Showing posts with label NES. Show all posts
Showing posts with label NES. Show all posts

Tuesday, August 18, 2015

What Designers Really Need To Learn From Metroid

Metroid for the NES and Super Metroid for the Super NES are two of the most influential video games ever made.

The games' non-linear progression, solo exploration and action based gameplay have, along with Konami's Castlevania series, influenced so many action-platformer games that therm term "Metroidvania" was coined in video game reviews to describe the genre. The Internet is chock-a-block with all sorts of indie game plaftformers that display their Metroid influence proudly. But, as Maddy Meyers explain, just because you can count Metroid as an influence doesn't mean your game is automatically as good:

Take Shadow Complex, for example, a “metroidvania” that is obsessively similar to Super Metroid in terms of play-style—except that it’s 2.5D instead of 2D, so the world feels a bit more layered and packed out with compelling new surfaces to scale. That said, for a game that supposedly takes its influence from Metroid, Shadow Complex falls wildly short in terms of aesthetics, narrative and nuance. The plot follows Jason, a bland-as-a-plain-bagel man whose girlfriend gets kidnapped right out of the gate by shadowy soldiers. The game’s artists gave Jason a far more boring existence than Samus Aran’s, overall. Instead of beautifully designed, vibrant, unique armor and towering, glorious alien architecture, Jason gets black-and-gray suits and bland warehouse crates and hallways. (He doesn’t even strip down to a bright red swimsuit at the end of the game, either.)

So what makes Metroid stand out? Why is it so important as a game?
The reason why Metroid and Super Metroid work, at least in part, is because they evoke a fearful feeling of exploring and surviving, as well as a sensation of not-belonging, of being lost, and of rebuilding oneself piece by piece. Samus fights a cyclical, endless war on familiar battlegrounds; she goes on unglamorous, personal quests, often with little institutional support (in contrast to heroes like Master Chief or Marcus Fenix, who spend their campaigns being loudly lauded and supported.) Metroid is dark, and not in a cheesy way—in a mournful, slow, deliberate way. 
The fact that Samus is a woman matters, and it has always mattered, but that’s not the only element missing from contemporary Metroid imitators. The other missing pieces are even sadder: the lack of emotional nuance and depth, the shying away from the grit of loneliness, the dark existential depth of outer space, and the murky waters of motherhood (incidentally, videogames already do dads plenty—but only Metroid and Portal have even come close to tackling “mommy issues”.)
Meyers also goes into a very insightful breakdown of the movies Alien, Aliens, and Terminator 2 and how Metroid is the video game that comes closest to capturing the sci-fi feel of these movies.

Have you played a game that lives up to the Metroid legacy? Is it even possible? Sound off below.

Monday, July 20, 2015

New NES Game Release Celebrates With Official Tourney This Sat!

The Star Versus Logo
You read that right. A brand-new game for the NES- that's the Nintendo Entertainment System- is being released this week. Described as a player versus player shoot-em-up, Star Versus was developed by four person team, the game features multiple areas, a surprisingly deep battle system, and a single player story campaign.The actions is very fast, and sport lots of on-screen sprites with no slow-down. To celebrate the release, the developers are having an official tournament and release party this Saturday, July 25th, at the Twenty Sided Store in Brooklyn, NY, with the winner getting a free copy of the game. Here's a trailer:


This is a great way to scratch a nostalgia itch, get a physical copy of a game in your hands AND support independent creators. You can get more details preview the game manual, and buy the game at the Star Versus site, and if you're interested in technical musings, the dev team has a blog that explores programming and graphic design for the NES too.

Tuesday, July 14, 2015

Every "Ask Iwata" Satoru Iwata Translated Interview In One Place

The late Satoru Iwata
Via tumblr user shenya-sterling, a list of pretty much every translated interview with the late Satoru Iwata, excluding untranslated interviews and musings on games only released in Japan, organized by system.

DS
DSi Hardware
DSi Internal Software
DSi Browser
Asking Iwata about DSi
WarioWare: Snapped!
Brain Age Express
Flipnote Studio
Rhythm Heaven
Style Savvy
The Legend of Zelda: Spirit Tracks
DSi XL
WarioWare D.I.Y.
Pokemon HeartGold / SoulSilver
Pokemon Black / White
Pokemon Black 2 / White 2
Jam With The Band
Dragon Quest 9
Walk With Me!


