Hearing the name Track & Field II easily creates powerful nostalgia in me. I was a young girl learning the ins and outs of an NES in 1989 when my older brother, Tony, brought home the Olympic contest title. It was the last year that we lived in the same house and had time to sit down and play video games together. That was the year that I learned what it meant to duel an older sibling who had far better hand-and-eye coordination and reflexes and why teenagers seem to do much better at games than little kids.
I’m no Olympic athlete so I’d rather try my hand at the digital versions. Track & Field II offers a virtual bounty of events from which to choose, and all of them are pretty faithfully recreated from their original counterparts. There are 12 events to choose from, with three that can be chosen in different modes or as special events.
The events, ranging from hurdles to gymnastics and swimming, are fun to try but frustrating to learn the nuances. It took consultation with Tony, an NES Max controller and many years to get the hang of certain events. This is mostly because there wasn’t a lot of info out there in the days before the Internet and because, again, I had terrible untrained coordination and reflexes. Even today, with a wealth of tips out there, it’s still hard to get a bull’s‑eye in the archery, and it’s been nearly 30 years. Graphically, there’s a few things to look at, especially for an NES title. It’s not going to set the world on fire but the graphics are fine for the time period and don’t detract from the overall experience. The music, while not especially memorable, is still serviceable. It’s not something you’re going to be humming well after you’ve put down that turbo controller, but it’s not bad, either. A lot of the tracks are well done and fit the general mood of the event you’re participating in. There are a lot of sound effects in the game and they are generally what make the game what it is.
The nostalgic factor is what keeps me coming back to what is a generally frustrating game. That nostalgia is what turns a potentially controller-throwing hurdles event into a first-place triumph over a notoriously hard A.I. that likes to punish at every chance.
It’s my chance to feel like the Olympic champion that I will never be.
I don’t believe there is anyone who reads GI who doesn’t know that I don’t care for Donkey Kong. By now, it should be painfully obvious that I don’t care for the simian’s retro exploits or his more recent outings, either. It’s not that I don’t respect what the great ape has done for gaming; it’s more that I feel he gets credit for mediocre-to-horrible games. Donkey Kong Jr. falls on the lower end of the spectrum.
Much the same tripe as the original, you’re tasked with saving someone by moving across hell and high water. But wait, this time it’s different! No, you aren’t saving Pauline this time around; no, you’re Donkey Kong Jr., the scion of Kongdom saving your incorrigible father from the clutches of evil human Mario. The fact that another ape has to save his parental figure from Mario in a complete role reversal begs several questions: Where was Junior when his father was kidnapping innocent maidens and running rampant? Why would Mario even bother to kidnap the great ape in the first place? Sure, there’s the motive of revenge, but you’re never going to get your question answered, try as you might. You just have to accept that DK needs saving and it’s up to you, his reliable offspring, to do the job.
Hoping that your adventure in saving your father is worth it, the game tasks you in utilizing a jumping and climbing mechanic that may or may not work, depending on where you are height wise. Any fall more than a few pixels high will kill you, which makes about as much sense as the kidnapping caper you seem to be embroiled in. Whoever had the bright idea to make jumping a chore and maneuvering your ape around impossible obviously didn’t get that this was a bad design decision immediately. Seeing as though they are the only skills your ape has, it would have been a little bit wiser to make those work well. Instead, you’ll watch Junior repeatedly get eaten alive by crocodiles (we’re not sure why a plumber would employ these dangerous live creatures to kill an ape), nailed by random falling objects and fall to his obvious and horrific death, all because he’s underdeveloped at jumping and climbing.
And while you’re witnessing this obvious act of poaching, it’d be wise to use some headphones. The music, much like the original game, isn’t the greatest and it will get monotonous immediately. Donkey Kong Country this isn’t.
Your best bet is to try the game just for the nostalgic factor in seeing a pretty rare character; Junior was last seen, by my count, in Super Mario Kart for the SNES. He isn’t putting in too many other appearances and maybe, just maybe, it was this trip out of the jungle that convinced him to let his father do all of the adventuring in the family. This barrel isn’t full of laughs or a blast.
We here at GI are strong proponents of anything Japanese, fighting games and education. So, you can imagine the delight that is a generous mix of all three. To that end, it should be obvious by now that we love Rival Schools and its overall series Project Justice. Despite the fact that it comes from the brain trust known as Capcom, we’re still entranced by the concept of Japanese high school students fighting to save themselves.
