Showing posts with label Genesis. Show all posts
Showing posts with label Genesis. Show all posts

Wednesday, July 8, 2020

Top 200 Games of All Time: 70 - 61

70: Darkstone
  • Year: 1999
  • System: PC
Darkstone is more or less a Diablo rip off. But like a really good Diablo rip off?

It fed my need for more Diablo. But it also filled a sort of general need for a role playing game. There wasn't this overarching hell is spilling into the world. There were fully populated villages to interact with. 

There of course were randomized dungeons. Dozens of enemies and spells and weapons. 

Darkstone wasn't better than Diablo, but in a time where Diablo clones were everywhere, Darkstone stood above the rest. 

Tuesday, July 7, 2020

Top 200 Games of All Time: 80 - 71

80: Warlords II
  • Year: 1993
  • System: PC
I didn't understand Warlords II for a long time. I had the Shareware version, so a lot of maps and characters were locked and if you clicked on them, you would get the "send a check or money order to this address." But I kept at it because what else was I going to do. I was getting like $5 in allowance, I couldn't exactly afford games. I survived mostly on shareware.

I'd play until inevitably, I would run out of units and die. I couldn't figure out how I was expected to win because the instructions were so obtuse. 

And then I discovered Gamefaqs. 

And then I started realizing checking out the ruins would get you treasure and maybe allies. And then I figured out how to make more units. And eventually I got really good at the game. 

Tuesday, June 23, 2020

Top 200 Games of All Time: 110-101

110: NBA Jam
  • Year: 1993
  • System: Genesis
Tournament Edition was probably a better game, but I have better memories around the original NBA Jam. We were not a basketball family, but for some reason, this was one of the first games we got for our Genesis. 

I loved putting in codes to play as Bill Clinton. I loved keeping my on fire streak alive for five minutes against the CPU. And even though the Chicago Bulls were pretty much most over-powered team in the game, you could still put together a great defense against them.

And nothing felt better than hitting a 3 pt buzzer beater. 

I loved watching my brother jumping for the reset button at the end of a match to try and save his record from an embarrassing loss being added. 

Top 200 Games of All Time: 120-111

120: XCOM: Enemy Unknown
  • Year: 2014
  • System: PC
X-COM is a frustrating game in that it gives you the odds to hit. And there's something in your dumb caveman brain that makes you think, "ohh, 60% chance to hit. That's definitely going to hit." And then when the dice roll doesn't go your way, you have to quickly adjust and prepare to get pummeled the next turn. 

X-COM is hard, as it should be. This is a strategy game. You're supposed to fail sometimes, readjust, and come back at it. 

X-COM 2 didn't live up to the first game, instead opting to spike the difficulty in ways that I don't think are fair. Too often are you flanked by unmarked enemies, and your squad immediately gunned down. But X-COM 1 felt mostly fair. Thee enemy ambushes came where you expected them to. 

Tuesday, June 16, 2020

Top 200 Games of All Time: 130-121


130: Streets of Rage 2
  • Year: 1993
  • System: Genesis
Streets of Rage 2 is what all beat-em-ups strive to be. An attainable win. Tough. Tons of style. That awesome 1980's movie-punk character design. Smooth frame rate. Variety of moves. And I think ultimately the most important part of a side scrolling beat-em-up, great couch co-op. 

Streets of Rage 2 really kicked off a lot of the 90s attitude. You had some American Gladiator-ass names like Stone and Blaze and Max Thunder. You had a playable character on roller blades. The entire city seemed to be made of brick held together by graffiti and hilariously translated signs like "It's Like Boo" and "Do! Baseball."

Top 200 Games of All Time: 140-131


140: Liero
  • Year: 1998
  • System: PC
I always liked Worms, but it always felt a little slow. Especially when playing against the AI where you would have to wait long periods of time for them to make a move. 

Liero solves that problem. Gone are the back and forth of turns, instead, we play for keeps. This is Worms: the Death Match. 

You move quickly through the underground tunnels, using grappling hooks, and firing wildly, cutting through the mud. Sometimes you might just carpet bomb downwind from you, hoping you'll get a lucky bounce of the trenches you were building. 

Liero was a free download I found when I was looking for a copy of Worms on the internet, and it ended up being a blast to play against my friends. 

Tuesday, June 9, 2020

Top 200 Games of All Time: 160-151

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160: Assassin's Creed: Black Flag
  • Year: 2013
  • System: PS4
Assassin's Creed 3 sucked. It didn't have any flow to the game. The forest and tree jumping didn't replace the feel of parkoring through a city. 

On top of that, the story was pretty lame. And besides a few missions (like running through a Revolutionary War battle), I don't remember a damn thing about the game. 

So when Assassin's Creed: Blackflag was announced, I wasn't convinced. Luckily for Ubisoft, what the hell else was I going to play on my new PlayStation 4?

The ship battles were a blast, the small piece meal islands everywhere gave you unique scenarios you couldn't just run from, and the story both in the pirate world and in the modern world was fun.

The ACII trilogy left a lot of really interesting story lines open, ACIII took itself too seriously and killed the momentum of some of those storylines. Blackflag took it in another direction and just got so meta-snake-eats-tail-way, that it was great. 

An evil gaming company has figured out how to generate games based off the memories of former assassin's. And then the plot starts unraveling nefarious happenings at the fake Ubisoft. 

