Chucking a beachie in Whyalla while listening to chiptunes

whyalla

There’s nothing more country and masculine than chucking a beachie in Whyalla. Especially when listening to chiptunes. Specifically the PSG chiptunes from Wonderboy 3 on the Master System.

I can’t say I’ve done a lot of that in the past, though when I was a kid I remember hooking up my parent’s trusty woodgrain TV to the audio-input of my mini hifi to grab the audio off my consoles, which were hooked up to the TV via RF. Sure the quality was all sorts of awful and a bit hit and miss if the game didn’t have a soundtest, but hey – chiptunes on the run :) These tapes would then be used for killing time in the car for family holidays. My younger brother Tank also appreciated these :D

As the generations moved on, redbook audio meant it was a little easier to get your video game music on the fly, and of course we’re now in a world where we have direct access to imported OSTs from Japan and my phone doubles as a media player.

So, it was a wonderful mix of old and new last weekend – listening to Wonderboy 3 via an iPhone in a car whilst doing laps of the local haunts. All for no reason.

Thanks to Tank for the local tour :)

Share

Risk management for the next generation of consoles

console-gen

With the Wii U hitting the market at some stage in 2012, and with Sony and Microsoft likely to announce succeeding machines at E3 next year (with launch windows around 2013/2014 if the rumour mill is any indication), it’s time to talk risk management. But not boring textbook risk management – fun console risk management.

When I talk about this concept from a console perspective, it’s probably not in a way that most expect. The way I’m approaching the application of this phrase to the gaming arms race is about how to build a console so that it is as risk-adverse as possible, and what the consequences of “bad” decisions are from a managerial perspective.

Let’s take the Wii as the first example. The Wii made Nintendo a lot of money, more money than it was probably expecting. It now makes them less money compared to the machine’s heyday. Nintendo made, from a nerdy perspective, a few errors in judgement that arguably affected the console. First up, the console was region-locked. This seems inconsequential to the average pundit, but consider this – in order to play a game you’ve purchased overseas, you need to mod your console with either a modchip, boot disc or softmod. Thus, instead of just the tinkering masses who want to get Linux on the machine and the pirates, you also have every legitimate gamer who wants the flexibility of importing games, whether the rationale be price, features or release dates. Open the machine up and temptation may come into the equation. Under Australian law, it also adds a degree of legitimacy for console modding – the ACCC is happy to weigh in on the argument and support console mods that allow imports; if said-mod also enables piracy, that’s collateral damage. The legislation was never tested post-PSone, but the principles are more difficult to argue given past precedent.

There’s also the question of global communal resourcing behind the modding effort – in the case of the Wii you have the Linux community, pirates and gamers all clamouring for a solution. If Nintendo had made the machine region-free and allowed a Linux distro from day one, you eliminate a reasonable portion of the white-hat community.

There were also a couple of other errors of judgement – Virtual Console games were always in 50hz for PAL countries. This defies logic, at least in the realm of English-speaking PAL countries where a US version would have been fine. I have outright refused to buy PAL VC games given such anti-consumer attitudes; same goes for PAL PSN by the way. Admittedly I account for 0.01% of the audience, but still – why make a stupid move?

Then there’s Nintendo’s lack of QC on titles and the subsequent neglect of the system by gaming enthusiasts. Yes, we’ll all jump on board the delightful Zelda train now that Skyward Sword’s out, but the emphasis on mass-market profiteering enabled a relatively short-term success for the machine. Attachment rate was low, third parties faced the dual-issues of piracy and poor sales lost amidst a swamp of shovelware and core gamers have generally let the machine gather dust. On the upside, Nintendo profited handsomely from hardware, accessories and licensing on every piece of software sold, but the focus was worringly short-term. The PS3 and XB360 hailed from the same launch window and are still performing in the marketplace due to strong software development and long-term hardware/software development (the former has had to work extra hard to get to its current place). Nintendo’s usual internally-focused attitude was it’s usual double-edged sword – a Nintendo product is made to play games by Nintendo; 3rd parties are welcome to join the ride, but ultimately they play second fiddle to first party titles. It’s no longer the 16-bit era though, and one hopes the attitude will change with the next generation.

