GamesYouLoved want to create a world where games of every description unlock your memories, open up nostalgic thoughts and bring people together.
With remembering the games you loved when you were younger we hope you can have some great feelings about the good times now!
This isn't just a book about gaming...it's a life story
When Matt Keynon set upon a journey of the discovery of gaming - he didn't realise at the beginning it would take him through so many adventures to get to his end goal - a somewhat similar experience to a video game. Every day is play: The celebration of the Video Game is one of the greatest books we've ever read and reviewed. Let's just get that out there first of all. And we'll tell you why... This bible of gaming is about Matt's dedication to the spirit of gaming - its art and design and the play and fun associated with what is a passion and obsession for many gamers - including ourselves here at GamesYouLoved. This isn't just a 'hobby' - it's a way of life. We did know a little bit about Matt and his homage to gaming previously - having seen some of the Mega Drive Exploded Series and graphic gaming art imagery released a few years back.
But his story goes back even further than this. In fact it starts when Matt was just 6, having inherited his Uncle's Atari MVS and a batch of games. This initial spark set him on a path of play, discovery and investigation. His intro piece to this in the book describes it beautifully (no spoilers further!). And this book is a result of his hard work..from the time in 2005 when the idea of producing a book first came to Matt - to now, when we can all enjoy the fruits of his labour. With Nolan Bushnell the founding father of Atari and video games writing the foreword - this could only get better. And it does. Visually stunning artwork and design stretches from cover to cover and we love the mix of and variety entries, which for us sums up gaming over the years. It has no limits - to our imagination as gamers and the people who make and develop video games.
From Mario to Sonic, Pac Man to Space Invaders, all the popular characters are here. But even they are not just in typical form as you often see in popular media. Artists, publishers and game developers re-enact these gaming characters in different forms in captivating artwork. You will be surprised, engaged and interrupted (in a good way) with every page turn. And this is no comic or lightweight read. Weighing in at over 300 pages this is heavyweight in every sense of the word. And the print and finishing quality...Well - judge for yourself from these pictures. Anyone into having quality books on their gaming shelf will appreciate what we have here. In terms of specific content - there are many many entries and contributors to the project. Including Darren Wall's Rom Alerts - showing off the 16-BIT work in 2005 to the Sensible Software book just recently. Edge Magazine has an array of interesting cover artworks that hit you from the beginning too.
Art is a key factor and the likes of Atomike Studio use Mario to great effect, as well as some impressive console art. We could go on. The imagery here should do the talking. And over the next few weeks we will be releasing more on our Instagram and social channels on Facebook and Twitter.
Finally lets not forget - this book could not have been made without you...the community. As a Kickstarter success this project was successfully delivered by Matt with his massive effort, skill, dedication and determination - and you believed in him. Well done - you have a fantastic book to show for it! Get yours here: www.fangamer.com Matt's links: www.gamepaused.net @matthewdkenyon
We spoke to HD Retrovision about their now 'Live' Kickstarter project - its goals and expectations, and why its so important to support retro gaming systems of days gone by.
Tell us why you choose to work on a Sega & Nintendo retro gaming product - rather than a new generation console accessory? We grew up on these consoles and they're the reason we're gamers today. It saddened us to see them threatened by the lack of support on modern TVs. Who are the products designed for?
The products are really designed for anyone who wants a simple, affordable, yet high quality solution to playing their old consoles on new TVs. It's true other solutions exist, but they can be expensive and messy, or require people to have hardware skills they don't have. What was is about the Genesis and SNES that makes it so special? The games on those consoles represent the pinnacle of gaming to us in a lot of ways.
The games had enjoyable story lines without hours of cutscenes, and designers were focused more on awesome gameplay than making the game have movie-quality graphics. They also feature some of our favorite video game music of all time. I still hear the Desert Strike theme in my head regularly.
How important are playing games for you when you making a product like this? Very important. We've tested our cables across on many many games to make sure we don't run into anything unexpected. It's really the only way to know if you're going to run any issues if someone plugs a Sonic 3 into a Sonic & Knuckles into a Game Genie. How has your background and experience contributed to the development of this Kickstarter?
Besides being avid gamers, we're both electrical engineers and mathematicians by training. This has contributed to us being very precise and methodical in our development of the cables. Tell us a bit about the technical details to feature in the product? The concept behind our cables is not new, but the implementation is radically different. Through careful engineering, we are able to fit our custom electronics into a tight, enclosed space without an additional power source. This approach lowers the cost and headache compared with competing solutions, which we hope will give more people access to high-quality retro-gaming.
Left - composite video, Right with component from HD Retrovision cables
What are your favourite 5 Genesis games of all time? Streets of Rage, NBA Jam, Kid Chameleon, Toejam & Earl, Earthworm Jim What are your favourite 5 SNES games of all time?Megaman X, Chrono Trigger, Super Castlevania IV, Shadowrun, The Legend of Zelda: A Link to the Past What does retrogaming /gaming mean to you?
