tag:blogger.com,1999:blog-12584366291818052452024-03-16T13:53:21.183-05:00 Retro Gamer RandomnessWelcome to my retro gaming blog!Anonymoushttp://www.blogger.com/profile/08909539993420307539noreply@blogger.comBlogger119125tag:blogger.com,1999:blog-1258436629181805245.post-1120533820101211652023-12-19T14:40:00.002-06:002023-12-19T14:40:30.985-06:00Review: The Analogue Duo Console for Turbo Grafx-16, PC-Engine, and Super CD Rom<p> </p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh86rj-LCBzUMk22TONrPwWiJ4szWFnufNMfNIcaYaj_tQ9auTaVUGdM4Uha2dDMMD28pTkh0oxrEmcmf6ffI8lcW1DpNNFAbRc_5iU55zlGywAWze2dE36WvPZtaIaNIUIIRAY1zWpVRBl6AK3nHLmHLBYxbQ2YKviduGSkXEokmcnxes8RitTavEIP1I/s1305/Duo.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1196" data-original-width="1305" height="366" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh86rj-LCBzUMk22TONrPwWiJ4szWFnufNMfNIcaYaj_tQ9auTaVUGdM4Uha2dDMMD28pTkh0oxrEmcmf6ffI8lcW1DpNNFAbRc_5iU55zlGywAWze2dE36WvPZtaIaNIUIIRAY1zWpVRBl6AK3nHLmHLBYxbQ2YKviduGSkXEokmcnxes8RitTavEIP1I/w400-h366/Duo.jpg" width="400" /></a></div><br /><p></p><p>Over the past decade, the interest in retro gaming has grown by leaps and bounds. It has grown from a niche hobby to a commercially viable sector. As legacy hardware continues to age, the availability of working consoles shrinks with each passing year. Couple that with increased demand, and supply dwindles further. </p><p>In addition to limited availability of hardware, there are gaps to bridge when it comes to compatibility of modern displays and retro gaming consoles. The classic yellow, red, and white RCA cables that we all grew up with leave a lot to be desired when connected to a high definition television, if the signal gets through at all. There are solutions to these issues as companies have entered the fray with modern hardware dedicated to retro gaming. Several companies exist that make modern clones of Nintendo and Sega consoles, in an attempt to cash in, like Hyperkin, Retrobit, and others. The quality varies wildly. </p><p>Analogue is one such company that is making consoles that play original game cartridges, but with modern FPGA technology and nuance. FPGA is an acronym for field programmable gate array, and this is a form of hardware emulation that is able mimic the old consoles on a hardware level, providing the closes possible experience to the original. By this point they have a track record of high quality consoles loaded with features, sold at boutique prices. If you ask any owner of their consoles and they almost unanimously agree that their products are worth the cost. </p><p>The PC Engine has the most daunting and confusing hardware history out of any gaming console. It is not hyperbole to say that one has to read several guides to figure out how to obtain a consoles that is able to play the entire library of card and CD games. To be able to play both Hu Card games and CD games, several pieces of hardware are required: </p><p></p><ul style="text-align: left;"><li>a base unit like a Turbo Grafx-16 or PC Engine (3 variations)p</li><li>a CD player unit (1 American version, 2 Japanese versions)</li><li>an interface unit (different versions for US or Japan)</li><li>a system card (at least 3 versions, depending on which CD unit you have)</li><li>or you can get a Duo system, which combines the three hardware pieces into one (there are four versions of the Duo units - 1 American and 3 Japanese)</li></ul><p></p><p>The Analogue Duo simplifies the hardware into one neat package capable of playing the entire library of Hu Card and CD games that is cost effective, modernized, and sleek. Considering the amount of hardware necessary to play these games, the Duo's value proposition is tremendous. Consider also that upscaling and RGB mods are not necessary, the value multiplies. While these facts may not be obvious to someone unfamiliar with the original system, anyone who has attempted to cobble together a working setup will immediately realize this.</p><p></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgk-eXASZ1_w_cmgqzfrhfvDcgC3LbnqdN3DPKp8vVgcZ-nkvE6WnWrufDECCBpcjeOK682-TcjeS0juppyJfj61cW_GxIeSXqOEaNj6tFph6Vb61ZFk4ItY9JFChOFHiTnxFhjXnsDtKq9YDQKJpO6bgdJ3IFz2iUEKWBovHO9c7Tq6mufR2eN3Su9w98/s1927/rear.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="417" data-original-width="1927" height="138" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgk-eXASZ1_w_cmgqzfrhfvDcgC3LbnqdN3DPKp8vVgcZ-nkvE6WnWrufDECCBpcjeOK682-TcjeS0juppyJfj61cW_GxIeSXqOEaNj6tFph6Vb61ZFk4ItY9JFChOFHiTnxFhjXnsDtKq9YDQKJpO6bgdJ3IFz2iUEKWBovHO9c7Tq6mufR2eN3Su9w98/w640-h138/rear.jpg" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">The back sports USB C, 2 USB A ports, HDMI, and an SD card slot</td></tr></tbody></table><br />The quality of this console falls in line with it's FPGA brethren: flawless recreation of hardware operation while outputting crisp 1080p visuals. With this being Analog's fifth console hardware recreation, it is safe to say that they have mastered the art of displaying 240p resolution on HD displays. All of their consoles up until now have shown progression in the nuance and specificity of their settings for visual and audio fidelity. However, this time around there is a limitation on the amount of granular control that you have over tweaking the dials however, opting for presets and on/off type settings. This is perhaps due to the inclusion of their seemingly now standard Analogue OS, which was introduced in their last release the Analogue Pocket. The menus and options all seem to be copied straight from that. This is made obvious by the large presence on a TV screen, which is clearly out of place. It feels like more time should have been taken to dial the menu and settings for this console specifically, like was done for all other releases. This is the first time the operating system for an Analog console appears "phoned in", or copied and pasted. What happened to giving it the respect it deserves? There are a few Turbo Grafx-specific tweaks to video options, such as the composite color palate options, shader options that mimic the Turbo Express Handheld and LT (a combination PC Engine with built in screen). These are nice, but come off as a consolation prize instead of features.<div><div><p></p><p></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg9I3JzaRJZNPoTgHJSYRqORvcIrmz93u_SaUNtNKeh8UPT73YI9ISAzz9m2MW7jj_0u_wnfWOhWTiaZEdgLb2YIscJVeYBht9eePk_Zl8L3tNLOYkQhVSw296H4tcC0BxhDamPkUfIqoDfgkbr9gAGx5re8b8tFnYCECLdkpZz5D3RBW-V41SL8hCEgfo/s2008/right%20side.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="874" data-original-width="2008" height="174" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg9I3JzaRJZNPoTgHJSYRqORvcIrmz93u_SaUNtNKeh8UPT73YI9ISAzz9m2MW7jj_0u_wnfWOhWTiaZEdgLb2YIscJVeYBht9eePk_Zl8L3tNLOYkQhVSw296H4tcC0BxhDamPkUfIqoDfgkbr9gAGx5re8b8tFnYCECLdkpZz5D3RBW-V41SL8hCEgfo/w400-h174/right%20side.jpg" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">The controller port is on the side of the console</td></tr></tbody></table><br />The Duo is available in two colors: USA is black, and Japan is white. The quality of plastic and moulding are excellent as always. The console sits on a large rubber foot that firmly holds it onto a surface with no chance of sliding. While the physical design and form factor are superior and of the modern era, some design choices are odd. The most egregious of which is the location of the original controller port. It is placed on the side, towards the rear. All other Analogue consoles have their controller ports front facing, why would they do this? Not only does it necessitate a wider berth in a TV stand setup, the PC Engine controller cords are among the shortest out there, exacerbating the problem. </div><div><br /></div><div>Analogue is pushing the wireless 8Bitdo controllers on their website, which will pair with without the need for a dongle, and up to four can be connected. I understand the need to push forward past legacy accessories, but my issue is that the 8Bitdo controller is weirdly smaller than a stock PC Engine controller, or more specifically the dpad and buttons are too close to the bottom edge, so hand cramps set in fairly quickly. It also does not have turbo switches, opting for additional buttons mapped for rapid fire, albeit nonadjustable. The instructions lists a plethora of controllers that the Duo is compatible with, including nearly all 8Bitdo offerings, controllers for Switch, Playstation, and XBox. I find myself using the replica PCE controller that was packaged with the Core Grafx mini from 2019, as it has a 10 foot long USB cord.</div><div><p></p><p><br /></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgzoaTzTQQrKXAGzG_JDbAYElfddNpkH1x9JJsai7PoygP4-BX1mbRP_IMVnwqW9QfkZcLrfjtsW-g8CS2cKRU6c8Orsdmz-xTnVpM3uMsmDlYHsfLxuwLMmdvLHQETnYJbs5zcC4vRohi144NKlVaDrnzHWclKlylQcKK3R4SmjU5ei3U4wXiu2RVXlSo/s2016/controller%20comparison%201.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2016" data-original-width="1512" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgzoaTzTQQrKXAGzG_JDbAYElfddNpkH1x9JJsai7PoygP4-BX1mbRP_IMVnwqW9QfkZcLrfjtsW-g8CS2cKRU6c8Orsdmz-xTnVpM3uMsmDlYHsfLxuwLMmdvLHQETnYJbs5zcC4vRohi144NKlVaDrnzHWclKlylQcKK3R4SmjU5ei3U4wXiu2RVXlSo/w300-h400/controller%20comparison%201.jpg" width="300" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">The 8Bitdo controller is too small</td></tr></tbody></table><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEih4BP7yJMLrEqS7VTT_61fPCXq_PMMW6Fv13FILKcmNT0hnszoFLjogbrAYgRTgeV3XKrU6vE9DEfF9npcG-n_GUVl1q-LEnCYoHs0pKfFqybFQJgcCWNp1FNxsQOPiIbfmmbVQOb45-YP-zPu-_G8WjU9YKjSCClSaMCHLNMUNvvDPlK9kIo8NRbSVAc/s2080/Screenshot%202023-12-19%20at%208.48.49%E2%80%AFAM.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="584" data-original-width="2080" height="181" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEih4BP7yJMLrEqS7VTT_61fPCXq_PMMW6Fv13FILKcmNT0hnszoFLjogbrAYgRTgeV3XKrU6vE9DEfF9npcG-n_GUVl1q-LEnCYoHs0pKfFqybFQJgcCWNp1FNxsQOPiIbfmmbVQOb45-YP-zPu-_G8WjU9YKjSCClSaMCHLNMUNvvDPlK9kIo8NRbSVAc/w640-h181/Screenshot%202023-12-19%20at%208.48.49%E2%80%AFAM.png" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">initial list of compatible controllers</td></tr></tbody></table><p>Revisiting the theme of scarcity, the games for the Turbo Grafx were not million sellers, so again, rarity factors into cost. The Japanese equivalent PC Engine fared much better in its homeland, but desired games still rank among the more expensive of the era, especially for coveted genres like shooters. While there are other ways to play Turbo and PC Engine games like emulation, anyone sold on emulation is most likely not in the market for hardware like this. Flash carts mitigate the cost of gaming on original hardware, but not all versions of the Turbo Everdrive are compatible with the Duo. This has never happened before with an Analogue console. So the Duo is LESS CAPABLE of playing flashcarts than original hardware. This is a huge problem and needs to be ironed out in a firmware update. </p><p></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgXuddeuRjwP4105JO2Oz29ZrpzhP1I10ohBCQjXnfeNga76aB4HYkUeK0tZ6ivvw8MyZPWrTQXRIugl0cmYFWGjA1GWzputUH865pf0aMRyT1oKIjNQ3Eva9a8ekhZAr8oi9uMHQoPHotIeFapwMCR0cNe60SPbLIxwOJ0KVp8z9kNBituAsG9BVDQeRI/s2016/OS.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2016" data-original-width="1512" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgXuddeuRjwP4105JO2Oz29ZrpzhP1I10ohBCQjXnfeNga76aB4HYkUeK0tZ6ivvw8MyZPWrTQXRIugl0cmYFWGjA1GWzputUH865pf0aMRyT1oKIjNQ3Eva9a8ekhZAr8oi9uMHQoPHotIeFapwMCR0cNe60SPbLIxwOJ0KVp8z9kNBituAsG9BVDQeRI/w300-h400/OS.jpg" width="300" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">The menu font is too large on an HD TV</td></tr></tbody></table><br />I consider myself a hardcore PC Engine gamer, I preordered this the day it was opened. I was able to procure a collection of games prior to the great surge in prices. My assumption is that anyone purchasing the Duo most likely has a strong interest in the console with a sizable collection. I already have a dialed-in setup combination necessary to play these games on both legacy hardware on a CRT and modern methods like MISTer. I wonder how many other hardcore fans are there that will choose to buy this if they already have a setup? <p></p><p>For newcomers to the console, this is far from a casual purchase at this price point. With the surging price of original games, it is hard to believe that gamers new to this console and library will be eager to start collecting now. I think it is appealing only to those who already have the games to make use of it. All of Analogue's consoles to date have had unofficial firmware releases that have allowed for side loading game rom files, effectively eliminating the need to own original carts. It would be reasonable to assume the same will happen with this consoles, as this has been the case for all previous releases. I would guess many people that preordered this are expecting/hoping that to continue. Time will tell. </p><p>I am happy to have a premium (although a tad less premium than their other offerings) modern console to play my PC Engine collection on a modern TV, but I feel like this design should have been more thought out. The controller port placement is hard to get over. The lack of Everdrive compatibility is troublesome. This is a rough launch for Analogue, and hopefully some of the other issues can be resolved through firmware updates. Of all the Analogue consoles, this is the only one that I feel is half baked. It is still worth owning, but Analogue did not live up to their own standard here.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjRCWg0Fl_1HfmiaJIbZrjbE-cAli4j03burwoUqRMQOqN5h4idpfsXT9Zhf8fkBaubo0PBOskvR-Ak7lbvZIBujTdzTd7pmSk2eMWxJIrwitqHUDkceDjApadEHAoC5JkswleizolGLtezjYL4Y9i2qD1_aGJCbcBhrYEiDhbCTB_C-YEBWo7d9t8RbPM/s2016/IMG_2221.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="2016" data-original-width="1512" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjRCWg0Fl_1HfmiaJIbZrjbE-cAli4j03burwoUqRMQOqN5h4idpfsXT9Zhf8fkBaubo0PBOskvR-Ak7lbvZIBujTdzTd7pmSk2eMWxJIrwitqHUDkceDjApadEHAoC5JkswleizolGLtezjYL4Y9i2qD1_aGJCbcBhrYEiDhbCTB_C-YEBWo7d9t8RbPM/w300-h400/IMG_2221.jpg" width="300" /></a></div><br /><p><br /></p><p><br /><br /></p></div></div>andrewpark800http://www.blogger.com/profile/10165560739129556519noreply@blogger.com2tag:blogger.com,1999:blog-1258436629181805245.post-85584235660997437092023-07-06T09:34:00.000-05:002023-07-06T09:34:13.184-05:00Japanese Mega Drive and Genesis and Art Comparison<p>This post is simply a collection of pictures of my Japanese Mega Drive collection, and when applicable, comparisons of artwork between North America and Japan. Enjoy!</p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiJ4xPrXuzuJqUgXLsiO5ItM7wCh8jDxsxlyOfu_SHQ0IsBp6VIfp9-2n4zQBYck0jrtTq4D5-rKjQNU6UwNULcskxmVWtfyZKWdmkH8hfULqVLoHlzLqjt5vDqEoM9EOEp7Qs6oczgKQ5V9bRatU5ln66_6frOjT7ArU1wpYsMNQNvA3Hkc1woxPRqRng/s3332/IMG_1176.jpeg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2586" data-original-width="3332" height="248" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiJ4xPrXuzuJqUgXLsiO5ItM7wCh8jDxsxlyOfu_SHQ0IsBp6VIfp9-2n4zQBYck0jrtTq4D5-rKjQNU6UwNULcskxmVWtfyZKWdmkH8hfULqVLoHlzLqjt5vDqEoM9EOEp7Qs6oczgKQ5V9bRatU5ln66_6frOjT7ArU1wpYsMNQNvA3Hkc1woxPRqRng/s320/IMG_1176.jpeg" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Two games that did not get western releases. It's a shame, as they probably would have sold well. </td></tr></tbody></table><br /><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjxaTGEcR0GYXgmKKfprJtgMhejhU80UWIpQZ3KKRsCNJ4O74uTRLgcgR7FSkolKfjWWM67XM6qU1xspSM-xsOO4wHorYvHHALR9YYEk164AbSIcWSpQS-taOixPSgWl_i8N_5J4ojwupDGPVDDjEWMdwReqO6bdDT7p_CGByKgOR5gLlIQVr3OpcHJLyo/s2925/IMG_1178.jpeg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2820" data-original-width="2925" height="618" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjxaTGEcR0GYXgmKKfprJtgMhejhU80UWIpQZ3KKRsCNJ4O74uTRLgcgR7FSkolKfjWWM67XM6qU1xspSM-xsOO4wHorYvHHALR9YYEk164AbSIcWSpQS-taOixPSgWl_i8N_5J4ojwupDGPVDDjEWMdwReqO6bdDT7p_CGByKgOR5gLlIQVr3OpcHJLyo/w640-h618/IMG_1178.jpeg" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">It's interesting that the artwork is completely different for every release of Streets of Rage / Bare Knuckle. </td></tr></tbody></table><br /><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh3ccMpADTu9JP5lOyQBFoC5mF4hsCin_PeyMrWOWp5uu0nE2W33kFuzuSXmIjtcbQdXnKKBWbpL1jwi0VNGSmd5GWrGMNEFjbCXXGwOSAvZ42fdN_zEHkU8GxT8LpCC6iQK9ig11LNhvGDxV_KjyG7p38CNh3pVznADjekx2bnw8nYHDBzJH02UTKPmWo/s3248/IMG_1179.jpeg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="3248" data-original-width="2331" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh3ccMpADTu9JP5lOyQBFoC5mF4hsCin_PeyMrWOWp5uu0nE2W33kFuzuSXmIjtcbQdXnKKBWbpL1jwi0VNGSmd5GWrGMNEFjbCXXGwOSAvZ42fdN_zEHkU8GxT8LpCC6iQK9ig11LNhvGDxV_KjyG7p38CNh3pVznADjekx2bnw8nYHDBzJH02UTKPmWo/w461-h640/IMG_1179.jpeg" width="461" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">The Street Fighter series</td></tr></tbody></table><br /><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhD4BwNwA_yNPn6lG5PSg8cGOTWXrsQPXFsmZG60Ak013oIFCOSL5e9hletfp7ewh5WEj8kAuavDvwmDqw_GbQQEUojdWwt0u7xV6T1baMzM5iFAERrWqqXn4Uka4Kqk1dakNE4Vm_SkgzK1a2BcsHu14oLdpHJ7W0F0ATdRIQ5vM1h5iw-exVQXIDBLQA/s2874/IMG_1180.jpeg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2817" data-original-width="2874" height="628" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhD4BwNwA_yNPn6lG5PSg8cGOTWXrsQPXFsmZG60Ak013oIFCOSL5e9hletfp7ewh5WEj8kAuavDvwmDqw_GbQQEUojdWwt0u7xV6T1baMzM5iFAERrWqqXn4Uka4Kqk1dakNE4Vm_SkgzK1a2BcsHu14oLdpHJ7W0F0ATdRIQ5vM1h5iw-exVQXIDBLQA/w640-h628/IMG_1180.jpeg" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Golden Axe did not receive a domestic port of part III. I think I actually like the American artwork better for this series, if just a smidge.</td></tr></tbody></table><br /><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi14xJGgBj19LSQyrwhd-mwzRxgYH03lsNyAdT0Qez4rVwLd6uw4TL4quWnjSV-JtVUpA4VUAVbPWXY1v9zxs84Q3ehE4o9movMIPoujIlvg43zzCzTGs0_GVwL8DmfAo5G8HMOzh6cyD5ekgezVn6q4V0-Pu2ZwsVGOnxjtoHHJnHTydWQon_sWhwswYs/s2993/IMG_1183.jpeg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2857" data-original-width="2993" height="610" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi14xJGgBj19LSQyrwhd-mwzRxgYH03lsNyAdT0Qez4rVwLd6uw4TL4quWnjSV-JtVUpA4VUAVbPWXY1v9zxs84Q3ehE4o9movMIPoujIlvg43zzCzTGs0_GVwL8DmfAo5G8HMOzh6cyD5ekgezVn6q4V0-Pu2ZwsVGOnxjtoHHJnHTydWQon_sWhwswYs/w640-h610/IMG_1183.jpeg" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">My favorite trilogy on the Genesis. Many people malign the American Shadow Dancer cover art, I kinda like the subtle approach. The Japanese art with the lightning and all confuses the issue I think. The American Revenge of Shinobi art is iconic, and is forever emblazoned in my memory as on of my earliest Genesis memories.</td></tr></tbody></table><br /><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhayE4IwNdqll6Q_HX2ZTeLiyfMMLcRZnbYy08ABeTjn4AiOx0d0CbKxUeEUeZ4d-3ZQpkr9quabBW9FlUDEFY4k-OGJMD9IE-LHJVMh8_Fk3x3QrZB68ysWBRtMJoTdeykkMcS81WTbP-wsZ_N5S_v2mkFdEnyGFKramcSZj1MdfpL4HnsLFJZNihWzK4/s2859/IMG_1185.jpeg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2780" data-original-width="2859" height="622" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhayE4IwNdqll6Q_HX2ZTeLiyfMMLcRZnbYy08ABeTjn4AiOx0d0CbKxUeEUeZ4d-3ZQpkr9quabBW9FlUDEFY4k-OGJMD9IE-LHJVMh8_Fk3x3QrZB68ysWBRtMJoTdeykkMcS81WTbP-wsZ_N5S_v2mkFdEnyGFKramcSZj1MdfpL4HnsLFJZNihWzK4/w640-h622/IMG_1185.jpeg" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Thunder Force as a series was making strides with the release of TF3, why in the world did they change the name of TF4 to Lightening Force? It's regarded by many as the best shooter on the console, and they had to go and disassociate it from the Thunder Force name? Just another one of Sega's blunders. </td></tr></tbody></table><br /><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgCwPE5IciSRCp5NE5KFdSbtuZM-5NdzSo0kx7tBeROLHD0IQUxGRuCmpwI9-ykr8r_M5hnRRNQZa4-xzsV_W9B7aJ2ZcsiVbztXmR2eqk6fbyVxX5CYKMnBzOvyKhoehg-pUDAPACiWGwzYOyGlSZtjQk4CcSwc6KQqpfLqSxeHEWGl3O7RZeehXUTIMA/s3426/IMG_1186.jpeg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2671" data-original-width="3426" height="498" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgCwPE5IciSRCp5NE5KFdSbtuZM-5NdzSo0kx7tBeROLHD0IQUxGRuCmpwI9-ykr8r_M5hnRRNQZa4-xzsV_W9B7aJ2ZcsiVbztXmR2eqk6fbyVxX5CYKMnBzOvyKhoehg-pUDAPACiWGwzYOyGlSZtjQk4CcSwc6KQqpfLqSxeHEWGl3O7RZeehXUTIMA/w640-h498/IMG_1186.jpeg" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">The Ghouls 'n Ghosts artwork is so awesome I'm glad it was not changed. The artwork on both versions of Crackdown are subpar. The Japanese Gain Ground artwork is confusing, so the more traditional presentation for the US is more appealing.</td></tr></tbody></table><br /><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi4b0pbNAQkRKGkhFe5NhdqbuyhWO2FSScbbhcCzHJzZTJlunVpHrHHGFSmHhnOulPYvCaQ3X-9qSzlCzpd1zMtCNnKSCLPWBP0qNfslqH0ZDkFhfIK3pguqeV1ENQiikVinrXHuoK1azyuFIaroiaItx02OgRV0ktT650VLBnGl0_6OCndlkFP1lo12F0/s4017/IMG_1187.jpeg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2393" data-original-width="4017" height="382" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi4b0pbNAQkRKGkhFe5NhdqbuyhWO2FSScbbhcCzHJzZTJlunVpHrHHGFSmHhnOulPYvCaQ3X-9qSzlCzpd1zMtCNnKSCLPWBP0qNfslqH0ZDkFhfIK3pguqeV1ENQiikVinrXHuoK1azyuFIaroiaItx02OgRV0ktT650VLBnGl0_6OCndlkFP1lo12F0/w640-h382/IMG_1187.jpeg" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">In this pic, the Japanese art work sweeps the board. Everytime I see Bill Pullman I think of the US Strider boxart. </td></tr></tbody></table><br /><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh4s3gzSY6D09Iz5AcR6TVP7nN5mOIQnVtD5hnbdvuXN0uBGCPyQnkGA2LCLf-D0uurVhVD2L1V5dordB9Y2K0_k6XFyvXqI-fCvs5Gwlr27EQ8sy51J5A6z18kALU2lw6HoyIjdZmeU0bKETTg_vnI0AI4Ym5p_9W-_MSiK3gNx1X9T-v3SwB_Ceaq63A/s3638/IMG_1188.jpeg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2605" data-original-width="3638" height="458" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh4s3gzSY6D09Iz5AcR6TVP7nN5mOIQnVtD5hnbdvuXN0uBGCPyQnkGA2LCLf-D0uurVhVD2L1V5dordB9Y2K0_k6XFyvXqI-fCvs5Gwlr27EQ8sy51J5A6z18kALU2lw6HoyIjdZmeU0bKETTg_vnI0AI4Ym5p_9W-_MSiK3gNx1X9T-v3SwB_Ceaq63A/w640-h458/IMG_1188.jpeg" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">I feel that its harder to mess up artwork for shooters, or at least it should be. Why did the Air Buster </td></tr></tbody></table>artwork have to be changed? Or After Burner II for that matter? However, I do like the US Arrow Flash cover better. <br /><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgKbG2xAZarIZHpAUv4gPNWKm2I089VeYN8t61jgOAuSTvF2bttdat8x5_9m4i4JlaV4cgqbAazqSTKPSh9nL-LzHqMUO6IKVcekWZ-NEi9VmRKktseyH_qDxxDJ0-h2WdLkEAYopONaRdOAjEbQ5165NsraM40795Qon2vnt_q_LKyX4Aiq0csRlMh8NI/s4032/IMG_1189.jpeg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="3024" data-original-width="4032" height="480" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgKbG2xAZarIZHpAUv4gPNWKm2I089VeYN8t61jgOAuSTvF2bttdat8x5_9m4i4JlaV4cgqbAazqSTKPSh9nL-LzHqMUO6IKVcekWZ-NEi9VmRKktseyH_qDxxDJ0-h2WdLkEAYopONaRdOAjEbQ5165NsraM40795Qon2vnt_q_LKyX4Aiq0csRlMh8NI/w640-h480/IMG_1189.jpeg" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">The Assault Suits Leynos cover is badass, unlike the Battlestar Galactic ripoff that was retitled as Target Earth. Trouble Shooter looks like Charlie's Angels in space. </td></tr></tbody></table><br /><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjdIdO2zX9gS1RSPu2F-L79NGIK0GkPmcdSvwju7zOnhVAyVYdu4bl9lG0encaQxUrcNNQMMV-Ebc1u5GcPrdmm6X1R9iHXW33AO_rKsqk6rgfcWKJcrzbDfcxilhFH21gJhC053vDcWpPcGI3jHWJdhU8xCYCEfYoljRkJWG7mzUFGWnFp3DBGwdAkZTo/s3672/IMG_1190.jpeg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2832" data-original-width="3672" height="494" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjdIdO2zX9gS1RSPu2F-L79NGIK0GkPmcdSvwju7zOnhVAyVYdu4bl9lG0encaQxUrcNNQMMV-Ebc1u5GcPrdmm6X1R9iHXW33AO_rKsqk6rgfcWKJcrzbDfcxilhFH21gJhC053vDcWpPcGI3jHWJdhU8xCYCEfYoljRkJWG7mzUFGWnFp3DBGwdAkZTo/w640-h494/IMG_1190.jpeg" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">I don't know what the boxart for Crying is supposed to convey, so at least Bio Hazard Battle offers up somewhat of a concept. Darius II and Sagaia are similar enough. Honestly I don't care for either cover of Elemental Master. I think the US artwork for Steel Empire is better than the hazy abstract art on the MD cover.</td></tr></tbody></table><br /><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhOyMCzXQk_7dvFpM8KxVtI_7-V1n84xR8qSszcTFa5-KXPkaE3y5_0ldFWgDRyLdDjFObBO6x28bQPinqYfrt7MWK4aq29dvGtnVER8lyUSrFNYY57gRnyFUyQgdN0y0guH4MxlQNqlz0mdDitQVyhw1eKTfVss7lIcDFGN0SYspYmpzTwJCzrpOgbJNE/s3661/IMG_1191.jpeg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2779" data-original-width="3661" height="486" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhOyMCzXQk_7dvFpM8KxVtI_7-V1n84xR8qSszcTFa5-KXPkaE3y5_0ldFWgDRyLdDjFObBO6x28bQPinqYfrt7MWK4aq29dvGtnVER8lyUSrFNYY57gRnyFUyQgdN0y0guH4MxlQNqlz0mdDitQVyhw1eKTfVss7lIcDFGN0SYspYmpzTwJCzrpOgbJNE/w640-h486/IMG_1191.jpeg" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">The US Gaiares cover is pretty bad, and the Japanese cover feels like its sending a deeper message. Forgotten Worlds is identical, G-Loc is OK for both versions, but the shiny floating robot chic on the Japanese Galaxy Force II is out of left field.</td></tr></tbody></table><br /><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEikiqtPUk58k9jphrVnM6dR6VqlfHZWdNqzYEe6FmUJ_XqvABfkFyfBlPoGjf-B0SROFIqJQthjUtlJ8wQjFe3zXF00IFxkzCTMyYKg9GJCjgLAuiPcwXN1Qr2nCEbMmyeRHRDrqCZ4Al_3GvI6O0I-EZESJ8ajVcpgBJWMhFFNTUnNGcbdEpylZ6QcL4A/s3547/IMG_1192.jpeg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2695" data-original-width="3547" height="486" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEikiqtPUk58k9jphrVnM6dR6VqlfHZWdNqzYEe6FmUJ_XqvABfkFyfBlPoGjf-B0SROFIqJQthjUtlJ8wQjFe3zXF00IFxkzCTMyYKg9GJCjgLAuiPcwXN1Qr2nCEbMmyeRHRDrqCZ4Al_3GvI6O0I-EZESJ8ajVcpgBJWMhFFNTUnNGcbdEpylZ6QcL4A/w640-h486/IMG_1192.jpeg" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Wings of Wor goes for a more realistic approach compared to Gynoug. The others are largely unchanged.</td></tr></tbody></table><br /><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgFeOUdICOa5-Vf2v8NN8qMWIb1dlnT7gq51z4F3FIspJgXX2LXAMLH4ZTsPyW3dOIXhE2v3Uiek8OWbTLXbQugCT9WGAGU1VT0YUBmzXP_E8QJdclDDlElgtYnqcyrg0nBuRnyp-oW31-LxTdIGqr7HN0zQpk0Drtet-7qhrA0MhmNv2NcDto8oLIJEJQ/s3828/IMG_1193.jpeg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2768" data-original-width="3828" height="462" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgFeOUdICOa5-Vf2v8NN8qMWIb1dlnT7gq51z4F3FIspJgXX2LXAMLH4ZTsPyW3dOIXhE2v3Uiek8OWbTLXbQugCT9WGAGU1VT0YUBmzXP_E8QJdclDDlElgtYnqcyrg0nBuRnyp-oW31-LxTdIGqr7HN0zQpk0Drtet-7qhrA0MhmNv2NcDto8oLIJEJQ/w640-h462/IMG_1193.jpeg" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">The US Twin Cobra cover is fairly generic compared to the menacing Tiger. Musha and Musha Aleste have great art, this just depends on if you like the anime stylings of the latter. The Japanese Vapor Trail is again a bit too abstract for its own good. Phelios is again whitewashing the anime out of the cover.</td></tr></tbody></table><br /><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEismufL56LXqLBXFN52m90eUHwBqz-WZhgU0F4m8pM--_58H85VCp2KaqujpGd7ueMfsZmFTDsLPUcSov525CgFGgfh5CCJ3-TkfFWZ9b72XCc4wJsb3of7hmo9dTWME7dKu3Z7Xck4yHYwX50LsKCg2DYPeAnC5l7CJL-yFvv6LBOJYu5gRPabeF5IetI/s4017/IMG_1194.jpeg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2393" data-original-width="4017" height="382" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEismufL56LXqLBXFN52m90eUHwBqz-WZhgU0F4m8pM--_58H85VCp2KaqujpGd7ueMfsZmFTDsLPUcSov525CgFGgfh5CCJ3-TkfFWZ9b72XCc4wJsb3of7hmo9dTWME7dKu3Z7Xck4yHYwX50LsKCg2DYPeAnC5l7CJL-yFvv6LBOJYu5gRPabeF5IetI/w640-h382/IMG_1194.jpeg" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">The US received two variants of Raiden Trad for some reason, neither of which are as cool as the Japanese version. Fire Shark keeps the same theme, although the pilot looks more heroic on the US version when compared to the embittered pilot on the Japanese cover.</td></tr></tbody></table><br /><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgTO6NKI0d8jRfS254C_PPYDVSJOjghNhb1iz6S1alqzJKOTrv9ybm7kFu1Nx7lUOKDAt6k7bSJ5xj5Vb2EcAaOhGRc60dU-GGfDfcPCbpmQq9Il7VQp-XnKBVR5m11EBUoOiHS-yGHC2OrH9LTxDdsk02aZN4ePjj4BTyD8Vt8Pf8NB2iMXBgMOOD0JyY/s4032/IMG_1195.jpeg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="3024" data-original-width="4032" height="480" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgTO6NKI0d8jRfS254C_PPYDVSJOjghNhb1iz6S1alqzJKOTrv9ybm7kFu1Nx7lUOKDAt6k7bSJ5xj5Vb2EcAaOhGRc60dU-GGfDfcPCbpmQq9Il7VQp-XnKBVR5m11EBUoOiHS-yGHC2OrH9LTxDdsk02aZN4ePjj4BTyD8Vt8Pf8NB2iMXBgMOOD0JyY/w640-h480/IMG_1195.jpeg" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">The only changes here are Task Force Harrier, in which the US version is less explosion-ey.</td></tr></tbody></table><br /><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEii57ZeuL5JNfYdQrygOtN6ZQXsEbuGSmhjty_tPIHvcUICma7gTdYWxUQEyC1oelLUdh8icned-sqlZceR5CxFGdluiye5aLAKR0dF4uoBvegJgxfJMaYWZ4_MHXS6-OgIOZVtjaHVJr8Lr_pW1nDDtL7LO_IMk0P0usq9MY7rtO_OJjQoVgkKDBTnTGE/s3112/IMG_1196.jpeg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="3024" data-original-width="3112" height="622" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEii57ZeuL5JNfYdQrygOtN6ZQXsEbuGSmhjty_tPIHvcUICma7gTdYWxUQEyC1oelLUdh8icned-sqlZceR5CxFGdluiye5aLAKR0dF4uoBvegJgxfJMaYWZ4_MHXS6-OgIOZVtjaHVJr8Lr_pW1nDDtL7LO_IMk0P0usq9MY7rtO_OJjQoVgkKDBTnTGE/w640-h622/IMG_1196.jpeg" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Minor cover art changes aside, what's with the diminutive cartridge case on Super Fantasy Zone? Its adorable. </td></tr></tbody></table><br /><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhEYYB6-ng5T-eMfbRJUg5U-ay4RHr7nCThtdf9p44VOLWGFfiRcT3mWo3xAdu81b7gWM9Ye8aT58r07W0W5dd5x3wWKTHHKrwShU_SDAACuT28AWqRdytY3VNkIjXpwp5PDzGR_0DybBXX1Qa3gAqe_G_IRDSWheR7ASgvcqMJALMvVVbnZwU8xi7KTLw/s3207/IMG_1197.jpeg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="3021" data-original-width="3207" height="602" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhEYYB6-ng5T-eMfbRJUg5U-ay4RHr7nCThtdf9p44VOLWGFfiRcT3mWo3xAdu81b7gWM9Ye8aT58r07W0W5dd5x3wWKTHHKrwShU_SDAACuT28AWqRdytY3VNkIjXpwp5PDzGR_0DybBXX1Qa3gAqe_G_IRDSWheR7ASgvcqMJALMvVVbnZwU8xi7KTLw/w640-h602/IMG_1197.jpeg" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">These are the heavies, and they did not receive US counterparts. Being that they are great games, the fact that they were not ported and thus fewer copies of the games exist probably contribute to their asking price.</td></tr></tbody></table><br /><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiHVIK5XsB-lOTWHGQGb3jl0XZTZ00M4J1ruEBiId3R4XX2hfyeig0wH1DJpKH891EQ1TU-eaVL5tSAT7fxFubWgwkHWj7Xf6d1XPD9PFBxGW62wLOnXrzmqkh1hGi5vRuUP6MN8xV97tFHQu3zZW5Rpjx062x2_6u1zsr9FD4373gQm1_PJbhUqcjSGhE/s3169/IMG_1198.jpeg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="3024" data-original-width="3169" height="610" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiHVIK5XsB-lOTWHGQGb3jl0XZTZ00M4J1ruEBiId3R4XX2hfyeig0wH1DJpKH891EQ1TU-eaVL5tSAT7fxFubWgwkHWj7Xf6d1XPD9PFBxGW62wLOnXrzmqkh1hGi5vRuUP6MN8xV97tFHQu3zZW5Rpjx062x2_6u1zsr9FD4373gQm1_PJbhUqcjSGhE/w640-h610/IMG_1198.jpeg" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">No US ports to compare here.</td></tr></tbody></table><br /><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgLEFiOCDNIL2Y2C2aO-ia5xsxwjTr7x0D7MsbqdgG9Lqh3MJ_WwnmdbQUNdZrPRxQpwS9gqRV-Hc8f6t_0amJhjowT7Jl0zuX3rAQLoh3vomGyz2-AYbmM4jq5gWlT4BlbS0tSKeaaluZClNvYCc-LJiuXf2w_-PvJGSMbUA1Nn5tFG19205-Dj8itpDE/s3956/IMG_1199.jpeg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2861" data-original-width="3956" height="462" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgLEFiOCDNIL2Y2C2aO-ia5xsxwjTr7x0D7MsbqdgG9Lqh3MJ_WwnmdbQUNdZrPRxQpwS9gqRV-Hc8f6t_0amJhjowT7Jl0zuX3rAQLoh3vomGyz2-AYbmM4jq5gWlT4BlbS0tSKeaaluZClNvYCc-LJiuXf2w_-PvJGSMbUA1Nn5tFG19205-Dj8itpDE/w640-h462/IMG_1199.jpeg" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">More unimported shooters.</td></tr></tbody></table><br /><p><br /></p>andrewpark800http://www.blogger.com/profile/10165560739129556519noreply@blogger.com0tag:blogger.com,1999:blog-1258436629181805245.post-56398631804079573602023-05-13T14:23:00.001-05:002023-05-13T16:37:36.922-05:00Review: Power A Fusion Wired Fightpad for Switch and Playstation 4<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjWL0urIsrhg02CxF15WAassvQwa7DxrsVEpfmbV9ZGS205l0PbCmi53mddgzoTo_kJR1RfsZZIJ_ExzSXu07YNwPRuiTUu6-UzovKFBoLF-FBGWak-JiW29L-nRhxUTS4WE8sVaCm5RvyGxBof8_n0stvPQozY98rcZ5KRwN7ZOLxj3faiQswCNNWZ/s4032/ps4.jpeg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3024" data-original-width="4032" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjWL0urIsrhg02CxF15WAassvQwa7DxrsVEpfmbV9ZGS205l0PbCmi53mddgzoTo_kJR1RfsZZIJ_ExzSXu07YNwPRuiTUu6-UzovKFBoLF-FBGWak-JiW29L-nRhxUTS4WE8sVaCm5RvyGxBof8_n0stvPQozY98rcZ5KRwN7ZOLxj3faiQswCNNWZ/w400-h300/ps4.jpeg" width="400" /></a></div><br /><div class="separator" style="clear: both; text-align: justify;"><span style="text-align: left;">With more retro game collections being published on modern consoles, comes a need for retro inspired controllers that are compatible with modern consoles. The PS5 Dualsense controller is a great controller, but it still has a crappy dpad, which is essential for 2D games. Some third party companies have had great success with newer lines of retro controllers, such as 8Bitdo and Retrobit, but their controllers are not compatible with the Playstation line of consoles. </span></div><div class="separator" style="clear: both; text-align: justify;"><span style="text-align: left;"><br /></span></div><div class="separator" style="clear: both; text-align: justify;"><span style="text-align: left;">Power A is a third party controller manufacturer that has a wide breadth of products for modern consoles, and I never really paid too much attention to their products. Enter: the Power A Fusion wired fightpad. This controller is clearly modeled after the Sega Saturn model 2 controller, which no one will argue is a bad choice. The "fightpad" descriptor is applied as it has the six face buttons that are necessary for most fighting games (ever since Street Fighter set the precedent), but it is for general 2D use as well.</span></div><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj9H3IshRKvSC2VHBw1e9ZBuhP8vJHKVgB6fFtp8V_Kr-Q198aUtoqnTMG6Bz0loWrJCtakjupy7gm-wHpSlhspQPepzpaBPE5_sS--cvnf1OmRzquY8KmWb2LQbqmApbvwWgUN17U9aae-9rsys6IQ-LGkFprQCCDatKHFPcd0ypenS-DY3BB2kyxO/s4032/sw.jpeg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3024" data-original-width="4032" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj9H3IshRKvSC2VHBw1e9ZBuhP8vJHKVgB6fFtp8V_Kr-Q198aUtoqnTMG6Bz0loWrJCtakjupy7gm-wHpSlhspQPepzpaBPE5_sS--cvnf1OmRzquY8KmWb2LQbqmApbvwWgUN17U9aae-9rsys6IQ-LGkFprQCCDatKHFPcd0ypenS-DY3BB2kyxO/w400-h300/sw.jpeg" width="400" /></a></div><p><br /></p>It is perfect for the Contra collection, Castlevania collection, Megaman collection, Genesis classics, and so on. New collections appear every year, so for those of us who need a proper dpad this is a no brainer. The exception would be for 8 and 16 bit Mario games. I think those games are best served by a NES or SNES controller, as the Nintendo dpad is inseparable from the Mario experience. As good as the Saturn style dpad is, it would be blasphemy to use it in that way. <div><br /><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjdVV5CC9I1aNdRu5jvdQLGhurlkC9NcyxLVssIKhMiw2ELgSYEgYIZluMSDP6olbLS1BFIi4XE-jc8sqFMp3kTc9mCLbOp-qVKw0GpOC71nnSESepX1VVd-mQPt85b4ew2eF8vWuq1l8kPmIGeUwHajWuKusNDZGLzus4x1UvlmDdIWGGG9gKwFWzj/s4032/IMG_0919%202.jpeg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2357" data-original-width="4032" height="234" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjdVV5CC9I1aNdRu5jvdQLGhurlkC9NcyxLVssIKhMiw2ELgSYEgYIZluMSDP6olbLS1BFIi4XE-jc8sqFMp3kTc9mCLbOp-qVKw0GpOC71nnSESepX1VVd-mQPt85b4ew2eF8vWuq1l8kPmIGeUwHajWuKusNDZGLzus4x1UvlmDdIWGGG9gKwFWzj/w400-h234/IMG_0919%202.jpeg" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">There are so many good retro collections these days</td></tr></tbody></table><div><p>The build quality is impressive, it feels solid in the hand, much more than the original Saturn controller (which was fairly light). The dpad feels very good, it is raised and floaty to the same extent, with a touch more reistance that enables you to feel the directionals a bit more. The buttons are all the same size, which is an improvement over the different sized buttons in my opinion. The are convex and glossy, and have a deeper press travel. It is a different feel, but it is not a bad one. Depending on the version of the pad (XBox, PS4, Switch), the various home, select, start, plus, minus buttons are present and placed somewhat centrally. </p><p>The shoulder buttons have a psuedo clicky response, which is very responsive and shallow. I have always felt that the Saturn controller's shoulder buttons were too "clicky", and this is an improvement. There are also triggers, which have a deeper pull, yet terminate earlier than on a PS4 controller, which makes sense as they are not analog so the longer trigger pull is not necessary. There is a toggle switch on the top of the controller that allows you to select your shoulder/trigger button assignments, which is a nice touch.</p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhXuelE88Z4GaLS2a_X7SlYqQh-TMU5xb6YKGlnlo4iEwbaI8_ZOBmkt9zpiV7AYYLipaMkeiWefnmgiKfGqzXdxiMytJeXV4oLq4QXgwGGJd3st_cZNCiSZkQlU3lE5jprv6JdSpkbhlj-Zf95eKU-TjnR-l-EIw_uONpNZGVx5puB3FvQm2ILq59A/s3024/trigger%20toggle%20ps4.jpeg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2565" data-original-width="3024" height="271" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhXuelE88Z4GaLS2a_X7SlYqQh-TMU5xb6YKGlnlo4iEwbaI8_ZOBmkt9zpiV7AYYLipaMkeiWefnmgiKfGqzXdxiMytJeXV4oLq4QXgwGGJd3st_cZNCiSZkQlU3lE5jprv6JdSpkbhlj-Zf95eKU-TjnR-l-EIw_uONpNZGVx5puB3FvQm2ILq59A/s320/trigger%20toggle%20ps4.jpeg" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">trigger toggle for the PS4 version</td></tr></tbody></table><br /><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhc1Lf1hD3G1o7klL4EeApikcLg9qnt6KMsYUB6SqtPdkCfDDjuWBqQpPvruxAznSxE4Dy3VajrS71LMlJ-XKTiQ1M7pBhFOr0Zc0m9baXdyr9MMADEUkMQSqWOC_dAn4VBLCQn2JuJZxTwrtF0Z290XI6rfLafy40wMmf5QYOofcs1UazvB3i_4bG2/s3020/trigger%20toggle%20sw.jpeg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2365" data-original-width="3020" height="251" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhc1Lf1hD3G1o7klL4EeApikcLg9qnt6KMsYUB6SqtPdkCfDDjuWBqQpPvruxAznSxE4Dy3VajrS71LMlJ-XKTiQ1M7pBhFOr0Zc0m9baXdyr9MMADEUkMQSqWOC_dAn4VBLCQn2JuJZxTwrtF0Z290XI6rfLafy40wMmf5QYOofcs1UazvB3i_4bG2/s320/trigger%20toggle%20sw.jpeg" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">...and on the Switch variant</td></tr></tbody></table><br /><p>The decision to make this a wired controller is a good one in my opinion. It is unlikely that this controller will be someone's primary controller for the PS4 or Switch, so if it were wireless that would require a charge, which would be a hassle. Being hard wired also decreases latency, which is important in games with fast action, like fighting games.</p><p></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgtKE9VcrDSaWcIe1422-pd1-zG0l2l8DvZlkLLZIexH-j26AKI6uEpqNh0v6KS_ltxvAPKyFrZxlrkltyXNQEn1ZCBbtxYorFJSrW2K82GOVTVD8wzcNNIz5T-EREzD5RSjOIbizMw0bsDZ3ZLIMTPSdCYRZFBMGwpwJ5Kfgjg3lTcQb7Qo2aM4zeW/s4032/usb%20connect%20ps4.jpeg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="3024" data-original-width="4032" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgtKE9VcrDSaWcIe1422-pd1-zG0l2l8DvZlkLLZIexH-j26AKI6uEpqNh0v6KS_ltxvAPKyFrZxlrkltyXNQEn1ZCBbtxYorFJSrW2K82GOVTVD8wzcNNIz5T-EREzD5RSjOIbizMw0bsDZ3ZLIMTPSdCYRZFBMGwpwJ5Kfgjg3lTcQb7Qo2aM4zeW/w400-h300/usb%20connect%20ps4.jpeg" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">The usb cable has tabs for click-in security<br /></td></tr></tbody></table><br /><p></p><p>Another feature, which is totally unnecessary, is the swappable face plate feature. The top plate is attached by magnets, and each controller comes with three color options. I don't know why this is a thing, and it probably raises the price a bit. I like the blue for PS4 and red for Switch, but to each their own.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjYA7J9ogkAc9DRYU4No4bbxDOc4jF4nDWjxIYh5ZFeIIs5BfSvbEDRZ81H9Ggdu_MGVlbVMm7ylZf3r5TBQS2QDyPSomtkXPILMJjmjMvKTXZu-HLRSxLKPgkG7vbX6My02hjV-VHJrRkLztUGwVel1PYs-Mxxxux4ncLZ7Mp3FfZD2Jod39RISL8m/s4032/face%20plate.jpeg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3024" data-original-width="4032" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjYA7J9ogkAc9DRYU4No4bbxDOc4jF4nDWjxIYh5ZFeIIs5BfSvbEDRZ81H9Ggdu_MGVlbVMm7ylZf3r5TBQS2QDyPSomtkXPILMJjmjMvKTXZu-HLRSxLKPgkG7vbX6My02hjV-VHJrRkLztUGwVel1PYs-Mxxxux4ncLZ7Mp3FfZD2Jod39RISL8m/s320/face%20plate.jpeg" width="320" /></a></div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjVIKA5wy0mqwmqRBt69Er4ebJa7zO6wmkbPmG-DUWhJcEV_RoIF_4VKKfjt9q-8PesYmeBsZ30HrLz_9TNsIhJ6n1cUPgIb-P9nNiDHn6OWv9ir2Yuvc8ioosMFpXoe007v9DtOdixVLfoOtXZaK5X-Vc-QSRJ8NacHsj30aTwWVYnbr0fYFtMOrMh/s4032/faceplate%20all%20ps4.jpeg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="4032" data-original-width="3024" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjVIKA5wy0mqwmqRBt69Er4ebJa7zO6wmkbPmG-DUWhJcEV_RoIF_4VKKfjt9q-8PesYmeBsZ30HrLz_9TNsIhJ6n1cUPgIb-P9nNiDHn6OWv9ir2Yuvc8ioosMFpXoe007v9DtOdixVLfoOtXZaK5X-Vc-QSRJ8NacHsj30aTwWVYnbr0fYFtMOrMh/s320/faceplate%20all%20ps4.jpeg" width="240" /></a></div><br /><p>These were sold for $50, which perhaps is a bit steep for what it is. It would have been more cost efficient to forgo the swappable plates, and maybe have been more appealing at a lower price point. I do not believe these are being sold at retail currently, so whatever the price on the secondary market is what it is. The Switch has more 3rd party 2D controller options available, such as the 8Bitdo M30 (bluetooth and 2.4ghz) and officially licensed Retrobit Sega controllers, so this is perhaps not the first option there. The PS4 and Xbox do not have as many options, so this fills a greater need there. </p><p>In conclusion, these controllers are very good for the purpose that they are intended - for use with 2D games on modern consoles. I would not try to use these for any 3D game. That being said, they will definitely have some utility as more and more retro game collections are released. I don't get the sense that these sold very well, so if you're interested pick them up sooner than later.