Wednesday, October 2, 2019

Arcade Platform Game Review: Donkey Kong


This review was originally posted on the McMurray Internet Channel website on December 8, 2018. It was updated to include newer systems on which the game was included as well as to add links on June 9, 2025.

Donkey Kong was the first game designed by Shigeru Miyamoto. Nintendo of America had many unsold Radar Scope arcade games and asked for a new game that could be shipped as a conversion kit for those cabinets. The management at Nintendo asked designers for game ideas, and the idea by Miyamoto (who had previously designed the case for the Color TV-Game Block Breaker console) was chosen.

The original concept was to be based on Popeye, but Nintendo couldn’t acquire the rights at the time. So, the broad character types were given to new characters. Popeye the Sailor became a carpenter, Bluto became the carpenter’s pet gorilla, and Olive Oyl became the carpenter’s girlfriend.

The carpenter was originally named Ossan, a nickname for a middle-aged man. He was then named Mr. Video, as Shigeru Miyamoto intended him to be an everyman character to use in any game that he created. When Donkey Kong was released, he was labeled Jumpman on the cabinet of the Japanese release of Donkey Kong, and Mario for the North American release. This name, as well as Mario’s Italian-American heritage, came from a man named Mario Segale. He was the landlord of a warehouse which was rented at the time by Nintendo of America.

Mario’s pet gorilla was named Donkey Kong, chosen because the designers wanted to signify that he was a dimwitted creature. In 1984, lawyers for Universal sued Nintendo over the name, which it claimed infringed on its King Kong trademark, but Nintendo won the case. The Nintendo lawyer, and future chairman, Howard Lincoln, noted that Universal themselves proved that the plot of King Kong was in the public domain in a court case against RKO Pictures in 1976.

Mario’s girlfriend was named Lady on the cabinet of the Japanese release of Donkey Kong, and Pauline for the North American release. This name came is said to come from a woman named Polly James, who was the wife of Don James, the warehouse manager at Nintendo of America.

Mario’s trademark hat, overalls, and mustache were designed to overcome the limitations of the hardware of the time. This design made it easy to distinguish his arm and leg movement, as well as his face. It also gave the game a unique aesthetic compared to the other games of the time period.

The object of the game is to have Mario climb platforms in order to rescue Pauline from Donkey Kong. Mario must dodge the barrels thrown by Donkey Kong, as well as other obstacles in the way. Once Mario completes a stage, Donkey Kong will carry Pauline off to the next stage. Each stage is presented in meters, with the game asking Mario how high he’ll be able to get. The four stages are named by height: 25m, 50m, 75m, and 100m. Once 100m is completed, Mario will reunite with Pauline, only for Donkey Kong to kidnap her again and the game will repeat the four levels again. Like other arcade games of the time, the game gets harder as it goes on and the object is to get the highest score.

The game was ported to many systems, including the Atari 2600, Intellivision, Colecovision, Atari 8-bit computers, Nintendo Entertainment System, TI-99/4a, PC Booter, Commodore 64, VIC-20, MSX, ZX Spectrum, Amstrad CPC, Coleco Adam, Famicom Disk System, and Atari 7800.

Outside of the original arcade version, the NES version was the most accurate of the versions, except for the missing 50m, or factory stage. This version was emulated on the Nintendo 64 (in Animal Forest), Game Boy Advance, Game Boy Advance e-Reader, GameCube (in Animal Crossing), iQue Player (in Animal Forest), Wii, Nintendo 3DS, Wii U, Famicom Mini, and the NES Classic Edition.

A more arcade-accurate version for the NES called “Donkey Kong: Original Edition” was released in 2010 for Wii in Europe pre-installed on red Mario 25th anniversary Wii consoles. It was later released on 3DS in 2012. The NES version was released via emulation on the Nintendo Switch for Nintendo Switch Online subscribers in 2018. It was included via the GameCube version of Animal Crossing via emulation on Nintendo Switch 2 for Nintendo Switch Online Expansion Pass subscribers in 2025.

The game remains a classic and is worth playing even today. The best version remains the original arcade release, which was finally emulated in its entirety by Hamster as part of its Arcade Archives line on the Nintendo Switch on August 16, 2018.

Final Verdict:
4 out of 5
Donkey Kong Junior review

Tuesday, October 1, 2019

Open World Action-Adventure Mega Review: Shenmue


This review was originally posted on the McMurray Internet Channel website on February 21, 2019.

