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	<title>RetroGaming with racketboy</title>
	
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		<title>Nintendo Virtual Boy 101: A Beginner’s Guide</title>
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		<comments>http://www.racketboy.com/retro/nintendo/2010/03/nintendo-virtual-boy-101-a-beginners-guide.html#comments</comments>
		<pubDate>Sun, 07 Mar 2010 15:11:09 +0000</pubDate>
		<dc:creator>racketboy</dc:creator>
				<category><![CDATA[Nintendo]]></category>

		<guid isPermaLink="false">http://www.racketboy.com/?p=2448</guid>
		<description>Presented by Ack
Note from racketboy: The RetroGaming 101 series is aimed at gamers who are just starting out in the classic gaming scene or are curious about an older console that they don’t know much about yet.
Of all the things Nintendo did wrong in the 1990s, Virtual Boy was perhaps one of the biggest disappointments.  [...]</description>
			<content:encoded><![CDATA[<p><a title="virtualboy-101-header by racketboy, on Flickr" href="http://www.flickr.com/photos/racketboy/4410528319/"><img style="border: 0px solid; width: 500px; height: 245px;" src="http://farm3.static.flickr.com/2684/4410528319_c996e08115_o.jpg" alt="Nintendo Virtual Boy 101" /></a></p>
<p><span style="font-weight: bold;">Presented by Ack</span></p>
<p><span style="font-weight: bold; font-style: italic;">Note from racketboy:</span><span style="font-style: italic;"> </span><a style="font-style: italic;" href="http://www.racketboy.com/guide/retro-gaming-101">The RetroGaming 101 series</a><span style="font-style: italic;"> is aimed at gamers who are just starting out in the classic gaming scene or are curious about an older console that they don’t know much about yet.</span></p>
<p>Of all the things Nintendo did wrong in the 1990s, Virtual Boy was perhaps one of the biggest disappointments.  It was a rushed product, doomed by gaming magazines before being released to appease a market that was demanding a 64-bit console while both Sega and Sony waited in the wings with CD-based technology.  Just a part of a string of problems that Nintendo began facing in the decade, Virtual Boy was perhaps the most obvious starting point to the general public.  Eventually Nintendo would recover, but not before losing one of the company&#8217;s most important designers amongst a slew of other defections from various supporting companies.</p>
<h3>Background Information</h3>
<ul>
<li>Originally known as the VR-32 while in development (or the “Virtual Utopia Experience” at the earliest concept stages), the Virtual Boy was rushed through development, against chief designer Gunpei Yokoi&#8217;s wishes, to make up for the slowing development of the Nintendo 64.</li>
<li>At the time of development, low-costing green and blue LEDs had not appeared on the market yet (they would in 1996 from Nichia Corp.), and LCDs were not advanced enough for what Nintendo required and proved to be too expensive, so red LEDs were chosen for Virtual Boy&#8217;s screen, hence why everything is in red.</li>
<li>Virtual Boy was released in Japan on July 21, 1995, and North America August 14, 1995, a few months after the release of the Sega Saturn.</li>
<li>The console, claimed to be a new 3D portable gaming device, unveiled at $180.00 on release, with games coming in at $40.00.  Despite distribution deals with Blockbuster Video and numerous price drops, it tanked.</li>
<li>Nintendo pulled Virtual Boy off the market in 1996, just a year after its release.  Only 770,000 units had sold worldwide, and only 800,000 had been shipped.</li>
</ul>
<p><a title="vb-101-1 by racketboy, on Flickr" href="http://www.flickr.com/photos/artefactgroup/3650987197/"><img style="border: 0px solid; width: 499px; height: 338px;" src="http://farm5.static.flickr.com/4021/4410528329_49d5e61e2b_o.jpg" alt="vb-101-1" /></a></p>
<h3>Historical Impact</h3>
<ul>
