Thursday, June 30, 2011

Tactics from the Mushroom Hill Zone

Okay, this is a short one... Recently, I've been playing Sonic & Knuckles, and have had some trouble getting through the Mushroom Hill Zone, which is the first two zones of the game. In particular, I have found three creatures to be particularly irritating:

1) Dragonfly. This creature is rather hard to... uh, turn into a forest creature (which is what happens to baddies in Sonic games when you land on them) because of his metallic tail. You have to land square on its head or spin into its head straight-on. The best strategy for this creature is to avoid it or else lose your rings.

2) Weathervane Rooster. This one doesn't move, but it blows a powerful wind that pushes Sonic or Knuckles backwards. A terribly annoying creature, the best strategy is to jump on top of it before it gets a chance to blow.

3) Springy Mushroom. It takes two hits to convert this foul nuisance: one hit converts it to a metal springy beast, and another hit converts it into a forest creature. The best strategy is hit it once and then run for your life!

In Sonic games, I have found that it is sometimes best to run away from danger; just get your rings and keep going. Some enemies are hard to convert; and considering the spotty hit detection inherent to Sonic games, it is usually best to just run as fast as you can to the end of each zone. This reminds me of one of my favorite verses in the Bible:

"Therefore, since we are surrounded by such a great cloud of witnesses, let us throw off everything that hinders and the sin that so easily entangles. And let us run with perseverance the race marked out for us..." (Hebrews 12:1).

Try thinking about that when you are liberating forest creatures from the evil clutches of Dr. Robotnik!

Wednesday, June 29, 2011

Role-Playing Games: A RETROspective

(Originally posted as Role-Playing Games: One Christian's Perspective on Epinions)

Okay, this is a tough one; why RPGs are a "tough" subject is something I'll explore later. So, before I offer my "brief" opinion, let me provide some background:

From the mid-80s to the mid-90s, I was a HUGE RPG fan. It all began with Choose Your Own Adventure-type books, like Lone Wolf (by Joe Dever and Gary Chalk) and the Wizards and Warriors series. As I became interested in the fantasy milieu, I delved into the "dreaded" world of Dungeons & Dragons (D&D), starting with "first edition" Advanced D&D in the 80s and then second edition in 1993. I expanded into other worlds of gaming, such as various Palladium RPG series like Robotech, Teenage Mutant Ninja Turles, and Rifts. Because I often didn't have the time or enough friends that were interested in playing RPGs, I was more of a collector and reader of the rule books than a player, though I spent countless hours rolling up characters and designing game campaigns in my head. When I did get to play, I was often the Dungeon Master (DM) or Gamemaster (GM), telling the interactive story while relatively inexperienced players assume the roles of characters. One classic session of gaming featured my friends Ed and Tim, who were brothers, playing the roles of bungling assassins. Ed's weapon of choice was a trident because it did the most damage (one twelve-sided die's worth of damage) and his primary tactic was charging at non-player characters (NPCs) with it. Ed once kicked Tim's character in the butt for double-damage (which is done by rolling a 20 on a twenty-sided die), reducing Tim's assassin to one hit point. Ah, the heady times of RPGs...

During my college years, I largely left RPGs behind in favor of comic books and, later, collectible card games, so my books sat in boxes for years until I unearthed them last year in my parents' garage. I thumbed through those old tomes, remembering the good times: games with Ed, Tim, and Brian; the hours of rolling up characters; memories of the histories of characters that existed only in my imagination; the times I walked to Comic World, eagerly awaiting the purchase of any newly-released book. At the time, RPGs seemed like intelligent, but somewhat carefree fun with wizards, fighters, clerics, and thieves intermingling in fantasy worlds of adventure and combat; the rules could be dense, esoteric, and almost impenetrable to the novice enthusiast, but RPGs were simply rules for conducting interactive games unlike any board game.

However, having given my life to Jesus in 1999 in Japan, I now peruse those books as a Christian. As a believer, I cannot help but consider some of the themes that are present in many RPGs: violence, stealing, questionable character decisions, occult imagery, the (pretend) use of magic, and the general darkness of the motifs and settings in many RPGs. I also consider the broad array of critical articles and opinions leveled at RPGs, particularly D&D, by Christians: in the 80s, D&D was linked to the suicides of obsessive players; in the 90s, the criticisms were largely redirected at card games like Magic: The Gathering, but RPGs were still viewed with scorn as gateways to the occult, witchcraft, and devil worship. Even today, RPGs, which are mostly digitized and game console-based, are nonetheless associated with the same negative influences as the paper RPGs of twenty years ago.

