Inexplicably memorable EGM ads of the early-mid 90s (Part one)

The first non-Nintendo Power game magazine I subscribed to was Electronic Gaming Monthly. I was never a GamePro fan, Game Players had atrocious layouts until about 1995, and Gamefan didn’t get distribution in my neck of the woods until around 1995ish, so EGM was the go-to multiplatform magazine I’d buy on newsstands and take to school with me to read with classmates. Eventually, I convinced my parents to get me a subscription for Christmas of 1992.

Let me tell you, being an EGM subscriber in 1993 was an amazing thing. Every month, you’d get this humongous catalog-sized magazine dropped off in your mailbox, filled with screens and info on games for every platform under the sun, along with all the juicy details on the still-far-off 32-bit revolution and the vaporware SNES CD. Yes, the screenshots were generally terrible — I’m pretty sure their initial Mortal Kombat 2 screens were taken with a Polaroid and scanned in — but we all loved them regardless.

But with those gigantic issues came ads. Loads and loads of ads. For many games and peripherals, magazine ads were the best way to get the word out — TV ads were expensive, and they knew there were plenty of kids like me taking their magazines to read at recess with everyone else, so a national magazine ad purchase was an extremely smart buy.

Every so often, I pop onto archive.org’s collection of game magazines and go looking for old ads that I remembered. I’m still utterly mystified by what my brain has chosen to retain memories of, as some of the ads I remember very clearly are, in retrospect, not the sort of things that would likely worm their way into an easily impressionable pre-teen brain.

I want to share some of these with you, readers. They’re not the best ads of the era, nor are they the worst. But somehow, in EGM issues packed to the gills with screaming neon 90s ads that didn’t garner a second thought from me, they left such a lasting impression that I can still recall them.

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Nostalgia for sale: What you’re actually buying

I’ve been attending a few events over the past couple of months (thanks, in no small part, to the gracious support of fans and readers). While at shows like PAX East and GDC, I’ve had a chance to play quite a few in-development titles, big and small, that were banking heavily on nostalgia appeal. While it’s a good idea to reserve full judgement of a game until it’s in your hands as a full-fledged product — after all, a lot can happen over the course of development — there were quite a few not-particularly-great games I tried that were attempting — and failing — to capture the spirit of the retro games that inspired them.

Originally, I had a big feature written up called “This Is Why Your Retro-Inspired Game Sucks,” where I went into great detail about some of the more egregious flaws I saw across several games. I didn’t name any titles specifically, of course — that would be just rude. Ultimately, though, I scrapped it: the tone of the piece sounded combatitive and assholish, and while I’m certainly opinionated at times, I didn’t want to come off as a jerk when all I really wanted to do was point out why these games weren’t coming together as the people making them intended. It’s pretty hard being an indie dev already, y’know?

But with the crash and burn of Mighty No. 9 and the less vitriolic but noticeably tepid response to Yooka-Laylee, two of the most prolific crowdfunded “retro revival” games yet made, I feel like we should discuss why a lot of retro revivals seemingly fail to hit the mark once they’re in our hands. There are a lot of reasons, but ultimately, they can be summarized by saying:

What you think you want is a game made to the exact standards of the retro titles you cherish. But what you actually want — and don’t realize you want — is the feeling those games gave you when you encountered them for the first time.

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NieR Automata and the risk of pissing players off

If you haven’t heard by now, NieR Automata is unbelievably good. Like, easy Game of the Year tier good. Hell, it’s probably in my top games of all time at this point. It’s nice to have a Yoko Taro game that you don’t have to recommend with any reservations about things like “sluggish, repetitive combat” or “framerates that sometimes dip into the single digits,” and for that I owe Platinum Games gratitude.

I remember hearing concerns back when this game was first announced, though. By this point, Yoko Taro’s games had become known for having a degree of jankiness to them. Some fans were worried: would having a top-tier developer like Platinum onboard strip NieR Automata of some of the “charm” of previous games? Now that the final product is in our hands, we can see that, thankfully, the answer is mostly “no” for one big reason — Yoko Taro is one of the few figures working on the game industry who is daring enough to actually piss players off.

See, one of the big problems I have with most big-budget AAA titles is that they constantly play it super-duper safe: familiar gameplay and story tropes, overused character archetypes, mandatory tutorials up the wazoo to make sure you never struggle at all. Everything from character designs to control schemes to cover art has been focus-tested and run through EEDAR analytics to appeal to the widest group of potential game players possible. Nothing is allowed to turn off a particular segment of the player population, because these games cost absurd amounts of money make, and if it doesn’t sell several million globally then the entire dev team gets shut down tomorrow, so make that quest-giving lady more attractive, tighten up the graphics on level 3, and no you can’t give that boss a 90% damage attack even if it is heavily choreographed, are you NUTS?

