Showing posts with label game boy. Show all posts
Showing posts with label game boy. Show all posts

Wednesday, July 16, 2014

Nintendo Power Retrospectives - Part 30

This week I'm taking a look at Nintendo Power Issue #20.


Games Reviewed This Issue:
Mega Man III - Capcom (NES)
The Immortal - EA (NES)
Deja Vu - ICOM (NES)
Gremlins 2 - Sunsoft (NES)
Dragon's Lair: The Legend - CSG Imagesoft (Game Boy)
Mercenary Force - Meldac (Game Boy)
Burai Fighter Deluxe - Taxan (Game Boy)
F-1 Race - Nintendo (Game Boy)
Super Scrabble - GameTek (Game Boy)

Please support my Patreon at http://www.patreon.com/countzeroor
Gamester 81's Miracle Piano Teaching System Review: http://gamester81.com/rare-snes-miracle-piano-review/
Thanks to NESGuide.com for gameplay footage of The Immortal and Deja Vu.

Wednesday, June 18, 2014

Nintendo Power Retrospectives - Part 28

After a long absence, the Nintendo Power Retrospectives are *back*. This time I'm covering issue 18 for November, 1990.


Retronauts Pocket episode of Destiny of an Emperor: http://www.retronauts.com/?p=602
Theme Music: Super Buck II by Estradasphere, a re-arrangement of the Overworld BGM from Super Mario Bros II, composed by Koji Kondo - http://ocremix.org/remix/OCR00577

Please support my Patreon at http://www.patreon.com/countzeroor

Game Covered:
Solar Jetman - Tradewest
Little Nemo - Capcom
Dr. Mario (NES & GB) - Nintendo
Duck Tales (GB) - Capcom
Robocop (GB) - Data East
Play Action Football (GB) - Nintendo
Castlevania III - Konami

Wednesday, April 2, 2014

Nintendo Power Retrospectives - Part #26

This week I'm taking a look at Nintendo Power #16, for September of 1990.


Please support my Patreon at http://www.patreon.com/countzeroor

Games Reviewed (Starred titles are picks of the issue):

  • Maniac Mansion - Lucasarts - NES
  • Rollergames - Konami - NES
  • Snake, Rattle & Roll - Rare - NES
  • Kickle Cubicle - Irem - NES*
  • Mission: Impossible - Konami - NES
  • TMNT: Fall of the Foot Clan - Konami - GB
  • Cosmo Tank - Atlus - GB
  • Quarth - Konami - GB*
  • Skate or Die: Bad 'n Rad - Konami - GB

Monday, February 3, 2014

Nintendo Power Retrospectives - Part 24

This time I'm taking a look at issue #14 of Nintendo Power, for July of 1990.

Games covered:

  • Chip & Dale's Rescue Rangers - Capcom (Pick of the Issue)
  • Snake's Revenge - Konami
  • Golgo 13: The Mafat Conspiracy - Vic Tokai
  • Solstice - CSG Imagesoft
  • Crystalis - SNK
  • Double Dragon (Game Boy) - Tradewest
  • Wizards & Warriors X - Acclaim

Saturday, December 21, 2013

The Nintendo Power Retrospectives - Parts 21 & 22

After a long absence, the Nintendo Power Retrospectives return, with parts 21 & 22, as for some reason I didn't post part 21 on the blog. Well, it's time to rectify that.

Part 21 - covering the Super Mario Bros 3 Strategy Guide, and SMB 3 itself:


Part 22:

Saturday, August 10, 2013

Nintendo Power Retrospectives - Part 20

This episode we're hitting Nintendo Power #11, with an unfortunately mediochre lineup, in spite of the cover.

Games Reviewed:
  • Silent Service
  • Pinbot
  • 720
  • A Boy and his Blob
  • Wrath of the Black Manta
  • Astynax
  • Nemesis

Sunday, July 14, 2013

The Nintendo Power Retrospectives - Part 18

This week I'm taking a look at Nintendo Power #9 for November & December of 1989.




Saturday, June 29, 2013

The Nintendo Power Retrospectives - Part 17

So, now that we're caught up, episodes from here on will be going out bi-weekly. This time we're taking a look at Nintendo Power #8, for September and October of 1989, and our first Game Boy game!

Games Reviewed:
  • Duck Tales
  • Hoops
  • Who Framed Roger Rabbit (NES)
  • Tetris (Game Boy)

Tuesday, February 5, 2013

I think you'll find he left 'sausage' out of his Dictionary, Baldrick



The title and heading image are from the Blackadder episode Ink and Incapability, dealing with the first ever English dictionary - which apparently lacked a number of words including sausage. Rather apt given that this blog entry lists EVERY SINGLE WORD in the video game known as Wordtris (GB version). And it too is missing the word sausage. Join us for some ROMhacking fun.

