Friday 11 March 2016

Rockman-Series Overview-Part 2 of 4-1993-1996


Since the release of the Super Famicom in 1990, fans of the series had been eagerly waiting for a 16-bit version of Rockman. Rockman/Megaman X would finally see the light of day in 1993.


Set over 100 years in the future, the game would mark the introduction of Rockman X, more commonly known as X in his quest to join the Maverick Hunters, an elite team sent to dispatch a series of new robot masters.

Game-play in Rockman X was fluid and the game was one of the best playing games on the SFC/SNES. The introduction of armour upgrades and a timed charge shot brought new life into the series. Rockman X's music was another highlight. Great sales signified that Rockman was indeed back in a big way.


In development around the same time as Rockman X, Rockman 7 was a more traditional approach to a 16-bit Rockman game. Again featuring Dr. Wily, it was basically an NES/Famicom Rockman game with a fresh coat of paint. Little innovations were introduced. Besides a "Rush" search feature (you could have Rush search for items), very little new features were added. Two new characters, Forte (Bass in the West) and Gospel (Treble in the West) made cameos. Soon, Forte and Rockman would star in their own game. Rockman 7 was a solid game, but peeled back some of the innovations that the Rockman X series made. Today, the game is rarely discussed and is fairly rare.


Shortly before Rockman 7, Rockman X2 arrived in late 1994. Featuring a specialized co-processor (the Cx4), the game even featured some pseudo-3D effects. While the core gameplay remained the same as Rockman 7, the new graphical features, vehicular missions, power-ups, and even a dragon-punch from Street Fighter meant that the game offered enough fresh elements. The game was well-received but was not see as fresh and innovative as the original Rockman X. On an interesting note, the Cx4 chip has been causing havoc on emulators for years, being a harder chip to emulate for some emulators.




Rockman X3 would see release on both the 16-bit SFC/SNES and Playstation and Saturn in 1995. A polarizing sequel, many consider it to be the best in the Rockman X series. This time, Rockman comrade "Zero" was finally playable. While not featuring many graphical upgrades, the 32-bit versions of the games had "redbook" CD audio. The game arrived during the transition between the 16 and 32-bit eras. It remains a fairly obscure title today, fetching a huge sum of money for the SFC/SNES version of the game.






With the introduction of the 32-bit consoles, fans wondered what was next for the blue bomber. Released in 1996, Rockman 8 was released on the Playstation and Sega Saturn. Similar to Rockman 7 in terms of style and game-play, the game was fairly traditional in terms of the Rockman series. One new element was the addition of animated cutscenes. While they may have looked nice, the English voice acting was highly criticized for its low-quality. For many, the Saturn version is considered superior due the 2D power of the system.


Strangely enough, There would be one more release on Nintendo's 16-bit hardware after Rockman 8. Rockman and Forte was one of the last games released for the dying Super Famicom in 1998. While many welcomed the ability to play as Forte (Bass) and the game's great graphics, its high difficulty and recycling of enemies and sprites from Rockman 8 meant that not everyone was pleased with the game. With the Super Nintendo already dead, the game would not see official release in North American until a GBA port in 2002.


The association between Nintendo and the early Rockman/Megaman games is very clear. However, Sega would secure a couple different releases for their hardware. In 1994, "Rockman: Mega World" would see releases on the Sega Mega Drive. A compilation/reworking of the first three NES/Famicom games, a PAL release (known as Mega Man: The Wily Wars) would see releases in Europe in 1995. The game would never be officially released on cartridge in North America, only seeing release on Sega's "Sega Channel" subscription service. Solid ports, it is a shame that many in North America have never played the game.



Around this time, Rockman would also see several hand-held releases. Five games would appear on Nintendo's Gameboy during the early 1990s. While not as popular or famous and the home console versions, the portable games were fun and exciting, featuring bosses from the main series and even some unique bosses. In North America only, a semi-port of Megaman 4 was released for the Sega Game Gear in 1995.








Thursday 10 March 2016

Rockman-Series Overview-Part 1 of 4-1987-1993


Megaman, also known as the "Blue Bomber" in the West is one of Capcom's longest-running franchises. Having sold millions of copies, the series is forever lodged in the heats and minds of gamers around the world. Known as "Rockman" in Japan, JGC will take a four part look back at the series in our "Capcom" month this March.


