Sunday, May 26, 2013
Streets of Rage
Wednesday, January 25, 2012
Song of the Week: Lufia & the Fortress of Doom Town Theme

Lufia has the perfect town theme: happy and fun. That's why it's this week's "Song of the Week." We continue hope for the VC release of this most epic of RPGs.
Thursday, November 17, 2011
Gradius NES FAQ, Walkthrough, Review & Codes
Gradius was an arcade hit in Japan. America and Europe got the game under the title "Nemesis." Europe would later get Gradius II as "Vulcan Venture." The NES revieced ports of both. So did the Turbo Grafx-16. Also the MSX.
The NES Gradius will no doubt hold a special place in many gamers' heart because it was the most accessible port for most of us growing up. Gradius was hard as shit, so I could never get very far.
The Konami Code changed that a little. Up, Up, Down, Down, Left, Right, Left, Right, B, A, start. In Life Force & Contra you get 30 lives. In Gradius your ship gets near maxed.
Strategy on the NES involves
1) never getting hit
2) always having the shield up
3) having another shield ready to go if your shield gets low
4) switching from Double to Laser sometimes
In areas with a floor and ceiling it's typically better to use double. In open space, use the lasers. This means double in stages 3, 4, 6, 7. You should use the lasers for stage 5. At the END of stage 6, switch to the lasers if possible. You'll know the end is coming because of the crazy background junk.
Gradius has its fair share of other codes as well. I'm just going to list the all, then get to the review:
You can get into a nice spot with some of the core bosses in which you'll be safe. Try to go just above the 4x laser beams and sit still. All shots should miss you!
Continue Code
--------------
You can continue! At the Game Over screen, press down, up, B, A, B, A, B, A, start. You only get 1.
Skipping Levels
---------------
Warp (1 to 3): after defeating Core Fighter in level 1, when the thousands digit of your score is even, destroy 4 hatches.
Warp (2 to 4): Destroy Xaerous Core at end of level 2 within 2 seconds of its core turning blue.
Warp (3 to 5): Destroy 10 stone heads in level 3.
Game Genie Codes
-------------------
SXOOYYVI Both players have infinite lives
AENELZLA Both players start with 1 life
IENELZLA Both players start with 6 lives
AENELZLE Both players start with 9 lives
KOXOLYSP Keep power capsules
NNOEKPIE Increase force field protection
YGUONUZS + YGKPUUIL Never lose weapons
They simply did an awesome job with this port. It's just as much fun as its arcade counterpart, and the shield mechanic actually makes the game significantly easier. Plenty of codes, cool music, nice art, stage variety, challenge, and flawless hit detection make this one of the best greatest NES games you can buy. It's been released on the Wii VC as well, so get Gradius any way you can. You should probably grab Life Force as well.
I bought Gradius for 5.00 at a garage sale in the '90s. Finally conquered the NES version today. Kabuki Quantum Fighter, The Guardian Legend, The Clash at Demonhead, and now Gradius. What's next?
Wednesday, November 9, 2011
Neutopia Strategy Guide Scans
Neutopia was the Turbo Grafx 16's answer to The Legend of Zelda. It's got just as much charm and adventure as Nintendo's golden classic, plus the benefit of NOT BEING ZELDA--a game which most of you readers have, like me, demolished over 20 times.
You can snag an easy copy via the Wii's Virtual Console for 6 bucks; I've had this game for about 3 years now and I've yet to really sink my teeth into it. It's a great game, I've just lacked the dedication to conquer it and its sequel (Neutopia II, also released on the TG16 and WiiVC).
I found these scans in an old Turbo magazine. This walkthrough for Neutopia is amazing, and I'll probably peak at these things if I get into some trouble. I'll try not to use them, but in any case the artwork is strange and much different from the in-game style. Looks like they wanted to "Westernize" the game for American audiences...
But Neutopia's got the style, the challenge, and definitely the music to justify playing this game in 2011, so give it a try!
Sunday, October 23, 2011
China Warrior Review

China Warrior takes a lot of shit for being a terrible game. Fuck the haters, this Turbo Grafx-16 classic is worth playing for beat-'em-up and fighter fans from now until the end of time.