Thursday, July 19, 2012

The (almost) original version of Pitman (Catrap) preserved

A while ago we have covered Catrap, a fun puzzle game for the original Game Boy, which you can also get on Nintendo's Virtual Console. If you've read the article, you know that it is actually a remake of a 1985 Japanese home computer game called Pitman.

Well, thanks to the efforts of community member BdR, who ardually typed in the game's source code, everyone can now try out the original MZ-700 Pitman - well, almost the original, as the code is based on the French Sharpentiers version in S-BASIC, which used to be much more commonly used than the Hu-BASIC version Isokawa used to program his game. Of course, you need an MZ-700 emulator to run it, but the download contains a readme that explains all the necessary steps. Be sure to also bookmark BdR's homepage in case of possible future updates.

Those interested in the game's source code can also find scans of both the original code (printed in the Japanese Magazine Oh!MZ 8/1985) and the French adaption in the article. Also check the forums to read and/or take part in the discussion about the game, its history and its code.

UPDATE: BdR has made a new version that fixes some bugs and deleted features in the Sharpentiers version, so it's now even closer to Isokawa's original code. The file hosted here has also been updated.


Tuesday, September 6, 2011


Exploring Chinese Gameboy Games


A few months ago I bought Megaman II at a local store. It sports the serial DMG-203CHN and apparently is a legitimate copy for the asian markets, namely the People's Republic of China and Hong Kong (which of course wasn't part of the mainland back then).

Thursday, November 25, 2010

Replacing a Game Boy save data battery

I recently went to a junk store which resulted in the impulse purchase of 9 unboxed monochrome Game Boy games, costing in total $19. Each was $2 a piece, except for the jewel in the bundle Mystic Quest, aka Seiken Densetsu, which cost $3. As luck would have it, the save battery was dead. Join me on my own mystic quest, as I battle magi and dragons to replace the fabled Panasonic CR1616 3V save data battery.
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Actually, first I’m going to regale you with reviews of the 9 games I bought. If you just want the battery replacement guide, scroll way down.

I’ve always loved the original GB, since there’s something wonderful about those tiny cartridges and the system’s limitations. I also feel that it’s a comparatively undocumented system, with a tonne of overlooked but awesome games no one talks about. For a bit of fun I sometimes buy random carts without knowing anything about them, and on occasion I strike pay dirt, such as with Mercenary Force which yielded an HG101 article. Maybe there are hundreds of potentially incredible games still waiting to be found?

This lot were tucked away in a series of plastic security boxes at my nearby second-hand junk store. They cost $2 each, except for Mystic Quest which was $3. At those prices, it was kid in a porno store time as I grabbed whatever looked interesting. I left behind about 30 or so cartridges, most of them common (including about 7 Donkey Kong cartridges), and a tonne of Pokemon crap.

Unfortunately when I got home and tried these, I was mostly disappointed.


Volleyfire
This was a Japanese import, and a shooter, so I had to have it. Sadly it’s unbearably dull. Imagine Space Invaders, except instead of invaders there’s one guy moving left and right trying to shoot you. Worse than it sounds.


Rescue of Princess Blobette
Sequel to A Boy and his Blob. This is quite cool, but it feels way too restrictive on the small screen, and I don’t like the setting of a run down castle. I prefer the original. It’s not bad, I guess, but not as good as I’d hopped. If you want portable blobbing, get the original NES emulated on a PSP.


Mystic Quest
I’d already finished this years ago, but wanted the cartridge as a collectible. Two things are wrong with it: it’s in French, which I didn’t expect, since oftentimes RPGs are released in English in France. And secondly, the save battery was dead.

Solomon’s Club
Like Solomon’s Key on the NES. Pretty good all in, not sure how long I’ll play it for though.


Darkwing Duck
Played it briefly, seems just like the NES original. Rather good.


Duck Tales
Pretty much the NES game in monochrome I’d say.


Star Trek – Into the nexus
I had hoped this would be a cool RPG like the NES Star Trek games (pictured), but in fact it’s a collection of extremely awful minigames.


Blaster Master Jnr
This just goes to show how much attention I pay to HG101’s many fine articles. If I had read up on this, I’d have known it was nothing like Blaster Master on the NES. I think it’s terrible.


True Lies
I recall seeing a magazine preview for this, which made it look a bit like Die Hard from the NES, which is one of my all time favourite games. Sadly it’s a poorly designed maze shooter, where you can’t make out who is a hostage and who isn’t, resulting to many game overs.