First released in 1987, the first Rockman game was designed specifically for the NES/Famicom. In Rockman, the player takes control of the titular hero in a battle against six bosses, each with the suffix -man added based on their special powers. Designed by a small team of programmers, Rockman is by far the most simple game in the series.






Each boss can be beaten in a specific sequence, something that would become a series staple. Rockman games are famous for their difficulty, and the first game is no exception to that rule. This game is tough. Without the powerups and charge weapon of later game (of even a slide), Rockman has few tricks in his backpack to fight enemies. Jumps must be placed perfectly (just try the Gutsman stage). Timing is everything in Rockman games.






Like other Rockman games, you head to the evil Dr. Wily's castle after beating the initial six bosses. In the castle, you face off against the bosses again and face some new bosses. Beating the game will require patience and blood, sweat, and tears. While enjoyable, the music in the game is not quite on par with later games. The game was a minor hit in Japan. However, it would fail to make the major impact of its sequel. In the USA, sales of Megaman would quickly disappear after release. The game is somewhat rare on the NES.




If the first Rockman game made a ripple, Rockman 2 was a rogue wave, crushing its contemporaries in both sales and praise. As the first game was not a high seller, Capcom approved production on the sequel on the condition that the team (including Rockman maestro "Keiji Inafune") work on Rockman 2 at the same time as other projects. The resulting gamble would pay off for the team and Capcom.






Released in late 1988, Rockman 2 was a massive success. Selling millions of copies, the game was a massive commercial success. In addition to its sales, the game is still considered by many to be among the greatest games every made. Upping the bosses by 2, the game now featured eight total bosses. Stage design was excellent. Difficulty remained high, but was not unfair. Perhaps the highlight of the game was its music. Composed by Takashi Tateishi, the soundtrack is perhaps the most memorable in video game history. There is a band devoted to covering tunes from the Rockman/Megaman series. Rockman 2 is video game excellence.




Coming off the high-note that was Rockman 2, Capcom had its hands full with 1990's Rockman 3. Beset by internal troubles with the Rockman team at Capcom, Rockman 3 is regarded by many as an inferior game to Rockman 2. The core game-play remained the same, but boss design, music (which is still good), and game-play was not a refined and solid as Rockman 2.






Rockman 3 did bring in some new innovations. Expanding on the special abilities introduced in Rockman 2, Rockman 3 would introduce Rockman's new side-kick, Rush. A robot dog, Rush is used in the game to give Rockman special abilities such as higher jumps and platforms. Rush would become an integral part of the series, appearing the majority of games after part 3. Some prefer Rockman 3 to Rockman 2, although, to be frank. these individuals remain in somewhat of a minority. Despite fairly solid acclaim, Rockman 3 did not sell quite as well as Rockman 2.




Rockman 4 was released in 1991. Promotion for the game featured a new villain,  Dr. Cossack. Featuring eight new bosses, the game would add some new features. Most notable was the charge shot for Rockman's blaster. The charge shot balanced game-play more, creating a more strategic approach for the game.




Rockman 4 was seen as a solid game and sold well enough (not as well as 2 and 3). Graphics were colourful and bright on the aging Famicom. Music remained top-notch for Rockman 4. However, like Rockman 3, the music would fail to dethrone Rockman 2. With Dr. Cossack revleaed to be Dr.Wily, the series would continue in the same direction for its next game.




Released in 1992, Rockman 5 would finally start to show some major cracks appearing the series. Critics stated that the game failed to innovate and add to the series. Many view the game as too easy, pandering to the criticism of the difficulty of previous games. Bosses were not exactly original and interesting. All in all, by number 5, Rockman needed a change. Decreasing sales for the series would increase with this release as gamers moved to Nintendo's 16-bit hardware.





Rockman 6 would arrive in 1993, 10 years after the release of Nintendo's Famicom. A very late Famicom release, the game failed to garner the interest of earlier titles. Bosses and levels were almost parodies of former games. Game-play was similar, yet somehow stale and tired. It was clear that Rockman needed a major facelife. He would get that in the Rockman X series on the Super Famicom.




