The middle game in the series, Rival Schools 2, is an interesting addition to the family of fighting games. It’s neither a true sequel nor a spin-off of the original game. It’s an addendum, which Capcom is notorious for pushing on the general buying public. It’s more of the original game — which we love — with some upgrades thrown in to make it worth importing. This version was never released in America, thus there are modes that you will never see. That makes importing the game worth the time and trouble.
RS2 is your standard fighting game, which doesn’t make it unique. However, the inclusion of the board game mode and the character creation mode that plays out like an eroge simulation are some of the goodies that we’re missing out on in the U.S. There’s also the addition of three new characters: Ran, a photojournalist who uses her camera to attack; Nagare, a swimmer; and, Chairperson/Iinciyo, who leads the charge for Taiyo High School students to defend themselves. Other than these gifts, there’s not much different here than the first game. You’re still fighting to defend your chosen school, and there’s still fun to be had in a slightly deep fighting game system. There’s not too much different aesthetics-wise, in that there are a few new stages and new stage themes. The older stages are still here and it’s fun to play against the newcomers with older characters or a created character.
I have two caveats with recommending the game to others. The first is the fact that it’s in Japanese mostly and reading is a must to get through the character creation and board game modes. That’s a bit much if you’re not into the language or know enough to navigate through menus. The other issue is the fact that, as usual, Capcom has seen fit to deny American gamers the best of a series, shortchanging loyal money-spending fans who would pay a high price for the goodies of the character creation mode and the board game mode. The dirty truth of it all is Capcom has never thought highly of its American audience. We’re not going to see something awesome like either mode because “we just wouldn’t get it anyway.” A fun fact is that both modes were to be included in the first game but were left out in America because it would have been too much trouble to include them for Americans, according to Capcom of Japan. But we’re smart enough to make cash grabs off of for multiple version of Street Fighter, though, right?
The moral of this story is that Rival Schools and its further sequels all deserve to be played by a wider audience. Although it’s a slight rehash of the first game, RS2 was deserving of respect and a proper introduction to the American audience. Thankfully, we were allowed to see the next sequel, Project Justice. Here’s hoping for a class reunion.
Let’s have a quick history review, shall we? Konami created the Dance Dance Revolution series in 1998 and by 2002, there were at least six entries in the main series. I’d gather that this meant DDR was pretty popular, but you would never hear Konami say that too loud. At some point, however, someone realized the magic that was DDR needed to come into the modern era. So, everything that was related to the first five entries in the series — with the exception of the song wheel and difficulty categories — was thrown out in favor of a complete overhaul. DDR Max was the result and with it comes a mixed bag of modern and old DDR.
Graphically, Max represents the beginning of a new era. Sure, it resembles current DDR games because they use the song wheel, but the colors became a little brighter and the little touches used to illustrate the different difficulties and categories are emphasized more. The interface is much easier to read, though the addition of the Groove Radar still has some ways to go here. It’s not exactly helpful in providing digestible information that helps make quick informed decisions. That’s a complaint that still stands today, so much so that I tend to ignore the meter altogether. Also, the foot rating is missing and song difficulty rating numbers have yet to come (that’s not until Max 2). But the song wheel has been freshened up so it looks a lot better and is a little more palatable.
Musically, the selection is among the best in the series. The one thing about Max that’s notable about the music is the lack of a Paranoia mix. For a series trademark song, its absence is immediately noticeable, and quite frankly, drags the mix down a few notches. There’s a few throw away songs like Share My Love and Dive, but overall it’s quite a few excellent choices thrown together to make a good song list. The variety is nice and it feels like a good fresh start for a series that had a lot of repeats in the first five games.
I don’t go back and play 6th Mix often, mostly because I can’t deal with a lack of Paranoia in my life at this point. As a DDR old head and one who owns the American version as well as the Japanese version, I applaud the change up that Konami pursued. It was a bold move that paid off in the long run: DDR still looks like a lot like this form, even with at least eight more games under its belt as a series. Sometimes, a change in pace is needed to keep the dance groove going.
DanceDance Revolution trivia
* DDR Max is the first game to feature a 10-foot difficulty song. Max 300 was officially the first 10-footer in the history of the series, though it wouldn’t receive its official rating until Max 2 was released.