159: Urban Strike
  • Year: 1992
  • System: Genesis
The "strike" series was a staple of the 16 bit era, coming to a culmination with the fifth generation's
Nuclear Strike. Even though there were two Strike's on the newer consoles, the 4th generation's Urban Strike is the peak of the series. 

You flew a helicopter with limited fuel and limited ammo (you could pick up more) and you would get various missions. You may need to steal giant mirrors from the bad guys, rescue a plastic surgeon who did work for the cult leader, or blow up an oil rig. 

As a kid, this game just seemed limitless. (Checking a YouTube walkthrough, I realize now it can be beat in under 3 hours pretty easily) You could choose between a few different choppers. There were missions where you would drive a tank or run around on foot. 

For Urban Strike, there was some Bond villain like cult leader that you were trying to stop. The cult leader ran for president and lost the 2000 election, ultimately forming a coup of some sort. 

158: Fighting Force
  • Year: 1997
  • System: PS1
Anyone with a PlayStation 1 had this demo. It came with your PlayStation, it came with magazine demos, it came with any Eidos demo disks. And because you had this demo, you played the parking lot area in front of the evil headquarters or Dr. Zeng hundreds of times.

Somewhere around the 70th time, you realized there was a bazooka hidden in the trunk of one of the cars. Which in turn had you playing another 70 times trying to figure out what else was hidden. 

I bought this game eventually and it became a co-op go-to. Each of the four characters had different stats and a different special move. The frame rate stayed up, the combat was varied and challenging, and the interactivity of the environments kept things interesting. This is the last beat-em-up game to get it's hooks into me. 

157: Contra 3: The Alien Wars
  • Year: 1992
  • System: SNES
My cousin got a SNES three years before I had a Sega. I was still stuck on the NES. So when he invited
me to spend the night and fired up the Super NES for the first time, my jaw hit the floor. The colors were so vivid, the sprites so detailed, and in the case of Contra 3, you saw what Mode 7 could do. 

We launched into the first game, the background seemed to move independently of the foreground. Enemies attacked from all sides. Power-ups flew overhead. But your brain couldn't put everything together because your finger was on the machine gun and jumps buttons constantly. 

And in the Contra tradition, mission 2 was from a completely different perspective. Instead of the long shooting gallery we know from the first game, we instead had a top down perspective that became popular in the PlayStation era with games like Loaded. 

And then in mission three, you're flying through the air, jumping from exploded piece of city to exploded piece of building. And then there was the patented 90s motorcycle level. And incredibly varied boss fights. 

Contra 3 is the best of the series. 

156: Perfect Dark
  • Year: 2000
  • System: N64
The missions were better than Goldeneye. The designs much cooler. The weapons much more interesting. And you could play the entire story in Co-op mode. Perfect Dark was such an interesting game. 

There were definitely downfalls. Requiring the expansion pack to give the RAM a boost was a huge bummer and extra cost. In fact, when I rented this from Blockbuster the first time, they didn't tell me about the expansion pack and I lost a day of rental. 

And then there's the other downfall. The multiplayer had the standard death match, but there were also something like 100 scenarios you could play through co-op. The issue is, every time you added another player, the frame rate was cut by 3/4. So if you dared trying to get four people into a game, expect every flick of the joystick to freeze your screen right before jerking your gun 110 degrees. 

Perfect Dark HD fixed some of these issues. The game didn't age well, especially the N64 control scheme, but there were few other games (until Halo) pulling off the technical feats Perfect Dark did. 

155: Pocket Bomberman
  • Year: 1998
  • System: Game-boy Color
I've always enjoyed playing the various Bomberman games against my friends. There's a tenseness with
trying to move quickly, think quickly, without trapping yourself between a bomb and a wall. 

Pocket Bomberman took the top down perspective and flipped the same sort of game play into a platformer. There was a cat and mouse game of trying to plant bombs to take out the enemies, without taking out yourself. Sometimes the timing was frustrating as you barely warmed the mid-section of an enemy and other times you found yourself standing next to a bomb without much you could do. 

154: Syndicate Plus
  • Year: 1994
  • System: PC
Syndicate was my first introduction to the corporation owned future dystopia. Corporations grew more powerful until they replaced the world governments. People lived in squalor. The corporations came up with a chip they could insert into a human that numbed their perception of the world. This of course lease to cyber enhancements and advertising directly to the brain. 

You could choose to either play as the corporation or as the rebellion. Essentially you lead a group of four cyborg soldiers in missions meant to stabilize regions and gain control for your corporation. But this wasn't just corporate espionage and buy outs (there was a little of that), these corporations have no qualms about carrying out assassinations and bomb detonations to meet their quarterly goals. 

153: Super Mario Maker
  • Year: 2015
  • System: Wii-U
This was the first Mario game since Galaxy to capture that childlike wonder in me again. I could load
up a level in any Mario style I wanted and had an unlimited treasure chest of them. 

Sure, many of the user generated content wasn't great, but I was amazed that there was this universal language of Mario where I could hop in, understand the intent behind the designer, and then see a Japanese or French flag next to their name. 

Mario is Mario is Mario. It's a unifier. 

And then when I finally went into the build tools, I was almost overwhelmed at all the ideas, the creativity that flowed through my brain. I was instantly the 5-year-old, cross-legged on the floor, drawing Mario levels on graph paper. 

