Tuesday, August 27, 2013

Failed to Catch 'em All

Fer mai birffday, Paul bought me a round-trip ticket to Johto. Because my Gold version has this problem with completely erasing my game at random moments, I used to play it in short ventures in order to capture whatever was exclusive to it and quickly trade it to my Silver version. Now, this was nearly thirteen years ago. Back then, Who Let the Dogs Out? was still heard regularly on the radio and Digimon: the Movie was still playing in theaters everywhere. On the plus side, it was that same year when we found out about How Tupac Was Murdered. When I told Paul about my Gold version, he took it as a hint to buy me its remake, Pokemon Heartgold. I'm not quite clear on the logic behind his decision. I mean, I did mention I also owned the fully-functioning Silver version of the same game, and this was something from over a decade ago, so... I don't know. Thinking about it now is pointless. I just spent over six months playing this game, instead of reading the next book in the Game of Throne series or finishing Willow on the NES. You done good, Paul.

Moving along, Heartgold is a magnificent recreation of the adventure which led Ethan to become the next greatest Pokemon trainer. This time, however, he has been redesigned to resemble a male protagonist in a Final Fantasy sequel.
Even his outfit now looks like something he borrowed from Lyra's closet.
Whomever you choose, the other becomes a supporting rival of sorts. They cuss at you, flip you the bird, gargle your balls, and then tell you those balls taste like shit because of the lame Pokemon you keep inside of them. Yes, I always felt an ever growing desire to become a better trainer thanks to that person, but then there's Silver. He's the battling rival who dethrones Gary Oak as Douchebag of the Universe with every condescending remark he made about the NPCs he beat and every excuse he tried to feed me when he lost the match. As the player progresses, he learns that Silver is the son of Giovanni, the former leader of the Team Rocket faction in Italy, and is bitter towards both the organization and his father's doting over his younger brother Ezio. While Ezio learned to be an assassin, Silver chose to become a druid and specialized in the Summoning skills. Both were obviously tired of using the initial five classes from the game.

The journey begins in New Bark Town:
With a population of ten people, this place is more like a glorified cul-de-sac.
You go downstairs to be greeted by mom, red-eyed and twitchy, who stops fidgeting long enough in order to hand you your repaired Pokegear and offers to bank a small amount of your winnings. It's best to politely decline her offer. As you will quickly notice, the woman is constantly messing with her nose, scratching her neck, and shaking like a wet puppy... smelling like one, too. She sleeps on the kitchen floor every night and has no problem with her tween going off alone to encounter dangerous wildlife. Rehab doesn't seem to help, either. Then again, all the nurse ever does is have mom sit on a blinking table for five seconds and tells you she's ready to battle. 

As with nearly every Pokemon RPG, you meet with a professor, though not necessarily in his lab, who just so happens to live nearby and just so happens to possess three level-five critters who just so happen to always be fire-, water-, and grass-type Pokemon. Each one is world-renowned in the studies of Pokemon, but, as the many have pointed out, none of them have a clue as to whether you're a girl or boy. On the other hand, I mentioned earlier why this could be justified for HG and SS:

The whole thing plays out in a similar fashion to the originals, but now there's the Battle Frontier, a new Safari Zone set up in Johto, a Pal Park in place of Kanto's Safari Zone, the Pokeathlon Dome, and the game itself comes with the Pokewalker, a pedometer similar to the Pokemon Pikachu, which allows one to capture a handful of Pokemon that are otherwise unobtainable in HG and SS without trading. My gift is a used game, so I have no Pokewalker. I also don't possess any of the newer sequels to trade with Heartgold, so I'm stuck with capturing whatever is available within my game. A while back, I tried to search for information on how many I could catch without outside assistance. The best answer I could find at the time was around 320. I can confidently say that this is false, since I have 363 in my Pokedex and am aware of eight more I could get. In other words, I believe a person would max out with Heartgold at 371, unless they obtained a few through special events or simply hacked the game to get everything. Accomplishing this is frustrating and I don't see a plausible reason  to justify doing it.

The Pokeathlon Dome is an terrific way to obtain necessary evolution items. Points accumulate through quick and simple mini-games that allow a player to purchase what he needs. The alternative (less practical) methods involve the rare generosity of NPC trainers, capturing wild Pokemon, and winning them in the Bug-Catching Contest, which, I might add, LOVES to hand out more of what you already have, rather than what you want. At one point, I was so frustrated with winning yet another fire stone after the bug contest that I took my surplus and began pelting whomever I could. After a while, I got bored with that and began forcing a few Pokemon to evolve against their owner's wishes. All I had to do was have my Onix "accidentally" nail the opponent in the head with a stray piece from his Rock Throw attack. After a while, the trainer would regain consciousness and realize that he was now the proud owner of an Arcanine that only knew Ember, Leer, and Bite. You're welcome!

The Battle Frontier is far less enjoyable. Two of the Pokemon I still need each require 48 battle points (BP) to purchase their required evolution-inducing held items. Ten battles into it, I got a single point. Ten more battles, and I got another point. This will rise at an extremely slow rate with consecutive wins. That's ridiculous! Not only do I need to win several matches, but I must also be patient in order to allow the opponent to say something first, or for certain quirks to occur (such as the roulette of the Battle Arcade), and/or to give my Pokemon a moment to be healed. Nothing seen is recorded in the Pokedex, and the only real joy to be had is in reaching and defeating the brains that represent each facility. The Battle Frontier is an agonizing grind for high-end rewards that feels like punishment for people, such as myself, who didn't spend their money on the other sequels that offered the same items in a much easier fashion.
Sorry, you're not worth it, Gliscor.
Kanto's Safari Zone was a pain in the ass back in 1998. Exeggcute wasn't too much trouble, but then there was Pinsir and Scyther (depending upon your version), Tauros, whose encounter rate fell drastically thanks to Ash Ketchum, and, worst of all, Kangaskhan, who not only scoffs at the pile of Safari Balls you continue to throw at it, but also enjoys smashing your remaining pair of balls with a well-placed Mega Kick, leaving you to suffer in a fetal position until the warden arrives to drag you out of his preserve. I've never experienced the "joys" of Hoenn's and Sinnoh's Safari Zones, but I've certainly had my fill of Johto's little addition to its region. I'll admit that Warden Baoba has put quite a bit of work into this establishment. There are ten interchangeable areas to choose from, and each one will improve its selection over time. These changes are most apparent with the littering of various objects. Thirty "blocks" are permitted for each area, and most of them have an attribute, like being favored by water-dwelling Pokemon. Their effectiveness multiplies every ten days. Unfortunately, there's no reliable in-game means of determining how many days have gone by for an area, even if Baoba will call once in a while to notify you of changes. I only start up the game now and then to check if the Pokemon I need have begun to appear, so when I do get the call, I don't really know how long my Rocky Beach has been sitting there. I'm sure it's going to be a bit longer before I find myself face to face with the critter I still need for my Pokedex.


Yeah, one of these.
Most have a waiting period of a month or less, but the rare ones take up to 110 days. Messing with the clock doesn't help, either. Add to this the frustration of luck-based captures that have always been a part of the Safari Zone, and we have ourselves another push by Game Freak towards buying the other Pokemon games: "All you need to do is just give up and purchase Diamond, Pearl, or Platinum. You want a Gible don'tcha? Well, not only can you get one much faster in the other Generation IV titles, but we'll even throw in additional Gible stuff as a bonus!"


"...like a copy of Ghosts 'n Gibles"

"... a bag of Gibles 'n Bits (now with 30% more dog flavor)"
"... and a DVD copy of the movie What's Gible Grape Eating?"
It's the little changes to these games that really make HG and SS special, such as the nationwide talk & text plan added to my trainer's Pokegear. This includes the phone numbers of all of the gym leaders and literally every other trainer I come across willing to share their digits, as well as unlimited talk, text, and Data!
"I did it! I caught a Spot!"

In fact, just about every minor aspect of Heartgold and Soulsilver has been improved upon. It neither looks nor feels like a simple remake of Generation II. Not only can a person obtain the legendaries of Generation I, but each version also offers one of the eon duo and two of weather trio (provided a person can obtain both Kyogre and Groudon to summon Rayquaza). To make things even better, if you unintentionally knock one of these legendary (or special) Pokemon out, it can actually respawn after a victory against the Elite Four. And if that wasn't enough, beating Red allows you to choose one of the Kanto starters from Professor Oak, and then one of the Hoenn starters from Steven Stone, who will also trade you a Beldum (which evolves into one of the most powerful non-legendary Pokemon in the series) so that you don't have to waste your time trying to catch one in the shitastic Safari Zone. This more than compensates for the Battle Frontier.

