<?xml version="1.0" encoding="UTF-8"?>
<!--Generated by Squarespace Site Server v5.11.81 (http://www.squarespace.com/) on Sun, 27 May 2012 23:07:48 GMT--><feed xmlns="http://www.w3.org/2005/Atom" xmlns:dc="http://purl.org/dc/elements/1.1/"><title>SCROLL - The Journal of Video Game Appreciation</title><subtitle>Blog</subtitle><id>http://scroll.vg/blog/</id><link rel="alternate" type="application/xhtml+xml" href="http://scroll.vg/blog/"/><link rel="self" type="application/atom+xml" href="http://scroll.vg/blog/atom.xml"/><updated>2012-05-22T22:26:48Z</updated><generator uri="http://www.squarespace.com/" version="Squarespace Site Server v5.11.81 (http://www.squarespace.com/)">Squarespace</generator><entry><title>MagCloud iPad App Update</title><category term="news"/><id>http://scroll.vg/blog/magcloud-ipad-app-update.html</id><link rel="alternate" type="text/html" href="http://scroll.vg/blog/magcloud-ipad-app-update.html"/><author><name>Ray Barnholt</name></author><published>2012-05-03T18:49:47Z</published><updated>2012-05-03T18:49:47Z</updated><content type="html" xml:lang="en-US"><![CDATA[<p style="text-align: center;"><span class="full-image-block ssNonEditable"><span><img src="http://scroll.vg/storage/post-images/magcloud-ipad.png?__SQUARESPACE_CACHEVERSION=1336070876114" alt="" /></span></span></p>
<p>If you've purchased a digital edition of SCROLL through MagCloud (as opposed to the direct links I use on this site), you have a slightly greater incentive to use their <a href="http://itunes.apple.com/us/app/magcloud-magazine-store-reader/id380768663?mt=8" target="_blank">iPad app</a>, which was given a facelift this week.</p>
<p>If you're not familiar with the MagCloud app, it's an easy way to browse and download any of its magazines with digital versions, but only the free ones. In SCROLL's case, that's just issue 02. Despite being totally updated for the first time in almost two years, the app has yet to let you buy -- much less show -- the paid magazines in it.</p>
<p>However, the aforementioned incentive comes in the one all-new thing they did add: accessing all your paid downloads. So, while you can't buy a magazine in the app, you can buy a digital edition on the MagCloud site, sign in to your account on the app, and download any and every magazine you've purchased.&nbsp;</p>
<p>That's nice, but it's still lacking for an app that hasn't been refreshed in almost two years, and is kind of a letdown for people like me who still can't quite handle paying at least $100 a month just to get an iPad app <a href="http://magappzine.com/" target="_blank">the easy way</a>.</p>
<p>...But they're still great for getting SCROLL in print!</p>]]></content></entry><entry><title>'History of Portable Consoles' at 1UP</title><category term="ego"/><category term="genesis"/><category term="nes"/><category term="snes"/><category term="tg16"/><id>http://scroll.vg/blog/history-of-portable-consoles-at-1up.html</id><link rel="alternate" type="text/html" href="http://scroll.vg/blog/history-of-portable-consoles-at-1up.html"/><author><name>Ray Barnholt</name></author><published>2012-04-23T23:29:55Z</published><updated>2012-04-23T23:29:55Z</updated><content type="html" xml:lang="en-US"><![CDATA[<p style="text-align: center;"><span class="full-image-block ssNonEditable"><span><a href="http://www.1up.com/features/hysterical-history-portable-consoles" target="_blank"><img src="http://www.1up.com/media/03/9/4/2/lg/235.jpg?__SQUARESPACE_CACHEVERSION=1335223808476" alt="" width=400 /></a></span></span></p>
<p>Recently, the most SCROLL-ish article I've written yet didn't put in SCROLL was published today at 1UP: <a href="http://www.1up.com/features/hysterical-history-portable-consoles" target="_blank">The Hysterical History of Portable Consoles</a> (I do take full responsibility for the awful title), which is, as it says, a history of all the different attempts to shrink game systems into utlimately expensive portable units, and revists such "gems" as the Top Guy (which I had almost forgotten about!), the TurboExpress, the Nomad, and all the other failures in between. Not to mention the recent wave of retro handhelds like the SupaBoy, which I doubt are demonstrably better than the old '90s attempts, but they're all goofy regardless.</p>]]></content></entry><entry><title>Ridge Racer's Hairpin Curve</title><category term="editorial"/><category term="namco"/><category term="racing"/><category term="ridge racer"/><id>http://scroll.vg/blog/ridge-racers-hairpin-curve.html</id><link rel="alternate" type="text/html" href="http://scroll.vg/blog/ridge-racers-hairpin-curve.html"/><author><name>Ray Barnholt</name></author><published>2012-04-10T23:00:23Z</published><updated>2012-04-10T23:00:23Z</updated><content type="html" xml:lang="en-US"><![CDATA[<p>In the past week or so I've been playing Ridge Racer Unbounded, a game I've been interested in for the better part of the year, and not always in a direct manner. When it was first revealed, It was shockingly amusing to see almost no one share my measured interest, and instead spew a lot of angry kneejerk responses -- mainly just repeating "fuck Namco" -- as if the company had made some bold proclamation that they wouldn't make any more Ridge Racer games except this one. I wrote about this episode in <a href="http://scroll.vg/blog/scroll-02-quests.html">SCROLL 02</a>'s end-of-issue editorial to frame a larger point about pre-entitled people&nbsp;getting their panties in a twist over a game they <em>just</em> found out about and won't get to play for at least a year. But now it's almost a year later, Unbounded is finally out, and the reviews from critics and impressions from folks online are largely positive, or at best, not very mean.</p>
<p style="text-align: center;"><span class="full-image-block ssNonEditable"><span><img style="width: 550px;" src="http://scroll.vg/storage/post-images/ridge-racer-unbounded-screens-THUMB.jpg?__SQUARESPACE_CACHEVERSION=1334015844981" alt="" /></span></span></p>
<p>I'll admit that the initial anger towards Unbounded was, to a degree, understandable. Word of it came just a little while after Capcom announced their Devil May Cry reboot, which went with a different kind of hero and a general tonal shift that didn't meet anyone's expectation. The pervading view was (and, er, still is) that Japanese giants are scrambling to keep up with the West by tossing their beloved franchises to Americans and Europeans who hang a little too long onto the word "reimagining." And so the collective gamer mood swings continue every quarter, all based on childish fears that someone new will come into their club and squeeze them out. Yet for every <a href="http://marketplace.xbox.com/en-US/Product/Vandal-Hearts-FoJ/66acd000-77fe-1000-9115-d80258410974" target="_blank">blatant molestation of a dormant series</a>, there's a&nbsp;<a href="http://donkeykong.nintendo.com/" target="_blank">perfectly respectful treatment</a> that everyone can agree on (unless they're insane).</p>
<p class="pullquoteR" title="Unbounded is just average, so why worry?">For me, Unbounded sits somewhere in between. Besides some music tracks borrowed from older Ridge Racer games, Unbounded is not a Ridge Racer game in the least. But to an understanding guy like me, it's still kind of uncomfortable. The graphics are bleak, the cars are generic, the shoehorned "story" is never heard of past the intro movie, and the physics feel too realistic, focused on a drift button that immediately gets you swingin' along the road. Even if you nail that, the game's challenges are needlessly difficult from the get-go, almost devoid of the curve Ridge Racer games usually have, with cutthroat AI opponents that can toss you off the track even before lap one gets started. A course editor is a welcome addition, but when the developer-made courses are obviously cut from the same cloth, with the same road shapes dressed with the same patterns of buildings, the main campaign loses a bit of its appeal. Compared to its immediate competition -- Burnout, Split/Second -- it's just average. So why worry?</p>
<p>But is it actually fair to compare Unbounded to the rest of Ridge Racer? Given that it's obviously supposed to be something else, does that mean it automatically fails at being the original something just because it has its name on it? I don't think so.</p>
<p><span style="font-size: medium;"><strong>Slow and steady...</strong></span></p>
<p><span style="font-size: medium;"><strong></strong></span>Ridge Racer fans get a lot of guff, usually indirectly, in reviews of recent sequels that call the games samey, too traditional, and other well-worn platitudes. And like other "threatened" fans of things, they have a standard set of defenses, and one of the main ones is the claim that RR games are just simple and proud arcade racers like always, and that the games themselves have always been just fine. I agree with that, but that's because I love arcade racers, so of course I'm going to recognize and deal with sameyness, because I still want the fun that I know I can rely on.</p>
<p style="text-align: center;"><span class="full-image-block ssNonEditable"><span><img style="width: 550px;" src="http://scroll.vg/storage/post-images/ridge-racer-ps-vita-gameplay-1.jpg?__SQUARESPACE_CACHEVERSION=1334015914182" alt="" /></span></span></p>
<p>But I'm also starkly aware that Ridge Racer games have not been putting butts in seats. Since the PlayStation 2, they've only come once a generation, right at the beginning, and then never on the same system again (except Ridge Racers 2 on PSP). At the PS2 launch in Japan, Ridge Racer V was pretty much the best game you could get (and Tekken Tag), because the rest of the lineup was unanimously decided to be crap. With the Western PS2 launch, that wasn't so much the case, because then you had SSX, Madden, and several more worth caring about. It was even less the case when the PSP arrived: most people talked up Lumines, Wipeout and Metal Gear Acid. And now even<em> less so</em> with the PS Vita, where people are drawn in by Uncharted, Wipeout (again), Lumines (again), Rayman, Marvel, and the 20-or-so other launch games. And it's extra precarious, too, because the newest Ridge Racer has been widely panned for having no real single-player modes, not running at 60 fps, and relying on paid add-ons to pad out what's otherwise a husk of a game. That may be expected and even work with Ridge Racer Accelerated on iOS, but could Namco not foresee RR Vita averaging two out of five stars on the PlayStation Store user ratings?</p>
<p>Nevertheless, when "fans" voice their opinion about Unbounded -- and I put that word in quotes only because I can't prove how exactly loyal everyone's been to the series over the years -- the underlying question is, why put the words "Ridge Racer" on it in the first place? The answer doesn't really require a communications degree. Ridge Racer, despite a glacial slide into irrelevancy, is still a brand a lot of gamers recognize. If you like racing games and were big into the PS1, this is a given, and you don't need to play any new ones to remember the name. This is what Namco banks on, and they still make Ridge Racer games, so it makes business sense.</p>
