1998, Greatness, and the Eras of Gaming, Part I – What Makes a Year Memorable?

I have no excuse for why I didn’t publish anything here in August or September, I just didn’t get to writing anything.  However, this month I have been very busy indeed, writing, researching online, watching video, and playing games for this two-part article on one of gaming’s greatest moments.  This will be a two-part series.  This is part one, and the second part is almost complete.  I could have posted both now, but it’s probably better broken up.  I have put a lot of work into this all month long and before, but there is always more I could add so expect edits as I think of things that should be added.  Because of how long I have been working on this for, I know I repeat myself sometimes, when I write similar things and then want to keep all of them.  Sorry about that.

For sources, other than the many facts I just know by now, I mostly used Wikipedia lists and GameFAQs for release date and factual reference, with Youtube for gameplay videos.  Facts, I will state and not link a source for unless one is particularly important.  Articles sources I will link where I use them in this article.  I will add a references section to the second article for some potentially useful or interesting links.

Table of Contents

  • Introduction
  • Categories: The Types of Electronic Gaming Platforms
  • The Eras of Gaming
  • Change Happens, but What is Lost?
  • The Peak Years
  • 1982
  • The Gaming World of 1998 – Platforms and Hardware
  • 1998’s Best Games
  • Other Peak Games
  • Gaming Hardware of 1998
  • Genre Weak Points for 1998
  • What Happened Next?
  • Is There a Modern 1982 or 1998?
  • How Will 1998’s Memory Last?  Or, PC Gamer’s 2025 Best Games Ever List
  • Conclusion: On why 1998 is the Greatest Year in Gaming
  • Addendum: The Dead and Dying Platforms of 1998

 

Introduction

What is greatness?  Thinking about it, I think that I would agree with those who say that the core of it is contrast.  This idea is not my invention, but I fully agree with the concept.  Greatness stands out because of the difference between the best times, or the most successful people, and the average or bad.  When times are good and everything is fine, greatness can be harder to discern.  It is easy to take how good things are for granted and not realize just what a special time it is.  But when times get harder, discerning the great from the mediocre or awful becomes more clear.

This will be an article about videogames, but to start with a historical analogy I saw mentioned online, Alexander the Great isn’t great just because he was a prince who inherited a nation with the strongest army in the world.  He was great because he did the greatest of things with that opportunity.  Almost all people would fail in that place, or at best be average, but he wasn’t and became a legend for it. I am mediocre at best at most things, but I am decent at writing (I should do it more often, huh?) and historical knowledge, as well as a few other things (building Lego sets by following the instructions, for instance).  But anyway, we really see Alexander’s greatness if we contrast him with other people who inherited great empires.  How many of them managed things in an acceptably average way?  Plenty, but generally not the memorable ones.  How many squandered it, losing empires with their incompetence or evil? Some, such as Caligula or the English King John.  How many were brilliant successes, leading their nation to glory? Very, very few.  Anyone can inherit the building blocks of great things, but the greatest do amazing things with those blocks that others don’t even think of.

But unfortunately, the good times never last for as long as we would like.  Alexander died young and his empire rapidly crumbled.  The ’empire’ of videogames is not a perfect analogy for this, but I am sure many looked back later and said, we did great things.  Why did we let it go?  Between getting older and looking at the seeming decline of the videogame industry, it has led me to look back at better times and say, what were the things that made that time special?  And what happened after?

I must note, I’m not a financial analyst.  Most of what I say I do think is backed up by facts, but don’t expect charts and numbers here.  I have looked at some articles that do have them, though, and I think they are saying the same basic message I am.

But to return to analogies, how about we look at a more recent example, the state of American democracy today.  I would like to think that now that our democracy is under such severe threat from Trump and his fascist allies that some people may look back and recognize just how amazing the existence of American democracy has been, that at its best moments America is the shining city on the hill, the first nation in the world governed by its people.  Unfortunately, we are far from that hilltop today.  To any who disagree with my politics, I will not return to this subject in this article.  I just had to say something.

At the time, the way The Matrix treated the year 2000 as the peak of humanity seemed silly, something just chosen because that was the current day then.  Of course, I’m sure that was exactly why it was chosen, but… it kind of was true, wasn’t it.  We actually kind of were at a peak that we now have fallen off of. A lot of the problems the world has now, including escalating global warming, rising fascism, microplastics and related health crises, and more, had started well before 2000, but at that point the system was working in a way that it now really isn’t.  (As an aside, I’m no big The Matrix fan.  I saw the original movie once and reasonably enjoyed it, and saw and The Animatrix also, but wasn’t interested enough to watch any of the other sequels and still haven’t seen them.  It just does seem that it happened to be right about our civilization’s peak, or so it seems today.)

When you are on the peak of the mountain, everything seems great… but if you move, the only way to go from there on foot is down.  To that point everything was uphill, but unless you are on a high ridgeline, a descent is in your near future.  That is happening to our world this milennium, and it happened to gaming at around that same time as well, though to less disastrous consequences overall.

But I should get to the point: Why is 1998 nearly universally acclaimed as gaming’s best year?  I think that the core of it is because multiple incredibly important events happened at the same time, and they all stand out because of major changes in the industry that happened during and after 1998 which radically changed gaming.  In the same year, 3d console games fully found their way with the new technology of polygons; the arcade business was still in good shape, before its collapse a few years later; and the PC business saw its best games ever before starting to fail the next year.  It was near the end of the period that lasted from the ’70s to the end of the ’90s where those three platforms, PC, console, and arcade, dominated electronic gaming, and all three saw all-timers release… only for two to collapse within years.  Once arcade and PC games had started falling off that mountain the slide just picked up speed year after year.

So, all of these things happened at the same time, and then things changed.  Naturally, later on this led people of all kinds to look back at 1998 and think, wow, that year had the best library ever! Without all of those things happening at once, you probably would not see the year reach the heights of popularity that it has.  With only the great PC games but not the console ones, for instance, the year definitely wouldn’t have the mythological status that it has; a lot of people today sadly do not play old computer games as they do old console games.  But, all of those things did happen in the same year, and so 1998 stuck in peoples’ memories as no other year before or since has.  One of the major eras of gaming was ending, and 1998 showed its games at their peak, just before everything changed.

Categories: The Types of Electronic Gaming Platforms

 

The basic breakdown in gaming from the ’70s to late ’90s was this: there were several different types of games.  These types still exist today, with some changes.

– Arcade Games – Arcade games focus on fast action. During this period arcade games had significantly better graphics than anything on a home platform, but the games need to be something fast and fun, and that will get the player to keep spending money at a steady rate into the machine.  In this way good arcade game design has some similarities with modern mobile design — if the player isn’t spending money, isn’t being coerced into it somehow by the game, then the publisher won’t be making money. [Today arcade games no longer have graphics better than home games.]

– Computer Games – Computers cost more than consoles and have faster processors, but until the later ’90s did not have dedicated graphics hardware to make console-style graphics possible.  As a result of this computers dominated in strategy games, simulations, flight games, and other kinds of games which benefit from having a mouse and keyboard and fast processor, but struggled at platformers, shmups, and other fast action games like that compared to consoles.  Computer games were dominant among post-1984 crash Western game developers.  There were a few console game publishers and developers in the West, but the vast majority of studios, and most of the best talent, worked on computer games.  Only a very few of those computer games ever released on consoles.  Meanwhile, in Japan computer games were a small market mostly dominated by a few genres like computer RPGs and visual novels.  [Today the PC is in the best place it’s been in a long time, but computer-focused games generally have smaller budgets than console ones.]

– Console Games – Console games during this period focused on faster action than computer games.  Slower-paced games existed on consoles as well, of course, but they did not have instant advantages over computer games like the more action-focused games did. Faster-paced action and shooting games are far better on consoles, though, and it isn’t close.  The pre-crash console industry was huge both in the US and Japan, but after the crash the American console publisher and developer market mostly dissolved, leaving Japan dominant in the field.  There were a few great Western console developers and publishers during this era, but it was a distinct few compared to the many on computers. [Today the console market has stalled in size of console install base, while development times and costs increase. Things look bad for the future.]

– Handheld Games – The handhelds of the ’70s to ’90s were often single-game electronic platforms, not actual full platforms. The first successful full platform handhelds released in 1989. After that, handhelds were basically the same as consoles, except portable.  This market was a subset of the console market mostly dominated by easier or shorter-form games that work well in a portable setting.  As with console games it was heavily dominated by Japanese studios.  However, starting in the ’00s this market would shrink, and that shrinkage would destroy it in the ’10s.  There are no actual dedicated handhelds, anymore, only dual-purpose machines such as the Switch or Steam Deck and the massive, but gameplay-vapid, world of cellphone games and their omnipresent gatcha mechanics and absence of gameplay worth caring about.  Very sad stuff.

Something important to remember about the categories above is that before the 21st century, a lot of games stayed exclusive to their format. Computer games rarely were ported to consoles.  It happened once in a while, but it was uncommon, only for the most popular games. Arcade games sometimes got home ports on computers or consoles, these ports were more common than PC to console ports or vice versa, but it was never a guarantee.  Console games occasionally got computer ports, but it was quite infrequent, again mostly only for the most successful games.  Now, up until the early to mid ’90s many computer games got released on multiple different computer formats, it is true.  Also, sometimes a successful console game would get ported to other consoles or would release on several systems at the same time.  As an aside, this was much more common for Western console games than Japanese ones; if a Japanese game was multiplatform it was more likely to be a late port of a successful games to other formats, instead of releasing simultaneously for multiple systems as Western studios were more likely to do. But there are of course exceptions to this in both directions.

Today the console, arcade, and computer markets all still exist, though as I said dedicated handhelds are dead now in favor of the cellphone and dual-purpose console or PC machine markets instead.  Cellphone games are a race to the bottom dominated by “games” that are effectively digital gambling.  The arcade market is very small now, with arcade games being mostly smaller budget affairs this century, a far cry from the high-priced affairs of the ’80s or ’90s.  The computer market has significantly recovered, but a lot of that is because of small indie developers who mostly make little to no money off of their games; most major studios remain focused on console games, or on games releasing on both PCs and consoles. And consoles, consoles are slipping now due to cost and time increases.  The strains in the industry are showing.

The Eras of Gaming

 

Video game consoles can be broken up into generations.  There are some controversies over the boundaries, but regardless of that, there have been nine console generations since the industry’s founding in 1972.  Ten, if you call the new Switch 2 a next-generation platform, but I don’t think anyone would; it’s just a late 9th generation one, I would say.   Anyway, thinking about it, I think we can break gaming up into three or four eras, each separated by a transition.

The first era is the platforms of the 1960s to the early ’80s, up to the crash of the American market in 1983 — the ‘Atari’ era. This era set the four kinds of electronic gaming in stone, and we have seen variations on these four ever since; more on those soon.  Following this was a transition, with the crash. The second era goes from 1985 to 1998, and covers the peak of the industry for people my age and a little younger — the ‘Nintendo’ or ‘PC golden age’ era.  These first two eras are different, but similar.  Despite the shifts in platforms, I think that there is a clear continuity between them of game design styles.  The real major break came around the turn of the millennium. Again there was continuity between the eras, but most of the industry today is much more like the industry of the early ’00s than it is the industry of the late ’90s; the differences are stark.

Anyway, following this was another transition, which I would say lasted from 1998 until the later ’00s.  It was probably long enough to call it an era of its own, the third era.  This is the ‘early modern’ period, perhaps, of rising console dominance at the expense of other platforms.  Following this, at some point in the mid or later ’00s, the fourth, modern era began.  This new way would dominate through the ’10s.  However, this decade, that era has begun to break down, as the same cost and time problems which ended the second era now are affecting the whole industry.  And so, we probably are in a third transition now, but what the next era will be we do not know yet.  Perhaps it is the resurgence of the PC as the dominant platform?  Things may be trending that way, but it remains to be seen.

For the first two of those eras, in the last year before things started to turn, many of the best, most defining games of their era and style released.  I do not think that has happened for the third era; perhaps development times are just too long now for one year to hold that many relevant releases.

The story of electronic gaming is one of constant change.  Technology evolves rapidly, the number of transistors on a chip doubled every year for many decades as per ‘Moore’s Law’, the guideline Intel tried to stick to, and electronic games react to that change by always having more power available than older platforms did.  More power leads to more opportunities to do more with your game, but it also leads to more challenges, as game development takes longer over time and the number of people required to make a game increases steadily as well.  Development of a ‘AAA’ game in the ’70s took one or two people a few months.  Today, a ‘AAA’ game costs hundreds of millions of dollars, as hundreds or thousands of people work for years, sometimes as long as a decade, on their game before it finally releases.  Are these costs sustainable?  Sometimes, sometimes not. Sometimes, adaptations happen and the industry continues to grow.  Other times, costs go above revenues, and major change happens as a result.

Yes, sometimes storms brew in the game development mountains.  We live in a capitalist society, and that is fine; I am no Communist, those kinds of societal controls do not work.  Stifling human ingenuity and not rewarding greatness hurts society.  However, our capitalist system does require something, and that is money.  In order to fund the production of a game, a studio or their publisher need to put down a lot of money up front, hoping to make that money back on sales of the game later.  Movie studios have similarly front-laden costs, which is why we ended up with so few major studios; companies need to be large in order to withstand the costs of a big project failing to make back the money spent on it.

In game development, during each era things seemed great for a while, only for the eventual correction to send some out of the industry.  That happened in the first era up until the crash, as a huge number of American studios entered the industry in ’81 and ’82 only for most to shut down or move to computers just a few years later.  After that, the second era, defined by Western computer games and Japanese console games, lasted up until 1998.  Up to the late ’90s, sales were always enough to keep this system working for all branches of gaming.  But how long could the ‘numbers always go up’ system keep working?  At what point would costs go above revenues, and something would need to drastically change in order for studios to survive, if they could at all?

Well, for computer gaming in North America, its first home region as this is where almost all platforms of the first era were created, that crossover point was reached in 1998. That year is when computer games started to descend off of that mountain, forever altering the industry.  The decline would take five to ten years to bottom out, but once the decline began it would not be reversed for many years.  As a result 1998 is the key year, the last days of PC gaming’s golden age.  Sure 1997 and 1999 also had fantastic libraries, but ’97’s best look up at ’98, while in ’99 you could start to see the changes in the industry as console games gained a larger place in Western game studios’ libraries.  PC Gamer (US) Magazine saw its thickest issues ever in late 1997, with only slight declines each of the next few years before it became very visibly thinner by 2001.  This fits with ’98 being the peak for releases, but not profits. PC-focused game development would be sustained much longer in Europe than the US, as fewer people there had consoles.  Still, even there over time many studios would branch out into more console games.

And for arcade games, that descent off the mountain came just a year or two later. In America the peak of arcades was the early ’80s, but the early ’90s had a second peak.  After that things slowly went downhill until in ’99 or ’00 all major players abandoned arcade game development.  In Japan arcades lasted much longer due to the dense population, and indeed they still have a place there, but even there, over the course of the “early modern” period, arcades lost their place of dominance in the industry.  By the mid ’00s arcades were no longer a place for highly expensive experiences that would get ported to home platforms; instead those games started on consoles.  After this arcades became something more familiar to what they are today, a place for crane games, arcade-only experiences like racing games with fancy seat setups, and the like.

Meanwhile, console games benefited from the decline of their competitors.  Developers in other fields saw the higher sales of console games and said, we want in on that!  And for a good fifteen years, despite some troubles, things for the industry overall were good… until the 2020s, when rising development times and costs led to new troubles for the industry. Today console install bases have flatlined, while costs continue going nowhere but up.   This is clearly not a good trend line, and developers are coping by branching out and ending “buy my platform to play my games” exclusivity in favor of releasing PC versions of most games, Nintendo excepted.  And this is why the PC is, as I said, today in the best place it’s been in decades: it’s an omnipresent platform that anyone either watching other people play games on the internet on platforms like Youtube or Twitch knows about.  I think that there is still a place for consoles and I hope that they continue existing, but there is no denying the way things are going.

Change Happens, but What is Lost?

 

Now, you might be thinking, this has been a long article, but you’ve only infrequently been discussing your theoretical main subject, 1998!  Well, I think that the full history of gaming is key to understanding why 1998 is so beloved.  Without understanding the eras, that 1998 saw perhaps the most important dividing line in the industry’s’ history, I don’t think people will properly understand why 1998 is remembered as it is.

I know I have said most of this already in this article, but I want to repeat myself because it is important.  I mentioned capitalism earlier, and that games cost money to develop.  This requires enough money coming in to keep making the games as they had been up to that point.  Sales of each game needed to either be better than the sales of the last game, or prices had to go up.  As Moore’s Law progressed over time and chips got denser and denser in transistors development team sizes needed to increase steadily, and the length of time to make a game slowly went up from weeks to months to years.  Thanks to this, every year games got more expensive to make than they were the previous year.  This process has continued steadily from electronic gaming’s founding to today.

Change happens steadily over time, with formats and eras overlapping; it is not like a prince like Alexander inheriting the throne and suddenly changing policies, but like a steady flow of change, like a river… but along that flow certain points stick out.  In the late ’90s, as I said, an era began to end.  A very strong set of rapids hit the industry as costs got too high for game companies, and particularly Western computer game companies, to continue affording to make games as they had before.  The solution was to go multiplatform, to stop making most games for computers only or console only but instead to make games for all formats.  This new reality slowly phased in over about a decade, from the late ’90s to late ’00s, it was not immediate, and again it happened in the US first, and Europe later.

Once the transition was done, however, the PC market as we had known it was gone. I wrote a long forum thread in about 2010 mourning the death of PC gaming.  I never posted it on my site, but I probably should for historical reasons.  It’s partially right and partially wrong but I think it is a look at an important moment in time.  Fortunately, things would not stay down forever; PC gaming would be resurrected digitally some years later on a smaller, more boutique lower-budget scale, and that is fantastic, but a modern equivalent of the old heights may never be reached again.

The Peak Years

 

List wars are somewhat tricky because you can make a list of games from any year after the later ’70s that contains many all-time greats.  Even so, reminding people of the games that were released has at least some relevance, I think.

As I have said, I think electronic gaming can be separated into two to four major eras: 1960s to 1983, 1984 to 1998, 1998 to uh like 2009 or so, and 2010 to sometime in the 2020s.  That fourth era is likely ending now but as it is current we don’t know where the dividing line will fall.  I would like to discuss each of the first two mountain-peak years here and look at which games made that year stand out so much and showed developers mastering the art of development for their era of gaming.  For the two newer eras I am having a much harder time seeing one particular standout peak year, most of those kinds of games just aren’t ones I know as much about outside of Nintendo and some PC games.  I would like to have clear years here for each era but I just don’t know, sorry.

1982

 

As I said, 1982 was the peak year because just after that the industry started to crash, but that year many all-time classics released.  I am not going to get into the causes of the American market crash, that is beyond the scope of this article.  In the US, arcades were the number one place for gaming.  At home, the Atari 2600 was by far the lead gaming platform.  That year two new consoles released, the Atari 5200 (a North America-exclusive machine) and Colecovision. The Colecovision would be particularly significant due to it inspiring Nintendo to enter the video game industry.  Meanwhile, the rise of home computers was noticed by most everyone, and every console maker had plans to branch out into computer-console hybrids.  One very noteworthy computer released as well, the Commodore 64, which was to sell many millions in the US and especially Europe.

In Japan, few people had a home console or computer yet, but arcades were very popular and they had a booming arcade game development industry.  The next year would be when the first popular home consoles released in Japan, from Nintendo and Sega.  Meanwhile in Europe consoles never were especially popular until the PlayStation 1, and Europe never had much of an arcade game development business based there though arcades with American and Japanese games did exist, but in ’82 the rise of home computers in Europe started with the release of the ZX Spectrum.  Cheaply made games for home microcomputers would dominate the European game development industry into the early ’90s.

When I think of the top games of the pre-crash and crash era — that is, 1972-1984, primarily — for American games I think of, for arcade and console games, Pong, Combat, Breakout, Asteroids, Missile Command, Defender, Joust, Robotron 2084, Centipede, Pitfall, Ms. Pac-Man, and perhaps Tempest and Yar’s Revenge.  On the computer side, Zork I, Wizardry, Ultima, The Oregon Trail, Lode Runner, Rogue, Miner 2049er, and Adventure (Colossal Cave) are probably the key titles.  For Japanese games, and these are all arcade games because Japan’s console market didn’t get started until after America’s and few had a computer at home there then, Space Invaders, Space Panic, Pac-Man, Donkey Kong / Donkey Kong Jr., Galaxian / Galaga, and Xevious are probably the key titles.

As for Europe, its gaming market was slower to develop.  By the late ’70s there were a few European games, but Europe never really got much of an arcade game development scene, just home computer games. but I am not too well versed in older European games, almost none of them released here other than the one developer I need to mention, Jeff Minter.  He released one of his most popular early titles in ’82, Gridrunner (for A8, VIC-20, and Spectrum), and it did release in the US.  His ’83 game Hovver Bovver is also noteworthy.  Otherwise, as I said, the ZX Spectrum and C64 both released in ’82.  One of the most popular early Spectrum games was ’83’s Manic Miner, a title inspired by Miner 2049er.  I don’t think any games for either one were nearly as noteworthy as the arcade and American computer games I’ve mentioned above, but a British person’s input would be needed to get a better answer to that question.

Of those, which released in 1982?  Combining regions, Ms. Pac-Man, Donkey Kong Jr., Yar’s Revenge, Xevious, Wizardry II, Ultima II, Zork III, Pitfall, Millipede, Joust, Robotron 2084, Gridrunner, Miner 2049er, and more.  Yeah, it’s a very good lineup, a bunch of games that built on and improved on pre-existing formulas, before everything began to change — you see this with the Pac-Man, Wizardry, Donkey Kong, Zork, and Ultima sequels.  Meanwhile, Pitfall, Robotron 2084, and Xevious are games which would prove to be very important and influential, bringing new ideas that would be copied many times over the decades.  Personally I don’t like Xevious all that much but cannot deny its influence, all three are among their respective genres’ most important early titles.  Miner 2049er is somewhat forgotten today, but at the time had a massive impact.  Pitfall is more famous today, but it’s Miner 2049er that most of the major Western platformers of ’83 would be inspired by — Manic Miner, Jumpman, Lode Runner, and more all clearly are based off of this game.  And last but not least, Yar’s Revenge is one of the most popular games on that era’s most successful gaming platform. 1982 is no match for 1998 but it is worth mentioning here for sure as the peak year of its era.

However, in the US in particular, that massive explosion of game releases was a problem.   Yes, many interesting games were releasing, but so were many uninteresting ones.  1982 is the year when the total number of games releasing absolutely exploded into an unsustainable bubble.  At this point there was no way for a hardware maker to make money off of third party game sales, and all games had to be released physically in a box, so the ensuing glut of forgettable, very low-budget shovelware games was not just slop you can ignore on the Steam storefront page, but an increasingly large number of boxes sitting on store shelves and not selling.  Within a year this would help take down the industry here.

As I said previously, Japanese console games and American (and sometimes European) computer games would fill in the void.  But let us skip to the next peak year before an era ended, 1998.

The Gaming World of 1998 – Platforms and Hardware

 

Obviously, the most important thing for the future is, what games released in a year?  The events that happened that year also matter, but when looking back it is the lasting products that matter the most.  But regardless, I probably should discuss the events of the year first, for any who do not know them.

In 1998, arcades, consoles, computers, and handhelds were all popular.  Cellphone games were not a thing yet, thankfully.  Some people still played on older consoles, but many were switching over to the current generation by this point.

Across most platforms gamers preferred polygonal 3d games, but the transition to 3d had not completed yet in 1998.  The two-dimensional, hand-drawn or computer-rendered, game was in one of its last years of significant relevance in ’98.  That year, many noteworthy 2d games released on just about every format.  Some genres, such as strategy and building simulation games, were still primarily 2d on all platforms.  However, over the next few years, one genre after another would go 3d.  For strategy games, 1999’s Warzone 2100 showed that you could make a good polygonal 3d real-time strategy title.  Age of Empires II that same year is a beautiful 2d game, but its developers’ next game would be polygonal.  In fighting games, after 2001 the 2d fighter declined, in favor of 2.5d and 3d ones.  In platformers, ’98 is one of the last years for a long time where significant 2d, not polygonal titles in the genre released on non-handheld platforms.  After ’98, the 2d platformer receded to something for handhelds or, later, indie developers only.  Baldur’s Gate’s engine would be used to make beautiful 2d RPGs until 2002, but after that D&D RPGs went polygonal with Neverwinter Nights.  And so it continued.  The 2d game never entirely went away, but for a while in the ’00s it seemed like it was about to.  In 1998, however, the preference of 2d or 3d depended on which genre someone was interested in.  3d was used for the kinds of games that benefited from it the most, like first-person games, racing games, or vehicular titles, and 2d from the games that benefited from it.  In this respect I think that ’98  was a more varied world than what we saw in the ’00s.

The lead console was the Sony PlayStation.  It had released in 1994 in Japan and ’95 in the West, and despite low expectations from a lot of people used to big electronics companies flopping in gaming, the system took off and would end up dominating the industry.  Decisions previous leaders Sega and Nintendo made helped make Sony’s victory easier, but Sony also made some good choices, most notably in the PS1 (also known as the PSX)’s easy development compared to its peers and powerful and yet affordable to manufacture hardware.  Sony also focused on the European market in a way nobody had done before, exploding that market’s sales from maybe 8 or 9 million combined SNES and Genesis systems to over 40 million PS1s.  The PS1 has a mixture of 2d and 3d games, though Sony at times restricted the release of 2d games in the West.

The second place console was the powerful Nintendo 64, the fastest console of its generation, which did well in the US, selling a similar number of consoles to the SNES in North America, over 20 million.  The N64 was one of several consoles released over the years which sold about two thirds of their worldwide sales total in North America.  The Sega Genesis the previous generation is another.  By ’98 it was clear that the N64 wasn’t going to match the Playstation in sales, but it was selling well enough in the US to get strong software support from developers wanting to make games for the most powerful console hardware.  The Nintendo 64 had the best 3d performance of all consoles of its generation and most of its games are 3d.

And in third place, Sega’s Saturn was in its death throes.  The Saturn has great 2d hardware and okay 3d hardware, but it was fatally undermined by 1998.  Sega of America CEO Bernie Stolar had essentially killed his own console back in early to mid ’97, and while the Saturn had some of its best games release in 1998 as the system faded out, the games either didn’t release in the US or released in minimal quantities.  It’s very sad stuff.  Remember, there was no digital distribution back then on consoles.  Games could only sell what was produced.  At the end of the year, in  Japan Sega released their new console, the Dreamcast.  However, the company was running low on money and produced very few systems early on.  It wasn’t until September 1999 that they had enough produced to release it in the West.  The Dreamcast is impressive, but would end up having as short a lifespan as the Saturn due to Sega running low on money.

In the handheld side, Nintendo was absolutely dominant.  The massive hit game Pokemon had revitalized the handheld market, first in Japan then in ’98 in the US as well, and Europe was soon to see the same.  Nintendo didn’t have much competition, either.  Sega had given up on handhelds back in ’97, and while Bandai and SNK were developing new handhelds — SNK’s first would release in Japan in late ’98, and Bandai’s in early ’99 — neither one was much of a threat to Nintendo’s dominance.  Nintendo released a new handheld in ’98, finally, the Game Boy Color.  It was a dated but functional design.  More on that later.

On the PC front, the PC, with Windows as its operating system and Intel or Intel-compatible x86 processors as its CPUs, had finally become the primary computer platform worldwide in the mid ’90s.  In the US the PC became the lead platform back in the mid ’80s, but it wasn’t until the mid ’90s that Japan and Europe finally went to Wintel instead of their previous preferred platforms like the Amiga (it’s actually American, I know), NEC PC-98, or ZX Spectrum.  PCs had fast CPUs which could be measured in hundreds of megahertz, hard drives large enough to install plenty of games to, and more.  And with the explosion of the 3d accelerator card market in 1996 and later, PCs had graphics better than any console, if you had the cash to buy a good new 3d graphics card for your PC.  Yes, computers were expensive, but prices had come down significantly over the course of the decade and many people who could not have afforded a computer back at the beginning of the ’90s now found machines available for low enough prices that people in lower income brackets were getting modern PCs in the later ’90s.  All kinds of games were made for PCs, including ports of some console and arcade games, 2d games, 3d games, and everything else.  However, game sales weren’t increasing by as much as development costs were and most PC games sold much less than console games did, so despite the massive increase in hardware sales, the PC game industry was in trouble.

As for Apple, the company had been in bad shape through most of the ’90s.  The problems had gotten worse and worse, but 1998 began their turnaround with the release of the iMac computer.  These cute-looking computers proved very popular, and Apple was saved to go on to release the iPhone and be the incredibly wealthy corporation they are now.  However, while very popular, the iMac isn’t much of a gaming machine.  There were some games on Mac, but not many.  I won’t be mentioning here which games of ’98 have Mac versions, sorry classic Mac fans.  I’ll just say that Starcraft did get a Mac release later in ’98, so at least there’s that!  Blizzard supported the Mac better than most.

