Showing posts with label retro games. Show all posts
Showing posts with label retro games. Show all posts

Saturday, August 8, 2009

NBA Jam Challenge: The Quest for 140 (with new Addendum)

Ok, so I wasn't very clear about the challenge I had proposed in the previous post. Here are the guidelines.
Number of human players: 2 (on same team)
Game: NBA Jam for the Sega Genesis game system. No emulators, no tournament edition, no earlier arcade versions.
Difficulty: 3
Speed: 3
Tag mode: on
computer assistance: off
quarters: 5 minutes.
Send us a video that shows a score of 140 points or more and we will post the video and give you a signed copy of NBA Jam.

New Addendum!!!!
As it has come to my attention that it is perhaps more important to Quest and to Jam than it is to be a purist. As such, I have decided to allow Emulator play and single player games to count in The Quest For 140. If any player is able to score 140 points alone, without the aid of another human player, that player is clearly worthy of the World Record. While I am skeptical of Emulation, I wish to fully promote this challenge and given consideration to the age of the Sega Genesis system, I realize that not everyone will have one around, or wish to purchase one. The challenge remains however. Hushed voices in back alleys behind game stores in the suburbs are beginning to grow louder, and players around the globe are pressing A + B with fiery passion. Go forth, score a lot of points!

Friday, August 7, 2009

NBA Jam: The Quest for 100 - A Dream Realized and a Challenge Issued

...
"Can't BUY a bucket!" The sports caster's voice rang out through the packed stadium.  The game had been over for nearly 4 quarters but all the fans still waited with baited breath to witness what might just be the greatest miracle in Jam history. The ball bounced from the rim, up, up... too high for Grant's early jump but Mitch came down with the board, completely unaware of what was at stake. The score was 98-8 with fifteen seconds left in the fourth, the good guys needed two more points and they just lost possession.
Pippen, who had been on fire for the last 3 quarters just missed his second 3 in a row, and now it was time to play defense. Pippen rushed toward Mitch Richmond pushing furiously, missing wildly.  Mitch took the ball up the floor and managed to sneak past Pippen at half court. 5 seconds left. 
In the NBA, 5 seconds is an eternity. But here, on this court, 5 seconds isn't even 5 seconds, it's like 1.5 seconds and there's no way to stop the clock.
Pippen kicked it into high gear while Grant dropped back to clog the lane and guard against the easy bucket off the pass. Pippen caught up with Richmond, and pushing with all the fury in his 16-bit heart managed to knock the ball away from him. Somehow in the chaos, Grant, having abandoned his spot in the post, and in the kind of moment he has prepared for his whole life, scraped the ball off the hardwood, lights flashed, dreams seemed attainable, 1 seconds left, Bulls possession. Grant took one step toward the basket, but there was too little time, he had to shoot. Somewhere behind half court, with 1 second left on the clock Horace Grant chose to take a full form jumper. He went up, froze in mid air, and the dream Andy X and I shared was shattered once again.
Chicago Wins.
final score: 98-8
"Noooo!" I screamed. I had actually been screaming that for the last 10 seconds, fearing the worst.
"Goddamm it!" yelled Andy X, and threw his little black three-button to the floor.

Statement of intent.
Andy X and I intend to play on the same NBA Jam team and score 100 points against any opponent during normal regulation play.
Game System: Sega Genesis 
Team of choice: Chicago Bulls
Quarter length: 5 minutes.
Game speed: 3
Game difficulty: 3
Computer assistance: off
 This goal shall be known as The Quest For 100, and we won't stop playing until we have succeeded.

When we first started "The Quest", the most we could ever score in a single game was like 60 points. By now, the previous two times we played we had gotten nerve shatteringly close to the golden number, but 98 was the farthest we had reached yet.
Andy X and I, feeling a little bitter at one another, unable to shake the feeling that we both let one another down in one of the worst single quarter performances either of us could remember, decided to take a break to eat some cereal or something. I honestly don't remember what we did besides stave off tears of shame, and disappointment.  By the end of the third quarter we had scored 88 points and looked poised to shatter the 100 point mark. 98 points was a monstrous failure, a break-down of the highest order, and a point of shame for both of us. It would be two days before we took up the quest again.
:Two days later:
"Let's score 100 points in NBA Jam," Andrew said.
"ookay," I said, reluctant to be so openly confident after the debacle of two days earlier.
"We're going to do it."
I wasn't sure that I believed him.
The game started magnificently. Through the first quarter we had scored 30 points. Through the second the tally was 62 and were on pace for 125 points. By the third quarter we took off running, and through our blend of ferocious pushing, unflappable blocking, and the power of the On-Fire three-point shot, racked up 90 points by the end of the third. We had a single quarter to score 10 points. The last time we played, two days prior however, we were unable to score 12 points in a quarter, a paltry number to our usual 25+ point quarters. We knew what we were up against: fate. Would we ever reach the one hundred point mark? How much damage would The Quest for 100 do to us before we could finally claim sweet, personal, esoteric moral victory. What would be left of us?
The beginning of the 4th didn't look good. Pippen, who had been "on fire" for the previous three quarters lost his on-fire almost immediately. Our hearts were raddled, and our minds addled by the overwhelming fear of failure. We could do nothing right.  Finally we managed to drain two, two point buckets, and with a third shot from beyond the arc, get on fire one last time to set the score to 97 to six. Threatening to break our on-fire streak, Danny Manning drove down the court, unwittingly and knowingly participating in the greatest humiliation in his humiliating career on the Clippers. Pippen, our aggressive defensive mastermind caught up as he pulled up for the long jay. Pippen stole the ball and approached the three point line with terrorfied bravada.
"From Downtown!" Yelled the caster's voice.
Swish!
By the end of our careers we had nearly doubled our original 60 point marks, and eventiually reaching 118, with a glimpse at the upper most limits of NBA Jam scoring.  We predict that 140 points in a single game is attainable, however we posit that any significant point totals over 140 would be impossible due to the physical limitations of the game.  In the spirit of the quest for 100, we ask any fan of NBA Jam to present us with a video of a two-person team of players who have scored 140 points against the computer, and implementing the NBA Jam settings posted above in the "Statement of Intent." We will post your video on our page and give you a copy of NBA Jam signed by both Andy X and myself, D.L. Hughley Butler. Good luck. And remember, as Andy X says, "Lose yourself in the JAM!"

