Star Wars: Masters of Teras Kasi (Playstation 1)

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Introduction

After the destruction of the Death Star Emperor Palpatine sends out the call to a hitherto-unknown character, Arden Lyn– Not Darth Vader, call someone we have no connection to and have never heard of. He orders her to go beat up Luke, Han Solo, Chewbacca, and Princess Leia. Arden also teams up with Boba Fett and some alien guys. Lyn is an expert in the galactic martial art of Teras Kasi, which everyone else has picked up pretty quickly to face her. It’s time for all these characters to rumble across the Galaxy.

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This is Arden Lyn. How does she hold up that giant robot arm with her normal body?

 

History

This game was developed by Lucas Arts– A Star Wars game developed by Lucas Arts, what are the odds? The reviews for this game are really mixed, but mostly on the negative side. The most common complaints were that Lightsabers did not remove limbs on hit and that characters were grossly imbalanced– but I’ll get to that later.

It introduced three new characters to the canon, A Tusken Raider named Hoar– yes it’s pronounced how you think it’s pronounced, A Pig Man guard from Jabba’s Palace named Thok, and Arden Lyn herself. Although they didn’t receive much, if any, backstory in the game they were fleshed out in the expanded fiction later on down the line. Arden Lyn and Teras Kasi actually became things that were acknowledged and vital to the canon.

Fun Fact: Teras Kasi is Finnish for Steel Fist.

Star Wars: Masters of Teras Kasi was released on September 23, 1998. It’s competition was Fallout 2(PC), Caesar III (PC), and Crash Bandicoot Warped (PS1).

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Say what you will about choosing these races, I think they’re who the fans were dying to see guys brawl.

 

Nostalgia

Did you ever like a game that turned out to be totally bad? My father and I loved this game. It united our love of Star Wars and his desire to not play a game that took a long time to beat. I tried playing every character and he would only play Luke, he wanted to be the Jedi hero so that’s who he played. I’d try to sneak the difficulty higher when he went through the arcade mode to see him get frustrated or rise up against opposition.

But looking back on the game now I had no idea that the reviews for it were so bad. I thought this game was awesome, there were a lot of frustrating things but as a kid that didn’t play it competitively those problems didn’t come to light– Except for you Hoar, I’ll never forgive you.

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I’m looking at you, you sandy bastard.

 

Gameplay

Star Wars: Masters of Teras Kasi is a fighting game, so it’s all about learning combos and using moves that are effective against your opponent’s moves. This all being said the move lists are only in the manual.

Every time you deal or take damage it fills your character’s power gauge. This power is measured from one to four bars and certain moves use this power gauge. Finishing moves us it all and devastate your opponent with an incredibly impressive attack.

There’s also a stun meter under each character’s health bar and I have no idea how it works.

Some characters have weapons that they can use. Luke’s lightsaber and Hoars gaffi stick are really cool to use but Chewbacca, Han, and Fett only get blasters that aren’t incredibly useful. Their ranged attacks have such a long charge time that it’s easy for other characters to close the gap and deck them in the schnoz.

The Gush

Playing as Luke Skywalker and fighting Darth Vader in a fighting game lightsaber duel is fun no matter how bad the controls are.

For the playstation 1 this game looks pretty good actually. The fields and arenas are good depictions of their settings, except for maybe the Hoth map.

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Oh look… whiteness and snow.

The game has some fun and silly cheats like big head mode and tiny fighter mode.

The Kvetch

If you lose the manual you’ll lose the game. And when there are two players and only one manual, it turns the game into a pause-fest where each player is trying to remember or get the manual to figure out what to do. Most games have a move list available from the pause menu, this is not most games.

There are also certain moves that aren’t in the manual but are only in the strategy guide. Because gating moves behind a 20 dollar pay wall is fair, right?

The control input is kind of clunky. There are times where I SWEAR I’m pushing buttons, and the game recognizes it in practice mode, but I still don’t attack properly.

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Or maybe the game is just glitching out.

The game only has 8 characters but it does have four unlockable characters. Unfortunately all these unlockable characters are just pallet swaps of other characters, they look different but have the same moves. With the exception of the incredibly hard to unlock, Mara Jade. She’s actually worse than Luke in every way– her healing move heals the opponent too! Bug or feature? You decide!

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Oh… Stormtrooper… just what I wanted.

Some finishing moves can miss and other can’t, missing your finisher can be really disappointing especially when your opponent can’t miss theirs.

Animations are repeated a lot, especially with winning and losing taunts.

It’s ungodly hard to unlock Mara Jade in this game. You have to put in a cheat and then beat some enemies on the hardest difficulty level. A CHEAT is necessary to legit unlock a character, because fairness.

Some characters are unfairly good. HOAR RANT ENGAGE! Hoar has one special move, just one. It’s called the whirling dervish and it makes him spin around and hit the opponent 12 times or something. If he hits you with it, it’ll only stop when the move is over. It’s hard to dodge, deals a bunch of damage, and it’s just the same thing over and over again. It’s also his finisher, the only big difference being that the non-finisher version does less damage. Fighting this guy is a nightmare because two Whirling Dervishes will knock you out and using him feels like cheating because you knock out the opponent in two moves. But the only way to beat him is to play as him, you have to get on his level, stoop so low, to defeat the game.

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This is what the dark side really is. Winning at any cost, ignoring fun and choosing victory.

 

The Verdict

I know I’ve complained a lot about this one but I can’t bring myself to hate it. Maybe I’ve succumbed to the dark side of Hoar’s spinning assaults but I just love having this fight…

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Show me another game where I can face my father, playing as Darth Vader, as I play Luke Skywalker? Didn’t think so.

Next Week: Netstorm for the PC

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Chrono Trigger (SNES)

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Introduction

Chrono is a fatherless young man (Who doesn’t speak, has spiky hair, and a modestly sized sword)– and you know what that means, he’s the main character of a JRPG– who is going to the Kingdom’s Millenial Fare. He meets a boisterous young girl and goes to meet his best friend, Lucca. This is a JRPG and Lucca is a young woman wearing goggles so she’s got to be a super genius capable of constructing hyper-advanced technology. And this happens to be the case. When Chrono’s new friend tests the teleporter her strange pendant– which couldn’t be of vital importance– has a strange reaction to the machine and she disappears. As it turns out the pendant turns the teleporting machine into a time machine. More time portals open up during an adventure that leads Chrono and his friends through all of time.

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“Lucca, is this thing safe?” “Of course, it’s completely untested and might turn your friend inside out but that’s what science is for.”

 

History

Chrono was made by Squaresoft by a team lead by Hironobu Sakaguchi, you might remember him from my Final Fantasy VI entry because he lead that team as well– and all Final Fantasies before it as well. They didn’t always plan for the game to be about time travel but when it was mentioned by an uncredited employee the team jumped on the idea except the head writer, Masato Kato. The sheer taunting weight of causality and the infinite ways that a player’s choices could alter the flow of history turned Kato off to the idea. That is, until Kato thought about multiple endings to the game based on those choices.

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The endings of Chrono Trigger are so big there’s a meme for it.

The game was translated by, Final Fantasy IV and VI translator, Ted Woolsey. They only gave him 30 days to translate all the dialogue. He was only able to accomplish this by using strategy guides and other sources to give him a better grasp of what the translation was supposed to be. The English translation also has dialogue that totally changes the nature of the villain. Perhaps it was a mistranslation, perhaps it was Woosley’s own spin.

Fun Fact: The art was design by Akira Toriyama, the guy that made Dragonball.

Fun Fact: This game was planned to be a part of the Secret of Mana series.

Chrono Trigger was released on August 22nd 1995 for the Super Nintendo Entertainment System. It’s competition included Comix Zone (Sega Genesis), I Have no Mouth and I Must Scream (PC), and Twisted Metal (Playstation).

Nostalgia

What ever happened to game over screens? The most recent game I can think of that had a real game over screen is Metal Gear Solid 4– which was punctuated by a montage of the game’s events culminating in an image of Snake saluting.

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The final fight throws a curveball at you, changing “exit” to “exist”. Selecting exist triggers dialogue from the final boss who shouts, “It’s not over yet.”

I mean, this is the era of game over screens that could crush the soul of a young gamer that just wanted to save the day or defeat Jason Vorhees.

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I’m not kidding. This is the game over screen of the Friday the 13th Nintendo game.

But Chrono Trigger goes a step further.  It has a whole game over cinematic. We get to see the final boss begin his march to eradicate all the life on the planet. All of the planet’s denizens work together to fight against the fearsome being. This is all Earth has to offer and it’s not enough. It’d be like if the Last Alliance of Men and Elves went to Mordor and Sauron was reading a magazine and proceeded to beat them all silly and conquered Middle Earth. After all that we’re treated to this.

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As the screeching cry echoes throughout the cosmos the planet turns grey as all hope is dashed and all life is extinguished.