Anyway, I'm kind of beating around the bush, so I'll go straight to my opinion, assuming that you, the reader, have at least been exposed to RPGs either as a player or as a reader of the criticisms against RPGs. In my opinion as a believer, playing a paper-based RPG can be a fun, social event with friends who want nothing more than to make characters, do a little play-acting, and take part in an adventure told by a storyteller. Granted, there would have to be the proviso that certain things would not be done, such as playing characters that commit atrociously criminal acts in the game, worshipping deities, and summoning demons or other hellish creatures. Also, the friends would have to agree that the game would start and end at times decided beforehand, and that future games would occur only at set times -- this prevents the potentially life-sucking temptation to play daily. More than that, one would have to look critically at any game and decide if the story and the characters are an affront to Christ, but what does that mean? That would be up to the individual, in prayer and contemplation, to determine. With all of these conditions in mind, an RPG can be a viable way to spend time with friends.

All of that said, I find it extremely difficult to reconcile RPG play with a Christian worldview because most of what makes RPGs "fun" is predicated on action and violence. Now, for me, I don't have a problem imagining a quest to rescue somebody and having to fight orcs, dragons, beholders, and the like; after all, Tolkien and C.S. Lewis, who were big influences on Gary Gygax and his creation of D&D in the 1970s, often depicted epic battles between the forces of good and evil in their Christian-influenced works. But, many campaigns often involve one-on-one violence between characters and NPCs; yes, even though the violence is highly imaginary, one must question if one's imaginary actions reflect what is in one's heart. Though Jesus spoke of adultery in Matthew 5:27-30, what He says is also applicable to violence; in other words, if violence is in your heart, it is just as bad as committing the act of violence. Of course, violence is a topic I have broached before, and it is a tricky one vis-a-vis games, especially pencil-and-paper games like D&D or NES 8-bit games like Contra, but the idea that your heart can be reflected in your gameplay cannot be dismissed.

Besides violence, there is still much to consider regarding the imagery of some, but not all, RPGs. Obviously, D&D and other fantasy-based games are steeped in wizardry and occult elements while games like Robotech (which is based on the animated series of the same name) are not -- this is undeniable. One may point out once again that Tolkien and Lewis also employed such elements allegorically, and that they were using spellcasting and witchcraft as plot elements, but are these concepts that anyone, let alone children, should allow in their minds and hearts? Some would say these things are merely in-game actions; if your conviction towards such things is this, then I cannot speak against that. Likewise, if you feel convicted about having any of that in any game or medium in your household, I cannot speak against that, either. The important thing is knowing one's own weaknesses and not exposing oneself to ideas that can take away from Christ.

I could go on and on about the positive and negative aspects of paper-based RPGs, but I will just present the basic ones. The positive aspects of paper-based RPGs are the use of imagination, the inherently social nature of gameplay, the creativity necessary to conduct the games, and the sheer fun of rolling cool-looking dice. Conversely, the negative aspects of paper-based RPGs are the imagery, the incorporation of violence, the encouragement of occult activity in the game, and the temptation to spend too much time in game play and game preparation. I do not believe that RPGs are inherently satanic or demonic, and I don't believe that RPGs are categorically amoral and mind-warping, but much of what is published for game use can be all of these things -- that is the danger of paper-based RPGs. If, somehow, one can elevate the positive aspects and minimize the negative aspects, one may can have a fun time with paper-based RPGs, yet this is more easily said than done.

To close, I must mention video game-based RPGs -- the kind you play on your computer or game console. Because these games are audiovisual and presented for the player, one is both dissociated from the action and engulfed by the action: dissociated insofar as the action is external to the player's mind and reduced to button presses and hand-eye coordination, yet engulfed in that one's senses of sight and sound are enraptured by the graphics and effects of the game. In this way, PC- and console-based RPGs are no "worse" than paper-based RPGs except that console RPGs are mostly non-social and somewhat isolating while paper-based games are not; and, console RPGs require little or no preparation to play, so one can play these games anytime, which enhances the addictive qualities of such games. Plus, one has to ask oneself: what is more powerful, the imagined appearance of a monster, or the appearance of a monster as visualized in a computer or console game? I'd choose the latter because the detail is too particular and too realistic.