* Max 300, the boss song of the mix, features 573 steps in its Heavy difficulty chart. 573 is known as the Konami number, a number that relates to the romanized pronunciation of the company’s name.
* Max is the first DDR game to feature the Light/Standard/Heavy difficulty scheme, dance point system, speed mods, Extra Stage/One More Extra Stage and freeze arrows. The difficulty scheme would stay in place until the release of DDR SuperNOVA in 2006.
* Two songs introduced in the mix, Flash in the Night and Follow Me, are the only two songs in the series that do not have an official foot rating. These two songs were introduced in 6th Mix, which is the only mix that does not use the foot rating system. They have never appeared in later mixes, which gave official Konami numbered ratings to all songs.
We’re going to use the term treasure trove loosely when I refer to Midway Arcade Treasures 2. Sure, there are some diamonds in the mine that was once Midway and its arcade hits. But sometimes, as demonstrated ably in this package, Midway dug just a little too deep to find things that I wouldn’t trade for a seashell and some glass beads.
Midway Arcade Treasures 2 follows in the vein of the previous title, mining for hits out of the veritable Taj Mahal that is Midway’s catalog of arcade favorites. The second go-round immediately catches the eye — and wallet — for versions of Mortal Kombat II and Mortal Kombat 3, arguably the centerpiece in the entire show. Following up those pieces are lesser hits such as Primal Rage, APB and Rampage World Tour. The entire compilation is made up of 20 titles, which is a bargain for the amount of games you’re getting. Whether you want to play all 20 titles or not is the question and it’s easily answered quickly: No.
A few of the titles included immediately dredge up horrible memories. These drecks of modern gaming society have been resurrected, and I’m not exactly sure for whose benefit. Hard Drivin’, mentioned and dissected in GI’s horrible games podcast of yesteryear, is the worst offender of the bunch. I have no earthly idea who thought this was an arcade classic and why it needed to be thrust upon the masses again. It was a horrible game to begin with and deserves no further discussion or inclusion to reanimate it from the depths of hell where it belongs (Editor’s Note: Fun factoid — Hard Drivin’ provided the basis for GI’s Torture of the Quarter column). N.A.R.C. also warrants a mention as a title to avoid, as well as Primal Rage. Let’s face it, Primal Rage was touted as competition for the likes of Mortal Kombat, Street Fighter and Killer Instinct back in the day, but no one with any sense ever took it seriously. The game doesn’t inspire any new feelings of doing so after 20 years.
With the inclusion of hideous titles, there will be some control issues. The good news is that most titles play like they did when first released. The bad news is that some “improvements” have done just the opposite of their intention. Let’s take, for example, Mortal Kombat II. Because of “new-and-improved” control mapping, it is impossible to fight hidden character Smoke in all versions except the PC version, and it takes a patch to fix that. That drags the overall experience down considerably. Continuing with the Mortal Kombat example, Mortal Kombat 3 runs just like the arcade. Except, the arcade version of MK 3 was terrible, with a lot of bugs and glitches that necessitated the much-better Ultimate MK3. It’s a mixed bag: On the one hand you’re getting improved controls and modern advancements, but on the other hand, these changes aren’t exactly welcome. What is welcome, however, is the inclusion of the behind-the-scenes material. Documentaries and making-of materials are included as bonus features for a few games, most notably Mortal Kombat II and Mortal Kombat 3. If you were an MK fanatic, these are interesting looks at the franchise at the height of its initial popularity. If you’re wondering what the hype was about, it’s a great look at the origin of the series and where ideas and mythology were created. The bonus materials for all games included are worth buying if you’re into the arcade scene and its history.
Whether you deem this collection worth your time depends on how dedicated you are to the preservation of the U.S. arcade scene. If you’re a purist and you care about obscure games such as Wizard of Wor and Xybots, by all means go out and search for the treasure. Otherwise, let this booby-trapped box stay hidden.
In previous installments of Otaku Corner, I reviewed manga based on Capcom’s Devil May Cry. Ever since DMC’s arrival in 2001, it has grown from a critically acclaimed series to written and visual adaptations in comics, written novels and other various merchandise. Originally set in the Resident Evil universe, because of technology restraints and an expanding reverse storyline from Resident Evil, the series was ported to the PlayStation 2. Having enjoyed experiencing the manga’s action, I wondered if I would feel the same when I played the first DMC game? I was about to find out.