 

Gameplay

As a JRPG, combat is not what this game is all about. The design still supports fun combat though by introducing character techniques and the positions of enemies. Techniques aren’t just magic, Chrono has an ability where he spins his sword around dealing damage to an enemy and all nearby enemies. Some techniques hit single enemies, all enemies, or enemies in a line. This gives the player more to do than just select Attack over and over again. Watching the ways your enemies move can also give you a crucial advantage.

The plot leads our dear characters to the far future to the end of time, and the far past to the dawn of man. At the beginning the player has very few portals they can go through and few times they can explore but as the game opens up more portals make themselves apparent and eventually the player can travel through time at will– If that’s not awesome then I don’t know what is. The interactions between the time periods can be as subtle as the way the continents move or how taking a treasure chest from the past makes it empty in the future.

And the plot is really what this game is about. It’s filled with double crosses, misconceptions, and the will to persevere. It’s an absolute joy to play through with more than one moment that filled me with so much pathos that I had to save the game and put it away for the night.

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It’s plain to see how the continents drifted between 600 AD and 1000 AD.

The Gush

New Game +. All I’m gonna say– alright not really. After you beat the game you can start again with all of your levels and items. Now you can beat the final boss at different parts of the game and defeating him in each chapter unlocks a different ending.

The music in this game is some of the best I know. It so well represented the characters and emotions of the scenes that I was utterly enthralled.

Time travel can be confusing. But when I got lost I can just go to the End of Time and talk to the old man there and he tells me what I was doing. Leaving an RPG is the kiss of death for it, it leads to a lot of “Where was I going? What was I doing?” But this guy will put you right back on track.

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Also, the design of The End of Time is just incredible.

Most games have side-quests as things that are either too difficult to find or finish. The Chrono Trigger map is so compact across the time periods that it’s simple to see all the areas that are available to explore. And the interactions between them isn’t spelled out but it’s simple enough for the player to think “Time to go back in time and save the day!”

This game has 6 characters (And one secret one– shut your gob! No secrets here!) and they all get closure by the end of the game. Final Fantasy 6 was 9/14 but this one is 7/7 on the character closure scale.

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There’s something about seeing all of the characters resting on the trail like this.

The multiple ending in this game are an interesting look of how history would have evolved if the player hadn’t altered things. How did Magus originally get defeated? What happens if no one helps the prehistoric people fight the reptites? What do the developers think of the game? A different ending answers these questions.

I’ll admit it, I’ve beaten this game three times and I still don’t know how to beat the final boss. I just fill him full of damage until he dies. But considering the unknowable nature of Lavos I think this is a very befitting way to fight the creature. It’s anatomy is so far beyond our understanding–or mine at least– that all I can do is whale on him until there’s nothing left.

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“What? How do I? Fuck it. I’m gonna hit it until it stops moving and then I’m going to light the rest on fire.”

The characters are all dynamic and interesting. They all have interesting traits and motivations. They’ve all got something that holds them back and, at the same time, leads them on this journey to discover a way to overcome well… except…

 

The Kvetch

… Chrono. He’s a silent protagonist with no character except what the player invests in him. I’ll admit, the Millenial Fare and the subsequent trial gives the player a powerful opportunity to figure out who Chrono is and, by extension, who they are. Because Chrono is just a self insert for the player. We’re supposed to be Chrono but there aren’t a lot of decisions like the ones in the fare that allow us to flesh out who Chrono or we are– and what if I don’t want to be a red haired messiah analogue?

Also some techniques are hard to aim.

The Verdict

I had to dig, and I mean really dig, to find one complaint with this game. It’s great, it’s simply great. I can’t recommend it enough. If it seems like something you’ll like then you’ll love it. I’m not even Nostalgia blind for it. I didn’t play this game until I was 19, and maybe 5 years is enough for me to get into my rocking chair and declare it “the best game ever” but I don’t think that’s the case.

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Nice work every sprite in the game.

Next Week: Star Wars: Masters of Teras Kasi

Fallout 1 (PC)

Fallout

Look at that Windows 95 logo. Just look at it! Then look at that Mature Rating.

 In 2077 the world was plunged into a wave of nuclear fire. A 2 hour barrage of non-stop nuclear weapon launching left the world an irradiated wreckage. Humanity endured in small part to a series of underground vaults that were constructed with the purpose of saving people– well except for all those experimental vaults that destroyed their denizens in a myriad of terrible ways. It’s 2161 now and Vault 13’s water purification chip has unceremoniously died and if they’ve elected YOU to go get a replacement somehow. You have 150 in-game days to find a water chip and return it to the Vault but surviving in the wasteland will prove more difficult than the search.

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I like how the starting equipment matches this image. You’ve got a small pistol and a knife, go kill some giant scorpions.

 

History

Fallout was developed by Interplay Entertainment, it was meant to be a successor to the apocalypse themed game Wasteland. Interplay couldn’t get the rights to the Wasteland name so Interplay’s boss, Brian Fargo, named it Fallout instead. A team of 30 pumped this game out in 2 years with 3 million dollars to burn. The opening music was supposed to be “I Don’t Want to set the World on Fire,” but a copyright claim had it changed to “Maybe” instead. Eleven years later, “I Don’t Want to set the World on Fire” would grace our ears as Fallout 3’s opening tune.

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Producer, Tim Cain, pictured here programming the whole engine of Fallout 1 himself. That bag on his head is magical because he performed this feat in a mere 6 months.

The game was supposed to have complicated moral dilemmas, working with the sheriff to kill a crime boss sends the sheriff on a head trip but killing the sheriff fills the crime boss with enough regret that he reforms– I think that’s really cool and if the game dropped enough clues to these men’s true natures it could have been a really compelling turn of events– but we got sort of simple moral choices instead. There’s no easy way to put it, but this game was one of the first that allowed, but heavily discouraged– seriously, some NPCs won’t even talk to the player if tale of this heinous deed reaches them– the player to kill children. This lead to heavy and buggy censorship in foreign releases, the children’s sprites were just made invisible. They’re dialogue still hangs in the air and they can still be killed, invisibly leaving no gore, with an errant grenade or other explosives.

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The game gives you a “perk” that calls you objectively evil (twice!) for killing children. Good on you, game.

Fun Fact: Fallout was originally supposed to use the Generic Use Role-Playing System– or GURPS for short– rule set but Steve Jackson Games was so repulsed by the levels of violence and gore in the game that they refused to license their system for it.

Fallout was released on September 30th, 1997. It was going up against Hexen II (PC), Grand Theft Auto (PC, PS1), and Star Wars Jedi Knight: Dark Forces II– that’s a mouthful– (PC). I guess it was just a time for violent videogames.

Nostalgia

Have any of you ever played a game that seemed like a game you played when you were a kid? I swear that I played Fallout when I was super young, too young to figure out what was going on or even how to play. I remember walking around in a wasteland town but that could have been any game that takes place in a dusty town. I probably didn’t play it at all actually. And why is it even important whether I did or not? Maybe I want to feel like I was part of the history, playing a game before it was classic. Maybe I just want to clarify the memory. Or maybe I need to accept that I might have dreamt it when I was 20 and that it doesn’t matter. I’m gonna go with option 3 and move on to the Gameplay section.

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But it seems so familiar! Like every other dusty saloon in every other isometric game.

Gameplay

The main quest of the game is to get the water chip for Vault 13 so the player will have to do a lot of investigating and do a lot of travelling. An interesting point is that you can ask special NPCs about certain topics which requires you to actually type out the term you want to ask about. So, pay attention, it could lead to important information that’s NECESSARY to beat the game.

The wasteland is a dangerous place filled with raiders, mutant animals, mutant people, other mutant people, and mutant mutants– did mutant stop being a word for you too– so your character had also be really good at killing things unless he or she wants to end up on the menu for some mutant mutant. And I mean really good at killing dudes because you’ll typically be outnumbered, outgunned, or be facing an 8 foot tall beclawed monstrosity.

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Or whatever this thing is.

The player enters combat automatically when he approaches an enemy or concludes dialogue that would lead to a conflict. The combat is turn based in which each character has a set number of action points determined by their perks and agility. Certain weapons and attacks cost variable action points so smaller weapons can get fired more in a turn as opposed to that honkin’ sniper rifle that takes 8 action points to fire. Moving, reloading, and opening your inventory also cost action points.

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Check out this character sheet! I know that having a higher skill percentage is better but I don’t know what the actually difference between 50 and 52 small guns is.

The game’s attributes effect your skills starting values and you tag 3 skills which get a 15% boost and level up twice as much when skill points are spent on them. Strength also effects your character weight carry limit and melee damage, Perception effects a lot of skills and effects how close enemies start in random encounters, Endurance effects a few skills and gives the player more health, Charisma increases Barter and Speech and allows the player to recruit more companions, Intelligence effects a bunch of skills and gives the player more skill points to spend at level up, Agility increases the amount of action points and when they act in a turn, and Luck effects all skills a little bit and increases the players critical hit ratio– luck also increases the chance of finding beneficial random encounters on the map.

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LIKE FINDING THE TARDIS!

