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Archive for July, 2011

Gaming Marathons for Charity, August 2011

August is almost upon us, and there are more gaming marathons on the way from various groups. As I type this, GameToAid is just concluding their Mario & Friends Marathon to benefit World Youth International. So, what’s on the schedule for August?

First up is The Renaissance Wolf WWS Minithon. Technically it starts on 30 of July, but that’s close enough to the August timeframe. They’ll be playing the following games:
1-WolfQuest,
2-Rainbow Dash Attack
3-Spore
4-Learn to Fly
5-Dogz
6-Feed the Panda
7-Secret of the Magic Crystal
8-Pokemon Red/Blue
World of Zoo: Creature Creator (In-betweenie game)

All proceeds raised from this marathon go to benefit White Wolf Sanctuary.

Tim Troppoli, with the ExtraLives group, is planning a marathon in August. Nothing is official yet, either in terms of when (likely late August) or what they’ll be playing (maybe playing bootleg/pirated games). More on this when details are settled.

This post will be updated with information on additional marathons as I hear about them, so stay tuned.

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Mega Man Legends 3 Officially Canceled

GamersSpot has just confirmed that the much eagerly anticipated Nintendo 3DS title Mega Man Legends 3 is no longer in development.

Capcom explains that their decision “is based on a number of criteria with input from different sectors of the company. Unfortunately it was not felt that the Mega Man Legends 3 Project met the required criteria…”

This follows on from the resignation from Capcom last year of Mega Man co-creator Keiji Inafune, though Capcom is not claiming that as a reason for canceling this project.

This project was to be presaged by an early build made available on the 3DS eShop. Called Mega Man Legends 3: Prototype Version, this would have offered players a glimpse as to what the full game would offer, with ten missions and a new playable character.

Fans had also been invited to submit ideas for this game, with material ranging from stage ideas to character art. Those people will likely be receiving mail from Capcom notifying them of the game’s cancellation.

Now, however, all of that is off the table as the entire project has been canceled.

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ExtraLives Mop-Up Marathon to Start Friday

ExtraLives is doing a gaming marathon starting this Friday, 15 July, at around noon EDT. This marathon will benefit Free the Children, a charity that constructs schools in developing nations.

Beyond this just being another marathon, though, this will celebrate two years since ExtraLives began. Back in late June, 2009, their first marathon took place, wherein they played a bunch of Pokemon games (Pokémon Red, Blue, Gold, Silver, Ruby, and Sapphire, to be precise). Since then, they’ve done marathons for Mario, Zelda, and Sonic, among others.

However, within all of those past marathons, there were games here and there that they never finished, due to time constraints. This upcoming marathon will correct that, as this is a Mop-Up Marathon, wherein the ExtraLives crew will finish those games that they didn’t have time to in their original marathons.

BUT WAIT THERE’S MORE! Not only will they be doing this Mop-Up Marathon, interspersed throughout will be a “Terrifying…ly Bad Games Minithon”, which will undoubtedly prove entertaining. (Remember: Tim has a Phillips CDi and those unspeakable Zelda and Mario games)

So, you’re probably wondering what games will be played, all told. Pulled straight from the site is the complete list of all the games to be played during this event:

Mario Marathon (December, 2010) Block
Super Mario Bros. 2
Hotel Mario
Super Mario Galaxy 2

64 Hours of the N64 (March, 2010) Block
Superman 64 (I own 2 copies, not something I’m proud of)
Zelda: Ocarina of Time and Zelda: Majora’s Mask race

The Rise and Fall of Sonic the Hedgehog (August, 2010) Block
Shadow the Hedgehog (sorry guys, we can’t deal with Heroes again)

Pokemon Marathon 2 (July, 2010) Block
Hey You Pikachu! (Fun at 3AM!)
Pokemon Adventu (Everyone’s favorite Pikachu platformer bootleg… thing).
Vietnamese Crystal (We have 2 copies now– we’ll race them, first to crash loses!)

Legend of Zelda Marathon (December, 2009) Block
Faces of Evil and/or Wand of Gamelon (How many times have you heard “-cording this”?)
Zelda: The Wind Waker
Zelda: Twilight Princess (A race between the GameCube and Wii versions)

And between these blocks, we’ll intersperse games from…

Terrifying…ly Bad Games Minithon (October, 2009)
Big Rigs: Over the Road Racing
E.T. (The Atari 2600 masterpiece)
Shaq-Fu

It all starts this Friday at noon EDT. It should be fun.

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Games I Don’t Think Anyone Remembers: Hugo’s House of Horrors

July 6, 2011 2 comments

Back when I was a kid, my family had a computer that ran Windows 3.x. I was quite familiar with how to use the DOS prompt, and played most of my computer games through that. A lot of games I played came on floppy disks that were actually floppy.


The cover is a bit of misdirection: you don’t rescue Hugo from the house, you rescue his girlfriend, Penelope.

One game in particular was Hugo’s House of Horrors. It was an adventure/puzzle game, and all of the commands were done via typed commands. For instance, if you wanted Hugo to walk to a door, you typed in “walk to door”. If you wanted to pick up an item, you typed, “pick up [item]“. That’s how gameplay went.

