Jezza:i really love the works series, thanks for all your effort jeremy "jezza" parish
Too bad I'm the thread creator then.
I should also mention why you didn't bother to correct the "Episode 11" error in the video.I've been taking a different approach to video production while we're all hunkered down for the pandemic. Some people cope with booze or by binge-watching; I cope by making videos about games I love. Case in point: Mega Man Legends for PlayStation, which is well outside the scope of Video Works... but I'm let it kite along in the slipstream of the recent NES Mega Man retrospective. It's an incredible game—a personal favorite. So, please: Just roll with it.
Something a little different this week.
The Evolution of NES Fandom: An Overview | NES Works Gaiden #11
I said we'd be jumping over to N64 Works, and I meant what I said... it's just that it's happening, uh, gradually. In this case, we're defining the shape of N64 by what wasn't there: Specifically, one of the biggest and most popular games of the late '90s. One part historic overview of the business politics of the N64 era, one part look back at the compelling introductory design of Final Fantasy VII's opening chapter, you'd better believe this video was basically just an excuse for me to play a classic game from outside the bounds of the Video Works project in an effort to bolster my spirits during the age of social distancing.
I've really liked these past 2 episodes but Jeremy do you regret not just making this series "Deep dives into games I like" from the start instead of continuoally cursing yourself to puzzle, pachinko & shit-game hells
Nah, the boring stuff makes the good stuff all the more satisfying.I've really liked these past 2 episodes but Jeremy do you regret not just making this series "Deep dives into games I like" from the start instead of continuoally cursing yourself to puzzle, pachinko & shit-game hells
Nah, the boring stuff makes the good stuff all the more satisfying.
They say you have to walk before you can run, and in Game Boy Works, we need to slog through some mediocrity before we get to the good stuff. Neither of these games is terrible by any means; Battle Bull feels like an update to Sega's Pengo or Irem's Kickle Cubicle, while Navy Blue 90 is, y'know, Battleship. However, both end up being let down by some questionable creative choices and frustrating technical issues. Neither lives up to its real potential.
A true video game ephemera classic, this audio cassette was distributed by publisher Meldac to promote the U.S. release of Heiankyo Alien for Game Boy. Given Meldac's legacy as a jazz label, it should come as little surprise that this tape is loaded with fantastic chip tunes (featuring "Multi Matrix" audio) and a great cover with live instrumentation. The B-side features what appears to have been a recorded message played to customers who called a 900 number, presented in the style of a schlocky 1950s alien invasion radio play. Please enjoy this incredibly clean rip of a 30-year-old cassette (the one pictured here)!
Special thanks to John Andersen of @SavingTheVideoGame for sharing the scans included here of Meldac's promotional mailing for the game!
He'll be getting to it eventually anyway, and I imagine that context will be covered extensively there.I'm surprised he never made a Gaiden for Dragon Quest, considering the title debuted 1987 and it's effects on Japanese video games will have a huge ripple for the entirety of the NES lifetime.
He'll be getting to it eventually anyway, and I imagine that context will be covered extensively there.
Removing compilations/rereleases, there's about 110+ games to get through before it.Remind me when eventually should be? Because didn't Dragon Warrior debut in NA in 1989?
The history behind Heiyankyo Alien dates way back, as in around the very start of Japanese game development, and proved to be the foundation of plenty a game, including, what Jeremy may argue, being a major influence on Pac Man. The music you're hearing is from the remake portion of the Game Boy port.The music on this Heiankyo Alien promotional casette slaps really hard.
I've never even heard about this before, but it seems like a legacy game.
To celebrate the 40th anniversary of arcade classic Missile Command, Atari and Nickervision Studios have given the game a modern facelift with Missile Command: Recharged. In this sponsored video, I take a look at the Switch version to explore how its dual-interface option and compelling power-up gameplay loop help make Recharged one of the few home adaptations of Missile Command to truly capture the spirit of the original.
++++++++++++++
Fire missiles to protect your bases! The arcade classic is back and recharged!
Missile Command: Recharged is a re-imagining of the beloved classic with fast-paced, arcade action where players must defend their bases by blasting an endless barrage of missiles hailing from the sky. Launch counter-missiles to protect your base and target power-ups to gain an edge at critical moments. Missile Command: Recharged will appeal to those that fondly remember playing the original or its many iterations, and a whole new generation of gamers that are looking for fast-paced, pick-up-and play, arcade goodness. Available now on Nintendo Switch, PC, Mac, Linux and Mobile.
Nintendo Switch: https://www.nintendo.com/games/detail...
App Store: https://apps.apple.com/us/app/missile...
Google Play: https://play.google.com/store/apps/de...
Steam: https://store.steampowered.com/app/12...
Epic: https://www.epicgames.com/store/produ...
Ah, whoops... you were so busy being snide you forgot this week's actual video.
Ah, whoops... you were so busy being snide you forgot this week's actual video.
Sponsered content now?
Missile Command: Recharged—Recapturing the Arcade Spirit
Let's get Square to sponsor a Crystal Chronicles remaster review next.
Is she the one who documents the packaging and media for the games?My wife's photo business has been completely shut down for three months now due to the pandemic, so if anyone wants to create a good video game and hire me for an honest assessment of it, I'm OK with that.
Finally! The Metroidvania Works series arrives at the games that lent the genre its name... or at least early entries in those games' franchises. Metroid brings us the first real taste of the exploratory action platformer, with a complex world that players unlock and explore by upgrading their hero(ine). Meanwhile, Vampire Killer on MSX adapts the NES classic Castlevania to a PC-style framework with (temporary) item collection and intra-stage exploration. And finally, Milon's Secret Castle applies the "search everywhere for invisible items" philosophy of mid '80s action games to a contiguous, freely traveled world containing multiple self-contained stages. None of these are quite metroidvania games yet... but we're getting there.
N64 Works shifts into third gear—third-party gear, that is—with a pair of games that I am wholly unsuited to break down. So instead, this episode dives into the history surrounding them: The so-called N64 Dream Team, the checkered relationship between Nintendo and Mortal Kombat, and what this version of Trilogy says about the N64 when held side-by-side against the PlayStation release.
Video game version of Nukem when?Nintendo publishes a football game, and an arcade hit comes to Game Boy after being filtered through the soupy green monochrome of the Amstrad CPC. They're not great! This is not fulfilling video game content! Let's hurry through and get along to the next. OK, thank you, please drive through.
This week, we take a little bit of a sidebar between the genre's foundational works (that is, Castlevania and Metroid) and the major works ahead in 1987. These games covered in this episode do not constitute critical contributors to the genre; nevertheless, the ideas seen here speak to some solid instincts. We'll see more refined takes on these concepts further along, but for now, here are some noble efforts that don't quite nail it.
They're much better in the sequel but the game isn't as good.