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Blade Strangers and Stranger Places

What was the biggest surprise of E3? Metroid Prime 4 and a Metroid II remake? A PlayStation 4 revamp of Shadow of the Colossus? Microsoft actually calling a system the Xbox One X? All were unexpected, but nothing caught me off guard like Blade Strangers. A PS4/PC/Switch fighting game that nabs its roster from Code of Princess, Umihara Kawase, and Cave Story? I’d sooner have bet on Sony announcing another Hermie Hopperhead.

Blade Strangers isn’t so farfetched a crossover when you look behind the scenes. It’s the work of Studio Saizensen, a developer with a hand in both in the brawler Code of Princess and the puzzle platformer Umihara Kawase, while Cave Story, an indie marvel ever since 2004, has a link through publisher Nicalis. Apparently in an early state, the game could use more animation frames and background detail. Even so, the characters have a vibrant look thanks to a 3-D engine that imitates hand-drawn animation.

 

 

As with any fighting game, it’s the cast that intrigues me. Umihara Kawase’s eponymous heroine and Cave Story’s android Curly Brace are unorthodox picks for a fighting game, though they’re both suited to the genre; Kawase has a grappling line and giant fish at her command, while Curly has a machine gun and, presumably, other Cave Story power-ups. However, Blade Strangers leans heavily on Code of Princess. Early footage of the game includes protagonist Solange, thief Alie, and the powerhouse Master T (the mace-packing nun Helga and masked swordsman Liongate are apparently in there as well). That accounts for half of the game’s ten character-selection icons.

There are two reasons for such favoritism. Code of Princess has a wide selection of playable characters, including a magic pharaoh cat and a zombie sorceress, from which a fighting game might choose. Code of Princess also has Solange, who wears more armor on her elbows than she does on her entire torso. Not kidding.

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Little Things: Final Fantasy Tactics Advance

Final Fantasy Tactics Advance often rates low among those who canonize the original Final Fantasy Tactics. The Game Boy Advance outing skews much younger, discarding possible stories of doomed nobles and dark secrets in favor of a lighter tale about misfit kids warped to a magical realm full of colorful creatures and too-perfect wish fulfillment. That’s not an unpardonable drawback, but Final Fantasy Tactics Advance doesn’t fill enough of its plotline. For a game that lasts over 30 hours, there’s scant attention to the story. The battles, meanwhile, burden a good combat system with laws that randomly bar the player from using certain commands. It’s a passively fun strategy-RPG that just makes a few bad choices and doesn’t try hard enough.

I really like the look of Final Fantasy Tactics Advance, though. The sprite-work is remarkably detailed, giving the creatures of the world of Ivalice charming style. I’m even more impressed by the game’s prologue, which shows hero Marche and his friends Ritz and Mewt having a bad day at school and wandering home through their mundane, semi-modern town.

 

We see fantasy realms so often in sprite-based RPGs, but rarely do we find realistic worlds rendered in the same fashion. I appreciate all the small and unnecessary touches that Tactics Advance’s developers put into this conventional scene. Instead of a vacant street, we get a snowy boulevard with trash cans, café signs, and a car that might be a classic model or merely a current design in this city of appealingly vague time and place.

 

Best of all is the room Marche shares with his brother, Doned. It’s worth going over inch by inch, just to pick out everything: the skateboard leaning on the wall, the pop-singer calendar, the pennant and shelved soccer ball by the closet, the steaming kettle on the tiny stove, and what appears to be a trophy above one of the beds. Most of all, I like that television. It sits there like a three-eyed tomato bunny robot.

Of course, there’s a silly personal reason for my praise. These details bring back memories of my family’s late-1980s stay in Germany. I never found myself transported to a mystical realm of lizard mages and Moogle knights, but I’d see all sorts of old and unconventionally shaped European electronics paired with more modern things. Hook up a boxy NES to that TV, and you’d have a good piece of my childhood.

Letter of Mana

I didn’t intend for this to be a Secret of Mana month, but the series bobbed to the surface with Square Enix’s newly launched Switch collection of the first three titles. It brings back childhood memories of questing through Final Fantasy Adventure (aka Seiken Densetsu) on the Game Boy, sitting entranced by Secret of Mana (aka Seiken Densetsu 2) on the Super NES, and then watching in frustration and despair as Square never translated Seiken Densetsu 3.

