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Wednesday, November 27, 2013

The history of Castlevania: The Game Boy Games

The Game Boy Games


Castlevania Adventure
Legend of Dracula in Japan
Released: 1989

Castlevania II: Belmont's Revenge
Legend of Dracula II in Japan
Released: 1991

Castlevania Legends
Legend of Dracula: Dark Night Prelude in Japan
Released: 1998

The Basics

Oh, look. Our little Game Boy is all grown up! Who would have thought that up against school yard bullies like the TurboExpress, Sega Game Gear, and even the Atari Lynx, our little greyscale portable would grow up to be so big and strong. Well, no doubt, it's because he ate his vegetables - and because Konami developed three Castlevania games for the system: Adventure, Belmont's Revenge, and Legends.

The history of Castlevania: The Lost Title

Dracula X: The Rondo of Blood

Released: 1993
Systems: PC Engine-Duo (Japanese TurboGrafx 16 CD)

The Basics
Remember the TurboGrafx 16 with the CD-ROM? Well, in Japan they called it PC Engine-Duo, and it debuted as one of the first console systems with a CD-ROM. And, boy, the Japanese are good at making CD-ROM games: huge Japanese-animation cut scenes, well-written and acted dialogue, original music made specifically for the game, major and minor characters, and large injections of story-led drama.

The history of Castlevania: Castlevania 64

Castlevania 64


Dracula 3D in Japan
Released: January 1999
Systems: Nintendo 64

Basics:

Konami pitched Castlevania into 3D for the first time when it released Castlevania 64 on January 1999 for the N64. How is it? Great, by some accounts. Not so good, by others. Fans of any long-running series are typically skeptical of any major conceptual or integral changes. And Castlevania 64 is no different. But in any case, the transition has been generally accepted.

The history of Castlevania: Castlevania: Symphony of the Night


Castlevania: Symphony of the Night



Dracula X: Nocturne in Moonlight in Japan Released: 1997 Systems: PlayStation (Saturn - see Japanese Versions)

Basics
Hey, according to many polls on the subject, you gamers out there think Symphony of the Night (SOTN) is the most super Castlevania title out there. Here are the results

And why not? It's the most visually stunning, most complex, most fun Castlevania game. Its only real competition could be the Castlevania 64.

The history of Castlevania: Castlevania: Dracula X

Castlevania: Dracula X


Akumajo Dracula XX in Japan
Castlevania: Vampire's Kiss in Europe and the UK
Released: 1995
Systems: Super Nintendo (SNES)

The Basics
OK, maybe "Dracula X sucks" rings too strong. When you've tried so very hard to win a game, when you've broken 18 controllers and run through five Super Nintendos, it tends to color your perspective. But, for you, I will try restraint.

The history of Castlevania: Castlevania: Bloodlines

Castlevania: Bloodlines

Vampire Killer in Japan
Castlevania: The New Generation in Europe and the UK
Released: 1994
Systems: Genesis

The Basics
Bloodlines seems to launch from where Bram Stoker's novel, Dracula, left off. (OK, maybe you saw the movie instead.) You remember that, in 1897, Quincy Morris, a Texan, accompanied the Kill Dracula troupe. Well, what you didn't know was that Quincy was a Belmont descendent and that his son, John (along with John's childhood friend Eric Lecarde), sat in the shadows and watched Quincy kill Dracula.

The history of Castlevania: Super Castlevania IV

Super Castlevania IV


Akumajo Dracula in Japan
Released: 1991
Systems: Super Nintendo Entertainment System (SNES)

Basics
Before Castlevania: Symphony of The Night, people sighed when they heard the name Super Castlevania IV. Why? For many, it was a kind of lust. "Finally, you could whip in all directions," they yelled. "Finally, you could crouch and walk," they panted. "Finally, you could change direction in mid-air. Oh, sweet bliss," they screamed.