Usually, I don't feel a need to buy something "remastered" if I already have the original, but, for the most part, Heartgold feels like a brand new game. Also, for some odd reason, Soulsilver actually received a slightly higher rating. 

Probably because it had more banthas added to it.

Unfortunately, I must end this on a sad note. Budget cutbacks forced Game Freak to replace Dude with Ethan and Lyra as the ones to train the player on how to capture Pokemon. Here are his final words:
"My life no longer serves a purpose. By the time you read this, I will have left this world. Please, do not cry for me. After all, I was only another faceless person in the crowd to begin with." ~ Dude
1999 - 2009

Monday, March 18, 2013

If I needed saving, I would have done it myself!

There's quite a bit of opposition to Anita Sarkeesian's first video in her Kickstarter-funded project to increase the awareness of gender tropes in video games, and for good reason. Over $150,000 was poured into the creation of this series, and it seems like the first impression it made upon many viewers is that she went and pissed it away on a shiny new soapbox. If you haven't seen the video yet, I highly recommend you do so now before continuing on with this entry.

Anyway, when an individual wishes to educate the masses about... whatever, one of the most important things to remember is that it's usually beneficial to everyone to maintain a relatively neutral stance. People must be allowed to come to their own conclusions. This isn't to say you should never inject your opinion into a discussion, but, if you do so, then the audience should be allowed to do the same in response to it. As you may have noticed during the video, Anita has disabled comments, statistics, and ratings. In fact, everything she uploads onto YouTube shares this characteristic. While it's true that a viewer can go elsewhere to be heard, minor and unnecessary inconveniences like that one only help to deter others from wanting to hear what she might have to say.

Moving on to the video itself, Sarkeesian starts her series by focusing upon damsels in distress. There's no denying the significance of the trope. It's a quick and simple plot used in numerous games, because it allows the player to understand the purpose of the protagonist without having to watch some lengthy in-game opening before diving into the action. From there, all Anita needed to do was give some examples, discuss the issues surrounding it (for both men and women) and thank the audience for watching. It seems like a simple enough task, but the girl's got an ego to feed, so, instead, she goes into a moderate amount of detail about games like Dinosaur Planet, Donkey Kong, Super Mario Bros, The Legend of Zelda, and Double Dragon in order to prove her point that the video game industry is reinforcing the belief that women are the weaker sex. One could say that she's focusing directly on the damsel, rather than on video games as a whole, but as the video nears its end, her point takes a turn towards a more generalized perspective as she addresses the world's overall treatment of women and how video games are part of the problem. It was at this point when I couldn't help but think about all the female protagonists many gamers have already seen in a variety of titles throughout the years. Games where a woman is tasked with having to save herself, a kingdom, the planet, or even time and space apparently mean nothing, because, as far as Anita is concerned, that protagonist isn't specifically rescuing a single, helpless man. Seriously, even if the trope actually did have some sort of negative effect, where's the proof? Allow me to use the United States as an example. America has been exposed to video games for over 30 years. Since this is the largest gaming market in the world, one could assume that if there really was a problem, America would be the country most likely to prove it, right?

So, now to get into the detailed content of her "research", Anita makes an attack on Nintendo based upon Miyamoto's comment about Dinosaur Planet and upon the changes that were ultimately made to turn it into Star Fox Adventures. I can understand her dislike of that scene where Fox is shown staring up at Krystal as she's trapped inside a giant crystal. It's even mocked (fairly well, too) in a flash collab organized by Kirbopher 
about various Nintendo games. While Anita probably sees this as more evidence to prove that women are just sex objects or prizes in video games, I'm going to say that it was either a poor attempt at humor (which would explain the saxophone playing in the background) or an early attempt to help quell any insinuations some might have made about four guys spending a great deal of time together in space. After the release of Star Fox Command, we now know better, but, unfortunately, Amanda cannot be unseen.
Thanks Q-Games. Thanks,Nintendo.
The most probable reason I can think of for the change was because Nintendo already had an anthropomorphic fox protagonist, and utilizing the name of Star Fox to help increase potential sales is just smart business. 

When Sarkeesian began attacking the old Double Dragon opening and how it has remained unchanged in later recreations of the beat'em up, I found myself asking: "Yeah, why would all these remakes of the same game include the same scene of Marian getting punched in the gut?" Of course, if I'm going to ask that, then I might as well be asking, " Why does Obi Wan have to die at the hands of Vader in every remastering of Star Wars?" The original game came out in 1987. An in-game plot, especially one played in an arcade at the time, needed to be quick and simple. You think I or any other gamer wants to stand there and wait for a five- or ten-minute cut scene to play out that effectively ensures no one will be offended by the content? Imagine if Technos Japan and Taito took that a step further by trying to incorporate the notion throughout the entire game.
See that? Even generosity offends people!
Sarkeesian took this clip and proclaimed it as proof that women are portrayed as weak and inept victims in games, and thanks to her, I now realize there's clearly no other way to interpret those ten seconds. Why argue with thorough research, right? Well, I'll throw an idea out there anyhow because I'm a stupid male who enjoys typing stupid things.

Watching a female get hurt, human or otherwise, was heavily frowned upon in the states back in those days. If it did occur, it was at the hands of a villain, and even that was preferably kept at a minimum. Woman abuse in America was becoming a relatively hot topic back in the 80s, so it was probably a better idea to avoid showing images of females getting beaten up to the impressionable youth. Some of those brats might actually think, "Hey, let's pretend we're in this game and start slapping a bitch around!" Kids are idiots. Never forget that! Over in Japan, it didn't seem like the market was all that concerned about allowing their females to get beaten up. Hell, a lot of anime revolves around only having girls fight. This was not something shared by us over in the states, and one of the most well-known examples of this would be Poison from the Final Fight series. Capcom wanted to include a female in the Mad Gear gang, but when Nintendo voiced their concerns for its release in North America, Capcom tried to claim her as being a guy in women's attire. Obviously this wasn't good enough, so both her and Roxy were replaced with male sprites named Sid and Billy. Another example is found in the first American-released sequel to the Super Mario Bros. series. Birdo, as many gamers have noted before, is referred to as a male in the original manual (and labeled incorrectly as Ostro), but is now generally referred to as a female in most other titles, which is reinforced by the use of female voice actors for her dialogue. There is an exception to this in the Japan-only game Captain Rainbow, though I can't help but speculate that this might have been done solely for comedic purposes. If I were to take a guess, I'd say the North American branch of Nintendo didn't like the idea of watching Mario's group repeatedly nail a girl in the face with eggs, turnips, and mushroom blocks until she was literally knocked right off the screen. There are games from that era that feature female enemies, but the actual abuse you inflict upon them is usually no where near as graphic as they would be in a beat-em up or, in Birdo's case, a platformer. One example is Final Fantasy. Two of the four fiends (Kary and Tiamat) that the Warriors of Light must defeat are female, but the only thing we see during combat is a flickering portrait on one side of the screen responding to one of the party members swinging their weapon into the open air. In Battletoads, the Dark Queen's sprite barely moves, and it certainly gives no indication that she's actually been hurt. Whereas striking the final blow on any other enemy sends them blasting off again like Team Rocket, she just floats right back up in the air, says a few things, then goes spinning up into space. Yeah, if you haven't seen it, she turns into a yellow twister, so I'm assuming she spins, but the actual movement is just a single image being flipped horizontally a bunch of times. In her final scene, Trademark doesn't even go that far. The single frame of her twister just slides off the screen as Prof. T. Bird arrives to pick up the toads.

Things changed gradually as the industry entered the 1990s, with titles like Fire Emblem and Shining Force actually showing the female characters being struck, but still resulting in a flickering portrait, and, a few more years later, gamers witnessed females participating in all sorts of titles that provided far more detailed reaction to abuse, like watching Chun-Li flinch when struck, lie unconscious on the ground after being defeated, and sporting a bump on the head during her game over screen. Still, compared to the other portraits, it looks like her pride is hurt more than her actual body. 
Actually, all of these fighters got off lucky compared to poor Blanka.
Just look at those eyes. They remind me of a scene from Total Recall.
If we're going to make silly assumptions about what is seen in a video game, then I think Capcom is trying to tell the world that women should be doing all the fighting. Clearly, it doesn't take much to break a man's face, and if that man is also a mutant, then he should be wearing a helmet at all times.