Devil May Cry has elements that are similar to Resident Evil; the only difference is that you will be dealing with supernatural enemies instead of those who were created by unethical scientific experiments. You assume the role of Dante, a demon hunter/investigator who uses his skills to exercise demons for profit and to avenge the loss of his family from said creatures. One night while working, Dante is hired by a mysterious woman named Trish, who after a brief but amazing test of Dante’s skill, hires him to go to an abandoned castle where Mundus, the demon who is responsible for the death of Dante’s family, is planning a return from hell. Unknown to our badass hero, he has taken on a a job that starts out as an opportunity for vengeance, but soon will unlock an ancient birthright and his true destiny as mankind’s newest protector against demonic forces.
Gameplay in DMC is a complete 180 from Resident Evil as the battle style is more melee combat that running and hiding from zombies. I found the controls pretty easy to use, thanks to the analog sticks that allow plenty of free movement to jump and take full advantage of Dante’s sweet combat moves. You will love it when Dante gets to business immediately with use of his twin handguns that can infict damage rapid-fire style and his awsomely designed sword Alastor that can be upgraded to unlock new attacks. He also has a BIG trump card to really make the demons howl with the use of “Devil Triggers” (think Goku or Vegeta going Super Saiyan with an arsenal of weapons and being in god mode).
The graphics are beautiful as Capcom developed a great game engine and made great use of the PS2’s technological capabilities to bring out the action without using the god-awful camera angles found in Resident Evil. I personally liked how each cutscene brought DMC’s storyline together without any over-the-top drama. The enemy variety is good, too, ranging from demon marionettes to giant owls and other demonic creatures. I enjoyed the voice acting because it was not forced, flowing in sync with the game’s plot. I am proud to say that I would definitely replay this game when I’m feeling like I want to rip some demons apart.
Devil May Cry is a standout original game that is worthy of its praise from gaming critics the world over. I find this another testimony to the fact that Capcom can do themselves and their customers justice by being true to their craft. I was pleased with my first DMC gaming experience and await more in future installments of this series.
MMX5 takes place several months after the events in Mega Man X4, during which the giant space colony Eurasia has been taken over by an unknown reploid known as Dynamo as it was undergoing extensive repairs. As a result, a computer virus infected Eurasia’s gravity control systems, sending it on a collision course with Earth. At the same time, Sigma and his new band of Mavericks have taken control of various areas that have equipment capable of preventing Eurasia’s fall, and he has also launched his own virus across the globe. X and Zero, under orders from their new leader Signas, must go to those areas to acquire the equipment needed to stop Eurasia, and send Sigma back to the scrap heap once more where he belongs.
MMX5’s gameplay remains the same as any regular action-adventure game. You can chose between using X and Zero, who each have unique abilities. I chose Zero because of the option to use his Z‑Saber and Z‑Buster as more effective combat tools, and also because of his stronger jumping abilities. MMX5 allows both characters to be swapped out during the stage select screen, provided you choose before time runs out. This adds freshness to the gameplay, keeping the game from being too mundane or too comfortable for a chosen character.
I liked the fact that there are new armors in the game that X can start off with. The Gaia armor from MMX 4 is less powerful but still gets the job done. You can find other armor sets that will give you an advantage, with good old Dr. Light providing insight about them. He has also made a special armor for Zero that you will find later on. I also want to note that if players pay close attention, there will be some background scenes in MMX paying tribute to classic Mega Man and Mega Man X games.
The plot of the game, while a good storyline point with stopping Eurasia, may frustrate you because you would have to defeat the first four Mavericks and later be told that two were developed simultaneously without previous knowledge of both plans. I also questioned the developer’s method of stage planning when they placed Dynamo in nearly every mid battle to delay either X or Zero without any strong challenge, and I questioned why, during Duff McWhalen’s stage, it takes a huge amount of game time to fight off a sub-boss that required running and firing just to keep it at bay.
Despite some frustrating issues, MMX5 is a great game to kill time with and shows how — with proper care and fresh ideas — a gaming franchise can still be relevant. Get the picture, Capcom?