WII

The Wii Hardware
The Legend of Zelda: Twilight Princess
Special Edition Interview with Iwata
Wii Sports
Wii Channels
Wii Remote
WarioWare: Smooth Moves
Super Mario Galaxy
Link’s Crossbow Training
Super Smash Bros. Brawl
Mario Kart Wii
Wii Fit
Wii Music
Animal Crossing: City Folk
Punch-Out!!
Wii Sports Resort
Wii MotionPlus
Wii Fit Plus
New Super Mario Bros. Wii
Monster Hunter Tri
Sin & Punishment: Star Successor
Super Mario Galaxy 2
Metroid Other M
Wii Party
Super Mario 25th Anniversary
Kirby’s Epic Yarn
Super Mario All-Stars
Donkey Kong Country Returns
Wii Play: Motion
The Legend of Zelda: Skyward Sword
Kirby’s Return to Dreamland
Go Vacation
Mario & Sonic at the London 2012 Olympic Games
Xenoblade Chronicles
Rhythm Heaven Fever
Pandora’s Tower
Project Zero 2: Wii Edition
The Last Story

3DS

Proffesor Layton and the Miracle Mask
Samurai Warriors Chronicles
Pro Evolution Soccer 2011
Ridge Racer 3D
Super Street Fighter IV 3D Edition
Dead or Alive Dimensions
Resident Evil: The Mercenaries 3D / Revelations
Tales of the Abyss
Resident Evil Revelations
Tekken 3D: Prime Edition
Theatrhythm Final Fantasy
Kingdom Hearts 3D: Dream Drop Distance
“And That’s How The 3DS Was Made”
3DS Hardware Concept
3DS Exterior and Mechanical Design
Nintendogs + Cats
Asking Miyamoto Right Before Release
3DS Built-In Software
Steel Diver
The Legend of Zelda: Ocarina of Time 3D - Sound
Nintendo eShop
The Legend of Zelda: Ocarina of Time - Original Development Staff, part 1
The Legend of Zelda: Ocarina of Time - Original Development Staff, part 2
The Legend of Zelda: Ocarina of Time 3D - Development Staff
The Legend of Zelda: Ocarina of Time 3D - Shigeru Miyamoto
Star Fox 64 3D
Pokedex 3D
Pokemon Rumble Blast
Super Mario 3D Land
Freakyforms
Mario Kart 7
Swapnote
Kid Icarus Uprising
Spirit Camera: The Cursed Memoir
3DS XL
New Super Mario Bros. 2
Art Academy: Lessons for Everyone!
Style Savvy: Trendsetters
Paper Mario: Sticker Star
Brain Age: Concentration Training
Fire Emblem Awakening
Harmoknight
Luigi’s Mansion 2
Animal Crossing: New Leaf
Pokemon Mystery Dungeon: Gates to Infinity
Mario and Luigi: Dream Tea
Streetpass Relay Points
Pokemon X / Y
The Legend of Zelda: A Link Between Worlds
Nintendo 3DS Guides: Louvre
Nintendo Pocket Football Club
Professor Layton vs. Phoenix Wright: Ace Attorney
The Legend of Zelda: Majora’s Mask 3D
Xenoblade Chronicles 3D
Fire Emblem Fates

WII U

E3 2011: Wii U
Wii U: The Console
Wii U: The Gamepad
Wii U Miiverse: The Producers
Wii U Miiverse: The Developers
Wii U: Internet Browser
Wii U: Chat
New Super Mario Bros. U
Zombi U
Nintendo Land
Wii Street U powered by Google
Game & Wario
New Super Luigi U
The Wonderful 101
The Legend of Zelda: The Wind Waker HD
Wii Sports Club
Super Mario 3D World
Fit Meter
Xenoblade Chronicles X
Splatoon


MISCELLANEOUS/FAN TRANSLATIONS/ETC

Game & Watch
Yoichi Kotabe
Platinum Games
In Conversation with Takahashi & Sakaguchi
Yoshio Sakamoto & Hironobu Sakaguchi
Fire Emblem 12 (fan translation)
Metroid Prime 3: Corruption (fan translation)
Etrian Odyssey 4 (fan translation)
Sakurai Asks: Fire Emblem Shadow Dragon

Monday, July 13, 2015

In Memory of the Late Satoru Iwata, CEO of Nintendo

This is the official QR code for Iwata's Mii, usable in 2DS, 3DS
and Nintendo WiiU. 
Satoru Iwata, age 55, passed away last week. He started in game development for Nintendo, was appointed company president in 2002, and then assigned the role of CEO for Nintendo of Japan in 2013. He was not only the first CEO that was not a member of the company's founding Yamaguchi family to be given the position, but also the very first CEO to come to the position from a game development background.