Tuesday 8 March 2016

Street Fighter 2-JGC 25th Anniversary Special-Part 2-1993-2003


 By 1993, Street Fighter 2 had begun to show its age. However, Capcom would add a new coat of paint in the form of Super Street Fighter 2, released to Capcom's new CPS2 arcade machines  in 1993. Featuring four new characters, the game extended the life of the aging game. Added a more robust combo system, SSF2 marked the start of the series' growing technical complexity in terms of game play mechanics.  Backgrounds were spruced up, animations and new character models were added, and audio was considerably improved. Despite the improvements, the game-play was slowed down to the speed of pre-Turbo editions. Many criticized the game as slow and plodding compared to SSF2: Turbo. Despite these concerns, SSF2 was a massive hit and achieved the goal of giving a lifeline to the series.





SSF2, like so many versions of the game before it, would find its way home to several consoles. Notable ports included the Super Famicom, Megadrive, FM Towns, Sharp X68000, and even the Amiga in Europe. Despite its high sales, many fans had become disillusioned by the endless sequels that Street Fighter 2 had produced. Many felt cheated for forking over so much money for versions of the game that were not really that different. By 1994, many felt that Street Fighter 2 had given all it could to fighting fans. Newer 2D fighters like Samurai Spirits and King of The Fighters were giving Capcom a run for their money. In addition, polygonal fighters such as Sega's Virtua Fighter and Namco's Tekken were storming arcades by 1994. Street Figther 2 was falling behind and would soon face its end



The last major revision (during its original run) would arrive in 1994. Known in Japan as Super Street Fighter 2 X: Grand Master Challenge, many gamers know the game simply as Super Street Fighter 2 Turbo.Outside of Japan, the game would only make its way to Panasonic's 3DO before arriving on the PS1 and Sega Saturn several years after release. SSF2X was most notable for the introduced of Akuma. A sort of evil Ryu/Ken hybrid, he would become a mainstay of the series moving forward. The 3DO version features remixed audio tracks. Some prefer this arranged audio, and it adds an layer of polish to the game not heard before.





SSF2X spelled the end of the original SF2 series. After nearly 4 years, the game had run its course. The Street Fighter Zero (Alpha) games soon filled the void before the truly bizarre Street Fighter 3 was released to arcades in 1997. SF3 and the Zero games never achieved the amazing success of the original five iterations of SF2.While they certainly have legions of fans today and remain solid games, I can honestly count how many time I play Zero/3 SF games each year on two hands. Weekly, I fire up a version of SF2 to relieve a truly timeless game.


To celebrate the 15th anniversary of the Street Fighter series, Capcom decided to release a new version of SF2. Called Street Fighter 2: Hyper, it featured all versions of all characters from each of the 5 editions of the game. Most played the game on the PS2 or Xbox, but SF2: Hyper was in fact released to arcades in the form of a CPS2 board. Today, these CPS2 games can fetch hundreds of dollars on the open market as they were released in extremely limited quantities. Various compilations and remasters would keep SF2 alive during the 2000's. However, Hyper was the final death kneel of a truly great game series.












Street Fighter 2-JGC 25th Anniversary Special-Part 1-1991-1993



Released in February of 1991, Street Fighter recently celebrated its 25th anniversary. Perhaps the greatest fighting game of all time, JGC will take a look back at the various versions of SF2 and its impact on the gaming community.

The first Street Fighter was released to arcades in 1987. That game is largely seen as an inferior game. While the first game was certainly flawed, its brand of one-on-one fighting would remain the essential play mechanic that drove the sequel. Today, most players play the original game as "Fighting Street", which was released on the Turbografx 16 and PC Engine.

Seeing that the series had potential, Capcom tasked a highly specialized team of programmers, artists, and composers to create an arcade sequel that improved on the original in nearly every regard.  Featuring a cast of zany characters from around the world, Street Fighter 2 set the standard for different types of fighting game tropes. Lumbering Zangief, fireball masters Ken and Ryu, swift Chun-Li, and the sonic-booming Guile were all copied in the numerous imitators that would follow SF's massive success. Often copied, never duplicated would perfectly summarize SF2. While many of the games imitators were admirable in their effort, the game was never truly dethroned.





