List: Console Save Types: Listing How Consoles Store Data

I first wrote this guide in 2008.  Finally, I’m posting it on my site as well.  This is one of my two longest lists, the most complete ones I have and the first lists I’ve posted here.  The changes made to the guide since my last revision are detailed in the Updates section below.  It’s a nice and long-overdue update to the list, I’m glad I did it!

Console Save Types

Video game consoles have come a long way in a short time, and over the decades, many methods have been used to save user data.  This list tries to compile all of the ways that has been done into one list, sorted by platform, categorized by manufacturer.  This can be useful information for anyone wondering how some system saves its games.  See the links section at the end for more information about many details.

This is a guide listing what kind of saving system every console there is information for uses. This should be particularly useful for anyone unclear about which GBA, N64, Genesis, or other games or memory cards use batteries and which use flash memory chips. It is as comprehensive as I can make it.  This information should be useful to someone, sometime!

Updates

9/25/08: First version posted

9/25/08, later in the day: added Meganet/TeleGenesis modem, just in case it had some kind of permanent save feature — this and the Famicom Modem probably shouldn’t be on the list, but because I can’t find conclusive proof that they don’t have a permanent save feature, they are on the list.

11/11/08: Added Famicom Data Recorder Famicom addon, the V.Smile, V.Flash, and V.Motion consoles for young children from V.Tech, regularized phrasing (so each type is referred to the same way each time it is listed), added “Types of Saving” category to the top of the article for clarity on my terms, and added a table of contents.

11/19/08: Battery type of the Sega CD Backup RAM Cart added.

11/27/08: Knuckles Chaotix save type added to the list in the Genesis subcategory listing

1/19/09: Expanded Saturn memory card information, awaiting more info (see link)

1/21/09: Fixed a few spelling and grammar mistakes, regularized phrasing (the Famicom Communication Adapter is now referred to as a Modem/Internet type), in definitions section improved definition of term “Flash Memory” with regards to whether it includes battery-backed types, added FRAM to the 32X save-types list in the main list, because I forgot to when I added Knuckles Chaotix as a FRAM game in the list near the end, added CR2450 to battery types list in definitions.

1/25/09: Fixed incorrectly listed Sega Saturn internal backup size (it’s 32KB, not 64KB)

2/9/09: Sega CD Backup RAM Carts are 128KB, not 64KB.  Oops. 🙂

2/17/09: The Japanese version of Virtua Racing Deluxe has FRAM-based saving.  Incredible… I thought that Virtua Racing Deluxe was amazing except for its tragic lack of any high-score save feature, but here the Japanese version actually has it.  Why in the world couldn’t we have had that too? Sad… 🙁

4/3/09: Changed Dreamcast console listing to reflect that the internet settings are saved to a small internal flash memory, not to the same rechargeable battery that saves the clock — when you leave the system off for too long and the clock dies, the internet settings are not affected.

4/4/09: Family Basic Keyboard added as a NES console add-on, which it really is, with the Famicom Data Recorder as its save mechanism.  Still trying to avoid listing computers on this thing, but with how merged the two were in the ’80s, maybe adding computer addons to consoles would be a good idea… but not stand-alone computers, just addons that make a console into a computer.  That’s for later though.  For now, I just expanded the Famicom Data Recorder information in the NES listing, added it in the new Family Basic Keyboard section, and added a “Cassette Tape” save type for it in Magnetic Media, as there should have been already.

6/6/09: Changed Game Boy line battery type information, and added a few links for them, added CR1616 battery type, the type that most GB/GBC games actually use, not what was previously listed.  Noted the one known exception, in addition to the previously noted EEPROM game.

6/28/09: Found information on 3DO internal system battery type, and proof that the 3DO memory unit uses an internal battery.  See 3DO listing and links for more.

7/8/09: Added Console-Computer Hybrids section, APF Imagination Master, Tomy Tutor, Coleco Adam, Mattel ECS, Radofin 1292 and clones

8/24/09: Fixed one mention of the Tennokoe Bank battery type to reflect its correct battery type, a CR2320.

2/27/10: Added PC-FX save type information, because I found it on the web.  It’s SRAM.

9/24/10: Added PC-FX BMP internal battery — I did not know the PC-FX’s BMP memory card had another small battery inside it, in addition to the two user-replaceable AAAs, but it does. Hmm, so now there are two unknown batteries in the PC-FX, one in the system and another on the memory card…

7/9/12: Added Virtual Boy info. It’s basically the same as the Game Boy/GB Color.

8/1/13: Added link to support that the Tennokoe Bank does indeed use a CR2320 as its original battery.

10/10/14: Added Xbox time capacitor information, and Gamecube, Wii, Wii U, Playstation 2, and Playstation 3 clock battery information; these systems all use CR2032 batteries to save their clocks.  The Wii U’s is user-replaceable easily, for the first time ever in a Nintendo product!  The Xbox 360 and Xbox One’s wall-based clock has also been detailed.  In addition, the Wii U, DSi, 3DS, Vita, PS4, and Xbox One platforms with all of their information have also been added.  The DSi, 3DS, PSP, and Vita all use the main battery to power the clock as well, and this has been detailed now.  In addition, a few errors in the DS and PSP listings have been fixed.  Improved the Xbox 360 listing as well.  I also fixed up the formatting a bit for posting on my site, changed some section names, and checked and fixed the links section.

4/19/2019: It’s been a while, but here are a bunch of updates and fixes.  Expect more in the future.  First, I found a newer (fall 2010) revision of the Genesis EEPROM games guide that I had previously missed.  The guide is offline on its original site, but I found a backup on the Internet Archive and link that now.  Both the older and newer revisions of the guide are there, and both are linked.   The main changes are that the second version removes three games, Unnecessary Roughness ’95, Barkley: Shut Up and Jam! 2, and Blockbuster World Championship 2, which probably actually use battery-backed SRAM; and adds four games, John Madden Football ’93, John Madden Football ’93 Championship Edition, Ninja Burai Densetsu, and Honoo no Toukyuuji Dodge Danpei, along with the Meganet Modem cartridge.  I know there are other dead links in the Links section, but sadly that is the way of the internet. I fixed some, but I recommend trying web.archive.org to look for any now-dead pages. Additionally, I found two old updates to this list from 2010 and 2012 that I had forgotten about and only posted on the NeoGAF version of this list, which otherwise is very out of date and won’t be updated.  They have been added to the list, so the Virtual Boy is now on the list, and there is a little more PC-FX info as well.  See 9/24/10 and 7/24/12 above for more.  I also added bullet points to the table of contents.  Additionally, I just discovered that four Game Gear baseball games use 128 byte EEPROM chips.  This has been added to the list, with source links.  I also added the Nintendo Switch to the list.  It has a trickle charge clock and flash memory cards.  Also, I worked on and improved many sections, particularly the TurboGrafx-16/ PC Engine, PC-FX, Genesis, CD-i, Wii, Wii U, PlayStation 3, PlayStation 4, Xbox 360, and Xbox One.  The CD-i changes are particularly noteworthy — I added in some missing details for battery types and save sizes that I know, with new links at the bottom to match.  The details I know on the batteries in non-NVRAM CD-i consoles are now on the list.  Some of the more important new links go to internal board images of one of those, the DVS VE-200 CD-i, and the board inside the PC-FX BMP.  Unfortunately I cannot identify either battery based just on these images, but they are very valuable nonetheless.  And finally for this update, I was wrong in my previous update (2014) when I said that the Wii U was the first Nintendo system with a user-replaceable clock battery.  In fact the Wii is.  This has been added, along with a link showing it.

4/30/2019: After reading a review of Accolade’s Genesis game Summer Challenge, I noticed that the reviewer didn’t mention that the game saves.  I know it does though, so this made me interested in how — is it a battery, or an EEPROM chip?  Now, the two Accolade games previously mentioned here as having EEPROM chips now are “unconfirmed” at best, as the update to my source removed those two games, Barkley: Shut Up and Jam 2 and Unnecessary Roughness ’95.  Unfortunately I don’t have those games to check, though I might get them to be sure.  I know some Accolade games do have batteries, though; the Genesis Hardball games that save have batteries onboard.  However, to my moderate surprise, Summer Challenge and Winter Challenge do not!  No, they have EEPROM chips.  To be precise, the chip is a KM28C16, apparently a Samsung EEPROM chip by what I can find about it online.  Summer Challenge has a KM28C16-15, and Winter Challenge a KM28C16-20.  (I have two copies of Winter Challenge and they both have the same chip in them.)  Doing some searching I see nowhere online that mentions that either of these games use an EEPROM, so this is very interesting stuff to learn!  The games save your settings and best times or scores in the events.  I actually quite like these games, unlike most people, and this is one more reason why they’re interesting.  Oh, and I removed Populous from the list of Turbografx/PC Engine games with a battery, because it doesn’t have one, that is an old rumor.  I didn’t realize that was still on the list or I would have removed it long ago.

12/1/2019: After finding a page I didn’t know about, I can now correct the PC-FX BMP listing, and edit the PC-FX listing; the PC-FX BMP, which is the system’s memory card, has a capacitor in it holding your saves for a little while when the AAA batteries run out, not a battery.  Additionally, I edited the PC-FX listing because after reviewing what I know, I can’t say with certainty that it uses a battery to save and not a capacitor.  It is definitely one of the two, the images available prove that, but I am not sure which.  Maybe I’ll just need to buy one and see…  Additionally, I fixed the link to the 3DO board shots forum page showing pictures of its backup battery.  That forum changed addresses, but still exists.


Table of Contents

  • Console Save Types
  • Updates
  • Save Type Categories and Terms
  • Forms of Data Saving
  • Save Type Descriptions
  • Flash Memory Backup Types
  • Battery Backup Types
  • Magnetic Media
  • Online
  • Other
  • List of Videogame Console Save Information
  • Categorized by manufacturer
  • Console-Computer Hybrids
  • Specifics
  • Subcategories: TG-16, N64, GBA, Gamecube, GBC, DS, NES, Genesis.
  • Sources/Links
  • Final Notes and Questions


Save Type Categories and Terms


Forms of Data Saving:

On-Cart: For cartridge or card-based games only. The game saves its data onto some kind of chip in the game cartridge.

Ingame: Password: The game doesn’t save any hard data, just information on what to load when a specific code is entered. To save a game, write down the displayed password; to load, enter the password and continue. This can be a hassle, but allows saving without expensive batteries or flash chips.

System Internal Save: The system in question has some kind of save memory (a hard drive, flash memory chip, battery-backed-RAM chip, or whatnot) inside the system itself that it uses to save some data and perhaps game saves. See description.

Memory Card: Games save to an external memory card of some kind that you plug directly into the system.  These use some kind of chip-based saving, either battery backed or solid-state.

Magnetic Media: There are several types of magnetic media.  In some forms, magnetic media drives (listed below) work like memory cards or external backup devices, simply storing data for games on cartridges.  In others they act as an internal save, with the game on disk or tape saving any save data the game allows directly to the disk or tape itself.  The “Magnetic Media” listing will be a subcategory under the main type this system has, whether external backup device, on-“cart” saving, or system internal save.

External Backup Devices: The system has addons that plug in to a port on the system (expansion port, controller port, or something like that) and contain some form of save memory. When attached these units usually function like internal saves or memory card saves, as long as games support them. See descriptions.

Modem/Internet: The system allows, or allowed, save file backup (or direct saving) via an internet connection to an external server of some sort. See description.  Internet services that do not allow you to back up save files will not be listed here, so this is NOT a complete list of consoles which ever had any kind of online access service.

Add-Ons: Miscellaneous other addons. See description.

Save Type Descriptions

Detailed descriptions of the specific hardwares and methods the above methods of saving data use.

Flash Memory Backup Types — Perhaps the best form of backup. The main limitation is that there is limited number of writes until the chip cannot be written to anymore; this limit varies depending on chip type. Note that after some years of unuse, it is possible for some types of flash memory to lose their data (this will take 10-20 years at least), but until the max number of writes has been hit, you can still save to the chip, and if you just power up the game and refresh the data once every few years or decade or so (simply by saving again), you’ll avoid that issue.

EEPROM (Electrically Erasable Programmable Read-Only Memory) — Supports a medium number of writes (100,000 is perhaps average, though depending on chip this can vary up or down by a factor of 10 or more). The basic flash memory type used by games.

Flash RAM (Flash Memory) — actually a descendant of EEPROM, these have much larger sizes than EEPROMs, but they often have lower max write limits (that is, in many cases they won’t last as long).

FRAM (Ferroelectric RAM) — Uncommon, but allows far more writes than any other type of flash memory on this list — Wikipedia lists FRAM (also called FeRAM) as having as much as 10^16 writes, while EEPROM and Flash RAM are listed at 10^6 and 10^5 — or less. FRAM is technologically very similar to SRAM, so much so that the system can’t tell the difference between Battery-Backed SRAM and FRAM or other kinds of non-battery-backed types of nvSRAM (see link at the bottom of the page for more).

Unknown Flash Memory Type

Battery Backup Types — Great while the battery lasts, but once it dies, everything is gone — and since these batteries are usually soldered in, replacing them is a real pain.  These have at times been referred to as “Flash Memory” as well, so while they technically are their own category, the term “Flash Memory” is not specific enough to on its own say whether or not the memory uses a battery or is stand-alone.  Additional information to supply that detail is required, such as using the term “SRAM”, which always refers to battery-backed memory (though note that nvSRAM can be flash-based, such as with FRAM, but this is different from standard SRAM.  In this guide SRAM always refers to battery-backed memory.).

Battery-Backed SRAM (sometimes in a packed-in ‘NVRAM’ that is actually battery-backed SRAM, such as in the CD-i)
… Backed by…
AA Batteries (these are always user-replaceable)
AAA Batteries (these are also always user-replaceable)
CR2450
CR2032 (the most common type used)
CR2025
CR2320
CR1616 (often used by handhelds)
CR2016
CR2016 Rechargeable (CR2016 holds half the energy of a CR2032 but sends out the same amount of power, so they have a shorter lifespan)
Unknown Rechargeable Battery Type
Unknown Battery Type

Magnetic Media — Great while they last, and the whole disk can be written to, but don’t get these near a powerful magnet! Also, the more you use it, the more likely it will degrade.

Hard Disk Drive – A drive built into a system or USB hard drive enclosure. 3.5″ or 2.5″ width sizes.
Floppy Disk – A small disk, either 2″, 3 1/2″, or 5 1/4″ sizes.  Unreliable.
Cassette Tape – An audio cassette, recording game data as soundwaves instead of music.

Online

Modem/Internet, with the following notes to show services offered:
Dialup, Broadband, Wireless connection types with service types:
Single Service Only (XBand, for instance – can only connect to one provider with the system, limited services)
Direct-Dial (direct modem-to-modem connections, mostly just for gaming)
Limited Internet – Gaming Only (you can configure/connect to your own internet provider, but you can only actually connect to certain services, most likely the multiplayer gaming service, not an actual web browser)
Full Internet (you can configure/connect to your own internet provider, has a web browser)

Online modes are applicable here for any service which includes a download/upload component for files on your system – online services without some kind of permanent file download or file transfer capabilities shouldn’t be on this list.

Other

Capacitor-backed RAM — Like rechargeable battery backed RAM, this requires power to keep a charge, so it needs to be regularly plugged in.

Trickle Charge Clock — This means that the system keeps its clock going by pulling a small amount of power from either the power cord or, for handhelds, the internal system battery.  This is the most common form of clock power used by handhelds with system clocks, but only a few consoles use it (Xbox 360).

Unknown — I don’t know. Any help?

List of Videogame Consoles Save Information


Format:

Console Name

Location of save type: Save Type (Battery Type) (Save Memory Size in KB or MB, if available and standard) (“Memory Card Name”) (Notes)

Notes: This list should be consoles-only, not computers, though console addons that turn them into computers will be mentioned in a separate category, if the system is, at base, a console. For cartridge-based system games which save to cartridge, this only applies for games with on-cart saving, obviously. For clarity, this list will not say which game uses which type for systems that support multiple save types. If available, this information will be in future sections. Systems with games with password save are listed, but I’m not entirely sure that the password-options list is correct. All data here is, as far as I know, accurate, but if something is wrong, correct me and I will fix it. I am not including unlicenced backup accessories.

For systems that are not mentioned, either I do not know about whether they support saving, or they do not support saving.


All Pre-Crash Systems Not Otherwise Mentioned

No Saving (not even passwords, the NES introduced password saving as far as I know.)


Coleco

Colecovision with Adam addon

See “Console-Computer Hybrids” section


Nintendo

NES

Ingame: Password (certain titles)
On-Cart: SRAM (CR2032)
External Backup Devices: Magnetic Media (Cassette Tape): Famicom Data Recorder (Japan only) (saves to cassette tape) (see notes for compatible games) (this is an add-on for the Family Basic Keyboard Famicom add-on, listed below.  It allows saving to cassette tape for specific supported games — plug in one of these games instead of the Family Basic cartridge, with the keyboard attached and tape drive plugged into it, and the game will recognize the drive and allow custom level saving and loading.)

Famicom Basic Keyboard (NES add-on) (Japan only)

See “Console-Computer Hybrids” section

Famicom Disk System (FDS) (NES add-on) (Japan only)

Magnetic Media: 3″ Floppy Disk Drive (proprietary format)

Modem/Internet: Single Service (Famicom Communication Adapter, aka the Famicom Modem or Famicom Network) (NES add-on) (Japan only)

Frustratingly, I just cannot find information on if this system can save data. There is a suggestion in the N-Sider article that the never-released US version was going to have floppy disk (US FDS?) support, but while the service definitely had downloads, I just can’t find anything that says whether you could save them or not. Bah! There are several links about the service at the bottom… but they don’t seem to answer this important question. Does anyone know the answer (maybe the page in Japanese says more than the Google Translator can figure out?)? Lacking any other info I have to assume that it couldn’t save things.

SNES

Ingame: Password (certain titles)
On-Cart: SRAM (CR2032)

Broadcast Satellaview (BS-X) (SNES add-on) (Japan only)

System Internal Save: Unknown “Flash Memory” (unknown type, or whether it’s battery-backed or battery-free flash memory — I can’t find anything that says it has a battery, but “flash memory” isn’t enough for me to say for sure it is actually Flash RAM, not some kind of SRAM.) (256KB) (Japan only)

Memory Card: Unknown “Flash Memory” (same qualifications as the internal save) (1MB) (for saving download games)

N64

Ingame: Password (certain titles)
On-Cart: SRAM (CR2032) (32KB), Flash RAM (128KB), EEPROM (8 or 16 KB) (type depends on game; EEPROM is the most popular by far)

Memory Card: SRAM (CR2032) (256KB) (“Controller Pak”) (yes, Controller Paks are battery-backed. But why, if they’re twice as large as PSX or DC memory cards, do they not seem to actually hold any more save files than the cards on those systems?)

Nintendo 64 Disk Drive (N64 Addon) (Japan only)

Magnetic Media: Floppy Disk (proprietary format) (64MB)

Gamecube

System Internal Save (For Clock Only): SRAM (CR2032)

Memory Card: Flash RAM (512KB, 2MB, and 8MB sizes) (“Nintendo Gamecube Memory Card”), Flash RAM (SD Card standard format, requires adapter, Japan only, only supported by one game)

Game Boy

Ingame: Password (certain titles)
On-Cart: SRAM (CR1616)

Virtual Boy

Ingame: Password (certain titles)
On-Cart: SRAM (CR1616)

Game Boy Color

Ingame: Password (certain titles)
On-Cart: SRAM (CR1616 or 2025 (the latter probably for titles with real-time clocks only)), EEPROM (EEPROM is only known to be used in one game)

Modem/Internet: Cell Phone Connector (Mobile Adapter GB) (Japan only) (Works with KDDI Cellphones and Pokemon Crystal JP version only – allows monster trading, a few other things)

Game Boy Advance

Ingame: Password (certain titles)
On-Cart: SRAM (CR2016) (32KB), EEPROM (0.5KB, 8KB), Flash RAM (64KB, 128KB), FRAM (32KB) (Type depends on game)

E-Reader Games: No Saving

Nintendo DS

On-Cart: EEPROM (0.5KB, 8KB, 64KB), FRAM (32KB), Flash RAM (256KB, 512KB) (Type depends on game)

System Internal Save: Trickle Charge Clock (from main system battery).  There is most likely also a small Unknown Flash Memory chip for system settings.

Nintendo DSi

Same as Nintendo DS except with the additions of:

System Internal Save: Unknown Flash Memory (256MB) (for downloaded games)

Modem/Internet: Wi-Fi Broadband Semi-Full Internet (there’s a web browser, but you can only download (or play games online) from Nintendo’s proprietary service.  No internet file backup supported.)

Wii

System Internal Save: Flash RAM (512MB), CR2032 (For Clock Only, User-Replaceable)

External Backup Devices: Flash RAM (SD Card standard format, various sizes, supports up to 2GB sized cards) (all games saved to SD Cards must copy into the System Internal Save memory in order to run, so it is only a backup location.  The system will store the last game you copied from SD until you copy a different one.)