</p><p><br /></p><p><br /></p><p><br /></p><div class="separator" style="clear: both; text-align: center;"><br /></div><br /><div class="separator" style="clear: both; text-align: center;"><br /></div><br /><div class="separator" style="clear: both; text-align: center;"><br /></div><br /><div class="separator" style="clear: both; text-align: center;"><br /></div><br /><br /></div></div>andrewpark800http://www.blogger.com/profile/10165560739129556519noreply@blogger.com0tag:blogger.com,1999:blog-1258436629181805245.post-40426331469289290912022-12-03T16:23:00.001-06:002022-12-06T13:25:29.619-06:00Hori Retro Arcade Sticks<p> </p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiFW4Th2OKZxq5ZWr_07Ov7MZbYl6r0U6gh40DRltA3obJ2NGAoNsDnmVDVwxntQJ7EWmqezHUwMpVFp0T9Pi3GLOaGoDAfV0k76XrB9bwRX5X6ZzpfIFN2PFTB9EAQYMnX0xNCQATh2cAuKgm8Anh_jXmZgfL9Cwt_Ma8CyBRGl3txaIHjjhYbPFEj/s4032/IMG_0064.jpeg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="3024" data-original-width="4032" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiFW4Th2OKZxq5ZWr_07Ov7MZbYl6r0U6gh40DRltA3obJ2NGAoNsDnmVDVwxntQJ7EWmqezHUwMpVFp0T9Pi3GLOaGoDAfV0k76XrB9bwRX5X6ZzpfIFN2PFTB9EAQYMnX0xNCQATh2cAuKgm8Anh_jXmZgfL9Cwt_Ma8CyBRGl3txaIHjjhYbPFEj/w400-h300/IMG_0064.jpeg" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">The Hori Fighting Stick PC</td></tr></tbody></table><br />During the 8-bit era, arcade sticks were a niche market. Nintendo offered up the NES Advantage, which was a solid if not workmanlike option. It was heavy, with high build quality. It offered adjustable rapid fire as well as the sometimes-effective slo-mo feature. In hindsight, it was the best option available in North America. Third party controllers were becoming a thing, but most of those were cash grabs, uninterested in longevity or quality. When Sega ushered in the 16 bit generation, the Arcade power Stick soon followed. Sega built its branding on accurate arcade ports during the early Genesis years, and the arcade stick was a necessary presence to maintain that image. It was also well built, with similar options as the NES Advantage, sans the slo-mo feature. When the Super Nintendo arrived, a sequel to the NES Advantage was released by Nintendo, unimaginatively named the "Super Advantage". Out of necessity it had more buttons, but the granular control of rapid fire rate was lost to low/hi turbo settings, which is a step back in my opinion. The sturdiness of the stick was roughly on par with the original. The Turbografx-16 had the official Turbostick, which also had switchable rapid fire as well as slo-mo. These aforementioned arcade sticks all hovered around the $50-$80 range at the time. <p></p><p>Meanwhile, in Japan, a little controller company named Hori was building home console arcade sticks closer to the standards of arcade machines. Arcades in Japan had joysticks with microswitches, which give tactile and audio feedback as to the registered input by the joystick. This was not the case in North America. The intent of the microswitch is to increase the accuracy of the inputs, which can be tested by using a program that detects inputs, like the 240p test suite, for example. The conductive rubber membranes that are inside most retro controllers were also used in cheap arcade sticks, and the effectiveness will eventually decrease as the rubber ages. This extra mechanical nuance of microswitches increases the longevity and cost of the joystick.</p><p>In addition to improved precision, the entire outer housing of Hori arcade sticks make an impression. They are larger and heavier than anything released stateside, with mostly steel hulls. One of the problems with the domestic options was that they were all too small to play comfortably on the lap. The Hori sticks are all significantly larger, spanning over both legs and in general are much more comfortable. Rapid fire options are individually present on each of these, but the slo-mo feature is not present. </p><p></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjCRqjcH6rapbyrEbJhpydglHbgMK2wohvIbwEFznkG2lOCh13VIocnQCMnwmgwTzJL9nruTuLRnAFD1AxlRhmt9o6WFS5cvWqRLGw19NtLeqBJYSjHA-3OQIe6aXBsvkJJK_T1w1SpEw0AVv6E5SpnhT9JRoYARJ0fsb2pHAZeCmftrK2cRLlekM3S/s4032/IMG_0065.jpeg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="3024" data-original-width="4032" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjCRqjcH6rapbyrEbJhpydglHbgMK2wohvIbwEFznkG2lOCh13VIocnQCMnwmgwTzJL9nruTuLRnAFD1AxlRhmt9o6WFS5cvWqRLGw19NtLeqBJYSjHA-3OQIe6aXBsvkJJK_T1w1SpEw0AVv6E5SpnhT9JRoYARJ0fsb2pHAZeCmftrK2cRLlekM3S/w400-h300/IMG_0065.jpeg" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Hori Fighting Stick SF</td></tr></tbody></table><br />The PC Engine and Super Famicom versions have a rugged steel hull, and that adds the overall weight and presence. The two sticks are basically identical in build and form, aside from the different color schemes for buttons. Each has six action buttons, along with start (run) and select. The buttons are serviceable, if a bit "plungy". The cord length is roughly five feet, which is long for a Japanese controller, but short for North America. <p></p><p></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhPiD2MDhLlV6e6iotXt9wZ1n-RyjYcrluLAFSrBqvpsEwQZbm8l1tDeqP3F2142rOemlM9TA_3F8lvdWvQ8qJ1WdsVNaQLF-6z8ekXCWFEIFsZUVjZ5M5R5foF5xI9qlNwcU5WYTv3bHbq9dRzaCCs4rkDyTe2JtUj_H5XAGOXADt94d6WNMn0TcRc/s4032/IMG_0063.jpeg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="3024" data-original-width="4032" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhPiD2MDhLlV6e6iotXt9wZ1n-RyjYcrluLAFSrBqvpsEwQZbm8l1tDeqP3F2142rOemlM9TA_3F8lvdWvQ8qJ1WdsVNaQLF-6z8ekXCWFEIFsZUVjZ5M5R5foF5xI9qlNwcU5WYTv3bHbq9dRzaCCs4rkDyTe2JtUj_H5XAGOXADt94d6WNMn0TcRc/w400-h300/IMG_0063.jpeg" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Hori Fighting Stick Dual</td></tr></tbody></table><br />There are two sticks released with multiple system capabilities, called the Fighting Stick Dual and the Fighting Stick Multi. The Dual has a diminutive footprint, and is compatible with the Genesis/Mega Drive and Super Nintendo/Famicom. The cord has controller plugs for both at the end. It does not have microswitches in the joystick nor the buttons, but the rubber membranes provide more feedback than typical controllers. There is almost a "thud", a catch point that is detected with the movement of the joystick that is hard to describe, so it is somewhere in between microswitches and membranes as far as tactile presence. <p></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiIdxnuoj8KXkYWNPd36EgV4AFku6GCux_Bmf0Yhtulr8vAJgCRmamN38XQCFoc_e12gfk6FigTInOhq1UZhVaQQTxjW4F-V3Cli7YaKY_mMNQoZu7LxQ7iDi6sqGjX5QnnjPs2dFVEN1yL32pY8ukQi6HEt6cpv0AAqfQleIclTYtoYrJ7BD6_XIxK/s3264/IMG_5642.JPG" style="margin-left: auto; margin-right: auto; text-align: center;"><img border="0" data-original-height="2448" data-original-width="3264" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiIdxnuoj8KXkYWNPd36EgV4AFku6GCux_Bmf0Yhtulr8vAJgCRmamN38XQCFoc_e12gfk6FigTInOhq1UZhVaQQTxjW4F-V3Cli7YaKY_mMNQoZu7LxQ7iDi6sqGjX5QnnjPs2dFVEN1yL32pY8ukQi6HEt6cpv0AAqfQleIclTYtoYrJ7BD6_XIxK/s320/IMG_5642.JPG" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">The Fighting Stick Multi is versatile</td></tr></tbody></table><p></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgP1sRoRVQ2CfyhiTX-P76kpKh7S706PuX5UstCl7Lu2sU_LWGbCAEPJcfRJ7Xq7w-dhywUhP-ZxADYlhLfh4-BOwi-HmHnpSlgFj1jX2Vu7uTqk07ZoHTQRNxeXZT_2qcXkyA7thqtEvZvNx4O1Td1s-lCDJ5VY403oDtxQq-rdHirLocSYUDdWl-y/s2857/IMG_5639.JPG" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1892" data-original-width="2857" height="265" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgP1sRoRVQ2CfyhiTX-P76kpKh7S706PuX5UstCl7Lu2sU_LWGbCAEPJcfRJ7Xq7w-dhywUhP-ZxADYlhLfh4-BOwi-HmHnpSlgFj1jX2Vu7uTqk07ZoHTQRNxeXZT_2qcXkyA7thqtEvZvNx4O1Td1s-lCDJ5VY403oDtxQq-rdHirLocSYUDdWl-y/w400-h265/IMG_5639.JPG" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Hori Fighting Stick Multi</td></tr></tbody></table><br />The Fighting Stick Multi is compatible with Mega Drive/Genesis, Super Famicom/Nintendo, and PC-Engine. To accommodate three different console plugs, the cords are removable. While this makes sense, it also makes them easier to loose. If you scan through eBay, most of these will be missing at least one of the three cords. The size is a on par with the steel versions mentioned earlier. The hull is plastic, and the stick has lead weights inside to give it some additional heft. The stick is micro switched, but it does not have the same short throw that the steel brethren have. The buttons have rubber membranes as well, reducing the sense of overall quality. Still, it is a very versatile and economic stick covering three major consoles, and a good choice if storage space is a concern. <p></p><p></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiCPPeuy9Axp97e5ElQHLBMgxB64xolX3HXhxyGiVg4qZ2EU59qgFunt11UW1hlEoaee87cL6PugYpEaJ8G_JhVIJPBkpir9ZAHynNA2QxQveK9vdMEZrFzf4jYjBXbpc5HdF1EzeSMkRH9IZulyjRHdE48S10KvhmIRjftvnRTiYrsCeYpnvy3kCxj/s4032/IMG_0066.jpeg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="3024" data-original-width="4032" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiCPPeuy9Axp97e5ElQHLBMgxB64xolX3HXhxyGiVg4qZ2EU59qgFunt11UW1hlEoaee87cL6PugYpEaJ8G_JhVIJPBkpir9ZAHynNA2QxQveK9vdMEZrFzf4jYjBXbpc5HdF1EzeSMkRH9IZulyjRHdE48S10KvhmIRjftvnRTiYrsCeYpnvy3kCxj/w400-h300/IMG_0066.jpeg" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Hori Fighting Stick Neo</td></tr></tbody></table><br />The next three models are back to being system specific, called the Hori Fighting Stick Neo, Hori Fighting Stick SS (Sega Saturn), and the Hori Fighting Stick PS (Playstation). These all share the same body molding, footprint, build quality and styling, except for the button count. These sticks feel really solid, perhaps more than the PC Engine and SNES versions. Even though they are not entirely encased in steel, the joints and panel seams are very tight, making the sticks compact and dense. The joystick is micro switched as well are the buttons. Individual turbo switches are present for all buttons. This is a boon for the Neo, as many Neo Geo games benefit from rapid fire, and that was not a feature present on any official Neo Geo controllers.<p></p><p></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhs1Z7_Vrz6JhxwscvrFRHXmBw72RLOZ_6eDXE7CT9jkhslUxWKCWpuURRWYjMR9YaQ1CK6y3JwIeraSXvE4PhSDanrF3pJ0Ai7SRksVFgA8B4u2WRBVEtyi2Ll8LXBh2oF3Wjyi0OC3sCAaYrgGhiPA708Eu1A588S0bh38NkLQouHxk7ckufZBMxh/s4032/IMG_0068.jpeg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="3024" data-original-width="4032" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhs1Z7_Vrz6JhxwscvrFRHXmBw72RLOZ_6eDXE7CT9jkhslUxWKCWpuURRWYjMR9YaQ1CK6y3JwIeraSXvE4PhSDanrF3pJ0Ai7SRksVFgA8B4u2WRBVEtyi2Ll8LXBh2oF3Wjyi0OC3sCAaYrgGhiPA708Eu1A588S0bh38NkLQouHxk7ckufZBMxh/w400-h300/IMG_0068.jpeg" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Hori Fighting Stick SS</td></tr></tbody></table><br />It may be a product of its time, but all of buttons on these Hori sticks are smaller in diameter than what is standard now (30mm). Modern arcade sticks are much larger today, with a wide foot print, and the larger buttons make sense. However, with the smaller base of retro sticks, the 30mm buttons would look ridiculous. <p></p><p></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgvsX9hk7CLdwbEM53HsfQ13hyn0h1u_vorOCxDfTqsIWhD7Dugyis_SOW835ZHQfznXklgd9gXP-_h9OUlbcqrgtH5AjsRoPZUdps5ga5ICbl05tcua9BdYlqZla4r8B4WOJgo7NoBbuv3wpSZ9uXGWHP-8enuRvtd1GMZqJJXeSWstJCMDRkyP0Zi/s4032/IMG_0067.jpeg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="3024" data-original-width="4032" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgvsX9hk7CLdwbEM53HsfQ13hyn0h1u_vorOCxDfTqsIWhD7Dugyis_SOW835ZHQfznXklgd9gXP-_h9OUlbcqrgtH5AjsRoPZUdps5ga5ICbl05tcua9BdYlqZla4r8B4WOJgo7NoBbuv3wpSZ9uXGWHP-8enuRvtd1GMZqJJXeSWstJCMDRkyP0Zi/w400-h300/IMG_0067.jpeg" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Hori Fighting Stick PS</td></tr></tbody></table><br /><p></p><p>When the Virtua Fighter craze came home on the Saturn, Hori released the Real Arcade VF. This stick was dedicated to that game, and only has three face buttons. While it is an odd design decision, having just the right amount of buttons makes for a simpler gameplay experience. Sometimes, with too many buttons, inputting presses can get convoluted in the heat of the action. I find this stick surprisingly effective for many shooters, as nearly all of them require three buttons or less. The stick is micro switched, and this now includes what would be come the standard button size of 30mm. </p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj56JVLgnBPVrXuGBGM-CzqxLry0USGlxkMQL0c63WuWlCc60bl_2s4AXIOwvdT30_Tdl55ijg_FibNl1crWHf0N-qq8Qf8jbLyol_O_q4zcyI48RpNjt_JFx8djE2aaWXcN3RCorGxIhKhbhfCG9DqNgkNZ6aMcWVrqx_4XrJ62KZc1SFDQDM8lfj2/s3024/IMG_0076%20(1).jpeg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2138" data-original-width="3024" height="283" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj56JVLgnBPVrXuGBGM-CzqxLry0USGlxkMQL0c63WuWlCc60bl_2s4AXIOwvdT30_Tdl55ijg_FibNl1crWHf0N-qq8Qf8jbLyol_O_q4zcyI48RpNjt_JFx8djE2aaWXcN3RCorGxIhKhbhfCG9DqNgkNZ6aMcWVrqx_4XrJ62KZc1SFDQDM8lfj2/w400-h283/IMG_0076%20(1).jpeg" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Hori Real Arcade VF</td></tr></tbody></table><p>Can you imagine if sticks with this level of quality came out here in the states back in the day? Maybe they would have sold well, maybe not. Given the prevalence of shooters in the early 16-bit days, its not too much of a stretch to think there would have been a market for them, especially considering how many trash controllers were sold during the era. </p><p>Hori continues to make arcade sticks today, and their line of Real Arcade Pro sticks are some of the most prevalent on the market. Those are all well and good, but I wanted to focus on their sticks that they released in the silver age of home video games, where arcade sticks were less prevalent. </p><p><br /></p>andrewpark800http://www.blogger.com/profile/10165560739129556519noreply@blogger.com1tag:blogger.com,1999:blog-1258436629181805245.post-8208940390685768082022-11-01T12:59:00.006-05:002022-11-01T12:59:54.679-05:00The Sega Genesis Mini II, the Last Mini Console?<p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgbM5zEO_QYd9ONTQTT4KMaxoWaDg_lhnVxGORb3voHgKUdZH4R2uSi-q3QXEQhmXZEA_Y5Bxyka7xO49DiYpru0Qim0OtAKVq0WNQIa-xRLMzHFWQeUhCUXECzpvApZGueNCN0KMrRkxhkaq1C3DB7sGaKfj4XsHGrTKHBF6lDkvmTPeMHakzsGS6L/s2572/IMG_4791.JPG" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="2010" data-original-width="2572" height="501" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgbM5zEO_QYd9ONTQTT4KMaxoWaDg_lhnVxGORb3voHgKUdZH4R2uSi-q3QXEQhmXZEA_Y5Bxyka7xO49DiYpru0Qim0OtAKVq0WNQIa-xRLMzHFWQeUhCUXECzpvApZGueNCN0KMrRkxhkaq1C3DB7sGaKfj4XsHGrTKHBF6lDkvmTPeMHakzsGS6L/w640-h501/IMG_4791.JPG" width="640" /></a></div> <p></p><p>After a six month preorder, the Sega Genesis Mini II finally arrived at my doorstep today. Like its predecessor, it is meticulously crafted. Every detail of the original is recreated, like operating switches, opening cartridge flap, removable extension cover, and so on. The emulation is solid as expected from M2, with the same video options, and new is the choice of audio from a model 1 or model 2. It is loaded with 60 games, by far more than any other mini console released to date. Going further into the Genesis' library, this rendition includes Sega CD titles, unreleased games, deep cuts, and includes a six-button controller.</p><p>What is odd is that it was exclusively sold by Amazon Japan. You could buy in on Amazon, which would then ship it from Japan, but there is no Prime shipping. There was no explanation for this, but my guess is that it has to do with the licensing of six-button controller to Retro-Bit here in the US, and so this is a necessary work around in order to include the six button controller.</p><p>The included game library seems to fill in some of the gaps on the first Genesis mini, although that game library was pretty good. Included are Streets of Rage 3, Outrun, Crusader of Centy, Herzog Zwei, Lightening Force (Thunder Force IV), Phantasy Star II, Ranger-X, Revenge of Shinobi, Truxton, Shining Force II, Hellfire, among others. Still, there are some big ones missing, like Snatcher, ESWAT, Mercs, Rocket Knight, and MUSHA. Some of the games on the mini II seem a bit forced, like Spatter, Star Mobile, and Super Locomotive. I'm not sure why these were included, these were not released domestically and have no following here. There are some titles that I really wished would make an appearance here, but due to licensing fees I absolutely understand why they are not here. TMNT Hyperstone Heist, The Punisher, Batman, Captain America and the Avengers, and Robocop vs. Terminator. Including those games would have significantly increased the price (I would be ok with that, but most probably wouldn't be). There are some games that could not be included, probably due to recent re-releases in cartridge form, like Gaiares and the Valis games. Then there are games that I don't think would have been expensive to include, like Fire Shark, Raiden Trad, and Gleylancer. I would have absolutely loved an M2 version of Alien Syndrome, my favorite arcade game when I was a kid. I know it was released on the Astro City Mini Arcade, and it wouldn't make sense as it was not a Genesis game, but still.</p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh7LB9fOyyuh5x0QEJnOF904-mdtSVItZU1PReN5-utxiU-GOfkluke4PVINT1XLvdl8YqJ8cOrPJMMwiTHCx2Bcp1-QzXTwmr2aVC5fxegzlVIuXFGQtmZ-A_61w_K_1SUmRUoikBaL30NOvYYc5yL_i8nSQXZsciABy8ya733JzahZYZXIaZAuGQ_/s2928/IMG_4792.JPG" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2312" data-original-width="2928" height="506" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh7LB9fOyyuh5x0QEJnOF904-mdtSVItZU1PReN5-utxiU-GOfkluke4PVINT1XLvdl8YqJ8cOrPJMMwiTHCx2Bcp1-QzXTwmr2aVC5fxegzlVIuXFGQtmZ-A_61w_K_1SUmRUoikBaL30NOvYYc5yL_i8nSQXZsciABy8ya733JzahZYZXIaZAuGQ_/w640-h506/IMG_4792.JPG" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">The Mini II boasts the largest included library yet!</td></tr></tbody></table><p>The Sega CD inclusion is a boon to the appeal of this mini console, but therein lies a divided appeal. Final Fight CD, Sonic CD, Shining Force CD and Silpheed are all right on the mark from a gameplay perspective. Sewer Shark and Night Trap may have game title recognition, but are not necessarily considered good games. Those campy, grainy, FMV games were pioneering, but also terrible. Are they included as a piece of history, or are they genuinely revered by the producers of this product?</p><p></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgeV_RyXdkBe1UVW4AeYLWbMFsVO8LLANCsd59KwgDETkxsh2bLocX-KbUaaqCQwYpeVVdQB3jbSI31ZlWR4TLkLXEl-pDu2nXIAF3M0IIkaFDlAn-vWT-impavDagrWbJPkONnDOkjGXiziZCwsMuyWBJ5_Cmoqh4MSvYe8cBzkqnZL036IExluSOj/s3024/IMG_4802.JPG" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2118" data-original-width="3024" height="280" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgeV_RyXdkBe1UVW4AeYLWbMFsVO8LLANCsd59KwgDETkxsh2bLocX-KbUaaqCQwYpeVVdQB3jbSI31ZlWR4TLkLXEl-pDu2nXIAF3M0IIkaFDlAn-vWT-impavDagrWbJPkONnDOkjGXiziZCwsMuyWBJ5_Cmoqh4MSvYe8cBzkqnZL036IExluSOj/w400-h280/IMG_4802.JPG" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Controllers are a 1:1 match to the original</td></tr></tbody></table><br />When taking a step back and surveying the landscape of the mini consoles that have materialized, I am hard pressed to suggest which console will be next to venture into the mini console craze/fad. The Playstation Classic had arrived as a spectacular disappointment. It was plagued with issues that hardcore gamers were quick to realize and point out, like the improper region encoded games (PAL 50 hz instead if NTSC 60 hz) and the omission of obvious games like the Crash Bandicoot and Tomb Raider. Sony massively overestimated demand, and shortly after its release the Playstation Classic was being clearanced out for $20 a piece. Had they done their homework, and stretched a bit more to include more favorites, it might have been more coveted. Ironically, once it was hacked and gamers learned how to add any games they wanted it became a hit at this discount price.<div><p></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhAsgACWI_4ozIt_bRQUCzIqqFf-dq938KKnhFQM0ahcJJJCVvQb5b300zk2uhyj99VC_OdWg5he-Ry9er6flqlWpGBTEMXufWE9_aEFitg9B_WBitMHLLwbsIgDBwBSrZXNf2TjVxeyYSs8PAQNBT7oULLVNFD2lN_kpFkNyzhge0pmUFVE6DGctCh/s3372/IMG_4805.jpeg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3372" data-original-width="3011" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhAsgACWI_4ozIt_bRQUCzIqqFf-dq938KKnhFQM0ahcJJJCVvQb5b300zk2uhyj99VC_OdWg5he-Ry9er6flqlWpGBTEMXufWE9_aEFitg9B_WBitMHLLwbsIgDBwBSrZXNf2TjVxeyYSs8PAQNBT7oULLVNFD2lN_kpFkNyzhge0pmUFVE6DGctCh/w358-h400/IMG_4805.jpeg" width="358" /></a></div>Chronologically, the Nintendo 64 and Sega Saturn would appear to be next up, but these systems are notoriously difficult to run on SOCs, or system on a chip boards. While all of these mini consoles are emulation based SOCs, the N64 and Saturn require more processing power than is viable with this level of hardware. Home computers and laptops can run emulators of these consoles, but that is much more processing power than these minis can provide. To beef up the processing power of these mini consoles would be cost prohibitive.<p></p><p>Technical challenges aside, the revitalization of mini consoles is dependent upon a target demographic that is large enough to make economic sense. Would a company be able to profit from such a release? The NES, SNES, and Genesis mini consoles were all no-brainers, they had tremendous mass market appeal. The Turbo Grafx-16 did not have as large of a fan base due to its limited success, and as such not too many of the mini consoles were produced.</p><p>The N64 was not the best selling console of its generation, losing to the Playstation. Would there be enough aging gamers willing to be drawn in by the siren song of N64 retro nostalgia? Many of the best selling games were developed by Rare, like Goldeneye, Perfect Dark, Conker's Bad Fur Day, and others. Rare was subsequently scooped up by Microsoft, so their chance of inclusion is next to zero. Would there still be enough appeal? My guess is probably so. First party Nintendo games will always be system sellers, and Nintendo has garnered enough family goodwill to be able to sell nearly anything. </p><p>What about the Sega Saturn? It has become a cult hit among retro gaming circles, but did it have enough of a presence in its initial run to draw people back in? I don't think so. It sold so poorly domestically, it would not make financial sense here in the US. I could see a Japanese release being viable since the popularity of the Saturn in Japan was strong, selling much better overseas. The Japanese game library dwarfs the US library, nearly three to one. The shoot'em ups and 2D fighters are flagship titles in my opinion, and the vast majority of them were Japanese exclusives. </p><p>What about consoles from the sixth generation like Dreamcast, PS2, Gamecube and XBox? With today's tech, only the Dreamcast runs on such SOC platforms such as the Raspberry Pi. The Dreamcast was in production for only two years, would it even have enough of a fan base to make to make financial sense for Sega? The others are definitely not possible at the same price structure that the minis are at. </p><p>I suppose it is possible for there to be sequels to the NES and SNES classic. Both of those consoles did have console revisions, and the game libraries are so deep that finding games would not be a problem. I imagine these would sell just as well as the first minis. But as far as progressing along the historical timeline, we have hit the limits of what is possible. So, as much as I love the mini consoles and all the nostalgia, functionality, and fun that they represent, I do think we have come to the end of the line. Sega said themselves that they produced one-tenth of the number of Genesis Mini II's compared to the first Genesis Mini. They pushed out one last console for the love of the games, and because we wanted it. </p><br /><p><br /></p></div>andrewpark800http://www.blogger.com/profile/10165560739129556519noreply@blogger.com0tag:blogger.com,1999:blog-1258436629181805245.post-49328787607284160072022-10-28T20:45:00.002-05:002022-10-28T20:54:36.068-05:00Arcade Sticks for the PC Engine<p>During the third and fourth generations, arcade sticks were available, but high quality arcade sticks were uncommon. Most people remember the NES Advantage for the NES, or the Power Stick for the Genesis. Aside from being joysticks, those both had features that made them appealing, such as adjustable turbo fire. The Turbo Grafx-16 had the Turbo Stick, a rough equivalent of the aforementioned sticks. There were plenty of subpar offerings here, but virtually no options existed that would be considered high-end. The Japanese received several excellent options. I will highlight four arcade sticks released for the PC Engine that are excellent options for use, even today.</p><p><br /></p><p>The Ascii Stick</p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEireNFnCMcTdOyR2cnwr78lTd_qlMCyA_XSVcrv6-6ZZ6CKTi0tFVMbw8zNBrcZzPo6qVBZk5xTjo5nS4MIecJc8plfWNbtYHLtwX2it5_b4Q3YbVhANbpcilnna4Re4xz1KuvAxG6lFb2iPhj2gCpLxboQAE4kd8-o7wNLnkXtTBrZDYVmZ2nm5uk8/s2749/IMG_4772.JPG" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="2140" data-original-width="2749" height="311" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEireNFnCMcTdOyR2cnwr78lTd_qlMCyA_XSVcrv6-6ZZ6CKTi0tFVMbw8zNBrcZzPo6qVBZk5xTjo5nS4MIecJc8plfWNbtYHLtwX2it5_b4Q3YbVhANbpcilnna4Re4xz1KuvAxG6lFb2iPhj2gCpLxboQAE4kd8-o7wNLnkXtTBrZDYVmZ2nm5uk8/w400-h311/IMG_4772.JPG" width="400" /></a></div>This was manufactured by Ascii, which was a ubiquitous peripheral company back then. It's design is uncannily similar to that of the NES Advantage, having the same features, same dimensions, same weight, same joystick, and so on. The base of the stick is rather small, so playing directly on your lap in uncomfortable unless you have a lap desk, something to set the stick on. The joystick and buttons have membrane contacts, just like inside a standard controller. It is a solid stick, but it only scratches the potential that arcade sticks can become.<p></p><p><br /></p><p>The Hori Fighting Stick Multi</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjymMZw4VK7PJPzjxca3bWNP1ad4H_ISo0NIsgnTrWO__2h0wsyOXl5S1n3q7uOCyDO3uA-ETwVlRXyZhEo_RWgKms2wJrHLLkbzDOQXM6DHegRzh5TDd1iZn4Tkm8lCE5re61eKMmeFTiomJFJLRt_Ki4fliFE31vep0MzaQBS7VkKjDQLG8cSz902/s2857/IMG_5639.JPG" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1892" data-original-width="2857" height="265" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjymMZw4VK7PJPzjxca3bWNP1ad4H_ISo0NIsgnTrWO__2h0wsyOXl5S1n3q7uOCyDO3uA-ETwVlRXyZhEo_RWgKms2wJrHLLkbzDOQXM6DHegRzh5TDd1iZn4Tkm8lCE5re61eKMmeFTiomJFJLRt_Ki4fliFE31vep0MzaQBS7VkKjDQLG8cSz902/w400-h265/IMG_5639.JPG" width="400" /></a></div><p>This stick has six action buttons, and as the name implies, its design is intended for fighting games, (probably Street Fighter II'). The joystick has microswitches, which was common in Japanese arcades, but completely absent in American arcades. The buttons are a tad mushy but serviceable. Turbo function is available for each button individually, but not adjustable. There is considerable weight to the stick, so it feels secure and stable in the lap. The stick has detachable cables specific for the PC Engine, Mega Drive (Genesis), and Super Famicom (SNES). The value proposition is high, considering the quality and versatility. </p><p><br /></p><p>The Hori Fighting Stick PC Engine</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEglNzYv-Fk1SpwUvHq-YuFN3w8jVGmBI6XE3a9pFjWS2PsOGb8Q3jnLsJzi_xlL933kF9n9ggBNe79U59CatRzOUTFU95FB7tDwyaGRDrWRBZ_gZYGAkGNTv2xm6eGcJw7CQB90PUh0H8TDe6qBIg4c6Y9k8O7bniF4yACVIH_TiKlrXoRJm3fOvT3w/s3266/IMG_4774.JPG" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="2256" data-original-width="3266" height="276" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEglNzYv-Fk1SpwUvHq-YuFN3w8jVGmBI6XE3a9pFjWS2PsOGb8Q3jnLsJzi_xlL933kF9n9ggBNe79U59CatRzOUTFU95FB7tDwyaGRDrWRBZ_gZYGAkGNTv2xm6eGcJw7CQB90PUh0H8TDe6qBIg4c6Y9k8O7bniF4yACVIH_TiKlrXoRJm3fOvT3w/w400-h276/IMG_4774.JPG" width="400" /></a></div><p>This stick is the very definition of heavy duty. Encased in steel, it is as solid as they come. It is the heaviest stick for the PC Engine that I have come across. The stick has micro switches, and the throw distance is very short. The stick tension is rather light, as was common in those days. The buttons are snappier, an upgrade over those in the multi stick. Individual turbo switches are present. Playing on this stick gives gameplay an entirely different feel, especially vertical shooters. This model was also released for the Super Famicom and is identical except for the button colors and labels.</p><p><br /></p><p>The Denpa XE-1 Pro HE</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjE87FWlpJsgqiuYFtEL4bYpymfe1jlUMUCtkn8VBvnbckozBOAXxlol9ygCl9XFeFpSnStUlATByHRbfEDG4D8nWz-1WiY-Z1iiQ-fsDCm_bRkWr4HrN_GhdMR4VRFh_E8DhlPgwvSl1sD1fIgtmlz0wMpovo9ZdhdbKUV2Z-BWkCB5hKaSoSNaM7R/s2595/IMG_4775.JPG" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1912" data-original-width="2595" height="295" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjE87FWlpJsgqiuYFtEL4bYpymfe1jlUMUCtkn8VBvnbckozBOAXxlol9ygCl9XFeFpSnStUlATByHRbfEDG4D8nWz-1WiY-Z1iiQ-fsDCm_bRkWr4HrN_GhdMR4VRFh_E8DhlPgwvSl1sD1fIgtmlz0wMpovo9ZdhdbKUV2Z-BWkCB5hKaSoSNaM7R/w400-h295/IMG_4775.JPG" width="400" /></a></div><p>If the the Hori Fighting Stick was a tank, this is a Ferrari. It is fairly small in construction, has a very tight, micro switched joystick with adjustable four or eight way gate. This is joystick is the most precise of all the sticks reviewed. There is absolutely no slipping, no dead zone, and no physical lag. The button panel angle can be rotated, which I never though I needed until now. The buttons are micro switched, with adjustable turbo rates. There is even an led that lights up at the same rate that the buttons are pressed. An unexpected feature is that the stick doubles as a turbotap! You can connect four additional controllers to it for some multiplayer action! </p><p>Although I don't like small arcade sticks, due to needed some kind of support underneath, this stick stands out as premium. Similar models were produced for the Famicom (playable on an NES with a controller adapter cable), Mega Drive/Genesis, Super Famicom/SNES, MSX computer, and others. Due to their rarity, they command a higher price than most arcade sticks of the era. </p><p>Since these are all Japanese imports, they all have cables that are fairly short. They would be fine for play on a table top if have a CRT or screen close by, but if you are playing on a couch you are most likely going to need a controller extension. As mentioned, the sticks of smaller stature would be more comfortable to use on a lap desk or similar hard support. </p><p>I wonder how products like these would have fared if they were released here back during their original run. Would American consumers be willing to pay premium prices for these arcade sticks? My thought is probably not. Nintendo would have done their homework when test marketing the NES Advantage, and they targeted that level of quality here. Perhaps these would have been a success and we are underestimating the dedication of the hardcore gamer, or the number of people willing to pay that premium. Either way, these can be found now through online international sales, auctions sites, proxies, etc., and that is a good thing.</p><p><br /></p><br />andrewpark800http://www.blogger.com/profile/10165560739129556519noreply@blogger.com0tag:blogger.com,1999:blog-1258436629181805245.post-10425610444715061672022-10-03T20:29:00.000-05:002022-10-03T20:29:03.423-05:00Bringing 2D Shoot'em Ups (shmups) to Modern Consoles<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjWYu24oghBIwBtDNDjk48761tMAm23gTlGcmEBIW__mKO0r1aqulmr7-E5q6bKL3WvUy1XflQ2gBAFXGqvABn8hbhF9GrJkll2800yHHHaOVLLmOReNhM8KCqC4H2SgB6k42J82HP-7ebrokWiMBDODHOfXuS0UQHvKUF7JFgH7yfv2yxJdhA4EkpY/s3901/IMG_4676.jpeg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="2828" data-original-width="3901" height="290" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjWYu24oghBIwBtDNDjk48761tMAm23gTlGcmEBIW__mKO0r1aqulmr7-E5q6bKL3WvUy1XflQ2gBAFXGqvABn8hbhF9GrJkll2800yHHHaOVLLmOReNhM8KCqC4H2SgB6k42J82HP-7ebrokWiMBDODHOfXuS0UQHvKUF7JFgH7yfv2yxJdhA4EkpY/w400-h290/IMG_4676.jpeg" width="400" /></a></div><br /><p>The shoot'em up, or "shmup" genre has a history as old as video games, dating back to the 1970's with Space Invaders, Galaxian, etc. In the 1980's and 1990's, games like Gradius, R-Type, Thunder Force, Soldier Blade and others were headlining home console offerings. It was a genre that had great prominence, and tapered off once the 3D era of gaming matured during the 6th generation of consoles. </p><p> The retro gaming scene has ballooned in popularity of late. Possibly due to kids growing up and yearning for the games that played in their youth, the rise of YouTube retro gaming content, and other factors, the resurgence has been palpable. This has led to increased numbers of rereleases and retro-inspired games on current generation consoles. </p><p>A recent poll (n=95) I conducted on the Shmups Facebook page indicates that the Playstation 4 and Nintendo Switch are tied as the favorite current consoles to play shmups on. This is surprising to me as there is some debate about the Switch's extra input lag when compared to consoles with more powerful hardware. For example, the Psikyo Collection Alpha has some of my favorite shmups, like Strikers 1945. I have this on PS4 and Switch. There is a noticeable difference between the two versions, with the Switch exhibiting more input latency than the PS4 version. I know this game like the back of my hand, having owned the original on Saturn for a long time. Perhaps the only people noticing this are people who have a long history with the game. </p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhbRTfdVS_SQvFFOk4S0AzpitSPVv_wfGBqG9HPmRUvs_128FTS4V6F5cnuMRvnSwwWKa-F5JS4fO5QcVzwCNBWc-W68_r96Hy46EFz6D0--Ixc9HfQjd5n644KAvnrAu_aclxG813ytRmNJQ7_maKT2GG3-6XVgkCK5a9bdUUbzbV_QSJfG6BjC1zG/s1294/poll.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1294" data-original-width="1018" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhbRTfdVS_SQvFFOk4S0AzpitSPVv_wfGBqG9HPmRUvs_128FTS4V6F5cnuMRvnSwwWKa-F5JS4fO5QcVzwCNBWc-W68_r96Hy46EFz6D0--Ixc9HfQjd5n644KAvnrAu_aclxG813ytRmNJQ7_maKT2GG3-6XVgkCK5a9bdUUbzbV_QSJfG6BjC1zG/w504-h640/poll.jpg" width="504" /></a></div><p>Fortunately, this is not always the case. In games like Ikaruga, which I have on Switch and PS4, I cannot notice the difference in latency between the two consoles. You would think that Ikaruga is a more demanding game (originally of the 6th generation of consoles, whereas Strikers 1945 is from the 4th/5th generation) so this is puzzling. The difference must come down to programming the ports. Maybe the team who programmed Ikaruga have better chops than the team that did Strikers. It seems that games programmed by M2 Shottriggers have the fewest latency issues on any of its ports, whether on Switch or PS4. </p><p>Many people participants cited the portability of the Switch as a deciding factor. People like to play in at work, during a commute, between classes, etc. While the idea of a portable console sounds good in theory, my eyes are not what they used to be, so squinting at small screens is not really enjoyable to me. If you don't mind small screens, more power to you. </p><p>Some have mentioned processing power favors the PS4, but this seems kinda silly when you consider that for the vast majority of shooters, 2 dimensions is the norm. We're not talking about system pushing specs and ray tracing for graphical fidelity here, nearly everything is sprite based. Even if there are polygons, the movement plane is still 2 dimensional, so any current generation system should be more than capable.</p><p>As far as game availability, it seems that amount of games released for both consoles are roughly equal. Besides a few exceptions, like Battle Garegga (2016) and Ketsui Deathtiny, games are now being developed for both. Many of these games are not physically released in North America, so importing games from sites like Playasia is a common solution. With shooters there is not much of a language barrier, and modern consoles are region free. Games are also released through small limited vendors like Limited Run Games, Strictly Limited, etc. </p><p>Being retro, there are people who prefer to keep it retro and play on as much original hardware/equipment as possible. CRT TVs and legacy consoles will always win the input lag test, so if that is what you're all about then you are not the primary audience here. Most people do not have the space (or family members willing to tolerate) for the extra bulk of CRTs. Consider also that old CRTs and consoles will start failing, and there are fewer and fewer people that can fix them. Parts are not being produced anymore, making maintenance even more of a hassle. </p><p>What do you think about the resurgence of shoot 'em ups on modern consoles? Are you fine with playing them on modern screens? Does the requisite amount of input lag inherent to modern consoles bother you? Do you mind buying these games again if you already own the originals? </p><p><br /></p><p> </p><p><br /></p>andrewpark800http://www.blogger.com/profile/10165560739129556519noreply@blogger.com0tag:blogger.com,1999:blog-1258436629181805245.post-91284396484096839692022-09-11T20:32:00.001-05:002022-09-11T20:32:29.281-05:00Retro Gaming Collections I'd Like to See Released for Modern Consoles<div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjveWLYUna4tsUBhbF_Ih0smKl1oC_QZUa5zRTmxwiCGd0zPEOpGngrUH7wgJRLlTSs3pBIlcAeXy7rJHmrI8SDr6rlqR_6KvKb9Q-cW2N3J0jWZ5ZTRBCeGIZt0xddwJsET8Xyzj_Gojvk7dBXiYMMVB47SOEtRaBaI8BsVfHFifg-Ygv0fNxWxTjb/s1800/IMG_4578.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1350" data-original-width="1800" height="480" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjveWLYUna4tsUBhbF_Ih0smKl1oC_QZUa5zRTmxwiCGd0zPEOpGngrUH7wgJRLlTSs3pBIlcAeXy7rJHmrI8SDr6rlqR_6KvKb9Q-cW2N3J0jWZ5ZTRBCeGIZt0xddwJsET8Xyzj_Gojvk7dBXiYMMVB47SOEtRaBaI8BsVfHFifg-Ygv0fNxWxTjb/w640-h480/IMG_4578.JPG" width="640" /></a></div><p><br /></p><p>During this resurgence of retro game popularity, many game collections are being produced for modern consoles. Recent examples are Teenage Mutant Ninja Turtles Cowabunga Collection, Mega Man Legacy Collection, Street Fighter Anniversary Collection, SNK 40th Anniversary Collection, Sega Genesis Classics Collection, Contra Anniversary Collection, Castlevania Anniversary Collection, The Aleste Collection, just to name a few. Even though I have the majority of the original retro games ton these collections, I still love the fact that these are being released. Not only are they being released, some of these are receiving archival bonus material, interviews, artwork, and more. These extras can justify the re-purchase of these collections, and make for a well rounded package. </p><p>Specifically, the Mega Man Legacy Collection and Teenage Mutant Ninja Turtle Cowabunga Collections, both produced by Digital Eclipse, are shining examples of how to curate a retro game collection. For those who don't know, Digital Eclipse is headed by Frank Cifaldi, who is also the founder of the Videogame History Foundation. He takes game preservation pretty seriously. The production documents, art assets, interviews, variants, and promotional materials are just some of the extras included. The emulation is very good, with every glitch and peculiarity included, like the line flashing on the Mega Man 3 stage select screen.</p><p>I know that some people bemoan the release of yet another game collection, but I for one wholly support these collections if it means developers can continue to unearth these long forgotten games and wrap them together in a context that does them justice, and makes them conveniently available (and affordable). With retro gaming as popular as it is right now, there can be new life for these older franchises as they are introduced to younger generations, and treated with modern amenities like save states, rewind, screen shots, difficulty settings, etc. Also, the value proposition of buying all of the games together for a price lower than what their collective cost would be on the secondary market can't be ignored. </p><p>Here are some collections that I would very much want to see released, and would be day one purchases.