The concept was simple. Put in a coin, and play. And play we would. In the 1990s, it was not uncommon to have a queue of young people gathered around a SF2 machine waiting to take out the current champ at that time. Each character had its own set of special moves. Memorizing these moves was essential for any type of success. The first iteration of SF2 was incredibly simple in that it only featured 8 playable characters. After beating all 8 characters, you faced off against 4 bosses in row. These boss battles were notoriously difficult. Upon completion, the player was treated to a unique ending, provided that he/she wasn't beaten by a challenger before reaching the bosses. The first SF2 was a massive hit and was largely responsible for the revitalization of arcades in the early and mid-1990s.



Not content to rest of their laurels, Capcom began a long-running tradition of releasing various versions of the same game. Released in 1992, SF2: Champion Edition allowed the player to take control the four bosses, M.Bison (Balrog), Vega (M. Bison). Sagat, and Balrog (Vega). The boss names were switched between Japan and the USA to avoid confusing M.Bison as a possible play on Mike Tyson, who had a string of legal troubles at the time.Champion Edition was welcomed by the game's growing audience.



As with most arcade games, SF2 would find its way home in 1992. A system seller for many, SF2 for the Nintendo Super Famicom was the only home version of the game for more than a year. A great port by any definition. With SF2, the gap between the arcade and home versions began to rapidly close. In 1993, the Megadrive (Genesis) and PC Engine would finally get their turn when SF2: Champion Edition was released to both platforms. Despite having less buttons, the ports were well-received and sold like hotcakes.




Less than a year after Champion Edition, SF2 Turbo: Hyper Fighting would hit arcades in 1992. At this point, arcades were flooded with three different versions of essentially the same game. Turbo added new moves (Chun-Li's fireball!), different costume colours, and more speed. You could choose the speed at which the game played. Many consider SF2 Turbo to be the best version of the original SF2. Turbo would find its way home to the SNES/SFC only (at first anyways), keeping Nintendo's advantage in terms of having the most current versions of SF2 on its hardware. Despite being three years old, in 1994, a new breed of SF2 would emerge. Things were about to get Super.......

Continued in part 2....




Monday 7 March 2016

The History of the Neo Geo-Part 1 of 3-JGC Feature-2001-2005


In 2001, a new company rose from the ashes of SNK. SNK-Playmore wasted no time in keeping the games flowing for the venerable Neo Geo platform, at this point over 11 years old. Purchasing several old second-party developers, a specific "Neo Geo" division was created within SNK-Playmore to handle arcade games and home AES software.


For the truly hardcore, Neo Geo AES releases would keep coming through 2002 and 2003. During this time, SNK-Playmore released KOF 2002/2003, Metal Slug 4/5, and even Samurai Spirits V. For a console that was thirteen years old, still getting first-party support was quite an amazing feat. In addition, many of these games popped up in arcades due to the low cost of MVS carts. Several home ports of these games made it to the PS2 and Xbox around this time. In 2003, it seemed as if the Neo Geo would stay alive and kicking for the time being. However, nothing great can truly last forever.
In the early 2000s, SNK and Capcom produced a series of games featuring characters from both companies. The famous Dreamcast "Capcom vs SNK" games were released to much acclaim. Although SNK-Playmore was a couple of years late to the party, the result was a solid fighter in SVC: Chaos, released to arcades and the AES in 2003. A true swan-song to the platform, SVC: Chaos looked and sounded great. A very valuable collector's item in its home cart form, the game is worth seeking out on the Xbox or PS2, should you not own an AES for some reason.



If SVC: Chaos was the last hurrah of the Neo Geo (at least officially), Samurai Spirits V Special was its last breath. Released in 2004, the game was the last officially released SNK-Playmore title for the system. At 14 years, very few consoles could hope to give the Neo Geo a run for its money in terms of support.

The very idea of the Neo Geo seems antiquated nowadays. With most arcade machines powered by PCs, the idea of a hyper-powered arcade board turned into a console seems ridiculous in 2016. But for nearly every gamer in the 1990s, the Neo Geo was a mythical beast. The watered down Takara ports couldn't even come close to the massive sprites and beautiful music. Long live the Neo Geo.