In the arcades, arcades were still reasonably popular across all regions.  The industry had signs of trouble, particularly in the US, but for the moment arcade games were still releasing regularly.  So, those games.  What were some of the key games that make this year stand out over any others?

1998’s Best Games

It is hard to even know where to begin for 1998. I have a long list of games written, but that won’t fit here; the list will have its own article, coming soon.  The best place to start, though, is at the top. Here are the top highlights of 1998’s game library:

– The Legend of Zelda: Ocarina of Time (N64) – The most popular ‘best game ever’ on most lists, Nintendo’s all-time action-adventure classic is my favorite console game ever as well.  I wrote an opinion summary about this game years ago, look it up.  This epic adventure is an incomparable masterpiece which defined 3d game combat with its lock-on mechanic and has some of the best dungeon and puzzle design of any game.  The story is decently good, too, with an interesting theme of time, how quickly time passes, and the sadness we feel when we see how quickly time has gone by…  but while the story is interesting and mostly well done, it is the gameplay that is the core of why this game is so highly regarded.  Nintendo has always, correctly, been a gameplay-first company, and this game shows the brilliance of that focus as much as anything has.  From the controls to the world to the dungeons to the music and towns and everything else, this game is just about perfect.  There had been nothing even remotely at Ocarina’s level before its release, and it still stands as one of gamings’ greatest works after all these years.  This game deservedly has its place as the game with the highest review average ever.  If you look up the list Game of the Year award winners from ’98, almost every console award that wasn’t for a Sony-only publication went to Ocarina of Time.

– Starcraft: Brood War (PC) – My favorite game ever, Blizzard’s real-time strategy game Starcraft is an exceptionally brilliant game.  This sci-fi RTS is kind of Southern Hicks in Space meets Warhammer 40,000.  It is both funny and hopelessly dark and depressing, sometimes at the same time, and it’s a brilliant combination that works perfectly. The soundtrack is one of the greatest ever, as well; the Terran themes particularly are truly exceptional. The single player campaign is epic and very well written, something I would not say about anything Blizzard made after Warcraft III.  It is one of the best single player campaigns ever, but it is here not just for that, but also for its online multiplayer. PLayed through Blizzard’s Battle.net system, the online play has been there since launch and it’s still being played by thousands of people today, in both amateur and professional divisions.  The pro scene is centered in South Korea, and they are impressively good at the game. I still play Starcraft regularly online.  Am I any good?  No.  But I play anyway because it is amazing.  Starcraft is one of the most challenging competitive games ever designed, but it is that near-infinite skill ceiling that is part of what makes it so brilliant.  The very well done balance that keeps the game vaguely fair despite no balance patches since 2001 is also genius.  Starcraft is still without question the greatest thing ever produced in the history of gaming, and it isn’t close.  In gameplay, control, design, story, visuals, music, and everything else, Starcraft is the greatest.  If we were sending something out into space to show other civilizations our greatest achievements, the one I would pick for electronic gaming is Starcraft. Oh, and Starcraft fan modders invented the tower defense genre, as well, so Starcraft is responsible for that fantastically fun game style.

– Half-Life (PC) – Valve’s first game was the first title PC Gamer US ever gave a 98% score to.  The game was a major hit that would set its developer up for success.  This would later lead to developer Valve setting up what became PC gaming’s primary digital marketplace, Steam.  The game itself is a pretty fantastic FPS loaded with interesting set-pieces and in-game scripted sequences.  The games’ multiplayer was initially just standard deathmatch, outclassed by older titles like Quake, but given its massive success it should be unsurprising that modding the game became hugely popular.  This led to Half-Life: Counter-Strike, released in 2000, a multiplayer team shooter addon for Half-Life which revolutionized first-person shooters and is one of the most enduringly popular games ever. The only real thing holding Half-Life back is that its sequel often gets mentioned in ‘best games ever’ lists instead of the first one.  After all many lists like to only list one game per series, at least per era, and the second Half-Life usually gets the edge over the first, even though they scored equally high and the first probably won more awards — almost all major PC publications gave Half-Life their Game of the Year awards.  PC Gamer US gave it a 98% score, tying for their highest ever, and Game of the Year, for instance.  Despite Half-Life 2, the first Half-Life is still a very noteworthy and well made game.  Half-Life isn’t a game I personally have as much of an attachment to as the two games above, but I certainly recognize its impact and like the game.

– The First US Releases of These Incredibly Important Titles Released in Japan or Europe in 1996 or 1997 Happened in 1998 Here: Pokemon Red & Blue (GB), Grand Theft Auto (PC/PS1), Gran Turismo (PS1).  Pokemon’s influence particularly is incredibly massive and ongoing. It is 1998 when Pokemania hit the world, dramatically changing gaming forever.  Gran Turismo and GTA are also, obviously, extremely significant releases which would have major industry impact.  GTA and its single open world would eventually change gaming once it went fully 3d, and Gran Turismo is Sony’s longest-lasting and most successful franchise and by far the most successful realistic racing franchise ever.

Other Peak Games

 

– Panzer Dragoon Saga (Saturn) – This Japanese RPG from Sega is short, but in its length it is so interesting and unique that those who have played it still regard it as one of gaming’s greatest masterpieces.  It is a highly cinematic work with a tragic but compelling story and interesting gameplay.  The dragon-based turn-based battles are unique and quite interesting. The soundtrack is, typically for a Panzer Dragoon game, one of gaming’s best, and the art design is exceptional.  The story of the games’ creation is also tragic, as the developer Team Andromeda overworked themselves for years to complete the game. At least one person died before it released.  What they made, though, is an all-timer for the few who can afford to play it.

– Radiant Silvergun (Arcade/Saturn) (Japan-only release) – Developed by Treasure, a fan-favorite developer if there ever was one, this shmup (shoot ’em up)  is many peoples’ pick for the best game ever in its genre.  I prefer its Dreamcast sequel Ikaruga, myself, but RS’s influence cannot be denied.  The graphics, gameplay, music, and controls are all masterfully done and brilliant; this game is legendary for good reasons.  The game has a somewhat high learning curve due to having 6 weapons each mapped to a different button, but it’s worth learning.  In somewhat typical Treasure fashion the game centers around bossfights; it is not entirely a boss rush, but they are a large part of the game.  Every one is unique and interesting.  From its stunning art design its finely-tuned enemy patterns this game is one of the best.  I know that I consider Ikaruga the best shmup ever, but I would never deny Radiant Silvergun its originality, popularity, reputation, or importance.

– Falcon 4.0 (PC) – This flight combat simulation from Microprose is an uncompromising game which tries to be a realistic depiction of the F-16, and succeeds at that about as closely as a computer game could.  The game came in a binder full of 700 pages of information about how to operate the plane.  There is no HUD other than what there would be in the real plane, and everything works as close to real as is possible.  No game since has matched its vision and uncompromising attention to realistic detail.  And that’s not all; the game also has a full dynamic campaign, with a land war happening on the ground while you fly your missions, with a great number of vehicles on the ground doing their thing as you play.  No other flight simulator has a campaign that is its equal — the campaign may be the thing that actually makes Falcon 4.0 stand out the most, if its exceptionally accurate flight modeling doesn’t.  Flight simulators after this would not be made with this kind of budget.  There are modern updates from the community for this game.  The latest version is Falcon 4.38 BMS.  BMS is almost certainly the most realistic flight simulation on the market, certainly for the F-16 but probably generally.  Genre leader DCS is also complex but not quite as much as Falcon BMS.  The graphics are pretty nice too, though of course they don’t compare to a modern game like DCS or Microsoft Flight Simulator 2020.

– Grand Prix Legends (PC) – The racing game counterpart to the above title, sort of, Sierra and Papyrus’s masterpiece GP Legends is an extremely realistic take on the 1966 Formula One season, with physics and design as accurate to the real thing as is possible.  There is no HUD here, and no voice over a radio.  It’s just you and the car, and a little board held out as you go through each lap telling you how many laps remain and how far ahead and behind the closest racers are.  No game since matches its ambition and scope compared to the budgets of the time; generally even racing simulators want people to actually be able to easily enjoy the game.  Papyrus wasn’t trying to do that here, they were trying for realism.  They succeeded.  Can you drive in a straight line and not crash?  It won’t be easy.  Despite being the pinnacle of the genre GPL didn’t get as many awards as you might expect, probably because of how difficult control is.  Those who learned how to play it well love it, though.  This game also has modern updates which make it look amazing.  Even fans of other classic sim racers like Geoff Crammond’s Grand Prix admit that Grand Prix Legends is the best older sim racing game.  I need to mention, the games’ developer Papyrus’s staff would later leave to found iRacing, the number one name in online simulation racing.  iRacing is built on Papyrus’ engine, and they have a modern Grand Prix Legends mode in iRacing that is essentially a sequel to this classic with their modern engine and tracks. That is very cool.

– Banjo-Kazooie (N64) – This game was Rare’s first 3d platformer, and it was a very important title for the genre.  This game would help define what 3d platformers would become: not just platforming-focused games where you do one objective at a time as you do in Mario 64, but item collection and combat-focused games that have a platform-jumping component but also have minigames, free exploration of large open spaces looking for things to collect, and more.  This game started out as a completely different title for the Super Nintendo called Dream, but ended up like Mario 64 but with the ability to stay in the level as long as you want, collecting stuff and doing mini-missions. You unlock abilities as you go through the game.  The game has a few rough points, most notably that in its Nintendo 64 release it doesn’t save your notes, the basic coin-style collectible, so it’s not worth getting any of them until you have all the powers.  Some later re-releases fix this issue. Even so, BK is a fantastic game.  It is not my personal favorite Rare 3d platformer, I’m sorry but I love Donkey Kong 64, but BK’s humor, visuals, level design, and general greatness are obvious to those who play it.  The games’ influence and quality cannot be denied.  No collectathon-style 3d platformer has been as popular as this one since its release; BK is surely still the leader in that field.  It nails the balance between having a lot of things to collect, but not having so many that people get overwhelmed.

– Grim Fandango (PC) – This adventure game is widely regarded, including by me, as being the greatest adventure game ever made.  The Mexican Day of the Dead theme is really interesting and unique, and the story and puzzles are second to none. If it seemed like adventure games couldn’t get better after this… well, they couldn’t.  The genre faded in popularity significantly almost immediately afterwards.  Gamespot, then as now one of the biggest electronic gaming websites, actually gave the Best Game of 1998 award to Grim Fandango, making it one of the few places to not award Half-Life with the Best PC Game of ’98 moniker.  The game did not sell very well but should have with how exceptionally well written and drawn and designed it is.  Grim Fandango is a classic adventure game except you directly control main character Manny Calavera, instead of a cursor, so I remember playing it with a gamepad. Despite this it is pure graphic adventure goodness, and is all about story and figuring out complex inventory puzzles. It’s great stuff.

– Baldur’s Gate (PC) – This RPG from BioWare would define the PC RPG to me and many other people from its release on.  Baldur’s Gate is a depiction of 2nd edition AD&D rules, adapted into a pauseable real-time engine, was done so brilliantly that I’d argue that it still is the best RPG game engine ever designed.  The story is fine enough, it sets up the series well and is well written. When I went back to play the game again I was impressed at the subtle hints early on about things that wouldn’t fully realize until the second game. Even so, not everyone finds its initial focus on an iron quality crisis interesting.  Additionally, the game is somewhat open-ended and has many large, fairly empty areas.  Even so, that just means you have more opportunities for combat, and the combat here is the best ever in any RPG other than maybe Baldur’s Gate II.  Indeed, it’s the gameplay and strategic combat that really carry this game to the top.  If you like fantasy RPGs or strategic battles Baldur’s Gate is one of the best games ever.  Fortunately I care more about gameplay than story, and as far as gameplay goes in an RPG, Baldur’s Gate is second to none other than maybe its sequel.  The second games’ high-level combat has great strategic depth and complexity and more focused zones with less empty space, but the first game is more innovative and I love its relative simplicity.  It has some of the most memorable voice lines ever in a game, as well. “Ohh, I’m so tired…”

– Thief: The Dark Project (PC) – The first true stealth simulator, this first-person masterpiece essentially invented the stealth game as we know it.  1998 is the key year in the stealth genre’s evolution, thanks to Thief, Metal Gear Solid, Tenchu, and Commandos, but of the four, Thief is the most important thanks to its highly interesting, detailed stealth modeling.  Those other three are important but have fairly simple steath mechanics, but that is not the case here.  You will need to watch guard patterns and your sound, pay attention to surfaces, and use your items carefully as you try to get your prizes.  Developer Looking Glass was brilliantly talented at innovative first-person game design, as you see in System Shock, Thief, and more, and you see that here.  They weren’t sure how well stealth-only gameplay would do with the public so there are also some missions where you have to fight undead in caves and such, levels where stealth is limited, but even so player character Garrett isn’t much of a fighter.  Avoiding foes or taking them out from the shadows is usually the better approach if you wish to live.  Later stealth games like Tom Clancy’s Splinter Cell or Dishonored would not exist without Thief.

– Metal Gear Solid (PS1, later PC) – Hideo Kojima’s ultra-popular cinematic action game would become one of gaming’s most popular series for a while. I don’t like this game at all but have to admit its massive success and popularity.  The stealth here is much simpler than Thief’s, with an overhead-isometric viewpoint most of the time and gameplay quite reminisent of the NES or MSX Metal Gear games, but it did advance things beyond them in stealth and particularly in action and boss-fights.  Particularly, though, the games’ cinematic presentation and increasingly crazy story made it an iconic hit.

– Xenogears (PS1) – This Japanese RPG is one of the more important ones that isn’t a Final Fantasy or Dragon Quest game, as it not only started a long-running series that still exists and is now owned by Nintendo, the Xeno (Gears, Saga, Blade) games, but also is a beloved classic with what is perhaps the most highly regarded story ever in an RPG.  Xenogears and its epic, tragic tale probably has the best story of any game of 1998.  ’98 may not have a new Final Fantasy or Dragon Quest game, but it has this and I am sure many RPG fans would say it is just as good a year for it.  The soundtrack is absolutely top tier, as well.  I particularly love the ending theme.

– Unreal (PC) – Unreal, the game, is a good first person shooter.  it is a single player game going through a classic, Quake-styled shooter campaign, and was id rival Epic’s entry into the FPS craze.  The game wasn’t the best or more acclaimed game of the year, but it was a quality title.  In the crowd of shooters released in ’98, Unreal did stand out in one respect though, its graphics.  Unreal probably had the best graphics of any PC game released in 1998.  Epic would leverage that graphics tech over the years to transition from being exclusively a game developer to a studio as focused on selling their Unreal Engine to game developers wanting a good 3d engine for their games as on making its own games.  The Unreal Engine remains probably the most popular nonfree 3d engine to this day.

Selected Other Noteworthy Console Games: F-Zero X (N64), Spyro the Dragon (PS1), Crash Bandicoot: Warped (PS1), Wario Land 2 (GB), Super Tempo (SAT) (J), Stellar Assault SS (SAT), Colony Wars: Vengeance (PS1), R4: Ridge Racer Type 4 (PS1), Star Wars: Rogue Squadron (PC/N64), Rush 2: Extreme Racing USA (N64), Tenchu: Stealth Assassins (PS1), Resident Evil 2 (PS1), Sonic Adventure (DC) (JP release), Burning Rangers (SAT), Wipeout 64 (N64), 1080 Degrees Snowboarding (N64), The Need for Speed III: Hot Pursuit (PC/PS1), Moto Racer 2 (PC/PS1), Rockman & Forte (SNES) (JP release), Turok 2: Seeds of Evil (N64/PC), R-Type Delta (PS1) (JP release), Shadow Tower (PS1) (JP release), the first home ports of previously released arcade games like NFL Blitz (PS1/N64/PC), Tekken 3 (PS1), Mortal Kombat 4 (PS1/N64), and Virtua Fighter 3tb (DC, JP release), etc, etc.

Selected Noteworthy PC Games: Jazz Jackrabbit 2, Worms 2, Quest for Glory V, The Need for Speed III: Hot Pursuit (PC/PS1), Moto Racer 2 (PC/PS1), Star Wars: Rogue Squadron 3D (PC/N64), Motocross Madness, Vangers, Star Wars: Jedi Knight – Mysteries of the Sith (Expansion Pack), Might & Magic VI: The Mandate of Heaven, Starsiege: Tribes, Descent: FreeSpace – The Great War, Tom Clancy’s Rainbow Six (also later on PS1/N64 in downgraded form), The Elder Scrolls Adventures: Redguard, Sanitarium, Caesar III, Battlezone (1998), NFL Blitz (PS1/N64/PC), etc, etc.

Key Arcade Games from 1998: Radiant Silvergun, The Last Blade 2, Metal Slug 2, The King of Fighters ’98, Daytona USA 2: Battle on the Edge, Sega Rally 2, ESP.Ra-De, Blazing Star, Street Fighter Alpha 3, Marvel vs. Capcom, Armed Police Batrider, The House of the Dead 2, Gauntlet Legends, Dance Dance Revolution, etc.

Any game from these three lists could reasonably deserve a paragraph explaining its greatness or importance here, but this is long enough already so read part two for some of that.

Here’s a fun challenge: make a top 5 in some genre.  Make it all games from 1998. How many games into the list can you get before someone reading the list, without the years mentioned, would realize what you are doing?  I think it’s often quite far.  I will have  genre lists, with thoughts about many of the games, in the next article.  There will be some overlap from this article but that’s okay, I’m sure some people will read only one or the other.

Gaming Hardware of 1998

 

(Why do I have both this section and the above hardware and current platforms section?  I don’t know.  First I wrote this one a few days ago, then I wrote that one above later, then I kept both.  I think the current platforms section was a good addition, and this has some things that one does not, so both have a function, but I know they overlap.  Sorry about that.)

In hardware, 1998 was a pretty great, and significant, year.  I mentioned most of these earlier, but here are going to focus on the gaming hardware only.  On the PC side, while the consumer had many options for 3d graphics cards, most of them at least partially incompatible, 3dfx was the best one by far, and they had an amazing new card this year.  The 3dfx Voodoo2 graphics card released in ’98.  While the original Voodoo from several years earlier is probably the most important graphics card release ever, the Voodoo2 was a hugely big deal.  However, 3dfx’s rival NVidia had a great card that year also, the Riva TNT, and in some ways it was just as good as a Voodoo2, apart from it not supporting the 3dfx-exclusive Glide graphics mode that so many games of that era looked best with.  In retrospect, it was all downhill for 3dfx after this, as NVidia pushed tech, releasing a new card every six months.  This would bury 3dfx and their one year or more per card cycle.  ’99’s Voodoo3 was a good card, but later that same year NVidia released the GeForce 256 and just kept going from there, and combined with other 3dfx mistakes they were done soon after, shut down and with their rights bought by ascendant NVidia.  It’s such a shame, because 3dfx cards were special!  The Voodoo2, particularly, was an unbelievable thing.  It was a massive upgrade over any consumer 3d graphics card available before and was significantly more powerful than any console of the day.  I got a Voodoo2 in late ’98 and absolutely loved it.  I have been using NVidia cards since the GeForce 256, but I will never love an NVidia card like I did that Voodoo.

Also, this is technically software, but Windows 98 released this year.  This evolution of Windows 95 significantly improved a lot of things and made development easier.  Most probably would still pick it as their favorite of the three Win9x releases.  This is relevant for gaming because a great many games eventually moved to supporting not Win9x in general, but Win98 or above only.

On the console side, three new platforms released and one accessory, though two only released in Japan at this point.  First, the addon.  The Nintendo 64 Expansion Pak released late in 1998, supported by a handful of games such as Star Wars Rogue Squadron and Turok 2.  This 4MB RAMBUS RAM upgrade doubles the system memory in the console, allowing games to store a lot more data than they could before.  It allowed for higher resolutions or areas denser with things going on.  Only a few games require the Expansion Pak, but a good number support it.

The next few platforms are handhelds.  In the fall, the Nintendo Game Boy Color released nationwide.  This release, shortly following on Pokemon’s North American release a few months earlier, absolutely exploded in sales due to the phenomenon that was Pokemon. Sure, Pokemon was not a color game and ran just fine on an original Game Boy, but the GBC was cheap and millions of kids wanted Pokemon, and many of them got a GBC to play it on.  I had little interest in Pokemon myself, but did get a GBC for Christmas along with one game, Pocket Bomberman.  The GBC is underpowered, being basically an original Game Boy with twice the clock speed, but it’s got a very high quality game library. The GBC would have a short 2 1/2 year primary life, but still it got a lot of impressive games while it lasted.  Its big launch title was Tetris DX.

The other two systems only released in Japan, both late in the year: the Sega Dreamcast and SNK Neo-Geo Pocket.  The latter never released outside of Japan, as less than six months later SNK upgraded it to the Neo-Geo Pocket Color; that colorized model is the one released internationally. The NGPC is in many ways the best handheld of its era, with the best-feeling buttons and best action and fighting games of any handheld of that time or before.  The original NGP is similar to the color model, but doesn’t have, well, color, or compatibility with a lot of the later titles.  I don’t have a NGP because there is little reason to get one for anyone who has a NGPC, but still, SNK’s entry into the handheld market may have been doomed but it was fun while it lasted.  The few B&W-only games play just as well as the color ones, and many games are also B&W compatible along with Color.

And last but definitely not least, Sega released their last console, the Dreamcast, in November.  There is a lot in common between the NGP/C and DC, as both were released by struggling companies on their last legs, had amazing games release for them, then died tragically young, leaving fans remembering them and wishing for more ever since.  The Dreamcast didn’t release internationally until September 1999, and the initial Japanese launch was of far too few systems to meet demand, but for those few people who got one, they saw the future: one of the most beautiful hardware designs ever; 480p progressive scan video output, the first time a console could output a signal above the resolution that a standard definition television can display; online connectivity, later on, once the modem (it was not packed in in Japan at first, unlike the West) and online games released; top tier graphics close to on par with what the Voodoo2 could do though at lower maximum resolutions than it could output; and, available in late 1998, Sonic the Hedgehog’s noteworthy return in his classic Sonic Adventure.  Sonic Adventure’s level design would set the tone for the rest of the Sonic series going forward and is a pretty important moment in 3d platforming.  The Dreamcast is fascinating because it both the beginning and the end.  It is the very last console designed with accurate ports of arcade games being central to its design ethos.  It is the last console where those arcade ports were significantly important.  But at the same time, as I said above, it was the first console of a new generation, and brought new advances in graphical output and online connectivity.  I don’t think that there is any other console that so perfectly captures the ethoses of two different eras of gaming at the same time as the Dreamcast does.

Weaknesses of 1998’s Game Library

 

However, no year is perfect.  While 1998 had some of the best games ever in many categories, there were a few types of games that either are very important now, or were then, which missed out that year, for various reasons.  Some were genres still rapidly improving, which would have their breakout hits the next year but weren’t quite ready for the big time in 1998.  Others simply skipped the year because of development timing.  Developers were slowing down support for some genres due to declining sales versus costs, but most genres got major titles this year anyway.  A few did not.

RPG (MMORPG) – The MMORPG genre was young in ’98, but it did exist.  However, when it comes to new releases, all this genre really had for a finished game taht released in 1998 was the first Unreal Online expansion pack.  UO released in ’97 and Everquest in ’99.  Online RPGs would be the top PC genre of the next decade, but in ’98 with only UO and Meridian59 out there for graphical MMORPGs, the genre was on a big upswing thanks to UO, but was still waiting for its big breakout moment.  In ’98, text-based MUDs were mostly outdated, but the 3d, third-person MMO was a thing people wanted but that had not been perfected yet.  I would probably put that big breakout moment in ’99 with the release of EverQuest.  For the dedicated EverQuest entered beta in ’98, however, so some people were playing the future of gaming that year.  For that reason perhaps MMORPGs shouldn’t be on this list, as EQ is one of the more important releases in gaming history, and it was first played by people outside of its development team in 1998.  It’s no surprise that the EverQuest betas were mentioned as one of the best online RPGs of ’98 in some awards, there wasn’t much finished releasing that year in the field and the game was clearly special.  Other than the EQ beta the only new MMO release of ’98 was a UO expansion pack, though, so based on that I am putting it here.

Simulation (Mech) – There wasn’t a first or third person mech sim game this year, surprisingly.  Not any at all that I can find.  There were some pretty good real-world tank sims such as M1 Tank Platoon II and iM1A2 Abrams, and some good mech games in other genres, such as the strategy games MechCommander and Cyberstorm 2 and the action game Future Cop L.A.P.D., but no first or third person mech sims.  And this isn’t a regional thing, there were no mech sims releasing in ’98 in Japan either.  Armored Core (PS1) is another one of those series that bookended ’98, with releases in ’97 and ’00, and there weren’t any others either.  Mech games were popular in the ’90s, but while there still were big mech games in development, 1999 would bring Starsiege and MechWarrior 3’s releases on PC and I mentioned Armored Core already, none released in ’98.

4X Grand Strategy – This is another genre that perhaps shouldn’t be on this list, because there were two somewhat noteworthy 4X games released in 1998, but I decided to include it.  Both are quality games with dedicated fans.  However, both are also somewhat niche titles that general audiences, even general audiences of people who like 4X games, mostly rejected.  Those games are Deadlock II: Shrine Wars and Star Wars: Rebellion.  The only other 4X game was a niche little Europe-only title called Galax Empires.  Deadlock and Rebellion are both very dense, menu-heavy titles.  The main focus of both titles is on managing numerous systems, mostly controlled with menus.  4X games can be dense, but these aren’t economics-systems-heavy Eurogames, or approachable Civilization-style games, they are more for people who want that kind of menu-heavy game.  For the people who like that, ’98 is a decent year for 4X.  But for people wanting the greatest of 4X games, they’d have to wait a few months until early ’99’s Alpha Centauri, or continue playing older classics like Master of Orion II or Civilization II.  The rise of dense, systems and menu-heavy strategy games that managed to succeed at interesting the kind of audience that Rebellion mostly failed to get to really happened in 2000, when the European studio Paradox released its first game, Europa Universalis.  Paradox still dominates that subgenre today.  If you look online though you will find a few Rebellion fans out there.

4th Generation TV Console Games – I say TV because the Game Boy had a good year, but in North America, Super Nintendo (SNES) and Sega Genesis were on their last legs and the TurboGrafx CD was long dead.  Both SNES and Genesis saw their last American release in 1998… Frogger.  It is A straight port of the then over 15 year old arcade game.  And that’s it for the year.  Uh, yeah.  It is fine but not exactly a thrilling end to either one of those amazing consoles.  In Japan the Genesis (Megadrive) was long dead and the PC Engine CD (TurboGrafx CD) nearly gone, but the SNES (Super Famicom) was still alive, and with some quality game releases too — Super Famicom Wars, Rockman & Forte, Wrecking Crew ’98, and a few more.  Also, Kirby Star Stacker’s SNES version released this year, albeit as a download service-only release; the physical cartridge version released in ’99.  But even there, looking at those games, while it is fun, Rockman & Forte is probably the weakest of the five SNES Mega Man platformers.  Wrecking Crew ’98 might actually be the best SNES game of the year, it’s a decent puzzle-platformer.  If it’s not that it’d be Kirby Star Stacker, a nice SNES edition of the Game Boy puzzler.  It’s a really fun but easy game, a good intro to block-dropping puzzle games.  However, most would rather have the 1999 cart release than a Nintendo Power (JP download service) flash-cart version.  Super Famicom Wars is fine but nowhere near Advance Wars’ greatness, and the other games of ’98 were few and far between.  The thin libraries here make sense given that it’s at the very end of the lives of all systems of the generation, but 1998 has a weaker 4th gen TV console lineup than any year since the generation started.

Genres in Development: Is This a Weakness?

There are a few more genres I must discuss in this ‘weaknesses’ section.  For, while key developments were made in both of these fields, not having these genres in significant fashion IS a weakness when you compare 1998 to a newer year.  Many of the most popular harder-core games of the last 15 years or so are one or both of these genres.

Soulslikes – The Soulslike genre of very difficult, slow-paced third person open-world hack and slash action games with precise timing required to stay live did not exist yet in 1998, so it, obviously, did not have the best year… except it kind of did.  You see, without 1998 the Soulslike may never HAVE existed, because two releases this year showed FromSoft the way forward towards their seminal hit of the mid ’00s, Demon’s Souls, and the creation of the genre.  Demon’s Souls is effectively one part King’s Field, and one part The Legend of Zelda: The Ocarina of Time.  Or, to mention two 1998 games, Demon’s Souls is a hybrid of Shadow Tower (PS1) (JP release; US ’99) and Ocarina of Time. Shadow Tower is a darker, more horror-styled take on King’s Field, a slow, deliberate, and very difficult first-person action-RPG that is as divisive as any other title in its somewhat unpopular franchise.  King’s Field and Shadow Tower may be Dark Souls’ predecessor franchise in style and aesthetic, but Ocarina of Time changed gaming forever, and nowehre is that more apparent than when you compare Shadow Tower to Demon’s Souls or Dark Souls.  The Souls game formula essentially takes a much more challenging version of Ocarina of Time’s lock-on combat system and combat and pairs it with Shadow Tower’s grim aesthetic, brutal difficulty, single open map, and slower pace.