And that’s about it. The Disney stuff is cool, but better on the NES. And Mystic Quest, my prize of this lot, didn’t even work due to battery death. All in all, I wasted $19 which could have been better served on buying a PSN card.

Once I get a chance I’ll be trading this lot in at a nearby retro store. The real nail in the coffin for all of this was, I recently tried for the first time a GB emulator on my PSP. And OH MY GAWD. Never before had I imagined such clarity. I’d tried GB emulators on the Nintendo DS, but the system just didn’t have the resolution to do them justice. You either ended up with a 1x ratio the size of a postage stamp, or you had to go with 1.5x which filled the screen but filtered everything. GB games at x2 resolution on a PSP are the way GB games were meant to be played. It is BETTER than perfect.



REPLACING THE BATTERY

Before I could trade it in at my retro store, I would have to replace the battery on Mystic Quest. I’d replaced batteries on NES games, my Sega CD RAM cart, and several Sega Saturns, but I’d never even popped open a GB cart before.

First I’d need to remove the annoying GameBit screw Nintendo uses. I find the inclusion of these in most retro items slightly disturbing, since you need to go out of your way and order a GameBit screwdriver (they come in two sizes). Their use signifies that Nintendo had never considered the possibility of battery death, or if they did, never intended for owners to repair the problem. It’s extremely short-sighted. Does Nintendo’s repair service still exist for retro items? Can I post them my GB cartridges for battery replacement? Why can’t I crack open my cartridge?

The bigger picture here is that all retro items are slowly dying. Meaning if you’re a purist who wants original hardware, you need to find or become a collector who knows how to mod systems such as the SNES, and the Mega Drive for 60Hz, or knows how to build RGB SCART cables, and who can recommend the best CRT TV, all of which are now defunct. NFG has been a leading figure in the technical chop-shop workings of consoles, and there are others online, but I always find it worrying that preservation of this subset of human culture falls to people like us: a few scruffy guys with soldering irons. There should be a museum for this kind of stuff.

The GB uses the smaller of the two GameBit sizes. After it’s cracked you slide the cover-art part of the cartridge down and pop it off. Here’s where it gets problematic. Backup batteries in console cartridges were easy to replace, using bigger batteries such as (I think, maybe) the DL2032. The GB uses the considerably smaller CR1616 battery. Even worse, Nintendo appears to have soldered these in place.

For comparison’s sake, here is the circuit board to the crappy Star Trek game. Notice how it’s smaller than Mystic Quest, lacking the entire upper section which deals with battery save data.

The battery is housed between 2 small horizontal plates, each of which is soldered to the circuit board. The battery is attached to the plates either by 2 pin-head drops of melted solder on each, or a machine actually punched two tiny holes into the plates, which resulted in an embedded spike in the battery. It was too small to tell, but based on how flush the set-up was with the circuit, they obviously made the battery-and-plates component at a separate part of the plant, and then later in the production line a person or machine took the pre-made battery component and then just soldered that in place. There is absolutely NO WAY you could solder the lower plate onto the circuit, then somehow puncture holes or apply solder to this plate in order to place the battery on top of it, before attaching the upper plate with additional solder/holes. There’s just not enough room around the circuit board to work.

This was going to cause me a huge problem, since I had two options: desolder the 2 plates, replace the battery and then try to re-attach this mini component, or try to pry out the battery whilst leaving the plates in situ, and then hope could I wedge a new one in. Feeling lazy I opted for the latter, and had to use one of my super-tiny flat-head screwdrivers to wedge between the lower plate and battery. A few minutes of jabbing and poking broke the seal and the battery lifted up (the bastard was stuck in like an Alabama tick). Then I delicately had to do the same with the upper plate, making sure not to break them. The plates were quite thin, and had a flexibility not too far off aluminium foil.

If you check the photos, you should be able to see the tiny spikes on the plates – now, I’m not sure if these are tiny blobs of solder which held the item in place, or if a machine punctured a hole from the other side to fasten it securely. There were two tiny indentations on the plate’s reverse side.

Next I needed a replacement battery. The CR1616 is easily available but not too common where I live. A local general store didn’t have it and couldn’t get it in. A dedicated electrical store nearby had a wide selection of batteries, but not the one I needed. They could order it in though, which would take 2 take days and cost me $3.75. I could have gotten it slightly cheaper online, but I didn’t feel like the hassle so had them order it. Assuming my replacement plans succeeded, my working copy of Mystic Quest would have only cost me $6.75.


