January 2003 Archives

 

Ambush Bug additional


We've had some new additions to the Ambush Bug Archive... Tenzel Kim sent me some interior panels featuring the Bug. I've had quite a lot of user submissions over the years, and I do appreciate that.

I added the update to the button strip here on the main page, but I dated it for February, because I'm tired of February constantly getting ripped off with only 28 days. As far as I'm concerned, it's February 1 right now. Why the hell should January have 31 days?

DC recently announced the cancellation of Young Justice, which became one of my favorite titles once they got past the overly-silly first couple issues. Thanks largely to artist Todd Nauck, YJ has regularly slipped in Ambush Bug cameos. Guess that's over. Still, Nauck and writer Peter David deserve a huge array of thanks from fans for sticking with the book throughout the entire run, over 50 issues. These days, it's a huge achievement to keep a creative team for 10 issues, and these guys have guided the book for 5x that.

Titans is also being cancelled, but I must confess I won't miss that one much. DC plans to reorganize some of the loosened YJers and Titans into two new books, a new Outsiders (sheesh) and a new Teen Titans (sheesh again.) Teen Titans will inherit Robin and Superboy from Young Justice, along with former Titans Cyborg, Raven, Beast Boy and Starfire. That team is almost exactly like the team in the upcoming animated cartoon called Teen Titans, so you can see the marketing machine at work wrecking current comics continuity for the sake of a streamlined media message. Sigh.

 

Game Review / Metroid Fusion (GBA)



When it comes to the Metroid franchise, I'm fairly ignorant. Up until Prime and Fusion, the only Metroid I played was Metroid 2: The Return of Samus for Game Boy. All I really remember about Metroid 2 was lots of jumping and rolling into a ball. And the post-credit pan along Samus in her underwear. I don't remember much about the storyline, the bosses or the levels. It didn't turn me into a Metroid fanboy at all; I bought it and beat it with the same attention I applied to Gargoyle's Quest or Cosmotank or any other Game Boy adventure title of the time. I didn't even realize it was a Nintendowned property until years later.

So when the hype hit for Metroids Prime and Fusion this past fall, I was admittedly unaffected. I don't even play Samus in Super Smash Bros. Melee. In the end, it was the overbearing quality of Metroid Prime that brought me into that title, and Metroid Fusion came along a month later (a Christmas present from Rhonda!) as a happy by-product.

So I've been learning about "the Metroid style" of gameplay somewhat late. Equal parts action and exploration, yer average Metroid game presents a claustrophobic sci-fi tale of Man (woman) Vs. Aliens. Each game in the series begins with a fully powered Samus who quickly loses her powers, so you spend most of the game hunting down her powerups so you can use them to advance to higher, hidden and better areas of the level. Although Prime made the leap to a first-person 3D title, Fusion falls right into line with the 2D classics.

Coming out of Prime (which actually takes place retroactively between Metroid and Metroid 2), I was able to apply much more meaning to Fusion's storyline. If you're playing Fusion as your first Metroid game, you're probably not going to be impressed by the plot. Knowing some Metroid history adds some gravity. Thankfully, a very nice Metroid primer (hah!) is included in the Fusion manual.

In Fusion, Samus faces a ecological lesson. Ever since she exterminated the entire Metroid species in all the other games, the beasts right below Metroids in the galactic food chain have been running unchecked. These parasites - named the "X", for lack of a better term - have severely overpopulated ol' SR388 (the former Metroid homeplanet and setting for Metroid 2) and now threaten to expand to attack the known universe. The X can infect and control other organisms, so get ready for the traditional Ridley boss fight, even though Ridley has been dead forever. Samus finds herself infected, wrecking her usual orange suit, but her transfused Metroid DNA (flashback to SNES Super Metroid) keeps her from dying. Now being the one thing in the galaxy resistant to the X, Samus must clear them out of a biological research station while coming to terms with the idea that even nasty, evil Metroids had a place in the universe.

The graphics are terrific... bright and vibrant. Samus is exceedingly well animated, as are the various bosses and more complex enemy types. The audio is great, especially in headphones, where you can fully enjoy the stereo effects and musical subtleties. The pacing is stellar... you're pointed from task to task with increasing tension and desparation. This is especially evident when you meet up with the SA-X, an X that has taken on Samus's form. Similar to Resident Evil's Nemesis character, the SA-X will hunt you down in certain scenes, and your only reaction is to get the hell away since you have no weapons that will affect it.

The other bits of presentation are also wonderful. The automap works two ways: a tiny nine-block grid that is always on your screen, and through pausing you get the full scrollable map. Conversations with your computer pal take place over that map screen, but with added animated bits and occasional inset viewscreens. Sometimes Samus will engage in a little internal monologue, which, like all imporant conversations in Star Trek: The Next Generation, usually takes place during an elevator ride.

Metroid Fusion can also be a very fast, very action packed game, which I always appreciate in a GBA title, because there just isn't enough handheld games that do fast action well. Many boss fights require you to keep moving - platform jumping and directional shooting simultaneously. Just about every boss is deep enough to require an attack strategy... many require experimentation to uncover a weak spot or a particular weapon that works better than others. I've already spoiled the Ridley boss fight for you, so here's an example of that...

Ridley (a re-animated pteradactyl monster) is a gigantic boss. He fills about half of the GBA's screen. He has a slow triple fireball attack that is easy to avoid, but his main attack is his spiky tail. At times the tail will attack straight up and down and Ridley flies back and forth, just like a hydraulic press on a conveyor belt. At other times the tail will attack diagonally, purposely seeking your position. He weak spot is his main body, and you need to empty about 100 missiles into him. But Ridley likes swooping in close to you to hit you with his tail, not to mention picking you up in his claws for extreme damage. You have to fire off missiles when your angle is right, and then ball up in the corner so he can't grab you (and endure a few tail lashings regardless.) It's a fast fight and it's an endurance fight, meaning that you need to avoid taking damage for as long as you can while still heaping out the missiles. If you slip up and let Ridley catch you, you'll likely suffer so much damage that you'll never make it through. Plus, even when you blow up Ridley, you still need to take down the free-floating X amoeba that was inside him.

(Ridley also has the coolest avian scream. You definitely want that in your headpones.)

That kind of boss strategy is typical of the best 2D games, and Metroid Fusion lives up to that standard.

Interestingly, Fusion's constant pace makes it easy to avoid the hallmark of the franchise: exploration. Each level is littered with Data Rooms, where you receive your instructions from Adam the computer. It's very natural to just follow those orders (always a directive to Get to Point A or Eliminate Monster B) and totally forget about using your new powers to uncover secret rooms and powerups. In fact, I fell right into this trap and ended up beating the game with a pathetic 42%.

I felt like Fusion was working against me in this regard. There's the constant pressure from Adam to get moving to the next plotpoint... and the secret stuff is so well hidden that unless you're attacking every wall in sight, you won't even realize it's there. Compounding that is that Fusion doesn't use the regular video game symbology to tell you that This Wall May Be Destroyed... IE, putting a little crack on the wall, or making a section of the wall a slightly different color. Most of Metroid Fusion's destroyable walls look exactly like non-destroyable walls.

The only surefire way to uncover "soft" wall segments is to light up a power bomb. Of course, you have a limited supply of power bombs. The bomb will reveal which wall blocks can be further attacked with a missile volley or a speed dash or whatever special attack will actually break through the wall. The concept of the hidden soft walls is at the very core of Metroid's exploratory gameplay, but you're being hustled through the mission so fast that you may not feel that you get the chance to explore thoroughly.

AND... Metroid Fusion doesn't support save-switching. You know, when you save your current game on a different slot so you can return to an earlier save if you end up not liking the new save? You're stuck always saving to the same slot here. By the time I got Samus's full assortment of weapons (and thus the complete artillery for uncovering hidden soft walls), I was deep in the final throes of the game, where I was saving after every difficult fight. My advice to you: ignore Adam's threats of speed (except in the timed levels) and set yourself a leisurely pace.

After all, your reward for 100% completion is a new look at Samus in her underwear.





Prime Rewards


Metroid Fusion uses the GBA/GameCube link cable to hook up with Metroid Prime, but the bonuses are purely a one-way street.


Just owning Fusion will unlock the blue Fusion suit in Prime. I don't believe this has any affect on gameplay, just something different to see while you're playing.


Beating Fusion, at any percentage, will unlock the original NES Metroid, playable only on the Cube. It's the perfect bonus for guys like me who missed on the NES classic. Unfortunately, NES Metroid is even less helpful than Fusion, and I find it very annoying to play today. There's no map and no direction. There's no instant of flashing invulnerability to save you from getting damaged from baddie after baddie. And when you come back after a death, your life is reset to 30 no matter how many 100 energy tanks you have collected. I'm spoiled, I know.


 

Art Imitates Mitchell


Or is that "Mitchell Imitates Life"? I can never remember.

Interesting story. I recently bought a DVD of the terrible Joe Don Baker movie "Mitchell" off of eBay. I'm sure you are as surprised as I was to learn that somebody even bothered to master Mitchell into DVD format (the company that did so, Intercoastal Studios, seems to specialize in releasing crappy movies on DVD.) "Master" isn't the right word either; it's not like you could expect a fully restored print, audio commentaries and supplementary features for a goddamn 1973 Joe Don Baker movie. But anyway, I owe a perverse amount of comic allegiance to the film, stemming from the Mystery Science Theater 3000 version. So I eagerly bid and received.

Intercoastal Studios is obviously a seat-of-their-pants organization, but I applaud their pluck in offering films that might rightly be otherwise forgotten. Take a look at the DVD's cover:

First of all, that ain't a headshot of Joe Don Baker from Mitchell. Perhaps that's a Joe Don from the Eischied days? I don't know. You can't see it very well in this scan, but that's a frosty glass o' beer to Joe Don's right... Mitchell's generic beverage of choice. The bullet stand-in for the "i" is a nice dramatic touch, and the tagline seems to sum up Mitchell's crappy career a little better than the official movie poster's "Brute force with a badge." (The DVD's back has more inspiring copy lines, and a twotoned pic of Joe Don in yet another movie that isn't Mitchell.)

But take a look at the little pictures of Mitch's supporting cast. Those are my screengrabs. Those are stills from my VHS copy of MST3K's Mitchell that I used in my Mitchell: the Card Game, as filtered through my VCR, my old PowerMac 7600, and my illegal copy of PhotoShop! When Intercoastal's design team needed to design a jacket for the film, they must have searched the internet and ended up right on my front door. In fact, you can see the very top of Joel Hodgson's round black head peeking up on Martin Balsam's white collar (right under the "B".) Here's my final card images, as posted to the internet since 1998:

I checked out the movie itself, and it doesn't look like they used any of my images for the DVD chapter menus. I must admit that was disappointing. The DVD menu features yet another non-Mitchell JDB headshot and some hilariously terrible background music, also not from Mitchell.

Actually, when I saw the DVD cover scan on the eBay auction, I didn't even notice my screengrabs. And when I first opened my package and gazed semi-lovingly at the box, my first thought was "Wow. Those are really lousy jpeggy pictures." Then it struck me like a cap popped into Johnny Mathis that those lousy jpeggy pics were my lousy jpeggy pics. For about .00001 of a second I was miffed, and then I realized that I had no rights to web-publish a card game in the first place. The free distribution sentiments of MST3K's pre-cable-days mantra seems particularly appropriate here: Keep Circulating The Tapes. So I am flattered to have played a small role in the enduring legacy of Mitchell. Viva le internet, Viva la puffiness!

 

Marching Band Show Selection


Well, you had to know this was coming sooner or later. Its time to pick a theme for next year's marching band show.

That's right. For next school year. For August. Seems so far away.

Unfortunatly, choosing a marching band show is not like selecting a new video game for purchase. Its not like you can go down to the "Bands-R-Us" and look at the shelf....."Hmm, do we want a first person shooter, an action arcade, or a sports simulation?" "Do we want a trumpet feature, a latin flare, something broadway?" Gee Whiz!

Video game designers have it kind of easy these days. The company says, "we have a budget to develop a first person shooter - they sell good these days", and the guys at the development table say something like, "alright, whats in current events these days?" and months later (after some whiz with computer code does the programing) you end up with some kind of "urban warfare" shooter, or SOCOM Navy Seals, or what have you.

Marching band, on the other hand, requires those of us at the development table to consider many human factors.....can the kids in the band play? What shows have we done in the past? What style and type of music will the kids "buy into"? What will the judges like? Will the parents like it?

Holy Cow! Its almost as though I should start looking through the paper for a job in the video game sector.....like the old Far Side comic - $1,000,000 per year to test Nintendo games. I could deal with that. But trying to come up with an idea for next year's show, well........I'll be miserable doing that. Wait a minute?! Miserable.....Les Miserables! Nah.....it'll never work.....to much violence - it would be rated M for mature.