<p class="pullquoteR" title="Ridge Racer is the Dynasty Warriors of racing games">And if they wanted to sign on Bugbear to make a racing game, what reasonable choice did they have but to include the brand of their only active racing franchise? Frankly, this isn't 2004, when everybody was trying to make their own Gran Turismo. Capcom and Konami had theirs, but Namco had the most, and kept throwing in racing games with wild abandon. Ridge Racer! MotoGP! Alpine Racer! Street Racing Syndicate! Not to mention R: Racing Evolution, a sort-of-not-really Ridge Racer spin-off that tried to be more like a sim, but ended up so thorougly boring that it evolved itself into the bargain bin. And that was the one they <em>really</em> tried to push -- ports on every console, ads all over the place, and almost no payoff.&nbsp;</p>
<p>Since then, the playing field has leveled out, and that's just made it even harder to get a foot in. Racing games, at least on this side of the world, are a two-course meal at this point: You play either Gran Turismo or Forza, and those wanting something less realistic are playing Need for Speed or more often than not, Real Racing HD. With an ever-dimming spotlight for racers that aren't simulations or at least have real cars in them, if you were a Namco executive, you'd probably start looking for workable options elsewhere, too.</p>
<p>Basically, Ridge Racer is the Dynasty Warriors of racing games. They're both around for system launches, their sequels rarely have any sweeping changes, and they both have a marginalized sect of loyal fans that grumble amongst themselves when a big website predictably gives new installments a bad review. And they're both still around, with no clear end in sight. I don't see Unbounded changing that whether it succeeds or fails, especially when Ridge Racer's lack of change has only made it more unique. The hyper-stylish cars plastered with names of Xevious enemies, the gorgeous track designs, and the insanely unrealistic drifting are what's remembered most, not another game where you break stuff. You should probably get used to paying $5 for new cars, though.</p>]]></content></entry><entry><title>Shifty Supercade</title><category term="comics"/><category term="editorial"/><category term="namco"/><category term="shiftylook"/><id>http://scroll.vg/blog/shifty-supercade.html</id><link rel="alternate" type="text/html" href="http://scroll.vg/blog/shifty-supercade.html"/><author><name>Ray Barnholt</name></author><published>2012-03-30T00:41:11Z</published><updated>2012-03-30T00:41:11Z</updated><content type="html" xml:lang="en-US"><![CDATA[<p><span class="full-image-float-right ssNonEditable"><span><img src="http://scroll.vg/storage/post-images/xev000.png?__SQUARESPACE_CACHEVERSION=1333071130802" alt="" /></span></span></p>
<p>You might remember the beginning of Valiant Comics, when their first big titles were under the "Nintendo Comics System;" officially-licensed comic books featuring Super Mario, Captain N, The Legend of Zelda, and a few others. It was potentially a great opportunity to get original stories from games that deserved them, but the comics were essentially extensions of the TV cartoons -- obviously Captain N, but even Mario and Zelda took more elements from the shows than the games. That said, they were all better than you'd expect, with the Mario stories in particular being genuinely funny, sometimes even deadpan. Their four books continued apace for just one year, when Nintendo parted ways, and Valiant continued on with their original superhero titles. Meanwhile, Archie scored Sonic the Hedgehog, which is the longest-running video game comic in the Western world.</p>
<p>I bring this all up to frame a recent development in game comics that had me thinking of Valiant: <a href="http://shiftylook.com/" target="_blank">ShiftyLook</a>, a comics site/imprint/thingy owned by Namco Bandai, but with the comics themselves done by contributors from Udon and Cryptozoic Entertainment. ShiftyLook's current lineup re-imagines three old Namco games (and one new one) as twice-weekly webcomics. And these really aren't Namco games that the average comics reader <em>or</em> gamer would remember. You'd have to be some retro game nerd who makes his own magazine to recognize or give a damn about Xevious, Bravoman and Sky Kid comics in this day and age. Given that, I was interested in what ShiftyLook was doing, and started reading what they have so far and thought I'd share some impressions. (Note that I base all this on the first month of strips, so whatever I describe may change one way or the other as months go on. Maybe I'll revisit them here in the future.)</p>
<p>One of Cryptozoic's strips is <strong><a href="http://shiftylook.com/comics/xevious/" target="_blank">Xevious</a></strong>, which is pretty much my favorite Namco franchise, so I was drawn to this comic first. The setup is familiar: aliens are attacking Earth, starting with Peru (so far the only reference to the Nazca Lines in the game), but everything else about the story seems to take a sharp left turn. The hero is Oscar, nickname "Mu," a young guy from Argentina who joined the national air force to fight the Xevious (why not "Xevians?" They're aliens from the planet Xevious!). And apparently the Argentinian air force are the ones who fly the Solvalou ships.</p>
<p style="text-align: center;"><span class="full-image-block ssNonEditable"><span><img src="http://scroll.vg/storage/post-images/xevious001.png?__SQUARESPACE_CACHEVERSION=1333069149615" alt="" /></span></span></p>
<p>The first strip has a tongue-in-cheek air about it, or maybe that's just the utterly strange dialogue coming from Oscar. Regardless, that doesn't seem to be the actual intent once you keep reading. Oscar left his almost-fiance Eve to join the battle, but then discovers she joined up right after. How did he just now find out? Was she drafted really quickly? There isn't enough time and not enough panels to find out, because the next skirmishes are just around the corner. Despite some liberties in the characters and setting that make this comic look and sound like G.I. Joe plus emotions, it seems to be progressing towards something closer to the actual Xevious backstory, as Mu and Eve are both figures in the original "mythology" -- methinks I'm not the only one who's read the <a href="http://hardcoregaming101.net/xevious/xevious.htm" target="_blank">HG101 article</a>.</p>
<p><strong><a href="http://shiftylook.com/comics/skykid/" target="_blank">Sky Kid</a></strong> is one of the Udon strips, and is ostensibly the most faithful to the game, with its world of anthropomorphic birds in endless dogfighting combat. Humorously, the comic is tonally similar to Xevious, opening with serious introspection and touching flashbacks, and me once again not knowing exactly if I should be taking this seriously or not.&nbsp;</p>
<p style="text-align: center;"><span class="full-image-block ssNonEditable"><span><img src="http://scroll.vg/storage/post-images/skykid.png?__SQUARESPACE_CACHEVERSION=1333069183940" alt="" /></span></span></p>
<p><strong><a href="http://shiftylook.com/comics/bravoman/" target="_blank">Bravoman</a></strong> might be the "webcomic-est" of the whole lineup: it's kiddish and features jokey two-character dialogues with distressing regularity. It sits in between Sky Kid and Xevious in terms of faithfulness: Bravoman and the Alpha Man and Dr. Bomb and most everyone else in the game are here, but it doesn't follow anything else about it. What started out normally is now mostly just character introductions to familiarize people with Bravoman again. The comic feels like it's just playing with a toy box of characters, and that's probably because <a href="http://shiftylook.com/blogs/bravoman/bravoman-blog-1/" target="_blank">the writer had never heard of Bravoman before</a>. My question is, will Pistol Daimyo show up? How about the <a href="http://www.zanyvideogamequotes.com/bravoman/bravoman-hello.png" target="_blank">talking telephone box</a>? I mean, really, you guys should've given me a call.</p>
<p style="text-align: center;"><span class="full-image-block ssNonEditable"><span><img src="http://scroll.vg/storage/post-images/bravoman.png?__SQUARESPACE_CACHEVERSION=1333069736603" alt="" /></span></span></p>
<p><strong><a href="http://shiftylook.com/comics/alienconfidential/" target="_blank">Alien Confidential</a></strong> is the other Cryptozoic strip, and is based on a Namco game that isn't even out yet -- an iOS game with a more serious look than the comics -- so I don't really have much to say about it. Essentially it's a slightly goofier version of Alien Nation with a little bit of Men in Black, told through flashbacks of a former alien-busting agent. It is the fastest-moving one of the lineup so far, though, with the flashbacks being mini-arcs of only a few parts each. They just don't seem to be tied together, though that could be the point.</p>
<p style="text-align: center;"><span class="full-image-block ssNonEditable"><span><img src="http://scroll.vg/storage/post-images/alien.png?__SQUARESPACE_CACHEVERSION=1333069211147" alt="" /></span></span></p>
<p>Artistically, there's nothing wrong with these comics: they're done by professionals who clearly know a thing or two about ink 'n' color (iffy dialogue aside, I like Xevious and its slight watercolor look the best), and are written with relative creative freedom -- all good starting terms for a tie-in. Is that freedom<em> bad</em>, though? I'm not entirely sure yet. Valiant's Nintendo comics were based on the cartoons more than the games, and when they had to get creative, it mostly worked out. And years before that, game comics had to get extra, uh, <a href="http://www.atariage.com/comics/comic_page.html?MagazineID=43&amp;CurrentPage=20 " target="_blank">interpretive</a> because the games had practically nothing to work from (that link is Galaxian, by the way). If ShiftyLook's comics simply run long enough to tell a story with a beginning, middle and end, that's fine. Rather, I think the immediate issue I have is with the concept of serialized, serious, short-form comics. Soapy superhero arcs are bad enough in the trades, but to have them portioned out daily in syndication is maddening, because more often than not you have days where absolutely nothing happens, or a <a href="http://shiftylook.com/comics/files/2012/03/AC006_Scars-Part-3w9k28.png" target="_blank">tiny something happens and ends with a pregnant pause</a>, and you have to wait at least 24 hours for the next one (48, in this case). Furthermore, not everything has to be serialized: Bravoman looks like it's meant to be a regular gag-a-day strip, but then it keeps introducing characters. And introducing, and introducing... It doesn't have to be Garfield, but Garfield was ready to go by strip two.</p>
<p>Nevertheless, ShiftyLook stands out immediately because its comics are based on games that no one outside Japan would care about -- no better way to get attention from me, anyway -- and on the whole, that's kind of what's bad. While I can understand the creators wanting to introduce characters and slowly build up the story as weeks go on, they're still making comics about unappreciated games with stories where not enough happens on a regular basis. It's worth noting that the site launched alongside a few big Namco and Namco-related releases: Soul Calibur V, Tekken 3D, and Street Fighter X Tekken, any and all of which would have made perfectly fine serialized comics, and in Udon's case, would be right up their alley.</p>
