Saturday, April 26, 2008
Ghosts 'N Goblins (NES)
Within minutes of playing and dying (at Firebrand's hand, no less) I was saying to myself, "Are you freaking serious?"
Unfortunately, yes. Ghosts 'N Goblins is very serious. For anyone who is blessed enough to have never heard of these games, the basic premise is that you are a valiant knight, and your lady got stolen by Satan. Thus begins an epic quest through graveyards and I assume other scary places, since I've never actually gotten past the first damn level to see any of the others.
Anyway, like Gargoyle's Quest, the game is very much Castlevania-style fare, although Castlevania (usually) doesn't make me want to destroy my TV. The graphics are godawful and so is the sound, but I'll give it some credit and admit the music manages to at least be somewhat catchy. (Because I love the NES and retro gaming in general, I'm always gentle with graphics and sound in games from that era. But because I hate everything about Ghosts 'N Goblins, I don't feel like paying it the same courtesy.)
Even though it's funny at first to see Arthur in his boxers after an enemy destroys his armor, it quickly gets old because you see it all the time. Two hits and you're dead, which may not seem too bad if there weren't parts in the game where you can die even with all your armor on. Ghosts 'N Goblins is also Capcom's absolute worst (best?) when it comes to regenerating enemies, so two hits get taken care of pretty quickly.
And here's the greatest thing about it: you can replace your armor, but this is only accomplished by jumping up on a hidden spot in the levels. Yes, that's right. You have to magically intuit which random area in the level will summon a pot with new armor when you jump. In Super Ghouls 'N Ghosts, this pot (which is actually a treasure chest) doesn't even have armor in it 100% of the time. On some occasions, a sorcerer will pop out and turn you into a baby, or god forbid, a woman. So the one thing that can possibly be your saving grace in this nightmarish game is also capable of killing you, just like everything else.
However, perhaps the all-time awesome part of Ghosts 'N Goblins is the ending. After you beat Satan and rescue your princess, it pulls a Mario on you, except it tells you that the entire game so far has been an illusion, and now you have to replay it on harder difficulty.
...Yeah. 'Nuff said.
Arcade version of the "Haha, suffer more" screen.
Arcade version of the actual ending, featuring Engrish.
Screenshot of the very first level on the NES. Note that there are five enemies on screen at once.
Gargoyle's Quest II: The Demon Darkness (NES)
Published by Capcom, GQ is technically in the Ghosts 'N Goblins universe; the subtitle of the first game is even "Ghouls 'N Ghosts." Firebrand, the protagonist, is the red devil enemy from the Ghosts 'N Goblins games, and for whatever reason, he got his own series. I don't care why, I'm just happy he did.
At any rate, I was sadly deprived of an NES as a child, so when I saw that that the GQ sequel would not be on Game Boy, a part of me died. Thankfully, ROMs came into existence, but I've always preferred owning the actual cart (especially for games this awesome). And here recently, I managed to score a copy of the game for $6, so I sat down in eager anticipation with a game I've been waiting to play for 16 years.
What I find so awesome about GQ is that, in my opinion, it combines the best elements of both RPGs and action games. All the "levels" all side-scrolling platform-based, but there is an overworld between them and you have to talk to villagers, go on quests for items, and deal with random battles (which are also side-scrolling sequences). There's no leveling, but some villagers will challenge you and give you a reward after you defeat them (increased vitality, higher defense, etc.) You also get increased wingspan as you go along: Firebrand can only fly/hover for a short time in the beginning of the game, but eventually gains infinite wingspan. (True to Capcom form, he cannot duck, although he can cling and climb to walls ala Mega Man X.)
While the gameplay is and always has been solid (aside from the occasional Capcom Cheapness) I have to admit I was confused about the plot for GQ II. It seems to be less of a true sequel and more of a "remixed" version of the first game; either that or some kind of bizarre prequel. Either way, the timeline for these games is completely incomprehensible, and brings to mind the debates over LoZ timelines. Is it the same Firebrand? Is it a parallel universe Firebrand? The world may never know. However, I will give Capcom props and say that the plot for these games is still far better than the majority of "plots" they come up with.
