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Friday, December 7, 2012

The History Of Mortal Kombat - Ep.6 - Soul Of a Warrior


The History of Mortal Kombat courtesy of mksecrets.net is a series of video documentaries looking back and delving into one of the most popular and enduring video game franchises in the industry. I've been a major fan of their work with these videos. While I don't consider myself the most "Hardcore" MK fan, I do enjoy series and acknowledge its contributions to the fighting game genre as well as the industry as a whole. After a long hiatus after 5 completed episodes, many out there believed that these fan documentaries were done with. This really bummed me out as the documentary timeline was heading into Dreamcast territory with  exploration of series exploits during the end of the 90s. Our beloved Dreamcast saw just one exclusive installment of the franchise during its 2 year run here in the US.

Skip to 13:50 to see everything you ever wanted to know about MORTAL KOMBAT GOLD. Otherwise, check out the entire video (as well as all other episodes) if you have even smallest interest in MK.

FINISH HIM!!!

http://www.mksecrets.net/    

Thursday, November 29, 2012

Tee Off Review


Original Release:
Japan: ???
North America: 2000
Europe: ???

Game Details:
1-4 Players
VMU enabled
Standard Controller
VGA Box (Original Release must be tricked)

Gameplay
Unknown to me until RDC’s release (thanks guys btw), Tee Off is an English localized port by Acclaim Entertainment of a Japanese release on a golf game known as “Golf Shiyouyo” by developer Bottom Up. The gameplay provided here is low on sim but establishes fun and easy to grasp game mechanics that can appeal to players of all ages as well as fans and non fans of the sport alike. Game modes available for play revolve around a “World Tour” mode which is the games single player quest mode to attempt at becoming the world’s greatest golfer, a “Free Round” encompassing both “Point Tourney” and “Stroke” rules of play. Rounding out available game modes are “Match play” and “G-ball”, the latter being a pretty addicting croquet style game. The game provides 11 golf personalities to choose from, each with their own attributes providing a diverse cast to the sport. Less then half are available from the get go while the rest of the cast must be unlocked.   

Story
Since golf tournaments are held in all corners of the globe, each region lays claim to the “Best Golfer” title. However, there has never been a unification of golf organizations with the goal of discovering a Master Golfer… until now.
And the plot thickens!

Graphics
Considering the games production originally hails from Nihon-koku, the game presentation is very light hearted and charismatic. From the games mushy but catchy intro sequence right down to the cast of characters themselves interpreted in a cutesy anime chibi like design. The games visuals may or may not cater to players depending on their taste. All in all though, while the games visuals aren't that impressive, it’s more than adequate and nicely done for what they are.

Sound
The game's audio would be near perfect but unfortunately misses its mark as a result of the English localization. The game's music is excellent, with some very catchy tunes heard regardless of what country you golf in. I found the music very uplifting and beneficial to the stale sport of golf. The minuses in this category come from the English dub which is SO stale and lifeless as well as sounding way too loud (be prepared to lower the “voice volume” on the game option mode to avoid teeth grinding).    

Conclusion
Tee Off was a welcoming surprise, especially to this old Dreamcast junkie who is always under the impression that just about all the best games on the library have already been experienced. If you crave some Dreamcast 4 player fun in a sport outside of some Virtua Tennis, give Tee Off a shot. It may just be right up your alley.

6/10 

Monday, October 1, 2012

The King of Fighters 98 (NEO4ALL) Review


Original Release:
1998

Game Details:
1-2 Players
Standard controller
VGA box

"The following game was not officially released for Sega Dreamcast. It is emulated using NEO4ALL RC-4 developed by chui. This is an evaluation of the emulation of the game as well as the game itself.

Using Team RDC's release you can play this game as though it is a commercial game with only a brief loading screen."
-Comrade Snarky

NOTE: This is my first ever review for a RDC (NEO4ALL) release. I'm glad its on a game I've enjoyed in my gaming palette.

Gameplay
The King of Fighters 1998: The Slugfest (also released to the consumer market as Dream Match Never Ends or the Dreamcasts case, Dream Match 1999)  takes the foundation that was laid out from the previous installment (KoF 97) and further refines it to create one the tightest, most polished gameplay experiences the series has ever saw before its release. It removes the series signature story presentation (as the Orochi Saga story arc came to an end in previous year) and opts for a story-less dream match like setting where nearly every character (either living or dead by accounts of the games official canon) introduced up to that point were all assembled for the first time while the role of the game’s final boss is fittingly given to the staple series boss (and quite dead) Rugal Bernstein. The games 4 button layout remains the same since the series inception back in 94. The game borrows the innovative formula of KoF 97, where the user is given the choice to choose from 2 distinct game mechanics. Extra Mode emulates the old KoF engine and play style established in 94 and throughout 95 (Manual meter building gauge, Side Stepping Dodge maneuver, Dash), while Advance Mode provides a more diverse engine that borrows some elements introduced in KoF 96 with the newly designed meter stock gauge introduced in 97 (Meter gauge that builds and stocks up as damage is inflicted or sustained, Evasive Roll maneuver, Running). Additionally the game also provides users with multiple versions of some the veteran cast members, in which their fighting styles resemble older styles of play, thus effectively increasing the character selection. New to this installment is the handicap that is given after a member of a team has been defeated. For example, In Extra mode, for every team member that you lose, your gauge gets shorter and shorter for faster chances of building super meter, while in Advance mode, an addition power stock limit is given for every member that is lost in your team (you start off with 3 stocks with the possibility of building a maximum of 5 stocks). Such a handicap makes for some interesting comebacks and a chance at rising from the ashes of certain defeat.    

Story
It all began in 94, kept on rolling in 95, this is how plays in 96, it came in 97, and now comes and here we go, KOF is here again, nothing’s gonna stop us 98!!!

Graphics
KOF 98 set a benchmark for the series on the aging Neo Geo MVS hardware back in its day. Characters sprites remain as large in size as they had been introduced in KoF 97 but many sprites where further refined to much fan praise (most notoriously the “New faces Team” which really animated terribly in KoF 97). Backgrounds (while less ostentatious then the ones that fans were treated to in the previous game) still look quite impressive. Character art got a massive overhaul, displaying some of the most impressive artwork stills the series has ever received up to that point in the franchise.
It’s important to note that the original Dreamcast release of this game (KoF DM 99) was a visually updated port which included new character artwork for the EX characters, and new fully animated intro sequence and most noticeably 3D polygon based backgrounds seen during gameplay. Alas, even with all these additional visual updates, the release disappoints by not being VGA compatible whatsoever. With this RDC release, this is about the closest that dreamcast and fans can hope to get to play this game in a VGA signal on their Dreamcast consoles.

Sound
I've always had this thing about my dislike for the game announcer in the KoF series when it’s portrayed by a female so it’s natural for me to say that I find the announcer in this game rather annoying. Audio effects are spot on and the soundtrack is like a nostalgic trip down memory lane as each team and characters receive some of their most memorable tunes in this game.

Conclusion
KoF 98 has to this day remained one of the most legendary points in the long running franchise, (One that took SNK and Eolith about 4 years worth to produce a sequel that surpasses it or one that stands firmly proud besides this respected installment). Here’s hoping RDC releases KoF 2002 in the not too distant future considering they've been on a roll with King of Fighters on the Dreamcast platform.

7/10

Monday, September 10, 2012

Royal Rumble Review

Original Release:
???

Game Details:
1-4 Players
VMU enabled
Standard Controller, Arcade Stick
Jump Pak enabled
VGA Box

Gameplay
Royal Rumble is a arcade wrestling game by the collaborative efforts of Sega and developer Yuke's that debut in 2000 and ultimately released on the Dreamcast by THQ in the same year. The game's moniker is based on the popular WWE Pay Per View annual event of the same name. This game bares the distinction of currently being the final arcade game to be released under the WWF/WWE franchise. The game supports two main modes of play, Exhibition (typical fighting game 8 to10 man ladder tournament), but with a strange twist where a secondary wrestler is chosen, acting as a partner whose actions are controlled via a 3 assist type system ala Marvel vs Capcom 2, Also in this mode, the game spontaneously transports you to various locations in the arena for some bizarre yet admittedly chaotic fun even its feels so random. The other mode is Royal Rumble which is the main attraction of the game as it supports up to a total of 9 wrestlers in the ring at one time (although keep in mind that only 4 out of those 9 can ever be actual players). The game employs a similar grapple system reminiscent of the early SmackDown series which was making waves around that time (also a development of Yuke's), catering to a very simple pick up and play mechanic that can be easily adopted by any gamer regardless of skill type.