 

SO-SOCOM


I could have mentioned this days ago, but the LinkSys WRT54G went into service smoother than silk. There was literally nothing to install or tweak, as my PC was already setup from the previous LinkSys router and my Macs just know what to do naturally. My real concern was the WET11, but it too settled into the LAN perfectly. My wireless network was up and running in about 20 minutes.

I registered my PS2 Network Adapter immediately afterward, and that too was easier than you could imagine. I guess it would be a harder setup if you're dialup or AOL, but if you're on broadband with DHCP, it's basically a series of screens saying "Success! Press X to continue!"

The Network Adapter comes with an online demo disk, with playables of Frequency and Madden. I checked out a Frequency chatroom and it was as you would expect. Meaningless preteen jibber jabber. Madden wanted me to create an account, so I bailed, seeing as I will never actually play it anyway.

This weekend, I picked up SOCOM: U.S. Navy Seals. Right now, that's just about the only non-sports online PS2 around, so I felt obliged to try it out. Honestly, it's not a great game. It's perfectly serviceable, but not amazing. But I'm still suffering from FPS burnout, so maybe I'm not being fair. It's a realistic, team-based third-person shooter... not really pushing the genre at all, other than the use of voice chat. In the single player game, you can use the mic to issue terse commands to your CPU teammates (the 1P game uses the headset/mic extremely well), and in multiplayer, you use it to swear loudly and annoy people.

When other players aren't trying to wreck it, I really like hearing other people talk strategy. In the games I played tonight, a couple players would invariably assume the lead and suggest map plans and shout out warnings. I chimed in a couple times, but as I am still getting used to the controls, it seemed stupid for me to participate overmuch. Although I racked up my fair share of kills, often my involvement consisted of distracting the enemies long enough for the truly skilled players to take them out.

But I must point out how well it worked. Perfect connections, clear chat, smooth gameplay. I look forward to playing my own friends in games that are better than SOCOM. Resident Evil Online and NHL currently top my list.

After all I've read about Xbox Live, it does sound like a more efficient setup, however. With the PS2, you have to create a username and account on a game-by-game basis, instead of Xbox's systemwide username system. But Xbox Live is a pay service, so there you go. Plus, Xbox is hackable.

No Broadband Adapter for my GameCube yet, which is no great loss since there's exactly One online Nintendo game at this point anyway. But if the rumors hold out and Mario Party, Mario Kart, Animal Crossing and Pokemon all get online, I'll be spending more time online with my Cube than my PS2.

 

My 4 Color History


I have a stack of about 200 comics piling up. Traditionally, the week's new books sit in my upstairs den for a time before I bag them and file them in the racks of boxes in the basement. But I haven't bagged and boxed for months. I used to methodically catalog each one, but ever since Wizard World went paysite, I've given up on that. Seeing all these books piling up here behind me, I have to wonder how I got here in the first place...

One of the first books I remember was Aristokittens #4, July 1974. This book wasn't mine (I was born in February of that year), although I somehow ended up getting it. I think it originally belonged to some nameless cousins of some nameless neighbors of an aunt. It was in their camper. I would guess I was three or so when I got it. It's a well-read book, by any definition. The cover is so tattered with folds and cracks that it looks like I must have slept on top of it. And I might have.

I have another early comic related memory; the family was parked at a gas station, and I recall begging Dad to buy me a comic book on his way out. Maybe I saw one of those great old wire comics racks through the window. Or maybe it was a rack of Pennsylvania maps. What I don't recall is if Dad bought me one or not.

In my preschool years, I read lots of Harvey books. I had plenty of Richie Riches, but my favorites were Hot Stuff and Spooky. Today, I'd call that an early sign of my natural inclination toward characters that are just left of center... and a little dark. Richie Rich was boring, had everything he could ever want, yet dressed like the butler. Hot Stuff was a goddamn devil who could shoot flames out of his pitchfork and tended to be in a bad mood.

But I quickly turned on to the Disney Duck books, particularly Uncle Scrooge. Again, a character who seems supremely flawed on the surface: he's greedy and values his money over his family. But the Duck stories always delivered smart dialogue and high adventure. I remember noticing how different Disney comics were compared to Disney cartoons. I couldn't have articulated it then, but your average Disney cartoon revolved around blackout gags of Mickey or whoever getting into (and out of) stupid situations... the comics stories just seemed somehow smarter. I had trouble resolving the cartoons showing Donald Duck being unable to wrap a fucking Christmas present with the Donald Duck who worked with Uncle Scrooge to fight off the Beagle Boys and competed with Gladstone Gander for Daisy's affections. In fact, to this day, when I read a Duck story, I don't "hear" Donald's slobbery, slurred Clarence Nash voice... I still hear a sort of Everyman, exasperated by the boys and anxious to curry his rich uncle's favor.

By the early 1980s, I had discovered Spider-Man. I'm not entirely sure, but I suspect my first exposure to the character was the segments on Electric Company. For years, my grandmother funded a mail order subscription to Amazing (which coincidentally ended with #252, May 1984, when Spidey comes back from the Secret Wars with the black suit.) Although I was too young to fully appreciate the more adult storylines, I did learn quite a bit about the metaworld of comics. Not just the concepts of super heroes and secret origins and crossovers, but letter columns, fanboys, continuity... all flowing from the monthly Bullpen Bulletin, where Stan Lee would rant about his strange universe. I hope the editors of today realize how valuable those columns and editorials are... they reinforce the notion that reading comics is a club, with a long history, secret terminology, and something incredible is always coming next month. To me, they also revealed that actual grown ups were behind all this, and they were creating stories just for my world.

As video games were born, and the new wave of action cartoons appeared on television, the passive nature of comic books began to drop off my radar.

But right before I left, I found two important titles. I saw issue 20 (Nov. 1983) of DC's Captain Carrot and his Amazing Zoo Crew at the local drug store. I convinced Mom to buy it for me based on the cover blurb that advertises a guest appearance by Changeling of the Teen Titans. ("See Mom? It says there's a Teen Titan in this issue!") Mom wasn't convinced, but she bought it anyway. In truth, I didn't care about Changeling either; I wanted to learn about the animals in super hero outfits. Zoo Crew combined the modern hero concept with the animal stories I loved. It was the first genre-busting comic book I had ever read... the visuals of a Disney Duck book with the pacing and feel of Spider-Man. I didn't know then that #20 was the last issue, but Captain Carrot essentially setup my mindset for my return to comics several years later.

The other surprise find was DC's Ambush Bug. My first Bug book was Ambush Bug #3, where he describes the sillier points of DC's Silver Age history. Today, I'm surprised I picked it up; it's barely a comic book at points, more like a visual documentary. But Ambush Bug was funny, and he was mocking all the established comic book conventions that I had learned from Spider-Man not five years before. Just like Zoo Crew, Ambush Bug showed me another way comic books could entertain... through satire. It probably also helped that I was just getting into Saturday Night Live at the time.

But like I said, other media was beckoning. For a couple years I dropped out of the scene... had Zoo Crew or Ambush Bug been ongoing series I might have stuck around to explore the new variety.

One day in seventh grade, a friend mentioned an incredibly silly sounding title, Teenage Mutant Ninja Turtles. The Turtles covered a lot of pop culture ground solely on the strength of that long, stupid name. I had to check it out, and I ended up riding the TMNT books right into comicdom's black and white explosion.

I still like the Turtles. For one thing, they inspired me to improve my drawing skills. Something about a black and white comic makes you pay more attention to the artistry. They built upon Captain Carrot's animals-as-heroes foundation and took it one step further: the Turtles were serious. Of course, they were bastardized by the TV cartoon later on, but back then, they were total badasses. However, the most important thing the Turtles did for me was get me into the comic store.

Another point to remember: In 1987, comic stores didn't have rows of statues and toys, Magic: The Gathering, or big budget movies to get you to walk in and shop. As I recall, the best Comic Store West could do was lots of posters. Comix Connection had an inflatable Spidey. Once I walked in to check out TMNT, I walked out with tons of other independant stuff. Lots of it was just around to cash in on the Turtles craze, but some cream did rise to the top. Sam and Max. Milk and Cheese. Space Ark. Critters. This was when I became a serious collector and began bagging and boxing my books. Not to mention the crucial discovery of back issue boxes.

Although I was still actively avoiding the super hero books. Partially because I felt I already knew too much about the hobby. I knew that if I started buying Batman, I'd need to commit to several different monthly titles, continuous crossovers, and a huge store of back issues. But secretly, I preferred the animal stuff, and animal stuff was huge.

When the dust settled and the industry shrunk, 99% of my regular books disappeared. So, realizing that I now enjoyed the very concept of comic books, I took the plunge back into the super hero books. At first, I stuck with the big event titles... DC's Invasion, Marvel's Infinity Gauntlet. But by the end of high school, I was adding regular titles to my subscription list... The Flash, Green Lantern. When Superman died, I added all the Super-titles and Justice League. The abortive Heroes Reborn event brought me into Fantastic Four. I began to embrace the critical culture and sought out high-profile books I had overlooked like Dark Knight Returns and Watchmen. In the days before trade paperbacks, I rooted out the entire Crisis on Infinite Earths series and as many Crisis Crossovers as I could find. I picked up several comics histories and multitudes of classic comics reprints from the 1930s to the 1970s, not only the DC and Marvel stuff but also all of the EC Tales from the Crypt books.

Today I spend about $100 a month on comic books. That's really not that much when you consider an average price of $3 a book. I get all the DC team books, all the Superman books, Fantastic Four, Tangled Web, Flash, Green Lantern... and lots of specials/miniseries like Marvel's Universe X, Thundercats, Danger Girl, and various Elseworlds books. I've even circled back into the "independants" with Rising Stars, Liberty Meadows and the latest Ninja Turtles series. I've often wondered when it will all end. Will I cancel everything one day and try to sell my collection on eBay?

My answer remains: I really like this style of anthology entertainment. It's ongoing drama, but not edited to fit a two hour window like a movie. You can experience it whenever you want, unlike the tyrannical schedules of television. Modern books are free to write realistically and dramatically, while still including the usual amounts of action. And there's a million different artistic styles to enjoy and examine. And although the super heroes are still the dominant genre, there's plenty of variety to be found... even among the super heroes themselves.

 

Turning 30


Today I hit a milestone in my life. I turned 30. So far being 30 does not feel much different from being 29, yet there is something about this day and the definitive end of my life as a twenty-something that has me more than a tad bit depressed.

There were so many things I was supposed to do by the time 30 rolled around. I spent most of my 20s thinking that by this point in my life I would be a wife, a mother, have an endlessly rewarding career making lots of money, and live in my own home in the country. No such luck. I have a wonderful husband but we don't have any children, my job/salary leaves lots of room for improvement, and although I do own my own home it is a townhouse which isn't exactly what I had in mind. I am 30 and behind schedule.

Still I keep telling myself that I should be proud I hit my third decade retaining most of my youthful attributes. I am in relatively good shape, only a few wrinkles, and even fewer gray hairs. Not to mention the fact that I don't look thirty. Do I? I guess I have the next ten years to worry about that. After all before you know it I'll be turning the big four-o and boy do I have an even longer list of things I was supposed to have done by then.

 

Game Review / Sunset Riders (Arcade)



Konami's oversized, colorful multiplayer arcade games have eaten quite a few of my quarters. I'd dump $15 at a time into X-Men, Teenage Mutant Ninja Turtles, and The Simpsons. Sunset Riders was a much rarer find, thanks to the non-licensed wild west theme. Don't look so surprised.

I actually almost bought an original Sunset Riders machine last winter, but I was afraid I couldn't get the wide four-player unit into my modest house. Nevertheless, this is precisely the kind of arcade game I like: noisy, colorful, multiplayer, and silly.

You are one of four cowboy heroes, hilariously named Steve, Billy, Bob and Cormano. Well, Cormano isn't so hilarious; that actually sounds like a decent cowboy name. I'm sure that cowboys named Bob existed, but it's not exactly heroic sounding. According to klov, there's another version of the game where everybody has more appropriate names, but I've never played it.

Anyway, Steve and company are basically out to eliminate anything that moves, and especially anything that might be an end-level boss. Although most of the game takes place in walking, side-scrolling levels, there are several times when you are on horseback or stuck in a single room in a boss attack. Tens of enemy banditos will come after you at a time, creating a sea of running figures and laser bullets (more on the lasers in a bit.) The baddies are fast too, much livelier than the enemies of TMNT or X-Men. The tradeoff is that rarely anybody takes more than one shot to kill.

These games were never very fair. Through the sheer bulk of attackers, you're bound to get aced quickly and constantly. But you always had the advantage, because there's infinite continues as long as you have infinite quarters. I always liked that about these arcade games; it made me feel like I could beat the game if only I brought enough money with me.

