8/11/10

Gaming B.I. (Before Internet): The Hot Games

As stated in my previous Gaming B.I. column, the How To series of books have been among my favorite for quite some time. Even though it could get quite hokey at times, such as the classic Nyntendough bit, it actually did have information that was actually useful for players unfamiliar with a game or just starting it out. Also, whether or not you agreed with the Rovin stance on a game's review, he wasn't afraid to lay his opinion on the table. Most importantly, though, when I pick up a How To book for my hard-earned $3, I don't expect vague ramblings. This brings me to a great little tome from 1989 - The Hot Games by Randi Hacker.



To bring back an example from my original post, to slap together a video games book back in the '80s, seemingly all you had to do was point out the obvious. For example, the title of the book alludes me at the moment right now since my collection is spread over four different places, but this is seriously a tip given to players that they spent money for:

"Q: Are there any codes in this game?

A: No."

See, it's easy. However, The Hot Games takes it one step further with complete ambiguity:

"BONUS SEGA EASTER EGG TIP: Play around with the buttons. Press them in the right combination and in certain games you'll become invincible."

"BONUS SEGA EASTER EGG TIP: By pressing the right combination of buttons on the control pad, you can listen to the music from all levels of the game you're playing."

And you also get game-changing secrets for games such as Zelda II: The Adventure of Link like "Don't let the Octarods get you!" and let's not forget that in Castlevania, "Don't worry about Frankstein. He's harmless."

Accuracy comes in to play here as well as the book states that Kirk Cameron said "he's rescued the princess in Super Mario Brothers 2 'a million times'!" I suppose saving the princess in that title is pretty easy, though, considering she is a selectable character that follows the cast around for the entire game. On the next page, someone also claims to have a near 10-million score in Super Mario Brothers 2, a game that has no scoring.

But let's not hark too much on the annoyances of this book, as there are some merits to found in this publication. First and foremost, the book does have an interesting comparison of hardware between the NES and Master System and gives readers an "advanced" look at upcoming hardware and peripherals. The games strategies do provide some decent passwords and codes that would be a hot commodity in a world before GameFAQs and in actuality, I don't recall seeing too many books back during that time, which dared to combine the topics of Nintendo and Sega. And while it seems cheesy today, there is a chapter dedicated to social gaming and game exchange clubs - the stuff of dreams way back when.

The book even dares to go behind the scenes and look at the industry from the standpoint of the developers and publishers themselves, leading us to an interview with this trio:



One of those gentlemen looks pretty familiar ...

The book catches up with Bill Kunkel and Arnie Katz as part of Subway Software while they work on the NES title Ringling Brothers' Circus Games.

"Q: What goes into designing a video game?

BILL: Well, first there's the brainstorming session. That's great. We, at Subway Software, all just sit around and think up ideas. We just let our minds go wild. We say "What if ..." and try to come up with situations that might make fun video games.

Q: What else goes into designing a game?

BILL: Well, we have to draw storyboards. A storyboard is a series of detailed drawings that show exactly what each screen will look like. The drawings that show exactly what each screen will look like. The drawings show the position of objects in a screen and how the characters will move. The storyboard shows the programmer what action to program."

The chapter has a bunch of interesting items about Subway Software such as developing for Beverly Hills Cop, Bill's time working on comics and more.

Overall, the book is 79 pages of '80s gaming goodness and even though the tips and secrets might be quite lame, the book takes people into the industry a little more than most books of its time that consist of nothing more than strategy and cheat codes. Here's hoping for some good stories from Bill on this one ....

8/8/10

Being Thankful in Gaming

They always say Thanksgiving is a time to be thankful for what you have. However, it seems that, really, all we do each year on the fourth Thursday of November is stuff ourselves stupid with turkey. This year, though, I gave it some thought and realized, I do in fact have a handful of video game related items that I am extremely thankful for and here are the top five contributions the industry has given to me:

Wireless controllers as standard
I remember back in the days of owning my NES, when Acclaim decided to produce and release wireless controllers for the Nintendo Entertainment System. In fact, I remember two specific things about these abominations:



1) The commercial for these controllers made them seem really cool when I was about 7-8 years old and has the cheesy '80s, early '90s production everyone expected from that time era.

2) Just like every other gimmick controller for the NES, they worked about as well as a refrigerator on the sun. Thirty feet my ass.

When the video game store I worked for a handful of years ago started pushing wireless controllers for the Playstation 2, I wanted no part of it, understandably from my experience with previous wireless "controllers." However, after one was cracked open in the store and I played around with the 2.4 GHz technology, I was pleasantly surprised and Nintendo's official Wavebirds blew me away (within a couple of months, I owned four). After the release of this generation's consoles, I'm completely sold on wireless controllers and those pesky wires on items such as my Guitar Hero controller are starting to get a bit of an evil eye from me. From here, I don't think the technology will ever revert back to wires and sitting back on the couch has never been easier or more satisfying.

Increased concentration of music gaming
Playing DDR used to mean a road trip and hoping no one you knew saw you flailing around on top of arrows but through the early run of the current decade, music gaming became an accepted niche as opposed to a weirdo minority fad. What initially launched from the 1996 arcade release of MTV's Drumscape soon saw DJ setups in the form of Beatmania, dancing stages in the form of DDR and deluxe cabinets featuring guitars, drums, keyboard, maracas and more began exploding out of Japan - the U.S., not so much. While Konami never saw the mountain of profit it had in Guitar Freaks, Harmonix and Red Octane took a dive into the deep end with Guitar Hero in 2005 and it completely shook the foundation of music gaming as we know it.