Released in 1987 and packaged with the Turbo by Hudson, China Warrior (aka "The Kung Fu") puts you in control of a Bruce Lee clone out to kick everyone ass. Kick people to death as you fight for victory. America wouldn't get the game until 2 years later, but keep in mind this was before Super Mario Bros. 3 was released as well. Altered Beast and Final Fight had not yet hit arcades, so beat-'em-ups were in considerably shorter supply. Don't mistake this context for apologia, China Warrior is a great game in its own right.
The four stages (fields, temple, palace grounds, cave) are broken up into 3 sub-levels. Each sub-level has a boss, and some of these fights are a serious challenge. The 1-1, 1-3, 2-1, and 2-3 bosses can be beaten by perfectly timed attacks easily enough, but everyone else will make the weak of heart cringe.

Strategy revolves around backing away from your opponents attacks, and then moving in and punching. Sometimes pushing right+punch will trigger a superfist attack, although I have not been able to do this move reliably (I suspect it's a random chance to do the attack even if you push the buttons correctly). Countering three punches will initiate a flurry fist attack (a la Dragon Ball Z, Fist of the North Star) that also deals 3 points of damage.
Stages must essentially be memorized, and even with the three continues (accessed via a secret code, see below) you will, I promise, be well acquainted with stage 1-1 by the end of your journey.
The 600 point Wii price tag is a fair deal, and you're better off with China Warrior than a Big Mac Combo. It's a well-known fact that Hudson basically created China Warrior to show off the power of the TG-16, and the nice graphics and simple gameplay make a nice combination. Consider the 1989 release date, ignore the hate, and save the empire. Hudson are masters at making deceptively simple, yet highly addicting games, and China Warrior is a sadly underrated classic.

Finally, a few secret codes I took from some website:
Level skip:
Hold Up and press Select + I +
II to skip the first level. Hold Down and press
Select + I + II to skip subsequent level.
Second loop:
Hold Up + Select + I + II
and press Run at the title screen.
Debug mode:
Hold Run then hold Select to reset the
game, keep the buttons held, then release Run and press
Up when the title screen is displayed. Release Select
and press Up three times, Right six times, Down,
Down, Left, Left. Invincibility and level
select will now be enabled.
Three continues:
Hold I + II + Right and press
Run, Run when the phrase "The End" appears
after game play is over. Alternatively, hold I + II
+ Down and press Run at the title screen after game
play is over. The game will continue up to three times from the
start of the last level played.

Saturday, June 4, 2011
Phantasy Star II -- Part Two

I'd been assigned to gather some information on the Bio Lab. My commander suspected something was wrong with Mother Brain. A highwayman named Darum, however, was robbing everyone who crossed the bridge and killing most as well. He'd already tried to killed Nei a few months back. After gathering info in the small, dynamited town of Arima, I found a key and some dynamite in Shure dungeon.
I used this key in the next dungeon, Nido tower, and found Darum's daughter, Tiem. She asked to be taken to her father, after we showed her a letter we had found. The letter was ransoming Tiem, and she is horrifying to discover that her father became a murderer because of her. Tiem hides her face with a veil, and tries to tell Darum that killing is wrong, but, instead, he kills her. In a fit of grief, he blows himself up, ending the first story arc in a brutal murder-suicide.
But Rolf and co. press on to another town, Onita, and, finally, the BioLabs themselves. The experience and money is fantastic, and I'm able to buy several ceramic knives, good armor, and have decent gear for the dungeon. Unfortunately, Amy dies about halfway in, and I decide to press on. I almost make it to the recorder, but then Rudo dies as well and I have no choice but to warp back to town and try again -- this time I succeed and head back to Paseo!
My commander's suspicions are confirmed: Mother Brain fucked up, but currently HQ's best theory is that someone tampered with the programming, which sounds pretty reasonable. They've got some graphs to back this shit up too. My boss gives me a key, and I'm free to explore a lot of the world.
I traveled to two new towns, but not much happened. That means 2 new party members. However, I'm enjoying my current party, and think I'll stick with it. In part three I'll detail the next 2-3 dungeons and describe the two new towns, the garbage heap, and the developing story of Phantasy Star II.
READ ON TO PART 3
Click here to go back and read Part One.
Thursday, June 2, 2011
Lufia & the Fortress of Doom coming to VC!