I shouldn’t even need to say it, but The Legend of Zelda: Ocarina of Time does hold up well.   People who play the game for the first time now like it, I have seen enough such impressions to know that.  However, its moderate-at-best difficulty isn’t what a soulslike fan is really looking for.  And on the other hand, Shadow Tower is a well-made King’s Field game, but few of even the most dedicated Dark Souls fans enjoy the King’s Field or Shadow Tower games; the combat is just so slow and simple.  Sure, they may love the style and aesthetic, but the gameplay?  Without the Zelda influence people like it less.  And so, Soulslikes are in this category.  What do you, the reader, think?

Open World Action or Driving Games – Open-world RPGs were in a good place in 1998.   Open-world is not a genre of its own, but a descriptor for a type of game within some other genre, and in the gaming world of the ’80s and ’90s, most “open-world” games were RPGs.  They were the games most likely to allow you to explore a large world freely.  Some examples of RPGs from 1998 with extensive open worlds to explore include Might & Magic VI: The Mandate of Heaven, which is the 1998 RPG with the largest world to explore, Fallout 2, Baldur’s Gate, and perhaps also Shadow Tower.  However, the open-world action game was still in its infancy, and the open-world racing game really did not exist.  There were a few open-world car combat games, but not pure driving games with large worlds.

In other kinds of games, generally either you followed a linear path, played for score in a game which doesn’t change, or explored around a space looking for items which would allow you to find your way forward in a space of limited size.  However, even though RPGs are usually open, or perhaps because they always have been open, the term “open-world game” is often just assumed with some kinds of RPGs and may not even be mentioned.  Instead, it is more often a descriptor for third person action games, or vehicular combat games, or driving games, or action-adventures or platformers, or other kinds of games like that, to note that this one is open.

Anyway, there are multiple types of open worlds.  Some games have one gigantic connected world for you to explore.  There may be separated out areas within that space for dungeons or such, but most of the world is one place.  It may be one connected world or may be broken up into zones for loading purposes, but it is one place.  For example, Grand Theft Auto games are like this, among many others.  It is an extremely popular design style this century.  Some other games, however, are more of a hybrid, semi-open games with free exploration within each map but some kind of linear-ish progression system and maps that are clearly separated from eachother with more than just loading zones.  For example, Super Mario 64 is like this.  It has open levels, but is also somewhat linear, and each map is its own thing you tackle once at a a time.

So, what was there in 1998 for open-world games that weren’t RPGs?  First I would like to mention a few action-adventure games with RPG elements.  Most obviously, The Legend of Zelda: The Ocarina of Time as a semi-open structure, with large-ish maps to explore and plenty of exploration along the way.  You do mostly follow a linear story in the game, though.  A game more open than that is The Elder Scrolls Adventures: Redguard (PC).  This game has a small world for an Elder Scrolls game, but the game has plenty of puzzles and interseting design elements.  A remake with bug fixes and modernized controls would do that game wonders.  Another must-mention title is the first-person action game Jurassic Park: Trespasser (PC).  It does not have an open world, just large open levels you progress through in order, but its exploration of large open levels and physics-based gameplay puzzles would be incredibly important for the future of gaming; modern open-world games often have a physics-manipulation component, and Trespasser did that first.  It is an important milestone in game physics.  I could mention Shadow Tower here as well, perhaps, for its open design, typical to all King’s Field and Soulslike games.

However, if you want a straight action game with open-world elements, of the style that would become exceptionally popular in the ’00s or beyond, 1998 doesn’t have much.  Tech, and game development, wasn’t there yet.  On-foot-only open-world games just weren’t quite a thing yet.  For car-focused games, first I must mention Grand Theft Auto, that seminal action/driving game that released in Europe in late ’97 and the rest of the world in ’98.  Beyond that, probably the closest thing would be a few more games with separate open maps that you go through in order, Body Harvest and Vangers.  Body Harvest, like Trespasser, is a linear game with extensive exploration allowed in each level along the way.  It is a major advance in third-person action games, as it has car combat and is from the same developers as Grand Theft Auto and was their first close-in third person game; recall, GTAs 1 and 2 have an overhead camera.  It must be mentioned here.  However, is Body Harvest open-world?  Not really.  Vangers is closer.  The title is an utterly bizarre overhead-perspective car combat, adventure, and trading game with an open world that is broken up into separate maps.  You can freely travel between those maps, though, so Vangers is a very highly open-ended game with minimal guidance.  It is a crazy but fascinating fever-dream of a game well worth a look, though expect to be confused.

As for driving games that don’t have weapons, the major advances in open-city driving games would come the next year, with 1999’s Driver and Midtown Madness.  Neither of those games has a full open world to drive around in beyond their city maps, though; that kind of design would take more years to develop.  The best ’98 has are probably Motocross Madness or Carmageddon 2: Carpocalypse Now for the PC.  Those two and their large, but entirely disconnected, maps are probably as big as racing game maps got in ’98, if we aren’t counting Vangers.  Midtown Madness has large but mostly barren maps, and Carmageddon moderate-sized cities to drive around and wreck the other cars in.  There are plenty of other racing games released in ’98, but they all have track-based or very small map designs, not large open spaces to drive around in.  This is a clear difference between the racing games of ’98 and those of  the 2020s.

So yeah, open-world RPGs, yes, but open-world third-person action or driving games, not quite apart from maybe Vangers and Body Harvest.  1999 would be the major turning point for the genre as mentioned, with 2001’s Grand Theft Auto III (PS2, PC/Xbox later) bringing the genre into a peak of prominence that it has remained in ever since.  As for open-world action-adventure games outside of RPGs, that genre would develop over the next decade.  Some key titles include Mercenaries: Playground of Destruction (2005), Assassin’s Creed (2007), and Minecraft and Demon’s Souls (both 2009).  After that the transitional era of the ’00s was over and the modern one, dominated by open world games like those, had begun.

What Happened Next?

 

First, as I said earlier, the 2d game would rapidly decline after 1998.  Between the mid ’90s and mid ’00s, developer after developer, genre after genre, abandoned 2d for 2.5d — that is, polygonal graphics with two-dimensional gameplay — or fully polygonal 3d engines, until almost nothing was left in 2d by the early ’00s other than handheld games and some indie titles or low budget PC wargames and RPGs.  Adventure games, RPGs, building sims, real-time strategy, turn-based strategy, everything went polygonal.  This transition made sense, as polygons are much easier to animate and cheaper to develop, and with high enough fidelity models can look pretty good, but for a while it led to games that I have always thought looked worse than their 2d predecessors.  For instance, compare Warcraft III to Starcraft or Warcraft II; Age of Empires III or Age of Mythology to Age of Empires II; Neverwinter Nights to Icewind Dale II; The King of Fighters XIV or newer to any before that; SimCity 3000 to SimCity 4; or many other examples.  Polygons and sprites both should have their place in gaming.  In 1998 that was still the case, for a moment.

Despite the beginnings of decline, for the next two years after ’98, things were still pretty good for American PC game releases.  A lot of amazing PC games released in ’99 and ’00.  After that, however, the number per year dropped off significantly, as the market cooled and increasing numbers of developers moved over to focusing on console games each year. ’98 is the consensus greatest year, but ’99 and ’00 were also pretty great.  Personally I would probably put them below ’96 and ’97, and maybe also ’95, but that whole period was the peak of the American PC game business.  All of those years are great, and the ’00s still had the occasional great game releasing, particularly if you liked FPSes or MMOs.  On the arcade side, the decline was more rapid; after ’00 American arcades crashed hard.  In other regions arcades lasted longer, of course, but even in Japan by ’02 you see fewer significant arcade games.

However, in 1999 there were some important signs of the coming changes.  First, Sierra, one of the largest and most important PC studios of the ’80s and ’90s, collapsed, and most staff were fired in February ’99.  Sierra had been in decline for several years, due to external and internal reasons, but for their staff the end came  that February.  At the corporate level, a major cause of this was their new owner (as of 1996), CUC/Cendant.  First, divisions in the merged company led to both Davidson and Sierra’s founders leaving.  When comparing the two studios, though, Blizzard was lean, together, with it, making games people wanted to buy, and organized, while Sierra was large, disorganized, and struggling to come up with software the market still wanted.  Then, worse, it was revealed that Cendant was involved with a major financial scam, and invented hundreds of millions of dollars of “revenues”.  This scandal broke in mid ’98, significantly damaging the company and eventually leading to several people serving over a decade in prison.  As a side effect of the financial scam being revealed, Cendant sold off its gaming division in November ’98 to French company Havas (Vivendi) for a billion dollars, half that what it had paid for the two companies just a few years earlier.  Havas took the axe to Sierra just months later, while Blizzard was unaffected as they continued to work on their still years-away Warcraft projects.  Why?  Blizzard was more profitable and organized, Sierra wasn’t.  In 2000, Sierra and fellow adventure game company Lucasarts both released their last adventure games ever.  After that both abandoned that genre.  PC adventure games mostly stopped being made in the US after that, moving over to Europe as I said previously.  Sources:  For more on the tragic collapse of Sierra, see https://www.vice.com/en/article/inside-story-sierra-online-death-cuc-cendant-fraud/ and https://www.filfre.net/2025/04/the-end-of-sierra-as-we-knew-it-part-2-the-scandal/.

Second, later in ’99, Williams Electronics left the arcade business by shutting down their pinball division.  Chicago-based Williams had been the number one name in pinball for decades, so this was a significant move showing the rapid decline of the American arcade business.  Williams would switch over to a focus entirely on casino gambling machines, a business where their successor company is still successful.  In June 2001, Midway Games, the largest American arcade game publisher and a company closely tied to Williams for a long time, followed Williams out of the arcade business.  After that, all that was left for American arcade companies were some smaller ones such as Stern for pinball and Raw Thrills for arcade games, a company set up in the early ’00s by former Midway staff.  Midway would last another decade, but eventually it would go bankrupt in 2010, the company declining from being a top five third party to bankrupt over that time due to being unable to manage the transition from arcade-focused studio to home console studio well enough.  Midway’s remains would be bought by Warner Bros., and its only surviving studio is the one that makes the Mortal Kombat games, now home console exclusives.

And third, in 2001, Microsoft, the company that makes the operating systems PCs run on and a significant publisher of PC games between 1995 and 2000, released their first videogame console, the Xbox, and shifted over their primary development focus over to console games. You might think that they would have released everything also on PC, but for a long time they did not.  Instead they only focused strongly on Xbox, with PC as an afterthought for a long time.  And they pushed other developers to follow them and release their games on Xbox, and other consoles, as well.  American developers responded both to Microsoft and to the market forces pushing consoles over PCs, that despite the PC’s huge install base console games sold better than PC games did due to everyone who bought a console being a gamer, and American games became much more console-focused.  The genre that remaining PC developers focused on were primarily massively-multiplayer online RPGs.  MMOs remained a key genre for developers, the genre was almost entirely focused on the PC, and many American studios worked on them.  The genre would fade as all do, but it remains a significant genre today.

First-person shooters of course were also hugely popular, but unlike MMOs they would not stay PC-dominant.  Some shooters released on both PC and console and others consoles only, with only a few staying focused on the PC, such as simmish ARMA.  Over the course of the ’00s, the change in platform led to changes in game design as well.  Compare the first Tom Clancy’s Rainbow Six to Rainbow Six: Vegas for a good example of this; the first was PC-first with the console ports as an afterthought, the other the other way around, and it showed both times.  FPSes went towards more streamlined, linear designs with a lot of cinematic moments, less exploration, fewer key or switch hunts, and only letting the player hold a very limited numbers of weapons at a time.  Level design-wise this was perhaps happening anyway — Half-Life, the FPS genre’s biggest hit of ’98 by far, shows a move towards this direction, as opposed to the huge, exploration-based levels of many earlier shooters — but the change accelerated on consoles.  The change in weapons was caused by the success of 2001’s Xbox hit Halo and its two weapons at a time limit.  I have never liked that system myself, but it was the way the genre went.

Meanwhile, in Japan, Sega left the console market in 2002 thanks to the failure of every platform they had released since their hit system the Genesis and their own poor financial management.  Sony and Nintendo continued on, with Sony in a dominant position due to convincing many developers to move over to its platform in the mid ’90s away from Nintendo, either because of lower development and game production charges, because studios wanted the larger space of a CD while Nintendo went with smaller cartridges, or because of Sony paying certain developers to not release Sega versions of some games.  Sega was a smaller company than its competitors, though, and was never good at makinga profit, so the end result was probably sadly inevitable all along regardless of the details along the way.  Sega leaving home consoles was another change that happened during the early modern era.

As for Sony, they did one important thing for the industry.  As mentioned previously, Sony won the home console race particularly thanks to their success at finally figuring out how to succeed in the previously smallish European console market.  The Sony PlayStation probably sold more than all consoles had in that region in the previous few generations all combined. Europe would remain Sony-dominant to this day on the console front.  As far as game development goes Europe finally entering the console market in a big way would have a delayed impact, as European studios continued being more focused on PC games than console ones through the ’00s and to some extent still are today, but it is a very important event.

As for Nintendo, they would go up and down over the years, down in the early ’00s, then up significantly, then down, then up again.  Currently, they are doing quite well.  Nintendo and Sony are both profitable companies today, somewhat at the expense of Microsoft’s fading console hopes, but Sony is doing that while making more of their games also on PC and in a few cases even Xbox in order to boost revenues, while Nintendo is sticking to true exclusivity to only their own consoles.  For the two main console makers the main problem with the console business today isn’t revenues, it is that the install base has stalled and is not increasing, while development costs go up every year and development time continues to increase.  For third place Microsoft it is revenues, as the Xbox business has never been profitable.

The Industry Today: Is There a Modern 1982 or 1998?

 

The higher sales of console games allowed the industry to succeed with a console focus for the ’00s and ’10s, but as mentioned, now, in the 2020s, we are seeing costs get too high for console game development as well.  On consoles I would say that it is this current decade where the late ’90s to late ’00s PC game crisis is now hitting all of gaming: costs are too high.  Development times are too long. The size of the console market is no longer expanding, it is static.  With a static userbase and ever-increasing costs, the problems for publishers are escalating, and probably will eventually become impossible.  I don’t know what the end result of this will be, but I think most will agree that it is happening.  Here is an example of a recent article about the gaming industry’s troubles: https://www.wired.com/story/2024-was-the-year-the-bottom-fell-out-of-the-games-industry/

Is there a modern peak year, the analog of 1998 or for the pre-crash era probably 1982, a year where we see the conclusion of a process of refinement lead to a year loaded with all-time-great hits that show both why their era was so amazing and what knowledgeable developers could do with that technology?  If there is I’m not sure what it is, offhand; games take so long to develop now that I’m not sure that one single year could possibly hold so many key titles as it used to.  Regardless of that, the cost inflection point either has already been passed again, or will be soon.  We cannot simultaneously have a situation where hardware sales are flat and costs are increasing, that is not tenable.  And yet, that is the industry today.  Who knows, maybe Playstation/Nintendo/PC will be enough to keep the AAA(A) industry going, even if Xbox declines.  We will see.

I would like to try to answer the question on if there is a modern peak year before decline set in, but I’m just not sure. Have we seen this peak yet, or is it still to come?  I think someone who likes the early modern and modern eras more than me would need to say; I checked out on modern gaming for about a dozen years between 2005 and 2017 thanks to how little interest I had in most modern games over that era, before being brought back in by mostly endless online games like Starcraft Remastered, Overwatch, and Super Mario Maker.  Anyway, it probably is more likely that we are now in the decline and that the peak has already been passed, in terms of business.  In terms of game release quality, though… for that I just don’t know.  My favorite modern games are all from different years, there isn’t one clear dominant one — GeoGuessr, Super Mario Maker 1, and Splatoon are from 2015, Starcraft Remastered and Overwatch from 2017, Super Mario Maker 2 and Dead or Alive 6 from 2019,  Diablo IV from 2023, Mario Kart World from 2025… and as for gaming outside of my prime interests, I haven’t done the research yet to say.  I think the answer would be that finding a single year with as many top tier hits as ’82 or ’98 in the modern day would be impossible because given how long game development cycles are and with how successful games often run endlessly with new content additions being released for the same base game, finding a single year with a clear best library is not likely.  Huge numbers of games release every year, but the most significant ones don’t all release in the same year.

But regardless of that, the sheer number of articles you can easily find about the industry’s decline, such as the one I linked earlier — on how the industry as a whole shrank in ’24 for the first time in a very long time, on how the number of developers being fired — over 10,000 a year in each of the last few years — or studios shut down is increasing, on how exploitative monetization practices are only increasing ever more year on year, and more — are all over the place for a reason: things are not healthy in video game land.

 

How Will 1998’s Memory Last?  Or, PC Gamer’s 2025 Best Games Ever List

 

Memory is a tricky thing; what things are remembered, and which are not, is hard to predict.  Some things are rapidly forgotten. Some last while the people involved are alive, but fade afterwards.  And some, particularly ones important to a nation or religious group’s story about itself, endure in memory for centuries or millennia.  Many younger gamers today weren’t born yet in 1998, and naturally people have the most nostalgia for things they remember. So, if 1998 is relying on nostalgia for its place at the top of the list of gaming’s best years, its days there are numbered. Right now, admittedly, 1998 is remembered the strongest by those of us old enough to have been playing games then.  Fortunately though, its place does not entirely rely on nostalgia, but on key advancements in game design and on being the peak of a very important era in gaming. So, even if younger gamers do not fully realize the full scope of all the reasons why 1998 was so important, they surely know at least a few of its games. The Legend of Zelda: The Ocarina of Time is surely 1998’s peak shining light in terms of enduring popularity, probably followed by still-popular RTS Starcraft, which is still one of South Korea’s top games. However, most people only focus on the one thing from 1998 that interests them, and not the full picture of the year. In these articles I have tried to provide more context for why it was such an important year, why it rightfully deserves its place as gaming’s greatest year, and, hopefully, why it will keep its place in the future.

Here is an example of the lack of attention to the importance of 1998’s games that you see from even the gaming media these days. I started gaming in the early ’90s on the PC, but that PC gaming industry is mostly gone now, and has been for a long time. The ’00s collapse was nearly total. Despite that, PC-focused gamers are still around, and some mostly play newer games. PC Gamer’s current editors are clearly such people, largely uninterested in older games, no matter their importance and enduring quality.

For example, to focus on the thing that has been lost that is closest to me from my younger years, PC gaming as it was before the early ’00s collapse, look at this, PC Gamer’s latest, 2025 list of their current staff’s 100 favorite PC games: https://www.pcgamer.com/games/the-top-100-pc-games-2025/  I will post the full list of all the games by the year they were created in the second article; it just doesn’t fit well in this one.  I recommend skimming through their article regardless, it’s interesting to look at.  Only one game on the list is from before 1998, 1993’s Doom. PC Gamer US did choose Doom as the best game ever in their very first list back in 1994.  PCG did not have Best Games Ever lists in ’95 or ’96, but in their next list, in May 1997, chose Star Wars: TIE Fighter as number one, with Doom in second.  I’d have put it second behind Civilization II, but it is a fantastic choice indeed.   It is also an interesting choice, being a several year old game; these lists always have recency bias, but in ’97 they picked a three year old game for first.  I repurchased the PCG US issues with their ’97, ’98, and ’99 Best Games Ever lists, since sadly I lost most of my original PCG issues in a move back in the mid 2000s and cannot find scans of all three online, and will have more about those three lists in another article.  But anyway, looking at their 2025 list, somehow TIE Fighter doesn’t make this list at all, and almost no older PC games do.  Only one flight game is on their latest list, Microsoft Flight Simulator 2020.  1994, 1995, 1996, and 1997 somehow all have zero games on this list each despite being the peak of PC gaming’s golden era.

PC Gamer US’s Number 1 titles from the October 1998 and November 1999 Best Games Ever lists, Star Wars: Jedi Knight – Dark Forces II and Half-Life respectively, don’t make the 2025 list either, somehow, though both should have.  (As an aside, I remembered correctly what the #1 titles in the ’97 and ’99 issues were, but forgot that JKII won in ’98.  Seeing that in the issue was a nice surprise!  What an exceptional game.)  Instead, the next newest game on the 2025 list after Doom is 1998’s Thief: The Dark Project.  It’s an interesting and understandable inclusion, as the game is the origin of the stealth genre as a serious enterprise.  Multiple newer stealth games make the list and Thief is where realistic stealth games started.  None of 1998’s other top hits make the list though, shamefully.  This is a significant mistake. From 1999 appear three games, Planescape: Torment, Alpha Centauri, and listed as its 2025 remaster System Shock 2. I entirely agree with all three of these, they are all-time greats. 2000 gets three games also: Deus Ex, Diablo II (Remastered), and Baldur’s Gate II (Remastered).  All have modern updates, but the originals are pretty similar. Again all three of these are richly deserved.  I don’t like this list much, but I do agree that including Diablo II is the right representative of its genre.  I like and play Diablo IV, but II is better.  And with 2000 you reach the end of the time of the PC being high on the mountain; it had started falling down the cliff at increasing speed after that, with only MMOs and European studios surviving.

And you see this decline reflected on the list. Somehow they still have games listed for almost every year after ’00, unlike the better years of the ’90s, probably exclusively because of recency bias, but you can see the decline of PC gaming in the ’00s on that list.  The list goes from 3 games a year in both ’99 and ’00 to just one or zero every year from ’01 to ’10, other than ’04, when three games make the list (one of those a console port), and ’06, when it’s two freeware titles/mods representing the year.  After that things slowly start getting back to a better state thanks to the growth and development of Steam, as much as anything, along with slowly increasing levels of developer interest as console audience sizes stall out, and the number of titles increases.

There are several notable things about PCG’s article.  First, it is very heavily modern game-centric, far beyond any sense in my opinion.  I strongly disagree with the overall ‘the last ten years are where most of the best PC games released’ take of those who made that list.  I also strongly disagree with the genre variety, which is very heavy on console games and RPGs and very light on the other genres traditionally strong on the PC — simulators, turn-based, realtime, or wargame strategy games, first person shooters, graphic adventure games, and such.  A PC gaming top 100 list which contains Final Fantasy X but not even one single real-time strategy game or even MOBA is kind of a joke of a list, I’m sorry. Yes, other kinds of strategy games are on the list, but still, it’s inexcusable.  Genres like those mostly appear on the list very sparsely, and wargames are entirely excluded.  Most of the classic hits in those genres are left off entirely.  I think that proves this point: things change.  Tastes change.  The memory of 1998 will last, but it will fade over time to being ‘that year of the peak games of its time, a style of game the average gamer today is mostly not interested in revisiting’.

It’s sad to say this but, don’t we already see this happening with things like that PC Gamer list?  Yes, some games of 1998 have dedicated fanbases, and not entirely of people old enough to remember the original releases; plenty of people playing Falcon 4.38 BMS or Starcraft Remastered, to name a few still with active fan communities, weren’t born yet in 1998.  But a dedicated small fanbase is a different from general market recognition.  You see this perhaps the most strongly in the wargame genre.  Wargames are military strategy simulations, and are usually turn-based.  They vary in complexity from approachable to very complicated, and were a major genre on PCs through the ’80s and ’90s.  The genre faded in importance around the turn of the century, but unlike flight or racing simulators, because they can be easily done with simple graphics, wargames did not retreat to just a couple of titles.  The wargame genre has been active all along, releasing new games every year. If you look up a modern ‘best wargames’ list, most of the games are modern titles that nobody outside of that niche have heard of.  The top wargames of the ’90s, from entry-level basic ones like Panzer General to the top serious wargame of the decade, probably 1998’s Norm Koger’s The Operational Art of War, Volume I, probably don’t make the list, despite being probably better known in general than the newer games released after that genre declined in popularity.  Wargames get so much less attention than they used to, so even when a game is great at what it does most people never even hear of them.  The same thing happened to the wargaming board game genre, which similarly has declined somewhat in popularity from its  Tastes change over time.  This was reflected in the pages of PC Gamer US, which had a wargaming-specific column that ran for at least a decade from the mid ’90s into the mid or later ’00s, The Desktop General.  They did not have columns for every genre!  That showed wargaming’s importance.  And now the same publication can’t be bothered to put even one game in that genre on their top 100?  And no, I don’t think FTL, Dwarf Fortress, Crusader Kings 3, or Total War Warhammer 3 count.  Those are complex strategy or simulation games, yes, but not wargames.  Of those Total War’s battles are the closest to a wargame, but are on the simple end of the genre.  How the mighty have fallen.

So, while the PC is on the upswing today as consoles stall out, it is a new PC that is resurgent.  The old top genres are mostly still as niche as they have been for most of the past 25 years.  Instead, the new PC is a mixture of some classically PC games with a lot of console-first titles.  Most people probably do mostly play newer games, as you see reflected in that list, and a lot of people playing on PCs now are indeed playing games designed for consoles first but also released on PC to help sell more copies.  That is probably a reasonable list for what a lot of mainstream PC gamers are playing today.  It is much more RPG-heavy than some peoples’ lists would be, but is a reasonable picture of peoples’ interests.  It is, however, a bad list for representing the best PC games ever overall.

So, the resurgence of the PC won’t, I think, help bring the memory of 1998’s PC games back, any more than the resurgence of specialty arcades like Dave & Buster’s or Round 1 haven’t really helped make big budget, top of the graphics heap arcade games a thing again either.  The platforms still exist but in a new form for the new world. The new world of the PC is a mixture of the old PC and a console.  The world of gaming is less separated and more merged together.  We are no longer in a world where PC gamers play traditionally PC games and console gamers play traditionally console games, not all platforms have all kinds of games.  Even popular mobile games often have PC versions.  That doesn’t make their content any different.  Today’s PC is a much broader platform than it was in the ’90s, a platform for people who want to play all kinds of games other than first party Nintendo content.

There are always new lists of the best games ever, you can find innumerable lists across the internet.  I am focusing on this list because I think it is somewhat representative of gaming today.  Another noteworthy list just released, this time an IGN and Nintendo Life collaboration about their top 100 favorite games released on Nintendo platforms.  The article is here: https://www.ign.com/articles/the-100-best-nintendo-games-of-all-time I could complain at length about some aspects of this list, most notably how much I dislike their top two games — and I really do, I’m sorry to the games’ many fans — but when contrasted to PC Gamer’s top 100, IGN’s appears reasonable.  The Legend of Zelda: Ocarina of Time finishes sixth, a high spot.  Is that high enough for me, no, but it is a reasonably high finish for a beloved classic.  The top ten also includes quite a few other classic games as well: Tetris, Super Mario World, Chrono Trigger, and The Legend of Zelda: A Link to the Past are all in the top 10.  I counted, 31 of their top 100 are games from the ’80s or ’90s.  That is a dramatically higher percentage than PC Gamer’s, even though I would say both have equally many great classics to remember.  Nintendo journalists seem to be doing a better job of remembering their platforms’ greatest past games than PC journalists are.

Nintendo gamers remember past titles better than anyone else as well, as anyone who watches the older game resale market knows — there’s usually a sizable price increase for a Nintendo format version of a game than one for another format.  Whether this is good or bad depends on your opinion, but it is certainly true.  Nintendo’s top hits need less remembering since they are less forgotten.  Older PC games, in contrast, are clearly forgotten too much these days.  I hope at some point that changes.

And as for Sony, the stereotype of Sony fans are people who mostly want to play modern games and spend less time interested in older games.  You saw this for example when, during the mini-consoles craze of a few years ago, the PlayStation Mini was a disastrous failure, while Nintendo’s NES and SNES Mini consoles sold well.  Still, when IGN made what is their most recent Top 100 Playstation Games list, in December 2024, they included 19 games from the ’90s on the list, a pretty solid number considering that Sony has about eleven fewer years of console hardware to cover than Nintendo.  They were clearly trying to represent older titles on their list; I am sure many PlayStation fans today would include fewer older games than that. IGN did a better job than PC Gamer in representing older titles, for sure.  https://www.ign.com/articles/the-100-best-playstation-games-of-all-time

Conclusion: On why 1998 is the Greatest Year in Gaming

 

1998’s greatness is widely recognized. Most lists of how great the games of each year are put 1998 in first place, or at worst second to the author’s favorite year if it isn’t 1998. However, while writing this I have realized that I think a lot of people miss exactly WHY that year reached the peak that it did. People recognize the great games from 1998 in the subset of electronic gaming that they pay attention to, but may not know about the underlying industry changes that led gaming on a new path shortly afterwards. Without understanding of that portion of the story, about how the industry changed so dramatically immediately afterwards, people miss one of the key reasons behind 1998 standing out so much. The kinds of games we saw in 1998, particularly on the PC and arcade sides, did not continue to be made for much longer, and never were again at the budget and general market attention levels that they were after sometime between 1998 and 2000, depending on platform. The world was changing and budgets were no longer large enough to fund PC-only game development or big-budget arcade games, so the kinds of games studios made changed to focus almost entirely on console games instead of splitting between all three pillars of the old system.