Tuesday, June 28, 2011

Madden 2004: 1HN Cheesy Skill Levels

Here is a link to an article I wrote a few years ago about Madden 2004 on the PC:


In short, though Madden 2004 is manageable at the Rookie level and a lot of fun, it becomes inordinately hard the higher you set the difficulty: you can't throw across the middle or run anywhere but UP the middle, and linebackers suddenly develop awesome hands for interceptions. This game was a far cry from the fare to which I was accustomed from my Genesis days. That said, Madden 2004 had much to offer and is playable on Windows XP or Windows Vista without a hitch.

Anyway, if you can get it cheap, I'd recommend it, but for nothing more than $5 or so.

Monday, June 27, 2011

Retro-Comparo: Sonic 2 vs. Sonic & Knuckles

Kicking off a new section here at Retrobeliever, Retro-Comparo is a series of articles that compare two similar games or sequels by rapidly breaking down elements of the two games and deciding an overall winner.

First up are two sequels in the Sonic the Hedgehog franchise for the Sega Genesis: Sonic 2 (S2) and Sonic and Knuckles (S&K).

Graphics:
For color and rendering, Sonic & Knuckles has the obvious edge because of its release after Sonic 2, therefore its more effective utilization of the Genesis' graphics capabilities. However, Sonic 2's graphics are oddly sharper. Win - S&K

Sound:
Sound effects are very similar between the two games - so much so that neither game stands out. Win - push

Music:
Though S&K came out later than S2, S2's music is less funky and cleaner-sounding. This one is subjective, though listening to S&K themes during its long levels irritates me more than during the much shorter zones in S2. Win - S2

Stage Design:
S&K has much more intricate zones than S2 with longer runs and more paths; but S2's is pleasingly elegant and shorter, which makes for more zone finishes in, say, 10 minutes than S&K. This lends to S2 a sense of accomplishment. Win - S2

Bonus Stages:
Do you like the half-pipe runs of S2 or the 2D/3D grid exploration of S&K? Because running the half-pipe with Tails can be extremely frustrating, I'll take the awkward navigation of S&K's grid. Win - S&K

Hit Detection:
In S2, foes are vanquished with spin jumps on top of or into them. In S&K, it is the same ideally, though in practice S&K's hit detection is spotty, leading to cheesy ring loss even though one spin-jumps into a baddie. Win - S2

Miscellaneous:
S&K has fire, ice, and lightning force-fields, as well as Lock-On technology; both are advantages borne from being released after S2. Also, you get to play as Knuckles, who is a really cool alternative to Sonic. That said, S2 allows for faster runs and offers fewer annoying impediments. For example, those wind-blowing weathervane roosters and restraining chains in the Mushroom Hill Zone in S&K slow down the action needlessly. Win - push

Overall winner - S2:
Yes, S2 may have nostalgia on its side, but there really is less cheese in S2 than in S&K. I'd take S2 over S&K if asked, but I enjoy both games. My advice: plug in S2 on top of S&K and play S2 as Knuckles. You get the best of both games!

Friday, June 24, 2011

Sonic & Knuckles: 2HN Lock-On Charmer (but a little cheesy)


Back in the early to mid-90s when I was at the height of my Genesis playing days, I used to frequent such stores as Electronics Boutique, waiting for the EA Sports release for NBA Live, NHL, or Madden. Whenever I caught wind of the release of one of these gems, I would take the Blue Bus down to Westside Pavilion and scoop up a copy. It was rather infrequent that I would work up the same enthusiasm for a non-sports game, and I often avoided such games because, at the time, I wasn't interested in anything but sports. For this reason, I often passed up on games that are now considered Sega
Genesis classics, like Earthworm Jim, Rocket Knight Adventures, and the various Sonic titles, about some of which I have blogged. One particular title, which featured a rather innovative design and concept, was Sonic & Knuckles.

When I think back to the 90s, I vaguely recall hearing or reading about the Lock-On technology of Sonic & Knuckles back then. Basically, Sonic & Knuckles is a standalone side-scrolling platformer that is Sonic's modus operandi; anyone familiar with the franchise (at least, in its earlier years) would feel right at home in this game. However, what makes Sonic & Knuckles truly special is its "Lock-On" design, which allows players to plug either Sonic 2 or Sonic 3 into a slot on the Sonic & Knuckles cartridge. If you plug Sonic 2 into Sonic & Knuckles, you can play Sonic 2 as Knuckles; if you plug in Sonic 3, you can play a combined game of Sonic 3 AND Sonic and Knuckles either as Sonic (with Tails) or Knuckles.