The history of Castlevania: Castlevania III: Dracula's Curse

Castlevania III: Dracula's Curse


Akumajo Denetsu in Japan
Released: 1990
Systems: Nintendo Entertainment System (NES)

Basics
In Dracula's Curse, we meet Trevor C. Belmont, a forefather from 100 years before Simon Belmont. Trevor is the "origin of the 'Belmont Warlord Chromosomes.'" (Interestingly, Castlevania: Bloodlines, a later game, notes that the Belmonts started cracking the whip in the 16th century. This would put Trevor and his chromosomes somewhere in the 1500s.)

The history of Castlevania: Castlevania II: Simon's Quest

Castlevania II: Simon's Quest


Akumajo Dracula II: The Accursed Seal in Japan
Released: 1988
Systems: Nintendo Entertainment System (NES)

The Basics
When a game developer finally understands a piece of hardware, it becomes like an appendage to him, sticking off his body. Well, that's an odd image. But the point is that when this happens, developers can stop learning and starting pushing limits.

The history of Castlevania: The Main Castlevanias

The Main Castlevanias


Castlevania


Akumajo Dracula in Japan
Released: 1987
Systems: Nintendo Entertainment System (NES), Commodore 64, Amiga, IBM.

The Basics

Back in 1987, young adventurous gamers ripped the shrink-wrap off the first major release of the Castlevania series and the first major chance to whip Drac-butt. We controlled a little, rugged, brown tunic clad, chiseled (or is that pixelated) hero, who ventured into "Castlevania" with his "magic whip" to "Destroy forever the Curse of the Evil Count."

Thursday, November 7, 2013

MARIO KART 64

How it was? 

The extremely popular racing title, Mario Kart for the SNES has finally spawned a sequel on the N64. While lacking originality, this game should keep fans of the SNES hit game extremely happy. Nintendo has put together a solid racer, built together by the same formula that made it's SNES prequel a success.

Mario Kart is a simplistic racing game that features 8 go-karts driven by some of Nintendo's most notable Mario game characters. Each of the racers have different attributes that effect the way they are controlled. For example, Donkey Kong isn't exactly the fastest kart on the course but he won't be pushed around either due to his weight.

NFL QUARTERBACK CLUB '98

How it was?

I have had a Nintendo 64 since it first came out, and I can't remember such a big debate over two games coming out at the same time before. These games obviously are Madden 64, with its Maddenish flavor and game play, and NFL Quarterback Club '98, with its 640x480 Hi-Res graphics and NFL license. So which one to choose. God, did I have a problem with this one. Well let me tell you that NFL Quarterback Club '98 is the way to go. I have played them both.

MARIO 64

How it was?

Believe the hype. Super Mario 64 is every bit as good as you've heard. The graphics alone make this game a must play. The graphics truly are the most beautiful thing ever produced on a home console. Every rock, wall, and enemy are totally solid with no overlapping (thanks to the N64's Z-Buffering).



GOLDEN-EYE

How it was?

It's finally arrived. All the press has been going ape; sales have been astronomical in the US. And I'm finally

playing, what some Mags in the UK are calling, "The Finest Videogame of all Time". I'm a sceptical sod, so my first few hours of play are tinged with comparisons to other first person perspective shoot-em-UP's (The term DOOM clone is too dated these days). You could call me a 'veteran' at this type of game. I've spent long days playing Doom and Quake over the IPX network in the office. Which culminated in a 15 hour (no-break) Quake-fest on one memorable day.

ONE

How it was in 1997?

ONE is a game that, by all standards, should make it to #1 on the console game charts. ONE has just about everything an action fan could ask for in a game. Unfortunately, someone responsible for putting this potentially outstanding game together goofed big time!

You play a character named John Cain who awakens in a strange environment. To your utter shock and dismay you discover something is missing. Some perverted sicko has cut off your left arm and replaced it with a really nifty big gun. You won't have much time to think about how this affects your playing pinball machines because all hell immediately breaks loose. You are under attack by helicopters and more mad men than Hitler was able to muster. So off you go on a non-stop action binge. You'll run, jump, dive, crouch and do somersaults through 6 levels of total mayhem.

There's never a minutes peace. If you stop to relax for a second - you're dead. Fortunately, you have some super-human powers and an assortment of lethal weapons to help you make it to the checkpoints on each level.