Another thing I absolutely love about this game is its overall feel. It's kind of like the Capcom version of Castlevania in some ways: very gothic, very spooky, and yes, it actually scared me as a child. The enemies are freakish, bizarre, and otherwise unholy monsters; the music almost constantly features a creepy organ. It was awesome seeing the graphics in color on the NES, too; it's very dark, yet also brightly colored in places, so it creates an interesting contrast.
Anyway, because I could ramble about these games forever (the third one is "Demon's Crest" on the Super Nintendo), I'll go ahead and end it here. Ghosts 'N Goblins is one of the most heinous games I have ever played, but thank god it gave me Firebrand!
The badass himself.
Awesome box art.
This game is pretty much the opposite of Mario. Instead of being happy, all the inanimate objects have terrifying facial expressions.
Monday, January 28, 2008
Week 1: Sailor Moon the Arcade Game
"Yes! A Sailor Moon arcade game! Just what I've always wanted!"
The same thing ran through my mind when I learned of its existence, and so it was with much anticipation that I downloaded the ROM for MAME. For some tragic reason, this game never made it to the States.
The first thing I noticed was the shocking amount of effort that was put into its presentation. Graphically, it is absolutely gorgeous. I'm not an arcade expert, so I can't make any comparisons -- all I really know is that nowadays, my N64 is sometimes more attractive than the stuff in arcades. However, when Sailor Moon came out, I have a feeling it was much closer to the cutting edge. You can see every stunning detail on the tennis racket-wielding monsters! (No joke.)
As for gameplay, it's pretty much your typical Final Fight clone: a mindless side-scrolling beat 'em up with utterly impossible bosses at the end of each level. (Hey man, this is the arcade. Gotta make that money.) You get to play as your favorite sailor senshi, with the caveat that it only features characters from the first season -- which shouldn't be a problem unless you're like me and you actually know that. Each girl has different elemental attacks/special moves, as well as strengths and weaknesses in certain categories (speed, power, and so forth). By collecting crystals throughout each stage, your power level will increase, and it allows you to unleash a "Super" move (which range from massive fireballs to breaking down into tears. Peach has nothing on these girls). Nothing really groundbreaking here, and the controls are as basic as you'd expect.
I happen to be a fan of side-scrolling fighters, so I started playing with gusto. However, the difficulty in some points is almost ludicrous -- it's a Sailor Moon game, for crying out loud -- but hey, lucky for me, I was able to insert "coins" all day long. I think it would have been a lot more fun to play with another person, because while it was amusing and entertaining on its own, the sheer volume of monsters required me to use my special attacks pretty frequently. And in most games like this, it drains a bit of your life every time you do, so I was slowly committing suicide as I tried desperately to defeat the tennis racket fiends. At least the Super moves were really cool to watch, although I found it lame that you could only activate these elemental attacks by having enough crystals.
Ultimately, though, you need to ask yourself only one question. When it comes to Final Fight clones, does it get any better than controlling a jailbait character sprite who screams garbled Japanese and uses "Rolling Heart Vibration" against her enemies?
Nope. It sure doesn't.
ETA: Now with screen caps!
WHO DO I CHOOSE!?
He's so dreamy.
Incoming Jupiter!
Mars and Venus team up (unfortunately not against tennis racket monsters).
Wednesday, October 31, 2007
RA position always an option for students
Students looking for a job, financial aid, involvement, or even all three have an option right here on campus for consideration.
“Well, at first I wanted to be an RA because I wanted my own room, and it helped that it paid and stuff too,” Carmen Wiggins admitted with a laugh. A third year media arts student currently working at Capstone, Wiggins needed a means to help pay for her schooling – and also wanted to get involved in a positive way.