152: Resident Evil
  • Year: 1996
  • System: PS1 
I didn't know how much I needed survival horror in my life. I was definitely too young to understand this game when I first played it. The puzzles were a little over my head, (I spent dozens of minutes trying to figure out how to equip the Emblem as a shield) but the moment I figured out you could push the statue over the railing and get a key, I was hooked. 

My cousin and I did a controller pass, examining every item, and looking for a hint. We were always low on ammo (on account of killing everything in every room) and ink ribbons. Eventually I found Gamefaqs, printed out a walk through, and we made it through. (Although, we were out of ink ribbons at the end of the game and had to play the final 30 minutes over and over again until finally beating it)

I've bought this game in every form it's existed in. The Director's Cut (with a much worse soundtrack, but interesting "Arrange" mode), the DS post with some new touch screen sequences, and of course the remake. 

151: Die Hard Trilogy
  • Year: 1996
  • System: PS1
Die Hard Trilogy is three good games in one. 

There was the third person shooter that covered the first movie's plot as you scaled Nakatomi Plaza. 

There was the incredible light gun game that covered most of the plot to Die Hard 2. 

And then there was the incredible predecessor to Crazy Taxi, where you drove a taxi to grab bombs in time that covered the plot of 3. 

Die Hard trilogy was one of the most complete games ever made for the PlayStation 1. It's unfortunate that the sequel was lackluster because I would've loved to see what other John McClain adventures they could come up with. 

Thursday, June 4, 2020

Top 200 Games of All Time: 170-161

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170: Shovel Knight
  • Year: 2014
  • System: Vita
I didn't know I needed Shovel Knight when I finally played Shovel Knight. I had just come off of a marathon Persona 4: Golden play through and had played through Uncharted 4 and COD Advance Warfare on the PS4. I was sort of exhausted from big experiences. 

Then Shovel Knight won my heart. 

The levels and enemies were a perfect combo to feel challenging, but totally do-able. You have a sense that you did something special, but obviously the game is built to allow you to win. I'm not that great at platformers and I made it far in Shovel Knight. 

It captured the feel of a NES game without any of the frame rate issues, cartridge limitations, a Nintendo seal of approval. 

169: Sonic Spinball
  • Year: 1993
  • System: Genesis
The frame rate was dogshit. I just need to get that out of way. Like single frames per second. But it was the early days of the 16 bit consoles. This was a common occurrence. So you adapted. You learned that the top right of the Spinball board had too much going on and things would crawl. 

There was a ton to do in this game. Lot's of objectives to complete to unlock chaos emeralds and boss fights. 

This was one of the first games I had for the Genesis, so I grew a fondness for it because I didn't have anything else. Even today, I dream of a rerelease where they redo the phsycis and give us the pinball game we deserve. 

Microsoft introduced Space Cadet with Windows 95. This is the pinball game most people remember. But Sonic Spinball was there first, and bette.... well not better... but FIRST!

168: Guerrilla War
  • Year: 1987
  • System: NES
Guerrilla War was one of those games that just sort of appeared in everyone's entertainment center during the NES reign. No one ever bought it, but everyone owned it somehow, and it was a go-to multiplayer game no matter which friend's house you went to. 

I owned both Ikari Warriors and Guerrilla War to fill my top-down co-op combat games library. Guerrilla War was vastly superior. 

Large sprites, the characters moved quickly, and it felt innovative. One thing that Ikari Warriors was missing was the map being used to actually create varied and interesting scenarios. GW would have you rush through a wide open jungle where you could maneuver around. Then you would reach a village that had houses to hide behind, but you also had to be careful because the enemy could spwan from behind them. You'd get pinched between two high walls with machine gun nests on top and would have to throw grenades while dodging. 

167: Gekido
  • Year: 2000
  • System: PS1
I honestly had too much money when I was 14. I was paid something like $60 a week to babysit my brothers, which meant every other week I would go to the mall and blow it all on video games and paraphernalia. And on one of those trips, I bought the flour player multitap for the PS1 thinking, "Finally, every brother can play at the same time." 

And then I had a multitap and no games. So I did an internet search, "Hey Jeeves, what are the PS1 games that support the use of this $40 thing I bought."

Gekido Urban Fighters was on the very short list and was only $30. So I bought it and was surprised to find it was a really fun brawler that had a chaotic fighting arena mode that was Powerstone before Powerstone was Powerstone. 


166: Cool Spot
  • Year: 1993
  • System: SNES
I was a dumb kid. I never knew with the hands of well placed marketing were massaging my brain subtlety. McKids... collecting those golden arches and cheeseburgers... didn't put it together. 

Cool Spot... literally the logo for 7Up, jumping around in platforming action, collecting more 7Up logos, title screen has him surfing on a bottle of 7Up... yeah, didn't think about it. 

In a way, I'm sort of glad. This was actually a really fun platformer. It ditched the normally rigid right angles of the platforms and instead the definitely rigid right angles into what looked like hand drawn backgrounds. And you'd flip around, spitting what I now know is Sprite, at all your enemies. 

165: Diddy Kong Racing
  • Year: 1997
  • System: N64
Why the hell haven't we had another Diddy Kong Racing game? Seriously, you ask people about this game and they get a far off look in their eyes and a smirk. Is it rights issues with all of Rare's characters? Does Nintendo hold the rights to a game from a studio that is a Microsoft shop now? 