As always, you can play as Sonic, spin-dashing through bad guys, looping up and down paths, collecting rings, and jumping here and here; but, you can also play as Knuckles, a red echidna who can't run as fast as, or jump as high as, Sonic does, but can glide and climb walls with his spiky knuckles (thus, the name). Much of the game is familiar with colorful sprites, catchy beats, and vivid backgrounds, but there are new obstacles, such as green chains that latch onto Sonic or Knuckles and can only be escaped by spin-dashing, and new ways of traversing gaps and tricky spots, such as gymnastics-like metal poles and swinging ropes with bars (which are actually similar to what is in Sonic 2).

Sonic & Knuckles has much of what I've come to appreciate about the Sonic franchise on the Genesis: speedy runs, somewhat reasonably precise jumps, and bright and colorful graphics. Despite these positives, this game, as a standalone, is not without its flaws. One is the music: this is personal taste, but I find the music dissonant and irritating compared to Sonic 2. Maybe, it is because my sons have been playing Sonic & Knuckles lately and have been playing the Mushroom Zone over and over again, so the music has worn out its novelty. Another is the length of each zone: some zones take five to six minutes of game time versus the two to four minutes per zone in Sonic 2. For me, longer zones don't make for a more engaging gaming experience. Yet, the biggest irritation of Sonic & Knuckles is (using a term often employed for describing fighting games) its hit detection. As far as I understand it, if you spin and jump on or at a baddie, the baddie transforms into a harmless forest creature and is defeated, but there have been numerous occasions when I have attacked a baddie in this way and lost all my rings. I suppose that it would be safest to jump on top of the baddie, but I have found that hits are not consistently registered. This makes for some frustration end-of-the-zone battles during which I will spin jump level to the boss, but cough up my rings. This is Velveeta cheese. Conversely, in Sonic 2, there was no such confusion. Of course, I must admit that my account is highly anecdotal; to be sure, I should record how I lose rings or experience zero-ring death to find a pattern.

Nonetheless, Sonic & Knuckles is a welcome addition to my family's Sega Genesis library. The action is rapid and engulfing, and being able to play Sonic 2 as Knuckles is simply awesome. I must warn you, though, that because Knuckles cannot jump as high as Sonic, Dr. Robotnik is more difficult to defeat in end-of-the-zone battles for some zones, like the Chemical Plant Zone, so Knuckles may present a new challenge to those who are used to blazing through Sonic 2 with Sonic and Tails.

Wednesday, June 22, 2011

Dial-up Access: 1HN kbps Purgatory

Let's set the way-back machine to the 1980s. Remember the movie Wargames, starring a young Matthew Broderick as a teenager who inadvertently hacks into an American defense system computer called WOPR (or "Joshua" for reasons explained in the movie) and is then caught up in a game of Cat and Mouse with the military? If you saw that movie, you had to feel bad for Ally Sheedy's character because she gets dragged into the whole affair by Broderick's character, but inexplicably falls for him. Have you ever read Wild at Heart by John Eldridge? That would give insights as to why she falls for him... Anyway, one of the intriguing observations one may make about Wargames was the modem; it was one of those lock-on models that required the user to place the phone receiver over the modem itself before the computer dialed up an access number. Ah, modern technology...

Now, as many of you are aware, I am a huge homer for retrotechnology. Obviously, I love old video games, especially from the time of the early Sega-Nintendo console wars. Also, I like VHS... Honestly, I like those old videotapes. And, I certainly like old TV shows, classic music, black and white movies, Transformers made out of metal (at least partly), and other such relics from what is slowly becoming a rosier and rosier past. Yet, there are some things that I do NOT look back on with much fondness; one of those things was dial-up access to the Internet.

Okay, let's take a deep breath and say the following together:

Dial-up modem

Feeling a little queasy? Let's try it again:

Dial-up modem

(Now, I feel queasy)

As far as I know, the 1980s wasn't the true start to distance connections between computers, but I do know that dial-up access would continue well into the 1990s and even the 2000s. For me, I only experienced dial-up as an observer for much of the 80s and 90s as friends dialed into bulletin boards, and later America On-Line, Compuserve, and other such Internet Service Providers (ISP) at 300 baud. In 1998, I owned my first very own Windows PC (an AMD K6-2 system that ran at 300 MHz of raw power); before that time, I used to use an old Intel 8088 XT PC at my parents' house. After I had purchased that AMD-driven PC, I really became interested in PC building and customization, and my friends Wilson, Ray, and Julian were, as well. Wilson and Ray used to talk about T1 lines, marveling at the possibility of being free from dial-up purgatory.