The story for the game was simple: Hugo’s girlfriend Penelope had gone to babysit at a rather creepy old house, and Hugo hadn’t heard from her for a considerable while. So Hugo goes to check on her, and finds that she’s been taken captive by a mad scientist. You have to negotiate a series of puzzles, collect and use items along the way, in order to rescue her.

The graphics were the simplistic kind you’d expect from an early DOS game. The command interface was equally simple, as I described above. The puzzles were rather challenging, and required clever use of items collected along the way.

Of course the game feels ancient by today’s gaming standards, but that’s to be expected. It’s a rather short game, but, as I said before, the puzzles are challenging enough. I’m sure the game is still available somewhere out there on the Internet, and if you feel like a bit of gaming nostalgia, it’s a fun game to play.

The game spawned a couple of sequels, continuing the story of Hugo and Penelope. The second game, Hugo II: Whodunit was a murder mystery in which you played as Penelope, while the third game, Hugo III: Jungle of Doom had the characters escaping from a jungle after the small plane they were on crashes. I don’t think I ever actually beat the second game, but I easily beat the first and third.

Apparently there was a fourth and final Hugo game released in 1994, called Nitemare 3-D, and was essentially a Wolfenstein clone. In that game, Penelope is taken prisoner in the haunted mansion again, and Hugo goes in to rescue her, armed with guns. I’ve never even seen that game, to be honest.

So, there you have it, this time a game that I really and honestly think I’m the only one who remembers.

A final note: some years back, there was a rather interactive webcomic called “Problem Sleuth”. It presented a series of images, and invited readers to provide suggestions for what the main characters should do in order to proceed. The visual style of that comic, mixed with the command line at the bottom of each panel, reminds me a lot of these games. Just thought I’d throw that tidbit out there.

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Zelda no Densetsu Prototype

Late last December, a thread was started on the Lost Levels forums, discussing a recently discovered prototype build of Zelda no Densetsu (The Legend of Zelda).

This beta build of the game varied in quite a few ways from the finished version. Some enemies (such as the Wizrobes) were weaker, and some rooms in dungeons either had fewer enemies to negotiate or different groupings of enemies. Sprites for some enemies were different. A more noticeable difference was the fact that the dungeons all used the Level 9 theme from the final version, as the normal dungeon music hadn’t been applied at that point in development.

The image on the left is from the prototype, and is an example of a dungeon room with an easier selection of enemies. The right, of course, is from the final release in Japan.

The Cutting Room Floor has done a great job compiling a list of all the changes from the prototype build to the released version.

Last night I finally got around to playing the prototype, as I had finally realized why I couldn’t get it to play in my emulator (it was a simple matter of using the emulator commands to simulate removing the disk, flipping to side B, and replacing the disk). I recorded my playthrough of the first quest as a new Let’s Play project.

For that first playthrough of the game, I didn’t check on any online source for changes. I wanted everything to be a new experience, so I played through on my own. I was quite surprised to find the Level 9 music playing in every dungeon, and found it, in its own way, quite unnerving. That bit of music is quite suspenseful, and made each dungeon feel a bit more daunting.

The dungeon layouts were essentially the same. I didn’t notice a difference in dungeon design until I arrived at Level 9. I was heading to the normal location for the Red Ring, but found that I couldn’t bomb the northern wall of that room.

Confused, I continued on through the dungeon, intent on finding the Silver Arrows in their usual location. What I found in that room instead was just the compass. Turns out both the Silver Arrows and Red Ring had been moved from their locations in the prototype to where they are in the finished version. To access the room with the Silver Arrows, you have to pass through the only invisible doorway in the entirety of the first quest. The Red Ring is two rooms below.

There were other differences I noticed: Pols Voice were invulnerable to arrows in the prototype. There was no hungry Goriya in Level 7, yet you could still buy the meat in one shop for 160 rupees. Speaking of rupees, due to a different calculation for enemy drops, rupees were more common to find than in the final version.

So I finally completed the first quest, and started on the second. I wandered into Level 1, but immediately noticed differences, the first being that there were no enemies anywhere in the dungeon. A second difference was that the dungeon map for Level 1 in this prototype second quest was a capital “L”, which is the map for Level 3 in the finished version. However, the accessible rooms in the dungeon extended far beyond that. Yet there were no enemies in the dungeon.

This is a compilation of all the dungeon layouts for the prototype second quest. The overworld is identical to the first quest. None of the dungeons have a Triforce chamber, meaning there is no Triforce piece to obtain. This ultimately means that the prototype build only had the bare framework for a second quest, and it was not correctly playable. Interesting to see an early build of the second quest, though, as many dungeons have extra rooms not in the final version, or the final version has rooms not in the prototype.

Either way, this prototype build is definitely worth looking into if you are a fan of the early Zelda games, and are interested in seeing how development for the first game came along.

Yet even this early build of the game lacks the cave in this famous screenshot from the instruction booklet included in the American localization of the game:

Screenshots come mostly from Lost Levels forum and The Cutting Room Floor.

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