The problem now was how to affix it securely? I’d bent the plates slightly and the whole thing was loose, and even bending them back didn’t fix things because unlike NES batteries, there was no springy cup shape to hold it in place – the plates are just 2 horizontal strips. I considered tiny drops of superglue, but this would create a barrier between the battery and plates. Resoldering was out since my soldering iron is too chunky.

Then I remembered a special tape I had for affixing bandage gauze to human skin, called Omnifix. That stuff sticks like poop-on-a-blanket and is extremely difficult to get off. Perfect! It would look a little Heath Robinson, but once the cartridge was closed you wouldn’t notice.

Before replacement I took some pliers and scrunched the little spikes flat (the fact they crumpled into the plating so easily increases the likelihood they were the result of holes as opposed to solid blobs of solder). Next the battery went back in face down, and I applied two strips of bandage tape. The tape and adhesive are non-conducting, so I didn’t mind it touching various circuit lines.

Although it somewhat resembled a child’s scuffed knee, I was please with how the circuit board still fit neatly in the cartridge casing afterwards. In case any future owners wanted to get at the battery in a decade’s time when it died again, I decided to replace the GameBit with a standard Philips screw. I normally keep a big box of spare-parts, but had recently misplaced it, so in a pinch stole one of the good screws from a broken N64 memory card by Logitech. Et voila. It fit perfectly and kept the cartridge housing secure.

I tested the game by starting two new save files, named after HG101 no less, and then tried them out 5 minutes later, and then a few hours later. Even after switching the unit off the memory data remained intact, and will hopefully give its future owner several years of enjoyment.


As for myself, I am selling off my small GB collection. These things are reaching the age where they’ll need proper restorative care to keep functioning. I’ve already binned one GB due to a broken, dust filled screen, my old Game Gear’s AC input mysteriously died, my CDi’s internal battery is dead and cannot be easily replaced, and I don’t even want to switch my 3DO on for fear of what I’ll find. I only hope that there are collectors who take this seriously and will maintain the skills needed to keep various older pieces of hardware in working condition.

Thursday, January 7, 2010

James Pond 2 (NES) and Edd the Duck (Game Boy)


In August 1993 a British magazine, Game Zone, printed reviews of 2 games. But were they unreleased, or did they simply never exist at all?
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(Scroll down for better scans of each review)

For some time now I’ve wanted to draw people’s attention to this issue of Game Zone, an old, unofficial, Nintendo-themed magazine by a now defunct British publisher whose name escapes me. It represents either a case of 2 games which were completed, sent out in prototype form for review purposes, and then never released – in which case there could still be prototype cartridges to discover. Or it’s a rather cheeky joke and the games are fictional.


For a bit of context, Game Zone’s editor was Jackie Ryan, a woman who previously helmed some ZX Spectrum magazine I forget the name of, loved for its irreverent humour, and GZ followed this trend by being surreal, sarcastic, and generally a bit weird. Very British, you could argue. It was all a bit silly at times, which is what makes me think these 2 games never existed.



The reviews themselves are the standard early 1990s GZ fare. One tip-off is the screenshots. Normally GZ had some good quality screens, but these are blurry, pixelated and indistinct, encouraging the idea that they were faked. Oh, and both games receive the exact same score: 78%. What confuses the matter is the August publication date, meaning it was likely on sale in July, and had been written during the month of June, and was therefore far removed from any April fool’s joke,.

Click the pics to see an enlarged version which you can read.



JAMES POND 2 - NES

The James Pond 2: Codename Robocod on NES review actually had me convinced for a long time, since the game does exist and was ported from the Amiga to the SNES, Genesis, PS1, GBA, and several other systems. I think there was even a GB version. So a NES port would not be out of the question. No NES ROM archive features information on it, and neither does trawling the internet. If anywhere else has given mention to James Pond 2 on the NES, I’ve not heard it. So, unreleased prototype, or fictional game? I’ve no idea what happened to Martin Pond, the reviewer, but I’ve not seen his work printed anywhere since GZ, otherwise I’d say it’s worth contacting him.


EDD THE DUCK – GAME BOY

Edd the Duck was apparently a children’s mascot of the British Broadcasting Corporation (from about 1 minute). Before my time, so I’ve never seen it. There was apparently a licensed Edd the Duck game released, but for the ZX Spectrum, Amstrad and Amiga home computers. Which, given GZ’s connection to the Spectrum, convinces me that this was likely some kind of surreal joke. The review itself is chock full of weirdness, at one point comparing it to Sonic the Hedgehog, and the screenshots don’t match up with each other. One doesn’t have any hearts, and in the others, there’s no number next to the white square. The reviewer, Nick Griffiths, went on to write for the Daily Mail’s Weekend magazine supplement, doing the film reviews – which I suppose makes him vaguely contactable. EDIT: Googling his name makes me think he may in fact be this author.

