shmup  [clear]
Videogames / Sega / Saturn

More Batsugun pics coming once I figure out better exposure and darken the room, but here’s a shot of my dual PVMs (you can see one on the left in the background out of focus) running Batsugun via a model 2 Saturn on RGB.

Videogames / Hudson / PCEngine

Gradius demands perfection. If you've ever played it, you quickly realize that dying even once after level one is virtually a game over (man), as the game almost requires full options, a few speed boosts, the laser, and a shield for some insurance. Ideally, one should be able to complete a Gradius game with one ship - anything else feels like failure as you can try to muddle your way through it with continues, but its just not fun anymore.

The fun of the game is attaining as many upgrades as possible and being good enough to hold on to them at any cost and achieve a perfect run. You must remain an industrial god like force. Have I ever done this in any Gradius game?

Of course not.

I’d never even played a Gradius until emulation became a thing and Parodius was my introduction to the series via old issue of EGM (which I will attach pages from courtesy of RetroMags). The memory of these images in my mind are far more impressive than what we're actually looking at, but from the perspective of early nineties gaming, you can still appreciate how great this game looked. If you bother to read the copy, you learn what is most important to the ancient gamer; low flicker, NO slowdown, and 8 MEGA(bit) POWER - which also meant this was the largest PC Engine HuCard at the time in early 1992 at 1MB, or as they say here, “The World’s First 8 Meg Card”. Quite the achievement.

These were wow-worthy screens and for any game to get the two-page treatment by EGM meant it was good. I always appreciated EGM’s ability to show off large bosses by stitching multiple screens together (quite well in the pre-direct screen shot era). Also unique to Parodius were the number of saucy images of scantily clad women...

Being without a PC Engine, being a kid, being broke, and having no ability to convince anyone to import me this game, I would never get to play it contemporarily. Even a rental was out of the question as Konami has never released a Parodius game in North America (Europe got them for some reason).

It took another eight or so years until I actually played it via the Magic Engine emulator, which was a paid application, but you could get around strict time limits by just using abusing save states to reset the five minute time limit. In fact, once I learned of PCE emulation, this was the very first game I fired up. Thankfully it lived up to its promise of this EGM spread years prior. The other benefit of emulation was that I was immediately able to sample the SFC and arcade versions via ZSNES and MAME. While the PCE didn’t look as good as the SFC game, it sure did perform much better which much less slowdown.

Although this was a great HuCard, It was not as well executed as the subsequent Gradius II port on the PCE CD released the next year (it solved the scrolling issues by finding.a way to marry the menu on top of the screen instead of windowing it, included all levels, and added an excellent bonus level), but it remains a very impressive port that took advantage of what made the PCE stand out at the time, rich colours, good sprite processing, little slowdown.

Enjoy these packaging shots, system shots, and PVM scan line pics.

Additional Images
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
Videogames / Nintendo / N64
Bangaioh is a pretty interesting game, but I feel like you have to discuss the state of 2D games and the industry itself in 1999 to appreciate its position within the niche. In the West, when the home console market switched from the dominant Genesis/MegaDrive and Super NES/Famicom to the Saturn and Playstation, the general agreement between consumers, developers, and executives ( some whom famously blocked 2D game publishing in the West ) was that 3D experiences were in demand. By the end of 1995, the Saturn and Playstation had their share of what were at the time impressive 3D experiences. Ridge Racer and Toshinden on the PS1, and Sega Rally and Virtua Fighter 2 on the Saturn were well received and technically astonishing system sellers. All four of these titles could be seen as harbingers of what was to come. Even the Saturn, which was maligned for its hard to develop for silicon, had the best looking home console game with Virtua Fighter 2, which ran at a high resolution (for the time) and 60 fps. While the PS1 would build on the momentum of 1995, the Saturn fell far behind, with developer support far inferior to that of the PS1, less performant hardware, and a system that Sega of Japan simply did not want to sell, as the license fees expected from third party software never materialized in the same way it did for the Genesis/Megadrive. While the Saturn did well in Japan out of the gate, it was soon eclipsed by the PS1 in 1997 as Final Fantasy and Dragon Quest were announced as PS1 exclusives. Besides, Japan didn't matter as much as the Western market, which they totally failed to maintain from their 16-bit glory years. In short, the Sony Playstation was much easier to develop for, and had superior 3D abilities out of the box that were simply not possible for the average developer to achieve on the Saturn. The PS1 would become dominant, and good console 3D experiences like Wipeout, and Resident Evil were became synonymous with the system, even though versions existed on the Saturn (in an inferior state). By 1999, good, new, 2D console games were rather rare and a distant second to the exciting experimentation and refinement happening in the 3D space. A lot of people may have even felt 2D was effectively dead (and they might have been correct). There were still plenty of 2D games on the portable Gameboy (which was in the middle of its 'Color' era), but most of the games were rehashes or directedly squarely at the youth market with licensed shovelware. With that said, Nintendo was still putting out incredible software like Wario Land 2 (R&D1), Mario Golf (Camelot) and, of course, the absolutely massive Pokemon series. In spite of being portable games and 'lesser', they still offered an incredible amount of depth. Two years before the subject of this post, Bangaioh, was released, there was Dracula X: Nocturne in the Moonlight (Castlevania: Symphony of the Night), which was developed as an 'Ultimate' Dracula game. It still holds up remarkably well, and is a pinacle of sprite and background design, and certainly has aged better than its 3D contemporaries - BUT EVEN IN 1997 - it was old hat and likely seen (incorrectly) as something barely above what the MD and SFC were capable of. For a game as good or better than Konami's other big PS1 titles of the era, its sales likely fell far short of games like Metal Gear Solid or Silent Hill. Treasure was known for creating a defining or 'Ultimate' games right of the gate in 1993 with Gunstar Heroes. I've read that the game was like nothing seen before in terms of sprite and background manipulation. Over the next few years, Treasure continued with a small suite of really incredible MD games, finishing with Alien Soldier in 1995, which is likely the most demanding games ever released on the MD. Treasure redefined and refined what the best of the best of the 16-bit era was all about; huge sprites, non stop action, simple yet deep gameplay, and most importantly, creative and surprising new ideas to delight the player. One would have expected Treasure to continue the 2D arms race and while console 2D games had faded in the home console market by 1999, the arcade market was more forgiving with major 2D games like the CPS3 Third Strike, or SNK's beautiful Kof99 and Garou on the Neo Geo. These games did not have a lot of mainstream appeal, but they showed a mastery of the form. If the average gamer looked down at those, I can only imagine what they thought of Bangaioh because I don't think there was anything else like it. I remember seeing the first announcement of Bangaioh on IGN over twenty years ago and being completely mystified. Tiny sprites, simple background graphics, almost indecipherable gameplay. What was I looking at? Why was the most simple 2D game I had seen in years coming from Treasure and why did this need to be on the N64? This was, at the time, a dissapointment. I eventually picked up the Dreacmast release and could barely finish the first few levels out of sheer boredom. It simply did not click. Even as an open minded lover of everything 2D, this game eluded me. Fast forward fifteen years or so and I picked up a used copy of Bangaioh DS from a friend for fantastic price (thanks Umar) and I was absolutely sucked in. Amazing game. That lead me to finally sit down and try the DC version again, which I finally got into and become obsessed with until I finished the over forty levels. That brings us to the present with the original N64 version, which is just different enough from the DC version to make it a worthwhile purchase and a necessary part of my Treasure collection. I've managed to capture some nice snaps of the packaging and the game off a CRT via S-Video. Please enjoy.
Additional Images
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...