Lufia and the Fortress of Doom (Estopolis) has been rated by the ESRB for a Wii release. This happened over 2 months ago, so any Monday could be a Lufia Monday.
Hopefully Nintendo and Square can work together to release this title soon, it's long overdue! I'll be posting a review of the game once it launches.
Tuesday, May 31, 2011
Super Adventure Island Review and VC Launch Party

This morning I played through Super Adventure Island in honor of it's release on the VC, and to write this review with a fresh perspective.
Super Adventure Island has great music, before everything else, that really stands out. Too bad it only lasts 15 levels because it's one of the high points in the series. As of May 30, 2011 gamers can purchase this classic for 800 Wii Points on the Wii VC. Even though other titles in the series prove much more adventurous, this title has some redeeming qualities and it's nice to see Hudson continuing to support the VC (Legendary Axe I & II please).
Once again, you are Master Higgins on an Island of Adventure! An evil wizard turns your GF to stone, chase him down and kick his ass to beat the game. Hudson was making purposefully archaic games before it was cool, but it's hard to tell if they thought the simple design and short length were good design choices or if they thought gamers wouldn't noticed as long as the entire thing was shiny.
No dinos. Only 15 stages over 5 Islands (Adventure Island II has over 80 stages spread across 8 Islands). Admittedly, Adventure Island 2 (and 3) take forever to beat. You have to dedicate an entire morning/day/night to beating those games. The return to a more Wonderboy/Adventure Island 1 design isn't an inherently bad decision.
The awkward controls, tiny enemy hitboxes, and momentum physics make the game a real challenge. Once mastered, you'll probably still make mistakes.
Overall the game is punishing. 3 Lives and 3 continues and you have to start over. You get a 1-Up every 50,000 points (about every 2-3 levels). Hudson intends to make the player practice for a few days before beating this game, not surprising considering the $70 price tag it had as a Super Nintendo Launch Title.
This game was hyped about as much as you could hype a game. Surprisingly, gamers generally like this game, and many have fond memories of owning only this, Super Mario World, and maybe a handful of other carts for the SNES.
Master Higgins likes to get wet, and Super Adventure Island is no exception. But the water stages were so much more elaborate and enjoyable in Adventure Island II. On the SNES it feel likes the devs rushed some water levels to give the game variety. These levels are easy breaks from the otherwise hectic gameplay.
Super Adventure Island is actually the 3rd game in the series. Adventure Island 3 came out much later, but it's actually the 5th in the series. New Adventure Island is actually the 4th, and it takes the same formula as Super Adventure Island, but improves the graphics and play control even more, and one of the true TG-16 classics. Except the very first game, Adventure Island, isn't even properly part of the series because it's just a graphics hack of Wonderboy. That means the "real" first trilogy of Adventure Island games looks like this:
1. Adventure Island II
2. Super Adventure Island
3. New Adventure Island
And I'm not surprised that these are probably the best in the series. Adventure Island 3 is repetitive, Adventure Island: The Beginning has been collecting dust inside my Wii, and the Japanese PS2 games look pretty bad as well. The two metroidvanias: Super Adventure Island II and Adventure Island 4 were both amazing, and Hudson really should release those as well, especially the masterpiece #4, which is easily one of the greatest games on the NES.
If you're still interested in Adventure Island, you can read the detailed history of the tangled series by clicking here.
My only major complaint with Super Adventure Island is that most of the enemies are either terribly boring or plain ugly. Water monsters fly around non-water levels, and the strange balloon seals are the stupidest fucking thing ever created. The bosses, however, really shine and show homage to one of the most memorable Adventure Island II bosses, the Hermit Crab. Too bad they ripped the ending fight straight out of Super Mario Bros. 3.