Don’t get me wrong, I love our Wii. But a few critical flaws affected the machine. In a sensible world, the Wii U would capitalise on its apparent grab to enamour the core gamer beyond a few mature launch titles. It should also give great BC with Wii software and GCN software; unfortunately, the latter is being ignored (likely a DLC double-dip for Nintendo) and the former will only be played back at SD resolutions. Like the Chewbacca defense, this decision makes no sense. Wii games internally rendered at 1080p look stunning – Dolphin has demonstrated this. Why this isn’t done is irrational – I’d happily pay $5-$10 to buy an enhanced emulation mode off the online store assuming it gave all the nerdy love you’d expect. It’s a bad omen for a company that should be learning from its mistakes, rather than continuing to implement half-arsed measures to bring back in the bread and butter of their fanbase.

As for region-free? Not sure if anyone has discussed it, but I’d suspect not given the also-irrational moves to make DSi and 3DS titles region-locked. In a global economy, you can’t have your cake (utilise a global consumer base to promote your product) and then eat it too whilst kicking the other person in the face (creating artificial and unnecessary delays for release, engage in price-fixing between territories and locking out the option for the consumer to parallel-import titles).

Then there’s the Xbox 360. The predecessor was clearly Microsoft’s trojan horse (though the Dreamcast fanboy within suggests the Dreamcast was Microsoft effectively experimenting with the console market), so the XB360 was MS playing for keeps. Despite enormous effort to court the Japanese industry, the machine still flopped in the Land of the Rising Sun. Not that it mattered in the end – the gaming sector in Japan has effectively imploded and allowed North American development to rule the roost with a minor resurgence in the UK and EU (and a welcome one at that).

Microsoft made a couple of good moves with the XB360 – it looked less of a black brick compared to the preceeding console, had some interesting games with more contributions from Japan (especially on XBLA), didn’t kill BC as part of the console’s hardware revisions and set region-locking as an optional requirement set by the developer. It was also relatively easy to develop for and often had the best version of multiplatform games.

Unfortunately MS also paired the machine with overpriced proprietary HDDs, kept DVD (though this did have speed benefits vs BRD/HDDVD) and have absolutely terrible engineering on the insides that have resulted in the least-reliable console ever built (citation needed).

Region-locking was inconsistent – some titles were good to go, some weren’t… and unfortunately, some key titles were region locked (I’m looking at you Tales of Vesperia!). Oh, and dead DVD-ROMs meant if you tried to DIY a replacement (instead of paying through the nose for MS to do the work for you), you could get banned from XBL. There of course is little chance of MS ever supporting a Linux install, but extending the machine’s media playback abilities would have been a nice step.

With whatever succeeds the XB360, I hope MS keep BC with some options to pretty the machine up, region-locking gets moved to the side in favour of region-free, DVD finally gets moved on and users can change HDDs themselves. Oh, and it would be nice if the hardware was more reliable ;) Doing so will ease the level of risk generated by the white-hat and grey-hat communities, which means the machine is less likely to be hacked. It also means the consumer is happier, but hey, that’s just a pleasant side-effect of making your machine less of a target ;)

So that brings us to Sony. The PS3 was on the edge of greatness with their machine from a nerd perspective (apologies for the hyperbole) – excellent BRD playback, evolving media playback, DLNA compatibility out the box, standard HDMI and optical audio sockets on the machine, excellent BC, Wifi as standard, region-free for PS3 titles and all content from PSN, Linux installs available from day 1, reasonably reliable hardware and the ability to upgrade HDDs yourself. This is amazing considering Sony’s arrogance coming into this generation as the previous market leader.