Story
N/A

Graphics
The original product was a game fostered from the Sega NAOMI arcade hardware. With that said, its a bit disappointing to say that the visuals of Royal Rumble aren't some best seen on the popular hardware or what many have come to expect from it. The character models seem to have lackluster details aside from the character facial models which look the part at best and the arenas feel a bit dull... definitely lacking in graphical detail. The lighting is just a bit too much and can get annoying rather quickly thanks to those camera flash effects from the crowd. The game appears to run at an unshakable 30 FPS even when the maximum amount of wrestlers are occupying the screen at once. The game looks rather decent running through a VGA signal but nothing special compared to what other Dreamcast games can produce in this respect. But it's not all bad in this category, The game is as close to arcade accurate as one can get on a Dreamcast thanks to the shared tech behind both platforms.

Sound
Nothing particularly noteworthy here. No commentary, but its does have some terrible guitar rifts theme music that grows old a bit too quick. Crowd chants get loud and obnoxious over time, although having the crowd groan in pain unison to when someone is hit with a low blow is a definite nice touch! Run of the mill audio effects for attacks and slams...

Conclusion
Wouldn't it have been AMAZING if this game supported the Dreamcast VS link cable for 8 player simultaneous play in Royal Rumble mode!!!
In any event, while my comments in each category for this review may come off as a bit negative or harsh, the game in the end somehow redeems itself as one heck of fun arcade wrestling game that is as fun to play among friends as any other 4 player game on the Dreamcast as it is to watch as random insanity is sure to unfold. The game really takes me back to such classic arcade wrestling classics as WrestleFest and WrestleMania thanks to its simple learning curve and  friendly arcade multiplayer.

6.5/10

Dreamcast... You are an ALL STAR!

To celebrate the Dreamcast US 13th birthday which occurred over the weekend, i thought it would be nice to do a video on one of the lesser talked about topics of the Dreamcast legacy, that Being the "Sega All Stars" series. Does anyone out there have a few of these variants in their Dreamcast game collection? If so, drop a comment of which of the 17 you currently own.





from wikipedia:

Sega All Stars was the name of Sega's budget series for the Dreamcast, similar to Platinum Hits, Greatest Hits, and Player's Choice, for games that have sold many copies. When a title became a Sega All Stars title, it was sold at a lower price ($19.95) and given reprinted labeling. Because the Sega All Stars brand was exclusive to the United States, game covers were given an orange bar (as opposed to Europe's blue color scheme) with the brand name written from top to bottom. The disc labels were also changed to include a small circle with the Sega All Stars brand printed inside of it.
Because of the Dreamcast's short lifespan, only 17 titles were made into Sega All Stars titles. It is believed that more titles were planned to be brought over as Sega would continue to support the Dreamcast until its last months, but never did as 3rd party support began to diminish as well, causing Sega to eventually do the same.

Sunday, September 9, 2012

Happy Birthday Dreamcast!!!

The wondrous white console we all know and love turns 13 today here in the US. 13 years worth of great gaming memories with simply remarkable titles like Shenmue, Power Stone, Sonic Adventure, Soul Calibur, Jet Grind Radio, Project Justice (seriously, the list of games can go on and on!) that have many gamers around the world hanging on to their consoles and still find it worth playing today.
 
Even after its quick demise, the console still thrives and lives on thanks to the efforts of many out there, making it feel like the system is as relevant today as it was back in September of 1999. This blog and its contributors would not exist if it wasn't for you Dreamcast. Happy Birthday!

Saturday, September 8, 2012

ReviveDC Project Preview: Fire Pro Wrestling D "US Edition"

Considering the imminent anniversary of the Dreamcast's US release (9.9.99) is well underway, The group over at ReviveDC is proud to announce as well as provide a sneak peak at their next major exclusive release under the RDC banner... Fire Pro Wrestling D: US Edition! The following link will show you a progress video of the current build (Footage courtesy of irvgotti452).

http://youtu.be/NN3i-_RuKoY

While a concrete release date has yet to be finalized, progress has gone rather steadily, with the build at about 80% complete, showing great progress. With that said though, Revive DC Project is in dire need of an experienced coder to complete the project. If there is anyone out there that can lend a hand in this regard and help our cause to finally have English translated release of this legendary JPN exclusive, please contact via email at revivedcproject@gmail.com

Please help spread the word out about both the game and the helping hand so many Dreamcast/Wrestling fans can enjoy this game for years to come. Lets all do our part to keep the Dream going!

Monday, September 3, 2012

Marvel vs. Capcom 2 Review (Revised and Revisited)

Original Release:
Japan: March 30, 2000
North America: June 29, 2000
Europe: July 16, 2000

Game Details:
1-2 Players
VMU enabled
Standard Controller, Arcade Stick
Jump Pak enabled
VGA Box

[Video courtesy of "It's Still Thinking"]

Gameplay
"Select Your Heores...!"
Select a team of 3 from a massive roster of 56 total characters representing both Marvel and Capcom favorites like Strider, Ryu, Thanos, Sabretooth, with new premiere appearances from Cable, SonSon, and Jill Valentine to name a few.
"Select Your Assist Type...!"
Select from 3 unique assist types for each character, affecting how your team members will aid and support each other in battle (This is a MAJOR aspect in high level gameplay so experiment and choose wisely).  
"Cool Decision...!"
Fight through 7 AI controlled teams to finally face the Boss (Arcade Mode). Other modes include Versus, Training, Score Attack and Secret Factor (a shop where you can exchange your currency earned through playtime in return to unlock half of the roster as well as additional colors for all characters and additional stages). Controls take a major departure from the Street Fighter's traditional 3 strength system in favor of a 2 strength system with an assist button tailored to each member of a team. This new button scheme not only makes the game comfortable to play on a standard DC controller, it also makes the game more accessible for newcomers. Capcom expands on the formula of the renowned VS. series with 3 man tag battles (as oppose to 2) and makes great strides in expanding the assist mechanic first introduced in MSHvsSF. New features added include a fitting cancel system (cancel specials into hyper moves on the fly), a delayed hyper combo system that allows you link all 3 characters hyper combo into one another for serious damage, and last but not least, the dreaded Snapback feature that allows the user to force tag an opponent’s support member onscreen. Additional mechanics that have been a staple to the series like Push blocking, hyper jumps, dashes and magic series combos are all accounted for in this installment.            

Storyline
"The Chronicles of Battle Will Now Unfold, This is...!"
When doomful shadow covers hope, warriors join. In search of the Abyss, which is suppose to bring BLAH BLAH! Here’s the real story, Capcom still has the rights from Marvel Comics to milk the VS. series one more time. At their disposal is the best arcade hardware in the form of Sega's marvelous NAOMI hardware, and with that the once in a lifetime opportunity to recycle just about every sprite ever designed, over a decade of Capcom fighting titles milked for all their glory, all bundled with some of the most ridiculous fighting mechanics ever conceived. Unethical, immoral you say? perhaps. A recipe for success… Absolutely!!!

Graphics
"Get Ready to Kick butt, Engage...!"
The games visuals and presentation are a result of the games arcade roots. As mentioned, the game was originally developed for the NAOMI hardware (an equivalent to a more powerful Dreamcast) so the conversion process to the DC is nothing short of perfection. While the character sprites don't benefit from the powerful hardware, everything surrounding these pixilated pugilists do! The HUD is crystal clear, the hit sparks as well as special effects are overhauled. More obvious though, every background stage is in 3D, displaying in beautiful 640x480 resolution. Playing in VGA mode may make the character sprites look tad more terrible to the eye, but the overall picture onscreen looks ultra sharp and vividly colorful (Worth it for the latter if you ask me).       

Sound
"Oh Man, I Almost Had Heart Attack There...!"
Here's where the game throws you a massive curveball! While the sound effects are adequate and typical fighting game fare, they are drowned by the games soundtrack which is composed of purely jazzy inspired tunes coupled with likewise harmonious vocals that in no way compliment the games blistering pace and visuals. It's almost as if Capcom consciously chose the most unfitting music genre for this game! What other explanation can there be!

Conclusion
"Don't give Up, Challenge Again...!"
It's been 12 years since its release to the gaming world but MVC2 has obtained not only a cult status among fighting game enthusiasts, but also a longevity that I personally feel has yet to be toppled (due to its long overdue sequel lacking those arcade roots that served its younger sibling so well). After countless ports on other consoles, the Dreamcast version of MVC2 remains without question at the top as the most accurate version for home consoles. While it may lack the style and finesse of Soul Calibur, or the deep technical values of 3rd Strike, but its sheer replayability is unrivaled when mixed with the proper community.  