Despite having typed all this, I still have no effective explanation for Linda Lash in Double Dragon. The player can clearly see this woman (and her clones) getting punched, kicked, and tossed around like every other gang member they come across. Granted, she's got a bit of muscle (Marian doesn't) and is given a more butch look for the console games, especially in the first sequel, but her sprites are still visibly feminine.
The most noticeable change to Linda in her recent design is that she now possesses a slimmer body that helps emphasize her chest and hips. Was this decision made to reinforce unrealistic beauty standards or was it done to reinforce the belief that a female does not need to look or act like a man in order for her to be viewed as strong and powerful.
Anyway, I am starting to forget what point I was trying to make, so I'm going to move on to a few exceptions of the trope, something that Anita only provide one of (Super Princess Peach), and only did so to further support her bias against men in the second video.

Seen here, Peach exhibits four different types of anger, because, just like a real woman, she is never happy.
For examples of role reversal, an excellent place to look would be in Chrono Trigger. At least three times do we see a man (or men) being rescued by a woman. First, if Crono stays in his cell, Lucca will actually bust into the prison by herself to help him escape. Even if you insist on trying to escape with Crono, Lucca will already be at the entrance, standing beside an unconscious officer. Second, when the king is put on trial for a crime he didn't commit, Marle comes crashing through a large window in the courtroom to not only rescue him, but also to expose the chancellor for what he really is, a liar liar with his pants on fire! The third example involves the introduction of Ayla to the party. When the gang is unable to defend themselves against a relentless assault by the reptites, she drops down into the middle of the fight and clobbers every enemy herself.

Another, slightly newer, example can be seen in Fire Emblem: Path of Radiance. Early into the game, your entire party (including the leader, Ike) is weak and vulnerable with the exception of Deputy-Commander Titania, a pre-promoted knight who not only acts as a life-saver for inexperienced players, but is also a must-have for surviving the Hard and Maniac versions of the first seven to thirteen missions. She is so strong, in fact, that it's recommended for players to remove her weapon until mission five to prevent her from stealing experience points from the rest of your group.

A different sort of exception to the trope is also a feeble excuse for me to include her in another blog entry. Katt from Breath of Fire 2 is a female Woren that your hero must defeat in a one-on-one battle before you can rescue her from being killed by Augus. It's like watching Peach tell Bowser to step aside so that she can fight Mario as the final boss. As the story goes, Katt refuses to believe Rand's story about how the manager of the Colosseum is planning to use poisonous darts to finish her off during her fight with Ryu. As a result, you now have to win the fight and then quickly push her out of the ring before she is hit by one of them. Yes, she is a female, and yes she is saved by a man, but, had she taken Rand's warning to heart, I'm fairly certainly she would have marched into the manager's office and handled the matter herself. Once Katt joins your party, you'll soon discover that she's not only the fastest one in your group, but is also strongest (physically speaking), further reinforcing my belief that any realized attempt at her life would have been met with some rather violent repercussions. 


Going back to the video, Sarkeesian goes on to point out, "It's a sad fact that a large percentage of the world's population still clings to the deeply sexist belief that women as a group need to be sheltered, protected, and taken care of by men." So, this is no longer about the trope, but about the view of women across the globe, huh? Well, you know, it's also a sad fact that a large percentage of the world's population is malnourished to the point where statistics estimate that a person will die from starvation every three and a half seconds (according to Poverty.com), but let's focus our attention on making sure the women feel empowered before they starve. If Anita truly cared about the world, she would have given that $150,000 to a non-profit organization like the WFD or maybe even Feeding America, rather than blow it on a series that viewers can't even share comments with her about, because anyone who would leave a comment that disagrees with her work must be without exception a bigot, a troll, or both. 


Now, before I end this bit of whining, I'd like to clarify a few things that no one will probably care to read about. Under normal circumstances, I don't mind if a feminist, or any other sort of -ist, makes a video online that might come across as one-sided or just idiotic by the bulk of its viewers. I don't usually care if the person disables all forms of feedback, nor do I spend much time wondering about the money that some are willing to donate to help support these videos. The only reason I can really come up with in an attempt to justify my fascination with Tropes vs Women in Video Games is that it not only includes all three factors of what I just mentioned, but that it was also given considerable attention by a variety of media sources, including The New York Times, Kotaku, The Huffington Post, Gamespot, and Digital Trends, and Anita rewarded their time and effort with a questionable and poorly-researched introduction that would have been a great deal more informative and interesting in the hands of someone who didn't feel the need to risk the validity of the piece by polluting it with their personal agenda.

For your viewing pleasure, a more notable rebuttal to Sarkeesian's first part in this series can be found here, while a parody narrated by Ebolaworld's own Sam T. Nelson can be found here. I deeply apologize to my future self, because I highly doubt anyone else will actually waste their time reading this long and boring piece of crap. Thanks.

**Update**

The continuation of Anita's series doesn't appear to get any better. Rather than point this out myself, Jagos has provided a decent argument against the validity of Anita's series, primarily for its lack of professional research, and supports his own video heavily with links to references. It's definitely worth checking out, though I couldn't help but sense a small bit of arrogance in his words, as it begins to give the impression that he enjoys hearing himself talk. It runs for nearly an hour and a half, includes an intermission for whatever reason, and is interrupted with remarks about how more will be discussed in later videos. He could have reasonably chopped off at least half an hour from Act 1, possibly filling that in with a bit of Act 2, and still have provided more than enough information to support his views against Sarkeesian and her Kickstarter project. Then again, maybe I'm just reading too much into the whole thing. I am guilty of that once a while. It's best to watch it for yourself and decide, because I wouldn't trust my opinion alone on any matter. I'm an idiot.

Friday, March 01, 2013

Necromancing my Library 3: Robowarrior



Robowarrior, or Bomber King in Japan, is a spin-off of Hudson Soft’s popular Bomberman series. I consider the use of “King” as being a bit pretentious, but the cyborg can survive a single blast from its own explosives, which is still one more than Bomberman could endure back in the 80s. Sunsoft released a sequel called Blaster Master Jr. that, again, is a title worth more than the game deserves. It was brought to the states by Jaleco, a company best known for the Bases Loaded franchise, but I'll always remember them because of this:

Watch out, we got a couple of bad asses over here!
As the story goes, overpopulation of our planet has resulted in the need for scientists to create a new world for future generations to live upon. The antagonist is the Xantho empire, an alien race from another dimension, led by Xur (A The Last Starfighter reference, I'm assuming) that takes control of the man-made planet called Altile and changes the climate to suit their own needs. Meanwhile, the former inhabitants now hide underground in fear. In response, Earth sends a single Gort look-a-like to handle the matter, because all the other cyborgs resembling robots from old films were dismantled once worldwide peace had been obtained. No worries! This is the strongest robot warrior ever created… I think, which is why he was given the most colorful laser gun Toys "R" Us had to offer and sent into space riding a ship whose design appears to be loosely based upon the Millennium Falcon, which was inspired by a hamburger.


Basically, the story here is something any fan of sci-fi could have written during the commercial breaks of a Battlestar Galactica episode.

You control ZED, an acronym for Z-type Earth Defense, but since this is the American-given name, I’m going to make a wild guess and believe that it was inspired by David Zed, which none of you reading this may know is a mime from the 70s whose shtick was to get on stage and act like a cyborg. In 1980, he was also recognized for his song R.O.B.O.T. at the Sanremo Music Festival. 

ZED is dropped off in a cleared area surrounded by a forest that seems to be unaffected by the climate change and is welcomed by the survivors with a couple of goodies sprawled out on the ground. You won’t meet any of these people, because no one in their right state of mind would stand around a monster-infested area waiting for a guy whose idea of a greeting includes gunfire, explosions, and, worst of all, a pie plate salad he made during the trip.

No thank you. I already had a big helping of Scrapple right before you arrived.
Once you leave the screen, you have a significantly smaller bit of room and enemies will start flying across the screen to help chip away what little amount of health you are provided.

“…but Jerod (probably pronounced as “Jer-ROD” just to spite me), I’ve played Bomberman before, and it’s only the first level, so why should I read anything you have to type about the matter?”

First of all, no one reads this blog, so that question is moot. Second, the game forcibly causes ZED to move backwards a space whenever a bomb is planted, and you’re given minimal time to escape the blast. That smooth, bomb-dropping movement fans are accustomed to from the original series is removed. I don’t recommend ever using more than one bomb at a time unless ZED is properly shielded. Without recharging his batteries, two hits from his own weapon will end the game, and the explosion doesn’t appropriately blow the body to bits, either. Instead, it causes ZED to fall flat on the dirt while an annoying tune plays you off to the title screen. I can only hope you enjoy that piece of music more than I did. You’ll hear it quite a few times.