That coincidence is, again, the key, I think, of why 1998 is gaming’s greatest year. In the same year, console developers finally figured out 3d to a greater extent than before and some of the best console games ever released; the PC market peaked in the US and, after releasing some of the greatest games ever, began its decade-long slide into near irrelevance (before recovering somewhat after that); and arcades only had a year or two of life left in them, leading to some great titles in that field as well.  There would never be another year where all three pillars of the 1970s to ’90s gaming industry would all be in as good shape as they were in ’98.

But again, I know I focus on it because I was a PC-focused gamer in the ’90s, but 1998 isn’t only great because of it being the mountaintop of PC gaming after which decline would be rapid.  It is also great because at the same time, console gaming also had some of its greatest and most important games release.  Developers finally started to understand how to make 3d game control work better, and many genres had new best ever releases.  The collective knowledge of 15+ years combined to make 1998 the perfect storm across all formats electronic games released on, a time when budgets allowed for anything possible with the day’s technology and developers with enough knowledge to actually start executing on that.  ’97, ’99, and ’00 also saw some of that peak, but all three years have more drawbacks to their release list libraries than ’98 does.

To repeat my main point here, all of these factors had to occur at the same time for 1998 to be remembered as the greatest.  This coincidence, or alignment, is central to why the year is so universally beloved.  If it was only the best year in classic PC gaming but just an average console year, I have no doubt that 1998 would rank much, much lower on ‘best of’ lists; a lot of people only play console games, not PC ones.  The same is true if it was only a peak arcade game year.  But all three things did both happen at the same time, and so gaming’s greatest year entered the history books.  I hope that it can keep that spot in the future, even as those of us who were there playing games at the time get older.   Every year has good games released in it, and advances in the medium of electronic entertainment, but no one year anymore contains as high a volume of both high quality titles and advances key to the development of electronic games.  Games today take too long to develop for such things to all come together in any one single year.  Younger gamers should spend some serious time with the top games of 1998, to better understand the industry and an era of gaming at its peak.

In the next article, list wars!  The second part of this 1998 retrospective will be a long list of many of the major games of 1998, broken down in multiple ways — by platform, genre, and more.  I like lists.  I hope some of you do as well. The list is basically done and will post soon.

 

Addendum: The Dead and Dying Platforms of 1998

 

I wasn’t sure what to do with this section, as it doesn’t quite fit in the article above but I want to include it, so I tacked it on at the end as an addendum.  In 1998, the Windows 9x PC, Macintosh, Game Boy (Color), Sony PlayStation, and Nintendo 64 markets were ongoing and doing fine.  But what about the other systems still on the market in 1998, the ones nearing their ends?  It was the end of an era for both NEC and Atari, among others, as both had consoles see their last official releases this year.  Computer platforms were not spared either.

Consoles

 

DIED (US) / DYING (WORLD): Super Nintendo and Sega Genesis.  First, as I said elsewhere, in the US the Super Nintendo and Sega Genesis both had their last game release in 1998. Both did have game releases in other regions after this year, though, with the SNES in Japan and the Genesis in Brazil, so they were not dead worldwide quite yet. However, they did both die in North America this year. Worth mentioning. The SNES would last until 2000 in Japan, and the Genesis until 2002 in Brazil, with new games.

UNDEAD: NEC PC Engine CD (TurboGrafx-16 CD) – This aging system had died in the US back in ’94, but in Japan it was still kind of clinging to its last moments of life. There were no games released for the PCECD in ’98, but there was one last release in ’99 so technically it wasn’t dead yet.

DIED: NEC PC-FX – This thing, though, did die in 1998. NEC’s last console, which was only ever released in Japan, focused on anime FMV and visual novels, to the expense of anything else. It has near-zero 3d capabilities and lacking sprite manipulation power compared to the other consoles of its generation (it can’t scale sprites, only do Mode 7 style effects!), but can do nice video. It bombed hard, but got over 3 1/2 years of support anyway, ending in mid ’98. So yeah, the PC-FX died this year, little-mourned. If you look at the release list you will see that ’98 brought the system four visual novels, a nongame compilation, an RPG, and a 2d platformer action-adventure game. That last one is probably the most interesting, Ruruli ra Rura. Its graphics are very simplistic and the combat is extremely basic, but the animated cutscenes are nice. Despite the very dated visuals I’d like to get a copy, though it’s pretty expensive.

DIED: Atari Jaguar – The Jaguar had been discontinued back in early 1996, when Atari sold itself to a hard drive manufacturer. However, some games continued to release from Telegames, companies dedicated to releasing finished but unpublished Jaguar games. Most of the bigger-name ones of those released in ’96 and ’97, but the last officially licensed title was in 1998, Worms, a port of the first Worms computer game, releasing the same year as Worms 2, a game which dramatically improved Worms graphics. Yeah. Still, it’s something. The next year, Atari would change ownership, being sold to Hasbro. Hasbro made the platform open source in 1999, setting the Jag off for its very successful life as one of the most popular homebrew platforms. The first homebrew game released that year.

UNDEAD: Sega Game Gear – As I said, the Game Gear was effectively dead at this point, and had no game releases. Sega had released their last games for it in ’97 and dropped it. However, it would be resussitated for a short revival from Majesco in 2000, and one new game was released then, so perhaps I should mention it.

DIED (US) / DYING (JP) – Sega Saturn – The Saturn saw its final US releases in 1998. In Japan, Sega ended first-party support at the end of 1998, as well. In Japan the system did have a full year of support, but that would not continue into ’99. Third parties did release a small number of games in 1999 and early 2000 in Japan only, so the system wasn’t quite dead, but with no first party support or international releases the writing was on the wall.

DYING (EU): Philips CD-i – The CD-i, a system with some similarities to the PC-FX in that it is very good at video playback but struggles at traditional videogames, but released in 1991, years before the PC-FX, so it is more impressive from a tech front than that system, had died out in the US in 1994-1995.  In Europe, or rather in Philips’ home country of the Netherlands, however, the CD-i lasted several more years.  A couple of titles released for the CD-i in 1998, one of them a game.  It would see one final release in ’99, which is also a game, when the system finally died, so in ’98 it was on its last legs in the Netherlands. Of those two last games, though, the one from ’99 also released on PC, while the game from ’98, the FMV rollercoaster shooter The Lost Ride, is a CD-i exclusive, so 1998 was the last year with an exclusive release on CD-i.

Video game consoles sure do have short lives, don’t they.  They are born with so much hope and promise, only for them to be old and dying somewhere around, on average, five years later.  Console lifespans vary between one and about twelve years on the lower and upper ends.  You barely get to know them and they are already on the way out!  Fortunately, homebrew developers have brought many of these systems back to life, so they can get the fuller lifespans that they deserve.  How much homebrew support a system gets varies depending on several factors, including how easy it is to release unlicensed games on the system and how large the fan community is for the platform, but it is always fantastic to see when it happens.

Computers

 

DIED: NEC PC-98 – That’s right, NEC didn’t have one platform with its last game releases in 1998, it actually had two.  The NEC PC-98 line of computers had been the most dominant computer format in Japan in the ’80s and up to the mid ’90s, but the release of Windows 95 basically ended NEC’s hold on the Japanese market.  In 1997 NEC admitted defeat and switched from making its own proprietary computers to making PC clones with Windows 95.  The early ones also supported a classic PC-98 mode, but Win95 was the main feature, and the few Japanese computer game developers mostly switched over to Windows eventually.  However, some homebrew developers continued releasing games for the PC-98 into 1998.  Checking Mobygames and Wikipedia, both list that the last year any games released for the PC-98 was 1998, so if that is accurate it was the end of the line for the format.  After that Japanese PC games were on Windows 95.  The most famous by far of the small handful of PC-98 games from ’98 are the fourth and fifth Touhou games, Lotus Land Story and Mystic Square.  The series had started the previous year, when Zun released the first three.  Both are really good-looking bullet-hell shmups.  It’s easy to see why the series would become so legendary.  After them the developer, Zun, would take four years off before moving the series over to Windows 9x.

The death of the PC-98 is quite significant since it was the last non-Windows/Intel gaming computer format, following the deaths of the Amiga, Atari ST, FM Towns, Spectrum, IBM OS/2, and other minor ones in the years previously.  With its departure, only Windows, its never-gaming-focused rival of sorts Apple Macintosh, and the alternate PC operating system Linux were left.  And of those three, even today, only one is a serious gaming platform: Windows.  I’m sorry for Linux fans, but anyone with Steam can see how few games have Linux versions available.  Linux gamers rely heavily on Windows emulation to play most games.  Fortunately Linux does have good Windows game emulation through a program called Wine.

DYING: Microsoft MS-DOS – After the release of Windows 95 in fall of 1995, MS-DOS, the previous primary gaming platform for PC games for the previous 14 years, was doomed. MS-DOS had survived during the Windows 3.1 and earlier era because Win3 and earlier have much higher overhead and limited advantages over DOS, so a game that wanted to get the most out of its hardware had to be a DOS game. Windows 3 just used up too much system resources.  Windows 95 was a revolution because it finally made Windows a great gaming platform, and it eventually made running games a lot easier, too.  The number of games releasing for DOS steadily decreased in each year after 1995, from almost all major titles in ’95, to most games in ’96, to a small number of titles in ’97, to very few in ’98.  But after 1998, DOS largely disappeared as a platform for retail computer games.  Small homebrew indie developers continued making mostly freeware DOS games here and there after that, so the platform never entirely disappeared in that sense, and collections or re-releases or expansions of or for DOS games released after 1998, but if you want retail PC games, for DOS, ’98 was almost the end of the line.  In ’98, of the games I have mentioned in this article series, The Elder Scrolls: Redguard and Descent to Undermountain are actually DOS games.  There are five or six other more minor DOS games from ’98 as well, some of them European-exclusive titles.  There would be two final retail PC games running on DOS in ’99, one of which got a US release — WWII GI. The other is a European exclusive called Horde: The Northern Wind, an RTS from Russia.  Thanks to this thread on VOGONS for doing the research: https://www.vogons.org/viewtopic.php?t=100191 though I went through the list on MobyGames myself as well and agree with that thread’s conclusions, those are the last retail DOS games. So, DOS as a retail gaming platform wasn’t quite dead yet in 1998, but it was very close, and the end would come the next year.

How does this number of dead or dying platforms compare to the previous peak year of 1982?  Well, 1982 was not a big year for anyone getting out of the industry.  That time, the pile of dead platforms would be in ’83 and ’84.  Those years did have a lot of platforms going away, though, surely more in total than ’98 considering just how many little-selling console and computer platforms existed at that time.  But there, the peak year for game releases was before this contraction, not at the same time as it.  Also, of course every time a new generation starts eventually the platforms from the previous generation end support, and that is some of what you see here, but a year where not only several of the consoles of that year’s most recent generation were dying out but also most of the platforms of the generation before that and also multiple computer formats, all fading out at the same time?  1998 was, indeed, a major transition point, a time when things were changing significantly in the game industry.  Change can be good or bad.  The changes ongoing in 1998 were both, depending on what platform you favor or what kinds of gaming you prefer.

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Donkey Kong Bananza – First Impressions and Thematic Analysis

Before I begin, there will be no spoilers here beyond things already spoiled on the cover and in Nintendo’s trailers for the game.

Introduction

Donkey Kong Bananza just released for the Nintendo Switch 2, Nintendo’s new console.  I got the console day one and got this game day one as well.  This title is a 3d platform-action game.  Unlike a Mario game, but more like, say, some Wario games, this is a beat ’em up and destruction-heavy title.  Its central feature is a voxel terrain destruction engine.  You play as Donkey Kong traveling through an underground world made of many layers, searching for the villains who stole your bananas.  Despite being underground, most layers have blue skies somehow.  Don’t think about it, it’s fine, it’s more fun this way.  The game is quite great, and in the second half of this article I will discuss some elements of the gameplay.  In the first half, though, I’d like to talk about something else, about the games’ existence.

On How Unique This Title Is

I probably should talk about the gameplay first, but I want to talk about the existence of the game at all by the team that made it instead.  This game is so thematically fascinating!  That is to say, this game was made by Nintendo of Japan, by a Japanese team, the same team that previously made Super Mario Odyssey back in 2017.  Yes, even Nintendo has the ‘development times take far, FAR too long now’ problem that plagues this industry.  They did exceptional work but it seems to have taken a long time.

That team made a game that mixes Mario Odyssey, Donkey Kong Country, the Mario vs. Donkey Kong games, and more all into one. The core gameplay is primarily influenced by Mario Odyssey mixed with a more beat ’em up-focused platformer, while the setting is more an NCL take on Donkey Kong Country and some elements mix in classic DK / Mario vs. DK series elements as well, most notably a version of Pauline.  That is not something we have ever seen before!  Previously, Japanese DK games were always either a generic theme or a classic series or Mario vs. Donkey Kong theme, while Western-made DK games used the DKC theming.  This game mixes all of those with a bunch of Mario, stirs it in a pot, and makes something both familiar and utterly unique with it.

So yes, simultaneously, this game both continues some elements of the MvDK line except without Mario, while also being the first Donkey Kong game since Nintendo sold off Rare that is both Japan-made and goes for anything like a DKC aesthetic.  Recall that US-based Retro made the two DKCR games.  Their DK was quite familiar to Rare’s, but this one is different, while also being similar enough to that DK to make most DKC fans happy. Some DKC characters appear here (I won’t say which for spoilers), and so do some MvDK characters, most notably Pauline, whose inclusion is shown on the cover and in trailers.  Pauline in this game has the ‘assistant character’ role, like Navi, Kazooie, Midna, et cetera.   This character is often female, though not always; Cappy in Mario Odyssey is a male one.   A lot of people are liking Pauline’s role in this game a lot more than such characters usually are, though I’m not totally convinced.  Gameplay-wise her inclusion was not necessary but she adds something to the game I guess.  Regardless of that, we’ve never had both DKC characters other than Donkey Kong and Pauline in the same story-based game before.  Storyline-wise it seems that no attempt was made to actually make this combination make sense timeline-wise, unfortunately, so we’ll probably just need to make something up to explain this away, but ignoring outside titles, the story within the game itself is fine enough.

Visually, this game is both familiar and new. Donkey Kong himself has a redesign. It was inspired by the DKC design but with a cuter, and chunkier, style, perhaps to tie his style in more closely with that of the Mario characters.  Personally I think I like the DKC design a bit more than this one, but this design works and fits the character well. Pauline is different as well, though given how this Pauline is younger than any version of the character before — she’s supposed to be 13 but looks maybe even younger than that — that is no surprise.  The other Kongs and monkeys who appear in the game have a distinctly DKC-inspired look but done by a different artist.  It’s both familiar and weirdly different, if that makes sense.  After being used to DKC’s art style for so long this takes some getting used to, though it is good. Bananza is a vibrant and colorful game with visual variety, flair, and a lot of style.  The environmental design is exceptional and the graphics are fantastic.  I’m sure you CAN make graphics better than this, on a technical level I’ve played games with better graphics than this, but do we actually NEED much more than this?  We have passed the point of diminishing returns on graphics.

But anyway, really, all around Donkey Kong Bananza is pretty fascinating stuff. I know I”m not talking much about the gameplay here, but that this game was made at all is almost as fascinating as the amazing game is!  Sure, story-wise this plot doesn’t make any sense at all as DK and Pauline’s ages do not match with what they should be and nor do other story details, but the attempt they made here at making a new origin story that combines all the past timelines into one is noble. I think that probably counts for more than staying truer to the classic DK, MvDK, and DKC story timelines would.  The stories of those three franchises only kind of line up as it was, anyway.  This makes things worse, but it also makes them better by finally combining all of those into one continuity that is more closely tied to Mario’s even though, again, Mario himself is not here.

However, thinking about this game also makes me sad that Nintendo got rid of Rare.  I stand by that losing Rare was Nintendo’s worst decision ever.  Their loss is a hole in the Nintendo lineup that they have not managed to replace despite having over 20 years to do so.  After all, this game only exists because they put a top Mario team on it.  Does this mean it will be a long time before we get another 3d Mario game?  With just one team making both it’s either-or.  Also, while in some ways I like the style of those games more than this one, but DK Bananza is a fantastic experience that I am loving. There’s nothing like Nintendo, nobody else makes games like this at this level of quality, not even close. There have been many 3d platformers made over the decades but the number that approach the quality of top Nintendo releases like this one is in the low single digits. Donkey Kong Bananza evokes that feeling of wonder and pure fun that the better Nintendo games of the past have. This game isn’t ‘something familiar done well’ like Odyssey, it is something both familiar and new. It is the Mario answer to Red Faction thanks to its semi-destructible world, the Donkey Kong answer to Mario in a way we kind of have never seen before (DK 64 obviously owes a lot to Mario 64, but its more direct inspiration was Banjo-Kazooie…), the Japanese hybrid of Mario’s cuter designs with Donkey Kong Country’s renders, the first top-flight, big budget 3d platformer made since, well, maybe Mario Odyssey unless you count Kirby and the Forgotten Land but that game is more isometric than behind-the-character, and so much more.   DK Bananza is something very special.

The Gameplay – My First Impressions

But how does the game work?  Well, as DK, with Pauline clinging to your back, you run around and jump, attack, climb, smash, and more.  The controls are almost flawless, thought it does use a lot of buttons.  The controls are laid out well, though it does take a bit of getting used to that RT is used to grab chunks of ground and then also to throw them if you let go of the button and then hold it again to aim the chunk you’re holding.  It’s a little awkward.  I like everything else I’ve seen of the controls so far, though.

As you proceed through the game new mechanics are introduced.  As you get the bananas that are your objective collectibles in this game, Donkey Kong 64-style, you get stat points that you can use on new abilities and upgrades for DK.  This is an interesting system that I’ve never seen in a Nintendo platformer like this, it shows Nintendo branching out somewhat.  After all, Nintendo’s usual way is to give you all the tools at the beginning and then have the challenge be figuring out how to use them.  This game has a more modern, RPG-inspired approach.  It works fine here.

I mentioned this, but the story is that as usual in a Donkey Kong Country-inspired game, bananas were stolen by villains and DK is on the case to get them back.  The core story is simple but the visuals in the cutscenes are fantastic and there are lots of amusing interactions as you go.  The game has a mixture of new and old faces with lots of amusing new characters.

More important is the gameplay.  As you smash things gold and other objects will be dug out of the ground and added to your inventory.  The core original mechanic here is a voxel engine allowing the destruction of terrain, hence that Red Faction reference before. I could also mention Starfighter 3000 for 3DO here, that’s another older title in the destructible-terrain field.  As in Red Faction, in DK Bananaza some terrain is destructible and some is not.  This ensures that critical stage infrastructure stays there so you can’t just rip through stages to easily skip chunks of the game.  Metal terrain can’t be destroyed or climbed, while stone or mud easily can and concrete can but only with a powerup.  Also, when you leave a level, or layer of the underground world you are exploring in the game, the game resets all terrain damage, so what you do is not permanent.  I’m sure some people dislike this but I like it, I’d prefer to always be able to explore the undamaged version of a stage…

On that note though, while the destruction is fun, I’ve never been one to really like destroying scenery in games.  There is something fun here in smashing stuff, but I feel kind of bad about it sometimes.  I know leaving a layer resets destruction, but still, it happened, you know? ‘Destroy everything in the Travelers Tales Lego games for bits’ never interested me much, for example… I don’t know, destroying nice looking things just to take some drops from them sometimes feels wrong, what is the point of ripping it all apart? Similarly, in this game so far I generally don’t want to destroy everything, just some things.  Most of the time I’ve left the stage mostly intact while going for destruction where I see obvious stuff to collect, want to explore a bit, or just I just decide to break stuff for a while for some reason.  Whatever playstyle you have on destruction, I think that you’ll like this game; you do need to destroy some things to proceed, but don’t need to rip the levels apart wholesale to do so.

Regardless of ones’ opinion on that, often there is a layer of metal close below the dirt so in some areas there isn’t too much to tear apart, but in other areas you can shred large sections of stages.  It’s a good mix that Nintendo chose to keep this game focused on not just breaking things but also its primary focus, the platform action.  Because, while jumping puzzles are not as emphasized in DKB as they would be in a Mario game, there are many platforming challenges, such as 2.5d minigame sections, lots of traversal sections where you are hanging below vines while avoiding obstacles, having to throw objects at enemies in order to defeat them or proceed, and more.  The little minigame bits are, I think, a DKC/DK64 callback, as they are done in a different way from how they would have been done in a Mario game.  It’s great that they are here.

There is no life system here, but there is a punishment for death: you lose money each time you die, unless you die by falling and have a red balloon — another DKC callback by the way — in which case you get brought back to where you fell from.  Sometimes this can be frustrating when I’m put right on the edge of a hole and immediately fall in again… heh.  If you don’t have a balloon you will go back to the start of the current area.  You can spend the gold you collected on items and on unlocking these rest areas that refill your health.   Each one of these you open in a layer costs more than the last one.  When you sleep in them often Pauline says some stuff to DK.   You can skip this conversation if you want, though, fortunately.  Some of them are interesting though so probably don’t skip them all.  Hidden in the dirt of the levels, along with the gold, are fossils.  Collect fossils and you can spend them at another shop on costume elements for DK and Pauline.  There is some decent variety here, though the game is slow to offer outfits and each one costs quite a bit in fossils.

There isn’t a hub world here, but instead at the beginning of each layer you can use a warp creature to warp to any layer you have reached.  There’s a lot to go back to in earlier layers unless you really take your time, so this structure is good and works well.  I’ve been keeping moving at a good pace, but I’m sure I will later go back to find more of the crystal bananas that I’ve missed, of which there are plenty, along with other collectibles as well.  It is a compelling gameplay loop that is executed very well.

Conclusion

And that’s basically the formula — go to new layers of the underground world you are exploring, destroy stuff, save the day from the villains stealing the bananas, and move on.  The game has solid gameplay depth, average challenge, exceptional level designs and graphics, and near-flawless control.  It is an outstanding experience that people of any age will enjoy and love.

Overall, I’m a few hours in now, and so far every element of this game is brilliantly done and extremely well designed.  The levels are great, the controls are pretty much flawless, the graphics are beautiful, and so much more.  This is not a forever game, it’s a single player title with a limited runtime, but I’m going to enjoy it while it lasts.  I am glad I bought a Switch 2 at launch, between Mario Kart World and this Nintendo really is firing on all cylinders with truly special experiences that feel special and new regardless of how many games I have played over the years.  Nobody else makes games like Nintendo can.  There may be many problems in the world today, but at least in the field of videogames games like these show that exceptional gameplay-first experiences do still exist.  Everything isn’t gatcha, modern military shooting, and/or AI slop, not yet.  Thank you Nintendo for still existing…

And yes, I know that Nintendo has made some mobile gatcha games also.  They only made a few, though, and they haven’t made more.  Instead they have been making games like Mario Kart World and Donkey Kong Bananza.  What an amazing company.  It’s like that classic ‘Life Without Mozart’ one-panel cartoon.  Videogames without Nintendo would be more like that.  I play other games, they just usually don’t match up.

So yeah, play Donkey Kong Bananza, people, once people get Nintendo Switch 2 systems.  It is very good.  Is it the best game ever, no, probably not.  But it is unquestionably very good to great.

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A Beginning at a GeoGuessr-style Look at the Mario Kart World… World

Where is Mario Kart World?

I enjoy GeoGuessr.  For anyone who has not heard of it, it is a geography game that uses Google Street View images to ask you, where in the world are you?  Or rather, where in the largely road-based 80-ish countries that Google has driven for Street View are you?  It is a memory game both about actual road and national information and about learning which Google camera and car took the photosphere.  That latter part is critically important, unfortunately; at higher levels, GeoGuessr is not really about learning real-world information, but instead is about learning which cameras, cars, and years Google used in each place.  Even so, it’s a great game that I quite enjoy even if I’ll never be great at it.

So perhaps it is unsurprising that when playing Mario Kart World, I thought… where is this place?  Based on the road markings and such, where is Mario Kart World in our world? The answer is kind of interesting: it is nowhere, but also is a lot of places.

When it comes to road markings, in MKW Nintendo went with a very strange road line configuration that I do not believe any country on Earth uses.  First, MKW has a right-side driving direction.  Nintendo is a Japanese company so perhaps Japan’s left-side driving direction could have been expected, but they try to make their games with broad international appeal, so going with the American and Continental European right-side standard makes sense.  Despite this, a lot of the road signage and color choices are Japanese-based, as we will see.

The Roads and Road Lines

Roads in MKW often change surface from one instant to the next in a way that a real road wouldn’t.  This makes the game more visually interesting so I’m all for it, but it is amusing when a paved road randomly turns to sand for a bit before turning back to pavement or tile or something for a block… heh.

As for the road lines, the game has general trends but some areas are exceptions to them.  There is a usual continent-wide road coloring system, but some areas do their own thing, probably to add variety to the game or because the creators thought it would be interesting or something.  The results are strange.

Two lane, two-way paved roads in MKW usually have white lines on each side and a white dashed line in the center, as you see in many European countries and also sometimes see in Japan in two lane roads.  Okay.  Some areas have an additional color along the side, either red or green, alongside the white, and the gas stations along your route with their food stands have yellow outside lines on their pulloff, but otherwise two lane paved roads always have white outside lines.  In Japan you sometimes see a single yellow center line and sometimes see a single white, but in the game they almost always went with white.

However, this rule is not absolute.  Yellow center lines can be found in certain areas, for reasons only the designers would know.  There is a small group of two-lane roads I’ve found in Crown City with a single solid yellow center line, as you see sometimes in Japan for no-passing zones or you commonly see in Canada and Mexico for instance.  So it’s a no passing area in a hilly part of town, right?  Sure… except for the dashed yellow part marking a passing zone.  Uh.  I don’t think Japan ever uses dashed yellow passing zones so far as I know.   And maybe even weirder, there is a loop of double yellow center line and white outside line two-lane road just outside DK Pass’s skiing mountain.  How strange, huh?  But that’s it, everything else I have found so far with asphalt-paved roads has white on two lane roads.

However, four-lane highways in MKR usually have… all yellow lines, with double yellow lines in the center and yellow outside lines on the edges of the road.  There are white dashed lines in between each lane in each direction, as well.  A few four-lane areas have all-white lines, most notably the whole of the massively long Crown City Bridge, and the four lane road in Crown City leading to the rooftop track has double yellow center lines and white outside lines, fascinatingly enough, but those are the exceptions.

In the rest of MKW, the four-lane-road standard is for roads to have yellow center and outside lines.  Additionally, in the game, whenever yellow outside lines are used, there is a white checkerboard pattern outside of that yellow outside line, along the edge of the road.  It’s a fun little graphical detail that I don’t think is used in the real world, at least not regularly.  Japanese highways, as with their smaller roads, sometimes have white and sometimes have yellow in the center, but always have white outside lines, with, as I said, yellow used for center lines in areas where you should not pass.

Comparing this to the real world, the usage of yellow center lines in the game is similar to how it is used in Japan.  Those aforementioned few areas in MKW that have a single yellow line on curvy, hilly Crown City roads are good examples of how Japan would use a single yellow center line.  In contrast, roads in the United States always use double yellow in the center, and white on the outside.  Canada uses single or double yellow in the center. Dashed yellow is used in the US and Canada for passing areas, but looking it up in Japan it is a bit more complex, with gradations from dashed white to double yellow.  For center lines MKW clearly was inspired by Japan’s road lines. It’s amusing to contrast this to the right-hand-drive nature of the roads.  Remember, Japan drives on the left, not the right like MKW does.

Those outside lines deserve attention, as they are a rare configuration indeed! In fact, while in the real world many nations use yellow center lines with white outside lines, many use all-white lines, and many use yellow outside lines with white center lines, NO country uses all-yellow lines as their standard road line color scheme.  It is a layout seen in a few countries, but only in specialty applications such as national parks in Chile, a few specific roads in India, or such.  That is to say, all-yellow is a thing used in certain countries, but never just for all of their regular highways, only to mark special areas.  And yet, while they went with the very common two-lane road all white color configuration, Nintendo decided to go with the quite uncommon all yellow configuration for most four lane roads. I wonder why they did this?  It’s pretty interesting.

I should say, though, that large areas of the game do not use asphalt roads.  I previously mentioned that road surfaces change depending on where you are. Some of this changes rapidly, but for some wider-area trends, in the desert, savannah, or jungle, the roads are dirt or sand.  Around the south-center east, from the Venice-like town to Peach Beach, the roads are made of stone pavers.  In the light-colored roads paved like this dark pavers are used in the center as a center line.  Some other areas have stone roads like this also, such as blue stone or ice roads going to the ice palace in the northeast.  These areas, and others, do not have any roads paved with tarmac, only snow, dirt, pavers, etc.  The paved roads in the southeast stop at the edge of ‘Venice’, for instance.  Mario Kart World is a mixture of road surfaces and roads existing at all.  Wouldn’t it be so much fun if randomly you go over a little hill in the road and you’re driving through a river?   There is no bridge, just ford it.  That would go so well in the real world… heh.