Do any readers have any insight into this strange matter? Can anyone claim to have played or seen either of these games? Do they exist, are there prototypes somewhere, or was it all a surreal joke?

Sunday, August 2, 2009

Limitations, boobs, and why I miss the monochrome GB

Videogame sprites are a lot like breasts: you either feel they have to be as large as humanly possible, or you can also appreciate when they’re smaller, but still perfectly formed. Never is this more so than with the monochrome Game Boy. Although I have a tremendous appreciation of what systems like the Neo Geo and Saturn could do back in the day, and what is now being done in 2D games such as Odin Sphere and BlazBlue, I still miss the tiny pixelated sprites and the limitations found in Game Boy games – particularly the earlier titles.

When you play the earlier GB games it’s clear the developers were aware of the screen limitations and so worked accordingly. Sadly as the years went on, they became more daring, created increasingly larger sprites, and in my opinion lost something wonderful. If you notice in the screenshot above (the width is increased, but the height should match the original GB pixel height), the original Sunsoft Batman is half the size of his sequel’s sprite. And with Mario, the Mario 2 sprite at his smallest is bigger than the original Mario after powering up! Although forum opinion tends to disagree with me, I feel this trend was a mistake on the part of developers. The best GB games kept things petit and worked to their strengths.


When you stare at a small screen, the main character will always be in view. Making them increasingly detailed and larger to fill the screen is a bad idea, because it means for the length of your playing you’ll be seeing more of exactly the same thing: the main sprite. The Donkey Kong Land sprites, plus those of Killer Instinct, are particularly awful. Whoever thought converting CGI SNES graphics to a 4-tone palette would be a good idea, was an idiot. The games as a result are a blurry, unplayable mess. For my own personal taste, I prefer nothing bigger than Arremer in Gargoyle's Quest, while the original Batman and Mario sprites are absolutely lovely. Look at how much charm they ooze despite being around a dozen blocks high. I could build them out of Lego if I wanted to!

Smaller sprites allow for more variety in the scrolling stages because they give you room to see more of the surroundings, and there’s something primordially satisfying about wielding tiny characters against massive bosses (if you’ve ever had to fight off a grizzly with a pocket knife, you’ll know what I mean). Regardless of whether you’ve ever experienced this same qualia, the fact remains that sprite size also affects design, with bigger sprites resulting in suffocated levels. When you have a combination of small, nicely drawn sprites and solid gameplay, it’s magical. Alien 3 stands as my favourite GB game, and despite generations later having handhelds capable of massive sprites and 3D graphics, with dual screens or widescreen, Alien 3 still ranks in my top 10 handheld titles. Everything is exquisitely detailed in miniature, from beds in the infirmary, to books, garbage, prisoners and the little facehuggers that roam the corridors.

When I play the best the GB had to offer, and there a ton of games (Mercenary Force, Mario Land, Batman, Alien 3, Donkey Kong 94, Monster Max, etc), it saddens me, because I realise that when the GBC and then GBA came out, developers had still not reached the maximum potential of the little monochrome wonder. And I don’t mean in terms of graphics, I mean in clever design that takes advantage of how intimately close you are to the action, coupled with the minimalist, miniaturised sprites and layouts, and all the other limitations that came with the system. Limiting one's creative freedom can focus the design and, ironically, result in something creatively more interesting.

There is a beauty found in limitation and greyscale; the old masters didn’t abandon pencil when they discovered how to put colour on canvas. Even today, with my PS3 and HD TV, I would still be willing to pay money for a well done GB-style game. Not just something stylistically black and white, like Mad World, I mean proper tiny sprites, dwarfed by their surroundings, and doing interesting things in a restrictive space.

Don’t believe me? The biggest proof to me that the GB still had what it takes, was an old competition by Way of the Pixel.

When I first saw the entries I was excited by the prospect of fan-made indie games. Sadly it was only a series of GB mockups – but they hint at what could have been.

My personal favourite? The STALKER mock-up, since after System Shock 2, STALKER is probably my favourite first-person shooter, containing everything which I had wanted from Bioshock, but was denied. Though, I disagree with the mock-up artist’s view that it would have to be turn-based fighting – it could be real-time just like Alien 3! I'm hoping that as indie games grow, and increasingly unusual styles are attempted, a few people will make games of epic scope, but in a minimalist style.


(Alien 3 pics taken from Vooks blog)