07/Gunhed-J-008.png" alt="" width="256" height="239" /></a></td>
<td><a href="http://magweasel.com/wp-content/uploads/2010/07/Gunhed-J-017.png"><img class="alignleft size-full wp-image-1753" title="Gunhed (J)-017" src="http://magweasel.com/wp-content/uploads/2010/07/Gunhed-J-017.png" alt="" width="256" height="239" /></a></td>
</tr>
</tbody>
</table>
<p>It&#8217;d be fair to say that <strong><em>Gunhed</em><span style="font-weight: normal;"> helped shift a lot of PC Engines in the summer of 1989, and not simply because it was the competition game for the <a href="http://magweasel.com/2010/07/06/caravan-summer-carnival/">Summer Caravan</a> that year. It&#8217;s also one of Compile&#8217;s best releases ever, packed with everything that makes a Compile shooter so good: a numerical power-up system, changes to upgrade weaponry at regular intervals, and really fast vertical scrolling. It&#8217;s also one of the <em>longest</em> shooters they&#8217;ve ever made, with a full run taking around an hour to complete assuming you don&#8217;t continue. (It&#8217;s no coincidence, I don&#8217;t think, that stages 5 and 8 &#8212; both very slow-scrolling levels &#8212; are also the most boring and frustrating to me.)</span></strong></p>
<p><strong><span style="font-weight: normal;"><a href="http://magweasel.com/wp-content/uploads/2010/07/0370.png"><img class="alignright size-full wp-image-1754" title="0370" src="http://magweasel.com/wp-content/uploads/2010/07/0370.png" alt="" width="200" height="200" /></a>You&#8217;ve got four main weapons to choose from: the standard <strong><em>Star Soldier</em><span style="font-weight: normal;"> five-way beam, a half-moon rapid-fire beam which later got lifted wholesale for </span><em><a href="http://en.wikipedia.org/wiki/Donpachi">Donpachi</a></em><span style="font-weight: normal;">, an undulating lightning shot that I remember thinking was totally &#8220;next generation&#8221; back in the time, and some useless orbs that fly around your ship. You&#8217;ve also got </span><em>Gradius</em><span style="font-weight: normal;">-style options called &#8220;multibodies&#8221; (or, as the in-game voice calls them, &#8220;Mmrnh Bnhh&#8221;), optional shields, and upgradeable homing missiles. These missiles are secretly the best weapon in the game, because they home in on enemy bosses even before the hit detection kicks in &#8212; they make things so much easier, and once they&#8217;re fully upgraded, it&#8217;s like you can beat the game blindfolded. Sort of. Not really.</span></strong></span></strong></p>
<p><strong><span style="font-weight: normal;"><strong><em>Gunhed</em><span style="font-weight: normal;"> is a product of the age, and as such, it&#8217;s kill-or-be-killed. None of this &#8220;only the center dot of your ship has hit detection&#8221; stuff &#8212; your entire spacecraft explodes if anything overlaps with it, and that&#8217;s that. On the other hand, you&#8217;re never asked to perform a lot of fancy bullet dodging in this game, not even in the later stages. It&#8217;s a careful balance Compile has pulled off here, and it results in an exhilarating shooting gallery, especially in the high-speed stages 3 and 4. (It&#8217;s no accident that the Caravan competition version started in stage 3, probably because of all the destructible blocks and things. Competition HuCards were given out to Caravan champions as prizes, and like the </span><span style="font-weight: normal;"><em>Nintendo World Championships cart</em></span><span style="font-weight: normal;">, they&#8217;re now pricey collector&#8217;s items.)</span></strong><br />
</span></strong></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/Ts3w9HNAPhw&amp;hl=ja_JP&amp;fs=1?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/Ts3w9HNAPhw&amp;hl=ja_JP&amp;fs=1?color1=0x402061&amp;color2=0x9461ca" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p>Really, this is one of those very few PC Engine games that&#8217;s so universally praised worldwide that I don&#8217;t have much to say which hasn&#8217;t already been written elsewhere. The graphics are great, the <a href="/mp3/gunhed.mp3">music&#8217;s</a> thumpy and catchy, and it&#8217;s just a perfect game to turn your brain off and blast away with. Man, the summer of &#8217;89 was an awesome time to be a PCE owner, wasn&#8217;t it?</p>
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		<title>Caravan / Summer Carnival</title>
		<link>http://magweasel.com/2010/07/06/caravan-summer-carnival/</link>
		<comments>http://magweasel.com/2010/07/06/caravan-summer-carnival/#comments</comments>
		<pubDate>Wed, 07 Jul 2010 02:17:16 +0000</pubDate>
		<dc:creator>keving</dc:creator>
				<category><![CDATA[I ♥ The PC Engine]]></category>