 

Yes, it’s happening again. Seiken Densetsu Collection is Japan-only as far as anyone knows, as Square Enix has announced no plans to localize it. This would be a good opportunity to fatten up the Switch library and finally bring over an English version of Seiken Densetsu 3, but their silence says a lot.

You might contend that Seiken Densetsu 3 isn’t worth the trouble. I disagree. True, its lineup of six selectable characters fragments the story, and the gameplay exacerbates a lot of Secret of Mana’s annoyances: unconvincing hit detection, cheap bosses, and so forth. But it’s a gorgeous game with that undeniable 16-bit Squaresoft grandeur to it. I don’t like it nearly as much as Secret of Mana, but I’d like to play an officially translated version of Seiken Densetsu 3 on the Switch.

So I’ll do what I did back in 1995: I’ll write Square Enix a letter.

 

Well, that’s my letter. It might be just as ineffective as all my letters were back in 1995, but I like to recall a time when I honestly believed that I’d sway a company into localizing a complex and potentially unprofitable game for the dwindling Super NES market just because I’d put something into an envelope and mailed it.

You were delusional, younger me, but you were earnest. I owe to you to write a letter about Seiken Densetsu 3 once again. And if Square Enix does nothing, I probably owe it to you to play through the fan-translated version that I periodically start and never finish.

Secret of Mana: The Villainous Unknown

The Cutting Room Floor finds many things deleted from games: never-seen animation, unused backgrounds, extended music, and other stuff absent during play but still present in the code. My favorite sort of discovery? Full-fledged characters who were cut from a game. I’m always intrigued by the idea of a hero or villain yanked from a storyline and lurking bitterly in the ones and zeroes. Secret of Mana has a fascinating case.

Secret of Mana lost a great deal of its original outline when it came from the never-released Super NES CD system to the humbler Super NES, and there’s plenty to uncover in the code. Messing around reveals some character poses never glimpsed during gameplay, and there’s one entire villain who doesn’t appear in the game.

Well, the standing theory is that he or she is a villain, at least. The unused character appears among the graphics for Secret of Mana’s familiar antagonists, so it’s fair to assume that this was a servant of the Empire or the sorcerer Thanatos. That, and the obscuring white robes and headdress don’t evoke a good guy. Faceless characters look less human and are therefore less sympathetic, after all.

But where would this deleted figure have appeared? The most logical choice is the ruins south of Pandora, where brainwashed townsfolk and masked cultists gather. The hooded villain would fit right in there, perhaps in a boss battle where it lifted its hands to summon one monster after another.


Of course, this leads to the most likely explanation, and it’s a killjoy: Robesy McHood is just a disguise for Thanatos himself. He first appears to the heroes at the ruins, and while he doesn’t fight them directly, it’s possible that he was to appear in this surreptitious, white-swaddled form before revealing himself. Which means this isn’t a real secret character after all.

Sifting through the Secret of Mana code also reveals the above character, a guard apparently meant for a castle or fort that never came to be. He’s not as interesting as a faceless cult leader, but I do like how he resembles Pete from Disney cartoons not a little.

Despite evidence to the contrary, I like to think that the white-clad villain is a discrete character, and not Thanatos. And if that’s true, the unknown cult leader at least deserves a name. What sort of apt Secret of Mana title fits best? I’d go with something like “Paltus” or “Sidonak,” but I know you’ll all submit better suggestions in the comments!

Secret of Mana’s Sloppy Miracle

Why is Secret of Mana such a tough act to follow? It ranks among the best adventures on the Super NES, and no subsequent Mana game matched its reputation; not the directionless, world-building Legend of Mana, not the combat-heavy prequel Dawn of Mana, and not even the directly descended Seiken Densetsu 3 (which would’ve been Secret of Mana 2 over here). Anyone tasked with making a new Mana has a mountain of nostalgic player expectations to climb.

Some contend that Secret of Mana is just a lucky game, not a good one. It arrived in 1993, right when American kids had few options for grand epics on par with The Legend of Zelda or Final Fantasy, and Secret of Mana mixed together the two. Certain critics point to the game’s limited character arcs, its missing content, and its manifold glitches. They dwell too heavily and too cynically on what Secret of Mana might have been, no matter how little they actually know about a game that never was.