However, Sony made a few critical errors. BC was gimped in PAL territories from day one (despite paying an extortionate opening price for the machine), and then completely removed altogether. Media playback was successively updated up until… ~fw 2.45, and then it dropped off the radar. Wireless performance for streaming media has been lacking for a while now – again, following a firmware update a while ago, wireless streaming performance slowed down for some reason. PSN has been poorly utilised for distributing PSone games (and now selected PS2 titles), including the reappearance of poor PAL conversions on PAL PSN. PS2 BC was completely removed from the second major hardware revision (but interestingly is now back as a possible emulation layer with PS2 titles via PSN) and PSone emulation has lacked any kind of enhancements the PS3 is more than capable of.

The Big One, though, was the removal of Linux. Depending on which argument you sit with, this was the tipping point that led the collective hacking communities to proceed with breaking open the PS3. From a risk management perspective, this smacks of trouble – to use a possibly inappropriate analogy, if you go into town on a Friday night, get drunk and pick a fight you shouldn’t be surprised someone will punch you in the nose; it certainly isn’t a legitimate excuse, but partaking in that kind of behaviour certainly lacks a risk-adverse attitude.

Up until that point the PS3 was relatively robust – it wasn’t being affected by piracy in the same way the Wii, and to a lesser extent the XB360, were and broadband penetration meant distributing 25gb+ files wasn’t entirely practical. However, in the wake of removing Linux the community took the gloves off and the platform suffered as a result – both in terms of the platform’s physical integrity but also the security of the company’s entire online framework.

I’m not condoning the behaviour of the hacking community by the way, just pointing out that from a risk management perspective, in hindsight it wasn’t a sensible move.

So, lessons to learn for Sony? Keep the progressive things about the PS3 into the succeeding console – region-free playback, excellent media playback, Linux from day one, user-maintained HDD, standard media sockets (i.e. HDMI).

To the average punter, the likes of Linux support, BC, media playback and region-free gaming probably aren’t high on the list; to the core gamer though, these are important issues. More than that though, fulfilling these requirements will assist in reducing the risk associated with the platform from the hacking community. It certainly demands a very different attitude towards your end-user compared to the approach console manufacturers have traditionally taken.

Whether or not this kind of progressive attitude pays off is anyone’s guess – what’s the ROI for goodwill?

Or perhaps it’s better to phrase the question like this – what do you have to lose if you raise the ire of your consumer-base and all corners of the hacking community?

I guess time will tell.

Share

Daytona USA is coming to PSN and XBLA!

Last week Siliconera reported that Daytona USA was coming to PSN and XBLA, featuring enhanced graphics (including widescreen support), 8 player online multiplay and all sorts of fun amazement. This comes on the heels of my previous post (which came via Retro Gaming Australia), where I hoped for nice HD visuals of the original assets and online multiplayer awesomeness. To say I’m chuffed would be an understatement :)

If this proves to be successful, perhaps we’ll see some other Sega arcade racers make it over. Sega Rally 1 and 2, Sega Touring Car and Scud Racer would all make wonderful additions to this lineup.

The only question that remains in my mind is the longevity of playing the game online – how long until online participation wears off? Take OutRun Online Arcade as an example – I love the game to bits, but nobody’s playing it on PSN much these days. Not that I can talk – I don’t get a lot of time for gaming these days, so I’m equally guilty of it as well.

So, in a perfect world the game would also support local multiplayer via split-screen and network (or both – 4 players on two networked PS3s for example). The thought of having 8 consoles hooked up for LAN Daytona is mind-blowing – if you ever had the luxury of going to an arcade with 8 Daytona machines hooked up with 8 mates in their respective cabs at the same time while duking it out with another 32 CPU cars on the track, you’d know such a thing is an amazing moment in arcade gaming.