Guardrails, Poles, and Signage

As for other forms of road markers, the standard guardrails used look like standard Japanese-style ones except with hexagonal posts instead of Japan’s round ones.  Standard guardrails in the US are similar looking, but there are a few subtle differences, most notably that American guardrail posts are usually I-shaped and are attached to the rail by one bolt. Japanese guardrails have two bolts per post with a round post.  MKW has two bolts per post and hexagonal posts.  Perhaps they aren’t round in order to save polygons, but regardless they definitely aren’t I-shaped, so they largely went with Japanese guardrails here.  As a note, European guardrails mostly look different from the styles seen in the US and Japan, though some are somewhat similar.  Oh, some areas of the game have other kinds of guardrails, such as wooden fences in pastoral areas such as Moo Moo Farm and a split metal one in a few places, but this is realistic; many countries in the real world have different guardrails in certain areas.

Electricity poles are rare in MKW. I guess that most power lines are buried?  Long-distance buried power lines are quite rare in the US, but some countries particularly in Europe use them and some areas in America have them as well.  There is certainly electricity here so the power is distributed somehow in the large majority of the game that doesn’t have lines.  The areas that do have them have wooden poles, American-style, except with Japanese-style vertical metal pole plates strapped onto them.  Some parts of the US may have things attached to the poles, but we don’t have standard strapped-on plates like Japan and MKW do.  This is a pretty interesting design because Japan uses metal poles, but despite deciding to go for a more American power pole by having them be made of wood, they put Japanese pole plates on them, something we don’t have in that design. Neat stuff.

Lampposts along the roads exist in some parts of the world, varying from biome to biome and themed for that area.  You could use them to identify regions, but given that each region has a unique environment this would never be necessary. It would be interesting to know what the real-world inspirations for each lamppost style are, though; I do not have lampposts memorized, I’m not at that level at GeoGuessr.

Continuing on, there are no speed limit signs in the game… kind of.  There are a few ‘Speed Limit Infinite’ signs, including one in Crown City and one near DK Mountain along with others scattered around.  They are kind of neat to see.  They are green like all road signs in the game.  However, I’ve got a significant criticism here: the road signs in MKW never actually give you any useful information.  They just say Speed Level Infinite, or Mario Kart, or maybe Course Ahead, that’s it.  There are no signs telling you which way to go to get to any location.  Course Ahead… okay.  Which one?  It doesn’t say.  There are also no road signs telling you the name of the streets at intersections or, most of the time, which way to go to get to the location you are going to.

As a result of this, if you want to get from point to point by driving there instead of using the map to warp there it can be a frustratingly annoying task.  You basically try to look at the very faint road lines on the overworld map and attempt to pick the right direction.  Good luck, you’ll need it!  Finding my way ot of some tracks to the main roads also can be tricky.  There’s always a road connecting each course to the road network, but if you warp to a track finding it isn’t always easy and again, there are no signs helping you figure out which way to go.  The minimap is next to useless too, all it does in Free Roam is show you a slightly zoomed out view of the same thing you’re seeing on the screen.  It’sn early useless.  Ugh.  In races the map is great, why can’t you get an actual useful route map in Free Roam?  It’s incredibly obnoxious that there isn’t one!

Now, I said “most of the time” because a few locations do have a sign at the nearest major intersection telling you what is down that road.  Boo Cinema has a large sign telling you that their theater is that way, for example.  Other things like the two Mario raceways are right on the road so you can’t miss them.  But most other locations are found off some random unmarked road at some random intersection.  You need to know where they are to find them.  Other locations such as the train stations aren’t shown on the minimap, either.  If you want to find them learn the locations.

Continuing on other subjects, occasionally random messages on the games’ main menu tell you how far you have driven in the game, in kilometers.  Despite the US being the clear secondary influence on this games’ road design after Japan, there is no miles option, annoyingly.  I have little idea of how long a kilometer is (about a thousand yards?).  Also given that you aren’t told the distances in-game, since there is no speedometer, it’s not like there is any context for how far you have driven, anyway.

Similarly, there are stoplights in MKW, in Crown City in particular, but they are always green for go, they don’t actually work.  Cars will usually stop if there is an obstruction in front of them and will eventually stop to let in turning traffic so it works, but it is kind of amusing.  The Crown City stoplights are vertical yellow ones.  In Japan stoplights sometimes use blue for go instead of green, but in MKW they went with the standard basically everywhere else by using green… unless it’s actually a slightly bluish green as you also often see in Japan? Regardless, unlike Japan I haven’t seen any in MKW that are solid blue.

Road signs telling you which way to go to get to places are green with white text. Japan uses green or blue road signs, depending on the type of place.  They went with the American standard of green for the game and not blue like Japan, or yellow like some European countries use.  Unlike in the real world, no distances are written on signs.  This matches with the absence of speed limit signs and with the games’ on-screen display not having a speedometer telling you how fast you are going.  Mario Kart games have never told you your speed, and this one is no exception.

There are few warning signs in Mario Kart World, but railroad crossings do have them.  The railroad warning sign is a small yellow diamond sign below a crossed-X railroad crossing marker, very similar to the one used in Japan.  Japan uses many American-style yellow diamond warning signs, as opposed to the white with red border European style, and that is reflected in this game.  As in most countries that aren’t the US there is no text on the crossed X part of the warning sign, it must be said, so it does not resemble a standard American railroad crossing.

All signs in MKW are always in English, even in other language versions of the game. Similarly, store names in Crown City are in English in all versions.  This made game development simpler for sure but makes you think that MKW is set in an English-speaking country, while not having the road line configuration of any English-speaking countries… not to mention that of the English-speaking world on the US and Canada have yellow center lines in common use, and neither of them would have white center lines on two lane roads.

Vehicles, Buildings, and the World’s Map

And how about the vehicles on those roads? Other than the racers’ karts, in MKW you will see a lot of very small cars, each with a single Toad or Shyguy inside.  These remind me of the small Kei cars common in Japan. Larger vehicles include tour buses, which look like a standard long-distance or tour bus, and various trucks with ramps on the back.  There are also a few 18-wheelers with North American-style long nose cabs.  These would be uncommon anywhere else. There are also police cars, and they are tiny, the same size as the regular vehicles.  They have blue and white lights on top and run them at all times during their patrols, something done in Japan but not the West.  I wonder if the designers knew that that was a Japan-specific thing?  Perhaps not.  It’s pretty neat that they actually drive routes, though they don’t pull anyone over no matter what chaos happens in this world.  Civilian cars don’t just despawn if you follow them, they randomly go between several different locations then park somewhere.  The drivers can even get out and walk around or go to a despawn point such as certain restaurants!  See this Youtube video for more on this: https://www.youtube.com/watch?v=6vXdxJA_5sg

Following that video, other Youtubers have tried to figure out how vehicle and train movement works.  It’s pretty interesting stuff, though not related to this.  Of the train layout videos this is probably the most comprehensive one: https://www.youtube.com/watch?v=ehWmWcIeb70  The train track layout in MKW works bi-directionally and unlike cars and people on foot, who are stuck to wander around specific areas in this game, trains cover the whole map from end to end.  It is all timed so they never hit eachother.  All of the trains are coal-burning trains of a 19th century style.  There are some more modern trains in the one rail yard, but they don’t move, only the steam trains do.  Heh.

Returning to cars though, in GeoGuessr, one very useful thing for identifying cars is their license plates.  However, there are no license plates in Mario Kart World!  Given the lack of laws this place seems to have that may not be surprising, but it is a little weird when you realize that no vehicle has an identification plate.  It makes sense that the karts don’t have them since they are race cars, but the regular cars probably should, you would think.  Ah well.  A few do have a special marker where the plate would go — the bomb cars have an exclamation point on a small yellow plate, for example — but regular cars have nothing. Some have a space where one would go, but it’s empty.

Again assuming a north is up map, one interesting feature of the map is that much like most of the real world, the west side of the continent is wetter than the east side. In our world, look at the continents.  Europe excepted there are a lot of east deserts and west green areas.  This flips in places such as southern South America but still rain and win patterns mostly line up with this.  The MKW world is a lowercase n-shaped continent.  The west side of the MKW map has a desert and badlands in the south and center, and lava field in the northwest. The center is a grassland.  The northeast is a forest.  The center east is the snowy area.  Again, why isn’t this in the north? Weird. Anyway, then the southeast has the jungle and savannah. So yeah, much wetter in the eastern part.

I must say, though, there is one really weird thing about the map: the bridge.  See, connecting the two lower peninsulas of that ‘n’ is a huge bridge.  It’s a really cool set-piece and looks impressive.  However,  it doesn’t go anywhere almost anyone would want to visit!  In no real world would such a structure be built.  Imagine, building somethiing like the bridge from Hong Kong to Macau or the Chesapeke Bay Bridge or the San Francisco Bay Bridge, connecting your major city to… uh, to a nearly unpopulated savannah, near empty, uninhabited jungles.  There are people living on the eastern half of the map, but they mostly live in the center to north-center, and that bridge may not be the fasterst way to get there from Crown City — going north from there to Peach Stadium then east would probably be a similar length trip.  Obviously, the bridge exists because this is a videogame, but it never would in the real world because nobody would build a bridge to nowhere that’s THIS obviously going nowhere many people go.  And that is why most civilian traffic on the bridge gets to the other side and turns around in the toll plaza on the savannah side of the bridge.  Where would they go, anyway?  Nobody lives anywhere near there.  The few people going on safaris or visiting the dinosaur theme park in the jungle to the south would probably go regardless of if there was a massive bridge to get over there or not.

The buildings in the world are themed, with each region having buildings fitting with its location.  The MKW world is, in typical videogame fashion, compressed, with different biomes squashed right next to eachother in a highly unrealistic fashion because that’s more fun for the player.  In the real world you could not have environments like that and it’s odd that the snowy area is in the northern east and not the far north, but as a condensed version of a fictional continent it’s perfectly reasonable.

Also, if we assume that north is up on the map, that the warm-weather areas are in the south of the continent strongly suggests that Mario Kart World is in the northern hemisphere of its planet.  If it was in the southern hemisphere, the more tropical areas would be north, not south, after all.

On one last map-related note, despite having a day-night cycle, as in most videogames there are no tides in Mario Kart World.  There’s a moon, but no tides.  The water physics in this game are outstanding, so that’s kind of too bad.  There probably should be tides, particularly in more northern areas of the continent — recall that tides are smaller the closer to the equator you go, larger the closer to the poles you go.

Conclusion

So yeah, Mario Kart World isn’t set in the real world!  Imagine that, I thought it was… heh.  But looking at Nintendo’s design here is interesting.  For the most part, Mario Kart World’s roads and infrastructure are a mixture of Japanese and American influences, with Japan’s pole plates, guardrails, road center line colors, small cars, and more, along with American-style power poles, driving direction, English language signage, and road sign color and style.  In contrast, European, African, or other Asian road styles do not seem to have had any influence on MKW’s design, I can’t think of any elements that most look like European-style signage.  Some areas have architectural influences from some of those areas, such as the Venice-styled town and the Arabian desert area, but the road signage isn’t.

We can also say that Mario Kart World’s continent is probably in the northern hemisphere of its world presuming that its planet is oriented the same way as Earth is due to all tropical areas being in the bottom of the map and thus likely in the south if the game follows the standard North = up convention, as maps usually do.

Overall, Nintendo’s design decisions with Mario Kart World make sense.  Nintendo wants to amke games with strong worldwide appeal, and I think that everything they did in the road and building design in MKW achieves that.

 

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First Impression Reviews: The Nintendo Switch 2 Hardware and Mario Kart World. Also a bit on Fast Fusion, and F-Zero GX: Switch 2 Emulation vs. Real Hardware

Yes, I know, it’s been a while again.  I really should be able to write something at least once a month… bah.  Well, I’ve got something now, at least: a Nintendo Switch 2!  It is probably unsurprising that I got a Switch 2 preorder, but I did and here are my impressions so far.

Table of Contents

  • What I Got
  • The Hardware
    • Design and Function
    • The Pro Controller 2
    • Storage and Game Key Cards
    • The Hardware –  Final Thoughts
  • The Games
    • Mario Kart World – First Impressions Review
      • Introduction and Game Basics
      • On the Tracks and Modes
      • Multiplayer
      • Conclusion
    • Fast Fusion
    • F-Zero GX – Switch 2 Emulation vs. Real Hardware
  • Conclusion

What I Got

So yeah, it’s here! I thought about going to the midnight launch, but didn’t; I picked my Switch 2 up later Thursday, I saw no reason to do extra driving for little return, it’s not like I’d set it up at like 1am or something.  I got the bundle with Mario Kart World.  I did set it up Thursday night but didn’t end up playing anything, only did the initial setup, system transfer, bought a couple of digital things (redeemed the MKW code, got Welcome Tour despite it obviously being something that should have been free, got Fast Fusion, and the Zelda Tears of the Kingdom upgrade pack; there’s not all that much released for Switch 2 so far), and such.  I also caved and finally subscribed to the higher tier of the subscription service; yeah, I have the original for Gamecube of course, but F-Zero GX with online play and stuff is something I want to try.  More on that at the end of this article.

Oh, as for physical things, I got the system, a case, and a Pro Controller 2, along with one physical game –I got Rune Factory Guardians of Azuma for some reason, even though I didn’t particularly like the one previous game in the series I’ve played.  Haven’t tried it yet.

The Hardware

The Switch 2 is similar to the first system, but larger and more powerful.  Its basics of design follow the first.

Design and Function

Graphically, the Switch 2 is impressive.  The system supports 4k 60hz or 1440p or 1080p 120hz, but does not support 4k 120hz, unfortunately; it’s not powerful enough to match things that the PS5 and XSX did years ago.  Given that I got an XSX day one this isn’t the best graphics I have seen, but it looks nice for sure.  It does have HDR color.  Visually, ‘close to XSX but not equal to it’ is probably a good description, which makes sense given the small size and portability of the device.  It is still true that you lose a lot of hardware power to gain smaller size and portability.  It has very nice graphics for sure but for the amount the thing costs it better.

One thing to note here is that the large handheld screen is 1080p now instead of 720p, which is great for new games, but iffy for old ones as this means that Switch 1 games will be upscaled.  How this looks will depend on the game but I’m sure some will look worse than on the Switch 1 in handheld mode due to the scaling — think of how Nintendo DS games look a lot worse on a 3DS than a DS because of being scaled to its higher-resolution screen.

The Switch 2 is a pretty large thing. I think that the original Switch is too large to be a decent handheld; the New 3DS XL, Vita, maybe Game Gear and Atari Lynx 2, those are about the limit of size for handhelds, I think.  The Switch goes a bit above that in size and is awkward to use, and the Switch 2 is even larger.  Yeah, that means it has a huge screen which looks great — though you get the not so good battery life that you’d expect from that and its significant power — but it also means that it’s big.  I want real handhelds back!  Who actually thinks that things this big are handhelds?  They’re not, they are semi-portable consoles basically.

Anyway, the system looks decent, though like a lot of modern electronics it has a very simple styling that doesn’t exactly look good.  It’s sad how ‘flat’ design has destroyed anything with actual style, I hope design trends go away from excessive simplification soon.   The Switch 2 has a little bit more to hold on to than the Switch 1, though, so it’s got slightly better ergonomics than the Switch, but it’s still far, far behind Nintendo’s last actually ergonomic device with a screen, the Wii U Gamepad.  Despite the little bit of added plastic, Joycon 2s are very close to as horrible to hold as Joycon 1s are.  I hate having to use those things, they are so tiny, uncomfortable and badly laid out!  I use my Switch docked with the Pro Controller like 99.99% of the time, and I think things will be similar here.  Just adding a little bump at the bottom as they did isn’t enough to fix the issue of everything being extremely cramped and horribly un-ergonomic.  The analog sticks still aren’t Hall Effect or similar, either, so they are sure to die on you eventually. Great.

The new magnets in them do attach them to the console very strongly, which is nice, though.  Also the Joycon 2’s come with these loop/strap attachments you can latch on to them if you want a more stable grip while using them separately.  Removing the loop-strap is a little harder than it probably should be since you need to take them off before putting the Joycons back on the console, but oh well.  They look nice at least.  One is colored in blue and one in orange.  Those colors match these little bits of background color in the analog stick wells.

The Pro Controller 2

As for the Pro Controller 2, it’s pretty good.  Of course, it’s a shame you need to buy it separately, and at $85 it is quite expensive — getting a full regular setup for the Switch 2 costs a lot, though part of that is paying for Trump tariffs — but it is good.  Getting the best news out of the way first, so far it’s instantly woken my Switch 2 up from sleep every time!  Given how almost every time I turned on the Switch 1 with its Pro Controller I’d need to hold the button down for like 10 seconds as it struggled to connect, then watch it fail and have to try another time or two before the stupid thing finally worked… well, this is a nice change to say the least. Also, the Pro Controller itself wakes up when you pick it up, using the tilt sensor.  This is a very cool feature I’ve never seen before. I love that.  Note, it won’t wake the system up from sleep at a nudge, that requires pressing the Home button as it did on Switch 1.  If the system is on though and you just put down the controller for a while, picking it up is all you need to do to turn it back on.  Nice.  One design change from the Switch 1 Pro Controller is that the the ‘which controller is this’ light is not on top of the controller instead of on the side facing you, so you can’t see it unless you flip over your controller, but so long as pairing and wakeup works this well going forward that should be fine; on Switch 1 the light being where it was is pretty necessary given how bad it is at waking the system up, so you can see if it’s worked or not.

As for the controller itself, the design is familiar but good.  I’m not sure how good or bad the D-Pad is this time, I haven’t used it much yet.  I hope that it is better than the Switch 1 one, it better be.  The ‘it likes to randomly push a direction you didn’t press because of poor d-pad design’ issue of the Switch 1 Pro Controller was unacceptable.  The controller is slightly smaller than the Switch 1 Pro Controller, which makes it pretty small by modern controller standards, but it is comfortable.  It’s got a more premium feel than the first Switch Pro Controller, which is nice.  That controller didn’t feel as nice as its price suggested it should have, but here the gap between Xbox Series controller feel and Nintendo has closed a lot.  I’d still give the XSX controller the edge but by much less.  The plastic feels less ‘hard and stiff’ and has a little more give to it. It has everything features-wise from the Switch 1 controller plus two more buttons on the grips called GL and GR.  These buttons aren’t on the Joycons, only the Pro Controller 2 or Charging Grip 2 (an accessory I don’t have yet, not sure if I’ll get one or not given how much I dislike joycons…), so games won’t be requiring them very often I imagine, but the option is nice I guess.  The new Pro Controller has a standard somewhat looseish analog stick with a circular gate, same as all other Wii and Switch controllers.  Oh well, at least Gamecube controllers still work on this system for something with more precise sticks.

Storage and Game Key Cards

The new system stand is a dramatic improvement over the old one.  This U-shaped stand folds out easily and attaches to the system on both sides, so it’s easy to use and works well. The Micro SD Express card port is behind the stand also, on the top, easy to access.  That is good.  Not at all good is that you can only use new, expensive Micro SD Express cards, and not regular ones, not even for unenhanced Switch 1 games.  That’s really obnoxious of Nintendo, this system needs more storage than you can get from just one card.  Two SD ports would have been fantastic, maybe one for regular cards for games that aren’t enhanced… for this price it should have had something like that.  I haven’t bought a card for the system yet but certainly will have to; the 256GB in the system aren’t anywhere near enough, the new games are larger than old Switch games and this thing is fully backwards compatible and I have like nearly 500GB of Switch 1 downloadable games…

On that note, one large controversy on the Switch 2 is that many games are being \sold in a box with only a Game Key Card inside.  These are basically download keys.  The game isn’t on the card, you instead need to download the game, but in order to play it you have to put the key card in, which has a bit of data on it to verify the license.  It’s a weird hybrid of physical and digital.  A LOT of third party Switch 2 releases are Game Key Cards, and this is marked on their boxes fortunately.  So, having lots of space for game installs will be even more important on Switch 2 than Switch 1.  With only the one SD Express port you will need to either switch cards or delete stuff a lot.  Very annoying.

I’m not as angry about Game Key Cards as some — at least it gives people a physical box to put on their shelf and that is nice — but I do have something to say about all physical Switch 2 releases, Game Key Card or full game on card.  I am obviously a fan of physical media — note my large collection of physical games — but Switch 2 games have an issue: like all modern “cartridges”, including the Nintendo Switch, DS, and 3DS, PS Vita, and one older system, the Neo-Geo Pocket Color, Switch 2 carts are not masked roms with a centuries-long lifespan.  Instead they are flashed chips with a lifespan of decades, not centuries.  Disuse can cause them to lose data as well over years.

So, Switch 2 carts are not forever, not even close, unfortunately.  The discs of a physical XSX or PS5 game are not forever either but they should last a lot longer than a flashed cart if stored properly.  That physical Switch 2 cart may well fail before the Switch 2 servers get shut off and that Game Key Card becomes a little paperweight, who knows?  The main downside to Key Cards is the amount of storage on SD EX cards that those Game Key Cards will require.  The only real preservation here is piracy, but pirates aren’t having an easy time cracking the Switch 2 so far.  Maybe they will eventually, we’ll see.

The Hardware – Final Thoughts

So far, I would say that the Nintendo Switch 2 is a very good system.  It certainly has drawbacks, with its high price and continuation of bad things about the Switch like the very similar Joycons and its bland modern hardware design, but for your money you get a 4k60-capable system with good graphics and some promising early games.  The game library is limited so far, though free or paid updates to games like the Zelda games and others hugely improve those titles by giving them stable 60fps framerates and in some cases also graphics resolution upgrades.  I can’t say that the Switch 2 is a definite buy right now system, not at $500 for the MKW bundle version, but it’s a good console and if you can afford it, why not go pick one up?  There is definitely enough here to be glad you can play one now instead of waiting who knows how long for a price drop that may well never happen or more games.  Is the Switch 2 the best console, no.  But it’s a good console I’m glad I got.  Nintendo fans will like it and are unlikely to regret their purchase.

The Games

Anyway, as for the games… starting Friday I did play some of Mario Kart World and Fast Fusion, though, along with F-Zero GX. Yeah it’s an all racing games launch pretty much, which is interesting. I haven’t tried the non-racing games I got yet.  I will be focusing on Mario Kart World here, with some mention of those other two games after the MKW impressions section.

Mario Kart World: First Impressions Review

Introduction and Game Basics

Mario Kart World… well, it’s Mario Kart. I should say, I have played MK8 but not recently and not on Switch; I’ve only played the Wii U version.  So, I’m going to miss some things I’m sure.  For instance, until playing this I had completely forgotten that Mario Kart removed lap and race times from the series some years back. I had to go look this up and found that it’s MK7 for the 3DS that removed all times from the game.  Up until MKWii the games did keep track of times, but not after that. I think this was a bad decision; having a racing game where your time literally isn’t even tracked in normal races, AT ALL, kind of removes one of the major elements of racing games that keeps you coming back. MKWii is probably the last MK game I really liked… oh well.  My favorites are 64 and Wii. Looking back, the series hasn’t really been the same since they dropped lap times, I guess.  There is still a solo Time Trial mode with times but that’s not entirely the same thing.

Anyway, the audiovisual presentation here is fantastic, MK World looks very nice and runs great. The music is great as well, with a large selection of remixes of lots of classic Mario game music here.  Between the constant references and nostalgic scenery bits all over most of the tracks and the remix-heavy music, this game definitely wants you to think about past Mario games as you play it.  Of course there are new things here as well, it’s not all old.  It’s a mixture done just about right.  I love when the Mario Land 2 or Wario Land 1 remixes play, for instance!  It’s awesome that Nintendo is referencing those games more than they ever have.

The controls are kind of floaty and meh, though, even at the highest current speed class of 150cc; it kind of feels like you’re maneuvering around a boat, slowly, in this game.  The contrast from this to the extremely intense precision of F-Zero GX’s controls could not be any larger, it’s pretty insane to go back and forth between them and try to adjust.  You have the usual options, such as a little jump that skids you as you hold that button down and item weapons to collect.  As in the Switch version of MK8 you can get one or two item item boxes, though you can’t switch between them, just use each in order as in MK8.  They are not bringing back MKDD’s item switching, ah well.

Anyway, there are some new items and ideas here, but I’m not really sure which are new offhand, it’s been years since I played a Mario Kart game.  Here is the good news: whether a new player or old, MK World has a full and comprehensive in-game manual describing how to do all of the moves and everything in the game.  It’s fantastic that this exists in these days of paper manuals no longer existing; most games simply have dropped the manual entirely in favor of either nothing – ‘go figure it out’ – or mandatory tutorials that you better remember.  This game instead has a very nicely done manual section with descriptions and pictures.  Wonderful.

On the note of items, like all the Mario Kart games for a while now, coins return, unfortunately.  This may be an unpopular opinion but I’ve never liked this system at all, and wish it was gone like it was in the best Mario Kart games.  The max is 20 like usual, and the more you have the higher your top speed is… though what that speed IS is unknown, because there is no on-screen speedometer showing how fast you are going, as always in the series there is no speedometer.   Coins were brought back in Mario Kart 7, the same time that the in-game timer was removed from all modes other than Time Trial, as I said earlier.  Both of those decisions were mistakes.  What positive do coins do, exactly?  Punish the player without them because they got hit or missed the ranndom drops or whatever?  How exactly is that fun? It isn’t.  So I get them not because I have any idea of waht they’re doing, but because like, maybe I’ll lose if I don’t have enough, right?  Or maybe I’d win anyway, if the speed difference is small?  I’m sure analysis of how large the difference is exists out there but the game sure won’t tell you.  This contextless, ‘punish the unlucky’ system is not good.  Coins are a bad mechanic the series shouldn’t have brought back.  Oh well.

Regardless, the core is very familiar: it’s Mario Kart in its modern form of MK7 and beyond, with a few tweaks.  I have always liked but not loved Mario Kart; it’s a series that is too random for me to love.  It’s such a shame that this games’ great graphics and engine are spent entirely on this slow-controlling, highly-random kart racer and not something more interesting like Wave Race, F-Zero, etc… ah well.  Anyway, in MKW there are several modes, but it’s all just variations on standard races.  Don’t expect any kind of story here, as always in the series there isn’t one.  You’re just playing for cup medals like always.  That’s fine with me, but some of the details are odd.

For difficulties, this game launched with three speed/difficulty classes, 50cc, 100cc, and 150cc. I haven’t tried 50, but I found 100cc extremely easy; the first circuit on 100cc was pretty much impossible to lose. Some tracks can be a bit tricky on 150cc, but I think ‘Very Easy’, ‘Easy’, and ‘Normal’ would be good descriptions of the three difficulties as they are now. On 150cc is still not especially difficult but does present more of a challenge, I’m not winning every time. Some tracks can be a bit tricky on 150cc, though it isn’t hard, more Normal. 200cc is likely to be added later in a patch or DLC addon, I imagine. I hope it is, it’s something the game needs. The pace of 150cc is decent, but faster would be great.

MK World has a lot of characters.  You start with 32, and lots more are unlockable. , seemingly 25 but perhaps there are more hidden ones.  However, this number is deceptive because for whatever reason they decided to count each alternate costume a character has as a separate character.  So, as you unlock costumes this adds to the character roster.  So yeah, the ‘there are like 57 or whatever characters!’ number is inaccurate.  All the characters you’d expect from the Mario series are here, though, plus more.  Of course this means a bunch of white people and a bunch of creatures, with no non-white human representation, but oh well.  At least there are more creatures to race as now, along with new human characters like Pauline.  This is a Mario-only game right now, though — no guest characters.  It’s sad that the Squid Kids from Splatoon are thus excluded, it was pretty cool that they were in MK8 Deluxe.  However, I do love that Wario’s default outfit here is his classic orange and purple costume from the first Wario Land, not any of his later looks.  As a huge fan of Wario Land 1 who doesn’t like some of the later games as much this was a fantastic choice.  Many of his newer outfits are available to unlock later.

There are two ways to unlock characters.  Some unlock as you beat cups in the two main modes.  These unlock a specific character once you finish at least third in the required cup.  Costumes, however, are unlocked by getting food items at these gas stations and food shops scattered around the tracks.  Grab the food powerup there and you’ll get a random draw of some new costume for a character, or a character, or something.  Who knows?  In the options menu you can choose whether you will transform into this new outfit for the rest of the race or not.  This is an interesting feature, but that this is the ONLY way to get costumes isn’t great as it makes it a complete game of chance as to whether you get them or not.  Characters don’t all have the same number of costumes, either.  Some characters have more outfits than others, it’s not balanced.  I’ve got three outfits for Rosalina so far for instance but apparently the very popular online Cow character has only one.  Due to how costumes each take up a full character slot, finding the character you want can be a pain on the long list.  There is a sort option which puts a characters’ other costumes together with the character but it’s only somewhat helpful.