Dial-up... I used to log in to Bruin On-Line (even though I had already graduated, I had access through my friend Ray, who worked at UCLA) and wait for that crackling digital tone signaling a successful connection. Then, I used to initiate Windows Update (I think Windows 98 had this...) and wait for hours as the most recent service pack was downloaded. Sometimes, I would stay online all night until the download was complete. I remember downloading files from the Internet and having to use third-party programs like Net Vampire to resume downloads if the connection was broken somehow or if one experienced a Blue Screen of Death (BSOD) during download. I also remember the frustration of bottlenecking that occurred when downloading a popular file (like a game demo) and having to contend with bitrates of less than 1 kbps. Didn't it bother anyone else that even though your modem was advertised as 56 kbps, you never get even half that?!

(Taking a deep breath...)

Man, when I look back at the train wreck that was dial-up, I have to be fair and say that it was all we knew back then. Unless you had a grand or two to get a T1 line installed at your house or apartment, all that we could do was use our "56 kbps" modem (internal or external? I always went internal), pay some ISP a crazy rate, and then tie up our land lines for hours on end. Thankfully, I was first exposed to the wonders of Asynchronous Digital Subscriber Line (now DSL) in 2001 in Japan, as well as to download speeds that were a bit more humane. Now, I have DSL service that downloads at 3 Mbps. Okay, that's slow compared to what's out there now, but I pay a flat rate for it each month and I'm happy.

Remember when we had to pay ISPs per hour? Don't get me started!

Wednesday, June 8, 2011

Top Ten First-Hand Nostalgia Sega Genesis Characters (1)

It has come down to number one. Like Sonic, this character needs no introduction; but, unlike Sonic, this character has been around much longer than the Sega Genesis, video games, or even color television. My Top First-Hand Nostalgia Sega Genesis character is... Donald Duck.

As almost everyone knows, Donald Duck is one of the marquee characters in the Walt Disney stable. Along with Mickey Mouse and Goofy, Donald Duck is highly visible in Disney entertainment, appearing in cartoon shorts, movies, merchandise, and, of course, video games. Some may thank Donald Duck for the advent of other successful Disney duck characters, like Uncle Scrooge, Launchpad MacQuack, and Huey, Dewey, and Louie of DuckTales fame, and Darkwing Duck. These characters went on to also appear in lucrative game ventures like the DuckTales games on NES and Darkwing Duck's own game. However, the focus here is on Donald Duck, who appears on two games for the Sega Genesis/Mega Drive: Quackshot and World of Illusion.

In Quackshot, Donald Duck is an adventurer a la Indiana Jones, sporting a leather jacket and fedora along with a plunger gun. As one progresses through Quackshot, Donald Duck upgrades his plunger gun to plungers that stick to walls for climbing, and then to birds so that he can hitch rides under them. Donald also goes into a "berserker barrage" kind of frenzy when he eats five chilis, though this happens irregularly in the game. In any case, Quackshot was one of the first games I played on the Genesis and was memorable for its colorful sprites and catchy music, not to mention the irrepressible Donald Duck and his standstill animations.

World of Illusion was Donald Duck's second game, which can be played solo or cooperatively with Mickey Mouse. With a magic cape as a weapon, Donald Duck can flick his cape to transmogrify baddies into butterflies and flowers. Yet, the funniest aspects of Donald Duck's character in World of Illusion are, once again, his standstill animations (in which he shows his impatient side) and his big behind: to pass through tight spaces, he needs Mickey Mouse to pull him through because of his substantial derriere.

Admittedly, both games were not side-scrolling, platforming masterpieces, but I cannot deny the Disney mystique present in both games; up until recently, Disney was able to combine cartoon fun with a sense of dignity, as if we must acknowledge the classic nature of their characters and hold them in reverence. Some may count this as hubris on Disney's part (and I may not be making any sense here), but I used to buy into how "special" Disney characters were and how they stood apart from most other cartoon characters. I suppose that multiple trips to Disneyland and watching numerous Disney cartoons would engender such a reverence for drawn characters.

For all of the reasons stated above, Donald Duck stands at the top of my list of nostalgic Genesis characters. When I look back at my high school and college days and my days of Genesis playing, I hold Donald Duck in the highest regard, even though I know that there have been many other wonderful Genesis characters, like Earthworm Jim, Ristar, and Knuckles, whom I just recently got to play in Sonic & Knuckles. Do you disagree? If so, please comment -- I'm always eager to read other people's opinions regarding their favorite or best video game characters.