His game development history started at HAL Laboratories, a company that has worked closely with Nintendo since the early '80s. His first game developed for Nintendo was the NES version of Baloon Fight. The character movement on the home console was so much smoother than the arcade version that the arcade developer ended up coming to Iwata for advice on how to improve the game!

This wasn't the only time his development prowess awed his team. Even when he was president of HAL, Iwata wasn't afraid to step in and do the heavy lifting on programming by himself to help out. When HAL was working on Earthbound for the Super NES, the development team kept running into lots of difficulty. Iwata, recalling the story in 2013, said he told the team
"I don’t think you’re going to be able to finish if you go on like this. I can help you if you would like but there are two ways to proceed. If we use what you have now and fix it, it will take two years. If we can start fresh, it’ll take half a year".

Iwata helped the team start from scratch and pitching in with the coding himself, revamped the code that Earthbound ran on in about a month.

When Super Smash Bros. Melee's release in 2001 looked uncertain due to stubborn bugs and glitches that threatened to overwhelm the development team and push back the game's release date, Iwata was moving into posh offices in Kyoto as the head of Nintendo's corporate planning. Instead of just letting the problem grow worse, he headed to HAL Laboratories in Yamanashi, and became the acting head debugger. As he told 4gamer:

"I did the code review, fixed some bugs, read the code and fixed more bugs, read the long bug report from Nintendo, figured out where the problem was, and got people to fix those.. All in all, I spent about three weeks like that. Because of that, the game made it out on time".

Not only a talented programmed, Iwata was also a passionate game player and compassionate boss. When asked why he didn't resort to layoffs in 2013 when Nintendo's financials looked shaky that year he said,"I sincerely doubt employees who fear that they may be laid off will be able to develop software titles that could impress people around the world." In a keynote speech in 2006, for the GDC, Iwata said about video games, "Video games are meant to be just one thing. Fun. Fun for everyone."

Reggie Fils-Amie, President and CEO of Nintendo of America released this statement:

"Mr. Iwata is gone, but it will be years before his impact on both Nintendo and the full video game industry will be fully appreciated. He was a strong leader for our company, and his attributes were clear to most everyone: Intelligence, creativity, curiosity and sense of humor. But for those of us fortunate enough to work closely with him, what will be remembered most were his mentorship and, especially, his friendship. He was a wonderful man. He always challenged us to push forward…to try the new…to upset paradigms—and most of all, to engage, excite and endear our fans. That work will continue uninterrupted."

Friday, January 9, 2015

Pushing Pixels: How Shovel Knight Was Inspired By 8-Bit Limits

A before and after look at the original and then simplified look of the King Knight
Released last year by indie developer Yacht Club Games to critical and fan acclaim, Shovel Knight was an action platformer that paid homage to the design sensibilities of the 8-bit era in general and the NES in particular, staying close to the limited color palette of the console. But what limitations did the design team have to work with? With the power of the PC and modern console at their command, what did limitations did they choose to keep and what did they choose to discard?

David D'Angelo, a programmer for Yacht Club Games, answers those questions and more in a recent blog post on Gamasutra entitled "Breaking The NES For Shovel Knight". The image above is accompanied by an explanation on how limiting sprite detail wasn't just slavish devotion to NES hardware limits but a deliberate design choice:
A character with too many colors stuck out like a sore thumb. We worked back and forth with detail levels and colors until we found a combo that looked great, [because] a sprite too detailed is also really hard to animate! In this example, you can see the original King Knight design. While the left sprite has only 5 colors (as was our stated limitation), it was too detailed and almost felt closer to a 16 bit sprite. After taking a few passes to simplify the shapes for readability and simplicity, we ended up with the sprite that you see in game!
The entire post is a really interesting look into the design choices that were made in the goal for capturing a gaming aesthetic, so if you want to know more, check it out!