8.5/10

Street Fighter 3: Triple Threat Review (Revised and Revisited)


Game Details:
1-2 Players
VMU enabled
Standard Controller, Arcade Stick
Jump Pak enabled
VGA box

The talented group known as "RDC" has gone for broke with their latest (and 50th) DC release. Out of their efforts comes a trifecta of pure fighting game bliss in one convenient package. Aptly titled Street Fighter 3 Triple threat, the entire legacy of SF3 (New Generation, 2nd Impact Giant Attack and 3rd Strike) is expertly crafted and collected on one content packed disc. CD AGES here, and I first would like to extend my sincere gratitude to the group for not only making this dream project a reality, but for also letting me review their marvelous effort :)  

Gameplay
Right out the gate, the innovative gameplay features that SF3 has been renowned for are quite lengthy. Let’s go over them and analyze a few:

Parry- Also known as "Blocking" in Asia, a parry is an offensive maneuver that nullifies an attack and allows you to counter with an attack of your own. This is the meat and potatoes of SF3.

Leap Attacks- Also known in some circles as a "RIP" attack or a Universal Overhead (UOH). This is an offensive tool available to all characters. This new attack provides you with a means to open up your opponents defenses. Simply put, it's a valuable overhead attack. 

Super Arts- A fancy term for super moves, what sets "Super Arts" apart is that a player now must select only 1 of 3 super moves to use in battle. Each Super Art is tailored to a particular style of play, complete with an independent meter size and stock limit.

Dash- A mechanic seen in other fighters from SNK and Capcom, it makes its welcomed debut to the SF series. Can be used to advance or retreat.

Super Jump- Higher jump altitude than a normal jump, many fans of fighting games have seen this mechanic in other fighting titles.

Target Combos- Essentially a type of chain combo, TC’s are character specific and unique to each. Some characters have one, some have many and a few do not.

Stun Gauge- A gauge seen underneath the life bar, this gauge dictates how much damage a fighter can sustain before succumbing to dizzy state.

EX- Introduced from 2nd Impact onwards, EX attacks are upgraded versions of special attacks. They consume a portion of the Super Art gauge and performed by pressing 2 punch or kick buttons depending on which special move is chosen to EX.

With these great gameplay features... the truth is, perhaps the biggest contributor in terms gameplay to this trilogy comes in the form of its roster of fighters. In a bold (and quite frankly controversial) move, Capcom chose to drop all previous World Warriors (with exception of Ken and Ryu) in favor of a fresh cast complete with a new protagonist to represent this new generation of Street Fighter. While this decision really hurt the popularity of this series among the fans during its release, the truth of the matter is that it’s the reason why this installment has the longevity it has earned for itself. It’s this brand new legion of fighters that many have chosen to attempt to learn (and ultimately master) that has been a true hallmark to the trilogy of SF3. Gameplay differences between all 3 versions are small yet make major alterations to the flow of battle. "New Gen" definitely feels solid but lacks considerably overall while "2nd Impact" feels like a step in the right direction with the inclusion of 4 additional fighters, EX attacks, throw teching, and a bonus round aimed to teach. The final release known as "3rd Strike" feels completely fleshed out and masterfully updated, with 4 additional new fighters and 1 returning legend in the fan favorite lady thunder thighs herself Chun Li, bringing the roster up to a respectable 19 characters to choose from. The game also updates the formula of its previous release with a tremendous re-balance, an overhaul of the throw mechanic, a command update to the "leap attack" as well as modest changes to block and parry mechanics of the game.      

Storyline
So long M.Bison and Shadaloo syndicate! The Illuminati and its chosen leader Gill, are planning to rule the world... not much else here. 

Graphics
Unleashed into the arcades in early 1997 with brand new arcade hardware under it's hood (in the form of Capcom's proprietary CPS3 board), New Gen makes use of the new tech in every form imaginable, even in an inspirational sense. Considering that new hardware can lead to broader possibilities for designers to exploit and a fresh start, New Gen does exactly that and more. But let’s keep on topic and talk about the graphics of the SF3 trilogy. To say the SF3 series is a powerhouse of 2D animation is an understatement. The graphics alone separates the SF3 series from its monumental pedigree, making it feel like a whole new world. Animation to just about every action on all characters in the cast is incredibly fluid and painstakingly smooth. Elena's idle stance is almost hypnotic with her insanely fluid capoeira movements. Dudley's idle stance is impressive to watch as he freely switches from southpaw to orthodox stance in seamless fashion, and Remy's crazy amount of animated movements in random fashion like stroking his hair from his face and hand gestures (I could swear I once saw Remy tighten the ring on one of his fingers) leave me in awe. The graphic animations are easily what set this chapter of the street fighter series apart from the pack and made many take notice especially during their respective runs in the arcade market! If only Capcom continued to the explore and build upon the realms of 2D animation in their current releases.

Sound
By all accounts it appears that the vibe Capcom chose for the SF3 Trilogy in respects to its music revolves around a distinct urban underground hip hop type of theme. While New Gen and 2nd Impact have some distinct and catchy tunes, the overall soundtrack feels a bit bland and lacks the proper execution that was heard in 3rd Strike. With that said, 3rd Strike has perhaps one of the awesome, most impactful soundtrack you will ever hear in the SF series overall. The audio dept as a whole took a major step forward with the final iteration of SF3. The entire roster was re-voiced to much praise and the entire soundtrack was redone with a better sense of conveying that hip hop sound Capcom was trying to accomplish from the beginning, thanks to their collaboration with a few talented artist and studios. In all honesty the hip hop, jungle, bass like tunes really compliments and add to the atmosphere of SF3.

Conclusion
Its no secret that the "3" series has been known as the least successful point in the history of Street Fighter, Be it due to its new cast of characters, mechanics that were perhaps less user friendly or simply due to its time of release when the arcade industry was on life support. Regardless the reason, one thing is for certain, its biggest accomplishment for the series lies in the proper evolution to the fighting game formula that it's younger sibling set to establish. Thanks to this compilation, the stepping stones to achieving a near perfect fighting game will not be lost to the ravages of time and instead be available on our wonderful Dreamcast consoles :)

10/10

Friday, August 31, 2012

Suzuki Alstare Racing Review

Original Release
North America: November 16, 1999
Europe: November 10, 1999

Game Details
1-2 Players
VMU enabled
Standard Controller
VGA Box


[Video courtesy of "Its Still Thinking". Check the game out and leave your own comments of the game.]



Gameplay
Suzuki Alstare Racing is a refined version of a PC game release known as Redline Racer made by the infamous development studio Criterion Games and published by Ubisoft. A motorcycle racer with a slight emphasis on arcade style control physics with an intentionally grounded and realistic presentation making the overall experience a bit sedated yet accessible to players of all skill types. I personally found the game rather encouraging to play as a result of the games approach to gameplay and intuitive controls. While not part of the incredible Dreamcast launch lineup of 9.9.99, the game was still available very early for the platform almost right after the launch. The provided game modes for the game consists of a simple single player campaign mode, a 2 player mode and that's about it really. You'll spend most of your time in "Main Mode" which consists qualifying races which in turn allows access to additional qualifying tournaments to compete in, ultimately unlocking additional levels, bikes and racing attire.

Story
N/A

Graphics
I may be wrong here (If someone can enlighten me on the subject) but the game may have been produced with Criterion's own RenderWare technology. Regardless if there is truth to this statement or not, the visuals in Suzuki Alstare are quite nice especially for their time. Everything looks good, very sharp and well textured. Lighting effects produced on various levels are also well done. While the game runs on a lackluster 30 fps, it does nothing to take away from the games blistering pace. The framerate is always locked and never ever falters down to anything below its default rate regardless on what appears on screen. Also, the games sense of speed is rather impressive with enough acceleration and there is little to no issue regarding draw distance.

Sound
Engine sounds are good and the games soundtrack if of the techno electronic variety so the latter may evoke a love it or hate it feeling depending on your musical taste. There are some catchy beats and tunes but for the most part, a lot of the music is forgettable. A gripe i have with the game in the audio category which stems from the sound chime that is produced when reaching checkpoints on a racetrack.

Conclusion
The Dreamcast is a heaven for many amazing racing titles, and the same publisher to this very game had 2 additional racers released almost in parallel with the release of Suzuki Alstare Racing. With such abundance and variety on the console, it's bit easy to overlook this game from the shuffle. I admit I never even played the game until just last year when I scored a copy for only $3. I must admit that I was rather surprised to discover such a fun game that I had yet own. There may be a lack of modes and content overall, but the heart of the game is rather polished and well crafted. Check this game out for yourselves courtesy of RDC and see if your impression of the game is similar to my own.