Modem/Internet: Broadband, Wireless Semi-Full Internet (there’s a web browser, but you can only download (or play games online) from Nintendo’s proprietary service.  No internet file backup supported.)  Wired Internet supported via USB adapter only.

3DS

System Internal Save: Trickle Charge Clock (from main system battery).  Also present: Unknown Flash Memory (1GB) (for downloaded games; 256MB is reserved for DSiWare applications only, the rest and SD Cards are for 3DS download titles.)

External Backup Devices: Flash RAM (Micro SD Card standard format, various sizes supported)

Modem/Internet: Broadband, Wireless Semi-Full Internet (there’s a web browser, but you can only download (or play games online) from Nintendo’s proprietary service.  No internet file backup supported.)

Wii U

System Internal Save: SRAM (CR2032) (For Clock Only, User-Replaceable), unknown Flash Memory (8GB or 32GB depending on model, for saving data, plus system settings storage space)

External Backup Devices: Flash RAM (SD Card standard format, various sizes supported) (note that this is only for Wii games through Wii backwards compatibility and for certain titles that support saving to SD, such as art programs and Super Smash Bros. Brawl.), Magnetic Media: Hard Disk Drive (capacities up to 4GB supported.  Externally powered drives are suggested, but for USB-powered drives over a few hundred gigabyles, a 2 to 1 USB port adapter, to draw power from two system USB ports to one USB-powered drive is required due to the system having low-power USB ports.)

Modem/Internet: Broadband, Wireless Semi-Full Internet (there’s a web browser, but you can only download (or play games online) from Nintendo’s proprietary service.  No internet file backup supported.)  Wired Internet supported via USB adapter only.

Switch

System Internal Save: Unknown Flash Memory (32GB plus system settings storage space), Trickle Charge Clock (from main system battery)

External Backup Devices: Flash RAM (Micro SD Card standard format, various sizes supported)

Modem/Internet: Broadband, Wireless Semi Internet (there is no browser, you can only play online Switch games from Nintendo’s proprietary service.  Internet file backup is supported with a paid Nintnedo Online subscription, while subscribed.)  Wired Internet supported via USB adapter only.


Sega

Master System

Ingame: Password (certain titles)
On-Cart: SRAM (Unknown Battery Type, but likely CR2032)

A Floppy Disk Drive was planned, but not relelased.

Genesis

Ingame: Password (certain titles)
On-Cart: SRAM (CR2032), FRAM, EEPROM (Type depends on game, but FRAM and EEPROM are each used by only a small number of titles, most games with saving have SRAM.)

Modem/Internet: Single Service (Meganet Modem, “Mega Anser” service; the unreleased US version would have been called the TeleGenesis modem) (Japan only); the Game Toshokan cartridge that came with the Meganet Modem has an EEPROM chip on it for data storage.

Game Gear

Ingame: Password (certain titles)
On-Cart: SRAM (Unknown Battery Type), EEPROM (128 byte)

Sega CD (Genesis add-on)

Ingame: Password (certain titles)
System Internal Save: SRAM (CR2016 Rechargeable) (8KB) (when they die many people replace these with normal, non-rechargeable cell batteries, but don’t, bad idea.  Replace it with a rechargeable one, because that’s what it’s supposed to be.)

Memory Card: SRAM (CR2450) (128KB) (“CD Back-Up RAM Cart”) (see links for source of battery type)

Sega 32X (Genesis add-on)

Ingame: Password (certain titles)
On-Cart: SRAM (CR2032), EEPROM, FRAM (EEPROM only used in Acclaim titles with saving, FRAM by only one game.  See list below for details.)

Saturn

Ingame: Password (certain titles)
System Internal Save: SRAM (CR2032) (user-replaceable) (32KB)

Memory Card:  Unknown Flash Memory Type (likely EEPROM, maybe Flash RAM) (512KB)  (There are two models of Japanese card, HSS-0111 and HSS-0138.  There are one model each in the US and Europe, 80101 and MK-80300 respectively.  Unclear on if the two Japanese models have any differences beyond their boxes.  SRAM Saturn card on the link below — fake, or real?) (“Sega Saturn Backup”, models listed above)

Magnetic Media: Floppy Disk Drive (3.5″ standard format) (only released in Japan) (only supported by a few titles)

Modem/Internet: Dialup Direct-Dial and Full Internet (NetLink Modem, US only), Dialup Single Service (Xband/SegaNet Saturn Modem, Japan only) (With the NetLink, you can access the internet and upload files to outside email addresses for backup, and play direct-dial online games. The Japanese SegaNet and Xband online gaming services required access to specific servers which have been long offline, but you may still be able to access the internet on one via a dialup ISP.)

Dreamcast

System Internal Save: SRAM (Unknown Rechargeable Battery Type) (for the clock), unknown Flash RAM (for system configuration settings and internet connection settings only)

Memory Card: Flash RAM (128KB) (“Visual Memory Unit”, or VMU)

Modem/Internet: Dialup and Broadband Full Internet (PlanetWeb) (You can upload and download save files and downloadable content from the internet. Online gaming workarounds available for a few games.)

A Zip Disk (Floppy Disk format) External Backup Device drive was planned, but not released.


Sony

Playstation

Ingame: Password (certain titles)
Memory Card: Flash RAM (128KB) (“Memory Card”)

Playstation 2

System Internal Save: Battery (CR2032, custom but not soldered down)  (For Clock Only)

Memory Card: Flash RAM (8MB) (“Memory Card (8MB) (PlayStation2)”)

Magnetic Media: Hard Disk Drive (~8GB) (Can backup memory cards to it, a few games allow HDD download for faster loading times, mods open more features, official Linux kit sort of turns it into a PC – though the package is rare and uncommon.

Modem/Internet: Dialup and Broadband Wired Limited Internet (connection to that game’s server only, unless you’re using that Linux kit – which is the only place you’ll get any downloads, so for this the ‘computer’ aspect is the only part that matters.)

PlayStation Portable

System Internal Save: Trickle Charge Clock (from main system battery)

Memory Card / External Backup Device: Flash RAM (Memory Stick PRO Duo standard format, various sizes supported)

Modem/Internet: Wireless Internet with downloadable content from official store (now shut down on PSP) and web browser.

Playstation 3

System Internal Save, Magnetic Media: Hard Disk Drive (20GB, 40GB, 60GB, 80GB, and more sizes up to a maximum of 1TB, user-switchable), Battery (CR2032) For Clock Only.  The clock battery is called the “PRAM” battery and as with the PS2 it has a proprietary connection.

Memory Card: Flash RAM (8MB) (legacy PS2 card support, connects via adapter for file transfer to PS3 HDD only), Flash RAM (Memory Stick PRO Duo, CompactFlash (CF), and SD standard formats, various sizes supported) (only in certain models), USB Flash Memory Stick (various sizes) supported.  These are all supported ONLY for save file or screenshot backup, not for running games from.

Modem/Internet: Broadband, Wired or Wireless Internet with downloadable content from official store.  Online cloud backup of save files is supported.

Playstation Vita

System Internal Save: Trickle Charge Clock (from main system battery).  One model, the PCH-2000, also has Unknown Flash Memory (1GB) for saving game data and downloads; for all others, a memory card is required.

On-Cart: Unknown Flash Memory (various sizes).  Games may or may not have on-board saving; many require Memory Cards.

Memory Card / External Backup Device: Flash RAM (4, 8, 16, 32, or 64 GB, Vita-only proprietary format)

Modem/Internet: Wireless Internet with downloadable content from official store and web browser.  Online cloud backup of save files is supported.

Playstation 4

System Internal Save: Battery (CR2032) For Clock Only, Magnetic Media: Hard Disk Drive (500GB; user-switchable)

External Backup Devices: USB Memory Sticks and Magnetic Media or Flash Hard Drives supported

Modem/Internet: Modem/Internet: Broadband, Wireless Internet with downloadable content from official store


Microsoft

Xbox

System Internal Save: Hard Disk Drive (8GB), Capacitor (for system clock only; this capacitor is notorious for leaking, so consider removing it!)

Memory Card: Flash RAM (8MB) (“Xbox Memory Unit”)

Modem/Internet: Wired Broadband Internet with downloadable content from official store (now shut down).

Xbox 360

System Internal Save: Some systems have have Unknown Flash Memory (4GB) built-in, others do not; depends on model.  Trickle Charge Clock (from wall power supply), so the clock will stop if you unplug the system.

Internal / External Backup Devices: Magnetic Media: Hard Disk Drive (20GB, 60GB, 160GB, 320GB, 500GB sizes).  (The hard drive is external in the first Xbox 360 model, and internal in the second and third models.)

Memory Card / External Backup Devices: Flash RAM (64MB, 256MB, and 512MB sizes) (“Xbox 360 Memory Unit”; Only first model Xbox 360 systems have a Memory Unit port on them, later systems cannot use them.), USB Memory Stick (various sizes up to 2TB supported, two supported at a time), USB Magnetic Media: Hard Disk Drive (sizes up to 2TB supported, up to two drives supported).  Note that hard drive or flash, you are limited to two external devices at a time.

Modem/Internet: Broadband, Wired or Wireless Internet with downloadable content from official store, a web browser, and many online functions including cloud saves.  Keeping the system online is recommended but not required, apart from games which are online-only.  First model requires an addon for wireless internet.

Xbox One

System Internal Save: Trickle Charge Clock (from wall power supply), so the clock will stop if you unplug the system with time checked via the internet, Magnetic Media: Hard Disk Drive (500GB to 2TB depending on model).  The internal hard drive is not easily user-replaceable.

External Backup Devices: USB Magnetic Media: Hard Disk Drive or USB Flash Memory Hard Drive supported (sizes up to 8TB), up to two at a time.  USB Flash Memory Sticks (various sizes) are also supported, though are not recommended for running games from.

Modem/Internet: Broadband, Wireless Internet with downloadable content, cloud save backup, online functions.  Keeping the system online is recommended but not required, apart from games which are online-only.


NEC

TurboGrafx-16

Ingame: Password (certain titles)
On-Cart: SRAM (CR2320) (only used in the Tennokoe Bank memory card)

TurboBooster Plus (add-on with save memory and A/V hookups — do not confuse this with the standard TurboBooster, which only adds the A/V hookups)

System Internal Save: Capacitor-backed RAM (2KB) (yes, really, it’s backed by a capacitor… )

Turbo CD, Duo, Duo R, and Duo RX (Turbo CD is a TurboGrafx-16 add-on, the others are stand-alone units incorporating both)

Ingame: Password (certain titles)
System Internal Save: Capacitor-backed RAM (2KB, same size as TurboBooster Plus)

Memory Card: SRAM (CR2320) (8KB) (“Tennokoe Bank”) (only released in Japan, looks like a normal HuCard except for the name)

External Backup Devices (all Japan only): 4xAA Batteries (128KB) (“Memory Base 128”, aka “Save-kun”) (Only supported by certain titles, normally), 1xAA Battery (2KB) (“Tennokoe 2”), AA Battery (2KB) (“Back-Up Booster 1”), Rechargable built-in NiCd Battery (2KB) (“Back-Up Booster 2”), unknown battery (2KB) (“Back-Up Unit”, for the ShuttleGrafx) (See link below for more information, or my dedicated Turbografx/ PC Engine save types article.)

PC-FX

System Internal Save: SRAM (unknown battery type) or maybe Capacitor-Backed RAM (unknown type) (32KB) (see links at bottom for pictures; it looks like a battery, but may be a capacitor, I have not seen a clear shot of it.)

Memory Card: 2xAAA Batteries (128KB), plus small internal rechargeable backup capacitor (Panasonic Gold Cap (GC5.5V0.10F)) (“FX-BMP” Memory Expansion Module) (see links at bottom for more on this hardware)


Atari (post-1983 systems)

7800

Memory Card: SRAM (CR2032) (16K) (“7800 High Score Cartridge”) (Originally designed for release with the original 1984 version of the system, but canceled and never released. Fans found the plans and made and sold some a few years ago so it does now exist, but only a few games, 9 of the initial games for the system, support it.) (See link below for more information)

Lynx

Ingame: Password (certain titles)
On-Cart: EEPROM (to the best of my knowledge, these are only used in some of the more recent, homebrew releases. The classic Lynx games all are password or no saving only.)

Jaguar

On-Cart: EEPROM (varying sizes depending on game)

Jaguar CD

Memory Card: EEPROM (128KB) (“Memory Track” cartridge)


SNK

Neo-Geo

Memory Card: SRAM (Unknown, but likely CR2032) (2KB) (uses 68-pin JEIDA ver.3 (SRAM) card format — the original SNK cards are tiny 2KB cards, but the system accepts any card in that 68-pin JEIDA ver.3 (PCMCIA-like) format, including ones in much larger sizes.)

Neo-Geo CD

System Internal Save: SRAM (unknown rechargeable battery) (2KB) (yes, it doesn’t support Neo-Geo memory cards, for some reason.) (link below)

Neo-Geo Pocket, Neo-Geo Pocket Color

System Internal Save: CR2032 (user-replaceable with a separate battery compartment on the system; this saves system settings and keeps the clock)

On-Cart: Flash RAM (512KB to 2MB depending on game)


3DO

3DO

Ingame: Password (certain titles)
System Internal Save: SRAM (FZ1: CR2354; other models are likely the same – see links for source) (32KB)

External Backup Devices: SRAM (CR2354?) (256KB) (Japan release only, probably, hooks up via the add-on port.) (“Memory Unit”, model FZ-EM256) (See links below for more.)


Phillips

CD-i

System Internal Save: NVRAM SRAM (8KB or 32KB), SRAM (32KB), or SRAM (32KB) (unknown type rechargeable battery).

All but one Phillips model CD-i systems use ‘NVRAM’ SRAM, which is a packed-in save chip with battery inside NVRAM casing — to replace, you must replace the whole NVRAM unit, which contains 8KB or 32KB save memory and unknown battery type, or carefully cut into the chip and connect a new external battery to the pins inside.  The most common timekeeper is a M48T08 (8KB) chip, but check the links section for full details.

For the SRAM, the Goldstar/LG GDI 700 and the DVS VE-200 CD-i system (which uses LG GDI 700 boards inside) instead use a regular, chip and separate battery SRAM (32KB) setup.  Much easier to replace, when it dies!  See links for more.  And the portable Goldstar GPI-1200 and the Phillips CD-i 370 (which uses the LG GPI-1200 boards inside) have a user-replaceable rechargeable battery inside, which is also an improvement over the other models.

I also have found one mention that the two Sony CD-i models, the IVO-V10 and IVO-V11, also do not use NVRAM SRAM chips, but nothing that says what they have instead.


Tapwave

Zodiac

System Internal Save: Flash RAM (32MB or 128MB, depending on model)

Memory Cards (standard formats): MultiMediaCards (MMC), SD Cards, SDIO


Pioneer

LaserActive (see links for more info)

LaserActive Mega LD games (requires Sega PAC add-on): See Sega CD section above for saving info (if any titles support it)

LaserActive LD-ROM2 games (requires NEC PAC add-on): See Turbo CD section above for saving info (if any titles support it)

Note – the LaserActive cannot play LaserActive games on its own; it requires an add-on to do that. In addition, the games for the two add-ons are mutually incompatible, so a LaserActive with just a Sega PAC cannot play LD-ROM2 games and vice versa. All games were made for just one format or the other, not both. And the system launched at $970 and the add-ons at $600 each.


Nokia

N-Gage (dedicated system, not the phone service)

System Internal Save: Flash RAM (4MB)

Memory Card: Flash RAM (MMC Card standard format) (32, 64, 128, 256, and 512MB sizes officially supported)


VM Labs

Nuon

Ingame: Password (certain titles)

There was going to be a memory card, but the system died before it could be released.


Tiger Electronics

R-Zone (if you call it a console)

No Saving

Game.com

System Internal Save: SRAM (unknown button-cell battery) (unknown size)

Some games with on-cart save batteries (to be able to save more, like for an RPG) were planned, but none of them were released.


Commodore

Amiga CDTV

(borderline system, often called a PC – I’ll leave it out for now — but overall it’s similar to the CD32 features-wise, with 1KB of internal Flash RAM)

Amiga CD32

System Internal Save: Flash RAM (1KB)

Add-Ons: The Serial Port and Expansion Module connectors can connect a Hard Drive, Floppy Drive, or other storage medium devices as well, to turn it into a mini Amiga computer.


Tiger Telematics

Gizmondo

On-Cart: Flash memory, very likely Flash RAM

Memory Cards: Flash RAM (SD, MMC standard formats, many sizes supported)


Game Park

GP32

Memory Card: Flash RAM (Smart Media standard format)

GP2X

Memory Card: Flash RAM (SD, SDHC standard formats)


Bandai

Playdia

Unknown, likely no saving

WonderSwan

System Internal Save: EEPROM (1KB) (for system settings/config data)

In Cart: SRAM (unknown battery type), EEPROM (type varies depending on game)

WonderSwan Color/Crystal

System Internal Save: EEPROM (1KB) (for system settings/config data)

In Cart: SRAM (unknown battery type), EEPROM (type varies depending on game)


Apple/Bandai

Pippin

System Internal Save: Flash RAM (128KB)

Add-ons: As the system is essentially a mini Macintosh in a box, it has a built-in modem and serial and network ports for connection to many Macintosh accessories and networks — floppy disk drive, internet, etc, for use for data save/transfer.


Funtech

Super A’Can (Taiwan only system)

On-Cart: SRAM (unknown battery type, likely CR2032) (for more information, see links below)


Mattel

Intellivision

See “Console-Computer Hybrids” section

HyperScan

On the RFID Cards: Unknown, almost certainly Flash RAM or EEPROM (96 bytes of user memory + 8 bytes unique ID + 6 bytes of one time programmable memory) (see links for source/info)


APF

Imagination Machine computer with MP-1000 console attached (see links)

See “Console-Computer Hybrids” section


Tomy

Tomy Tutor with Data Recorder addon (addon required for saving) (see links)

See “Console-Computer Hybrids” section


Radofin and others (see links for complete list of systems)

1292 and clones with 16 or 3016 Hobby Module cartridge and a tape recorder (note that this is for homebrew programs only, not retail games, but those homebrew programs do support saving if it is programmed in)

Magnetic Media (Cassette Tape)


Fujitsu

FM Towns Marty (Japan only system)

Magnetic Media (Floppy Disk) (games are on CD, save to floppy — it’s a computer conversion)


Casio

Loopy (“My Seal Computer”, Japan only release)

Unknown — it’s not clear to me if this system had saving, other than the attached printer. If there was any, it’d be on-cart. See links for more on the system.


Watara and others

SuperVision, Mega Duck/Cougar Boy, GameKing

Unknown, no saving? The various links available from Wikipedia don’t mention any saving in any of these handhelds, anyway, as far as I can tell.


V.Tech

V.Smile

On-Cart: Flash memory (unknown type) (see notes)

V.Flash

Memory Card: Flash memory (unknown type, likely Flash RAM) (see notes)

V.Smile V.Motion

On-Cart: Flash memory (unknown type) (see notes)
Memory Card: Flash memory (unknown type but almost certainly Flash RAM) (“V.Link”) (used for copying saves to a Windows computer, where (once required software is installed) they are uploaded to the V.Tech online network and can be compared with other players’ scores) (see notes for links)


Console-Computer Hybrids

These are systems which are in part definitely a console, but are also in part definitely a computer.  Thus computer set-top boxes do not count as they are probably not definitely consoles as well as computers.


Nintendo

Famicom with Famicom Data Recorder addon

External Backup Device: Magnetic Media (Cassette Tape): Famicom Data Recorder (Japan only) (In addition to allowing saving for certain cart-based games as mentioned above, the data recorder’s actual main purpose is to be the Family Basic Keyboard’s save mechanism.  The tapes save programs you made for later use, or load programs on tapes sold at retail.  That is, it makes the Famicom into a simple computer.) (The Family Basic Keyboard’s keyboard unit attaches via the Famicom’s accessory port.  Use the Family Basic cartridge to use the keyboard.  As NESes do not have the Famicom’s Adapter port, however, and instead use standard NES controller ports for accessories, the Famicom Data Recorder cannot be used with any Western NES model but requires a Japanese system.) (see links for more info)

Coleco

Colecovision with Coleco Adam addon

Magnetic Media (Cassette Tape, Floppy Disk)

Mattel

Intellivision with Entertainment Computer System (ECS) addon

Magnetic Media (Cassette Tape)

APF

Imagination Machine computer with MP-1000 console attached (see links)

Magnetic Media (Cassette Tape) (Saving is only available for cassette-based computer programs, not for MP-1000 cartridges)


Tomy

Tomy Tutor with Data Recorder addon (addon required for saving) (see links)

Magnetic Media (Cassette Tape)

Other systems

Unknown


Specifics

Lists or links to lists of which games use which save types on platforms with multiple save types, if that data is available.