Thursday, July 24, 2014

Jump Up And Get Down: 5 Critical Moments in Platform Game History

Jeremy Parish has a long history of insightful writing and analysis of video games, especially action-platformers. His work as editor at USGamer.net's continues this tradition with a fascinating article examining five of what he calls "Critical Moments In Platform Game History". For example, here is an excerpt from that article talking about Pitfall! and what it brought to the genre:
Pitfall! feels admittedly primitive compared to latter-day platformers, with flip-screen scrolling and simple two-level world design, yet it marked an important moment not only for the genre but for the medium at large. It introduced the idea that fast-paced action games could take place in settings rather than simply exist as isolated scenarios. Pitfall!'s quest dropped players into a jungle maze, one whose simple visuals belied structural complexity (traveling underground took you along a different route than going overland) and required both twitch skill and mental discipline to master.
The entire article is a fascinating read and traces the crucial moments of the platform genre of video games, from Donkey Kong to the debt that Super Mario Brothers owes Pac-Land! Check it out!

Monday, August 23, 2010

Top 9 Easiest Boss Fights Ever (Retro Repost)

Note: This article was originally published as part of my time as an Associated Content Featured Contributor to the Video Games Section. Associated Content was later bought by Yahoo! and renamed Yahoo! Voices. Yahoo Voices shut down in July of 2014. This article is being republished here on The Code, backdated to its original date of publication to remain as a record of my writing.

In most video games, boss fights are used as a level's penultimate challenge. A challenging boss fight will give the player's reflexes and gray matter a good workout. A difficult boss fight will make you feel like you
 are climbing the rungs of the ladder of progress. The following nine boss fights, however, feel more like speed bumps. Read on for the ten easiest boss fights in video game history.

9. Mysterio
Game: Spider-Man 2 

Spider-Man faces a bevy of colorful and intimidating villains in Spider-Man 2. Mysterio makes a grand entrance-- or, as grand as you can be while holding up a convenience store. His metallic voice and outlandish costume recall classic science-fiction B movies, and while he dramatically declares his intent to destroy Spider-Man, you see his life bar fill up one, twice, and then three times. You'd be forgiven for assuming the battle might take a few tries.

However, just one swift punch will send Mysterio flying across the room, down to zero health-- and down for the count. He even begs you not to hit him again.

8. Old King Coal
Game: Banjo-Tooie

Some boss fights can be easier if you know what patterns to avoid, or the right weapon to use. The fight against Old King Coal takes this to new heights. If you stand on any of the half dozen or so large black coal platforms, his area-of-attack power to superheat the ground will not affect you. His erratic and random dashing attacks will always just barely miss you. And if you have any Ice Eggs handy, they will do a whopping 5 points of damage against him, more than even the powerful Grenade Eggs, reducing Old King Coal to dust in no time flat.

7. Chloe Walsh
Game: No More Heroes 2

Chloe Walsh seems like she'd be a challenge at first glance. She can spit poison acid, scream to unleash a sonic wave and even shoot laser beams from her eyes. However, these attacks are clearly telegraphed, easy to avoid altogether, and do very little damage. Her total health is so low that you can defeat Chloe in about 50 seconds. On the hardest difficulty mode in the game.

6. Lanmola's Shadow
Game: Legend of Zelda: Link's Awakening 

Lanmola's Shadow is the second-to-last form that the final boss Nightmare takes in Link's Awakening. In the Lanmola's Shadow form, the boss becomes a very fast enemy that zips around the small room that Link is trapped in, and if you use Link's trusty sword, you will spend a sizable amount of time dodging out of the way and then waiting for just the right moment to swipe at its weak point with your sword. If you use any other weapon you have, though-- a Bomb, a swing of the Magic Rod, one hit from the Hookshot, or even a love tap from the humble Boomerang-- this form can be defeated in a single hit.

5. Flash Man
Game: Mega Man 2 

Flash Man has the power to stop time, but if you have the Metal Blades, this boss won't even have a chance to blink. Once you get the Metal Blade power up in Mega, the Blue Bomber can cut swathes of destruction, reducing regular enemies and mid-bosses in the various stages to a bucket of bolts easily. However, the Metal Blades also make fighting the boss Flash Man a joke. If you start the battle with the Metal Blades, you can simply enter the boss battle room, fire them in straight line and defeat Flash Man without having to take a single step.

4. Cloud N. Candy
Game: Yoshi's Story 

This boss is a large smiling cloud that takes up a quarter of the screen. His offense consists of a single weak hop that gives you plenty of time to dodge or slip under. And Cloud N. Candy isn't even good enough to be defeated by the normal method of throwing a baker's dozen worth of eggs at the boss. No, instead the way you beat this boss is by licking it to death, watching it get smaller and smaller. If you somehow bump into him and take damage, don't worry-- every single lick of Cloud N. Candy heals you!