The scenery of Sunset Riders is typical of Konami's 2D games of the era. Varied and full of detail. Right before you run headlong into a cattle stampede, a flock of frightened chickens will rush the screen. Different types of deaths yield hokey animations, like being flattened by a falling barrel or singed black from an explosion. Walk into an open doorway and find a hidden powerup in the form of a bottle of whiskey or an appreciative saloon gal.

Your attack comes in the form of expected western weaponry: six shooters and shotguns. Of course, they fire rather slow bolts of colored laser energy. The combat is where Sunset Riders differs from most other side-scrolling fighters... you have no punch or kick, just an eight-direction shot. In fact, walking straight overtop a baddie will have no negative effect at all: no automatic hit or damage. The only danger from most enemies is their own pistol shots, thrown dynamite, and the like. Effectively, you have 360 degrees (in eight positions) of firing range, so considering your angle is an integral part of your skill.

Naturally, you start with a cheap weapon, but picking up the sheriff star powerups will increase your shot strength. For some characters, it will even allow for two six shooters pointed in different directions. Your death resets your weapon back to cheap.

The bosses are long. That's a necessary result of a game designed to run off a steady flow of quarters. Many of them begin the round backed up by a posse of low rent enemies, but once you clear out all of them, they won't infinitely respawn. The bosses themselves move in expected patterns, but fire randomly, again creating the continuous stream of bullets for you to duck and dodge as you attack. Displaying the universal sign of a boss about to die, the evil muchachos all pulse red as they take damage.

Sunset Riders features lots of rudimentary sound samples: horses neighing, chickens cackling, "You got me!", "Are you all right, ma'am?" among others. The voice work especially adds to the corny feel. The music is nothing too special, but it does adequately present a western style filtered through 1990s level video game music synthesizers, which is a rare enough accomplishment.

Several years ago, I realized that Gauntlet just doesn't hold up today. Games like Sunset Riders do, because they rely on fast action and silly graphics. Konami needs to pull some of these games out of the vault and issue a Game Boy Advance compilation cart. The X-Men and Simpsons are still huge, and the Turtles are gamely trying another comeback... just have to leap through a ton of licensing hoops. Perhaps even throw in some of their lesser known multiplayer melee games, like Bucky O'Hare... and Sunset Riders. These games would make great GBA link titles.






 

Game Review / Divine Divinity (Windows)



A game by any other name would still smell as sweet

Divine Divinity has probably one of the stupidest game names ever. I�d say it rates up there with Donkey Kong and Lode Runner in names that don�t describe the game whatsoever. Donkey Kong would probably have best been named �Rescue the damsel from the big ape� and Lode Runner �Get loot from the generic bad guys using only your stupid digging ray gun.� Divine Divinity? Is this some sort of crappy religious game from Wisdom Tree software?

So it�s no surprise it was more or less looked over by US gamers, which is a real pity, because it�s a fun game. It�s not wholly original, it�s not always well thought out, but it is a cultural descendent of Diablo 2 and Ultima 7. Meaning that if you liked these games, but thought they were missing something (any real point in Diablo 2, any action in Ultima 7), you should like this one.

The plot: This is an epic scale RPG, a little like some of SquareSoft�s more winding epics, where there�s one main plot, and a whole scad of quests that don�t really contribute to the main plot. And like Final Fantasy and it�s ilk, you start off as a weenie who has no dang clue as to what�s going on.

You first start out in the healing village of Aleroth, having apparently been conked on the head and all your stuff stolen, so you have to make do with what the guy who found you gives you, which isn�t much. The village also has a very insane, very powerful wizard, and he starts causing trouble. Just outside the village, orcs are patrolling around, looking for somebody soft and pink to kill, and you just happen to fit that description, so you really have to deal with the insane wizard problem, whose madness is caused by a bunch of undead just beneath the town. Gee, folks, if there were undead actively cruising around in your sewers, I�d consider hiring a fumigator. Or moving.

Once you deal with this problem (and gain a few levels and some gear in the process), you can slip by the orcs and get out into the real world� and start finding out more about the plot. Turns out there�s a war brewing between orcs and humans, that you�re a Marked One, which apparently is a big thing, there�s a group of bad guys called the Black Ring who have a hate on for Marked Ones, and the new duke (the son of the recently-and-suspiciously-dead-former-duke) is apparently the Divine One, the prophesized one who will bring all under his heel. All of these elements are going to come together sooner or later, but in addition, there�s any number of shiftless peasants with problems that you and only you can solve, and this is where the story gets both complicated and fun � there�s ethical conundrums. Sorta.

Most quests are pretty simple (go and kill some things, investigate some mysterious activity, go find me something), and the reward is usually fairly paltry, just some experience, but some quests are actually fairly convoluted and involve some decision making on your part, which is nice. One side quest involves cattle theft; turns out some farmer has been losing a lot of cows, and it�s not very difficult to track down a bunch of bloody carcasses in the slums. If you blow in the thief, he gets executed for theft, if you keep it quiet, you don�t get a reward. Not all the quests have defined �win� scenarios, and the main plot winds and weaves around all these people who it affects. Which would make sense in an epic saga.

There are literally dozens of quests in this game, and run the gamut from trivial to really complex. Obviously, the main plotline is a winding road, and me describing it here would spoil it for you. Suffice to say, it�s a good enough story line to keep you moving.

The gameplay: So varied, I�ll have to break it down into further subheadings: Interacting, combat, character building, and my favorite, cheating.

Interacting: Larian cribbed from the best. When something dies, it sprays out goodies (a la Diablo), you can highlight important items by holding the Alt key (Diablo), every container pops up an inventory box (Ultima) and items are clicked and dragged where you�d like them to go (Ultima). You converse with characters in a branching dialogue tree (LucasArts� SCUMM system), almost all items can be interacted with/moved about/taken (Ultima), and almost all characters can be talked to/robbed blind/killed (Ultima). In short, there�s almost every option available to you, and that means fun. Unlike, oh, say, Diablo, where villages were filled with sprites who would absolutely NOT talk to you, everybody has something to say, even if they�re generic peasants or guards.

It boils down to a fairly rich world. All the people in the game stand around in their locations 24/7 (which is odd, because the designers even went to the trouble of giving NPCs back rooms with beds in �em), so that�s a little odd, but everything else in the game is yours to muck with. Want to trash an unlikable character�s house? Just drag broken bottles and garbage into your inventory, walk into their house, and dump it out on their bed. Want to force the kingdom of Ferol to go vegan? Make it your goal to slaughter every barnyard animal you encounter. Want to trap characters in a corner until they (theoretically) starve? Lock the doors in their house, push boxes in their path, and pin them in helplessly. There�s no real response to doing all this, but you get the satisfaction of shaping the world to your own liking, and that�s far, far more than most RPGs allow you.

In one deft stroke, you get to rent or buy a house later in the game; it doesn�t really matter, because you can sleep anywhere you dump a bale of hay, but it�s nice to have a place that�s really yours. To decorate my pad, I made it a point to steal every throne in the game (there are 4, but one isn�t takeable), heads on pikes, skulls, and bottles of body parts. The thrones went around the dining table, the skulls were piled up outside as a warning to others, and the bottles of guts replaced all the wimpy flowers that were junking up my pad. It doesn�t matter one whit; nobody ever comes to your house, but all the wimpy townsfolk that blunder by my place had better think twice about snooping around. If that gives you any idea of my sick sense of accomplishment, so be it. It should also give you the idea that you�re really free to do what you like in this game, and at very few points are you actually railroaded. I like that.

Combat: Once again, Larian cribbed, this time utterly from Diablo 2. You fight with your left and right mouse buttons; left is your weapon, right is whatever option you assign. Weapon swinging is automatic based on the weapon�s speed; you run up to the monster you left click on and start batting away with your sword, mace, axe, hammer, or dagger, or you open fire with a crossbow or bow. Hammering on the left click button is pointless; your guy won�t swing again until the weapon has recovered, so there�s definitely a quest to get faster weapons, same as in Diablo 2.

What is a departure is that you assign a lot of functions that you couldn�t do in Diablo to function keys. There�s all your special abilities and skills, such as shooting lightning, poisoning weapons and doing a whirlwind attack, which you assign to a function key and pull off with a right click, but you can do more than that. Weapon toggles and potion drinking are also done with a function key assignment, and that�s pretty nice � instead of having to muck through your inventory to swap to a ranged weapon, you simply hit a function key, and voila, instant weapon switch. Unlike Diablo 2�s expansion, you�re not limited to two different weapon set ups; you can assign as many swaps as you have weapons. You can�t do this while you�re fighting (duh), but if you step back, you can toggle immediately.

One nice thing that is actually novel to Divine Divinity is that you can pause the action and enter commands. So long as you don�t interact with anything, the game won�t unpause. Need to make a get away? Pause the game and open your inventory, then drink an invisibility potion. As soon as you quaff the potion, the game unpauses, but all that time, you weren�t getting beat on. This also lets you assign function keys during a fight � that�s very useful.

So that all said, is combat fun? Yes, if you like fighting mobs. You�ll very seldom go mano-e-monstero in single combat, instead, you�ll largely fight clumps of monsters. Because the odds are stacked against you, you�ll need to use a variety of tactics to soften up the pack, either by freezing a few and picking off the rest, poisoning some and backing up, or buffing yourself up and charging in there. Simply running up and clicking monsters until they drop probably won�t work; some monsters are incredibly powerful, and you�ll be killed. This is where some tactics are required, and your range of tactics depends largely on your skills and weapon choices.

Character building: Divine Divinity has a freeform character template; there are three character archetypes, warrior, mage, survivor (thief), and each has two sexes. Beyond starting skills, starting point allotment, and your special skill, there are no differences between the characters; there�s absolutely no reason why a mage can�t learn fighter skills or a fighter can�t learn how to backstab. In fact, you�ll pretty much have to mix and match, which is a pity, because it means that no one character template has enough skills available to survive.

I�ll say this right off the bat: The skill system is seriously unbalanced. Simply put, you can�t possibly win this game as a mage; monster resistances become way too high, and despite how plentiful restoration potions are (you can make them yourself, or just buy them), you won�t have enough mana to take down some monsters. Even the fighter and thief range from incredible to pathetic, and there�s no rhyme or reason as to why this is the case. It�s like the designers all went into separate rooms, came up with skills, and implemented them in the game without doing any checking to see if some skills were unbalanced compared to others.

The most notable example of this is in your special skills. Warriors get a whirlwind attack; it�s not the pack-crushing skill it was for barbarians in Diablo 2, but it�s a quick sweep attack that has a chance of smacking everybody around you. It does cost some stamina, but that�s easy enough to recover. This is an effective way to deal with a pack of enemies. What does the survivor get? Sneak. That�s great and all, in that it gets monsters off your back, but you can do the same thing with shadow potions. How about the mage? Something cool, like turning monsters into frogs or creating a magical barrier? Nope. You get to swap positions with a monster. Which would be great� except monsters tend to clump up, and swapping positions will simply put you in easy biting reach of all the other monsters it was traveling with. Doh! Beyond the starting skills (each character starts with 2, non randomly assigned skills), there�s no reason NOT to play a warrior. �But,� I hear you saying, �Teleporting could help you cross barriers.� And indeed, it can.. but all classes can buy a 24th level warrior skill that lets you leap attack a monster, thus teleporting you to where a monster is. Making that skill utterly redundant.

Every level, you get a skill point; every 5 levels, you get 2. All skills have a minimum level requirement, but there are no prerequisites, so you won�t have to buy a lot of crap skills to get to the one you want. Which is merciful, because a lot of skills are utter crap. In addition, each level (up to 5) in a skill has a level requirement; you�re allowed to spend the first skill point at level 12, the second at level 18, and so on. Thus, your character actually grows as you spend your skill points, and it isn�t just a parade of �Well, I spent all 20 of my skill points in my ultimate skill, so now I�ll go through the rest of the game using that one skill� like you did in Diablo 2. That�s well thought out.

So what about these unbalanced skills? Well, first, let me explain resistances. Monsters get resistances, same as you do, to fire, lightning, poison and spiritual damage. Most monsters are weak against fire and lightning early on, particularly anything obviously wielding metal (orcs, steel skeletons, etc). Also, it makes sense that the undead are immune to poison; after all, they�re already dead, making them feel urpy probably won�t affect their performance much. The undead don�t resist spiritual damage very well, which also kinda follows, what with the whole holy-defeats-undead schtick. Animals (snakes, boars, bees, etc.) are always immune to spiritual damage. I suppose Larian Studios don�t believe in doggy heaven.