When you think of the third person games where you flew, it was this, Rogue Squadron, and Star Fox. The air races were great, they literally brought another dimension to the races we knew from Mariokart. 

And, probably it's greatest accomplishment, this was one of the few games where the N64 controller actually felt natural. 


164: Kagero: Deception II
  • Year: 1998
  • System: PS1
This is such an unique premise to a game. Soldiers come to your castle to kill you, some sort of witch/demon. You passively kill them by setting traps around your castle and luring them into it. 

I was first introduced to Deception II via a PS1 demo disk. The demo allowed you to kill three enemies and you had access to four or so traps. 

There were so many ways to set the traps and lure the guys into them. And then I accidentally discovered combos when my swinging ceiling axe knocked a guy into an electric chair. I played the demo for hours but could never find a copy of the game in the wild. 

Then as a college kid, just casually strolling through a second hand shop in town, I found a copy for like $45. A hefty price for a game that was 7 years old at the time, but I bought it, and to my pleasure found that it was as fun as I remember. 

163: Castlevania
  • Year: 1986
  • System: NES
Castlevania seemed so cool in the 80s. To have an adventure that had branching paths and secrets everywhere was unheard of. I really loved Simon's Quest and didn't know which one to put on this list. It wasn't until I was an adult that I realized how unfair Simon's Quest was. 

I had all the time in the world to come up against obtuse puzzles and to whip every brick in every wall looking for a secret. 

I fell off this series hard. I don't have the patience for any Metroidvania game anymore, but there was a solid few years where I would blow into the Castlevania cartridge and play for hours. 

162: Super Mario World 3D
  • Year: 2013
  • System: Wii-U
The Wii-U had some great games on it. It's just too bad the controller sucked and had to be within 10 feet of the console and collected fingerprints like crazy. 

Super Mario World 3D was one of the best Mario games since Galaxy. This was an obvious throw ideas on a white board game. Nintendo would introduce a new mechanic in a level... and then just throw that shit away for a new mechanic in the next level and the next level. 

And damn if I don't love running around in the cat suit. 

If the rumors are true and this is coming to Switch next year for the Mario anniversary, everyone should pick this up. The game has so much charm, so many interesting ideas, and it just really light hearted.

161: Demon Sword
  • Year: 1989
  • System: NES
By now you've probably seen a theme with NES games that I like. They are all fast. Games on the
Nintendo tended to be very stiff and slow movements. (Fester's Quest anyone)

Demon Sword was fast. You'd quickly jump from tree to tree at breakneck speeds, tossing ninja stars, swinging your sword, and eventually fighting a boss. 

The objective was to rebuild your broken sword. So you start the game with a blade about as large as your forearm. And as you collect pieces, this shit gets wild. You think Cloud's buster sword is huge, this thing can get to be like 3 times the size of your sprite. 

And as an added bonus, the American cover art was that semi-homoerotic late 80s like buff shirtless dude with a sword. 

Thursday, May 28, 2020

Top 200 Games of All Time: 190-181

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190: Medal of Honor

Year: 1999
System: PS1

I got a copy of the Official PlayStation Magazine. There was a center story that was an interview with
Spielberg where he talked about how exciting videogames as a medium was. 

He talked about how he could have symphony quality soundtracks with the disks and that technology has come far enough along to where the AI could react to what you were doing rather than just running at you. He talked about how they were programming the enemies to jump on grenades or take cover. 

I honestly didn't believe anything he was saying and expected the game to never exist. 

But we got it. Mission 2 especially stuck with me, the spy mission in the train station. You could hear some vague french music in the background that seemed to echo off the walls. The tension and anxiety built as you presented your papers to more and more German officers. 


189: Oregon Trail

Year: 1985
System: PC

Just the most brutal of dice rolls with every move you did. Would fording the river end with broken legs and lost supplies? Probably. Would half of your wagon party die of terrible disease, odds are in favor of it. And at some point would you spend too much time hunting and have to just discard a bunch of meat on the side of the road like white people actually did... you betcha!

But you know what, it was the only game on those somehow already outdated Apple II/DOS machines in your computer lab and you were happy to have it. Bang out your Mavis Beacon assignment and then switch over to the "learning" game. 

And when you inevitably died before reaching the west coast, you got to leave a curse word filled tombstone on the road, your semi-permanent mark on this game. 

188: Pokemon Red/Blue

Year: 1996
System: Gameboy

I came to Pokemon late. Long ago did the school yard stop talking of Red vs Blue vs Yellow. Everyone was looking to the next generation. 

My little brother bought a Gameboy Color fairly late in it's life and that's when I caught up on the classics. 

Pokemon Blue passed the time on a 4 hour car ride to the Ozarks in what felt like minutes. And that first game gave birth to my tradition of spending too much time trying to catch every Pokemon in the first grassy area and grinding up until I have a Pidgey maxed out with mega-pecs. 

187: Wii Sports

Year: 2006
System: Wii

Everyone knows the "dah dah dah dahhh dah dahhh dahhhhh" startup music for Wii Sports because this was the harbinger of the waggle revolution. 

Wii's were in such short supply that I spent roughly $100 more than face value and that was considered a good deal. After I got another Wii-mote and Twilight Princess, I legit could not afford another game for months. 