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh_DakjVZNXIo366hA3AF7TtsACWmYgo4uqV8EsRPR5yNhbtEgjEk7DxRUe_clYY5JOBUpsBq1aWUahYIEowg7OGcnxEUilkKHlMdc4wU18jNs32Siq1aNzBthRFk_-BCniJiSGvZVRAD5QUDZmwIRHWi-uljtaNcRu-q2w7U_2vLfVygE_EyFZDwSv/s1541/IMG_4580.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1541" data-original-width="1440" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh_DakjVZNXIo366hA3AF7TtsACWmYgo4uqV8EsRPR5yNhbtEgjEk7DxRUe_clYY5JOBUpsBq1aWUahYIEowg7OGcnxEUilkKHlMdc4wU18jNs32Siq1aNzBthRFk_-BCniJiSGvZVRAD5QUDZmwIRHWi-uljtaNcRu-q2w7U_2vLfVygE_EyFZDwSv/s320/IMG_4580.JPG" width="299" /></a></div><p>Thunder Force</p><p>Shoot'em ups are getting kind of expensive these days, and the Thunder Force series is king on the Genesis/Mega Drive. There were even releases after the 16 bit era, with TFV released on Saturn and Playstation, and even TF VI on the Playstation 2, which was only released in Japan. If these were collected on all on the same disc, imagine the value. I know some of these were ported by M2 (renowned retro game reprogrammers) to the Switch online store, so half the work is already done! Sega owns the IP, so there is no messy red tape or royalties to contend with. It's a no-brainer. </p><p>P.S. There was a collection of sorts back in the 5th generation, titled Thunder Force Gold Pack 1 and 2. Each of these contained only 2 games. This was a paltry offering for the time, and we can do so much better now.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiBNnNrbbpY2wvj29RaJut0YDI_fH5MBbUUgef5-V2rEqfklDOyd-vI1sgnTtMpIYX4R1I5MeNGCFA8UjtKRDHYrT5Xiv6v2v13rW70iUDE5CwauBrz6ujoabQUffnXrlK7h8a0HFOkOMsNce3Nkr_Sa3xRBDKADHK-GYLPgKSKj4ADr9Zx3P0rGLkX/s1543/IMG_4582.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1543" data-original-width="1440" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiBNnNrbbpY2wvj29RaJut0YDI_fH5MBbUUgef5-V2rEqfklDOyd-vI1sgnTtMpIYX4R1I5MeNGCFA8UjtKRDHYrT5Xiv6v2v13rW70iUDE5CwauBrz6ujoabQUffnXrlK7h8a0HFOkOMsNce3Nkr_Sa3xRBDKADHK-GYLPgKSKj4ADr9Zx3P0rGLkX/s320/IMG_4582.JPG" width="299" /></a></div><p>Shinobi</p><p>What started in the arcades with the landmark original continued on the Genesis with three more spectacular games. Two dimensional Ninja action platforming hit it's peak with this series, and it should be collected. The innovation of Ninja Magic added a spark that stood out from other games of the era. The platforming is tight, and art design iconic. The arcade game is a fixture in my mind of Sega arcade action, and it had a plethora or ports (not all good). The Master System port was respectable, given its limitations. The real meat of the series is in the three Genesis releases. These games were shining examples of excellence in the Genesis library, and some of the first titles referenced when conducting a console wars debate. There was an original Game Gear game made that I hear good things about. Additional games include Shinobi: Legions on Saturn, and a bunch of third person action games on the PS2/PS3/XBox consoles. Those later games take an entirely different style, so those should be a different collection. </p><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiWgGsWInh1L6HQqO9mX2Eidq9SElRjbWvtfyRwhdezE7el5Dn4mSeBMmz8habP1SnpTx-S_cu0va5mCvBhayo_2n72aLi_5rIXLK9Oc08mKlKvU2e5mUgCc74h6OodL0crEM8jBV0lF0Ztmacd84SNYPBosq6_lWjO9XToxanWtSVz38w-zar7gE1K/s1440/IMG_4583.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="959" data-original-width="1440" height="266" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiWgGsWInh1L6HQqO9mX2Eidq9SElRjbWvtfyRwhdezE7el5Dn4mSeBMmz8habP1SnpTx-S_cu0va5mCvBhayo_2n72aLi_5rIXLK9Oc08mKlKvU2e5mUgCc74h6OodL0crEM8jBV0lF0Ztmacd84SNYPBosq6_lWjO9XToxanWtSVz38w-zar7gE1K/w400-h266/IMG_4583.JPG" width="400" /></a></div><p>Star Soldier</p><p>There actually was a Star Soldier collection for the Sony PSP back in 2008. This was a fantastic idea! It included the four PC Engine games: Super Star Soldier, Final Soldier, Soldier Blade, and Star Parodier. There could be some 8-bit games added in here as well, like the Famicom version of Star Soldier and Starship Hector (I think it is related somehow). Maybe the caravan versions could be included as well. Heck, even include the N64 game. These games play fast and input lag could be an issue, so it would require a top tier developer to port it, namely M2. </p><div class="separator" style="clear: both; text-align: center;"><br /></div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhMr93DO-oAv5AuHcj8iJLbFfftxHhbJz8TRE7uQ_eCiGT1HPKxBgVAu5OMpOe4TmIemRDl2ivj3aCy0JjdGc5EJr2PKyfbwcyizD43MEdSTYJI0ZXMMu2r-lBp2y7CN4-cG9DJ1rWYBsRIIt1CjF2PI5xuJIOwXqWQKf-78IZctpfjh4Ez4mVTTzpg/s1440/IMG_4588.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1141" data-original-width="1440" height="318" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhMr93DO-oAv5AuHcj8iJLbFfftxHhbJz8TRE7uQ_eCiGT1HPKxBgVAu5OMpOe4TmIemRDl2ivj3aCy0JjdGc5EJr2PKyfbwcyizD43MEdSTYJI0ZXMMu2r-lBp2y7CN4-cG9DJ1rWYBsRIIt1CjF2PI5xuJIOwXqWQKf-78IZctpfjh4Ez4mVTTzpg/w400-h318/IMG_4588.JPG" width="400" /></a></div><p>Gradius</p><p>For a shooter series as revered and popular as Gradius, you would think that this would have happened already. Although the gradius arcade game was included in a Konami Arcade Classics collection, along with other early Konami games, that did not do the franchise justice. There were so many Gradius games that are itching to be collected and released. Gradius II never received a North American release, nor did Salamander (Life Force is not the same game). Gradius Gaiden, a title that many consider the best Gradius game ever, was never released here. There were Gameboy and GBA games as well. The spin off series Parodius, which has at least 3 entries, can be included. Again, these are all Konami titles through and through so there should be no extra licensing or royalties. It can and should happen! </p><div class="separator" style="clear: both; text-align: center;"><br /></div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjVwMyz5PLgRcIn0_cVnlhWOBR8CChz6Z50W-WNhZic3pKWFAStDEgEtSvvXy82k2Ofg8VZXQtP7J9ENoxdRMUDrM9wzBqcfJ8R5oGdNe6B3o1oO0kotisd6D6E5dcnUerwP0UExx_0zCjduVUPJgyqIUHsXGhGc-p6Ht2P4AYf4g12WwYufJcDBIi7/s1584/IMG_4590.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="441" data-original-width="1584" height="178" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjVwMyz5PLgRcIn0_cVnlhWOBR8CChz6Z50W-WNhZic3pKWFAStDEgEtSvvXy82k2Ofg8VZXQtP7J9ENoxdRMUDrM9wzBqcfJ8R5oGdNe6B3o1oO0kotisd6D6E5dcnUerwP0UExx_0zCjduVUPJgyqIUHsXGhGc-p6Ht2P4AYf4g12WwYufJcDBIi7/w640-h178/IMG_4590.JPG" width="640" /></a></div><br /><p>194X</p><p>Capcom's 1942 was an early 1980's arcade hit, and launched a deceptively deep franchise. The most visible titles were 1942 and 1943 as those were on the NES and produced in large print runs. There were several other games that most people don't know about, which is a shame because each one is solid. 1943 Kai, 1941 Counterattack, and 1944 are all forgotten games and could be enshrined along with their brethren in a compilation. Each game has is different in some way, game design had evolved with each new entry, so playing through the series offers up some variety. </p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj7WwpVJwjOIpHUG7QoSdQBfq4nBBi5yTc_vGezlFeiycc3m2oIBUv0UZe0Uk0TXYslh0tme8OC1n0Zlfmtv8cxDRy_3KMpMzGQ7iTkyaauT-THvJ4uw9sONtibaHwi2fy8IE-SsConN8fnpB26UgZpXrf5JSv3GEfnvvyFb_GJL3mgU3Qui3sV1Isx/s1440/IMG_4592.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1132" data-original-width="1440" height="315" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj7WwpVJwjOIpHUG7QoSdQBfq4nBBi5yTc_vGezlFeiycc3m2oIBUv0UZe0Uk0TXYslh0tme8OC1n0Zlfmtv8cxDRy_3KMpMzGQ7iTkyaauT-THvJ4uw9sONtibaHwi2fy8IE-SsConN8fnpB26UgZpXrf5JSv3GEfnvvyFb_GJL3mgU3Qui3sV1Isx/w400-h315/IMG_4592.JPG" width="400" /></a></div><p>R-Type</p><p>The R-Type franchise has a disjointed history, with releases few and far between. The original title was released in arcades, and ported to the 8-bit home consoles. R-Type II, also an arcade game, was rehashed and retitled as Super R-Type as a Super Nintendo exclusive. Following that was the excellent R-Type III: The Third Lightning, also a SNES exclusive. Years passed and R-Type Delta was released for the Playstation. The "Delta" in the name referred to it being the fourth game in the series (delta is the fourth letter in the Greek alphabet). Another generation passed and R-Type Final was released on the Playstation 2. With such a wide-spanning yet sparse catalog it is unclear what makes sense to include in a compilation, but I would say the 2D games (arcade and home renditions), and the 3D games could be a separate collection.</p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhp1JK6DYg6WHNbjJIVhc_hmL2tZeFp4L2ktIc9TwmpZ37Lz0Fxil_ymt-pD4JnuG48vaV2MLm_HAp1-JXRDBvff4ON6ZNGL0Itje_GY1HKS0CmaXldNZI1K9uwm18nl56f30FgdUkJTRwa2CaspCiexa_GpAtbbaSqPH9WFU_vDa5qz6mhiqWfcwTl/s4017/IMG_3564.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1950" data-original-width="4017" height="194" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhp1JK6DYg6WHNbjJIVhc_hmL2tZeFp4L2ktIc9TwmpZ37Lz0Fxil_ymt-pD4JnuG48vaV2MLm_HAp1-JXRDBvff4ON6ZNGL0Itje_GY1HKS0CmaXldNZI1K9uwm18nl56f30FgdUkJTRwa2CaspCiexa_GpAtbbaSqPH9WFU_vDa5qz6mhiqWfcwTl/w400-h194/IMG_3564.JPG" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><br /></td></tr></tbody></table><p>Golden Axe</p><p>While the Genesis trilogy has been released several times over on the seemingly annual Genesis collections, the game that has unavailable up until its recent inclusion on the Astro City Mini Arcade is Golden Axe The Revenge of Death Adder (RDA). Considered the real sequel to the arcade original, RDA fell through the cracks as Sega decided to make Golden Axe II on the Genesis a completely different game. This was most likely due RDA being on Sega's System 18 arcade board, which was more advanced that the System 16 board, on which the Genesis was based. Additionally, a fighting game spin off titled Golden Axe: The Duel was a Japanese exclusive for the Saturn. The last game is mediocre, but what is really needed is the inclusion of RDA with the rest of the Golden Axe series. </p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg2yhrarJ0ffOOExsRkX2Wq5Tn47FC5n4rpzCcVacer0dlIFKB_s8fGjxQ_M-CGQPMPjEDmCRe0mQ2bUPGI0Lp2k5UmAQf9k43VvOci3OGkJo4cFVHdO51-OkzrthSwXTuzaZnZTJc23qA5kpbxFxxt9wm43EB4AcT5-a1L8ZKXA467mZ4wpbnWQYus/s4032/IMG_3563.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="4032" data-original-width="3024" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg2yhrarJ0ffOOExsRkX2Wq5Tn47FC5n4rpzCcVacer0dlIFKB_s8fGjxQ_M-CGQPMPjEDmCRe0mQ2bUPGI0Lp2k5UmAQf9k43VvOci3OGkJo4cFVHdO51-OkzrthSwXTuzaZnZTJc23qA5kpbxFxxt9wm43EB4AcT5-a1L8ZKXA467mZ4wpbnWQYus/w300-h400/IMG_3563.JPG" width="300" /></a></div><p>Streets of Rage</p><p>Another Genesis Trilogy that was released several times over on Genesis compilations, I think that a dedicated SOR release with extras would be amazing. Yuzo Koshiro authored the soundtracks for all three games, and a soundtrack would be the ultimate selling point. It would be nice to have the Japanese version of SOR3, Bare Knuckle III, translated as it is the superior version of the game. The recent sequel, Streets of Rage IV is too advanced to hope to include on this one. </p><p><br /></p><p>Metroid</p><p>Why Nintendo has not compiled the rich Metroid franchise into a collection is baffling, but Nintendo has always marched to its own beat. Imagine all the 2D games together in one package: Metroid, Metroid II, Super Metroid, Metroid Fusion, and Metroid Zero Mission. The Metroid Prime games were collected and released on the Wii, so why can't we get the legacy games? I suspect that since the NES and SNES games are available on Nintendo's online service, there is less motivation for Nintendo to spend time and money on a product that they have already technically rereleased. </p><p><br /></p><p>With so many retro franchises to resurrect, there is hope that some of these will see the Digital Eclipse or M2 treatment. Which franchises do you want to see released?</p><p><br /></p>andrewpark800http://www.blogger.com/profile/10165560739129556519noreply@blogger.com0tag:blogger.com,1999:blog-1258436629181805245.post-46859348853862015872022-05-19T20:18:00.002-05:002022-09-30T10:48:40.255-05:00Trilogies on the Sega Genesis<p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjGx8Q1LO9VQqPrcSLTZXFBt_p0V2YEoZNttkqw3cA85Z7cSbqvSQ2sqaW6rJlRMntfXHLfV7trX-HR8dSqyp9b3KxbcrsfaYycusgoqEsTpz6qOM541I4mMk8xvrouMMVb5ogM2sM07UaOsV4jUP1t4NKDH-jcnMJ5ECuRGxpRrstXx2NlyH-uLrpa/s4032/IMG_3559.JPG" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3024" data-original-width="4032" height="480" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjGx8Q1LO9VQqPrcSLTZXFBt_p0V2YEoZNttkqw3cA85Z7cSbqvSQ2sqaW6rJlRMntfXHLfV7trX-HR8dSqyp9b3KxbcrsfaYycusgoqEsTpz6qOM541I4mMk8xvrouMMVb5ogM2sM07UaOsV4jUP1t4NKDH-jcnMJ5ECuRGxpRrstXx2NlyH-uLrpa/w640-h480/IMG_3559.JPG" width="640" /></a></div><br /><div class="separator" style="clear: both; text-align: center;"><br /></div>To see three games form the same franchise released on a single console is now rare. It happened more frequently in the days of cartridge consoles, and was a sign of success for both the system and the franchise. Sequels to popular games are common, as are franchises that span more than one generation, but three games subsequently released on the same console was a cool thing. I'd like to recount the trilogies that were released for the Sega Genesis. Some franchises went beyond three games, and there are spin offs as well, but I'll try to keep to the main line of each franchise. There may even be more. <p></p><p><br /></p><p>Double Dragon</p><p>Double Dragon II: The Revenge</p><p>Double Dragon III: The Rosetta Stone</p><p>Double Dragon IV: The Shadow Falls</p><p>This is a tale of disappointment on several levels. The arcade original was a landmark brawler, and it was heavily anticipated when announced for the NES. The game was understandably stripped down for the 8 bit processor, and restructured to work within the limited confines. It was a good game, but two player co-op was removed. When I heard that this was released for the Genesis, I thought it must surely be just like the arcade. Well, it is but it isn't. The two player co-op is there, the graphics are there, but the gameplay is kinda broken. The enemy speed is laughably fast and erratic. This is such a shame, a wasted opportunity. Double Dragon II the Revenge was also an excellent arcade game, and was also released to the NES to critical acclaim. Unfortunately, it was only released in Japan and not released here in America for some unknown reason. When the series did return to the Genesis for the exclusive Double Dragon III and Double Dragon V (what happened to IV?), the gameplay appears to be programmed by people who have no concept of what made the first two games great. This sort of thing is common, when a series remains with a certain publisher but the talent responsible for the series' name has moved on. A tragic tale of botched opportunities.</p><p><br /></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjH1OIOXmGT4fb-ky-qf-Itcn-95sF4_4GhPtL1x9m8TezV5zoIG9ZXjsyXqg8h0oKo8GJxqyKj_DEx4_pM6WcNd49aaKW3G1ckozJBd7id7qOW5fteLHZ_mi4wWyKRdUStxyBRY_qiaGdoOiJ7TwsYMajCX4E7Z6vjP2XVxCfhL-D-0bZraAZqUjeu/s4017/IMG_3564.JPG" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1950" data-original-width="4017" height="310" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjH1OIOXmGT4fb-ky-qf-Itcn-95sF4_4GhPtL1x9m8TezV5zoIG9ZXjsyXqg8h0oKo8GJxqyKj_DEx4_pM6WcNd49aaKW3G1ckozJBd7id7qOW5fteLHZ_mi4wWyKRdUStxyBRY_qiaGdoOiJ7TwsYMajCX4E7Z6vjP2XVxCfhL-D-0bZraAZqUjeu/w640-h310/IMG_3564.JPG" width="640" /></a></div><br />Golden Axe <div><br /><div>Golden Axe II</div><div><br /></div><div>Golden Axe III<br /><p></p><p>This is an example of an homegrown Sega arcade hit that was proof that the Genesis could bring arcade action home. It was one of the first medieval themed brawlers, which was refreshing in an age of games with urban themes. There are three selectable players to choose from: the standard warrior, the axe-wielding elf, and the Amazon. Each has different strength and weaknesses, and varying skill with magic. The magic was one of the highlights of the game, the other being two player co-op. Even though is may seem rudimentary when compared to the brawlers that appeared later in the system's lifespan, this is still a top ten Genesis game for me. Golden Axe II was the console exclusive sequel, which was a fine game in its own right, but paled in comparison to the impression that the first game had. Golden Axe III was released in Japan only, which was a shame, as it was in some ways the deepest of the three game. GA3 had branching paths, different endings, a more robust albeit difficult move set, and new playable characters. The magic was a disappointment compared to the first two games, but it definitely should have been released domestically. It is playable now on a plethora of Sega game compilations and online services. </p><p><br /></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjJsOjz_IdnkGIYJB2mDy1BpgMXvFsqHOq5k928UPgPuG8rAjR4pI-4DwwJbt7hOrfkCU0suH2F9_y5dcieeRaUyUwyywxfeynCRBuy9JxMWIIsETz6aT_3xJHTM5LHtJOJz6tpyIBl6NQV3K2Edzca15ndRr5B6uTRoZmhf9F3avlQBQyVmzNqH8JN/s4026/249472A7-CDE0-443C-AE4D-31C6516F4CA8_1_201_a.jpeg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1912" data-original-width="4026" height="304" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjJsOjz_IdnkGIYJB2mDy1BpgMXvFsqHOq5k928UPgPuG8rAjR4pI-4DwwJbt7hOrfkCU0suH2F9_y5dcieeRaUyUwyywxfeynCRBuy9JxMWIIsETz6aT_3xJHTM5LHtJOJz6tpyIBl6NQV3K2Edzca15ndRr5B6uTRoZmhf9F3avlQBQyVmzNqH8JN/w640-h304/249472A7-CDE0-443C-AE4D-31C6516F4CA8_1_201_a.jpeg" width="640" /></a></div><br />James Pond: Underwater Agent<p></p><p>Jame Pond II: Codename Robocod</p><p>James Pond III: Operation Starfish</p><p>A cartoony platformer where you control a fish, the first game garnered much praise for its charm. Loosely tied to a spy theme ("Pond", as in "Bond"), your missions vary and the cuteness is eventually besmirched by its difficulty. EA invested more into the sequel: Codename: Robocod. Eschewing the spy motif, James Pond now sports a metallic appearance, with the ability to extend his torso to reach high platforms. This new mechanic keeps the gameplay fresh. The third game drops the robotic theme and introduces a bevy of gadgets that can be used such as spring boots, bombs, a fruit gun, jetpack, and so on. The series not too popular on the Genesis, but it was also released for various computers, and so that explains the justification for continuing the series.</p><p><br /></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhPxIOr5xL_r2dc9O4Vrzig4_ouT1bdHRkEu0efVC7QNIg-UZqcNzc8cVpyYwG2Qme4VQRY2CCGSYr0NtgWvZXcopudt5TUUdUUddcb0YgSe4n1Yb0oSsfv0EwiXuEHsWdvIKeBYNfGQ1QMfVlilUCNPbEeGmntzp3d9CT1y-oyLARo0IsssIIcADIV/s3846/837FF0E9-20C5-4C52-B000-549F726C701F_1_201_a.jpeg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1880" data-original-width="3846" height="312" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhPxIOr5xL_r2dc9O4Vrzig4_ouT1bdHRkEu0efVC7QNIg-UZqcNzc8cVpyYwG2Qme4VQRY2CCGSYr0NtgWvZXcopudt5TUUdUUddcb0YgSe4n1Yb0oSsfv0EwiXuEHsWdvIKeBYNfGQ1QMfVlilUCNPbEeGmntzp3d9CT1y-oyLARo0IsssIIcADIV/w640-h312/837FF0E9-20C5-4C52-B000-549F726C701F_1_201_a.jpeg" width="640" /></a></div><br />Jurassic Park<p></p><p>Jurassic Park Rampage Edition</p><p>Jurassic Park The Lost World</p><p>Movie licensed games will always exist, but back then they were generally tied to a specific movie. Jurassic Park games are loosely based on the movies, taking the action approach whenever possible to maximize the excitement of the dinosaurs. The first two games: Jurassic Park and Jurassic Park: Rampage Edition are both standard run'n gun platform games with not much innovation. The third game, The Lost World, stretches the capabilities of the Genesis to new heights with impressive sprite scaling and psuedo 3D effects. It is very much a poster child of games that took advantage of the collective knowledge on how to program for a system by end of its lifespan. </p><p><br /></p><p>Micro Machines</p><p>Micro Machines 2</p><p>Micro Machines 96</p><p>Micro Machines Military</p><p>An Unlicensed series by the small toy car franchise, Micro Machines is a decent overhead racing game franchise, evoking RC Pro AM, but maybe not as tight nor engaging. The game comes in an odd, arch-shaped cartridge. Playing the game alone is OK, but the real essence of the game comes through multiplayer. The competitive racing is compelling, the tracks fun and inventive, and the control is serviceable. There were four games in the series, although I think that only the first was released in North America, and the later three were not brought over. The later games came on cartridges that had two additional controller ports to allow four player simultaneous racing. </p><p><br /></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg2JkGnRJ5rtyVJLT8eEQ1_o0n_114Bl8RVisBMbsYN8lkZG5sxwRBNNqV-YMWcmDTH5StUJZIAlIdRG-6xuKKg0s88IkiHjTGietBDsRFBM6ZcMww1sYS8D4S8XZ35Ej3OS_xNrNSHrf4B2YEMsHhHdtXwqFO_FzpT8qgD7Q43lBb2QKstzL0IWQq2/s3912/26B56F0B-7157-435D-8D0A-69F0E5A276B3_1_201_a.jpeg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1947" data-original-width="3912" height="318" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg2JkGnRJ5rtyVJLT8eEQ1_o0n_114Bl8RVisBMbsYN8lkZG5sxwRBNNqV-YMWcmDTH5StUJZIAlIdRG-6xuKKg0s88IkiHjTGietBDsRFBM6ZcMww1sYS8D4S8XZ35Ej3OS_xNrNSHrf4B2YEMsHhHdtXwqFO_FzpT8qgD7Q43lBb2QKstzL0IWQq2/w640-h318/26B56F0B-7157-435D-8D0A-69F0E5A276B3_1_201_a.jpeg" width="640" /></a></div><br />Mortal Kombat<p></p><p>Mortal Kombat II</p><p>Mortal Kombat 3</p><p>Ultimate Mortal Kombat 3</p><p>The notorious frame-capture fighting series that was a prime weapon in the 16-bit console wars, Mortal Kombat's blood code on the Genesis steered many kids towards the blast processing side of the aisle. There were four games released for the Genesis, each one adding more and more characters and features. There's not too much to say that hasn't already been said.</p><p><br /></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi-qkKRhfiA0eoJa2tjJ3lUc5HTGJNYFIoq2_y3dtGOGPYhLwnP5ZPLopUT3T2PGN6pD8_t-UE6-I1AoaOpJVDTo6PdYPw78FD8ZQs-xiwnEO1qPHRjJIPl7TJeGR4ILr66IEqY8u_yM-FYbFyoTbGHV1MxHWDI1e1nIQRKki2TuC_HbB4UyLSwMMiw/s3916/IMG_3566.JPG" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1952" data-original-width="3916" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi-qkKRhfiA0eoJa2tjJ3lUc5HTGJNYFIoq2_y3dtGOGPYhLwnP5ZPLopUT3T2PGN6pD8_t-UE6-I1AoaOpJVDTo6PdYPw78FD8ZQs-xiwnEO1qPHRjJIPl7TJeGR4ILr66IEqY8u_yM-FYbFyoTbGHV1MxHWDI1e1nIQRKki2TuC_HbB4UyLSwMMiw/w640-h320/IMG_3566.JPG" width="640" /></a></div><p>Phantasy Star II</p><p>Phantasy Star III: Generations of Doom</p><p>Phantasy Star IV: The End of the Millenium</p><p>The first Phantasy Star game on the Master System was a tour de force, and is still overlooked as a cornerstone of role playing game influences. The series continued on the Genesis and had a very strong showing. PS2 was a mammoth adventure, the first RPG that I ever played. It came with a thick hint book and a map, without which I would have been lost for sure. The story blew me away, bringing in mature existential themes and solid character development. The graphics were sharp and music was catchy. I loved everything about it. By the time the third and fourth game arrived I had stepped away from gaming so my experience with them is limited, but I await the day to start those adventures as I did as a fifteen year old with PS2.</p><p><br /></p><p>Road Rash</p><p>Road Rash II</p><p>Road Rash 3</p><p>Electronic Arts was leading the charge in the early days of the Genesis, with more releases than any other third party developer/publisher. Road Rash is a gritty, innovative motorcycle racer where you set upon street racing campaigns, earning cash and upgrading your bike all the while. The kicker is that you can attack other racers, literally knocking them off their bikes. This adds an interesting dynamic as they develop a memory, and interactions change based on how you have interacted with the other racers, who ride the same circuit that you do. The gameplay is smooth even though the frame rate is understandably choppy, but you do feel the sense of speed, and environmental hazards play a large role in the races. The sequels offer up more of the same.</p><p><br /></p><p><br /></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgpaH78-_PC_0kNAqdtayGB1xtTCOf5I6RBIIe20q3tS2dEgl_BMiB-bRKpMq2U8F5Mf1Y_ydjrCEF_pA5fSw0uVtcuAcJZOyBWCAg2oO1Y3tNo0CSILJO2LugqLs488PUWpp3QQLcwf5U9zx_XAMzaqiuyZLgnfl59s8Rk1vYGINcqoyyRMktm2_BP/s3954/D9309D8F-8FC0-4E80-8FB2-0D02FF6AD9E9_1_201_a.jpeg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1894" data-original-width="3954" height="306" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgpaH78-_PC_0kNAqdtayGB1xtTCOf5I6RBIIe20q3tS2dEgl_BMiB-bRKpMq2U8F5Mf1Y_ydjrCEF_pA5fSw0uVtcuAcJZOyBWCAg2oO1Y3tNo0CSILJO2LugqLs488PUWpp3QQLcwf5U9zx_XAMzaqiuyZLgnfl59s8Rk1vYGINcqoyyRMktm2_BP/w640-h306/D9309D8F-8FC0-4E80-8FB2-0D02FF6AD9E9_1_201_a.jpeg" width="640" /></a></div><br />Shining in the Darkness<p></p><p>Shining Force</p><p>Shining Force II</p><p>I don't have any experience with these games, another series for me to explore when I retire.</p><p><br /></p><p><br /></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgxcLSlHWtiPA20OPuF-s-kfDRvErSbEFFsdmANLC84x_eYV43rSX8pf1uuH8X7OeyyIhKe3y-CxK4-rjWbq3r32ZF-5O7njfvvJqCW244gXSFN0AuHOKhGCbqRMBQ9sanN8p_puotYKKEYGp6cDFEHmzI5ae-nf0dzlstlAaOXVffmmRE5rUNkIy_O/s3729/IMG_3562.JPG" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1834" data-original-width="3729" height="314" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgxcLSlHWtiPA20OPuF-s-kfDRvErSbEFFsdmANLC84x_eYV43rSX8pf1uuH8X7OeyyIhKe3y-CxK4-rjWbq3r32ZF-5O7njfvvJqCW244gXSFN0AuHOKhGCbqRMBQ9sanN8p_puotYKKEYGp6cDFEHmzI5ae-nf0dzlstlAaOXVffmmRE5rUNkIy_O/w640-h314/IMG_3562.JPG" width="640" /></a></div><p>The Revenge of Shinobi</p><p>Shadow Dancer: The Secret of Shinobi</p><p>Shinobi III: Revenge of the Ninja Master</p><p>This series is perhaps my favorite on the console. I first played the Revenge of Shinobi in 1989 at my friends house the summer before eight grade. I was blown away by everything about it: the realistic graphics (compared to the NES), the amazing soundtrack, the ninja magic, it was all revolutionary. The game is filled with cameos from Hollywood lore, such as Rambo, Spider-Man, Batman, the Terminator, and Godzilla. These would be altered in later revisions. Shadow Dancer, while not a direct sequel, was a faster paced game with arcade like action. Player movement is faster, shiruken are faster, there is no life bar, but bumping into enemies does not cause damage. You now have a dog companion, who follows you around and helps to immobile enemies so you can take them out. The music is great, although it does not compare to ROS. This game is very underrated, perhaps because it plays differently than the other games in the franchise. It just might be my favorite of the bunch. Shinobi III picked up after ROS, and tweaked it for a smoother control, adding feature like running, air attacks, hanging and climbing. The graphical detail is increased, This game seems to be the fan favorite, and I get it. All the games are qo good, they are the quintessential Genesis games.</p><p><br /></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj5zD_tQwLfAAHoHoUcNdfhsKKJdCRSta1Fo-xyBv-rxsqJMON2UPfghha15nPHE3ivB7XTcD9eKkkRhUDaKHmeQMV6t-VC1G2Cc9JWYTpUgAWNf8ccoJtzYz6l18S_62fIs3JiNwaWtJ6TOamdEogYRsUbZOY3NTL-SzzDaciRTzZ-ht78wPiiEG1Z/s3548/C44E3421-56C9-4759-8643-A2D9CE0EC5DA_1_201_a.jpeg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3548" data-original-width="2616" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj5zD_tQwLfAAHoHoUcNdfhsKKJdCRSta1Fo-xyBv-rxsqJMON2UPfghha15nPHE3ivB7XTcD9eKkkRhUDaKHmeQMV6t-VC1G2Cc9JWYTpUgAWNf8ccoJtzYz6l18S_62fIs3JiNwaWtJ6TOamdEogYRsUbZOY3NTL-SzzDaciRTzZ-ht78wPiiEG1Z/w472-h640/C44E3421-56C9-4759-8643-A2D9CE0EC5DA_1_201_a.jpeg" width="472" /></a></div><br />Sonic the Hedgehog<p></p><p>Sonic the Hedgehog 2</p><p>Sonic the Hedgehog 3 + Sonic and Knuckles</p><p>Often referred to as the game the boosted the Genesis into the mainstream, Sonic needs no introduction. President of Sega of America, Tom Kalinske was clairvoyant in deciding to replace the pack in game of Altered Beast with Sonic in the summer of 1991. Along with the growing library teen oriented games, the aggressive ad campaign, and Electronic Arts sports games, the Genesis found its legs and took off. The game itself was a spectacle to behold; no other game imbued the same sense of speed as Sonic the Hedgehog. This visual of Sonic racing through the loops of Green Hill Zone are forever etched in commercials comparing the Genesis to the newer Super Nintendo. The bright and colorful graphics, the poppy music, and fast gameplay made Sonic a watershed game. The console wars were legit. The sequels offered more of the fast gameplay, introduced new characters, and in general improved upon the formula. Interestingly, Sonic 3 and Sonic and Knuckles were intended to be one huge game, but deadlines were not met, and a game had to be produced for the holiday season, so the decision was made to split the game into two, and release the first half as Sonic 3, the second as Sonic and Knuckles. This is why Knuckles has "lock-on" technology, allowing for both carts to be connected and played as one. </p><p><br /></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiyp_-y9DFbDbl80ErhktHvQRF9P2tRkawT2-fGwOkSXTHtIpDQPyeRnqhhhEfOs5XjrVfkb9e-RCghvU2SYULMPdauGfNQI3JyEvEwWBKtLa3ZbHbv9Ed3YmcsEI5VuzVapik5dA4G56FhcPjJpWuTK0N3Aa2dHEPb66usDUqliqqzzmQ6R9BerNVy/s4032/IMG_3563.JPG" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="4032" data-original-width="3024" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiyp_-y9DFbDbl80ErhktHvQRF9P2tRkawT2-fGwOkSXTHtIpDQPyeRnqhhhEfOs5XjrVfkb9e-RCghvU2SYULMPdauGfNQI3JyEvEwWBKtLa3ZbHbv9Ed3YmcsEI5VuzVapik5dA4G56FhcPjJpWuTK0N3Aa2dHEPb66usDUqliqqzzmQ6R9BerNVy/w480-h640/IMG_3563.JPG" width="480" /></a></div><br /><p>Streets of Rage</p><p>Strees of Rage 2</p><p>Streets of Rage 3</p><p>The beat' em up genre of games was arguably at its most popular in the early 1990's. Arcades were fraught with them, people couldn't get enough of them. Sega realized this, and Streets of Rage was released. Wisely prioritizing 2 player co-op, the game was a smash. Satisfying action and collision detection, excellent graphics, a fantastic soundtrack by Yuzo Koshiro (known for the Revenge of Shinobi soundtrack), and an over the top special attack that calls for a police aerial bombardment, the game was another statement game from Sega. Streets of Rage 2 improved on everything without changing the premise. The number of playable characters increased from 3 to 4. The gameplay has been amped up, with each player have a more robust move set. Koshiro pulls off the impossible by topping his previous soundtrack effort. This is the game that is generally regarded as the best beat 'em up of the 16-bit generation, and deservedly so. Streets of Rage 3, while a great game in its own right, takes a bit of a step back. The gameplay is good, but the enemies are tougher than ever, so the challenge is greater. There are some graphical changes made to the domestic release, such as censoring certain character sprites, and changing the color of Axel's outfit to yellow and black. While noticeable, this is not a big deal. The music has taken a severe experimental turn, and comes off as unhinged and more noise than composition. I prefer to play the import version (Bare Knuckle III) for the "normal" level of difficulty and restored character sprites. Even though the third entry is weaker, this trilogy is synonymous with the heyday of the Genesis.</p><p><br /></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgIiGZEgtVVI4WDlyTKHF2TMvmOp1DLZotSmnfERzxTM_g5OUjmc-r-jd50sSpzUsZh2F6eSQJq6KxpiQ5bs5crAYssLWZIJ5qlUjtcjtMsnW-gq4fPAqsXsPrZH4c3UvObqWxV00lRJ9UM5t1eoz2zZ38zQffRn6ggS5D8jav3GhV47cmJxxZvQWq9/s3906/60ECEBB6-FB6D-44F6-ADC1-FB2E4EDB94C7_1_201_a.jpeg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1863" data-original-width="3906" height="306" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgIiGZEgtVVI4WDlyTKHF2TMvmOp1DLZotSmnfERzxTM_g5OUjmc-r-jd50sSpzUsZh2F6eSQJq6KxpiQ5bs5crAYssLWZIJ5qlUjtcjtMsnW-gq4fPAqsXsPrZH4c3UvObqWxV00lRJ9UM5t1eoz2zZ38zQffRn6ggS5D8jav3GhV47cmJxxZvQWq9/w640-h306/60ECEBB6-FB6D-44F6-ADC1-FB2E4EDB94C7_1_201_a.jpeg" width="640" /></a></div><br />Desert Strike: Return to the Gulf<p></p><p>Jungle Strike</p><p>Urban Strike</p><p>Electronic Arts scored a massive hit with Desert Strike. It is a cross between a shoot 'em up and a strategy game. Displayed in an isometric view, you pilot an apache helicopter on various missions. This game is not played like a typical shooter, there is limited speed, ammunition, and armor. Movements and attacks need to be measured and deliberate, or you will end up a smoking wreck. The sequel, Jungle Strike takes place in South America, focusing on the war on drugs. The third game, Urban Strike, takes place on US soil, as you battle domestic terrorism. </p><p><br /></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEimJ0E36JCR9HPOmi88aBNGbpQjDCSH-FBt52P0YtWrjLAAcUfuGoqrHOYJLVwlbkN6FmQ6O1LSfdoCHYFxQDg2nUUyRUj2GWhLom0HXOww5mUq-DNMyujcFWyO3uXdvc_rleU7Uxnw0wptOLYfGdA-_Ifg6hvuZGDSEiuegK03ELqW-lgPoMVia4cS/s3887/IMG_3560.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3887" data-original-width="2853" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEimJ0E36JCR9HPOmi88aBNGbpQjDCSH-FBt52P0YtWrjLAAcUfuGoqrHOYJLVwlbkN6FmQ6O1LSfdoCHYFxQDg2nUUyRUj2GWhLom0HXOww5mUq-DNMyujcFWyO3uXdvc_rleU7Uxnw0wptOLYfGdA-_Ifg6hvuZGDSEiuegK03ELqW-lgPoMVia4cS/w470-h640/IMG_3560.jpg" width="470" /></a></div><br /><p>Thunder Force II</p><p>Thunder Force III</p><p>Thunder Force IV</p><p>Just as Streets of Rage is the definitive beat 'em up series on the Genesis, the Thunder Force series is shooter equivalent. TFII was a launch title, and possible the of the launch lineup. TFIII is my favorite. The amazing graphics (see Gorgon the flame level), the power ups, and the music are all S-tier. The game requires a mix of reflexes and memorization, and can feel a bit easy to those who have played it over and over, but I don't consider that a bad thing. TFIV was renamed "Lightening Force" when it was released domestically for some reason, but the game is identical. This game boots up to a metal anthem the makes the capacitors of the Genesis pop with vibrancy. The visuals get yet another boost, with multiple scrolling background layers, and enemy fire originating from the background and seemingly merging with the foreground. Halfway through the game your ship gets fitted with the impressive Thunder Sword weapon that has limited range but is devastatingly powerful. It would have been nice to have more than just one game on the recently released Genesis mini, especially since Sega owns the rights. Maybe someday a collection will be released.</p><p><br /></p><p>Valis II</p><p>Syd of Valis</p><p>Valis III</p><p>The school girl acton platformer genre was more common in Japan, but third party publisher Renovation decided to port over Valis to the states with little fanfare. I don't suppose it sold very well, since copies seem to be rare. It's a decent game, if not a little underwhelming. The second game released here was Syd of Valis, which was Valis II, but with super deformed character sprites. Valis III is more like a proper sequel, and added is the ability to play as three different characters. </p><p><br /></p><p>I don't think there is another system with more trilogies than the Genesis, but I could be wrong. If you know of any that I missed let me know!</p><p><br /></p></div></div>andrewpark800http://www.blogger.com/profile/10165560739129556519noreply@blogger.com0tag:blogger.com,1999:blog-1258436629181805245.post-58248568728280490732022-05-03T12:58:00.003-05:002022-05-03T12:58:49.340-05:00Are Physical Game Releases Worth Buying Today?<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh9678btdhA6JxwRbwO__76uvBMqW7ThmukkCNKygmVzbwmZkXJZUeQd_tg8pyeisdqgc1AWCagThtZtqrA13hatx8Tlbw5WErmIUY4M8JLKEkQLMk52rE6fa1Bjwee7pKAJM-wP53FFewlSyBjwqdnsBlveE1636By8gvJC6VaaDGdfZ-oZhd8unup/s3763/IMG_3469.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3763" data-original-width="3024" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh9678btdhA6JxwRbwO__76uvBMqW7ThmukkCNKygmVzbwmZkXJZUeQd_tg8pyeisdqgc1AWCagThtZtqrA13hatx8Tlbw5WErmIUY4M8JLKEkQLMk52rE6fa1Bjwee7pKAJM-wP53FFewlSyBjwqdnsBlveE1636By8gvJC6VaaDGdfZ-oZhd8unup/w321-h400/IMG_3469.jpg" width="321" /></a></div><br /><p>With internet-capable consoles appearing in the seventh generation, purchasing games digitally online was realized, allowing for the convenience of buying and playing a game without leaving the house. Games were still produced in physical form, but availability in a store varied. The Wii storefront was the first offer licensed games in digital form. This was novel, and possibly contributed to the resurgent interest in retro gaming. All of the sudden, people had access to games that were long forgotten, at reasonable prices. While hardcore retro gamers were alway keen on the classics, casual players on modern consoles were drawn towards the nostalgia drug, increasing interest.</p><p>With advances in console technology, the level of production, complexity, and size of game files increased exponentially. This led to many physical games being released incomplete, with updates required before playing for the first time. This practice is now commonplace, and often expected. Some games have update files much larger than the initial game that was shipped, like Red Dead Redemption 2 on PS4. Take Cyperpunk as an example. The game is allegedly unplayable without the updates.</p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiwHKeTwWjQdyANidyCFpSmmoWoOI0kNGh-1ce_Xvhbc2fS3DcPR0WSxnqN-7aDW4MlX74kbyX8QAjEdVqfDCm8dl_nxI7gCHvvzkPfTy9CwRtendRXhxEoFx-KMCuBcymES7CpZ5SdLw9HzQ3H_TVDclsTu5pd83wGnxpgepTDGSgYiKzHiAow00RA/s3582/IMG_3471.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2016" data-original-width="3582" height="360" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiwHKeTwWjQdyANidyCFpSmmoWoOI0kNGh-1ce_Xvhbc2fS3DcPR0WSxnqN-7aDW4MlX74kbyX8QAjEdVqfDCm8dl_nxI7gCHvvzkPfTy9CwRtendRXhxEoFx-KMCuBcymES7CpZ5SdLw9HzQ3H_TVDclsTu5pd83wGnxpgepTDGSgYiKzHiAow00RA/w640-h360/IMG_3471.jpg" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">How long will modern games continue to be supported?</td></tr></tbody></table><p>This begs the question, can a new game even be played today without the initial update? If you have to update up to 50% of a game in order to play, is it worth buying the physical copy of the game? It almost seems as if the games are mere license holders in order to download the game. In some cases, they literally are, as on the game box there may be a statment mentioning that no physical game is included, only a download code. The argument that was held for a long time was, if a server gets shut down, you can still play the game if you own a copy. Is this even true anymore? Let's say your PS4 or Switch dies. You have a copy of a game, but it required a large update. You buy a replacement console, and try to play that game, but the server is no longer active. Can you really play the game as intended? Maybe the game will start up, but might it be missing the second half of the game? Old game cartridges will always play all the way through, no internet connection required. The same cannot be said for modern games. </p><p>Additionally, an interesting phenomenon is currently underway with gamers applying a collectors' mindset. People are buying new games and keeping them sealed, hoping the value will increase over time. This occurs with sealed retro games, why would it not here? The difference is that back in the 1980's and 90's, if a game was left sealed it was due to circumstance, not intent. A game may not have sold well, and thus had become overstock, for example. Kids back then did not buy two copies of a game; one to play and one to keep sealed. Games were relatively expensive then compared to today's prices, and the games were always opened and played. There was no investor speculating. </p><p>We have been seeing industry move at a glacial pace towards eliminating physical media. Then Microsoft initially released the XBox One not allowing for game sharing. The public backlash forced Microsoft to renege. Sony used that as a dig towards their direct competitor, by releasing a commercial that exemplified how game sharing could happen on PS4. Meanwhile, the online stores for all consoles continue to grow. In what could be considered the 9th generation of consoles, the PS5 and XBox series X both released digital-only and disc-capable consoles. This could signify the inevitable end of the collectable game. </p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiPqt1ll5BRMojzwiwPGFxUXrb04S1y8qOE4aCLXcrYYe2lb3gWfkOv7H8HXFTWMlflACJGvw2sc9FsM0Ak7q8P6Lm181jI-jrYtOhhJ_npXkgO4aIr9i6_Xp5AhyEjGCAooibBnrDkESyKSAP52ZOK2tZmP0BHJZjel2SqjD2fDTivKZs012tVASgm/s3286/IMG_3470.