So how does this affect skills? Most skills only deal one type of damage, or have an upper limit on effectiveness compared to resistances. For example, for every level you have in Polymorph, you can affect monsters with 5 x level spiritual resistance or less. Meaning, at level 5, you can only affect monsters with 25 or less spiritual resistance. Bad news, folks � every monster later in the game has at least a 25, if not a 50, in each resistance. There are two spells that lower resistance, and they�re useful, but if the monster has 100% resistance, lowering it by 10 or 20 won�t bring it to the threshold it needs to be for your skills to work on it.

I found this out the hard way. I had designed a warrior to use a maul, which, compared to swords, suck ass, but I found a good maul with level 5 deathblow. Deathblow is a skill that has a 1% chance per level of instantly killing a target if they don't have a high spiritual resistance. In addition, hammer mastery gives you a 1% chance of the same per level, and you can buy the skill deathblow as well. Hey, a 15% chance per strike of killing a target instantly � good deal! Except that every damn monster in the game has a high spiritual resistance later, meaning that I don�t get to ever see anything drop dead.

Can you have fun with this? Yes, very much so. There are some VERY powerful skills, and I didn�t give them an equal share. Just understand that there are skills that sound pretty good, but due to poor balancing, they don�t work at all. That�s part of the fun of the game, capitalizing on the less balanced skills, which brings me to�

Cheating: Oh sweet lord, can you cheat in this game. I think this is on purpose, but the designers made it so rewarding to cheat, that there�s absolutely no reason not to. We�re talking robbing shopkeepers blind, luring guards to their doom, ripping off castles and slaying innocents cheating. Oh yeah.

The environment is interactive enough that shop keepers not only have a personal inventory of wares, but like any shop, their goods are lying around in the open. If you take one of their items, the shop keeper will ask if you wish to purchase it. If you do, they�ll put it in their inventory and open up the sales window, where you can haggle the price. If you say you don�t, they�ll fuss at you for taking their stuff, and their opinion of you will drop (thus raising prices). Do it again and they�ll call the watch, meaning you risk losing reputation (thus raising prices and lowering starting opinion of you). So you don�t want to go into a store and swipe everything. At least while anybody is watching. You can do away with the pesky shop keep stealthily, by luring powerful monsters into their shop and sneaking away, or by throwing poison potions at their feet, or you can do it the fun way � turn into a spider and bite their ass. You get 3 statuettes in the game; the frog and cat statuette are pointless, but the spider statuette is pretty cool � you temporarily turn into a giant spider. Monsters won�t attack you because you�re a monster, and you can bite people. Soldiers and guards will fight back, but your average peasant and shopkeep will run off, letting you transform back and swipe their loot.

While there�s no real purpose to doing this (i.e., it won�t really allow you access to any good treasure), you can get every unimportant NPC killed by �training� monsters into their midst and sneaking away. The giant heavy orcs are bruisers, and unless you�re very heavily armored, you do NOT want to melee them. Guards and soldiers aren�t all that tough, and you can butcher them at a low level, but it�s fun to watch a single orc slaughter the entire human army. This is chiefly useful in the town watch HQ, where there is a lot of good treasure, but too many watchmen guarding their own stuff. A little visit from a pet orc will put out those watchful eyes.

You can have a lot of fun with the Resurrect skill � if you stay close to the monster you rez, it will remain loyal and ethereal � if it dies again, it dies permanently. However, if you walk away far enough, somehow the monster will forget it ever died and was �saved� by you, becoming a normal, hostile monster, complete with the ability to drop loot. You can literally experience treadmill off of profitable monsters by wiping them all out, resurrecting them, and going away. Rez, rinse, repeat.

In short, so long as nobody is watching, there�s no reason you can�t get away with it. Ripping off stores, running off with chests of loot and lockpicking them later, quietly doing away with peasants, etc are all allowed. Sure, you�re the Marked One, but you gotta eat, right?

The aesthetics: Beautiful music, somewhat ho hum graphics. There are some very talented video game musicians these days, and the same thing that was done for Diablo 2 worked here � getting a composer and orchestra to make the tunes for the game. No cheesy midi here; you�re getting a complete orchestral suite, complete with vocal complement, by the time you get to the opening credits. Consider the bar pretty highly raised on video game tunes for me; I loved the music in this game, and it definitely warrants downloading and listening to. Check out www.larian.com if you want a freebie.

The voice acting is passable but patchy. Some characters are pretty well done (Zandalor the wizard sounds pretty slick, Kroxy the orc has a nice rumbly voice, Janus, the obnoxious new duke has a petulant kid voice), but a lot of characters sound like they were done by the same person, and that same person really had no business doing voice acting. Elves in general all sound pretty gay. The problem is that the voice acting is patchy. There�s no rhyme or reason as to why sometimes you�ll hear the spoken lines, and sometimes you�ll just see the words. I appreciate that it�s not worth making all the proles in the game speak, but if you give a character a voice, be consistent. I shouldn�t complain that much; they didn�t have to bother at all with the voices, but that they did a half-assed job of it makes me pretty sad.

So what about the graphics? Meh. They�re sufficient. Monster models are good but not breathtaking, spell effects are sparkly but not awe inspiring, item icons are kinda ho hum. A sword looks like a sword, whether it�s a rusty two-hander or the legendary Troll slayer Crushbite, which does massive fiery damage and also makes julienne fries. I won�t hold it against them; they had to design so many icons for plates, cups, vegetables, heads in jars and what not that I doubt any one item got attention lavished on it. It doesn�t seem rushed like the voice acting undoubtedly was (as I�d imagine studio time is not cheap), but it�s also not the prettiest thing ever. Whatever.

Major Beef: I�m not terribly upset by this, but as this may be a deal breaker for the rest of you, I need to mention this: There is no multiplayer to this game whatsoever. Not even any announced plans for it. It�s an enjoyable single player romp with a largely linear quest that doesn�t have any real room for expansion. Thus, I expect this game falls off of the radar for many people because of that. Still, as Joe pointed out in his Diablo 2 turnaround, there is no real multiplayer experience in Diablo 2 � there are multiple people playing in the same world, but at no time are you really playing together. Treat this game for what it is, a single character on a single quest.

The only quandary with no multiplayer is that there�s no ability to transfer items from character to character, which is all I ever did in Diablo 2. Fear not, however � there�s always cheating for that, too. Simply start a new character, and copy all the Item and Object files into that new character. Voila, you�ve duped everything you own and everything stored in containers. Getting a nifty suite of items for all occasions gives this game a little replay value it otherwise doesn�t have � good bows are hard to find, so if you plan on making a bow character, dig around for a nice bow with some other character, and transfer it when you get one. The same is true for spell books, rings, amulets, charms, etc, etc.

Cheating. It�s what makes a good game great.

Final Thoughts: I spent more effort detailing the flaws of this game then I did the good, and I did that for a reason � I don�t want you to go into this expecting a perfect gaming experience, and then being bitterly disappointed by some unbalanced skills. This game is flawed, and a lot of the flaws are inexcusable when you contrast them to the bright points of the game. The game is a milestone in game design in that it makes every attempt to allow you to do what you want, yet all the while trying to tell a story. When I play a paper and dice role playing game, this is EXACTLY what I�d expect. The same is true here; you have as much free form as a video game, with finite options and pre-packaged creativity, will allow. The only sour spots is that, despite the fact that you can do just about everything, it�s not always feasible given the limitations of the skills � frustrating, because the game lets you try it, and fail.

If you want to pick up this game, and I strongly encourage it, be prepared to experiment. Save the game before you spend a precious skill point, and test that skill out on a variety of foes. If you�re happy with it, make the most of it. If it sucks early on, it�ll probably always suck, so reload the game and try something else. Most importantly, have fun with it. Treat it like you would a pretty good movie � sure, there might be things you would have done differently, and yeah, they probably could have picked a couple of better actors, but by far and large, it was an okay experience for you.





I don�t want you to go into this expecting a perfect gaming experience, and then being bitterly disappointed by some unbalanced skills. This game is flawed, and a lot of the flaws are inexcusable when you contrast them to the bright points of the game. The game is a milestone in game design in that it makes every attempt to allow you to do what you want, yet all the while trying to tell a story. When I play a paper and dice role playing game, this is EXACTLY what I�d expect. The same is true here; you have as much free form as a video game, with finite options and pre-packaged creativity, will allow.


 

Game Review / Kingdom Hearts (PS2)



Kingdom Hearts is the unexpected offspring of Disney and Squaresoft (the Final Fantasy people.) In fact, for months this was all anybody talked about: the strange mix of the two seemingly disparate companies. Although initial reaction from critics was glowing, many gamers were/are put off by the Disney focus... but you can chalk that up to the usual gamer stereotype of immature teens who require GTA-style bloodletting before they'll get near a game. Lots of Square fans were also confused, since the game includes lots of random Final Fantasy characters in supporting roles.

Me, I'm an unabashed Disney fan. And this is the first game to take the whole Disney oeuvre seriously. This isn't some simple movie-to-game translation, like the recent raft of Lilo & Stitch/Treasure Planet games, nor is it some kind of wacky platformer with a cartoon license. This is an emotional, dramatic, evocative journey through the Disney Universe. I cried. Many times. Regardless of your opinion of Disney's everpresent merchandising and rampant marketing, this game returns the characters to their original form: actors and entertainers.

At the parks and in the cartoons, we've gotten used to the idea that the Disney characters all live together in the Magic Kingdom and put on parades every day at 3pm and 7pm. But that is purely a result of profiteering on the company's part; obviously The Little Mermaid doesn't exist in the same world as Merlin from The Sword in the Stone. And Mickey Mouse can't leave his house and walk over to visit Tarzan. Kingdom Hearts throws aside that "House of Mouse" happy family model and lets each set of characters exist on their terms, just as they did in the films. These separate worlds are at the core of Kingdom Hearts' storyline, and it's just one example of how the game puts an adult, thoughtful veneer on the Disney characters.

Kingdom Hearts is the story of Sora, a young boy from Destiny Islands. But the peaceful life of his world is destroyed by dark monsters called the Heartless... Sora is split up from his friends and falls in with Goofy and Donald Duck, who are searching for the missing King Mickey. Sora soon finds that his world was not the only world in trouble, and the trio must travel to nine Disney worlds (and several new locations) to track down the source of the Heartless and stop them from consuming everything.

You can tell that the design team spent a lot of time integrating themselves into the Disney mindset, because there is a ton of Disney touches to the story. And I don't mean just the characters and settings. It's full of Disney's usual metaphorical touches: the use of keys, the symbology of hearts, magic used to indicate creativity and wonder, and princesses as the emotional center. The whole thing is pure Disney from intro to credits. But despite all that, the plot avoids cliche and ends on a surprising downer.

Kingdom Hearts also handles some video game traditions with a feather touch. Although there is plenty of hacking and slashing, Sora carries a non-violent-looking key instead of a sword. (Goofy's only weapon throughout the entire game is a shield, and Donald carries a magic wand.) The game's monetary unit is "munny," which subtley sidesteps notions of physical wealth and real-world capitalism. I shouldn't need to add that there is no blood, the Heartless tend to fade away when they "die," and every battle is a festival of colored lighting and sparking stars.

Sounds great so far... but Kingdom Hearts has a terribly inauspicious, non-Disney beginning. Your New Game begins with Sora's Dream. It's mainly a standard tutorial level, framed by a nightmare where Sora first encounters the Heartless. I don't mind the introduction to fighting and jumping and pushing; what bothered me was the series of obtuse questions designed to silently alter the speed of the game and the strengths of Sora.

During the dream, Sora battles over beautiful stained glass windows of the Disney Princesses. (This is the only Disney element to be seen for quite a while, until the first Magic Kingdom movie in the next section.) I was pretty disappointed with this beginning, since it seemed like the game was actively avoiding the Disney characters. Also, it is way too early for the kind of drama this level tries to create, with all the overblown cutscenes with anime characters. You end up rushing through it because you just don't care about Sora at this point. You don't know who he is, so the whole thing just seems pretentious.

After the dream, you're forced through a painful item-gathering mission. This level establishes the relationship between Sora and his friends Riku and Kairi. Riku is something of an older brother type; he tends to play up his experience when he beats Sora in mock-combat and tests of athleticism. They have a friendly rivalry. Kairi is the girl they both kinda sorta like. All three wish they could leave the island and see other worlds.

This is still all tutorial, as far as I'm concerned. You don't get any important plot points until the end of it all, when two movies tell how Donald and Goofy leave the Magic Kingdom in search of Mickey, and how a storm breaks over Sora's home - Destiny Islands, ironically - and summons the Heartless. The storm leads you into your second match against Darkside, a gigantic Heartless boss. By this time, you're probably suspecting Darkside is the game's villain, but you'd be wrong...