Of course, as much as a walk in the park those previous six bosses were, they did offer a modicum of challenge. They were capable of dealing damage. At least the bosses you've read about so far could theoretically defeat the player. These final three have earned their spots because there is absolutely, positively no way that you can lose to them at all.

3. Bob The Goldfish
Game: Earthworm Jim 

Normally, when you bump into a boss or touch it in any way, you will lose health. In some games, any contact with the enemy results in instant death. But when facing off against Bob the Goldfish, bumping into him is the key to defeating him. You win the "fight" against Bob by making Earthworm Jim run into the table Bob the Goldfish's bowl is standing on, sending the goldfish's bowl careening off the table and shattering on the floor. And if you just stand there and do nothing? Bob is content to just stay in his bowl. He's a goldfish, after all.

2. Golem Overlord
Game: Chrono Trigger

This spiky, demonic-looking boss talks a good game. He start a 5 second countdown to a powerful attack... that he never executes. Why? Because he's afraid of heights. That's right, this boss will stop attacking you to
 tell you he's afraid of heights, so you can whack at him like he was a really ugly piñata until he dies. In fact, the Golem Overlord will never lay a hand on the party for the rest of the battle. And if by some twist of fate you have not managed to inflict enough damage to defeat him after a certain number of rounds, the Golem Lord will harmlessly self-destruct.

That's right, the Golem Overlord will actually defeat HIMSELF.

And while these previous two video game bosses were both incredibly easy and impossible to be defeated by, there's only one boss in the history of video games whose ease of defeat and inability to defeat you actually cheapened the impact of the game's story. The easiest boss battle in video games history goes to...

1. Sephiroth
Game: Final Fantasy VII 

The very last time Cloud faces Sephiroth, a battle that is mano-a-mano, Sephiroth is just a human. Cloud is fully healed with his Ultimate Limit Break, Omnislash, already enabled. It would certainly make sense that Cloud could vanquish in one hit his hated rival by using his ultimate attack. In fact, it makes this symbolic battle a little dramatic and poignant. Or, at least it would be if it wasn't also true that any attack you made at all would finish Sephiroth in one hit. The simple low level fire spell. A simple swipe of the sword. And if you just sit there and let Sephiroth attack you? Cloud will automatically launch a counter-attack, even if he doesn't normally have that ability. 

No matter what you do, Sephiroth cannot defeat you, and will fall in a single hit. This takes what could have been a more dramatically satisfying battle and robs it of its essential climax. It also makes the final appearance of Sephiroth in Final Fantasy VII the easiest boss battle in history. 

Tuesday, August 17, 2010

7 Hardest Video Game Boss Fights

Note: This article was originally published as part of my time as an Associated Content Featured Contributor to the Video Games Section. Associated Content was later bought by Yahoo! and renamed Yahoo! Voices. Yahoo Voices shut down in July of 2014. This article is being republished here on The Code, backdated to its original date of publication to remain as a record of my writing.

All that stands between your hero and the ending credits of a video game is the final boss. All of the reflexes you've honed, the tricks you've learned, the strategies you've practiced elsewhere in the game come down to
 one final battle. Not all final boss fights are created equal, though. Here's a look at the seven hardest boss fights the history of video games have to offer.

7. Ultimecia
Game: Final Fantasy VIII
System: Sony Playstation 

Final Fantasy VIII is a game that has been a point of contention with some Final Fantasy fans. Fans complain about the final boss as the game's true villain not being introduced until very late in the story. Fans complain the characters and their angst. Many fans even complain about the magic Junction system. However, all of these elements combine to make Ultimecia a formidable final boss. First of all, the final boss is actually three fights in a row as she phases between past, present and future. She seems like a pushover in her first form. She becomes a bit tougher in the second phase, stealing the hero's innermost thoughts to summon a very strong beast to fight the party before merging with it herself. But but the last phase of the battle becomes hair-pullingly difficult . Why? Ultimecia takes the Junction system that is also used to to boost the stats of your heroes and strips them away. Forever. That's right, the final boss permanently de-buffs your characters. Should one of your characters die, then they sucked away into a time void and can't be brought back. Talk about a game over.