NES

The games or products the Famicom Data Recorder works with: Family Basic Keyboard, Excitebike, Mach Rider, Wrecking Crew (see links for source)

Gamecube

The one game supporting the SD card adapter is Animal Crossing Plus.

Nintendo 64

On-Cart SRAM: The Legend of Zelda: Ocarina of Time, 1080 Snowboarding, F-Zero X, The New Tetris, WCW vs. NWO Revenge, Mario Golf, Ogre Battle 64: Person of Lordly Caliber (also supports controller pak), Resident Evil 2, Super Smash Bros., WWF Wrestlemania 2000, Major League Baseball Starring Ken Griffey Jr., Harvest Moon 64, Virtual Pro Wrestling 2 (Japan), and perhaps some of the other Japan-only titles; the information I can find is complete for the US/EU titles only.

On-Cart Flash RAM: Command & Conquer, Jet Force Gemini Kiosk, Jet Force Gemini, Ken Griffey Jr’s Slugfest, The Legend of Zelda: Majora’s Mask, Megaman 64, NBA Courtside 2 featuring Kobe Bryant, Paper Mario, Pokemon Puzzle League, Pokemon Snap, Pokemon Stadium, Pokemon Stadium 2, Starcraft 64, Tigger’s Honey Hunt, WWF: No Mercy.

The rest of US-released games with on-cart save have EEPROMs, while all controller paks have SRAM. A complete list of all titles, separated by type, is available at the noted link below.

Game Boy / Game Boy Color

CR2025 instead of the standard CR1616: Pokemon Gold/Silver, probably more (Pokemon Platinum, almost certainly). (Note that Gold/Silver is dual-mode GB/GBC, but Platinum is GBC only.   This is likely irrelevant for battery type, though.)

Virtual Boy

Games with battery save: Virtual Boy Wario Land, Galactic Pinball, Teleroboxer, SD Gundam Dimension War (Japan only title), Virtual Fishing (Japan only title), 3-D Tetris

Game Boy Color

On-Cart EEPROM: Kirby Tilt ‘n’ Tumble

I know of no other GBC games with EEPROM instead of SRAM. Is this wrong?

GBA

While save file sizes are all known, and Flash RAM games can be distinguished, because of how FRAM works, emulation cannot tell the difference between SRAM and FRAM. As a result, the only way to know which games are which is to open each cart in question and look at whether there is a battery inside or not. See the link below for a searchable database of all GBA games, but know that the “SRAM” listing also includes all FRAM titles. The “SRAM_F” type MAY be FRAM, but I have no proof that the “SRAM_F” games are all FRAM while the “SRAM_V” ones all have batteries.

DS

Search site linked below. Note — no DS games have internal batteries, all are different types of flash memory. Thus, for most people, this information is far less important than the GBA info.

Game Gear

On-cart EEPROM: The Majors Pro Baseball, Pro Yakyuu GG League (JP only), World Series Baseball, World Series Baseball ’95.

Genesis

On-Cart FRAM: Sonic the Hedgehog 3

On-Cart EEPROM: NBA Jam, NBA Jam T.E., College Slam, NFL Quarterback Club, NFL Quarterback Club ’96, Frank Thomas Big Hurt Baseball, Rings of Power, John Madden Football ’93, John Madden Football ’93 Championship Edition, NHLPA Hockey ’93, Wonder Boy in Monster World, Evander ‘Real Deal’ Holyfield’s Boxing, Greatest Heavyweights of the Ring, MLBPA Sports Talk Baseball, Ninja Burai Densetsu, Honoo no Toukyuuji Dodge Danpei, Mega Man: The Wily Wars (Genesis, JP/EU release only, only the second release ([alt] rom) of the Japanese version uses EEPROM; the original Japanese version uses SRAM. The European version uses EEPROM only.), Winter Challenge, Summer Challenge, (The following games were only released in PAL territories) Micro Machines 2, Micro Machines Turbo Tournament ’96, Micro Machines Military, Brian Lara Cricket ’96, Shane Warne Cricket.  Except for the two Challenge games, all the rest of these have EEPROMs as according to sources online; see below for links.  The two Challenge games are my own discovery, however, as the 4/30/2019 update explains.  These two games use Samsung KM28C16 EEPROM chips.  I can post a photo if anyone is interested.

Additionally three games that were previously listed as having EEPROMs in the older list but may not, but I now consider unconfirmed until someone proves it one way or the other, are: Blockbuster World Video Game Championship II (NBA Jam T.E. portion, unconfirmed), Charles Barkley’s Shut Up and Jam! 2 (unconfirmed), Unnecessary Roughness ’95 (unconfirmed).

All other US/EU-released games with on-cart saving have SRAM, as far as I know. I’d love to be proven wrong and have it shown that more titles used FRAM than just Sonic 3! As for Japan-only titles, I have no information that any of them use anything other than SRAM, so I will assume that that is what they all use, barring any information to the contrary.

Sega 32X

On-Cart EEPROM: NBA Jam T.E., NFL Quarterback Club

On-Cart FRAM: Knuckles Chaotix, Virtua Racing Deluxe (Japanese version only, US and European versions do not have any kind of saving)

All other games with saving have batteries as far as I know.

TurboGrafx-16

On-Cart SRAM: Tennokoe Bank memory card

Memory Base 128-supporting titles: Emerald Dragon, Popful Mail, Brandish, Magicoal, Vasteel 2, etc. See dedicated list for more on this.

Sources/Links

Nintendo 64 Boot/Save Type List: http://n64.icequake.net/mirror/www.elitendo.com/n64/usa_boot_save_faq.html#s1

Game Boy line battery type info
http://www.pokemasters.net/forums/showthread.php?t=15464
http://www.digitpress.com/forum/showthread.php?p=1568128

Game Boy Advance Release List Search — To list SRAM games, choose the option you wish from the “Save Type” box and hit search. http://releases.pocketheaven.com/?section=advsearch

Nintendo DS Release List Search — Works same as the GBA list. FRAM may not be properly listed here. http://releases.pocketheaven.com/?section=ndsearch

Sega Genesis/32X EEPROM Games List Website (Genesis Plus emulator development site) — http://gxdev.wordpress.com/category/genesis-plus/
Direct link to the EEPROM guide (on the Internet Archive, it’s offline elsewhere): https://web.archive.org/web/20130107164242/http://genplus-gx.googlecode.com/files/gen_eeprom.pdf/svn/gen_eeprom.pdf This link is to the updated version two, which removes a few games versus the original version, which can be found here: https://web.archive.org/web/20100217010744/http://genplus-gx.googlecode.com/files/gen_eeprom.pdf
Knuckles Chaotix Save Type Proof (Ramtron NVRAM chip): http://www.sega-16.com/forum/showpost.php?p=117099&postcount=23

Sega Genesis Meganet Modem — The best article I’ve found is Sega-16’s article on the unreleased US version, the TeleGenesis modem: http://www.sega-16.com/2006/11/disconnected-the-telegenesis-modem/.
Evidence that its Game Toshokan backup cartridge uses EEPROM is here: https://bitbucket.org/eke/genesis-plus-gx/src/3e974607b252ed7be70fc75b35ead3543d39c005/core/cart_hw/eeprom_i2c.c?at=master&fileviewer=file-view-default

Sega CD Backup RAM Cart battery type info:
http://www.sega-16.com/forum/showpost.php?p=115118&postcount=24

Saturn backup cart information thread:
http://www.digitpress.com/forum/showthread.php?p=1497805

TG-16 Plug-in Backup Unit Information: http://www.pcenginefx.com/forums/in…p?topic=1616.30

nvSRAM information, with handy Battery-Backed SRAM/NVSRAM/FRAM/MRAM chart: http://en.wikipedia.org/wiki/NVSRAM

Neo-Geo CD Save Battery System: http://www.neo-geo.com/forums/showthread.php?t=187197

PC-FX Memory Card (“FX-BMP”) info: http://pcenginefx.com/PC-FX/html/pc-fx_world_-_sm_-_pc-fx_bmp.html
As well as this forum thread: http://www.pcenginefx.com/forums/index.php?topic=3284.0
PC-FX board shots and proof of SRAM use:
http://nfggames.com/forum2/index.php?topic=1305
http://www.pcenginefx.com/forums/index.php?topic=7558.15
PC-FX BMP board shot, showing its unknown internal rechargeable battery (charged by the user-replaceable AAA batteries) that actually saves the data: https://www.pcenginefx.com/forums/index.php?topic=7271.msg121836#msg121836
PC-FX BMP – user comment sourcing that the capacitor type in this is a Panasonic Gold Cap (GC5.5V0.10F): https://retrostuff.org/2013/02/17/the-pc-fx-memory-manager/

Atari 7800 High Score Cartridge Information: http://atariage.com/software_page.html?SoftwareLabelID=1015

3DO FZ-EM256 Memory Unit Box Scan: http://www.3dotoday.com/Accessories/panamemoryunitf.jpg

Super A’Can: For more information on this system, see this thread: http://assemblergames.com/forums/showthread.php?t=9289
Or Wikipedia (screenshots available at the link at the bottom): http://en.wikipedia.org/wiki/Super_A%27Can

FM Towns Marty saving-to-floppy confirmation: http://www.assemblergames.com/forums/showthread.php?6352

CD-i NVRAM replacement information and guide: http://www.icdia.co.uk/articles/nvram.html
A pictorial NVRAM opening and external battery attachment guide is here: https://cdii.blogspot.com/2009/03/picture-guide-of-cd-i-battery-repair.html
CD-i models list, with tables showing which Phillips models have 8KB NVRAM chips and which have 32KB: http://www.icdia.co.uk/players/index.html (go to the three ‘Comparison table’ pages.)
DVS VE-200, and thus also LG GDI 700, board shots, including the internal battery: https://assemblergames.com/threads/dvs-ve-200-cdi-console.64888/  Unfortunately I cannot identify the battery type from that image.  I have a DVS VE-200, sometime I should take it apart and look myself.
This page mentions that Sony CD-i systems do not use NVRAM chips, but doesn’t say what they have instead: https://cdii.blogspot.com/2009/05/three-common-problems-with-cd-i-players.html and I cannot find sources that do say that.

LaserActive: Clear description of the system and its awful incompatibility issue, though note that it is wrong about the number of Mega LD games – there were 15 US-released Mega LD games, not three (though there were indeed just three LD-ROM2 games released in the US). http://www.allgame.com/cg/agg.dll?p=agg&sql=5:17669
Site with more info and many LaserActive box and manual scans: http://www.cyberroach.com/new_laseractive_pics/default.htm
Wikipedia has a nice chart with all of the games listed, most with region and platform: http://en.wikipedia.org/wiki/Laseractive

A History of Online Console Gaming in the United States, 1982 to the present: http://www.revrob.com/content/view/38/52

Famicom Communication Adapter (Modem) Information: http://www.ne.jp/asahi/oroti/famicom/ish11.html (try this on Google Translate!)
thanks to: http://satellablog.blogspot.com/2008/09/tangent-other-vg-networking-services.html
English article about it: http://www.n-sider.com/contentview.php?contentid=213

HyperScan storage amount info: http://en.wikipedia.org/wiki/HyperScan
HyperScan site+forum: http://www.geocities.com/hyperscansoftware/index.html (dead link)

Casio Loopy info: http://en.wikipedia.org/wiki/Casio_Loopy

V.Tech consoles info: http://en.wikipedia.org/wiki/V.Smile , http://www.vtechkids.com/assets/data/products/%7B5149D6B0-B9F7-487D-B6EA-4A8E6072CE76%7D/manuals/80-078810-V.Smile_V.Motion.pdf (V.Motion manual), http://www.vtechkids.com/assets/data/products/%7BDAB2A137-2ACC-4D35-8B2A-B818CCCFA5D2%7D/manuals/V.Link.pdf (V.Link manual)

Famicom Data Recorder information: http://en.wikipedia.org/wiki/Famicom_Data_Recorder
http://www.japan-games.com/wiki/pmwiki.php?n=Consoles.HowToUseANintendoDataRecorder

3DO System Battery Type and proof that the memory unit has a battery in it
http://www.3do.cdinteractive.co.uk/viewtopic.php?f=2&t=1069

APF Imagination Machine/MP-1000
http://www.nausicaa.net/~lgreenf/apfpage.htm

Tomy Tutor
http://www.floodgap.com/retrobits/tomy/

Radofin, etc
http://www.dieterkoenig.at/ccc/it/s_it_cartlist.htm (site not working)

Proof that the Tennokoe Bank uses the CR2320 originally
http://nonta6913.blog.so-net.ne.jp/2007-09-29

Gamecube clock battery http://www.neogaf.com/forum/showthread.php?p=44167876#post44167876 though note that the poster is wrong in saying that the Gamecube has a similar flap; it does not.
Here is the first Nintendo system with a user-replaceable clock battery, the Wii. Video of battery replacement: https://www.youtube.com/watch?v=6pi8F-MXPKY
Here is an image of the Wii U’s similar battery port: http://cdn1.sbnation.com/entry_photo_images/7207473/wii-u-battery-replacement-3_1020.jpg

Xbox Time Capacitor information: http://www.neogaf.com/forum/showthread.php?t=857527

Playstation 2 Battery Replacement Information, for the slimline model: https://www.ifixit.com/Guide/PlayStation+2+Slimline+Clock+Battery+Replacement/19959

PS3 “PRAM” Clock Battery Replacement Information: https://www.ifixit.com/Guide/PlayStation+3+PRAM+Battery+Replacement/3490

Virtual Boy battery type confirmation:
http://www.planetvb.com/modules/newbb/viewtopic.php?topic_id=4509&forum=1

Game Gear EEPROM game info can be found here: https://pdroms.de/gamecube/genesis-plus-gx-v1-6-0-multiple-emus and http://atariage.com/forums/topic/277932-game-gear-save-game-question/.

Final Notes and Questions

Information for the main contents of the list come from many online sources — GameFAQs guides (only in a couple of cases), Wikipedia system information details, box shots, PCB scans, list pages like the ones above, and others. I linked to some things here, but if there’s anything else you want a source for, ask. If I continue to improve this list, a later version may put those links directly into the text, instead of them just being at the end.

-Do any systems use what are essentially flash carts, instead of flash memory chips on the cart? (very doubtful)
-Can anyone help fill in the blank parts, or add (reliable) info for a missing system? (this would be great!)
-Are there any errors in listing which consoles have games with password save options? Which consoles that I did not list as having it actually do?

To Dos Someday:
-Internal links to each section and internal links from listings to the referenced links at the bottom (for HTML version of the list only, probably)
-Try to find information for any missing entries or parts of entries! 🙂

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BlaZeon (SNES) Review – Challenge the Bio-Cyborgs in one of the Super Nintendo’s best shmups!

I wrote the original version of this review back in ’06, but I’ve enhanced and expanded it for this new posting of the review.  I merged this review with some ideas from my Game Opinions Summary review on the game and some other improvements, to make this new, best-yet version of my thoughts on this great SNES should-be-classic!  I didn’t remove the old scoring system and section breakdown from the review, though.  Maybe I should get back to this style of including categories in reviews, any thoughts?

  • Title: BlaZeon: The Bio-Cyborg Challenge
  • Platform: Super Nintendo (SNES)
  • Developer and Publisher: Atlus
  • Released: 1992
  • Review originally written March 1, 2006, and improved and expanded on for posting here on 10/6/2014.

US box

Gameplay

BlaZeon is a shmup. That is, a shooter, where you take a flying vehicle of some kind and kill things to presumably save your people. The game is usually regarded as average at best, but in my opinion, BlaZeon is a forgotten classic in this genre. Perhaps one reason for the frequent dislike the game gets it its’ very slow pace. BlaZeon is admittedly very, very slow, and sometimes you might spend as much as 45 seconds just watching the background scroll by with nothing to do. Also typical within the genre, the game is short — it just has five levels — but brutally hard. People who dislike hard games will get frustrated by BlaZeon. The game also has minimal options: difficulty level is the only one. There are three difficulty levels, and when you beat one the game loops to the next one. It’s a simple system, but it works. This genre did not become great by being overly complex. It became great because of the high fun factor of the games within it, and BlaZeon is a fine case of that; you can’t help but want to keep playing until you win… and then you want to go through the next loop too. Or at least, I do! BlaZeon has some unique game mechanics, mostly good level designs, an outstanding soundtrack, decently good graphics, and great gameplay. Also, perhaps because of the pacing, BlaZeon has very little slowdown, which is great to see on the SNES. Overall it’s a very good game.

BlaZeon has some interesting game mechanics that help it to stand out from the crowd. Your ship, the Garland, is very weak and has no power-ups as they are normally understood. It is also slow, dies in one hit, and, for armaments, has only one single machine gun in addition to its special weapon: the Tranquilander gun. This special ‘gun’ is more of a missile really, because you can only fire one at a time. The Tranquilander cannon will disable certain enemy ships, called Bio-Cybords, allowing you to take them over. When you take over a Bio-Cyborg, your ship vanishes and you control the Bio-Cyborg you just captured as its replacement instead. You can only have one of these at a time, and if it is destroyed you go back to just your basic ship. Bio-Cyborgs each have their own armaments, but do not have a Tranquilander gun, so you need to go back to base level before taking a different one over. These capturable enemies are the game’s powerups, and this system is interesting. Equally interesting is the fact that many ships have a damage state, so after taking enough damage, they lose some of their weapons. This damage is visual; parts of the ship get shot off, leaving those guns unusable. This goes equally for the enemies and the Bio-Cyborgs you can control. So, if you want that awesome wave gun guy at full power, you’ll have to disable it without accidentally hitting it with your machine gun, for damage done to a Bio-Cyborg will remain after you take it over. You must diable it without shooting it to get it at full strength. As you play, you will learn to recognize the Bio-Cyborgs, and avoid shooting them unless you don’t want that one. Once you are controlling a Bio-Cyborg, do your best to avoid hitting the walls, enemies, or bullets. Bio-Cyborgs may be able to take multiple hits, but after doing so they won’t be at full strength! The more powerful ones are less common, and which ship you’re controlling and its state does carry over from level to level, so keeping them at full strength if possible can be important. The first part, capturing enemies intact, is usually easy, but that second part, avoiding damage can be quite tricky. In addition to enemies and enemy fire you must avoid, the paths you need to navigate through in this game sometimes get very narrow, making that task extremely difficult. The last level, in particular, is full of very tricky to navigate paths that are pretty much the same width as your Bio-Cyborg. Getting through them without taking damage is possible, though, and as a shooter, difficulty is expected, so its presence here is far from problematic. An easy shooter doesn’t usually get played for long.

game 1

In graphics and style, the game seems most influenced by R-Type at first. For instance, like R-Type, BlaZeon is a pattern-based game. Enemies come from the same places in the same patterns every time you play, and your challenge is memorizing it all and learning what to do. The first level could have been in an R-Type game, actually. The level designs get more unique and interesting as the game progresses, however, and the game mechanics differentiate it sharply from R-Type. The levels also get longer, which is welcome because the first level is too short. Also, Atlus has a different concept of cruelty than Irem does. That is, they are more subtle. Instead of beating you down with a constant series of massively difficult challenges, they have long, slow levels with many pauses where you do very little except watch the background, and the average encounter is only of moderate difficulty, though the challenge ramps up significantly later in the game. When you die, though, you get sent back to the last checkpoint, and sometimes these checkpoints are far, FAR apart. Also, when you get a game over by losing three lives, you restart the level. You do have infinite continues, but with levels this long, it’s a significant punishment. In addition, getting an extra life requires so many points you have to beat three levels without getting a game over just in order to meet that number! Crazy. So, while at first the game may not seem too hard, by a few levels in the games’ true level of cruelty slowly presents itsself, and the last level is very difficult and frustrating. And the game, of course, has no form of saving, passwords, or cheat codes to skip to the later levels. It is a very difficult game. Oddly, I can’t tell a huge difference between the difficulty levels (more bullets, I guess), but at least your ship changes color.

As is typical in this genre, BlaZeon has a minimal story. In fact, it is 100% contained in the manual. The game itsself is minimalist to the extreme: there is NO story shown or presented in any form within the game. There’s no introduction, no in-mission story segments, and no ending. When you finish level five, you simply restart the game on the next difficulty level. Story is so irrelevant to games in this genre though that I truly do not miss it, though the lack of an ending is kind of unfortunate; the original arcade version of the game does have a fairly basic ending, with credits and the like. They should have kept it in the home console version. Ah well. As far as it goes from the manual though, the story goes like this: the earth created a fleet called the Imperial Earth Army to protect it from interstellar threats. The fleet became corrupt, though, and instituted a dictatorship over the planet. You fight for the resistance using their special protype fighter, the Garland. The ship isn’t in great shape, and this shows in the game with its slowness and weakness, but its Tranquilander gun makes up for that and then some. The game has seven Bio-Cyborg enemy types you can control, and they vary greatly from a small, fast ship to slow, larger ones that have very powerful guns that just fire forward, one with adjustable small guns, and one which fires bombs below it. The variety of the Bio-Cyborgs is one of the games’ strengths. Try them all! My favorites are the two most powerful ones, the mine-laying one that only appears once in the game, and the one with the giant wave gun.