As for the vehicles, there are a good number of starting vehicles and you unlock lots more as you go.  All vehicles will instantly transform into a boat or jetski form when you enter water, which is nice.  The water physics and visuals here are fantastic and beg for a Wave Race game.  If you go through certain giant star objects, you will also transform into an airplane form.  The wings disappear when you touch ground again, but the flying is fun.  However, one feature that doesn’t return in MKW is the antigrav racing from Mario Kart 8.  This game has ground, water, and air racing, but not antigrav or underwater, for whatever reason those are out.  Maybe antigrav at least will be added again at some point with DLC.  You can also add stickers to your vehicle if you want, and will unlock more stickers as you go.  There are lots of different vehicles at the start and you unlock more as you go.  Each has different stats, so there’s reason to go keep playing and unlock more of them.  Nice.

On the Tracks and Modes

The major new feature in World is the Open World, but it’s basically a side-note here, not a main feature.  You can drive around but all there is to do in the open world is find little mini-missions, if you want. I haven’t tried it so I don’t know if the game keeps track at all of which ones you have tried or completed, but it might not.  The real main reason for the open world’s existence is to connect the tracks together with roads you will drive through in the structured main modes, not for free exploration.  As someone who doesn’t like open world games much I am fine with this, myself.  Still, if you do want to drive around you can.  There are five ? Mark block challenges to find and complete on each course and a bunch of P-Switch challenges scattered around the world.  The game does keep track of how many P-Switch challenges you have cleared but maybe just as a total and not as a thing marking exactly which ones you have beaten, unfortunately.  The ? Mark Block challenges you have cleared are marked on the Open World mode map, though, so that’s good.

Regardless of where you go in the world, the tracks, and the roads that connect them, are very wide most of the time. This was surely done for the new 24 player maximum in races, but it does make the tracks feel almost overly spacious at times.  You almost always have huge amounts of space to drive in, even though you are usually in races along a preset path and not just wandering around.  The tracks have good variety and are a mixture of classic remakes and new courses.  Looking it up, 14 of the 24 tracks are classic remakes and 10 are new, which is a lot fewer new tracks than I thought from having played the game as unlike some past titles this one does not tell you which tracks are remakes and which are new, but the remakes are so heavily visually redone that despite the rough layout similarities of many of them they don’t feel like the same tracks.  Track width, backgrounds, environments, track length, all of those things changed significantly.  So yeah, some general layouts, themes, and elements return from old MK tracks, but the tracks here feel original even when they aren’t due to how much they changed.

Design styles are very different between tracks and the world between them, as the latter is mostly made up of straighter roads.  The main driving challenge of the game is concentrated in the tracks, while the in between parts have more straight line driving as you avoid enemy attacks and try to hit them back with your own weapons.  But beyond that, in general in this game the largest change compared to past Mario Kart games is the increased track width.  I’m not sure what I think of the new super-wide courses but it works with this player count.  There are still some rare tight turns that can be hard to get around smoothly, so there is still challenge to be found in these track layouts.  They are just wide.  You will need to control your kart well, or as well as you can with the games’ slow controls, to do well on all tracks.  The world and the tracks are masterfully designed with a great balance of easy and hard, simple and complex, and all with beautiful visuals as well.  It’s great stuff and a visual showcase.

The two main modes are Grand Prix and Knockout.  They have similarities and  differences.  Similar is that both have eight cups with the same names, the last being unlocked.  First select a cup then a difficulty. The main cup selection menu in the GP or Knockout modes shows the best medal you have won on that course regardless of difficulty.  Once you select the cup, however, it shows your best finish in each difficulty separately, which is great.  In addition to the gold, silver, or bronze for 1st, 2nd, or 3rd, you also get one to three stars for your performance, mobile game style.  I’m not a fan of 3-star rating things in general but eh, it’s something I guess.  To get 3 stars you have to finish in first on all races, which is easy at 100cc but a definite a challenge at 150cc.  Getting all of those would add to the playtime for sure.  Even so, 200cc would be a welcome addition.

In the main GP or Knockout modes, the major new feature is point-to-point races.  Instead of everything being a circuit, this time most races are point-to-point and very few actually involve multiple laps on a single circuit.  In Grand Prix mode, the way this is done is kind of bizarre, though — each cup is four tracks, as usual.  However, it’s not four similar races; the game mixes point-to-point and circuit races within each cup.  Instead, for example, in the first circuit, on the first track of the cup, you do a regular full 3-lap race.  After completing this, you drive to the second track, then do one lap around that track.  Then you drive to the third track, then do one lap around that track.  And then you drive to the last track, and finish with one lap around that track.  The segments in between tracks are about two laps long each so the amount of time evens up, but it’s just bizarre design!  Which track of a cup is the lap-course track can vary from cup to cup, but the general design doesn’t: this is mostly a point-to-point game even when you are racing on a circuit.

As a result, despite being a game with 24 circuit courses,  in GP mode MKW feels like only about one race of each circuit is a regular race, while the rest is a series of long point-to-point races.  Generally the circuits are more difficult, with tighter turns than you usually see in the cross-country parts of tracks, so an option to spend more time on the tracks in the regular GP mode would be nice.  This game would be better with an option — and I mean option, this setup is fun too — to do normal races on all four races of a circuit instead of always having to drive between tracks; as it is you really don’t spend enough time on most courses to learn them or treat them like a regular track.  I’m fine with point to point races as a concept, but at least the last track of each circuit should have also been a full race also!

The actual major new mode isn’t the open world, it is Knockout mode.  This is similar to GP mode, except it’s all point-to-point, you don’t even have that one starting 3-lap race.  Each Knockout cup is a 6-segment point to point race.  After each segment, people too far back in the race get eliminated.  It’s a classic idea but new to this series I believe.  It’s fun enough and provides some tension in multiplayer, and occasionally in 150cc as well.  This is a good mode that so far seems to be the most popular with a lot of people.  There are eight Knockout circuits to choose from, the same number as there are GP Cups, though each have different layouts.  That the other main mode in this game is also point-to-point focused really emphasizes the focus MKW has on these races… despite, again, also having 24 circuit tracks.  Why not also have Knockouts on circuits?  The setup would work well!  Just knock out players periodically.  This should be an option.  Both point to point and circuit have a place, as it is this game probably focuses a bit too much on the former over the latter.

As for the amount of content in the game, as I said GP and Knockout modes have eight championships each, with medals and stars to play for if you want to beat everything on all difficulties.  After finishing the first seven circuits of a mode in at least third place, the eighth unlocks.  Complete that circuit and the credits roll and you have kind of beaten the game, at least in that mode.  This doesn’t take long; I finished GP mode today.  I guess I could call this a review now and not just first impressions?  I’d need to spend more time with the other modes as well to really do that, though.  Of course there is a lot of replay value, but don’t expect more time to credits than past Mario Kart games have had, you won’t find it here.  And even on 150cc, while I found myself certainly challenged at times, I’ve finished every circuit in at least third place even when it felt like I did badly, and all you need to do to move on is finish in third, so the difficulty is questionable if you’re not going online and playing against humans.  If you don’t want to do that, one other option is to play the other, smaller modes.

The first of those other modes is Time Trial, to practice on a track with no other players and actually have your time recorded since in this mode times do exist unlike the rest of the game.  I’ve never found solo time trial to be all that interesting in racing games for whatever reason.  It’s good that it is here though.  Staff ghosts return and you can challenge yourself by trying to beat their best times.

Battle mode returns, this time with eight battle arenas. For some reason, in single player you can’t play a single battle; instead, you choose the length of the battle circuit but the minimum is 3, like VS Race mode. The winner is the person with the most points at the end of the predetermined number of battles. The arenas are all blocked-off chunks of the world map. They are all large, though the sizes vary from ‘probably too big even for 24 players’ to ‘decent amounts of action here’. None are Block Fort N64. 0/100 points for that. There is a track with SNES Mario Kart visuals that would be perfect for Block Fort, so where is it? The closest to that design-wise is probably the water city map, which is my favorite battle map here for sure, but I want to see Block Fort. This game is dripping with nostalgia so it’s a surprising exclusion.

In the primary mode, Balloon Battle, battles consist of a 3 minute timer and the winner is the person who popped the most balloons in those 3 minutes.  You cannot change or disable this timer, unfortunately.  There are options for other things, but not the time.  Each driver starts with 5 balloons and loses one each time they get hit.  You CAN hit yourself with your own weapons.  If someone runs out of balloons in the 3 minute battle they are eliminated and get zero points towards the championship, no matter how many they had, so try to avoid this!  It’s basically the only way to lose to the AI.  Most of the time though everyone survives and winning is based on hits.  This is a fine mode but it’s not as good as some battle modes of the past.  I think that timed-only isn’t the best, a ‘eliminate’ mode would be good to have.  Arena size is an issue too, the meadow one for instance is so large that in 3 minutes you’ve probably spent most of the time not seeing anyone.  It’s alright and surely better in multiplayer — the AI isn’t much for competition, a human should win almost every time against them even on Hard unless you get knocked out multiple times.

Alternately, in Battle mode, instead of Balloon Battle mode, you can also play Coin mode.  In this mode your goal is to have the most coins.  Just like in the other mode, there is a mandatory 3 minute per map timer and you play 3-plus maps.  Unlike the other mode you can’t be eliminated in this mode, so it’s for younger players I imagine; losing 5 balloons in 3 minutes isn’t easy but is certainly possible, I’ve done it against the AI a few times.  Instead, in this mode when you get hit you lose some coins.  Coins spawn in specific spots on each track, and also are dropped when enemies get hit.  The dropped coins disappear after a little while, though, so get them quickly.  The regular coin spots stick around until collected, after which they eventually respawn like item boxes.  This mode is alright fun but not as good as Balloon Battle mode, I’d say; winning here is more about camping the right spots for coins.

Lastly, the definitely misnamed VS Race mode is a pretty nice custom championship mode.  Here you can choose the number of races to play, from 3 to 32, and then choose the tracks you will race on one at a time.  Yeah, just like in Battle mode for some odd reason you can’t do a single race.  Why is that?  For each race you can either select a track itself to just race that track for 3 laps, as you do on the first track of a GP, or connect that track to another to do a ‘drive point to point starting from the exit of the first track you choose, then once you get to the second track race one lap on that track’,  much like how races 2 through 4 in a GP circuit go.  So yeah, you can play a championship with only regular circuit races if you want, it just won’t unlock anything other than costumes if you get those from the random drop powerups at those gas stations along the track.  That’s nice.  VS Race mode is pretty good, great option.  This is one of the most fun modes, I’d say.

However, you can’t just do a full custom championship here using any track — from each course you can only go next to a track near it.  This limitation makes sense when doing point-to-point races, but given that you can also choose to do only circuit races and skip the drive in between, it would be much better if you could choose any track and not only the close ones.  That would make this a real full custom circuit mode instead of a limited one.

Multiplayer

Additionally, the game has two through four player local splitscreen multiplayer and online play for up to 24 racers.  I think that all single player modes can be played in splitscreen, but haven’t tried it yet.

For online, four modes are available: GP, Knockout, Battle, or unranked private game with people on your friends list.  Each of the three main modes has a separate MMR rating, and you start with 3000 rating in each mode, gaining or losing points based on your finishes.  Races have 24 players so it’s somewhat chaotic but it can be a fun time.

In GP mode the game gives you three races to choose from, and you pick one.  Once a lobby of 24 random players is assembled, the game randomly chooses one players’ pick to be the next track you will drive to.  So yeah, it isn’t a popularity contest, it’s a random draw.  Interesting.   Races are usually ‘drive to the place then do one lap around it’, as you’d expect in this game, but occasionally you will end up in a 3 lap race.  While waiting for a lobby to fill up, or in between races during online play, you can drive around the world with the other players in the lobby.  That’s kind of neat.  The multiplayer here is fun but all it keeps track of is your rating and nothing else.  Still, there’s enough here to keep you coming back for a while for sure.

In Knockout mode, the game instead chooses a random Knockout course, so the players get no choice.  You just race on the 6 point-to-point segments or one-lap circuits that the game tells you to.  You still can drive around waiting, but less than in GP mode since this time it only happens between full 6-race Knockout games and not after every race.  After the game the lobby empties, as well, you don’t seem to be able to continue with the same group indefinitely as you can with GP.  Still, it’s a fun and somewhat intense time.  Online Knockouts are definitely competitive.  Of course luck will play a large factor, tis is Mario kart and items will decide many races, but it is fun at least for a while.

Battle mode in multiplayer works the same as GP, each player chooses one of three tracks then you fight on that course.  It’s fun and much more challenging than fighting the computer.

Conclusion

As for Mario Kart World, after playing a few hours I’d say that it’s a good but not great game. The controls are sluggish, the AI a moderate challenge at best most of the time, the playtime to seeing the credits is quite short, and it has some odd feature omissions that really should have been there — an option for classic four track, 3-laps-per-race GPs, was having the costume unlocks be random drops actually a good idea?, 200cc, harder AI, and such — and for anyone buying it at retail $80 is a LOT for what you get, but the $50 bundled price is reasonable. You get dozens of tracks, a decent selection of modes, and enough to unlock to take a decent number of hours to get stuff. It’s fun but I really wish that games like Wave Race existed too, this game teases you with great water but… just for Mario Kart. Bah. Still, MK World is a good time.

Fast Fusion – Impressions

Fast Fusion is a new game from Shin’en, and it’s the long-awaited sequel to Fast RMX from the Wii U and Switch 1.  It’s a Wipeout-inspired futuristic racing game and is really nice looking and fun. The game has great visuals indeed and is very fast, so it’s a fun time.  The controls are good and feel fairly tight. It’s nowhere near F-Zero GX levels of precision, not even close, but it controls fine, and certainly better than Mario Kart World. I’ve only played a handful of races but the game seems good.  Tracks are narrow and have obstacles along the way that you will need to avoid.  The key mechanic is that you can switch between two colors, blue and orange (as per the controllers…), and will need to be on the correct color when you go over a boost pad in order to get the boost.  This seems like a pretty good, classic futuristic racing game and one of the better ones in the genre in a while.  There have been many little indie futuristic racing games over the past decade but most aren’t at this quality.  While a bit loose the controls here are better than most, I’d put it over games like Redout for sure.  This seems like at least a solid B game, fun stuff.

F-Zero GX  – Switch 2 GC Emulation vs. Real Hardware

And now the main event, right? How does this exceptional, but exceptionally difficult, classic play on the Switch? Well, visually it looks insanely good. F-Zero GX always looked exceptionally great and still holds up very very well (apart from the low-poly character models in the post-race screen…), and it looks even better here upscaled to high res.

However, the controls here are somewhat insanely impossible to handle.  The GameCube controller is unique, unlike any major controller since, in two key ways: its high-resistance sticks that push back against you more strongly than other controllers, making precise stick motions easier to perform than they are on just about any other pad, and it has octagonal gates on those sticks instead of circular, also helping you precisely point the stick in the eight cardinal directions.  It’s a shame that features like those, along with the analog trigger buttons and their second-tier click, are unseen since the Gamecube.  Of course, the Gamecube controller is missing a bunch of buttons — not ZL, no GL or GR, no – button, no R3 or L3 analog clicks.  I do not have the new Switch 2 Gamecube wireless controller, but it adds a tiny little ZL button and the system menu and C (camera) buttons, but not the other missing buttons.  Ah well.

Anyway, it is perhaps because of the unique features of the GC controller that Nintendo has probably misguidedly abandoned that have caused Nintendo to keep the GC controller around.  The GC controller now works with FIVE generations of Nintendo hardware, a pretty insane and special fact that surely has no equal across the industry.  Yes, original GC controllers work on the Switch 2.  You just need a Wii U / Switch GC adapter.  I plugged my Wii U GC adapter in and it worked great, my GC controller works on Switch 2.

So anyway, with the Pro Controller 2, F-Zero FX is nearly uncontrollable.  You careen across the track, barely able to fly in a straight line never mind towards, say, a boost, or away from a wall.  I’m sure that people could eventually manage to improve enough to get good enough at moving this average-resistance stick the very tiny amounts necessary to control this game well without crashing into things, but that would be a challenging accomplishment indeed.  Also the game is designed around holding one face button while having instant access to the other three, which of course is impossible on Switch 2.  You can’t just map one of the buttons easily to ZL; maybe there is a way of doing this but I didn’t find it yet. So yeah, a GC controller of some kind is highly recommended…

But I thought that even that didn’t entirely fix the problem.  While the higher-resistance GC stick does reduce the extreme over-precision of this version of the game somewhat, it still feels almost uncontrollably over-precise.  This isn’t a calibration issue, I tried several stick calibrations. It’s something else.  To confirm that it was just the emulation, I got out my original F-Zero GX disc and played it on Gamecube, with the same controller (my orange one).  I immediately noticed the difference — on GC I was able to handle the game as expected.  It’s a very challenging game with extremely precise controls, but on GC it works as it should.  On Switch 2… maybe I just don’t have it configured correctly but so far it feels unacceptably off.  It was surprising when I managed to actually hit boost pads on Switch 2, for instance… ah well.  I will try it again and see if I can get better.

Conclusion

In conclusion, the Switch 2 is great!  It is expensive, but any Nintendo fan definitely should get one once they can afford it.  You won’t regret it.  Mario Kart World is a good classic Mario Kart game and the hardware’s powerful and promising.  It’s good to great despite various flaws — price, ergonomics, and such.

(Meanwhile, while watching this I’ve been watching a pro Starcraft Brood War match video.  Yes I am still completely addicted to SC.  Best game ever.  I will definitely get to making more recordings of old replays of mine.)

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My (Bad) Classic Starcraft Replays – A Game from 2/12/2002

Yes, I finally got around to making another one of these.  I actually recorded this game in the Remastered version back when I made the first video, but after seeing how broken that replay was in Remastered I decided that it’d be better to not upload this, and instead re-record it in the classic launcher.  I finally did that this week and here is the result, a recording of this classic Starcraft multiplayer match from 2/12/2002.  Yes, that’s February 12th 2002.  I do not remember this game specifically, but it’s easy enough to see why I saved the replay, you don’t see nukes used this much very often.

Nukes have always been uncommon and still are, but a lot of other things about this game really make it stand out as old — the insanely large map, how slow we mostly were to expand, and more.  Really old Starcraft games are something else, aren’t they? Like many people I had owned the game for several years at the time this game was recorded, but the level of play is very different from modern games. That’s part of what makes it interesting to watch, though, I think.

The video may look similar to the first one, but on a technical level I made a lot of changes this time when compared to the first videos from January.

– The new video was recorded at 4:3, the correct aspect ratio for the classic Starcraft launcher, instead of my monitor’s resolution of 16:10 as the first one was. Sorry about that. I’m thinking about uploading another version of that first video but at 4:3 this time, it would probably be a good idea — I’m sure it’s more likely to fill more of the screen for most people this way, at 1600×1200 4:3, than at 1920×1200 with black bars on the right and left since only 1600 is actually filled horizontally. (Any modern videos will be in 1920×1200, though. Sorry not sorry.)

– I increased the bitrate of the recording quite a bit. Is the difference noticeable?

– I did the first video entirely in OBS. This time I only recorded in OBS but used separate editing software, something I have never used before. I definitely don’t understand it well but managed to figure out enough to make this video… on the fourth attempt, it took a while to get it to render correctly at 1600×1200 instead of 1920×1080. It worked though, as this video shows! Nice.

What about text articles?  I have some partially finished stuff I could post, and will — there’s a thing about remasters I wrote that I guess I could post, though it doesn’t really have much of a point — but haven’t made any new reviews or anything, unfortunately.  I’m too obsessed with Starcraft to write retro game summaries or reviews… heh.  I do still play Mario Maker 2, but haven’t made a new level yet this year.  I really need to do that.  I have 29 uploaded levels, why am I waiting so long to make it 30?

Posted in Articles, Classic Games, PC | Tagged , , , , , | 1 Comment

My (Bad) Starcraft Replays: A Youtube Series – Intro and First Game, from 10/20/2001

Introduction

Of the games I play the most, Starcraft, GeoGuessr, and Super Mario Maker 2 stand above all others not only because they are the games I am playing the most, but also because they are also the games I watch other people play on Youtube the most.  I also watch a fair amount of retro gaming Youtube, though less than I used to before I got back into Starcraft a year ago now.  The other games I play, including Diablo IV, Dead or Alive 6, and a few others I play occasionally such as Overwatch and Splatoon, are games I don’t watch video of, I just play them once in a while.  I got back into Diablo IV yesterday, actually; I bought the expansion when it released but didn’t really play it until now.  I will certainly continue with that, it’s still a great game.

With that said though, as much as I overall prefer text to video I waste way too much time watching Youtube, so why not make some videos of my own?  I don’t yet have the ability to record from my TV — the problem basically is that I would need a computer in my living room area to record to but I do not have that and it would not be easy to have such a thing unless I buy a pretty nice laptop or something and hope that works — but even though I’ve never used it I can record on my PC, I have OBS and two monitors.

Starcraft: The Greatest Game

And so, yesterday I finally got around to recording something: my oldest Starcraft replay.  I bought Starcraft the week it released back in 1998, after much excitement.  I have never been more hyped for a game release and surely never will be, but it fully lived up to my expectations.  In fact, it was even more amazing than I expected!  Starcraft is the greatest game ever made, with the most amazing mixture of strategy and skill imaginable.  There are other games with deeper strategy and other games with more direct action, but no other game matches Starcraft’s perfect blend of the two.  Chess or a wargame may have more strategy, but you have infinite time to make each move.  Starcraft requires not only good strategy but also exceptional physical skill.  It is an uncompromising, stressful game to play, you need to be at the top of your game to have a chance.  I rarely manage that.

Despite that Starcraft is the most fun and rewarding game you can play.  Even though I am hopelessly terrible at the game, do I quit forever?  No.  I’ve stopped playing for years, but always return to this game because it’s the best.  There is nothing else like it and probably never will be.  Games today have more player aids, more automation, and either less basebuilding, as you see in many modern RTSes such as Battle Aces, or a focus exclusively on that side of the game but with much more detail and economic complexity, as you see in They Are Billions.  Starcraft is what it is:  The great.  Gaming’s most exceptional masterpiece, and its best representative to the world about what an electronic game can be.  When I think of humanity’s great accomplishments in art, music, and such, Starcraft is gaming’s top entry on the list in my book.

However, as amazing as Starcraft is, unfortunately we couldn’t save replays in the early years.  I’m sure I would havesaved at least a few if we could have before then, but we couldn’t.  Replays were not added to Starcraft until May 2001, about three years after its release.  Unfortunately, I did not often save replays once they were finally added.  I only have 45 replays from 2001 to March 2017, before the release of Starcraft Remastered and its fantastic automatic replay save feature, and a majority of them are games against some people I knew on the internet, one guy from Tendo City particularly.  Games against random opponents?  I rarely saved them, for whatever reason.  And while I played a lot of Use Map Settings games — Starcraft invented one of my favorite strategy game subgenres for example, Tower Defense — I have no UMS replays from before Remastered, if the game allowed you to save them.  Oh well, what can you do?  At least I have a few replays of random multiplayer games, plus a bunch against people I knew.

My Oldest Starcraft Replay: A 3-player FFA from October 2001

And of those games, this is the first one: a game of me against two random opponents on the then-ubiquitous map Lost Temple from October 20, 2001.  It’s really unfortunate that this is my only replay from 2001, but it is.  Oh well.  Considering how bad I am, and was, at this game I was not expecting all that much from a game from my late teens, but this is a surprisingly fun match that I recommend Starcraft fans watch.  It’s fun stuff.  Back then, like most players, I played as all three races.  In this game I’m Protoss but in other games I play as Terran and Zerg.  Nowadays I mostly just play Terran.

This was recorded with the original Starcraft patched to version 1.08b, the correct patch for when I saved this game game replay in ’01.  The video is recorded in the original Starcraft and not Remastered not because I prefer it — I actually prefer Remastered, both for significantly improved replay features and for the really nice HD graphical overhaul — but because the replay breaks very badly in Remastered.  Even though Starcraft has not had a balance change since early 2001, there were many patches over the years fixing various bugs and adding other things.  Some of these changes break replays unless played back with the correct old version of the game, as there is no built-in patch changer function to make old replays work.  Most classic, pre-2017 replays have issues when run through the Remastered engine and this replay is no exception.  When run in the classic game patched to the correct patch via a fantastic fan-made patcher utility, however, the replay works great!  I decided to record a video of myself watching the replay, and uploaded it to Youtube.

The ending to this game may be somewhat cliche for a FFA, but despite this I think this was a pretty fun game, some entertaining things happen and there are some nice, if poorly microed by all contenders, battles. It’s too bad I don’t have more replays this old — this is sadly my only replay from 2001, the year replays were added to Starcraft, and I only have 45 from 2001 to March 2017 combined — but I have at least these few and I’m going to upload recordings of some of them, starting with this oldest replay I have of my games.

On a related note, I also have a similar number of Warcraft III replays but uploading them will be challenging, getting the game to the correct patches for replays mostly from the mid ’00s won’t be easy. I do want to try, but I haven’t found a WCIII patcher utility that allows you to easily change to the early versions of the game, and that is what I would need.  Otherwise I would need to try to find all the patches, install base WCIII, and then watch the replays for each version one version at a time before installing the next patch.  That sounds like a huge pain, but I might do it.  I have not gotten back into Warcraft III as I have Starcraft, as its focus on hero skills is something I find much harder to go back to than SC’s focus on pure skill and mechanics, but still it is a game I loved and considered the best game ever for a while after its release.  I would love to watch those old replays as well.

In conclusion, I am not very good at Starcraft, and never have been, but despite this it is my favorite game ever and a game I still play and enjoy.  I think that just because I have never wanted to learn serious keyboard micro doesn’t mean I can’t enjoy this greatest of games as much as anyone better. I am better than you see in this video now, though I haven’t played much Protoss in a long time as I mostly play Terran now, but everyone else is a lot better as well.  I’ll probably eventually record some of my modern games, though they are about as far from the skill you see in professional Starcraft games as is possible; I am a 900 to 1000 rated player and only am that high because of how often people quit instantly in order to falsely tank their ranking.  I usually lose, and I don’t use keyboard hotkeys to build buildings because that has never been my idea of fun.  Again, though, I am fine with this and love playing it anyway.  I hope any potential viewers can accept this.

I have learned something from all the pro Starcraft I have watched over the past year, though.  I may still usually lose, mostly just use the keyboard for some control groups, and struggle at both micro and macro, but have I learned anything since this game from 23 years ago?  Yes I have.  Executing on what I see is more difficult than it would have been when I was younger, but despite this I’m better at the game now than I ever was before.  I build more than one unit production building of each type most of the time now, for example.  I get a lot more workers, more than the one per patch I often did before.  I use somewhat better strategy, and make more use of control groups than I used to.  You will not see me doing much of those things from these games from the ’00s, sadly.  But nobody was as good then as players are now.  As you will see in this video, the other two players in this game are every bit as bad at the game as I was, or worse…

The Video

Me, A_Black_Falcon: Brown Protoss (center)
Red, sw-firefanatic: Red Zerg (lower left)
Blue, {HD}DarkShadow: Blue Protoss (upper right)


Not The Video

This video is of the same replay as above, but as it looks when recorded through Starcraft Remastered.  Do not make this the only version of this game you watch, you won’t have a very good time.  Probably do not watch this video at all unless you are really interested in the kinds of ways replays break, which I guess perhaps someone out there might be.

Conclusion

So yeah, I won!  That didn’t happen often and probably was part of why I chose to save this game and not any of the others from 2001.   It was a pretty crazy game too, it was close and with different decisions anyone could have won as I said previously.  Fun stuff to watch.

Outside of the events of the game itself, the most interesting thing about making these videos is that contrary to what I might have expected, the video that is mostly 640×480 upscaled to 1920×1200 is quite a bit larger filesize than the one that is about the same length and is entirely 1920×1200– recording it using the default settings on OBS, the former video is ~650MB while the latter is a bit over 1GB.  Huh.  I guess the scaling takes up a lot of space? How odd.

Anyway, in conclusion, Starcraft is the best.  Play it.  If you haven’t, well, play the campaign; the original-graphics, non-HD version of the campaign is actually free to download.  Though the multiplayer is really what makes Starcraft immortal, it’s a great campaign, one of the best.  I will be recording more videos of some of my other replays, both old and new.

I’d love to have any comments about how to do a better job recording the replays.  It’s trickier to do in the classic game than in Remastered because the game minimizes when I click on my second monitor and doesn’t always lock the mouse onto the screen, resulting in the camera sometimes moving to the left uncontrollably when I accidentally move it just a tiny bit too far left towards my second monitor, and making adjusting anything in OBS impossible while recording a game.  This is not an issue in Remastered, but as you see above you can’t use Remastered for replays like these, so oh well.  I figured out how to make it work but certainly could have done a much better job.  Sorry about that.