		<guid isPermaLink="false">http://magweasel.com/?p=1746</guid>
		<description><![CDATA[I wanted to write about Gunhed (aka Blazing Lazers) next, but since Gunhed was the official game of the 1989 Hudson Nationwide Caravan (ハドソン全国キャラバン), I probably better explain that first. The video above recaps the first 9 years of the event, winding up with some rare footage of the HDTV version of Bomberman Hudson worked [...]]]></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/gUAeKYyjk-k&amp;hl=ja_JP&amp;fs=1?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/gUAeKYyjk-k&amp;hl=ja_JP&amp;fs=1?color1=0x402061&amp;color2=0x9461ca" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p>I wanted to write about <strong><em>Gunhed</em><span style="font-weight: normal;"> (aka </span><em>Blazing Lazers</em><span style="font-weight: normal;">) next, but since </span><em>Gunhed</em><span style="font-weight: normal;"> was the official game of the 1989 Hudson Nationwide Caravan (ハドソン全国キャラバン), I probably better explain that first. The video above recaps the first 9 years of the event, winding up with some rare footage of the HDTV version of </span><em>Bomberman</em><span style="font-weight: normal;"> Hudson worked with NHK to unveil at the 1993 show.</span></strong></p>
<p><strong><span style="font-weight: normal;">For a generation of Japanese dorks my age, summertime essentially meant the Caravan &#8212; watching it, participating in it, buying the official game of the event so you could get as much practice in beforehand as possible. The first installment of Hudson&#8217;s all-Japan competition/tour was held in 1985; </span><em>Star Force</em><span style="font-weight: normal;"> was the official game of the event. That was followed by </span><em>Star Soldier</em><span style="font-weight: normal;"> and </span><em>Starship Hector</em><span style="font-weight: normal;"> in the next two years, but Hudson switched formats to the PC Engine from 1988 onward. The game they chose for the &#8217;88 Caravan: </span><em><a href="http://magweasel.com/2009/06/16/i-love-the-pc-engine-power-league/">Power League</a></em><span style="font-weight: normal;"> &#8212; apparently not a tremendously popular decision, so they went right back to shooters starting in &#8217;89.</span></strong></p>
<p>The format of the tournament was single-elimination, with the first few qualifying rounds played with a two-minute time limit and the quarterfinals onward played with a five-minute time limit. <strong><em>Gunhed</em><span style="font-weight: normal;">, while a great game in its own right, was a bit of an unpopular choice because you couldn&#8217;t play the game in the time-limit Caravan mode on the standard home version. That was fixed with </span><em>Super Star Soldier</em><span style="font-weight: normal;">, the Kaneko-developed 1990 game.</span></strong></p>
<p><strong><span style="font-weight: normal;">In 1991 Naxat decided to hold their own multi-location tournament, the Summer Carnival, to compete with Hudson&#8217;s Caravan. The &#8217;91 Caravan had </span><em>Final Soldier</em><span style="font-weight: normal;"> (a brill game) and the Carnival had Compile&#8217;s PCE </span><em>Spriggan</em><span style="font-weight: normal;"> (a similarly brill game). 1992 was a similarly bountiful summer, with Naxat&#8217;s ridiculous FC game </span><em>Recca</em><span style="font-weight: normal;"> (and the terrible PCE game </span><em>Alzadick</em><span style="font-weight: normal;">) and Hudson&#8217;s </span><em>Soldier Blade</em><span style="font-weight: normal;">.</span></strong></p>
<p><strong><span style="font-weight: normal;">The Summer Carnival ended in 1993 with Kaneko&#8217;s </span><em>NEXZR</em><span style="font-weight: normal;">, and after that point, shooters began to lose their spot as the #1 genre in the mind of console-game kids. Subsequent Caravans used whatever the latest </span><em>Bomberman</em><span style="font-weight: normal;"> game was for their competitions, except for three years&#8217; worth of trading-card game events and one very odd year where they used </span><em>Tengai Makyo ZERO</em><span style="font-weight: normal;"> for some reason. The Caravan breathed its last in 2000, by which time its position as a dominant game event in Japan was long gone;  another Caravan was held in 2006 to celebrate </span><em>Bomberman</em><span style="font-weight: normal;"> coming to the DS.</span></strong></p>
<p><strong><span style="font-weight: normal;">Considering how hot it gets in most of Japan during the summer, I can find no better way to pass the time than holding vast shoot-em-up high score competitions. It beats lying in front of the fan in your underwear all day.</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>Hacker International&#8217;s head speaks</title>