It's the a link back to our childhood. Retro-gaming brings us back to an era where some of our best memories were formed, often while playing these games with a good friend or sibling. Back the Kickstarter here:
A Dark Beginning for the Immortal Franchise - Castlevania NES
By Ben
“Blinge” Cataldo
If somebody were to name the most famous 2D platformer franchise, the most
common responses would be Mario Bros, Sonic the Hedgehog or maybe Megaman. Lurking
just outside the window however is Castlevania, one of the oldest series still
enjoying new releases today. The original Castlevania was released by Konami on
the Nintendo Entertainment System in 1987.
In
Castlevania you assume the role of Simon Belmont, a hero of the Belmont clan of
vampire hunters. You have a simple mission; battle your way into Castle Dracula
and kill its owner. Although he's Dracula in all but name as the manual simply
refers to him as "The Count."
Castlevania
was one of the first horror themed console games and achieves this end
beautifully. While earlier NES games often looked more primitive than their
later 8-bit counterparts, Castlevania remains visually impressive, showing
variation in each stage despite the entire game taking place within the castle
itself. The NES' colour palette is used tastefully, the backgrounds are
detailed enough to avoid being repetitive and the foreground elements pop out
enough to be distinct from the backdrop.
As Belmont
progresses through the castle he encounters new themes in each stage. First, a
zombie infested entrance, an ascent through crumbling stairs and hallways, a
race across rooftop parapets, an underground cavern, a grim laboratory and
finally the iconic clock tower that has since become a staple of the series.
The whole game is replete with gothic imagery and these surroundings are
suitably aged as to look like a still-living ruin: the castle itself seems
undead.
Indeed the place is teeming with un-life, packed
with monsters that aren't exclusively from the vampire mythos. Castle Dracula
is described as a "doss house for every monster from every mythology
ever" by notorious reviewer Yahtzee Croshaw.
Castlevania
arrived on the NES amid a total saturation of 2D scrolling games, but what
distinguishes Konami's flagship platformer was its slower pace. Belmont can’t
jump on enemies to kill them, neither is he fast enough to avoid the castle
denizens, even attempts to jump over enemies will likely cause him damage.
Slamming into a crowd of enemies to try and force your way will often lead to
death as well. The player is encouraged to take each new enemy or obstacle as
its own challenge, whether by using the range of Belmont’s whip, or by
experimenting with the various secondary weapons you can find in the castle.
A
great example of this is the throwing axe, which can be found shortly before
the first boss – a large vampire bat. The bat usually stays above Belmont
before swooping down to attack: while it’s possible to whip it during this dive
attack, using the axe and its upwards arc is a more reliable tactic. This is an
example of player training as the player should learn that using the different
sub-weapons yields better results.
The slow
pace contributes to player training again in stage 2 when you find a Bone
Pillar waiting at the top of a staircase. This static enemy stands in place
like a turret and repeatedly fires two projectiles at a slight interval, but
Belmont can safely stand on a lower step beneath the fireball’s trajectory. An
observant player should see the Pillar’s pattern of attack, and that it’s
possible to hit it safely with the whip from slightly below. Carrying this
knowledge into the rest of the game will make future Bone Pillars easier to
deal with, as will using the environment to gain an advantage over enemies,
thus a slower pace encourages intelligent play, and intelligent play is
rewarded. Let it be known however that rushing through Castlevania is possible,
as is only using the whip, though this requires a real mastery of the game.
Trial, error
and slower gameplay is also the main source of difficulty in Castlevania. While
a modern gamer may dismiss Belmont’s sluggish movement as old games having bad
controls; slower movement and lack of agility is integral to the balance of the
game, and the controls are precise enough to be suited for this purpose. It is
usually a player’s rash actions that get them killed rather than Belmont’s
speed.
Another
source of difficulty is the much bemoaned knockback: upon being hit, Belmont
will be stunned for a fraction of a second and stagger backwards. Sometimes
this can be disastrous, you might be hit and knocked backwards into an instant
death-pit, or bounced between several enemies, taking a lot of damage in the
process. However there is a positive aspect to knockback: you’re invincible for
the duration of the stun period and slightly longer, saving you from taking
fatal levels of damage too quickly and in the second scenario mentioned above,
it would be possible to jump to safety or launch a counterattack.
Standard
practice for many games at this time was to give the player a limited number of
lives and continues; once they’re gone it’s game over. Castlevania offered a
concession here as you can continue infinitely from the beginning of the stage
you’re on. Stages are made up of smaller sub-areas, dying resets you to the
beginning of an area (with 0 ammunition) and continuing after a game-over takes
you back to the first area of that stage.
When considering Castlevania’s
difficulty, this is a good system that rewards progress and encourages the
player to continue without fear of losing that progress.
Overcoming
frustration and learning how to deal with a difficult section to the point
where you can beat it every time and progress further is an immensely rewarding
experience, it’s what makes Castlevania such a good game and the essence of why
we enjoy challenging experiences.