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2787" data-original-width="3286" height="339" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiPqt1ll5BRMojzwiwPGFxUXrb04S1y8qOE4aCLXcrYYe2lb3gWfkOv7H8HXFTWMlflACJGvw2sc9FsM0Ak7q8P6Lm181jI-jrYtOhhJ_npXkgO4aIr9i6_Xp5AhyEjGCAooibBnrDkESyKSAP52ZOK2tZmP0BHJZjel2SqjD2fDTivKZs012tVASgm/w400-h339/IMG_3470.jpg" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Some game collections include a download code as not all games are on the physical game</td></tr></tbody></table><p>For those digital-only consoles, to what extent will the continue to be supported after the end of their natural life expectancy? It is not a guaranteed that all the games will be transferable to the next generation console. Even if you accept this, and try to keep the console alive, the failure rate of modern systems is higher than the legacy cartridge-based consoles of yesteryear. Will simply backing the games up on a hard drive be a sufficient safeguard to ensure that you will be able to play these games indefinitely?</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhMyO3QMh0oCgG2M7OZvBsiytqSHr1lajxzAwVTIhgMd-3_uMvEggRchJeg4ESmgcrp2jFPVs4VWct0NqjIMVtri63_FmuWG0D6UoYuVvjDQ1NPwz4GepP68GK18sQbBAAr5bBcAejLQeG34xqiU2t3umIPgNfA5SCn6nDb-fWZmrLTpczBlkS6-v94/s3960/IMG_3468.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="2278" data-original-width="3960" height="368" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhMyO3QMh0oCgG2M7OZvBsiytqSHr1lajxzAwVTIhgMd-3_uMvEggRchJeg4ESmgcrp2jFPVs4VWct0NqjIMVtri63_FmuWG0D6UoYuVvjDQ1NPwz4GepP68GK18sQbBAAr5bBcAejLQeG34xqiU2t3umIPgNfA5SCn6nDb-fWZmrLTpczBlkS6-v94/w640-h368/IMG_3468.jpg" width="640" /></a></div><p>I know the general sentiment of wanting physical copies of games is still strong. Companies like Limited Run Games, Strictly Limited Games, Ultra Rare Games, and others capitalize on this for their business model. I will commend those companies for ensuring that the game is complete with no more updates before pressing physical copies. Those copies will indeed be future-proofed, and that is important. But for the large, triple-A releases with lots of expectations and fanfare, who knows how that will be handled. </p><p>This is an interesting topic to bring up as we are now at a watershed moment in video gaming. How companies handle patches and updates for games beyond the scope of their life will be interesting to watch. For me personally, I have the deepest attachment to the older games, which were shipped complete and have no reliance on downloads. While I do primarily buy physical copies of games for the current consoles, I am questioning that practice. How about you? Do you stick with collecting physical copies of games? Do you buy digital copies only? What are your thoughts on this shifting landscape of game media?</p><p><br /><br /></p>andrewpark800http://www.blogger.com/profile/10165560739129556519noreply@blogger.com0tag:blogger.com,1999:blog-1258436629181805245.post-40785788819898727402022-02-02T13:56:00.006-06:002022-02-02T13:56:49.696-06:00Brook Adapters: Using Modern Arcades Stick on Retro Consoles<p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEi_qi0gNARFIo2tT6pOZWXQHag5GWaT60W31DhQuyc5ygUTWW5NOAWxMGvacAZcgm_po2-nfRZ7idhvfZky-LU8RSK_rWRQJA4M95HKw2hM8CmgKIi3ewxV8VXiyPK7HbPaRPPkC-MJRvzEyOUfYIQhiQbbU7XQuPK_VGHKzJwN3XYBok9Pvn_W4_IJ=s1014" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="587" data-original-width="1014" height="370" src="https://blogger.googleusercontent.com/img/a/AVvXsEi_qi0gNARFIo2tT6pOZWXQHag5GWaT60W31DhQuyc5ygUTWW5NOAWxMGvacAZcgm_po2-nfRZ7idhvfZky-LU8RSK_rWRQJA4M95HKw2hM8CmgKIi3ewxV8VXiyPK7HbPaRPPkC-MJRvzEyOUfYIQhiQbbU7XQuPK_VGHKzJwN3XYBok9Pvn_W4_IJ=w640-h370" width="640" /></a></div><div class="separator" style="clear: both; text-align: center;"><br /></div>Arcade sticks are plentiful for modern consoles, regardless of platform. Whether you own a Switch, Xbox, or Playstation, the popularity of established fighting games ensures that there will be new versions of arcade sticks. If you have ever searched on eBay or Amazon for one, you know what I mean. This is not the case for retro consoles though. While there might be one or two arcade sticks available for each of the consoles from the 80's and 90's, the selection is entirely lacking. The NES had the Advantage, the Super Nintendo had the Super Advantage, the Genesis had the Arcade Power Stick (in 3 and 6 button versions), and the Turbo Grafx had the Turbostick, and so on. For those sticks mentioned, the quality of them were OK for the time, as it was all we knew. However, they don't hold up too well today, especially compared to modern sticks. <p></p><p></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEiZI1ayYZn3et__V8eLTo5KLdNELXyumcAJkZGdF8wUiZgylw168GBuHgeK6vOmj_V501dV5d1NVOzTuoot-JND1O4Vn9b_bey7iDZ-JIfO745uWGkr4FovSuCJS-YJpT24PdUibXjy36x3CVfaBEtxV3ej2VtqkpNVuCbh1EUCvqzsvgUprS0nQSol=s4032" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="3024" data-original-width="4032" height="480" src="https://blogger.googleusercontent.com/img/a/AVvXsEiZI1ayYZn3et__V8eLTo5KLdNELXyumcAJkZGdF8wUiZgylw168GBuHgeK6vOmj_V501dV5d1NVOzTuoot-JND1O4Vn9b_bey7iDZ-JIfO745uWGkr4FovSuCJS-YJpT24PdUibXjy36x3CVfaBEtxV3ej2VtqkpNVuCbh1EUCvqzsvgUprS0nQSol=w640-h480" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">The Hori Real Arcade Pro has been given a new lease on life</td></tr></tbody></table><br />Arcade sticks have come a long way as far as quality. Microswitches have replaced spongy, rubber membranes, for the better. I have a Hori Real Arcade Pro stick that I bought during the Playstation 3 era. I would classify it as mid-tier, as it's not the cheapest one around and not the most expensive either. It has a large base which rests uniformly and comfortably on my lap. The cord is ten feet long, within reach for a couch or easy chair. At 45 years old, sitting on the floor is not as fun as it once was. I have replaced the joystick and buttons with arcade-quality Sanwa parts, and it fits my needs as a non-competitive player perfectly. <p></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEhNBN4SRIuREF99xtyXJxLzdgMwa4C9xZv8tncbTn81dSqkrOV6IfeYig86vX9ZLZ6CqGwt7aeCmDwUm8iyM8xJgmCpWRZMlLiWHdtrm4lAxNNJyqO1Yc3-IeQhIdOpRw1bx9XDc4NxnFHyxUl7am0foVxp-O1iz4SrQnjNQEuLcZBF2Y9WcqyCzlEb=s1024" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1024" data-original-width="768" height="400" src="https://blogger.googleusercontent.com/img/a/AVvXsEhNBN4SRIuREF99xtyXJxLzdgMwa4C9xZv8tncbTn81dSqkrOV6IfeYig86vX9ZLZ6CqGwt7aeCmDwUm8iyM8xJgmCpWRZMlLiWHdtrm4lAxNNJyqO1Yc3-IeQhIdOpRw1bx9XDc4NxnFHyxUl7am0foVxp-O1iz4SrQnjNQEuLcZBF2Y9WcqyCzlEb=w300-h400" width="300" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">It is surreal using a modern stick on an old CRT TV</td></tr></tbody></table><p>While most retro games are perfectly playable with the default pack-in controller, there are times when the experience can be taken to another level by using an arcade stick. Shooters (2D) and fighting games come to mind. These games are born of the arcade, and the arcade sticks were an integral part of the experience. Playing a port of an arcade game at home with a control pad is fine, but you can't help but feel something is missing, especially if you first experienced the game in the arcade.</p><p>The company Brook makes controller adapters that allow for modern controllers / arcade sticks to be used with retro consoles. They have an extensive product catalog, spanning nearly every configuration of console. They are branded as the Wingman series, and I have three of them: Wingman SNES, Wingman SD, and the <span style="font-family: inherit;">PS3/PS4 to Mega Drive/PC Engine Super Converter. That last one is not named Wingman for some reason, but it serves the same function as the others (?). Anyway, those adapters allow for my USB arcade stick to be used on a multitude of older consoles. </span></p><p><span style="font-family: inherit;"></span></p><div class="separator" style="clear: both; text-align: center;"><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left; margin-right: 1em; text-align: left;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEhvKzY-8f0QE19WV122EOg1zrSaONCFDymWcRokHhKKjchtGNLqN6-8mrx19xnAmBykLyLkLqEAQDsNbWx7p9q1GBgLWbxQidrOkxOT8FIzRVBKkcl3t9PXZ1eNLhC50HvPI6Zf0ChRgOK0xBJ9lChDARIAhu2k3Q6qd8g0Ilj1mVUfjR6VWBs6oP_4=s1024" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="768" data-original-width="1024" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEhvKzY-8f0QE19WV122EOg1zrSaONCFDymWcRokHhKKjchtGNLqN6-8mrx19xnAmBykLyLkLqEAQDsNbWx7p9q1GBgLWbxQidrOkxOT8FIzRVBKkcl3t9PXZ1eNLhC50HvPI6Zf0ChRgOK0xBJ9lChDARIAhu2k3Q6qd8g0Ilj1mVUfjR6VWBs6oP_4=w320-h240" width="320" /></a></td></tr><tr></tr></tbody></table><span style="font-family: inherit;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEjIhyJgLrmzurVF1rIGoaFVOnfJdQvUr7lTXLwjQDTWtqxiSZkexJkqzl8kB4Ug6EPgXXNa_zCOm673qleIwlMbRbmi_3KYmn-xvg3euh6D53-JGu7_qmmbJy5TEjtYCQfBFJSFOBnNyCnWGxE4dwjDBdqbHDS9LT4TCRSB1JBMVFYuSoMeBHY6iFSS=s1024" style="font-family: inherit; margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1024" data-original-width="768" height="320" src="https://blogger.googleusercontent.com/img/a/AVvXsEjIhyJgLrmzurVF1rIGoaFVOnfJdQvUr7lTXLwjQDTWtqxiSZkexJkqzl8kB4Ug6EPgXXNa_zCOm673qleIwlMbRbmi_3KYmn-xvg3euh6D53-JGu7_qmmbJy5TEjtYCQfBFJSFOBnNyCnWGxE4dwjDBdqbHDS9LT4TCRSB1JBMVFYuSoMeBHY6iFSS=s320" width="240" /></a></span></div><span style="font-family: inherit;"> <br /><br />The Wingman SNES has has two controller plugs, allowing for NES and SNES compatibility. This is amazing value. I can effectively replace my Advantage and Super Advantage sticks for one superior stick. While most of the games on the NES were platformers, which are more suited to the original pads, b</span>eing able to use my Hori stick instead of the Advantage for shooters is a huge improvement. The SNES had a decent amount of shooters, more than people think. It also had a glut of fighting games, and even though the SNES controller has six buttons, I have always thought that using shoulder buttons was awkward for the 5th and 6th buttons. The adapter allows for button remapping if so desired. <p></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEjfytO2lh6GmBaViFVMs4WRSjkjy5s0_gpXno4dWeKU94QWr1YkkLd0annDKsy1bEf7EMUltWLAzgucn4042UU4kRp06PwZirnEBZFZYB6Fr9QzCTK_9XxeedD2zuS9o8HmFeFrAOlsrd4fereON5hUZjgFGUlBhq9nqhV0__ZFlgL-6g5DHyUOQoQP=s1024" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="768" data-original-width="1024" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEjfytO2lh6GmBaViFVMs4WRSjkjy5s0_gpXno4dWeKU94QWr1YkkLd0annDKsy1bEf7EMUltWLAzgucn4042UU4kRp06PwZirnEBZFZYB6Fr9QzCTK_9XxeedD2zuS9o8HmFeFrAOlsrd4fereON5hUZjgFGUlBhq9nqhV0__ZFlgL-6g5DHyUOQoQP=w320-h240" width="320" /></a><a href="https://blogger.googleusercontent.com/img/a/AVvXsEi0_Ywa7ceyWAw3ODJgze__-J1U8-8Ac8tKG7ybwYneROWWV8ts8wQkrG1u9FcGmgI_CFUUhgNeKdXu_U_Oi7bZCeIi5JSyYZ1pxMjWURLUTMPW86yDFmuoWqSrUtktncN1PAB7k5ZKOTJNVb3cqhMLG9u-i1-Fs4DWj3LFgX2jBa2EonmvFU19P3JY=s1024" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1024" data-original-width="768" height="320" src="https://blogger.googleusercontent.com/img/a/AVvXsEi0_Ywa7ceyWAw3ODJgze__-J1U8-8Ac8tKG7ybwYneROWWV8ts8wQkrG1u9FcGmgI_CFUUhgNeKdXu_U_Oi7bZCeIi5JSyYZ1pxMjWURLUTMPW86yDFmuoWqSrUtktncN1PAB7k5ZKOTJNVb3cqhMLG9u-i1-Fs4DWj3LFgX2jBa2EonmvFU19P3JY=s320" width="240" /></a></div><br /><p><span style="font-family: inherit;">The </span>PS3/PS4 to Mega Drive/PC Engine Super Converter does what it's lengthy name says it does, except that I have a Genesis instead of a Mega Drive, which does not change functionality. The Genesis and PC Engine are both homes to the vast majority of shooters released during the fourth console generation. The official Sega arcade stick is OK, but definitely not up to modern standards. It's rubbery membranes do a decent job considering its era, but the responsiveness pales in comparison to the microswitches that we have become accustomed to. I have an Ascii PC Engine arcade stick in the same style as the NES Advantage, but its just OK as well. It has a small base, and is awkward to position on your lap. I need a larger base, so I used a text book to keep it from sliding around, which was not much more comfortable. Since the Genesis and PC-Engine are my favorite consoles, this converter definitely gets the most use!</p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEil86orDAgQEUVCJhTk8VhY2XFFm_SOoSptzMP6Mc3_-EcP8tIJVdsnVPWncyFqZ6cq57tpyiXpaWu9igqK4P6Yf8azZ5t6nWuZe9bw1rcAU6RxNkUWr6P4feIxOCrsE4j5gZ9-rDbKRvz6f0nU7h97nZOZFaL5UojZIjDLBwNjpkPNVKBpHWSRImmb=s1024" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"></a><a href="https://blogger.googleusercontent.com/img/a/AVvXsEg47V4Y7vD-HRhebzNVHPyJRxgo4OvE5Il6c6nsRARkCJA5cDLuDcINuGpsDq_yEbIoD0N83XarDcHbGPb1mdakBmYqouorbhz1SvqvbgOWCep78iHmVYTeDfjO4KYhZewqXoqBH6nE3t6H4Gsg-KGQh59Btn_S6jYeogX2RcRJN6FUZ0oOo2-BASUy=s1024" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="1024" data-original-width="768" height="320" src="https://blogger.googleusercontent.com/img/a/AVvXsEg47V4Y7vD-HRhebzNVHPyJRxgo4OvE5Il6c6nsRARkCJA5cDLuDcINuGpsDq_yEbIoD0N83XarDcHbGPb1mdakBmYqouorbhz1SvqvbgOWCep78iHmVYTeDfjO4KYhZewqXoqBH6nE3t6H4Gsg-KGQh59Btn_S6jYeogX2RcRJN6FUZ0oOo2-BASUy=s320" width="240" /></a><img border="0" data-original-height="768" data-original-width="1024" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEil86orDAgQEUVCJhTk8VhY2XFFm_SOoSptzMP6Mc3_-EcP8tIJVdsnVPWncyFqZ6cq57tpyiXpaWu9igqK4P6Yf8azZ5t6nWuZe9bw1rcAU6RxNkUWr6P4feIxOCrsE4j5gZ9-rDbKRvz6f0nU7h97nZOZFaL5UojZIjDLBwNjpkPNVKBpHWSRImmb=s320" width="320" /></div><br /><span style="font-family: inherit;"><br /></span><p></p><p><span style="font-family: inherit;"><br /></span></p><p><span style="font-family: inherit;"><br /></span></p><p><span style="font-family: inherit;">The Wingman SD allows for modern controllers on the Sega Saturn, and Sega Dreamcast. While </span><span style="font-family: inherit;">I do have the official white Saturn Virtua Stick, but it's not holding up too well. The parts are not quite arcade quality, and while it was awesome in its time, it is not as smooth of an experience anymore. </span><span style="font-family: inherit;">I do have the official Dreamcast Ascii arcade stick, which I modded with Sanwa parts years ago, so it is in great working order. But if I'm going to buy this for the Saturn, I may as well use it for the Dreamcast as well. The Dreamcast has an extensive library of shooters and fighting games as well. </span><span style="font-family: inherit;">The Wingman SD has 200 blocks of VMU memory built in, so swapping VMU units is no longer necessary. </span></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEhLKvD0MzkPKR2SUtLSLDhKviNtf1UX3VEYjSNh1tjgASiRGDB_eymeJr7mICiJARIWhaj69PP6HOhsjMGDOc28axTbem4LFDKY_25O0BA0n7byNDFq9_sNhNS91875p_ElS_3POpmUFGMFcHKqmOOjVxu6V7-IWLuwY_xz7LQAl2Y68mL_jWE9GPpS=s1024" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1024" data-original-width="768" height="400" src="https://blogger.googleusercontent.com/img/a/AVvXsEhLKvD0MzkPKR2SUtLSLDhKviNtf1UX3VEYjSNh1tjgASiRGDB_eymeJr7mICiJARIWhaj69PP6HOhsjMGDOc28axTbem4LFDKY_25O0BA0n7byNDFq9_sNhNS91875p_ElS_3POpmUFGMFcHKqmOOjVxu6V7-IWLuwY_xz7LQAl2Y68mL_jWE9GPpS=w300-h400" width="300" /></a></div><div class="separator" style="clear: both; text-align: center;"><br /></div><span style="font-family: inherit;">I know that most people who are interested in these Brook convertors are primarily using the modern PS4, PS5, Xbox, and Switch controllers for their bluetooth functionality. More options are great and I'm glad that the functionality is there, but I specifically bought these for use with my arcade stick. To me, the original controllers are not improved upon by using modern bluetooth controllers, the original pads were mostly fine. The arcade stick is a different animal, and provides a vastly different experience, filling a need that was until now unmet. I highly recommend any of these Brook convertors for your retro consoles.</span><p></p>andrewpark800http://www.blogger.com/profile/10165560739129556519noreply@blogger.com0tag:blogger.com,1999:blog-1258436629181805245.post-55071129011110466832022-01-14T14:47:00.001-06:002022-11-08T18:48:04.467-06:00Some of My Favorite Retro Gaming Podcasts<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEjcl1C8UoAAsodqRzPt37jC8NxMUe1fq8tDeY9STy_TEUjXjZAUiLrfLiN4-6ZtHJD_r4YRQE1EM4F6lQRISKABwSA1JHXTx-a4Pdgqm1p1koUrKw8l903xf3i9gknUn1YDAN-yLV8S9jGH7-8LLzE5VUVWhKQzwkCNCzP-Db5dPvk6VbJC32SUuCVg=s944" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="584" data-original-width="944" height="248" src="https://blogger.googleusercontent.com/img/a/AVvXsEjcl1C8UoAAsodqRzPt37jC8NxMUe1fq8tDeY9STy_TEUjXjZAUiLrfLiN4-6ZtHJD_r4YRQE1EM4F6lQRISKABwSA1JHXTx-a4Pdgqm1p1koUrKw8l903xf3i9gknUn1YDAN-yLV8S9jGH7-8LLzE5VUVWhKQzwkCNCzP-Db5dPvk6VbJC32SUuCVg=w400-h248" width="400" /></a></div><div class="separator" style="clear: both; text-align: center;"><br /></div><p>There are a lot of retro gaming podcasts out there. I have dabbled in and out of many over the years, and I find myself liking the following podcasts, for different reasons. Some are primarily informational, like review podcasts and collecting podcasts. Some are lighter on the details but more about community and entertainment. Depending on my mood, the amount of time I have, and who else may be listening, there are a lot of options to choose from. These are in no particular order.</p><p><br /></p><p></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEhKZuV_phaXnQoEbq-3kbTZsLFuI02UUBGfKHuiaghl-ECfXtPUKPxEeLk6yHwtRPIF2_tVXmRG2X5w1DaGP8IJDypqVDhGhMOaJjAuciTVcXTC_Twp8HSiHAthlK27ksquSS7gD-Rz1rv4JPkrTIB48dX-_y6hFGEz8KL1cPjOYsdHu5EHni0z57OL=s576" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="562" data-original-width="576" height="195" src="https://blogger.googleusercontent.com/img/a/AVvXsEhKZuV_phaXnQoEbq-3kbTZsLFuI02UUBGfKHuiaghl-ECfXtPUKPxEeLk6yHwtRPIF2_tVXmRG2X5w1DaGP8IJDypqVDhGhMOaJjAuciTVcXTC_Twp8HSiHAthlK27ksquSS7gD-Rz1rv4JPkrTIB48dX-_y6hFGEz8KL1cPjOYsdHu5EHni0z57OL=w200-h195" width="200" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"></td></tr></tbody></table><br />Worth It or Worthless<p></p><p>This is a fairly standard retro game review podcast with a slight twist. After thorough discussion a game's merits and demerits, they pit is against its current market value and make the call as to whether they would pay the asking price (worth it) or not (worthless). It's a slant that may date itself as time goes on, due to to astronomical increases in retro game prices, but nonetheless a very thorough and informative review show. </p><p><br /></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEiYlcByCiC2UNFHpkUQKItokQHDGRyrNU5bWQvEa9KAsGHfRtF57vYTqGqg_5ReORgznFyObpeayztBIkp8u9J0rBrm8Z0yJabQsGusciHQR2TVV17k2v90L2J-4eQOrCN0gqoOjr4nQ0o6xK86y1JM0usLRxvewGiV7kaSsG8pOevs-MtSL7s2b1Tw=s566" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="560" data-original-width="566" height="198" src="https://blogger.googleusercontent.com/img/a/AVvXsEiYlcByCiC2UNFHpkUQKItokQHDGRyrNU5bWQvEa9KAsGHfRtF57vYTqGqg_5ReORgznFyObpeayztBIkp8u9J0rBrm8Z0yJabQsGusciHQR2TVV17k2v90L2J-4eQOrCN0gqoOjr4nQ0o6xK86y1JM0usLRxvewGiV7kaSsG8pOevs-MtSL7s2b1Tw=w200-h198" width="200" /></a></div><br />Retro Warriors<p></p><p>When I first saw the original Retro Warriors logo, which consisted of the NES Ikari Warriors cover art, I knew I had to give it a listen. It has been six years, and I am listening still. Justin and Chris cover the wide gamut of retro gaming news, analysis, discussion, and all related talk to those following the retro gaming scene. They have an easy going, discussion format that is easy to listen to and often highly informative. Chris Saturn is the veteran gamer of the pair, and he base of knowledge is deep and accurate. The show format opens with news in the retro gaming scene, followed by the weekly topic at hand. Shows average a little over an hour, and is released weekly. Time flies, and the language is mostly decent with occasional swearing. </p><p><br /></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEhTC0g4TYJst2DaWxJ5Ru_q04Cy1Rh76bu8bfBeSC5z7F29H5QVNaufk8BQL9uXG3pW-0dDyi23AtC_8WL8wdaMDC2W701531upxAf3yKLZieep6E6ldgnp_AWH_eSEv5BL3j1omPrT6ogb-KhNpEy-4bvO2lXRWu70ecTK1BTpaSh_fLdVEebNP9bV=s462" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="460" data-original-width="462" height="199" src="https://blogger.googleusercontent.com/img/a/AVvXsEhTC0g4TYJst2DaWxJ5Ru_q04Cy1Rh76bu8bfBeSC5z7F29H5QVNaufk8BQL9uXG3pW-0dDyi23AtC_8WL8wdaMDC2W701531upxAf3yKLZieep6E6ldgnp_AWH_eSEv5BL3j1omPrT6ogb-KhNpEy-4bvO2lXRWu70ecTK1BTpaSh_fLdVEebNP9bV=w200-h199" width="200" /></a></div><br />Retro Game Squad<p></p><p>Alex, John, and Jeff create a themed list of several games to play and digest, and reconvene to review them together in these long form episodes. Alex is the primary host, John is the resident "genius", and Jeff is up for anything. They are united by a passion of retro games, and it shows. There is a balanced chemistry here, in which each person brings a different background and perspective. Alex is the seasoned veteran gamer, John is down with new and old tech as it pertains to gaming, and Jeff is a wildcard of sorts, with less experience but having the most enthusiasm. Since each episode is themed, and often includes a long list of games to explore over the course of a month or two, they tend to run between 2-3 hours each. The time will fly by as each personality offers different perspectives on each of the games, leaving no stone unturned. The overall tone is polite and cordial, and unoffensive (but not in a lame way). </p><p><br /></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEj2utp13o2OhE5CHkbgaztimMz8T6A-WQBfrkTgkK-jeNSLXdi_QLJ8b8Uy9gmL6YGOez8xyRtgAhSic54kSPwL29eADkO3H3ZbMeTH2f3eT7lffh95V2x2bRfZsyvs-DYaYQLOCYkCzcub47RK832hdJaq5GB19gPpokPuX8wAMacvoaADNTYq2YWK=s574" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="574" data-original-width="574" height="200" src="https://blogger.googleusercontent.com/img/a/AVvXsEj2utp13o2OhE5CHkbgaztimMz8T6A-WQBfrkTgkK-jeNSLXdi_QLJ8b8Uy9gmL6YGOez8xyRtgAhSic54kSPwL29eADkO3H3ZbMeTH2f3eT7lffh95V2x2bRfZsyvs-DYaYQLOCYkCzcub47RK832hdJaq5GB19gPpokPuX8wAMacvoaADNTYq2YWK=w200-h200" width="200" /></a></div><br />RetroRGB<p></p><p>Bob Neal's website, www.retrorgb.com, was a strong influence on me to get my gear operating to its full potential. It was here where I learned about RGB video signals, scart connections, console mods, and all of the bits of knowledge on hardware that can be known. A pioneer in the retro gaming scene, Bob's credibility is as good as it gets, and the information is vetted and highly accurate. In recent years a YouTube channel is born from the website, as well as a simul-cast podcast. A plethora of information is provided weekly, on the happenings in retro gaming. Content such as interviews, reviews, news updates, editorials, how-to's, and much more. If you can, watch the videos on YouTube as many topics benefit from the visual aides, but Bob's narration makes the information listenable as well. Language is news-styled and appropriate.</p><p><br /></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEi9PdmOT7Q3tAcOYti5SzgpNU722POatw7O84ZtxNk3oJar0cSTDjUZtzsaXjWF_zdPyvC-iYXyxoNqzZ4yuOTlZTP9GibLdN_PC8fNpR-zhJRusTuzxkSa44F-w3ra0La35BOLcrC8r0jI_li-kVc2yT4cwzt5giRDnwWVUsuCPsVbdVcZikOitJzC=s470" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="470" data-original-width="462" height="200" src="https://blogger.googleusercontent.com/img/a/AVvXsEi9PdmOT7Q3tAcOYti5SzgpNU722POatw7O84ZtxNk3oJar0cSTDjUZtzsaXjWF_zdPyvC-iYXyxoNqzZ4yuOTlZTP9GibLdN_PC8fNpR-zhJRusTuzxkSa44F-w3ra0La35BOLcrC8r0jI_li-kVc2yT4cwzt5giRDnwWVUsuCPsVbdVcZikOitJzC=w197-h200" width="197" /></a></div><br />Emulate This<p></p><p>Ryan, Rory, Eric, and Mike are four dudes who somehow manage to make a retro gaming themed podcast. It's a little hard to describe, actually. I think it goes like this. Early on, Rory built Raspberry Pi gaming consoles for the four of them, and they would pick a couple of games, play them, and discuss. As the years progressed, the show has evolved to include some of the strangest non-scripted content ever heard on a podcast. Much alcohol is involved with every episode and you can tell. Stories start leaking out that one cause one to look sideways at them. Themed games are often included, like guess what game this music is from while listening to bathroom noises at full blast, what happened here, and others that are NSFW. Actually, it's all NSFW. They all have very unique personalities, in that you can probably related to one of the four, and you definitely know someone like the other three. My only gripe is that they do mix in a lot of discussion of modern games, which I'm not there for, but to be fair, "retro" is not in their title. Episodes range from 1-2 hours, and are currently released monthly. </p><p><br /></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEg2LQ40BJAmyhrnsxP7l95ew6KYQqre1q_rKpsDBR8S_xGHyXmqUfoGrkxTHCN-jK5zd71-mlF8CAG7eEHcnkR0ZFgb6LLPcl0lCKIG5iCjzyPAWnXH1L3pL0KTDXZaRZRzWeVqC0A83NKvFy550uD0GP60PyO4nuilZ789vkHG5XS0Aq7dGPXvXXcg=s470" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="464" data-original-width="470" height="198" src="https://blogger.googleusercontent.com/img/a/AVvXsEg2LQ40BJAmyhrnsxP7l95ew6KYQqre1q_rKpsDBR8S_xGHyXmqUfoGrkxTHCN-jK5zd71-mlF8CAG7eEHcnkR0ZFgb6LLPcl0lCKIG5iCjzyPAWnXH1L3pL0KTDXZaRZRzWeVqC0A83NKvFy550uD0GP60PyO4nuilZ789vkHG5XS0Aq7dGPXvXXcg=w200-h198" width="200" /></a></div><br />The Collectors Quest Podcast<p></p><p>If you think you are a hardcore collector, you don't know anything. These guys have multiple complete collections of the popular consoles, and they have the experience and knowledge to fill books. There are details about games, and then there are DETAILS. These guys know it all. Things like extra contents of complete games besides the manuals, variants of covers and boxes, etc. The passion is clearly evident, and debates about minutia are daily fodder. When I initially started listening to them, I thought they were collecting elitists. As time has passed, I realize that they are so immersed in what they do, that things that may be obvious to them are esoteric to most, there is no intent of being condescending. You may end up feeling that your game collection is small potatoes after listening to these guys, but that passes. Whats more, their rants and diatribes are commonplace and amazing to take in. Language is unfiltered and not safe for little ears. Episodes are on the long side, averaging about 2+ hours, and are released biweekly. </p><p><br /></p><p>So, those are some of the podcasts that I find myself listening to lately. There are others, but these are the ones that I felt compelled to include. </p>andrewpark800http://www.blogger.com/profile/10165560739129556519noreply@blogger.com0tag:blogger.com,1999:blog-1258436629181805245.post-41268271155622443392022-01-08T21:39:00.005-06:002022-11-08T18:48:24.908-06:00Sega Genesis Black Grid Subset Complete!<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEhANeXZT3ZGStAInEUlfU1wuywXp66iRK7C6MUQlYfbbjNQHxSHlM98I4qDgPBDxNyeEFivof0sz55zMz_ZlGj5ICWbtFOVNClsU4IKaxRgJKgAB-lJAragLfWB1sh3q0ezEKGXk5wCFNe06wgZstycsiq227uQFBnxF4aNkl1YkKrvK3yeAFPLXnk5=s4032" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3024" data-original-width="4032" height="480" src="https://blogger.googleusercontent.com/img/a/AVvXsEhANeXZT3ZGStAInEUlfU1wuywXp66iRK7C6MUQlYfbbjNQHxSHlM98I4qDgPBDxNyeEFivof0sz55zMz_ZlGj5ICWbtFOVNClsU4IKaxRgJKgAB-lJAragLfWB1sh3q0ezEKGXk5wCFNe06wgZstycsiq227uQFBnxF4aNkl1YkKrvK3yeAFPLXnk5=w640-h480" title="Genesis Black Grid Boxes" width="640" /></a></div><p>When I first got back into retrogaming, my first goal was to reacquire the games I had as a kid. That didn't take long, as I just didn't own that many games. My strongest gaming memories were with the NES and the Genesis. I started buying these up by the bucketful, as they were abundant in the early 2000's. My collection grew rapidly, but soon I was buying games because I didn't have them, not because I wanted them. Collecting started to loose meaning, and it was burning me out. One can get lost in this hobby, just trying to collect for every console is in my opinion a lost cause. Rather than have a collection that is spread out, a smaller set you passionate about is much more appealing. Time has matured my preferences for games and consoles, and I realized the kinds of games that I actually enjoy. I made a decision to thin out the herd, and only collect subsets. Having collection goals was a way to refocus, and bring back the fun in collecting. </p><p></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEjWk1iuSPNED0rCHmDklpNkvdiZq9Xc0UlLZGZ29KUkprAdpqaK4aTR0UZ22ChXZXMyNtZhJ_9afOPh62ljrXNFIxAnZFLvU5vbRmEW9UXqPqV3ffjKq1yQryiSJ9dDQr_TxG_j0rSYyIqCNnjrY_vGKbiK_U4Q93YtkrhZTDy4RB3ptoCm58XBYIEJ=s4032" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="4032" data-original-width="3024" height="320" src="https://blogger.googleusercontent.com/img/a/AVvXsEjWk1iuSPNED0rCHmDklpNkvdiZq9Xc0UlLZGZ29KUkprAdpqaK4aTR0UZ22ChXZXMyNtZhJ_9afOPh62ljrXNFIxAnZFLvU5vbRmEW9UXqPqV3ffjKq1yQryiSJ9dDQr_TxG_j0rSYyIqCNnjrY_vGKbiK_U4Q93YtkrhZTDy4RB3ptoCm58XBYIEJ=w240-h320" width="240" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">The first generation of black grid (1989) is my favorite style</td></tr></tbody></table><p></p><p>I made a goal to complete the original Sega Genesis "black grid" box style games. For those who don't know, the games that were published by Sega had a very sleek and characteristic style: Black background with a gray grid pattern, and unique marquee art for the title. The front cover would have artwork framed in a consistent manner. This was the signature look for Genesis games. This style did not extend to third-party publishers, those games designed their covers any which way, but there are some companies that did make some attempt to resemble Sega's in-house brand, like Razor Soft did with Technocop, Jerry Glanville's Pigskin Footbrawl, and others. </p><p></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEjPuEDEbmg3PfxLNnLLfiF4Il6_LxLFehVurg4r3wRXHwoOAAGIGakAMBAB4EWLapgRXKOch3Nu0zGf5FPo2NxCzmVGqOcZYYicPK3Wpx78Rd4fe1u3pnsL5k3g5OWNcc-czzw2Tdzw0uOWvWtwQQw_pNol3ZgfFdX6Ag_K0BKbH8G0TUtmGYoAHgVZ=s4032" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="4032" data-original-width="3024" height="320" src="https://blogger.googleusercontent.com/img/a/AVvXsEjPuEDEbmg3PfxLNnLLfiF4Il6_LxLFehVurg4r3wRXHwoOAAGIGakAMBAB4EWLapgRXKOch3Nu0zGf5FPo2NxCzmVGqOcZYYicPK3Wpx78Rd4fe1u3pnsL5k3g5OWNcc-czzw2Tdzw0uOWvWtwQQw_pNol3ZgfFdX6Ag_K0BKbH8G0TUtmGYoAHgVZ=s320" width="240" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Note the enlarged logo (1990), now with "16-Bit Cartridge" subtitle</td></tr></tbody></table><p></p><p>This box style is very striking, and personally nostalgic to me, as it was the primary style used when I first bought my Genesis. I vividly remember walking through the aisles of Toys 'R Us and seeing that sheen black grid on the Sega game purchase cards. It kinda makes sense, as the predecessor to the Genesis, the Master System, had a white grid style on their game boxes, although with overly rudimentary art. This was an evolution of their brand.</p><p></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEilvaxAjjIxeH675jDK_ZElQBAgZUc6vSdj-Ps8_bQhKvVWjaOuYftavyNJkywvUj6ZlWlmw1DwFjbfiGaTOKTkY9l_bSC2rSDkl_GMUeMiBc2CAvFumkc3un6DdUpdZ4Uc0OI93ccynErWmR2AZPYLEKW0kEK4NQtK_X8AEbD4fshexJGIT9La_adx=s4032" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="4032" data-original-width="3024" height="320" src="https://blogger.googleusercontent.com/img/a/AVvXsEilvaxAjjIxeH675jDK_ZElQBAgZUc6vSdj-Ps8_bQhKvVWjaOuYftavyNJkywvUj6ZlWlmw1DwFjbfiGaTOKTkY9l_bSC2rSDkl_GMUeMiBc2CAvFumkc3un6DdUpdZ4Uc0OI93ccynErWmR2AZPYLEKW0kEK4NQtK_X8AEbD4fshexJGIT9La_adx=s320" width="240" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">in 1991, the logo size was reduced</td></tr></tbody></table><p></p><p>Depending on your need for order and organization, this can be taken further. I have reorganized my Genesis games shelf to reflect the changes to the box art style over the years of the Genesis releases. It may not be obvious to some, but to Genesis collectors it is an oddity that subtle changes were made to the Genesis logo size, placement, and UPC placement on the boxes. This change seems to have occurred at the start of each new fiscal year, but that's just a guess. In 1993, the black grid was eschewed for a glaring red box color. I'll never understood why Sega made this change, to me it ruins the iconic look. In addition to the color change, both first and third-party publishers were now uniformly boxed in one color and style, which is nice for organization, but a bit too late in my opinion. </p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEiv5LOm9Ze3vhjwJch2cpM2_ImkGpstre9j7k3sU6Lio5xShBtAAHEGXY4giiEH7srIKEZ8JacRwBFVlBpmK-zpnTLuENk2zVo-5y6Lx8GUDodTH39VItR0e96RFa49bR8R1YCmfhSTm8KtLSjRy5_TeXgUlcxp0BG3i6cLRnieX6rVqPAw0ykH6x53=s4032" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="4032" data-original-width="3024" height="320" src="https://blogger.googleusercontent.com/img/a/AVvXsEiv5LOm9Ze3vhjwJch2cpM2_ImkGpstre9j7k3sU6Lio5xShBtAAHEGXY4giiEH7srIKEZ8JacRwBFVlBpmK-zpnTLuENk2zVo-5y6Lx8GUDodTH39VItR0e96RFa49bR8R1YCmfhSTm8KtLSjRy5_TeXgUlcxp0BG3i6cLRnieX6rVqPAw0ykH6x53=s320" width="240" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">In 1992, UPC codes were placed on the spine of the box</td></tr></tbody></table><p>Because I organized my Genesis games by spine theme (inspiration from Chris at Classic Gaming Quarterly), there is no unifying alphabetical order to my collection, except within the variations of subsets. This might be crazy to some, and people ask me how I find a game that I'm looking for, amidst the chaos. I just know where it is. I know the relative year, and recall what the box looked like, so it takes me no time at all to find it. </p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEjqupcILmEKZ024x40HvqfeZDUS7PbxsVatATkrauF-CXUI_oDPdvepwUp1erp7L36i5-WXhYoua_m0KBYejBkMZNXNsjib1G8mU-sBDYVHixrt5e_9FzaK1w-tZfRop0hMgIG2eO6BMlJCBtqf6UwJLLwP54ypn8v1IfNVGoM5Yz7gI_fYuP5GcwJY=s4032" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="4032" data-original-width="3024" height="320" src="https://blogger.googleusercontent.com/img/a/AVvXsEjqupcILmEKZ024x40HvqfeZDUS7PbxsVatATkrauF-CXUI_oDPdvepwUp1erp7L36i5-WXhYoua_m0KBYejBkMZNXNsjib1G8mU-sBDYVHixrt5e_9FzaK1w-tZfRop0hMgIG2eO6BMlJCBtqf6UwJLLwP54ypn8v1IfNVGoM5Yz7gI_fYuP5GcwJY=s320" width="240" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">1993 saw the emergence of the red box color</td></tr></tbody></table><br />I am not interested in collecting the full Genesis set. The black grid subset is a perfect set for me that his the nostalgia nerve, as well as boasting unrivaled style. Here are the games' covers.<br /><br /><div style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgdVskdAbykL61fEItBCfaviguUTtxDQUq4nG0DnhUCYb4vWvH1GeOUCpSR7CCWFiNIkTOO5WJT9UzA2s6YDUWlF7VBW0BgMcMbcumnOem9b4qFdh18QwjoTN1Rsl_t25JykZqFHFaPUgvCqbwwu9g25OF2ZlhG2tpTpn1P_ntkeU-xzaB3kXuz6ZNs=s3426"><img border="0" data-original-height="3426" data-original-width="2921" height="640" src="https://blogger.googleusercontent.com/img/a/AVvXsEgdVskdAbykL61fEItBCfaviguUTtxDQUq4nG0DnhUCYb4vWvH1GeOUCpSR7CCWFiNIkTOO5WJT9UzA2s6YDUWlF7VBW0BgMcMbcumnOem9b4qFdh18QwjoTN1Rsl_t25JykZqFHFaPUgvCqbwwu9g25OF2ZlhG2tpTpn1P_ntkeU-xzaB3kXuz6ZNs=w546-h640" width="546" /></a></div><br /><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEg-0zM_UCX-05QGdqSWGCygitGw5vfdu2v9QL0WysbU6lxQg6tcgY0B3GPy22iheXnbCkO6hFXBymz9y26GlTUvs3z8-_KVd9q4b6U1yrAoTK1Qst8gGBKT2f5G8mL-noCFPQfxfFzDoR7z1ZfJ_ICdYcO6YUu4-Tj7-VpUN4IgtmJRyl7JHCO96OeE=s3833" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="3833" data-original-width="2622" height="640" src="https://blogger.googleusercontent.com/img/a/AVvXsEg-0zM_UCX-05QGdqSWGCygitGw5vfdu2v9QL0WysbU6lxQg6tcgY0B3GPy22iheXnbCkO6hFXBymz9y26GlTUvs3z8-_KVd9q4b6U1yrAoTK1Qst8gGBKT2f5G8mL-noCFPQfxfFzDoR7z1ZfJ_ICdYcO6YUu4-Tj7-VpUN4IgtmJRyl7JHCO96OeE=w438-h640" width="438" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"></td></tr></tbody></table><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEh4We-oKDP8NOKrg50LUUImRBXIt5KLQFyhCmNxisvvPBfKpFJ9zK7FIWOZukkLbx-dij9nP0fSu3XYBX4__iaNKEwlYq36DccMm3NGYt3wIhhqRmSUDVHbPacDumrxzyVIGUDSJ0HJL1-yHAG8oClbIxdp9dkb7Ku1tkRniCKN9ZTjZKOc1yLXyUkZ=s3780" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3780" data-original-width="2114" height="640" src="https://blogger.googleusercontent.com/img/a/AVvXsEh4We-oKDP8NOKrg50LUUImRBXIt5KLQFyhCmNxisvvPBfKpFJ9zK7FIWOZukkLbx-dij9nP0fSu3XYBX4__iaNKEwlYq36DccMm3NGYt3wIhhqRmSUDVHbPacDumrxzyVIGUDSJ0HJL1-yHAG8oClbIxdp9dkb7Ku1tkRniCKN9ZTjZKOc1yLXyUkZ=w358-h640" width="358" /></a></div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEjFPTEeW8vuQNJag42dWDL79EiI8cHPbC9ICsyAyjsVqQjmghiV3CbwpHDBtiwiydt8y3koU2Vt7hZuWuOvTniGDmtZNEBALRrFDVHyJ0ljq99f-cYMkfjLWY102Aq0QVdPDAMIE1sU26PGw6sGMlHJmn9Z42ed3CxhkoLLP7oRdxN_2etwyxQOMq8A=s3839" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3839" data-original-width="2746" height="640" src="https://blogger.googleusercontent.com/img/a/AVvXsEjFPTEeW8vuQNJag42dWDL79EiI8cHPbC9ICsyAyjsVqQjmghiV3CbwpHDBtiwiydt8y3koU2Vt7hZuWuOvTniGDmtZNEBALRrFDVHyJ0ljq99f-cYMkfjLWY102Aq0QVdPDAMIE1sU26PGw6sGMlHJmn9Z42ed3CxhkoLLP7oRdxN_2etwyxQOMq8A=w458-h640" width="458" /></a></div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgNqK9KTnN-84w71y9gp45lzVTHXkhGmYBeXbtVLnjsKOKF6YYoQekrCov2Ohl4SAGWby-RH3V4VNDoW4yeYHhpF1-qx78uddMzwJ_nOkwGGKJ7hGaIAEJZcaXSEuztYwm1WQPGV4OWXg76rU4tUzeVKABhYbCUq-xgdMg_OVbwuGh6Xpvo6YxUZfr0=s3913" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3913" data-original-width="1945" height="640" src="https://blogger.googleusercontent.com/img/a/AVvXsEgNqK9KTnN-84w71y9gp45lzVTHXkhGmYBeXbtVLnjsKOKF6YYoQekrCov2Ohl4SAGWby-RH3V4VNDoW4yeYHhpF1-qx78uddMzwJ_nOkwGGKJ7hGaIAEJZcaXSEuztYwm1WQPGV4OWXg76rU4tUzeVKABhYbCUq-xgdMg_OVbwuGh6Xpvo6YxUZfr0=w318-h640" width="318" /></a></div><br /><p><br /></p>andrewpark800http://www.blogger.com/profile/10165560739129556519noreply@blogger.com6tag:blogger.com,1999:blog-1258436629181805245.post-28550633934274328852021-09-07T15:52:00.002-05:002021-12-07T14:21:13.324-06:00Letting Go of Original Hardware?<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://1.bp.blogspot.com/-KirTBIUEx8I/YTetq6ZEy7I/AAAAAAAHOyg/IVoHbBTd8ao73lG-lCSVB7bVd1_K86IxgCLcBGAsYHQ/s2048/IMG_2486.JPG" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2048" data-original-width="1536" height="640" src="https://1.bp.blogspot.com/-KirTBIUEx8I/YTetq6ZEy7I/AAAAAAAHOyg/IVoHbBTd8ao73lG-lCSVB7bVd1_K86IxgCLcBGAsYHQ/w480-h640/IMG_2486.JPG" width="480" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">CRT setup</td></tr></tbody></table><br /><div class="separator" style="clear: both; text-align: center;"><br /></div>When I got back into gaming in 2002, I didn't have my original consoles from my childhood. I went to the local Gamestop and picked up an NES, Genesis, and a box of games. This was right around the launch of the Gamecube/Xbox, and so these were dirt cheap. I had a Sony Trinitron Wega TV, to which I hooked the consoles up to using composite inputs. I played this way for years. Time flew by, and HD televisions were eventually available and affordable. While improvements in technology are normally lauded, this transition was not friendly to retro composite video signals. Thus, the NES and Genesis and the rest of the retro consoles remained hooked up to the CRT. Later I stumbled upon <a href="http://Retrorgb.com">Retrorgb.com</a>, a website dedicated to getting the best video quality from legacy gaming consoles. It was here where I learned about RGB signals and scart connectors. I purchased some cheap scart cables and a scart to component convertor and hooked up the Genesis and SNES to theCRT, and I was blown away. The increase in clarity was something that you never knew you wanted until you experienced it. Eventually, I bought an RGB-modded NES, as the NES does not natively support the RGB signal.<div><br /><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://1.bp.blogspot.com/-B1DMikCZBOY/YTex7HXWcEI/AAAAAAAHOzU/p09Tzx7CSlUEgVzbm-k81z7SRbeMe4RKACLcBGAsYHQ/s2627/ossc.JPG" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1197" data-original-width="2627" height="146" src="https://1.bp.blogspot.com/-B1DMikCZBOY/YTex7HXWcEI/AAAAAAAHOzU/p09Tzx7CSlUEgVzbm-k81z7SRbeMe4RKACLcBGAsYHQ/s320/ossc.JPG" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">The OSSC multiplies the vintage 240p resolution for use on HDTVs</td></tr></tbody></table><div><br /><div><div>More time passed, and upscalers/line doublers like the Framemeister or Open Source Scan Convertor allowed the RGB signals to be displayed on modern flat panel HDTVs. However, with the increased fidelity of modern resolutions, certain aspects of the retro consoles began to show their age. Visible video noise, affectionately termed "jailbars" would become apparent when multiplying a 240p video signal to an HDTV. These were probably present all along, but they weren't noticeable on typical consumer CRTs. Depending on your tolerance, these bother some people more than others. For me, once I see them, I can't unsee them and they bother me to no end. There are some fixes that can be attempted to fix the problem, like the RGB Triple Bypass board, but from what I have read, they may or may not truly go away. </div><div><br /></div><div>Other issues may creep up, like capacitors needing to be replaced. If left unfixed, the leaky capacitors can eat away at the motherboard, destroying the console. Some consoles are worse offenders than others (ahem, Turbo Duo). Some consoles require a mod to output an RGB signal, like the NES or N64. Another issue is that light guns do not work on modern TVs, due to incompatible video refresh rates.