Shenmue is undoubtedly an influential title in the history of video game development but, while it still does mostly hold up decades after its original release, it's bogged down by a few things that have been refined in later titles.

Shenmue was created by Sega designer Yu Suzuki to address problems that he saw in the role-playing genre in the 1990s, in order to create a game that would feel more realistic than what came before. He coined a new term for the genre of the game he created, FREE, or Free Reactive Eyes Entertainment. It combined aspects of role-playing games, graphic adventure games, and even fighting games using the Virtua Fighter 3 engine.

The game follows a seventeen-year-old Japanese boy named Ryo Hazuki, who witnesses the murder of his father by a mysterious man named Lan Di, who claims that he was seeking vengeance, as the elder Hazuki had murdered his own father. Not believing that his father could be a killer, and wishing to seek vengeance himself for his father's death, Ryo begins asking around his home city of Yokosuka, Japan, in an attempt to discover where Lan Di was from, and where he had headed after he murdered Ryo's dad.

The painstaking detail in the recreation of 1986-era Yokosuka is Shenmue's greatest strength. Even the weather patterns match up with the real weather in the city in 1986. The attention to detail extends to the characters as well.  Every non-player character can talk to Ryo. Every business with an hour of operation sign can be entered when the business is open. The city even includes an arcade that contains the classic 1980s arcade games created by Yu Suzuki, Hang-On, and Space Harrier. Bars, stores, and other buildings also let Ryo collect gatcha capsule toys, play billiards and darts, and try his luck at pachinko. These are side activities that Ryo can play when not furthering the main story, however, there are also scrolls that can be purchased to give Ryo new moves that he can use in the fighting sections of the game.

The game has a lot going for it, as it has an interesting cast of characters, an interesting story, and wonderful music, and it contains an interesting combination of adventure and fighting mechanics. It looked fantastic when it first released in 1999 and still looks decent today, especially in the recent Shenmue I+II compilation.

However, its biggest drawback has always been the English voice acting. It is dreadfully wooden and is a bear to drudge through. Luckily, the aforementioned Shenmue I+II collection includes the ability to combine the Japanese voice actors with the English script. This makes the game quite enjoyable and well worth playing, as long as you don't mind the outdated tank controls and the slow-paced gameplay in comparison to modern open-world games.

Final Verdict:
4½ out of 5

Arcade Platform Game Review: Mario Bros.


This review was originally posted on the McMurray Internet Channel website on December 15, 2018.

Mario Bros. was the first game to feature Mario's brother Luigi and the first to feature the titular duo as the first and second player.

The game sees Mario shed his carpenter profession and join his brother Luigi in life as a plumber, heading into the sewers of New York City to eliminate all creatures that come through the pipes. The game has two-player cooperative play as both brothers try to take out the creatures together. Unlike the later Super Mario Bros. games, the creatures have to be knocked from below, which will flip them over.  Trying to step on them while they aren't flipped over will result in the loss of one life. The flipped-over enemies have to be knocked off the playfield into the water below by kicking them before they flip back over.

The creatures start off easy, with the shellcreeper turtles, which require only one hit to flip them. The game gets progressively harder, as enemies that require multiple hits, enemies that fly, obstacles that cause ice to form on the ground making things slippery, and many more enemies and obstacles, try to stop the brothers from performing their task.

To ease things a little bit, there is also a POW block in the middle of the stage, which will automatically cause one hit to every enemy that is touching the ground. However, this POW block can only be used three times during a game before it is used up forever.

Like Donkey Kong before it, the game has been released on many different platforms, including Atari 2600, Atari 5200, Apple II, Commodore-64, Amstrad CPC, ZX Spectrum, Nintendo Entertainment System, Atari 7800, and Atari 8-bit computers.

The NES version was emulated on the Nintendo 64 (in Animal Forest), e-Reader for Game Boy Advance, GameCube (in Animal Crossing), Wii, Nintendo 3DS, Wii U, Famicom Mini, NES Classic Edition, and the Nintendo Switch legacy games online service. The gameplay was also included as a mini-game in Super Mario Bros. 3, and a Super Mario All-Stars-style remake was released with the Super Mario Advance games for the Game Boy Advance.

The arcade original is the best version of Mario Bros., and it was finally emulated in its entirety by Hamster as part of its Arcade Archives line on the Nintendo Switch on September 27, 2019. Hamster's Switch version is the way to go as it also includes online multiplayer co-op gameplay.