Single Player: BlaZeon has five levels, but the difficulty level ensures that it’ll take a while to finish, particularly on the higher difficulty settings. Most levels have multiple bosses, and some, such as the second and fifth levels, are easily long enough to be at least two levels in another game. The first level is short and too easy, but it picks up after that. Level two is interesting, with the first part in an asteroid field and the second half passing a large fleet. Level three passes over some space platform and is fun too, but the midboss is very frustrating; watch out when it dies, it’s easy to get taken out with it! Level four is my favorite in the game. It has great music, an interesting junkyard setting with a unique and powerful junkbot Bio-Cyborg to control, and cool bosses. Level five is set in a giant space station. As the last level, it is appropriately difficult, and also has perfect music for a final level. As I said this level can be frustrating, and I gave up at trying to beat it sometimes because of how long it takes to replay after a game over late in the level and how hard it is along the way, but stick with it, and eventually you’ll get it down; I did eventually finish this game. Overall you’ll want to replay this game over and over, as is true with any good shooter, so the length isn’t a problem. The pacing may be slow, and the pauses between action points frequent and often long, but have a little patience and there is plenty of fun to be had. Sure, fifteen-second crawls across a screen, only to face three enemies and then wait another ten seconds for anything else to happen are not uncommon, but with music this great, I didn’t mind the pauses in the action.

http://img.gamefaqs.net/screens/b/7/b/gfs_4513_2_2.jpg

Multiplayer

BlaZeon is single player only.

Graphics

BlaZeon’s graphics are strictly average for the Super Nintendo. It’s an arcade port and they do a decent job, but this isn’t one of the system’s graphical showcases, that’s for sure. Multiple levels of parallax scrolling is about all you can look for in nice special effects. Also, as mentioned earlier a lot of the art styles look very, very similar to R-Type’s, though the way that some kinds of ships take visual damage as they get hit is pretty cool. It also definitely isn’t the norm for this genre, particularly in how that damage actually removes some of their armaments. Shoot the top side of that gunship to knock out its top laser, or the bottom side to knock out the bottom one. Having this choice adds strategy. Another positive is that slowdown is kept to a minimum because of the pacing and relative simplicity of the game. The only slowdown happens occasionally when the screen is crowded. These moments are rare. For the most part the game is remarkably slowdown-free compared to many SNES shooters such as Super R-Type, E.D.F., or Gradius III, for instance. Some may say that that is because of how bland the graphics are and because the game’s pacing is far too slow, but those are inaccurate depictions of this game. Super R-Type is almost as slow and just as visually bland, but it’s slowdown-wracked! This game runs better than that one. BlaZeon’s pacing is intentional and works, and the graphics, while not the greatest on the SNES, are varied and interesting. Each level has a very distinct graphical style and many enemies are unique to each one. The backgrounds are also often very detailed and expansive.

Sound/music

The sound is fine. It’s nothing spectacular, but it does its job well. The music, however, is often great. The tracks for level 2 part 2, level 3 part 1, and level 4 are particularly great, I would say. The level four music is the kind of music track that I don’t mind listening to loop over and over and over and over and over as I play the level… the music in this game is great! Addictive and easy to listen to, I found myself sometimes pausing the game just to listen to the music loop. The music is repetitive, of course, but good enough that that doesn’t matter, and that’s about as much as you could possibly hope for from a game in this genre on the SNES.  BlaZeon is in the very top tier of SNES music, no question.

Overall

BlaZeon is a pretty good shooter. It’s slow paced and deliberate, for a nice contrast from fast, “hold the button down the whole time or you die” titles that seem to dominate this genre. I like the style of older shmups better than modern “bullet-hell” ones, so this game is exactly the kind of thing I should love, and I do!  Also, the slow pace gives you more time to appreciate the soundtrack.  The game is also unique, because it has no conventional powerups and instead substitutes an interesting system of being able to take over certain types of enemy ships and control them as your own. This is a very well made game and it’s too bad that it never got a sequel. Also, the fact that the story is truly nonexistent within the game cartridge is actually sort of a good thing; the plot is utterly unoriginal and a clone of the plots of every other shooter ever made, so it really wouldn’t add anything to have it.  It isn’t needed, but it would have been nice if  the end credits had been left in.  Just watch a video of the arcade ending after finishing the game, that solves that problem.  But overall, BlaZeon is far more good than bad.  Look past that and focus on the important part for games like this: the gameplay!  And that gameplay is pretty good and a lot of fun, and is backed up with acceptable visuals and great music.  This is a game I keep going back to, as much for the quite good, somewhat strategic gameplay, and partially for the fantastic music.  BlaZeon is very much recommended, if you can find it!

Gameplay: 9/10
Single Player: 9/10
Multiplayer: N/A
Graphics: 8/10
Sound and music: 10/10

Overall Rating: 92% (not an average), an A.

 

Videos

BlaZeon longplay: https://www.youtube.com/watch?v=O0_iJ-gI9EE

BlaZeon soundtrack: https://www.youtube.com/watch?v=3OS5pGyG8IA&list=PL5E44AFA2F0850740

Here is the arcade version for comparison: https://www.youtube.com/watch?v=Y3gw4DI_X9s

 

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Performance Dual Impact Gamepad (Playstation) Review and Compatibility List – Dual Shock-compatible Gamepad Plus neGcon-to-stick emulation too!

This is a controller review, my only one, but it’s a very interesting controller unlike any other.  I wrote this post early last year, originally, and it needs no real changes (other than fixing images, etc.).  This is a very cool controller I recommend!

  • Performance Dual Impact Gamepad
  • From Performance (a label then used by InterAct, I believe)
  • For Playstation (PS1)
  • Playstation Digital Controller, Dual Analog, and neGcon/wheel compatible
  • Dual Shock (Rumble) motors are present, so rumble is supported as well.
  • Review written 2/10/2013, and posted here 10/2014.

I got a Performance Dual Impact Gamepad, aka “Dual Impact Gamepad Colors”, for the PS1 last year for $6. It’s a pretty interesting gamepad — for the most part it’s just a decent Dual Shock clone, larger and not quite as well made as the real thing but very comfortable to hold due to its size, but it’s got two unique features which make it a quite interesting controller to have.

Dual Impact Gamepad

A Dual Impact Gamepad (not mine)

Mine looks like this, except it’s all grey, instead of being multicolored like that one. The key is that little switch in the lower middle. It’s got three settings. Left to right, they are Digital, Dual Analog, and Wheel (neGcon). This controller does have vibration feedback, and it works in any of the three modes in compatible games. (Note that there’s also Dual Impact 2, which is a PS2 controller, and does not have the neGcon mode. That looks like just your standard PS2 clone pad.)
As for this one though, its unique features are:

-First, there’s a neGcon (wheel) mode, so the controller’s left analog stick works with games that are neGcon but not Dual Analog compatible, such as Wipeout XL or Motor Toon Grand Prix. That’s awesome, it makes Wipeout XL almost feel like a new game! Worth it for that alone. Unfortunately it didn’t work correctly with Hardcore 4X4, which is a game that supposedly supports the neGcon/wheel, but that game plays great with the below mode, so there’s that at least. That’s probably the game’s fault, though, given that Wipeout XL, Motor Toon, etc. correctly recognize the pad as a wheel/neGcon.

One very interesting point here is that the Dual Impact’s neGcon mode IS Vibration compatible. That means that yes, you can play a racing game in neGcon mode on this pad, with rumble. Cool! 🙂 The neGcon and wheels like the Mad Catz wheel do not have vibration, but this does.

Also, after testing it (see the list below), I found that in neGcon mode, the Dual Impact has a smaller deadzone than it does in Dual Analog mode, which means that games like Crash Team Racing and Wipeout 3 control a little bit better in neGcon mode than they do in Dual Analog. I assume that this is because the Dual Shock has a big deadzone (a flaw the Dual Shock 2 and DS3/Sixaxis both share.), but it’s cool that in neGcon mode it’s a better stick.

The only real negative about this mode is that the buttons aren’t labelled for the neGcon’s unique button labels, they’re only labelled as standard PS1 controller buttons, so you just have to memorize that in the wheel mode X is I, Square is II, Circle is A, Triangle is B, L1 or L2 are L, and R1 or R2 are R. It’s not too hard to remember though. I’m sure a real neGcon might be better than this, but those are extremely rare in the US, so I’d have to get it from EBay and pay a whole lot more than I did… and anyway, having an analog gamepad controller that supports neGcon/wheel mode is pretty cool! See the end of the post for a full list of how the game works in my neGcon-compatible games.
-Second, Dual Analog mode. It works as you expect, just like a Dual Shock pretty much. About the only negative versus a real Dual Shock, apart from the build quality/design changes, is that this has older-style small shoulder buttons, not the larger L2/R2 buttons the Dual Shock added. Too bad. Other than that though, works fine.
-And last (well, first, but I’m going backwards), Digital mode. While mostly this is as you’d think — decent (non-missing-center) d-pad and buttons — but interestingly, it’s got more than just that. The controller’s other unique function is that the analog sticks — yes, both of them — emulate the d-pad in digital controller mode. They aren’t analog of course, but still, it’s pretty interesting, and sometimes good, to be able to play dpad-only games with the stick… pretty unique feature, you see that on PC gamepads of course, but I’ve never seen it on any console gamepads… a few special console controllers can do that, such as the Sega Mission Stick for the Saturn and the Sega Sports Pad (trackball) for the Master System, but not gamepads… except for this one.

And yes, some games are more fun with the analog stick acting as a dpad than they are in digital mode. I’d ay that about Hardcore 4×4, for instance; the neGcon mode may be sadly broken, but in Digital mode with the stick, it plays quite nicely.
So, overall, yeah, it’s an interesting controller. I like it. And yes, even if it clearly doesn’t feel as well built as a first-party controller is, it’s not too fragile-feeling, and is comfortable to hold, more so than Sony controllers are for me — I find the Playstation controller too small. The only thing it doesn’t have is Dual Analog Joystick support — you know, the full-sized, twin-stick joystick for the PS1, (Yes, there are some games that only have analog with that; the Sony Dual Analog Gamepad has a mode supporting it, but no other gamepad I know of for the system does that.) — but apart from that it’s got everything else. In the end the Dual Impact is a good gamepad that I’m happy I got, mostly for Wipeout XL (It’s SO much better now! Sure I have the wheel, but that’s useless for this game.), but also for some other games too, and for the “analog stick usable in dpad-only games” thing too. Interesting stuff.

Dual Impact/neGcon Compatibility List

There are(definitely incomplete) lists of negCon compatible games here:
http://www.rolling-start.com/forum/viewtopic.php?f=14&t=26 and here
http://www.mobygames.com/attribute/sheet/attributeId,876/offset,0/so,0a/
Of those, I list below my results when using the games I have with this controller. Note: I mean US releases of the games, not other ones. Also I would only care about games with twist support, of course; if it’s just a “it uses the negcon but just the dpad”, it’s the same as it’d be with a regular controller.

Games with no Dual Shock support

Destruction Derby – Works fine.

Motor Toon Grand Prix – Works perfectly. Good controls this way, the game has no Dual Shock support.

Namco Museum Vol. 1 and Vol. 3 (in Pole Position and Pole Position II) – Works okay, though an actual wheel is better because of the much greater degree of motion — with the Dual Impact, make VERY small movements if you want to not crash.

Ridge Racer Turbo (on R4 Bonus Disc) – Unfortunately, the Dual Impact doesn’t work ingame with this game; the menus work, but it doesn’t recognize it once you start playing. To get analog here, you need to use either a real neGcon, or a wheel like the Mad Catz wheel (the game does not have Dual Shock support).

TNN Motorsports Hardcore 4×4 – While my Mad Catz wheel works fine, so the game does have neGcon support, it doesn’t work with this controller sadly — left and right both turn you in lefthand circles, you can’t go right.

Wipeout XL – Works perfectly, and is fantastic. This game doesn’t have Dual Shock support, so something analog for it is essential! And an actual wheel is far too wide a turning radius for something like Wipeout; that may be better for car-racing games like Pole Position or Destruction Derby, but in a Wipeout game, you really want a stick like this one.

I can’t find my copy of the original Wipeout, so I can’t test that one. 🙁

Games with Dual Shock support (you may think that this would be identical to Dual Analog mode, but — it’s not! neGcon mode has a smaller deadzone than Dual Analog mode, so it makes it more precise than Dual Analog mode is in games that work with both. It’s pretty cool, though this is more noticeable in some games than others, it’s great!)

Atari Anniversary Edition Redux – Called “Wheel” mode ingame, this works for analog in paddle games like Warlords, Pong, and Super Breakout. Works fine.
Crash Team Racing – Works correctly in neGcon mode. Smaller deadzone is noticeable.
R4: Ridge Racer Type 4 – As with the RR Turbo Disc, it works in the menus, but not ingame. Bah!
Rollcage – Works correctly in neGcon mode. You can tell that the deadzone is smaller.
San Francisco Rush – Works correctly in neGcon mode.
Wipeout 3 – Works correctly in negCon mode. Smaller deadzone is noticeable.
Test Drive 4 – Works correctly in neGcon mode. This is awesome, because in Dual Analog mode, the game requires you to use the right stick to accelerate/brake, and the left stick to move. I hate this control scheme, I want button acceleration/braking. You get that in neGcon mode. Awesome. 🙂
The Italian Job – Works correctly in neGcon mode.

etc., I’m not going to test every single driving game I have right now, though I may add to this list in the future as I test more games.

I do know some which definitely don’t have neGcon support, though: Street Racer, JetMoto, and Dare Devil Derby 3D are digital-only for sure. Too bad. (JetMoto does have analog support in the PC version, but not on PS1.)

There are also some games that support the Dual Analog controller, but not the neGcon/wheel, such as JetMoto 2, Road Rash 3D, Driver, and plenty more.

Posted in Classic Games, Dual Impact Gamepad, Hardware, Lists, neGcon, Non-Console Hardware (Controllers, etc.), PlayStation, Reviews | Tagged , , , , , , , , , | 1 Comment

Hihou Densetsu: Chris no Bouken (Turbo CD) – A Weird and Flawed, but Decent, Platformer

I wrote this this January.  Somehow I thought I’d posted it here, but somehow I hadn’t.  Problem corrected!  I made some minor tweaks and improvements to the article, but little was changed; it is fairly recent.  I covered this game in short in the Turbo CD Game Opinion Summaries list, but this review is much longer and more thorough.  Also it came after finishing the game, something I did between writing the two.

  • Title: Hihou Densetsu: Chris no Bouken [Legendary Treasure: Chris’s Adventure would probably be the English translation, if it had an official one]
  • Platform: TurboGrafx-CD [PC Engine CD]
  • Standard CD title, not Super CD or Arcade CD.
  • Developer: Arc Co. Ltd. [now known as Arc System Works]
  • Publisher: Pack-in Video
  • Released: 12/13/1991 (Japan-only release)
  • Review written January 2014, and posted here September 30, 2014.
title

The title screen!  It’s got a great look, I love maps.  It has good music, too.

Hihou Densetsu: Chris no Bouken is a decent 2d platformer for the Turbo CD.  The games’ title in English would probably be Legendary Treasure: Chris’s Adventure, though though there is no official English title; all in-game and manual title and character name text is in Japanese. The game is a fairly average, but decent (at times) platformer from Arc Co. Ltd, now known as Arc System Works. A somewhat obscure but not expensive game, this is one of a few Turbo CD games by Arc; I have three, including this, Minesweeper (yes, a port of the Microsoft PC game), and the super-easy racing game Road Spirits. Anyway, in Hihou Densetsu, you play as Chris Steiner, a girl who is looking for her father, an archaeologist.  Her father went missing in the Americas somewhere while searching for the ancient legendary treasure of the Indio (native) people of Latin America somewhere. Naturally, ancient aliens and Atlantis end up being involved. Of course. Also, sadly, there’s plenty of incidental racism in this game, as is usual in such stories — the Indio, if they are indeed alive, are just villains and never appear in any cutscenes past the backstory bit at the beginning of the intro, unless you count the two Atlanteans, but they really are different. The story is confusing and unfinished, but the gameplay was decent enough to keep me going. This game has some bad, probably unfinished elements, but I enjoy it overall despite them.

This webpage has a great summary of the game: http://www.chrismcovell.com/games_illustrated/arc-hihou_densetsu.html The page has a nice summary of the game, but despite its flaws I did enjoy it… though that is hard sometimes because of how frustrating it is. Hihou Densetsu isn’t all that long of a game, but they try to make up for that by making the game hard and annoying. There are some tough jumps, tight time limits, and annoying enemy placements in this game. It’s doable though, with effort. You really need to memorize everything in order to get through. I covered this game in my TCD “Game Opinion Summaries” thread, but this writeup is new, since I’ve beaten the game now and have more to say. Hihou Densetsu is a memorization-focused platformer with a confusing story. On that note, if anyone knows Japanese and can watch the LP and tell me if knowing Japanese would make the story make any more sense, that would be much appreciated.

game 1

The cave level here, level 4, looks nice.

Gameplay

Hihou Densetsu is broken up into eight levels, probably the most common number in videogames. Each level has two stages, with a boss at the end of the second stage of each level. You have a strict timer in this game, so you must keep moving if you want to beat each stage without running out of time and dying; I’ve died from time over within sight of the end of a level more than a few times. I like the “day” theme the timer uses, though — you have a set number of “days” to finish each level, and there’s a graphic in the bottom right showing the day and time. These days are a lot less than a day long, but still it’s a somewhat clever way to make a timer more interesting looking. If you die you start from the beginning of the stage you’re on. Enemies and traps always appear from the same places, so yes, memorization is what you do here: keep playing until you’ve memorized the level layouts and boss patterns, then you can win. This isn’t the hardest game, but it’s a reasonable challenge at times. Sometimes you get sent back to the main menu and have to restart the level from stage 1, though I’m not entirely sure why. Maybe it has something to do with if you got enough coin pickups? I’m not sure. You cannot save your progress, which is the worst thing about this game, gameplay-wise. Seriously, one block to save that level-select menu as you unlock stages, that’s all I’m asking for… having to play it all in one sitting, or without turning the system off, is annoying.

The second most annoying thing is the weapon powerup system. Now, there are several kinds of pickups in this game, all of which drop from either enemies or the pillars which come out of the ground at certain points and may have items in them. All items are random drops, and none are in preplanned locations. Those pillars often drop nothing, for instance, or maybe something you don’t need. They can drop those coins I mentioned earlier, hearts to refill one of your five hit points, weapon powerup orbs, or nothing. This design decision was a big mistake! Chris’s default weapon is a pathetically weak knife with a two-millimeter attack range. Hitting enemies without getting hit yourself, without a powerup, is often unlikely. If you want to beat this game without too much trouble, try to never die! If you do die, you’ll need to find two differently colored orbs in order to get a stronger weapon, and they must be different colors, too. If you pick up one the same color as the one you currently have, it won’t count at all. There are three powered-up weapons: Red+Yellow is a stronger close-range attack, Red+Blue is a throwing knife (best weapon), and Yellow+Blue is a boomerang. The default weapon is so hard to hit things with without taking damage that in the later levels I found myself not caring about if I died with my first and even second life of each continue, since all that really mattered was getting a decent weapon so that the next time I could attempt to actually beat the level. I died quite a few times because the game was refusing to give me two differently-colored powerup orbs in later levels. Yes, it’s frustrating. And while you do keep powerup weapons between levels, thankfully, if you get a game over of course it’s back to square one.

game 2

The surprisingly simple mine-cart segment.

As far as the level designs go, Hihou Densetsu has virtually no exploration. This game is entirely linear, and you need to keep moving in order to finish levels before the tight time limits run out. I’m alright with that — not all sidescrollers need to have you going around collecting things during your adventure — but it does reduce replay value and make the game shorter. Only one stage’s layout is at all mazelike, and that level, 4-2, is a small, simple ‘maze’. Ah well, I don’t really mind. The level designs in this game are straighforward, but I thought they were okay. You do do a lot of walking to the right or left while attacking enemies as they appear, but there is just enough variety to keep things interesting. Most stages have at least one unique level element, such as various types of platforms you have to jump on, tricky jumps on moving objects, a surprisingly easy mine-cart segment, orbs you shoot to move them out of the way, and more. And once again, thanks to the weapon powerup system the game gets much harder if you die, and you will until you’ve memorized the game. Stage 5-2 probably took me the longest amount of time to beat; it may look simple in that LP, but that second moving-orbs jump is quite tricky, and if you don’t have the throwing knife the stone circle enemies are hard to hit and shoot fire at you. I finally managed to beat the stage, though it took a while. The last stage, 8-2, was tricky too, but in a fun way. That’s a short level, but reasonably fun. It is kind of weird looking, though, and the organ-style music is a strange choice. The later levels have somewhat odd visual/audio themes. Seriously, from levels six through eight this game got weirder and weirder… and yet there’s very little to no reaction from Chris like that in the cutscenes. Maybe there is in Japanese, but shouldn’t she say something obvious about how this trip to the Americas to look for her father has turned into a battle against an ancient-alien Atlantean demigod or something in his spaceship hidden under a Latin American jungle temple?? I guess she’s slightly surprised when she first sees Fillia, but not much obvious about the crazy adventure. No, just some fairly calm conversations with Fillia, after the drama with the traitor guy got resolved after level 5. She’s tough. Or maybe it’s just that she probably can’t hear the awesome, and sometimes strange, music? But those blob-monster enemies in level 6 and the like are weird looking too…

Cutscene 1

Cutscene (before lv. 3). Chris and the kid explore.