As a result, we’ve wound up with a huge slate of really technically impressive, incredibly polished games that are somehow profoundly bland to actually experience. Much like Hollywood blockbusters, they are designed from the ground up for mass appeal, taking care not to do anything deemed too radical in terms of story, world, or gameplay design. The biggest risk they might take is maybe offending screaming internet jerkwards by having gay NPCs. But doing something deliberate in-game that might make some people angry? Oh hell no, did you see what happened with Mass Effect 3? They weren’t even TRYING to upset people with that one, and look what happened!

But somehow, Yoko Taro has never gotten the memo that “pissing players off” might be a bad idea, and Square-Enix has just let him run with it. Now we have NieR Automata: a beautiful, polished game that’s packed full of high-grade action, phenomenal music, incredible storytelling, and emotional gut-punches… and some master tier trolling. And I couldn’t be happier about it.

WARNING: MINOR SPOILERS UNDER THIS CUT!

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The Seriously Delayed 2016 Gaming.moe Waifu Awards: A Disaster (much like 2016)

2016, man. What the hell even happened?

Well, it’s time for us, once again, to attempt to look back on 2016 in gaming through the lens of the gaming.moe Waifu Awards. No, we’re not here to award actual waifus — rather, we’re here to take a look back on the year in gaming in a somewhat different light than just pointing out what had the best graphics or story or whatever.

The year was a disaster by the standards of most sane human beings, and honestly, it’s hard for me to write 2016 awards because it’s really challenging to look back at the year and see anything beyond a pile of flaming wreckage. Also, it has been declared by HeatStreet to be an Affront to True Gamers and Developers to write end-of-the-year awards that contain things like “humor” and “commentary” and aren’t just slobbering over high-scoring AAA releases, so presenting the Waifu Awards makes me a fundamentally terrible person.

why am I even writing if I can’t win the approval of heatstreet dot com :,(

Nevertheless, I am here to provide you all with my hot, cold, and lukewarm takes on gaming-related happenings of 2016, both well-publicized and obscure, complete with snarky commentary and taking people to task for doing stupid things. The awards honestly took me a while to write this time around — not as many happenings and trends really jumped out at me this year as they did last year, and the things that I did take note of were generally (and, fittingly, given the overall tone of 2016) trainwrecks, many of which had been written about at length here and elsewhere. There’s still plenty to commentate on, though!

Enough chatter, though. Let’s make an attempt to dig through the smouldering rubble of 2016 in hopes of squeezing precious drops of entertainment out of it!

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Masaya Nakamura Tribute: Namco arcade classics (that are just as important as Pac-Man)

With the passing of Masaya Nakamura, founder of Nakamura Amusement Machine Manufacturing Company — better known to everyone as Namco — we’ve lost a man who was a pioneer of the game industry in many ways. When Nakamura bought out Atari Japan’s flagging division back in the 70s (offering far more money than rival Sega), he was spurred to add video game development to the company’s core business of kiddie rides, prize games, and other electromechanical amusements. From there, Namco went on to become one of the Japanese game industry’s arcade powerhouses during the game center boom of the 80s. Their competition with the other heavyweights in the arcade arena at the time — Sega, Taito, and Konami — spurred an incredible era of arcade innovation that helped advance game hardware and game genres to amazing new heights.

But here’s the problem: A lot of people don’t know much about that beyond Pac-Man.

While Namco had a US branch during the 80s, it was mostly a licensing arm until quite late in the decade.1. Games that looked like they’d have strong global appeal were quickly snatched up by the likes of Bally/Midway and Atari, while many others languished as Japanese exclusives, never to be seen outside of the country until MAME and the Namco Museums came about.

As a result, we have plenty of memorials dedicated to Nakamura speaking of him as “The Father of Pac-Man” (a title that really should go to creator Toru Iwatani), treating his legacy as if Pac-Man was the only thing that really mattered. Even without taking into account more modern Namco hits like Tekken, Ridge Racer, and the Tales series, this reductive titling ignores numerous games he helped spearhead into existence that had a tremendous impact on the industry. Sadly, because these games didn’t see much attention in the West, many players don’t know how important they really are. I’ve decided to highlight three very important Namco arcade games here to show just how important Nakamura’s legacy is — there are plenty more examples, but these three titles embody what Namco meant to a generation of Japanese arcadegoers and game creators alike.