According to University Housing’s website, last updated October 11th, 2007, Resident Advisors are student staff members responsible for mentoring students in a particular residence hall or area. Apart from spending time with their residents, RAs are expected to work four hours a week at the front desk, serve as tour guides during Open House, and respond to crisis - all while maintaining at least a 2.75 GPA.
“It’s a lot more work than it seems, and you live at your job,” Wiggins explained.
Kim Painter, a former RA in the women’s quad and first year grad student, agreed. “You have to know how much work and dedication it actually takes.”
Still, there are benefits.
Currently, first year RAs get 50% off on housing fees, a 25% discount on meal plans 14 and up, and receive a $3,335 stipend in addition to those lowered rates. Should a student decide that he or she would like to continue being an RA, the yearly stipend increases to $3,477. This financial compensation could be a compelling factor for students struggling to pay ever increasing tuition and fees.
“The half off of housing was definitely motivation,” Painter said.
Besides the monetary incentive, being an RA can be a valuable addition to a student’s work history, and could potentially bring professional benefits.
“It looks great on resumes,” Painter explained. “To this day I still get ‘Wow, you were an RA for two years.’”
But perhaps the best payoffs of the job are social.
Painter described the experience as one that made her more outgoing and extroverted, adding that the number of people she met and interacted with during her time as an RA will likely never be topped. Wiggins agreed, and cited the satisfaction she gains from seeing her residents come together.
“I enjoy watching them get closer,” she said. “I’m excited that I feel like I’m doing a good job.”
Of course, the beginning of the school year is never easy.
“I feel like most residents are like, ‘You gotta watch out, they’ll write you up for doing stuff!’” Wiggins joked. “But I’m not here to write them up, I’m here to help them take care of themselves. I’m like, ‘Hey, I want you to do this for yourself.’”
When asked if the positives outweighed the negatives, Wiggins readily agreed.
“The positives are so awesome. It makes it worth it,” she said.
Painter concurred, saying that she would recommend the job to others.
“If you really have some kind of desire to help out, then I’d say go for it.”
Students interested in becoming an RA should submit an application, cover letter, and resume online at www.housing.sc.edu no later than November 7th. Interviews will be conducted November 11th, with rolling offers made until the beginning of the spring semester.
Wednesday, October 3, 2007
Students must use precaution to reduce vehicle crimes on campus
According to the USC Law Enforcement website, there were 12 reported motor vehicle theft incidents in 2006, a marked decrease from 24 in 2001. Unfortunately, there is no further breakdown regarding vehicle-related crime, which belongs to the broad category of crimes against property. This includes larceny-theft (528 incidents in 2001, with 428 in 2006) and breaking/entering (16 in 2001 and 46 in 2006). While these statistics, overall, display a more positive trend, student awareness of such crimes remains critical in keeping them to a minimum.
The first and perhaps most obvious way students can avoid vehicle break-ins is to park in well-lit areas and as close to campus as possible. However, with recent parking congestion, this is often easier said than done. Therefore, as USC Law Enforcement Officer Kenneth Adams of Crime Prevention & Community Relations explains, the next best thing students can do is to keep all items in their car from plain view. Leaving items out in the open often provides the temptation needed to break and enter, and is what
Unfortunately, missing mp3 players may be the least of students’ concerns. Car jacking is also a reality at USC, and carries dangerous consequences. Officer Adams advises against going places at night, and to use the buddy system if being out late is necessary. “Have your keys in your hand, don’t hang out in the parking lot, and lock your car as soon as you get in it,”
While some vehicle-related crimes on campus can be costly or even dangerous, others are just frustrating. Many a student has experienced dents and scrapes from the careless parking of others, and such incidents can be difficult to resolve, particularly if the guilty party has fled the scene. However, recourse does exist in these cases. Students are advised to leave their car where it is in order for the police to inspect, and if they can’t wait, they can fill out a self reporting report of the damage to go on file.
In the event of these automobile emergencies, Officer Adams advised against students touching or moving the car.