</div><div><br /></div><div>Clone console popularity rose in the 2010's, especially the multi-system variety. Various companies tried their hand at making clone consoles, like Hyperkin, Retrobit, At Games, and others. While these had a place in the market due to their newer builds, affordable prices, and ease of use, they never really earned high praise from hardcore retro gamers. They all exhibited varying amounts of gameplay inaccuracies.</div><div><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://1.bp.blogspot.com/-VX-Hs3-kVvA/YTewrnTubcI/AAAAAAAHOy4/9ELlo6Lj76ceRk0-Me6_1VXHCoos2LDcwCLcBGAsYHQ/s2750/IMG_1757.JPG" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1143" data-original-width="2750" height="133" src="https://1.bp.blogspot.com/-VX-Hs3-kVvA/YTewrnTubcI/AAAAAAAHOy4/9ELlo6Lj76ceRk0-Me6_1VXHCoos2LDcwCLcBGAsYHQ/s320/IMG_1757.JPG" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">The Analogue NT Mini</td></tr></tbody></table><br /><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://1.bp.blogspot.com/-3Pgc0CdoA-4/YTewrncPQ2I/AAAAAAAHOy8/M9u23WYQdOkPdd05xMbxa8KNqUDPe__8gCLcBGAsYHQ/s2612/IMG_2490.JPG" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1204" data-original-width="2612" height="148" src="https://1.bp.blogspot.com/-3Pgc0CdoA-4/YTewrncPQ2I/AAAAAAAHOy8/M9u23WYQdOkPdd05xMbxa8KNqUDPe__8gCLcBGAsYHQ/s320/IMG_2490.JPG" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Mega SG and Super NT</td></tr></tbody></table><br /><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://1.bp.blogspot.com/-Gu3wsqZT_4I/YTewrkLFZYI/AAAAAAAHOy0/W8N8iOh0O70rUWvYNxqeQ8IHd7_Kpd6bQCLcBGAsYHQ/s2585/IMG_2497.jpeg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1217" data-original-width="2585" height="151" src="https://1.bp.blogspot.com/-Gu3wsqZT_4I/YTewrkLFZYI/AAAAAAAHOy0/W8N8iOh0O70rUWvYNxqeQ8IHd7_Kpd6bQCLcBGAsYHQ/s320/IMG_2497.jpeg" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Retro USB AVS</td></tr></tbody></table><div><br /></div><div>This all changed with modern FPGA clone consoles. FPGA (field programmable gate array) technology creates the most accurate gameplay recreation to date. The FPGA runs the code in parallel (multiple operations simultaneously, like old consoles did), as opposed to software emulation in series (one operation can start after the previous one finishes). This distinct difference is the primary reason why there is no input latency while using FPGA. Visuals are crisp and clean, sound is as it should be. Video output is direct to HDMI from the board, so it is about as easy as it gets to play old games with no fuss, truly plug and play. The consoles are so well made, that the typical maladies of clone consoles and software emulation are no longer present. All of the consoles are firmware upgradeable, so any issues are generally fixed in a timely fashion with an update. The company Analogue has made its name by producing such consoles, such as the NT Mini (NES), Super NT (SNES), Mega SG (Genesis), and forthcoming Duo (Turbo Grafx). This leap in technology comes at a price, and there is a fair amount of sticker shock to be had. The NT Mini is priced at $500, and the Super NT and Mega SG come in at $200. The NT Mini has a significantly higher price due to a body carved from solid aluminum, and brings more features such as analog and digital video output. The company RetroUSB also makes an FPGA NES console, called the AVS. It has fewer features that Analogue's NT Mini, but comes at less that half the cost and is a quality machine. </div><div><br /></div><div>These clone FPGA consoles are so good, that it begs the question: "is it time to let go of original hardware?" The aging hardware is dying off or on life support. There are no capacitor issues, jailbars, or broken power ports with these new clones. The cost of modding a console to fix these issues, and make it HD-compatible is just as high if not higher than the cost of buying an FPGA console. That brings us to a divide. For people who have already had consoles modded, and bought the necessary scart cables, and upscalers, FPGA consoles present yet another cost, and so monetary savings are not viable. For someone getting into retro gaming today, FPGA consoles represent a greater value than trying to adapt legacy consoles for today's HDTVs, but still are priced above the casual gamer market. </div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-n2DoECIK4vg/YTew9FGxNBI/AAAAAAAHOzM/pus1qKX_Z4Y2yrXvgeLJK2vZFWF66ouvgCLcBGAsYHQ/s2048/IMG_2491.JPG" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="2048" data-original-width="1536" height="320" src="https://1.bp.blogspot.com/-n2DoECIK4vg/YTew9FGxNBI/AAAAAAAHOzM/pus1qKX_Z4Y2yrXvgeLJK2vZFWF66ouvgCLcBGAsYHQ/s320/IMG_2491.JPG" width="240" /></a></div><div><br /></div><div>I would be remiss to not mention another FPGA retro gaming option that has swelled in popularity lately: the MISTer. <a href="https://www.retrogamerrandomness.com/2021/02/review-mister-fpga.html" target="_blank">I wrote up a review here</a>, but to summarize, MISTer is a single board FPGA computer that the retro gaming community has written code for (cores) to allow it to simulate nearly all the video game consoles up to the 5th generation (PS1, N64, Saturn), as well as arcade games. It might sound like this has been done before through emulation using programs like Retropie, but once you play on MISTer you'll feel the difference. </div><div><br /></div><div>The MISTer requires the main board, the open source software, and a usb controller to play. To play the majority of what MISTer offers, you're looking at about $200 for a bare bones setup. While add ons are available, each one increases the cost. Game roms would have to be provided by the user, as there is no cartridge port. This may factor in to an individual's preference for how to play, as the distribution of roms is generally regarded as illegal, but methods do exist for extracting roms from your own games. </div><div><br /></div><div>Speaking of playing roms, unofficial "jailbroken" firmwares have been released that allow the Analogue consoles to play roms without the need for cartridges. This jailbreak is not officially recognized nor endorsed by Analogue. This does increase the appeal for the consoles, as the experience of an FPGA console playing rom is identical to playing an actual cartridge. This has made it easier to stomach the high asking price of the consoles. </div><div><br /></div><div>So if one is a longtime retro gamer, what should one do? There are more options available today for playing retro games than there were twenty years ago, and that is a good thing. I had the original consoles and now I have FPGA consoles as well. While I realize that this is redundant, I could not just pack up the originals, so I have two gaming setups. The HD TV with modern consoles, FPGAs, upscalers, etc., and the old Sony CRT with original consoles hooked up via scart to component. Which one I play on depends. If I want booming sound, I use my CRT as the audio is piped through my stereo receiver. If I want to play on a large screen, I use my HDTV. If I want to play light gun games, I use the CRT. Maybe someday I'll have to break down one of the setups, but I'm holding on to both for as long as I can. </div><div> </div><div><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://1.bp.blogspot.com/-Nto7R3sDSos/YTeyJHVAQgI/AAAAAAAHOzY/C-LiH0DyYKoyQDMFstoDB2Ekb32fMCHAwCLcBGAsYHQ/s2048/IMG_2487.JPG" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2048" data-original-width="1736" height="640" src="https://1.bp.blogspot.com/-Nto7R3sDSos/YTeyJHVAQgI/AAAAAAAHOzY/C-LiH0DyYKoyQDMFstoDB2Ekb32fMCHAwCLcBGAsYHQ/w542-h640/IMG_2487.JPG" width="542" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">HDTV Setup</td></tr></tbody></table><br /><div><br /></div></div></div></div>andrewpark800http://www.blogger.com/profile/10165560739129556519noreply@blogger.com3tag:blogger.com,1999:blog-1258436629181805245.post-39212680298590619892021-06-10T17:59:00.004-05:002023-02-04T12:40:23.656-06:00The RetroUsb AVS and the Analogue NT Mini Noir<div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-T8TgTOtjKAM/YMJ1MKqAWsI/AAAAAAAHOrY/8bkvFWeofTMcvpNjXR4PCTUWdepmuIGZACLcBGAsYHQ/s2048/IMG_1762-min.JPG" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1131" data-original-width="2048" height="221" src="https://1.bp.blogspot.com/-T8TgTOtjKAM/YMJ1MKqAWsI/AAAAAAAHOrY/8bkvFWeofTMcvpNjXR4PCTUWdepmuIGZACLcBGAsYHQ/w400-h221/IMG_1762-min.JPG" width="400" /></a></div><div class="separator" style="clear: both; text-align: center;"><br /></div><p>The RetroUSB AVS is a modern clone console of a Nintendo Entertainment System, featuring an FPGA (field programmable gate array) chip that could simulate console hardware in real time with no lag. My RGB-modded NES top loader was OK for use on CRTs, but it displayed all sorts of jailbars and artifacts on screen when piped through my OSSC onto my HDTV. I was looking for a cleaner solution, so I decided to pick one up. </p><p>The AVS (an acronym for Advanced Video System, the rejected name for what is known as the Nintendo Entertainment System) is a fantastic modern clone console. It has slots for both North American NES cartridges, as well as the Japanese Famicom carts. It also has an expansion port for use with the Japanese Famicom Disk System, if you have one. Video output is 720p, via HDMI. The picture is sharp and clean, and with the recent firmware update, now includes interpolation as an option to smooth out the image further and remove pixel shimmering when the screen scrolls. The proper aspect ratio is subject to interpretation, and can be adjusted to your liking. Four controller ports are built in, and the power and reset buttons are identical to those on an original NES. The cartridge slot does have a firm grip, and it takes much shimmying to wiggle a cart out - this would be referred to as a death grip but I think thats exaggerating a bit. It does read carts reliably, not really requiring much reseating or scrubbing of contact pins. </p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://1.bp.blogspot.com/-V6kwejgaq7w/YMJ1ijoG8KI/AAAAAAAHOsI/b7DIL6oPdgQnbth6yVEaQYukBrWz30rkwCLcBGAsYHQ/s2048/IMG_1138-min.JPG" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1745" data-original-width="2048" src="https://1.bp.blogspot.com/-V6kwejgaq7w/YMJ1ijoG8KI/AAAAAAAHOsI/b7DIL6oPdgQnbth6yVEaQYukBrWz30rkwCLcBGAsYHQ/s320/IMG_1138-min.JPG" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">The snug fit of the carts is a bit tight</td></tr></tbody></table><br /><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://1.bp.blogspot.com/-H3XkgMk8S8Q/YMJ1pQinqgI/AAAAAAAHOsM/Wz_ZaL-3JDYix5WOXl6J_b-5-pSy0axogCLcBGAsYHQ/s2048/IMG_1140-min.JPG" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1702" data-original-width="2048" src="https://1.bp.blogspot.com/-H3XkgMk8S8Q/YMJ1pQinqgI/AAAAAAAHOsM/Wz_ZaL-3JDYix5WOXl6J_b-5-pSy0axogCLcBGAsYHQ/s320/IMG_1140-min.JPG" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Famicom carts stand upright, preventing the lid from closing completely</td></tr></tbody></table><p>I was very happy with my AVS for years. Then, Analogue announced that they would be releasing another batch of their premium NT Mini consoles, in a limited number. The NT Mini was the first FPGA NES clone, engineered by the legendary programmer known as Kevtris. This would be the be-all end-all of NES clones, sparing no expense and costing a whopping $500. The body of the console is machined aluminum, which is where most of the cost comes from. Functionally, it outputs 720p and 1080p, and has an onboard digitial-audio converter (DAC) that enables analog output to CRTs as well in the form of composite, RGB, S-video, and component. Essentially, every kind of output signal is provided. Four controller ports are built in as well. This is the Cadillac of NES clones, and a limited number of people would have the privilege of paying that much for it. I placed my preorder, and waited. </p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://1.bp.blogspot.com/-R6Bnw_PcYXc/YMJ11C2mUaI/AAAAAAAHOsU/NFj8yGSeOycr462HAfW7oxiT94KTqCzdwCLcBGAsYHQ/s2799/IMG_1757-min.JPG" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1124" data-original-width="2799" height="258" src="https://1.bp.blogspot.com/-R6Bnw_PcYXc/YMJ11C2mUaI/AAAAAAAHOsU/NFj8yGSeOycr462HAfW7oxiT94KTqCzdwCLcBGAsYHQ/w640-h258/IMG_1757-min.JPG" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">The gun metal gray is impressive and a bit decadent</td></tr></tbody></table><p>When the NT Mini Noir arrived, first impressions matched expectations. The build quality is unlike anything the video game market has ever seen. The weight, build, and packaging all exude quality. The clear bottom proudly exposes the clean circuitry of the motherboard, and the gun metal aluminum screams exclusivity. The cartridge flaps make a satisfying "clink" when released, and they are present on both the NES and Famicom slots. The operating system presents a much more robust set of options when compared to the AVS. Not only are there more video output options, but the customizability for each characteristic of the video and audio signals is dazzling. Youtube videos have been made just to explain how to dial in the various ideal settings that are possible. </p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://1.bp.blogspot.com/-NYKN7d6-Gtg/YMJ2JDMl__I/AAAAAAAHOsg/OrXwpOGBpi81wuSC_Q3dNoEsni7rtl6HACLcBGAsYHQ/s2950/IMG_1758-min.JPG" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1066" data-original-width="2950" height="232" src="https://1.bp.blogspot.com/-NYKN7d6-Gtg/YMJ2JDMl__I/AAAAAAAHOsg/OrXwpOGBpi81wuSC_Q3dNoEsni7rtl6HACLcBGAsYHQ/w640-h232/IMG_1758-min.JPG" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">The NT Mini can do it all, as evidence by the multitude of output options</td></tr></tbody></table><br /><p>It sounds like a perfect console so far, but there are a few drawbacks to mention. The design of the NT Mini is such that is has a low profile, so that means the cartridge slots have almost no depth. From afar this doesn't seem like a problem, and whether it is one is debatable. Because the slots are so shallow, there is a certain amount of wobble once carts are inserted. This amount of play in the seated position potentially leads to games glitching or resetting if the console or table is bumped. In practice, this is overstated, and how many people are bumping their entertainment centers while playing? For me, the biggest drawback is something else. The games need to be pristinely clean in order to play correctly. I mean, clean with a mirror shine. I understand that as adults we are taking care of our games better now that we did as kids, and I generally clean my games when I think that there's a chance of introducing dirt or grime into my console. But the NT Mini has next-level pickiness about how clean the cart should be in order to run. I keep my NES carts in air tight Bit-Boxes (from Stoneagegamer.com), and I still have to scrub each one no less than two times, sometimes more. It was adding more frustration to the process of playing games than I was willing to tolerate. So I decided to unhook my NT Mini and reinstate the AVS. </p><div class="separator" style="clear: both; text-align: center;"><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://1.bp.blogspot.com/-ciB3uKww7Ik/YMJ2euRHNWI/AAAAAAAHOss/YN6oOM4a4Ac6W2XlXA6QqrruWB8K63nJgCLcBGAsYHQ/s2048/IMG_1768-min.JPG" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2048" data-original-width="1536" height="320" src="https://1.bp.blogspot.com/-ciB3uKww7Ik/YMJ2euRHNWI/AAAAAAAHOss/YN6oOM4a4Ac6W2XlXA6QqrruWB8K63nJgCLcBGAsYHQ/s320/IMG_1768-min.JPG" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">The wobble may be overstated</td></tr></tbody></table><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://1.bp.blogspot.com/-aj537GMvkbI/YMJ2e6Lf8QI/AAAAAAAHOsw/K6VyFHUC15E7wjkL-FKUyVyEzl8tPe-0QCLcBGAsYHQ/s2048/IMG_1767-min.JPG" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2048" data-original-width="1536" height="320" src="https://1.bp.blogspot.com/-aj537GMvkbI/YMJ2e6Lf8QI/AAAAAAAHOsw/K6VyFHUC15E7wjkL-FKUyVyEzl8tPe-0QCLcBGAsYHQ/s320/IMG_1767-min.JPG" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">...but it is noticeable</td></tr></tbody></table></div><br /><p>It is true that the NT Mini outputs 1080p, a higher resolution than the AVS at 720p. This is a difference that can be noticed if you scrutinize for it. However, fans of scanlines like myself will tell you that scanlines do not present well in 1080p, and become uneven. In 720p, which is a multiple of the NES native 240p resolution, the scanlines are very regular with even width, presenting very naturally. When people want to set scanlines on HD systems, a common fix is to reduce the resolution to 720p. It's a personal preference.</p><p>I think a lot of the appeal and value of the Analogue systems comes in the ability to jailbreak them with unofficial firmware, and side load the roms so cartridges aren't needed at all. In the case of the Mini, the jailbreak firmware includes a dozen or so cores that allow for access to entire libraries, like Gameboy, Gameboy Color, Coleco, Atari, and many others. The fact that all of the games from all of these systems can be played on one console, with FPGA quality is a major selling point. I do believe that many people buy the NT Mini for this very reason, which is fair. I gave the jailbreak firmware a test drive, and it was fine, but I didn't buy the console with those systems in mind, so personally for me it was a wash. If one is buying consoles just for the ability to play a multitude of roms for a multitude of systems, then I think the MISTer FPGA project is a better/cheaper option. <a href="https://www.retrogamerrandomness.com/2021/02/review-mister-fpga.html" target="_blank">I reviewed the MISTer here.</a> </p><p>While the NT Mini is all about the premium aesthetic, the AVS channels the NES, from its coloration to its identical buttons. The simplicity of it is unassuming. It is also only $185, compared to the $500 for the Mini. The Mini is very chic, with its aluminum housing feeling like an unnecessary premium. It is little over the top with the amount options. Added features aside, the cost difference is not to be ignored. Yes you are getting every feature that is currently possible, but will you use every feature? Do you need the extra four types of analog video output? Will you play all of the other cores once jailbroken? It is easy to be seduced by the accoutrements. What I hear is many people clamoring for is an Analogue NES console more in line with the Super NT (FPGA Super Nintendo) or Mega SG (FPGA Genesis), which are perfectly functional HDMI clones that are priced just under $200. These would fit the market space better, make a killing, and would probably sell more that all the others combined. Maybe Analogue does have that planned, and are first milking the people willing to shell out half a G for the NT Mini first, before releasing a mass produced $200 model eventually. If they do, great, but so far I'm super happy with my AVS. </p><p>What are your thoughts? Do you have one or both? Do you feel the premium price for the NT Mini is worth it? I am curious to hear other opinions. </p><p><br /></p><p><br /></p>andrewpark800http://www.blogger.com/profile/10165560739129556519noreply@blogger.com6tag:blogger.com,1999:blog-1258436629181805245.post-9363950970148545062021-04-12T12:15:00.001-05:002021-04-12T12:15:33.608-05:00The State of My Retro Game Collecting<p>There's a saying that your life changes when you have kids, and that's no lie. All for the better of course, and one side effect of that is you truly become a home-body. After the kids go to bed in the early evening, you're homebound looking for something to do. My wife reads a lot, and that's a great for her, but it's not the first thing I chose to do with free time. </p><p>When you only have enough free time for Contra, but not Breath of the Wild, you tend to prefer pick-up-and-play games. I realized that I favored pick-up-and-play action games, as they are engaging throughout the usual 60 minutes and have a short learning curve. Shoot 'em ups, or shooters (not to be confused with first person shooters like Call of Duty, etc) emerged to the front of my mind when selecting games to play, followed by beat 'em ups (like Streets of Rage, Final Fight), and run 'n guns (Contra, Metal Slug). </p><p></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://1.bp.blogspot.com/-X5DeesGQi5c/YAiCM7Lfh1I/AAAAAAAHOZ8/IJ8sQe0OzSsZX2W1XtJejb-X7C78vgUvACLcBGAsYHQ/s1142/32879-contra-nes-front-cover.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1142" data-original-width="800" height="320" src="https://1.bp.blogspot.com/-X5DeesGQi5c/YAiCM7Lfh1I/AAAAAAAHOZ8/IJ8sQe0OzSsZX2W1XtJejb-X7C78vgUvACLcBGAsYHQ/s320/32879-contra-nes-front-cover.jpg" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">The gold standard of retro</td></tr></tbody></table><p></p><p>So I started actively seeking out old cartridges at garage sales, flea markets, thrift stores, and eBay. Having a goal made garage sale hunting an adventure. Having lived through the 16 bit console wars, the memories were still palpable. My first task was to reacquire the games I had when I was growing up. This meant Nintendo Entertainment System (NES) and Sega Genesis games. This didn't take long, as I only had about twenty games total. Games from garage sales were dirt cheap, and so I was buying up games that I never heard of. As a kid I never would have dreamed of owning as many games as I have today. Back in the 80's, games were too expensive to be everyday purchase, they were primarily birthday and Christmas gifts due to their cost. $50 in 1988 is like a $150 today. There was lots of trading and borrowing between friends. I remember picking up odd jobs around the house and neighborhood, mowing lawns, shoveling snow, and so on. Two months of summer work could net one expensive game or two cheaper games. I remember Contra was $50, and it was a proud day when I took my lawn money to the Toys 'R Us and received that silver box from "the cage". I have several memories like this, and it goes to show the lengths kids would go to get more games. We treasured each one, and played the hell out of each one. Even bad games weren't "bad", because we had such a smaller range of experiences to compare, and if it was one of the ten games you owned, you still played it out of principle. </p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://1.bp.blogspot.com/-5cWlcTRaF2g/YAiEw91cxHI/AAAAAAAHOaI/Zow-FQmkWcwjSU2B344lBHmV0c9F_6yRQCLcBGAsYHQ/s947/rsz_1img_0274.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="696" data-original-width="947" height="294" src="https://1.bp.blogspot.com/-5cWlcTRaF2g/YAiEw91cxHI/AAAAAAAHOaI/Zow-FQmkWcwjSU2B344lBHmV0c9F_6yRQCLcBGAsYHQ/w400-h294/rsz_1img_0274.jpg" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Space Megaforce was $20 in 2010</td></tr></tbody></table><p>Recollecting my old NES and Genesis games were a gateway to the other consoles that I didn't have but always wanted. The Super Nintendo was next on my list, and not having any specific games in mind, I sought advice from YouTube. Acquiring common games in the wild wasn't too difficult, and I was able to buy the rest of what I wanted from eBay <i>relatively</i> cheaply. I must have been on the forefront of the retro gaming resurgence, because I noticed that game prices started creeping up; slowly at first, then faster. The popular games were the easiest to find, like Super Mario World and Donkey Kong Country. Those usually sold for a few bucks a piece. When games fell in that $10 range, I had to stop and think about it. I remember the most I paid for a SNES game: I was debating on whether $20 was too much to pay for the superb Space Megaforce, which now sells for hundreds of dollars. I'm glad I went for it.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-VBIkecFv5aE/YAiFkuOTXRI/AAAAAAAHOaQ/Ig4PyeprcWUqlYtDz0dRaBaX0Wd3qnGkwCLcBGAsYHQ/s2048/saturn%2Bmodel%2B2.JPG" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1469" data-original-width="2048" src="https://1.bp.blogspot.com/-VBIkecFv5aE/YAiFkuOTXRI/AAAAAAAHOaQ/Ig4PyeprcWUqlYtDz0dRaBaX0Wd3qnGkwCLcBGAsYHQ/s320/saturn%2Bmodel%2B2.JPG" width="320" /></a></div><p>Next I discovered the Sega Saturn, and the 2D treasure trove that it hosted. This console was a different animal altogether. The domestic Saturn library, while revered with role playing games and 3D platformers, had a very paltry shmup library, consisting of the excellent Darius Gaiden and Gallactic Attack. It turns out that there was an enormous glut of shooters available only in Japan. Even though the Saturn is region locked, that is very easy to overcome with an Action Replay card that you slide into the cartridge slot (which teases Genesis backwards compatibility). With eBay and the online international marketplace circa 2009, games were easily imported, the only caveat being the lengthy shipping time. At the time, prices were a fraction of what they are now, but still a level up from collecting loose carts from thrift stores. This was my next collection goal: Sega Saturn shooters. While over a decade I was unable to get all of them, I can say that I have nearly all of the ones that I want. As of today, there is one title that I'm OK not seeking out, based on its inflated price: Image Fight/X-Multiply. </p><p>Playing shooters on the 32-bit Saturn led to interest in the Playstation. Despite it being wildly successful with its mass appeal, due to 3D hit games like Crash Bandicoot, Tomb Raider, Gran Turismo, and others, it still had a formidable collection of shooters. As with the Saturn, the best games were imports. </p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://1.bp.blogspot.com/-yUBypYUhKao/X7V-UcTd5NI/AAAAAAAHOR0/hIvMN_4zZWsruyl0_uP9NncVtgpGbHIDgCLcBGAsYHQ/s2048/dup%2Br.JPG" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1181" data-original-width="2048" src="https://1.bp.blogspot.com/-yUBypYUhKao/X7V-UcTd5NI/AAAAAAAHOR0/hIvMN_4zZWsruyl0_uP9NncVtgpGbHIDgCLcBGAsYHQ/s320/dup%2Br.JPG" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">One of my top 3 consoles: The PC Engine Duo R (Turbo Grafx)</td></tr></tbody></table><p>The other console that I took a deep dive into was the PC Engine, AKA Turbo Grafx-16 in North America. It was primarily known for its expansive shooter library, and similar to the Saturn, most of the offerings were Japanese exclusives. It is a near consensus that the PC Engine reigns as THE system for shooters, and its hard to argue against that. Just do a little digging, and it will become apparent.</p><p>Trying to figure out which version of the console to buy was a confusing experience. There are too many variants, add-ons, RAM cards, and such that you need to commit to how it all works or you will end up making multiple purchases. I'm not going to explain this all here, but I will say that the easiest way to start playing the PC-Engine is with the Duo console, which can play CD-rom games as well as the standard Hu card games, which are about the same size as a credit card. Because most of the shooters were imports, I went with the Japanese version of the Duo. The PC Engine was very popular in Japan, so there was a much larger supply of games in circulation, lowering the game prices. Playing imports was no issue when you have a Japanese console. Of course, shooters have little to no language barrier. This was my last and current collection goal, to get all of the shooters for the system. Sadly, as with the Saturn and retro games in general, the hobby has caught fire and the demand for games has driven game prices into the stratosphere. To anyone interested getting started in the hobby today, I think a flashcart like the Everdrive, which allows games to be played from an SD card, is a must. The high game prices in today's market make starting a collection prohitive. The issue of piracy is a touchy one, and people have as many opinions on it as there are wrestling games on the N64. Some abhor piracy outright, some have no qualms about downloading roms, and most are in the middle. My feeling is that if a game is unavailable to purchase through licensed channels, and it is ridiculously expensive, I have no problem downloading it. If a game is made available, I will purchase it to support the developers and increase the likelihood of more games being produced. If I own a physical copy of the game, I don't have a problem with having the rom on a flashcart. Legal grey area aside, flash carts are in my opinion, the crowning achievement in retro gaming tech today. </p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://1.bp.blogspot.com/-RQvQ0vFx2GA/X7V9uPQhBtI/AAAAAAAHORo/PPdb8-43jhQwDb7EgIe1ych8I3lHvDtuwCLcBGAsYHQ/s2048/IMG_1751.JPG" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1659" data-original-width="2048" src="https://1.bp.blogspot.com/-RQvQ0vFx2GA/X7V9uPQhBtI/AAAAAAAHORo/PPdb8-43jhQwDb7EgIe1ych8I3lHvDtuwCLcBGAsYHQ/s320/IMG_1751.JPG" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Modern collections of older titles help keep classics alive<br /></td></tr></tbody></table><p>I have dabbled in other consoles, but the bulk of my attention goes towards the aforementioned consoles. With all of the advances in graphics and gameplay, I still prefer the simplistic, 2D action games. There has been a resurgence of shmups on modern consoles lately, like the Psikyo Shooting collection, Darius Collection, Ikaruga, and others. These are great for introducing younger generations to the genre, and for older gamers to play these affordably. More options is always a good thing. I know that nearly everything can be emulated these days, but to me its not the same. Emulation is useful at times, but it's not how I prefer to play, the experience is just different when not using original hardware. The emergence of third party console manufacturers has been a boon to the interest in the hobby. Newer tech like field programmable gate arrays (FPGA) combine the lagless experience of hardware with the modern amenities like high definition video output. As much as I love my original model 1 Genesis, the jail bars and finicky cartridge slot have relegated it to the storage bin in favor of Analogue's Mega SG; it's that good.</p><p>So today I find myself more focused than ever as a gamer, I just know what I like now. I have taken a hard look at all of the games I have amassed over the last 10 years, and have started purging the games that I know I'll never play. For example, I know that I'm not into RPGs, so those can go. With the advent of GC Loader, I can let go of Gamecube games that I have lukewarm feelings for. I'm recycling the sales into the last few remaining shooters on my list that I still want. The collection has never felt tighter, more curated, with less filler. I feel a renewed vigor, knowing that each game that I kept I have done so for a reason. A recurring question that I periodically ask myself is, "will I really play that?". If I answer no, and have another way to play that game, I'm for purging it. There is the added beauty of an organized, presentable collection that is always present in the back of my mind that acts as a check against hoarding.</p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://1.bp.blogspot.com/-wZ-6EOkGDX4/YAiG75HtgAI/AAAAAAAHOac/oeBTubjF8f0PuZ6vg5UtCBCjq5M6w-ChQCLcBGAsYHQ/s520/hoarding.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="391" data-original-width="520" height="301" src="https://1.bp.blogspot.com/-wZ-6EOkGDX4/YAiG75HtgAI/AAAAAAAHOac/oeBTubjF8f0PuZ6vg5UtCBCjq5M6w-ChQCLcBGAsYHQ/w400-h301/hoarding.jpg" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">How do even move through this space?</td></tr></tbody></table><p>For those of you who have been in the hobby for years, have you changed your collecting habits? Has your collection expanded only to contract again? It is always so interesting to me to see what others value in their collections. </p><p><br /></p><p><br /></p><p><br /></p><p> </p><p> </p>andrewpark800http://www.blogger.com/profile/10165560739129556519noreply@blogger.com0tag:blogger.com,1999:blog-1258436629181805245.post-3182812569254192021-02-25T20:30:00.004-06:002021-04-20T20:04:17.743-05:00Review: Polymega Element Modules<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://1.bp.blogspot.com/-3q_RRv_yBTk/YDhRBVdIyCI/AAAAAAAHOe4/OMVdFwZiRW8RDcLcEr_ayPWZG1-jc9pkACLcBGAsYHQ/s2048/modules%2Bup%2Bclose.JPG" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1526" data-original-width="2048" height="297" src="https://1.bp.blogspot.com/-3q_RRv_yBTk/YDhRBVdIyCI/AAAAAAAHOe4/OMVdFwZiRW8RDcLcEr_ayPWZG1-jc9pkACLcBGAsYHQ/w400-h297/modules%2Bup%2Bclose.JPG" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><br /></td></tr></tbody></table><p>I reviewed the Polymega base unit when it was sent to beta testers a while back, and now I have the final retail release, along with the four element modules (EM). To get caught up with the details of the base unit, you can read the <a href="https://www.retrogamerrandomness.com/2020/08/review-polymega-multi-console.html" target="_blank">first review here</a>. This review is going to focus on the EMs and their included controllers. </p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://1.bp.blogspot.com/-uvNmIfmcmWk/YDcCties2RI/AAAAAAAHOeY/TMt8WocPNCcwqGkHchoWqRd6jLZMbqvlACLcBGAsYHQ/s1008/slot.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="756" data-original-width="1008" height="300" src="https://1.bp.blogspot.com/-uvNmIfmcmWk/YDcCties2RI/AAAAAAAHOeY/TMt8WocPNCcwqGkHchoWqRd6jLZMbqvlACLcBGAsYHQ/w400-h300/slot.jpg" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Guide rails and a locking clasp ensure a secure fit for all modules</td></tr></tbody></table><p>The element modules are interchangeable pieces that slide into place on top of the Polymega base unit. There is release button that unclasps the module, allowing you to pull one off in order to slide in a different one. The build quality feels sturdy and is made from a high quality plastic that has a smudge-resistant matte shine. Each module has two controller ports for its respective console, which can theoretically accept any controller that the original console could. I have tried original controllers and they all work fine. I even tried some modern Genesis controllers, like the 8Bitdo 2.4 GHz M30 and Retrobit's 2.4 GHz, and they both work great, except that the home buttons don't function as they were intended for the Switch. </p><p>The Polymega allows you to not only play your original cartridges, but install them as well. This is a huge selling point for me, as once the games are installed, you don't need to fuss with cleaning them each time. The user interface is very sleek and well designed. The games all have custom thumbnails made from the original cover art, and can be sorted a number of ways. Installing cartridge games is nearly instantaneous, unlike the CD based games which take on average about 10 minutes each. If a game is not yet entered into the Polymega database, it is reported by beta testers and a new firmware may possibly resolve the problem. The devs need to have a copy of the original game to program it into the database. I am still waiting for my Japanese copy of Donpachi on PS1 to be recognized since the beta testing period. </p><p>The first Element module is EM01, which is for NES cartridges. There is only one slot, but with an adapter you can play and install Japanese Famicom games as well. Inserting the NES carts is a tight fit initially, but it started to loosen up after importing many carts over time. As I was importing, I was reminded how annoying it is to deal with dirty carts. It became necessary to clean about most of the carts. It makes the importing feature that much more appealing. I have only a handful of famicom games, and those were a pain to import due to the extra contacts that need to be cleaned on the cartridge adapter; I was only able to successfully import a few of them. The black Tengen cartridges were not recognized at all, an intentional omission due to them not being officially licensed. Out of my 160 NES carts, about 20 of them were not able to be imported. These will need to be reported and remedied for a future firmware. Had the EMs been available to beta testers, these would have been ironed out beforehand, but it is a monumental task to catalog every game for that many systems.</p><p>The gameplay is very tight, and the emulation quality is quite good. I made sure to play games that I know frontwards and backwards so that I would notices any oddities and issues. In Mega Man, there was what seemed like extra slowdown in certain areas, and the music would get a little glitchy here and there. I could not import certain games that I thought that I should have been able to, like Castlevania III and TMNT. I played with both the original and included controllers, and the muscle memory is still there for nearly all of the games. I played Mike Tyson's Punch-Out!! and did not notice any lag. This was a pleasant surprise.</p><p></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://1.bp.blogspot.com/-4EMD32_fBec/YDcDEqs-x5I/AAAAAAAHOeg/ho9DoQjUOQYV3de6ksEmv5FsIlKDX1sCQCLcBGAsYHQ/s1008/nes%2Bcompare.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1008" data-original-width="756" height="400" src="https://1.bp.blogspot.com/-4EMD32_fBec/YDcDEqs-x5I/AAAAAAAHOeg/ho9DoQjUOQYV3de6ksEmv5FsIlKDX1sCQCLcBGAsYHQ/w300-h400/nes%2Bcompare.jpg" width="300" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">The included NES controller compares favorably, with angled buttons and ergonomic shape</td></tr></tbody></table><p></p><p>The controller is a fantastic modernization of the original. Any middle aged gamer will understand the need for the angled buttons. Since The first Super Mario Bros., the need to hold the B button to run has been ingrained into muscle memory, and the button placement eases the strain on the wrists. The dpad is always my primary concern regarding third after market controllers. This dpad is a bit stiff, and so I assume that it will loosen up over time. The buttons are convex, which is fine, although I prefer concave for NES. The controller is contoured along corners, and rounded on the back, giving it a substantial and comfortable grip. I have seen people complain about the "sharp" corners on the original NES controller, but I never really though it was an issue. Even still, the rounder shape is hard to argue with. </p><p>The second module, EM02, is for SNES and Super Famicom games. Game importing was a lot smoother, as nearly all of my games were recognized. Again the emulation quality is top notch. The default visuals are sharp, clean, with accurate colors. There is no frame rate issue, nor screen tearing. The audio seems to be just as accurate, but I'm not a SNES guy at heart, so maybe someone else might notice something, but I didn't. </p><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-ZmK8UCrx0_s/YDhXNlzK1HI/AAAAAAAHOfE/uYW9aIz7m7gfR8gkYFv9VovgFr9BLP0zQCLcBGAsYHQ/s679/snes%2Bback.jpg" style="margin-left: 1em; margin-right: 1em;"></a><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://1.bp.blogspot.com/-pSzTx_bDw_Q/YDhXNpqqCTI/AAAAAAAHOfI/CaFjkoVEh-oF8f-EvG5AhPyWPV7DMd6ZACLcBGAsYHQ/s670/snes%2Bcompare.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="619" data-original-width="670" src="https://1.bp.blogspot.com/-pSzTx_bDw_Q/YDhXNpqqCTI/AAAAAAAHOfI/CaFjkoVEh-oF8f-EvG5AhPyWPV7DMd6ZACLcBGAsYHQ/s320/snes%2Bcompare.jpg" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">The included SNES controller is a tad smaller than the original</td></tr></tbody></table><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-ZmK8UCrx0_s/YDhXNlzK1HI/AAAAAAAHOfE/uYW9aIz7m7gfR8gkYFv9VovgFr9BLP0zQCLcBGAsYHQ/s679/snes%2Bback.jpg" style="margin-left: 1em; margin-right: 1em;"></a></div><div class="separator" style="clear: both; text-align: center;"><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><img border="0" data-original-height="601" data-original-width="679" src="https://1.bp.blogspot.com/-ZmK8UCrx0_s/YDhXNlzK1HI/AAAAAAAHOfE/uYW9aIz7m7gfR8gkYFv9VovgFr9BLP0zQCLcBGAsYHQ/s320/snes%2Bback.jpg" style="margin-left: auto; margin-right: auto;" width="320" /></td></tr><tr><td class="tr-caption" style="text-align: center;">The back is rounded and very comfortable</td></tr></tbody></table></div></div><p>The controller is modeled after your general SNES controller, with the select and start buttons moved upward to make room for the home button. The Y and X buttons are not concave, they are convex like A and B. I would have preferred the button styling to have both form factors, but its not a big deal to me. The shoulder buttons have an ever so slightly deeper press to them, with a subtle rubber bounce feel to them, which I like a lot. My only complaint about the controller is the dpad. There's nothing technically wrong with it, and it has a lot to live up, given the excellent design of the original. It just doesn't feel as good, especially with diagonals. In Contra 3, running and shooting diagonally is where I noticed it. I was still able to play the game, but I kept thinking about how that action did not feel as right. Button presses seem to be right on time, and I could play Super Mario World without issue.</p><p>EM03 for the Genesis and Mega Drive was the first module I tested, as I have the largest Genesis library out of all of the supported systems. The rectangular cartridge slot easily accommodates all shapes of cartridges, so no filing away at the flaps like with a Model 1 Genesis. The games all installed properly with only a few exceptions, and I think those will be resolved at next update. </p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-t4pPPfCzNfc/YDcHM59m4DI/AAAAAAAHOes/3UK0Q6U-0qMpwIMoEIkecmcQfq0XgcaYQCLcBGAsYHQ/s1008/gen%2Bcompare.