Monday, January 10, 2011
Ghosts 'n Goblins Arcade and Wii Virtual Console

Ghost 'n Goblins remains one of the true classic early platformers. It exists as an example of what platformers were before Mario: brutal arcade machines with clunky controls demanding intense memorization. Ghost 'n Goblins on the Arcade, Wii, and even NES is no exception. The is now available for download on the Nintendo Wii for 800 points. I highly recommend it, but you should know what you are getting yourself into, so MAME might be a good idea at this point. Alternately, you can grab the arcade port in Capcom Collections Vol. 2 for the Playstation 2.
You play Arthur the Knight, and you were about to make sweet love to Princess Prin-Prin when some demon named Astaroth abducts her. As a video game hero, this is your idiom. You collect different weapons to spam at bad guys, like daggers, shields, and fireballs. Get hit and you'll lose your armor and run around in your boxers. Get hit again and you die. Like Mario, you can collect extra lives, but you do have unlimited continues. And you'll need them.

The game is brutally difficult, but you have unlimited continues in the Arcade. When real money isn't on the line, learning to play the game can be great fun. The levels vary in subject matter; you'll fight through Ghost Towns, Graveyards, Caves, Forests, Ruins, and the Pandemonium Palace of Hell. Between every stage you'll see your progress on the map, a convention later adopted by many arcade and NES games. The design is amazing, the music fits the tone of the game well, and despite the difficulty, the game is quite beatable.
Unfortuneatly, to get the real ending one must play through 2 loops of the game--a rather underhanded tactic. Still, many gamers put the game down after the first loop. I certainly did after beating Satan on the NES (oh yea, the Final Boss is none other than the Dark Lord Satan himself, so good luck). Other gamers, like doctorx0079, can beat both loops without dying. Watching videos can certainly be a useful tool for advanced players, but don't rob yourself of the experience of playing through the game initially!
The VC port offers gamers the ability to customize the settings as per usual arcade emulation. The game always ran in Horizontal Alignment, so you won't have to worry about black bars (unless playing on a widescreen TV). Unfortunately, Capcom had the NES version of Ghosts 'N Goblins pulled from the store, which is a shame. The NES version remains very much a classic, but doesn't offer the visual, auditory, or customizable experience of the arcade port. The move appears to makes sense from a "business-meeting" perspective, but honestly these games are all old news now and Capcom wouldn't hurt anyone by leaving the NES version for sale. They fail to account for hardcore fans of the series, who would purchase BOTH games, and they (presumably) lose all the money they've earned from the NES VC release (all $200!).
Like 1942, Capcom ported the game to many home consoles (especially in the European market) including the Commodore 64, ZX Spectrum, Amstrad CPC, Amiga, Atari ST, IBM PC, Commodore 16, Sharp X68000, Game Boy Color, GBA, NES and Apple's iOS. The game spawned sequels at the arcade and SNES, which was recently remade for the PSP. Gargoyle's Quest, an RPG series, would result in a spin-off series arguably better than its source material (check out the NES Gargoyle's Quest!).
The Virtual Console release, in any case, remains exciting because, as I mentioned in The History of the 194X Games, Capcom will be releasing arcade classics on the Wii. This also establishes a possible price-point for 1942. In addition, the precedent has now been set for the removal of NES games if an updated version is released, so expect the NES 1942 to leave the VC this year.