<p>Plus, if the site doesn't have ads or any other way to make money, then just what are they trying to accomplish? This is Namco we're talking about here; a company routinely criticized by their "fans" for doing more harm than good by overdoing DLC and making questionable sequels and reboots. Where and how do free webcomics fit? Well, to paraphrase ShiftyLook pre-launch, they want to re-expose these franchises with the possibility to expand them into other media, be it animation or even new games. And as another promotional image read, <em>"No character is too obscure. No franchise is too dead. No husk is too decrepit. They can all be revived. Your voice will be heard."</em> OK, well, I challlenge them to make a <a href="http://en.wikipedia.org/wiki/Phozon" target="_blank">Phozon</a> comic.</p>]]></content></entry><entry><title>SCROLL 05: Love is All Around</title><category term="3ds"/><category term="issue05"/><category term="love plus"/><category term="magazine"/><id>http://scroll.vg/blog/scroll-05-love-is-all-around.html</id><link rel="alternate" type="text/html" href="http://scroll.vg/blog/scroll-05-love-is-all-around.html"/><author><name>Ray Barnholt</name></author><published>2012-03-13T17:00:30Z</published><updated>2012-03-13T17:00:30Z</updated><content type="html" xml:lang="en-US"><![CDATA[<div><span class="full-image-float-left ssNonEditable"><span><a href="http://www.magcloud.com/browse/issue/352199" target="_blank"><img src="http://scroll.vg/storage/cover-thumbs/05.png?__SQUARESPACE_CACHEVERSION=1331596604543" alt="" /></a></span><span class="thumbnail-caption" style="width: 150px;"><span style="font-size: medium;"><strong>Buy Now:</strong><br /><a href="http://www.magcloud.com/cart/addissue/352199" target="_new">Print</a> $11 <br /> <a href="http://pul.ly/b/29451" target="_new">PDF</a> $5</span></span></span></div>
<p style="padding-left: 120px;"><strong>Cover Story</strong></p>
<p style="padding-left: 180px;">The Japanese dating sim is one of the most characteristic and most ridiculed of the country's gaming world. The category eventually flatlined on the path of mediocrity for nearly 20 years until Konami gave it new life with the debut of Love Plus on DS, a game with communication features that brought as much controversy as they did innovation. But what was the dating sim like before that, and just what was Love Plus' impact? In this issue, we explore exactly that in three features that observe the Love Plus imprint on game culture, and give a guide to the latest installment, New Love Plus on 3DS. Elsewhere, we take a look inside "Genesis," a recent retro game bar in central Japan, with a four-page photo feature.</p>
<p style="padding-left: 120px;"><span><strong>Also in This Issue</strong></span></p>
<p style="padding-left: 180px;"><em>7th Dragon 2020<br />The Island of Lost Hardware<br />Fullscreen: Cool Boarders&nbsp;</em></p>
<p style="padding-left: 180px;"><em><em>- - - - -</em></em></p>
<p style="padding-left: 180px;">44 pgs.<br />Contributors: Alex Fraioli, Janine Dong&nbsp;</p>
<p style="padding-left: 180px;">&nbsp;</p>
<p style="text-align: center;"><span class="full-image-block ssNonEditable"><span><a href="http://scroll.vg/storage/cover-thumbs/05_sampF.jpg" target="_blank"><img style="width: 550px;" src="http://scroll.vg/storage/cover-thumbs/05_sampS.jpg?__SQUARESPACE_CACHEVERSION=1331611305522" alt="" /></a></span></span></p>
<p style="text-align: center;"><em>Click for slightly larger sample</em></p>]]></content></entry><entry><title>Ego Update: Interview Revue</title><category term="ego"/><id>http://scroll.vg/blog/ego-update-interview-revue.html</id><link rel="alternate" type="text/html" href="http://scroll.vg/blog/ego-update-interview-revue.html"/><author><name>Ray Barnholt</name></author><published>2012-03-05T18:00:47Z</published><updated>2012-03-05T18:00:47Z</updated><content type="html" xml:lang="en-US"><![CDATA[<p><span class="full-image-float-right ssNonEditable"><span><a href="http://www.magcloud.com/browse/issue/349059" target="_blank"><img src="http://s3.amazonaws.com/storage5.magcloud.com/image/f4188d984b95fb48b6d13c8f22babff0.jpg?__SQUARESPACE_CACHEVERSION=1330951469929" alt="" width="150" /></a></span></span>Pardon the non-updating -- I've been toiling hard trying to finish SCROLL 05, and hopefully the next one won't eat up so much of my other time. But anyway, since I like reading about me just as much as you do, I thought I'd post another ego update. Fellow MagCloud magaziner Drew Taylor recently published issue #1 of his game mag <a href="http://www.magcloud.com/browse/magazine/272215" target="_blank">JumpButton</a>, which features an interview with me that touches mostly on what the real point of SCROLL is and a refresher course on my view of game culture. JumpButton's design sense is much more adventurous than mine, so if you want another alternative yet not-amateurish take on game mags, do check it out. <a href="http://www.magcloud.com/browse/issue/349059" target="_blank">Print is $19.40, but PDFs are free</a>.</p>
<p>Another recent interview can be found on the web at <a href="http://www.2d-x.com/interview-srolls-ray-barnholt/" target="_blank">2D-X</a>, which doesn't really cover the same ground as the JumpButton one, but that's a good thing! For example, read what I have to say about the PS Vita! (Spoiler: I like it because I like video games!)</p>
<p>See you next week.</p>]]></content></entry><entry><title>Archive: Arcade Games That Time Forgot</title><category term="arcade games that time forgot"/><category term="site"/><id>http://scroll.vg/blog/archive-arcade-games-that-time-forgot.html</id><link rel="alternate" type="text/html" href="http://scroll.vg/blog/archive-arcade-games-that-time-forgot.html"/><author><name>Ray Barnholt</name></author><published>2011-12-19T23:54:43Z</published><updated>2011-12-19T23:54:43Z</updated><content type="html" xml:lang="en-US"><![CDATA[<p style="text-align: center;"><span class="full-image-block ssNonEditable"><span><img style="width: 550px;" src="http://scroll.vg/storage/post-images/gp-headertempl.jpg?__SQUARESPACE_CACHEVERSION=1324331720274" alt="" /></span></span></p>
<p>After <a href="http://www.industrygamers.com/news/gamepro-is-dead/">GamePro</a> was melted down to its raw materials by IDG with only a few days' notice beforehand, I made sure to grab some of the things I did there, chiefly "Arcade Games That Time Forgot," a fun little column that featured a different weird arcade game each week (and needed a better name). It's not the most original idea ever, but it had it kicking around in my head for a while. To answer your first question: no, I won't be continuing it in the magazine, because I think it's more digestible and enjoyable on the web, plus the mag has enough similar columns, and it's a passable enough idea that I could probably still find a way to get paid by someone else to continue it, god willing.</p>
<p>Anyway, to read all the AGTTF entries in glorious reverse-chronological order, just click on the tag for it above, or <a href="http://scroll.vg/blog/tag/arcade-games-that-time-forgot">this link</a> too, I guess. Enjoy! </p>]]></content></entry><entry><title>SCROLL 04: The Unknown Xbox</title><category term="issue04"/><category term="magazine"/><category term="xbox"/><id>http://scroll.vg/blog/scroll-04-the-unknown-xbox.html</id><link rel="alternate" type="text/html" href="http://scroll.vg/blog/scroll-04-the-unknown-xbox.html"/><author><name>Ray Barnholt</name></author><published>2011-12-13T18:00:00Z</published><updated>2011-12-13T18:00:00Z</updated><content type="html" xml:lang="en-US"><![CDATA[<div><span class="full-image-float-left ssNonEditable"><span><img src="http://scroll.vg/storage/cover-thumbs/04.png?__SQUARESPACE_CACHEVERSION=1323597972213" alt="" /></span><span class="thumbnail-caption" style="width: 150px;"><span style="font-size: medium;"><strong>Buy Now:</strong><br /><a href="http://www.magcloud.com/cart/addissue/309274" target="_new">Print</a> $14.99 <br /> <a href="http://pul.ly/b/23476" target="_new">PDF</a> $5</span></span></span></div>
<p style="padding-left: 120px;"><strong>Cover Story</strong></p>
<p style="padding-left: 180px;">In the past ten years, no game system has had a stranger, nor shorter history than Microsoft's Xbox. Obviously, without it, Microsoft wouldn't be where they are today in the game industry, but it remains an interesting freshman effort. The strangest branch on the Xbox timeline is its performance in Japan, where it was repeatedly thrust on a gaming public that could only be described as terminally apathetic. Granted, the Xbox had its fair share of flaws that weren't unique to the East, but the ones that were still held some degree of fascination, because they were almost exclusively cultural. A four-page retrospective of the Xbox's struggles in Japan is the focus of this issue, along with "The Unknown Xbox Games," a catalog of almost 20 Japanese Xbox games you've probably never heard of, bar one you likely have.</p>
<p style="padding-left: 120px;"><span><strong>Also in This Issue</strong></span></p>
<p style="padding-left: 180px;"><em>Sonic CD<br />Fullscreen: Street Fighter II (GB)<br /></em><em>The Island of Lost Hardware</em></p>
<p style="padding-left: 180px;"><em><em>- - - - -</em></em></p>
<p style="padding-left: 180px;">64 pgs.</p>
<p style="padding-left: 180px;">&nbsp;</p>
<p style="text-align: center;"><span class="full-image-block ssNonEditable"><span><a href="http://scroll.vg/storage/cover-thumbs/04_sampF.jpg"><img style="width: 550px;" src="http://scroll.vg/storage/cover-thumbs/04_sampS.png?__SQUARESPACE_CACHEVERSION=1323817508779" alt="" /></a></span></span></p>
<p style="text-align: center;"><em>Click for slightly larger sample</em></p>
<p style="text-align: center;"><em><br /></em></p>
<p style="text-align: left;">P.S.: With this issue, the first year of SCROLL comes to a close. Thanks to everyone who's commented, praised, retweeted, and of course purchased. The next issue and the ones that follow in 2012 should be even more wild and fun to make as before.</p>]]></content></entry><entry><title>SCROLL 1+2</title><category term="issue01"/><category term="issue02"/><category term="magazine"/><id>http://scroll.vg/blog/scroll-12.html</id><link rel="alternate" type="text/html" href="http://scroll.vg/blog/scroll-12.html"/><author><name>Ray Barnholt</name></author><published>2011-11-28T18:30:00Z</published><updated>2011-11-28T18:30:00Z</updated><summary type="html" xml:lang="en-US"><![CDATA[SCROLL 1+2 is a new volume that collects issues 01 and 02 of SCROLL back-to-back. Every page from each issue is here, including the Super NES anniversary feature "Endurance" and the Dragon Quest essays from "Quests," as well as the supplementary articles -- Alex Fraioli's love letter to Phantasy Star's weirdness, the Island of Lost Hardware, and the original installments of the games-in-historical-context series Fullscreen. New introductions give you a bit of insight into the issues' creation, as well.