While the craze is beginning to get out of hand with horrible copycat imitations such as Konami's mind-bogglingly terrible Rock Revolution, we're starting to see a few chances in other areas, brining excellent titles such as DJ Max and Rhythm Heaven, which would probably otherwise never see the light of day in the States. The independent scene has also seen the window of opportunity, bringing us a number of free, online flash titles and technical masterpieces such as Audiosurf on the PC. Not only has music gaming surged gaming itself, however, the music industry has been bolstered higher than ever with musicians pulling in more money from game royalties than their albums themselves. Smaller, cheaper dowloadable titles have been commonplace as well and with downloadable content, technically, a music game can now be played infinitely as long as you have the money to do so.

Downloadable games and content
Honestly, one of my favorite features of the Xbox 360 is the Xbox Live Arcade feature. Instead of dropping $60 per game for a title I most likely won't have time to finish and fully enjoy, I can pay $5-10 bucks for a game I can come back to now and again and only spend 15 minutes on if I choose. The convenience is there and services such as Virtual Console give players a myriad of unique, classic titles (well, they're deep in a sea of other crap, but they're there) that give newer game players a chance to relive some retro magic.

Not only can I now download entire games, though, I can download content that extends the playability of my retail titles. While, honestly, most DLC add-ons are cheap cash-ins to rip another few bucks away from players, a developer has to make a buck somehow, and I don't blame them. I'm not sure why Microsoft choose to make $5 equate to 400 points, but that's a mystery for another day and, regardless, I always try to have 1600 of the buggers onhand for when something I want hits the service.

The power of a console in a handheld
I loved my original Game Boy to death, but, man, that system was a chore to play at times. The blur of moving Mario across the screen and poor lighting conditions never really turned me away from the system and stop playing it, but the technology pales in comparison to what players have today. Even non-retail units such as Game Park machines are literally computers running inside of a tiny, compact shell and the Sony PSP can give players near Playstation 2 experiences on the go. Now, instead of blowing through a portable cart in half an hour in the car, portable gaming has given us experiences that last months as well as ones we want to play even if weren't not on the road.

While the casual appeal of the Nintendo DS has brought a glut of poor-quality titles to the system, that same appeal has brought more people into gaming than ever before and has put Nintendo back on the map, so to say. The full experiences portables now bring us are launching game genres such as first-person shooters, music games and survival horror, which were previously not even conceivable on a system such as the Game Boy. It will be interesting to see where portable gaming goes from here as, much like the previous generation's console versus arcade superiority, we may soon see the point where line is blurred between portable and console experiences.

Increase in budget-priced game launches
Even though the Playstation 2 is finally starting to lose some of its spark, it's still easily one of my favorite systems to pick up new games for. Not only is it seeing a number of deliciously niche titles, nearly all of them are launching at $19.99 or less and my wallet couldn't be happier. I can pick up most of SNK-Playmore's library for $10 brand new and finally having games such as King of Fighters and Neo-Geo Battle Colosseum in my home has made me quite the happy camper. While some game titles keep developers in wraps for a year or more there are thankfully those publishers who can pitch a game out much faster, whether it be through design or just a mere language translation, and pitch a lower price to the consumer.

Budget pricing is a nice strategy which entices purchases from consumers who normally wouldn't purchase the game at a full $50-60 so it does benefit more than just the gamers and with a number of casual titles releasing at low prices, more people are buying games than ever before. While the price point can help a number of people, though, I have to admit I'm a bit selfish. All that matters to me is I'm saving money.

All that typing has made me hungry - where's the turkey?

Happy Holidays everyone!

8/6/10

The Street Fighter IV Stick - Making Console Fighters Playable Again?

I'd spent the greater part of the month trying to decide whether or not to pick up the collector's edition of Street Fighter IV - yeah, it's a quality package, but in the long run, all I care about is having the anime disc and the downloadable outfits code (and, sure, having Ryu's headband as a result of preordering the edition from GameStop isn't too shabby either). Well, for Christmas, my girlfriend decided on my struggle for me, presenting me with a receipt saying Street Fighter IV for the Xbox 360 has been paid in full for me and now I begin the nearly two-month struggle of "owning the game and not being able to play it." What this does turn my attention to, however, is the quest to save money for the game's arcade stick. Here's where I ride the fence - if someone tried to sell you a MadCatz controller for $150, would you be interested? Unfortunately, the answer to that would probably be "no."

Regardless, I'm giving MadCatz and Capcom the final free pass, if you will. After owning a few embarassingly low quality accessories from Mad Catz for the Playstation (One), I vowed to never again take part in the company's offerings. Even though the company seems to have a bit of a universal bad rep for its quality, the company has surprisingly rised from the ashes to not only score the rights to produce a bass guitar controller for the white-hot Rock Band franchise but also the Street Fighter IV arcade stick. Seeing as an arcade stick is a necessity for proper 2-D fighter execution, the announcement no doubt many Street Fighter fans sour in the stomach. You know in anime where a character does or says something ridiculous and everyone within a five-mile radius falls to the ground in one frame of animation? I can honestly picture Street Fighter fans doing the same the first time they read MadCatz was handling their beloved arcade stick. And who can blame them? Not only does a proper arcade stick exude excellence in quality (something which MadCatz has been lacking stemming from popular opinion), it's going to be (and already is thanks to HD Remix) a necessity thanks to the Xbox 360's maneuer pile Microsoft calls a d-pad.