6.5/10      

Thursday, August 30, 2012

Soul Calibur Review

Original Release
Japan: August 5, 1999
North America: 9.9.99 (I just can't help myself!)
Europe: December 1, 1999

Game Details
1-2 Players
VMU enabled
Standard Controller, Arcade Stick
VGA Box

[Video courtesy of "Its Still Thinking". If you dig the gameplay footage, go grab RDC's impressive Soul Calibur ISO release and bust out a few combos of your own!]

Gameplay
SOUL CALIBUR!!! is a 3D arcade fighting game released in 1998 by Namco. It's the successor to the lesser known Soul Edge arcade which was released in 1996 (later released on home platform as Soul Blade). One of the first 3D fighting titles under the weapon based fighter sub-genre (the other being Toshinden), Soul Calibur's cast is well varied and diverse thanks in part to the games central focus on weapon combat, providing the user many options among playstyles to discover. The games control scheme is a simple yet elegant 4 button layout encompassing a Block (guard) button, Horizontal attack, Vertical attack and Kick. Soul's general techniques are abundant like "Soul Charge" (virtually useless IMO) and the more worthwhile defensive variations in its "Guard Impact" system that provides the defender various types of parries to halt an aggressors assault and attack back accordingly. Perhaps the most groundbreaking feature to Soul Calibur name is the 8-way run. This implemented system of movement provides players with complete access to move about in all 8 directions on the playfield. Furthermore, its execution is impressively implemented, making it an effortless task to gain access to this level of freedom during heated battles. Because of the nature of weapon based combat where positioning, proper spacing and the possible threat of "Ring Outs" are perilous, the 8-way run system gels smoothly with the games blueprint fighting formula which clearly compliment casual players and advanced veterans alike.      

Story
For some reason i was under the impression that RDC had already written a review for its respective Soul Calibur release some time ago. After some research, the closest I could find on the blog was a amusing story involving ebay, alchohol, a party and Soul Calibur, and not in that particular order... Oh wait... ehem!
...A Tale of Souls and Swords, Eternally Retold!... yup that about sums it up.

Graphics
WELCOME BACK TO THE STAGE OF HISTORY! Contrary to some info that's out there, Soul Calibur's original inception is the involvement of Namco's own arcade board dubbed "System 12" (not NAOMI!). When porting the game over to the Dreamcast, developer "Project Soul" faced the daunting task of porting over their game to hardware that although was more powerful than their in-house tech, was also ultimately different... not to mention a very tight deadline they had to do this in to have the game ready for the consoles inaugural launch date in the states. While it was pretty clear that absolutely nothing of the original arcade version of Soul Calibur would be left out of the home conversion, the real testament of the developers craft lay perhaps on what was possible to further improve the product as a whole with this new technology found under the Dreamcast's hood. The latter became a rather staggering result when the game was finally unveiled to the public. For the first time in the industry, a console version unquestionably looked superior to its arcade forefather. Higher Polygon count, smoother textures, little to no polygonal tearing on the character models as well as independent physics on hair and clothing. Collision vastly improved among combat, majority of the battlegrounds assets went from stale 2D images to wonderful 3D! I'm someone who truly appreciates the little things in life, as such i am pleasantly delighted with the games lighting and clashing effects! You all owe it to yourselves to someday play this game with VGA ouput. You just gotta!

Sound
BATTLE 1 FIGHT! Soul's audio is of the highest calibur (pun intended!) indeed. Music is wonderfully orchestrated, elevating the games epic scope beyond anything ever heard in a fighting game at the time. Dialogue feels spot on for just about the entire cast adding a nice dimension to their personalities and providing an additional layer of realism. Sound FX like footsteps, floor slams and weapon clashing sound practically perfect to the ears! The audio in Soul IMO impresses just as much as the visuals do to the whole game.  

Conclusion
THE LEGEND WILL NEVER DIE! That quote seems very fitting to Soul Calibur doesn't it. Was the game truly deserving of all the accolades it achieved back then. I would say so (I still fondly remember all the buzz the game generated back in the day). But what about now? Whats my take on it as I write this review some 12 years later. Hmm... The game was clearly and still is one of the killer apps of the Dreamcast. In return, I feel the Soul series owes so much to the Dreamcast platform for propelling it to the greatness it garnered (let's be real here! no one knew or cared for Soul Calibur when it was in the arcades and i'm sure it would have stayed that way if Namco had decided to port the game to the Playstation like they originally intended to). Is the game really perfect even today, Nah! but even by today's standards, its pretty damn close.

9.5/10


Sunday, August 26, 2012

It's Still Thinking Channel

I originally started this channel after one day browsing for particular Dreamcast games to reference gameplay footage for certain titles I had yet to own in my collection.  My displeasure soon arose after finding a lot of game footage out there was of either of bad video quality, display of terrible knowledge on how to properly play the game, game footage drowned out by constant commentary that was either inaccurate or simply unwanted or all of the above. I soon took it upon myself to create a video database of every Dreamcast game i can get my hands on!

 I try my darnedest to provide quality game footage to the utmost best of my gaming abilities and skills. All game footage is done using actual DC hardware and GD-rom software (unless it's a game of the homebrew variety), displaying in 640x480 resolution via a VGA connection to a Vizio 27' LED TV in a slightly stretched display ratio, captured in a low tech old-school manner via a simple HD cam (apologize in advance for some glare and lighting issues that occur).

With the exception of Import game releases, all games are divided by genre category for convenience puroposes. All videos (except game intro vids) will be accompanied by useful info for anyone's interest. If you (much like myself) enjoy watching good DC game footage, please feel free to browse my channel. I look forwards to any comments and or suggestions to either a particular video or channel content in general. Let's keep the Dream going!
Dreamcast: It's Still Thinking

Resident Evil 3: Nemesis Review

Original Release
???

Game Details
1 Player
VMU enabled
Standard Controller
Jump Pak enabled
VGA Box

Gameplay
Resident Evil 3 is the 3rd and final game in the series to be released on the Dreamcast platform. Originally a Playstation game by Capcom, improvements over the previous installment are very few but those few are worth going over in regards to the gameplay category. Controls (for better or worse) remain the same as they were in RE2. New to this game were the inclusion of a dodge maneuver to avoid attacks as well a 180 degree turn for more diverse retreat scenarios. Gone is RE2s innovative zapping system and even the 2 character selection option seen in prior 2 installments. You basically play with only one character throughout the majority of the campaign. Since the zapping system and 2 player selection was removed, a branching path mechanic is put in place to promote replay value, providing multiple endings uncover through various amount of playthroughs. Additional features include some limited interaction with the games environments and an ammunition creation system. Perhaps the biggest new addition to the game is the inclusion of the new antagonist known as the Nemesis. This MoFo is really the main draw of the entire game. An huge bio-enhanced monster strapped with a rocket launcher. This dudes sole purpose is to hunt you down and kill you! The player encounters this brute on multiple occasions, having to either fight him head on or run for your life as he chases you down for miles. The Nemesis really makes the game a lot more special than the overall product would have been without it.    

Story
The games story is both a prequel and sequel to Resident Evil 2. The story further expands on T-virus outbreak from RE2 and concludes the fate of the infected town of Raccoon City.

Graphics
The visuals of the RE3 port to Dreamcast deserves closer inspection and discussion for all you game graphic nuts out there. The only other console port that rivals the Dreamcast version of RE3 is the GCN port that was released a few years later. The issue here on which looks visually superior lies in each console version having something over the other! For example lets look at the Dreamcast version. The games backdrops are incredibly detailed and of a higher image resolution (Much higher than what was displayed on the DC port of RE2). This is even more apparent with VGA 480p output. The games FMV cinemas on the other hand have not seen any improvement (especially when compared to treatment the DC version of RE2 received in this respect). Finally on the DC port, The polygonal models remain about the same as the original Playstation version. Models flicker a lot and there is very noticeable polygonal clipping on said characters models (RE2 DC port does not suffer from this).
Now lets look at the GCN port of RE3. The backdrops look improved much like the DC Version. The games FMVs have in fact, been improved, running at a much higher framerate (RE2 on GCN has some very horrible quality FMV compression). Finally, the polygon models on the GCN are most definitely improved upon, removing the majority of the flickering on the models and most of the polygonal clipping that other versions suffer from. There lies bit of a problem with RE3 on both consoles and which is the best, because RE3 on GCN looks very improved over its RE2 port. But in Dreamcast land, RE3 does not look visually improved to its own RE2 port and this makes no sense at all. Resident Evil 2 is miles away the superior version on the Dreamcast, but somehow the same can't be said when this game (Resident Evil 3) is concerned because this game received very little improvement in the graphics. The only saving grace on the Dreamcast version that slightly beats out the competiton is that it supports 480p resolution! So for gamers wanting that superior version of Resident Evil 3, one has to weigh the pros and cons on what they value more out of their experience...
  