<li>This would serve as Nintendo&#8217;s only true failure as a hardware developer since they entered the video game business, though it would be a major one.  The console is often named as one of the worst in history.</li>
<li>The father of the Game &amp; Watch and Game Boy, Gunpei Yokoi, was blamed for the failure by Nintendo and left the company shortly afterward.  He would go on to begin developing the WonderSwan handheld for Bandai, but would die in an automobile accident several years before its release.</li>
<li>Due to its limited release, the machine has become a collector&#8217;s item.</li>
</ul>
<h3>Strengths</h3>
<ul>
<li>Came with a built in feature to tell the player to take rests every 15 to 30 minutes.</li>
<li>Game selection is limited, so building a complete set isn&#8217;t too difficult to do.</li>
<li>The console shields the eyes, so external visual distractions are nil, allowing the viewer a better experience.</li>
<li>There is a homebrew community interested in manufacturing new games and peripherals for the console.</li>
<li>Most games featured controls that were reversible, allowing ease-of-use for left-handed gamers.</li>
<li>Uses the same 9V AC Adapter as the NES and SNES, so finding replacements can be easy, though a special tap is required to plug in the Adapter.  Also operates on six AA batteries, housed in the controller.</li>
</ul>
<p><a title="vb-101-3 by racketboy, on Flickr" href="http://www.flickr.com/photos/caddad/3028756082/"><img style="border: 0px solid; width: 498px; height: 332px;" src="http://farm5.static.flickr.com/4032/4410528361_047f228dbf_o.jpg" alt="vb-101-3" /></a></p>
<h3>Weaknesses</h3>
<ul>
<li>It is unwise to allow children age 7 or less to play the Virtual Boy, as it may limit the growth of their eyes and lead to permanent damage.</li>
<li>The Virtual Boy is known to cause headaches in people using it, due to the heavy use of reds and blacks and the limiting of external light.  Other symptoms include eye strain, nausea, dizziness, and blurred vision.  Be sure to take breaks while playing.</li>
<li>Multiplayer is practically nonexistent, and though an extension port was built in, no connecting cable was ever produced.  It is possible to modify other cables to work in a Virtual Boy, though only a couple of games were built in the possible eventuality of multiplayer, and only one homebrew game currently utilizes it.  Because of the eye-shield, it is also not possible for any kind of audience to watch games.</li>
<li>The console wasn&#8217;t really portable, since it requires the total usage of one&#8217;s eyes and needs a level surface.  A shoulder harness was being designed by Nintendo, but never made it to market. Comedian Nathan Barnatt (of Keith Apicary fame) has designed a head strap for the Virtual Boy, though with mixed results.</li>
<li>The console also doesn&#8217;t offer true 3D, merely using red LEDs to trick the eye into seeing a three-dimensional object on a 2D screen.</li>
<li>Not only is the game library small, it can also be expensive, with prices ranging from $2.00 to nearly $60.00.  To make matters worse, some of the games are considered quite poor, especially Waterworld, which is thought to be a contender for the worst game ever made.</li>
<li>Since the player can&#8217;t see the controller, locating buttons can be difficult.  The controller can also be heavy since it&#8217;s housing multiple batteries.</li>
<li>Getting replacement parts for Virtual Boy can be difficult due to its rarity.</li>
<li>The console also makes a noticeable humming sound when turned on, due to the oscillating mirrors inside rapidly vibrating.</li>
</ul>
<p><a title="vb-101-2 by racketboy, on Flickr" href="http://www.flickr.com/photos/commandertim/2536164249/"><img style="border: 0px solid; width: 493px; height: 318px;" src="http://farm3.static.flickr.com/2720/4410528347_09d24d05fa_o.jpg" alt="vb-101-2" /></a></p>
<h3>Game Library</h3>
<ul>