Anywho, enough chatter – here’s the trailer:

We’ll apparently be seeing the game in November, while the US and Canada will be able to get started at the end of the month. Nice to see Daytona USA reflects the time it was developed by delaying the game for PAL territories ;)

Share

Seasonal gaming habits – spring?

sonic_cd

So, it’s hitting spring around here (remember, this is the southern hemisphere ;) ). This means it’s no longer cold (“cold” by Australian standards anyway), the garden comes alive (with new weeds and the lawn needs more frequent mowing), it’s brighter for longer and Christmas isn’t too far away (scary). Last year I wrote on how games are associated with my memories of different seasons. It’s completely irrational, but for me different seasons have tangible memories of gaming associated with them. So when the seasons change, it makes me think of different games. As opposed to something more logical/socially acceptable, like music, movies or first loves. Popular culture informs me these associations are acceptable. They’re probably right.

In my original rant, I mentioned Road Avenger (Mega CD), Sonic CD (Mega CD), Thunderhawk (Mega CD), Marvel Super Heroes vs Street Fighter (Sega Saturn), Panzer Dragoon (Saturn), Panzer Dragoon Saga (Saturn), Mortal Kombat (Mega Drive) and Street Fighter 2: Special Championship Edition (Mega Drive). While I haven’t done much gaming over the last couple of months, I seem to be going through a Mega Drive phase, having finished Wonderboy in Monster World back in July, buying a 32X in September and am currently contemplating playing through Phantasy Star 2. Well, I’m contemplating the latter via Sega Ages 2500 vol. 32: Phantasy Star Collection on the PS2, as you can set it to Very Easy/Easy to make the game less grindy compared to the cart. I do have Phantasy Star 2 in all its glory on the Mega Drive (including the map and the hint book!) from back in the day and even managed to finish it when I was a kid, but these days I don’t have the free time to grind-grind-grind my way through the game, so the M2-emulated compilation on the PS2 is my easy way out :)

So, looking at the list above I thought I’d focus on the Mega CD games, because I have unusually vivid memories of the Mega CD.

According to the Australian Video Game Magazine Score Archive at Retro Gaming Australia, Sonic CD was reviewed by Hyper in January 1994; this puts local availability anywhere from December 1993 to March 1994. The date is relevant because the first time I ever saw a Mega CD, in the flesh, was in my local favourite (and now sadly defunct) game store. Sitting on the front counter at the end of the two ailes full of Mega Drive and SNES games for rent that made up the small store (along with some Gameboy, Master System, NES and 3DO games to mix things up) was a Model 1 Mega Drive/Model 1 Mega CD combo with the opening splash screen/intro movie for Sonic CD running on a continuous loop. It was earth-shatteringly mindblowing in a way that you couldn’t imagine unless you were 12 years old and it was 1994. Unfortunately this isn’t necessarily a case for quality, as back in 1994 East 17 was popular amongst 12 year olds and digitised graphics/Mark Hamil was the future of gaming.

So, enthused by the promise of CD-ROM technology and low-resolution video in 64 colours, I pooled enough money to be able to rent a Mega CD from said local independent for a weekend with Thunderhawk and Sonic CD to test the machine out. This happened to be in September, and I can still recall hooking up that extra power brick to the series of double adapters behind the laminate-woodgrain TV in the lounge room to experience the future.

It was, in a word, amazing.

Sonic CD proved a great platformer in its own right, but the combination of CD audio (being a PAL version we had the original Japanese soundtrack, which is still my preference to this day) and 3D special stages elevated it to something else. Even if they could probably be done on a SNES with an overlcocked SuperFX2.

Then came Core Design’s technical wonder of a game, Thunderhawk. Having spent many hours enjoying the glorious glory that was LHX Attack Chopper on our mighty 386DX40 PC (which became an even better game when I worked out you could copy the disk’s contents to the 40mb [!] HDD for faster loading), loading up Thunderhawk was all types of awesome. Great scrolling, amazing audio, and more detail compared to my previous flat-shaded shoot-shoot-helicopter experience with the former (not surprising given it was made in… 1990, compared to Thunderhawk, which was released in 1993). Thunderhawk would mark the start of a great relationship between Core Design and Sega that culminated with Tomb Raider launching first on the Saturn, whereupon Core sold out since Sony paid them a lot of money to go exclusive. Since Sega had very little money in 1996 and created a convoluted (but loveable) mess of hardware, this arrangement is not terribly surprising.