Castlevania’s atmosphere is a fusion of the 2D action game with gothic spookiness,
so it can’t be called a pure horror game, despite drawing upon gothic imagery
throughout. However, encouraging a new player to take things slowly provides
ample time to build some measure of suspense. Music plays a huge part in
creating the game’s atmosphere; the brief intro builds tension as Belmont
approaches the castle gate, before giving way to the opening blast of Vampire Killer, the catchy and iconic
level 1 song. The theme of the whole game is summed up here: a foreboding build
up, then straight into the action. In keeping with the gothic atmosphere, the
boss theme sounds like classical music through the NES soundchip, which works
surprisingly well. That same boss melody is worked into the stage 5 music, Heart of Fire: the perfect example of
the feel of a classic Castlevania game.
The
soundtrack does go for a full horror approach when Belmont finally reaches
Dracula himself, the final ascent up a long staircase into the Count’s throne
room with the music constantly cranking up the tension must have been
mind-blowing for somebody playing it for the first time in 1987. The fact that
many of these songs have been re-used and rearranged in later games in the
series is a testament to the quality of their composition and their popularity
among fans.
The NES revolution brought something that console gaming hadn’t seen before;
the ability to pick a theme and run with it, fashioning a coherent gaming
experience from that theme. Castlevania does this with gothic horror, it does
it with spooky imagery and sounds but doesn’t detract from the fun of a
platformer/action game. The gameplay itself even feeds into that theme by
encouraging the player to take their time and think about how they’ll tackle
each challenge. Many design elements in modern games can be traced back to this
pioneering time, or Castlevania itself. One could go as far as to suggest that
this game was the Dark Souls of its time.
Come then ye children of the night, those vampires aren’t gonna slay
themselves.
The retro-bit Super Retro Trio arrived in the post this
morning. Sick of the delays with the RetroN5, I cancelled my preorder at the
weekend after the word got out that the console would not be reaching the UK
before September and found this alternative in stock at funstock.co.uk at the
very tempting price of £69.99 a full £50 cheaper than its competitor.
The cheaper price tag, however does mean less in the way of
features. No save states or built-in cheat systems, no HDMI output. I wasn't
interested in the former, and I can live with AV/S-video through my SCART
connector. So what do you get for your money? Here's what the official blurb
says:
Supports NES/SNES/MEGADRIVE/GENESIS
Compatible with original and third party controllers
Includes 2 controllers
AV / S-Video connectors
AC Adapter
PAL / NTSC / PF / NJ Region Switch
What you get is quite a nice looking console, it feels a bit
light and cheap but hey – it was cheap! I have the silver and black model,
there is also a red and black version. The top of the unit sports 3 cartridge
slots from the back coming forward – NES, SNES and Megadrive/Genesis, in front
of these are a reset switch and a power/slot selection switch.
On the front a push releases the cover for the controller
ports, here you can plug in original controllers 2xNES, 2xSNES and
2xMegadrive/Genesis. The 2 included controllers plug into the 9 pin Megadrive
ports but are shaped like SNES controllers just to keep you on your toes! ;)
The bundled controllers are actually very decent and for
that reason will probably see a fair amount of use, the buttons and d-pad give
a very similar feel to those on my original controllers. Also behind this front
cover is a selector switch for the controllers in use and a region switch for
Megadrive/Genesis games for those with region protection. As mentioned there is
a cover/door so you can unplug your controllers and close it up to keep things
looking all neat and tidy when not in use.
Finally round back there are the DC in socket, S-video and
A/V ports. The provided power adaptor has a US plug but does not require a step
down converter and an UK adapter was provided for me.
My TV had some issues with the video signal through the A/V
(this is not exclusive to the SR3 – I've had this issue in the past) so I use a
cheap A/V+S-Video to SCART adapter and it works fine for me.
Now, the big question – compatibility! I don't have a huge
pile of carts to test especially on the Nintendo side of things so here's what
I have tried all work unless otherwise specified.
Megadrive:
M6 cart (Sega Soccer, Columns, Super Monaco GP, Revenge of
Shinobi, Sonic, Streets of Rage) so far played Sonic, Revenge of Shinobi and
Super Monaco GP
World Class Leaderboard
T2 The Arcade Game
Golden Axe
Streetfighter 2 Special Champion Edition
Genesis:
Lemmings
NES:
Track and Field 2 (PAL version)
SNES:
PGA Tour Golf (PAL)
Starwing (PAL)
That's all I've tested on it so far I'm afraid, I need to
acquire some more NES and SNES games to try out but it seems to be fine with
every Megadrive game I've thrown at it. There is also a Super Retro Advance
Adapter (sold seperately) that allows you to play GBA games as well.
In conclusion I'd say it's really good value for what you
pay, it looks nice and doesn't look out of place under the TV, the controllers
are decent, it might not have all those fancy features or HDMI but it is
available now and cheap enough to be
worth a shot.
You can buy your own RetroTrio console here at Funstock.co.uk
Thank you too Jamie Gunn (@highlandboarder) for his time and review!