Then Sora's quest to rejoin his friends coincides with Donald and Goofy's mission to find King Mickey, and the trio set off on the game proper. Unfortunately, the first few Disney worlds are ultimately lousy as well... giving Kingdom Hearts an extremely difficult first few hours. It's easy to feel yourself turning against the game when you enter Alice's Wonderland and find the whole thing a maze of perfectly flat, square rooms with painted textures. You could blame this on the film's visual style of Wonderland, but I'd call that a cop out. The Wonderland of the movie still had a real forest in it, not a box with heavy angular partitions for walls.

Tarzan's Deep Jungle, the second world, also suffers from boxy rooms. You also spend a ridiculous amount of time here chasing objectives from one end of the map to the other. It wouldn't be so bad if Deep Jungle was easier to navigate, but there's this huge, stupid aerial section of swinging vines smack in the middle of everything. You have to manually swing from vine to vine, and if you fall, you end up in the hated Hippo Lagoon and have to work your way back around. The Lagoon - like all bodies of water in Kingdom Hearts - is disgustingly maddening because Sora can't go from water to land except at designated beaching areas.

Thankfully, those two worlds are easily the worst of the lot. Although the most common feature of all the worlds is a giant labyrinth structure, Agrabah (Aladdin), Atlantica (The Little Mermaid), Halloweentown (The Nightmare Before Christmas) and the rest all shine with much more design, plot, and fun. Of special note is the first fight with Jafar. Jafar snatches the lamp from Aladdin and forces Genie to do his bidding. During the entire fight - while you're trying to whack a flying Jafar - Genie will half-heartedly float around the arena attacking you. I know it's tough, but keep your eye on Genie. He will cover his eyes before his attacks and say something like "Sorry about this pal" or "Get out of the way!" It's a perfect example of Kingdom Hearts at its best. However, problems will still surface; Kingdom Hearts has a nasty habit of giving you puzzles that are impossible to solve.

Obviously, there are puzzles that you won't be able to complete until you achieve a certain ability or level... that's fine. But there are several times when you will be stuck in a room with no idea what to do. Again, it would be fine if there was some hidden solution that makes perfect sense once you figure it out, but often there isn't. Instead, your solution is to simply leave the room. That's not an acceptable device in my book. If I'm presented with a challenge, I want to work to solve it with the tools in my hands, not just walk away from it and trigger a cutscene. I suppose that's my big tip for you in Kingdom Hearts: When in doubt, leave the room.

Battling the Heartless is daunting at first. Unlike most RPGs, combat in Kingdom Hearts is real time... almost arcade like. What this means is no more long, drawn-out battles while you take your time perusing your spell list or swapping items around. You have to manipulate your entire menu heirarchy - items, spells, specials, summons - while you're running around attacking (and being attacked.) It requires a lot of fancy finger work.

You'll spend a lot of time running in circles, dealing with a crazy locked-on camera, hoping that Donald and Goofy are distracting the enemies long enough for you to pull a Potion out of your item slots. Often you'll die while the Potion is in mid-animation. Be heartened (hah!) that combat will get easier and much more fun. Once your party levels up - and once you become accustomed to managing 4/5 of your Dual Shock simultaneously - you'll be able to control your combat situations quite a bit better.

One of the talking points of Square RPGs is the summon animations: long, dramatic mini-movies that reveal your party summoning a powerful beast or monster to aide in your fight. Since combat here is real time, you only ever get six total Summons: Simba, Genie, Bambi, Dumbo, Tinker Bell and Mushu. Each Summon has his/her own unique attacks and abilities, and their biggest downfall is that they kick Donald and Goofy out of the fight for a brief time (except Tink.) In the heat of battle, I tended to forget I had them, despite how cool they look. By the end of the game, I found Tinker Bell the most useful, thanks to her auto-healing ability.

The music is phenomenal. Several classic Disney songs are remixed and included as background music for their appropriate levels, but also of note is the recurring Kingdom Hearts theme. Performed vocally by j-pop artist Utada Hikaru, the game makes excellent use of its underlying melancholy refrain to punctuate important points in the story.

The storyline of Kingdom Hearts is magical. Princesses are being kidnapped, worlds are disappearing (one of the many times I felt close to tears was when I was told that Simba's world had already been eliminated by the Heartless. Hakuna Matata indeed!), and friendships are being destroyed. The most complex new character is Riku, your old friend who chooses the wrong path for the most noble of reasons. Although each world more or less follows each movie's plot, there are still plenty of surprises. Square did an excellent job recreating 2D animation in 3D form, as the Disney characters look, act and move exactly as they should. Having many of the original voice talents return also makes each plot point feel like an alternate look at some familiar stories, with you (n�e Sora) at the center. The superb quality of the cutscenes makes the non-cutscene moments all the more disappointing, as the game isn't 100% live audio. There are far too many bits with purely subtitled text.

That aside (and it does seem an awful necessity of video games), the presentation of classic Disney movie characters and moments is flawless. From Genie's boisterous introduction, to the boss fight with an inflated Ursula, to flying around Big Ben with Peter Pan, to some tender moments with Winnie-the-Pooh. And Chernabog! Chernabog! Because these are characters you've known your entire life, there's an amazing emotional involvement here. These aren't stock NPCs that need you to fetch Item X or complete Quest Y. This is the friggin' Beast, and he needs your help to save Belle. Yes, every other Disney game revolves around you mimicking the movie in some fashion, but, thanks to a complex, mature presentation, this is a step into Disney like no other. And a damn fine game.










Gummi Love


It's extremely fashionable to dis the gummi ship segments. Although I will admit that they are a complete left turn into weird, they're not the gamestoppers that some make them out to be. Initially, you need to fly your gummi ship to travel between the worlds, and you're given the option to build your own custom ship using blocks and plane parts you pick up along the way.


Kingdom Hearts would like it if you took the time to master the confusing ship-building menu screens, but it's not necessary at all. In fact, it seems like the designers realized how unnecessary it is, because after a few flights you invariably trigger a warp point that will let you warp from world to world without flying.


So, given that you don't need to insert a high degree of commitment to it, I don't get why everybody hates it. My biggest beef with it is that it's not Disney-inspired at all, flying through subspace in a Fisher Price X-Wing. The Gummi Bears themselves are nowhere to be seen; we're told that former Rescue Rangers Chip and Dale are in charge. There must have been some kind of Disney Afternoon coup behind the scenes.


Now, if you want to, you can really tackle the gummi building process and spend hours perfecting your ship. It is deep enough to create interesting models, once you collect enough gummi blocks, and it is cool to fly your own handmade design. It's just that the interface is weird, and you quickly realize that it's just a minigame that doesn't affect the true game much at all.


Square Pegs


Although early reports indicated that famous Final Fantasy characters would have cameos in Kingdom Hearts, I found them to be much more central than that. I mean, you always have to keep going back and talking to them, they all seem much smarter than naive Sora, and the final worlds sort of revolve around them. That's more than a cameo.


I would have preferred that they weren't there. For one thing, this appearance can't even be considered canon by FF fans, since it's completely outside of the FF games and storylines. For another, every one could have been replaced by an existing Disney character. Instead of having to endure Cid as the gummi shop owner, why not Maurice (Belle's inventor father)? Or Gyro Gearloose? Instead of fighting Squall and Yuffie, how about Robin Hood and Little John?


I suspect that Disney only wanted to grant usage of certain titles and characters, and Square was worried about the perception of an entirely Disney game, so utilizing the various FF casts seemed a reasonable compromise.


 

Game Reviews and Online PS2


I threatened it before, but now I've finally done it. My PS2 is heading online. Weeeeell, this is all still in process. My WET11 and WRT54G are still in the mail, because I want to create a wireless network. I do already have a PS2 Network Adaptor... I'd like to say that Sony just released some amazing must-have online game that spurred me to action, but the simple truth is that my Toys R Us had two in stock (the first time I'd ever seen them available) and I had a TRU gift card bawling like a starved crackbaby in my shirt pocket.

The LinkSys WRT54G isn't the model I had originally picked out... it can transmit both 802.11b (the old standard) and 802.11g (the new standard.) Or, as Apple has branded 802.11g, AirPort EXTREME. Apparantly Apple's marketing people have opened the lid on their wampyr coffins and stepped into 1997.

Although the WRT54G can send in 802.11g, LinkSys doesn't yet have a receiver that can accept 802.11g. Correction, they don't have a receiver that suits my needs. They do have notebook/pc cards, but I need a receiver that can send the signal to any number of ethernet-based users. Including my PS2, GameCube, guests' equipment, and future computer purchases to be named later. So for now, I'll use the WET11, a purely 802.11b unit. When LinkSys makes a 802.11g version, I'll trade up.

I have many pals with PS2s (and cable modems), so I have eagerly set myself up as the proving ground. If it's great, I'll voraciously talk them all into buying the Network Adaptor... we've all tried the PC gaming world and found it terribly lacking. As my memory scans about their living rooms, I suspect they might have an easier time simply stringing ethernet cable... but I will be available to discuss a wireless LAN should that strike a fancy.

And now to the former portion of my conjunctive post title: I reorganized the long format game reviews, which sadly meant that some old ones had to be tossed. Another casualty was the 1 to 10 rating system... although I find number rankings helpful (if a game has a score of 7, I internally translate that as a 70% chance I will enjoy the game), I think that they become awfully obsolete as time goes on. It's ridiculous to think that a 10 game of even two years ago could compare to a 10 game of today. So I decided to let the reviews stand on their own text merits, with no numbers attached.

The good side of all this change is that it is a million times either for my friends to post their own long reviews. (And it's easier for me as well.) Boris has already jumped into my Movable Type-based system with a pair of classic N64 reviews. In addition, you - yes, you - can add comments to the long reviews, so feel invited to mouth off in ASCII form.

 

Game Review / Donkey Kong 64 (N64)



Mascot themed pick-em up ad nauseum, x 5

I'm old school enough to remember when Donkey Kong first arrived in video arcades, and I also remember the first addition of a Kong, that of Donkey Kong Jr. So I've always somewhat resisted Rare's efforts to continuously add new Kongs to the line up; wasn't two of the poorly named apes enough? Every Donkey Kong country has made a habit of adding new and entirely flavorless Kongs to the brood, and every following DKC has more or less ignored the overwhelming family tree to stuff even more monkeys in it. DK64 is no exception to this; you get 3 new Kongs who you'll never hear of again, plus Diddy, Donkey Kong Jr. and Donkey Kong (this time as a wrinkled old hermit who brews potions and insults you).

So you have a cast of 5 characters. This is a platformer game, the same kind of game Rare's been spitting out since Banjo-Kazooie (which is still the superior game), so you'll naturally have the opportunity to troll these 5 primates all around a hub world. Attached to this hub world are going to be non-sequiter "lands" where you have to pick up things and learn new abilities that let you pick up more things. You can probably already predict the worlds, especially if you've played any other platformer. Let's see if you can guess them out of a list:

Natural settings: Grassland, desert, volcano, frozen wastes, swamp, ocean, clouds
Man made settings: Ancient temple, castle, factory, airship, boat


Alright, have you made your picks? Good. The entries in DK64 are: Jungle (grassland, really), ancient temple, factory, ocean, forest (just like a grassland with giant mushrooms), caves. Way to not even nudge the envelope, Rare.

Now, what makes DK64 unique is the sheer number of times you have to repeat each world. Yes, 5 characters means 5 times the suffering PER LEVEL. You see, all 5 primates have their own representative color. Each level has colored bananas , coins, and map pieces that you pick up. Only the right color of primate can pick up their color of item. In addition, each primate has 5 golden bananas (I'll explain that in a second) that they and only they can pick up. There's mercifully a few areas that only one of the apes can get into, so you only need to visit those once. By far and large, you are told where to go by the colored bananas, so you find the nearest change-barrel, which aren't very common, and go back to the same area with that ape to pick up your bananas. Then, you troll around until you see a pad with a character's face on it, go get that character, and stand on the pad to go do something that lets you get a gold banana. And repeat. That, my friends, is the point of every level.

If you like what you hear so far, well� um� go buy the game, I guess. For the rest of you, read on.

The plot: King K. Rool, a tubby gecko with bad eye strain, has made a floating fortress in the shape of his head, and he wants to blow up Donkey Kong Island. He also stole all of Donkey Kong's golden bananas and kidnapped all of his friends (i.e., the other 4 playable characters). He figures that DK Jr. (who's all grown up, and I'll just refer to him as DK), will be so busy getting his bananas and buddies back that he'll never notice the fortress charging up its death ray, just off the coast. Your goal is to find said buddies, get said bananas, and knock the fortress offline.