Seemingly most people think arcade sticks are only for Street Fighter nerds, but when you move up to a competitive level or decide to get serious about such a fighting game, you'll quickly learn to favor the stick. Not only does the stick itself provide for tight control, the button layout removes the need to uncomfortably wrap around the triggers for certain attacks. And even these items are only at face value. As combatants tear into the system, advanced techniques such as edging/pianoing come into play to dramtically increase the odds of successfully pulling off mid-combo super moves. I'll leave such edging/pianoing explainations to EventHubs, a very excellent site for competitive Street Fighter strategy, but know going in - there's a reason why you see people favoring arcade setups.

The Street Fighter IV stick is set to land on Feb. 17 and a bit of information has, thankfully, upped the opinion of the stick a bit, but, it has seemingly failed to change public opinion about MadCatz thus far. The reason being is the joystick will utilize the very same Sanwa joystick and button parts used in the Street Fighter IV arcade cabinets (all set to scale, of course). This definitely gives me a little hope in picking up the $150 stick and not only will it expand the Street Fighter IV experience, if the stick sells well, companies would do quite well to cash in on the Xbox Live Arcade/Playstation Network fighters - Ultimate Mortal Kombat 3 will finally be playable! This very stick could be the savior of arcade-based games on the home systems so this puts a lot of weight on MadCatz's shoulders - especially since it carries the legendary Street Fighter name on it.

Only time will tell, but, hopefully, the Street Fighter IV stick won't be as useless as some of those awful NES accessories I have lying around ...

8/3/10

Heroes In a Half Shell and Arcade Envy

Seeing as the Teenage Mutant Ninja Turtles are making their way back into the downloadable game spotlight on July 22, I am often reminded of how far consoles have come in terms of technology. The TMNT series has always been an example of a franchise that gave me series arcade envy - back during the original releases of TMNT and TMNT: Turtles in Time, the console versions were downright archaic compared to the cabinets, but unless you could drop money and dedicate space to one of these cabinets, the NES or 16-bit versions were what you had to live with.



Of course, the turtles had their humble beginnings on the NES with their self-titled game produced by Konami's sub-label Ultra Games. While everyone my age was ecstatic about the release, when the game shipped, it was undoubtedly below everyone's expectations with poor graphics, shoddy controls and frustrating difficulty. In that same year, though, Konami single-handedly redeemed itself with one of the most-treasured brawlers of the decade's turn. I remember first seeing TMNT in the arcade for the first time like it was yesterday - that's how big of an impact the game made on me.

I was in a Saginaw, MI, mall and in the arcade, massive amounts of people were crowded around the center display. Typically arcades had all of its newest or hottest games in the center so that way people would be able to see the flavor of the moment from the entrance and tempt them to walk into the arcade and past other machines. However, in this one instance, there were so many people huddled around this cabinet, you couldn't even tell what the cabinet was - you could only guess it was the second coming of sliced bread. If it weren't for the fact that the arcade had routed a secondary video signal to a monitor above the cabinet (yet another arcade spectacle I miss), you would have had to push through a crowd just to see what was going on. At a mere 7 or 8 years old, I wasn't quite as tall as I am now (obviously), so the big screen towered high above me, but looking up I could see all four Ninja Turtles dashing through the Technodrome, all in animation-quality graphics. My parents weren't exactly up to waiting around for me to get in line for my chance at becoming a turtle, so we left and I constantly dreamed of being able to play the game.

After that scenario, it shouldn't come as a surprise that I flipped out when I learned the game would be coming to the NES. I used my birthday money to pick up the game (which came with a coupon for a free Pizza Hut personal pan pizza - yum), and this probably marked the first time I ever recall being exposed to the hardware limitations of the NES versus arcades. The graphics were downright abysmal (I guess the environments worked, but the character models stunk) and while I realize four-player NES games weren't the norm back then, not having the entire team of turtles fighting together just seemed ... wrong. Not only were the evident differences there, but those who knew the ins and outs of the arcade version found a number of quirks - there was only one type of jump kick, there were no shoulder throws, there were no injury animations (characters just flew backward) and my favorite animation of enemies smearing down walls when you threw them was nixed, Raphael lost his rolling kick special and only three enemies were able to be on the screen at one time. Even the boss fights became scrambled up, with a mutated Baxter Stockman subbing in for the epic Bebop & Rocksteady battle to save April. I could go on and on, really, but even though my NES gave me suitable versions of Bubble Bobble, Rush 'N' Attack and the like, TMNT became the first time I wasn't satisfied, even though the NES version received two extra stages, thus beginning my arcade envy.