Monday, May 25, 2009

Countdown: AJX's all-time fav Genesis games (15)

Number fifteen:
Sword of Vermilion



A trivial, slipshod, rehash of all the cliches from Dragon Warrior on; an amalgam of the crudest story-telling techniques featuring some of the least-affecting dialogue ever written; a game stuck in the period before 16-bit roleplaying games became art, Sword of Vermilion is a somewhat bizarre game-- technically questionable, but fascinating in the way that clunky medieval paintings of sword wielding jesuses are fascinating. It has a commitment to real-time action that would later be re-introduced to role-playing games and tagged years later as innovative, but it is also a mess of cluttered, quaint, and counter-intuitive menus. Getting treasure out of a treasure chest involves not only opening an ugly menu and then scrolling (which, as always is accompanied by an awful chirping sound effect) down to to the "open" option, but, having opened the chest, you must then re-open the menu, and then-scroll (more of that awful tone) down to "take," at which point you get a cheery little tune and a message like: "you opened the chest, and there was a candle inside!" Also, my first ever favorite RPG. You'd be mostly blameless for taking a tone not-dissimilar to that of our esteemed video-game reviewing colleague about the game:



Or, you can take a little trip through history. Shall we?

As I ran laps around Perley elementary's big, barren field behind the playground every day after school I balanced my fatigue and buoyed my squat fourth-grader legs along with thoughts that every lap around the vast lot was one more penciled "x" in a box on a cross country club fill-out sheet, each filled box building on the last, springing forward on the page from left to right, onward and onward as I rounded the monkey bars and went back out for more. Surely there was some goal, some reward, some t-shirt you could win for running the most laps, but I don't remember it. The goal was always just to get farther, get more points. I was determined, and the thought of going farther excited me, and that was all there was.
Having only been old enough to be in awe of my brother as his 80's twitch skills got him all the way through Shinobi on the master system I only came into my own as a video game player with a bit of an inferiority complex. I knew that I would never be able to score as many points as my brother as my quick-fingered and guitar-soloing brother. In order to prevail in the same way he had prevailed, then, I'd need another way around. Steadily earned experience points would come to replace the hi-scores I'd known. Sword of Vermilion, with it's simple boss sequences and not-quite-action combat style (link to battles) was perfect for me because it could be beaten with the same sheer force of will and patience that propelled me around the field at cross country practice. Thus, it was the first non-disney-sponsored game that stubby-fingered and stubby-legged me could be comfortable with and good enough at to call my own.



At the time I didn't know what I was getting into. But, imagining the sun setting over Vermilion's Malaga, big-shouldered and kingly and beside my queen, I had a home in a kingdom not far from that beaten-down Perley grounds. There were rewards for those untold laps and dungeon crawl toils, I suppose, but they were mostly in my head.

Tuesday, December 16, 2008

Notes on a "Genesis Party" (part three)

Streets of Rage!!!!





We may not need to have a genesis party at all. The goldmine that is Streets of Rage 2 is vast enough to shoulder the entire burden, I think. I am transfixed hearing this stuff. My mind is back to playing two player co-op with my brother: me, as the skating kid racing around excited, losing life after life after life, him as a burly man doing the real work of hitting even burlier men over the head with pool cues. Through the big windows, the sun's oranger, redder rays shine on us as a long Saturday afternoon turns slowly into night. We squint, close the blinds. On screen, a dance music breakdown that the Arthur Russell likers might even like, and a giant freight elevator taking me and my brother up to the rooftop layer of a very aggro boss. A moment of peace, a single lost instant before the beat began to build: he and I must have stood there, triumphantly alone, on the rising platform. Then on to the next episode...

Saturday, December 13, 2008

Notes on a "Genesis Party" (part two)

Here are a few more.

From Phantasy Star IV:Machine Center

From Phantasy Star IV:Behind the Circuit

From Sonic 3 (and possibly written by Michael Jackson): Ice Cap Zone

Friday, December 12, 2008

Notes on a "Genesis Party" (part one)

DLHB and I have been talking, in varying degrees of seriousness, for a long time about a hosting a party using Sega Genesis music instead of the usual hip-hop/indie/french-electro/that-one-CAN-song fare. We're just not quite sure whether people would dance to this stuff as much as we would. So, I'm going to post a few of my favorite tracks and hope for a little input. 

From Road Rash: Pacific Coast

From Sonic the Hedgehog 2: Metropolis Zone