Posted in Articles, Classic Games, Legos, Modern Games, PC, PC, Saturn, SNES | Tagged , , , , , , , , | Leave a comment

On Doom CD32X Fusion – An Amazing Homebrew Accomplishment for the Sega 32X CD

Doom CD32X Fusion is a brand-new homebrew version of Doom for the Sega 32X CD.  It’s really amazing with fantastic performance, and makes use of all five CPUs in the Genesis with Sega CD and 32X in order to get the best performance and graphical output possible on the hardware.

Features: 100 levels, 96 FM music tracks, a fully redone from scratch port that takes nothing from original 32X Doom, a game which makes full use of a complete Genesis with Sega CD and 32X setup.

In order to run the game, you either need to use the Ares emulator or have real hardware.  For emulation, Ares is required because other emulators don’t support cart+cd combo releases like this, only a CD-only or cart-only game.  For real hardware, you must have a Genesis with a working Sega CD and 32X attached, a flash cart like an Everdrive, and a computer with a CD burner and a blank CD.  Fortunately I have all of these things.  I’ve never actually used my Genesis Everdrive Pro before this, for whatever reason I’d bought the thing a year or two ago but never used it, but now I have.

Yes, it requires both a flashcart and a real Sega CD drive with disc, since the game is a cart game with additional data on the CD so it requires both.  The release is entirely legal because it doesn’t come with the Doom or Doom 2 game files; instead, Doom CD32X Fusion is a pair of rom patches and a cuefile.  You use a rom patcher to apply the two patches to your Doom and Doom 2 WADs, then prepare and burn the CD with the cue file. Then load up the game rom on the Everdrive while the disc is in the SCD’s drive and the game will load.  The game could have its own cartridge and CD, of course, instead of needing an Everdrive or similar and a disc you burn yourself, but I don’t know if this will ever have an official release, I doubt it.

As for why the game requires a working real Sega CD and can’t run through the Everdrive Pro like the cartridge does, that’s a somewhat complex question.  Part of this is because the cartridge port is using the cartridge with the main base game data, and I’m not sure if it would be possible to emulate both CD and cart at the same time… but this doesn’t matter, because while the Everdrive can emulate a Sega CD (but not a 32X), you can’t run CD images on an Everdrive with a 32X attached to your console.  This is because the 32X locks out some Sega CD access from its cartridge port.  The only way around this limitation would be a hardware device which plugs into the Genesis accessory port, and so far no such device exists.  And so, as an aside, with an Everdrive Pro basically you have a choice: have your 32X attached to your full ‘tower of power’ setup and be able to play 32X game files, or remove the 32X and be able to play Sega CD images, play Sega Master System game roms, and to use the in-game menu to do things like quicksave.  SMS games are disabled because the 32X disables SMS support, but I don’t know why that last one is that way… but yes, for some reason the ingame menu is disabled with the 32X attached. So yeah you lose a lot with the 32X and an Everdrive, but I love the 32X so I don’t know if I’d ever remove it.

And plus, with the 32X you can play this amazing homebrew release, Doom CD32X Fusion!  Again this is basically a cartridge game which uses the CD for additional data, so the core Doom 1 files are mostly on the ‘cartridge’, while the Doom 2 files, the other levels on this collection, a lot of FM music tracks, and anything else you add — CD audio music tracks if you want them, additional levels, and such — go onto the CD.  For the record this game has a 4MB (32 Megabit) cartridge and a 17MB CD.  Could this have been done with a large bank-switched cartridge, instead of cart+CD?  Maybe, I’m not sure, but either way on that but this way it’s more like a real Genesis game — the largest Genesis game ever was like 5MB, so a 20MB bank-switched game or something would not be realistic for a real Genesis game, but this setup certainly could have happened.  By default there is no CD audio on the disc, but there is a CD audio option for if you add any wave files to the disc (and add in the files into the cuetable, of course).  The 3DO Doom soundtrack would probably be an ideal addition.  The FM music is good and there is a lot of it — over 90 tracks I believe they said — but not every track is equally good. When comparing this music to SNES Doom music some is better on each platform.

I need to make it clear though, yes, because there is a CD there are load times.  All loading is in between levels though, not during stages, and the loads aren’t very long, five or ten seconds or so probably.  The way it works is that the cart has the core Doom textures on it.  Any level using anything beyond original Doom’s textures puts them into the 32X’s RAM from the CD during the pre-level load.  This is ideal because you don’t want to be having to load data from the CD during play, Doom would not be a good fit for live-streaming data I would think, a pre-load into RAM is the better choice.  Obviously this uses up 32X RAM so the number of added textures is probably limited, I don’t know the details.  Level sizes are also more limited than PC Doom due to memory limitations or somesuch.  This doesn’t affect Doom 1, but does affect the other games.

Still, this release is pretty amazing stuff for multiple reasons, and one is the performance.  You have some nice graphical options here, including whether to have full textures on the ground and ceiling or to remove them and what resolution to use. The game also has an on-screen framerate display.  The framerate maxes out at 30fps, you can’t go over 30.  Sure, that is fine.  At the default ‘one step below full screen so there is a decent-sized border but it’s totally playable and is similar to the original SNES or 32X versions of Doom’ screen size the game runs quite well, over 20fps almost all of the time and often close to 30.  Turn it up to full screen with full textures though and it’ll often be like 15fps, less in areas full of enemies. Turning off the ground textures bumps it over 20fps though. Comparing this to ’90s console versions of Doom… seriously, this significantly outclasses most of the “more powerful” consoles!  This really shows how much power the Sega Genesis’s two processors, plus the Sega CD’s processor, plus the two in the 32X, can do when all used together by modern programmers.

As for in-game features, you start out by choosing to either run Doom (original PC Doom), Doom 2 (straight from the PC!), Resurrection (this is based on Doom 32X Resurrection, which was an enhanced version of original 32X Doom, so it has the cut-down Jaguar level maps and such), run (Mini-)TNT, or go to a file browser to run something else if you put more levels on the CD before your burned it. TNT is a selection of 5 levels from the TNT Evillution part of Final Doom.  A full conversion of Final Doom was abandoned because a lot of its levels are too large to fit into this games’ limited memory size, or something like that, so converting the levels to 32XCD took a huge amount of work.  That any of Final Doom at all is here is really cool, though.

Once you choose a game, you can start a new game in either single or multi player.  The game supports both two player split-screen and two player link play.  I’m not sure how the link cable play works, you’d need quite the setup to try it, but it exists.  It’s probably designed to use the Zero Tolerance controller 2 to controller 2 male to male controller cord?  I’m not sure but that would be the only way that makes sense.  How many people have two full ‘tower of power’ setups to make use of this, though?

As for the controls, obviously since this is the Genesis it can’t use L and R for strafing as you could on SNES.  Instead, you hold C to strafe.  It works but you can’t circle-strafe, oh well.  I don’t care.  The other two buttons are fire and use.  With a 6-button pad Z opens the map and X and Y switch weapons, or you can hold Mode and press a button for instant access to each weapon.  The game also has Mega Mouse support, but I don’t have one so I don’t know how well that works. (I really should have the light gun and mouse for the Genesis, but for some reason I don’t…)

You also can “save”, with two save slots, and load your save game.  The two slots are universal and it doesn’t tell you which game each file is from, only the level name.  That’s a little annoying, but oh well.  Also, you can’t save anywhere.  Instead this game only saves from the beginning of the level, much like a classic console game.  Ah well.

In terms of enemies, everything is here other than the Arch-Vile, Pain Elemental, and SS Soldier.  I have heard of the Arch-Vile but don’t know what it is offhand, and don’t know what those other two are I presume they’re from Doom II?  Never played it.  This game does have reverse sides of enemies, unlike the original SNES or 32X versions of Doom, and does have the invisible demon.

Visually, this is extremely accurate to the PC game, except for areas where levels had to be reduced in detail in order to fit in memory.  Some things did need to be changed, particularly in the few levels of Final Doom that are here but also some in Doom 2, but it’s as accurate as possible.  It has all of the little added graphical details of PC Doom that were missing from the ’90s console releases.

To mention a few other issues with this game, the map is the same as on the PC, so you don’t have the cool Mode 7 map of SNES Doom. It’d be a neat option but I understand sticking to the base design.

Also, while Doom’s levels are here, some of the rest of Doom’s presentation is not here. That is, the map screen between levels doesn’t exist here.  There is still some in-between-level text, though, but not really the original episodes given that the map is gone and levels are numbered 1 to 27, not within each episode.  You pretty much just play the 27 levels of Doom one after another.  That’s pretty disappointing!  The original 32X version of Doom was like this as well, and it’s one of the reasons why it’s worse than the PC (or SNES) versions.  I hope that the map screens can be added back in at some point, I at least miss them.  I know that most Doom sequels don’t have map screens, but I think they should.  It adds a sense of place and continuity to the game that is otherwise missing.

Overall, I haven’t played this a lot but I have played it and it’s quite impressive.  I’ve never played Doom II before, actually, despite owning it for PC.  Maybe I’ll play it now.  With a lot of levels and fantastic performance considering — with only minor sacrifices this game runs at a pretty stable 30fps — Doom CD32X Fusion is just amazing stuff!  This is the first and only game to make full use of the whole Genesis setup, with a cartridge 32X game with a CD for additional data, and making use of all the processors for the best performance possible.  Yes, this release has a few limitations, with its limited level size keeping them from converting most of Final Doom, FM music that is pretty good but sometimes doesn’t match SNES Doom’s greatness, no map between levels in Doom 1 — seriously, this is so unfortunate — and no circle-strafing, but still this game looks incredible and plays fantastic.  It’s amazingly PC-accurate with only minor cuts.  This is probably the best way to play Doom on a classic console, only the Playstation version compares and it’s stuck with the cut-down Jaguar level maps in Doom 1.

Find the game here:
https://www.doomworld.com/forum/topic/148783-doom-cd32x-fusion/

Posted in 32X, Articles, Classic Games, Genesis, PC | Tagged , , , , , , , , | Leave a comment

Warcraft I Remastered & Warcraft II Remastered: A Badly Broken Dream Come True

Just as a note, this is not a full review of Warcraft I or II, so if you know nothing about the game you probably will miss some of the context here.  Sorry about that.  The section about the missing multiplayer features should be clear enough to anyone, though.

Introduction

For many years now, the game I have most wanted was a remaster of Warcraft II. It’s something  I have often thought about… like, how amazing would it be if WCII got a remaster?  It’s one of the best games, it deserves it!  And Blizzard has been making remasters of its classics for years now.  First Starcraft got an amazing remaster, then Warcraft III a pretty bad one, then Diablo II got a great one, and they re-released their SNES games as well… but where was the re-release of Warcraft II, an exceptionally great game deserving of high praise?  Warcraft II has a permanent place in my top 10 best PC games ever list, and I don’t think that’s just because of nostalgia; it really does have some of the best of everything.  I would pick Warcraft II as having the best soundtrack ever in a game, the best voice work ever in a game, and some of the best gameplay as well.  Oh, and its cartoony art still looks absolutely exceptional and barely needs anything more than a resolution boost to match the best sprite art out there today.  Warcraft II is one of the best games ever and deserves an absolutely top-tier remaster, one that isn’t just a nostalgia piece but that brings this top-tier classic to the prominence it deserves.

Well, the good news is, it just got a surprise remaster!  The bad news is, that remaster, while fine for single player play, is very very badly lacking in online features, falling far behind the featureset of Warcraft II Battle.net Edition, a release from 25 years ago.  Ouch.  So let’s begin.

Warcraft II versus Starcraft

First though, I would like to compare WCII to the game I have been most obsessed with again this year, the greatest game ever made.  I should say right now, while I deeply love Warcraft II, Starcraft is the better game.  Starcraft is a work of genius that the industry has never managed to match again. The game is still played professionally for a reason: the game is, while flawed in some ways as all games are, exceptionally special. And yes, unlike pretty much any other game from the 1990s, Starcraft 1 has a very lively pro scene in Korea, for any who don’t know.  The most prestigious tournament happens twice a year; look up SSL Autumn 2024 if you want to watch the most recent one.  Starcraft balances a very high physical skill requirement and a high strategic requirement for what is, overall, one of the most challenging and intense competitive games ever made.  There are plenty of games which require deeper strategy, and some which require faster inputs, but few to none that require more of both.  It is as amazing a thing to watch as it is to play.

But what of Warcraft II?  It is a truly amazing game, accessible and yet deep, fun and challenging.  This remaster makes a few small tweaks to the game, such as increasing the unit selection count to 12 from the former 9, but otherwise it’s Warcraft II as it ever was, just higher resolution.  And there are reasons why Starcraft is the better game.  WCII is simpler, with less strategic depth than SC; is less balanced, with two races one of which is clearly better than the other; doesn’t have different terrain heights; has poor unit pathfinding so you will need to micromanage units to keep them from getting lost; doesn’t have features like waypoints or unit queueing in buildings that build units; has a whole naval component to the game that you will only ever use in certain specific maps but more often will have to ignore; is more random because where in Starcraft a unit may do, say, 9 damage, in Warcraft II a unit will do a range of damage instead, such as perhaps 2-50 or somesuch; and more. Warcraft II is one of the greatest games ever, but it doesn’t quite match Starcraft.

Regardless, Warcraft II IS one of the best games ever and it does have a whole lot of strengths.  For one, since it is simpler than SC, WC3, or SC2, the game should have a bit lower barrier to entry.  Yes, it’s archaic in ways such as pathfinding and unit queueing, but the gameplay’s perfect balance of simplicity and depth makes for something anyone can get into with a little practice.  That is not to say that Warcraft II is easy, though; there is plenty of challenge to be found, both in the expansion campaign and in multiplayer.  The game has significant strategic depth and is incredibly fun to play.  I think that if the online is improved on and if the racial imbalance could be fixed to make Humans as good as Orc, WCII could have a great future as a popular online game.


Warcraft I Remastered (Originally, Warcraft: Orcs and Humans)

Before I continue with talking about the new features and problems of Warcraft II Remastered, however, I should talk about the other new part of this package, Warcraft I Remastered.  This Battle Pack comes with a remaster of Warcraft I, also, remember! Warcraft I is a game I got for my birthday back in 1995, and it is the game that introduced me to the RTS, so I have a lot of nostalgia for it.  Despite that, though, it isn’t a game that I have revisited much at all.  Going back to the original release now, I had forgotten how primitive it was features-wise in a lot of ways!  Warcraft II still feels reasonably modern; yes, it’s missing things like waypoints and unit queueing, but those things are minor compared to the gulf between Warcrafts 1 and 2. Warcraft 1 as originally released didn’t have control-grouping units.  You could save three map positions with Control + F1 to F3, oddly enough, but not save unit groups or buildings.  Warcraft II does have control-grouping units.  WC1 doesn’t scroll when you push the mouse to the edge of the screen, either, only when you click the mouse button down while at the edge of the screen.  You can center-click to center the view on your mouse cursor, though, or move the screen view around with the arrow keys.  Given how awkward scrolling is otherwise these features are important.  WC2 scrolls when you push the mouse to the edge of the screen, as you would expect.  Warcraft 1 doesn’t have right-click support for things like auto-harvest or auto-attack, either, so you need to either use the keyboard hotkey or click the interface button to have a worker mine or cut wood, for example.  Units won’t attack if you right-click on an enemy, either, use that hotkey.  Warcraft 2 changes all of that with right-click commands.  WC1 does have a way to bring up a box to select multiple units at once — you hit a keyboard key to bring it up — but it has a maximum unit selection count of four.  WC2 increased that number to 9, SC to 12, WC3 to 16, and SC2 to infinite.  WC1+2 remaster went with a limit of 12.  But back to the original release of WC1,  even if you have, say, only peasants selected, you can’t give them all a group Mine command; you’ll need to do that one at a time, with each of them.  That is one fault that Warcraft II unfortunately did carry over, you still can’t, say, tell two Paladins to heal one unit if you have both selected.  Too bad.

But as for WC 1, that isn’t even all of it.  For a few things that are both positives and negatives, your basic workers in WC1 cannot fight, at all.  Yeah, if all you have is Peasants or Peons, even one enemy is Game Over, you cannot fight back.  That was something I had totally forgotten.  WC1 is also a 1v1 game only; it’s always one against one, Human against Orc, you against either the computer or another human.  That’s fine.  The game doesn’t have a map editor to make your own maps, unfortunately, though.  It does have the somewhat interesting feature of a unit stats editor, however, so you can modify the game by changing unit stats and play around with that.  It also does let you play single games against the computer on a variety of premade maps.  And lastly, while Warcraft II was originally a high-res- for-the-time SVGA game designed to run in 640×480 or even 800×600, Warcraft 1 is a regular VGA game, running in 320×240 or so, and it has the very low-rez, blocky look typical to VGA games of this detail level.  Visually, Warcraft 1 looks old in a way Warcraft II doesn’t.  WCII was a next-gen game for its time thanks to its SVGA graphics and it holds up much better than this game.  It’s hard to believe that they released only a year apart, it looks like so much more than that.

That may seem like a lot, but Warcraft I was a pioneering game at the time of its release! It was one of the early titles in the Real-Time Strategy genre and pushed things forward in quite a few ways.  The interface and controls were more advanced than prior RTSes like Command & Conquer, for one thing.  Another thing was the multiplayer, from this point on an areaa of Blizzard special focus.  Having multiplayer at all in an RTS in 1994 was a somewhat big deal.  The original game supported two player multiplayer by either LAN or modem.  That was pretty cool.  The 12 mission campaigns  were reasonably challenging, too; I remember it taking me quite a while to finish.  The single missions against the AI can be tough as well.  The game is definitely not perfectly balanced — archers are much stronger than melee troops and summons are overpowered — but it was good enough for the time.

So, how is the remaster?  On the one hand, it is single player only, shamefully.  On the other hand, it modernizes the interface across the board, bringing things up to Warcraft II’s level in terms of controls.  Now you can have workers mine by just right-clicking on the mine, you can select up to 12 units just like the WCII Remaster, you can attack an enemy by right clicking on them instead of having to hit A or the Attack button on the interface and THEN clicking on them in order to attack the enemy, you can scroll around by just moving the mouse to the edge of the screen, and more.  It’s utterly fantastic, game-changing stuff that dramatically modernizes this title.  I love the results of this.  You can go back to WC1-style inputs if you want, as a menu option, but the WCII style is so much better that there isn’t all that much reason to.  I’m sure this will lead some to say, well, why couldn’t both games have been further improved with features like the aforementioned unit queueing and waypoints?  And yeah, that’s a fair point, perhaps it should have been.  I know that Age of Empires II has added some modern quality of life improvements, why not Warcraft II?  I don’t mind not having those features, but if most people would prefer them they should be added.  I think that such additions should be limited, I don’t want the game to become too automated, but features from Starcraft 1 like queueing and waypoints would fit well in these games.

But yes, the elephant in the room is that Warcraft I Remastered is single player only.  Yeah. The multiplayer is entirely removed! Warcraft II Remastered’s multiplayer may be shamefully bad features-wise, as I will soon explain, but at least it HAS it!  Warcraft 1 Remastered doesn’t have any multiplayer at all, for whatever reason.  The graphical upgrade looks very nice, with sprite art that is true to the original designs but much higher resolution.  I never thought I’d see HD Wolf Riders, WC1 Peasants, and the like!  It’s pretty cool.

Comparing Warcraft 1 to Warcraft II, Warcraft 1 has a more realistic art style than WC2 went for, with much more of a standard fantasy look, so it’s really cool to see it in higher quality.  At the time I liked some things about WC1’s art design better than WC2’s; it all depends on what you think of realism versus cartoon art design.  It’s also much easier to heal with WC1’s dedicated healers, the Priests, than it is with WC2’s knight/healer hybrid unit, the Paladin, who have to take time from their fighting to heal eachother and heal less per heal.  Warcraft I also has a few interesting cave missions during each campaign where you don’t build a base but instead have to explore and accomplish an objective with just the units you are given.  I wouldn’t want that in every mission, I love base-building, but having a few of these to mix things up is nice.  WCII doesn’t have them, unfortunately.

However, removing the multiplayer entirely is pretty unforgivable.  Is the Warcraft Battlechest worth getting, yes, absolutely, but I very much hope that eventually they patch in the 1v1 multiplayer mode that this game should have had.  Warcraft II is the better game, but it’d be pretty amusing to play WC1 multiplayer online sometime.  Still, this remaster is a lot of fun.  WC1 with WC2 controls was a fantastic idea and it’s great.

Warcraft II Remastered: The Release and Single Player

But anyway, I should get back to the main point here, about Warcraft II.  In terms of interface, WCII Remastered is very similar to the original, with almost no changes other than the aforementioned 9-to-12 selection limit increase.

To reprise, just a few weeks ago, Warcraft II Remastered shadow-dropped, in a Warcraft Battlechest collection including a patch for the very troubled Warcraft III remaster and a remaster of Warcraft I.  Wow, what a deal, two brand new remasters of some of Blizzard’s best games, and fixes for the WC3 remaster as well!  How can it go wrong?

Well, this is modern Blizzard we’re talking about here, a company that is sadly far from its ‘clearly the best game developer in the world’ status that they had from about ’95 to ’03, but hey, the Diablo II remaster from a few years ago was great, so this could be good, right?

Well, unfortunately, it’s not.  Oh, if you are only planning on playing in single player, the remaster is pretty solid.  The interface for selecting custom maps is bad — it shows everything in one list and there is no folder support — but otherwise it’s fine. The music is as amazing as ever, the graphics have a mostly great-looking high definition overhaul and are still beautiful sprite art, all four single player campaigns from the base game Tides of Darkness and its expansion Beyond the Dark Portal are here, and more!  Hours of classic RTS single player fun are here for anyone to enjoy, and I’m sure plenty of people who have not played the originals will enjoy these campaigns.  The new graphics look fantastic, everything is very true to the original designs and look amazing.  I should say, though, that both Remasters call the CD audio soundtracks a “remaster” but they are not, that’s a lie; it’s the CD audio music from the original discs.  The “Original” option is the optional MIDI songs that you could enable if you wanted.  This is a bit unfortunate because an orchestral redo of WCII’s exceptional, Baroque-style musical score is something which the world deserves.  WCII’s music is from a time before all fantasy game soundtracks went for a cinematic-style score and it is better for it.  Warcraft III, for example, goes all-in on cinematic extravagance in its soundtrack and it’s pretty great, but overall WCII’s is better.  And those voices… unchanged is perfect.  They’re the absolute best.  I love how serious the Paladins are, particularly.

The game has some nice new features like a level select screen that lets you start from any level you have reached without needing to remember to save at the beginning of each mission, also.  The mission briefing screens have been redrawn and look good.  The menu fonts are pretty basic but work fine enough.  I will not spoil the stories of any of the games, but they tell entertaining fantasy tales, full of tragedy, violence, and humor.  They are certainly not the most complex plots ever and almost all characters and units are either white men or green orcs, something which bothers some I am sure, but I am fine with this; that’s fantasy genre-accurate, and is pretty much how it would have been had a portal to an Orc world had opened in a medieval European-style kingdom.  If you’re thinking about buying this to play through the single player, either as someone who played it back then or as someone who has never played the game before, I highly recommend it.  It’s fantastic and a lot of fun.  The base campaigns probably won’t challenge a skilled gamer all that much until the later stages of each one, as the challenge doesn’t really start until about the eighth mission of 14, I would say based on playing the game again now, but the expansion campaigns are indeed still pretty tough.  I could never beat them back in the ’90s, they were too hard.  I haven’t tried to play through them again yet but surely will.  I am sure I will do better than I did as a teenager.  It’s unfortunate that the expansion adds no new units or game mechanics other than Heroes with higher stats than regular units, but oh well, at least it added new full campaigns and plenty of challenge.  You will get your moneys’ worth out of the single player.

Unfortunately, however, right now you probably will not be getting your moneys’ worth out of the incredibly basic, nearly feature-free multiplayer.  Despite being quite new Warcraft II Remastered’s online is already sparsely populated.  You will soon understand why.

Warcraft II Remastered: The Multiplayer

The multiplayer in Warcraft II Remastered… exists.  There is a Multiplayer button on the main menu, and it opens a games list.  There you can either join a game in progress, or create a game of your own.  Okay, that’s alright.  The problem is that the list of missing features is insanely long.

  • WCIIR comes with 39 maps, all original Blizzard maps from 1995-1996.  The three maps Blizzard published after the release of the Battle.net edition in 1999-2000 are not included, and nor are any new maps.  So, there are no modern, balanced maps here, only mid ’90s maps with their entertainingly imbalanced designs, where depending on your start point you surely will be at an advantage or disadvantage over some other players.  This is map design that Starcraft’s online map pool weeded out over a decade ago or more.  Yes, I love Garden of War, it’s one of the all-time-great RTS maps, but is every start point as close to equally fair as you can get?  No, of course not.  It isn’t symmetrical, it is designed in a more ‘realistic’ manner without regard to equal balance for all.  But the WCII map editor is included with this release.  It’s buried in a subfolder, is entirely unchanged from the WCII BNE version of the editor, and doesn’t have an icon in the Battle.net Launcher, but it’s there.  So okay, you can solve the maps problem by just making new maps and letting other people download them in-game, right?  Automatic map download has been a feature of all Blizzard RTSes with online play… except for this one.  That’s right, if you create an online game with anything other than one of the 39 built-in maps, nobody else will be able to download the map, so you will not be able to play the game.  In my experience it’s actually even worse than this, and I can’t even stay in the game MYSELF!  The game falsely gives a “map not found” error whenever I try this AS THE MULTIPLAYER GAME CREATOR.  The map in question is in the maps folder on my hard drive, I put it there.  It is not “not found”.  This is a missing feature that absolutely must be fixed as soon as possible, limiting people to only the under 40 maps from ’95-’96 and nothing else is insanely awful.  Of all the missing features this is by far the worst one.  Obviously in custom games Starcraft Remastered has auto-map download, and lets you create custom games with your own maps.
  • WCIIR does not have any kind of replay-save feature.  Of course, Warcraft II never has had a replay system, but Starcraft had one added back in 2001 and WC3 and SC2 have had them from day one. Putting replays into WCII should have been a no-brainer, it’s a hugely useful feature for helping people to get better at the game by studying replays and for remembering great moments.  I watch a lot of Youtube videos of casts of Starcraft replays, and it’s fantastic fun to watch.  There is one channel I know of that frequently posts WCII gameplay, but that channel needs to record from outside the game since, again, no replay system.  It’s just pathetic that BLizzard actually shipped this game without adding replays.  It shows that they don’t care about WCIIR’s success like they should. Starcraft Remastered obviously has replays, and all SC:R replays can be played by anyone with the game since SC has not had a balance patch since 2001.
  • WCIIR does not have an Allies button or menu during games.  In all other Blizzard RTSes, including WCII: BNE as well as SC, WC3, and SC2, there is a menu you can open that shows you a list of all players with their player color.  This menu allows you to change alliances if the game mode allows for it and otherwise allows you to see who is who.  There is also always an easy way with a button to enable Allies-only chat in team games, so you aren’t talking to everyone, and the games distinguish between allied chat and chat to everyone.  WCIIR, as you might be able to guess, doesn’t have much of any of this.  There is no in-game Allies tab, and no listing of who is which color.  Pregame you know which race and which team each player was on, but not their color. There is no way to change alliances in-game.  There is no button for Allied chat, either.  There is a keyboard hotkey for it if you know it, but the game doesn’t show it any differently from other chat so it’s hard for anyone to know which chat is to everyone and which is only to your team.  Again, it’s just pathetic that the game actually shipped without such incredibly basic, fundamental features as this.  Obviously Starcraft Remastered has all the missing features.
  • WCIIR does not have a ladder of any kind.  There is only one multiplayer mode, which opens as soon as you open the Multiplayer menu: a list of games to enter.  When a game finishes, you return to the main menu to play again if you want.  That’s all you get.  There is no ladder, no ranked mode, no player rankings, nothing.  Blizzard doesn’t care and doesn’t want anyone else to care about this game either, apparently, which is strange given how much effort went into the again great-looking graphical overhaul.  Starcraft Remastered has a full ladder with player rankings, a map pool change every 6 months, and automatic matchmaking.  The auto-matchmaking is a particularly fantastic feature addition given that the original Starcraft and Warcraft II: Battle.Net Edition, while they did have online play and a ranked ladder, did not have auto-matchmaking; instead you needed to join games for ladder matches like any other.  This game should have had that too. Surely more people would be playing if it did.
  • WCIIR does not have a multiplayer chat lobby, unlike all other Blizzard RTSes. You can chat in the lobby when you join a game and in-game, but that’s it.  I know that open chat lobbies in online games are less common today so I get why it was left out, but it’s a feature that many in the community expected, I’ve seen many complaints that there isn’t one.  Starcraft Remastered kept its chat lobbies, of course.
  • On a related note, WCIIR does not have LAN support.  The multiplayer is online on Battle.net only.  If you want to do an offline LAN tourney… well, go play the DOS version, you won’t be playing this one.  Starcraft Remastered does have LAN support, surely because of demand for it by the Korean pro leagues which do offline tourneys.  Unfortunately there is no WCII pro scene to demand its inclusion here, too bad.
  • WCIIR doesn’t let multiplayer game lobby creators kick people out of the game or limit access to the lobby with a password. Anyone can join any game, and the creator can’t kick out an unwanted player. Now, given how often in many RTSes people would get kicked out constantly for, for instance, not having the map already and thus not knowing how to play the map yet, I can see a case for this as kicking people for reasons like that is quite frustrating, but ultimately there must be a way to kick someone out who isn’t behaving. No such function exists here, so if one person is MIA or wants to be annoying and won’t team up properly there’s nothing the creator can do. Obviously no other Blizzard RTS has anything like this insane lack of a basic feature.
  • On a related note, WCIIR has very few game mode options.  You can choose the map tileset between the four in the game, change the resource level of the mines on the map, and choose between starting with only a single worker or with a town hall and a worker, and that’s it.  There is no way to set a game for Top vs. Bottom play, or 2v2v2v2, or whatever.  And lobby creators can’t change any players’ team, either, only players themselves can do that and only in the pre-game lobby, too; remember, no teams can be changed during the game, the Allies menu does not exist anymore for some insane reason.  So if you want a team game you must ask people to team up correctly in the lobby before you start. It’s bizarre and incredibly limiting when compared to any other Blizzard RTS, or probably much else in the genre either.  And since there is no TvB mode, where your allies appear is completely random.  Some maps were designed for TvB but too bad here the option doesn’t exist.  Absurd.