Around that time, with the advancement of technology, it was becoming clear that consoles needed to head somewhere in order to keep up with the glorious looking titles found only in arcades. The answer to this quickly became the Super Nintendo, which, while the 16-bit technology was still a tad behind the arcade's true power, gave us games that actually looked and played like arcade games from the comfort of our own home. Through this time, Konami quietly snuck out a TMNT arcade sequel entitled Turtles in Time, which dramatically ramped up the turtle's movesets, gave each character distinct difference and gave the game a graphical boost while tossing in nearly every staple character ever to appear in the mainstream TMNT series. Eventually this title would release on the SNES while the company was on fire and, thankfully, the SNES version hit the spot. It featured a myriad of content not featured in the arcade version, including extra stages, boss fights and a two-player versus mode. Even the Genesis "spinoff" title The Hyperstone Heist featured great game play while remixing the storyline and concepts found in Turtles in Time. While I accepted the quality game provided at home, still, again, the fact the game wasn't four players really bugged me. Perhaps I was in the minority, but I grew up with arcades and I wanted what those games provided me.

When we flash forward to 2009, however, the turtles are recognizing their 25th anniversary (just like Tetris!) and we're approaching a true remake of Turtles in Time. It sadly appears that the game is being revamped according to the arcade format, taking out the awesome bonus content found in the SNES version. The original 1989 arcade version of TMNT is large and in charge on Xbox Live and remains as one of the service's highest-selling titles. Finally, I can play TMNT the way it is meant to be played - with four buddies, backed by current technology. Even so, the social aspect and crowd appeal of arcades are lost in shuffle, so it's a Catch-22. Even though the arcade is finally home, we've lost our concept of the bustling arcade location - I suppose arcade envy is a matter of not being able to have your cake and eat it too.

So what stories do our users have? Have you ever fallen in love with an arcade title only to be miffed over the home version you had to pay $50 for?

8/2/10

Castlevania: Harmony of Despair Achievement FAQ

Yes, I know the game hasn't released yet. On that same token, yes, this information is for real. Through Summer of Arcade previews, I have had acess to Castlevania: Harmony of Despair since Friday. I can verify this work through my review at Diehard GameFAN (http://diehardgamefan.com/2010/08/02/review-castlevania-harmony-of-despair-360/) and some contributions that will come soon to J2Games.com. Obviously, you can also view my GamerTag (nestlekwik) and check my achievements.

I have yet to get the full 200 points for the title, but I am down to the last few items that require setup and a lot of grinding - since the game has yet to release, you could imagine it's hard to find a lot of people to set this up with. Regardless, most of my experience comes along with players Das Alucard and Wasabi Panda - Das Alucard and I have been flip-flopping between the number one and two spots on the leaderboards through the preview period and Wasabi Panda has been a terrific multiplayer support, so credit goes to these guys too. Our team of three, according to the leaderboards, is the first and only to beat Dracula on the hard difficulty, so we've played the game through to its entirety and through observations and conversations with others, we can verify this information.

Bone Cold Justice - 10G
Defeated an enemy by hitting back a skeleton's bone

This is an achievement best done in corridors. I actually received this one not even five minutes within starting my game for the first time. In chapter one, from the beginning, head through the hall of zombies, climb up with the floating platform and take the first corridor on the right (the one that runs directly above the hallway you start in). You'll see a line of skeletons for you to try this with. You can pretty much do this anywhere though - just hit a thrown bone and it may deflect. Another great place to try is in chapter three, where along the left side of the stage and toward the top is a good group of skeletons situated underneath a ledge. If the bone does deflect, hitting a skeleton should shatter it, giving you the achievement.

Grasshopper - 20G
Jump kicked 30 times in a row without touching the ground

Way easier than it sounds. For the ultra-easy way to do this, find a bone pillar in a stack of four or more (they look like stationary dragon skulls that shot fireballs). The first real stack of bone pillars you'll see will be in chapter two in a couple of different locations (there are two stacks of four at the very top and toward the center). Since they can't move and can't attack above them (and you can even stand on top of them without getting hurt), this achievement is easy game just by jumping up and then spamming A while holding down. I have also known people that have done this by spamming the jump kick on top of the first chapter boss, which is still relatively easy.

Lifeguard - 10 G
Brought a comrade back from the dead

This can only be done online. All you need is a water of life (while in online co-op, every blue treasure chest contains a water of life) and a dead teammate. Just press the R trigger when you are beside the player's skeleton form and the prompt to revive appears. This will occur very naturally in this challenging game, but, yes, you can still arrange for this with a friend too.

Vampire Hunter - 15 G
Destroy the lord of Castlevania

Simply, you just need to clear the game on normal difficulty. Starting out, I very easily did this with just two players and I have also killed Dracula on normal in single player. When you get toward the end of chapter six - keep a few things in mind so you can be in tip-top shape for the battle. When you are climbing the corridor at the upper-right hand corner of the stage (the climb has endlessly spawning yellow Medusa heads), you'll find a pizza at the top for 70 HP - bash the wall behind this for a Quiche that boosts you another 50 HP. At the top of the stage, you'll encounter a single room with a Final Guardian (the big knight with a huge sword and spiked shield) - take it out and enter the next room, which has one more Final Guardian in it. In the room with this second Final Guardian, you'll see a staircase leading to a second floor above the Guardian, where a Nova (green) Skeleton guards a blue chest. Jump and strike at the ceiling roughly around where the skeleton was until you see a section start to crumble as you strike it. After three strikes, you'll discover a secret room, that contains a purple ("good items!") chest and on the table at the right of the room sits a group of Truffles which gives you an astounding 200 HP boost. The setback is, though, you have to have at least one other person with you to reach this secret room. Just have your teammate sit still and jump kick his/her head to get a boost and double jump in.