So you bet your ass I was playing bowling and baseball every weekend. I threw my arm out the first weekend I had this thing, throwing spicy fast balls before I realized you could cheese the hell of the controls. 

Wii Sports permeated the culture so much that even my grandma still has a Wii hooked up in her basement for the grand kids. She has two games, Wii Sports and a dancing game. 

186: Clock Tower

Year: 1995
System: PS1

The horror boom of the Saturn/PS1 era had it's hooks in me. After Resident Evil, I search for every
horror game I could find. 

This game had me staring at the PS1 mouse weekly at the local Babbages. The controls were dog shit. It was one of those move the cursor around the screen using the controller as if you had a mouse. 

But everything else around this game was great. The story had twists, the puzzles were hard but do-able, there were like eight endings, and anytime scissor man showed up, the music changed and you had seconds to figure out where to hide or fight. 

More than any other horror game of this time, Clock Tower force situational awareness on you. You needed to case a room as soon as you entered or else end up as a teenager chopped in half by a guy wielding giant scissors. You needed to know where you could hide or what could be used as a weapon.

185: The Simpsons Arcade Game

Year: 1991
System: Arcade

One of my fondest memories of my childhood was the day at Showbiz Pizza, for a buddies birthday, where each kid got a fist full of tokens, and four of us crowded around the Simpson Arcade cabinet. 

None of us had ever made it past the second mission. A third level was a schoolyard myth. "I heard it's in a blimp." "I heard it's at the Nuclear Power Plant."

It was this day, armed with the power of capitalism, that we all got to experience Springfield's Discount Graveyard for the first time together. And this would also be the first time we experienced what became a 90's beat-em-up staple, the elevator level. 

Xbox live released this briefly on their service and it wasn't until I had the power of unlimited continues that I realized this entire game is only about 35 minutes long. The magic of an arcade game you only could play a few times before you ran out of quarters was gone. You started seeing the seams of how they ripped money from unsuspecting kids allowances. Had I not played that version of the game, this likely would've been comfortably in the 80 range. 

184: Spider-man and Venom in Maximum Carnage

Year: 1994
System: Genesis

Roughly 14,000 beat-em-ups came out in the mid-90s era and only about 10 of them were actually any good. This was a gem. 

The sprites were maybe a little blurry looking, but if you crossed your eyes and just paid attention to the bright colors, this game looked great. 

It was fast, the combos felt good, and it was one of the first good comic book games we got. It was precious. Do you remember how cool it was when the first Xmen movie came out? You know, before we got 36 Avengers films? It was special like that. 

I couldn't afford comics and the internet was in it's infancy, so I had no clue why the hell Spider-man and Venom were teaming up... or what Carnage was, but I knew he was bad and I knew we had to punch him. 

183: Street Fighter 2

Year: 1992
System: SNES

My cousin got Street Fighter 2 for his birthday. Our only fighting game experience at this point was Mortal Kombat, but there started to be murmurs of a "superior" fighting game on the playground. 

Well, my cousin took the hit for us. He asked for and received Street Fighter 2, eating $80 of his birthday budget. 

Like everyone, we discovered jamming buttons to make Ehonda do his fast punches and Blanka do the electricity early. Then we tried to figure out how we were jumping off the walls with Vega and Chun-li. And eventually one of us would accidentally throw a fireball with Ryu and spend the rest of the night trying to recreate it. 

I never got good at these style of fighting games where all of the moves required half or quarter circles. I want to be good at it so bad, but it's just not a thing that clicked. 

I'll still pop a quarter into a faded arcade machine, quickly beat Blanka, and then lose to Ken with a smile on my face. 


182: Super Mario 2

Year: 1988
System: NES

There's nothing worse than the ending to Super Mario 2. To find out your entire adventure was nothing but Mario's dream... get bent. That's creative writing 101. Don't kill the protagonist for a cheap emotional reaction and don't do dream sequences. 

The main reason it sucks is because Mario 2 (Doki Doki Panic) is actually a really good game. The level design is varied, the puzzle aspects clever, and it has some of the all time best Mario boss fights. Throwing bombs at Mouser, the classic Birdo fights that end ever level, and Triclyde who tested your dodging skills. 

I'd usually play it safe and use the Princess hover power, not realizing there was some benefit to being able to pick items up and dig fast with Toad or jump incredibly high with Luigi.

It's a shame Nintendo has decided to distance themselves as much as they can from this world. I would love a New Super Mario 2 on the Switch. 

181: Simpsons Hit and Run

Year: 2003
System: Gamecube

Crazy Taxi is an incredibly addictive game. Now what if you opened Crazy Taxi up to a larger world and dropped a Simpson's coat of paint on it. 

That's basically Hit and Run. This is by far the best Simpson's game ever released. The driving physics felt great, the mission structure was chaotic and had a great balance of barely beating it, but feeling like you accomplished a great feat. And the voice acting was top notch, something you would hope for with a Simpson's game. 

It was a blast to drive around Springfield and see where all the set pieces actually fit into the city. 


Tuesday, May 26, 2020

Top 200 Games of All Time: 200-191

200: Tetris

Year: 1989
System: Gameboy

Blasphemy! One of the top selling games of all time at 200? The inspiration for essentially every puzzle game ever made! 