That's it? No boom?
The enemies you face don’t seem to follow any particular theme.


These are all the basic enemies throughout the game.
This may seem odd at first, but imagine if our planet invaded another and we released an assortment of dangerous beings to infest their ecosystem. Sharks, mosquitoes, honey badgers, airborne viruses, anyone from Japan, tree frogs, non-tree frogs, tree frogs that feel like non-tree frogs in tree frog bodies, tapeworms, lions, tigers, bears, Bronies, seals, salamanders, penguins, jellyfish, candles, vultures, elephants, snails, gorillas, protozoa, lawyers, owls, snowmen, platypuses, paper airplanes, Raggedy Ann, cats, bats, rats, the cast of All That, spiders, lemurs, boars, waffles, hawks, bass, Necco Wafers, Ford Pintos, and, if we have the technology to cross dimensions, then we probably have the ability to mass produce ZEDs that might actually be able to fight… or, at least, be turned into walking bombs offering hugs to the locals while being set to explode at the push of a shiny red button with a smiley face on it.



"Don't run! We are your friends!"
Since no one cares that a plant can feel pain, ZED’s strategy is to clear his own path through the trees, leaving a trail of craters in his wake. In retaliation, some of the alien wildlife will fire at your fragile fighter from all directions, regardless of what’s between you and them, while the more dangerous enemies, the tanks and dittos, will wait patiently for you to reach them before launching missiles and turning into flying balls of fire. Your energy might be slowly diminishing as you try to find the exit, but these creatures are your main concern, so remember that.

Leading this bunch are seven bosses, three of whom are pretty much the same thing.

Another wonderful example of the "Recurring Boss Template" Trope
They can be defeated using only your basic weapon, and it’s a fine idea for the first one, Globula the giant blue blob of gaming unoriginality, but this tactic takes a while and will burn through your precious “extra” supply when used later against the other six.

A blue slime! Rarely see one of those in a video game.
Bombs are only an effective tool if you can avoid hurting yourself in the process, and everything else in your arsenal is limited to what you've collected. Here is why creatures take priority over reaching the end of each stage. With exception to the few left for him at the landing zone, all your power-ups will be hidden randomly under various breakable objects and scattered about in pitch black tunnels that ZED must also uncover. Since the key is always located in the same spot of each period, it’s tempting to head straight for it and move on to the next level, but I strongly advise against this. A similar situation presents itself in Super Mario Bros. 3. Two of the three warp whistles can be found very early in the game, but using them to quickly reach the final world will leave Mario grossly unprepared for the final stages leading up to Koopa’s castle. In both games, it’s better to collect a bunch of power-ups early in the game before heading into darker territory.

When ZED inevitably falls, continuing will merely result in restarting the period without your points. You get to keep all the junk collected, but, believe it or not, those points do serve a purpose in this game. The higher your score, the less damage you take. Still, after getting defeated a dozen times, I had a nice supply of stuff in my inventory, made better by a secret within the stage that not only cleared the screen of enemies, but also doubled the amount of most of the items I had. In moments like that one, it felt like Hudson realized how this was going to play out for a first-timer and provided that treat as a reward for not giving up and smashing the cartridge into multiple choke hazards. On the other hand, to access the bonus, one had to know to bomb the same bit of wall five times and then stand in the water. Some quickly learn at the start of period 1-1 that ZED doesn’t swim, so while it seems suspicious that a square of water is surrounded by a rock wall in the middle of the area, most are not going to think to use at least five bombs at each part of the wall to find the right one to get inside. There are other spots like this one, as well as bonus rooms, but this game isn't really  that much fun to explore. Thankfully, we now have walkthroughs! Wonderful, glorious walkthroughs!

Thank you, Strategywiki!

Taking this a step further, using a walkthrough makes Robowarrior a significantly better game to play. The real fun and challenge lies in trying to survive. Back in the 80s, this felt more like an Easter egg hunt with only one egg and you had to search an entire neighborhood to find it. Making a game “Nintendo hard” isn’t necessarily a bad thing. It worked well with Contra and Ghosts’n Goblins. The problem with Robowarrior was that its developers based their work around the phrase “finding a needle in a haystack” and thought that was a good idea. Again, just use a walkthrough. It’ll allow you to skip all the stupid searching bullshit that no one enjoyed and focus upon keeping your cyborg from getting killed. Actually, just go play a real Bomberman game, instead. It’s pretty much the same thing at that point.

Friday, February 01, 2013

I should hide my blog under a cardboard box.

The concept of stealth isn't new to video games, though most never really cared about them until Metal Gear Solid. Back in ’81, Castle Wolfenstein had the player locating secret plans of the Nazis while attempting to avoid combat by wearing an enemy’s uniform, and a sequel to this was provided three years later, but the series became popular when Id Software launched Wolfenstein 3D in ’92 and allowed gamers the chance to gun down Hitler’s army of soldiers, dogs, and mutants (like Grösse Gretel) from a first-person perspective. Within that period, the original Metal Gear and its legitimate sequel were released, providing a strong foundation for the genre’s future, as we've witnessed over the years with Splinter Cell, Sly Cooper, Assassin’s Creed, and, of course, Toy Story for the SNES:
The restaurant of stage nine must be owned by Peter Pepper.
Food is constantly falling to the ground, and there are tiny shoe prints all over it.

I’m not really a fan of the stealth genre. One of the issues I've had with it involves the slower pace. Even when I've learned where to go and what to do, I’m still required to show some restraint to avoid detection. It’s a similar feeling I get while waiting for those platforms moving tardily in hop-and-bop and run-and-gun games: you’re on the move, everything is going smoothly, and then you’re experience is brought to a dead halt as you wait for something to pass by so that you are able to continue. Playing Metal Gear for the first time made matters worse with the constant need of the transceiver. Where to proceed, how to fight an opponent, what to get, and where to get it are all vital bits of intel, but then there’s the other garbage, like when you contact Big Boss and he responds with, “Land mine? You need to know how to use them! Over.” It’s like the NPCs in an adventure or role-playing game that not only have nothing of value to offer you, but also won’t direct you to somebody who does. Metal Gear 2 does a better job of assisting the player by recommending a specialist to contact during a particular event, which is much more appreciated than having Steve tell me to stop pestering Diane while she’s out shopping, instead of helping me figure out how to deal with a terrorist organization able to wipe out the planet with a nuclear-armed ED 209.

My other gripe with the stealth genre has to do with the figuratively brain-dead enemies. Developers want the player to be able to create an effective strategy, but the problem here is that the typical plot revolves around the belief that the organization you are infiltrating is too dangerous or crafty to merely attack head-on. I’m not up against Bowser and his squishable army of anthropomorphic turtles. I’m supposed to be surrounded by well-trained, elite soldiers with the occasional high-end mercenary or experiment gone wrong to survive against. One can forgive Metal Gear for its lack of artificial intelligence simply because of the game’s age, but, 10 years later, tunnel vision shouldn't still be such a prominent factor for exploitation. Why would a guard put in no real effort to investigate a huge fucking hole in the wall that was clearly made by an explosion heard just a minute ago? There are puddles of blood on the ground, and corpses have mutated into boxes of ammo and cans of Soylent Green. Shouldn't somebody be radioed about this? I hope the latest generation of stealth games has a more believable A.I. to contend with. If, nowadays, I can still manage to avoid detection by remaining stationary with a bucket over my head, then, clearly, I have no reason to be cautious around these enemies.

Putting aside ignorant statements about a topic I know little about, I would now like to focus my ever-diminishing attention towards Metal Gear itself.
"When you're done spouting your nonsense, I have a few things to say myself."

Back in the 8-bit era (or third generation), Konami was a particularly strong gaming company. While most were either trying to recreate the success of Portopia, The Legend of Zelda, and Dragon Quest, Konami had built up a reputation for releasing titles of a much higher standard. Then again, they are also responsible for Simon’s Quest.
Misinformation, lack of information, and ill-timed slowdown mixed with tricky jumping are among the reasons to believe the purpose of this sequel was simply to piss off the player.

The franchise is, I think, the second most profitable among Konami’s library (underneath Winning Eleven), and it’s not just because Metal Gear was the main inspiration for stealth gameplay. It offered a rather large variety of tools, a well-designed location (instead of a collection of multi-themed stages or wide areas of practically nothing), effective hit detection, and an in-game plot with real personality. It was another shining example of Konami-brand quality. Typing of quality, here's an idiot version of a Let's Play / Walkthrough of Metal Gear that actually has nothing to do with quality at all.