Graphics and sound

This is a CD game, so it’s got CD audio and cutscenes between each level, as you might hope for. The cutscenes are done with very limited animation, but the audio track and art design are decent to good. Environments look particularly good, which characters look only okay. The in-game graphics are similar, with good backgrounds but somewhat bland character sprites. Chris’s sprite has a bland, androgynous look; it’s okay though. I couldn’t tell for sure that she was a girl until I played it and heard the voice acting, but she is. The shirt and shorts adventurer outfit seen in the game is the only one she wears throughout the game, too — so yes, this is a game with a female lead which doesn’t sexualize her at all! That’s worth some praise, though they aren’t consistent with her design — her shirt is blue ingame, but white in cutscenes. Also her sprite is always holding a knife, no matter which of the weapons she has. Ah well. Enemy sprites are mixed, with some cool looking ones and some very bland. The climbing skeletons in the first level are interesting, and I like the art design in some of the caves and alien base levels too. Hihou Densetsu has somewhat simple graphics and makes almost no attempts at parallax, except for stages 5-1 and a few clouds behind a window in 7-1, so it looks like a Turbografx game for sure, but it’s a decent-looking Turbografx game. This game clearly didn’t have the largest budget, but they did a decent job with what they had.

The music is even better. This game really has a great soundtrack overall. It’s all at least good, and it peaks in level seven; that track is fantastic. Even though the graphics are not complex, with simple and repetitive environments within each stage, the visuals and sound together combined to make the last three levels seem kind of weird, as I traveled through the alien/Atlantean/whatever spaceship and the like. The creepy atmosphere in those levels really worked for me! It’s really unfortunate that level 7-2 is the easiest level in the game after 1-1, and that the level 7 boss is the only one I beat without dying at even once, because that music is great, and might be the best in the game. Some other levels’ music is almost as good too, such as level 6’s, but 7 has the best one. I’ll have to listen to this soundtrack sometimes for sure. Watch the LP linked at the bottom if you want to listen to the whole soundtrack.

Game 3

Weird monsters here in level 6…

Story

Hihou Densetsu’s story feels incomplete, since some things just weren’t explained at all. Sure, it’s all in Japanese so I can’t understand most of what they are saying, but even beyond that, a lot of stuff just isn’t explained and don’t make sense in both story and game design alike. Here are a few examples of the games’ story and design flaws that are important and I don’t have to spoiler.

– According to Chris Covell’s article on the game I linked earlier, the manual spoils almost every major plot point in the game in the character descriptions section. I can’t read Japanese, but I’ll take him at his word there. What a bizarre manual design decision!  Who would do that?

-Also, as that page mentions, the story’s connection between Atlantis, South/Central American Indians, and ancient aliens is tenuous at best. This is something that I’m sure being able to understand the dialog would help a lot, but it wouldn’t explain everything. This is one of those games where the story and gameplay don’t really line up, and the results are kind of dumb when you think about them. I understand the basic idea — the Crystal Skull myth is a popular one, and this games’ story is the same basic concept that’s behind Indiana Jones and the Kingdom of the Crystal Skull, but this story isn’t nearly as coherent as that one. Cutscenes feel incomplete, as I’ve explained above; the story is disjointed; and not much is adequately explained. I wouldn’t be surprised if the story and cutscenes in this game weren’t really finished yet when it was shipped.

– As I said in the above point, this game has some pretty serious discrepancies between its gameplay and its cutscenes. Other than the final boss, no other enemy you fight in the actual levels — not one! — ever appears in a single cutscene. As far as the story goes, most of the game could have never happened at all! And what the heck is up with all the Indian (“Indio” as the game says) enemies, anyway? It’s clearly somewhat racist, in that classic adventure story way, and that’s a problem for a game from 1991. But it’s not only racist, it’s weird because none of them ever get a mention in the cutscenes. The Indians breathing fire, the several native bosses, etc. I guess the Indio people are protecting the Atlanteans still, or something, but they aren’t important enough to actually mention in the cutscenes… are they even alive, or are they spirits or something? Either way it’s still racist; though I know this kind of story generally is like that, they could have done more than they did. None of the crystal robots, zombies, blob monsters, or any of the other things you fight appear in cutscenes either, but it makes even less sense with the “human” enemies.

Warning: major spoilers below! For anyone who actually cares, stop reading. Images below are just links in order to not spoil anything.  Highlight the text below in order to read it.

http://img.gamefaqs.net/screens/0/2/c/gfs_4963_2_14.jpg – The real villain is revealed!

The Characters: I’ll start with character and basic plot descriptions, and mention some of the problems as well.  First, Chris Steiner is the main character. She’s okay. Her father (I forget his name) is the missing guy she’s looking for. The local kid (forget his name too) is someone she runs across who apparently just happened to know her father and had a vitally important thing he was looking for. Altmeier, the bearded guy, is her father’s “friend”, but he’s actually ‘a leading member of the neo-Nazis’ and betrays them of course, though it doesn’t lead to much gameplay-wise (since he never appears in-game, only in cutscenes). Fillia is an ancient Atlantean and maybe also a demigoddess or alien or something. When high-tech Atlantis fell thousands of years ago, somehow her and her brother survived in spirit. Then this spaceship or whatever it is was hidden under a pyramid in the Americas somewhere, until it was found during the events in the game. I’m not sure about the rest of Fillia and her brother’s plot, though; I don’t know the details, I’d need to know more about what the plot of this game is to get that, and I can’t figure that out just from context or that page I linked above. Her brother is the real main villain, and is also the final boss. I guess he couldn’t get over Atlantis’s fall, or something, and is taking it out on the people who found them. Maybe he wants revenge on the world? Seems likely, that would fit the angry-villain stereotype he’s mostly acting out. I don’t know, I’d need the context from someone who understands the language better. He’s the only person in the story other than Chris herself who ever actually appears ingame during a level.

http://img.gamefaqs.net/screens/8/1/5/gfs_4963_2_1.jpg Fillia  is also the character on the level-select screen. (Remember, turn off the power and you lose access to anything beyond level 1, this game doesn’t save your progress, you just have infinite continues.)

http://img.gamefaqs.net/screens/3/4/c/gfs_4963_2_16.jpg The Atlanteans’ spaceship, which is thousands of years old but naturally still works perfectly.

Cover

The cover shows Chris with several other characters from the game.

Issues with the Plot: Here are some of the confusing or under-explained elements in the plot. Yes, there are quite a few for a short game!

– First, I already mentioned above about how almost all of the enemies you actually fight in the game are unmentioned in the cutscenes, so I won’t repeat myself further, but this is a definite problem.

– The game has a cutscene at the beginning and end and between each level, but the cutscene before level 7 is about five seconds long and is wordless. Seems pretty lazy, compared to all of the other cutscenes in the game. Sure, it establishes that they’re going to the Atlantean base (yes, the Atlanteans and their stuff is the “legendary treasure” of the title), but other cutscenes have that much, and a lot more besides.

– In the cutscene before level 2, Chris meets a kid (a boy I think?) who just happens to know who her father is. The kid even has the Eye, an ancient (Atlantean!)  artifact which will get them into the temple from where they can access the place her father was last seen, or something like that. How her father got in there is not explained.  There’s one problem!  The kid himself is even worse.  Seriously, I know stories often rely on coincidence, but this kid she runs into doesn’t only just happen to know who her father is, he(?) also has the Eye that her father had been searching for for 18 years; no, I don’t think even in Japanese this is explained. He just has it, don’t ask why. The person who wrote the article I linked earlier sure missed it if it was, anyway, and he knows at least some Japanese. If this is explained — like, maybe her father found it and gave it to the kid after he went into the temple or something — it isn’t explained well enough for it to actually be understandable. If it isn’t explained, seriously, why in the world did that kid have the Eye??

– The story also never bothers to actually show when Chris meets her father. You’d think that that would be an important moment, but while the game shows Chris meeting the kid in the before-level 2 cutscene, meeting Altmeier in the before-lv. 3 cutscene, and then the three of them using the Eye to get into the Atlantean area in the before-lv. 4 cutscene. The next cutscene, before level 5, is all about Fillia’s appearance (with an orb, which is a powerful Atlantean artifact connected to the Eye). She appears, says who she is, and seems to figure out that Altmeier is lying to them and is actually evil (and, apparently, a neo-Nazi, though this isn’t made clear in pictures) — the orb she has marks him. Then I think he says something about ‘if you want to see your father again give me the orb’. Then in the next cutscene before level 6, Altmeier is threatening Chris’s father with his gun. Uh… where did he come from? If Altmeier was hiding him nearby… how? Altmeier only just got into the temple, after all, and couldn’t have gotten in on his own since you need the Eye to do that. Maybe her father was hidden outside somewhere nearby, but the game didn’t bother to show it? Man, is this story so unfinished! Something like that must be what happened, but really they should have shown an image of her father before the before-lv. 6 cutscene if that is what happened. At the end of the lv. 5 cutscene would have been the right time.
– Continuing the theme of ignoring the side characters, after the cutscene before level 6, the local kid and Chris’s father only appear again for one very short scene, and otherwise vanish without explanation.  Her father, the main reason for the quest, barely ever says anything, only appears in two of the games’ nine cutscenes, and the second of those, in the cutscene before level 8, is a second-long appearance, cameo-level, showing that he and the kid are alive. I presume they escape at the end, but none of that is mentioned.  Neither one appears at all in the games’ short and lacking ending, either. Yeah.

– A for the woman on the level-select screen, Fillia, she is a major character and does appear extensively in the later cutscenes, but her design is a blatant ripoff of the goddess from the Ys title image. She’s basically the same design, with minor changes. Lazy artists… and pandering, given Ys’s popularity on the TCD at the time.

– More on ignoring side characters — Altmeier is revealed as evil late in the before-lv. 5 cutscene, and then is killed in the before-lv. 6 cutscene. He threatens her father, takes the orb, shoots her father anyway (though not fatally)… and then Fillia’s brother (that they are related is supposed to be a spoiler the before-lv. 8 cutscene reveals, but it’s one more of the things that the manual apparently spoils.) appears and kills Altmeier. Yeah, the guy makes a strong first impression. Of course Fillia’s brother turns out to be an even bigger threat, but killing off a seemingly important villain in a cutscene and not having you fight them is kind of an odd design decision. Other than the last boss, the bosses and enemies in this game are all the completely random foes I’ve mentioned, including various Indians or Indian spirits or something, spiders, skeletons, statues, and the like. Here’s an opportunity for a more relevant boss enemy, and the game passes.  Unfortunate.

– The ending also is badly rushed and lacking.  I mentioned some of this above, but in more detail, as Chris Covell’s review says, the game never really explains why Fillia’s brother, the main villain, dies, and the ending is short and badly rushed. The end cutscene shows how Chris and Fillia look almost the same, apart from their hair. Maybe it’s implying that Chris is some long descendant of whatever Fillia and her brother are (Atlanteans, aliens, demigods, whatever) and that her being here is not a coincidence? Or maybe it’s just that they are similar, I don’t know. Anyway, Fillia’s brother is still angry, and tries to attack Chris. Fillia protects Chris, and then the brother dissolves or fades away without explanation. So, maybe Fillia kills her brother to protect Chris? But if she did that, then why didn’t she kill Altmeier after revealing his evil? Yeah, he said something about Chris’s father, and demanded the orb in return for him, but still, if she had that kind of power, she must have been able to do something then, but didn’t. Or, alternately, maybe Fillia’s brother died slowly from wounds Chris inflicted during the final boss fight or something? That seems unlikely, but it doesn’t show Fillia attack him either. But I (and Covell’s article) covered that one already. After that, Fillia and the Atlantean spaceship fade away too, as I described, and that’s pretty much it. All that happens after that are two shots of Chris, standing nearby and then finally a shot of Chris sitting in a tree, remembering her adventure. Roll credits. Uh… what? That sure ended in a hurry.

http://img.gamefaqs.net/screens/0/c/1/gfs_4963_3_3.jpg – Here’s the ending shot, as described above.

Game 4

This temple level has just about the only exploration segment in the game, and it’s very simple. Decent level, though.

Conclusion

Yeah, that’s way too much written about this games’ simple little plot. I wrote it though, so I’m posting it! :p

Overall, Hihou Densetsu: Chris no Bouken is a moderately fun, and also frustrating, action-platformer game. The game has decent graphics, good music, simple gameplay, and some fun action. The story has to be unfinished, but it’s a decent classic-style adventure story despite that, and it’s one with a female protagonist too. Hihou Densetsu isn’t a good game, it’s too flawed for that in both gameplay and story, but it is an okay one. I can understand why this game is apparently disliked by the few who know of it, because the game is flawed, annoying, and unfinished, but I enjoyed it anyway, overall. I think it was worth playing for sure, and it might be worth a look for platformer fans. The Turbo CD doesn’t have a particularly large selection of platformers beyond the Valis games and Castlevania Rondo of Blood, so for platformer fans with the system, definitely give the game a look despite its flaws! As for a grade… hmm, I don’t know, B or C something.  I’m an easy grader on average platformers if I enjoy them at all, I guess… B-.  It probably should be a C+ though.  Way too many flaws.

Video
direct link: https://www.youtube.com/watch?v=P5lwTRvAVig

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Review: Frogger 2 (Game Boy Color) – Maybe Even Better than the Console Version?

Sorry for the delay between posts.  I should have had something sooner, there are some more old reviews to post before I move on to posting up those often incomplete lists of mine.  As for this game, it’s a pretty good one.  Despite the similar title, this is entirely different from the other “Frogger 2” games out there.  The only additions to this version of the review are a minor tweaks, a new first paragraph, and the addition of a score.

  • Title: Frogger 2
  • Developer: Morning Star Media
  • Publisher: Hasbro Interactive
  • Released: Sept. 23, 2000 (US exclusive release)
  • Review originally written on 2/25/2012, and updated for reposting on 9/26/2014.
title

The title screen

After the success of their first new Frogger game for PC and Playstation in 1998, Hasbro started work on a sequel.  It’s a good game, and I reviewed it recently.  This time, however, in addition to the console game, Hasbro also got the handheld rights to the license.  This game, Frogger 2 for Game Boy Color, was the result.  The developer, Morning Star Multimedia, was a somewhat short-lived studio that mostly made mediocre licensed games.  They also did Hasbro’s extremely limited and disappointing GBC version of Pong: The Next Level, and the quite average original Frogger for GB/C dual-mode as well, published by Majesco in that case.  Frogger 2 is a lot better than most any of their other games, though, and I genuinely like it.  It’s also an original title, and not just a port like Frogger (GB/C) is.  Yes, Frogger for GB/C is a port of the arcade original, while Frogger 2 is an original game; it’s a little confusing, but it’s great this game happened.  Frogger 2 is a very simple game, and if you don’t like Frogger games there’s nothing here for you, but anyone who does enjoy Frogger’s style of tile-based avoidance action/platforming as I do, it’s decently fun stuff.

I got this game in 2011, after playing through the Dreamcast title above. I found a copy and, because the console title was good, though t the handheld one might be worth checking out as well. Well, simply, it was. Frogger 2 for GBC is a great, addictive, and challenging game that I loved. It hooked me and kept me coming back until I finished it, and even though it might not take as long to finish thanks to the small number of screens in each level, I’d probably rank it just as high as the DC game overall. It was that good.

Additionally, I want to say thank you to Hasbro for putting a battery in this title. So many second-tier handheld ports that generation had password-only saving, but Hasbro paid out the extra cash for a battery, and it really makes a difference — you won’t need passwords, and it will save your best times and whether you’ve gotten all the stuff in each level as well.  Pong: The Next Level for GBC barely even has any levels (it has like three), never mind a battery!  More effort went into this one.

level start screen

Each stage has a short description.

Frogger 2 –there is no subtitle on the GBC — is a fun, but challenging, game. In the game, you control Frogger or Lily Frog in their quest to rescue all of the kidnapped baby frogs. There’s no main villain in this version, only babies to rescue at the end of each world, and they aren’t really collectables here; instead, gems are. Also, the two frogs aren’t just identical, they swap out on the pause menu — you can change from green to pink by pausing and then hitting select to switch. Cutscenes are minimized here; there are a few static-screen images, and text boxes when you talk to the helper frog who gives you hints along the way (oh, do read them, they can be amusing) and at the beginning and end of the game, but this is a game you play more for the journey than for a great ending. Of course, as it’s on 8-bit hardware, it fits in quite nicely in that regard. The graphics and sound are okay, but nothing special. It looks a lot like a NES game. It looks good enough, and the style works. Each world has a different theme as well.  I like the variety of the settings.

The game plays largely vertically, and are all similar in length. Each stage’s playfield is about two screens wide by five or so screens high. There are 32 stages in the game; that may be twice as many levels as the console game, but with how many fewer screens each one is made up of, it’s certainly the smaller title. Don’t make the mistake of thinking that smaller is lesser, though!  While its 3d counterpart Swampy’s Revenge is a quality classic remake, GBC Frogger 2 is even more traditional. In standard levels, the goal is to reach the exit at the top of the stage. In stages where you rescue a baby frog, though, you will have to go back to the beginning of the stage after collecting it, instead of the stage ending at the top. These reverse sections definitely are interesting. Also, each stage has 16 gems in it to collect. The game records if you’ve gotten all 16 in each stage in the stage select screen, the “play single level” option at the main menu, so you can go back after you beat levels to get gems you may have missed. The main game rewards you for getting all the gems in a stage by refilling your time after you get the last one. The later worlds, like the ice world or the final stage, are challenging and tricky. I died many times before figuring them out. That certainly made it more rewarding once I did, though! This game’s fun hard — it was challenging enough to be frustrating, but not so much so that I wanted to give up for good or make victory near-impossible. The game kept things fun to the end, and the difficulty level is just right.

ingame 1

Level one is reminiscent of the original game.

Several things make this game challenging, despite the short stages. First, there’s no health bar like on the console version; instead, one hit kills you and sends you back to the last checkpoint. The last set of levels don’t have any checkpoints, so dying sends you back to the beginning of the level for those. Second, it is impossible to attack the enemies in any way; you will simply need to avoid them. They all follow specific patterns, but still, it’s easy to slip up and get killed. Third, you have a time limit. I rarely ran out of time, but you do need to pay some attention to it or you might die. And last, deadly hazards and pits abound everywhere, and you will often need perfect precision to not die; one instant too late and you’ll fall into the pit instead of making the jump onto that next mine-car in the last area. And with death awaiting you if the car you’re on goes off screen, you’d better hurry, and have planned your moves ahead by watching the pattern. Also, this game does not save after every level. Instead, you’ll need to beat three or four levels before your progress is saved. This definitely increases the difficulty, as I often found myself playing the same levels over and over because I was dying at a harder stage farther on. I didn’t really mind, though; while limited saving like this is often annoying, in this case I think it works just fine. It increases the difficulty nicely and provides for a solid challenge, but it’s not impossible; you can still win, you just need to play better next time. There are precious extra lives scattered around the levels, though, so look for them.

 

And that really is what this game is about: pattern recognition and split-second timing. Sure, the game starts out somewhat easy, but it gets much harder later on.  I felt that the main game went by far too quickly, probably because of how much I was enjoying it, though.  There are some things to do once you’ve beaten it, though.  The game has awards to win for several accomplishments in each stage.  You can go back and try to get all the crystals in each level, try for the best times, and try to beat levels without dying even once.  The game keeps track of each of these three accomplishments on the stage select screen, with a gem for stages you got all the gems in, a trophy for ones you got a best time in, and a gold-colored gem or trophy for ones you beat without dying.  This adds some nice replay value to the game.  You don’t need to do all of these things at once, fortunately, so you can upgrade the trophy in each stage through doing one objective each time. Those times would be nearly impossible to get if you were trying to get all the gems anyway, so that’s nice. It is kind of too bad that the original Frogger wasn’t included, but of course, that did have its own GB/C release, so it’s understandable. It is too bad that there’s no mode where you have to get five frogs across a stage to goals, though; I know it’s already retro-styled, but where’s the equivalent of Swampy’s Revenge’s Super Retro mode? 🙂

The levels get more varied settings later on; this is just the start.