Mega music
Capcom always had a creative knack for naming Mega Man adversaries. Mavericks in X5 are based off of the original band members of the rock group Guns N’ Roses.
Grizzly Slash — Slash
Squid Adler — Steven Adler
Izzy Glow — Izzy Stradlin
Duff McWhalen — Duff McKagan
The Skiver — Michael Monroe
Axle the Red — Axl Rose
Dark Dizzy — Dizzy Reed
Mattrex — Matt Sorum
A life of farming is never simple. Ask any farmer and they’ll tell you: It’s a tough, tough job that requires before-dawn rising and at-dusk retiring that repeats itself over the course of many a day. There’s also the fear of Mother Nature wrecking your livelihood and outside forces such as other humans stealing from you and running you into ruin. But, thankfully, you can avoid all of that and experience the joy of living off the land at its finest, digitally if you so choose, thanks to Natsume’s Harvest Moon: Back to Nature. And, if you play your cards right and take time to pull yourself away from digging up your ground, you can find yourself a certain Mrs. to share the farming duties with as well.
Back to Nature is the best game in the long-running series. I say this with confidence because it’s one of the only titles in the series to have been remade multiple times with the same setup, just different characters. Every modern Harvest Moon title takes its cue from Back to Nature, as well. The main goal, which stays the same throughout the series, is to take a farm that’s fallen into disrepair and make it into a profitable bastion of hard work and success. Your character works to accomplish this by pulling up his bootstraps and putting in a little elbow grease with little to no help from anyone else, aside from the gnomes he meets tucked away in the crease of the town.
Speaking of the town, you’re tasked with meeting folks and forging some type of relationship with them so that you are considered neighborly. The town’s set schedule makes for interesting interactions and a type of schedule planning not unlike Animal Crossing. While you’re working to save your farm and chatting up the townsfolk, you’re given a third task of finding a suitable lass in town to wife up. If you can manage to put a ring on it by wooing your intended (there are five lovely ladies that you can choose from to pursue with varying likes and dislikes), you’re all but guaranteed to earn your place in the town and be allowed to stay.
Back to Nature is deep, extremely deep. So much so that it takes quite a bit of time just getting the farm up and running in a proper manner that you might make money to sustain it. And that’s mission accomplished for Back to Nature: Get you involved and thinking hard about what it is you want to accomplish in your town. That level of interaction is simple to begin with, and with decent controls it doesn’t get too much harder to maintain. It’s one of the things that I love about Back to Nature. It doesn’t press too hard about mechanics and there’s a wealth of information within the game about crops and caring for animals that can help you maintain a comfortable way of life within the game. But sometimes, the level of comfort you want isn’t always within reach.
While I praise the controls, the effect isn’t always beneficial for you. The game is hard in the beginning, sometimes too hard for its own good. Take, for example, the fact that you arrive in town with basically nothing but the clothes on your back. You’re expected to succeed and settle down there but you have nothing tying you there very much. What’s to say that your player character doesn’t decide that it’s too much, packs up shop and goes home? It’s not very realistic with some of the things you’re tasked with doing, and starting with absolutely no money and trying to rebuild a farm is impossible with no cash flow.
My next problem comes with the cash opportunities afforded in the game. Without cheating, it is nearly impossible to become successful and well off. This leads into a larger problem with the way time is structured in the game as well. While the time aspect has to be different than real time, an entire day should not pass within nearly 30 minutes. It’s extremely hard to get much accomplished in the early going and it demands that you must have a routine in place quickly or risk being left behind. Sure, you’re given a year or two to get things together but it’s hard to make things work on the farm, court a girl and participate in town activities all at once in the short amount of time that passes as a day.
Couple it with the schedule given to the town and there’s a time management problem just waiting to happen. The controls sometimes leave a lot to be desired, too. More than once I’ve had a bucket that I’ve filled with goodies from my plot of land empty just far away enough from a bin that it went wasted. And more than once I’ve been angered by loss of income because it’s on the ground and not able to be reclaimed. But that’s a fact of life in Harvest Moon titles, I suppose.
Otherwise, Back to Nature is a great simulation of farm life. It’s a good way to play a dating sim and life sim all at once with very little consequence for poor choices. Getting back to nature is an idea all of us need to think of at least once, even if it is to digitally pair off and make a fast dollar.