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  1. One of my biggest frustrations in studying arcade history is how poorly-documented a lot of dealing between US and Japanese companies during the 80s and early 90s are. Details like when Namco US started to sell their own cabinets are scarce. And furthermore, how did companies like Taito USA decide which games to sell themselves and which to sell out to Romstar?! ARGH

An overly elaborate and painstakingly detailed account of the events of Arcade Superplay Expo 2016

I first heard rumblings in some of the Discord channels I hang out in that Twitch was planning something interesting in the fall. It was going to be a charity marathon, but with a twist: a focus exclusively on arcade games, a segment of gaming that didn’t really get much exposure outside of a few select streamers and the occasional arcade game run at a GDQ. I received a message from Romscout, Symphony of the Night speedrun superstar and Twitch charity event manager. Was I interested in helping out the event in some way?

I swiftly answered. Yes, yes, a thousand times YES. Jeez, you had me from the words “arcade event!”

The idea was a 48-hour marathon to raise money for Save the Children, to be held in October. The event would have players showcasing both classic and newer arcade games, from Donkey Kong and Track and Field to things like Tetris the Grand Master, some modern pinball games, and Beatmania IIDX. I wanted to at least help promote the event and get the word out, but I wondered if there was anything I personally could run at the event…

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Oh, right. There was Raimais, a game I had spent a month writing a novella’s worth of text about. But despite having written extensively about it, I had yet to actually complete a single-credit clear (commonly referred to as a 1CC). There was a little over a month until the event. Could I manage to not only juggle work and site responsibilities, but also route the game and master a path that would take me to the end with as few deaths as possible?

It was a daunting proposition, but after proclaiming so much love towards this obscure little Taito game, I felt like I had to carry its torch at what came to be called Arcade Superplay Expo.

“Put me down for Raimais,” I told Romscout. From that point on, I was officially committed.

It definitely wasn’t an easy task: for the first week or two I was diligently making notes, drawing powerup locations and scribbling level notes in a small Ubisoft notebook I’d been given for being runner-up in PAX West Jeopardy. When Jed from our discord channel showed me a custom Raimais level viewer he had whipped up, I was floored and overjoyed. This was going to make the process so much easier!

Finally, after hours of diligent practice, I got my first Raimais 1CC a week before the event was set to start. Now I had to find a way to try and make it consistent for my run, which had been slotted in at a risky 3:20 AM PST timeslot in the schedule. (It was originally set for around 7 AM, but I felt it would be better to try and stay up late than attempt to wake up early.) The event was fast approaching, and I had a review of a big-name JRPG on my freelance plate at the same time. There was so much going on, so much to do… and I couldn’t have been more excited for what was to come.

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The Nintendo 3DS Streetpass Games, ranked from worst to best

As some of you may be aware, I recently attended PAX West to give a panel on kusoge. PAX, along with any other nerd convention in the country, is prime territory for racking up 3DS Streetpass hits. Nintendo, in a move that seemed extremely cognizant of this fact, put out four new purchasable Streetpass Plaza games just before the convention started. I eagerly grabbed them before I went on my whirlwind tour of Seattle and Portland, and spent time not fretting over every tiny detail of the panel and/or playing indie games going through the newest batch of Streetpass stuff.

Then I thought to myself, “Boy, there sure are bunch of these paid Streetpass games now! If you hadn’t bothered with them before, where would you even start? After all, some of them are super good, but others are really not worth time or money at all… I know! I should totally review all of the paid Streetpass stuff, because nobody else seems to be bothering with looking at these games beyond a surface level glance!”

So that’s exactly what I’m doing! I’ve ranked every paid 3DS game here from what I feel are worst to best, categorizing them in five different ranks. (Find Mii 1/2 and Puzzle Swap are excluded since they’re already part of the 3DS package, and technically, you can get either Market Crashers or Slot Car Rivals for free as well.) I tried to go a bit into why I ranked the games why I did, though if there’s not much to a game, I probably have a lot less to say about it than something with meatier mechanics.

DISCLAIMER: If you live someplace like rural North Dakota where you’re not getting Streetpasses regularly, then even the best of these games are tough to recommend. Them’s the breaks, sadly.

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Raimais (Taito, 1988)

Nov 18, 2021 update: Raimais is out now on PS4 and Switch through Hamster’s Arcade Archives series of classic arcade re-releases. This is a pretty straight port, save for an option that enables the third ending to be accessed through normal play. Everything written here should still apply to the ACA version, though I’ll be adding a few things about the re-release soon. Enjoy this unsung classic!

Raimais is a special game to me.