This collection is only available in print, and makes a great introduction to the magazine. It's also cheaper than buying both separately at full price!]]></summary></entry><entry><title>"Where Are They Now" at 1UP</title><category term="ego"/><category term="video"/><id>http://scroll.vg/blog/where-are-they-now-at-1up.html</id><link rel="alternate" type="text/html" href="http://scroll.vg/blog/where-are-they-now-at-1up.html"/><author><name>Ray Barnholt</name></author><published>2011-11-01T01:19:18Z</published><updated>2011-11-01T01:19:18Z</updated><content type="html" xml:lang="en-US"><![CDATA[<p><span class="full-image-float-right ssNonEditable"><span><img style="width: 105px;" src="http://scroll.vg/storage/post-images/wherearetheynow.png?__SQUARESPACE_CACHEVERSION=1320111300867" alt="" /></span></span>Today 1UP posted a fun (i.e. <em>not very serious</em>) new feature from yours truly: <a href="http://www.1up.com/features/where-are-they-now" target="_blank">Where Are They Now</a>, a roster of people who were in and around video games in the '90s, mostly, and where they went from there. Not all of the entries were my idea (the cover artists are kind of a stretch), and I imagine most people will just giggle at J.D. Roth on the first page and not read the rest -- totally valid -- but I did enjoy figuring out where people ended up, not the least of which being Mr. Yukawa from Sega. Turns out he was doing commercials for them way before Dreamcast, too:</p>
<p style="text-align: center;"><iframe width="500" height="369" src="http://www.youtube.com/embed/lNnPTBy23jE" frameborder="0" allowfullscreen></iframe></p>
<p>Funnily enough, this feature was originally for the next issue of <a href="http://www.magcloud.com/browse/magazine/197708" target="_blank">1UP's own MagCloud-published magazine</a>, which would have further extended my tentacles across that space, but it was shifted to the web. It probably works better here, anyway.</p>]]></content></entry><entry><title>Nice Recovery, Seven Laps to Go</title><category term="arcade"/><category term="daytona usa"/><category term="music"/><category term="ps3"/><category term="sega"/><category term="takenobu mitsuyoshi"/><category term="video"/><category term="xbox 360"/><id>http://scroll.vg/blog/nice-recovery-seven-laps-to-go.html</id><link rel="alternate" type="text/html" href="http://scroll.vg/blog/nice-recovery-seven-laps-to-go.html"/><author><name>Ray Barnholt</name></author><published>2011-10-12T21:50:44Z</published><updated>2011-10-12T21:50:44Z</updated><content type="html" xml:lang="en-US"><![CDATA[<p align="center"><iframe width="500" height="284" src="http://www.youtube.com/embed/BFCkWXnNGHs?hd=1" frameborder="0" allowfullscreen></iframe></p><p>
With Sega <a href="http://t.co/QDpdSus4" target="_blank">confirming</a> that Daytona USA is coming to XBLA and PSN in just a couple of weeks, I thought I'd share this incredible live performance of the game's infamous theme song "Let's Go Away" from the <a href="http://vgmdb.net/album/7221" target="_blank">2007 "EXTRA" game music concert</a>, with a band led by "H." and vocals by, who else, Takenobu Mitsuyoshi. Speakers up!]]></content></entry><entry><title>"Shell Shock" Postscript</title><category term="ios"/><category term="stuff"/><id>http://scroll.vg/blog/shell-shock-postscript.html</id><link rel="alternate" type="text/html" href="http://scroll.vg/blog/shell-shock-postscript.html"/><author><name>Ray Barnholt</name></author><published>2011-10-12T21:47:06Z</published><updated>2011-10-12T21:47:06Z</updated><content type="html" xml:lang="en-US"><![CDATA[<p style="text-align: center;"><img src="http://a5.mzstatic.com/us/r1000/073/Purple/3d/48/bd/mzl.vseacriu.320x480-75.jpg?__SQUARESPACE_CACHEVERSION=1318456143960" alt="" /></p>
<p><a href="http://www.neogaf.com/forum/showthread.php?t=448271">I TOLD you this stuff was way more prominent than you think</a>. And way more hilarious.</p>]]></content></entry><entry><title>Shell Shock</title><category term="editorial"/><category term="ego"/><category term="ios"/><category term="ninja turtles"/><id>http://scroll.vg/blog/shell-shock.html</id><link rel="alternate" type="text/html" href="http://scroll.vg/blog/shell-shock.html"/><author><name>Ray Barnholt</name></author><published>2011-10-03T18:14:26Z</published><updated>2011-10-03T18:14:26Z</updated><content type="html" xml:lang="en-US"><![CDATA[<p><span class="full-image-float-right ssNonEditable"><span><img style="width: 100px;" src="http://scroll.vg/storage/post-images/turtles1.jpg?__SQUARESPACE_CACHEVERSION=1317666407742" alt="" /></span></span>Last Thursday, <a href="http://twitter.com/#!/rdb_aaa/status/119483124924153856" target="_blank">I posted a tweet</a>. A typical tweet, if you know me. I was bringing attention to a ridiculous iOS app I found: "<a href="http://webcache.googleusercontent.com/search?q=cache:lc0crIxG4HUJ:itunes.apple.com/us/app/ninja-turtles/id456911672%3Fmt%3D8+%22http://itunes.apple.com/us/app/ninja-turtles/id456911672%3Fmt%3D8%22&amp;cd=1&amp;hl=en&amp;ct=clnk&amp;gl=us" target="_blank">Ninja Turtles</a>" by Namphuong Star. All you need to see are the screenshots and read the description. Like, seriously, go look; I don't need to paste it here. For anyone who tracks new additions to the App Store, it's a fly in the ointment, but nothing out of the ordinary (and from what I gather, nothing <em>but</em> ordinary on Android Market). It's not to me -- I've seen a decent number of shitty apps made by anonymous shysters from all around greater Asia, but "Ninja Turtles" floored me. It has all the elements of top-shelf insanity: painted-over Contra background? Turtle-colored hero? Everybody's clothes made of gradients? This is special stuff, because even most of the awful copyright-infringing games at least have some sort of direction to them, like its makers know what they're ripping off. This, though, is especially hilariously bad. Not to mention $4.99.</p>
<p>And oh lordy, did this sprout legs. Usually when I tweet something that hits, it balloons to 20-ish retweets within half an hour, and quickly peters out. And, well, it was the same with this. I mean, I'm known, but not <em>so</em> known. So I expected that to be the end of it, though maybe one of my like-minded colleagues would pick it up for their blog like other times. As it turned out, when I wasn't paying attention, "Ninja Turtles" leapt off Twitter and hit the blogosphere, which may as well have been a dream come true: It was getting lots of attention, and none of it good, as it deserves. There was one curious commonality among all those that picked it up, though: except for GameSetWatch, where I've been reliably sourced before, no one outside Twitter linked to my original tweet, if anywhere else at all.</p>
<p>Despite how that sounds, this post is not me saying I should have been sourced. I don't care. And if I did, I'd still understand why I wasn't: 23 retweets is peanuts no matter how many more thousands of followers some of those RTers had, so in all likelihood, the biggest number of people who saw it in the first half of the day was probably from&nbsp;<a href="http://daringfireball.net/linked/2011/09/29/app-store-ninja-turtles" target="_blank">John Gruber's site</a>, where he got it from the Twitter of developer/follower of mine <a href="https://twitter.com/#!/shauninman/status/119486679458398208" target="_blank">Shaun Inman</a>. That night, though, Namphuong's mutant "Ninja Turtles" made Kotaku, and all bets were off.</p>
<p>For me, the coverage instead added a new layer of amusement, based solely on the tones of the posts. <a href="http://www.gamepro.com/article/news/223499/vietnamese-teenage-mutant-ninja-turtle-knockoff-sullies-app-store-with-its-general-suckiness/ " target="_blank">GamePro</a>: coated in sarcasm. <a href="http://kotaku.com/5845195/is-this-the-worst-iphone-game-developer-in-the-world/ " target="_blank">Kotaku</a>: analytical with an extra toe-dipping into Namphuong's catalog (brave!). <a href="http://www.gamesetwatch.com/2011/09/ninja_turtles_ios_app_is_the_m.php" target="_blank">GameSetWatch</a>: bemusement; the most apt response. (Danny also has <a href="http://dreamandfriends.com/2010/04/12/how-to-make-an-iphone-game/">a keen eye</a> for retarded rip-off apps.) <a href="http://www.destructoid.com/hey-those-aren-t-the-ninja-turtles--212819.phtml" target="_blank">Destructoid</a>: 70% horror, 30% snark.</p>
<p>In contrast, the last sites to pick it up on Sunday and Monday -- <a href="http://www.vg247.com/2011/10/03/apples-app-review-board-fails-to-detect-unplayable-five-dollar-copyright-infringement/" target="_blank">VG24/7</a>, <a href="http://www.develop-online.net/news/38778/Broken-and-fake-Ninja-Turtles-app-fools-Apple" target="_blank">Develop</a>, <a href="http://www.mcvuk.com/news/read/fake-ninja-turtles-app-tricks-apple/085732" target="_blank">MCV</a>, <a href="http://www.next-gen.biz/news/fake-turtles-app-sneaks-past-apples-review-process" target="_blank">Edge</a> and <a href="http://gamepolitics.com/2011/10/03/teenage-mutant-ninja-fraudsters" target="_blank">GamePolitics</a> -- filed bone-dry posts, all seemingly written with an inference that this game's appearance on the App Store was some sort of one-in-a-million fluke. But if anything, every one of these posts are great case studies in how these sites and their editorial voices treat a lot of their coverage. Develop even asked for comment!</p>
<p style="text-align: center;"><span class="full-image-block ssNonEditable"><span><img src="http://scroll.vg/storage/post-images/turlts3.png?__SQUARESPACE_CACHEVERSION=1317666995658" alt="" /></span></span></p>
<p>So, again, I'm not looking for a linkback; I'm more fascinated with a phenomenon that shows the real worth of a worthless game. Though if I do say so, I haven't noticed anything I brought up like that spread that far for... well, ever. And if you wanted to split hairs, you could say the real "source" is the App Store anyway.</p>
<p>I'm also not trying to denounce game journalism -- there are people much "better" at that -- although it is a little disconcerting to see the lengths to which the Sunday-Monday group went to try and push a story out of something that is A) not the least uncommon, even for the puritanical App Store, B) probably already covered by them in the past with different example(s) and C) best mocked into oblivion than warned against. And for all the sourcing these sites <em>do</em> do in much of their posts, the fact that some didn't bother or just ended up linking to the other guy with the same-sounding story is a slight fumble, especially when other tweets are linked to, copied, or screencapped all the time.</p>