The Gush

There is stuff everywhere in this game. There are computer terminals with lore and lockers filled with items.

Just about every skill is useful– I’m looking at you Traps skill, YOU’RE ON THIN ICE!

There are traits that give the player useful attributes that come with penalties so you can customize your character in such a way that suits your play-style.

The claymation and voice acting for this game is really good. The claymation heads show a lot of emotional range, even if it’s a little simple as does the voice acting.

You can also use the Vault Assisted Targeting System– VATS for short–  to aim at particular areas to hinder your opponents.

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This can prove to be really useful, blinding opponents or making it impossible for them to use larger weapons.

Did I mention the simple fact that this game has…

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…UFOS!?

The world feels appropriately desolate. It will feel like you’re wandering around a post-apocalyptic wasteland.

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The camera lacks a zoom so it’s difficult to see small objects on the ground. If you drop a grenade in a cave it’s basically lost forever.

This game is unpleasantly difficult. I’ve started combats in which the first turn is just me taking three times my maximum health in damage and getting blown away. I guess I walked into the wrong neighborhood.

Time for a rant. You only have 150 days to get the water chip and if you fail it’s game over. I saved my game with 12 hours of play with only 10 days left on the clock to find the chip. Long story short, I was super far from where it was because I got a lot of lost. I didn’t have multiple saves so that save was just doomed. There was no way to salvage it and no way to get the water chip in 10 days so it was just in an infinite game over cycle. Veterans of this era in gaming would call me a fool for not having multiple saves for one character but I was indeed a fool… and I wasted 12 hours… so that’s “fun”.

It seems like 150 days is more than enough time but only if you spend all your time looking for that chip. Side questing has to be kept to a minimum. It’s all about getting that XP and those clues until you get the water. At least that was my experience– and it was a really stressful one.

It’s really easy to break the game, sort of. If your gambling skill and luck are high enough then you’ll never lose a gambling game, this gives the character a theoretically infinite amount of currency if they’re willing to mash some buttons for awhile. That being said, all the money in the world won’t buy you enough to live. No matter how many stimpacks you have it never seems like it’s enough.

The Verdict

It’s unfair to judge a game based on its sequels. This game was incredible for the time but I’ve been so spoiled by modern gaming that I found it to be un-fun levels of hard. I’d say that I’m playing it wrong but I looked up character building guides, quest completion guides, and full spoilers for wear to find the water chip but I still couldn’t get my shit in order enough to fight Super Mutants. If it’s the only game you’re going to play all year then it definitely has the content to support that through all the deaths. But there are so many games now that it’s unreasonable to ask for such a commitment from the player.

Bottom line, play this before you play any of the other Fallout games if you want to really enjoy it, however unlikely that is to happen. If you’ve already played Fallout 3 or New Vegas and still want to play the classics then go ahead, it’s fun just to experience the past. But if you want to play a classic that’s better designed then I recommend skipping to Fallout 2.

Next Week: Chrono Trigger

Final Fantasy VI (SNES)

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The top image is the japanese box art and the bottom image is the US box art. Did we ever get shafted.

Introduction

1000 years ago civilization as we know it was nearly wiped from the face of the world in a conflict known as the War of the Magi. Humans and beings knows as Espers wielded magic in countless battles. Humanity had to rediscover the power of steam and the most basic of industrial technologies. The Empire– it’s seriously just the empire? Whatever, just remember kids empires are evil and kingdoms are good!– has rediscovered Magic now and is gathering power at breakneck speed. You take the roll of a group of 14 exceptional individuals that have gathered from the disparate corners of the world– even the Empire itself– to fight the Empire.

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Whatever you like, this game has a character for you. It’s got 2 kids, an androgynous mime, a yeti, and a samurai–  if you want it, they got it.

History

I bet I know what all y’all are thinking right now, “If the game is final fantasy 6 then why does the box have a roman numeral three on it?” Good question with a simple answer. Final fantasy 2, 3, and 5 weren’t released in the US. Final Fantasy 4 was the second Final Fantasy game that was released in the US so they marketed it as Final Fantasy 2 to avoid confusion– which would eventually create the confusion you’re feeling now, presumably. So when Final Fantasy 6 came out in the US they called it three to continue the trend. So that’s why it’s VI on the Japanese box and III on the US. With that out of the way, let’s talk about some other stuff!

This is the first game in the series that series creator Hironobu Sakaguchi was not intimately involved with, or at least not as involved as he wanted to be. Different characters were designed by different developers and it makes the game piecemeal but in a good way. They took the elements that they liked and turned them into wonderful quilt of a game. The game has no clear protagonist and I believe this large combined effort is the cause.

Fun Fact: This game was developed in a year– that’s just insane to me.

This game was released in the US on October 20th 1994. It’s competition was Sonic and Knuckles (Sega Genesis), Warcraft (PC), and Donkey Kong Country (SNES).

Nostalgia

Video Game rental stores– they were illegal in Japan and I can see why. Lemme just say that my family was super poor for awhile — they eventually started paying me in videogames for my good grades. In the meantime we would rent games because we couldn’t afford to purchase them. It was 7 dollars for 5 days. Now, that’s fine for a game that you can beat in 5 days but Final Fantasy VI requires an attention span that a 12 year old just can’t sustain in order to beat it in so short a time. I would rent it time and time again just to play through the first few hours because my save file would always get overwritten by the time I could get it back. Oh… damn… I should have written this section on limited save files– I am the worst blogger. God, I would play on a higher leveled save file and I couldn’t understand what was going on because I didn’t know the plot and I would feel bad for messing with someone’s game.

Bottom line, if we had saved the money we spent renting this thing over and over again without getting anywhere we could have bought it. It was a scam renting this game out pure and simple.

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I’ll see you in hell.

Gameplay

As is usually the fair in Final Fantasy games there’s the plot and some combat, and ne’er the twain shall meet. The plot is rife with spoilers and learning as the story unfolds is most of the enjoyment so I’ll just talk about the basics. The world is split between free states and the Empire– I’m still harping on it for being just THE Empire. (This just in: It’s actually called the Gestahlan Empire. Named after it’s emperor, Gestahl.) The Empire is centrally located on one continent and the free states are divided and not militaristic so they’re having a hard time repelling the Empire, especially since the Empire discovered Magic and Magi-tek– Oh man, it’s like Magic and Technology put together! I just like the word, it rolls of the tongue — if the tongue was an assembly line. People from all the free states have banded together to form a group called the Returners, who are going to fight the Empire. I never understood why they were called the Returners. What are they returning from– are they saying not to call it comeback because they never left? I dunno, it’s a cool name but I don’t understand why they use it.

This world is filled with people who are willing to fight the Empire, some may need a push but they’re more than able. These people are Terra, the enigmatic woman who has been brainwashed by the empire and forced to use her natural magic powers to kill innocents– by the way, that natural magic thing is really important. Locke, a pure-hearted thief– I mean treasure hunter– who works for the Returners. Edgar, the flirtatious king of Figaro who appears to help the Empire but really colludes with the Returners. Sabin, Edgar’s twin brother who abdicated the throne in order to follow his dreams of becoming a martial artist. Cyan, an honorable samurai in the service of the Kingdom of Doma. Gau, a feral child who has survived the harshest wilderness in the world. Celes, a tomboy general for the Empire who is considering defection. Setzer, a gambling free spirit and pilot of the world’s only airship. Shadow– very original guys– a taciturn ninja who works for the highest bidder. Relm, a peppy young girl who can bring her drawings to life for a short while. She lives with her grandfather Strago, who can keep up with his granddaughter and has learned the ways of many monsters. Mog, the urbanite moogle whose dances can summon the forces of the world. That’s 12 characters! And it’s not including the 2 secret characters.

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Look at all these guys!

Each character has different abilities that they can employ in combat. I find it super fun to find combinations of characters that compliment each other very well. Characters can attack as well as cast spells– did I say cast spells? I meant to say that magic is dead… dead forever… yup… forever.

The music in this game is some of the best for the Super Nintendo. It was composed by Nobuo Uematsu so you know it’s good– if you know who that guy is, I mean.

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This music is so notable that there is an entire album devoted to remixing it. It’s called Balance and Ruin and I highly suggest checking it out.

The art and animation for this game is shockingly good for the time. Characters had more mobility than ever — They were able to blink, man! They could raise there arms and could move around out of pixel alignment which allowed them to express things that couldn’t be expressed in previous games. The animations of magic are also really satisfying, it looks like these enemies are getting messed up.

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It might not look like much now but it was revolutionary at the time.

The Gush

Sabin suplexes a train, you heard me. Sabin can suplex a train, check it.

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This could be the whole section, but I guess I should say more.

 

The villain’s motivation is wonderfully simple. There’s nothing wrong with crazy being a character’s motivation especially when they have so much character behind it. I also rate him as one of the greatest villains of all time just because of the sheer amount of havoc and death he causes. He also rates as one of the most glamour filled final fights in game history. His boss fight has 4 stages. These aren’t multiple forms mind you, this guy’s just got 3 waves of minions to fight before you even face him. And to top it all off, the music is fucking wonderful.