<li>Because of it&#8217;s short lifespan and limited practicality, the Virtual Boy&#8217;s game library was quite small.  To learn about some of the more popular games for the device check out our guide to the <a href="http://www.racketboy.com/retro/2006/08/games-that-defined-nintendo-virtual.html">Games That Defined the Nintendo Virtual Boy</a></li>
</ul>
<h3>Hardware Specifications</h3>
<ul>
<li>The Virtual Boy&#8217;s CPU was a NEC V810, with a 32-bit RISC Processor clocking at 20 MHz, and 1 KB cache.  The console featured 128 KB DRAM and 512 KB P-SRAM, according to Planet Virtual Boy.</li>
<li>It features Reflection Technology Inc. SLA dual-mirror scan, and uses a red LED display.  The display is 332 x 224 resolution, with a 50 Hz horizontal scan rate.  LEDs are reflected off the oscillating mirrors, one for each eye, to produce the 3D illusion.</li>
<li>Sound is handled via a built-in 16-bit digital stereo speaker.</li>
<li>The console required six AA batteries for 4 hours of playtime.  A separate tap for a 9V power supply was also released.</li>
</ul>
<h3>Hardware Variations</h3>
<ul>
<li>There are several different designs for Virtual Boy, though these are mostly from models used as store displays.  There were three different display sizes used in America: the “floor model,” “counter model,” and “platform display.”  The floor models and counter models were also used in Japan.  Functionally they are no different from commercially released Virtual Boys in those regions.</li>
<li>The Virtual Boy did not last long enough for major hardware changes, so the primary difference in hardware is based on region.  Region-locking is nonexistent beyond the language barrier.</li>
</ul>
<h3>Emulation</h3>
<p>Of course, the Virtual Boy is a rather unique experience that isn&#8217;t easily replicated without the orignal hardware.  However, if you want to play the games on your computer or other devices without getting headaches, here are some emulators to check out.</p>
<ul>
<li><a href="http://www.emuunlim.com/VirtualE/">Virtual-E</a> is a Windows based emulator of the Virtual Boy that has been in development since 1999 by Alberto Covarrubias.  While in constant development for the first few years, it unfortunately appeared to have been put on hiatus after its initial release.  The development site did not update from 2003 to 2008, and hasn&#8217;t updated since.  However, the project also included discovering a method to hook a Virtual Boy to a PC via the IO port to generate a 3D image on a computer screen.  The project website can be found at http://www.emuunlim.com/VirtualE/.</li>
<li><a href="http://www.goliathindustries.com/vb/">Reality Boy</a> is a DOS, Windows, and Linux based emulator, developed by David Tucker.  It started development as early as 1997.  It features a decent front end and quality emulation. Unfortunately for various reasons the project falls in and out of development from time to time, though the creator has been busy attempting to port it to the Xbox and other locations.  The source code is also available freely on the web.  At 86% compatibility, it&#8217;s supposed to have the highest rate.  The project website is http://www.goliathindustries.com/vb/.  It was originally known as VB-98.</li>
<li><a href="http://www.vr32.de/modules/tech/index.php?sec=emus&amp;eid=rdragon">Red Dragon</a>, besides being the best-named emulator, is also the most prolific, with versions for DOS, Windows, Linux, and PSP.  A spin off from Reality Boy, it&#8217;s not as compatible(around 82%), but does include features like save states, some sound emulation, and a debug menu.  At one point this was the best Virtual Boy emulator, though it appears to not have updated since 2004.</li>
<li><a href="http://www.bannister.org/software/vibe.htm">ViBE</a> was unveiled in 2008 by Gil Pedersen and Richard Bannister.  It is currently the only Mac emulator for the Virtual Boy.  While it emulates quite well, it&#8217;s not fully compatible with all the games(around 59% of the library is playable).  With any luck the project will continue and there will be future updates.</li>