To do that, you need to collect boss keys, which are hidden in every level, and you need to pick up regular bananas (the annoying colored ones) until you get enough to feed to a pig who wants to outweigh a hippo. Yes, that's right. No, I'm not making this up. It's a weight gaining contest between a pig and a hippo. Imagine, if you will, the designers sitting around coming up with this idea. "Ok, so we want a boss on each level, right? But we don't want the player to just get to the boss right away, they need to pick up some stuff. Ok, what do monkeys like? Bananas, right? So we have them pick up bananas. But we don't want this to be like Mario, and have him just pick up coins he never spends. So we'll have� oh, I know! We'll have them feed the bananas to a pig because a hippo is too fat!"

Does this seem reasonable to anybody else? Because I was flabbergasted the first time I encountered Troph and Scroff (the hippo and pig, but I don't know which is which, nor do I care). Actually, I think you feed the bananas to the hippo, but I don't even care enough to change the previous paragraph. At any rate, the animal you DON'T feed is eventually raised by the teeter-totter the both are standing on, high enough to reach the boss door. The bosses are actually the only clever parts to the game, and I won't spoil them too much, except to say that they repeat two of the bosses. You fight the Armor-Dillo and the Dragon-Fly (who are, respectively, a tank and a dragon, so very clever, Rare) twice. Lazy! Once you finish off the bosses (who are really easy), a giant Kremling that King Rool brought with him stomps around, opening up new areas of the world for you. Yes, that's right, a giant Kremling in a cage stomps with happiness, thus wrecking his boss' plans. I think he was put in the cage for breaking stuff to begin with; if that was the case, why would the king bring him along with his super cool fortress? So that he can break it later in the game, obviously. Try to keep up.

Also, you need to get map pieces, which are given to the toughest Kremlings, who look a bit like Mighty Ducks. Each of these guys has cool colored hair, and guess what? They drop map pieces that are colored like their hair. Now, what do you remember about colors in this game? That's right, only the right colored Kong can pick up their color of stuff. Each level has 5 of these guys, so you need to go through each level with all 5 guys to find their Mighty Duck Kremling and kill him. It doesn't help that these Kremlings like to say "Splat!" a lot. They're also fairly dangerous, but that's like saying "You could choke on that pie, be careful!" Compared to the beavers and grunt Kremlings that exist on every level, they're unholy terrors.

You give these map pieces to a weasel, who helped design the fortress, but I think the King didn't pay him. Or he fired him. Or something. So now the weasel wants to help you defeat the King, and your performance on the Factory level is entirely dependant on the number of map pieces you give him. I.e., once you beat the factory, you need never bother with them again. You then get to square off against King K. Rool and win� well, actually, you just get your bananas back. Not much of a victory, really.

The gameplay: Perhaps I've touched on the boringness of the game once or twice. Perhaps I need to touch on that some more. This game is dull. It literally is an exercise in strolling around, picking up things that are the same color as your monkey, then getting a different monkey and doing that some more. I have learned something very valuable from this game: Never, EVER play another platformer that feels compelled to put in teleporter pads. Teleport pads means that the level was too long to walk around. Normally, that would be an acceptable concession; nobody likes wandering over the same territory over and over again. Unfortunately, Rare has taken this to an unholy extreme, and just made the levels waaaay too big (they repeat the same mistake in Banjo-Twooie). Meaning that there is a LOT of ground you have to cover. 5 times. Did I mention that already? You need to play each level 5 times. The monkeys have different abilities that let them get to different areas, but the main gist of it is that they all do the same thing � they walk. A lot.

Lets spend a minute on your monkey pals. There's DK, who's big and tough, but not as strong as one of the other Kongs. There's Diddy, who's a chimpanzee; I'm not sure exactly who he's related to, but I suggest that the zookeeper keep a lot closer eye on what the primates are doing when they're not on exhibit. The three Kongs you'll never, ever hear from again are Tiny (who I guess is a chimp too; she doesn't seem like a spider monkey), Lanky (an Orangutan, and generally the most fun to play), and Chunky, who's a big doofus gorilla. Each of your apes get different abilities (that's what you spend the coins on), but in general, they're more or less the same thing, except for running speed, jump length, fighting reach, and their special ability. Diddy, who has the fastest running speed, has a pitiful jump length, puny fighting reach, and really nothing to redeem him; I hated playing Diddy. Chunky also has a pitiful jump, a fairly unimpressive fighting reach, he's ponderously slow, and his special abilities only ever come in useful about twice. But at least he's amusing. The other three are ok, and you'll probably run around as Tiny or Lanky, because they typically can cover the most ground and have the easiest time with bad guys.

The special abilities simply let you get to golden bananas. When you get to special pads with your ape's face on it (meaning that you know a banana is near), you can do your special thing. Lanky can inflate himself or speedwalk on his hands, Chunky turns invisible or gets really huge (no, I don' t know why he can turn invisible), Diddy can fly, and I think do a super jump is his other ability, Tiny can, obviously, shrink, and Donkey can turn invincible or shoot up in the air to enter a barrel. Some of these moves require golden coconuts, but those are plentiful enough that they're never a bother to have enough of. Essentially, since you can only do these moves when the game lets you, it makes them no fun at all to have; you collect coins to pay Cranky Kong (the original DK) to give you an ability that lets you go back to each level and get to one of the golden bananas. Hooray.

Now, I should mention the golden bananas. Sometimes they're more or less in plain sight, and you just need to do some insulting task (fly through something, jump up to get something, shoot something) to get at them. Fine. However, to compensate for poor level design and the sheer number (25!) of golden bananas per level, Rare decided to cop out. Not all the bananas are accessible, generally half of them are hidden in mini games. Meaning that you have to fly through something, jump up on something or shoot something to get access to� a mini game. I guess people like mini games. Mario Party has made a very successful franchise off of nothing but mini games. And that's fine, in a setting where you expect mini games. Here, however, it's a cheap cop out, particularly when you find out how lame the mini games are.

The games aren't randomized, but they change each time you encounter them, so the version of the game you played in the jungle stage is different than the one you'll play in the castle stage. However, they're the same game. Two of them are firing games, one, you fire melons at snakes juggling turtles, the other, you shoot at a Kremling and not at the other 5 Kongs. These are both easy and stupid. Two of them are adventure games, one, you have to dodge Kremlings with flashlights in a dark hall and get to the finish, the other, you swing from vine to vine. Donkey Kong alone gets a game where you fire out of cannons that swing back and forth, and fly into other cannons which do the same. That's really boring. Lastly, you get to play Beaver Bother. Beaver Bother gets its own paragraph.

Beavers are apparently the defacto enemy of primates. I'm sure, somewhere in our own evolution, primative Homo habilis struggled against the saber-toothed beavers, hiding in caves until the giant flat tailed rodents returned to their wooden lodges. The designers used beavers whenever possible, which is a real pity, because they're incredibly simple to kill, have no real charm (their only attack consists of them running after you for a short while until they give up and go back to their spawn point), and serve no part of a game dedicated to Kremlings. To be fair, Mario kills his fair share of things that aren't turtles and evil mushrooms. But at least Boos, Thwomps and the like have some character. So enamored was Rare of the beaver scourge, that they dedicated the most annoying mini game to hurting them. Beaver Bother is a circular stage with a well in the middle, and you take the role of some form of Kremling dog, who snaps at the beavers. When you bite a beaver, it runs away from you. Your job is to herd the beavers into the well. Except the beavers also don't want to go into the well, meaning that you spend a lot of time chasing beavers and biting them until you eventually stampede it into the well. This requires you to work very closely to the edge of the well. If you fall in, you lose the mini game, and have to start over. If you fail to get all the beavers in the hole before time runs out, you lose the mini game. You can repeat each mini game as often as you like, but you won't like to repeat Beaver Bother. There were several times in the game that I just gave up on a banana because of Beaver Bother.

The only other "games" are the typical fare of races, battles, and mine cart rides. Most platformers have these, and I won't fault their tried and true nature. However, in a struggle against evil, do you REALLY want to dally with some well meaning aardvark, brine shrimp, apple maggot, tapeworm, plague-infested rat, bloated tick, and burrowing five-toed yak who wants to race? Why is it that platformers are compelled to throw in some well-meaning random animal who has nothing better to do than to hoard the thing you have to collect and only give it to you when you beat them? Mario had to race a Koopa, Banjo had to race a polar bear, the Kongs race all sorts of creatures, just to get their damn stuff back. I wish there would be an option. "Please, kind [insert animal name here], I am on an important mission to save the [insert world name here] from the evil [main bad guy]. I realize your heart was set on this race, but I promise you, once [main bad guy] is defeated and [world] is safe, I will come back and race you, if you'll just give me [the important thing]." If only these mascots would try reason over brute stupidity, the [world] would be a happier [genre].

You also get to turn into a rhino, a sword fish, and I think that's about it, and kill and break stuff for a prize (surprise! It's a banana!), and Diddy Kong gets to ride in a mine cart and collect coins, which, if he gets enough, he gets a prize (oh boy! A banana! Who knew?!). These are generally fun, but they're so rare compared to mini games, you won't really care when you get one.

I'm purposely leaving out two more factors of the game, musical instruments and guns. The only reason either exist is to add two more things to collect (music energy and ammo), let you do more stupid puzzles (go to a music pad and play, or shoot switches), and let you spend coins (on instruments and weapon upgrades). There are two Kongs who sell you this crap, and clearly they're more interested in lining their own pockets in a time of crisis than they are with helping save their precious island. "Hey, news flash; if King Rool kills us and blows up the island, you're out of business, sucker. And we're your ONLY customers. Why not just hand over the crap, and nobody gets hurt, ok?"

Lastly, I'd like to detail the sheer amount of garbage you have to pick up in this game:
Colored bananas: To feed to the pig. Or the hippo. I forgot.
Banana medals. You get one for collecting all the colored bananas. They unlock something lame.
Map pieces: To give to the weasel. He gives you a golden banana for it.
Colored coins: To buy special moves, music power ups, and weapon upgrades.
Battle crowns: To unlock something lame.
Nintendo coin: To unlock an INCORRECT port of Donkey Kong (they goofed up the level order).
Rare coin: To unlock a port of some ancient rocket game.
Boss keys: To unlock the big dumb Kremling's cage. He opens up new areas.
Ammo: To reload your guns.
Oranges: They're grenades. You'll probably never bother to use them.
Crystal coconuts: To power your special moves.
Film canisters: To take pictures of banana fairies. Don't ask.
Golden bananas: To open up all the levels until you can beat the game.

Barring special items which are only there to unlock junky optional features, you still have to pick up a load of crap in this game. Note to Rare: This isn't fun.

The aesthetics: The graphics are very nice and bright; hell, they made you buy the memory expansion pak just to play the game (Majora's Mask and Turok 2 were the only other games I even know of that required the pak). Things do pop up, but by far and large, the graphics work out well enough. It's a cartoony platformer, so you don't really expect realism, which is fine, because you don't get any.
The sound is where the game really takes a beating. The level music is both generic and annoying; there's no real sense of orchestration in it, and there's nothing to listen to besides the awful midi-synth music. Your characters largely just grunt when you tell them to jump or fight, and no character in the entire game can talk. You just get annoying word bubbles floating on the bottom of the screen. If not for the "Monster is respawning" whoosh warning, there would be no reason to even have the speakers turned on.

That the music is so atrocious and that no characters can even talk is a real let down, particularly when Banjo-Kazooie had excellent music and hilarious use of limited sound memory. I won't go into great detail about this here; suffice to say that the main game theme music was catchy, and they made excellent use of it near levels � it would slowly morph into a hybrid of the level music and the main game theme. DK 64 tries to do the same effect, but flops miserably because the level music is obnoxious and the main game theme is forgettable. As well, B-K gave each character a couple of sound effects, and repeated them at various pitches to effect "speech" � none of the characters could talk, but hearing Gruntilda rhyme her insults like "heh herrrh hennh, herrrh hrrrr heh!" was worth a good chuckle every time she did it. At least to me, I'm easily amused.

The only characters that can talk is an annoying parrot (who only squawks, and generally fills up your screen with "Hey! I found a banana, and you can have it!") and King K. Rool, who only says "Rahhh!" and "Thank you!" You don't get to hear that, really, until the boss fight (oh, spoiler, by the way, you fight King K. Rool as the final boss. Duh.) However, the sound effect is so horrible that it sounds like "Fuck you!" and not what it's supposed to be. Strangely, I think it works better that way.

Lest I forget, I need to mention the Monkey Rap. When you first play DK 64 (not generally recommended), let the Monkey Rap play all the way through. It's awful, and it's your first slice of hell. That it resurfaced in Super Smash Melee was a bizarre nod to the game, but they remixed it so you couldn't understand it very clearly, and for that, I'm grateful.