Overall, Frogger 2 for GBC impressed me. It’s a simple and straightforward game, and it’s fun.  It works very well: just collect the gems and get to the goal, avoiding the hazards along the way. Anyone who likes Frogger games should absolutely play this. It’s clearly much lower budget than the major-console title, with average graphics and a mediocre ending, but the great level designs and good gameplay carry it and make it a good, fun challenge that I really enjoyed playing. This is not a well known game, and it got some mixed reviews, but if you like Frogger at all, I think that it’d be hard not to like this. The only real issue is that you’ll want even more stages to find your way through. 🙂 Go back and try to collect all the gold trophies instead… that’ll probably take a decent while.  Overall, I give it a B, maybe even a B+.  I’ll go with a B+ because while I liked Swampy’s Revenge, I think I had even more fun with this game.
So yeah, both of Hasbro’s Frogger 2 games are pretty fun, challenging arcade-style platform/action games. Maybe check them out. 🙂 They are a bit on the short side, challenge aside, but I at least found them fun enough while they lasted to be well worth the play, and there is at least some replay value to try to improve your runs.

Oh… and lastly, yes, it is pretty bizarre that Frogger is a frog who can’t swim. 🙂

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Donkey Kong Country (Game Boy Color) Review – A Fantastic Port of a Great Classic!

I wrote the original version of this review in 2011. Great game, I love it. I added some bits to the review here and there, but most of it is the original text.

  • Title: Donkey Kong Country
  • Released: 2000 (worldwide)
  • Publisher: Nintendo
  • Developer: Rare
  • Review Written 2/14/2011; Expanded for posting on this site on 9/21/2014.

Review

Donkey Kong Country, originally for the Super Nintendo, was ported to the Game Boy Color by Rare in 2000. The game is a port of the SNES original, with a few changes and level design alterations to fit the different aspect ratio, and with a new menu system and added minigames. It’s also an impressive port of one of the great classic platformers. The game is a GBC-only release (not backwards compatible with the original GB). This is a great platformer, and somewhat under-rated I think, now, thanks to Rare’s misguided critics who go back and bash most of their games, and the fact that it can’t be equal to the SNES original. I played this game expecting it to be not that great, because of how big of a downgrade from the SNES it is due to the limitd hardware, but GBC DKS is fantastic! Of the SNES-to-GBC ports, this is probably the best one; it turned out much, much better than either Mega Man Xtreme game did. Great work, Rare.

world map

The island

(As an aside, on the SNES, I actually like each DKC game more than the one before it. 3 is my favorite. Still though, the original is an incredible game, deserving of the the praise and great success it received.)

I managed to complete GBC DKC a day before writing the original version of this review in 2011, and whew, this was a tough game. Sure, it didn’t take years and years like some games do, such as a replay of Zelda: Oracle of Seasons that I played for years on and off before finally finishing in 2011, but GBC DKC did take months to complete. I started playing this game shortly after buying it, and it took quite a while to finish because DKC is a hard game, just like the SNES original is. This is a fantastic port of a great, great game.

Graphically, the GBC version of DKC really is quite impressive. Visually it looks a lot like the GB Donkey Kong Land games, except with color and perhaps some other visual improvements. I wouldn’t be surprised if this is running on an upgraded version of the DKL engine. The color adds a lot, so as good as the DKL games looked, this looks better. Because they can make things different colors, the GBC version has none of the problems the DKL games had with having trouble telling sprites from backgrounds. There is slowdown, sometimes in areas with more than a few enemies, but I don’t think it hurts the game much. The game obviously doesn’t have the detail and graphics quality of the Super Nintendo, but considering the system it’s on they did an outstanding job. They even used the static screen high color mode for the intro, ending, and game over screens, which makes them look nicer. Overall I think the game looks and plays very, very well. It’s better than I would have expected DKC to look on the GBC, this game impressed me visually. For the system, it looks about as good as it possibly could. Few GBC games look this great.

cinema

The game has nice looking cinema scenes

The music is good. Obviously it’s not SNES quality, but the music is good GB remakes of the classic SNES songs, and sounds pretty great for the system. They did remove the voice sound effects, though, in favor of standard beeps and such. That’s too bad, the GBC is capable of speech., as Bionic Commando: Elite Forces shows. I guess they wanted to save on cartridge size. Oh well. The music makes up for that, though! Rare always had good musicians, and they get a good amount out of the Game Boy Color here.

GBC DKC’s level designs are great. Levels are all redone versions of the original Super Nintendo levels. The first DKC is a simple game, as your goal is usually just to go right until you finish the level, but the controls are fantastic, there are secrets to find, and levels are large and varied. Level designs in this version are mostly the same as before, but have been modified in places to fit the smaller screen, which is fantastic! Handheld ports always had to deal with this problem, and DKC for the GBC doesn’t just leave in lots of blind jumps as some ports do, but fixes those jumps so that you can see where you need to land. There aren’t any regular jumps where you can’t see where you are going, which there would be, considering the aspect ratio change, if they hadn’t adjusted the levels. Even though though it’s got to be a little different, they did a great job of the tweaks and. it feels just like the original. All of the levels from the original game are here with nothing removed, plus there’s one new level too, so there’s no cut content in this handheld port, thankfully! Donkey Kong Country is an outstanding game, one of the great platformers of the ’90s, and this port does a good job of showing why that is. Overall, Rare did a brilliant job making his GBC port still a very challenging and incredibly fun game, but not impossible thanks to constant blind jumps they could have left in. Donkey Kong Country is classic, traditional platforming at its best. While this cannot match the SNES version, it is impressive how close it gets.

The beginning

The new save system is also great! I really appreciate the change. In the original SNES game, you can only save at Save Huts, and cannot back out of a world once entered, so you can only save once you reach the Save Hut or Funky’s Flights in a world. This means you usually have to beat three or four levels in a world before you’d be able to save in that world, depending on how far into the world the Funky’s Flights or Save Hut were, which sometimes was an annoying challenge. Game Over meant starting the whole world over, in those cases. That is all gone now; GBC DKC drops that in favor of an auto-save that saves after you beat each level. This certainly makes the game easier, but difficulty thanks to cruel save systems isn’t something I like, so I think it was a fantastic change that makes the game a lot more fun. It’s still a quite challenging game, but it’s not as crazy hard as the SNES version was thanks to this saving change, and I think that’s a good thing. Having to repeatedly replay levels you’ve beaten before just because one of the later stages in a world is harder gets frustrating. I don’t mind them changing that.

DKC for the GBC also has some additional content to add even more to this fantastic port. First, there’s one new level, Necky Nutmare in the mine area. It’s a challenging stage and a nice addition to the game. Also, there are a bunch of fun little minigames to unlock, as you find stuff. This means that finding the bonus rooms and getting a higher completion percentage means more in this version than in the original DKC, which is good; later DKC games upped the amount of stuff to find, and upped the rewards, compared to the first game on the SNES. Even if they are just minigames, it’s nice to have something in this version to make me want to come back and play the game more. There’s also a new Donkey Kong 64-style menu system with DK holding a rotating ring of barrels. I like it, just like I did in DK64. The additions make this the most feature-rich version of Donkey Kong game ever released, and that’s great. Even for people who have the SNES version, GBC Donkey Kong Country is well worth playing!

mine

The mine cart levels are as infuriatingly hard as ever, awesome stuff… 🙂

Overall, GBC DKC is a great game. When I got it I was worried that it’d be a waste of money because it’s a downgraded port of a classic, and because there’s also a GBA version of the game if I wanted to play a more accurate handheld port of DKC, but once I started playing, my concerns almost immediately vanished. GBC DKC is fantastic, and is well worth playing today, particularly for anyone who still appreciates the Game Boy and Game Boy Color. It’s a great game, and easily is an A or A- title. This is one of Rare’s better GBC games, and might even be their best one. Perfect Dark GBC and the two Mickey racing games I find somewhat disappointing. Conker’s Pocket Tales is alright, though, though probably not quite as good as this. I haven’t played the GBC version of Donkey Kong Land 3, but it’s probably good. It’s just a colorized GB port, though.

The only real complaint I can think of about the game is that I kind of wish Rare had made a new game, instead of just a port, like how the GB’s three DKL games all were not just ports (DKL2 is the closest to being a port, but even it isn’t quite one; DKL1 and 3 are entirely different games based on similar concepts). The GBC and GBA saw many more ports than the original Game Boy had, I would say, and it is too bad; I think that these systems are best when developers are making original titles for them, not just ports of major console titles. Also, it’d have been awesome to see a new DKC/DKL style game. Still though, it’s a great, impressive port, and I like it a lot. Of course it is a downgraded port, so perhaps there’s not much reason to play it today (or maybe even since 2003 when the GBA version was released? I haven’t played any of the GBA DKC games, so I can’t say myself how those turned out.), but still, I really enjoyed it and think it was well worth playing. I do, however, like classic handheld games, people who don’t likely wouldn’t like this I’d guess. Anyway though, I at least think it’s pretty good. It’s not as good as the SNES version, I will admit, but even so, it’s a very good game. Great work! Donkey Kong Country for the GBC easily deserves an A-. Relative to only other GBC games, it probably even deserves an A, but it is true that compared to the SNES original it’s a definite downgrade. Its only other major fault is being yet another port, and not an original title.

More Media

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Menu

 

 

Video: Unfortunately, I can’t find any good videos of the game. This guy did videos of all the levels, but he’s playing them stretched, and I think GB games look awful with their graphics all stretched out to fill the 4:3 screen of the GBA/GB Player. I always play them with the bars on the sides. I’ll link one anyway because I can’t find anything better.

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Bionic Commando: Elite Forces (Game Boy Color) Review – This is the best Bionic Commando game ever!

In this review expanded from a review I wrote in ’05, I review the great GBC classic Bionic Commando: Elite Forces. I got this game in 2000, because I’d remembered really liking the NES Bionic Commando game at my older cousins’ house, and I was not disappointed! It’s a fantastic, fantastic classic, and is easily one of the best games on the Game Boy or Game Boy Color. At this point I was still giving separate scores for each category of the game; I wouldn’t do that anymore, but I won’t remove the section scores from these reviews that have them. This is a pretty solid review; I did add three paragraphs: the two after the first paragraph and the last one before the plusses and minuses section, but otherwise this is largely unchanged.

  • Title: Bionic Commando: Elite Forces
  • Platform: Game Boy Color (GBC Only)
  • Developer: Nintendo Software Technology (NST)
  • Publisher: Nintendo (with license from Capcom)
  • Released in 2000 worldwide
  • Review originally written 12/8/2005 and expanded for posting on this site on 9/19/2014.

Bionic Commando: Elite Forces is a fantastic remake of one of the great classic platform-action games. The original Bionic Commando, for the arcade and now available on PS2 and Xbox in the Capcom arcade collection, is supposedly not as good but I have not played it. Bionic Commando on the NES, though, was a great game and is one of the great NES classics. Bionic Commando for the original Game Boy was similarly fantastic, and improved on the NES title in many ways. Note that those three games are each completely different games despite all sharing the same title. This game brought back that series, which had gone without a release since the GB game eight years before, with a game developed by Nintendo’s then-new American division NST, which was made up to a large extent of graduates of Digipen, a game development school partially funded by Nintendo. It is faithful to the series, and anyone who likes Bionic Commando games should love this one.

Before I begin, though, I need to explain The Bug and how to fix it. This is an outstanding game, but it has a major bug: when played on any Game Boy Advance model (GBA, GBA SP, or GB Player), BCEF will crash when you load a file and then try to enter a level. With some copies of the game, it even crashes on Game Boy Color systems as well, though my copy is fine on GBCs, at least. This will vary from copy to copy. Fortunately, there is a fix to this bug. Annoyingly you must do this EVERY time you turn the game on when playing it on an affected system, but it will work flawlessly when done. When you turn the system on, start a new game. Then get game over as quickly as you can, running into enemies in the first level and such. Now, back at the main menu, go load your game. The game will now work properly. This is a minor annoyance, but it’s not too bad, particularly if your copy, like mine, works on GBCs; this games’ colors look best on a GBC anyway, on any GBA they are darker due to how the GBA emulates the GBC’s color palette.

The game has two playable characters, a male or female commando, and each has a unique weapon and two unique levels to play through. The story is a fairly typical plot about rescuing Super Joe and defeating the evil Avars, but it works. The game has several play modes, and a world map as always in the series which shows all the levels. Most of the time, it is a standard side-scrolling platform-action game, with that bionic arm making it unique. These stages have occasional sniper sections, where the game zooms in to a ‘first person’ view, and you have to find a few enemies scattered around a building in the background and shoot them. It’s basically a minigame. It’s not great, but there aren’t that many of these segments, so it’s not really a problem. If you run into a truck in the overworld map, you go into one of several top-down action scenes. If you kill the bosses in these mini-lefels, you get an extra life. This aspect of the game is, again, okay, but not the best; they are decent fun, but not anything special. Unfortunately your bionic arm has no use here except to stun some enemies, too. Fortunately, the vast majority of the game is a platformer. As in the original Bionic Commando, you get weapons, items, and keycards for beating levels. I like the different weapons. Regular enemies are rarely a big threat, but still, the variety of weapons is nice. There is a regular cannon, a triple-shot gun, and several more. The gunplay is okay, but the most unique feature in the Bionic Commando series is the bionic arm. Other games have tried to emulate this, but none have quite matched the brilliant simplicity of the arm as seen in these games.

In Bionic Commando, you cannot jump. Yet, it is a platforming game with a heavy focus on the platforming, as opposed to the enemies, who often feel somewhat incidental to the point of the game. It works like an extending swing, so you can attach to any ceiling or box or platform-bottom and swing. As you get better, you can swing endlessly on the ceilings, on by simply swinging across the ceiling, letting yourself go, and then at the right moment in the ‘jump’ hitting the button again to reattach in front of you, swinging forward. It works very smoothly, more smoothly than it does in the original NES game. While simple at first, the game throws trickier and trickier jumping puzzles at you too as you progress. In the beginning you’re traveling through a simple jungle, but by the end of the game you have to work your way between tiny swing platforms suspended over nothing or swing along the underside of a plane, just a fall away from certain doom. The difficulty curve is managed just about perfectly. Getting used to the bionic arm may be hard at first, but as you get better at the game all but the hardest jumps will become mostly routine — though that is not to say that they become less fun. The bionic arm swinging is the best part of the game, and the kind of stuff you can do with it is great — where else have you swung between lampposts or dealt with a bottomless pit that suddenly stretches into the horizon.

How much you like Bionic Commando: Elite Forces, like the Bionic Commando games before it, is entirely decided by how much you like the bionic arm. I loved it, and have replayed the game again and again over the years mainly because of how fun the bionic arm is. I’m sure I’ve beaten this game over a half dozen times, while usually I don’t finish a game again after the first time I beat it, if I even get that far. But this game is an exception. The bionic arm swing is a unique gameplay concept and one that does not appear with such purity of purpose in other titles, and it’s fantastic! One common complaint about Bionic Commando is “Why can’t you jump over little boxes or tiny pits?” My response is, “Because that would ruin the entire point of Bionic Commando!” The game exists because of the bionic arm. Bionic Commando with jumping would not be Bionic Commando, for it would not make you use the one thing that makes this game noticably different from the others. Jumping has no place in this game. And yes, that they added jumping to the ’00s Bionic Commando titles was one of the worst things about those otherwise-good games. It should not be needed. Gameplay gets a 10 out of 10.

Bionic Commando: Elite Forces has sixteen levels along the main path in each game. Two of those levels are exclusive to each of the two characters (a male and a female commando, who are otherwise essentially identical except for looks). There are two additional bonus levels that are a bit harder to find (and change the colors of your costume when you beat them, a nice bonus), and top-down stages accessed by running into trucks on the overworld map. The topdown stages are short and easy (though you can die) and mainly exist as your main way of getting extra lives, but for that purpose they are very useful. Each time you beat a normal level you will usually get some kind of item, like another weapon, or a special item, or armor to protect you from hits, or a keycard that lets you access further levels. Generally though, you will want to take with you your best weapon, the health pills (they refill your health when used — absolutely invaluable), the correctly colored card, and the best armor you’ve got so far. There is one level that forces you to take an item other than the health pills, making that one a bit harder, but it’s not too bad. The game goes by quickly — the first time I played the game, during vacation in 2000, I beat it in two days (and then played it again and beat it again within the week) — but perhaps that is as much because of how much fun it is as because of its length, as Game Boy games are often short. In addition, I’ve found that the game is highly replayable, as I’ve played through it at least five times. The single player game gets a 9/10 (because not everyone likes the bionic arm mechanic, and because of the not-as-great topdown and sniper segments).

There is no multiplayer in this game. Too bad, it could have been fun.

Bionic Commando: Elite Forces has good graphics for a Game Boy Color game. The game has great cartoony art, and is well-drawn. Because of the small screen there are a few times when you have to throw yourself forward into the unknown, but they are rare, and you can look up and down for the cases when it is that way that you think you must go. Bottomless pits are often marked with skull images, making it clearer ‘do not fall here’. The character art is great. The game has very colorful still cinema scenes that use a trick of the GBC in order to show many colors on screen. The ingame graphics are also quite impressive, though, and the animation especially is fantastic. The swinging animation is very smooth and it is clear that a lot of time went into the animation. With great high-color cinema screens and colorful, well-drawn ingame graphics, graphically BC:EF looks great, and is one of the better-looking GBC games for sure. Graphics get a 9/10.

The music and sound just improve the presentation of the game. The sound is simple, but has voices — when you select items before entering a level a voice says the name of the item, enemy bosses scream out when you defeat them, etc. It’s low quality, but you can only expect so much from a Game Boy Color… The music, though, I loved. It is true that there are a limited number of music tracks in the game, but even so, I thought that all of them were great. I’ve often found myself watching the introduction almost every time I launch the game in a large part because of how much I like the music. Sound and music gets 9/10, one point off for the average sound effects (though if they were seperated I’d give music a 10 and sound an 8).

Overall, Bionic Commando: Elite Forces is an exceptional game! Swinging around through the air is incredibly fun once mastered, and mastering it will come with practice. The bionic arm in BCEF works fantastically well, and is more maneuverable than the bionic arm from the original NES Bionic Commando title. I really like the choice of playable characters, too; this is, oddly enough, the one and only Bionic Commando game with a playable female character. Somehow, despite making three games in the ’00s, one 3d title and two 2.5d, all other Bionic Commando games have only male playable characters. Sure, the female character in this game is an attractive cartoon-style character, but she’s far better than the nothing the rest of the franchise has for gender diversity, and her design is kind of cool looking, too. With great characters, weapons, levels, controls, graphics, and music, really the only flaw in the game is that it’s short; there aren’t all that many levels, and the game gets a bit easy once you master the bionic arm. This game will not take long to finish. But with how much fun I’ve always had replaying this game, I’m willing to forgive that. BCEF is an amazing game all around, and is one of my favorite action-platformer games ever.

Plusses
+Amazingly fun
+Endlessly replayable
+Two exclusive levels for each character
+The bionic arm is awesome, and improved over the NES original!

Minusses
-Somewhat short
-Once you get good the game’s difficulty drops
-The Bug
-Some people dislike the bionic arm game mechanic

Gameplay: 10/10
Graphics: 9/10
Sound: 9/10
Singleplayer: 9/10
Multiplayer: N/A

97%, a high A (not an average). Bionic Commando: Elite Forces is an outstanding game with great gameplay, graphics, design, and music, and is the second best game on the Game Boy Color after The Legend of Zelda: Oracle of Ages.

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Crack Down (Genesis) Review – Topdown Cover-Based Shooting Fun

Back to older reviews now. This review is from ’09, and surely is shorter than one I’d write now, but it’s not too bad. Maybe I should rewrite the review to remove the somewhat odd split-impressions layout, but it works well enough as it is, I guess. The game is good, too, and is certainly well worth playing. It holds up well, graphics aside.

  • Title: Crack Down
  • Platform: Sega Genesis
  • Developed by Sega. Published by Sega in Japan and Europe, and Sage’s Creation in the US.
  • Released: 12/1990 (JP); 1991 (US/EU)
  • Review originally written 11/2/2009; updated and enhanced for posting here 9/15/2014
  • Arcade port
US box
JP box The American boxart is amusingly ugly. The Japanese boxart looks great, though!

Crack Down is a somewhat stealth-styled topdown shooter for the Genesis. It’s a fun game, and I like the game a lot, but it is kind of short; I beat the game in a week after buying it in ’09. However, it is quite fun along the way, and has replay value. This review is in two parts — first, my impressions right after first playing the game, and second, my thoughts after finishing it. I have edited the first part though, adding some details, so it’s not EXACTLY that… but I left it in split even so. Anyway, here it is. Short version: Good game, I quite liked it.

Crack Down for the Genesis, no relation to the more recent Xbox 360 game, is a port of the Sega arcade game of the same title, and was released for the Sega Genesis early in the system’s life. It was published on the Genesis (Megadrive) by Sega in Japan and Europe, even though the US Genesis version was published by Sage’s Creation, for some reason. Sega didn’t want to publish their own game or something… oh well, at least we got it from someone. Sega did that sometimes back then — OutRunners and Columns III are two more Sega games for the Genesis that were published in the US by other publishers, for example.