RAY STORM

How it was?

GAME BACKGROUND
The Year is 2219. The place, Earth. Alien beings from the Secilia System have arrived in our solar system. Their objective, is to obliterate and take over the Earth with their Battle Cruisers, Mechs and Fighter Crafts. Only you and your pal who are pilots on the R-Gray Advanced Fighter stand in their way. Thus begins the saga of RayStorm.

RayStorm is the sequel to RayForce. The original arcade version of RayStorm came out in Japanese arcades in 1996 to wide acclaim. Shooters are still very popular in Japan. This sequel to RayForce now takes a 3/4 overhead perspective of the action where you have an isometric view at your ship as it courses through the different levels. The graphics in RayStorm are composed of polygons, from your craft to the backgrounds, to the enemy ships.

EXTREME-G

How it was?

I've finally ripped myself away from this game long enough to write a review on it: This one is great folks. In

this review you may hear me make some references to WipeOutXL: Thats because this game resembles WipeOutXL in more than one respect... similar music, similar graphics, and the first person camera is just as intense.

TOBAL NO. 2

How it was in 1997?

CHUJI & CO. IS BACK! MEANER AND BETTER

Fans of Tobal No. 1 can rejoice once again! The sequel to Squaresoft's premier fighter is finally here! Tobal 2 is bigger, better, meaner AND it's ready for the PlayStation's analog controller when it ships.


TOMB RAIDER 2

How it was in 1997?


Lara Croft. Unless you've been in a coma for the past year or two, you've probably heard that name somewhere. For those of you who experienced the first Tomb Raider game, the second one will be pure enjoyment. In Tomb Raider 2 you again take on the identity of Lara Croft, but this time you take on a totally different story line. This time Lara the great adventurer seeks another artifact: The Dagger of Xian. Legend says that the one who drives the dagger in their heart, acquires the power of the Dragon. But this time, three other people want this artifact, so Lara must fight off whatever comes in her way, including; dogs, tigers, pirhanas, huge snow creatures, and many more enemies than ever imagined in the first game.

PILOTWINGS 64

How it was?

Wanna fly? Then you're going to need a Nintendo 64 and a copy of Pilotwings 64, one of two games available at the U.S. launch. With breathtaking 3-D graphics, and a great flight engine, this game really makes you feel like you've taken to the skies. Although the first Pilotwings for the SNES was great, this one is 100 times better. The analog stick is used so well in this game, it makes me wonder how I ever used the D-Pad for the original.


DUKE NUKEM 64

How it was?

Anyone who has owned a PC for the greater part of 5 years will have heard the name Duke Nukem. Duke
Nukem 3D on the PC followed on from the very successful Doom. Its original coders 3D Realms, released Rise of the Triad a few months before, that title set new standards for the then "new" genre of first person perspective shoot-em-ups, and then came the Dukester. Duke Nukem 3D was released at almost the same time as the then new game from the Id stable 'Quake'. Head to head comparisons abounded, but it was generally agreed that Nukem piped Quake at the post for one player games, but Quake set new standards for multiplayer.

DOOM 64

How it was?

Most people have played DOOM at sometime during the past few years. It's been on every platform worth its salt. The PC had arguably the best version, but has Midway changed that for all time? DOOM went on to spawn a hundred copies; indeed the name of the game is now used to describe the first-person perspective shoot-em-up or DOOM clone.

So DOOM 64 has alot to live upto, This game has such a heritage everyone will be looking at it with a critical eye. Furthermore the original DOOM engine is getting on a bit now. With the likes of Duke Nukem and Goldeneye surpassing it on N64, what possible reason would you have to purchase Doom 64?

DIDDY KONG RACING

How it was?

Once in a while a game comes along, that redefines a whole genre. Quake did this for the first-person perspective shoot-em-up (or Doom Clone), Fresh good looking graphics and a new twist on the gameplay meant that Quake was awarded some of the highest accolades of any game ever.

But what, you might ask, am I rambling about now?

BLAST CORPS


How it was?