It all begins with Snake swimming up to Outer Heaven, armed with only a pack of waterproof cigarettes. I guess a knife or something wasn't necessary, since no one felt the need to actually guard the entrance to the main hangar. As you walk inside, Big Boss finally decides to tell you why you just snuck into the building. One of the changes in the NES version actually makes more sense, because Snake is given instructions before entering the base. The image I had was of Snake just standing there, dripping water all over the floor, while trying to figure out what the heck he was supposed to be doing. Once you understand your mission, you make your way through the place, quickly realizing that all the doors are locked. On the other hand, there are a trio of trucks parked in the middle of the yard and another group of them further inside the building. You find a bit of health, weapons, some worthless binoculars, a keycard, and are met by an alert group of enemies that you will have to either face or flee from. In fact, all the basic information you need for this game is provided just from reaching and exploring these six vehicles. After that, Snake can either backtrack to try out his new keycard or make his way into that elevator. It’s more of that wonderful Metroidvania I wasn't fond of when I played Rygar. Even if the player chooses to go to the elevator and visit the third floor, he will be forced to return, because Snake will die shortly after entering the gas room without the mask. With keycard in hand, you enter a small room with a single sleep-feeling guard protecting a gas mask sitting on the corner table. There is no one watching the wide open entrance, but here is Snoozing Stan keeping a closed eye on a single piece of equipment. Simply punch Stan to death, retrieve the mask, and head back to the third floor. If you hadn't already, Snake will come across a P.O.W. just before entering the gas room. These prisoners will provide you with bits of information and help raise Snake’s rank, which is measured in precious gold star stickers. The more precious gold star stickers Snake has, the more equipment he can carry. It’s necessary for Snake to have four stars by the time he reaches Metal Gear in order to beat the game. With five precious gold star stickers, Snake will have first pick of the toys in the classroom during play time, and will have a smiley face pinned to his shirt to take back to the base to show Big Boss.

After you unlock the door and enter the room, Big Boss will tell you to put on the mask. It is here I found my second complaint about the game. For some odd reason, Snake cannot wear a gas mask AND carry a keycard at the same time. What’s worse is that he will breathe in the poison while I am trying to figure out which card to use. This isn't a problem early on, but when I’m walking around with eight cards and am trying to figure out which one opens what, being stuck in one of those rooms will drain my life bar rapidly.

After leaving that death trap, Snake will have to re-equip the keycard to unlock a door leading to another P.O.W. While avoiding a few more guards, the player will enter a room with plastic explosives being protected by a giant... metallic... rolling pin?

I don’t know! I’m just a fucking toy!

Ok, so, um, avoid the rolling pin and you’ll eventually find a room with an electrified floor that you, obviously, don’t want to walk across. Fortunately, there is another small room off to the side with the second keycard sitting on a table. There’s not even a sleeping guard watching over this thing! Start backtracking (because that’s the most funnest fucking thing to do in a video game!), and use the card on every door you couldn't open before. You’re going to repeat this process with another six cards, so get used to it. Eventually, Snake will find rations and some handy dandy remote-controlled missiles, one of which can be directed towards the control panel of that electric floor. From there, it’s more exploration, which pays off in the forms of another P.O.W. to rescue, a grenade launcher, a silencer (if you kill the four guards that suddenly attack), and that iconic, life-saving cardboard box that has allowed numerous geeks to cosplay Metal Gear without the need to spend time, money, and effort on a real outfit. You can also sneak around the second floor, saving another person and collecting some ammo, but without the third keycard, it’s just a waste of time. Normally, a player wouldn't realize this until after he has been there himself. Instead, head back down to the first floor, rescue two more captives, and pick up the sub machine gun before getting captured and sent to a holding cell down in the basement. Hulk smash through one of the walls, cause you’re Solid fucking Snake, and rescue Grey Fox. You’ll get some information on Metal Gear and its creator before moving on to meet with your first boss.

ShotMaker, Shoot Gunner, ShotGunner… it seems like no one at Konami/Ultra could come to a decision as to what to call this guy, which is asinine for such a minor character. He is the first of a long list of disappointing boss battles, a trend that continues through the second game with villains like Running Man, a guy who runs in a circle while you both suffocate in a room filling with gas, and Red Blaster, a nut-job who tries to slow you down with string that Snake never bothers to even break, because it’s easier to stand still and throw grenades at him until he dies. Disregard the fact that ShitTaker even exists and kick open one of the doors to regain all your stuff. I find this to be an interesting bit of added effort with the inclusion of the transmitter in the sack. If the player doesn’t remove the device, guards will continue to come after you, kinda like having the Enemy Lure, except you’re not getting a damned bit of exp from these guys, so toss that shit out and head back in to take on the boss. CakeBaker only moves left and right spraying pepper at you as if you were Mr. Egg or Mr. Hot Dog. Stand off to the side and kill him with RC missiles. That’s it. A tidbit of information that is slightly more interesting than this fight: Mr. Hot Dog later moved on from video games to appear in a terrible anime under the name “Hot Doggone-It.” He still would have made for a better boss.

Move along to the next room and use plastic explosives on all of the walls in order to pick up a uniform that was hidden for no explainable reason and a funny-looking bomb blast suit:
Hey, if you want to finish this game, you’ll wear that thing and like it!

Make sure to re-equip your gun before heading back to the elevator. I wasted a plastic explosive on a guard dog by mistake, and the image of one of Gallagher’s watermelons crossed my mind suddenly.

At this point, you should also have obtained the third keycard, so head to the second floor now, under your box, and make your way to either the ammunition or through the door to find another giant, metal rolling pin. Prior to finding the second rolling pin, I discovered that if a guard walked past me while I was under the box, I would continuously take damage until he was gone. Unless the guard just likes to repeatedly punch and kick crates and other cargo as he moves around a room, I can’t find a suitable excuse for why Snake is being hurt by someone who is unaware of his presence.

Moving past the rolling pin, Snake’s only option is to head south. You can pick up some goggles and a P.O.W. before facing Machinegun Kid. He’s pretty much the same fucking boss as SlopFlinger: moves left and right while firing at Snake until four RC missiles end his pitiful existence. With that, you can now obtain the parachute and head to the roof where you’ll find more of the same garbage, obtain a mine detector, and battle with the Hind D. I have no problem with this. I do, however, wonder about Twin Shot. It’s as if Snake somehow managed to convince these two that they’d have a better chance of beating him if they fought outside the helicopter. Well played, Snake. Well played.

Make sure to equip the parachute, or you’ll plummet to your doom like I did, feeding the dogs below that weren't crushed to death by Snake’s body. The parachute was replaced with an iron glove in the NES version, since Snake and three nobodies had already parachuted into the jungle at the beginning. When shown alongside the other items, the glove seems like it was taken out of some other game.

It doesn’t have any real purpose, either, but if you’re going to punch enemies to death, why not do it with a hunk of metal wrapped around your fist?

When you land, use the mine detector to enter the right truck and grab the fourth keycard. There are a few moments in this game that are worth hating, and that left truck is one of them. Hop in and you get sent back to the beginning, which will force you to go back up to the roof and parachute down again if you didn't grab the keycard first. Obviously, you’ll use this card to get out of the yard, and you’ll find another prisoner with some information to share. Go up, go right, and go out into the desert to find more landmines and a pair of trucks. The one on the right will send you back to the courtyard, and if you enter that truck again, for whatever reason, you’ll go back to the start. The other truck has more plastic explosives. Whoop-dee-doo! Just equip your mine detector and head north. Stock up on rations at the next truck, because further ahead is another boss: a tank. I’m surprised there is only one to deal with in this entire game. As any player will notice, these people are in no short supply of tanks. It's the only truly challenging boss Snake will encounter, and Outer Heaven is too cheap to afford sending a second your way. You need to drop mines close enough to the choke point for the tank to stupidly run over, but you can’t get too close or it’ll stupidly run over Snake, instead. Once that’s done, you go up, put on the uniform (because Big Boss tells you to), and enter without anyone asking questions. Too bad this deception won’t work on anyone else. I found that out when I tried to walk on by and was greeted with the usual gunfire and reinforcements. Eventually, you’ll walk into a narrow room and find yourself face to face with a bulldozer referred to as “bulldozer”. All you do is fire grenades at it until the thing explodes. I died a few times, and fled the room a few more because I couldn't get eight hits fast enough. Infrared goggles will help Snake avoid the lasers in the next room, but you’re just going up into the elevator, so it doesn’t matter. Up on the rooftop, click click boom! Save a guy, grab a card, and run straight through. Yep, it’s a song and dance, as Snake is immediately placed into alert mode and has to run through a gauntlet in order to reach the elevator that will help him get to the first floor of the basement. From there, you kill some dogs, move around another gas-filled area, and blow up more walls. Be glad that gas isn't combustible or we’d be seeing the ending a bit prematurely. Among the goodies, you’ll finally meet with Dr. Madnar tied to a chair, muttering something about a trap. Nothing suspicious there, but, coincidentally, the floor opens up after he tells you that he’s a fake and the real one… blah blah blah. He falls and dies. Those pits, by the way, are more forgiving in this game. In the sequel, even up to the very end while you are waiting for your helicopter to arrive, there’s a pit trap waiting for Snake to step on, and once he does, there is no brief moment to back off. It’s anticlimactic and just plain irritating, but that’s for a later mission. All a person needs to know for now is that if the trap has already been activated, just touching the edge will cause Snake to twirl around and fall dead. From that room, Snake moves left, grabs a new card, and then uses it to face off against another poorly-named boss who fights in practically the same pattern as Machinegun Kid and Shoot Gunner: Fire Trooper.
Am I the only one who thinks he resembles some other character?