A constant throughout my life is loving the hell out of games that few other folks seem to. No, I’m not talking about kusoge, here – I’m talking about games that are actually good, but which are unknown and unpopular. Case in point: my enduring love affair with Fighting Vipers 2.

That’s far from the only obscurity that really stokes the flames of burning game love within me, however. Over the years, I’ve come to have a deep appreciation for Taito’s late-80s and early-90s catalog, with a few titles in particular standing out as treasures that have gone most unrecognized by even devoted retro fans. But while one of my favorite lesser-known games, Night Striker, has seen a recent resurgence in popularity — well, in Japan, anyway — there’s another Taito title that wormed its way into my heart that remains mostly buried in their sprawling back catalog: a little game called Raimais.

Raimais, at first glance, doesn’t seem like the sort of game somebody would develop a deep affection for. It looks like a fairly standard-issue dot collection maze game  — a genre that had mostly fallen out of favor when the game hit in 1988 and seems even more dated now. But there’s a lot about this game that’s interesting, from how it aims to modernize one of the earliest gaming formulas to its rather unusual-for-the-time cutscenes and surprise ending… along with how its tendrils crept into another Taito title we’ve covered on this site. Not to mention its strange console offshoot…

Yeah, there’s a lot to cover here. So much, in fact, that I’ve actually had to separate this into several smaller pages. (Yes, the biggest article on gaming.moe so far is for a Taito obscurity that even Japanese players don’t discuss much. Is that really a surprise?) So, without further ado, let’s brave the labyrinth!

UPDATE: The Raimais 30th anniversary tribute doujinshi, RAIMANIAX, is now available! (EDIT: currently out of print, but please let me know if you would like a reprint!) It features lovely hi-res art of some of the color images below, as well as all-new artwork from a variety of artists!


Rika and Organizer by Ashley Riot

soghrika

Mspaint Rika and Organizer by Ant.

raimais_web

Art by Nina Matsumoto

Art by Hayame

Art by Keeterz

Send me more Rika fanart! I’ll post it here!

Special Thanks to: Zekuu, Ant, Tom James, mauve, Suddendesu, mountainmanjed, and Mark J

The Problems with EVO 2016 (and how it can do better next year)

As you are more than likely aware, EVO happened this month, and it was a pretty big deal! It was undoubtedly the biggest the event’s ever been, both in terms of attendance and presentation, with a split venue of the Las Vegas Convention Center on Friday and Saturday and the Mandalay Bay Event Center on Sunday. It was also the first time EVO was broadcast on national TV through ESPN2… well, the Street Fighter V part was, anyway. It was a weird transitional year, as EVO experiences the growing pains of wanting to both serve a grassroots fighting-game community, and dealing with the reality that… well, like it or not, the FGC is #esports now.

And, like any year of transition, there were issues. Don’t get me wrong, I had a great time at EVO this year! I did a lot of work for Red Bull eSports that I’m really proud of (check out this KoF feature in particular), saw a lot of friends, and watches some really cool stuff go down. Of course, I also didn’t see certain friends for long enough, didn’t get to set up Fighting Vipers 2 and other obscure competitive games I like, and missed a few legendary matches for the ages. But that’s more personal gripes: this year’s EVO had some more pervasive issues that I heard a lot of folks grumbling about. I’d like to get some of those complaints off my chest here. (I know the folks at home had issues with some of the streams, as well, but since I didn’t see many of those until after the fact, I feel it’s better for me to address the issues with physically attending the event.)

As an FYI: This article’s gonna be rather picture-light, mainly because I’m not about to rip off TempusRob’s great pictures like so many others folks like to do. Go visit him if you want rad EVO photos, because we’re here to talk.

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Why I love short games

Summer Games Done Quick is a thing that’s happening right now, and I can’t help but find a bit of irony in the fact that, in the quest to be able complete games as quickly as possible, a lot of these runners have poured hundreds of hours into individual games. Many of these titles would be considered “short games,” things you’d wrap up nicely in a couple of hours with some adequate gaming skills if you were playing “casually.”1 Being short, however, is often considered a detriment to a game’s quality. Even with our massive backlogs of unplayed Steam Sale acquisitions and potentially ill-advised Amazon purchases Cheap Ass Gamer alerted us to, we still somehow view not getting a long game as a detriment.

But you know what? That way of thinking is wrong. Short games are friggin’ fantastic and I want more of them.

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  1. I kinda hate that “casual” in speedrunning lingo refers to “not playing for speed.” Under that logic, a crazy max-level all-skills-learned RPG run is “casual.” I don’t get it.