Rare has delivered to Nintendo 64 owners everywhere what may be the sleeper hit of the year in Blast Corps. Pretty pictures and some decent audio tracks abound, this title is more than meets the eye. Anyone who still thinks this is just a simple game of destruction needs to be examined!

For starters, the graphics are a visual tour de force. The game is almost entirely made up of polygon structures and vehicles that are all very solid. Clipping, pixelation, pop-up and other "glitches" are nowhere in sight. There's also very, very little slowdown and when it does show up it's just barely noticeable. Explosions, something you'll see plenty of during you're time with this gem, are fairly varied, ranging from thick clouds of dust to huge, bright yellow, orange and red fireballs with flying sparks and rubble. It's a treat just watching the debris and sparks go bouncing around, not to mention the shiny, reflective surface on the Thunderfist robot and Backlash. Sweet! There is a fair amount of "blurred" textures here, though, most evident when looking down at the ground, but the overall look of the game is very polished and delightfully colorful in the fifty or so various stages you're given.

MOTO TOON GRAND PRIX 2

How it was in 1996?


I would like to start this review out by stating that I never got a chance to play Motor Toon 1. Having said this it becomes obvious that I can't compare it to it's sequel which is unfortunate, but from what I've seen and heard, I didn't miss much. The first thing that I'd like to mention about this game is that it comes with two CD's. This is so you can play two players with the link up cable. One disk holds the main game info, and the other contains only the info you need in the second PSX. A novel idea that I hope continues in forthcoming games. So on to the game and what jumps out at you when you turn on your PSX....Graphics!

Wednesday, November 6, 2013

NIGHTMARE CREATURES

How it was in 1997?

Activision's sums up Nightmare Creatures in its press release as, "a terrifying immersive 3-D action adventure game that takes place in the Gothic world of fog-shrouded, 19th century London. Using combat moves, a variety of weapons and magic spells, players must eradicate dozens of superbly rendered, high polygon-count monsters as they uncover dark secrets of an underground cult." Surprise! Surprise! Nightmare Creatures is everything Activision claims and more.

PANDEMONIUM

How it was in 1996?

When this game first came out in the stores, I really had no idea what it was. So I did a little research....umm, a platform game huh? Well, I really like platform games (but Crash, well.....fell way short of my expectations), so I decided to give this one a try. I am extremely pleased that I did. The is the most fun I have had with a platform game in a LONG time! What about the typical frustrations that accompany all platform games? Well, this one has it; however, not at the same level as Crash or Rayman. The frustration factor is actually fun and will not make you throw your control pad (or PSX) such as the previous games that I mentioned. Anyway, here is my breakdown of Pandemonium!

RED ASPHALT

How it was?


Red Asphalt is another high speed shoot 'em up on wheels. Most of what you'll see here has been done before. However, Interplay may have found a better way to do it.

You begin by selecting a character for your alter ego. The choices are: Motormouth, Thula Crimstone, Jackal, Junkyard, Hiroki and Jack Bloodwheel. The character's have 3 different abilities: Driving, Tactical and Aggression. Each character has his/her own strengths and weaknesses. Doing well in a race earns you Experience Points to improve the character's skills.

SHIP WRECKERS

How it was in 1997?

Ahoy matey! Shipwreckers is an adventure game that smoothly blends puzzle solving with episodes of explosive action. This game will NOT appeal to everyone but a certain group of gamers will love it.


You are a pirate captain with one ship in an adventure that spans 4 levels in 5 different regions for a total of 20 missions. You'll solve puzzles, discover lost treasure and battle pirate foes.

ZERO DIVIDE 2

How it was in 1995?


GAME BACKGROUND
Zero Divide is back. Leaner and meaner than before. Fans of the original canrejoice once again. A Play Station owner's dream. It's a one-on-one combat game based in a stunningly futuristic environment. Metal clashes on metal as anarray of light sourced texture mapped 3-D robotic warriors meet in dynamic combat sporting their own customised combos, moves and weapons.

G-POLICE

How it was in 1997?

G-Police is a 2 CD action packed game wrapped around a compelling story. There are 35 explosive and very challenging missions guaranteed to thrill action fans. There are however, a couple of irritating stumbling blocks on the road to gaming nirvana.