The History of the Neo Geo-Part 2 of 3-JGC Feature-1992-2000



Street Fighter 2 set arcades on fire in 1991. SF2 revitalized the arcade industry and solidified fighting games a valid genre. SNK caught on quick and released Garou Densetsu (Fatal Fury) to arcades in 1991. Featuring three fighters, the game was the first real challenge to the dominance of Capcom's SF2. While Garou Densetsu was certainly no match for the sheer might of SF2, it paved the way for several other high-profile SNK series to develop. Over the next few years, SNK would releases tons of 2D fighters. In 1992, SNK would release the first game in the Ryuko no Ken(Art of Fighting) series. Second-party developer ADK would soon follow with the first game in the World Heroes series in 1992. With three main fighting series, the name SNK became synonymous with the fighting genre.



During the early to mid-1990s, SNK and the Neo Geo would have several other major arcade hits on their hands. Shooter Viewpoint was one of the most impressive shooters of the time. Puzzle Bobble (Bust a Move) and its sequels were also very notable during this time period. In nearly every drive-in theatre and bowling alley, the dominating power of the Neo Geo MVS could be felt.




Sequels were abound during this time period. Garou Densetsu 2(1992), Garou Densetsu Special (1993), World Heroes 2(1993) and Ryuko no Ken 2 (1994) were all respectable sequels. However, it was Samurai Spirits (Samurai Shodown) that was the next step in the evolution of fighting games. Incorporating weapons combat in feudal Japan, the game was an instant smash at home and abroad. Samurai Spirits would see 5 sequels on the original Neo Geo hardware. In fact, the last release for the AES/MVS would be a Samurai Spirits game.





SNK had another trick up their sleeves for the Neo Geo in 1994. The King of Fighters 94 began the long-running KOF series. The series would be an annual release until 2003. KOF 1994-2003 would all be on the original AES/MVS hardware. The KOF games would find homes on the Sega Saturn, Sony PS1, Dreamcast, and PS2. In many ways, the KOF series became SNK's bread and butter.




In 1994, SNK would seek a solution to the problem of the Neo Geo's expensive cartridges. The Neo Geo CD makes its debut in 1994. Games were basically the same as the AES/MVS but with the addition of some nasty load-times. The console is famous for its lengthy load-times. Today, the Neo Geo CD is the more affordable option for casual collectors. Neo Geo CD games can be found for a fraction of the price of their AES counterparts. A second top-loading version was released soon after. As well, the CDZ featured a speedier CD drive. Despite being more approachable, the Neo Geo CD was still a niche console.




By 1996, times had changed. 2D games were starting to go the way of the dinosaur. However, SNK would have one last trick for the rapidly ageing AES/MVS hardware. Metal Slug harkened back to the "run and gun" game-play of Contra. Metal Slug would see several sequels on the AES/MVS and Neo Geo CD. Metal Slug was the last major smash for SNK and the Neo Geo. Darker days would come for SNK during the late 1990s.





After Metal Slug, SNK managed to keep with Neo Geo alive with stellar late- releases such as the Real Bout series, the underrated "Last Blade" games, and the fantastic "Garou:Mark of the Wolves". Despite some great games, times were changing. 2D games were falling out of fashion with consumers. Also, arcades soon began to die a quick death as home consoles began to keep technical pace with arcade hardware. By 2000, SNK was in deep financial trouble. In October of 2001, SNK filed for bankruptcy. One would think that this meant the end of the Neo Geo. However, the platform would remain on life support for a few more years.




The History of the Neo Geo-Part 1 of 3-JGC Feature-1989-1991

For fans of arcade games, the name Neo Geo is synonymous with quality and excellence. JGC will take a look at the history of the venerable Neo Geo in its three part feature.

Any history of the Neo Geo requires discussion of that of its creator: SNK. Shin Nihon Kikaku (SNK) had spent much of the 1970s and 1980s gaining ground in the thriving arcade industry, with a few home console attempts. Games such as Baseball Stars and Crystalis are NES/Famicom favorites. At the same time, SNK gained a strong following in arcades with games such as Ikari Warrors and Alpha Mission. However, what SNK would do next would radically alter the arcade landscape at home and abroad.