Sound
High marks in regards to this category. RE3 continually bombards the player with a vast array of audio to frighten the senses. Sounds effects are very crystal clear and keep you on your toes throughout the entire experience. Dialogue is appropriate to the cause of the game as well. The games soundtrack is also worthy of praise. It really does a magnificent job of pressing the games tense progression forward with some memorable and downright "panic inducing" tunes... I simply love how the music sometimes foreshadows an imminent encounter with the dreaded Nemesis or other dangerous encounters that lie ahead! Shit always gets to you and puts you on high alert from the music alone! Do yourself a favor and play this game in the dark with your speakers up.

Conclusion
Resident Evil 3 is perhaps one of the least memorable of the old school series. Perhaps because it had big shoes to fill after having to top the overwhelmingly successful of Resident Evil 2. While it doesn't bring anything relatively ground braking to the table, the game is absolutely worth recommending to both Resident Evil fans and survival horror junkies. Like I mentioned in the "Graphics" category, the best version of this game is hard to declare. But its worth noting that the Dreamcast version does have additional exclusive perks... every unlockable available from the start and 2 additional costumes for a grand total of 8.

7/10




Tuesday, August 21, 2012

Resident Evil 2 Review


Original Release
Japan: December 22, 1999
North America: December 6, 2000
Europe: April 28, 2000

Game Details
1 Player
VMU enabled
Standard Controller
Jump Pak enabled
VGA Box

Gameplay
If you were a console gamer back in circa 1998, then you should be familiar with the surrounding hype and massive success of a little known game called Resident Evil 2. One of the most successful entries in the beloved franchise by Capcom, It propelled the companies status back on top during a period where they were on the brink of financial collapse after running ragged key titles like Street Fighter and Mega Man with countless rehashes and sequels that lacked originality. While the first Resident Evil wasn't by any means perfect, it was enough of a gameplay experience to garner healthy sales and single handily put the survival horror genre on the map. Resident Evil 2 has the makings of everything a sequel aspires to be in the industry, as it practically improves upon all aspects of its predecessor with flawless execution. With such overwhelming success, it came to no surprise that over the years after its release on the Playstation, the game began to grace multiple platforms, including Dreamcast. Anyone who played Code Veronica on the Dreamcast (or any other old school survival horror titles of the time), should be familiar with the gameplay concepts of RE2. A purposefully restrictive (and tedious) control scheme, major focuses on exploration, conservative combat, some puzzle solving here and there, all wrapped up with a few boss battles to liven things up. Perhaps the most innovative feature set by RE2 is its impressive "Zapping System". The game provides the player with 2 characters to choose (each available on a their own separate disc). While each character follows a similar conflict and storyline, they tread a different path that interweaves with the other and changes depending on who you decide to complete the game with first. Such a concept provides plenty of replay value as players are given the opportunity to experience 4 possible scenarios in the games intricate story.

Story
You guys gotta know this by now... and if you don't, i'd rather not spoil it (The games has really solid intros that help you get into the game).

Graphics
The Dreamcast port of Resident Evil 2 is more or less the exact version that was released on the PC (thus it was ported over to DC using its alternate WinCE environment). While this may sound like a bad thing, it fortunately ends up being quite opposite. The PC version had major benefits and perks that far exceeds any console release (GCN, N64, and the multiple version on the PSX) in regards to content and graphics. On the Dreamcast this equates to much smoother characters models, significant removal of polygonal clipping on said models, A rock solid framerate locked at 60 FPS and last but not least all of the games FMV cinemas run at a high quality resolution of 640x480 just as the entire real-time game graphics when played on a VGA signal. Not even the version released years later on the more powerful GCN hardware can touch the Dreamcast version in the graphics department. The only major setback worth noting are the games pre-rendered backgrounds that unfortunately received no graphical enhancements.

Sound
For its time RE2 had very respectable voice acting (a trillion times better than RE1!) and one incredible soundtrack that further fueled the dreaded atmosphere of the game. The games sound effects are also quite impressive and really helps in the games total experience. Alot of these aspects still hold up even today and feel as though they have been  improved upon on the Dreamcast hardware.

Conclusion
At the time, Resident Evil 2 was not only one of my all time favorite games, it was also my favorite in franchise. For the longest I thought Capcom would never top it. Fast forward to RE Code Veronica, and these 2 games have to this day, equally remain my all time favorites in the entire long running series. While it may look and feel like a dated game to many Dreamcast owners, It doesn't (or shouldn't) take away from the greatness that still is Resident Evil 2. If you simply love this game or it has a special place in your gaming past, you owe it to yourself to own what is arguably the best version! The DC version (after personally comparing all versions available on various systems) is without question the most complete, most up to date version you can ever find on physical gaming media. Perfect use of the VMU, substantial unlockable content, modes, art galleries, and improved graphics, round out this must have title!

8.5/10    

Thursday, August 2, 2012

Vampire Chronicle: For Matching Service Review


Original Release
Japan: ???

Game Details
1-2 Players
VMU enabled
Standard Controller, Arcade Stick
VGA Box

Gameplay
As many fighting fans on the DC platform are well aware, many of Capcom’s Dreamcast import selection that bears the “Matching Service” moniker simply indicated a game with the distinct feature to play online against other Dreamcast players via a dedicated online server. Just about all of these Matching Service releases were released exclusively through Sega’s infamous “Dreamcast/Sega Direct” online store, making their initial run a rather limited endeavor (This particular game rumored to have had a production of only a meager 5000 units worldwide). Vampire Chronicle (released only in the US for the PSP as Darkstalkers Chronicle: Chaos Tower), was the first in a many attempt by Capcom to release games of this proposition (reproduced later over the years with the likes of Hyper Street Fighter 2, and Hyper Street Fighter Alpha) The concept of these 3 particular fighting games is simple, collect all of their subsequent updates into one cohesive game that gives players the ability to select various versions of a character. For example Hyper SF2 collects all of the SF2 series (World Warrior, Champ Edition, Turbo, Super, Super Turbo), So if your favorite version of Ryu (which hypothetically would be Turbo version) and you wanted to go up against a friend who’s favorite version of Guile (from World Warrior version), this game allows you have that match, thus creating countless match combinations that were never before possible. This is what Vampire Chronicle encompasses. It collects all 5 releases (we only got 3 of those 5 releases here in the US mind you) in the Vampire/Darkstalkers series (Vampire, Vampire Hunter, Vampire Savior, Hunter 2 and Savior 2). The format is a bit more elaborate in Chronicle than the example used for Hyper SF2. The game first gives you the option to select from the 3 main match formats used throughout the series (Vampire/Hunter/Savior). These selections will determine Life Gauge type as well as ES Gauge system type. After making that decision, you are then allowed to pick your character and finally the selection of game version of that particular character (Vampire, Hunter, Savior, Savior 2) which will determine your characters special move list, magic series combos as well as additional system mechanics. This all may sound a bit daunting at first but it becomes clear especially for anyone who has followed the series.

Story
Who cares really...

Graphics
The entire Vampire/Darkstalkers series was conceived from the CPS2 arcade hardware. For its time the game was a true showcase for the arcade hardware that gave it life. The games visuals were so unique and well received that Capcom adopted a similar style to use in the Street Fighter Alpha series and even the Marvel Vs. series. The game sports vivid and lush colors, beautiful sprite design and some impressively fluid animations that still hold up quite nicely even by today standards (Lei Lei’s advancing, retreating, and idle animations are what made me love with the character when first saw her in Night Warriors on the Sega Saturn). Capcom really took their first major step forward in the sprite art department with this series and created a fighter with such flair that it could visually compete with their rival SNK, who at the time was tearing it up with their awesome sprite animation and character designs in their stable fighting game franchises. It appears that the RDC release of this game IS fully compatible with the sublime VGA accessory (much like the actual GD Rom release) for total enjoyment of this wonderful release.

Sound
Audio wise the game has some very memorable and quite catchy tunes. Sound effects and dialogue are also very crisp and as a bonus, match type selection not only determines health and ES gauge type, but also will determine the games soundtrack which is a wonderful perk (I personally always loved the soundtrack for Vampire Hunter over the rest!).