Well buckle up, cause games that were inspired by Tetris show up much higher on this list. Honestly, out of all the games on my list, this one traveled and up and down the most. It peaked around the 30 mark, but I felt like I was supposed to have it there and not that I actually wanted it there. I like some of the other puzzle games better than Tetris, but that doesn't take away from how good it is. 

My list of favorite games was damn near 400, so the fact that this was in the top half of games I just considered good, says a lot.

199: Mario and Luigi: Partners in Time

Year: 2005
System: DS

Not starting off great. I can already see people jumping down my throat for putting this over Mario RPG. Well... I never had Mario RPG, but I did have Partners in Time and I found it charming and addictive. 

This was also the game where I learned about the rampant DS bootleg market. I bought this from Gamestop and then tried to re-sell it on eBay. And I got an angry email from my buyer. And then when I told the buyer I had no idea what he was talking about, I got 8 pages explaining different ways to spot bootleg DS carts. I gave the guy a refund at at some point lost the cart in my couch cushion. 

198: Donkey Kong

Year: 1986
System: NES

This was the ultimate trial and error NES game. It didn't fell unfair like some games (Looking at you Bayou Billy, you piece of...) but it was challenging. Although it only had like 4 stages, they were a challenge every time you played there. There wasn't really "memorizing" the stages cause things would always bounce weird, frame rates would drop randomly, and there's always that terrible moment where you felt cocky and you tried to get one over the big gorilla. 

It never worked out and you always lost a life. 

197: Mariokart 64

Year: 1996
System: N64

My cousin dragged a kitchen chair into the room, attached a steering wheel to the kitchen table / entertainment center, and put pedals on the floor. I sat 18 inches from the screen and played until 3 in the morning.

I had played the SNES version of Mariokart and I was a seasoned veteran of Wacky Wheels on the PC, but nothing prepared me for the chaos of a 3D racing game.

I was total dogshit and still largely am, but somehow Nintendo pulling off four player split screen with very little slowdown was life changing. I only had one friend who had a TV big enough to actually play four player split screen, but those Friday nights locked in the battle mode were special. 

196: Sonic Adventure

Year: 1998
System: Dreamcast

That demo Sears had playing over and over again of Sonic outrunning the whale... that alone gets you on the top 200 list. 

To this date, Sonic Adventure is one of the few 3D Sonic games to feel fast and capture the general feeling of Sonic the Hedgehog.

If not for the short comings of the Dreamcast controller or some of the mid-game confusion around what you needed to do, this game would've been much higher on the list. 

195: Ice Hockey

Year: 1988
System: NES

Nintendo sort of knocked it out of the park on their first try. This game is old enough to where they could just call it Ice Hockey cause nothing else existed like it yet.

Some people might get pictures of Blades of Steel in their brain, but as soon as you talk about the fat guy, everyone knows this game. You built a team around a skinny fast guy, a very average guy, and a fat slow guy and dammit, that's all the strategy we needed in 1988. 

In instead of getting an expensive license like the NHL or Olympics, Nintendo kept it simple and opted for generic national teams of countries that probably played ice hockey.

194: CyClones

Year: 1994
System: PC

My dad worked with a bunch of tech nerds in the early to mid-90s, which meant every now and then, when I went to sign into the ole Hewlett-Packard on the weekend, I'd find random CD-ROMs and Floppy Disks hanging out. Most of the time is was dumb Simpsons WAV files, but sometimes I found find games. 

One of those games was CyClones. You know Raven Software, the people that bring you many of your favorite Call of Duty maps? This was one of their early gigs. 

I was used to playing Doom where everything technically lived on the same plane of existence or Duke Nukem 3D where if you dared press the Page Up button you'd shoot your weapon into a distorted reality. This was the first first person shooter to use the mouse look. Eat shit Half Life, CyClones beat you to the punch by 4 years. 

193: Costume Quest

Year: 2010
System: PC

This was Double Fine's Renaissance period. Their second coming. Costume Quest, Double Fine Adventure, Stacking, The Cave... all these very charming puzzle games in a time where we were duct taping chainsaws to our giant machine guns. 

This RPG stayed the perfect amount of time, once credits rolled you felt like it had reached a nice conclusion. You didn't have the grind you get in Final Fantasy games. I also happen to be working on a similar game with my brother at the time. Costume Quest beat us to market by a long shot and did it much better than we probably would have.   

192: Earthworm Jim

Year: 1994
System: Genesis

This slot was a constant battle between Earthworm Jim and Vector Man. I loved the 2D run and gun platformers of the Genesis era, but could only find one spot on the list for them. And that number is 192. 

They were able to have these big beautiful sprites and not sacrifice frame rate or speed. When many games would slow down character movement or felt like you were running through syrup, the Earthworm Jims of the world sprinted and fired a machine pistol.

This was one of the first games that I felt captured that Saturday morning cartoon / Ren and Stimpy art style.

191: LHX Attack Chopper

Year: 1990
System: PC

There was a time in PC gaming before the ASDW keyboard scheme wasn't standard yet and you would find your hands playing finger Twister on the keyboard. This was one of those games. Legit, I tried to play it on the Internet Archive and I couldn't figure out how to take off even.

My friends and I thought the maps in LHX were infinite. You could pick a direction and just keep flying, always finding little patches of enemies here and there. 