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1008" data-original-width="756" height="320" src="https://1.bp.blogspot.com/-t4pPPfCzNfc/YDcHM59m4DI/AAAAAAAHOes/3UK0Q6U-0qMpwIMoEIkecmcQfq0XgcaYQCLcBGAsYHQ/s320/gen%2Bcompare.jpg" /></a></div><p></p><p>This included controller perhaps strays the most from the original, as it's physical girth is significantly thicker, with a curved contour that almost feels like a banana. This is perhaps an inelegant way to describe it, but it feels different and familiar at the same time; it's like a hybrid between the original Genesis 6-button and a Playstation controller. The buttons are uniformly large and springy, they feel good. The dpad is a little floaty however. It's not bad, but it's not great. The dpad on the original 6-button controller was in my opinion the best, and so this was going to be hard to emulate. A mode button is present on the top right shoulder, where the original was, except that it is a small circular dot instead of a panel button. The first game I loaded up was MUSHA, and it played faithfully. Next I played Thunder Force III, and perhaps here I felt what might have been a tinge of lag using the included controller. It wasn't enough to inhibit how I play, but it was the first time I noticed some. It's definitely not Retropie-bad, but I do think it is there. This is going to be something that each individual will have different levels of sensitivity to. TF3 was perhaps the Genesis game that I have played the most out of the entire library, so this particular instance might just be isolated to me. I noticed no such lag on any other game. Maybe it's in my head.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-3jM6sq-wqy4/YDcHM-6_lCI/AAAAAAAHOeo/bPhPZp_fGr4rNOSD-ra-1xmgMbFGUKqiwCLcBGAsYHQ/s853/gen%2Bprofile.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="361" data-original-width="853" src="https://1.bp.blogspot.com/-3jM6sq-wqy4/YDcHM-6_lCI/AAAAAAAHOeo/bPhPZp_fGr4rNOSD-ra-1xmgMbFGUKqiwCLcBGAsYHQ/s320/gen%2Bprofile.jpg" width="320" /></a></div><p>The pack-in Genesis controller appears very similar to the original 6-button controller from the front, but is has pronounced curvature to it's grip that gives it a modern feel, akin to a playstation controller. It feels good but it is so different. The buttons are all the same size, which is nicer than the original. I always felt that more force was needed to press X, Y, and Z on the original, and here the button resistance is uniform. A small, circular mode button is found in a familiar spot on the right shoulder.</p><p>EM04 plays Turbo Grafx-16 and PC Engine games. The PC Engine is king in shooters genre, and those make up the vast majority of my collection. This is where I thought for sure there would noticeable lag. Much to my surprise, the lag was very minimal, on most games I barely noticed it. A few games I did notice on were Coryoon, Winds of Thunder, and Gunhed, although it didn't ruin the experience. I can't explain why its noticeable on some games but not most. </p><p>I played games that I know like the back of my hand over and over again trying to sense it. Playing the games with controllers through the USB connection is a different story. The USB controller port definitely has noticeable lag, I don't think I'll ever use a USB controller on the Polymega. The include controller has six face buttons, which I found curious as there is only one game that requires that many: Street Fighter II'. There is a two or six button toggle switch which changes which type of controller inputs you are using. It wouldn't be a Turbo Grafx controller without turbo switches, and it indeed has them, although they only have on or off settings, no intermediate option.</p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://1.bp.blogspot.com/-wuNz25paPI4/YDhY3OUg6ZI/AAAAAAAHOfU/cIRWuK2f92Ux1LOjha2MQz4dskQNI1HyQCLcBGAsYHQ/s2048/pce.JPG" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2048" data-original-width="1536" height="400" src="https://1.bp.blogspot.com/-wuNz25paPI4/YDhY3OUg6ZI/AAAAAAAHOfU/cIRWuK2f92Ux1LOjha2MQz4dskQNI1HyQCLcBGAsYHQ/w300-h400/pce.JPG" width="300" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">The decision to have six buttons was a surprising one</td></tr></tbody></table><p>Overall my opinion of the Polymega has drastically changed from the beta unit to the retail unit with the Element Modules. The main reason for this is the low latency controller ports on the EMs. When I reviewed the beta base unit, I did not have any EMs and thus I only had access to the USB controller port, which sucks. Any EM can be attached while playing any game, so you can choose to play NES games with a Genesis controller, or vice versa. This versatility isn't the point; its the nearly lag free gameplay that is the biggest surprise of all. </p><p>With all of the modern options for playing retro games out there, the Polymega definitely has a niche existence, requiring physical cartridges and CD games. Many retro gamers getting into the hobby today do not have the extensive collections necessary to warrant such a purchase. This is for the collector who has an established library of games, and wants to play them in a simple HDMI setup, without having to worry about upscalers, special cables, switch boxes, and space. It also has a relatively high price point (arguably lower if you consider the number of systems supported). Many gamers have converted towards the FPGA route, and I agree that they are fantastic, but this product is not that for them, as it is emulation through software; again, a distinction that most will not ever notice. Given this strong performance by the Polymega, I think that it will make a lot of people very happy, once the 2018 preorders finally ship.</p><p><br /></p><p><br /></p><p><br /></p><p><br /></p><p><br /></p>andrewpark800http://www.blogger.com/profile/10165560739129556519noreply@blogger.com0tag:blogger.com,1999:blog-1258436629181805245.post-23922835153701301682021-02-13T20:43:00.002-06:002021-02-14T09:49:05.199-06:00Review: The MISTer FPGA <div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-9ptplYT0nuA/YCiFzhQNM-I/AAAAAAAHOcw/weTy8Nv51Qc9pAqEugAV2MYH2DcbiCOOwCLcBGAsYHQ/s2048/menu1.JPG" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1151" data-original-width="2048" height="360" src="https://1.bp.blogspot.com/-9ptplYT0nuA/YCiFzhQNM-I/AAAAAAAHOcw/weTy8Nv51Qc9pAqEugAV2MYH2DcbiCOOwCLcBGAsYHQ/w640-h360/menu1.JPG" title="MISTer menu" width="640" /></a></div><p>As the concept of retro gaming has matured over the past twenty or so years, the popularity and demand for retro consoles and games has reached new heights. With so much awareness of the great games of yesteryear, and limited supply, playing old games via emulation has become more and more commonplace. Emulation has flirted with mainstream popularity, from plug and play solutions (NES Classic, SNES Classic, Playstation Classic, Sega Genesis Mini, Turbo Grafx-16 Mini, more) to more tinker-based projects (RetroPie). All of these emulation methods are hamstrung by the emulation in software. Because the operations take place in series, each operation must complete before another starts, this is the logic behind code progression. With retro game consoles, the hardware operations occur in parallel, allowing for (yet simple) tasks occurring with brisk pace. If you've ever seen the motherboard inside a NES or Genesis, you can see all the traces between every chip and processor splaying out like an electrical web. All of these traces allow for parallel processing, which is what the console needed to produce the visuals, sounds, and gameplay that you remember. </p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://1.bp.blogspot.com/-KObcJu9NIV4/YCiJAzYOx_I/AAAAAAAHOdU/yCsFs8k4QgoGvibuDO4Zo388YttpAdGrACLcBGAsYHQ/s2048/RPi%2BUI.JPG" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1093" data-original-width="2048" height="214" src="https://1.bp.blogspot.com/-KObcJu9NIV4/YCiJAzYOx_I/AAAAAAAHOdU/yCsFs8k4QgoGvibuDO4Zo388YttpAdGrACLcBGAsYHQ/w400-h214/RPi%2BUI.JPG" title="RetroPi front end" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Remember when RetroPi was the Bee's knees? </td></tr></tbody></table><p>With good emulation, you might not ever realize there is a difference except for one inescapable tell: input latency. The operating system that is running the emulator will still add some wait time from when a button press is registered on a controller to when the action takes place onscreen. There are things you can do to mitigate input lag: turning off picture processing on your HDTV (using game mode) and using a wired controller. Most people may not even notice that there is any lag at all. But try playing a game from your youth that is heavily reliant on twitch movement, like Mike Tyson's Punch Out!! You may think that you're just old, and forgot how to play the game, and that might be true to some extent, but it's more than likely that the game is not processing your inputs as fast as a real console would. Hence, you will never beat Mike Tyson via emulation.</p><p>Enter field programmable gate arrays, or FPGA. These devices are programmed to mimic the operations on a hardware level, in parallel, not in series. This means no delay in signal processing and no lag. The FPGA consoles manufactured by Analogue are renown as the pinnacle of clone consoles for their level of accuracy to original hardware, while directly outputting high definition video to modern displays. They play original cartridges, have a modern design and interface, and can utilize original controllers to boot. As great as these are, they are exorbitantly priced, and in short supply. </p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://1.bp.blogspot.com/-dLH2QIqrv_c/YCiGLFLSZWI/AAAAAAAHOc4/HsUszfhwuxEfptxfzsavwtEf21fu7BLaACLcBGAsYHQ/s2048/mister%2Btop.JPG" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2048" data-original-width="1536" height="400" src="https://1.bp.blogspot.com/-dLH2QIqrv_c/YCiGLFLSZWI/AAAAAAAHOc4/HsUszfhwuxEfptxfzsavwtEf21fu7BLaACLcBGAsYHQ/w300-h400/mister%2Btop.JPG" title="MISTer IO board" width="300" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">View of the optional IO board</td></tr></tbody></table><p>The open source MIST project has many talented programmers and coders contributing "cores", or programs that are designed to mimic specific hardware like the NES, Genesis, Atari 2600, and so on. MISTer project created a buzz like none other. The MISTer name is an amalgam of MIST and Terassic (the brand of field programmable gate array board), hence MISTer. A consumer grade FPGA computer board that can be programmed to mimic nearly every legacy console and micro computer through the 16-bit generation (and possible 32-bit). The MISTer runs on the Terassic DE-10 Nano development board. Everyday it seems more and more cores are available. Just a few days ago the core for the DoDonpachi arcade game was released, and it plays phenomenally well. These are all free to use, because it's open source. </p><p>There was a requisite level of technical know-how to get started, but with the recent release of Mr. Fusion, a program that writes the MISTer image to an SD card, the number of steps to get started has been simplified dramatically. Once you write the image on the card, insert it into the DE-10 Nano, and turn it on. The program will start up, and it will finish once connected to the net. I setup wifi on it first in order to do this (wifi dongle required). After the update, I moved my ROMs onto the card, configured a USB controller, and I was treated to cycle-accurate NES, Master System, Genesis, Sega-CD, SNES, PC-Engine, PC-Engine CD, Neo Geo gaming. </p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://1.bp.blogspot.com/-U5C_O9aYdJU/YCiGV4ZL9ZI/AAAAAAAHOc8/cUPJjNj7wnY0wcyhrmD89EwHEZ1jRr5EACLcBGAsYHQ/s2048/mister%2Bside.JPG" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2048" data-original-width="1536" height="400" src="https://1.bp.blogspot.com/-U5C_O9aYdJU/YCiGV4ZL9ZI/AAAAAAAHOc8/cUPJjNj7wnY0wcyhrmD89EwHEZ1jRr5EACLcBGAsYHQ/w300-h400/mister%2Bside.JPG" width="300" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">It's a bunch of boards stacked together alright</td></tr></tbody></table><p>The board looks like a science project, with exposed boards, wires, and LEDs protruding every which way. There are a host of optional accessories and add-ons, which add various features. I opted for the USB hub for additional ports, the IO board for a fan, 128 MB SD ram board for complete NEO GEO compatibility, and a USB WiFi dongle for updating and file transfers. It ends up looking like a spaghetti monster when everything is connected. There are cases available that help clean up the package, but keep in mind this was not originally built to be a game console. It also doesn't offer much in the way of menu aesthetics, with it's plain text menu. The polished front ends for RetroPie win one point here. No matter, as once your start playing you realize that software based emulation can't match the accuracy of MISTer. </p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://1.bp.blogspot.com/-epXq0Q7lsb4/YCiIPlqXABI/AAAAAAAHOdM/DjKxi4RTO2gYIm6fG1vv48g2rt28RU-eQCLcBGAsYHQ/s2018/arcade%2Bmenu.JPG" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1613" data-original-width="2018" height="256" src="https://1.bp.blogspot.com/-epXq0Q7lsb4/YCiIPlqXABI/AAAAAAAHOdM/DjKxi4RTO2gYIm6fG1vv48g2rt28RU-eQCLcBGAsYHQ/w320-h256/arcade%2Bmenu.JPG" title="MISTer arcade cores" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Arcade game cores are a FPGA revelation </td></tr></tbody></table><p>Another downside is the ceiling of console programmability. The DE-10 is projected to top out at the 5th generation, and how well it can pull it off remains to be seen. Playstation and Sega Saturn are the hopes, and If indeed they happen, I'd say the DE-10 has had a good run. Anything beyond would require a more powerful FPGA, which is inevitable.</p><p>Then there is the sticky issue of ROMs. Do most people extract the ROMs from their own cartridges? The MISTer does not have a cartridge port, let alone one for every supported core. ROM sites have been struck down in recent years, reminders that the legality of sharing/obtaining games is suspect at best. People will make their own decisions on that matter.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-cRgk_Xdlk90/YCiJkPg1xBI/AAAAAAAHOdg/1jmIsn2egacaTv8if8kL8JuRj724cFnDgCLcBGAsYHQ/s2048/metal%2Bslug%2BX.JPG" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1437" data-original-width="2048" height="281" src="https://1.bp.blogspot.com/-cRgk_Xdlk90/YCiJkPg1xBI/AAAAAAAHOdg/1jmIsn2egacaTv8if8kL8JuRj724cFnDgCLcBGAsYHQ/w400-h281/metal%2Bslug%2BX.JPG" width="400" /></a></div><br /><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://1.bp.blogspot.com/-qw2vzsWDm5E/YCiJnqXnjJI/AAAAAAAHOdk/p_4XXHKJ-l0jXYIFnjGNxjSYS03GPBuNgCLcBGAsYHQ/s2048/MSX%2Battract.JPG" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1458" data-original-width="2048" height="285" src="https://1.bp.blogspot.com/-qw2vzsWDm5E/YCiJnqXnjJI/AAAAAAAHOdk/p_4XXHKJ-l0jXYIFnjGNxjSYS03GPBuNgCLcBGAsYHQ/w400-h285/MSX%2Battract.JPG" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">The MISTer opens up the costly world of NEO GEO to the masses</td></tr></tbody></table><p>The cost of entry is fair, a DE-10 nano board costs around $140. You'll also need a micro SD card, HDMI cable, power adapter, USB controller, and USB keyboard (for setup). These add up to a little more than a Raspberry Pi setup running RetroPie, but again, the higher cost is due to the FPGA processor. All in, it's just a shade of what the equivalent retro gaming setup would cost if original consoles and games were considered. </p><p>Clearly this is not a solution for hardware purists, but that's OK. There will never be a single solution to please everyone. The MISTer provides accurate gameplay without the flash, accoutrements, or ephemera that is strongly associated with retro gaming. For some that is a deal breaker, yet some don't feel they need the physical artifacts of gaming's past. At the end of the day, this is yet another option available to people to have fun and experience games from the the silver age of video games. </p><p><br /></p><p><br /></p><p><br /></p>andrewpark800http://www.blogger.com/profile/10165560739129556519noreply@blogger.com0tag:blogger.com,1999:blog-1258436629181805245.post-28674865517052783422021-01-15T15:09:00.000-06:002021-01-15T15:09:38.394-06:00Retro Shooters for Beginners<div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-XcUVKyx5mW8/YAIC8zFm_0I/AAAAAAAHOY4/CBGF64ISKgYothPddeyPWzEwhiSTxYhEwCLcBGAsYHQ/s1310/IMG_0544.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1136" data-original-width="1310" src="https://1.bp.blogspot.com/-XcUVKyx5mW8/YAIC8zFm_0I/AAAAAAAHOY4/CBGF64ISKgYothPddeyPWzEwhiSTxYhEwCLcBGAsYHQ/s320/IMG_0544.jpg" width="320" /></a></div><p>Shoot 'em ups, shooters, or "shmups" are two-dimensional games that involve some flying ship that shoots at lots of enemies. They are were one of the most popular genres of video games historically, with roots all the way back to Space War, Space Invaders, Asteroids, etc. The genre remains popular today, with modern releases favoring the 2D style. I prefer the silver age of shooters, which centers around the 8-16-32 bit consoles, including the NES, PC-Engine (Turbo Grafx-16), Saturn, and Playstation. For clarification, the term "shooters" is my preferred way to reference them, as that was how the genre was named back in their heyday. Shooters is not to be confused with the modern first-person shooter war sims like Call of Duty, Halo, etc. </p><p>Shooters are generally known for their difficulty, and to newcomers they can be intimidating, and inaccessible. Many devout fans of the genre are well versed and practiced, so their opinions of the best games will often favor games with high challenge. Examples of highly regarded but very difficult games are Battle Garegga, Gradius, and R-Type. These games have every right to be named in the pantheon of retro shooter greats, but they're not entry level material. I wanted to highlight some games that can ease new fans into the genre, and not obliterate them instantly. Games that allow for clear, linear progression of skill development, even if erring on the side of too easy are the focus. It should be mentioned that games with an easy setting fit in nicely here, especially since the settings can be upped as a player improves.</p><p>These are in no particular order:</p><p>Strikers 1945 (Saturn, Playstation)</p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://1.bp.blogspot.com/-zpnAD_KI7QU/X9y9CIOSxOI/AAAAAAAHOVg/RS5kzvdVcU8t00gWCyBGCwHy0kC0DP-9ACLcBGAsYHQ/s2048/Strikers%2B2020-01-27%2B20.41.49%2Bcopy.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2048" data-original-width="1739" height="400" src="https://1.bp.blogspot.com/-zpnAD_KI7QU/X9y9CIOSxOI/AAAAAAAHOVg/RS5kzvdVcU8t00gWCyBGCwHy0kC0DP-9ACLcBGAsYHQ/w340-h400/Strikers%2B2020-01-27%2B20.41.49%2Bcopy.png" width="340" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Learning how to use the charge shot effectively is key<br /></td></tr></tbody></table><p>Unrelated to Capcom's 194X series of games, Strikers has a similar initial setting and appearance, but quickly eschews the WWII theme for gigantic, robotic aliens and screen-filling fire power. There are three games in this series, but the first is listed here as it is the easiest of the three. The game setup has seven difficulty modes, including the easiest, called "monkey". This is a good place to start for any beginner, as the difficulty increases a bit with each stage cleared. Another reason it is good for beginners is the charge shot system. Once you acquire power ups, you gain little helper drones that increase your firepower. In addition, when you charge your shot by holding the fire button down, your drones assemble in a concentrated fire formation, easing the boss battles. This can be done an unlimited number of times, but you are unable to fire during the charging period, which lasts anywhere from one to three seconds, depending on your craft. It is a tremendously helpful tactic, and enhances the gameplay experience as well as replay-ability as you explore each of the different planes and their unique abilities. </p><p><br /></p><p>Gunhed/Blazing Lazers (PC-Engine/TG-16)</p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://1.bp.blogspot.com/-jeJq28Fbv0A/X9y-BjFwNeI/AAAAAAAHOVo/r_btCZ91HhA3imcjcUqjevRE3fNp_aLSwCLcBGAsYHQ/s2048/Gunhed%2B%2528Japan%2529%2B2020-04-08%2B22.19.15%2B2.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1596" data-original-width="2048" height="311" src="https://1.bp.blogspot.com/-jeJq28Fbv0A/X9y-BjFwNeI/AAAAAAAHOVo/r_btCZ91HhA3imcjcUqjevRE3fNp_aLSwCLcBGAsYHQ/w400-h311/Gunhed%2B%2528Japan%2529%2B2020-04-08%2B22.19.15%2B2.png" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">The field thunder laser is as mesmerizing to watch as it is devastating</td></tr></tbody></table><p>Blazing Lazers is a simple, straightforward game that doesn't do too many things that are flashy, but it is rock solid in execution. Your ship has selectable speed, which is always a welcome feature, but it's probably best for beginners to leave it set to level 2. There are four different weapon power ups, each increasing in power with additional orbs collected. The enemy patterns start out as fairly basic, and gradually become more interesting. The enemy shots don't reach a fervor until about the 5th stage, which is plenty of time for a learning curve. </p><p><br /></p><p>Gun Nac (NES)</p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://1.bp.blogspot.com/-8GWO8EDFenA/X9_LQViQx4I/AAAAAAAHOWc/eAxWwmhGH2cyhylqTzSfgWIJOq2lyDgRwCLcBGAsYHQ/s2048/Gun%2BNac%2B%2528USA%2529%2B2020-12-20%2B12.59.45.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1523" data-original-width="2048" height="297" src="https://1.bp.blogspot.com/-8GWO8EDFenA/X9_LQViQx4I/AAAAAAAHOWc/eAxWwmhGH2cyhylqTzSfgWIJOq2lyDgRwCLcBGAsYHQ/w400-h297/Gun%2BNac%2B%2528USA%2529%2B2020-12-20%2B12.59.45.png" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Robotic Rabbits shoot carrots at you, of course</td></tr></tbody></table><p>Good shooters on the NES are a rarity, even though there are a plethora. The programming during the 8 bit era was rough in the early days, which let to a glut of half-baked shooters in name only. The precision of control for the quick pace of shooters was hard to nail down, leading to games that felt slippery and too fast. Examples include Sky Shark, Star Force, Tiger Heli, Zanac, and so on. Gun Nac has the control dialed in perfectly. Power ups are plentiful, and can even be purchased inbetween stages with the cash collected from enemy drops. Bombs are plentiful as well, and come in several varieties. If you refrain from collecting everything, and only collect consecutive bombs of the same type, their power increases. Sporting a linear difficulty curve, Gun Nac lets you enjoy the oddball enemy design during gameplay. </p><p><br /></p><p>Final Soldier (PC-Engine)</p><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-BsmjgfIzneI/X9_Lf-3YjjI/AAAAAAAHOWk/BwUIli4yeik-V_wqHWwcLIwt-TSWfT_9ACLcBGAsYHQ/s2048/Final%2BSoldier%2B%2528Japan%2529%2B2020-12-20%2B13.30.48.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1523" data-original-width="2048" height="297" src="https://1.bp.blogspot.com/-BsmjgfIzneI/X9_Lf-3YjjI/AAAAAAAHOWk/BwUIli4yeik-V_wqHWwcLIwt-TSWfT_9ACLcBGAsYHQ/w400-h297/Final%2BSoldier%2B%2528Japan%2529%2B2020-12-20%2B13.30.48.png" width="400" /></a></div><p>Oft considered the black sheep of Hudson's soldier series, Final Soldier unfairly gets a bad rap. Just because it is regarded as the weakest of the three does not make it a bad game. I actually prefer this game over Super Star Soldier, which is normally considered the runner up to the magnificent Solider Blade. Final Soldier eases you in, showering you with all varieties of power ups so you can get a taste of each. Like most shooters, collecting consecutive power ups of the same type increase the level of the weapon. In addition, secondary weapons are helpful as well, specifically the options that can be sacrificed as bombs if the need arises. While the game may seem too easy to veterans, it's a lot of fun, and you don't really get bored. For anyone trying shooters on the PC Engine for the first time, I recommend this as the first one to try.</p><p><br /></p><p>The Raiden Project (Playstation)</p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://1.bp.blogspot.com/-MxuRlnXG4hk/X9_LyvUPFUI/AAAAAAAHOWw/idWpKCbZckISdBbi43Xq2CohsNqfqsFYACLcBGAsYHQ/s1831/Raiden%2BProject%252C%2BThe%2B%2528USA%2529%2B2020-12-20%2B13.43.32.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1831" data-original-width="1375" height="400" src="https://1.bp.blogspot.com/-MxuRlnXG4hk/X9_LyvUPFUI/AAAAAAAHOWw/idWpKCbZckISdBbi43Xq2CohsNqfqsFYACLcBGAsYHQ/w300-h400/Raiden%2BProject%252C%2BThe%2B%2528USA%2529%2B2020-12-20%2B13.43.32.png" width="300" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Cows help set the scene in Raiden</td></tr></tbody></table><div class="separator" style="clear: both; text-align: center;"><br /></div><p>Raiden was always a game I played in the arcade whenever I saw it. It has textbook pick-up-and-playability. The movement is simple, firing is simple, and the bomb is self explanatory. Power ups come in two varieties, with successive pickups increasing the power. The default arcade game is a classic quarter muncher, accelerating the difficulty by the end of stage one. The game had numerous ports to home consoles, but the one that stands out is The Raiden Project for Playstation. It included Raiden and Raiden II, and was loaded with customizability. The difficulty settings open this game up to all skill levels. Button configs, number of lives, continues, etc., are all included. The game may appear overly simplistic, but it was executed well, and that's what keeps people coming back.</p><p><br /></p><p>Fire Shark (Genesis)</p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://1.bp.blogspot.com/-O8Fs3er_PcM/X9_MECZBSAI/AAAAAAAHOW8/Sde57gdiR2MoGpqCjTJ7DiBOJ-uSQdVUgCLcBGAsYHQ/s2048/Fire%2BShark%2B%2528U%2529%2B%255B%2521%255D%2B2020-12-20%2B16.00.52.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1523" data-original-width="2048" height="297" src="https://1.bp.blogspot.com/-O8Fs3er_PcM/X9_MECZBSAI/AAAAAAAHOW8/Sde57gdiR2MoGpqCjTJ7DiBOJ-uSQdVUgCLcBGAsYHQ/w400-h297/Fire%2BShark%2B%2528U%2529%2B%255B%2521%255D%2B2020-12-20%2B16.00.52.png" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Screen capture only shows half of the fire, but it's definitely awesome</td></tr></tbody></table><p>On the surface, there doesn't appear to be anything special about Fire Shark. You fly a 1920's era biplane, and enemy and stage design is rather pedestrian. The draw here is the fire stream power up. It is a visceral, lashing, death stream that obliterates anything on screen when powered up. Once you are at maximum, all you need to worry about is dodging bullets, as enemies are vaporized the second they appear. It does take time to get to this point, and that might be easier said than done, but with some practice there's nothing tricky or mystifying about it. Some say the game is too easy once powered up, but I say just enjoy it. The other power ups are O.K., but I found myself avoiding them so that I didn't lose the fire stream. That might be the hardest part, since at some parts of the game the screen is jam packed with green power ups that are just as hard to avoid as bullets, as they don't leave the screen for a long time. </p><p>So there are some easy going shooters for retro consoles that I recommend to anyone who is interested in the genre but doesn't know where to start. I think it is understood that original game prices these days can be cost prohibitive, but there are other means to access and play these games. Some of these games are region locked, like Final Soldier and Strikers 1945, but that won't matter if you use emulators, flash carts, or optical drive emulators. I hope some people out there take these suggestions, and start easing into the vast genre of shoot 'em ups.</p><p><br /></p><p><br /></p><p><br /></p><p><br /></p><p><br /></p>andrewpark800http://www.blogger.com/profile/10165560739129556519noreply@blogger.com0tag:blogger.com,1999:blog-1258436629181805245.post-88464357599531355782020-12-16T08:19:00.003-06:002020-12-16T13:51:09.212-06:00Rare (?) Clamshell Variant of John Madden Football for Sega Genesis<p> </p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-sGjgcSwFb9M/X9oTtF_PXXI/AAAAAAAHOUc/z3V8p2lqK9Mba9jjzpOKFF-3OF37_qlvgCLcBGAsYHQ/s2048/IMG_0357-min.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1497" data-original-width="2048" height="469" src="https://1.bp.blogspot.com/-sGjgcSwFb9M/X9oTtF_PXXI/AAAAAAAHOUc/z3V8p2lqK9Mba9jjzpOKFF-3OF37_qlvgCLcBGAsYHQ/w640-h469/IMG_0357-min.jpg" title="john madden football clamshell variant" width="640" /></a></div><br />I was running an errand one day in a town that I don't normally drive to, as it is out of the way. I happened upon a Half Price Books store, and figured, why not check it out. This one was larger than the HPB store closest to me, and had a larger inventory of retro games. Despite the larger selection, nothing remotely stood out to me. To be fair, at this point in my collection I have honed my tastes and curated pretty much all that I am interested in. As I was walking out, something caught my eye. It was a copy of John Madden Football for the Sega Genesis, but it looked different. It had a shiny veneer to it, and as I walked closer I realized that it was in a Genesis clamshell case. To the uninitiated, there doesn't appear to be anything special about this at all, but having been a Genesis fan since launch, I knew that this was released in a cardboard box. The first generation Electronic Arts games were all released in cardboard boxes, it wasn't until the second wave of EA games that they switched to clamshell boxes. Realizing that there could be something special about this copy, I gladly paid the $5.99 asking price.<p></p><p></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://1.bp.blogspot.com/-90YhyPuEaNk/X9oT9aeHeRI/AAAAAAAHOUw/ikRDMl0-FGAfSwKFMHfRDaZM-hHg727FwCLcBGAsYHQ/s2887/IMG_0358-min.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1089" data-original-width="2887" src="https://1.bp.blogspot.com/-90YhyPuEaNk/X9oT9aeHeRI/AAAAAAAHOUw/ikRDMl0-FGAfSwKFMHfRDaZM-hHg727FwCLcBGAsYHQ/s320/IMG_0358-min.jpg" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">The spine design is slightly different</td></tr></tbody></table><br />As far as authenticity, a natural question to ask is if it is an official copy, or if it was reproduced in anyway. I know that some people cut up the cardboard box and stuff it into a clamshell case to better match the rest of the collection. My copy of The Adventure of Batman and Robin has this. I examined the game to my own copy, and the physical game is a one to one match, Besides, who would bother to reproduce one of the most common games in existence? The printed artwork is of high quality, and printed on slightly heavier paper that my other EA clamshell games have. The clincher is the clamshell case itself, which has the EA logo imprinted into the plastic above the game slot. I can confidently say that this is an official product. <p></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://1.bp.blogspot.com/-EkvvkeLNz_Y/X9oUFSgFW1I/AAAAAAAHOVE/uf9bH4HVn2cVgCVOSbevQ_C19Ghdz_WSgCLcBGAsYHQ/s2048/IMG_0360-min.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1536" data-original-width="2048" src="https://1.bp.blogspot.com/-EkvvkeLNz_Y/X9oUFSgFW1I/AAAAAAAHOVE/uf9bH4HVn2cVgCVOSbevQ_C19Ghdz_WSgCLcBGAsYHQ/s320/IMG_0360-min.jpg" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">The imprinted EA logo is plain to see</td></tr></tbody></table><br /><p>When I got home, I googled the game. In this day and age where you can look up practically anything, I thought surely someone would have a copy of it, or at least information on it. Initially, I only found information about the cardboard boxed copy. </p><p>I did find an article on <a href="https://connect.gocollect.com/discussion/186955/rare-new-find-clamshell-release-of-lakers-versus-celtics" target="_blank">Nintendo Age</a> about a proto-European release clamshell Lakers vs. Celtics, of which the author of the states only 13 copies have ever surfaced. This is relevant because that was an EA game also released in a cardboard box, and perhaps they had a similar backstory. A Nintendo Age forum user by the name of Supergamboy posted a discussion, in the comments and revealed a picture of the same clamshell variant of John Madden Football! I was unable to contact the author, as I am not a member of Nintendo Age and their registration link appears to be closed. So now I know that my copy is not alone.</p><p>I reached out to several prominently-known Sega enthusiasts, people who know Sega through and through, and only one, <a href="https://www.sega-16.com/" target="_blank">Sega-16</a> founder and author Ken Horowitz, knew of its existence. He told me that it was this was either the first iteration of the transition to clamshell cases, or leftover European stock, which used clamshell cases. The lack of UPC code on the case leads one to presume it must have been a sticker on the shrink wrap. </p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://1.bp.blogspot.com/-p4bntfG17FE/X9oUMcPaAyI/AAAAAAAHOVI/SJy9Q69l4eIS8L85-DCa-BpTTN_Ii82cgCLcBGAsYHQ/s2048/IMG_0359-min.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1498" data-original-width="2048" height="293" src="https://1.bp.blogspot.com/-p4bntfG17FE/X9oUMcPaAyI/AAAAAAAHOVI/SJy9Q69l4eIS8L85-DCa-BpTTN_Ii82cgCLcBGAsYHQ/w400-h293/IMG_0359-min.jpg" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">The back of the packaging is totally different</td></tr></tbody></table><br /><p>So after all there are little nuggets of information out there, but it's definitely not common knowledge. I can find no record of the on eBay, so I cannot directly gauge its value. According to the Nintendo Age article, the aforementioned European Lakers vs. Celtics garnering bids for around 8000 British Pounds. I'm not suggesting that is what this copy of John Madden Football is worth. That was a different situation where the release almost happened and a few copies squeaked out. </p><p>I am very curious to see how many people have a copy. It is definitely the most interesting retro find I've ever stumbled upon. Who knows, it could be an ultra rare collectors piece that would pay for my kids' tuition. If you do have this same copy, please get in contact with me.</p><p><br /></p><p><br /></p>andrewpark800http://www.blogger.com/profile/10165560739129556519noreply@blogger.com26tag:blogger.com,1999:blog-1258436629181805245.post-74112749013007711952020-11-06T19:54:00.000-06:002020-11-06T19:54:06.125-06:00My Console Setup in 2020<div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-GrYHGLWo2oQ/X6X6dALDtcI/AAAAAAAHOMU/8C-rGSbjx9IlE8rziGd-xhUSpcoJXvsowCLcBGAsYHQ/s2048/Game%2Bsetup%2B2020.jpeg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="2048" data-original-width="1536" height="640" src="https://1.bp.blogspot.com/-GrYHGLWo2oQ/X6X6dALDtcI/AAAAAAAHOMU/8C-rGSbjx9IlE8rziGd-xhUSpcoJXvsowCLcBGAsYHQ/w480-h640/Game%2Bsetup%2B2020.jpeg" width="480" /></a></div><div class="separator" style="clear: both; text-align: center;"><br /></div><p>2020. Year of the pandemic. There's not much great news going around, so I'll write something that makes me happy: retro gaming consoles. Each year brings some adjustments, refinements, and replacements to my setup. Here we go!</p><p>The TV was updated last year, it's a 55" 4K LG smart TV. It's nice to be able to stream when not gaming. The speakers aren't great, but that's par for the course with these modern thin TVs, hence the sound bar. Some day I'll get a subwoofer.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-TEBrJrADddY/X6X7VSKsL3I/AAAAAAAHOOA/PHwTUGEnS303Fl_Kbz--vEM6ShQR7TCZwCLcBGAsYHQ/s2667/ossc.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1179" data-original-width="2667" src="https://1.bp.blogspot.com/-TEBrJrADddY/X6X7VSKsL3I/AAAAAAAHOOA/PHwTUGEnS303Fl_Kbz--vEM6ShQR7TCZwCLcBGAsYHQ/s320/ossc.JPG" width="320" /></a></div><div class="separator" style="clear: both; text-align: center;"><br /></div><p>I'll start with some equipment that makes the connection between retro consoles and modern TVs possible. Retro consoles generally output a video signal called 240p. That is, 240 lines, progressively drawn (instead of interlaced). On CRT TVs, 240 lines is half of the display number (480 interlaced was the normal TV resolution), hence the black scan lines that alternate between drawn lines. The <a href="https://videogameperfection.com/products/open-source-scan-converter/" target="_blank">Open Source Scan Convertor (OSSC)</a> is a device that multiplies the line count to better fit the higher resolution of modern HD TVs. The signal can be multiplied 2, 3, 4, or 5 times. The higher the multiplier, the crisper the image. This process is done instantly, so there is not video processing taking place, and most importantly, no input lag. Input lag is sometimes a problem with modern TVs upscaling the vintage 240p signal, since the TV's built in upscaler takes time to do the job. The OSSC does this instead, producing a clean, crisp, lagless image outputting a modern resolution. I should mention that the older consoles need to output an RGB or component video signal, or be modded to do so to get the best results from the OSSC. It is well known that the OSSC does not do a great job upscaling 480i content, due to the nature of interlaced video signals, This is why my PS2 is not routed through this.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-shxY-r2P4Pw/X6X71qTu9SI/AAAAAAAHOOM/g7LSq1bU5hYPRbHFkO-tLW6CF8R7da_kgCLcBGAsYHQ/s640/IMG_3767%2B%25281%2529.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="480" data-original-width="640" src="https://1.bp.blogspot.com/-shxY-r2P4Pw/X6X71qTu9SI/AAAAAAAHOOM/g7LSq1bU5hYPRbHFkO-tLW6CF8R7da_kgCLcBGAsYHQ/s320/IMG_3767%2B%25281%2529.JPG" width="320" /></a></div><div class="separator" style="clear: both; text-align: center;"><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-Vn-yyuo6qQ0/X6X787VfK6I/AAAAAAAHOOQ/rjcXZxHqBzwIOQk9eYPfdaP3sVmXV4EfQCLcBGAsYHQ/s2048/gscartsw.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1151" data-original-width="2048" height="225" src="https://1.bp.blogspot.com/-Vn-yyuo6qQ0/X6X787VfK6I/AAAAAAAHOOQ/rjcXZxHqBzwIOQk9eYPfdaP3sVmXV4EfQCLcBGAsYHQ/w400-h225/gscartsw.jpg" width="400" /></a></div></div><p>The RGB signal is carried through a cable with a SCART connection head. This is a video connection that was standard in Europe and Japan, but not in North America. I have acquired these SCART cables for all of my older consoles, and so there are a lot of them. In order to keep them all connected at the same time, I use a <a href="http://www.gretrostuff.com/store/gscartsw/" target="_blank">GSCARTSW</a> switch. It is an 8 port SCART switch, which automatically detects which console is on. It is routed into the SCART port in the back of the OSSC. </p><p><br /></p><p>Top Row, left to right</p><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-_hsMifl7M2s/X6X8Kiw_aJI/AAAAAAAHOOY/lWvF-2tazpIuUt4itFmnlCLKBGqyY__WwCLcBGAsYHQ/s2048/core%2Bgrafx.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="2048" data-original-width="1999" height="320" src="https://1.bp.blogspot.com/-_hsMifl7M2s/X6X8Kiw_aJI/AAAAAAAHOOY/lWvF-2tazpIuUt4itFmnlCLKBGqyY__WwCLcBGAsYHQ/s320/core%2Bgrafx.JPG" /></a></div><p>First is the Core Grafx PC Engine with <a href="https://shop.terraonion.com/en/pc-engine/12-super_sd_system_3-pc_engine.html" target="_blank">Super SD System 3 (SSDS3)</a> attachment. The Core Grafx, for those who may not know, is a Japanese version of the Turbo Grafx-16. The SSDS3 serves three main purposes: it is a flash cart that allows games to be played from an SD card, it is an optical drive emulator (ODE) that allows CD rom games to be played from the SD card, and it outputs RGB video. I needed a power supply, as the Genesis model 1 power supply that I was using was making an ominous buzzing sound. I found a custom, high quality supply from <a href="https://www.retrogamecave.com/" target="_blank">Retrogamecave</a>, that specifically supports PC Engines with the SSDS3. It works great. Strangely, all PC Engines have only one controller port.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-vuVqh0MH92o/X6X8Qw7GSAI/AAAAAAAHOOg/zstjWeAXp-QF-ZP4152lpi1jtAiVwrYAQCLcBGAsYHQ/s2641/ps2.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1191" data-original-width="2641" src="https://1.bp.blogspot.com/-vuVqh0MH92o/X6X8Qw7GSAI/AAAAAAAHOOg/zstjWeAXp-QF-ZP4152lpi1jtAiVwrYAQCLcBGAsYHQ/s320/ps2.JPG" width="320" /></a></div><p>The Playstation 2 is region modded, allowing for domestic and import gameplay. It has a hard disc drive installed internally, and through the Free McBoot app games can be played from the hard drive. The PS2 is capable of outputting 480p, but most games output 480i instead. This is a major disappointment, but understandable for the time it came out. in 1999 most TVs were still CRTs, and the maximum resolution was 480 interlaced, not progressive. I have this connected through component, into a switch box, into the TV. The TV's deinterlacer does an OK job, and the game on the PS2 are not twitch reflex games like old school shooters, so the little bit of lag is not really noticeable.