Mac serial cables make great extension cables for PC Engine controllers

So, PC Engine – great machine, nice controllers, shame about the length of the controller cables. They obviously took that cue from Sega – the Mega Drive and Master System controller cables were always a bit on the short side too. On most of my other consoles I’ve grabbed cheap third-party extension cables for the controllers and they all work a charm. The PC Engine though, that’s a different story. But the answer’s simpler and cheaper than you’d expect!

Tim over at The Retro Review Project wrote a post a couple of years back where he found that Mac serial cables had the same 8-pin mini-DIN connector as the PC Engine controllers’, so I thought I’d give it a whirl. After a false start (I bought a male-male Mac serial cable instead of a female-male cable), I’m happy to confirm that 8-pin mini-DIN Mac serial cables work perfectly, and as a bonus, they’re also really inexpensive. I can now game on my Duo-R in comfort on the couch and no longer worry if I’m going to accidentally unplug the controller or pull the whole console off the shelf. Bonus.

Just be sure you buy a female-male cable. Otherwise you’ll end up like me and have a useless male-male Mac serial cable lying around the study ๐Ÿ˜›

Oh, and for the record, this trick won’t work with TurboGrafx-16 controllers, as they use a larger DIN socket compared to PCE hardware. On the upside, it should work fine with any of the PCE hardware revisions (PCE, Core Grafx, Core Grafx 2, Duo, Duo-R)

Shameless Gaming Month achievement!

Wonder Boy in Monster World with Sega Mega Drive setup

So, Trjn started this whole Shameless Gaming Month for July 2011 (I heard it through the grapevine on another forum, and you may have heard it elsewhere too), and I thought I’d get involved. I think I might have missed the point, as my goal was to finish… Wonder Boy in Monster World on the Sega Mega Drive, which was released in 1992 ๐Ÿ˜›

On the upside, I actually finished it last weekend ๐Ÿ™‚ And with all the hearts to boot!

On the downside, I think my effort counts as cheating, as I started playing it at the end of June.

But still, I wanted to contribute to the global effort in some way! Expect a review at some stage too.

Famicom get!

I was lucky enough to have a friend of mine currently living in Japan fire across some Nintendo Famicom stuff for me. Not having had a Famicom in the past (I have a PAL NES though), this was a good opportunity to pickup something interesting for the collection. It also means the door is opened for Japanese imports ๐Ÿ™‚

So to celebrate, here are some shots:


Reviewing… Secret of Evermore (SNES)

Secret of Evermore PAL box

Secret of Evermore is a curious beast. At release it caused a stir amongst the press and the wider gaming community for (a) not being a true sequel to Secret of Mana and (b) taking the role of the scapegoat in light of Seiken Densetsu 3 being skipped for localisation in the West. While time has allow that last point to be corrected, it has also allowed the dust to settle so that the game can be experienced free from the enthusiasm the Seiken Densetsu franchise traditionally emanated (which in itself is a relic given the downward trajectory of the franchise in a post-16-bit world).

Back in 1996 when my younger brother and I finally joined the SNES bandwagon, a handful of games kicked-off the collection – Killer Instinct (no laughing!) and Secret of Mana, closely followed by Super Mario Allstars, Super Mario World then Zelda. Knowing my gaming habits, I would have picked up Secret of Evermore some time between May and September (thanks to Retro Gaming Australia for the reference – Secret of Evermore received a score of 92% in the April 1996 issue of Hyper), given the release date of April-ish (with a few exceptions, back in the mid-90s we didn’t really have release dates) and my historic purchase of a Sega Saturn in September (yes, it’s historic, even if it’s only in my head). After enjoying Secret of Mana (who wouldn’t?), picking up Secret of Evermore was a no-brainer. What eventuated out of that purchase though, was a bit of an anomally. The UI and a large portion of the game mechanics were familiar, but the premise was a little different and the presentation (audio and visuals) was certainly a departure from its namesake prequel.