There was nothing more satisfying than loading up a Hellfire missile and firing it on a lone bazooka carrying infantry man on the ground. 

The best this game felt was when you locked onto a tank and while dodging it's ground fire just unloaded everything you had. The use of 3D space felt great (in 1990).

Friday, October 11, 2013

Game Trade Horror Story

At random times in my childhood, my mom would take up the issue of videogame violence, and I would find myself bribing my "cool" aunt to buy Resident Evil 2 for me.

One of those times was a random weekend afternoon when she walked into the room to find me playing Mortal Kombat 2 on the Sega Genesis. Being the showoff I was, I had just pulled off Kitana's fan decapitation. My brother, frustrated as always, threw controller 2 toward the Genesis.

I guess my mom attributed his violent outburst to losing to Mortal Kombat. But that was just how my little brother was. He had a short fuse. He'd cut his dress pants with scissors if he didn't want to go to church, he would rip the Sega Genesis from it's power supply to keep NBA jam from saving his losing record, and on multiple occasions hit me in the head with a metal trash can for just generally being better than him at everything.

So soon, we found ourselves wandering into a super shady used electronic store with Mortal Kombat 2, Evander Holyfield's Real Deal Boxing, and Killer Instinct. We traded in three awesome fighting games of the generation for something like $35.

This was one of those stores where the owner sat behind the counter smoking cigars, with a sweat stained white t-shirt on, always reading some sort of magazine that had nothing to do with electronics. There were 300 copies of Sonic the Hedgehog 2 with the "Not For Resale" banner on the cartridge hanging on the wall.

My father was sent with us to filter what was too violent and what wasn't. He was being a hard-ass about it, but I knew the way to his heart.

I saw Timothy Dalton with a pistol and the classic "007" logo. My old man loves James Bond like most guys do. He shrugged his shoulders and said, "Ehh, that's clean violence. I don't think your mom would care."

He then vetoed games like Toe Jam & Earl for being "too weird" and Zombies Ate My Neighbors because although it looked cartoony, my mom has a weird thing about zombies and demons.

I ended up walking out of the store with James Bond 007: The Duel and Brett Hull Hockey. (which was far inferior to NHL 94, which I already had)

Now the Duel wasn't the worst game I'd ever played. It was a fairly standard action plat-former that was sort of a cross between the level design of Mega Man and the action and A.I. of Contra.



I became pretty good at the game, because when you don't have adult income, you have to force yourself to love mediocre games that you purchased.

Even as I faked a smile while saving ladies in nice dresses in the middle of a jungle, I couldn't help but think that I had lost out in this trade. Even as I killed jaws in his weird Mech and saw the ending sequence, I just wish I could kill villages with giant dinosaurs or steal the soul of Johnny Cage.

Monday, August 19, 2013

X-men on the Sega Genesis

Like most children in the early 90's, my brothers and I were completely caught up in X-men mania. (Something had to take the place of Ghostbusters and Ninja Turtle mania which we had just been cured of) The cartoon was on TV, the comics were getting a major push, and the giant two screen arcade game was eating our quarters.

Naturally we had most of the games for the Sega Genesis. This was one of the few times where we could all agree to pool our allowance for a common cause. Although the games had many flaws (music and sound effects, terrible level design, difficulty, plot, etc) the X-men games hold a special place in my family's collective heart.

The 1993 X-men game was the first one we purchased. We had no idea it existed until one faithful trip to the video game aisles at Toys R Us where we found X-men on sale for $20. I pulled one of those pieces of paper off the display and wandered up to customer service to claim my prize.

It was actually a pretty solid action platformer.




This game reminded me much of the first Ninja Turtles' game on the NES because you could switch between one of four characters, (Cyclopes, Wolverine, Nightcrawler, and Gambit) and each one had special abilities or weapons that were better suited for certain parts of the game.

There was one level, Mojo's Super Crunch, that I was rarely able to beat. There was a platformer part, early on in the level where I never figured out how to get passed it.

I had to rely on Nightcrawler teleporting through a wall. Nightcrawler's teleporting ability was random, sometimes he would slide right to the other side of the wall for me and other times he would teleport backwards, essentially forcing me to start the game over again.

My favorite game was X-men 2: The Clone Wars. This took the controller sharing / bickering over who got to play out of mix because it had co-op. Not only did it have co-op, but it did it right. You didn't share lives, started with plenty of lives, and when one player fell off the screen, they would teleport up to the other character.




This had a weird cast of characters available, just like the first game. You could pick between Beast, Cyclops, Gambit, Nightcrawler, Wolverine, Psylocke (who was getting a big comic book push at the time) and Magneto. My brother and I loved the amount of choice, but with the cartoon being on the air, I wondered why we didn't see Storm, Rogue, Jubilee, or even Bishop?

In a way, I guess I have to give them props for including Nightcrawler and Beast, who had limited time in the cartoon, and Psylocke who had joined team Cyclops in the comic series, but never felt like a major player.

The big issue with this game is how large some of the levels are and the backtracking required. This gets especially confusing since so much of the maps have similar backgrounds. My brother and I stopped bickering over who got to play, and started arguing over which way we were supposed to go.

Finally, late in our Sega Genesis days, my brother traded Maximum Carnage for Wolverine: Adamantium Rage which turned out to be one of the biggest trade downs ever accomplished in my house.