Monday, June 6, 2011

Top Ten First-Hand Nostalgia Sega Genesis Characters (2)

So far, I have covered numbers 10 through 3 of my Top Ten First-Hand Nostalgia Sega Genesis Characters. Many of them have been in-game depictions of real-life athletes or celebrities, but a few have been genuine Sega characters, like Ecco and the dweebs from Gunstar Heroes. Going back to picking "real" characters, my number 2 doesn't need much introduction: Sonic the Hedgehog.

Sonic made his debut with the eponymously-titled game Sonic
the Hedgehog, which most Genesis owners acquired by sending away for it along with a cutout of the UPC barcode on the Genesis retail box. Upon inserting and activating the game, players were treated with the exhilarating tones of the Green Hill Zone theme, which has been indelibly etched in the minds of gamers everywhere. Sonic the Hedgehog would prove to be only the beginning of a franchise that would not only spawn multiple titles on the Sega
Genesis, but also on the Saturn, Dreamcast, and now on the Wii and PlayStation - consoles from Nintendo and Sony, which used to be Sega's competitors before Sega fell out of the hardware business.

As a character, Sonic is well-known for brash youthfulness and speed... lots of
speed. But, as one plays any of Sonic's titles on the Genesis, one may find that Sonic is about much more than running fast and liberating forest creatures; Sonic games were based on patient platforming that sometimes required accurate, well-timed jumps and careful navigation through some tricky and frustrating zones. That said, Sonic games were also about kinetic fun, as any fan of the Casino Zone of Sonic the Hedgehog 2 may attest.

Over time, Sonic was joined by numerous characters, the two most notable of
which are Tails and Knuckles. Tails is the two-tailed fox with the uncanny ability of using his tails as helicopter-like rotors to fly; and Knuckles is a red-haired echidna with spiky knuckles and the ability to glide. There are also a host of other characters that I won't mention here, but I must give a shout-out to Dr. Robotnik, who was often responsible for all the mayhem in the Sonic games.

To date, Sonic has endured Sega's cessation of hardware production and has gone on to even co-exist with his erstwhile rival Mario in such games as Super Smash Bros. Brawl on the Wii. It's kind of odd seeing Sonic in the same games as Mario, seeing how they were once mascots pitted against each other. In a way, it was a sad day for Sega when production on the Dreamcast was halted -- it was the end of an age...

You might be asking, "How could Sonic be number 2?" Wait for the final installment to find out!

Friday, June 3, 2011

Top Ten First-Hand Nostalgia Sega Genesis Characters (6-3)

Yesterday, I offered up the 10th through 7th best 1HN (First-Hand Nostalgia) Sega Genesis characters based on my personal experience with Genesis games. As I stated in that post, I only included characters or in-game depictions from games that I have played, so a lot of classic characters didn't make the list, like Earthworm Jim, Knuckles, and others. Let's continue the list from number six:

6) Barry Sanders (Madden 93). You could probably include any Barry Sanders from any Madden or non-Madden football game on this list because Barry Sanders always had superhuman speed and quickness, but I must include the Barry Sanders from Madden 93 for one personal reason. If you select the Pro-Form formation when you are cycling through offensive plays, and then pick (and the name of the play escapes me) a play in which the right H-Back (Barry Sanders, in this case) goes into motion to his right, streaks up 10 yards or so and then goes to the post, you would be running one of my favorite all-time plays. With good hands and awesome speed, I could pass to Barry Sanders almost every time and gain major yards. Oh, and pitching right from Pro-Form was effective with Sanders, too. Anyway, Madden 93 was an outstanding entry in the Madden library, and Barry Sanders was a money player.

5) Frank Showtone (PGA European Tour Golf). Already, you can see that EA Sports games figure prominently on my list; that's because I was a huge EA Sports guy, which I've stated ad nauseum. Anyway, I was such a big EA Sports fan that I even bought PGA European Tour Golf, which is actually a solid golf game for the Genesis. Now, there were many great European golfers in that game, like Seve Ballesteros, Bernhard Langer, and Colin Montgomery, so why do I mention Frank Showtone? And... what the hay, who on Earth is Frank Showtone?! If you can't find him on the Internet, it's because he was created by my friend Ed, who was one with whom I had many of my Genesis adventures. To make a very long (but interesting) story short, Ed was on a "Frank Showtone" kick, like he was some lounge singer or something, and he decided to use that name for his in-game avatar. As it turned out, Frank Showtone took on a life of his own, won a few tournaments, and the legend grew. Of course, Frank Showtone has a new distinction: he's the only user-created character on this list. The legend continues!