 

screenshot
Entering a stage. Too bad the graphics aren’t this nice ingame!


Game Basics and my first thoughts after buying and playing the game:

So, I saw this sitting in a local store in October 2009. $1 for a cart only copy of what I’ve heard is a decent Genesis game? How could anyone say no? I couldn’t. 🙂 I’d heard of the game before and seen some videos, and it didn’t look very impressive so I was a bit hesitant about buying it, but after actually playing the game, it was absolutely the right decision! Crack Down is a top-down action game with a focus on cover, as opposed to straight run-and-gun action. The game runs in forced split-screen, so in single player some status info is on the other side, and in two player each player has a window. Each player plays as a different agent, trying to save the day by blowing up the enemy base. Player one is Ben, and player two is Andy. They are special agent spies, supposedly, but look to me more like muscular ’80s action movie heroes.

Your goal is to blow up each enemy-infested stage by setting bombs at points marked by Xes and then getting to a stage exit before time runs out and you get blown up. There is a map on the top of the screen of the whole stage, with all Xes marked, so you always know where you should be going. This is awesome, this game would be much harder and more frustrating without a map! Having it is just fantastic. I am a big fan of having good maps in videogames, it’s something somewhat important to me, and this game has one. The timers are reasonable so you generally have enough time if you keep moving, but it does add a bit of decent tension. If time runs out you start the stage over. Beat the level and you get a little cutscene of the explosion. 🙂

The game is actually quite good, but just as I thought, the graphics aren’t as great. Because of the forced splitscreen design, the game essentially runs in a window that’s about a third of the screen maybe; it’s not only permanently split-screen, but status bars take up part of the half you do have. In 1p mode the other player’s side of the screen has a list of all the enemies you will face in that level, with their names and pictures. This is nice info to know, but it’s not essential. There is also a big status bar section on the top of the screen above both windows, so the actual play window is quite small. The straight top-down view and dated early-gen graphics don’t help either. There are cutscenes between levels which look better, though; those do look nice. Overall, though small and top-down, the games’ art isn’t bad. It’s not good, but not bad either. The game looks decent, if simple. The music, though, is actually pretty good, in my opinion at least. It’s got some good Genesis music, really! It might be better than the graphics.

However, the best thing about Crack Down is its gameplay. This is a good stealth-ish action game with some thought required. Enemies fire immediately when they see you, but then won’t fire again for a while afterwards. So, you can’t just run around and blast everyone, but instead have to get them to shoot, get out of the way, then shoot them. Or you can get them to shoot eachother, as enemies hit by their allies’ bullets do get hurt. You can take cover along walls as well, which is very useful for dodging bullets going down the middle of a path. The other main way to use cover is to stand in a door or at a corner, get them to shoot at you, back up, wait for the bullet(s) to pass, then walk out and shoot them. So, the game is just complex enough to be interesting, while being simple enough to learn quickly, exactly as arcade games are supposed to be. It’s a pretty fun game.

The one frustrating element in the game are the movement puzzles where you have to get across pits, dodge lasers, etc. You have to move between moving platforms over pits, have to get past moving deathbeam things on the floor, through a pattern of lasers, and a few more. These sections can be extremely frustrating and hard, causing lots and lots of annoying deaths. The collision detection seems a bit iffy, though. Sometimes I seemed to die though I was sure I’m safe, or fall while just trying to walk by the corner of a pit. You need precise timing and pixel-perfect positioning to get through, and everything is pretty small in that little window you play in. The rest of the gameplay is pretty fun, though. However, the game was was obviously designed as a two player game first and foremost. It’s too bad that I have had few opportunities to play it in multiplayer, I’m sure I’d like it even more that way. So yeah, if you see it for a few bucks, pick it up. Good game.

 

screenshot
Such a small play window…

Concluding thoughts, from after finishing the game a few days after originally writing the paragraphs above:

Overall, Crack Down wasn’t too long and was quite fun. However, its short length is a drawback; it did not take long to beat. I finished the game a week after buying it, which is a fairly short amount of time. There are 16 stages in the game, broken up into four areas each made up of four stages. There aren’t really any bosses in the game except sort of at the end, so along with the regular enemies, the main challenges are the ‘cross pits with moving platforms’ puzzles and ‘try to get past the laser patterns’ puzzles. There are only a couple of each of these in the game, but they’re very hard, particularly the latter. They make them even harder because when you die in one of these you respawn back before the puzzle, while the rest of the time you respawn where you died. Thanks, developers, that wasn’t very nice. And indeed, that’s why I only beat it on Easy. I’d played it on Normal every previous time before this one, and had gotten to stage 4-3, the second to last stage, but the end of that level has the game’s nastiest dodge-the-lasers puzzle, and on Normal I had very little time left at the end of the stage, so I didn’t have several minutes to carefully memorize the pattern or something and really don’t want to have to play the game over fifty times or something until I got lucky. So I tried on Easy… and still couldn’t get past the pattern without dying. Easy just gives you more lives and maybe a longer invincibility time after death. I say the latter part because after dying I tried to run through the lasers, something I’d tried a bunch at Normal but always died before getting all the way through (because the invincibility would end before I got through), but this time I made it. Hmm. Well, however it happened, I was quite appreciative, that part was just mean. The last level wasn’t too bad, took a few lives but I had plenty left. Cue ending. BOOM! 😀

Overall, Crack Down is a pretty good game. It is on the short side, but it makes up for it by being fun, and there are difficulty levels (Easy-Medium-Hard) and a credit selection (0 to 6 continues allowed). I could also try to get past that laser puzzle legitimately on Normal somehow… oh, and playing it in multiplayer’s a must, it’s great in co-op! The game is interesting, kind of like a top-down early 16-bit version of a cover-based stealth-ish shooter. You hide along walls to dodge bullets, jump out to get the guy to fire at you, go back, then go out again after he’s shot and shoot him because they have quite a delay between shots, get the enemies to shoot eachother, and more. It’s simple, but it is fun stuff. 🙂

The game does have somewhat limited replay value, it seems, because enemies are always in exactly the same places every time, regardless of difficulty level. There is no variation in their number or locations, so you can just memorize where they’re going to be. Still, co-op, and the harder difficulties, do add at least some replay, at least if you have a friend to play the game with. On the other hand, while 16 levels may sound like a good number, each one only takes a few minutes so they don’t last long. Despite this it’s a very fun game, and I quite liked it. I’m just complaining because it was fun and it’s over now. 🙂 Overall I give the game a B-. It’s fun, but short and kind of ugly. It’s too bad there was never a sequel. What else out there is like this? And 2d, I mean, not third-person shooters! I like this more than most of those kinds of games.

Crack Down is available on the Wii Virtual Console in Japan and Europe, released several years ago there, but evidently is not available on the US Virtual Console, for some strange reason. Odd. Maybe Sega will re-release the game in the US on a download service sometime, but so far at least, they haven’t done so. They should, even if it’d be a slightly less great deal than the $1 I paid for my copy of the cart was. 🙂

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The Quest for the Rings (Odyssey 2) Review & Gameplay Description

This is a new, long review of an old but very fascinating game!

  • Title: The Quest for the Rings
  • Released: 1981 (US, EU, SA)
  • Developed by Magnavox and published by Magnavox in the US and their parent company Phillips in EU.

Front of the box

Quote Originally Posted by The inside front cover of the manual, because Magnavox writing is great stuff!
You are about to become a legend in your own time and enter an alternate world where dreams (and nightmares) come true with fire-breathing reality.Special microcomputer circuitry will generate the alternate time frequencies and dimension warps necessary for finite control and monitoring of your alter-presence via television — while you remain physically secure in the relative safety of your home dimension.

I don’t think I could ever write something that great.

INTRODUCTION

The Quest for the Rings is a hybrid board and video game from Magnavox that was released in 1981. The game is a co-op fantasy action/adventure/stealth game, and for 1981 this is an incredibly interesting and unique game. Following Atari’s game Adventure for the Atari 2600 in 1979, Quest for the Rings is one of the first ever fantasy games on a home console. Fantasy games were already gaining popularity on computers, with titles like Zork, Adventure (Collosal Cave), Akalabeth, and Wizardry, but on consoles fantasy games took a little longer to get established. This is one of the games that helped bring fantasy gaming to home consoles. It’s also one of the first ever co-op multiplayer games I know of that isn’t a Pong clone, a pretty important thing! Quest for the Rings is a flawed game, and there are a few things I really dislike about it, but there are also some great elements to the game as well, and either way, it is a quite unique title well worth a look.

Quest for the Rings is a fantasy action/adventure game, and your goal is to get the ring on each screen. This might sound like an early RPG or hack-and-slash games, but it is designed to be more of a stealth game, from long before that genre even existed. You CANNOT kill any monsters in this game. Yes, you can die very easily, one hit knocks you out until the next screen in fact, but the monsters are invincible. Some characters can stun or warp around the monsters, but no foes can be permanently killed, unless you get to the ring and win the level of course. Yes, really. It’s one of the most bizarre design decisions in the game, and I really disliked it at first, though you get used to it with time.

THE BOARD GAME AND MANUAL

Quest for the Rings comes in a large box. The game comes with a cartridge with gold label; a plastic tray with two compartments, the first of which holds the cart and the second which holds a lid that covers a space for the metal tokens and plastic covers; an overlay that goes over the O2’s keyboard (on the system), to make the buttons you press during play (to set up dungeons, in the main game mode) look cooler; a thick manual; and a game board, which folds out into a decent-sized board.


The manual cover. The dragon image is inset, on a second page glued to this first one. Image source: O2 Homepage article linked at the end of this review.

PRESENTATION

Quest for the Rings looks like it was inspired by Tolkein’s Lord of the Rings, Dungeons & Dragons, Adventure (with perhaps a dash of Pac-Man), and a basic board game. It is both very familiar in theme, yet unique. The packaging has a great ’70s or early ’80s look to it, and it’s definitely a positive for the game. This game has high production values in its packaging. The actual video game element is, of course, extremely simple looking as all O2 games are, but they did their best to impress outside of the videogame, and it works. I like the art in the manual and on the game board. The art is a product of its time, for sure, and it looks good. They clearly put a lot of work into designing the look of this game! Comparing that art to the ingame graphics, which are also pictured in the manual, is amusing.

The game has a substantial amount of text in its thick manual as well. The writers did a great job, particularly with the names! In addition to the manual, every city and province on the map is named. Of course, since this is a fantasy game about collecting rings, it brings Tolkein to mind. While the concept is obviously inspired by Lord of the Rings, it’s not just a copy of that story. The villain is the Ringmaster, a being who is the essence of the great Ring, which fell into a volcano. The Ring slept for a long time, and its Ring-spawn dreamed of the ten scattered lesser Rings. Now the Ringmaster is awakening, and the Ring-spawn’s dreams now summon nightmares. The nightmare hordes are gathering the rings, waiting to give them to their master once he fully awakes. I won’t copy the text of the Prologue page; get the game and read it! It’s a solid fantasy backstory.

Four heroes have set off on a quest to stop the Ringmaster by taking the ten lesser rings which are giving him power. Two players play as the heroes, and one as the Ringmaster, playing as game master. If the heroes gather the rings together before time runs out, they can destroy him with their power. You win the game by collecting all ten rings. This is a second-gen game, don’t expect a final boss. This is the one flaw with the story; why does collecting all ten lesser rings automatically defeat the Ringmaster? This isn’t explained, unfortunately.

GAME MODES AND LENGTH

There are two ways to play Quest for the Rings. First, you can play the full adventure, using the board and pieces. This is designed for three players, but can be played with two with some limitations. Press “Ringmaster” on the overlay (Space button) to start this mode. Alternately, you can just Start the game and play a simple arcade-style mode with an endless-until-you-win sequence of dungeons. Press Start (numeral 0 key) to play this mode. This is the best mode for a single player game, so it’s what I’ve played the most. It’s actually two player only, but it’s very playable with only one person — just have both controllers near you, and choose which one you want to use on each stage based on the stage layout. It’s harder than with two people, but really does work great. Plenty fun.

In either mode, you win when you get a total of ten rings between the two characters combined. You can’t lose in the game; for that, you have to stick to the suggested turn limits in the manual. So yes, in the arcade mode, there’s no way to lose unless you keep track of how many times you’ve died and stop playing after the suggested 100 (Easy), 75 (Medium), or 50 (Hard) turn limits. Again, limited compared to newer games, but this game IS a console game from 1981, and that board needs to be used for something; it has the turn counter going around the outside. I have mostly played the game in the arcade mode, because I only got the game fairly recently and don’t often have opportunities to play local multiplayer games, but I really wanted to cover the game as best I can anyway; this is a really interesting game, and I kind of like it… and kind of dislike it. The game has some definite issues, but also strengths.

In one or two player arcade mode (pressed Start instead of Ringmaster), a game of Quest for the Rings probably will take somewhere between 15 and 30 minutes, give or take. With only one player you’ll be on the upper end of that scale for sure, or longer. That may sound short, but for a second generation game which has an ending, it’s actually really long! Atari 2600 action-adventure games like Adventure, Haunted House, Raiders of the Lost Ark, and and E.T. can be beaten in five minutes or less if you know what you’re doing. Those games are interesting, but painfully short experiences for anyone used to third-gen gaming or beyond. Quest for the Rings, however, feels like a much more full-fledged experience. I wish it had a final boss fight, but otherwise, this is good just as it is. Also, in board game mode, playtime likely doubles; it’ll take time to choose where to go, talk with the other players, etc.


Back of the box. Note the dungeon artwork, character and enemy art, and fully set up game board and system with overlay.

BASIC BOARD GAME PLAY

In the main game, the basic concept is that the heroes are exploring the island as they try to find the ten rings, which are hidden around the map. Players can start from any of the ports around the edges of the map. The map is a network of roads that you can move along that connect various spaces which represent the 23 castles and towns in the game. The Ringmaster, before play begins, places metal tokens that represent rings and stronger monsters underneath the 23 covers which represent the castles the heroes must assault. One metal token also represents the heroes. There are four for spaces with just a ring and normal enemies (Orcs and Firewraths), three for Dragons (with a ring), and three for Nightmares (two kinds of stronger monsters, which always are together, again with a ring). One cover goes over each space on the board. Covers have an image on the inside of them showing which level type you will face on that screen. So, the heroes don’t know which spaces have rings on them, and which have dragons or other monsters beyond the basic ones. They will just have to explore and figure out what’s been placed on each space. Once the heroes have been to a space, the cover on that space is removed. Players take the ring tile if they managed to actually get to it; this is not easy.

Each level is a single screen. If any monster, or their attack, touches you, the hero ‘dies’ and is sent back to the map, but the survivor can keep trying to reach the ring. If the heroes get the ring, take the metal token; otherwise, leave it. The Ringmaster can move dragons which have been revealed around the map. If you get the Dragon’s ring you take the token, but until then, they can be moved around. For some reason you can’t move the Nightmares, but I guess you could make up your own rule to allow that. That’s the game, essentially; it’s a fairly basic board game. Just move around the space, reveal what’s underneath them, and face that layout in the game. It reminds me a bit of Enchanted Forest, but with a videogame element and, honestly, less complexity in the board game than that fun childrens’ boardgame.

Within the board game there are also a couple of optional rules or modes they suggest in the manual, including whether to use the game master’s ‘Possession’ mechanic (explained later), a way to play the board game with only two players (one player sets the game up, the other makes all movement choices; no possession of course), and the turn limit players agree to limit themselves to. There are no difficulty level options, but the game is plenty challenging enough as it is, apart from there being no way to lose other than running out of turns of course. As far as the cartridge itself is concerned you won’t lose unless you choose to stop, but once you get all ten rings, the game ends immediately, with an O2-standard hard stop; you’ll need to hit power or reset to play again. Now, in just about any game from the third gen on (mid ’80s to the present), this would mean that you win the game by fighting the demon lord. This is a second-gen game, though, so as I said earlier, adjust your expectations down; the game ends the instant you collect the tenth ring. That’s disappointing, but expected for a console game of its age. The two players do most of the playing; the game master doesn’t do all that much once the game is set up, unfortunately. If you play with Possession, though, the game master can play once in a while. The game master can also move certain enemies around, if they have been revealed.


Entering a level through the red fog. Image source: Mobygames

THE VIDEO GAME COMPONENT

Of course, this isn’t just a board game, it is also a video game, and a decent one. You’ll spend a fair amount of time in the game. The game has average O2 graphics, which I describe below in their applicable categories, and okay sound. The sound effects are basic and standard for the system, but the game does have some nice droning background audio. It does a good job of enhancing the creepy atmosphere of the game. It’s too bad that this game didn’t release a year later and get The Voice support, for some speech; that’d have been cool. Ah well. First I will discuss the levels, then the stealthy nature of the gameplay, then the characters, the monsters, and last the optional Possession rule.

When you start a game, first you select your characters. In arcade mode, you immediately then go to the dungeons; in the main game, it’ll now wait until the Ringmaster punches in a setup. Once this is done, you go to the dungeons with a nice effect! The square ‘rings’ around the character select box start blinking, to create an effect that looks like you’re warping through space. The manual says that actually you’re going through the Ringmaster’s red fog as you travel towards your destination. Sure. You’ll see this screen after each level you complete. I like this effect; O2 games rarely have any kind of screens in between levels. Of course, the game ends when you hit the turn limit on the board or get ten rings.

LEVELS

Each level is a single screen map, made up of large O2 background-graphics squares in a random pattern. Yes, floor layouts are randomized. Some will be open and easy to move around, while others will have a maze of walls to navigate around that make the enemies’ task of stopping you much easier.

Basic enemies are scattered around the screen at the start. Your heroes start near the middle, and the ring is somewhere along the bottom edge. Movement is slow, and the enemies dangerous, so getting to the ring can be a difficult task. It’d be nice if the mazes were more detailed, but one of the many limitations of the O2 is that it can only put squares or lines along a 9×8 grid; you cannot directly draw an environment onto the screen in any design you wish, unlike pretty much any other console. Still, it works; the mazes are as complex as a game where the walls are large squares on a 9×8 grid can be. Only two squares, in the upper left and upper right, are reserved for the interface — this number show how many rings each player has. Ten total wins, but it’s nice to see who has gotten more. The game takes up the rest of the screen. Many O2 games have a full bar for the interface, so I like the increased screen area the reduced interface gets. Also, you can freely move around the screen (albeit slowly), unlike the tile-based movement in, say, KC Munchkin (O2). The game has four kinds of stage environments. The art in the manual for each one of the four is fantastic, maybe the best in the game. There’s nearly full-page artwork for each of the four settings! Small images of two of these are on the back of the box (pictured above).

Dungeons – First, you have basic levels. Nothing special here. They have a set pattern and normal walls. These levels are often more open. In the main game, the Ringmaster gets seven Dungeons covers.

Shifting Halls – Second, in these levels the maze randomly shifts during play. Essentially, every couple of seconds, the blocks move one space to the right, and a new row of random blocks is added on the left end. Don’t worry if a wall appears around you, it won’t hurt; you just won’t be able to move out of the block while in the wall unless you’re playing as the Phantom. These levels are fairly open. The Ringmaster gets six of these covers.

Crystal Caverns – Third, there are levels with invisible walls. The walls appear if you touch one, but the rest of the time, they’re there… you just can’t see them, everything looks the same! The manual says that the caverns were built by the Windweilders with invisible walls, at the Ringmaster’s command. These can be tricky. The walls are normal, just invisible. These mazes have more walls on average than the above two. The Ringmaster gets six of these covers as well.

Infernoes – And last, the Infernoes are levels with walls made of molten lava. The walls in these screens blink red and pink, so they’re easy to recognize. The merest touch on these walls will kill any of the heroes instantly, so be careful! These are the hardest levels by far, and have the fullest mazes. The Ringmaster only gets four Inferno covers, so use them wisely… or play the basic arcade game, and face who knows how many of them!

Remember, in the arcade mode, levels will be randomized, but in the boardgame, the Ringmaster chooses the layout of stages. You might think that Dragons in Infernoes are the obvious biggest threat, but because of how dragons work, they work similarly in any stage. Nightmares in infernoes, though… those stages can be quite challenging.


A Dungeon level, facing the Nightmares.

STEALTH

What, what about the action? No, this isn’t really an action-heavy game, exactly. You can fight some enemies, but most of the time your main goal is avoiding them, getting around them, or sneaking past them. So, I’d like to discuss the “stealth” element of this game. Each hero has an entirely distinct role and plays VERY differently, so I will discuss the specifics how to play as each hero in the Characters section below. One can kill basic enemies at melee, one can stun or push back enemies, one can pass through most walls, and one can turn invisible. The best way to play this is as a co-op stealth game, I think. Think things through and take it slowly. You move quite slowly in this game, so that’s not too hard. However, I find it frustrating that I can’t actually hurt the enemies with three of the four characters! One hit kills any hero in this game, so even the basic foes are a significant threat for some of the heroes. So, I got used to this design decision, but I don’t really like it; I expect to be able to fight with any hero, including a “stealth” one. That’s how a modern game would work.