Rad Is Out Now

Rad, Double Fine's post-post-apocalyptic rogue-like was released on August 20th for Windows, Switch, PS4, and Xbox One. It's the last game to be published by a publisher other than Microsoft due to the studio's assimilation into the Xbox Games group of companies earlier this year.

I'll have a full review for it soon-ish, but I played the beta, and I can safely say that the game lives up to its name as it really is rad.

    Wednesday, August 28, 2019

    The Evolution of Adventure Games Prelude: Castle & Wander

    There has been a major development in adventure game history that has happened since I first started this feature in 2014. In 2015, a long-lost fantasy story tool titled Wander was found after being lost for decades.

    An interactive fiction enthusiast, with the handle "ant", contacted Wander's author, Peter Langston, in 2015. The 1980 version of the Wander game creation system was discovered in an e-mail archive by a man named Lou Katz, but it only contained a version of Colossal Cave Adventure partially converted to Wander. The entire 1980 version was discovered when a man named Doug Merrit found the files included with a PSL Games collection released that year.

    A 1984 version was also discovered and, as that version was said to be easier to compile than previous versions, it was used to make the engine and the included games compile on modern systems.

    Because of this, it's now apparent that the title of the first text adventure game belongs to the first game developed with Wander.

    Wander was written by Peter Langston in HP Time-Shared BASIC, likely on an HP2000 in 1973. He converted it to the C programming language in 1974. The first game developed with Wander, Castle, released in 1974, contains many of the hallmarks of the adventure game genre, including story-based gameplay, an inventory, and puzzles. These elements are present in the well-known game that was had its initial release the following year, in 1975. These elements also remain present in most western adventure game released to this day.

    1973 also saw the release of Hunt the Wumpus by Gregory Yobb. This game was not a text adventure, but it did contain some elements that were present in text adventures including multiple rooms accessible by using a text parser. It also contained bats that transported you to a random room. The latter is the primary reason that this game was worth mentioning in this article, as these same bats would later appear in the Colossal Cave Adventure, the game that popularized adventure games and gave the genre its name.

    On To The Next Part

    Thursday, August 22, 2019

    Yakuza 3 Available Now In The Yakuza Remastered Collection

    Japanese fans of Sega's Yakuza series received high definition versions of Yakuza 3, 4, and 5 throughout last year and early this year. Ryo Ga Gotaku Studio, the studio inside Sega C2 that created the Yakuza series, mentioned at the time that the remastered games were created for new overseas fans, with no word about when the games would release in the west.

    The wait is nearly over, as the Yakuza Remastered Collection is now available to purchase digitally on the PlayStation Network for PlayStation 4. Yakuza 3 Remastered was released on August 20, 2019, Yakuza 4 Remastered will be released on October 29, 2019, and Yakuza 5 will be released on February 11, 2020. The collection is available for $60. If you purchase it,Yakuza 3 is playable now and the other games will be playable when they are released.

    A retail version of the Yakuza Remastered Collection will be released after all of the games are out, which will be the first retail release of Yakuza 5 in the west, as the original PlayStation 3 western release of Yakuza 5 was only released digitally.

    Saturday, August 17, 2019

    Freemium Turn-Based RPG Review: Middle Manager of Justice

    The Middle Manager of Justice review was previously posted on The International House of Mojo on August 21, 2013.

    There have been countless stories told of superheroes fighting villains. The story that has never been told is the story of the person who sets training schedules, budgets income earned on various necessities, and determines which crimes particular heroes should tackle. Kee Chi and Double Fine have rectified that with Middle Manager of Justice.

    Middle Manager of Justice began as one of the amnesia fortnight prototypes, which was then was extended into a full game for iOS and Android thanks to Double Fine's angel investor, Dracogen. It's a departure from Double Fine's usual fare, as this is their first foray into the free to play market. But, fret not true believers. Middle Manager of Justice is one of the few games to do freemium right.

    You begin with one hero, and can purchase more heroes as you progress. Your task as middle manager is to train each hero to increase their stats. They have four, strength, health, armor, and intelligence. Strength and health can be increased in the gym and intelligence can be increased in a meeting with the middle manager. Armor can be increased by purchasing items from the store. Each hero has a set level of training time, but this can be increased when the hero levels up. The heroes also have a set of power moves, which can be increased by training in a different gym in the office.