Final thoughts: Avoid. Even if you love platformers and love Donkey Kong, avoid. This is an exceptionally tedious entry into the "Me too!" category of platformers, and really soured me on the genre in general. You spend so much time on each level that you'll absolutely hate it by the time you're done, and I can't imagine why you'd ever bother to replay the game. I haven't, and I've owned the game for years. The levels are too big to effectively memorize, the only real challenge is getting your ape to where it needs to go, and you have to get so many new abilities from so many of the later levels that you forget where those areas where by the time you get the ability to go there. It is, however, too long of a game to rent, so unless you're keen on late fees, you'll need to buy the game in order to beat it. Clever of Rare, I suppose, but that shouldn't be the motivating reason as to why the game needs to be 30-40 hours long.

Incidently, I learned that if you take Lanky, the orangutan with long arms, up to the lock character guarding each level entrance, and punch through him, you can access the level without having enough Golden Bananas. Now that's quality control for you. It also means you could rent the game and breeze through it without wasting time on Golden Bananas... but I'd still argue that was a waste of time, money, electricity, your lifespan...





Perhaps I've touched on the boringness of the game once or twice. Perhaps I need to touch on that some more. This game is dull. It literally is an exercise in strolling around, picking up things that are the same color as your monkey, then getting a different monkey and doing that some more.


 

Game Review / Banjo-Kazooie (N64)



Rare makes a fun 3D platformer. Cookie cutters soon to follow.

Banjo-Kazooie came out after Mario 64, and was the only other platformer at the time for the N64. Banjo, the honey bear, made his debut in Rare's somewhat lackluster Diddy Kong Racing, and he's teamed up with a red bird (a breegull) named Kazooie, who lives in his sporty blue backpack. Banjo and Kazooie together work very nicely as a platformer mascot, and have enough novelty in their moves that they didn't seem like Mario clones (even though, yes, they are Mario clones). That, plus the general humor of the game, made Banjo-Kazooie my favorite platformer.

Despite a sequel and a handful of other Rare platformers, Banjo-Kazooie is probably their strongest outing, which is a real pity, because you would expect their later efforts to be better, not worse. Unfortunately, Rare took the wrong lessons from Banjo-Kazooie � the game is short (fun, but you can complete it in an afternoon once you know what you're doing), and the moves are sufficient but not entirely varied, so they made overly bloated games with far too many useless moves in them after this point. I've not played Conker's Bad Fur Day, but their other games were far less enjoyable than Banjo-Kazooie. If you want to start with a good platformer, start here, and don't pick up Rare's later titles.

The plot: The game's opening intro explains it well enough: Gruntilda, an ugly fat witch, is doing the whole "Mirror, Mirror" thing into her cauldron. The cauldron reports that she's the fairest of them all, except for this little girl bear named Tooty. Grunty, quite peeved that her previously reported beauty has been outmatched by a new face, immediately sets out to kidnap the innocent bear. Meanwhile, Tooty is paying a visit to her big brother, Banjo, who is sleeping in bed while Gruntilda kidnaps her. Goggles the mole, who essentially serves as your new move trainer, sees the whole thing, and once Kazooie wakes Banjo up, lets you know what has transpired. Hence, you go to Gruntilda's lair, go through the different "lands," open up more of her lair until you can confront her. Should you fail (or quit the game, you get this ending either way), she transfers Tooty's beauty with her ugly, and becomes some sort of leather-clad witch hottie, and Tooty turns into a grotesque monster.

It's simple and it works. Banjo is a generally nice guy� bear, but Kazooie's a smart-ass, and she generally makes your interactions with the supporting cast a lot more fun (although not easier; she gets you into a fight early in the game). Each of the lands are, much like Mario's use of picture-worlds, opened up by completing a jigsaw puzzle of a representative scene within that world. Once you collect enough jiggies, you complete the puzzle and can enter the world. It's really the same thing you did in Mario 64, but with a little more class than just holding up a spinning star at a door. Essentially, if you liked Mario 64, you'll like this one, perhaps a little more because Banjo and Kazooie have personality that Mario otherwise lacks.

The gameplay: Banjo and Kazooie start off not knowing very many of their moves, so you go through a training "garden" learning them. Along the way, each new item you pick up explains what it does, so you really don't even need to open the manual to get the hang of the game. It's one of the best training grounds in my experience, and it's a strong point of Banjo-Kazooie. Once you've learned the basics, Goggles will let you into Grunty's lair, and he exists in most of the levels, able to teach you a new move as soon as you encounter his molehill.

Banjo and Kazooie control very nicely, and they have a serviceable set of moves. Banjo can punch, Kazooie can peck, they have a crouch-lunge, a crouch-jump, a double jump, and the ever popular butt stomp. Given this variety, I'm surprised that the two weren't included in Super Smash Brothers; they would translate very nicely to a fighting game. You eventually learn how to shoot eggs, fly, become invincible, and use different shoes, which are more or less equivalent to the different caps in Mario 64. All of the later moves require you to pick up items, which again, is the first of a downward spiral that Rare took. Here, however, the items aren't so bad, and with only three types of "ammo" type items, it's not an obnoxious pick-em-up fest.

The different lairs are fun, if not a little predictable. There's a grassland level, a desert level, a swamp level, an ice level, all standard fare in platformers, and I won't fault B-K for using them. There's also a few more novel ones, including a haunted mansion, a shipping harbor, an odd toxic waste disposal sewer and a forest which goes through all four seasons and changes over time. Each of the levels have 10 jiggies, 100 notes, and 5 jinjoes you have to collect. The jiggies are obviously the focus of the game, since you need them to unlock other lands, and so they bear some explanation.

You typically get a jiggy for learning a new move; once you learn how to do something, there's often a very simple puzzle near by that you get a jiggy for. An example is when you first learn how to do the beak-lunge while flying, there's a snowman in the stage with three, jolly, candy-like buttons on his torso. Spear the buttons with your beak, and a jiggy pops out from between his legs. Other jiggies are guarded by monsters, who you have to kill, or held by other characters in the lands, for which you have to do various tasks. In fact, that's actually sort of the fun of the game; the little tasks they have you do are often pretty fun, and not as obnoxious as they could have been. In the same stage as the snowman, as you're wandering around, you find a giant Christmas tree, with a pathway on it. At the end of the pathway is a box, which is rattling and bumping. When you approach the box, a sentient light bulb pops out, identifies itself as a Twinkly, and asks you to help them get to the tree. As it walks along the path, however, a monster sticks its head out of the obvious holes in the path and gobbles it up. You have to stomp on their heads and knock them back into their holes while 10 of the Twinklies make it safely down the path. Or, you can just hang around and watch them die, but you won't get a jiggy for that.

In addition to the task and monster related jiggies, there's also jiggies you get for stepping on Witch Switches, which open up a jiggy-containing area in the main hub world. Also, there's the jinjoes, cute little colored guys who exist, usually in remote corners of the level, and once you find all 5, they give you a jiggy. They figure rather prominently in the ending of the game, but I won't spoil it.

Lest you think you get away with just finding jiggies, you also need to find music notes. In addition to the puzzles, there are areas of Grunty's lair that are blocked by Note Doors, and you have to have a combined note total from all the levels you've visited higher than the value on the door. Sadly, the game does not memorize when you've picked up any given note, so if you die on the level or leave the stage, you get that amount as your high total for that level, and all the notes respawn. You don't need 100 on each level, but you do need the vast majority (I think you need a minimum of 80, and that would make the final boss fight with Grunty very difficult indeed) to continue the game.

On several of the levels is a shaman who lives in a skull named Mumbo-Jumbo. He's amusing, and when you give him enough skull tokens, he'll transform you into a monster specific to that stage. Most of the forms are downright insulting (in the haunted level, you get turned into a pumpkin, which has no special abilities other than being small enough to fit into holes, including a toilet!), but you need to do this in order to get at least one jiggy.

You get a good sense of Grunty's personality from her own lair, and I think it makes her a charming, if incompetant, villainess. Her spellbook, Cheato, is hiding in very remote portions of her lair, and if you can find him, he'll give you a code for holding double your supply of eggs or feathers, items which you use in some of your moves. Brentilda, Gruntilda's good sister, is also hanging around in the lair, and she'll tell you some randomly generated secrets about Grunty's embarassing personal habits. At first, these seem irrelevant, but trust me, you'll want to write them down, because Grunty's lair has a very cool surprise waiting for you once you've gotten to all of the stages: A game show about the game!

Rare completely bastardized this concept in the sequel, and it made me really sad, because Grunty's Furnace Fun was such an amusing concept in B-K. Essentially, it's a game show, emceed by everybody's favorite witch, and if you win (i.e., survive), you win Tooty back. It's a required part of the game, and it does force you to pay some attention to the scenery around you, so it's unlikely you'll do very well your first time on it. As I hinted, some of the questions are about Grunty, and the only way you'll know the answer is if you talk to Brentilda in enough locations of the lair. Once you defeat Grunty here, you need only track her down a few more rooms, and you get to fight her in a final fight � very nicely done, and it requires you to use all of your skills.

Boss fights in general are uncommon in the game, and pretty simple. You fight a giant hermit crab on the beach, a pack of frogs in the swamp, a pack of bees in the forest, etc. etc. None of them are particularly threatening once you know your moves, and you sort of breeze right through them after a while. It's an element that Rare did improve upon in their later games.

The aesthetics: Graphics-wise, the N64 was hardly being pushed to its limits. There wasn't any pop up of far-off objects, but the rather poor textures looked pretty cheap on closer inspection, and a lot of objects were low polygon numbers. The items you pick up were animated sprites, so it didn't matter which direction you faced them with, they were always in full view. That said, it doesn't detract from the game very much, but the graphics were really just "sufficient." They did what they needed to do, but no level really stood out as a real stunner. Mario 64 was superior in its graphics, but Mario was the first game out for a new system; it NEEDED to be impressive looking in order to wow people. Less so for B-K.

The sound is where B-K really shone, and it�s the best use of midi I think I've ever heard. Each of the levels have their own sound track, as you'd expect, but they also have their own "voice" � the desert world has a sort of bombastic Indiana Jones trumpet theme interlaced with a whiny voiced snake charmer flute, the haunted manor has a creepy pipe organ and xylophone riff. The richness of the instrument bank really pans out as you approach the entry point to the levels from the main world hub � Grunty's theme, which plays continuously throughout her lair, has a more or less mellow sound to it, but the closer you get to a level hub, the more that level's musical "voice" takes over. The result is a hybrid of the Grunty theme and the instruments that play that level's music � the pipe organ version near the haunted manor, the snake flute near the desert. It works incredibly well, and turns an otherwise forgettable tune into a catchy symphony. I still pause a little near the warp point to the game show zone to hear the cheesy game-show version of the Grunty theme.

None of the characters speak per se, but all the characters, and I mean ALL of them (including the pick-up sprites "talk" when you first pick up one of their type) have their own voice. Each character has three or four sound effects, that play randomly and in random pitches and speeds, whenever they're speaking. Banjo has sort of a "Hyuk" sound, Kazooie a muted squawk. Gruntilda's voice is sort of a scrawly "Hehhh!" sound, and it works very well to lighten up the mood of the game. The real stand out, of course, would be Loggo the Toilet, who speaks in a symphony of farts. Characters don't need to be speaking to make noise, monsters make plenty of growls and snarls when they're attacking, a few of the characters whine and sob when they're in need of some kindly bear and bird to do a task for them. The effect is comedic, and it gave the game a lot of character it would have lacked without the lavish attention to funny voices. Kudos to the design staff who figured a way to hide the limitations of sound storage on the cartridge.

The final nod to aesthetics, and again part of the charm of the lead villain, is Grunty's insults. Whenever you're in the hub world, Gruntilda's head will occasionally pop up on the bottom of the screen in a speaking bubble, and croon out (again, in her hehhh-herrrrh-hraaaa voice) a rhyming insult to Banjo or Kazooie. None of the insults are particularly offensive (at her worst, she says, "That rotten pile of feathers you've brung, useless like a heap of dung!"), and a few of them are more or less mocking herself as much as the pair of heroes ("When I become thin once more, burgers, hot dogs and chips galore!"). The inclusion of her snide remarks do keep you reminded that yes, Gruntilda is watching you and she's out to make your life miserable. It's a very clever device and it gives an otherwise unknown villain a running start on becoming memorable. When was the last time Bowser ever called up Mario just to say, "Hey, Linguini breath, you'd probably jump a whole lot higher if you laid off the rigatoni!"? Of course, Bowser doesn't need to, we know who he is. But when you're trying to carve a niche with new characters, it never hurts to make them charming.

Final thoughts: It's a charming game, and one of the strongest on the N64, even despite its simplicity. Later platformers build on what was done here, and, I'm sad to say, fail to live up to what was started. Even more disappointingly, the sequel to this game, Banjo-Twooie, is not nearly as much fun as the original (and Grunty loses all of her charm). It's a good example of the idea of "Always leave 'em wanting more," and if you pick this platformer up and none other, you will most likely be wanting more based on the strengths of this game.