4) John Madden (various). John Madden was not a playable character, but an in-game non-player character that, much like his real-life counterpart, added color commentary to any Madden football game. Quotes like "Boom!" and "He'll remember that number" would be repeated at least three or four times in a course of a twenty-minute game. The amazing thing was that (also like his real-life counterpart) John Madden's voice NEVER got old. After a while, hearing his sometimes ill-timed quips took on a surreal, humorous quality and often punctuated playful trash-talking. Ed was especially adept at goading me by pointing and laughing at me right after one of his defenders laid the boom on my running back for a loss. BOOM!

3) Brett Hull (NHL 95). When I first started playing the NHL franchise of EA Sports games in 1993, I became a fan of the St. Louis Blues. Why? Well, for the lamest reason possible: I liked the color blue. As I played NHL 94 more, I became not only a bigger fan of the Blues and of ice hockey in general, but also of Brett Hull, who was the sharp-shooting right-winger. In NHL 94, he was excellent, but when I graduated to NHL 95, Brett Hull was absolutely spectacular because one-timers were especially effective in NHL 95. To get the most out of Hull, I used to put him at center on my top line, Brendan Shanahan on the right wing, and Tony Amonte (who I had to acquire from the Blackhawks) on the left wing. With that line, Hull would score three to four goals per game with alarming regularity, and the strategy was simple: streak up one side of the ice with Amonte or Shanahan with the puck, and then with Brett Hull trailing, pass the puck across to him and tap C to shoot just before he received it. The one-timer animation was triggered, and Hull would top-shelf the puck into the net. NHL 95 was THE high point for Hull on the Genesis because EA Sports did something to NHL 96 to weaken the effectiveness of the one-timer. This is why I cite Brett Hull from NHL 95 as my third-best Genesis "character" ever.

Keep an eye out for number two in the next post!

Thursday, June 2, 2011

Top Ten First-Hand Nostalgia Sega Genesis Characters (10-7)

You know, a common perception of Top Ten lists is that they are highly opinionated, self-indulgent, and personal. I mean, why would I want to know what some guy thought about which ten Van Halen songs were the best of all time? Well, actually, I often find other people's Top Ten lists to be exceptionally intriguing, depending on the subject matter; I get much insight from what others think about stuff in which I am interested.

With that in mind, I have prepared a Top Ten list of the best video game characters I have personally experienced in Sega Genesis games. Why the Genesis? Because I owned one back when it was relevant... and I still own the same one! Now, there are many games I have not played that feature such classic characters as Knuckles, Earthworm Jim, Ristar, Vectorman, Sparkster (from Rocket Knight Adventures), Strider, and the like. I did not include those characters because I have never experienced them first-hand.

Despite this, I do have characters like Sonic, Ecco, and those dudes from Gunstar Heroes on my list, but I also have several surprises (including some in-game depictions of real people) on the list with which you may vehemently disagree (By the way, I will break up the list into four separate blog entries so that you won't be stuck with reading one LONG post). So, here goes -- my Top Ten First-Hand Nostalgia Sega Genesis Characters (10-7):

10) Those Dudes from Gunstar Heroes. These two dudes, whom I will dub Red and Blue, were cute sprites with angry faces that threw, kicked, punched, and blew away any baddie that they encountered. Beyond what they did, these characters were as dull as dirt -- they were just angry dudes that destroyed stuff. Maybe they were angry about the injustices faced by their home planet Gunstar, but the characters were bombastic, monotonous, and gratuitously violent... much like the game itself.

9) Marcus Allbäck (FIFA 97). Back in the day, I was a huge EA Sports game guy, and FIFA 97 found its way into my Genesis library. One of the first teams with which I played was an Allsvenskan (Swedish League) team called Örgryte. On that team was a super-speedy striker named M Allbäck. I didn't know his real first name, so I used to call him "Mats," based on famous tennis player Mats Wilander. But I would later discover that Marcus Allbäck was not only a real player, but he would eventually become an important player for the Swedish national side and play a key role in the European success of FC Copenhagen... Anyway, going back to 1996, Allbäck was a speed merchant who became my most prolific goalscorer and the one player I would often try to acquire whenever I played with another team.