6.Willy
Game: Double Dragon
System: Arcade 

This final boss fight in Double Dragon stacks the deck against you. Willy has a lot of health, and moves faster than any of the other enemies in the game. While you are stuck with punches and kicks, Willy uses a machine gun. While that sounds a little unfair, at least you have the advantage of pumping quarter after quarter into the game until you defeat him, right? Wrong. As soon as you get to Willy, you can only pay for three more continues. If you can't beat the final boss in under three continues, then you get an automatic game over and have to start the game all over again from the beginning.

5. The Origin
Game: Radiant Silvergun
System: Sega Saturn

Radiant Silvergun is considered by many shoot-em-up fans as the pinnacle of the genre. But for all of the unique elements that made Radiant Silvergun a stand-out space shooter, it was the game's final boss that made this game unique. Instead of a two dimensional alien boss that fills up half the screen as would be expected for a top-down shooter from Japan, Radiant Silvergun's boss is a giant 3 dimensional robot that runs around the screen along a flight path. This boss fight flips the script by now making you have to think in three dimensions while the screen is filled with so many bullets that you run a very real risk of blundering into a stray bullet if you so much as blink.

4.Mike Tyson
Game: Mike Tyson's Punch-Out
System: NES 

Just getting to Mike Tyson is a challenge. The boxers get progressively difficult as you advance through three circuits. Mike Tyson is leagues ahead of every boxer that you face before him. For the first minute and a half of the first round he will do nothing but throw jabs that, if they land, will knock you down in just one hit. What's worse is that his punches can't be blocked; a block still counts as a hit and down you'll go. His punches can only be dodged. Also, unlike every other boxer in the game, Mike Tyson has no one-hit weakness. You'll have to slowly chip away at his stamina, and hope you don't get knocked out.

3. The Boss
Game: Metal Gear Solid 3
System: Playstation 2

The final boss fight with Metal Gear Solid 3's The Boss serves as an endcap to not just the emotional arc of the story, but also requires the player to draw on every skill in stealth, camouflage, close quarters fighting, and gun play. The fight takes place in a rolling field full of white flowers that make absolute mastery of camouflage a must for having a chance at winning. And you can't just button-mash your way through any close quarters combat, because The Boss is Snake's equal and can easily counter most of the hand-to-hand action you throw her way. Also, you have to take her down in ten minutes, or the carpet bombing that's been called in will obliterate you, leading to a game over.

2. Last Boss
Contra Hard Corps
Sega Genesis

Contra Hard Corps was one of the few games that was actually made more difficult for its North American release. While the Japanese version gave the player a 3-hit life bar, the US version has one hit kills. The
 Japanese version gave the player unlimited continues. The US version only gave the player five. This game's final boss has several forms it transforms into, each more bizarre-looking and difficult than the last. It starts as a humanoid that hovers in the upper right corner, tosses a dozen deadly energy balls per second, then shifts to the left hand corner of the screen and does the same. When it lands, it can shoot energy beams half the length of the screen, and can dash across the the screen in a blink of an eye. After you defeat this form, it transforms into a two headed creature that can shoot fireballs and energy blasts from either mouth. The neck can extended the entire length of the screen and with a shake of the head, will also raining energy balls that will fall from above, scattered in the 1/4 of the screen you can move in. Beat this form and it tranforms once again, this time into a whirling ball of skulls and alien faces that can expand to fill most of the screen, leaving only the extreme lower right and left corners safe, having to shoot the "core" in the middle, with space to do so for a split second. Hope you have enough continues saved up.

1.Mushihimesama Futari
"Spiritual Larsa"
Arcade/X-Box 360

They say a picture can be worth a thousand words, but in the game Mushihimesama Futari , only a video can truly express how well deserved the final boss demonstrates the genre of "bullet hell":

http://www.youtube.com/watch?v=70iFdnI-xfA

Featuring a final boss fight that requires razor-sharp reflexes, Spiritual Larsa will unleash wave after waves of bullets that fill the screen like rain. The only safe spaces for the ship are mere pixels wide, and those safe zones last for but a split second. Mushihimesama Futari truly deserves the title of hardest final boss fight.

Wednesday, July 21, 2010

Retro Repost: 10 Most Ridiculous Video Game Products

Note: This article was originally published during my time as an Associated Content Featured Contributor to the Video Games Section. Associated Content was later bought by Yahoo! and renamed Yahoo! Voices. Yahoo Voices shut down in July of 2014. This article was later featured on the front page of Yahoo! in the Yahoo! Buzz section, as screen-capped here: 



In this format, it was renamed the "Top 9 Most Ridiculous Video Game Products" (they omitted the Sega Saturn to Dreamcast controller converter. Yahoo! shut down its Buzz section sometime in late 2012. This article is being republished here on The Code, backdated to its original date of publication to remain as a record of my writing. 