Listen to those gorgeous opening credits. They hit that 90's extreme-ness so well.

It's a shame that the level design is so atrocious, the enemy design so uninspired, and the plot just about non-existent. I remember something about Wolverine having a photograph and wanting revenge, but I don't think it went much deeper than that.

The difficulty in Adamantium Rage was incredible as well. The only real way to beat the game was with a Game Genie or by doing what the guy in the YouTube video does and run through most of it.

I think most people can agree that X-men games have never been great. Some of the early beat-em-ups scratch that nostalgia itch, but most of the games have been digital piles of garbage. (I'm looking at you current generation Marvel games.)

Sunday, June 30, 2013

Editorial: The Importance of the Controller (Top 3 List)



With this new generation of consoles coming, the controller seems to be the most talked about feature. (You know, other than that whole DRM thing) I don't remember the controller design being all that important up until the Playstation 1 / N64 era. Moving into "3D" worlds required much more precision than ever before. Manufacturers had to concentrate on more than going left or right and having 2-6 input buttons.

The controller had to be an afterthought for most console designers before the early 90s.

The NES came with its harsh rectangle and stiff D-pad. The Colecovision had its calculator with the joystick at the top. Or the similarly designed Intellivision with the calculator at the top instead.

Sega seemed to have the worst designs. I never really got comfortable with the Dreamcast controller and the few times I held a Saturn controller I wanted to throw it out the window. Even the simplicity of the Genesis controller wasn't exactly perfect. I still have scars from the blisters that controller gave me when playing Royal Rumble.

There have actually been more controller failures than successes. But, being ever the positive person, I'm going to focus on my top three favorite controllers.

3. Xbox 360

There's no way this controller could be in the top list if the D-pad was used more often in modern games. We can all agree, it is probably the worst D-pad on a controller. 

But in the age of the console first person shooter, this controller is the best. The triggers, bumpers, and placement of the sticks are ergonomically perfect for the modern console game. 

It wasn't until I switched to the Playstation 3 when I realized just how perfect this controller is. And considering where it came from, it's design was no small feat. Just look at the original Xbox's controller (I count it among the worst) compared to where Microsoft brought the design for the 360. 

2. Playstation Dual Shock 2: Specifically, the emerald green see through Dual Shock 2 controller. 

The weight was great, the design gorgeous, and I could play for five hours without getting tired. 

I loved being able to see through the case and see how the Dual Shock worked. 

I used this bad boy so much that the analog sticks eventually stopped working. Not willing to throw it in the trash, I took the controller apart and figured out how the thing worked. Turned out one of the pads the joystick interacted with was lose. Just had to reseat it and it worked perfectly. 

It felt solid to. I knew I could use it as a weapon if I somehow came under attack while playing games. 

1. Nintendo Gamecube

A small confession, I might spend time on the weekends writing love poetry to this controller. 

I don't hear this controller talked about often, but no other controller comes close to the Gamecube. My fingers instantly knew where all the buttons were. It was light, it had a lot of beautiful feminine curves, and it came in just about every color you could want.

It felt like the games were built around the controller, whether you were playing MarioKart or Resident Evil 4. Everything just worked. 

I still boot up my Gamecube from time to time and just wish I could pair that controller up with my Playstation 3. 






Sunday, June 23, 2013

Editorial: Sonic the Hedgehog 2 and the Personality of the Level



A buddy came over last weekend for a kickback, old-school sleepover with pizza, video games, and general nerd discussion. (The only difference is instead of drinking Mountain Dew, we drank beer.)

When he saw that I had several Genesis classics on PSN, he demanded we boot them up. 

First up was Sonic the Hedgehog 2. My buddy is a Sonic fiend. He's one of those few people that have been able to forgive the countless terrible games featuring our favorite blue mascot. He's one of those mythological people that get excited before every Sonic game that comes out.  

I have a soft spot for the first three Sonic games on the Genesis, but I drifted apart from the chili dog eating animal after the Genesis. 

There are sections of the game I vividly remember. The beautiful first zone, Emerald Hill, bouncing off the flippers in Casino Night Zone, and the frustrating Shoots and Ladders of the Oil Ocean Zone. 

And then there are the ones I always forget about, not because they are lesser zones, but they were the ones I didn't have to play as much or they didn't cause me to throw my controller at the TV. It had been so long since I'd played Sonic 2, that when we came to Aquatic Ruin, Hill Top, or that damned Metropolis Zone, it was like seeing the game for the first time again. 

I was amazed at how varied each zone was. It's something missing from games today. Gears of War and Call of Duty are filled with the same brown and gray hues for the entire 10 hour campaign. 

In Sonic 2, each Zone has a personality, its own music and enemies. You came to know the new difficulties that awaiting in each area. It was handy when talking about the new secret you found on the playground to reference the lava river in Hill Top Zone or the bottomless pit in Mystic Cave. I can't say, "oh, there's a dog tag hidden in the ruined city, with all the cement and dust when the locusts attack," because that's the entire game. 

It took maybe 15 minutes for my buddy to get to the Winged Fortress, where hundreds of times I gave up on the game in my childhood.

We didn't beat it Saturday night. It might have been because we did not have a Genesis controller so the muscle memory was just slightly off. It might have just been the 7 beers we each had already. But Dr. "Eggman" Robotnic would continue to hold the last Chaos Emeralds.