    Only four heroes can be active at one time, and from one to four can fight battles at once. Battles are fought through the map in the office (although the map sometimes contains other heroic duties, such as stopping a school bus or saving people from burning buildings). The middle manager can choose to have the fights play out automatically, or to watch the fights, which will allow you to control the fights directly in RPG style battles. The more training and armor your heroes have, the better your chances of winning (the map will tell you a rough percentage of winning before you play, although it's possible to win even with a low percentage).

    The writing shines in the battles, with a lot of Double Fine's trademark humor coming through. In battle, you can deploy your hero's usual attacks, use their super attacks (each super attack can only be used a set number of times, with a gauge telling you how many attacks are left for each hero), or even have your middle manager help out with his management powers. He can push the heroes to work harder, giving them more health and power (however, there's a time limit), reverse the team's health bars so that they can have near full health when before they were near exhaustion, give them pep talks to double the team's chance of making critical attacks, or make them work twice as hard (at the expense of some morale). Health and morale allow the heroes to keep fighting at their peak. Health can be replenished by sleeping at the office, morale can be replenished by watching TV.

    There are also jokes in the office as well, found in the office's bulletin board. It's these little touches that make Double Fine's games stand out, and they can be found here in spades. The game's art style and animations also have a lot of charm, and the animations for the character's activities contain some subtle humor as well.

    The game does use the standard freemium model of having two models of in-game currency. The standard currency, coins, are used to purchase things such as supplies and upgrades on training equipment. The game's premium currency, Superium, is used to purchase things such as new heroes and additional coins. However, even with the standard freemium model of currency, it's possible to enjoy Middle Manager of Justice completely, without ever having to use real-world money.

    Coins are plentiful. You collect them from city districts, which pay based on how free of crime you keep them. You can also set tasks for your middle manager or your heroes to earn coins while in the office. You can earn more coins by upgrading the computers in your office, which like all of the office's equipment, are upgradable with coins.

    Luckily, even the game's premium currency is earned at a steady rate. It's possible to earn 1 Superium randomly after a battle (along with other in-game items). However, the best way to win Superium is after boss fights. Each district has a boss fight, which will allow you to defend a new district once you have won.

    Of course, since the game is freemium, it is possible to purchase currency with real-world money. You can purchase Superium in quantities ranging from 15 for $1 to 450 for $20. However, the best deals are the currency copier (which gives you two coins for each coin earned) and the Superium plant (which gives you one Superium every 15 minutes. These items are only $2 each, and if you do opt to send some money Double Fine's way, give you the most bang for your buck.

    As is often the case with free to play games, the game has been extended since it has been released. There are now more districts than before, meaning more boss fights and more chances at winning Superium. There are also more heroes to buy than before, allowing you to use your earned Superium wisely. Additionally, the game has added a list of most wanted thugs. These thugs will pop up on the map randomly, adding 10 high-experience winning fights to the game. It is also now possible to collect meteorite shards, which can be combined by the middle manager in his office to create meteors which give the heroes more abilities (orange meteorites increase fire damage from attacks, dark blue reduces enemy power, yellow increases coins earned from fights, green causes enemies to take damage when they attack, and light blue increases experience earned from fights).

    The game also has the ability for quests to be added for holidays. So far, the game has had a Valentine's Day quest this February, which added Valentine's themed boss fights and ended with the middle manager going out on a date. It's unknown if there will be more, but Double Fine has stated that more content will be added to the game soon, since they were previously investing time porting the game to additional platforms.

    A huge part of a game is its music, and Double Fine never disappoints in that department. The game's theme song is a fitting tune that is inspired by super hero movies. The game's office tune has an uplifting melody with a catchy horn section. And, the battle theme is suitably upbeat, followed a nice superhero-inspired medley when you win the battle (or recieve a promotion). The sound effects are also done well, with attack sounds fitting well to each move, from lighting cracking to the usual amplified fist chop sounds. And, as with all unvoiced Double Fine games, the characters are mute except for a few noises, but what's there is fun. All of these elements fit the game well, and really add to the experience.

    Double Fine's first foray into the free to play market truly excels as one of the best games of its kind. It's one of the few freemium games that doesn't feel like it is nickel and diming you in order to get the most out of the game. You can fully enjoy this game without ever paying a cent, but if you do choose to pay, there are options available that cost little and allow your money to go a long way. The dialog contains a lot of the trademark Double Fine humor, the art style and animations are wonderful and contain a lot of charm, and the music is catchy and fits the game well. If you own an iOS or Android device, download this game immediately. You won't regret it.

    Final Verdict:
    4 out of 5