8) Transformable Mecha (Herzog Zwei). Okay, could any American kid who didn't speak German pronounce this game's title right back in the day? My friend Ed and I used to pronounce it "Herzog Zweee," just as one may process American English orthography based on the American English phonemic library and phonological constraints. However, the actual German pronunciation is "Heut-sock tsvai" (IPA: ˈhɛɐ̯tsok ˈtsvai). Pronunciation aside, the transformable mecha controlled by the player was undeniably awesome: you used it to deliver and drop tactical units, you could fly it around to scout what the enemy was doing, and you could transform it into a giant robot to blast away the enemy's tactical units. It was a versatile "character" that was the poster child of one of the first real-time strategy games ever produced, making the character and the game underrated classics.

7) Ecco (Ecco the Dolphin). We all know Ecco -- he's the super-smart and courageous dolphin who has been charged with finding out to where all his sea creature buddies were abducted. He is beautifully rendered, swims fast, has a cool and effective nose attack, and can get some mad hops out of the water. Despite these positives, the plodding, pensive pace of Ecco the Dolphin may be too dull for some, unless you have hours of time to search for answers to arcane puzzles and explore narrow caves and vast expanses of open ocean. Ecco the Dolphin was and is one of the few non-sports games I've played on the Genesis, which is why Ecco rates so highly. Nonetheless, the game may be worth a look, even if the character isn't "exciting."

Stay tuned for 6 to 3!

Wednesday, June 1, 2011

Nothing's Wrong with VHS

If you are over 10 years old, you may remember the days when movies and recorded TV shows were found not on shiny compact disc or digital video disc media, but on a black rectangular monolith of a cassette with labels on the front and spine, and two white spools inside. Yes, it was a video cassette, or a Video Head System (VHS) cassette and it prevailed for a little over 20 years as THE primary means by which one not only rented, bought, and watched movies, but also "taped" them off cable TV. No, not Laserdisc or even Betamax, but VHS!

As many of us are aware, VHS cassettes had their issues. They were sensitive to heat and light, wayward Video Cassette Recorders (VCRs) could munch them up with reckless abandon, and it was reported that they had a limited shelf life with rumors stating the lifespan to be anything from 5 to 20 years. Whatever the "true" lifespan was, VHS cassettes were also known for poor playback as the result of overuse or the aforementioned munchage, resulting in white horizontal lines that could sometimes be warded off by adjusting the "tracking" on the VCR. Oh, and compared to DVDs and Blu-Ray media today, VHS cassettes, with its spools of magnetically stored audiovisual data, provide a markedly mediocre viewing experience.

So, what's so good about VHS? What good things could the Retrobeliever possibly say about VHS? Well, I have five reasons why VHS cassettes are still useful and viable! Here goes:

5) No scratches! You can rent or borrow a VHS cassette from a library or store and still watch that movie, even if the tape is messed up at parts. But, if you try to watch a scratched-up DVD... it can be absolutely unwatchable if there are too many deep scratches. Give me white lines over pixelated freezes!

4) Splicing. If a stretch of a VHS tape has been munched by a VCR, you can splice the tape, re-tape the tape, and watch it with only a little bit of disruption. I used to do this sometimes, especially when my cheap Logix VCR would choke on my tapes. DVDs? You'd have to polish the DVD to get out hindering scratches.

3) They're cheap! In 2011, you can buy some decent VHS movies at a Salvation Army thrift store for a buck. That's right... one buck.

2) Easy recording. With VCRs, recording was as easy as switching your TV to VCR, navigating to the channel you wanted using the VCR (or your cable box), and pressing Record on your remote. Sure, you can record to DVD, but you need DVD-Rs or DVD-RWs. You didn't have to worry about such distinctions with VHSes.

1) Exclusive content. Even in 2001, there are certain TV shows you cannot easily get on DVD, such as old 80s cartoons. In other words, you still need a VCR to play those old tapes of shows and movies that have not yet been produced on DVD. I'm looking at you, Max Headroom!

Okay, I'm really stretching credibility by touting the wonders of VHS. Honestly, I would say that DVD has completely outmoded VHS with superior playback, navigability, durability, and portability. However, I can say one great thing about VHS, upon which I touched with number 5: if you borrow a VHS cassette from a library, you're almost always assured of being able to play the video from beginning to end, even if a few parts are mangled. On the other hand, if you borrow a DVD from a library, you have a good chance of having such a scratched-up copy that you can barely watch the movie without skipping large parts of it. That was the magic of VHS -- mangled tape could be slightly improved with the flattening that occurred when the tape was fed through video heads.