Consumers spent over $25 billion dollars on video games last year, according to Today's Gamers Survey by Newzoo and TNS. Video games as an industry have been around for over a quarter of a century. Billions of dollars and decades of being around have meant that video games have also given rise to other merchandising efforts: promotional tie-ins, spin-offs, and accessories. With so much history and so much money being spent, there were bound to be a few video game products that were clunkers. Here are the ten of the most ridiculous video game products ever released.

10. Nintendo Cereal System
Released by Ralston in 1989, the Nintendo Cereal System was a limited edition of cereal designed to cash in on the popularity of the Nintendo Entertainment System. The box of cereal was divided into two halves. One half had Super Mario Bros. inspired fruit-flavored Mario pieces, along with mushrooms, Koopa Troopas, Bowsers, and Goombas. The other half promoted The Legend of Zelda and had berry-flavored cereal shapes of Link, along with other items from the video game like shields, boomerangs, hearts and keys. The cereal itself was bland and unexciting, tasting like an even sweeter Trix knockoff, but that wasn't really the main selling point. The back of the box featured Nintendo trading cards, Nintendo stickers and a contest entry to win a Super Mario Bros. cereal bowl, or a Nintendo Power Pad.

Though the cereal was only produced for one year, the flavor of nostalgia is still strong with the gaming enthusiasts of today; sales of vintage boxes of the Nintendo Cereal System often reach a hundred dollars or more on E*bay.

9. Sony Pocketstation

Released in 1999 in Japan, the Pocketstation was a memory card for the Sony Playstation console that had an LCD screen, flash memory and a built-in real-time clock. The Pocketstation garnered some attention in the US when it was announced that Final Fantasy VIII's US release would retain the Pocketstation mini-game present in the Japanese version. Eager gamers who paid the exorbitant import prices were rewarded with the ability to play a Chocobo-themed mini game... and that was about it. After you had paid more than a Game Boy or a Playstation memory card to get a much tinier screen with games that weren't all that fun, and a memory capacity no better than the cheapest memory card, you can understand why most importers were disappointed.

8. Total Control Saturn To Dreamcast Adapter

This device allowed a Sega Dreamcast owner to use Sega Saturn peripherals on the console's successor, the Sega Dreamcast. While the idea behind this device may seem like a good idea at first blush, there are two major problems with this product. First of all, the demand for the Total Control Saturn To Dreamcast Adapter was going to be low in the first place, as the reason the Sega Saturn was discontinued was due to slumping sales. The second problem was that instead of building backwards compatibility for controllers into the console, as Sony has done with its Playstation lineup, Sega was essentially requiring customers to pay for a feature that should have been included in a next generation console.

7. U-Force

Released in 1989 by software company Broderbund, the U-Force was actually a hardware release. It was a controller for the Nintendo Entertainment system that unfolded like a sort of laptop computer and used infrared beams and flat panel sensors to translate the motions the player made in front of it into what the video game would interpret as button presses. It sounded unbelievably futuristic when it was announced, and television commercials showed clips of gamers sticking and moving, unleashing devastating right-left-right punch combinations in Mike Tyson's Punch Out by throwing actual punches.

In practice, the infrared beams were very weak. The motions required a lot of effort to even register, and in many cases, the U-Force made a video game even more difficult to control. It proved to be a critical flop, even years later when IGN named it one of the 10 Worst Controllers of All Time.

6. Wii Hip Street Cheer Pom Poms

Kobian USA released this Nintendo Wii accessory last year, hoping to ride the bandwagon of the spate of cheerleading games on the Wii. For the low, low price of 20 dollars, the Wii Hip Street Cheer Pom Poms can be strapped onto the end of your Wii Remote and Nunchuck controllers, and... do... ...well, that's it. You've now paid 20 dollars for cheaply made pom-poms that dangle off of your Wii controllers and do nothing else. And if you bought this set hoping to make the most popular cheerleader series, We
 Cheer, more fun? Well, you are going to have to buy a second set, as the Wii Hip Street Cheer Pom Poms set has one attachment for a Wii Remote and one attachment for the Nunchuck controller; the We Cheer series uses two Wii Remotes simultaneously.