Like eating a handful of jelly beans, then biting down into a black one, or like punching a kid in the face and then scrapping your knuckles on his teeth, the boss fights are fun-killing moments in an otherwise wonderful experience.

Back at the first floor, Snake needs to grab a flashlight from a specific room. This might seem like a demeaning task for a special ops soldier, but it isn't much of a surprise to older gamers, since many RPG and adventure titles at the time included some sort of light source item for dark rooms or caves. There’s also the matter of Snake’s HM learnset only allowing for Strength, Rock Smash, and Fly, which is bullshit IMO. Anyway, with this marvelous piece of technology, Snake will now be able to safely traverse a dark hallway full of those obnoxious floor traps and stun neon-coloured ghosts so that he can effectively suck them up in the Poltergust that you will find later on when you reach Boo Woods. There's also an antenna to pick up in one of the other rooms, which will allow for transmissions to pass through the jamming signal. Make sure you don't forget that.

Head to the second floor of building two and you’ll be greeted by an alert guard. Fight your way south and make a right between two rows of crates. Here, you will find the Arnold, or Bloody Brad, cyberoids. I guess it’s a boss fight, but the music never changes, and neither attacks you unless you get directly in their line of sight. Again, another shitty boss, but everything you have won’t even cause one of them to flinch, so it’s best to keep moving right. Go up, save another helpless idiot, and he’ll tell you Jennifer’s frequency. After that, head to the other side of the room to find nothing but a table behind the second door. If you walk out and contact Jennifer, a rocket launcher will suddenly appear in the room you just left. How?
It’s magic! Kojima ain't gotta explain shit!

Head back to the room with Arnold and snake past the bottom one to rescue Drago, who will refuse to be of any help until he knows his daughter Ellen is safe. Also, there's ammo. Head back to take care of the Bloody Brad duo using the rocket launcher four times on each. Alternately, you can give them a couple of Turbo-Man action figures and they’ll just pretend to not notice, but regardless of how you proceed, Snake will need to collect the seventh keycard. Go north to pick up the bottle conveniently labeled as “antidote” and then head back to unlock the next door in the Arnold area. From there, you'll meet a few more guards who watch over a locked room that none of your keys will open. This will require Jennifer’s assistance again. Grab the compass and make your way back once more to enter the fourth room from where you met the cybernoids. Rescue another P.O.W. and maneuver past more guards in order to reach a room that includes both a floor trap and another metallic rolling pin trying to prevent Snake from reaching the elevator. Go back down to the first floor basement, shoot both guard dogs (or waste plastic explosives on them like I did), and head back into that gas-filled maze where you met the fake doctor. Along the way, you’ll be able to pick up some rations from a safe room, but since this requires going in and out of the gas, and because Snake isn't bright enough to keep the mask on as he opens the door, stocking up needs to be done as quickly as possible to minimize the health loss. Blow away one wall and hug the other to avoid a floor trap. Grab the ammo found just before opening the next door, and equip the flashlight. Tread lightly, because this whole area is full of floor traps. Once you've activated each one to get an idea of where they are, leave the room to reset them, and then hurry across the hall to avoid falling to your death. Shoot a bunch of dogs and be careful of yet another floor trap as you use a plastic explosive to create an opening into Ellen’s cell. With her safe, Drago will tell you where to find Metal Gear and how to defeat him (blow up its legs). Go back to where you found that all-powerful flashlight and head through the northern door leading out to a desert filled with red scorpions.
At least they’re not the Ultramarines.

As you trek across the desert, make sure to have your compass on you. Once you reach building three, equip the antidote to nullify the poison. Big Boss will call to tell you to enter one of the trucks, but doing so will send you back to the beginning. You’re better off going into the building and clearing away the guards inside. Again, Big Boss will instruct you on where to go, and, again, it will lead Snake in the wrong direction. Tell him to go fuck himself and make your own doorway. Watch out for the floor traps leading to the elevator. Here, Snake will go down 100 floors to where the Metal Gear is kept, but without the last keycard, there isn't much Snake can do to reach it at this point in the game. Jennifer will contact you and mention a hidden room with an oxygen tank in it to help Snake breathe underwater. More backtracking, yay! Remember that area with the water Snake had to swim through to get the flashlight? Of course you do! Now, with this item, Snake can swim in those dark spots and make his way to the next boss, Coward Duck.

Dirty Duck shields himself with three prisoners and a floor trap while he throws boomerangs at Snake. If you kill any of them, your rank will drop. Kill the one who is Jennifer’s brother and… well, I guess it doesn’t matter. Without the best rank, you won’t be able to carry enough explosives to defeat Metal Gear anyhow, so all three must survive the battle. If you have plenty of rations, disregard the damage being taken and position yourself so that you can shoot Filthy Dick without the fear of hitting a P.O.W. and collect the final keycard. You’ll also be provided with a piece of information worth remembering: climb the left ladder.

Fill up on ammunition and rations before heading back to building three. Here, you’ll now be able to rescue one more person who will reveal the leader of Outer Heaven. As Snake heads for the tank, Big Boss will contact him one last time, ordering Snake to abort the mission and turn off the MSX. Back in 1987, breaking the fourth wall like that was pretty damn clever. I can’t recall an earlier game to use this technique, though, in ’88 and ’89, Altered Beast and Golden Axe rewarded players with a pair of metafictional endings that portrayed one as being a movie while the other had the characters bursting out of the arcade cabinet and running amok in the real world.
Let’s go to the old mill! Get some cider!

Once you've realized that you've been duped, turn your MSX, NES, PS, or PC back on and continue towards Metal Gear. Make sure you are full on plastic explosives and bomb the thing’s feet in this order: R, R, L, R, L, L, R, L, L, R, R, L, R, L, R, and R. In the NES version, this machine is replace by a super computer, and you can place bombs on it wherever you want. Initially, I figured it was some Decepticon trick and the tank was merely trying to hide itself in its altmode. Unfortunately, it was just that the NES lacked the ability to reproduce the sprite. Looking back at some of the arcade games that were ported to the Famicom around that time and noticing the downgrade in visuals each one received from the transition, I’d say this was one of the only wise decisions made by Ultra, even if no one will agree with me.

After the tank explodes, a self-destruct sequence will begin. As you enter the next room, you’ll face your final opponent:
Big Boss himself!

Shoot him with RC missiles, smoke a cig, then head into the final room where you’ll find three ladders to climb. You should know which one to use. As Snake leaves the compound, players will bear witness to the usual ending found in a Konami game back in the 80s.
And down it goes!

In the MSX version, Big Boss will contact Snake one last time to let him know that they’ll meet again soon.

Despite the changes that fans of the series will shit upon, the NES version of Metal Gear was still a big success in America, and if it wasn't for Snake’s Revenge, Kojima probably wouldn't have been as motivated as he was to create a true sequel for the franchise. I've never played Snake’s Revenge, but, from what I have researched, it has to do with Snake’s realization that he left his flashlight back at Outer Heaven. Having lost it in the explosion, Snake swears to avenge its death by taking down some other terrorist group building a new Metal Gear that just so happens to include Big Boss.
Flashlight (1987 – 1987)

With Metal Gear 2: Solid Snake, nearly every aspect from the first game was improved upon, but I feel that several parts of the game are not explained all that well. I found myself constantly asking, “How could someone beat this without a strategy guild?” I can think of two options. The first involves trial and error backtracking. Eventually, the player will activate the hidden triggers by visiting every single place over and over again. The second involves contacting everyone at every screen, hoping to get some sort of clue as to where to go and what to do next. Neither seem all that appealing to me. I mean, I remember the NES days where I drew maps and kept notes of what I saw and read in certain video games. They may be fond memories for some other 30-year-old loser, but I hope to never go back to doing that. As for my overall opinion of Metal Gear… shit! It’s a fucking masterpiece! Dorks like myself can poke fun at it all we want, but the fact of the matter is that this reached a level of quality that VERY few other games had back then. I can’t wait until I have the opportunity to play MGS, though I’m fairly certain most of the funny has already been wrung out of that series by Newgrounds.
Well, I guess that's one way to tell me my blog was too long.