Are you by yourself or just still need even more HP? Just as you leave the room with the last Final Guardian and Nova Skeleton and see the staircase and open air, jump on the ledge right above the doorway and smack the wall for a Tasty Meat that replenishes 129 HP. If you want to see a crazy Easter Egg, continue jumping on top of the castle toward the right until you can't go any further (you'll see the roof shrouded in blue shadows in the background and you'll be pretty much directly in front of a tower in the background). Hold up until you hear a weird grunting noise. After a few seconds, Konami Man will zip by and you can snag him! We've yet to find any valid use for the pick-up and it does not appear in the item compedium, so we believe this is nothing more than a secret gag.

If you need a little bit more of a health boost at roughly halfway through the stage, when you see the Meat Strip food item sitting on a ledge behind the big, blue, flying Hammerhead Shark-looking creature, bash the edge of the ledge three times to find a Strawberry Doughnut and refill a bit of energy.

At this rate you should be full on HP (or really close to full) and ready to fight Dracula - if you've played Symphony of Night before, you should be very familiar with most of what goes on here ...

Form one - Standard Dracula - Extremely easy. As Dracula teleports, if he is not up against one of the walls, jump over him as soon as you can and wail away as fast as you can. Just watch his hellfire attack (multiple fireballs in a straight vertical line), because he uses his right arm to execute this and it puts his reach a little bit behind him. If he is up against a wall, jump above his head and spam your jump kick (down +A) repeatedly. In this instance, just be mindful of the inferno attack (the ground erupts with vertical columns of flame), because he will occasionally cast it right where he is standing. If your character can not jump kick, dodging is still easy once you get the patterns down - you can strike the hellfire or just jump over it; you can slide quickly away or just run away from inferno attacks; and his dark orbs can be dodged just by alternating between ducking and short jumping (obviously duck the higher orbs and jump the lower ones). One thing to note if you are playing co-op, as Dracula takes a good amount of damage, he will actually start to combine some of these attacks, such as streaming infernos across the room while tossing dark orbs at you.

Form two - Demon Dracula - Still very easy. If you are playing multiplayer, a great tactic to implement is to divide up, ensuring someone is at Dracula's back, free to wail away him (his back leg is a very meaty target to strike over and over). The most dangerous attacks to watch out for is his jump attack and laser. If Dracula lowers his arms and hunch down slightly, he is about to jump toward the other side of the room (if he is close to and facing a wall, he will almost always use this attack). What makes this dangerous is the green beams he shoots down while jumping - they will poison you and drain a good amount of HP. Learn to recognize the hunch he does before he jumps and you will basically never get hit by this. The laser beam is a very obvious attack where Dracula will channel a flash of light. If you are behind him, get all the way back to the wall as the laser will propel him almost all the way over to that side of the screen. If you happen to be in front of him, get against the wall and watch the specks of light channeling into the beam very carefully - once the final speck is sucked into the middle, double jump and get as much hangtime as you can and the beam should reduce and miss you before you hit the ground. Otherwise, he will also use a fireball attack that is obviously telegraphed by the fire forming at his mouth - he shoots it at the ground near his feet and it sends a wave of fire along the ground; just double jump it. In a few minor moves, if Dracula senses a bigger threat to his back, he will turn around. Also, on ocassion, he can make small hops into the air or shuffles for positioning that do not result in the aforementioned poison attack. This form makes Dracula a big target, so, just wail away at him and judge his attacks and you'll make short work of this form.

Final form - Dark Form Dracula - Form one and two were the first things you got to fight in Symphony of the Night and this final form was the final thing you got to fight in that game. In this form, Dracula will take up roughly half the width of the room. What is most annoying is the fact his two claws he positions outside of his body are completely invulnerable. This means you'll have to slide in to strike one of the form's three heads (or if you have certain weapons, you can hit multiple heads at once or double up your hits). The most important item to remember when facing this form is, if you don't have great weapons and armor from hard mode to withstand a number of hits, you can't be greedy. Slide in, get in a handful of hits and GET OUT OF THERE. Time your slides carefully and do not stand up unless you know you won't touch any part of Dracula - in my first fight with Dracula, even just running into one of his heads or claws resulted in a painful 50-70 damage. If you are lucky, when Dracula goes to make an attack, he'll just slide to the left or right and try to snag you with his claw. This is definitely the one attack he has that doesn't have the potential to immediate cripple you and make you panic. For the most part, when you are not attacking, you are fairly safe along one of the walls. When you see Dracula build energy, get ready for a handful of devious attacks.