Conclusion

So yeah, that is a LOT of critical missing features.  Warcraft II multiplayer games have always been mostly centered around Free-For-All or two to four player team games with four to eight players, and that is very much how WCIIR is today.  In that way, it’s a charming relic of a time when most online RTS games involved a bunch of random players of various skill levels either working together or against eachother on a map that may be decently well designed but certainly isn’t equally fair for all.  It’s great that such things still exist!  However, as much as I like group FFAs or team games, wouldn’t it be better if there was also support for the kind of 1v1-focused ladder play that largely defines the RTS multiplayer experience in the current century, with WCII’s gameplay, unaltered except hopefully for finally a fix for the racial imbalance caused by Orcs’ Bloodlust ability being much easier to use than Humans’ Heal, a problem which causes as much as 80% of players to play as Orc?  I sure think that it would be better that way!

Even so, I mostly am thrilled that the Warcraft I and II Remasters exist.  Yes, the online features are unacceptably limited, but… the game exists at all! It’s Warcraft II, one of the best games ever, with nice 2d sprite-art upscales of its fantastic graphics.  Warcraft II’s oroginal graphics hold up so well that I have sometimes, while playing this, hit F5 to switch to the original graphics and then forgotten to switch back for quite some time because of how great the original looks, and how similar the remaster is, and I cannot think of higher praise than that.  The audio is entirely unchanged from the original, too, so it’s still the best game music and sound effects ever.  The gameplay is a simple and yet deep classic real-time strategy game with some of the best and most fun design around.  Building a base, building an army, perhaps also building a fleet if you are on a naval map, and fighting the enemy is one of the most fun and rewarding things in gaming, and this remaster is the best way to play one of the best games ever.

Overall, Warcraft II Remastered is a dream come true and I am thrilled that this collection was released.  I only hope that Blizzard can be shamed into eventually fixing its online features so that it is worth playing against others a lot more than it is today.

Even so, though, despite its flaws, absolutely buy the Warcraft Battlechest.  Even as it is this is a must-have collection, no question about it.  The single player remaster is fantastic stuff, then maybe play a few multiplayer matches if you can find a game.

Posted in Articles, Classic Games, First Impressions, Modern Games, PC, PC, Saturn, SNES | Tagged , , , , , | Leave a comment

A Review of Tempest 2000, One of Gaming’s Greatest Masterpieces, And its Arcade Forbear Tempest

I decided to try to review some of my favorite games.  I’m starting with the classic console game I have played the most this year so far, and one of the all-time best.

Title: Tempest 2000
Platform: Atari Jaguar
Release Date: 1994
Developer: Llamasoft
Publisher: Atari Inc. (1984-1996)
Format: Cartridge in cardboard box (A music CD of the soundtrack was also released later on)

Ports: There are many ports of this game. Emulated ports are in the Atari 50 collection for PC, Nintendo Switch, Xbox One/Series, and PS4/PS5.  Older, more heavily altered ports were released back in the ’90s on PC, Saturn, and PlayStation (as Tempest X3).  This review is of the game being played on real hardware on an actual Jaguar.  I have discussed the PlayStation version of Tempest X3 and the Atari 5200 version of the original Tempest before, but not the Jaguar title or the arcade game itself.

Introduction

Tempest 2000 is Jeff Minter’s magnum opus.  This exceptional masterpiece is is one of my favorite games ever. T2K is one of those ‘peak of the mountain’ games, one of those titles that shows how amazing gaming can be at its absolute best.  And that’s the problem, for this review at least: praise is hard! It is, sadly, often easier to criticize than to praise, to write or say reams of reasons why something is bad than to write ones why something is great.  I guess we’ll see how this goes, because there aren’t many things to criticize about T2K.

Tempest, the original arcade game, was released in 1981 in arcades by Atari, and was programmed by Dave Theurer, the same man who also designed the famous megahit Missile Command.  It was a successful game, but not on Missile Command’s level of popularity.  While Tempest 2000’s developer Jeff Minter was not involved at all with its development, Minter was an active game developer at the time.  However, at that point he was making smaller games for home computers, not arcade games.  He may not have worked with Atari until the early ’90s, but Jeff Minter is probably gaming’s longest-termed programmer.  He with an amazing record of consistency for spending the last 45 years almost exclusively making simple-looking, pre-crash-styled arcade-inspired score-focused games.  If you look at a Jeff Minter game from the early ’80s such as Aggressor or Gridrunner and then his most recent releases such as Polybius or Akka Arrh, you will see the most consistent record in gaming.  All four titles are easily recognizable as Jeff Minter productions.  I have loved Minter’s games ever since I first played Llamatron 2112 back in the early ’90s.

A Review of the Original Arcade Game Tempest

At its core, Tempest 2000 is a remake of the 1981 vector-graphcis arcade game Tempest.  So, I should discuss the arcade game first.  Tempest is a space shooter, a popular genre at the time, except instead of shooting enemies on the top of the screen, you shoot from the edge of the screen at enemies coming at you from the center.  It was inspired by Space Invaders turned vertical, crossed with a nightmare of Theurer’s about monsters crawling out of a hole. (Source: https://arcadeblogger.com/2018/01/19/atari-tempest-dave-theurers-masterpiece/)

Learning that makes sense, because I have long seen the nightmarish, horror-esque element of this game and Tempest 2000 as well.  Tempest is kind of a horror game.  It isn’t, but it is.  This is a game designed to make you focus, but also to kind of creep you out and instill a sense of dread in the player, as the monsters just keep coming, and coming, out of the depths… until eventually, you get overrun.  Tempest and T2K are maybe the best horror games ever.

Again, the central gameplay of both titles is the same: you control a little ship, and can move around the outer, and upper, edge of the play area, which is called the ‘web’.  The web is made up of lines going from the middle of the screen to the upper edge where you are, connecting them in a vector shape.  Your ship is pointing towards the center of the screen, aiming towards the middle where the enemies come from.  If the enemies reach the top of the web, they move around the top and once either an enemy touches your ship or you run into one of their shots you die and lose a life.

When you move left or right you flip around the edge, moving between sectors of the top of the web.  You can only move in two directions in this game, so while the game is three dimensional in that enemies move up a 3d angled route towards you, you only need to worry about moving horizontally to shoot them.  For controls, the original arcade game used a spinner-style stick, giving you precise analog control of your movement.  You shoot with one button and use the Superzapper, a superbomb which kills all enemies on screen.  You can use the Superzapper once per level.  Once all enemies in a stage are dead you clear it and move on to the next web.  If you die, you restart the stage from the beginning.

The game has 16 stage layouts, and after you clear stage 16 the web color changes.  There are six colors: blue, red, yellow, cyan, invisible, and lastly green.  After level 99 the levels stop increasing and you just play at that difficulty until you run out of lives, if you were so lucky to get that far.  One interesting feature, though, is that there is a continue function of sorts!  When you get game over, you can continue from the last checkpoint level that you reached.  You can select which level you want to start from from the checkpoint levels you have reached.  The game doesn’t save these permanently, of course, so if powered off the checkpoints and scores will be lost, but still it’s a very interesting feature, as continuing in arcade games like that was not really a thing when this game released in 1981.

When enemies reach the top of the web, you have two options. One is to try to shoot them as they flip onto your section of web.  Yes, you can do this, so letting enemies get to the top is not an instant loss, but timing that shot is tricky.  You can also use the Superzapper of course, if you still have it.  It’s much better to get rid of enemies before they reach the top, but sometimes it won’t be possible as you get farther in and enemy counts increase.  Overall Tempest is a great game, with a creepy vibe and a great balance of challenge and the feeling that if you play well you can get far in the game.

As with most pre-crash games, Tempest has no music and simple presentation, but the graphics were groundbreaking at the time.  The graphics are amazing looking with that color vector display, and the sound effects are fantastic and fit perfectly as well.  The striking look of this game is extremely memorable.  Color vector displays were a rarely seen, expensive technical feat, and this game uses that kind of display and it looks amazing!  Still, as was common at the time there is no background other than black space except for some stars that appear while you fly from one level to the next.  The result focuses you on the action.

It is of course an endless game you play for score . Tempest is intense, though.  Where a game of Donkey Kong or Space Invaders can last many hours, the world record for Tempest at its hardest settings is a video about 20 minutes long.  You will die.  There are several different web designs, but the stage layouts repeat after a few stages and then you’re on the endless loop until Game Over.  And while there are a handful of enemy types, there aren’t all that many of those either.  There is no background either of course, just black space.  Still, the wireframe 3d vector graphics look amazing, and the gameplay is a lot of fun.

However… however, I find it hard to play Tempest because as good as it is, I could be playing Tempest 2000, the game that takes Tempests’ model and improves on it in almost every way.  And when I want to play a Tempest game, that is usually what I do: play Tempest 2000.  Tempest 4000 (for modern consoles) is also quite good, but while Jeff Minter has made multiple Tempest-style games over the past three decades and all are great, none quite match the exceptional genius of his first effort.

Tempest 2000: The Fundamentals and Features

Tempest 2000 is a modernized update of Tempest.  The main mode is called Tempest 2000 mode.  The core gameplay is identical, with you moving around the top edge of weblike stages, shooting in at the enemies moving up the web at you.  You again need to dodge their fire while taking them out before they reach the top.  This time there are interesting varied backgrounds, though, as the game has trippy light synthesizer-style backgrounds and pounding techno music.  There are also new powerups, new enemy types, a lot of new maps, an actual ending when you reach level 100, a harder difficulty unlocked after clearing the game, the ability to continue from every few levels so that you don’t need to start the game over every time you get Game Over, and more.  Outside of the main Tempest 2000 mode the game has several other modes as well.  There is a two player multiplayer versus mode; a port of the original Tempest game but of course with regular graphics instead of vector ones; Tempest Plus, a mode which is basically standard Tempest but with T2K’s visuals; and an options menu with some interesting options in it.

The game saves your settings, which levels you can start from, as you can start from the last odd-numbered level you have beaten if you wish — and the high score table.  The game saves everything necessary.  The Jaguar is the first console where almost every single game supports saving, and it’s a hugely important and wonderful change versus what you see on other classic consoles.  Even in years after the Jag’s release a lot of console games didn’t have saving in some genres — no Sega CD shmup supports high score saving, for example, and even some PlayStation shooters don’t.  But on Jaguar all official games save at least scores and settings.  It hugely helps this kind of game for the game itself to keep track of your scores, no need to write down your best scores or take screenshots or something. And because all Jaguar saving is done to EEPROM flash memory chips and not batteries, the system has no problem with old batteries, unlike most of its contemporaries.  I think that that everything saves is the number one most next-gen thing about the Jaguar as a console; even the games that otherwise look like last-gen ports almost always have saving added. Tempest 2000 takes advantage of it well.

In the single player modes Tempest 2000 plays almost exactly the same as the original Tempest, just improved in every way other than losing that amazing color vector display. T2K has the best graphics possible with its regular pixel-graphics display, but vectors do look amazing in a way no regular display can match.  Ah well.  So, as with the original Tempest, you move around the top of levels, shooting at enemies climbing up at you.  All enemies from the original game return, with some new additions to the roster.  New enemies get introduced once you get farther in the game, as well.  As with the original the web colors change every 16 levels, but this time you don’t only see the same 16 levels over and over, new webs are introduced as you progress.  It’s Tempest, but more.

The Controls and Powerups

The controls are, by default, a small step below the arcade game, because the standard Jaguar controller only has a d-pad on it for movement.  I think the digital controls are just fine, as each press moves you to the next section of the web, but if you want analog controls the game does support them, which is pretty awesome — Jeff Minter made sure to include hidden support for a rotary-stick controller, even though no such controller existed for the system at the time other than a homebrew one hacked together.  I do not have one right now, though I really should get one, but it’s just fantastic that the option exists.  It means that controls are even with the arcade game.

As for buttons, T2K uses three, the three regular Jaguar face buttons, for Shoot, Jump once you have it in a level, and Superzapper.  On the last of those, yes the Superzapper bomb returns to help you out, as beofre usable once per stage.  Also, once again, if you die you restart the current level from the beginning.  Otherwise, Start pauses as you would expect.  The keypad is used for muting the music as usual — a keypad music mute feature is common on Jag games with music — and for shifting the view around, adjusting how the web moves on stages that go slightly over one screen in size, adjusting the screen size, and such. It’s a good use of the keypad for something a game for a newer platform would put on a second stick or somesuch.  You won’t need to touch it during play, thankfully.  The Jaguar controller is surprisingly comfortable, I think; its bad reputation is hightly over-stated.  Using the keypad during play is awkward and not great for anything fast-paced, but for games that only use the dpad and three main face buttons, or for games that just use it for options, I think the Jag controller is just fine.  T2K controls well with the regular controller, I’ve never had any issues with it.  I’m sure that the rotary controller controls are even better, but these are quite good.

On top of that, some other new powerups have been added.  These powerups all only last for the current level, as everything resets to default no powerups once you get to the next stage.  The way it works is that some enemies drop a powerup which then moves up the screen.  Get in position to grab it as it flies upwards and you get one level of powerup.  The first enemy you kill in a stage will always drop a powerup, and this powerup gives you a more powerful shot.  It’s essential to get this because the gun without it is very weak. Some time later more powerups will drop.  The next few will give you a Jump button and an AI droid ally.  The Jump button uses your third face button and jumps upwards, moving you out of the way of enemies if they reach the top of the web.  They can’t jump to hit you up there, but you could still get hit by shots, and of course you will need to land somewhere clear at the end of your jump so while helpful the jump won’t keep you alive if there are too many enemies on top of the web.  Still, it’s great.  The AI Droid is similar to the one in Llamatron 2112, and moves around on its own a above the web shooting down at enemies.  It cannot be killed and is fantastic if you can get enough powerups to get it.  There is also a rare random-drop powerup which immediately skips the current level, and once you have all other powerups in a stage further powerups give you a 2000 point bonus.

The Bonus Games

There is one more powerup, however.  Lastly powerup-wise, getting enough powerups in a level will give you a green triangle.  You can only get one green triangle per level.  Once you get three green triangles, you go to a bonus stage.  There are several different types of bonus stages, changing as you proceed through the game. The first bonus stage type has you flying through space, trying to fly through gates.  There are no enemies, you just move with the d-pad to get through the gates.  This bonus game is a lot of fun, it’s very calming after the intense action.  However, if you want the best possible scores you will want to avoid actually completing the bonus games, because if you finish a bonus game you warp forward five levels.  You get a point bonus, but the point bonus is a whole lot less points than you would have gotten if you played those levels.

There are three different layouts of each bonus game, though you will never complete all three in a single game because after a few skips you are sure to have progressed far enough to get to the second bonus game type.  That one I find much, much harder — you have to stay on a green track that curves around a tube that you are driving through.  I must admit,  I don’t think I have ever completed a stay on the green track bonus stage, and if I ever did I sure haven’t again.  Still, it’s fun enough.  After that… well, there is a third type of bonus game later on, but play the game to find out what it is.  The bonus games are fun stuff and do a great job of giving you a break from the frenetic action.  I particularly love the first bonus game, flying down a tunnel through those rings is great fun.

The Enemies and Scoring

When you fire, enemies in front of you and their regular shots die.  That latter point is important: your shots and most enemy shots kill eachother.  Some enemy attacks cannot be stopped, however, so you need to stay on your guard.

The enemies you will face include: basic ones which go straight up one path, heading towards the top; ones which do that but also shoot upwards; larger ones that split into multiple regular enemies once shot; ones which move around between paths as they go, trying to get closer to your position; a strong monster which has these two invincible scythelike limbs it shoots out you before going to the top that you must avoid while trying to shoot the main body; small enemies which stay at the bottom and electrify a whole section of the web, killing you instantly if you are in that section after it lights up; spikes, which can be in lanes towards the centerand will kill you if you run into them while traveling through the web after beating the level; and some more that come in to play later.  There are a total of ten enemy types.  The enemy variety is enough to keep things interesting while remaining easy enough to remember and identify each type.

As you kill your foes you get points, and scoring in this game is simple: kill stuff, get points. There is no complex scoring system and that is entirely fine with me, there’s more than enough here to keep anyone hooked.  As you get points you will earn 1-ups, and there is no maximum.  Your life count is displayed as a row of ship images instead of a number, though, so once you get past about eight lives in reserve you won’t know exactly how many you have.  It’s enough, though, to know that once you know how many lives you have left things are starting to go wrong… heh.

The Graphics in General

Tempest 2000’s graphics are exceptional, and are one of the many reasons why I love this game so, so much.  The visualizer-style backgrounds are incredible, first.  And somehow, T2K has some of the best-looking graphics ever.  Even though the game is running at 320×240 regular graphics, not the ultra-sharp lines of the originals’ arcade vector graphics display on its special vector monitor, it looks exceptionally sharp. I don’t know what wizardry was done here but somehow T2K’s lines look straight and not jaggy. 

Of course the game is made of pixels, and some of them are noticeable square ones, but they are used perfectly — the moving square pixels that form the background’s laser-light-visualizer style show are the exact right thing to use for that job.  Minter would go on to use a similar look for the visuals for his VLM, or light synthesizer, for the Atari Jaguar CD, and my opinion is that that is the best-looking visualizer ever.  And that’s not said because of nostalgia, I did not have a Jaguar or Jag CD in the ’90s. It just looks incredible, better overall than more powerful visualizers do.

Tempest 2000 is similar; sure, newer games, including some from Minter himself such as Tempest 4000 for modern consoles, look ‘better’ than this game and run more smoothly, but T2K’s overall visual style just cannot be beat.  The enemy sprites, the web, the creepy fear this game instills on the player, it’s all nearly perfect.  So, the sharp, clear graphics look unbelievably good.  The game does have problems with dropping frames or slowdown when the screen gets full of enemies, I will admit, and I have died because of this for sure, but despite that I do think T2K is one of the most amazing looking games ever.

Everything works together to make the game both look and play great.  The stage layouts are each interestingly different, giving you something new to look at and changing the gameplay; the enemies are varied and stand out and all look nice and are each immediately recognizable even when the game becomes more cluttered with foes because of their distinct designs and colors; and the sound effects of the enemies and your shots fit perfectly with the visuals.  Jeff Minter definitely likes that early ’80s pixel art slash vector graphics look, so Tempest was a perfect game for him to remake, and he did a fantastic job of it.

Overall, despite the occasional slowdown, as I mentioned I think that T2K has some of the best graphics ever.  While playing T2K I often think, is this the best looking game ever?  The look of this game is just exceptional, every element is done fantastically.  When output via RGB, in my case via a Jag to SNES adapter that I use my SNES component cable with, connecting to a Retrotink 4K that I have attached to my 4K TV, T2K is so amazingly great looking that it is kind of hard to believe that it is actually a game from 1994 and not a 4K remaster of the game on my Xbox Series X, or something.  I do not say that to brag about my setup; honestly, most games don’t really look different enough on the Retrotink 4K to definitely justify the high expense.  Tempest 2000 is the one game that has actually made me think that maybe it was worth the money.

An Aside on the Scanlines Option

The game has a few graphics options, too.  Most notably, you can turn on or off an optional scanline-style effect.  So, CRT television screens work by not drawing every line, but by drawing every other line and having the lines blend together due to the nature of the technology.  For a long time, despite this consoles worked by drawing every line they could, progressive scan style, because that was much easier technologically.  Of course the screen would then display the results with scanlines, so your standard 224×240 or 320×240 console would display at the TV’s effective resolution of 640×480 because of the scanlines doubling the output.

However, at some point in the early ’90s developers started adding interlaced scanline output right into the consoles’ hardware, in order to increase output resolutions. By adding interlacing, you can draw 640×480 for a similar amount of graphical power required for 320×240 without interlacing.  The first model of 3DO in Japan actually has a switch to turn on or off the scanlines; all other 3DOs are interlaced-only.  The N64 and PS2 particularly were designed around interlaced output.  The Jaguar, however, was not, and like a classic console displays a usually 320×240 image drawing all the lines.

However, in Tempest 2000, Jeff Minter tried to program a scanline option to increase resolution, but apparently couldn’t get it to entirely work so instead an option was added which calls itself a scanline option but in fact adds a sideways jitter effect to the screen, blurring the graphics.  The results look alright on a CRT, but I think that on a HDTV, with an upscaler, the interlacing option makes the graphics look significantly worse, as the blurry jitter does not look great.

I do think that the ‘interlacing’ mode performs a bit better, though. I am very bad at judging framerates, but I do think that while the jittering looks kind of awful interlacing reduces slowdown.  While Tempest 2000’s graphics are exceptional and are among the best ever, it is true that things can slow down very noticeably in areas dense with enemies, particularly as you get deeper in the game.  I noticed the framerate problems less with interlacing on, though it negatively affects the graphics so much that I cannot recommend using it.

Some information in this section comes from this this thread: https://forums.atariage.com/topic/51325-why-nothing-beyond-320×240-why-no-interlaced-screens/

The Music and Sound

In addition to everything else, Tempest 2000 has an exceptional soundtrack as well. With an intense euro-style techno score, Tempest 2000 has what is easily one of my favorite game soundtracks ever.  I do like the music CD version of the songs maybe slightly better than the versions on the actual cart, but the music on the cart is shockingly great!  This may be music on a cartridge but it’s some of the best cart chiptunes I’ve ever heard, and it has great variety and dynamism too, as the music changes depending on which level you are on and what’s going on.  There are even vocals in some songs.  On that note, there are also a lot of vocal sound effects in this game too.  Quite unlike your usual budget bargain-basement Atari Jaguar game, and that’s how most exclusives on this console feel, Tempest 2000 feels like a top-flight production for its time, and the audio is very much a part of that.  Every song is just so fantastic! I love techno music and game soundtracks and this is one of the best ever at both.

Strategy

I would say that I am decent at T2K. I’m not amazing at it, but I’m not bad either. My best score is a bit over a million points, which I think is an above average score.  I will admit that my best score on real hardware is a bit lower than on emulator, because in emulator it runs fully smoothly, but despite this I have more fun playing on real hardware so that is what I play now.  My best on real hardware is about 650,000; decent, but I know I can do better.  So what is the best way to play this game? It’s best to keep moving and focus on getting rid of the most dangerous foes.  Always make sure to get out of lanes that are about to electrify, kill those large enemies, and try to keep the web clear if possible and focus on timing your shots correctly to take out enemies on top of the web before they get you if you can’t do that.

It’s fun to just hold left or right and fire and shoot stuff, but this won’t get you very far once you get past the first set of levels.  You need to pay attention and move carefully, though you don’t want to just stay in one place either, that will lead to a quick death.  Balancing this can be difficult given how fast-paced the game is, but quickly scanning the bottom of the web for what foes are coming at you while also avoiding whatever is on top is vital for survival. T2K is the perfect game to get ‘in the zone’ with.  Focus, move to defeat the most important threat at each moment, and stay in the zone, staring at the monster-filled abyss in front of you.  Yeah, again, there’s something about Tempest that is disturbing to look at, but there is also beauty to it.  Hours feel like minutes when you’re in the zone in Tempest.

Conclusion

What more is there to say? Well, I didn’t mention the multiplayer mode, but honestly I’ve never played it.  It’s just a two player versus mode though so it’s definitely not the main attraction.  Beyond that though, Tempest 2000 for Atari Jaguar is the greatest shooting game ever made.  One of gamings’ great masterpieces, T2K is unmatched in its field.  The stunning visuals, the sense of tension this game evokes, the feeling of getting into the zone, the amazing soundtrack, the pretty much flawless controls, the interesting and varied level webs you will face, the varied enemies and how as you proceed new foes are added at just the right moments, everything here is peak.  Tempest 2000 is an A+ classic and is flat-out one of the best games ever made.  This is a top 5 all time console game without question and the only non-Nintendo game that high on my best console games list.

So that’s my review.  I think I spent too much time saying ‘this game is great’ and not enough saying why, maybe I will continue working on improving this.  But that’s it for now.  Also please correct me if I got any facts wrong, which I may have.

 

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How to Unlock Level Select in Eliminate Down (Sega Genesis)

Sorry about the long break, the past month was absolutely awful for multiple reasons.  With everything going on I forgot to pay the hosting bill, then I did pay it but the site had multiple technical problems keeping me from accessing the site and posting for a while.  The problems have been fixed now, thankfully.  For anyone who ran into that SSL security error, it’s fixed now.  So here’s one article I’ve wanted to post for a few days now but couldn’t until today since the issues are finally fixed, and expect another one soon, I’ve got more Guild Wars images to post.  Anyway, on to this little article.

Eliminate Down is one of the Genesis’ best shmups.  The game was originally only released in Japan, but finally got a licensed modern homebrew release from Limited Run this year.  I got it and it has a very cool holo-cover.  The game itself is identical to the original, so this applies to either an original or modern re-release copy of the game.  Either way the game is absolutely amazing, with some of the best gameplay and music in any shmup that generation… and it has something that my searching has not managed to find any mention of online, a hidden level select option that you can unlock.  It’s not a full level select as far as I’ve seen, but it’s a lot better than nothing, particularly in a game which has limited continues as this one does.

So, if you go into the config menu, notice how there is a one-line gap in between Mini Game and Exit.  This is where the level select will appear, if you’re good enough.  What you need to do is play the Mini Game and do well at it.

The Mini Game is a twitch reaction test thing.  On the screen there is a grid of boxes with your ship’s image on them, and a cursor selecting one of the boxes near the center.  The boxes will randomly flip over and then back.  Each run starts out slowly, with one box at a time flipping, before speeding up as things go until lots of them are flipping at once by the end.  Each Mini Game run is 60 seconds long, and goes similarly each time though with new random box locations so you can’t memorize it, you just need to get better at reacting quickly.

At first, how to play the Mini Game may not be apparent.  You’ll hit the button while a ship is flipping and nothing will happen, then other times you’ll get the explosion marker and get a point.  What’s going on?  Well, the trick is that you have to hit the fire button while the tile in question is flipping BACK to get the point, not while it is flipping forward.   Yes, you have to hit the button in the SECOND half of the animation to score, you won’t get anything if you hit it while it’s flipping over, only back.  Once the animation has finished you have missed your window, so the timing is tight.

With some practice, though, I found myself getting better at the Mini Game.  It’s kind of fun.  If you score at least 30 points in the Mini Game, you get a little musical number and the configuration menu adds a new option in the missing slot, allowing you to start from levels 1, 2, or 3 with each new game.

if you score at least 45 points, there is a longer music piece after the minigame completes, and levels 4 and 5 are added to the round select list in addition to 1, 2, and 3.

You’d think that there would be a third unlock to start from levels 6 and 7, but if there is I haven’t gotten a good enough score for it.  The most I’ve done so far is 52 points, but sadly getting a score over 50 did not unlock anything new.  I’m not sure if a score of 60 is possible, that would be insanely difficult; 50 was pretty tough.  I got 50 but didn’t unlock anything new, ah well.  Maybe 60 does it but good luck getting that.

So, in Eliminate Down, get a score of at least 45 in the Mini Game and you can start from up to level 5.  Given that this game has 8 levels, limited continues, and no save system, this lets you start from the halfway point of the game.  This is a lot better than having to start it over every time, that’s for sure.  Enjoy!

 

Edit: Corrected the score required — you need 45 points to unlock levels 4 and 5, not 40.  Thanks to the comment.

Posted in Articles, Classic Games, Genesis, Strategies | Tagged , , | 2 Comments