I’m just going to say it again, but the art for this game is beautiful.

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Just take a look at this image. That’s the Imperial capital and you’re going to infiltrate it with that airship. How small, defenseless, and exposed do you feel right now? They’ve got you beaten dead to rights, if that searchlight hits you that airship is getting shot down. They out-man, out-gun, and over-power you in every single way. And if you don’t defeat them then no one will– that’s some Lord of the Rings stuff right there. Good luck.

The sketches are just jaw-dropping.

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Is anyone ready to be a Samurai yet?

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Or maybe a ninja? Whichever you choose, you win.

There are 14 characters in this game and it never feels like any of them are being shortchanged. By the end ten of them get closure to their personal stories. The game was designed to have no protagonist and it gives the player the opportunity to pick their own.

If you asked me to pick a favorite character I wouldn’t be able to. Every time I choose one I immediately think of a reason to pick someone else. I want to choose Shadow because he’s got a mysterious past that we get to piece together but then I remember some spoilery things that happens with Locke but then my mind turns to Relm’s spunky attitude and it never ends! They’re all just so goddam compelling.

You know what’s awesome!? Dogs! Shadow’s got a dog. It takes hits for him and dishes out the pain. It’s something small, but it gives him so much character and life. The dog’s name is Interceptor and he “eats strangers,” if that’s not cool I dunno what is.

This game runs the gamut of emotions. I cried, I cheered, I laughed– did I mention that this game can be really funny. And it’s not just the translation, but that doesn’t hurt it.

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Mistranslation or non-sequitor? You decide.

This game has serious choices with serious consequences. I’m not going to spoil it but just remember, leave no man behind.

The Kvetch

Do you remember that part where I said you could pick your protagonist? Well sometimes the game chooses which characters you have to play and that can rob you of your protagonist…ness. But hey, you’re favorite guy or gal is probably busy doing something else in another location– certainly something really awesome — while these guys also do something important.

This game is really buggy. Thankfully most of the bugs are so obscure that you’re unlikely to find them but some are just game changing. The evade stat doesn’t work, you heard me. You evade attacks based on your Magic Block stat, not the evade stat. In addition, the dark status effect doesn’t do anything. Try blinding an enemy? It has no effect. Then again it doesn’t effect you either so it’s not all bad. Then again, the dark status effect indicator makes it look like you’re character is wearing sunglasses so…

Certain spell combinations can break the game, enabling the player to defeat all enemies in two casts with the exception of some bosses. Some would say this is a plus but I disagree.

This game can be a completionist’s nightmare. There are a lot of segments that are points of no return with sweet loot behind you. Some abilities can only be acquired in certain parts of the game and are LOST FOREVER if you don’t get them. Certain scenes only trigger in mutually exclusive circumstances, so if you did A and not B then something happens but you can only see the other thing if you restart the game and then do B and not A.

Get your strategy guide kids because there are secrets hidden in senseless places all over this game. It wouldn’t be so bad but some of them are only available the first time you enter the room and that just seems unfair.

The Verdict

It might come as a shock to you, dear reader, but I fucking love this game. I still play through it once a year. I don’t feel nostalgia blinded by this game, I feel nostalgia enriched. When I got the full version and could stop renting it my world was splite between high school homework and this game for 2 weeks until I beat it. I personally think it’s the best in the series. Agree? Disagree? Hash it out in the comments.

Next Week: Fallout 1

Seven Kingdoms (PC)

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Introduction

There have been many cultures in the world but this game only cares about seven of them– ten in the expansion patch. Your kingdom begins small, your king and 40 villagers but your empire will grow. Make treaties, research weapons of war, then build said weapons– that would be the next logical point, train armies, fight monsters– wait what happened the historical accuracy thing we had going?

History

Seven Kingdoms was developed by Enlight Software with a team of Trevor Chan– who’s name merits being on the front of the game box. That’s top billing for someone that was doing consulting for programming of airline sales systems. Actually, that sounds shockingly complex. As far as I can tell he was the only designer for this game, but obviously not the only programmer. Enlight Software would go on to publish another of Chan’s games, Capitalism.

Fun Fact: It’s one of the few games from the 90s that was made to be Linux compatible.

Seven Kingdoms was released on November 30th, 1997. It released alongside Total Annihilation (PC), Fallout (PC), Diddy Kong Racing (Nintendo 64), and Megaman Legends (PS1).

Nostalgia

This is the first game that I ever beat on the highest difficulty setting. It was a harrowing gamble with enemies on all sides. I relied on manpower to supply my military but researched weapons of war and sold them to the highest bidders. Soon, my enemies turned on each other with vast armies made of machines. When there was only one left standing the tax on his coffers lead his weapons and kingdom into disrepair. He killed so many civilians that his people despised him. The rampant rebellions left his army without food and when the dust settled there was nothing left of him. Conquer? I have people to do that for me.

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Something like this but with less cohesion. There were little pockets of encroaching people all over.

 

Gameplay

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The beginning of the end. Watch that reputation plummet.

Unlike other strategy games of the time this game is not about resource management. The only resources are money, food, and reputation. Food is produced by villagers that don’t have other jobs, money is produced by taxing villages and mining and selling resources that are randomly placed on the map, and reputation is gained slowly over time and by killing monsters and lost by breaking treaties, killing civilians, and getting your spies caught. Low reputations can cause rebellions which lead to more civilians getting killed– which creates a viscous cycle of civilian death and reputation loss.

The seven kingdoms are the Normans, Greeks, Japanese, Vikings, Chinese, Mayans, and Persians and Deadly Adversaries introduces the Egyptians, Mughuls, and Zulus– all other civilizations go home. Each of these civilizations has their own stats and gain combat abilities as their combat score gets higher. Some races have shields that can protect them from ranged attacks, some races have ranged attacks, some unlock berzerker attacks that do intense amounts of damage, some attack quickly or start with higher damage than others. They feel really different from each other and I think that’s interesting.

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So many people to destroy, so little time.

The kingdoms also interact differently with each other, each kingdom is more agreeable to its own. If you want to take over a Mughul village you’d best send a Mughul general to convince them to join.

The monsters on the map come in over 20 varieties with slightly different stats. The design of these monsters are really cool. Some are the basic giant rock people, rat people, and skeletons. But some are weird reptilian creatures.

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Look at these guys. They’re man things with giant whip arms. What more could you want?

This game has a really in depth espionage system. You can bribe other people, steal technology, start wars, create unrest, assassinate generals, and claim forts out from under enemy noses. Unfortunately it’s handicapped by a weird AI bug– at least I think it’s a bug. Most of the time when you send a spy into an enemy kingdom they get found out immediately. So, the system is really interesting even though it’s just working against you. The AI will send scores and scores of spies at you and most of them will fail in their missions.

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I assume those are friendly counterspies otherwise I call shenanigans.

Maps can have different goals. You can destroy all kingdoms or see who can get an economic score of 1000 the highest. Set a time limit, how many kingdoms there are, how many independent villages there are and how resilient they are to attack.

The Gush

I mentioned the Fryhtans before but I’ll mention them again. Their designs are just so cool. I used to use them as monsters in my dungeons and dragon’s campaigns, I don’t know why I stopped. They also create more lairs. I spent one game destroying my enemies and seeing how many fryhtans it would take to overwhelm me.

There’s something mindlessly fun about setting the game to the highest speed setting and just waiting to see what happens, hoping that you can slow it down in time to deal with whatever issue comes up.

Even if you get eliminated you can keep the game going to see how the rest of the campaign unfolds. You can also interfere with certain activities but it might cause the game to crash.

The cheats in this game are so fun. Turning the enemy civilization into a melting pot by adding different races to his villages causing revolt is silly fun.

The Kvetch

It’s just so annoying that the touted espionage system doesn’t seem to work. The sequel doesn’t have the instant elimination problem so you actually get to play with the system. But that’s the sequel not this game– the sequel that came out 11 years after the original.

The naval mechanics in this game are needlessly complex. Performing sea trade or getting men across oceans are giant hassles. I usually play on large land masses to counter this.

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You see that little fort and village on the other side of the ocean. It can rot for all I care.

The game AI isn’t spectacular. Sometimes your soldiers won’t react to enemy units until they’re uncomfortably close. Unless your units have ranged attacks which creates a dominant strategy for units with range.

The Verdict

This game holds up surprisingly well if your machine can run it. It’s also abandonware so it’s free. Sometimes it gets a little micromanaging heavy but I can wholeheartedly recommend it.

Next Week: Final Fantasy VI

Lords of Magic (PC)

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Introduction

The world of Urak is one divided between eight faiths. The elemental faiths Earth, Wind, Water, and Fire and the  derived faiths of Order, Chaos, Life, and Death. Golgoth, the god of Death– where were the other gods? Having lunch or something, I guess– , has enlisted his most vile minion, Balkoth, to conquer and kill all the other peoples– which sort of eliminates the need to conquer them. Pick a faith, manage your units, cities, and buildings to destroy Balkoth or play as Balkoth yourself and have a grand old time.