<p>But right now I'm more concerned that we might not even be hitting the second wind yet. I'm half expecting this thing to show up on CNN.</p>
<p><strong>Update: </strong>Shortly after this post was published today, "Ninja Turtles" was finally taken off the App Store. Damn! I changed the Store link to a Google-cached version. There's also a new notable piece of coverage from <a href="http://hg101.kontek.net/kusoge/kusoge7.htm">The Escapist</a>, where they're apparently calling a few innocuous negative user reviews an "outrage." Uh, OK. It's sad to see, but Apple and the media at large have swiftly killed whatever joy there was to be had about this shameful little game.</p>
<p><strong>Update 2:</strong>&nbsp;For an in-depth examination of Ninja Turtles, please see Hardcore Gaming 101's Kurt Kalata give you the skinny in <a href="http://hg101.kontek.net/kusoge/kusoge7.htm">this article</a>.</p>]]></content></entry><entry><title>Dragon Quest Podcast at Crunk Games</title><category term="dragon quest"/><category term="ego"/><category term="issue02"/><category term="podcast"/><id>http://scroll.vg/blog/dragon-quest-podcast-at-crunk-games.html</id><link rel="alternate" type="text/html" href="http://scroll.vg/blog/dragon-quest-podcast-at-crunk-games.html"/><author><name>Ray Barnholt</name></author><published>2011-09-26T23:00:32Z</published><updated>2011-09-26T23:00:32Z</updated><content type="html" xml:lang="en-US"><![CDATA[<p><span class="full-image-float-right ssNonEditable"><span><img style="width: 200px;" src="http://scroll.vg/storage/post-images/dqcosplay.jpg?__SQUARESPACE_CACHEVERSION=1317015061146" alt="" /></span></span>Last year, a couple of months before SCROLL started, my reliable partner <a href="http://pitohui.org">Alex Fraioli</a> and I put up a special one-off podcast on our old site, Crunk Games. The subject was the <a href="http://www.crunkgames.com/?p=276" target="_blank">Phantasy Star Online series</a>, since it had just turned 10 years old, and was one of the few game series we can share experiences with (Alex is teetering on the edge of being a lapsed gamer, but he's a great guy, really).</p>
<p>This year, we've done pretty much the same thing, but with Dragon Quest. We sat down -- this time with him in my house instead of vice-versa -- and just went down the list of DQ games, talking about each one.&nbsp;If you've read <a href="http://scroll.vg/blog/scroll-02-quests.html">issue 02</a>, there isn't a whole lot new other than the fact that the guys who wrote most of it are now speaking out loud to each other, and that we speak about Dragon Quest X more, now that everybody knows what it is.</p>
<p>Nevertheless, it was great fun, and now we just need to think of the next series to talk about. Go ahead and have a listen to our new <a href="http://www.crunkgames.com/?p=380" target="_blank">Crunk Games Podcast Special: 25 Years of Dragon Quest</a>.</p>]]></content></entry><entry><title>Why Aren't You Excited for Tokyo Jungle?</title><category term="TGS 2011"/><category term="ps3"/><category term="sony"/><category term="video"/><id>http://scroll.vg/blog/why-arent-you-excited-for-tokyo-jungle.html</id><link rel="alternate" type="text/html" href="http://scroll.vg/blog/why-arent-you-excited-for-tokyo-jungle.html"/><author><name>Ray Barnholt</name></author><published>2011-09-15T21:00:14Z</published><updated>2011-09-15T21:00:14Z</updated><content type="html" xml:lang="en-US"><![CDATA[<p style="text-align: center;"><iframe width="500" height="284" src="http://www.youtube.com/embed/HqksrCpYYVE?hd=1" frameborder="0" allowfullscreen></iframe></p>
<p>Because, you need to be excited for <a href="http://www.jp.playstation.com/scej/title/tokyojungle/" target="_blank">Tokyo Jungle</a>.</p>]]></content></entry><entry><title>Retronauts Goes "Back to School"</title><category term="ego"/><category term="podcast"/><id>http://scroll.vg/blog/retronauts-goes-back-to-school.html</id><link rel="alternate" type="text/html" href="http://scroll.vg/blog/retronauts-goes-back-to-school.html"/><author><name>Ray Barnholt</name></author><published>2011-09-15T19:30:51Z</published><updated>2011-09-15T19:30:51Z</updated><content type="html" xml:lang="en-US"><![CDATA[<p style="text-align: center;"><span class="full-image-block ssNonEditable"><span><img src="http://scroll.vg/storage/post-images/scottish-class-with-Nintendo-DS.jpg?__SQUARESPACE_CACHEVERSION=1316115787626" alt="" /></span></span></p>
<p>You can hear me on <a href="http://www.1up.com/do/blogEntry?bId=9088287" target="_blank">this week's episode of Retronauts</a>, where I help field calls from people telling stories of their intersects of gaming and school. It may sound unexciting, but if you think about it, you probably have a fun tale of your own besides the usual "Teacher took my Game Boy" sort of thing. Towards the end I get to rattle off my more outstanding game/school memories, which I thought would get more laughs, but it turned out they really were just pathetic. You also get to hear me laugh at one listener's envelope-art mini-tribute to&nbsp;<a href="http://www.1up.com/do/blogEntry?bId=8850349" target="_blank">'89 Dennou Kyuusei Uranai</a>.&nbsp;So, you know what to look forward to!</p>]]></content></entry><entry><title>Radiant Silvergun at 1UP</title><category term="ego"/><category term="sega"/><category term="shooter"/><category term="treasure"/><id>http://scroll.vg/blog/radiant-silvergun-at-1up.html</id><link rel="alternate" type="text/html" href="http://scroll.vg/blog/radiant-silvergun-at-1up.html"/><author><name>Ray Barnholt</name></author><published>2011-09-14T23:20:21Z</published><updated>2011-09-14T23:20:21Z</updated><content type="html" xml:lang="en-US"><![CDATA[<p style="text-align: center;"><span class="full-image-block ssNonEditable"><span><img src="http://scroll.vg/storage/post-images/radiantkit.jpg?__SQUARESPACE_CACHEVERSION=1316044023458" alt="" /></span></span></p>
<p>My alma mater 1UP just posted <a href="http://j.mp/pO6aiX" target="_blank">my review</a> of the new Xbox Live Arcade version of Treasure's Radiant Silvergun; the rare, expensive, deeply-loved Saturn shooter (though they're almost all like that, to be honest). I hadn't actually played a bunch of Silvergun before this (just a few times trying to accept an old and sluggish MAME implementation), so I was pleased to finally sink my teeth into it. As I say in the review, it's not Ikaruga and it's not going to be, but it's a great swan song to the types of shooters that ended the '90s (which explained its exponentially-improving street cred). As long as you be attitude for gains, you'll enjoy it.</p>]]></content></entry><entry><title>Liquid Kids on Piano</title><category term="issue03"/><category term="liquid kids"/><category term="music"/><category term="taito"/><category term="video"/><id>http://scroll.vg/blog/liquid-kids-on-piano.html</id><link rel="alternate" type="text/html" href="http://scroll.vg/blog/liquid-kids-on-piano.html"/><author><name>Ray Barnholt</name></author><published>2011-09-14T20:06:24Z</published><updated>2011-09-14T20:06:24Z</updated><content type="html" xml:lang="en-US"><![CDATA[<p style="text-align: center;"><iframe width="500" height="405" src="http://www.youtube.com/embed/d7kyjzk0z7A" frameborder="0" allowfullscreen></iframe></p>
<p>Liquid Kids is one of the games featured in <a href="http://scroll.vg/blog/scroll-03-the-cute-issue.html">SCROLL 03</a>, and true to Taito's legacy of cuteness, it has incredibly infectious music. Enjoy this short rendition of some of its music from YouTube pianist <a href="http://www.youtube.com/user/yukimatsuri">yukimatsuri</a>.</p>]]></content></entry><entry><title>SCROLL 03: The Cute Issue</title><category term="issue03"/><category term="magazine"/><category term="namco"/><category term="nintendo"/><category term="sega"/><category term="taito"/><id>http://scroll.vg/blog/scroll-03-the-cute-issue.html</id><link rel="alternate" type="text/html" href="http://scroll.vg/blog/scroll-03-the-cute-issue.html"/><author><name>Ray Barnholt</name></author><published>2011-09-07T17:30:00Z</published><updated>2011-09-07T17:30:00Z</updated><content type="html" xml:lang="en-US"><![CDATA[<div><span class="full-image-float-left ssNonEditable"><span><img src="http://scroll.vg/storage/cover-thumbs/03.png?__SQUARESPACE_CACHEVERSION=1315378119280" alt="" /></span><span class="thumbnail-caption" style="width: 150px;"><span style="font-size: medium;"><strong>Buy Now:</strong><br /><a href="http://www.magcloud.com/cart/addissue/264525" target="_new">Print</a> $18 <br /> <a href="http://pul.ly/b/19864" target="_new">PDF</a> $5</span></span></span></div>
<p style="padding-left: 120px;"><strong>Cover Story</strong></p>
<p style="padding-left: 180px;">Four companies -- Taito, Namco, Nintendo and Sega -- created the cutest video games ever made. Through limited technology of the '80s and '90s, they veered away from the stereotypes of gaming and made games that were bright, jolly, and appealed to people of all ages. And most of them were still pretty challenging, making them hardcore at the same time. In this issue, we catalog 24 games in the "Cute Masterclass," analyzing the how and why of their cuteness, and giving some shout-outs to their understudies, as well.</p>
<p style="padding-left: 120px;"><span><strong>Also in This Issue</strong></span></p>
<p style="padding-left: 180px;"><em>Groove Coaster<br />Sonic 3D Blast<br />The Island of Lost Hardware&nbsp;</em></p>
<p style="padding-left: 180px;"><em><em>- - - - -</em></em></p>
<p style="padding-left: 180px;">80 pgs.<br />Cover design: <a href="http://www.radstronomical.com/" target="_blank">Diego Garcia</a></p>
<p style="padding-left: 180px;">&nbsp;</p>
<p style="text-align: center;"><span class="full-image-block ssNonEditable"><span><a href="http://scroll.vg/storage/cover-thumbs/03_sampF.png"><img style="width: 550px;" src="http://scroll.vg/storage/cover-thumbs/03_sampS.png?__SQUARESPACE_CACHEVERSION=1315369580958" alt="" /></a></span></span></p>
<p style="text-align: center;"><em>Click for slightly larger sample</em></p>]]></content></entry><entry><title>Covering Famicom Music on a Famicom</title><category term="dragon quest"/><category term="famicom"/><category term="mario"/><category term="music"/><category term="nes"/><category term="video"/><id>http://scroll.vg/blog/covering-famicom-music-on-a-famicom.html</id><link rel="alternate" type="text/html" href="http://scroll.vg/blog/covering-famicom-music-on-a-famicom.html"/><author><name>Ray Barnholt</name></author><published>2011-08-23T18:38:20Z</published><updated>2011-08-23T18:38:20Z</updated><content type="html" xml:lang="en-US"><![CDATA[<p style="text-align: center;"><iframe width="500" height="311" src="http://www.youtube.com/embed/jjiw8PLKHL4" frameborder="0" allowfullscreen></iframe></p>