		<link>http://magweasel.com/2010/06/29/hacker-internationals-head-speaks/</link>
		<comments>http://magweasel.com/2010/06/29/hacker-internationals-head-speaks/#comments</comments>
		<pubDate>Tue, 29 Jun 2010 22:22:55 +0000</pubDate>
		<dc:creator>keving</dc:creator>
				<category><![CDATA[Reading Room]]></category>

		<guid isPermaLink="false">http://magweasel.com/?p=1738</guid>
		<description><![CDATA[As promised yesterday, more about Hacker International, the Japanese bad boy of 8-bit consoledom. I (like a lot of NES fans, I suppose) first heard about Hacker from David Sheff&#8217;s book Game Over, where he mentions that the company attempted to defy Nintendo&#8217;s third-party licensee system for the Famicom, was sued, and went out of [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://magweasel.com/wp-content/uploads/2010/06/h01.jpg"><img class="aligncenter size-medium wp-image-1739" title="h01" src="http://magweasel.com/wp-content/uploads/2010/06/h01-348x500.jpg" alt="" width="348" height="500" /></a></p>
<p>As promised yesterday, more about <a href="http://en.wikipedia.org/wiki/Hacker_International">Hacker International</a>, the Japanese bad boy of 8-bit consoledom.</p>
<p>I (like a lot of NES fans, I suppose) first heard about Hacker from David Sheff&#8217;s book <em><a href="http://en.wikipedia.org/wiki/Game_Over_(1993_book)">Game Over</a></em>, where he mentions that the company attempted to defy Nintendo&#8217;s third-party licensee system for the Famicom, was sued, and went out of business shortly thereafter. The only factual part of that synopsis is that Nintendo sued Hacker, but it wasn&#8217;t for anything related to publishing unlicensed FC porn games and it was settled out of court before a verdict was reached. What&#8217;s more, Hacker had a very long history &#8212; long enough to result in 16 Famicom games, 22 Famicom Disk System titles (more than most legitimate FDS licensees), 13 PC Engine games (seven on CD-ROM), 15 licensed PlayStation releases under the name Map Japan, and even a handful of Windows titles. That&#8217;s not bad for a company so associated with 8-bit pornography, as laid out in this <a href="http://www.geocities.jp/wing_angel_777/f_d_s.html">screenshot gallery</a> of their FDS stuff (<strong>link very not safe for work</strong>).</p>
<p>Hacker was founded and led by Satoru Hagiwara, an entrepreneur and former music producer who thought he&#8217;d cash in on the personal-computer boom when it hit Japan in the mid-1980s. Their first product was a monthly PC magazine titled <em>Hacker</em> (above), as he explained in a 2005 issue of <em><a href="http://www.gamesetwatch.com/2009/10/column_game_mag_weaseling_let.php">Game Labo</a></em>:</p>
<p><font color=blue><em>&#8220;PCs were hitting it big at the time and tons of PC magazines were getting launched all over the place, so I asked a friend of mine who ran a publishing business if he was interested in putting one out. I figured that once we started releasing a magazine, the writers and know-how would come naturally. That&#8217;s how &#8216;Hacker&#8217; got started &#8212; it&#8217;s a bit of an embarrassing name, but since we were launching after the pack, I went with something that had impact.&#8221;</em></font></p>
<p>So Hacker International wasn&#8217;t meant to be an &#8220;underground&#8221; outfit in the beginning?</p>
<p><font color=blue><em>&#8220;Not at all. But people who were into that sort of thing were attracted to the name, and they came to us. A lot of our writers were into games, and they came up with a lot of ideas for offbeat and fun products. I created Hacker International to help put those ideas out on sale. At around that time, I had a lot of negative emotions toward the collusion and under-the-table agreements [console game] publishers had with each other. Even so, none of the products we made broke any laws. The music industry ran under a set of well-defined laws, so perhaps that experience affected me a little too, but either way, I didn&#8217;t think to myself that we wanted to break the law with our products.&#8221;</em></font></p>
<p><span id="more-1738"></span>Following the magazine, Hacker launched a product called the Hacker Junior, an upgrade to FC consoles that added composite-video output and new controllers with turbo functionality. You could buy the upgrade parts yourself, or send an FC to Hacker&#8217;s offices and they&#8217;d perform the upgrade for you. Nintendo sued to get the product off the market, claiming copyright infringement.</p>