<li>Additional emulators are VirtualBoyX, an Xbox emulator released in 2007, XVBoy, another Xbox emulator currently in beta, and VUE32, a project that was being developed by Parasyte, one of the creators of Red Dragon.  Unfortunately it appears to have fallen by the wayside and its project website no longer exists.</li>
</ul>
<h3>Affordability</h3>
<ul>
<li>Systems in complete and excellent condition <a href="http://rover.ebay.com/rover/1/711-53200-19255-0/1?ff3=4&amp;pub=5574810734&amp;toolid=10001&amp;campid=5336442732&amp;customid=&amp;mpre=http%3A%2F%2Fvideo-games.shop.ebay.com%2FSystems-%2F139971%2Fi.html%3F_nkw%3Dvirtual%2520boy%26_catref%3D1%26_dmpt%3DVideo_Games%26_fln%3D1%26_sop%3D16%26_trksid%3Dp3286.c0.m283%26_rdc%3D1">can go for $70 to $100 on eBay</a></li>
<li>If you want to save a little money you can one with that might be missing the stand or have some minor issues for $25 to $50</li>
<li>Most of the more popular games will run you <a href="http://rover.ebay.com/rover/1/711-53200-19255-0/1?ff3=4&amp;pub=5574810734&amp;toolid=10001&amp;campid=5336442732&amp;customid=&amp;mpre=http%3A%2F%2Fcompleted.shop.ebay.com%2FGames-%2F139973%2Fi.html%3FLH_Complete%3D1%26_trkparms%3D65%25253A16%25257C66%25253A2%25257C39%25253A1%26_nkw%3Dvirtual%2520boy%26_catref%3D1%26_dmpt%3DVideo_Games_Games%26_sop%3D16%26_trksid%3Dp3286.c0.m14%26_pgn%3D1">between $10 and $25 on eBay</a></li>
</ul>
<h3>Repairs and Replacements</h3>
<ul>
<li>When purchasing a Virtual Boy, it is important first to test the unit and guarantee that both screens are working properly.  The most likely spot for trouble is in the oscillating mirrors, since they can break easily if the machine is mistreated.  These produce a mechanical hum when the machine is powered on.</li>
<li>Another problem with the Virtual Boy is the weak adhesive used to connect the PCB to the LED array board.  This has a bad tendency to rot away or fail with age, loosening the connection and causing one of the screens to suffer problems when in play.  It can be fixed at least temporarily with some well-placed scotch tape.</li>
<li>Certain replacement parts did make it to market, such as replacement eyeshades, though these accessories were mostly limited to Japan.  Unfortunately many of them never came out at all, such as Nintendo&#8217;s planned adjustable stand made out of steel.</li>
<li>While Nintendo did originally include information on getting replacement parts, they no longer sell them or offer repairs.  However, Nintendo <a href="http://www.nintendo.com/consumer/systems/virtualboy/index.jsp">does include some basic troubleshooting information on their website</a></li>
</ul>
]]></content:encoded>
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		<item>
		<title>Together Retro Game Club: Phantasy Star</title>
		<link>http://feedproxy.google.com/~r/RetrogamingWithRacketboy/~3/Bd1w8hSmdEk/together-retro-game-club-phantasy-star.html</link>
		<comments>http://www.racketboy.com/retro/together-retro/2010/03/together-retro-game-club-phantasy-star.html#comments</comments>
		<pubDate>Tue, 02 Mar 2010 12:11:44 +0000</pubDate>
		<dc:creator>racketboy</dc:creator>
				<category><![CDATA[Together Retro]]></category>

		<guid isPermaLink="false">http://www.racketboy.com/?p=2444</guid>
		<description>Presented by Fastbilly &amp;#38; Racketboy
New To Together Retro? Check out the introduction to the club
Every few years there is a game that redefines what we think a game should be.  Typically these games come from dedicated developers who have polled their fanbase and custom tailored their product as such. However they some times happen simply [...]</description>
			<content:encoded><![CDATA[<p><a title="phantasy-star-tr-header by racketboy, on Flickr" href="http://www.flickr.com/photos/racketboy/4395369266/"><img style="border: 0px solid; width: 500px; height: 259px;" src="http://farm5.static.flickr.com/4016/4395369266_d039ba1799_o.jpg" alt="Phantasy Star" /></a><br />