You play a cop charged with the responsibility of maintaining law and order on a futuristic world. Your beat is on Callisto which is one of Jupiter's moons. Callisto is a dark and foreboding world with cities encased in domes. It's a lot like Newark, New Jersey after dark.

CRASH BANDICOOT

How it was in 1996?

First thing I would like to say is that people have been complaining about this game being 2d and belonging on a 16 bit machine. Well, first, I doubt these people have played the game at all, and second is that the game's core, the code that contains the information on how you control the movement of Crash remains the same throughout the game, meaning the control you have over Crash is as 3d as Mario64 or say Fade to Black. The things that make it looks familiar to a 2d platformer is the camera angle. On certain levels, it takes the position of side on, but although it looks as though the game has suddenly become 2d, you still have total 360 degree control over Crash. The levels that take the camera angle of side on don't use the 360 freedom very much, because limitations on movement are put in place to ensure the game has a more conventional platformer feel.

COLONY WARS


How it was in 1997?

Psygnosis' Colony Wars is not a game for weak-kneed, tofu eating pacifist. It's a game for players who burned their brains out playing X-Wing and Tie Fighter. Colony Wars is the next step in the evolution of space combat. It's a game of epic proportions that redefines action on a universal scale.

The story: Earth has become the evil empire. The earthly scum is spreading it's virulent rule of death and destruction across the universe. You reside in a colony smack dab in the middle of a road scheduled for violent reconstruction. Your only choice is resist on the side of the League Of Free Worlds. So get in your fighter and prepare to kill or be killed defending freedom.

CASTLEVAINA: SOTN

Let's face it. We all love castlevaina series. And this is direct sequel to Castlevania: Rondo of Blood, so it's must have for all Castlevania fans. And now, let's look how it feels the first time.

How it was in 1997?

As soon as I picked to buy this title I knew I would like it. I have always found Castlevania games quite
enjoyable and Castlevania: Symphony of the Nights is probably the greatest yet. It is quite ironic that one of the best games for the Playstation is a 2-D game.

Even though this is a 2-D game the graphics are astounding!! The animation is crisp and fluid. the music fits the game perfectly and the control is spot on.

AUTO DESTRUCT

How it was in 1998?

Electronic Arts has a reputation for producing some stellar games. Is "Auto Destruct" another stellar game, or does the title include an ominous excerpt from a review?

The story: Your wife and baby were murdered by disciples of the Cult of Lazarus. You've been recruited by the Temple (good guys) to battle Lazarus and his cult of suicidal maniacs.

You drive a car equipped with a variety of weapons and fight on the streets of San Francisco, New York, Tokyo and in a subway. Before you burn rubber in the missions, you can practice driving around the cities in Time Trials.

RESIDENT EVIL 2

RESIDENT EVIL 2

Resident Evil 2, known as Biohazard 2 (バイオハザード2 Baiohazādo Tsū?) in Japan, is a survival horror video game originally released for the PlayStation in 1998. Developed by Capcom as the second installment in the Resident Evil series, its story takes place two months after the events of the first game, Resident Evil. 

How it was in 1998? 



Test drive 4

How it was in 1998?

Test Drive 4 is an arcade racer that includes 10 exciting cars. The game vehicles are: '98 Jaguar XJ220, '98 Dodge Viper, '98 Corvette, '98 TVR Cerbera, '95 Nissan 300ZX, '66 Shelby Cobra, '69 Corvette ZL-1, '70 Chevy Chevelle SS454 LS-6, '71 Plymouth "Hemi" Cuda, and the '69 Camaro ZL-1 COPO 9560. Each vehicle has its own performance characteristics such as: speed, handling, and acceleration.

Shadow Master


Shadow Master

Shadow Master was developed by HammerHead, and published by Psygnosis for the Sony PS, and Windows. It was released for the PlayStation video game console in January 1998 in Europe and December 31, 1997 in North America The PC version was released on February 28, 1998 in America, and February 1998 in Europe.

How it was in 1998? 

Me