 


Here’s what we do know: Square intended Secret of Mana for Nintendo and Sony’s Super NES CD-ROM system. When said system failed to appear, the game switched to the plain cartridge-based Super NES and changed accordingly. Director Koichi Ishii stated that it lost about 40 percent of its planned content, and writer/producer Hiromichi Tanaka’s initial storyline switched out “darker” tones for a more lighthearted plot. Cut corners appear throughout the Secret of Mana that Square released to the world. Characters are noticeably shallow in motivations, some later dungeons are far too simple, and programming gaps and slowdown suggest a game crammed onto a system that could barely handle it.

Secret of Mana is slapdash in both scope and story. There’s no question of that. Yet it’s a fabulous meridian of an action-RPG, with a grandiose saga on one side and a fairy tale on the other. And that’s all because it’s a mess.

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Five Games I Own For Stupid Reasons

I try to be picky about the video games I own. This means that I still have over a hundred of them, of course. Most I keep because they’re personal favorites or stuff that I haven’t fully played yet. A few games, however, stick around on thinner justification. And here they are, posed with appropriately disdainful toys.



ALSHARK (Sega CD)
I last went to Japan back in 2007, and I prowled the retro-game stores relentlessly. Nearly all of them were filled with Japanese systems and games, naturally, but I stumbled into a small Akihabara spot that stocked American toys and video games.



If you frequent America’s retro-game stores and convention booths, you’ll notice that they mark up just about anything from Japan. Well, this Akihabara shop did the same for Western games. A Jaguar? That’s about $300. Hey, if you wanted to buy Atari’s little-loved final console and happened to be in Japan, this might have been your best bet.

The store also had a bin of common imported games for ten times what you’d pay at any American flea market. Yes, Super Mario Bros./Duck Hunt for the NES can be found in one out of three attics across the United States, but in Japan it’s a $40 rarity.


After seeing this spread, I had to buy something from the store. I wasn’t about to pay import fees on Zero Tolerance or Cybercop, but the shop also sold Japanese games. I fished a copy of Alshark for the Mega CD out of a clearance bin. It’s a space-opera RPG from Right Stuff, and that hit two, perhaps three, of my obsessions at the time. Even if it didn’t have the back insert, I thought it was a good deal for a hundred yen.

The shop owner further won me over by reminding me that Alshark was intended for Japanese systems. I liked that. When I visited Japan on school trips in the late 1990s, almost every store clerk would politely mention that a game was in Japanese or meant to run on a Japanese console, and I would smile and nod, knowing full well how to circumvent region lockouts. By 2007, foreign game collectors were so routine a sight in Akihabara’s stores that no clerk bothered pointing out that a copy of Burning Rangers was the Japanese version.

Whenever I see this battered copy of Alshark, I remember that store, its unnecessary cautions, and its Atari Jaguar.

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Sympathy for the D-List: Mighty No. 9

Mighty No. 9 was among the most detested video games of 2016, deservingly or not. It began as an earnest attempt at a Mega Man revival from producer Keiji Inafune, who had guided the series for much of his time at Capcom.

Delays ensued, of course, and holes appeared with them. It was soon apparent that the final Mighty No. 9 wouldn’t look nearly as sharp as the Kickstarter mock-ups, and Inafune constantly got ahead of himself. He pitched a Mighty No. 9 animated series as well as two separate Kickstarters for Red Ash, a resuscitation of the Mega Man Legends sub-series. All of this came before Mighty No. 9 even arrived.



When Mighty No. 9 finally appeared, many pointed and laughed at a mediocre side-scroller. Technical hiccups abounded, trailers were terrible, the cutscenes looked amateurish, and the level design mostly rated somewhere between the humdrum Mega Man 6 and Mega Man X5. It’s not the worst thing ever inflicted on Mega Man by a long shot, and it can be fun in that standard-issue Mega Man way. Yet it’s a crippling disappointment for anyone who threw decent money at the Kickstarter and hoped for Mega Man’s second coming.

There is, however, one part of Mighty No. 9 that I really like: the way it treats the bosses.

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The Mystery Game Exposed, Sorta

Well, it’s time to reveal what’s inside that curious, label-free Sega Genesis game I picked up at the flea market. About a dozen people put in their guesses across this site and various forums, suggesting everything from classics like M.U.S.H.A. and Castlevania Bloodlines to the nightmare of Revolution X.