<p>Musician <a href="http://www.youtube.com/user/KM65536">Ken Matsuzaka</a> -- who I know best from a series of <a href="http://youtu.be/jo4NwoSnmX0">piano covers</a> -- updated his YouTube page with a new set of videos from a recent live performance. Together with a few friends, they put on&nbsp;a small concert of familiar Famicom chiptunes, except that it was all performed through an actual Famicom. Each member of "NES BAND" controlled a different sound channel with their own keyboard, and pulled off some near-perfect recitations of the music and sound from games like Super Mario, Binary Land, and more. Most chiptune acts are just one guy or gal, so seeing a full band come together to produce the music is extra cool. The above video is a short medley that serves as a nice sampler, but do click through and check out the other ones, particularly the lengthy Dragon Quest III medley.</p>]]></content></entry><entry><title>Noobow (GB)</title><category term="game"/><category term="game boy"/><category term="irem"/><category term="video"/><id>http://scroll.vg/blog/noobow-gb.html</id><link rel="alternate" type="text/html" href="http://scroll.vg/blog/noobow-gb.html"/><author><name>Ray Barnholt</name></author><published>2011-08-23T17:00:37Z</published><updated>2011-08-23T17:00:37Z</updated><content type="html" xml:lang="en-US"><![CDATA[<p style="text-align: center;"><iframe width="500" height="405" src="http://www.youtube.com/embed/xyyKQGsHhHA?hd=1" frameborder="0" allowfullscreen></iframe></p>
<p><span class="full-image-float-left ssNonEditable"><span><img src="http://scroll.vg/storage/post-images/box-noobow?__SQUARESPACE_CACHEVERSION=1314152525108" alt="" /></span></span>Noobow is deceptively great: it's a Game Boy game based on a license (the eponymous <a href="http://noobow.com" target="_blank">Noobow</a>, mascot for a line of cute merchandise), but, ah, it's made by the masters at Irem, and it's a clever puzzle platformer. There are no HUD elements or any onscreen direction, but you're nevertheless encouraged to keep an eye on your surroundings when you come upon the next little roadblock. Various items are littered around the world, and it's your job to waddle Noobow over and use the item, either for obvious means, like creating a platform, or more trickier ones, all in the interests of completing a rather adorable goal at the end of a stage. The video shows all of this (and the nice music! Of course!), and you can see it's a prime example of unique design for the platform, and something rarely seen for years since.</p>]]></content></entry><entry><title>Archive: Just Old Games #2 - Dragon Egg</title><category term="Just Old Games"/><category term="dragon egg"/><category term="livestream"/><category term="tg16"/><category term="video"/><id>http://scroll.vg/blog/archive-just-old-games-2-dragon-egg.html</id><link rel="alternate" type="text/html" href="http://scroll.vg/blog/archive-just-old-games-2-dragon-egg.html"/><author><name>Ray Barnholt</name></author><published>2011-08-23T02:10:16Z</published><updated>2011-08-23T02:10:16Z</updated><content type="html" xml:lang="en-US"><![CDATA[<p><span class="full-image-float-right ssNonEditable"><span><img style="width: 200px;" src="http://scroll.vg/storage/post-images/justoldgames-02-dragonegg.jpg?__SQUARESPACE_CACHEVERSION=1314065453974" alt="" /></span></span>Well, that could've went better. Sometimes you never quite know how challenging a game is going to be. Sometimes it's really easy, sometimes it's really hard. Dragon Egg is super easy, nearly kiddish, and in the first attempt in the video below, I finish it about 30 minutes on Normal. Not wanting to cheap out on you good viewers, I try it on Hard. It is a little big harder, but only because all the enemies take more hits to die.</p>
<p>That includes the final boss, who also uses an extremely annoying projectile pattern to throw me off over, and over, and over, and over, and over again. I should have known better from an NCS/Masaya game.</p>
<p>Most of the show is in the first video; I had to start a second to bypass the record limit. But here you go. Enjoy, because I didn't! Until next time.</p>
<p style="text-align: center;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="480" height="296" id="utv785663" name="utv_n_262355"><param name="flashvars" value="loc=%2F&amp;autoplay=false&amp;vid=16807363&amp;locale=en_US&amp;hasticket=false&amp;v3=1" /><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.ustream.tv/flash/viewer.swf" /><embed flashvars="loc=%2F&amp;autoplay=false&amp;vid=16807363&amp;locale=en_US&amp;hasticket=false&amp;v3=1" width="480" height="296" allowfullscreen="true" allowscriptaccess="always" id="utv785663" name="utv_n_262355" src="http://www.ustream.tv/flash/viewer.swf" type="application/x-shockwave-flash" /></object></p>
<p style="text-align: center;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="480" height="296" id="utv497762" name="utv_n_237611"><param name="flashvars" value="loc=%2F&amp;autoplay=false&amp;vid=16809523&amp;locale=en_US&amp;hasticket=false&amp;v3=1" /><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.ustream.tv/flash/viewer.swf" /><embed flashvars="loc=%2F&amp;autoplay=false&amp;vid=16809523&amp;locale=en_US&amp;hasticket=false&amp;v3=1" width="480" height="296" allowfullscreen="true" allowscriptaccess="always" id="utv497762" name="utv_n_237611" src="http://www.ustream.tv/flash/viewer.swf" type="application/x-shockwave-flash" /></object></p>]]></content></entry><entry><title>Kurotoshiro-kun</title><category term="boku no natsuyasumi"/><category term="book"/><category term="psp"/><category term="stuff"/><id>http://scroll.vg/blog/kurotoshiro-kun.html</id><link rel="alternate" type="text/html" href="http://scroll.vg/blog/kurotoshiro-kun.html"/><author><name>Ray Barnholt</name></author><published>2011-08-16T02:30:24Z</published><updated>2011-08-16T02:30:24Z</updated><content type="html" xml:lang="en-US"><![CDATA[<p style="text-align: center;"><span class="full-image-block ssNonEditable"><span><img src="http://scroll.vg/storage/post-images/kurokun.png?__SQUARESPACE_CACHEVERSION=1313460701432" alt="" /></span></span></p>
<p>In <a href="http://www.jp.playstation.com/scej/title/bokunatsu/p2" target="_blank">Boku no Natusyasumi Portable 2</a>, a young woman named Sumire is working her butt off on a children's picture book she hopes will be the cornerstone of her career. Boku can help out here and there, but he only hears and sees glimpses of a work-in-progress, and the game ends the same way it did in the original PS2 version.</p>
<p><span class="full-image-float-right ssNonEditable"><span><img style="width: 100px;" src="http://scroll.vg/storage/post-images/kurokuncover.jpg?__SQUARESPACE_CACHEVERSION=1313460610858" alt="" /></span></span>Roughly a year after the game's release, the fruits of her labor, so to speak, have been realized in an actual book published by Enterbrain/Famitsu. "<a href="http://www.enterbrain.co.jp/f2b/books/bokunatsu/" target="_blank">Kurotoshiro-kun no Daibouken</a>" is a series of little tales about the eponymous Kurotoshiro-kun, a panda (his name literally meaning "black-and-white") who meets many new animal friends, big and small, on a journey of discovery. It was written by Bokunatsu creator/writer Kaz Ayabe, with illustrations by Nobie Sakai, who, interestingly, has done a fair share of <a href="http://www.nobie-monobie.com/0engine/tokyo_bbs.cgi" target="_blank">Bokunatsu-like work</a>.</p>
<p>It's wondrous, cute, and filled with heart -- in other words, it's definitely a children's book; other than a mention of the game in the full title, it's not something that would lead you to believe it <em>was</em> from a game if you weren't already aware. It makes for an interesting example of a subset of game "merchandise" that represents the finished product of something in the game. Sure, Ni no Kuni comes with the spellbook, but that's something you need for it. What if Square made a booklet out of the written SeeD tests from Final Fantasy VIII? Oh, maybe I shouldn't give them ideas...</p>]]></content></entry><entry><title>Legendary Mistakes</title><category term="3ds"/><category term="capcom"/><category term="editorial"/><category term="mega man"/><id>http://scroll.vg/blog/legendary-mistakes.html</id><link rel="alternate" type="text/html" href="http://scroll.vg/blog/legendary-mistakes.html"/><author><name>Ray Barnholt</name></author><published>2011-08-01T22:45:57Z</published><updated>2011-08-01T22:45:57Z</updated><content type="html" xml:lang="en-US"><![CDATA[<p><span class="full-image-float-right ssNonEditable"><span><img src="http://scroll.vg/storage/post-images/megamanlegends.png?__SQUARESPACE_CACHEVERSION=1321397812817" alt="" /></span></span></p>
<p>The Mega Man series used to be built on fan input. Maybe you know about the boss design contests that the development team would promote in the NES days, before the next big sequels would come out. They would field submissions from all over Japan (and North America for Mega Man 6). It was kind of remarkable, both then and in hindsight, to ask for the public to help create the defining parts of each sequel, and then to choose and immortalize the work of a select few. It was also perfect timing, as Mega Man was in his prime. Back then, you'd be silly not to expect a new Mega Man every year or two.</p>
<p>Capcom took that to the next level, or tried to, when they announced Mega Man Legends 3 last year. Fans would have been perfectly happy with an MML3 that was already near-done, but Inafune and the team invited Japanese and American fans to get on the web and start sharing their opinions and creative contributions whenever possible. But now that's all for naught, and those now-disappointed fans understandably feel indignant. To them, they were strung along and ultimately gutted, in the end getting nothing but nebulous excuses and wasted time.</p>
<p>In my view, Capcom was in much too deep to cancel it, and shouldn't have. There was simply too much invested in it, mostly from the fan side, but they went ahead and killed it anyway. How could they not? Forgive me for sounding like a scorned fan in denial, but I'm serious. I was saying it months ago, before cancellation even seemed like a possibility.&nbsp;"Can you believe the backlash if they actually canned it?" Not to mention that Capcom has one of the most consistent <a href="http://scroll.vg/storage/post-images/capcom-vs-fans.jpg">backlash records</a> of this generation!</p>
<p>Well, I can't say they're bad at surprises.</p>
<p>&nbsp;</p>