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-IhIVG7om-3M/X6X8W8afUBI/AAAAAAAHOOk/X7C8TkibRgE1usa2KRezi5xga6BGwjNoACLcBGAsYHQ/s2048/dreamcast.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="2048" data-original-width="1846" height="320" src="https://1.bp.blogspot.com/-IhIVG7om-3M/X6X8W8afUBI/AAAAAAAHOOk/X7C8TkibRgE1usa2KRezi5xga6BGwjNoACLcBGAsYHQ/s320/dreamcast.JPG" /></a></div><p>The Dreamcast is region modded. It was ahead of its time in that it output VGA video, which was higher than standard 480i resolution. You will need a VGA 31 KHz adapter box to make use of this higher video setting, which can be displayed on HD TVs. It's not quite HD, it's somewhere inbetween, but it still looks real nice. I use a scart cable that has a 15/31 KHz switch, so that I can play games that support hi res graphics and standard res. It has been modded with <a href="https://gdemu.wordpress.com/about/" target="_blank">GDEMU</a>, an optical drive emulator. </p><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-vmo2PGYTPQ4/X6X8dBOK-yI/AAAAAAAHOOs/qGwGFi-zcscKLAmXN7fSrGARXZkoDGBigCLcBGAsYHQ/s2048/dup%2Br.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1181" data-original-width="2048" height="231" src="https://1.bp.blogspot.com/-vmo2PGYTPQ4/X6X8dBOK-yI/AAAAAAAHOOs/qGwGFi-zcscKLAmXN7fSrGARXZkoDGBigCLcBGAsYHQ/w400-h231/dup%2Br.JPG" width="400" /></a></div><p>On the right is my RGB modded PC Engine Duo-R. Is it redundant to have two versions of the PC Engine in the same setup? This one has had jail bars (vertical discoloration stripes that appear in solid colors) removed. Despite having the SSDS3, I felt that I still needed a way to play original PC Engine CD games.</p><p><br /></p><p>Second row, left to right</p><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-xPSqlBhdXDo/X6X8ll7L6qI/AAAAAAAHOO0/dYUei1hceNYlqqY95_N-scgkUNT_fXDTwCLcBGAsYHQ/s2048/cbox.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1490" data-original-width="2048" src="https://1.bp.blogspot.com/-xPSqlBhdXDo/X6X8ll7L6qI/AAAAAAAHOO0/dYUei1hceNYlqqY95_N-scgkUNT_fXDTwCLcBGAsYHQ/s320/cbox.JPG" width="320" /></a></div><p>The CBox MVS is a consolized Neo Geo arcade board, encased in a plastic case and modded to have not only Neo Geo controllers, but Sega Saturn controllers as well. It has a universal bios installed, to allow for changing settings, cheats, etc. The Neo Geo was the pinnacle of 16 bit hardware, it is literally an arcade machine, able to put up ridiculous amounts of sprites on screen at once. Seeing one in a home setting was mind blowing in the 90's, and still holds up today. All it takes to be convinced is to play Metal Slug, and you'll immediately know. The console outputs RGB and component video. There was some controversy about the RGB line carrying too hot of a sync signal, which can damage other devices in the video chain, like an OSSC or Framemeister. This is easily remedifed by using an RGB Scart cable with a proper resister in-line. The arcade versions of the Neo Geo games are cheaper than the standard home versions, simply because there are way more of them out there. I have twelve MVS games, and that's about all I'm going to own, judging by current prices. The ubiquitous, yellow 161-in-1 cart is a budget alternative to going broke trying to collect for this system. It has nearly all the games that were ever released, and won't break the bank. </p><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-9CWp171yBO4/X6X8tuq8jRI/AAAAAAAHOO8/IDMwL-vQqxkmxW6C8txYjBwYdXdYoAVGgCLcBGAsYHQ/s2048/IMG_1409%2Bcopy.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1536" data-original-width="2048" src="https://1.bp.blogspot.com/-9CWp171yBO4/X6X8tuq8jRI/AAAAAAAHOO8/IDMwL-vQqxkmxW6C8txYjBwYdXdYoAVGgCLcBGAsYHQ/s320/IMG_1409%2Bcopy.JPG" width="320" /></a></div><p>The Sony Playstation has been modded with the <a href="https://ps-io.com/" target="_blank">PSIO</a> optical drive emulator, allowing for game playback from an SD card. What is unique about PSIO is that it retains the CD drive functionality, still allowing the console to play original games. The console is region modded, as my import collect is half of my Playstation collection. The video output is RGB. </p><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-k_iIl_5rXOs/X6X9LrqpPhI/AAAAAAAHOPM/kBobEc2WxKI966ifEj7Kj-DAEA6jW2gugCLcBGAsYHQ/s2048/saturn%2Bmodel%2B2.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1469" data-original-width="2048" src="https://1.bp.blogspot.com/-k_iIl_5rXOs/X6X9LrqpPhI/AAAAAAAHOPM/kBobEc2WxKI966ifEj7Kj-DAEA6jW2gugCLcBGAsYHQ/s320/saturn%2Bmodel%2B2.JPG" width="320" /></a></div><p>Next is my beloved Sega Saturn, which has the <a href="https://shop.terraonion.com/en/home/17-Terraonion_MODE_Dreamcast_Saturn_ODE.html" target="_blank">MODE</a> optical drive emulator. The Saturn collection is one of my largest collections, focusing on shmups and fighting games, and so I had to make a decision on whether to keep the original Saturn hooked up in order to play these, or have the MODE hooked up instead. I oscillate between the two, regularly swapping the MODE with my "This is Cool" Japanese model 2 Saturn. In a perfect world, I would make room for both. Hmm, maybe I will do something about that. The video output is RGB.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-HiU4B7DdaPI/X6X9Qwb2-oI/AAAAAAAHOPQ/Dh7N7emfD8IbA6QLA8D13Chl06oi5ckqQCLcBGAsYHQ/s2048/mega%2Bsg.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1166" data-original-width="2048" src="https://1.bp.blogspot.com/-HiU4B7DdaPI/X6X9Qwb2-oI/AAAAAAAHOPQ/Dh7N7emfD8IbA6QLA8D13Chl06oi5ckqQCLcBGAsYHQ/s320/mega%2Bsg.JPG" width="320" /></a></div><p>Farthest to the right is the <a href="https://www.analogue.co/mega-sg" target="_blank">Analogue Mega SG</a>, a modern HDMI console with a field programmable gate array (FPGA) chip, which recreates the Sega Genesis console at the hardware level. This is not the same as standard software emulation that you would see in so many clone consoles these days, there is no overlying operating system that would introduce latency during game operation. FPGA systems are lagless, and extremely faithful to the original hardware, depending on the skill level of the programmer. Kevtris is widely known in the retro gaming scene for his skill, and this is just another example of it.</p><p><br /></p><p>Third row, left to right</p><p>Starting the third row is a standard Gamecube. There is nothing special about this console, there are no mods. It's not one of my favorites, I only play a few games on it. I do have the official Gamecube component cables, which re-convert the analog video output to 480p. I know there are lots of newer mods and ODEs for this system, but its not high on my priority list.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-WFHYvbQzNPg/X6X9ZJXBoZI/AAAAAAAHOPU/HN9zo9jrOlIEwAYrc7z6WXdu6qHqI5MwACLcBGAsYHQ/s2048/pm%2Band%2Bcontr%2Bcopy.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1370" data-original-width="2048" src="https://1.bp.blogspot.com/-WFHYvbQzNPg/X6X9ZJXBoZI/AAAAAAAHOPU/HN9zo9jrOlIEwAYrc7z6WXdu6qHqI5MwACLcBGAsYHQ/s320/pm%2Band%2Bcontr%2Bcopy.JPG" width="320" /></a></div><p>Next is the <a href="https://polymega.com/" target="_blank">PolyMega</a> Beta unit. The PolyMega is an emulation console that can play CD games for the Playstation, Turbo Grafx-16 CD (and of course PC Engine CD), Sega Saturn, Neo Geo CD, in all regions. It also can play cartridge based systems if you have the modules for them, including NES, TG-16, Genesis, and SNES. This has yet to be released, as the company, Playmaji, has struggled during the pandemic to keep its production schedule on track. The reason I have one is that I was an early backer, and was chosen as a Beta tester. I imported all of my compatible CD based games, and played them, and reported any bugs that I found. One of the best features of the PolyMega is the ability to import the game files to the console, potentially having your entire library available from the UI interface, forgoing the need to use the actual discs. As of the time of this writing, there are a few of my games that I cannot import, as the games are not recognized in the system's database yet. Fortunately, the system is easily updated through WIFI, and additions and improvements are made regularly. There are so many games that this supports, it will take some time for every single one to entered into its database, but its well on its way. I know this system is redundant, as I already have the consoles to play the same games that this supports. </p><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-jp_F7PU_eLw/X6X9gLriEaI/AAAAAAAHOPY/gG5AgaXFyKsm3UZmv_ba0aRV2ZeT12VlwCLcBGAsYHQ/s2048/avs.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1095" data-original-width="2048" src="https://1.bp.blogspot.com/-jp_F7PU_eLw/X6X9gLriEaI/AAAAAAAHOPY/gG5AgaXFyKsm3UZmv_ba0aRV2ZeT12VlwCLcBGAsYHQ/s320/avs.JPG" width="320" /></a></div><p>Next is the <a href="https://www.retrousb.com/index.php?cPath=36" target="_blank">Retro USB AVS</a>, an FPGA Nintendo console. This can play original NES and Famicom (Japanese version of NES) games. The console outputs at 720p, which not to the same level as Analogue's FPGA consoles, but the difference is not a great as it may seem. The flat loading style of the cartridges makes for a slim profile, and gameplay reliability is fantastic. No more blowing into the carts, or shoving another one on top to increase the tension to get the game to work. Analogue's NT Mini, which is their FPGA NES console, has more features like 1080p, but is encased in an aluminum shell and costs more than double the AVS. It's up to the user to decide if the price markup is worth it. </p><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-DX79x-au8_0/X6X9kp9qmsI/AAAAAAAHOPg/Sok8a3RKZPsYoVGjYSHCDsxLFYgklvGBwCLcBGAsYHQ/s2543/super%2Bnt.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1237" data-original-width="2543" src="https://1.bp.blogspot.com/-DX79x-au8_0/X6X9kp9qmsI/AAAAAAAHOPg/Sok8a3RKZPsYoVGjYSHCDsxLFYgklvGBwCLcBGAsYHQ/s320/super%2Bnt.JPG" width="320" /></a></div><p>Last is the <a href="https://www.analogue.co/super-nt" target="_blank">Analogue Super NT</a>, an FPGA Super Nintendo console. My original SNES console was having a hard time reading cartridges, probably due to dirty connector pins. I tried cleaning it with the credit card and t shirt trick, but it still was unreliable and frustrating. So I decided to upgrade. It was released before the Mega SG, so it doesn't have quite as many options and features, but there's till more than enough for satisfy hardcore users. </p><p>In addition to optical drive emulators for disc systems, I have flash cartridges as well for the NES, Genesis, PC Engine, and SNES. These are convenient, as not only can you play any game in the library, you can apply patches to roms and play hacked versions of games, which is my favorite feature. This can breathe new life into games that you have played to death, like the playing as Robocop and ED-209 in Streets if Rage 2, or improving the PAN card functionality in the NES version of Metal Gear. </p><p>Hidden behind the TV are my Nintendo Switch, PS3, and PS4, but I don't feel the need to talk about those. Behind the sound bar is my Raspberry Pi in a Retroflag Mega Drive case, running Retropie. I've talked about this before, it has its uses, but its not my preferred way to play. It is the only way for me to play arcade games on a TV, like Mat Mania, Alien Syndrome, and others. I use an 8Bitdo M30 Bluetooth controller for it.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-lCuQ8ZnywXs/X6X-CWSDEpI/AAAAAAAHOP4/ucTT_9vQ_UAfbnmRpx0Qpj1GJZ_oRunnwCLcBGAsYHQ/s546/comp%2Bswitch%2Bclean.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="156" data-original-width="546" src="https://1.bp.blogspot.com/-lCuQ8ZnywXs/X6X-CWSDEpI/AAAAAAAHOP4/ucTT_9vQ_UAfbnmRpx0Qpj1GJZ_oRunnwCLcBGAsYHQ/s320/comp%2Bswitch%2Bclean.jpg" width="320" /></a></div><br /><p><br /></p><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-POtc7n3nYrs/X6X9ruTfNrI/AAAAAAAHOPo/2JT9MtYw7TY4DORFuEl6Cla0n4LpQSo7QCLcBGAsYHQ/s1174/hdmi%2Bswitcher.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="354" data-original-width="1174" src="https://1.bp.blogspot.com/-POtc7n3nYrs/X6X9ruTfNrI/AAAAAAAHOPo/2JT9MtYw7TY4DORFuEl6Cla0n4LpQSo7QCLcBGAsYHQ/s320/hdmi%2Bswitcher.jpg" width="320" /></a></div><p>Below the TV stand are switches for component video and HDMI. The component switch was made by Impact Acoustics, and is a powered 6-input switch. I currently use for the Gamecube and PS2, and it feeds directly into the TV. The HDMI switch has 8 inputs, and automatically detects the signal, except when it doesn't. The PS4 seems to be a signal hog, and I find that I have to manually push the switch to change when the PS4 is on. Other than that, it works great. </p><p>Well, that's all I have connected at the moment. I do have a few more that are not hooked up, and sometimes they make their way into the setup. Let me know your thoughts, and if you have any questions. Thanks for reading!</p><p><br /></p><p><br /></p>andrewpark800http://www.blogger.com/profile/10165560739129556519noreply@blogger.com0tag:blogger.com,1999:blog-1258436629181805245.post-82593336438445805912020-08-13T22:36:00.000-05:002020-08-13T22:36:02.411-05:00Review: The Brook PS3/PS4 to Mega Drive (Genesis) to to PC Engine Super Converter<div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-bGVXaNzjB4U/XzYEUQI-7nI/AAAAAAAHOCg/W25ZH3BXt0AUZSzFviMmpPZ42xzr69cJACLcBGAsYHQ/s2048/IMG_4084-min.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="2048" data-original-width="1536" height="410" src="https://1.bp.blogspot.com/-bGVXaNzjB4U/XzYEUQI-7nI/AAAAAAAHOCg/W25ZH3BXt0AUZSzFviMmpPZ42xzr69cJACLcBGAsYHQ/w307-h410/IMG_4084-min.JPG" width="307" /></a></div><p>The Mega Drive and PC Engine are known for their shoot 'em ups. While arcade sticks are now in vogue for shooters, there weren't a lot of arcade sticks available back in the heyday of these systems, at least not here in North America. The official Sega Power stick was the made available for the Genesis in three and six button variants, but the stick itself was just ok. The PC Engine had a couple of sticks by Ascii and Hori, and those were ok for the time. As time passes, arcade stick tech has made leaps and bounds, and today there is a huge fighting game scene that drives production of high end arcade sticks. </p><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-v3Ua2Pqdezg/XzYEiEJdTfI/AAAAAAAHODI/f0v7nVbHfzMEKyf9A3GyS82MWW1x-DSggCLcBGAsYHQ/s2048/IMG_4089-min.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="2048" data-original-width="1536" height="410" src="https://1.bp.blogspot.com/-v3Ua2Pqdezg/XzYEiEJdTfI/AAAAAAAHODI/f0v7nVbHfzMEKyf9A3GyS82MWW1x-DSggCLcBGAsYHQ/w307-h410/IMG_4089-min.JPG" width="307" /></a></div><p>This converter is designed for PS4, PS3, and Switch controllers to be used for the Genesis/Mega Drive and PC Engine. That means modern, high quality PS3 and PS4 sticks can be used. I have a Hori Real Arcade Pro (RAP) stick for the PS3, and until recently it has sat collecting dust for the past decade. The RAP has excellent built quality, with high quality parts. Playing MUSHA and Blazing Lasers with it has been a revelation. Never before have I played 4th generation shooters with a microswitched joystick, and I'm becoming a believer. It has totally reignited my interest in 4th generation shooters, and gives them a fresh feel. </p><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-wvamEqrNnxI/XzYEpxjIqyI/AAAAAAAHODk/kp7s7eldgTg-VUClpqJ97lWxg3amxo0sACLcBGAsYHQ/s2048/IMG_4091-min.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="2016" data-original-width="2048" height="504" src="https://1.bp.blogspot.com/-wvamEqrNnxI/XzYEpxjIqyI/AAAAAAAHODk/kp7s7eldgTg-VUClpqJ97lWxg3amxo0sACLcBGAsYHQ/w512-h504/IMG_4091-min.JPG" width="512" /></a></div><p>The controller converter has a wired connection for both the Genesis and PC Engine, which is smart. The Achilles heel for shoot 'em ups has always input latency, and wireless controllers always have some added latency. Many shooters require twitch reflexes, and this wired setup has no perceptible lag as far as I can tell; it plays like I'm using a genuine controller. I've played shooters in every conceivable configuration, and this is truly a revelation. Admittedly, I was a little skeptical when I ordered this. I Brook's PS3/PS4 to Switch adapter, and there is a little lag present with that adapter, so I was surprised to see how well this adapter works. </p><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-WywA71k3RuM/XzYEwcxSahI/AAAAAAAHODo/Hv6jFRraBjwx2UaE79I2XNg18st80q7YACLcBGAsYHQ/s2048/IMG_4092-min.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="2048" data-original-width="1659" height="410" src="https://1.bp.blogspot.com/-WywA71k3RuM/XzYEwcxSahI/AAAAAAAHODo/Hv6jFRraBjwx2UaE79I2XNg18st80q7YACLcBGAsYHQ/w331-h410/IMG_4092-min.JPG" width="331" /></a></div><p>When I connected the Dual Shock 4 via usb, extra power was needed, so I plugged in another USB cord with a power brick. The converter recognized the controller, and synced immediately. I wasn't sure what to expect, but since the controller was directly connected through USB, it played without any noticeable lag. I was surprised. I then proceeded to test the Dual Shock 3, Switch Pro Controller, and 8Bitdo SN30 Pro controllers. All had similar results. Now I am not a fan of the Playstation controllers' d-pad, but the SN30 Pro is great. I also tried a USB controller that I am quite fond of, Retrobit's officially licensed Sega Saturn pad. Sadly, it did not work, but I suspect it would be an easy fix over firmware, should Brook be so inclined. </p><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-2sT8LUn8KGE/XzYE3NCxzAI/AAAAAAAHODw/45Uu852Enmw0UFt-nXtKq6C1DTMwKpdLACLcBGAsYHQ/s2048/IMG_4102-min.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="2048" data-original-width="1963" height="410" src="https://1.bp.blogspot.com/-2sT8LUn8KGE/XzYE3NCxzAI/AAAAAAAHODw/45Uu852Enmw0UFt-nXtKq6C1DTMwKpdLACLcBGAsYHQ/w392-h410/IMG_4102-min.JPG" width="392" /></a></div><p>Now the PC Engine was the Japanese version of the Turbo Grafx-16, and so the hardware is identical, except for some regional changes to the physical build of the console. The TG-16 controller port is much larger than that of the PC Engine, so you would need an adapter if you wanted to use this on a TG-16. I don't have that console, so I was unable to test it, but I can't imagine that it wouldn't work. Maybe someone else can try it out and let us know.</p><p>Overall, this is an EXCELLENT adapter that allows PS3/PS4 arcade sticks to be used on the Genesis and PC Engine. There are not many good arcade stick options for those consoles, and this opens up possibilities. With the PS4 nearing end of life, you can be sure to find arcade sticks for both PS3 and PS4 for a fraction of the cost that they retailed at. Keep in mind these sticks were expensive originally ($300+), so the savings is relative. A quick eBay search produced several sub-$100 options for used sticks. It won't be for everyone, but for shmup retro gamers who favor the early '90's consoles, this is one of the best innovations in a long time for controller adapters. </p><p><br /></p><p><br /></p><p><br /></p>andrewpark800http://www.blogger.com/profile/10165560739129556519noreply@blogger.com0tag:blogger.com,1999:blog-1258436629181805245.post-43318871153882502032020-08-04T19:28:00.002-05:002021-02-19T22:21:13.842-06:00Beta Review: The PolyMega Multi-Console Base Unit<div class="separator"><div style="margin-left: 1em; margin-right: 1em;"><br /></div></div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-QPASAH-KPWw/XyMTZabOQpI/AAAAAAAHN-c/dfj3Ssxkgj0JVAaiQ4Veqek8Hlxw9Vq5QCLcBGAsYHQ/s2048/polymega%2Band%2Bcontr-min.JPG" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1370" data-original-width="2048" height="335" src="https://1.bp.blogspot.com/-QPASAH-KPWw/XyMTZabOQpI/AAAAAAAHN-c/dfj3Ssxkgj0JVAaiQ4Veqek8Hlxw9Vq5QCLcBGAsYHQ/w500-h335/polymega%2Band%2Bcontr-min.JPG" width="500" /></a></div><div><br /></div><div>The PolyMega is a multi-system emulation console. It natively plays CD games for Playstation, Sega CD, Turbo Grafx CD, Neo Geo CD, and Sega Saturn, for all regions. Also available are cartridge modules, indivudualy sold, each of which can play NES, SNES, Genesis, and Turbo Grafx-16, also in all regions (except Famicom due to its unique shape). The console was originally pitched as an FPGA system, allowing for hardware simulation, but later was reverted in design for software emulation early in development. This caused a bit of controversy as early supporters felt a bait and switch took place. Not helping the situation, the social media manager for the PolyMega was caught throwing shade at its competitors, which stirred a flame war and resulted in a tarnished reputation for PolyMega before it even came into existence.</div><div><br /></div><div>Rough beginnings notwithstanding, the project continued, with a prototype showing in 2019, and Beta release in 2020, which was given praise for its Saturn emulation quality from several reviewers, including <a href="https://www.youtube.com/watch?v=NyCyIqnQ27k" target="_blank">Modern Vintage Gamer</a>. It should be noted that Sega Saturn compatibility was a late addition, after a custom emulation core was designed. This was the spark that caught my attention. I preordered in 2019, after watching said reviews. The original release date was pushed from summer 2019 to fall, to spring, to summer 2020. The delays were due in part to a chip shortage, mixed in with a pandemic, and some last minute tweaking. The beta review unit arrived late July 2020. </div><div><br /></div><div>The base unit feels solid. The plastic molding feels good, reflecting a quality build. The rear presents HDMI video out, a power jack, micro SD slot, and ethernet port. </div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-0iZzSgVw5Gg/XyMTkyBRkuI/AAAAAAAHN_U/GbekdFA-xHMDdm_T_IzLvSrdoFf2vSkJwCLcBGAsYHQ/s2048/contr-min.JPG" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1390" data-original-width="2048" src="https://1.bp.blogspot.com/-0iZzSgVw5Gg/XyMTkyBRkuI/AAAAAAAHN_U/GbekdFA-xHMDdm_T_IzLvSrdoFf2vSkJwCLcBGAsYHQ/s320/contr-min.JPG" width="320" /></a></div><div><br /></div><div>It comes with a modern-style wireless controller, with dual analog sticks, four face action buttons, left/right shoulder buttons and triggers, start/select, turbo and home buttons. The controller is has two textures; the top is rubberized plastic, while the back is conventional controller plastic. Its weight is lighter than modern controllers, which makes sense given the lesser tech requirements. The analog sticks feel fine, and the d-pad is made from a shiny plastic which I don't care for, but it feels right pressure-wise. The buttons are are convex shiny plastic with a snappy response. The controller is wireless via a 2.4 GHz dongle, which I much prefer over Bluetooth, for reduced latency. Included is a micro USB cord for charging and playing, but it is too short to realistically play with when charging unless you swap out for a different cord. I tried Retrobit's excellent officially licensed Sega Genesis and Saturn USB controllers, and they were recognized immediately, so this may be what I use. The 2.4 GHz wireless variants from Retrobit worked as well.</div><div><br /></div><div>When powering on, you are immediately asked to register the controller being used by holding right on the d-pad. After that a clean, intuitive interface appears. The left sidebar presents options to select games according to different sorting methods, such as by console, my collection, and a database. </div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://1.bp.blogspot.com/-0gu1H1jcHZE/XyMTp_EeHLI/AAAAAAAHN_Y/MN2Z4iurs2YAoFU4sF6Nzd5Y55bA90_1QCLcBGAsYHQ/s2048/launch%2Bscreen-min.JPG" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1217" data-original-width="2048" height="298" src="https://1.bp.blogspot.com/-0gu1H1jcHZE/XyMTp_EeHLI/AAAAAAAHN_Y/MN2Z4iurs2YAoFU4sF6Nzd5Y55bA90_1QCLcBGAsYHQ/w500-h298/launch%2Bscreen-min.JPG" width="500" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Once a game is inserted, a game specific banner appears at the top</td></tr></tbody></table><div><br />When inserting a game disc, a header/title appears as the game is recognized. The game can be added to you collection, as well as downloaded onto the console itself (or selected storage medium like an internal SSD). This is appealing as once you do this you will not need to handle the physical game again, and you can add as many of your games as your storage will allow. You can then select from your library of imported games in the future. Included are a sample of licensed games to get you playing right away, most of which are forgettable, but Iron Commando for SNES is a nice offering.</div><div><br /></div><div>When launching games, you can opt for classic mode or the default modern mode, that offers more options, like save states, screen shots, fast forward, etc. Being able to play your own games AND utilize save states is an uncommon and welcome feature in modern retro gaming consoles. </div><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-QVQOH8gCYjg/XyMTv6n7LzI/AAAAAAAHN_s/ns328FberOsmJGCivCwDH7QNA3MpOIihgCLcBGAsYHQ/s2048/G%2BDarius-min.JPG" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1501" data-original-width="2048" height="294" src="https://1.bp.blogspot.com/-QVQOH8gCYjg/XyMTv6n7LzI/AAAAAAAHN_s/ns328FberOsmJGCivCwDH7QNA3MpOIihgCLcBGAsYHQ/w400-h294/G%2BDarius-min.JPG" width="400" /></a></div><div><br /></div><div>Visually, everything is bright and crisp in 1080p. The aspect ratio can be set to standard 4:3. 4:3 zoom, square pixels, and wide screen. I love my square pixels, they make everything cleaner when the screen moves. Other visual options are present, like RGB mode and composite mode. RBG mode includes scan lines, but ends up looking too dark. Brightness and contrast settings are present, but they still don't improve the quality. The composite option is present for people who really like fuzzy visuals, and I'm not sure why anyone buying this would choose this option. I personally would have liked more options, like integer scaling, different resolutions, and a scanline feature over 720p. Perhaps these may come via updates.</div><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-VwewPusUMys/XyTk3wN0NDI/AAAAAAAHOA4/HZ6v5509f_gPdTH_KxsUVm8_2s6L13QQgCLcBGAsYHQ/s2048/Image_1%2B2020-07-31_22-42-19.jpeg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1294" data-original-width="2048" height="323" src="https://1.bp.blogspot.com/-VwewPusUMys/XyTk3wN0NDI/AAAAAAAHOA4/HZ6v5509f_gPdTH_KxsUVm8_2s6L13QQgCLcBGAsYHQ/w512-h323/Image_1%2B2020-07-31_22-42-19.jpeg" width="512" /></a></div><div><br /></div><div>As far as gameplay, I played a sampling of Playstation, PC-Engine CD, Sega CD, and Saturn games. It does play Neo Geo CD as well, but I don't have any to test. </div><div><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://1.bp.blogspot.com/-UbSC0iQ1Jwk/XyMT2gahJeI/AAAAAAAHN_0/GZOOdJEcqEUf9q1Ch_5ZtRqDDXHVzIX1QCLcBGAsYHQ/s2048/souky-min.JPG" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1405" data-original-width="2048" height="275" src="https://1.bp.blogspot.com/-UbSC0iQ1Jwk/XyMT2gahJeI/AAAAAAAHN_0/GZOOdJEcqEUf9q1Ch_5ZtRqDDXHVzIX1QCLcBGAsYHQ/w400-h275/souky-min.JPG" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Visually, the image quality is excellent</td></tr></tbody></table><div><br />I started with Sega Saturn, and I tested several games, including:</div><div>Street Fighter Zero 2 </div><div>Street Fighter Zero 3</div><div>X-Men Vs. Street Fighter</div><div>Strikers 1945</div><div>Strikers 1945 2</div><div>Donpachi</div><div>Dodonpachi</div><div>Soukyugurentai</div><div>Batsugun</div><div>Radiant Silvergun</div><div>Battle Garegga</div><div>Metal Slug </div><div>Daytona USA</div><div>Layer Section</div><div>Sengoku Blade</div><div>HuperDuel</div><div>Salamander Deluxe Pack</div><div><br /></div><div>The Saturn had some accessories, most notably here the 4MB and 1MB expansion carts for specific games. The PolyMega does not have slots for these carts, so the functionality of these must be built in. I have tested several of those games and they appear to be working fine. Since this is an HD system, the light gun games are not supported yet, but there is a light gun in the works specifically for the PolyMega.</div><div>I tried a couple of burned reproduction games, and surprisingly, they work. </div><div><br /></div><div>You may notice that the bulk of these games tested are shoot 'em ups. That is my go-to genre, and the vast majority of my game collection are shmups. After years of gaming on lag-free setups, I immediately noticed some lag. It's not much, but its there. I realize that I am more picky about this than most gamers, as my favorite games require twitch reflexes and instantaneous response from a controller. </div><div>So I started troubleshooting. I double checked that the TV was set to game mode, and I switched to a wired controller. Still, it felt a tinge laggy. The it was suggested to me to plug the HDMI direct into the TV, bypassing the HDMI switch. Doing this brought the latency down significantly. I can say that I am impressed by the quality of the Saturn emulation. This was the reason I preordered and I am not disappointed.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-i7ZklpmTJwY/XyNbWPhwf3I/AAAAAAAHOAs/j3-9Zobimak3YLGP_av0vFeVsGCJqGL3ACLcBGAsYHQ/s2048/nekketsu-min.JPG" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1556" data-original-width="2048" src="https://1.bp.blogspot.com/-i7ZklpmTJwY/XyNbWPhwf3I/AAAAAAAHOAs/j3-9Zobimak3YLGP_av0vFeVsGCJqGL3ACLcBGAsYHQ/s320/nekketsu-min.JPG" width="320" /></a></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"></td></tr><tr><td class="tr-caption" style="text-align: center;">My "unofficial" copy of Nekketsu Oyako played just fine</td></tr></tbody></table><div><br />I tested the PC-Engine CD next, with the following games:</div><div><div>Dracula X Rondo of Blood</div><div>Sapphire</div></div><div>Sylphia</div><div>FX Unit Yuki (indie game)</div><div>Spriggan</div><div>Winds of Thunder</div><div>Gate of Thunder</div><div>Star Parodier</div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-POFSsEtCYP4/XyMU4nJfPCI/AAAAAAAHOAU/aEbFem3V9X0aIZZm80NWgcQpe9WyOfI7ACLcBGAsYHQ/s2048/sapphire-min.JPG" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1366" data-original-width="2048" height="266" src="https://1.bp.blogspot.com/-POFSsEtCYP4/XyMU4nJfPCI/AAAAAAAHOAU/aEbFem3V9X0aIZZm80NWgcQpe9WyOfI7ACLcBGAsYHQ/w400-h266/sapphire-min.JPG" width="400" /></a></div><div class="separator" style="clear: both; text-align: center;"><br /></div><div>The PC-Engine CD is notorious for its system cards that are required to play its games, and the PolyMega has eliminated the need for that as they are all incorporated in the system. Super CD games, CD ROM ROM games, Arcade card games all work. Some games had noticeable lag, like Gate of Thunder, where Winds of Thunder felt like it had a little more. </div><div><br /></div><div>I tested Playstation next:</div><div>Harmful Park</div><div>Einhander</div><div>G Darius</div><div>Dodonpachi</div><div>Crash Bandicoot</div><div>Raiden Project</div><div><br /></div><div>The Playstation testing was varied. Einhander and Harmful Park showed no obvious lag, but G Darius and Dodonpachi did. It seems to be hit or miss with the Playstation. </div><div><br /></div><div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://1.bp.blogspot.com/-udhSoRwZWjc/XyMVA6BgRKI/AAAAAAAHOAY/qqy4v5sTKmQ_TWYMhFU4nYX5rjvnv_5xgCLcBGAsYHQ/s2048/hp%2Bingame-min.JPG" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1322" data-original-width="2048" height="259" src="https://1.bp.blogspot.com/-udhSoRwZWjc/XyMVA6BgRKI/AAAAAAAHOAY/qqy4v5sTKmQ_TWYMhFU4nYX5rjvnv_5xgCLcBGAsYHQ/w400-h259/hp%2Bingame-min.JPG" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Some bootlegs are not recognized by title, but they play nonetheless<br /><br /></td></tr></tbody></table></div><div>I tested Sega CD last:</div><div>Lords of Thunder</div><div>Keio Flying Squadron</div><div>Slypheed</div><div>Final Fight CD</div><div>The Terminator</div><div><br /></div><div>The Terminator was the only game that I tried that did not work. It wasn't buggy, it just flat out did not work. Once the game started, your character immediately fell and died. There was nothing else loaded on screen. After doing some digging, I discovered that you can place your backup Sega CD bios onto an SD card and the PolyMega will default to that. I tried it, and the game did run. This is probably going to be fixed in an update, as they are constantly working on game compatibility.</div><div><br /></div><div>There's a lot to take in here, so I'll break down the main points in a list of Pros and Cons for the PolyMega.</div><div><br /></div><div>Pros:</div><div><ul style="text-align: left;"><li>tremendous compatibility with a multitude of consoles, reducing the need for much of the original hardware</li><li>its the only CD based clone console available</li><li>video output is 1080p via HDMI, compatible with modern televisions, so no fussing with connections and adapter cables</li><li>games can be stored on internal storage, reducing wear and tear on original games</li><li>modern amenities like screen shots, save states, game patching are present</li><li>controller is included, playable wirelessly or wired</li><li>compatible with 3rd party controllers like Retrobit</li><li>sound emulation is excellent</li><li>several games are included</li><li>wireless firmware updates via wifi</li><li>ips patches can be used from an SD card</li></ul></div><div><br /></div><div>Cons:</div><div><ul style="text-align: left;"><li>Emulation is software based, not hardware simulation like with an FPGA, leading to some mild input lag</li><li>swapping out individual cartridge modules may become annoying every time you play a game from a different console</li><li>the controller d-pad is inadequate for a retro themed system </li></ul></div><div>This console has a ton to offer. The ability to load my collection into a solid state drive is very appealing. The ability to throw some ips game patches on an sd card and apply them to any game is awesome. The compatibility with Retrobit's excellent Sega controllers is a great feature. The fact that it can play burned games must be a boon to many people who can't afford today's inflated game prices. The savings on the hardware necessary to play Sega CD, PC-Engine CD, Neo Geo CD, Saturn, and Playstation is vast. There is a lot to like about this console. </div><div><br /></div><div>Whether the PolyMega is for you depends on your situation and preferences. If you prefer games that are not so dependent on precision inputs and timing, and then this can be a viable option for you. On the flip side, if you are a hardcore gamer who is into original hardware, or if you play games that require precision input like shmups, this is probably not for you. There are those who are so deeply rooted in the hobby, that they have specific expectations and requirements; this is not for them. There are definitely people who scoff at emulation, and this is definitely not for them. I can't see this replacing my current setup of RGB consoles and Open Source Scan Convertor, but that is not a setup that everyone has. However, for someone who is new to the hobby this is definitely an option to consider, the cost savings in hardware alone will assure that. Anyway you look at it, I think it is a good thing that more products are entering the retro gaming space. </div><div><br /></div><div><br /></div><div><br /></div><div><br /></div><div><br /></div><div><br /></div>andrewpark800http://www.blogger.com/profile/10165560739129556519noreply@blogger.com3tag:blogger.com,1999:blog-1258436629181805245.post-25576606782830223312020-07-18T18:40:00.001-05:002020-07-18T18:57:11.649-05:00MODE: The Multi Optical Disc Emulator Review for Saturn and Dreamcast<div><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-Ax5dytLxWV0/XxJsfrBYIbI/AAAAAAAHN7o/R7ovIS5vzCkMSbBEkPOEobG6foSeTAtmACLcBGAsYHQ/s2048/Image_1%2B2020-07-17_22-27-42.jpeg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1329" data-original-width="2048" height="325" src="https://1.bp.blogspot.com/-Ax5dytLxWV0/XxJsfrBYIbI/AAAAAAAHN7o/R7ovIS5vzCkMSbBEkPOEobG6foSeTAtmACLcBGAsYHQ/w500-h325/Image_1%2B2020-07-17_22-27-42.jpeg" width="500" /></a></div><font face="inherit"><br /></font></div><div><font face="inherit">As video game consoles age, they are more prone to failure, especially when moving parts are involved. The more complex the console's design, the more susceptible it is. As such, the lasers in optical disc consoles are less robust than their cartridge predecessors. An optical disc emulator is a device that replaces the laser assembly in a disc-reading game console. The purpose is twofold: to breathe new life into a dying system, and to allow games to be played from modern storage devices, like SD cards and USB drives. For a proper explanation of MODE, I feel it is necessary to discuss previous ODEs for comparision and context.</font></div><div><font face="inherit"><br /></font></div><div><font face="inherit">The first optical drive emulator (ODE) that I encountered was the GDEMU, for the Dreamcast. It was a simple board, easy to install, and initially hard to acquire. It was developed and distributed by <span style="background-color: white; color: #212529; font-size: 16px;">Deunan Knute. Since it was/is a hobbyist venture, production occurs in small batches, and demand greatly surpassed supply. This led to the cloning of GDEMU, and the soon the clones were all over eBay. These clones are supposedly very similar, and hard to tell apart from the original. One surefire way to tell is if you brick the unit while trying to upgrade the firmware, as the clones are not compatible official firmware.</span></font></div><div><span style="background-color: white; color: #212529; font-family: inherit; font-size: 16px;">The installation of the unit is easy, but the SD card setup is a pain, at least it was for me. My desktop computer is a Mac, and per usual, there are fewer software options for Mac users. I have an old HP laptop that barely runs Windows 10 that I use for programs of this sort, and its not graceful. From needing to format to FAT32, to ripping the games into the CCD or GDI formats, to adding the games to numeric folders, there is some nonintuitive front work needed. I eventually got it running, but there are still weird issues here and there that bother me. Things like extra folders titled "unsupported game", or the super long startup process. I like things to be neat and organized, and fixing weird errors and issues took some sleuthing and a lot of time.</span><span style="background-color: white; color: #212529; font-family: inherit; font-size: 16px;"> I teeter back and forth as to whether it is worth it, as I still have all of my original games, and another Dreamcast that is region modded. </span></div><div><span style="background-color: white; color: #212529; font-family: inherit; font-size: 16px;"><br /></span></div><div><font face="inherit"><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-vekTeZYgynI/XxJtmKsYtPI/AAAAAAAHN8E/cbCHHTgxAgEf4P5C4KcthurgOWIE0sr8QCLcBGAsYHQ/s2048/IMG_0215.JPG" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="2048" data-original-width="1536" height="320" src="https://1.bp.blogspot.com/-vekTeZYgynI/XxJtmKsYtPI/AAAAAAAHN8E/cbCHHTgxAgEf4P5C4KcthurgOWIE0sr8QCLcBGAsYHQ/s320/IMG_0215.JPG" /></a></div><br /><span style="background-color: white; color: #212529; font-size: 16px;"><br /></span></font></div><div><font face="inherit"><span style="background-color: white; color: #212529; font-size: 16px;">My second ODE was Rhea, for the model 1 Sega Saturn (20 pin variant - there was also a version made for the model 2 Saturns called Phoebe). Also produced by Deunan, the one-man shop operation was also limited in its production scope. I resorted to picking one up from eBay.</span></font></div><div><font face="inherit"><span style="background-color: white; color: #212529; font-size: 16px;">I was far more interested in this than the GDEMU as the Saturn is possibly my favorite console. I have way more games for the Saturn than the DC, and so using Clone CD to rip the games to CCD format was a long and arduous process. Prepping the SD card was equally as painful as the GDEMU, perhaps more so due to the larger number of games that I processed. </span></font></div><div><span style="background-color: white; color: #212529; font-family: inherit; font-size: 16px;">Operationally, the Rhea works wonderfully once configured properly. It allowed me to play my games without fear of dropping or scratching them, as Saturn games have really shot up in value (I'm not so concerned with value as I am the cost to replace). The button combination to back out to the menu is a nice touch. </span></div><div><font face="inherit"><span style="background-color: white; color: #212529; font-size: 16px;"><br /></span></font></div><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-Ha3_dj6uG4Y/XxJtvThAI0I/AAAAAAAHN8I/YMgJ_3BAvkUu0wjSUeGNGXDnxTSPYhEMACLcBGAsYHQ/s2048/IMG_1348.JPG" style="margin-left: 1em; margin-right: 1em; text-align: center;"><img border="0" data-original-height="2048" data-original-width="1416" height="400" src="https://1.bp.blogspot.com/-Ha3_dj6uG4Y/XxJtvThAI0I/AAAAAAAHN8I/YMgJ_3BAvkUu0wjSUeGNGXDnxTSPYhEMACLcBGAsYHQ/w276-h400/IMG_1348.JPG" width="276" /></a></div><div class="separator" style="clear: both; text-align: center;"><br /></div><div></div><div><font face="inherit"><span style="background-color: white; color: #212529; font-size: 16px;">My third ODE is the Super S</span></font><font face="inherit"><span style="background-color: white; color: #212529; font-size: 16px;">ystem 3 for the</span></font><span style="background-color: white; color: #212529; font-family: inherit; font-size: 16px;">PC Engine/Turbo Grafx-16, made by Terra Onion. This is not as much a disc drive replacement as much as it is an accessory that mimics the CD Rom attachment. The setup for this was significantly easier than the two previous entries. All you need to do is drop your game files (CD Rom games or Hu card games) onto a card and insert; its about as plug and play as it should be. There is something to be said for simplicity of setup when it comes to devices like this.