Wednesday, August 27, 2008
Battle Lode Runner

Battle Lode Runner was never released in America, and was the first import VC title. Don't be fooled, however, we've had Lode Runner in the States for some time. Like most puzzle games, the gameplay is simple and addictive. You play as a "runner" sent through time to dig holes and collect piles of gold. Oddly, the worlds you explore are composed entirely of blocks, ladders, and ropes. You can't run or jump, but you can dig holes left and right, trapping enemies and (often) killing yourself in the process. But the unintentional suicides are part of the game's charm.

While the gameplay is simple, the game provides enough modes to warrant the $6.00 price tag. You've got puzzle mode, which are levels in which you must collect all the gold, then haul ass up a ladder to the next level. With 100 stages, this is an extremely long game! Then there's battle mode, where up to 5 players can battle (bots will sub in for missing players if you live and play video games by yourself). Powerups appear in this mode, and it's a lot of fun. The only downside is that you can only battle on 5 or so stages, and not the 100 levels from story-mode, which would have given the game near-infinite replay value. There are various battle modes, including survival and tag. I've haven't delved too deeply into either of these others modes yet. Finally, there is Edit mode, that's right, you can create up to 10 stages to play through, though you can't battle on them. I'm always a sucker for level editors, and this one is fantastic. Easier to use than Brawl's, and they don't limit the amount of items you can place on the map.