1996-Sean didn’t really let this bother him – the game in some ways was disappointing, as it lacked a persistent connection with the familiar world of Secret of Mana, lacked polish, didn’t seem quite as broad in scope and the multiplayer was sorely missed. On the flip-side, the music was great, the locales were certainly interesting and some of the mechanics were well-implemented. The story also made a bit more sense, though this is easy to identify retrospectively given it’s now much more common knowledge that Secret of Mana suffered from being abruptly hacked together in light of the Super CD falling by the wayside, and the ongoing issues with space and programming logic inherent to localising 16-bit JRPGs.

From a historical perspective then, the game was enjoyed and appreciated, but ultimately fell shy of filling the impressive shoes left in the wake of Secret of Mana.

So what does 2011-Sean think of the game?

For me, it was an altogether different experience. It had been over 15 years since I last fired up the game, and in that time a lot has happened. Aside from getting older and having less hair on my head, we’ve had the internet come in and fill the gaps around the game’s genesis, development and its place amongst other Square RPGs of the time. Seiken Densetsu 3 has been unofficially translated, which means the blind faithful (like yours truly) can sup at the table Square denied us in 1996. There has been distance gained beyond the various threads spun of rampant fanboyism that only the changing guard of 1996 could have produced.

Perspective, as it is, continues to be an interesting creature, and in the context of this review, has made Secret of Evermore a better game.

The soundtrack continues to impress despite its differences in thematic composition to Kikuta’s soundtrack in Secret of Mana. Especially worthy of note is its progressive implementation of atmospheric noise in place of background music during some key areas (Hardcore Gaming 101’s excellent thoughtpiece lists a few poignant examples). The game looks far less “squishy” now that I can play the game in 60hz, it controls well, the worlds are imaginative, and alchemy is fun when you get your head around it. I even enjoyed the collect-a-thon in the markets, though I admit to seeking some help from GameFAQs on that one to clear things up.

I’m not saying the game isn’t flawed – it is, but it doesn’t mean the game is any less endearing. The writing is a little hokey, but at least it isn’t the fragmented mess that was Secret of Mana and there are some nice (predictable) spins in the narrative. The graphics teeter between very good and drab depending on the world you’re playing in – world three is an example of the good, while the swamps in world one float the other way. Multiplayer continues to be a sticking point, but I appreciated the functionality offered by the dog in tracking down ingredients this time, rather than sulking about the lack of multiplayer.

Even the game length was well balanced. There are a few spaces where tedium kicked in (such as the dessert in world 2 or the grinding required when levelling up your weapons), but it wasn’t enough to present a roadblock to progress. Being time-poor these days, it took about a month or so of casual play during weekends to finish up the game, which was perfect for me. The 60+ hour marathons common in later generations was thankfully absent, which for me is also part of the appeal of 16-bit JRPGs. Interestingly, the game length seemed pretty reasonable from 1996-Sean’s perspective, despite the price of entry – I don’t have the docket, but I’m pretty sure my (now-defunct) local independent game store charged $89 for the game, which equates to $128.23 today. Despite this, I don’t recall ever feeling short-changed by the game.

So, Secret of Evermore – flawed and often misunderstood, but ultimately a very solid game.

More (Australian) retro gaming blogs

Last week I posted about some retro gaming blogs I’ve been reading of late, but two other have caught my attention:

That reminds me of the time when I made a poster of Rocket Knight Adventures back in 1993. It was hand-drawn and everything, and included a quote from the Sega Megazone review that mentioned it being far more enjoyable than a night with Cindy Crawford and a barrel of jellied eels. I’m sure my parents were delighted that their 11-year-old son would put such a memorable comment on a poster about a video game in 1993.

Now I feel sad because it reminds me that I sold off all my video game magazines for practically nothing on eBay when I started Uni in 2000 in an effort to have something of a right-of-passage and farewell High School Sean, as well as scrape some extra cash for Uni life (a serving of chips and gravy from the Unibar made for a cheap but tasty lunch). Now as a man-child in their late-20s (with an understand wife), I regret selling everything off. But I rest at ease in the hope that someone else is dancing a merry jig with their bargain purchase.