The least painful one is a summoning of more inferno attacks - this is one of the few instances where the walls may not be so safe, but still, the same tactics apply. If you see prisim triangles form at Dracula's heads, he will alternate tossing them at the different players in the current game (if you're on your own, obviously, they will all come at you). The confusing thing about this attack, is the way the prisims change in size as they fly toward you. This can sometimes cause you to mislead their trajectory, so just try to sucker Dracula into throwing them high by jumping up or low by ducking and avoid them. These are actually quite powerful so don't get hit by too many. You'll want to get toward the wall any time you see a pentagram appear, though, especially when Dracula summons his astral explosion - you'll know when this hits as about 80 percent of the screen will be filled with a red, nuclear-like explosion - DO NOT BE IN THIS! With this attack, the only safe spots are by the walls, so if you go there when you sense an attack, you won't get hit by it. Dracula also has an energy attack that operates similar to the ricochet rifle users during a bunch of the chapters - you'll see purple lines flash throughout the screen and you don't want any part of your body touching where you see a line. The tricky part about this attack, though, is not only does the energy shoot out, it also bursts in really small explosions, so you can still get hit by this even if you aren't standing where a line was. It may take a few tries to nail a spot down, but I place myself slightly away from one of the walls and crouch down. Once you see this attack a couple of times, you should be able to pin down where to go, which is very important. This attack is extremely damaging and since the skeleton form can't crouch, this spells big trouble for your time remaining as Dracula can easily demolish your dead teammates with this move (when a player is killed in skeleton form, the team receives a time penalty on the stage).

**Poetic Justice 15G = Defeat an ally who has been seduced by the enemy
I really thought an enemy like the sucubus could trigger this, but, from my experience, this has only happened while fighting Final Form Dracula with four or more players. At random, Dracula will initiate an attack that sends spades with a heart design inside of them in all directions. If a player is hit, there is a chance they will be seduced and start attacking teammates. Just beat the crap out of this player for the achievement.**

This form is not a pushover, but after you recognize his attack patterns, you'll eventually get through the battle and take this achievement. The gold chest Dracula leaves behind should also be a good bonus for your victory.

Hunter Legend - 30G
Completed Hard Mode

This will take some serious skill to pull off. I was able to do it thanks to the aid of my two friends Das Alucard and Wasabi Panda, but I would say the two biggest snags were chapters two and six. Chapter two's stage is a breeze, but if you can not kill the puppets in time before the Puppet Master shoves them into the iron maiden, it's a guaranteed instant kill for anyone that gets swapped into the device. Since there are no damage counters for the puppets, I'm almost led to believe destroying these are based on a number of hits as opposed to a total damage, but I can't confirm that. To finally tackle the stage, we had four players and most of us equipped to raise our attack as high as possible. Just hack the blue puppets and you'll be fine.

As for Dracula ... well. In his first form, you'll notice a few variations - when he launches dark orbs, he'll launch a higher number at one time. It doesn't really matter, because the gameplay is still the same - get behind him or jump kick his face in if he is against a wall.

In his second form, honestly, I can't discern any differences here. Use the same game play and don't get poisoned!

Now, for his final form. Here, Dracula gets really creative and mixes his devistating attacks together. The two big ones - if you see the floor lining up all the way across with inferno flames, get in between them and DO NOT JUMP. Not only does he fill the screen with infernos, but Dracula will also fill the entirety of the middle of the screen with electricity. If you learn to recognize the approach to this attack, you won't have to worry about it. On the other hand, if you see inferno flames gathering only at the ends of each room, be very careful - the very instant these disperse, Dracula will bomb the middle of the room with his astral explosion, and, on hard, this is an instant kill. If you get the timing down, you can dash back to the side and avoid the explosion, but if you have to get by anything in this attack, make damn sure you get hit by the inferno flames and not the explosion. The brief moment of invincibility you get from being hit should allow you time to get away from the explosion, if anything.

Everything else has been the same so far, but I will note I have not yet been able to fight Hard Dracula with more than three people, so I am not sure how the seduction attack my possibly vary. Being on hard, Dracula is just a really strong jerk that will suck your health down to almost nothing with just the simplest of attacks. If you get defeated, don't get discouraged - take a look at what items you got from the level and keep improving your stats. After a while, you'll get the patterns down and it won't matter how strong Dracula is if he can't touch you. After you put him down, enjoy the achievement and the nice item drop.

Slick Kick 10G = Defeat a boss by sliding
Boned 20G = Defeat a boss with five players in skeleton form
Grim Synergy 10G = Defeat a boss by using a dual crush

I have these three achievements grouped together for one explanation. In actuality, you can just do what the descriptions for the achievements say as they are pretty straight forward. A slide is performed by holding down to crouch and pressing A; players turn into skeleton form when they die (so, basically, the achievement is "have a full six-player game room where only one person survives the stage"); a dual crush is performed by pressing the R trigger when standing next to a teammate and the prompt appears (a large amount of MP from both characters is also required). These can occur very naturally through gameplay, but you can force these achievements along a little as well.

To do these easily, progress through a good amount of the game (even a little into hard mode wouldn't hurt), get some good armor and weapons/spells/items/whatever and revisit chapter one on the normal difficulty. The enemies will be extremely weak by this point and it is now super easy to arrange for these achievements.

For Slick Kick, damage the boss until it collapses the bridge and then whittle it down with slide attacks. If you hit its ankles enough, you can break its shackles and do more damage with your slides.

For Boned, have at least one strong player focus on reaching and killing the boss. The other players can die at the boss or (especially if they are too strong) kill themselves on spikes in the lower portion of map past the pendulmns and chill safely by spawning book in the lower-right corner (make sure you clear the enemies out of here first, though). Just use caution if you become a skeleton - they only have 100 HP and dying in skeleton form results in a huge time penalty. As long as the surviving player has good weapons and armor, they will practically be able to beat the boss with their eyes closed. Just make sure every other member of the party is dead before the surviving player strikes the final blow. This achievement is universal and it will be awarded to everyone in the game, not just the surviving player.