Sunday, January 06, 2013

Not Knowing When to Stop: Fan Edition

Mega Man has been in the states for almost as long as I have and I couldn’t have cared less about his age reaching a number divisible by five. I, however, am among the gaming minority. In celebration of Capcom’s third best-selling franchise, the company cancelled MM Universe and MM Legends 3, stating, “After reading the blog DP aM aRe GooD To Me, we realized that we really needed to stop creating more of the same thing, and, frankly, we’ve run out of good ideas.” Oddly enough, the company still released content for Rockman, such as MM9 and 10, and even produced a few titles for the spin-off franchises, but later claimed both retro sequels to be products of “getting high,” while the other games were justified as “profitable shit.” Focusing upon the Street Fighter anniversary, Capcom had hoped for Mega Man to slowly fade away into obscurity until his inevitable inclusion in the roster of the next Smash Bros game for the Wii U: Super Smash Bros. Rhubarb. If that’s not exciting enough, the sequel will introduce one more big name third-party mascot that some of you may have forgotten over the years. Here’s a hint:



Bubsy, right? Oh hell no!

It’s Achoolade’s own Fot Arblort!

Hey, hey, hey, It’s… ugh!

Unfortunately, a few people (100,000+) didn't care about any of this and demanded more sameness. The result was Capcom’s support for a fan-made game that offered the “unique” premise of having one franchise face off against another. Like bottled water and taking your pants off before going to the bathroom, it’s one those simple ideas you wish you had thought of first. As the story goes, midway into signing a cease and desist order, Tsujimoto realized that Seow Zong Hui was actually doing the company a favor. Capcom was so caught up in celebrating Street Fighter that they had neglected their other major franchise from 1987, Bionic Commando! In a vain attempt to piece together a game using stolen bits from other masterpieces, such as the Captain Tomaday, Rap Jam, and Bible Adventures, Capcom took a step back and realized they had created what scientists would call "utter shit." Not to be discouraged, the company promised Seow could keep his fingers if he took over the project. Two rolls of duct tape later, Bionic Dhalsim was brought into the world. With the help of technology, a starving bald man from India could now stretch his limps to attack the neutral forces of Coolio, Moses, and the produce department of a local grocery store. After a quick moment of silence, Capcom immediately removed three of Seow's fingers and had him start over. The result was Mega Man X Non-Bionic-But-Still-Able-To-Stretch-For-Some-Reason Dhalsim and Gang, though Capcom had the name changed to give Street Fighter top billing (Please note that this is the supposed celebration game for Mega Man’s anniversary, but he isn't even mentioned first in the name). As for the Bionic Commando, an action figure was made in his likeness. Later, an infant choked to death thanks to the extendable arm of that action figure getting lodged in his throat. Happy 25th anniversary, Bionic Commando!


Street Fighter X Mega Man began with a trailer similar to the title screen of Mega Man 2, until Ryu decided to shoot him off of the roof. In other words, this is what Capcom was already doing to the series, but now we have video proof of it. Your job, as Mega Man (or is it Megaman?) is to take down eight world warriors, half of which are worth caring about, then make your way to M. Bison, or Vega in Japan. Vega, of course, became that female-looking fighter for the US release, and M. Bison’s name was switched with Balrog, because of his likeness to Mike Tyson being a potential issue of infringement. If you manage to score four perfect victories, you will also have a chance at battling Akuma. In all honesty, he’s not that difficult to avoid, but his special ability can kill you in one hit and if you try to use an E. Tank, his health will also return.


Most recommend Ryu first, since he’s the bastard who shot you off the building in the first place. I began with Blanka, because I found him to be the most adorable of the deformed fighters. After you fly down into the middle of the Amazon, you make your way through slugs, flowers, electric eels, and, for some odd reason, falling spin toys that the player can farm for goodies before heading into the last room. This is the underwater stage of the game, and it’s a rather bland one at that. Remember the Hell you went through trying to reach Bubble Man back in 1988? It’s the opposite here. Bubble Man couldn't even muster up the strength to kill Mega Type III Lobstein Man, but Blanka is actually a challenge. This makes up for the fact that the only way you could die on his stage would be if you willingly fell into the bamboo spikes, and, even then, I don’t know if they would actually be sharp enough to pierce through a body made of some futuristic metal alloy that has already been shown to withstand multiple hits from various types of firearms, flying saw blades, laser beams, and, most recently, falling spin toys! He makes cute roar noises, spins and flips around the room, pounds his chest, and electrifies the floor when his power gauge is filled. Successfully defeat the mutant, and you will learn nothing from him. Instead of generating lightning and spinning around the room, your weapon creates melons to either kick at enemies or use as a fruity substitute for Rush Coil. Why can a robot bounce on melons to reach higher areas? I don’t know! I… *begins to cry* just… don’t fucking know.

Next is Ryu, because your M. Buster… fuck you! I chose Rose next, because she looks like NiGHTS in this game.


Apparently, I was spot on with this selection, because Rose is allergic to melons and using them against her will cause a rather lengthy cut scene showcasing a somewhat overly dramatic reaction upon contact. Hives, vomiting, gnashing of teeth, but we’ll discuss that later. When you begin her stage, Rush provides transport across a wide blue screen that I assume is supposed to be the sky. Small patches of white periodically zips on by, and it looks like a darker shade of blue creeps across the lower portion of the screen giving off a vague appearance of roof tops, but I couldn't help but ask myself, “Why not add a bird, a plane, or even a cameo of Air Man on top of a Goblin (Air Tikki)?” This is the type of game one could really have some fun making. When Capcom decided to support Seow’s creation, that right there justifies the demand for more than what was offered. Mega Man lands and continues forward against flying swords, bubble-spewing moron bots, flame wheels, falling coins, and FOOL signs that barely fill this large violet building you’re running through. Once you reach Rose, she’ll begin by teleporting to your location and following that up with a slide attack. Purple, slow-moving projectiles will occasionally be fired, and she might even reflect one of your blasts. Once her power gauge is full, Rose will unleash her Soul Satellite before continuing her basic attacks. They orbit around her and act as temporary shields. As I typed earlier, Rose can be defeated more easily with the help of Blanka’s tropical hazzard. The plan is simple. She teleports to your location and finds a melon where you once were. It’s a body replacement technique that dupes the fortune teller every time! Frustrated (and hungry), Rose surrenders and teaches Mega Man how to use soul satellite in exchange for a few of those melons. Soon after taking her second bite, Rose’s throat closes up and she collapses on the floor. Congratulations, you now have ANOTHER FUCKING LEAF SHIELD! With the soul satellite at your disposal, completely disregard Rolento and face off against Chun-Li, instead.



Chun-li’s stage was meant to look like stereotypical China, but I doubt the country is plagued with that much neon pink. Then again, this is the best place to farm for goodies, so that seems appropriate, but otherwise, there’s not a single thing remotely interesting about her stage. Just run and gun your way towards the door, shooting bots as they continually come at you until your health is full. When you finally decide to enter the last room, you’ll notice that she’s on one side of the screen and you’re on the other. You’ll want to maintain that bit of distance as long as possible. Ryu’s spamball is the most effective weapon for finishing her off, but I wanted to save him for last. Instead, I activated my soul sati… LEAF SHIELD and allowed them to hit her each time she got close to me. This, of course, is not a good idea for when you must fight all the world warriors a second time, but I found it enjoyable to dodge her attacks while staying nearby. Eventually, she’ll slip and hurt her knee, and you’ll have to stand there and watch her inhale sharply through her teeth as she repeatedly whines “Ah!” multiple times. It’s a bit obnoxious, but you’ll probably be bothered more by Urien’s entrance later on when you hear him screaming, “No No No No No Nooooooo!” from above and he slides naked onto the stage while sitting in a bathtub. Frustrated and now limping, Chun-li will forfeit the match and tell Mega Man the secret to her technique before making her way to a candy shop… why not a doctor? I don’t care to know.  The secret, by the way, is “kick REALLY fast”. Remember, it doesn't work unless you capitalize the “really” when you perform the action.