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“The circle of life has no beginning or end,” booms the narrator at the faith selection screen.

 

History

Lords of Magic was created by Sierra Entertainment, you might know them as the guys that made The Incredible Machine, Homeworld, and the King’s Quest series. When it was originally released there was only 1 map of Urak. The player could make more with a very diverse map editor, but the sheer amount of time required was daunting. An expansion pack of sorts was released called Lords of Magic Special Edition which included a few short campaigns called the Legends of Urak that took Modern myth and translated it to Urak and a new set of normal capaign maps. The game shipped with a manual the size of a small novel filled with an abridged history of the rise of Golgoth and other Urakian events.

Lords of Magic was released on November 30th 1997. It was up against Fallout (PC), Diddy Kong Racing (Nintendo 64), Quake 2 (PC, Playstation1, and Nintendo 64), and The Curse of Monkey Island (PC).

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The map editor allows for a lot of customization but this is how every map starts. A few buildings on blank dirt background, I find it a little overwhelming.

 

Nostalgia

What happened to game demos? Demos were incomplete versions of games that someone could play to see if they wanted to buy the full version. In this day of preorder incentive and special editions it doesn’t behoove the gaming market to let players try something. Because if they try it and think it’s trash then they won’t buy it but if they don’t have a choice the player might go all in on a deluxe mega special edition preorder or something.

The story being that I played this game’s demo. The only faith available was Life and most of the upper tier structures and units were locked. But playing that demo showed me how much I would love the full version. I don’t care if it only got a 7/10 in gaming magazine, the demo showed me this was the game for me. My youth was spent playing a lot of PC game demos because my computer couldn’t run the full version or I couldn’t afford them. I would play them over and over again wondering if even though I didn’t have all the tools if I could beat the game– the short answer, no… no I can’t.

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This is the full list of different Watchdogs preorder packages, this is ridiculous. Back in my day we didn’t have any of this raderfredermagurf…

Having a demo means not having anything to hide. Sierra had faith that people that wanted to purchase the game would and I did– eight years after the fact long after Sierra had been purchased by Blizzard… but that’s beside the point.

Gameplay

As the game begins the player must choose a faith. Each faith begins with different diplomatic relations with other faiths, opposing faiths like Air and Earth don’t get along whereas Fire and Death get along pretty well to begin with. And each faith has different strengths and weaknesses that favor different playstyles. In addition to choosing a faith the player must choose whether their lord is a warrior, thief, or mage. Each faith favors different lord types so choosing a lord that matches the faith will lead to an easier game than playing a lord that doesn’t.

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Or you could just choose which faith you think has the coolest units in it, like I did. Fire giants and dragons for the win.

If your lord dies then the game is over. This leads to warrior lords being very effective because warriors are very skilled at not dying– seriously, it’s their job. That being said powerful spells can destroy entire enemy armies in single casts so a mage has a lot of late game benefit. It’s difficult to play a thief lord overall because they excel at being alone, and a lone lord tends to get dead.

The game starts you off with a small army to accompany your lord. The map is dotted with locations to explore– and by explore I mean kill all the locals and use, if there’s anything of use there. If there’s nothing of use there then hey, free XP and loot. Before the player can really do anything they need to liberate the great temple of your faith. I always found it bizarre that the game was so gated by this quest. Until the player liberates the temple they can’t hire more troops, research spells, acquire followers to allocate to buildings in town to get resources, anything really. After that it’s a giant game of exploration, politics, and war.

The standard map is the same every time so memorizing it can lead to finding sympathetic faiths quickly and avoiding your opposing faith– no need to waste good scouts.

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You can also customize your starting, resources, units, spells, artifacts, and whether your great temple begins liberated.

 

The Gush

There are so many cool things you can do in Lords of Magic. From spells that can create land where there was once water– allowing super sneaky land attacks via bridges that didn’t used to be there. To starting a custom game with a single Warrior with an immensely powerful artifact. The custom options allow a different way to play every game.

The game has some pretty good cinematics, especially for the time. Every time another faith gets knocked out Balkoth approaches Golgoth and informs him of the “untimely demise” of yet another pretender. The final scene and destruction of Balkoth is super triumphant!

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Balkoth’s conversations with Golgoth were always spooky. It was so sad to think a faith had been taken out. Unless it was Water, FIRE 4 LIFE!

I really like the voice acting in this game. Every unit has a voice and all of the lords have unique voices.

There’s only one combat track but it perfectly suits the feel of Lords of Magic’s combat. The overworld has a few different randomized and very atmospheric tracks.

The overworld map looks really good. Every faith’s terrain gives them stat bonuses in combat and affects the movement of other faiths out of combat.

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Those roads actually speed up a party’s movement. And most units have unique movement noises overworld. I totally wasn’t able to recognize certain units by how they sound, nope, that ain’t me.

The strengths and weaknesses of each faith is really intuitive. I know that Order is going to have some powerful knights in heavy armor– because of course they do.

The mythos of Urak is Tolkienian yet totally it’s own. The lore of each of the faiths is interesting to unfold and understand. Every spell, description, and voice over clip reveals more about the personality of the faiths. And that personality leads to an immersive experience.

The most powerful spells are usually really flashy and satisfying. It’s a great payoff for a big investment.

Kvetch:  Important Things the Game Doesn’t Tell you Edition

Liberating the great temple of a faith that has good relations with you will cause their lord to swear fealty to you, giving you their territory and units based on how much they liked you. If your lord dies, this lord will take their place– it’s like having an extra life.

The Fame resource determines how many followers you get in your capital every week. These followers are the only way the player can have a sustainable army, acquire resources, or upgrade their capital.

Villages between each major city can be used to construct useful buildings but can also be destroyed to deny other faiths the advantages of these buildings.

Putting a Thief in the Thieves guild, or a warrior in the barracks, or Mage in the Mage tower will raise the amount of experience points new Thieves, warriors, and mages start with based on the level of the tutor.

Wandering monsters spawn from dungeons. The more dungeons that are around the more wandering monsters that will appear.

Wandering monsters won’t attack a structure with a unit in it. Might be a cat or an imp but it’ll stop them from retaking your rank 7 Gold mine.

Mages can research new spells in libraries, each spell requires a certain number of days to research which is researched at the rate of 1 day per level of mage. EG, if it takes 10 days to research a spell and there’s a level 2 mage in the tower it will only take 5 days for that mage to research it.

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Battles can also turn into a giant ball of dudes hitting each other with sticks until you win or you lose. It’s hard to strategise and unit movement can be really stiff.

Higher level dungeons have artifacts that you NEED in order to stand a chance against Balkoth.

Balkoth cheats. He starts the game with an artifact that gives him free resources. He can cast spells, has the strength of a warrior, and a ranged attack like a thief. You can also never defeat him by autoresolving combat.

Actually, the whole game cheats. If my intelligence reports are anything to go on then other faiths can have negative resources and not lose their troops. But sometimes they start suffering desertions like crazy. I don’t understand the logic to it.

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And the occasional glitch, like this boat floating around on dry land.

I have no idea what most of the stats do for units. There’s a luck stat, what does it do? Iunno. There’s a wisdom stat, what does it do? Iunno.

Never autoresolve combat unless you know you’re going to win. It almost always works out poorly for you.

If you destroy the lord of another faction all of his soldiers will track your lord down and do their best to try and kill him. They will gang up in giant armies along the way.

The Verdict

I am super blinded by nostalgia when it comes to this game. I recommend looking up a walkthrough if you want to play it just so you can understand all those things the game doesn’t tell you.  If you ever wanted to play a Lord of the Rings like adventure and didn’t want to buy one of the Lord of the Rings games then I can suggest this game to you.

Next Week:  Seven Kingdoms (PC)

Legend of the Mystical Ninja

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Introduction

Dr Yang goes to Kid Ying’s house and tells him about a ghost woman that lives in the temple to the North. This investigation leads them on an adventure to save the Princess of Japan. Run, jump, attack, and discover– and by discover I mean, you’d better figure out what’s going on because it doesn’t tell you and I don’t know.

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I’m certain this makes sense in context.

 

History

Oh, hey. I’m calling this section History now because sometimes I don’t have development to talk about but I do want to talk about the facts around the past of the game. Hence, History.

Legend of the Mystical Ninja is known as Ganbare Goemon (Translation “Go For it, Goemon)  in Japan and is based on two of Japan’s most legendary thieves. Kid Ying is actually supposed to be Goemon, as in Ishikawa Goemon. Ishikawa Goemon was basically Robin Hood, taking from the rich and giving to the poor. He didn’t get Maid Marrion in the end though. Goemon’s wife was killed and his son was kidnapped by a Japanese warlord. When he went to kill this warlord and liberate his son he failed and both he and his son were boiled alive.