</span></div><div><span style="background-color: white; color: #212529; font-family: inherit; font-size: 16px;">There were some issues early on with video quality, but those have been mitigated since. Not only does the SSD3 allow you to play your games from an SD card, it taps into the RGB video pinouts, allowing mod-free RGB video with the proper cables. Last but not least, it contains the necessary CD system cards built in. Using all original hardware to play PC Engine CD Roms is confusing and expensive, so this unit is well worth it's asking price. </span></div><div><font face="inherit"><span style="background-color: white; color: #212529; font-size: 16px;"><br /></span></font></div><div><font face="inherit"><span style="background-color: white; color: #212529; font-size: 16px;">That brings us to MODE, an acronym for Multi Optical Disc Emulator, again produced by Terra Onion. This is like a GDEMU and Rhea combined into one; you can install it either in a Saturn or a Dreamcast. I don't think I'm going to swap mine back and forth, but it is an option. It's functional purpose is the same as the first two ODE's, to play games from an SD card. This carries with it some additional features, such as being able to use three different storage formats: micro SD, USB, or hard drive. Use whatever you have lying around, there is no need to buy additional storage if you have it. MODE is compatible with both versions of the Saturn as well as VA0 and VA1 Dreamcast variants. </span></font></div><div><font face="inherit"><span style="background-color: white; color: #212529; font-size: 16px;"><br /></span></font></div><div><font face="inherit"><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-H00B3cp2GCs/XxJsruG7TsI/AAAAAAAHN7s/KMagT6ftN7owOO1-Z9w6sKQzOjKALNzUQCLcBGAsYHQ/s2048/Image_2%2B2020-07-17_22-27-42.jpeg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1351" data-original-width="2048" height="264" src="https://1.bp.blogspot.com/-H00B3cp2GCs/XxJsruG7TsI/AAAAAAAHN7s/KMagT6ftN7owOO1-Z9w6sKQzOjKALNzUQCLcBGAsYHQ/w400-h264/Image_2%2B2020-07-17_22-27-42.jpeg" width="400" /></a></div><span style="background-color: white; color: #212529; font-size: 16px;"><br /></span></font></div><div><span style="background-color: white;"><font color="#212529" face="inherit">The installation of MODE does not require any soldering, just some </font><font color="#212529">disassembly</font><font color="#212529" face="inherit"> with a screwdriver. The board itself is larger than the Rhea, to accommodate the added pin outs for variety of models that it supports. Its a wonky fit, as one of the legs is poised to rest on the ribbon cable for the controller board. The legs that come with it have self adhesive feet, so this helps keep it in place. Also, once installed, the storage device is not accessible as it is in the other ODEs, so make sure you have what you want on the SD card the first time, or you'll be taking the console apart over and over.</font></span></div><div><span style="background-color: white;"><font color="#212529" face="inherit"><br /></font></span></div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><br /></div><div></div><div><span style="background-color: white;"><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-uBiNULd_NsI/XxJs-Gc5uRI/AAAAAAAHN70/BzKVNgBtKAU_KGi2QgPU-fdmfY7fhaw-ACLcBGAsYHQ/s2048/IMG_3780.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1536" data-original-width="2048" height="300" src="https://1.bp.blogspot.com/-uBiNULd_NsI/XxJs-Gc5uRI/AAAAAAAHN70/BzKVNgBtKAU_KGi2QgPU-fdmfY7fhaw-ACLcBGAsYHQ/w400-h300/IMG_3780.jpg" width="400" /></a></div><br /><font color="#212529" face="inherit"><br /></font></span></div><div><span style="background-color: white;"><font color="#212529" face="inherit">The interface is clean and simple, if a little jittery as it is presented in 480i. Games can be nested in folders, which is a big deal for me, as I like to categorize my games by genre. The menu options are sparse but appreciated, and currently the reset to menu feature is not working, it just resets to the same loaded game. However, </font></span><span style="background-color: white; color: #212529; font-family: inherit;">I have been told by customer support that this will be remedied in a future firmware update. I hope this comes soon, because power cycling the console to change games gets old.</span></div><div><span style="background-color: white; color: #212529; font-family: inherit;">The menu has support for cover art display, via downloadable support file. This is a nice touch, even if some of the art is oddly cropped.</span></div><div><span style="background-color: white;"><font color="#212529" face="inherit"><br /></font></span></div><div><span style="background-color: white;"><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-JD3AQEJA9WE/XxODxcDIg3I/AAAAAAAHN8c/ZG7mSQeRY_EKQ--vXAeJ9b8haIk5wUHHwCLcBGAsYHQ/s2048/Image_1%2B2020-07-18_18-00-43.jpeg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1536" data-original-width="2048" height="375" src="https://1.bp.blogspot.com/-JD3AQEJA9WE/XxODxcDIg3I/AAAAAAAHN8c/ZG7mSQeRY_EKQ--vXAeJ9b8haIk5wUHHwCLcBGAsYHQ/w500-h375/Image_1%2B2020-07-18_18-00-43.jpeg" width="500" /></a></div><font color="#212529" face="inherit"><br /></font></span></div><div><span style="background-color: white;"><font color="#212529" face="inherit">The gameplay is as it should be, I have not encountered any issues with any of my games. The RAM carts work as they should as well. </font></span></div><div><br /></div><div><font color="#212529"><span style="background-color: white;">Priced at $200 ($182 euros), it is the most expensive option compared to Rhea/Phoebe (132 euros) and Finrir ($104.5). Even still, I feel like this is the most polished option, and users will have the most positive experience with it. Tinkerers who don't mind doing extra legwork can get along just fine with the others, I did for a while. But I found those to be cumbersome whenever I wanted to change something, I had to relearn the nuances and quirks of the setup and eventually ended up succeeding, but not without struggling. </span></font></div><div><span style="background-color: white;"><font color="#212529" face="inherit"><br /></font></span></div><div><span style="background-color: white;"><span style="color: #212529;">Overall, I highly recommend MODE. While there are other devices options that achieve the same function, MODE has refinements that improve the user experience. The higher compatibility with game files, the multiple options for storage media, the clean and simple visual interface, the ease of setup, and availability are all reasons that put this at the top. </span></span></div><div><span style="background-color: white;"><font color="#212529" face="inherit"><br /></font></span></div><div><font face="inherit"><span style="background-color: white; color: #212529; font-size: 16px;"><br /></span></font></div><div><font face="inherit"><span style="background-color: white; color: #212529; font-size: 16px;"><br /></span></font></div><div><br /></div>andrewpark800http://www.blogger.com/profile/10165560739129556519noreply@blogger.com1tag:blogger.com,1999:blog-1258436629181805245.post-3465761147049040742020-04-21T09:48:00.000-05:002020-12-16T13:52:10.977-06:00Playstation Shoot' em Ups!<div class="separator" style="clear: both; text-align: center;">
<a href="https://2.bp.blogspot.com/-H3cIkuYImCQ/XD3ph6RN11I/AAAAAAAHCFU/OURKRVjJ670zTzwlYnBYmluKTUo3e31_wCLcBGAs/s1600/G.%2BDarius%2B%2528USA%2529-181214-035458.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><span style="font-family: "helvetica neue" , "arial" , "helvetica" , sans-serif;"><img border="0" data-original-height="1080" data-original-width="1440" height="300" src="https://2.bp.blogspot.com/-H3cIkuYImCQ/XD3ph6RN11I/AAAAAAAHCFU/OURKRVjJ670zTzwlYnBYmluKTUo3e31_wCLcBGAs/s400/G.%2BDarius%2B%2528USA%2529-181214-035458.png" width="400" /></span></a></div>
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<span style="font-family: "helvetica neue" , "arial" , "helvetica" , sans-serif;">The Sony Playstation was the hands-down winner of the 5th generation console wars between the Sega Saturn and N64. Objectively, based on sales, there was no comparison. It wasn't my favorite console of that generation, but it had a great library nonetheless. There were several cross-platform entries, but that's OK. Several of these are Japanese exclusives, but they can be played with other means today.</span><br />
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<span style="font-family: "helvetica neue" , "arial" , "helvetica" , sans-serif;"><span style="font-family: "trebuchet ms" , sans-serif;"><br /></span><span style="font-family: "trebuchet ms" , sans-serif;"><br /></span><span style="font-family: "trebuchet ms" , sans-serif; font-size: large;">Raycrisis and Raystorm</span></span><br />
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<tr><td style="text-align: center;"><a href="https://2.bp.blogspot.com/-ilYPg0lXkIY/XDIqB46gs4I/AAAAAAAHB5Y/QDygR9YscPUjMC0sJZVDNjmd8od-_2oZACLcBGAs/s1600/Raycrisis%2B-%2BSeries%2BTermination%2B%2528USA%2529-190106-005538.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><span style="font-family: "helvetica neue" , "arial" , "helvetica" , sans-serif;"><img border="0" data-original-height="1080" data-original-width="1440" height="300" src="https://2.bp.blogspot.com/-ilYPg0lXkIY/XDIqB46gs4I/AAAAAAAHB5Y/QDygR9YscPUjMC0sJZVDNjmd8od-_2oZACLcBGAs/s400/Raycrisis%2B-%2BSeries%2BTermination%2B%2528USA%2529-190106-005538.png" width="400" /></span></a></td></tr>
<tr><td class="tr-caption" style="font-size: 12.8px;"><span style="font-family: "helvetica neue" , "arial" , "helvetica" , sans-serif;">Raycrisis</span></td></tr>
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<tr><td style="text-align: center;"><a href="https://1.bp.blogspot.com/-Pdn3kqZLsWk/XDIqMsazS_I/AAAAAAAHB5c/HgkFQns7qhYCDkfxYmNNYIBcHyfRX6rGACLcBGAs/s1600/RayStorm%2B%2528USA%2529-181215-021253.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><span style="font-family: "helvetica neue" , "arial" , "helvetica" , sans-serif;"><img border="0" data-original-height="1080" data-original-width="1440" height="300" src="https://1.bp.blogspot.com/-Pdn3kqZLsWk/XDIqMsazS_I/AAAAAAAHB5c/HgkFQns7qhYCDkfxYmNNYIBcHyfRX6rGACLcBGAs/s400/RayStorm%2B%2528USA%2529-181215-021253.png" width="400" /></span></a></td></tr>
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<span style="font-family: "helvetica neue" , "arial" , "helvetica" , sans-serif;">Raycrisis and Raystorm are very similar in theme and gameplay. I think one is the sequel, or prequel to the other, its hard to tell as they are both set in the future. Everything is rendered in 3D for both games, and they haven't aged all that well. Once you accept this there is fun to be had here. The primary game mechanic here is the lock on targeting for enemies in the background plane. Your main laser is fine, but the real fun is using the targeting reticule and taking out enemies before they arrive on your plane. Of the two, I prefer Raystorm, as I feel the control is better. In both games, there is a slight return to center if you let go, giving is a slight "on-rails" character. The pull to center is a bit too strong on Raycrisis for my liking. Maybe you won't notice it, maybe its in my head. It's not a deal beaker.</span><br />
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<span style="font-family: "helvetica neue" , "arial" , "helvetica" , sans-serif;"><span style="font-family: "trebuchet ms" , sans-serif;"><br /></span><span style="font-family: "trebuchet ms" , sans-serif; font-size: large;">G-Darius</span></span><br />
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<a href="https://2.bp.blogspot.com/-aOpGt2EhUfM/XDIqSPrjSHI/AAAAAAAHB5g/4b5g70thsVI34PB6WxSQ0mKxOIEfk0MfACLcBGAs/s1600/G.%2BDarius%2B%2528USA%2529-181214-035515.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><span style="font-family: "helvetica neue" , "arial" , "helvetica" , sans-serif;"><img border="0" data-original-height="1080" data-original-width="1440" height="300" src="https://2.bp.blogspot.com/-aOpGt2EhUfM/XDIqSPrjSHI/AAAAAAAHB5g/4b5g70thsVI34PB6WxSQ0mKxOIEfk0MfACLcBGAs/s400/G.%2BDarius%2B%2528USA%2529-181214-035515.png" width="400" /></span></a></div>
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<span style="font-family: "helvetica neue" , "arial" , "helvetica" , sans-serif;">Another Darius game in a long line of Darius games, G-Darius makes the leap into 3D (actually 2.5D as it is still side-scrolling) with mixed success. The Bosses are larger than life and look good, but almost everything else doesn't. The gameplay is traditional Darius gameplay, except for the new capture ball that you can through at enemies (usually mid-bosses), and force them to fight on your side. A novel tactic that was explored in Darius Gaiden, but put to greater use here. Overall its a fun Darius game.</span><br />
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<span style="font-family: "helvetica neue" , "arial" , "helvetica" , sans-serif;"><span style="font-family: "trebuchet ms" , sans-serif;"><br /></span><span style="font-family: "trebuchet ms" , sans-serif;"><br /></span><span style="font-family: "trebuchet ms" , sans-serif; font-size: large;">R-Types</span></span><br />
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<a href="https://4.bp.blogspot.com/-41qR9ykixRs/XDIqWh-EJ8I/AAAAAAAHB5k/HY2mNI59XUE-5a0xU8zycw_-_2LMPm01wCLcBGAs/s1600/R-Types%2B%2528USA%2529-190106-035810.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><span style="font-family: "helvetica neue" , "arial" , "helvetica" , sans-serif;"><img border="0" data-original-height="1080" data-original-width="1440" height="300" src="https://4.bp.blogspot.com/-41qR9ykixRs/XDIqWh-EJ8I/AAAAAAAHB5k/HY2mNI59XUE-5a0xU8zycw_-_2LMPm01wCLcBGAs/s400/R-Types%2B%2528USA%2529-190106-035810.png" width="400" /></span></a></div>
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<span style="font-family: "helvetica neue" , "arial" , "helvetica" , sans-serif;">From what I can tell, this is a near arcade perfect port of R-Type. There are a couple of home ports of this game, but I think this is the best, it looks great through RGB via scart. I am terrible at this game and nothing has changed. Both R-Type and R-Type II are on this port, and some options are selectable at the onset as well. I wish I were better at this game, as I feel my enjoyment of it is limited due to its punishing difficulty. Its a great game, I just have some kind of mental block where I die at the same point over and over again. One day I'm going to practice and try to get through it. One day.</span><br />
<span style="font-family: "helvetica neue" , "arial" , "helvetica" , sans-serif;"><span style="font-family: "trebuchet ms" , sans-serif;"><br /></span><span style="font-family: "trebuchet ms" , sans-serif;"><br /></span><span style="font-family: "trebuchet ms" , sans-serif; font-size: large;">Gekioh: Shooting King</span></span><br />
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<a href="https://3.bp.blogspot.com/-3xlaGAVwUvY/XDIqaP--12I/AAAAAAAHB5o/xOn5I4lUpjMgkI76oze0_YSL7ErRHArBwCLcBGAs/s1600/Gekioh%2B-%2BShooting%2BKing%2B%2528USA%2529-181214-040513.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><span style="font-family: "helvetica neue" , "arial" , "helvetica" , sans-serif;"><img border="0" data-original-height="1070" data-original-width="1071" height="398" src="https://3.bp.blogspot.com/-3xlaGAVwUvY/XDIqaP--12I/AAAAAAAHB5o/xOn5I4lUpjMgkI76oze0_YSL7ErRHArBwCLcBGAs/s400/Gekioh%2B-%2BShooting%2BKing%2B%2528USA%2529-181214-040513.png" width="400" /></span></a></div>
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<span style="font-family: "helvetica neue" , "arial" , "helvetica" , sans-serif;">This game is a fairly straight-forward game. Known on the Sega Saturn as Shienryu, the localized name doesn't do it any favors. I can't see it flying off the shelves with a name like that.</span><br />
<span style="font-family: "helvetica neue" , "arial" , "helvetica" , sans-serif;">Anyway, its a very competent 2D vertically scrolling shooter, with some very nice effects. When enemy ships are hit, they trail downward, venting smoke all the way until they impact. This is impressive for a sprite-based game. The lightning weapon is equally as impressive when powered up; it jumps from enemy to enemy as it dispatches them one by one. Also present are a typical vulcan that widens with power ups and missile salvos. The character of the bombs also change, depending on which weapon you have. Control is smooth, and speed up capsules are available. Its a fun, lesser-known title.</span><br />
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<a href="https://3.bp.blogspot.com/-Q72kmr8YseA/XDK5GM4Dh5I/AAAAAAAHB6k/U4nW8POsSQ0AE1_nqvPNUCBlpCUnoqovwCLcBGAs/s1600/Raiden%2BProject%252C%2BThe%2B%2528USA%2529-181215-020207.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><span style="font-family: "helvetica neue" , "arial" , "helvetica" , sans-serif;"><img border="0" data-original-height="1067" data-original-width="937" height="400" src="https://3.bp.blogspot.com/-Q72kmr8YseA/XDK5GM4Dh5I/AAAAAAAHB6k/U4nW8POsSQ0AE1_nqvPNUCBlpCUnoqovwCLcBGAs/s400/Raiden%2BProject%252C%2BThe%2B%2528USA%2529-181215-020207.png" width="351" /></span></a></div>
<span style="font-family: "helvetica neue" , "arial" , "helvetica" , sans-serif;"><span style="font-family: "trebuchet ms" , sans-serif;"><br /></span><span style="font-family: "trebuchet ms" , sans-serif;">This is a tweaked and refined version of Raiden II, with more options and more advanced scoring mechanics. Specifically, you can choose from three levels: Alpha (training), Beta (5 stages), and Charlie (8 stages). Stages are remixed in the later Charlie level from the original Raiden II. It's kinda like the special champion edition hyper fighting version of Raiden. If you liked the earlier Raiden games, you'll like this as well. </span></span><br />
<span style="font-family: "helvetica neue" , "arial" , "helvetica" , sans-serif;"><span style="font-family: "trebuchet ms" , sans-serif;"><br /></span><span style="font-family: "trebuchet ms" , sans-serif;"><br /></span><span style="font-family: "trebuchet ms" , sans-serif;"><br /></span><span style="font-family: "trebuchet ms" , sans-serif; font-size: large;">In the Hunt</span></span><br />
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<a href="https://4.bp.blogspot.com/-hxu1Lwfm2qo/XDIqi4L9P8I/AAAAAAAHB5w/JBShc0TtBrAaNXDXJVH6xb75EdsVrKOUACLcBGAs/s1600/In%2Bthe%2BHunt%2B%2528USA%2529-190106-045549.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><span style="font-family: "helvetica neue" , "arial" , "helvetica" , sans-serif;"><img border="0" data-original-height="1080" data-original-width="1440" height="300" src="https://4.bp.blogspot.com/-hxu1Lwfm2qo/XDIqi4L9P8I/AAAAAAAHB5w/JBShc0TtBrAaNXDXJVH6xb75EdsVrKOUACLcBGAs/s400/In%2Bthe%2BHunt%2B%2528USA%2529-190106-045549.png" width="400" /></span></a></div>
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<span style="font-family: "helvetica neue" , "arial" , "helvetica" , sans-serif;">A unique game in that there are very few submarine-based shoot'em ups. Without doing too much digging I can say this is the best one. Developed by the same team members as the Metal Slug series, the detail oozes from every pore. The love that went into the character sprite design is unparalleled. For a traditionally slow moving vehicle like a submarine, you might think that the level of action would be muted, but think again. There is so much going on at one time, it can be difficult to focus. Each torpedo, depth charge, missile, and explosion is laden with follow through animations, giving the game a level of animation that is inspiring. This can lead to some slowdown, as would be expected, but its a worthy tradeoff.</span><br />
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<span style="font-family: "helvetica neue" , "arial" , "helvetica" , sans-serif; font-size: large;">Zanac Neo</span><br />
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<a href="https://1.bp.blogspot.com/-clluS66dEHM/XDIqtmyd_oI/AAAAAAAHB58/UsNdF9jk8j0EVFeXbwwpMmvkQ8fS4gg3ACLcBGAs/s1600/ZanacXZanac-190106-042414.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><span style="font-family: "helvetica neue" , "arial" , "helvetica" , sans-serif;"><img border="0" data-original-height="1080" data-original-width="1440" height="300" src="https://1.bp.blogspot.com/-clluS66dEHM/XDIqtmyd_oI/AAAAAAAHB58/UsNdF9jk8j0EVFeXbwwpMmvkQ8fS4gg3ACLcBGAs/s400/ZanacXZanac-190106-042414.png" width="400" /></span></a></div>
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<span style="font-family: "helvetica neue" , "arial" , "helvetica" , sans-serif;">The first Zanac game on the NES was a difficult game. Even for its time, it was pretty impossible without a turbo fire setting. Zanac Neo, found on the Zanac X Zanac collection, shows its heritage in that regard. The visuals are fantastic, and the music is modernized with a trance - electronica grove thing going on, its reminds me of the music in Lumines. Like the original Zanac game, power ups are numbered, and you can level each one up if you collect them consecutively. It was developed my Compile, and similarities can be gleaned here and there if you follow the genre. I had more fun after I notched the difficulty down a bit.</span><br />
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<a href="https://2.bp.blogspot.com/-tef7HUQ_Azk/XDdvykxp4mI/AAAAAAAHB-0/itTHv7jrKh0_LgSGZOnorfBcO2CQAM_GQCLcBGAs/s1600/Sexy%2BParodius%2B%2528Japan%2529-190106-040548.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><span style="font-family: "helvetica neue" , "arial" , "helvetica" , sans-serif;"><img border="0" data-original-height="1038" data-original-width="1288" height="321" src="https://2.bp.blogspot.com/-tef7HUQ_Azk/XDdvykxp4mI/AAAAAAAHB-0/itTHv7jrKh0_LgSGZOnorfBcO2CQAM_GQCLcBGAs/s400/Sexy%2BParodius%2B%2528Japan%2529-190106-040548.png" width="400" /></span></a></div>
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<span style="font-family: "helvetica neue" , "arial" , "helvetica" , sans-serif;">The Parodius series originated as a spin off of Gradius. The power up system and difficulty are the obvious give aways. The stage and enemy design is laden with choices that make you wonder what the programmers were smoking. There are multiple releases for the Playstation, but they were Japanese exclusives, like many games on this list. They are worth tracking down, as they are definitely unique, and a refreshing departure from the usual grim shoot'em ups out there.</span></div>
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<span style="font-family: "helvetica neue" , "arial" , "helvetica" , sans-serif; font-size: large;">Harmful Park</span><br />
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<a href="https://4.bp.blogspot.com/-pB3obcs53k8/XDIqoJo0wtI/AAAAAAAHB50/dXHYVW_vW5A3ogIcXoSCZjkKRoRr1mIAwCLcBGAs/s1600/Harmful%2BPark%2B%2528Japan%2529-190106-045003.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><span style="font-family: "helvetica neue" , "arial" , "helvetica" , sans-serif;"><img border="0" data-original-height="1080" data-original-width="1440" height="300" src="https://4.bp.blogspot.com/-pB3obcs53k8/XDIqoJo0wtI/AAAAAAAHB50/dXHYVW_vW5A3ogIcXoSCZjkKRoRr1mIAwCLcBGAs/s400/Harmful%2BPark%2B%2528Japan%2529-190106-045003.png" width="400" /></span></a></div>
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<span style="font-family: "helvetica neue" , "arial" , "helvetica" , sans-serif;">Once you get used to Parodius, the next step in weird shooters is Harmful Park. This game takes place in a theme park setting and builds stages around them. Roller coasters, zoos, candy shops, haunted houses all make for colorful and active scenery. Oddly, there is a wedding chapel scene where a distraught groom's tears spray out and kill you. Makes sense. The weapons are as random as the stage design, employing pie throwing, shooting potatoes, and an sundae explosion. You can acquire a jello shield, becoming encased in a jello mold (like in The Office). If you die, you respawn automatically, which I much prefer. You'll likely die a lot as you get distracted by all of the random background happenings; its worth it as the game design is some of the most inventive ever seen in a shooter. This game is prohibitively expensive, it may be the most expensive shoot 'em up on the system, so find another way to play.</span><br />
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<span style="font-family: "helvetica neue" , "arial" , "helvetica" , sans-serif; font-size: large;">Thunder Force V: Perfect System</span><br />
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<a href="https://1.bp.blogspot.com/-3J0x1wuT2D8/XBfGCW-SRYI/AAAAAAAGZ_o/rnY0d5Sa28o8FgWoq7_zwdFlUp9a7iNGgCLcBGAs/s1600/Thunder%2BForce%2BV%2B-%2BPerfect%2BSystem%2B%2528USA%2529-181217-025453.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><span style="font-family: "helvetica neue" , "arial" , "helvetica" , sans-serif;"><img border="0" data-original-height="1080" data-original-width="1440" height="300" src="https://1.bp.blogspot.com/-3J0x1wuT2D8/XBfGCW-SRYI/AAAAAAAGZ_o/rnY0d5Sa28o8FgWoq7_zwdFlUp9a7iNGgCLcBGAs/s400/Thunder%2BForce%2BV%2B-%2BPerfect%2BSystem%2B%2528USA%2529-181217-025453.png" width="400" /></span></a></div>
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<span style="font-family: "helvetica neue" , "arial" , "helvetica" , sans-serif;">The Thunder Force series cut its teeth on the Genesis/Mega Drive, and the jump to 3D was inevitable for this platform. The action is still primarily side scrolling, with polygons in lieu of sprites. I find the visuals to be a step back, as the sprite work in the previous entries was so good in comparison to chunky polygonal shapes. Aside from the newer visuals, the gameplay is largely the same. Some of the typical weapons remain, but a new entry is the game-wrecking Free Range weapon. It's a little hard to use at first, but master it and you can take down bosses in no time. This was originally released for the Saturn.</span><br />
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<a href="https://2.bp.blogspot.com/-Rsdn0Oqtbg4/XBfHLzinvvI/AAAAAAAGaAc/JlOdRbOzAQocxthlKnaNdFWz8lspGsSVwCLcBGAs/s1600/Salamander%2BDeluxe%2BPack%2BPlus%2B%2528Japan%2529-181215-020716.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><span style="font-family: "helvetica neue" , "arial" , "helvetica" , sans-serif;"><img border="0" data-original-height="1035" data-original-width="1289" height="320" src="https://2.bp.blogspot.com/-Rsdn0Oqtbg4/XBfHLzinvvI/AAAAAAAGaAc/JlOdRbOzAQocxthlKnaNdFWz8lspGsSVwCLcBGAs/s400/Salamander%2BDeluxe%2BPack%2BPlus%2B%2528Japan%2529-181215-020716.png" width="400" /></span></a></div>
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<span style="font-family: "helvetica neue" , "arial" , "helvetica" , sans-serif;">This collection features Salamander, Life Force, and Slamander 2. Life Force and Samander are essentially the same game, except that Life Force adopts the collected-power-capsule method of weapon upgrading, like Gradius. Both Salamander games were unreleased stateside. The real treat here is Salamander 2. The graphics and stage design take another step forward in the series, and it is one of the most enjoyable games to play in the Gradius-Salamander lineage.</span><br />
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<a href="https://4.bp.blogspot.com/-spZGXxIVK1U/XBfF984Vb1I/AAAAAAAGaAA/zVKYLlpAfWovjGY_NL5d15Up9Pm8zMfRwCEwYBhgL/s1600/R-Type%2BDelta%2B%2528USA%2529-181214-042325.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><span style="font-family: "helvetica neue" , "arial" , "helvetica" , sans-serif;"><img border="0" data-original-height="1080" data-original-width="1440" height="300" src="https://4.bp.blogspot.com/-spZGXxIVK1U/XBfF984Vb1I/AAAAAAAGaAA/zVKYLlpAfWovjGY_NL5d15Up9Pm8zMfRwCEwYBhgL/s400/R-Type%2BDelta%2B%2528USA%2529-181214-042325.png" width="400" /></span></a></div>
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<span style="font-family: "helvetica neue" , "arial" , "helvetica" , sans-serif;">The fourth installment in the series also takes the leap into 3D. While most early 3D visuals don't age well, I find these more palatable than those in Thunder Force V. The gameplay is definitely R-Type, with newer features like adjustable speed, and a charge up system for the force pod. It is not as punishing as the previous entries, but still its not easy. It is a nice refinement of the series.</span><br />
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<span style="font-family: "helvetica neue" , "arial" , "helvetica" , sans-serif; font-size: large;">Gradius Gaiden (import)</span><br />
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<a href="https://2.bp.blogspot.com/-aWkuZdVPeZo/XBfF9P3C0qI/AAAAAAAGaAU/LMDJfSkklN4gPRw6gYDaRF6PoMN9yl74wCEwYBhgL/s1600/Gradius%2BGaiden%2B%2528J%2529%2BSLPM%2B86042-181214-041401.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><span style="font-family: "helvetica neue" , "arial" , "helvetica" , sans-serif;"><img border="0" data-original-height="1080" data-original-width="1440" height="300" src="https://2.bp.blogspot.com/-aWkuZdVPeZo/XBfF9P3C0qI/AAAAAAAGaAU/LMDJfSkklN4gPRw6gYDaRF6PoMN9yl74wCEwYBhgL/s400/Gradius%2BGaiden%2B%2528J%2529%2BSLPM%2B86042-181214-041401.png" width="400" /></span></a></div>
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<span style="font-family: "helvetica neue" , "arial" , "helvetica" , sans-serif;">By this point in time, the Gradius franchise is well established, and the gameplay is fairly predictable to those who follow the series. What makes this game stand out is the beautiful attention to detail in visuals. The stage design, enemies, and bosses all were lovingly designed, as if to make a statement with the first entry in the the 32-bit generation. Being a gradius game, it is just as difficult as you would expect it to be, but you will enjoy every death as the game is much more appealing to look at.</span><br />
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<a href="https://3.bp.blogspot.com/-JjrZOGHb-WI/XBfHaCBHuNI/AAAAAAAGaAg/iZwYZlR-Or4ZA0avs9kOh9fwbRUzmvCvwCLcBGAs/s1600/Raiden%2BProject%252C%2BThe%2B%2528USA%2529-181215-020207.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><span style="font-family: "helvetica neue" , "arial" , "helvetica" , sans-serif;"><img border="0" data-original-height="1067" data-original-width="937" height="400" src="https://3.bp.blogspot.com/-JjrZOGHb-WI/XBfHaCBHuNI/AAAAAAAGaAg/iZwYZlR-Or4ZA0avs9kOh9fwbRUzmvCvwCLcBGAs/s400/Raiden%2BProject%252C%2BThe%2B%2528USA%2529-181215-020207.png" width="351" /></span></a></div>
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<span style="font-family: "helvetica neue" , "arial" , "helvetica" , sans-serif;">This is a collection of arcade versions of Raiden 1 and Raiden 2. Both ports are nearly perfect, with the addition of customizable button configurations and difficulty. This is a great choice for beginners due to that last feature. Having both games is a treat as well, since the first is a classic and the second improves upon the gameplay by adding a new weapon type, the purple toothpast laser, and a new scatter bomb. Just as you would expect, it is twice as fun with a second player. I had a hard time deciding between this and the Japan-only follow up, Daiden DX. Raiden Project just edged it out due to it having both games.</span><br />
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<span style="font-family: "helvetica neue" , "arial" , "helvetica" , sans-serif; font-size: large;">Darius Gaiden (import)</span><br />
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<a href="https://4.bp.blogspot.com/-9NehMw7tIRA/XBfF4RU965I/AAAAAAAGaAQ/inL8smFbmfUnM4Kz7NBSYL9-vZJgLIKzQCEwYBhgL/s1600/Darius%2BGaiden%2B%2528Japan%2529-181214-033705.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><span style="font-family: "helvetica neue" , "arial" , "helvetica" , sans-serif;"><img border="0" data-original-height="1080" data-original-width="1440" height="300" src="https://4.bp.blogspot.com/-9NehMw7tIRA/XBfF4RU965I/AAAAAAAGaAQ/inL8smFbmfUnM4Kz7NBSYL9-vZJgLIKzQCEwYBhgL/s400/Darius%2BGaiden%2B%2528Japan%2529-181214-033705.png" width="400" /></span></a></div>
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<span style="font-family: "helvetica neue" , "arial" , "helvetica" , sans-serif;">Darius games up this point were just average. The previous entries were OK, good enough for some casual play, but not really cracking anyone's lists of the best shooters. Darius Gaiden is in my opinion, the first Darius game to garner such attention. The screen bursts with color; this is the most visually appealing game in the series. The music is some really strange space opera on acid, as if alien fish teenagers were congregating at a rave near the edge of the universe, flailing glowsticks all about. The bosses are bigger than ever, and their demise is followed by a blinding screen flash. The outlandish screen sucking bomb is immensely satisfying to drop, and I regret every time I die not dropping them sooner. The difficult curve is appropriate, and you won't mind playing it over and over again as it is that funky.</span><br />
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<span style="font-family: "helvetica neue" , "arial" , "helvetica" , sans-serif; font-size: large;">Donpachi & Dodonpachi (import)</span><br />
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<a href="https://4.bp.blogspot.com/-ILgB6aDsvF8/XBfHmMK7GtI/AAAAAAAGaAo/A8xbg8JmfZ8uilqu09LvxDH-XLRXXlvoQCLcBGAs/s1600/DoDonPachi%2B%2528Japan%2529%2B%2528v1.1%2529-181214-034443.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><span style="font-family: "helvetica neue" , "arial" , "helvetica" , sans-serif;"><img border="0" data-original-height="1002" data-original-width="811" height="400" src="https://4.bp.blogspot.com/-ILgB6aDsvF8/XBfHmMK7GtI/AAAAAAAGaAo/A8xbg8JmfZ8uilqu09LvxDH-XLRXXlvoQCLcBGAs/s400/DoDonPachi%2B%2528Japan%2529%2B%2528v1.1%2529-181214-034443.png" width="323" /></span></a></div>
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<span style="font-family: "helvetica neue" , "arial" , "helvetica" , sans-serif;">Donpachi, one of the first games produced by developer Cave, made the blueprint for how to make a bullet-hell shoot'em up. The different firing styles add a now-taken-for-granted gameplay strategy of alternating between concentrated fire and weaker, wide shots. Many people play games like these for high scores or one-credit clears (1cc), but I'm content to just play and enjoy the game as it comes. I haven't 1cc'd any shooter, and probably won't anytime soon, but I appreciate these all the same.</span><br />
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<span style="font-family: "helvetica neue" , "arial" , "helvetica" , sans-serif; font-size: large;">Soukyugurentai Obushutsugeki (import)</span><br />
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<a href="https://3.bp.blogspot.com/-jBTyZ-iTUfg/XBfGBO9UyzI/AAAAAAAGaAU/5YmKqqtpOnoa1yE-O8mFRJ__ElsIT2fZQCEwYBhgL/s1600/Soukyuu%2BGurentai%2B-%2BOubushutsugeki-181215-021716.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><span style="font-family: "helvetica neue" , "arial" , "helvetica" , sans-serif;"><img border="0" data-original-height="1080" data-original-width="1440" height="300" src="https://3.bp.blogspot.com/-jBTyZ-iTUfg/XBfGBO9UyzI/AAAAAAAGaAU/5YmKqqtpOnoa1yE-O8mFRJ__ElsIT2fZQCEwYBhgL/s400/Soukyuu%2BGurentai%2B-%2BOubushutsugeki-181215-021716.png" width="400" /></span></a></div>
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<span style="font-family: "helvetica neue" , "arial" , "helvetica" , sans-serif;">One of the few Playstation appearances from Raizing, the developer that produced the excellent Battle Garegga for Saturn. This game makes use of a secondary plane attack, as in, being able to target enemies in the background and fire at them with homing lasers before they come to the fore front and pose a threat. The standard weapon is fine, but the real fun is trying to string together as many targeted background enemies as possible.</span><br />
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<a href="https://1.bp.blogspot.com/-2oEND2gFvWw/XBfHuwrPiEI/AAAAAAAGaAw/O5Ga3ytLSOAgZBjJjnRrGE5O8YMIiuLegCLcBGAs/s1600/strike19452-181217-030733.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><span style="font-family: "helvetica neue" , "arial" , "helvetica" , sans-serif;"><img border="0" data-original-height="1067" data-original-width="999" height="400" src="https://1.bp.blogspot.com/-2oEND2gFvWw/XBfHuwrPiEI/AAAAAAAGaAw/O5Ga3ytLSOAgZBjJjnRrGE5O8YMIiuLegCLcBGAs/s400/strike19452-181217-030733.png" width="373" /></span></a></div>
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<span style="font-family: "helvetica neue" , "arial" , "helvetica" , sans-serif;">I champion this series at every opportunity. To me, it is a near perfect shooter for all levels. The adjustable difficulty allows players to learn at their own pace. The variety of planes, each with their own attack patterns, charge shots, and bomb attacks adds a lot to replay value. The control is tight with the perfect amount of speed and maneuverability. Lots of color, realistic sprite design, imaginative bosses, and fine tuned amount of chaos make for one of my favorites. The two-player co-op adds tremendously to the fun factor. Parts 1 and 2 were released in Japan, whereas only part 2 was released in North America, but it was titled as "Strikers 1945" despite being the sequel.</span><br />
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<a href="https://3.bp.blogspot.com/-cd9QVXBPTCw/XBfF5lsOPTI/AAAAAAAGaAA/QtJlUW5DXXshhZ0Kqi1kFU3nJYKlUuAxQCEwYBhgL/s1600/Einhander%2B%2528USA%2529-181214-034848.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><span style="font-family: "helvetica neue" , "arial" , "helvetica" , sans-serif;"><img border="0" data-original-height="1080" data-original-width="1440" height="300" src="https://3.bp.blogspot.com/-cd9QVXBPTCw/XBfF5lsOPTI/AAAAAAAGaAA/QtJlUW5DXXshhZ0Kqi1kFU3nJYKlUuAxQCEwYBhgL/s400/Einhander%2B%2528USA%2529-181214-034848.png" width="400" /></span></a></div>
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<span style="font-family: "helvetica neue" , "arial" , "helvetica" , sans-serif;">The most intriguing entry on this list is also Squaresoft's only foray into shoot 'em ups. The developer that is renowned for RPGs tried its hand in the genre, and hit it out of the park. Clearly inspired by Blade Runner, the dark visuals, futuristic vibe, and rock'n techno music all contribute to a moody, serious, and challenging game. Its visuals are are 2.5D, with polygons instead of sprites, but 2D side-scrolling. This can be good or bad, and I think this is best case scenario for early polygons.</span><br />
<span style="font-family: "helvetica neue" , "arial" , "helvetica" , sans-serif;">Bosses are all oversized technical monstrosities, many of which transform and are dismantled piece by piece, making for satisfying battles. The primary mechanic in the game is controlling the weapon arm. Certain enemies carry weapons that can be captured after their demise. These weapons act as a secondary weapon, but in most cases are more powerful/useful than your main weapon, this is probably intended. Why Squaresoft did not follow it up is a mystery to me, perhaps they wanted to have a perfect track record for the genre, maybe the team that made the game got fired, who knows? I I think its one of the best in the genre, and even one of the best games on the console.</span><br />
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<span style="font-family: "helvetica neue" , "arial" , "helvetica" , sans-serif;">I do have issues with Sony's attempt at a d-pad, and find it sub-par. When I play any kind of 2-D game on PS1 I use the Sega Logistical Services Saturn pad, made for PS1. I also pull out the arcade stick here and there, but the Saturn pad is my controller of choice.</span><br />
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<a href="https://1.bp.blogspot.com/-oKiKkF-HBFA/XBpUDhIffVI/AAAAAAAGbb0/5641lAKaN0Y_lHrnjrjPi-L9MKdXW0N2gCLcBGAs/s1600/IMG_8074.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><span style="font-family: "helvetica neue" , "arial" , "helvetica" , sans-serif;"><img alt="The best Playstation controller for shmups is originally a Saturn controller." border="0" data-original-height="858" data-original-width="1600" height="213" src="https://1.bp.blogspot.com/-oKiKkF-HBFA/XBpUDhIffVI/AAAAAAAGbb0/5641lAKaN0Y_lHrnjrjPi-L9MKdXW0N2gCLcBGAs/s400/IMG_8074.JPG" title="" width="400" /></span></a></div>
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