Back to basics
Back to Nature, released in 1999 for the PlayStation One, has been remade several times. The first remake was released for Game Boy Advance as Harvest Moon: Friends of Mineral Town in 2003. Friends of Mineral Town was expanded with a side story, More Friends of Mineral Town — which allows playing from a female farmer’s perspective — in 2005. These were later ported as Harvest Moon: Boy & Girl for PSP in 2005.
Cats in rockets trying to kill mice. As well as being weird, the age-old concept of a cat-and-mouse game is surprisingly addictive. In the form of the Dreamcast’s ChuChu Rocket, the concept manages to jump the barrier of weird and branch into the realm of entertaining.
The game of cat-and-mouse is simple: Lead mice to safety in your rocket with well-placed arrows while avoiding cats that other players will send to hunt the mice. The more mice you have left alive at the end, the better. It’s not hard to get started once you have that basic understanding of the game, and it quickly becomes an addicting exercise of frantic fun to keep mice alive.
The fun thing about ChuChu Rocket is the sheer randomness of everything happening on the playing field. There are so many factors that can affect your mice total at the end of a round that it’s impossible to win by talent at moving rodents alone. One must consider the fact that only three arrows can be placed by a character at any given time. With level layout also taken into consideration, the idea that you can be in the lead for five seconds and that be enough to win is a real possibility. Throw in the power-up aspect and constantly changing conditions of the match area and there is a real recipe here for disaster disguised as fun.
It’s a good thing that the game is so fun to play because the graphics and the music sure aren’t going to draw you in by themselves. The game looks like a 1999 game, which isn’t to say it’s horrible, but it isn’t pretty, either. The graphics date themselves mightily, but that’s not really anything to be ashamed of, since ChuChu Rocket doesn’t exactly need to get by on the quality of the scenery. The music is nothing to write home about, and frankly, I played with it turned off for the majority of the time that I’ve owned the game. It really adds nothing to the overall experience and after a short time, it becomes rather irritating. But, like the graphics, it isn’t really what you came here for.
What you’re going to take away from ChuChu Rocket depends on what you’re looking for. In this day and age, 15 years after its original release, you can take a solid party game from this that’s a highly quirky title worthy of many replays or you can see a weird 15-year-old game about cats chasing mice with questionable game conditions attached. Rat infestation issues aside, ChuChu Rocket is a great rat race into nostalgia.
NBA Jam was — and still is — an experience. No, that’s not some preposterous fluff dreamed up by an National Basketball Association maven like yours truly. It was truly an experience because if you were around at the time that Jam hit the streets, you’d remember the sheer amount of hype that surrounded the arcade release. You’d also remember the hype that came home with it. Was it justified hype? Yes and no.
You see, Jam represented the start of the exaggerated sports game era, the type of game where the player animations were over the top and the action just as extreme. Throw in a plethora of secrets — like playing as President Bill Clinton — and the hype went into overdrive. The game isn’t bad and it mostly lived up to its billing. The simple setup of two-on-two basketball and fast-break basketball helped certainly, and the animation isn’t bad at all. The player interaction is where it mostly succeeds, actually. At the time,
Photo courtesy of NIntendolife.com
there was no other place to get the kind of play that Jam offers: Crazy dunks, the ability to be on fire from great shooting and street ball-type rules. It’s that offering that made it a phenomenal success.
Jam doesn’t stumble in its race to be an in-your-face baller experience. That street ball player interaction means you don’t have to learn much about the game to succeed and play well. The control is simple yet has a layer of depth that means anyone can do well at any skill level. The atmosphere could be a little better with a better soundtrack, but what will make you take notice is the announcer. If there’s anything you will remember about the game, it’s Tim Kitzrow shouting to the top of his lungs that a man is “on fire” or “BOOMSHAKALAKA.”
The graphics, like the soundtrack, are nothing to get excited about. There’s a static crowd except for the courtside folk, and then there’s the players. Jam popularized the over-exaggerated look for players, and it certainly had its uses. It’s not out of place for Jam, and it brings a certain atmosphere to the action that Jam benefits from.
If there’s ever a reason to play NBA Jam, find it in the cartoonish action, sound and look. That’s where the fun is, and the main reasons why the game succeeded in living up to the hype (mostly) that broke backboards in the olden days of 1993.