<p>One type of response to the news was the belittling kind. "It's just the reality of the business;" "It happens all the time, but this time it was just in public;" "No use crying over spilt milk," etc. It's a response that may sound more level-headed compared to the incensed fans, but unfortunately, the situation isn't that black-and-white. What Capcom did was get fans riled up and excited from the get-go, then did their best to maintain that excitement on a regular basis. With announcement after announcement, news post after news post, contribution after contribution, blog after blog, and especially the promise of the "Prototype" demo, the development team wanted, and got, a whole lot of people wanting this game regardless of how many of them were registered in the Devroom.</p>
<p>Capcom went forward with an unprecedented development plan -- one that no company, least of all a Japanese one, had ever really attempted. And on top of that, it was a plan for a sequel in a series that had 10 years of incubation and fostered its own faithful audience. Given that, the mere brushing off of the cancellation as a "business reality" doesn't hold water, because that only represents one side of the story. Again, there was no real precedent, and the company willingly tied in the emotions of hundreds of thousands of hardcore fans and interested observers.</p>
<p class="pullquoteR" title="The Devroom didn't even whisper the suggestion that this was not a guaranteed game">So, how could they not finish it? By cancelling it anyway and continuing to say it's an experiment. However, the public wasn't told that at the beginning. Go ahead, <a href="http://www.capcom-unity.com/devroom/blog/page/58?per_page=5">visit the last page of the Devroom blog</a>, keep going up, and see what the tone is like. A whole lotta excitement and recruitment. For months on end, those posts don't even so much as whisper the suggestion that this was not a guaranteed game. It was guaranteed in-development, but you can take that in any dozens of ways. It wasn't until Masakazu Eguchi's February 2011 blog post -- the infamous "<a href="http://www.capcom-unity.com/devroom/blog/2011/02/15/a_declaration_of_resolve" target="_blank">Declaration of Resolve</a>" update where it's revealed the project was not even "greenlit" yet -- did people start to feel uneasy. That was seven months after the reveal, and roughly a month since the decision of Aero as the heroine.</p>
<p>They made grand implications of transparency, but this wasn't transparency, it was translucency. And for that, people have every right to be less than understanding of the situation. If Capcom was wanting to involve people in the "development process," they failed out of the gate. Now, I know it's impossible to share <em>everything</em>, because you still have to be reasonable when you're a multinational game publisher. But what's unreasonable about a rough, just-a-few-bullet-points outline of the development schedule? How about any advance notice of Capcom's approval process? Instead, we got blissful ignorance and jumping to conclusions, with a big blister of hurt ready to burst as the months went on.</p>
<p>From USA Devroom Liaison Greg Moore:</p>
<p style="padding-left: 30px;"><em>The team developing this game provided in-depth articles detailing the various processes that going into this game's creation, from voice recording to the creation of 3D character models. They talked about the office atmosphere and all of the ups and downs of the game development process with a degree of candor that was, to be perfectly frank, often quite concerning for the rest of the company. (<a href="http://www.capcom-unity.com/devroom/blog/2011/07/19/to_the_devroom_and_legends_3_fans_everywhere">via</a>)</em></p>
<p>That makes some sense. You always hear (if not experience) the big bosses not seeing things in the big picture, acting like the old farts they usually are when a new thing doesn't entirely fit with the way things have always been done. It's understandable that they'd think the Devroom was getting too loose-lipped. On the other hand, no, they weren't. Those aforementioned posts on the voice recording sessions and character modeling were about as inside as it truly got -- and those were the ones with photos. Many significant bits about the game were planned to be announced later and redacted in posts.&nbsp;We got daily updates on other things now and then, and they'd tell us about <em>some</em> meetings, but all with varying degrees of exposition. Sometimes they overdid it: recognizable Capcom producer Jun Takeuchi was only referred to as an "official." If anybody was <em>really </em>worried about exposing trade secrets, I don't think it was happening here -- besides, I doubt anyone at Capcom makes 3D models or character profiles dramatically different than other companies. Most of it wouldn't be out of place in a "making-of" featurette or an art book. So Capcom's explanation comes off as another arbitrary pointing of blame meant to band-aid the situation. I guess that's the level of exposition they wanted all along.</p>
<p>In hindsight, the entire undertaking was woefully half-baked. Infaune and the team should have taken the path of least resistance: Announcing the project when it was already greenlit, and then inviting the fans in to contribute all that they could from that point. With that, you get two things: pre-existing assurance that the game won't fall off the map, and pretty much the same level of fan enthusiasm and contributed talent featured in the final product. After all, it worked 20 years ago when those Mega Man boss design contests went on; when making the story and stages was already going full-steam, and the only big missing pieces were the bosses. But what of Inafune's leaving? Simple enough: if he still left within the same timeframe, then management could have much more easily canned the project privately before it even got to the public phase. And as long as it was kept secret, no tears (or blood) would be shed.</p>
<p>But perhaps the ultimate ideal would be, instead of making Mega Man Legends 3 a game that tried to involve the public in development, they could have just not made it Mega Man Legends 3. If this were a wholly original property, yet went through all the same steps as MML3, then there's no doubt that if it got cancelled, the only people who would take it personally would be the people who actually contributed to it, and not thousands of other fans who just wanted to see a sequel in a series that ended -- <em>with a question mark</em> -- 10 years ago.</p>
<p><span class="full-image-float-left ssNonEditable"><span><img style="width: 120px;" src="http://scroll.vg/storage/post-images/sadservbot.png?__SQUARESPACE_CACHEVERSION=1312237203646" alt="" /></span></span>Ah, but that's the catch-22, isn't it? You want to get people fired up, so you go with something big and familiar, but if it was something new and different, the level of excitement probably wouldn't be the same. And to go back to my "advance notice" point, the project would probably would get less attention if the team <em>was</em> more upfront about the approval process -- why pour your heart into temp work? Basically, it was apparent that based on what Inafune has said over the years, getting MML3 made the Crazy Way seemed to be the only way.&nbsp;That's the actual "business reality."</p>
<p>On the whole, the story of Mega Man Legends 3's development makes for a great narrative. A new idea leading to a reconstruction, the will of the people gathered, and then the loss of a leader, mounting struggles, and an eventual collapse, with the same people now furious, and a host of questions that will likely forever go unanswered. Not just the how and the why, but the more cynical questions, as well. Would the game have been any good anyway? Would it have been a highlight of the 3DS library? Would it just be a critical darling? Would anybody but a small percentage of Mega Man fans in their 20s and 30s buy it? Sadly, those questions don't matter, since they're about what could have happened and not what did. What did happen was a year of hope, excitement, fun, interaction, and wishes seemingly come true. And what's left? Disappointment, anger, posthumous PR idiocy, and most obviously: no game, anywhere. All from one mistake. And the lesson learned isn't any better.</p>]]></content></entry><entry><title>Livestream: Jackie Chan's Action Kung-Fu</title><category term="Just Old Games"/><category term="hudson"/><category term="livestream"/><category term="nes"/><id>http://scroll.vg/blog/livestream-jackie-chans-action-kung-fu.html</id><link rel="alternate" type="text/html" href="http://scroll.vg/blog/livestream-jackie-chans-action-kung-fu.html"/><author><name>Ray Barnholt</name></author><published>2011-07-06T17:44:23Z</published><updated>2011-07-06T17:44:23Z</updated><content type="html" xml:lang="en-US"><![CDATA[<p><span class="full-image-float-right ssNonEditable"><img src="http://scroll.vg/storage/post-images/justoldgames-01-jackie.jpg?__SQUARESPACE_CACHEVERSION=1310028252959" alt="" /></span>This time there's no special occasion, no famous guests... just you and me. This weekend I'll be playing Hudson's <strong>Jackie Chan's Action Kung-Fu</strong> live online as part of something I'm calling "Just Old Games." I'll also be trying it on two different sites this time -- Ustream <span style="text-decoration: line-through;">and the recently-launched English version of Niconico*</span> -- so the potential for technical screwups is even higher! But anyway, if you're interested, get your spots in line, and I'll see you Saturday.</p>
<p><strong>When:<br /></strong>July 9, 2011, 7:00 PM - 12:00 AM PT</p>
<p><strong>Where:<br /></strong>&nbsp;<a href="http://www.ustream.tv/channel/just-old-games">Ustream</a></p>
<p><strong>Program:<br /></strong>A straight run-through of Jackie Chan's Action Kung-Fu on the NES. No savestates, no excessive bitching, but still plenty of struggle and a slow descent into madness. If the game's done with some time left, there may be some space for a surprise as well. But no promises.&nbsp;</p>