The bad news: the game would not play. No amount of cleaning seemed to help it, and so it robbed me of the chance to uncover the mystery by plugging it into my Genesis, showing it on my TV, and getting mocked for the aspect ratio and improper resolution.

Fortunately, there are other ways of identifying a game. I’ll just open up the cartridge and check the MPR code.



There we go. And the mystery game is…
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Flea Market Watch: The Mystery Game

If there’s one thing I miss about my hometown of Dayton, it’s the flea markets. At least three decent ones lie within pleasant driving distance of the city, and I always enjoyed checking them out on the weekends. But then I moved to a stretch of New York where finding a flea market requires a daunting trip to New Jersey, Long Island, or the upstate wilderness. Poor me.

Last weekend sent me up to the Dutchess Marketplace in Fishkill, and it was worth the hour-long drive. It’s hardly the biggest flea market I’ve seen, but it has a decent outdoor rummage-sale area and a spread of fancier indoor booths. Of course, flea-market parlance defines “fancier” as “merchandise actually in bins instead of just strewn across the cold concrete” but both can lead to good deals.

I’m not as adept of a bargain hunter as, say, Dinosaur Dracula and The Sexy Armpit are on their flea market forays, but I think I did well for myself. I bought only video games this time, and the current state of game collecting is so overinflated that it’s a bargain to walk away with anything notable for under ten dollars. And I spent nine.



BEETLE ADVENTURE RACING 
Cost: $5

I can’t say this was a huge steal, as five bucks hovers not far below the eBay standard. It is, however, one of the best racing games on the Nintendo 64. It’s also a solid substitute for Mario Kart 64, which I hope to one day nab below the ridiculous going rate. There are millions of Mario Kart 64s around, after all.

So Beetle Adventure Racing is a good buy with its colorful tracks and four-player mode. It’d been on my mind ever since someone uncovered the lost April 1999 issue of GameFan magazine. This isn’t the first generation of GameFan (1992-1997), mind you. It’s from the second generation of GameFan (1998-2000), which changed its tone and only carried over a few of the staff. What did GameFan think of Beetle Adventure Racing? Most of the reviewers liked it, but…


Man, I sure hated the second generation of GameFan. Moving on…

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Trouble Shooter Travails and Game Collecting

Buying old video games is ridiculous in this day and age. It wasn’t so long ago that cheap, unwanted cartridges littered garage sales, thrift shops, and any retro-game store brave enough to exist. Yet video games fell into the deep and inescapable swamp of being collectible, and anything less common than a Sega Genesis sports title spiked in price. Ten years back, NES games like Metal Storm and Kick Master might have sat in a flea market bin with a “$5 EACH OR THREE FOR $12” sign protruding from rows of obsolete plastic. Today they’re bargains if they stay under a hundred bucks for just the bare cartridge. And if you want the box and instructions, I have some bad news for you.

I considered myself lucky, however. I collected old games in the late 1990s and early 2000s, when Goodwill sold NES cartridges for two bucks apiece and people would throw 32X systems in the garbage when Electronic Boutique refused to take them. I sold most of my library when prices reached absurd levels, and I told myself that I’d done well and stayed sensible. I’d never paid more than $100 for a game, provided I didn’t adjust old RPGs for inflation. More importantly, I got everything I wanted before the collecting scene turned psychotic.

Well, almost everything.

Trouble Shooter, aka Battle Mania, is one of my favorite series, if two games constitute a series. I’ve written about their appeal several times before, how their mix of solid side-view shooting and stylish comedy captures everything I like about silly ’80s anime. I bought the original Trouble Shooter when it was cheap, but I never could bring myself to pick up its Japan-only sequel, Battle Mania Daiginjou.



I wanted Daiginjou ever since a 1993 issue of EGM introduced it as Trouble Shooter 2 in a sexist writeup, but it was too expensive. By the time I started collecting games, Daiginjou went for over $150 on eBay, and I refused to spend that much on a single Genesis title (not even if I could call it a Mega Drive title, since it was from Japan). Of course, that was fifteen years ago, and like every other game more popular than Cyberball, it more than tripled in price. Buying Battle Mania Daiginjou is even dumber today than it was back in 2003.

So I bought it.

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