Conclusion
While Vampire Chronicle is (at moment of this review) the final entry in the franchise, it unfortunately has not caught on with the fighting game community. If it ever did at some point, many have eventually gone back to Vampire Savior. I think it’s mainly due to the fact that while the concept of meshing multiple fighting updates of a particular installment into one actual game might sound good on paper, the end result is a recipe that makes for one very unbalanced game for competitive play. It is true for games of this nature, Hyper SF2 had a VERY short competitive time in the sun before everyone eventually went back to ST and Hyper Alpha was just played for shits and giggles, not to be taken seriously. For what Vampire Chronicle lacks in overall polish, it makes up for in sheer fun among die hard Darkstalkers fans.   

7/10

Sunday, July 22, 2012

Dynamite Cop Review


Original Release:
Japan: June 1, 1998
North America: November 3, 1999
Europe: October 14, 1999

Game Details:
1-2 Players
VMU enabled
Standard Controller, Arcade Stick
VGA Box

Gameplay
Dynamite Cop is a Beat Em Up sequel to the arcade and Sega Saturn release of the aptly titled “Die Hard Arcade”.  The only thing that separates the sequel from its precursor is the lack of the “Die Hard” license. Dynamite Cop builds upon the formula set by its predecessor and further builds upon the gameplay mechanics with rather commendable results. Players can now select between 3 distinctly unique protagonists before selecting 1 of 3 missions (of various length and difficulty) to journey through, ultimately leading to the same final boss of the game (Wolf Hongo!). The games control system is what to be expected from the genre with 3 buttons that control Punch, Kick and Jump actions. With this simple button configuration at your fingertips lies a wealth of options to which you can execute various moves and techniques. This is where the games true charm of DC lies! The amount of ways to deal damage onto your enemies is rather impressive. There are extensive amounts of combos, holds, throws and various advanced maneuvers to explore as you tear a new one onto any pirate dumb enough to stands in your way. Weapons and interactive objects set about each area only sweeten the deal to this aspect of the game. The games controls are practically perfect making all such actions at your disposal a breeze to do.  

Story
You have to invade the ship! Clear the pirates and rescue the hostages, especially the presidents (ugly) daughter!

Graphics
Originally released in the arcade using Sega’s Model 2 hardware, the games visuals, while state of the art perhaps for its time, wasn’t up to the standards that can be seen on the Dreamcast console. Graphical enhancements were in fact made to the Dreamcast port which include full CG cut scenes to the cinemas (as opposed to the in game graphics that were utilized in the arcade version) a more vibrant color palette to the games 3D environments and slightly refined character models. Even with these improvements, the Dreamcast port still looks dated and does not harness the power of the console. Still, while the games visual presentation won’t wow even the most jaded Dreamcast gamer, it still manages to get the job done. With that said, I would like to note that game visuals look vastly more appealing through the use of a VGA adapter. The games color and sharpness looks SO improved, you’ll never want to go back to standard video connections again. Trust me on this, the game looks way better than it should on a VGA signal for some reason! 

Sound
Nothing special but all the audio that you were treated to in the arcade version has been reproduced on the Dreamcast version flawlessly which is always a positive in these arcade to home conversions!

Conclusion
No bones about it, I love this game! Perhaps it’s simply due to my undying love for the under-appreciated genre. Perhaps it’s because it’ll be the closest thing I’ll ever get to a Street of Rage 4 on my Dreamcast. Or maybe because it takes the fundamentals which make up the genre, and crafts it to perfection so well with flawless intuitive control, a very deep fighting engine, and weapons galore to explore as well as exploit, creating a Beat Em Up so perfectly sound, it makes me wish all others in this territory were as solid as this offering. The game is not perfect! Much of its apparent flaws are a result of the genre it represents as well as its arcade heritage. Even with these setbacks, the masters at AM1 threw in enough extras to keep you coming back for more if the heart of the game doesn't already evoke that.

8/10

Sunday, July 15, 2012

Dreamcast Scene Bullshittery

I really wish I had more positive things to blog about but unfortunately, it doesn't seem like there's anything positive that comes out of the Dreamcast scene anymore.

Today, we have more money grubbing, coming from dc4you.ru. They've decided to start charging money for each download of "rare" Dreamcast releases. This isn't a direct download either, this is a torrent site, where peers have to share the files. In other words, stay the fuck away from this site.

Even if there's something there you for some reason think that you absolutely can't find, look harder. It's out there. They got it from somewhere. Hopefully ReviveDC stuff is spread around well enough that they don't decide our releases are rare, because we do this stuff for free. We don't make any money, some asshole running a tracker shouldn't either.

So, there's your heads up. Stay smart and don't waste your money.

Thursday, July 12, 2012

Capcom vs. SNK Millennium Collection Review


Game Details:
1-2 Players
VMU enabled
Standard controller, Arcade Stick
Jump Pak enabled
VGA box

In honor of Revive DC’s impressive 100th release run, the group is at it once again, making an attempt to outdo themselves with an offering that can only be found within the ambitious efforts of RDC. “Capcom Vs. SNK Millennium Collection” chronicles Capcom’s entire legacy of one of the industry’s most monumental crossovers. On this disc you’ll find the likes of Capcom Vs. SNK Millennium Fight 2000, Capcom Vs. SNK PRO and Capcom Vs. SNK 2 Millionaire Fighting 2001 as well as few little extras thrown in for your enjoyment. Considering that Comrade Snarky and I have already reviewed each of these games individually thru their respective RDC release, I will attempt to shed additional info to the games provided on this collection to the best of my ability.

Gameplay
The CVS series was an attempt to fill the void of the exhausted Street Fighter Alpha series which was making its rounds in the arcade industry prior to the release of the CVS franchise. CVS1 as a whole seems to have a very clear cut, old school approach to gameplay. At its core, the fighting mechanics in this first installment are very barebones and limited in scope to what many became accustomed to in the Alpha series and the Marvel Vs. series. This intentional approach to fighting provided many with a return to basics of fundamentals of the genre, giving it that real nostalgic feel hearkening to fighting games of the early 90’s (gotta love that intentional slowdown as fireballs hit their foes!). CVS1 also appears to take cues from both company rulebooks, opting for an SNK button layout and an emphasis on KOF team structure as oppose to Capcom’s 1on1 or tag team battles, all the while adding some rather interesting features for the tried and true genre. The series trademark “Ratio” system was added to compliment team based battles with some added strategy while providing balance. The 30 plus roster is divided into 4 categories: Ratio 1, 2, 3, and 4. Higher the ratio the stronger the fighter. The kicker here is that a player has a maximum of only 4 Ratio points to build a team as they see fit. While very restrictive in allowing players the freedom of creating their own teams, it certainly calls for interesting decision making and promotes having to learn new characters that perhaps you would never have bothered to if it were not for the constraints of the Ratio system. All these features mentioned are also directly applicable to its successor CVS PRO! Less of a sequel and more of a minor upgrade, PRO is a very minor attempt to further tweak and balance its predecessors shortcomings. Alas it fails to achieve its goals. The only worthwhile additions made to PRO were the inclusion of Dan Hibiki and Joe Higashi which by default are thrown into the Ratio 1 category. With the true sequel, CVS2 took a different approach to just about every feature introduced by the first game. The 4 button layout was thrown out in favor of the more traditional Capcom 6. The games Groove system was greatly expanded with 4 additional grooves which allow you to play in styles similar to other popular fighting titles offered by both companies. The controversial Ratio system of old was replaced with a “Free Ratio” system allowing players to distribute those 4 Ratio points into teams of 3, 2 or just one character. All these additions and changes (as well as an expanded roster) give CVS2 a more up to date approach of the mechanics of the game and provide much broader possibilities than what its prequel could ever offer.

Storyline
The supposed legend behind the creation of such a dream match was due to a popular Japanese video game magazine which was reviewing at the time SNK’s superlative KOF 98 release and Capcom’s ambitious Street Fighter Zero 3. The publication sported on their front page “King Of Fighters Vs. Street Fighter” in an attempt to pit each respective publisher’s offering against the other in the market. It appears that many readers misinterpreted the magazine header for an actual game which created an uproar of positive reaction among fans everywhere. After witnessing the fan clamor, both Capcom and SNK made a deal which then led to the creation of a handful of titles pitting both companies’ mascots against each other.