Onto Rolento, you’ll want to make sure you have the appropriate weapon for the match. Unfortunately, Mike Haggar doesn’t appear in this game, so you’re stuck using more leaf shield. Rolento’s stage is construction themed, which includes unstable flooring, plenty of mets to deal with, and a relaxing elevator ride to Rolento’s room. There’s also another relative of the spines (a bot from the original Mega Man game), as well as a grenade-spewing face that likes to be stacked on top of itself. If you want to make things easier, simply use soul satellite throughout most of the stage, and you’ll be able to get by most of it without having to stop. It seems like a silly idea, but if you've never faced Rolento before, then he’ll probably beat you the first time and your weapon will be completely refilled. If you have faced him before, then the soul satellite isn't really necessary. Rolento will constantly move back and forth, either rolling on the floor, making wide leaps, or bouncing on his limited edition Dragon Ball collectible power pole, which he’ll also twirl around as he gets close to you while blades and grenades periodically fall from the sky. It’s definitely an enjoyable battle and worth only using your mega buster for. Rolento’s theme is a nice mash-up of Slash Man and Heat Man which is ruined by his victory celebration if you fail to defeat him. Perhaps it’s just because I don’t appreciate karaoke as much as I probably should, but I find it disturbing to hear his rendition of Prince’s 1985 album Around the World in a Day. This is especially true when he starts singing, “I wear a raspberry beret! The kind you find in a military store….” Defeating him will reward Mega Man with the ability to chuck grenades. It’s like a shitty version of Crash Man’s weapon. While I don’t use them much within the game, I did find them to be of some value against Urien, an unstable clone of Sisqo.


*A slightly better picture than the thrusting pelvis one from the game itself*

Urien, brother of Shyt (who later changed his name to Gill for some odd reason), is the result of strict training, grape Kool-Aid, and genetic modifications. His Ki was blended with the elements of the Earth, which not only explains why his stage involves traveling through a mountain, but also why he can help summon Captain Planet without wearing a ring. In addition to falling platforms, you’ll encounter obnoxious flying orbs with barriers that will reflect your weapon fire. Consider this a prelude to the boss fight. When you reach Urien, he’ll come at you either by charging with Tyrant Slaughter, or he’ll come crashing down crotch-first with what is inaccurately referred to as his Violence “Knee” Drop. Shortly after that, you can expect him to start shooting metallic spheres. Those grenades do little to nothing for any of this shit. They’re only use is for countering his least-performed ability, the Aegis Reflector, which, like those bots you dealt with earlier, will send your weapon fire back at you. The grenades, however, will merely explode upon contact, taking down the shield with it. It’s not a guaranteed victory having this weapon. It’s merely a convenience. If you don’t learn how to avoid Urien’s attacks, you’re going to have a rough time when health is limited and you must face him a second time. Just remember, you’re a futuristic robot fighter and he’s a black man wearing nothing but a banana hammock. There shouldn't be any doubt that you can win this fight.



Taking a break from looking at half-naked men, avoid Dhalsim for now and head on down to face Crimson Viper. Viper is a 30-year-old MILF with a power suit and secret agent training to effectively use it. Some of you might only remember her as that woman who shit all over Guile’s genitals in the Street Fighter Collab. Viper’s weakness is Chun-li’s close-range kick ability, so good luck with that awful fucking weapon. Her stage is a large, purple S.I.N. building with elevators and a laser security system that you must outrun. Fun fact: elevators will kill you if you stand under them. J C. Viper comes straight at you in a manner similar to Urien, or as she calls him, "pee-pee," but does so while wearing clothes. She’ll also use seismic hammer and optic laser, which are only problematic to avoid while trying to use lightning kick against her. These attacks, in addition to her special, which removes a nice chunk of your health when it hits, all give me the impression that it might be better to just learn to rely more upon your mega buster and do your best to maintain a safe distance.



Back to naked men, you now enter a maze world of elephant portraits, flying carpet platforms, and the color of orange. Dhalsim’s stage is one of the few worth caring about. The first time you make your way to the boss, you’ll probably reach a dead end at one point or another, forcing you to fight some rather obnoxious enemies a second time around. The silver lining to all of this is the music by A_Rival who mixes Dhalsim’s theme from the original Street Fighter 2 with that of Snake Man. Dhalsim, as you should know, is a starving pacifist who only wants what’s best for his village, wife, and son, so it's imperative that you kill him with lasers. Actually, kill everything with lasers. Defeat Viper first, take her Cyclops cosplay prop, and laser every half-naked man, woman, and robot that you come across in this game!



Ryu’s stage is a fucking waste of time. Pooping birds, purple samurai warriors, and flaming swordsmen barely amount to any sort of challenge, which goes double for Ryu himself. Jump over or use reflector on his Hadouken fireballs, and slide under his spin kicks. If you've managed to beat the other seven fighters before facing this asshole, then you’ll likely find this battle to be a joke. This is probably because the only difficulty one has ever had with Ryu in the past was the result of the opponent player repeatedly using Hadouken until either the timer ran out or until you actually lost all your health from the chip damage you took while constantly blocking them. Since the CPU doesn't understand how pathetically cheap spamming can be, Ryu ends up being a bigger disappointment than finding out that Zangief was never added to this game at all. It'll get better... maybe.



Now that everyone is defeated (preferably with lasers), you fly over to America to face Balrog. Actually, you don’t really face Balrog. It’s quite the opposite, really. In this special stage, which looks terrific by the way, you goal is to keep a safe distance from the boxer as he continuously dashes towards you with a flurry of punches. If a single one connects, you’re done for. All you have to do is survive until you reach the three falling floor panels. As you make your way across them, immediately slide to grab the energy tank before the stage ends with Balrog falling into the pit. It’s a poor showing for Bison’s main force, but Vega makes up for it in the second stage.



Over in Spain, you will have yourself one Hell of a time climbing past the machines that try to stop you. Your best bet is to just use yoga inferno to clear away enemies without risking being in their line of fire. Once you reach the top, there is really nothing else to worry about until you meet Vega himself. If you can actually hit Vega with it, the lightning kick is not only effective, but it will also remove his claw and mask during the fight. In all likelihood, you will need to use an energy tank to survive, but don’t bother wasting one if you don’t knock out at least half of his life first.



Finally, you make your way to a secret S.I.N. headquarters where you will fight all eight warriors again. Between each fight, make sure to hit the spinning white and black orbs for a health and weapon refill. Bison faces you in a grassy plain under a dark, stormy sky. His moveset is that of the original Street Fighter 2, though I don’t know if he ever learned any new tricks since then. His special attack is, of course, his psycho crusher, but like everything else he does, it is a little too easy to dodge. In fact, for a final boss, he is pretty fucking simple. Wily always had another, more obnoxious form, so why does Bison lie dead on the grass after only being beaten once? The ending is Ryu and Mega Man walking into the sunset. They then stand on the rooftop together, looking out onto the world. Suddenly, Zangief kicks them off the building where they both plummet to their deaths while he dances with Dhalsim, Urien, and Gill to the tune of Macho Man. It's a typical Capcom ending.

As I mentioned before, there is Akuma, but he’s not much better than Bison. In addition to him, there is at least one other decent Easter egg to enjoy: pause the game during any level, hold the jump button, then press up once and down three times to listen to Guile’s theme. You can also remove Mega Man’s helmet by holding the shoot button while highlighting Ryu’s portrait and pressing right three times then left once. I guess that’s something, too.




In 25 years, Mega Man has splintered off into seven sub-series and none of them have been able to recapture the success the Blue Bomber once had. Even when Capcom supported Seow’s idea to combine the company’s second and third best-selling franchises, they really didn't add anything to the project. Some of the boss battles were more enjoyable than the robot masters ever were, but as a whole, the game lacked charisma. The music’s excellent, but it’s just stolen bits from Street Fighter and previous Mega Man games. I think Capcom might finally realize it’s time to stop. For the 120+ games that came out of the series, the only ones anyone seems to really care about are the first three original Mega Man titles, and the first Mega Man X (and my brother really REALLY loves that soccer title for the SNES). I understand that this was a free game, but for about two hours’ worth of entertainment, the 25th anniversary of Mega Man amounted to that of a free movie ticket. Fans just need to let this go. If something new and interesting (i.e. profitable) comes to mind, I’m sure Capcom will grace us with another Mega Man title for me to write more boring pages about. Unless that time comes, I don’t want to see him again until he is part of the Smash Bros. roster right beside Sonic, Solid Snake, and Fot Arblort.


So, we get this guy, but not Zangief, huh? Figures.