When was the last time Bowser ever called up Mario just to say, "Hey, Linguini breath, you'd probably jump a whole lot higher if you laid off the rigatoni!"? Of course, Bowser doesn't need to, we know who he is. But when you're trying to carve a niche with new characters, it never hurts to make them charming.


 

Animal Crossing Log Entry 16


RhondaCat completed her Classic furniture series a few weeks ago, sending her HRA score into the 120,000s. I've been missing one piece to my Exotic set, the Exotic Bureau... but counting all my NES games and my complete Nintendo Set, my score is around 90,000. Well, that Exotic Bureau finally turned up, in RhondaCat's town. But she was nice enough to bring it over (dragging along Rio and kicking out Maple in the process. Poor Maple, I never really got to know her...)

It just so happened that Katrina the medium was in my town that night, and RhondaCat popped in for a 50 bell reading. She got the $$$ fortune, and spent the next hour shaking down all of my trees for hidden 1,000 bell bags. RhondaCat entered my town with 5,000 bells and left with 94,000. One quick memory card swap later, I was standing in Katrina's tent getting bamboozled by her fake muttering and moaning.

I received the dreaded Tripping Curse. I mean, I can't really complain, because Katrina is a complete charlatan. And at the end of the day, I'm completing my Exotic set regardless. The funny thing is that tripping in the winter leaves a hypercephalic faceplant imprint in the snow. (By the way, that's my new favoritie outfit: the Tin Shirt.)

With a complete Exotic furniture series, my score jumped to over 160,000. That includes a top floor with the complete Harvest series (still lingering about from the Harvest Festival), the Cactus set and random Igloo, Island and Gulliver items.

 

I'll take one in Jet Black, please.


Screw you, all you Afterburner modding morons. The lighted GBA is coming.

Nintendo's GBA upgrade (GBA SP) looks more like the original/pocket/color design, interestingly. When it's unfolded, that is. Folded, it's a three inch square... which strikes me as very small to hold. In fact, to test my grip, I just assembled a block of post-its and pretended to hit an imaginary d-pad and shoulder buttons. I'm not entirely sure I like the size, but then I have yet to hold a real one. One of the nice features of the horizontal GBA layout is that your hands get spaced apart roughly as they do when holding a regular console controller, so it's a natural feel when you play it.

The key addition is the lit LCD screen. That's obviously a huge bonus, because it removes the mental weight of having to prepare your GBA playing space by sitting under a lamp, in a room with even flourescent lighting, or outside in a treeless pasture at high noon. The changeover to a rechargeable battery pack positions the SP as a higher-end device, to my mind. Although carrying around an AC charger on long trips is less convenient then just an extra 4 pack of AAs.

Word is they're not going to make this the new defacto GBA; you'll still be able to buy the original edition (probably even cheaper now.) And there is no hardware change at all... which may seem disappointing, but it's better than Nintendo having to release separate "Only for GBA SP" games. Doesn't look like the SP is e-Reader compatible either, with that front-loading cartridge slot. (UPDATE: The e-Reader is 100% compatible. With the e-Reader inserted into the cartridge slot, the male link port plug just lips over the bottom part of the SP.)

Seeing as I have every other iteration of the Game Boy, the SP will most likely be in my cramped, oversized hands on launch day (March 23.)

 

Media Attention: Vaguely Interesting


I'm having trouble concentrating today, because all I really want to do is be at home playing Vice City. The last couple of weeks have been something of a Vice City rebirth for me. At first I was completely unimpressed - it just felt like a game I've already played - but now that I've dug deep into the mission structure, advanced the plot along, and purchased tons of property, I'm really into it. It also helps that Mike and I are in a sort of informal Vice City race, as we unlock new features and help each other along. I found the Keepie-Uppy Beach Ball first, so I think I'm ahead.

I still say the cops are too aggressive on the 2-star wanted level. Especially since you can always just drive off a 1-star. The all-out assault they launch on 2 just forces you to quickly locate one of the bribe pickups. I guess that adds a realistic thought process to the game, since you have to plan your criminal activities so as to attract the least amount of attention from the law.

And then there's the Instant Death whenever you hit water. GTA4 really needs a swim function.

Speaking of future GTA games, I was mulling over the potential of an online version. First of all, it can't be massively multiplayer; that would degrade too easily. I'd like to see it team-based, like PSO. You and three fellow players form a gang and tackle the missions together. And there's got to be voice chat... but get this, you can only voice chat when you're on the same screen with your pals (and your avatar's mouth moves when you talk!) So when you split up, no more live voice chat... unless everybody has a cell phone in their inventory.

Found an interesting article today (through ludology.org) about the lack of scholarly language with which to discuss games. I'm a sucker for these sorts of articles, although I imagine you may not be, so here's some choice quotes:

This leads to a dangerous cycle of me-tooism and product stagnation. The press has no language to discuss the creative aspect of game development, so it settles for discussing technology features. Gamers consume the press and buy what it tells them is good. Publishers assume that this is what the gaming community wants and in turn pressure studios to produce more of it. The result is creative stagnation and genre gridlock that produces the yearly floods of follow-the-leader titles in the form of real-time strategy after real-time strategy, shooter after shooter, survival horror after survival horror, while creatively ingenious offerings like Thief, Project Eden, Ico, Planescape Torment, Alice, and Dungeon Keeper, if lacking in blockbuster technology, are ignored by the press and therefore the gamers.

The problem is self-propagating. Gamers who consume a technology-fetishist press may fail to recognize the benefits of a critical vocabulary associated with creative game development. Therefore, technology is seen as the “more important” aspect of game development. In truth, technology and creative are equal and inseparable aspects of development. The game as an entity cannot exist without both; remove the technology and the game becomes a novel. Remove the creativity and the game becomes a spreadsheet.

And this one...

New media are rarely accepted as mainstream immediately – two recent examples include comic books and rock ’n roll music. Both began as fringe entertainment and, as they increased in popularity, were subjected to correspondingly increased vilification by outsiders. Opponents saw the media as a threat to their sensibilities or, on occasion, their livelihoods. In the case of the examples above, the challenges from the outside largely took the form of claims that comics and rock music were subliminally harming young people.

Gaming has this problem as well; many of its detractors claim without any compelling evidence that violent acts can be inspired by electronic gaming. In some cases, opponents of the medium can point to actual instances of violence that appear to have a connection to gaming: witness remarks made by Eric Harris and Dylan Klebold prior to the Columbine incident – a taped conversation between the two stated that the shootings would be “just like DOOM,” indicating, apparently, that DOOM was responsible for it all. In other cases, gaming is blamed without any evidence to back up the accusation – law enforcement and right-wingniks alike suggested that video gaming was at the core of the recent Washington, D.C. sniper killings simply because some games call invincibility “God” mode and the sniper wrote “I am God” on a tarot card. The fact that the snipers, now in custody, had apparently gone on their spree without any Max Payne-fueled animosity toward the world inexplicably never made it into the press.

Indeed! Although comic books still aren't quite as accepted as the article suggests. When was the last time you read a comic book? I do love the finger pointing at the media here... it's just too easy for reviewers and reporters to skim the surface of gaming issues. There's basically two video game stories they tell. Either Game X is terrible and damaging because it has violent content, or Console X is making/losing money. They only ever take the cheap moral stand or the boring business report (usually around Christmastime.)

To revert to the comics metaphor again, it's like whenever the media reports on comics, they have to use the old BAM, POW, BOOM sound effects. I'll never forgive that fucking Batman TV show for creating that monster. Articles like that are a sign of change, however. No one was writing about the scholarly aspects of video games ten years ago.

 

Well, what else do I have to talk about?


Let's get one thing straight. According to Joe, I don't meet the definition of "gamer." I mostly play FPS games like SOFII, Jedi Knight II and Urban Terror. I do enjoy Warcraft III but I can't stand playing against other humans because of lame rush-n-win tactics (although multiple humans versus the computer is fine). Also, I own a Mac, which means very few games for my platform of choice. So what the hell else am I going to write about, except interesting Macintosh tidbits?

Today's tidbit: iPhoto, an OSX-only piece of free Apple software that allows you to store and organize any type of still picture or graphic - digital camera files, scans, Photoshop artwork - and organize them in lots of different ways. iPhoto also allows you to publish your pictures to the internet as albums and even order Kodak-printed prints and books. My wife and I recently utilized iPhoto to do the following after our wedding:

1. Import digital camera photos.
2. Import scanned photos (cleaned the blemishes in Photoshop)
3. Import photos from Kodak picture CDs.
4. Organize them into various albums (Rehersal Dinner, Ceremony, Etc) and publish them to the internet. Once organized, getting them on the internet was about 3 mouse clicks.
5. Order 100 4"x6" prints. They are printed on Kodak paper and look great.
6. Order a custom book with 10 pages of prints (with up to 3 pictures on each page). It looks really nice - the quality isn't as high as the Kodak prints, but for a custom-made book that took 20 minutes to assemble the quality is fantastic.

All of it happened with no problems at all. No crashes. No swearing. The only annoyance was waiting for the uploads to happen (I'm on DSL, but it's capped at 20k/sec upload).

Final thought: It's nice to see an elegent piece of software that actually exceeds the marketing hype. The fact that it's Apple-Only is a mixed blessing - Mac OS X users get the benefits but PC users miss out on yet another reason to seriously consider fitting a Mac into their lives.

That's enough out of me.

 

I added a drop shadow.


Observant users may notice a slight graphical change in the fourhman.com header. I fixed a sizing problem that has lurked around since this site's debut. And I added a drop shadow to the upper menu bar. All this work came about because I'm trying to integrate the entire video game review system into Movable Type... and it's a mess of special tags and templating to make that happen. So when I sat down to start Task A, I naturally ended up doing Task B so the header graphics would line up. I always seem to do that. It's some kind of motivation-direction problem.

Here's an internet question: When (and why) did everybody decide to create a portal site? I'm guessing this is a relic of the days when Yahoo's stock was 250+ and everybody thought they could get rich by creating portals.

Man #1: "Our business needs to get online. Stevens, tell me who's successful right now, and we'll do whatever they're doing."
Man # 2 (thinking): "Well, Yahoo's stock is somewhere around one million. And Pets.com has a funny sock dog commercial during the Super Bowl."
Man #1 (chastising): "We're not into puppets, Stevens. We're a serious brick-and-mortar business that needs some way to drive the entire population of internet users into our location. What's Yahoo do that makes them so great?"
Man #2: "They're a portal, sir. All they do is list websites so users can search them and find what they're interested in. Or at least find a 45% match."
Man #1 (confidently): "Then that's what we do, Stevens. Start working on that list of websites right away. And give extra shares to all our employees instead of raises. They'll be thanking me later."

If you look at that Yahoo search for "stocdred's dredpage," you'll see tons of listings of portal sites, most still linking to me at the old non-functioning AOL URL. And every one has the exact same description for DredPage, which is something I entered into Yahoo over five years ago. So if you're here looking for Duke Nukem maps and OverPower decks, you're in the right place! Welcome to 1997.

PS: Happy eleventy-first birthday, professor.

 

Same as it ever was.


[LIVE FROM DELAWARE] We're enjoying New Year's at Chad & Dana's... Mainly passing the party with a ton of games. 8 person Apples to Apples. SSX Tricky. Beach Spikers. NHL 2001. Lord of the Fries. And perennial favorite Trivial Pursuit, where my team's first question was completely incorrect.

It went something like "What's the first video game console, launched in 2001, to feature a built in hard drive and broadband connection?" The answer is, of course, the Xbox, but the card said Nintendo GameCube. As proof, I pointed to the little black box that had so recently finished many 4P games of Virtua Beach Volleyball. No hard drive there, my friends! Someone needs to write the Trivial People a letter. They also had a misleading question about a Navy stealth ship named in 2000 after a PlayStation game. The answer is Street Fighter, which, although there have been many versions of Street Fighter on the PSX, I wouldn't consider it a PlayStation game.

The party group was nice enough tonight to indulge my Animal Crossing commitment, and let me play to see the big New Year's festivities. Although, thanks to all the plugging and unplugging, my Cube's clock is now 15 minutes slow, so we were able to watch the Dick Clark version as well as the AC countdown. Tortimer gave out a stupid party noisemaker that you can't use outside, which completely sucks. I did like the fireworks though. But as soon as we get home, I'm fixing that clock.

OK, the party is officially in wind-down mode. Rhon is already nearly asleep on a borrowed air mattress, listening to Enya through the iPod. I'm joining her. Have a lousy new year, gentle reader.

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This page is an archive of entries from January 2003 listed from newest to oldest.

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