For Grim Synergy, arrange for the achievement with another player. Again, it helps to revisit chapter one on normal with good weapons and armor and blow through the stage. You can damage the boss until it breaks the bridge and then use dual crushes until it is defeated.

Pack Rat 20G = Collect 300 different types of items
Wicked Deep Pockets 20G = Amass 1,000,000 Gold
Slaughtervania 20G = Rack up 10,000 enemy kills

Just through natural play, after 17 hours played as Alucard, I have about 500,000 Gold, 5,000 kills and 170 items, puttling me roughly halfway. So, in other words, you'll need to grind, grind, grind, grind, grind, grind and grind. If you really like this game, it shouldn't be too much of an issue, just some dedication. if you take in the full experience of the game, using all five characters, you might these naturally after tackling some of the characters, playing through chapters one through six on normal and hard difficulties.

If you're pushing for items, pick up everything, collect all the chests and buy everything in the store. This calls for 300 TYPES of items, so, even if you have nine potios, that still only counts as one item type. A number of items are character-exclusive, so, again, tackle the game with other characters as your inventory is universal to your game save and all five of your characters share the same pool of inventory.

If you are shooting for gold, tackle the hardest levels you can. Chapter six on hard difficulty gives highly salable items that you can pawn duplicates of and just the treasure room alone has three red chests that always have 1,000 G each in them. You earn gold by picking it up (dropped coins, chests) or by selling items. For this achievement, you have to do these things and do them a lot.

On kills, this might be the easiest of the three to rush, thanks to corridors and shafts with endlessly spawning Medusa heads (chapter six) that are easily killed by most anything with one hit. If you have the patience for this, you might rack up some kills faster, but, again, this is another instance of just doing something many, many times.

If you stick with the game for the long run, these will no dobut come natural, but we'll see what tricks people come up with to speed this up.

Thanks for checking out this FAQ/Achievement Guide. If you have any questions or comments, please let me know. When the game launches on Wednesday, I would be more than happy to play with anyone. My GamerTag is nestlekwik. I hope this will be of help to you and I look forward to seeing a busy multiplayer server when the game hits!

5/26/10

DJMax Portable 3 Announced for U.S. Release

PM Studios has today announced its intent to publish DJMAX Portable 3 in the United States. As of right now, the publisher is stating the title will be made available some time in 2010 and will be available in both UMD and digital formats for the Sony PSP.

While the announcement leaves us with those scant details, we're being told DJMAX Portable 3 media will be made available in the next few days.

4/1/10

Don't Get Fooled

Just a reminder Thursday is April Fool's Day. Since it's already April 1 in Japan, I've already been asked to translate some Japanese pages.

There is a supposed collaboration between Examu and Arc System Works for Arcana Heart Vs. Blazblue. If you play a mini-game on the site, however, the ending reveals it as a joke. I'm not sure what it is, but it seems "Vs." fighting games are some of the most prime April Fool's jokes in gaming.

I remember gaming April Fools starting with the likes of fighting Shen Long in Street Fighter II or unlocking Akuma in Resident Evil 2. Magazines were ripe with April Fool's gags, usually with the name of the person submitting the code or cheat being a clever phrase like Shur Fooldya. We may look back and laugh at it now, but think of the poor lost souls that actually beat Resident Evil 2 three times in a row using nothing but the knife. It seems the jokes became so prominent in April, that magazines now have to go out of their way to let people know, "hey, this is a joke." Game Informer recently released its April issue and included is the annual "Game Infarcer" section that pokes fun at various items in the industry. On the other hand, though, the Internet has allowed this to become a beast where the goal is to get as many people as possible to buy into your charade. I've seen my fair share of Marvel Vs. Capcom 3 photoshops and the reactions are priceless.

This works in reverse, though, making April 1 perhaps the worst day in the world to release gaming news if you are a PR representative or a game company. Seriously, Mario & Sonic at the Summer Olympics, if it wasn't announced on April 1, it was darn close. I refused to believe this was true for at least a few days. I mean, come on. Just look at the premise and tell me you would believe it when it was announced so close to April Fools' Day. The most eagerly awaited match-up in the history of video games, and the first game that mashes them together is a freakin' Olympics game? Good luck with that one. Oh, yeah. It sold very well and there is actually a winter Olympics sequel out. I guess I was definitely the fool in this scenario.

As much as we look forward to the crazy things the games industry comes up with for April Fools, we always seem to forget in the heat of the moment what day it actually is. Most of these jokes illicit strong reactions where we wish the joke was actually true. How many times did we laugh at someone saying Sonic was coming to a Nintendo system or Mario was appearing in a SEGA game just to breathe a heavy sigh and say, "I wish?" So, remember, don't get your hopes up tomorrow - we're bound to see a lot of fools.

3/31/10

Don't Get Fooled

Just a reminder Thursday is April Fool's Day. Since it's already April 1 in Japan, I've already been asked to translate some Japanese pages, including this goody:



That's a supposed collaboration between Examu and Arc System Works for Arcana Heart Vs. Blazblue. If you play a mini-game on the site, however, the ending reveals it as a joke. I'm not sure what it is, but it seems "Vs." fighting games are some of the most prime April Fool's jokes in gaming.