5. Gamer Grub

It turns out that the 1980s don't have a complete lock on ridiculous video game related food items. Gamer Grub was introduced as a "performance snack formulated especially for gamers" because it was engineered to be grease-free and crumb free so that you wouldn't clog up your keyboards or gunk up your controllers. Also, you didn't have to bother with the restraints of civilization commonly called "utensils". The Gamer Grub package was designed to be torn open and tilted directly at your open mouth so that you could keep playing with your free hand.

As if the one-handed junk food that fed into gamer stereotypes (as well as gamer waistlines) wasn't bad enough, the names of the flavors were laughable. With flavors like Action Pizza, Racing Wasabi, Strategy Chocolate and Sports PB&J, Gamer Grub marketing made the promoters of GoGurt look like geniuses in comparison.

4. Wii Party Station

The Wii Party Station demonstrates why video games and food just don't seem to work well together. Video game accessory maker Nyoko first debuted the Wii Party station prototype at the 2007 Electronic Entertainment Expo. It featured a hand fan unit to cool off sweaty palms, a tiny storage try, and four separate LED screens for presumably keeping score. What drove this accessory from the boring into the ridiculous were all its additional features: four plastic cup holders with freezable liners, and a shallow bowl in the center to store chips and dip.

While storing greasy chips in a chintzy plastic bowl atop a unit that has a hand fan out of a bowling alley might seem to be the key reasons Nyoko sent this product idea back to the drawing board after a much-hyped release, it turns out that the rising prices of oil have made the amount of plastic used for the accessory too expensive. So the world has been spared this plastic monstrosity. For now.

3. Sega Dreamcast Fishing Rod

Released in 1998 alongside the inexplicably popular Sega Bass Fishing video game, this official Sega accessory attempted to make the typical fishing video game more realistic by releasing this video game controller shaped like the fishing rod and reel. Unfortunately, since the Sega Dreamcast games didn't officially support any sort of controller vibration or motion controls, all this gave you was a more frustrating experience as you struggled to use the analog thumbsticks and other buttons attached to a heavy lump of oddly shaped plastic.

2. Power Glove

Released in 1989, the Power Glove was an accessory for the Nintendo Entertainment System that attempted to bring a virtual reality type control to the game console experience. It was a black and white glove that fit over the hand that also contained a joypad and keypad across the forearm. It was an accessory that received prominent product placement in the Nintendo-produced drama-comedy The Wizard, about the adventures of a group of tweens entering a video game contest. The movie's antagonist, Lucas, showed off the Power Glove in what would become an Internet meme two decades later when he uttered the line, "I love the Power Glove. It's so bad."

In the late 80's "bad" was slang for good. But as it turned out, "bad" meaning "not achieving an adequate standard; poor" was much more accurate. Most games were not specifically designed for the alternate range of motion the Power Glove offered, making attempts to play video games designed for use with a standard controller difficult to play. The glove was usually awkward or ill-fitting, and the forearm mounted controller pad usually seemed like it was just in the way. Only two games were ever released for use specifically with the Power Glove. One, Super Power Ball, was packed in with the Power Glove for free. The other game, Bad Street Brawler, was a critical and financial flop. Additionally, both Power Glove designed games could also be played with regular joysticks or controllers, making the Power Glove a superfluous purchase at best.

This list has spanned two decades' worth of video game accessories for many systems. And two of the preceding spots on this list were taken up by two Nintendo Wii accessories. The Wii itself is known for having a number of third-party accessories that add little to the gaming experience, from steering wheel attachments to fake tennis rackets that snap onto the end of a Wii Remote. In such a distinguished field, what video game product could possibly stand apart from the rest? What accessory could soar above the Power Glove to take the throne of number one most ridiculous video game product? Say hello to the...

1. CTA Wings for the Nintendo Wii
The CTA Wings are designed to be used for one specific mini-game for Wii Fit
 Plus game called Bird's-Eye Bull's-Eye. According to The Escapist, the Wings are promised to let you "truly experience what its like to be a bird". How does it accomplish this? It's simple: you take these "wings" that look like over-sized pot holders, slip your hands and arms through the loops, strap on the Wings, and then flap your arms up and down like a bird while holding a Wii Remote.

That's right, the CTA Wings do nothing except make you look even more ridiculous, and all for the sake of a single mini game on a popular title for the Wii.

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