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That’s right, he’s holding his son out of the water to give him a few more moments of relative peace. HEROIC!

Dr. Yang is supposed to be Ebisimaru, named after Nakamura Jirokichi, AKA Nezumi Kozo. He was a thief that was popularized after his death and there are less Robin Hoodesque reports about him. If records are correct then he stole from over 100 Samurai families and accrued nearly 36 million dollars worth of goods. They say there are no old bold thieves and Nakamura was certainly bold, he was executed after being caught for the second time.

It might seem like there’s a bunch of stuff in this game that doesn’t make sense. But you’ve got to believe me here, it all has roots in Japanese culture or mythology. Let this video by Gaijin Goomba serve as a guide to some of the aspects. https://www.youtube.com/watch?v=3WnFMWreP6Y

Legend of the Mystical Ninja was released by Konami on June 20 1992. It’s competition included Wolfenstein 3D (PC), Indiana Jones and the Fate of Atlantis (DOS), Super Mario Kart (SNES), and Ecco the Dolphin (Sega Genesis).

 

Nostalgia

My family was pretty broke when I was a kid. They eventually got out of the hole but while they were in it I got a new game every Christmas or so and that was it. In the meantime I would beg and be good in exchange for a visit to our local video and game rental store. This was the game that I rented again and again. I did it mostly for the box art because I didn’t really understand how the game was played– I’m still a little foggy actually. But I kept renting it with this weird thought that it had been so fun even though I hadn’t had any idea how to play it.

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This is the first boss. I rented the game 3 times before I saw her. And she scared the crap out of me because ghosts are scary.

 

Gameplay

Each level has two different sections, the 2.5 dimensional exploration stage and the 2D action stage. The exploration stage is basically about defeating wandering enemies by hitting them with Goemon’s smoking pipe and getting power ups like money, weapon upgrades, and scrolls– I have no idea what the scrolls do but they must be important. Some buildings hold shops where Goemon can buy useful things like sandals that make him move faster and jump higher. Dying in the exploration stage loses the player a life but they come back right where they died, if the player dies in the action stage then they go back to the beginning– brutal but fair.

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Pizza in ancient Japan? Well, there are shockingly modern areas in the game so… don’t worry about it.

Ebisimaru is playable but only by the second player. His weapons and maneuvers are the same as Goemon’s but aesthetically different and more silly.

This game is hard for a few reasons but I think that the big one is that whenever Goemon gets hit he loses 1 rank from all of his upgrades and gets knocked back. He’ll lose a weapon rank, two health, and a set of sandals. It’s crippling to get weaker attacks or to move slower especially in the middle of a boss fight. I’d be more willing to farm gold from enemies to stockpile these things but each level has a timer and I don’t know how long it will take to beat the level so I worry and rush. The kicker to all this is that the timer is measured in actually seconds, so each level gives the player about 15 minutes to complete it. The penalty for letting the timer run out? You lose a life… that’s it. It seemed so much scarier when it was unknown

The Gush

For a Super Nintendo game the visuals in this game are really good.

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And the opening scene sets the tone and looks nice. Also, I love that line.

This game is filled with fun and interesting Japanese cultural references. Enemies wear masks from Japanese culture, some of which with meanings that are evident from the game itself.

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Drum ceremony surrounded by silly masked men. I wonder if that mask represents silliness? Spoilers: They do.

Some levels have really interesting platforming aspects like turning upside down or have secret areas that are cleverly hidden but not impossible to find.

This game is meant to be played with two players. It’s just more lives to go around on the most pragmatic level, it’s like playing a beat em up. Goemon and Ebisimaru can even team up for combo attacks which are super cool.

Strangely enough, I kind of like not knowing what things mean because I get to try to figure things out on my own. When I figured out the Straw Coat protects Goemon from attacks I thought I was a genius, but it made perfect sense! There’s something about self-discovery that’s very satisfying. But there are so many things in this game I haven’t been able to figure out.

 

The Kvetch

The translation in this game nearly cripples it. Maybe the manual explains what everything means and does but I’ve played this game for years and I still don’t know how most of the game works. It’s not rapidly apparent what some items do– what does the Straw Hat do? I have no idea!

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Is Goemon fighting a giant squid on a bridge? Yes. Why? I have no idea.

This game is ungodly amounts of long and hard, I’ve made it to level 5 once but apparently there are 9 or 10 levels. This would be okay if it weren’t for the crazy password system. Passwords are 60 characters long and aren’t just letters, there are all sorts of weird symbols. Passwords also include lower case and uppercase along with numbers– is that an I or a 1, I dunno. It might be better to play on an emulator and use the save states are certain points, seems like cheating but the passwords are ridiculous.

The Story is super threadbare, the plot only happens after Goemon defeats a boss. And the plot pushes things as far as the next area and that’s about it.

The Verdict

If it were easier to figure out how things worked or if I knew what I was doing the whole time then this game would be really fun! As it stands, it’s alright. The platforming is solid, enemies are satisfying to defeat, and the game looks good.

It’s something I’ll spend 3o minutes on and then go play something else. If you can find a good guide about this game then go for it– and send me a link so I can figure this game out.

Next Week: Lords of Magic (PC)

Diablo (PS1, PC)

 

 

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Introduction

One of the Demonic Prime-evils, Diablo, has escaped from his prison in the small town of Tristram. With the assistance of the Arch-Bishop, Lazarus, he has driven the King to madness and possessed the King’s son, Albrecht. The player takes the role of a powerful Warrior, a quick Rogue, or a brilliant Sorceror and must fight through a dungeon of Hell-spawned monsters in order to destroy the great Demon.

Disclaimer: My experience with this game is mostly in the PS1 port. I’ll offer points about both versions but most of my experience is still with that port.

Development

Diablo was made by Blizzard Entertainment, it’s difficult to imagine that Diablo was only the 6th game they had made– It’s also surreal to think that they made The Lost Vikings and Blackthorne. They were most well known for making Warcraft at the time, a real time strategy game, so making an adventure game like Diablo was risky.

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This is where it all started kids. This is the beginning of Blizzard.

 

Diablo has multiple versions, it has the PS1 port and an expansion called Hellfire. I played most of my Diablo hours on the PS1 port so I’m going to be talking about it a lot, especially in the Kvetch section. The Hellfire expansion was developed, not by Blizzard, but by Sierra. It adds a new class, the Monk. And includes a strangely large amount of cut content, namely the Bard and the Barbarian. It also adds the NPCs Lester and Celia that interact with a new area in Tristram, The Hive. 

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The Hive also has special interactions with the joke character, The Complete Nut.

 

Apparently there’s a lot of cut dialogue and cut quests that never made it into the game. As it stands the number of quests are quite limited. Most of these quests are only available in single player mode. I think they were cut because Blizzard figured most players would be playing online.

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There’s an entirely cut NPC from the original game, Tremain the Priest. Cain takes his place, more or less.

 

Diablo was released on December 31st, 1996. It released at the same time as Donkey Kong Country 3 (SNES), The Neverhood (PC)

 

Nostalgia

I used to play the demo for this game on my Uncle’s computer and it scared the piss out of me. I’ve mentioned that I was a coward when I was a kid but I couldn’t even bring myself to fight basic enemies I was so scared. I could deal with skeletons and little demons but when I got to fighting the weird bug things on the early floors I would flip out and run. I would think, “If I find those things then I’m just going to have to restart the game until they’re not an enemy there”. I remember the first time I fought the Butcher, I just ran. I opened that door, heard his dialogue, and closed the game as quickly as I could. It’s really interesting not being scared of it anymore. Now I’m more than willing to charge head long into the Skeleton King’s rib cage and smash it to pieces.

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That’s the Butcher on the right there. His chamber is far more frightening than he is.

 

Gameplay

Diablo is a hack and slash dungeon crawl. No matter which class you choose your goal is to venture further into the labyrinth, level up, find better gear, and fight stronger monsters. Unlike Diablo 2, character’s don’t acquire more skills as they level up. Leveling up only increases their attributes. Attribute levels must be at a certain level to wear certain items or use scrolls and spell books. Limited inventory space means choosing which items are the most valuable and bringing them back up to town to sell. Certain NPCs in town will offer single players quests which can net them impressive items that can’t be taken out of single player sessions. 

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The wonderful world of loot. Don’t forget about the mandatory piles of money either.

 

It’s controlled with mouse and keyboard on the PC and the PS1 controller for PS1. Thankfully, the controls are really well mapable on the PS1 controller. They’re not preset very well but the game allows the player to change the controls to suit their needs and style very well. 

The classes are what really make Diablo. Each one plays very differently. The Warrior has high health and strength, making him ideal for soaking up damage and dishing it out with a sword or an axe. It’s important to keep him well equipped though, going into the lower levels of the dungeon with a crappy armor will lead our hero to certain doom. Then there’s the Sorceror, who’s the Warriors polar opposite. If the Sorceror can find good and useful spell books then he can become a nearly indestructible tank that shoots lightning and destroys everything. The Rogue specializes in using the bow and disarming traps. The traps in the labyrinth can be deadly so it’s really useful to have her around. That being said, this game does have friendly fire so it’s very possible to kill your allies. The issue is that bows don’t do a lot of damage, but she can raise her magic stat higher than the Warrior can so casting spells is a viable option. I dunno, I could never figure out how to play her.