Released in 1990, the Neo Geo MVS (Multi Video System) was a technical powerhouse. Featuring a Motorola 68000 and a Zilog Z-80 co processor running at an amazing (for the time) 12MHZ, SNK's hardware was the biggest and baddest console on the block. The MVS also was revolutionary in that it allowed its cartridges to be swapped. Before the MVS, most arcade boards were not changeable. The MVS allowed 2, 4, or 6 game "slots". This meant that arcade operators could just buy new carts and swap them out when new releases came out. It also allowed for multiple games for players to enjoy. Today, a few of these ancient beasts can be found still running throughout the world in various laundromats and pizza parlours.The MVS was a massive success for SNK and thousands of machines were sold across the globe during the early 1990s and beyond.


In Japan, SNK began a trial of placing Neo Geo rental units in hotels. Demand for the console reached a swelling point, and SNK soon decided to prepare for a home release of the console shortly after its success in Japanese hotels. 



Released in 1990 at a price of over 58,000 yen (over $1000 usd  adjusted for inflation), the Neo Geo AES (Advanced Entertainment System) was the most expensive home console ever released. Games retailed for over half of the console's price at around 28,000-32,000 yen each. The high price of the games was attributed to the cost of rom chips at the time. Neo Geo carts were typically 10x larger than other consoles of the day. Quality certainly came at a premium.



The Neo Geo's games came in huge clam-shell cases with massive cartridges. Early titles for the system included arcade-perfect ports such as Magician Lord, Nam-1975, and Baseball Stars. For the first time, arcade-perfect games were in the average gamer's living room. Magician Lord is an early favorite for most gamers and fans of the console. A 2D action-platformer with amazing sprites, it is certainly the best of the bunch. 



In addition to the amazing graphics and sound, the Neo Geo featured several other technical firsts. Alongside the console, SNK released a "memory card". This small unit was the first memory card released for a home console.The memory card allowed transfer of saved games and data from the arcade MVS machines to your home AES console.





Another unique feature of the AES was its massive arcade joysticks. Truly bringing everything the arcades offered was amazing for those lucky enough to actually have a Neo Geo. While early titles were making their mark on the industry, it would take the runaway success of Street Fighter 2 for SNK to shift gears to a relatively new genre that would dominate arcades for much of the 1990s: the fighting game.........continued in Part 2




















Splatterhouse Part 2-Megadrive/Genesis Review





 Splatterhouse Part 2 was released four years after the arcade original and two years after the PC Engine/Turbografx-16 hit. Picking up with the saga of Rick Taylor, Splatterhouse 2 was met with mixed reviews upon release. Let's take a look at why this sequel has failed to age as gracefully as the first game in the series. 








Splatterhouse Part 2 is really more of the same. For those who played the original, this means lots of gore and lots of guts. Modern gamers might fail to realize that in 1992, this series was certainly one of the most gory games out there. Splatterhouse Part 2's monsters appear even more demented and grotesque than the first game. While it might seem fairly tame nowadays, I did feel a tad disgusted by the 16-bit depictions of mutilated corpses and beasts. 






The gameplay and story in the sequel do not really deviate from the first game. You play as the same hero, Rick Taylor. This time, Rick has been tempted by the "terror mask" to go back to the mansion from the first game to save his girlfriend Jennifer, who was killed in the first game. The story is not terribly deep, but it works for the b-movie setting. Like the first game, you make your way through several levels of the mansion and grounds, killing every demonic nasty in the way.


 Rick is still armed with his fists and kicks as his primary weapons. You can pick up boards, bones, and even guns to help dispatch the demon spawn you face. Gameplay is quite mindless, and do not expect any serious depth. The only variation is the boat levels, where you face off against monsters using a projectile weapon. Splatterhouse Part 2 definitely does not stray from the formula laid out in the first game. This is not necessarily a bad thing, as Splatterhouse was a solid action game in its day.


Those expecting a long and deep game will certainly be disappointed by this sequel. The game can be beaten is a couple of hours. While not terribly difficult, it can be somewhat of a challenge for novice players. As a sequel, Spatterhouse Part 2 plays it safe and failed to innovate. However, it is certainly not a bad game or sequel. For collectors, expect to pay over $100 dollars for a complete copy of this rare game. Is it worth it? .........Not really.

Rating: 7/10