And that's it. Overall, it's nothing too spectacular (though the "Asian-theme" song is). That said, it's more addicting than it should be. Save your money if you have an XBox360, because you'll be getting a better Lode Runner game this year, otherwise consider click-buying this title if you think you'd like it.
Finally, thanks for the replies when I considered closing the site. I've decided to keep it open, because, hey, doing this shit is fun as hell. 8-Bit City is here to stay. Leave a comment!
Tuesday, February 19, 2008
Blazing Lazers
Blazing Lazers is a vertical-scrolling space shooter, and it was made in 1989. It embodies everything that is great about shmups, and is essential for any fan of the genre. In addition, it offers a good entrance into the world of shmups if you've never played one before. You fly through space, collecting power-ups. You have four different weapons, and which type of power-up you collect determines your weapon (there is a shread-shot, lazer, wave beam, and circling orbs, each labeled with a roman numeral). In addition, you have secondary power-ups that grant you special abilities (Gradius-style multiple, homing missiles, shield, and "full power," each labeled with a letter). You collect an extra life if you earn 25,000 points.
Another aspect you might notice is that your ship is huge compared to modern shooters. Ikaruga and Gradius V each have extremely small hit boxes (the former having a 1-pixel hit box!), but the game is balanced around your clunky ship, so it's never really a problem. In addition, regular weapons will provide you with a side-shield (not as good as the shield power-up).
Blazing Lazers is just as good as contemporary shooters, and should not be passed up by any fan of the genre. Here is a protip: weapon III (the Lazer, or as the game calls it, "Shield Thunder") is by far the best weapon. The secondary power-ups are more balanced, but, generally I find the F ("full power") to be the most effective. With nine levels, double the boss fights, great music, a $6 price tag, and plenty of turbo-charged raw power... you've got to ask yourself: "why the hell am I not playing Blazing Lazers right now?"
Monday, February 18, 2008
The Dynastic Hero
It was released on the TG-16 CD, making it a 16-Bit game with the benefit of CD storage. The results are incredible. Awesome Redbook audio tracks, anime intro and ending movies, and other details I’ll get into shortly.
But damn, allow me a minute to freak out about how awesome this game is (before more objective-ish opinions). It’s just so fucking cool. It’s the type of game that you can play for 6 hours forget to eat, pass out from low blood-sugar, wake up, and keep playing without moving or thinking twice. It’s the kind of game that might make you say “Fuck! This game is cool… Fuck!” It’s the type of game you might obsesses about all day at work, because you can’t play it. It certainly inspired me to write up a 1000 word article on it for no good reason other than the game kicks ass. It kicks so much ass that the ass it kicks takes names and then kicks ass. Alright, I think it’s mostly out of my system… we can continue. I fucking love this game.
As far as the gameplay goes, it’s very similar to Dragon’s Curse, Super Metroid, or other Metroidvanias. You play as Dyna, The Dynastic Hero (named after the Hercules beetle’s scientific name, and dressed in armor resembling said beetle), trying to restore peace to a quiet little kingdom. Collect items, save towns, access new areas, learn spells and wield them in battle, recruit townspeople (and townsbugs) to help you on your quest, and have a great time doing it all. You’ll need to collect lots of gold to buy all the items, which requires a very small amount of grinding once or twice (which is good, as it adds a slight RPG feel). There are secrets abound, and good luck finding them all. Eventually, you will access an ancient portal, and journey to a castle in the sky where a prehistoric evil awaits your righteous wrath.
The Dynastic Hero is another clear example of a game that does everything right. Controls, music, graphics. The game is eye-and-ear candy, which is the ideal synestetic experience, and part of the reason video games are such an amazing medium. The game is simple to control, addictive, and combat is well-balanced, but challenging. Your sword has a very short reach, which requires you to actively participate in battle, rather than just mindlessly swiping your sword and running along. Finally, the game does something I love, which is kick your ass at times. I definitely met my death quota in this game, without becoming frustrated. You learn not to rush around, take your time, and fight each enemy with as much skill as you can muster.
The game wasn’t always about a little beetle-boy trying to save a princess; it was Wonder Boy in Monster World (for the Genesis/Megadrive), the 5th game in the Wonder Boy series, and probably the best. The Wonder Boy games have a convoluted history, resulting from Hudson owning the Wonder Boy code, and Sega owning the characters.
The differences include (but are not necessarily limited to):
- The Music. WB5 uses Genesis midi sound, whereas Dynastic Hero uses redbook audio. In addition, the songs are completely different (not just remixes), and much, much better in The Dynastic Hero. If you are an audiophile, The Dynastic Hero is obviously the way to go.
- The Graphics. WB5 has a parallax-scrolling background, and The Dynastic Hero does not. I suspect this was done for stylistic reasons, to make the game appear more like a painting, but there is no way to know for sure. In addition, the colors are much richer and brighter in The Dynastic Hero, thanks to the improved TG-16 palette. I wish The Dynastic hero had that parallax background, but alas.
- The Characters and Names. WB5 has a generic fantasy-themed world. The Dynastic Hero has a generic fantasy-themed world with insect characters. I do find the insects charming: a praying mantis throwing scythes? Wicked.
- The Text Boxes. The Dynastic Hero is capable of displaying 5 lines of text, while WB5 can only display 3. A minor difference, to be sure, however, I find the 5 lines of text to look much classier, and read easier.
- Intro, Ending, and Story. As previously mentioned, The Dynastic Hero has an anime intro with a cheesy J-pop song, the stories are different as a result, which is pretty expected.
Overall, I think The Dynastic Hero is a much better option, given that both games cost 800 Wii points in America. If you are in Japan, defiantly go with The Dynastic Hero, because it’s only 600 points in the land of the rising sun. It does take up quite a bit of space (around 200 blocks) because of the CD Audio… so it’s your call.
I had a really great time with this game, and I played it on my lunch break for about 2 weeks before finishing it one Saturday with my girlfriend. We sat on the couch and insisted we would only play for “15 more minutes…” But, one dungeon turned into 4 dungeons and before I knew it I was at the sky castle. And with the entire Kingdom depending upon me, I just couldn’t quit. So, if you like action adventure rpgs The Dynastic Hero is a great choice. Just be thankful you don’t have to shell out the 350 bucks for the hardcopy anymore… The Dynastic Hero is one of the rarest and most valuable video games of all time, and 8 dollars is a steal.