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Our three heroes. And the Sorceror blows away all the enemies with a mighty Lightning Nova.

 

The Gush

One word, multiplayer. Playing this game with, or against your friends, is a blast. Backing up your Warrior buddy with a hale of arrows or deadly spells will never stop being fun.

The art style and graphics for the game were wonderful for the time and I still think they hold up now. The different environments all look grim, dark, and foreboding– like a good dungeon should. There are a lot of pallet-swapped enemies with different names but their design is so solid and interesting that I don’t even care.

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You take the gold ogre, I’ll take the blue one. 

I don’t know if the PC port had this but the PS1 version has a whole history of the world available at the main menu. The story of this world was really engrossing to me. I know that Lazarus has left mad journals all around the PC and PS1 versions of the labyrinth but I thought that listening to the history plain was super cool. Sometimes I would just boot up Diablo just to listen to the back story.

The characters in this game are great. I love talking to all of them about whatever they want to talk about. From Farnham’s drunken ramblings with wisdom tucked inside to Cain’s mysterious stories– how does he know so much anyway?– I love hearing all of it. My favorite NPC is definetly Wirt, the Peg Legged Boy. After he got his leg ripped off by angry demons he decided to get back at them by becoming a small entrepreneur, providing you with some of the highest end gear money can buy. Best bit part though must go to the wounded Townsman outside the labyrinth entrance.

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This guy’s speech tells the player everything they need to know about the plot and pumps the player up to kill some demons.

 

I also like demolishing hordes of monsters. The bigger the horde, the better. Don’t care how much loot or experience points they offer, I’m just glad to destroy all the little hell spawned buggers. 

 

The Kvetch

Two words, single player. Playing this game alone is the ultimate sadness. The presence of that other player sharing the adventure is vital to the enjoyment of this game. Maybe it’s just me, but playing this game alone is empty.

The PS1 port. Here’s everything wrong with it. It takes up 12 of 15 memory card blocks, so you can only have 3 characters on the same card. Playing multiplayer slows down each of the character’s movement and makes the characters stick together so coordinating movement can be difficult. The game’s graphics and art had to be compressed to fit on the PS1 so everything just looks uglier overall. Menu surfing can be difficult because of the strange controls. The PS1 has auto-targetting for spells since there’s no cursor to target enemies with. This thing will always point at the most useless target is possibly can making the dear sorceror waste oodles and oodles of mana points blasting at enemies one at a time. The walking speed is also atrociously slow.

Acid beasts. These enemies are un-fun to fight. Any of the ranged attacking enemies are un-fun to fight but these guys are the worst. Enemies that can attack from afar abuse this fact, they’ll run and shoot over their shoulders at you the whole while. But when you kill these guys they leave acid pools that can deal a lot of damage so chasing the rest of the pack is even more difficult.

The best part of this game is the co-op, so the worst part of it is the friendly fire. I’ve accidentally killed my partner too many times. One stray lightning bolt or sword swing can totally demolish someone.

Gold shouldn’t take up inventory space. I know it’s not realistic but it makes gold a burden instead of sweet treasure.

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Those inventory slots get mighty scarce when they’re filled from wall to wall with gold.

The durability system is butts. If your item runs out of durability it disappears from your character and is gone forever. This can be so frustrating when it’s been a long time since you went to town and then poof, there’s goes your sweet sword. Gotta find another one.

 

The Kvush

Town portal is a spell that allows the player to teleport back to town and that’s awesome. What’s more awesome is being able to learn the spell by finding the spell book for it. What’s not awesome is not finding the spell book and having to continue to use scrolls when you’ve got the skill to learn it from a book that you just haven’t been lucky enough to find. Maybe I’m looking a gift horse in the mouth but at early levels 150 gold is a lot to dish out every time I got back to town.

 

The Verdict

This game is still solid but is completely outclassed by it’s sequel. Diablo II is the more rapidly available game and the superior game overall. If you need the trip down memory lane or are interested in the history of the series then Diablo 1 is a good play but I would only recommend it for the hardcore fan.

Next Week: Legend of the Mystical Ninja.

 

Spyro the Dragon (Playstation 1)

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Introduction

Gnasty Gnorc– pronounced Nasty Norc– is an orc who is relatively nasty. During a news interview with an Elder Dragon of the Dragon realms the Elder Dragon calls Gnasty ugly. The Gnorc flies into a rage and uses his magic to encase all of the dragons in crystal– using his satellite wand or something. Every dragon except Spyro, a dragon young and small enough to miss. Gnasty is using his magic to turn the Dragon’s treasure into soldiers to conquer the world– presumably, otherwise he’s just making dudes to make more dudes because he’s an extremely lonely Gnorc. Spyro will have to use his fire breath, horns, and gliding ability to free his draconic brethren and defeat this Dragon-hater.

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The Gnorc himself. He’s a pretty imposing dude, although I doubt the effectiveness of his golden armor.

 

Development

Spyro the Dragon was made by Insomniac Games, best known for the Spyro series and the Ratchet and Clank series. The Chief Architect, Alex Hastings, created one of the first fully 3D panoramic experiences for the Playstation 1 with this game.

The music was composed and performed by Stewart Copeland, the former drummer for the Police. His music shows the quality of a professional musician and is one of the most memorable aspects of the game.

Fun Fact: Spyro was originally going to be green but the designer’s thought it would be to easy to lose Spyro in grass and other green backgrounds so they made him purple instead.

Spyro the Dragon was released on September 10th, 1998. It would release against MediEvil (PS1), Metal Gear Solid (PS1), Fallout 2(PC), and Resident Evil: The Director’s Cut (PS1).

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Between the grass, crystal dragon, and enemies it’s clear to see why Green Spyro would have been a terrible idea.

 

 

 

The Nostalgia

Does anyone out there remember demo disks? Once upon a time game companies would release disks with early sections of games so that consumers could see if they wanted to get the full product. One of my favorite Demos was the Spyro Demo. It only had three levels in it but I would play those levels for hours, wondering how to unlock the others. I didn’t know they couldn’t be unlocked but finding everything in them helped me find everything in them when I got the full game.

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Hours spent wandering around the same areas waiting to get the full game.

 

Gameplay

In order to free all of the other Dragons Spyro is going to need to travel to all of the Dragons’ worlds and all of those world’s areas. The Dragon finding is actually the easiest part of the game. They’re typically in obvious locations and even if the Spyro can’t see one they shake from time to time, making a distinct noise that’s easy to make out.

Spyro needs to find all of the treasure, which is dropped my monsters as well as hidden all over the world. This is probably the most difficult part of the game because if there’s one errant gem missing then Spyro’s screwed. There’s no real way to detect the treasure so you’ll just have to look everywhere, draw maps of the area, and mark all of the places that you’ve been. Alright, it’s usually not that hard but there will always be that one gem that’s missing.

Spyro also needs to find the 12 dragon eggs that were stolen by a group of dastardly thieves. The thieves are pretty quick but aren’t really a problem. They also jeer Spyro by saying “Nyanya” and blowing raspberries– because taunting the dragon sounds like a great idea!

Spyro’s got 3 main moves, he can charge, jump and glide, and breath fire. Breathing fire is Spyro’s main mode of attack but some enemies and objects are wearing or made of metal and dragon breath doesn’t go through metal– for reasons that escape me scientifically, logically, or magically (I guess I just rolled with it when I was a kid). Enemies that wear metal armor are prime targets for a well placed charge, charging also makes Spyro move faster so it makes travel less of a hassle.

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General rule, small enemies get charged and large enemies get flamed.

 

 

 

Spyro’s health is represented by Sparx, the dragonfly that accompanies him on every adventure. Sparx can take three hits before he disappears, leaving Spyro on his own. Torching or charging sheep and other fodder animals release butterflies for Sparx to eat. Sparx will also pick up nearby treasure so it’s a great idea to keep him around.

Some levels feature boss enemies that are supposed to be more difficult to handle but they’re not for the most part. The levels are tough, don’t get me wrong, but the bosses themselves are usually not more effective than the armies they bring with them. That being said fighting 3 wolves and a giant scarecrow can be tough.

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This is the Scarecrow in question. I think he’s just big enough to seem threatening without being scary.

 

The Gush

Even today this game looks great. Some of the enemy design is really cool and varied, from bulls to shamans every enemy looks cool. It also boasts some of the largest level sizes for the Playstation, using clever programming tricks to keep the memory use down. The levels aren’t just expansive, some of them are downright mystic and beautiful. It definitely looks like a group of Dragons made some of these places.

Dragons that Spyro save usually have interesting advice or comments to make about the world. But Dragons with the most badass of names– Thor, Crusher, etc– are usually feeble and old. I thought it was the funniest thing when I was a kid.