I remember gaming April Fools starting with the likes of fighting Shen Long in Street Fighter II or unlocking Akuma in Resident Evil 2. Magazines were ripe with April Fool's gags, usually with the name of the person submitting the code or cheat being a clever phrase like Shur Fooldya. We may look back and laugh at it now, but think of the poor lost souls that actually beat Resident Evil 2 three times in a row using nothing but the knife. It seems the jokes became so prominent in April, that magazines now have to go out of their way to let people know, "hey, this is a joke." Game Informer recently released its April issue and included is the annual "Game Infarcer" section that pokes fun at various items in the industry. On the other hand, though, the Internet has allowed this to become a beast where the goal is to get as many people as possible to buy into your charade. I've seen my fair share of Marvel Vs. Capcom 3 photoshops and the reactions are priceless.

This works in reverse, though, making April 1 perhaps the worst day in the world to release gaming news if you are a PR representative or a game company. Seriously, Mario & Sonic at the Summer Olympics, if it wasn't announced on April 1, it was darn close. I refused to believe this was true for at least a few days. I mean, come on. Just look at the premise and tell me you would believe it when it was announced so close to April Fools' Day. The most eagerly awaited match-up in the history of video games, and the first game that mashes them together is a freakin' Olympics game? Good luck with that one. Oh, yeah. It sold very well and there is actually a winter Olympics sequel out. I guess I was definitely the fool in this scenario.

As much as we look forward to the crazy things the games industry comes up with for April Fools, we always seem to forget in the heat of the moment what day it actually is. Most of these jokes illicit strong reactions where we wish the joke was actually true. How many times did we laugh at someone saying Sonic was coming to a Nintendo system or Mario was appearing in a SEGA game just to breathe a heavy sigh and say, "I wish?" So, remember, don't get your hopes up tomorrow - we're bound to see a lot of fools.

12/21/09

Nestlekwik Happy Hour for Dec. 16

After much delay, we finally have a new Happy Hour posted over at J2Games. This entry sees the return of MixMasterLar to the show as we carry on our banter as normal. Included in this installment is a review of Donkey Kong Country and our top 10 most disappointing game sequels. Head on over and check it out.

12/9/09

Nestlekwik Journal for Dec. 9

Again, it's a long time coming, but with exams wrapping up for the week, I'll have a monkey off my back in a couple of days (well, at least until the next semester piles more work onto me) and I'll be able to be a little bit more serious about updating the content here.

After picking up a handful of games for the Xbox 360 thanks to a buy two, get one sale, I've been going to town on DJ Hero and my latest review work has me plugging away at the Xbox LIVE Arcade title Gyromancer. With the lineup of newer games to play in what little time I have, I was thankfully able to meet up with my achievement goal for the years' end as I finally ran my tally past 50,000. I haven't had much time to play games lately and coupled with the near year I was without a functional 360, it's kind of sad to think I should really be somewhere in the neighborhood of 60,000-70,000 points right now. That can't be changed, however, and it's not like I'll lose sleep over that fact - I have things like work and school to do that for me.

DJ Hero has been an interesting experiment so far. I still prefer playing games such as Crackin' DJ or beatmania, but, obviously, DJ Hero is much more accessible (and recently relavent) than those two titles in their purest form. I'm a bit mixed on some of the music choices - most of them are alright and mixed with satisfying effort, but, there are other mixes that have no business being paired and just sound downright awful when the mix artist just fades between chorus lines just to sneak them in. But you have some fantastic mixes such as "Insane in the Membrane" vs. "Spooky" that are quite memorable. Outside of the music itself, I'm wondering just how accurate the controller is. Even though I can rack up 95 or so percent on the hardest of songs, the weird timing windows on the sracthing and other various mishaps such as with the way too loose crossfader and turntable spins (I activated rewind just by scratching not even a quarter turn in some cases) constantly destroy my combos. Playing just for fun, though, DJ Hero has been a great experience that I plan on tackling further.

With how busy I've been recently, it's really taken a toll on how much I've been able to contribute to other sites as well. I've had a few blurbs on Arcade Heroes and a few reviews here and there on Diehard GameFAN, but I've been working with Eddie at Bemanistyle.com for the most part on extending our coverage of music games. In a very surprising event, Naoki Maeda himself assisted us with a piece written in regard to the spread of the Playstation 2 into Central America and we've had an increase in the number of reviews published (some originating from my early work you can see on GemuBaka) along with a game contest in correlation with Aksys Games. On Diehard GameFAN, though, I've had a number of high traffic pieces including an interview on the upcoming independent release of Hypertension along with news on the first DSi-only game System Flaw and it turns out my piece on Vanguard Princess stands as the 50th most-read article ever published on the site. Once I have more time, though, I'll be able to contibute as normal and you'll definitely see more activity make its way over to GemuBaka.

For now, I'm almost about to call it week so I can charge my battery - between multiple jobs, I've been working all seven days for most of the weeks from November through this month, but I'm catching a break after my final exam on Thursday. As such, I'll be catching up on things a little in the next few days, so, hopefully, we might even see that brand new Happy Hour along with MixMasterLar!

-nestlekwik

 
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