But I digress – back to the story.

To be honest, I thought that was going to be the end of my Mega CD experience as the add-on was expensive, so there wasn’t much possibility of being able to pick one up on pocket money and money gifting on birthdays or Christmas. Fast-forward a little over 12 months though, and things changed. With the release of the Saturn and Playstation in 1995, the upcoming Nintendo 64 (though I think we were still calling it the Ultra 64 at that stage), the tanking of the Mega CD and 32X and with the 16-bit era on its last legs (nobody told Nintendo, so we got Donky Kong Country, Secret of Evermore and in the US, Chrono Trigger to keep us entertained for a little longer), in 1995 the impossible became altogether possible. I’m not sure how I got the funds together, but I joined the Mega CD club in spring ’95. I probably have the receipt somewhere that’ll give the exact date too.

Mum was kind enough to pick up the console and a game (Sonic CD) while I was at school, but it was a modern day/1995 tragedy – I was behind on a geography assignment that was due the next day (a Friday if I recall correctly), so instead of unboxing my shiny new console I stole quick glances at it between burying my head in atlases and encyclopedias whilst trying to write something coherent.

Roll on the next day though, and after school it was Mega CD time. It was warm (so I’m guessing it was late-October or November), so the fan was buzzing away at the lowest speed, and the Mega Drive + Mega CD 2 combo was hooked up via RF to the recently-acquired 34cm TV (in fashionable late-80s matte black, a hand-me-down from my older brother who replaced the TV [and accompanying C64] with a 14″ SVGA monitor and the 386DX40). Packed in was Road Avenger, which received a cursory play, but the real meat was Sonic CD. I can’t tell you how many hours I sunk into that game in the months following, but it was a lot. I remember unlocking everything on that game, it was amazing. I even started playing Road Avenger after a while, and began to genuinely enjoy it. This last point is not surprising in the context of 1995/1996, as my burgeoning anime interest was about to ramp up following easier access to videos thanks to Siren/Manga Video and SBS kicking off things with Ninja Scroll on Des Mangan’s Cult Movie sessions on Saturday nights a few months later.

So – spring, Mega CD and a few classic titles. Unusual? Probably :)

Share

Segagaga Domain Store is open again!

segagagadomain-front

I’ve been thinking that quite a number of hoarding retro gamers don’t share their sources openly enough (and to be honest, I’ve been a bit like that in the past). So, I thought I’d change that up a bit and start posting about places I like to shop at online for new and retro games. I’ll also add them to the links section for easy reference down the track.

Today I’m going to talk about the work Yakumo over at Segagaga Domain (who is also the creator of the excellent retro gaming series Retro Core, a show I’ve discussed before) is doing now that he’s re-opened the online store. If I remember correctly, he used to run a similar venture a number of years back, selling Japanese Saturn and DC games acquired during his shopping expeditions as an ex-pat living in Japan. The new store he’s opened currently focuses solely on Saturn gear, with stacks of titles at great prices and very reasonable shipping costs for overseas buyers. I’ve made a few orders from there in the past and have had no issues whatsoever with the goods he’s selling – the descriptions are accurate and include all the nerdy details people like myself find important (such as stating condition/presence of everything in the set, including spine cards, and plenty of accurate photos) and everything’s been packed nicely.

As a bonus, I’ll hazard a guess that sales from the store help keep the site alive, which can only be a good thing. The wealth of content and coverage there is mammoth, so it’s definitely recommended if you’re into Sega consoles or Japanese gaming in general. Plus there’s also Retro Core, which I believe is essential viewing for anyone with even a remote interest in Japanese games. Especially the undercover videos of arcades, Japanese game stores and some of the general stuff around Japan too.

So check it out – Segagaga Domain – The Store – because good sources for gaming should be shared, not kept a secret!

Share