<p><font color=blue><em>&#8220;That was an incredibly gray-market product. I&#8217;m not allowed to discuss the terms of it, but we did enter a full settlement with Nintendo. The lawsuit took place long after we stopped producing the Hacker Junior anyway &#8212; it took a lot of work to produce for not very much profit.&#8221;</em></font></p>
<p>Hagiwara was obviously having fun tweaking Nintendo on their home turf, though so his company followed up soon after with the <strong><em>Disk Hacker</em><span style="font-weight: normal;">, a Disk System utility disk that let you break the protection on FDS disks and copy as many games as you wanted, all without any special hardware. The </span><em>Disk Hacker</em><span style="font-weight: normal;"> went through several versions.</span></strong></p>
<p><font color=blue><strong><span style="font-weight: normal;"><em>&#8220;While we were doing the Hacker Junior, we&#8217;d have technically-gifted people bring us software. The first <strong>Disk Hacker</strong> came from that. Our distributors and other people all told us that there was a demand for a backup tool.&#8221;</em></span></strong></font></p>
<p>From that came original games, mostly made by amateur hobbyists who reverse-engineered the Famicom in their bedrooms and brought the results to the Hacker offices. Given that most of these amateur hackers were otaku nerds, the great majority of the games they made were adult in nature.</p>
<p><font color=blue><em>&#8220;We had no documentation, so none of the games were all that interesting content-wise. Because they were weak games, a lot of them went down the adult track &#8212; we called them &#8216;semi-adult.&#8217;&#8221;</em></font></p>
<p>The original Disk System games were popular enough that Hacker moved on to FC cartridge releases, many developed by assorted companies in Asia and the US. When the PC Engine was released, Hacker established the Games Express brand to support the console, again in a totally unlicensed manner.</p>
<p><font color=blue><em>&#8220;We established the Games Express brand near the start of the PC Engine&#8217;s life. I liked the Hacker brand because it had sort of a bad-boy image, but by that time it was starting to get too associated with criminal behavior, so I felt like it needed to change. Hacker earned a lot of its fans during the PCE days and we sold a surprisingly large amount of games. Although they didn&#8217;t do so directly, we did receive thanks from NEC for our games, because they helped them sell hardware.&#8221;</em></font></p>
<p>Given the PCE&#8217;s software lineup in the later years, it&#8217;s little surprise that Games Express&#8217;s adult releases proved to be such great system sellers. But how did Hacker get away with making unlicensed porn games for consoles all those years? Part of it was that Hacker was extremely careful when it came to tiptoeing around the law, making their cartridges in a way that didn&#8217;t break Nintendo&#8217;s patents. Another reason: The third-party licensee system Nintendo pioneered was untested at the time, and apparently they weren&#8217;t as willing to test out its legality in courts as their American branch was when Tengen broke their NES licensee agreement. Hagiwara brings up another fact, though:<br />
<font color=blue>
<div id="_mcePaste"><em>&#8220;It&#8217;s because we were &#8216;semi-adult,&#8217; by Japanese standards. The fact that we never climbed over that wall was key; if we did, it&#8217;d all be over. As long as we were living in Japan, it was absolutely vital that we didn&#8217;t have any brushes with the law.&#8221;</em></div>
<p></font><br />
Things changed with the PlayStation, which Hagiwara decided to become a legitimate licensee for. Why the change of heart?</p>
<p><font color=blue><em>&#8220;The biggest reason was that I liked how Sony was doing things. The PlayStation basically destroyed the game distribution scheme that was in place when it launched; they had a stated goal of creating a completely new type of game business, and I was really impressed by that. Once we started developing games, though, other makers got into the scene, you started to see 2800-yen rereleases, and worst of all, I stopped being interested in games. So that&#8217;s why we quit the business &#8212; I wanted to wrap that up while we could still do so and try something new.&#8221;</em></font></p>
<p>Hacker and Map Japan closed up shop in 2001, with Hagiwara moving on to other businesses. They leave behind a legacy of&#8230;well, porn, yes, but also of thumbing their noses at authority and being the sort of freewheeling, independent geek entrepreneurs that Akihabara was known for all through the &#8217;80s and &#8217;90s. I have to give them a round of applause for that, at least.</p>
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