Graphics
All CVS games where developed under the SEGA Naomi hardware tech which led to an assured port on the Dreamcast platform in an effortless arcade to home translation. CVS1 and PRO sport amazing pre rendered backgrounds with some amazing lighting and dynamic effects. All backgrounds are complimented with real cool intro sequences that are reminiscent of SNK’s prior efforts in their past games. The game also sports some real cool monitor and arrow motifs that really elevate the crossover dream match it envelops throughout the presentation! CVS2 feels slightly less ostentatious in this regard over its prequel but by no means a slouch in any respect. CVS2 has a more tournament gathering presentation going for it alongside a news broadcast theme. All backgrounds are redone and put the NAOMI hardware to good use by creating battlegrounds with 3D polygons. While they look nice enough, they appear to visually hurt the character sprites more than the former backgrounds that used a different graphical technique in their creation. While on the topic, the 2D characters sprites are a real mix of good and bad. The entire SNK cast has been beautifully redone from the ground up while the same cannot be said for a majority of the Capcom roster. For the best graphical results I would suggest an S-video connection to retro CRT TV or the purchase of a VGA adapter if you plan to play on at modern TV set or monitor! These games may not looks as gorgeous as say Guilty Gear X, but they still manage to look good enough thanks to some cool looking effects and 640x480 res backgrounds!

Sound
CVS series rocks out it this area and hits all the right notes for those that can appreciate the musical genres that are represented in this series! I implore fans of video game music to listen in on some of the tracks for these games via the options menu. You are sure to find some real catchy and downright awesome tunes! Audio effects also impress. Character speech and dialogue is spot on and everything sounds great thanks in part to the hardware’s modest audio capabilities.

Conclusion
The final part which deserves some mention are the extras that are packed into this collection. Much like RDC’s previous compilation, this one also offers some kick ass knowledge for all you young grasshoppers of the genre. All titles contain acceptable “How to Play” tutorials and “Command Lists” although the latter can be also accessed through each respective game via pause screen. Last but not least this dream collection also contains the much useful (and thankfully translated) “Capcom Taisen Fan disc” which was given out in Japan for those who preordered CVS2 for the Dreamcast. In this disc you’ll find some real cool character artwork galleries, VMU save files of some really sweet high caliber matches among Asia’s best “during CVS2s early days” and most importantly, unlockable save content files for nearly every Capcom JPN release on the Dreamcast with exception of Capcom/Psykyo collaborations, Resident Evil titles and a few other offerings that appeared on the platform before this fan disc was originally conceived. Regardless of the fact that these are save files for JPN Capcom releases, a few of them are cross compatible with their respective US versions! Here a convenient list of those games:
Power Stone
Power Stone 2
Spawn ITDH
SF3 Third Strike
SF Alpha 3
Marvel Vs Capcom
Jojo’s Bizarre Adventure (use FMS version save and never overwrite!)


While the first CVS has long been forgotten by many, its sequel still enjoys some healthy tournament life in many parts around the globe even after all these years. Regardless of their positions today, these games are well deserved of your attention if you have a passion for fighting games.


8.5/10

Saturday, June 9, 2012

Jojo's Bizarre Adventure: For Matching Service Review


Jojo’s Bizarre Adventure: For Matching Service
Original Release
Japan: 1999

Game details:
1-2 Players
VMU enabled
Standard controller, Arcade Stick
Jump Pak enabled
VGA Box (FMS ver. ONLY!)

Gameplay
“Jojo’s BA” is a collection of 2 fighting games by Capcom based on the manga series by Hirohiko Araki. The finished product makes a real great effort in translating all the craziness of the source material and blending it with Capcom’s signature fighting gameplay much like how the company did with the Marvel license (speak of which, Jojo’s mechanics seem to have a very “Marvel Vs. Series” feel to it albeit with a more heavily grounded approach). The end result is a surprisingly refreshing and creative effort (from such a stagnant developer of the genre no less) that 2D fight fans should try out.  The game utilizes a 4 button mechanic that’s mapped out to dictate weak, medium, and fierce attacks as well as the main feature that makes this game truly unique among the rest... the “Stand” button. This feature controls your characters "Stand", an inner persona or alter ego. This feature varies from character to character in accordance to the manga. Some fighters wield a spirit, while others supernatural ability lies within a simple object like a gun, sword or even a possessed doll! When turned ON you gain access to special abilities like chain combos, double jumps and immunity to chip damage in return to whittling down the Stand gauge instead. If said gauge gets completely drained down, your Stand will crash and your main character will be open to free damage. Going back and forth into battle with your Stand on and off is key to the games mastery. While it seems like a tedious endeavor for a feature, it's a very interesting and fresh concept to the genre that adds a bit of flair to the fight.    

Storyline
N/A?

Graphics
Jojo’s visuals are a result of the short lived in-house CPS3 arcade circuit board of Capcom. With that said, this series (in a graphical sense) doesn’t seem to fully tap into the hardware when compared to the 2 other franchises that saw life on this arcade hardware (one being “Red Earth” and the other being the SF 3 trilogy). The sprite work looks very reminiscent of the Darkstalkers series. These games seriously look like they could’ve been produced with the CPS2 arcade board (hell, X-men COTA and MSH look more impressive to me!). Animations look solid enough, but no where near on par with what those other 2 franchises that were able to muster more from the hardware. The backgrounds are another problem. Throughout they look pale and lifeless compared to what is seen on other Capcom 2D titles. It’s not all bad in the visual dept though. The game does have some spectacular visual effects are downright insane as they are awesome! We’re talking about falling Steamrollers, resurrecting Cadillac’s, Screen size teeth munching on your opponents and awesome gunfire shooting straight through the TV screen. There’s some wacky visual eye candy in this series for sure that demands mentioning.
 Before we move on from this category, there is another major bone to pick with the original U.S. Dreamcast release which I’d like to address and get the facts straight… and that is the games lack of VGA compatibility. Before I get the whole bit of “Hey CD ages, there are other DC titles that don’t support VGA”, please consider that. . . THOSE OTHER GAMES THAT AREN’T VGA COMPATABLE DON’T ADVERTISE THAT THEY ARE LIKE THIS DAMN GAME! History repeats itself here as yet again Capcom has packaged their products with very ridiculous errors in which they don’t seem to care how their consumers are affected as a result.
RDC has once again stepped up to the plate and provide DC owners everywhere with “FMS” version of Jojo’s that was released exclusively in Japan via DC Direct online service. This Japanese re-release is indeed VGA compatible right out the gate (fixing what the original release lacked) and ready to be enjoyed the way it was meant to be played!    

Sound
The games sound dept is somewhat weak where it counts. The music is quite honestly awful. Many of the characters themes sound very dull and boring, thus doing little to compliment much of the action that appears on screen between these BIZARRE characters. On the plus side though, vocals and character dialogue are excellent and very coherently powerful. Characters have very lengthy dialogue before, after and in between matches giving it that crazy Japanese anime feel. Sound effects are nothing special, your typical Capcom fare.

Conclusion
Anyone remember Capcom's advertising campaign for this game in various publications?
Resident Evil
Dino Crisis
Jojo!?
It seems Capcom brought over this series from overseas without putting much thought into its marketing. I suppose it makes sense when this particular brand had very little exposure to the western audience at the time. I have a feeling that if this game was re-released in today’s market, it would gain slightly more recognition and appreciation then it did back then solely on how much of its game mechanics innovated at the time and paved the way for other hit fighting titles that borrowed from this sleeper hit (I’m looking at you Arc sys GG and BB!). I personally felt very conflicted reviewing this release mainly due to how much I respect this game from the perspective of a fighting game fan. I honestly wish I gave the game more of an opportunity as a kid (I bought this back on release day for the PS1 and eventually purchasing the superior DC port). On the other hand, the game really had no dedicated scene out here in the states for the game to grow and as a result warranted little reason to play the game to learn its intricate features. Furthermore, the mere fact that I cannot play the game via VGA really kept me from playing it more than I would like to if it was. Instead, I spent quite a while trying to understand why this game would not work via VGA. Little did I know as a kid that it simply came down to a company that would be so inept, to release a product with an advertised feature it wasn’t meant to fulfill… for shame. With this version being released for many to enjoy for the first time, my compliments go out to RDC for another superb effort! 

6/10

Friday, May 18, 2012

Want to pay money for what ReviveDC gives you for free?

Here's your chance!

Game Case World is offering you the Sonic Adventure Limited Edition cover for six dollars!

That's right, buy now and NONE of the money comes back to us!

"The covers on Game Case World’s web site are derived from a community developed cache of free, publicly available covers which we contribute to, as well as do hundreds of members of various communities namely The Cover Project. Game Case World has our own in-house graphic designer, so if you can’t find what you are looking for please contact us."

That's all good and well, but I don't remember posting that to The Cover Project, or having their "in-house graphic designer" contribute to the RDC project at any time.

So, thank atreyu187 who has put a lot of money into our project buying games and equipment and gotten nothing back.

 I hope you're enjoying your pure profit, Game Case World!