The loading screens are pretty cool and the load times are surprisingly short.

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There’s a relaxing quality to watching Spyro glide across a cloudy sky.

 

The music for this game is really good. I’ll find myself grooving to the bass and drum beats all through gameplay. Each level has it’s own unique tune. Some of them sound similar, but they all have their unique bits.

Gliding around is just fun, all there is too it. Reaching the highest point of levels and just gliding round is awesome.

 

The Kvetch

The story in this game is pretty weak. Gnasty is supposed to be an underprivileged Gnorc who saw his reflection in the Dragon’s treasure as something nearly unbearable because he was so ugly. When he tried to destroy the treasure so that it couldn’t reflect his appearance the Dragons sent him to the junk yard of their worlds and he swears revenge. This makes Gnasty a strangely sympathetic villain but most importantly it gives him some sort of motivation for doing what he does as opposed to the nothing the game provides.

Speaking of Gnasty, the final fight against him is really anticlimactic. He goes down in one hit, the whole “fight” is just about getting to him or keeping up with him while the platforms in the level recede into walls.

Some pieces of treasure are insanely well hidden. And you need all of it to unlock Gnasty’s Loot, the super secret final level. Some levels also form strange mazes so it’s really difficult to remember where you’ve been. In later games Sparx can point Spyro toward treasure and it solves the issue but this isn’t the later games.

Worlds are gated by mysterious balloonists. They ask for Spyro to have enough treasure, Dragon’s, or Dragon Eggs before he can take Spyro to the next world, but why? Spyro doesn’t pay him the treasure, eggs, or Dragons. Why does he need to know that Spyro’s got this stuff?

Tree Tops. Just, Tree Tops. This level is a nightmare filled with super charge ramps, keys, and treasure chests. It’s so easy to screw something up in this stage and if you do, you’ve got to start all over because there’s no way back to Tree Tops you’ve passed.

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This level looks beautiful but it’s masquerading as Hell.

 

The Verdict

This game is absolutely worth playing but is not worth completing 100%. The sequels remedy the problems with getting 100% and I think that shows that Insomniac was just a little green when making this game– it was only the second game they had made. Nostalgia levels are really high but this game is just good. If you’ve got a hankering to play as a small Dragon and save Dragon-kind then this is the game for you.

Next week: Diablo.

Pokemon Trading Card Game (Gameboy Color)

 

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Introduction

The inhabitants of an unnamed island consider the Pokemon Trading Card Game to be the most important thing ever conceived. You are a denizen of this island and want nothing more than to face the Grand Masters of the game. In order to do this you must defeat the masters of the 8 clubs and your rival, Ronald. The first step is going to Mason’s Laboratory– a lab completely devoted to the study of a children’s card game– and speaking with Dr. Mason to get your first deck of cards.

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Are there any towns on this island? Farms? Natural resources? Or does it exist purely as a Valhalla of trading card games?

 

Development

In a bizarre turn for Collectible Card Game tie-in videogames, the videogame for the Pokemon Trading Card Game was released in Japan before the playing cards were actually released. It would get pushed back for its American release because Nintendo of America was trying to focus on the sale of Pokemon Stadium and didn’t want to flood the market with Pokemon games. This caused the game to be overshadowed by the release of the actual card game. I can imagine many parents uttering the words, “Why do you need the Gameboy game when you already own the cards?”

Fun Fact: Two cards, Base set Electrode and Fossil set Ditto, had abilities that were too complicated to be put into the game.

Pokemon Trading Card Game released in the United States on April 10th 2000. It would face The Legend of Zelda: Majora’s Mask (Nintendo 64), Perfect Dark (Nintendo 64), and Diablo II (PC) around its release.

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There was a sequel that was only released in Japan– to my eternal sadness.

 

Nostalgia

Here’s the simple thing about kids and games, kids love to win therefore kids will cheat. And when it comes to games like this, the adults don’t know the rules, so there’s no way for them to moderate it. I started playing the game when I was a kid but between the cheating and the theft I got fed up with it really fast.The Gameboy release however had all the fun with none of the stealing or cheating. It was also nice to hear the rules from an objective source– kids will also bring up house rules at the exact moment it’ll cause you to lose.

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“Oh, well, my Staryu is on the sand of a beach so your electrode’s electric attacks won’t have any effect.” Damn kid logic.

 

Gameplay

The player’s goal is to defeat all of the club leaders and then go on to face the Grand masters. Facing the club leaders typically involves facing the other members of the club, having enough club leader medals, having enough cards, or defeating enough opponents overall. Each club has a theme so it behooves the player to build a deck that is strong against the theme of the club– or the player could just build a completely busted good deck but I’ll talk about that more later. When the player defeats any character they are rewarded with 2 packs of cards, giving them more options to face different opponents. Some cards are more rare than others so the player might have to face club members multiple times before they get the desired card.

The game involves playing basic pokemon, attaching energy cards to them to use their attacks, evolving them– which provides different abilities with different costs, utilizing pokemon powers, and using trainer cards that affect the game in various ways. Some trainer cards allow the player to draw more cards for their hand, search their deck for a card and put it in their hand, remove an energy card from a opposing pokemon, heal a pokemon, and all sorts of other weird stuff. A deck can only have 60 cards, no more, no less, and there can only be 4 copies of any card in the deck, except basic energy cards. The goal of any deck is to utilize all of these elements in making a strategy that’s effective.

Sometimes the Challenge Hall hosts a Challenge Event. The player will face 3 randomly chosen opponents from the game and if they defeat them all then they get a special promotional card that can only be acquired from these Challenge Events. Because the opponent is random it’s not possible to build a deck that’s designed to defeat them based on cards weaknesses and resistances, so it’s the ultimate challenge the game has to offer. They occur randomly so check every once and awhile.

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The special Surfing Pikachu is just one of the promo cards. They’re not all powerful, but they are pretty cool.

 

The Gush

This game provides the player with the ability to own all of the Pokemon cards without requiring the need to purchase, or store all of that useless cardboard. Players can still duel each other in the game using the Gameboy Link Cable, so they player can get the whole experience of the game– with a built in referee! This game also included cards that hadn’t been or wouldn’t be released in physical form– so it’s got even more cards with none of the cardboard.

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By the way, this game has a bunch of different opponents.

The pixel art of the card art looks really good and each attack has its own animation. The dialogue for all the characters in the world that you can’t actually play with is sometimes really funny.

Speaking of funny characters, the game has a hidden opponent. His name is Imakuni? He’s a Japanese musical personality who’s taken up the game. He shows up in club lobbies sometimes and defeating him nets the player 4 packs instead of just 2.

The game uses simple addition and multiplication so it’s easy for a kid to play. But the strategy can get intense. It’s easy to learn but difficult to master.

 

The Kvetch

The story is super weak and almost non existent. The world the game takes place in doesn’t even make sense. Are wars won over the game table? Because characters in the game take it that seriously and it just seems strange.

After the player wins a few medals he’ll get blindsided by his rival, Ronald. Ronald’s deck is always something the player hasn’t seen before and the player doesn’t have an opportunity to change or alter his deck before he faces Ronald. This leads to a lot of frustration because defeating Ronald is the only way to acquire certain promo cards. So if the player has a deck that just happens to be vulnerable to Ronald’s deck then Ronald will win and the player will miss out on permanent advantages. The only way to prevent this is to reload the last save and recover your progress. It’s the worst thing about this game.

I swear certain rare cards are more rare than other rare cards. I’ve got 12 Aerodactyls that I’ll never use and only have 2 Computer Search cards, then again someone that loves Aerodactyl might only have 2 and have a pile of Computer Searches they don’t know what to do with.

The order the player faces the Grand Masters is random and the player can’t alter their deck before they face the first Master. After beating the first Grand Master they’re allowed to alter existing decks or even make new ones more suited to the next opponent, which is announced unlike the first. This makes it so the first Grand Master is difficult to defeat because it might be a Master with a deck that is better suited against the player’s even though the player is using a deck that’s well suited against a different Master. I’d understand if the player had to make one deck that could beat all of them, that would actually be really interesting but the fact that the first one is random is a strange choice.

 

The Kvush

Alright, I didn’t know if this was good or bad. It’s really easy to make a deck that’s so good that it’ll never lose. I’ve developed a strategy that never loses me a match. I have been playing it since I was a kid so I might’ve just played too much. A few cards from the base set were banned, Bill and Professor Oak in particular. These bans didn’t go into effect until long after the game was released. The use of these cards can make decks far more effective than the game expects leading to easy wins.

 

The Verdict

I like this game a lot. It’s wonderfully portable, it’s got satisfying gameplay, and it offered a real value for me when I was a kid– heck it came with a real promo card in the box. That being said, I am quite blinded by the Pokemon nostalgia factor so I’d like to hear what someone would think if they hadn’t played it growing up.

Next Week: Spyro the Dragon for the Sony Playstation