<p>*turns out I CAN'T handle two sites at once! Future shows will probably be on Niconico, though. Hey, they have no ads!</p>]]></content></entry><entry><title>Tall Tales</title><category term="editorial"/><category term="namco"/><category term="rpg"/><category term="tales of"/><id>http://scroll.vg/blog/tall-tales.html</id><link rel="alternate" type="text/html" href="http://scroll.vg/blog/tall-tales.html"/><author><name>Ray Barnholt</name></author><published>2011-07-01T20:38:13Z</published><updated>2011-07-01T20:38:13Z</updated><summary type="html" xml:lang="en-US"><![CDATA[I think that community staff, Junior or not, should be more than just contest-givers; they should be internal journalists of sorts. (Of sorts.) Ideally, they're hired to help humanize the company, to learn about it, and be as reasonable as possible to fans (or non-fans), and if a good question comes up that they don't know the real answer to -- like if Tales of Vesperia on PS3 is ever coming out -- they should be inspired, allowed and welcomed to send a query straight to the top and get the best possible answer, even if it's going to piss fans off.]]></summary></entry><entry><title>Hey, Knock it Off!</title><category term="arcade"/><category term="china"/><category term="photo"/><id>http://scroll.vg/blog/hey-knock-it-off.html</id><link rel="alternate" type="text/html" href="http://scroll.vg/blog/hey-knock-it-off.html"/><author><name>Ray Barnholt</name></author><published>2011-06-29T18:18:39Z</published><updated>2011-06-29T18:18:39Z</updated><content type="html" xml:lang="en-US"><![CDATA[<p>No, I meant&nbsp;<em>stop doing that!</em></p>
<p style="text-align: center;"><span class="full-image-block ssNonEditable"><span><img src="http://scroll.vg/storage/post-images/dheroaae11.jpg?__SQUARESPACE_CACHEVERSION=1309371569165" alt="" /></span></span></p>
<p>Via <a href="http://arcadeheroes.com/2011/06/29/arcades-from-asian-attractions-expo-2011/">Arcade Heroes</a> / <a href="https://picasaweb.google.com/ponwei34/2011AAE?authkey=Gv1sRgCL3j1pyOs7yauwE#">David Liu</a></p>]]></content></entry><entry><title>Handgrip Mario</title><category term="mario"/><category term="snes"/><category term="video"/><id>http://scroll.vg/blog/handgrip-mario.html</id><link rel="alternate" type="text/html" href="http://scroll.vg/blog/handgrip-mario.html"/><author><name>Ray Barnholt</name></author><published>2011-06-29T01:12:58Z</published><updated>2011-06-29T01:12:58Z</updated><content type="html" xml:lang="en-US"><![CDATA[<p style="text-align: center;"><script type="text/javascript" src="http://ext.nicovideo.jp/thumb_watch/sm14769410"></script></p>
<p>&nbsp;</p>
<p>I was going to wait for a YouTube version, but the heck with it!</p>]]></content></entry><entry><title>Arcade Games That Time Forgot: Dancing Eyes</title><category term="arcade"/><category term="arcade games that time forgot"/><category term="game"/><category term="namco"/><id>http://scroll.vg/blog/arcade-games-that-time-forgot-dancing-eyes.html</id><link rel="alternate" type="text/html" href="http://scroll.vg/blog/arcade-games-that-time-forgot-dancing-eyes.html"/><author><name>Ray Barnholt</name></author><published>2011-06-21T00:00:00Z</published><updated>2011-06-21T00:00:00Z</updated><content type="html" xml:lang="en-US"><![CDATA[<p><strong><em>This article originally appeared on GamePro.com.</em></strong></p>
<p><em>Arcade Games That Time Forgot is a feature about weird, brilliant, kooky, terrible, or just interesting arcade games. Why just arcade games? Because while arcades gave us plenty of amazing games that are now classic franchises, it wasn't unlike the PC market, where any ol' group of people could make and distribute them, and with that sort of freedom, crazy ideas had a better chance of making it through. And for better or worse, quite a few did.</em></p>
<p><span style="font-size: 150%;">Dancing Eyes (Namco, 1996)</span></p>
<p style="text-align: center;"><span style="font-size: 150%;"><span class="full-image-block ssNonEditable"><span><img style="width: 550px;" src="http://scroll.vg/storage/post-images/28409-220594-2.jpg?__SQUARESPACE_CACHEVERSION=1324016906717" alt="" /></span></span></span></p>
<p>Gratuitous titillation seems to be the M.O. of the Japanese game industry these days, at least if you go by the stereotypes. But there's a touch of truth to it, as the number of ways you can ogle cartoon girls in games is larger than ever. But when it came to out-and-out pandering, Namco was ahead of the pack. In 1996, using their expertise in 3D polygonal graphics, they produced the arcade action game Dancing Eyes (no relation to <a href="http://www.youtube.com/watch?v=4THRaQGvtLA">the Gary Stewart song</a>... probably).</p>
<p>Namco recently announced a remake of Dancing Eyes, which is, so far, a Japan-only game for the PS3. But there's perhaps no better time for it to appear, given what I said at the start. In it, you control a cute little monkey, running along a grid that's laid over some surface that needs to be broken away, be it a schoolgirl's uniform, a magician's box, or a tree stump with mischievous twins inside.</p>
<p>Most of the time, though, it's going to be women whom you must disrobe by clearing the panels on the grid. You do this by holding the action button to set down a peg, then run along the grid trying to complete a whole shape while avoiding the enemies honing in on you. You don't have to connect the ends -- as long as you complete a whole shape, you can watch it get cleared away. Your "reward" for beating the stage is to (typically) watch the model prance around in her skivvies or otherwise play around with the "set" she's on.</p>
<p style="text-align: center;"><iframe width="500" height="369" src="http://www.youtube.com/embed/xIkUw7CzXDg?rel=0" frameborder="0" allowfullscreen></iframe></p>
<p>On the surface, Dancing Eyes is not original -- plenty of other girlie arcade games, like the Gals Panic series, employed a variation of Qix's gameplay to get the player to slowly reveal a picture of a scantily-clad woman. But Dancing Eyes was the only such game to use real-time polygons, and Namco used that to their advantage by letting you walk all around the model as you cleared the grid. And in some cases, you can see the girls "breathing" as they patiently stand there waiting for their clothes to be destroyed. Yeah, well... that's worth a multi-page psychology paper right there, but nonetheless, it was one of the game's unique selling points. In the context of 1996, the game also looks amazing. It makes you wonder what kind of HD embarrassment the remake will bring!</p>
<p>Despite the groan-worthy sexism going on, Dancing Eyes doesn't really take itself seriously. As soon as the third stage, the game starts taking an absurd turn as it introduces cows and aliens. It shows that if you take out the suggestive material, you can still have a fairly fun game on your hands. Of course, it wouldn't have nearly the same appeal, would it? And it wouldn't be getting so much attention, both back then and now with the announcement of the remake. And as a matter of fact, there's plenty of eye candy for everybody...</p>
<p style="text-align: center;"><span class="full-image-block ssNonEditable"><span><img style="width: 550px;" src="http://scroll.vg/storage/post-images/28410-220594-3.jpg?__SQUARESPACE_CACHEVERSION=1324016934251" alt="" /></span></span></p>
<p>See? It's inclusive, and totally realistic, to boot!</p>]]></content></entry><entry><title>Arcade Games That Time Forgot: Mirai Ninja</title><category term="arcade"/><category term="arcade games that time forgot"/><category term="game"/><category term="namco"/><id>http://scroll.vg/blog/arcade-games-that-time-forgot-mirai-ninja.html</id><link rel="alternate" type="text/html" href="http://scroll.vg/blog/arcade-games-that-time-forgot-mirai-ninja.html"/><author><name>Ray Barnholt</name></author><published>2011-06-03T00:00:00Z</published><updated>2011-06-03T00:00:00Z</updated><content type="html" xml:lang="en-US"><![CDATA[<p><strong><em>This article originally appeared on GamePro.com.</em></strong></p>
<p><em>Arcade Games That Time Forgot is a feature about weird, brilliant, kooky, terrible, or just interesting arcade games. Why just arcade games? Because while arcades gave us plenty of amazing games that are now classic franchises, it wasn't unlike the PC market, where any ol' group of people could make and distribute them, and with that sort of freedom, crazy ideas had a better chance of making it through. And for better or worse, quite a few did.</em></p>
<p><span style="font-size: 150%;">Mirai Ninja (Namco, 1988)</span></p>
<p style="text-align: center;"><span style="font-size: 150%;"><span class="full-image-block ssNonEditable"><span><img style="width: 550px;" src="http://scroll.vg/storage/post-images/22726-219865-2.jpg?__SQUARESPACE_CACHEVERSION=1324015239544" alt="" /></span></span></span></p>
<p>I kind of like Mirai Ninja (lit. "Future Ninja"). The thing is, there isn't a ton about it that's actually likeable. On the surface, it's basically Namco's take on Taito's The Legend of Kage: You got your ninja guy, he moves real fast, he jumps real high, and the game has really spacious levels. But this one is set in the future, after all, so it's automatically more badass. It makes ancient history look like <em>ancient history</em>! And in every respect, the game is so unabashedly '80s it's hard to hate. For starters, the music is fitting with the theme, and could have easily been from your favorite sci-fi anime. That's thanks to Namco's master maestro Shinji Hosoe, who did the music for almost every late '80s-early '90s Namco game you can think of, and is still kicking around the industry.</p>
<p>I mentioned anime, but the funny thing about Mirai Ninja is that it's a movie game. Namco wasn't known for their movie games back then, but this is different because Namco actually had a stake in producing the live-action film of the same name. It was released in the US as "Cyber Ninja" (the game never showed up), and it's, um...  <a href="http://www.youtube.com/watch?v=ImUnXEOe9mM">interesting</a>? Click that link and note the giant walking mecha houses in the intro, which also show up in the game. It's nothing if not faithful!</p>
<p style="text-align: center;"><span class="full-image-block ssNonEditable"><span><img style="width: 550px;" src="http://scroll.vg/storage/post-images/22725-219865-1.jpg?__SQUARESPACE_CACHEVERSION=1324015267381" alt="" /></span></span></p>
<p>But Mirai Ninja is still a movie game, and so in accordance with the unwritten law, it's not that great compared to other great arcade games that year. Again, it's basically Legend of Kage, complete with deceptive difficulty: You can pretty much sprint through the first few levels without taking much damage, but then the game starts throwing more enemies at you at once, and makes bosses even bigger assholes. Naturally, this would be easy to deal with under normal conditions, but by default, you only get one life, and continuing puts you back at the beginning of the stage. Come on, Namco, did you expect everyone to love everything about Mirai Ninja that they'd see the movie dozens of times and play the game dozens more regardless of how much it beat their brow?</p>
<p>Still, I like Mirai Ninja. It's not friendly, it's not super original, but what it lacks in unoriginal gameplay it pays back in absurd character and level design that sometimes does feel like an over-the-top Japanese action movie. Go figure.</p>]]></content></entry></feed>