But back in 1981, the idea that all players should of course be able to fight was a new one. They must have thought, why not make a game with so many limitations on its combat? Most of the players, fighting? That’d make the game too easy or something! Plus, this ways they’ll have to work together. But even so, it’s kind of frustrating game design. This is the kind of odd design decision that makes old games like this interesting; the designer(s) were trying new ideas and didn’t know what would work and what wouldn’t. This… kind of works. How fun players find the game will vary widely between players.

There are three kinds of monsters: basic monsters, who can be killed; strong monsters, the Nightmares, who appear together and can be pushed back but are invincible; and Dragons, which are invincible and you should stay away from. All the invincible monsters, and the two heroes with distraction and invisibility or pass through walls powers, are why I called this game one of the first stealth games ever made, if not THE first. I guess that avoiding the ghosts in Pac-Man or the dragon in Adventure is kind of “stealthy”, but this game takes that to another level, in a way that I don’t think had been seen in console games before. I don’t have great patience for stealth games so I find this kind of annoying, but it is unique.

The closest thing to this that I can think of to this, in terms of games with characters with strictly defined roles, is The Lost Vikings, but that game is a slow-paced puzzle-platformer game designed around single-player play, as you try to figure out the puzzle in each level using the three Vikings’ unique powers. I love the game in single player, but it’s not as good in co-op, honestly; I like being able to switch between all three Vikings. Anyway, that’s a very different kind of game from this. If you play Quest for the Rings you will quickly have to learn avoidance techniques for the enemies. Once I got used to the stealth focus of the game, though, I did begin to see the attraction to the design. Each screen is like a puzzle, and the ring is the goal. Can you get there, or will the enemies get you first?


The Dragon (or is it Godzilla?), in a Dungeon.

CHARACTERS

You have four heroic adventurers to choose from, though only two can play at once because the O2 only has two controllers. The game starts with a character selection screen, and each player can select any of the four. It’d be fantastic if all four heroes could play at once, because they are each very different and have unique powers, but you can’t. You will just have to choose which two to take on each quest. This does add some nice replay value to the game, as playing the game as, and learning, each of the characters adds some fun challenge. I believe all four of them are male, as far as I can tell. Also, remember that each hero has only one hit point; any touch to a monster or dragonfire attack kills you instantly, until the next screen of course when you come back. All players use the standard Human character, but with slightly different colors or identifying marks to make them different. Still, it can be easy to forget who you are, so pay attention. Whoever you choose to play as, player one is green and player two is red.

The Warrior: The Warrior is the only hero who can actually get any monsters out of your way, so he is very useful. His sword is called Bloodeater, but for a sword with such a name, I sure wish that it could actually kill things! Ah well. Even so, the Warrior makes the game more straightforward when chosen because of his combat abilities. Without him this game becomes even more of an avoidance-centric game than it already is. When you press the button while facing left or right — and ONLY left or right, a significant limitation, you swing your sword. The sword will warp the other hero, Orcs, and Firewraths to the right side of the screen, getting them out of your way. Yes, you can hit the other player with it, so watch out. The sword can also push back both kinds of Nightmares and even turn away the Dragon, though sometimes I couldn’t get them to actually move backwards, just stop. They can be stubborn, but at least you can do something to slow them down. If you hit a Nightmare and it is stunned, it still will kill a hero if you touch it, so stay away! Also stay far away from dragons. Getting close enough to actually hit the dragon and turn it away is far more dangerous than it’s worth, and iwll probably lead to your death.

The Wizard: The Wizard is the other hero with an attack. He can fire a magic bolt, again either left or right only, which can push back stronger monsters, and will stun weaker ones for a few seconds. Yes, this mighty wizard can at best only stun his foes. Why couldn’t they have found someone who knew Fireball? The game would be more fun that way! Ah well. The wizard is very useful because it gives you a ranged attack, which is very useful at times against the spiders and gargoyles, but the lack of ability to hurt anything is annoying. I know that since the warrior has only a short-ranged attack a long-range attack would be quite unbalanced, but having only ONE character who can kill anything is too limiting.

The Changeling: The Changeling’s power is the Mirrorcloak of Invisibility. If you press the button, the Shadow turns invisible. This sounds great, but he is actually the hardest hero to get used to, because when invisible you are, well, invisible. You’ll have to try to remember where you are. Also, while invisible you move at only half speed! Yeah, the Shadow is a real challenge to play as. Still, he can be great against Dragons, because as slow as he is, it will often be possible to get past that dragon while invisible, something difficult to do otherwise. He cannot attack, so all the Shadow can do is avoid enemies and try to sneak to the ring. If an enemy touches you while you’re invisible, you die. It’s harsh, but that’s how the game provides a challenge. So yeah, you need to pay CLOSE attention to stay alive as this guy.

The Phantom: The Phantom can walk through walls. Only stone walls, though! This guy is essentially a mage who knows Pass Through Rock and nothing else. Hold the button down and you move at half speed and can walk through walls. This makes him near-useless in the Infernal Caverns, since he will die if he touches the walls. The Phantom does have one essential power in any kind of level, though: While using your power, enemies move towards the Phantom. This means that the basic strategy in this game, if a player is using the Phantom, is to get enemies to move way from the Ring with the Phantom, then go in with the other player to grab the ring. The game does keep track of how many rings each player has gotten on the screen, but all you need is all ten total in order to win. He also has no way to attack, of course, just like the Shadow. You must avoid the enemies which are coming to kill you. Fortunately, while you’re fully inside of a wall most enemies can’t get to you, so you can hide out, even if going out of the wall is likely suicide due to how slowly you move.

An ideal party is probably the Warrior or Wizard and Phantom or Changeling, to have one fighter-type and one ability-type. Of course, the Warrior and Wizard is also viable. Phantom and Changeling makes the game a pure avoidance game; this is the most challenging combination to use, for more experienced players.


Facing the Nightmares in an Infernoes stage. Image source: Mobygames.

ENEMIES

Orcs use the standard Human character that the players do, but with a different color. They are basic enemies and are warped away by the Warrior’s sword, and get stunned by the Wizard’s magic.

Firewraths are basically red Orcs. Supposedly they move slightly faster than Orcs, but otherwise they’re exactly the same except for color, and are the “other” type of basic enemy. If they touch you you will vanish (die).

Spydroth Tyrantulus are giant spiders with an awesome scary name. They’ve got a custom sprite. These are Nightmares, and will appear only on screens or spaces with a Nightmares tile. Both kinds of Nightmares always appear together. These ones can be very difficult to get past when one blocks a passage you must get through — while Warrior and Wizard attacks can potentially push them back, it doesn’t always work, particularly if only one player has an attack. You can stop them from moving forward, but actually pushing them back can be futile. Remember, you can’t kill them. Some hits will knock them out for a moment, though, so you can at least hurt them and stop their advance. If one touches you, it EATS YOU ALIVE! Yes, your little guy gets slowly consumed by the spider. It’s creepy stuff for such an old game!

The Doomwinged Bloodthirsts, a sort of pterodactyl or gargoyle or such, is the other Nightmare. These monsters can fly through the walls, so beware. Otherwise they’re similar to the spiders. These guys have the coolest name! Seriously, Magnavox’s writers did a great job here. They didn’t need to put this much into the writing, but it’s great that they did. They also have a great custom sprite, and eat you if they touch you. Argh.

Dragons are the strongest monsters. They also have a custom sprite, though they sort of look more like Godzilla than they do dragons. These guys are a serious threat, and you WILL die, and often, against these invincible monsters. You can try to attack dragons, and can get them to turn around if you hit one in the head, but it’s probably a doomed effort, because Dragons can breathe fire, and if the fire touches you, you die. Warrior and Wizard attacks can stop dragonfire, maybe, but if you chance it, you’re sure to fail before long. If you move in a horizontal line with the dragon, it will attack. Of course, Dragons always are between you and the ring, so you’ll have to find a way to get around or sneak past them in order to get to the ring. It can be tricky, but it’s rewarding when you finally succeed. The writers even named each of the dragons in the manual, which is a cool touch when ingame they’re identical. The three dragons are Goldfang, Scortha, and Mythrog.

POSSESSION

This is for the board game variant only. If you play with the suggested three-player game, after finishing setting up the game, other than moving around revealed dragons, there is only one thing that the Ringmaster actually has to do during the entire time that the two players playing as the heroes are playing the game. That is Possession. The Ringmaster has eight Possession tokens, and each time they use Possession, they turn one of the tokens in. Possession allows the Ringmaster to take over the body of one of the heroes! Yes, this means that the villain player can take a controller from one of the two heroes eight times during the game. You can lure the enemies to the other hero, attack the other hero, and such. Of course, if the Ringmaster touches the ring by accident it counts for the heroes, since this is just a controller swap, so stay away from it. Naturally, game element this can play havoc with the players’ strategies… but Possession usages are limited, so use them carefully. Its great that the designers came up with SOMETHING for the Ringmaster to do during the game, because otherwise they’d be essentially useless. On that note, in the two player boardgame variant, there is no Possession of course, so maybe try playing with a lower number of maximum turns, since there will be no interference from your foe.

The game board. Image source: O2 Homepage article linked at the end of this review.

OVERALL GAMEPLAY

As I said, I haven’t played boardgame mode much, but I did play it enough to understand it, and the basic play is the same in either mode. Whether it’s in the random generator of arcade mode or human-designed situations in the board game, once you enter a stage, your hero, or heroes, are dropped in the center of the screen. Immediately identify who your character is! The manual warns you that Orcs and Firewraths look similar to your heroes, and they indeed do. Next, using your hero’s abilities, either try to see if you can get to the ring, or work with the other player, if you are playing in co-op. This game was designed around two players working together, so with only one player this is a tough game. Play it with a friend if you can! Even just the arcade mode, without the boardgame, is vastly superior with two people than it is with one. Is this the first co-op multiplayer console game ever, where two people work together to defeat computer-controlled opponents? I’m not sure if it is or not, but it certainly has to be one of the first. Finishing with no time limit is inevitable, but set a stricter time limit and Quest for the Rings is plenty hard! The monsters are dangerous, and death will happen quickly and often. Think, and work together. Co-op multiplayer games are great, and it works very well in this game. The very different powers of the four characters strongly encourage the players to work together. I wish you could play with all four at once, but ah well; the O2 only has two controller ports, nothing can be done about that on this system. And of course, most O2 games, including everything from Phillips-Magnavox except for Turtles, are O2-exclusive and never have any sequels on other platforms or any official re-releases anywhere else, so if you want to play Quest for the Rings, you need an O2.

CONCLUSION

So, is the game worth getting? This is both a board game and a console game, so it’s got a fairly high barrier to entry; this isn’t an expensive game, and is the most common of the O2 boardgames, but still, it’s not something you see every day. But even so, honestly, yes, the game is worth it. Quest for the Rings is as frustrating as it is fun, and I don’t know if I’d actually call it a great game, but it’s unique, interesting, and compelling for a while at least. The game has a lot more variety than most second-gen games, for one. With a board to move around on, an optional human Ringmaster designing the layout of the board that the heroes will face and making things harder occasionally along the way during play, and more, the board game element adds some complexity, randomness, and fun. Videogame levels are much the same. There are three different types of walls to deal with, four different types of levels — just basic foes (board game mode only; you won’t see these stages in the arcade mode), basic baddies + ring, basic + nightmares, and basic + dragon — and four heroes, each with an entirely different and unique ability. The game is challenging, and trying to make my way to the ring on each screen, or even regularly, will require skill and strategy. This is NOT a fast-action game where you just run around and shoot things! It’s quite the opposite of that; this is a thinking-persons’ 1981 console game, which is quite a rare breed indeed. I like that element of the game more than I dislike it, despite my complaints above. There is more to this game than many games of its generation. I know I’ve said this repeatedly, but it’s a unique and interesting game, and broke new and unseen ground for a console game at the time of its release in 1981. Quest for the Rings is a one player or two player co-op (versus optional human opponent of sorts) fantasy action/stealth board and video game. It’s like nothing else, and I’m happy to have it. I give the game a B, I guess. It’s hard to choose a score.

LINKS

A good gameplay video: https://www.youtube.com/watch?v=JUPoXqqWAeM

A decent video review, for some footage of the board and stuff: https://www.youtube.com/watch?v=maBfOZQ2Cbs

Good site for this game: http://www.the-nextlevel.com/odyssey…qftr/index.php The site has plenty of great images, a few of which I used (linked), and says that “This Dungeons & Dragons style game was named “Most Innovative Game of 1981″ by Electronic Games magazine.” I believe it, it’s definitely a very original game! This page on that site has images of all the tokens and objects that come with the game: http://www.the-nextlevel.com/odyssey…gs/qrboard.jpg

A few more screenshots: http://www.mobygames.com/game/odysse…gs/screenshots

Posted in Articles, Classic Games, Full Reviews, Odyssey 2, Reviews | Tagged , , , , , , | 1 Comment

Frogger 2: Swampy’s Revenge (DC) Review – Good Classic Arcade Action

Another review from 2012! This is a good game, and the review was mostly good as-is too. I did improve a few parts and get new screenshots, but that’s about it.

  • Title: Frogger 2: Swampy’s Revenge
  • Developer: Blitz Games
  • Publisher: Hasbro Interactive
  • Released: 2000 (US only)
  • Also available on PC (2000, US only) and Playstation [PS1] (2000, US/EU)
  • Review originally written in 2012; improved for posting on this site on 9/11/2014

DC cover

In the late ’90s to early ’00s, Hasbro and a few other companies including Activision got made some new titles in classic first and second-gen game series like Pong, Centipede, and Frogger after getting the rights to those classic games. Opinions on these games in restrospect seem to often be mediocre, but I got and always liked the Centipede remake from Hasbro, and have liked most of their other ones I’ve played too, including Frogger 2, Missile Command, Pong: The Next Level, and Q*Bert. Activision’s Space Invaders is fun, though I haven’t played Asteroids. The only one I disliked really was Frogger, the first one, but I haven’t played too much of it. These late ’90s to early ’00s classic reboots are good games! I like most of them, and they are absolutely worth checking out.

On that note, though reviews for the first Frogger remake (released on PC and PSX in about 1997) weren’t great, it clearly sold well, because its success inspired Hasbro to make many more classic remakes. Several years later, Hasbro made a sequel to the game, Frogger 2: Swampy’s Revenge. It was released on PC, Playstation, and Dreamcast. A handheld title for the GBC, called simply Frogger 2, was also made; Frogger 1 for GB and GBC is a port of the arcade original, not a new title, but the second one is entirely new. I will review that game separately. The two games both released in 2000. I don’t remember hearing a lot about the games, though I think they got okay reviews. However, when I got Frogger 2 for Dreamcast in 2011 or so, my expectations weren’t especially high; sure, I’d liked some of Hasbro’s remakes, but I remembered the poor reviews of their Frogger 1… so, well, let’s just say that the game far exceeded my expectations. Frogger 2 has some issues, certainly, but is a pretty good game overall.

PC?

Maybe the PC version? DC looks the same other than resolution, though.

Frogger 2: Swampy’s Revenge is, like the first new Frogger game before it, a 3d arcade-style platform/action game with Frogger-inspired gameplay. This game is hugely improved over the first one. I find it interesting how much it feels like the classic original title — while it is a new game, they clearly were working from that early ’80s playbook as well. It doesn’t change as much as people would think from the original formula, and that is part of why it’s such a good, and challenging, game.

Frogger 2: Swampy’s Revenge is, as the title suggests, a sequel to the first game. Wanting revenge from his defeat, the evil croc Swampy has kidnapped numerous baby frogs! Now Frogger and his friends have to go rescue them. Yeah, it’s a pretty basic plot, but it’s good enough I guess, and some of the CG cutscenes are amusing. 🙂 In story mode, Frogger and the pink girl frog Lilly Frog team up to rescue the babies from Swampy. You play as each in certain levels, though functionally they are the same. In addition to the main two though, there are five other frog and toad characters playable in the other modes. Some of them must be unlocked.

The most important mode is of course the main Story mode, but there are several other modes of play. First there’s the expected single stage mode, where you can replay any level you’ve beaten and try to collect everything or complete the level in a faster time. This is good for going back and improving performance in levels later, after beating the game. Second there’s Super Retro mode, which I will explain later. Last, there’s a four player multiplayer mode.

Frogger 2: Swampy’s Revenge uses 3d, overhead-angle graphics. The game has decent graphics, but doesn’t come close to pushing the DC’s hardware. This game was clearly designed to run on the PS1 also, and the mostly overhead camera does not allow for sweeping vistas or the like. Still, the game looks nice enough, and has good sharp graphics, as expected on Dreamcast. As for the music, it’s there, but forgettable.

Despite the 3d graphics, the game plays traditionally — like the original Frogger games, this game works on a grid. Pressing a direction on the d-pad will move your frog one square in the direction you press. There’s no auto-movement, you need to press for each move. Also, it often allows you to walk off sides of platforms, so watch out! Don’t expect everything to have walls, that would make things too easy. The camera is far enough back that you can get a good view and see all of the potential dangers around you; in the first game the camera was far too close. In addition, you usually can’t kill enemies, either; you do far more avoiding threats than defeating enemies. This is key to the Frogger feel, if you could just kill the monsters at will it wouldn’t be as tense, or as much like classic Frogger. There is a powerup that lets you destroy some, but still, there is far more avoiding than destroying in this game. The characters can take a couple of hits, but not many, and of course instant-death hazards are everywhere.

pc

PC version?

In addition to standard movement (that is, jumping to the tiles around you with the d-pad), Frogger and the other characters also can jump upwards up to a higher platform in front of them with A, jump forward over two tiles in the direction you are facing by double tapping A (DC controls), use a Power Croak which lets you identify if any babies are nearby, and use your Bug-Seeking Tongue which lets you grab bugs, which will each refill your health one. There are several powerups as well, including extra lives and a quick-hop powerup which allows you to move by just holding down directions on the dpad, as well as a few others.

In each level, your primary goal is to get to the end, but along the way you should find the five kidnapped baby frogs. You’ll need them if you want to really complete the stage. Some are kind of hidden, so explore around and find them. There are also 25 gems to find in each level. Some are well hidden, as you’d expect. There are 16 levels in story mode. More might be nice, but sixteen felt like enough to me, considering the challenge and replay value — collecting everything and getting a good time add plenty of replay for anyone interested. The difficulty gradually increases as expected as you go through the game. There’s a nice variety of settings, and the graphics are pretty nice. Sure, this is a port and not a DC original, but the sharp, clear graphics look good and certainly far better than anything the PS1 could put on the screen. (Oh, the game is d-pad only; no analog stick support. Given the strict grid system movement though, that makes sense.) Some levels, like the Aztec pyramid-style stage, gave me a lot of trouble. Between worlds there are short CG cutscenes showing the next bit of the story. If you die in a level you restart from the last checkpoint in the stage, but if you run out of lives and get game over — and with only five lives, this is easy to do — you’ll have to start the level over. Nice, classic design. Exploring each level, figuring out what to do at each challenge, and then getting through successfully was both fun and rewarding.

PS1 version maybe? Not sure

Super Retro mode stages are unlocked as you make progress through the main campaign. There are ten levels in this mode. Each one is a level played in a straight overhead perspective, original Frogger style, and your goal is to get five frogs to the five spots at the other end of the level. That is, it’s a modern update of the original Frogger’s gameplay. I loved these levels, and they were one of my favorite things about the game; the main game is very good as well, but these were just fantastic. The levels are set in settings from the main game, but the stage designs get nasty, and some of these levels are pretty hard to just finish, much less finish with a best time. So many moving platforms to move between, so few safe spots… Fun stuff. Frustrating when you’re losing, certainly, but fun. 🙂

As for the multiplayer, I haven’t played it myself, but there are three multiplayer games for up to four players on the DC, or on PSX as well with a multitap. One is a race mode with two specially designed courses — try to be the first player to the end. Snake mode is a cross between the classic game Snake and Tron –you create blocks behind you as you move, can’t stop, and try to get the other players to crash into your trails. Your trail gets longer as you grab more coins. There are three stages. Last is Time Trial mode. Played on three stages from Super Retro mode, there are five babies in the stage and the players try to get as many as they can. The player with the most wins.

Overall, Frogger 2: Swampy’s Revenge is a good game. The graphics, audio, and story are decent enough to do, but it’s the gameplay that carries it. The simple, oldschool style is pretty fun. Frogger 2: Swampy’s Revenge gets a solid B. The game probably plays just as well on Playstation, but doesn’t look nearly as nice, of course, so get the game for Dreamcast or PC for sure. After this game’s apparent success, Konami took back the rights to the Frogger series that they had originally created, so all subsequent Frogger games come from Konami. However, the same team that made Swampy’s Revenge made another similar title a few years later, sans the Frogger license — Zapper: One Wicked Cricket. There are two versions, one for GC/PS2/XBox and the other for GBA. Both versions are good as well; I cover the GC version in my recent GC Game Opinion Summaries list.

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