Friday, May 11, 2012

Capcom vs. SNK Review

Original release:
Japan: September 6th, 2000
North America: November 6th, 2000
Europe: December 15th, 2000

Game details:
1-2 Players
Standard Controller
VMU Compatible
Arcade Stick
Jump Pack Compatible
VGA Compatible

I'm sure back in 2000, people were frothing at the mouth for Capcom vs. SNK. A chance to finally have the characters from two opposing games duke it out, and to prove superiority of one brand over another. Even now the idea is an appealing one if you know someone who is a fan of that other company from your preferred one. Well, leave it to Capcom to screw it all up.

Gameplay
The first thing you'll notice about Capcom vs. SNK is that it's completely unremarkable. Capcom vs. SNK utilizes the 4-button play style from SNK and a generic engine utilized by neither company. The game is stupidly simple, and plays like a 14-year-old's MUGEN wet dream. It's like Capcom went running out of their meeting with SNK where they hammered out the details and put the game together in a week with cartoon dollar signs (yen signs?) in their eyes. There's a decent line-up of Capcom and SNK fighters here, and you can play with a Capcom or SNK play style that affects the way your super bar is filled. It feels like a missed opportunity that a Capcom play style wouldn't let you use the 6-button layout, but I'm sure Capcom went with 4-button because 6 would have required them to get some new animations for the SNK characters, and doing new things requires effort. This is a cash grab, remember?

One new, sort of creative, feature that didn't work out at all is the Ratio System. In theory, this should let you build teams of different size that should be about evenly matched with other teams of different sizes. In practice, this immediately goes out the window because it seems like absolutely no balancing was done to the game. So, don't let the different numbers of characters fool you into thinking you may have an advantage, because it's not going to change a thing. Characters feel floaty, adding to the MUGEN feel, and the lack of any unique gameplay aspects (unless you count choosing an SNK or Capcom play style unique) just kill the game.

Storyline
Two companies are having a dispute.. blah, blah, oh fuck. Spoilers. Joe and Dan are the tournament winners at the end. The joke characters. This would be sort of funny if Capcom didn't release an enhanced version in Capcom vs. SNK Pro a short time later that rebalanced the game and added Joe and Dan as playable characters. I guess the message is that Capcom is the real winner when it comes to your money.

Graphics
This game has some seriously nice looking stage backgrounds. They're all newly drawn and they look excellent. There are also some really, really cool stage intros. Then there's the fighter sprites which are absolute garbage. A few are newly drawn (gasp) but most are ripped from some pretty damn old games. This negates the effort put into the stage backgrounds and just makes the game look like a mess. With the quality of the stage backgrounds, you'd think Capcom would realize they should step up their sprite quality as well. The Dreamcast was very capable of smooth sprites, as shown by Guilt Gear X, but this would require time, effort and money from Capcom.

Sound
This is surprisingly good. It's really good. The menu music has a cool vibe, the tracks have energy to them, and it's the lone high point of the game. Instead of playing the game, you could just find an OST and imagine a better game.

Conclusion
If you thought Capcom are bad about shaking down customers now, you've never played Capcom vs. SNK. This is a sorry excuse for a game, especially one that should have been a massive undertaking since it was pitting two companies against each other.

5.0/10



Saturday, April 21, 2012

Twinkle Star Sprites Review

Original Release:
Japan: March 23, 2000

Game Details:
1-2 Players
VMU enabled
Standard controller, Arcade Stick
Jump Pak enabled
VGA box

Gameplay
Twinkle Star Sprites is an odd one to say the least. In a nutshell, The gameplay can be described as a cross between a fixed vertical shmup and a competitive puzzler rolled into one. Twinkle is the last game to be released by the renowned Alpha Denshi Corp (or ADK) for the NEO GEO platform. The game eventually saw release on various other home consoles including the Dreamcast in Asia thanks to SNK. The gameplay concept is simple and straightforward but quite a challenge when put into play. The play field is split into 2 and the object of the game is to shoot down various enemies in your respective play field and avoid their attacks. Enemies that are shot down are then transferred in various enemy forms to your opponents play field and vice versa. Gameplay becomes as a major tug of war as you try to out-shoot and out-maneuver while at the same time, tactically destroy your enemy bots so your combinations create larger and deadlier enemies to spawn onto your opponents area thus placing the AI or human opponent in a more compromising and difficult position. Arsenals at your disposal is you basic bullet fire, a potent charge shot and limited bombs to clear your area when in a bind. Each character in the selection roster varies in effectiveness and it is up to you as a player to understand their strengths and shortcomings and find the one that suites your style.

Storyline
If only that damn intro sequence to the game didn't roll by so quickly, I would have an idea what this games prologue story is all about!!!

Graphics
Visuals aren't too spectacular mainly due to its original hardware architecture as well as its puzzle presentation. The character designs have a very cutesy anime look with a complimentary color palette. The character designs seem to share striking similarities to the legendary Sailor Moon anime series, which perhaps is why the look of the game appeals to me. Yes! I love me some Sailor Moon! Ah... Lets move on shall we...

Sound
Audio Dept is passable thanks to its decent customization options for the games soundtrack. For the arcade purest you have the option of selecting the original NEO GEO audio soundtrack as well as an interesting (H)igh (Q)uality version of said soundtrack. Additionally there is also a arranged CD quality version that is more nicer to the ears.

Conclusion
I'm going to go out on a limb here and say that perhaps Twinkle might not be for everyone. While taking two very niche genres like puzzler and shmup and blending them together is surely a very ambitious production to undertake, the result can perhaps further alienate the already niche genre on both ends. Twinkle is definitely not without its flaws, but overall whats there is truly unique and worth the attention for those that have love for one of these 2 game types. Be sure to give it a run through with a human opponent for multiplayer mayhem... It only elevates the experience so much more!

7/10


Sunday, April 15, 2012

Cannon Spike Review

Original Release:
Japan: December 21, 2000
North America: November 14, 2000
Europe: May 3, 2000

Game Details:
1-2 Players
VMU enabled
Standard controller, Arcade Stick
Jump Pak enabled
VGA Box

Gameplay
Cannon Spike (also known as Gun Spike in its native japan) is another collaboration project by Dreamcast loyal Capcom and a little known developer by the name of Psikyo. A multi-directional shooter at heart, the gameplay is reminiscent of such classic titles as Mercs and Smash TV but with some greater focus placed on boss battles. The games roster while short, is sweet! It marries some of Capcom's most well known, as well as some very obscure faces, making a very eclectic but much likable selection for a player to dig into and enjoy. With such a moniker chosen for this product, it should be to no surprise that Cammy is in the game. The rest of the cast is composed of Charlie Nash (SF Alpha), Arthur (Ghost n' Goblins), Shiba (3 Wonders) and hidden characters Megaman and B.B. Hood (Vampire Series). That leaves just one characters who seems to have been made exclusively for this game by the name of Simone. The games original button layout is composed of a simple 3 button scheme which dictates Lock-On, Shooting bullets and Close range melee. Additional high damage specials and supers are also available by simultaneous pressing of 2 and 3 buttons respectively. The games controls are quite adequate and serve well for such fast paced manic action that lies ahead. The game becomes a lot more enjoyable with co-op multiplayer.

Storyline
Honestly haven't got a clue... If there even is a storyline i'm sure its almost nonexistent.

Graphics
Visuals are rock solid and are worthy of its NAOMI origins. Nothing too detailed or massive polygons and textures here, but the models are well done, displaying vivid colors and a sharp finish. The games graphics really benefit from the use of a VGA peripheral so definitely go that route when displaying this title to your friends. Think the original Power Stone in terms of graphics but with slightly larger character models. Speaking of which, it seems Capcom allowed Psikyo to go to town on some of the established character roster. Cammy sports machine guns and some sassy knee pad/Rollerblades for mobility, Shiba has much more older look and Arthur... he looks fit to finally be a king with his crazy armor and massive jousting lance.

Sound
Sound wise, the game feels a bit bland and uninspired, especially when the soundtrack is involved. Nothing really stands out which is somewhat of a shame in a personal sense considering how much I love the infectious soundtrack for Psikyo's Gunbird 2 (another Dreamcast offering). Sound effects aren't to spectacular either. Enemy effects when perishing sound very annoying and bullet fire sounds rather weak. On the plus side, the dialogue for the cast is great and feels very authentic to each character.

Conclusion
Cannon Spike may evoke a love it or hate it feeling with gamers due to naturally retro gameplay concepts that caters to a niche audience as well as its rather short game time for a rather hefty price of admission that the game commands these days. Regardless of which, the game is easily one of those awesome Dreamcast exclusive experiences that I would recommend to anyone before passing judgement so quickly. Shmup fans may feel right at home with this offering!

7/10