<span style="font-style: italic;">Presented by Fastbilly &amp; Racketboy</span><br />
<span style="font-weight: bold;">New To Together Retro?</span> <a href="http://www.racketboy.com/retro/2009/retro/2008/03/racketboy-game-club-together-retro-intro.html">Check out the introduction to the club</a></p>
<p>Every few years there is a game that redefines what we think a game should be.  Typically these games come from dedicated developers who have polled their fanbase and custom tailored their product as such. However they some times happen simply by chance, they are a final fantasy of those developers, or they are a risk by some dreamers.  Phantasy Star represents the last of these.  It was a calculated risk, but a risk none the less.  It was actually beaten to market by rival Final Fantasy by a few days, but just like its rival spawned a legacy.  So lets travel to the Algol solar system and discover what old King Lassic is up to.</p>
<p><a title="phantasy-star-screens by racketboy, on Flickr" href="http://www.flickr.com/photos/racketboy/4394600869/"><img style="border: 0px solid; width: 500px; height: 184px;" src="http://farm3.static.flickr.com/2777/4394600869_0ef4237d6c.jpg" alt="phantasy-star-screens" /></a></p>
<h3>History</h3>
<p>Phantasy Star was released in a time when RPG’s were still mostly played with paper and dice and very rarely on PCs.  Forgoing the established fantasy genre, Phantasy Star pretty muched pioneered the Scifi genre in Japanese styled RPGs. It was crafted mostly by two people: Yuji Naka and Rieko Kodama.  As we all know Yuji Naka is the creator of Sonic the Hedgehog.  Rieko Kodama was an artist who was brought in to Sega to design characters.  She worked on a few games, including the first Alex Kidd, as an assistant or second, but was given lead on Phantasy Star.  Her love of archeology is prevalent in the design of the Phantasy Star titles.  She designed every character, npc, the overworld map, and the battle backgrounds, which is one massive task, especially back then.</p>
<p>The first four titles have a mostly interlocking story (ok so III is out there but the others tie together), about how evil haunts the star<br />
system.  I cannot say too much about the story since it will ruin parts of the first title.  Phantasy Star is also notable for being<br />
possibly the first RPG where the main character is a woman.  And no, shes not a princess, nor is she some sort of amazon warrior woman. Alis is just a girl who&#8217;s brother is murdered and she wants revenge. Another noted aspect of Phantasy Star is that the inclusion of our mythology into the storyline is paramount (kinda like in Battlestar Galactica).  Couple that with the custom made mythology for the world, well the game crafts a story that is gripping and intriguing.  I am fearful to get too deep into the story because it can ruin some really unique parts of the games.</p>
<p>However Phantasy Star is probably best known for its first person dungeons.  I am not going to lie, get yourself some graph paper or cheat and use a map.  The dungeons are confusing, long, and will cause you a lot of grief if you do not have/make a map.  Thankfully the first person dungeons were removed in the subsequent titles.  They were a fantastic idea, just way too confusing.</p>
<h3>Legacy</h3>
<p>Spawning three numerical sequels, a dozen gaidens (side stories), and another franchise that itself has spun off a series, Phantasy Star has had an amazing impact.  Phantasy Star IV is constantly rated as one of the best 16 bit RPGs and Phantasy Star Online holds the distinction of being the first console MMORPG.  And if that wasn’t enough, the community for Phantasy Star Online is so dedicated that they have created their own servers.  Very few titles from can boast that.</p>
<ul>
<li>Phantasy Star – 1987</li>
<li>Phantasy Star II &#8211; 1989</li>
<li>Phantasy Star III – 1990</li>
<li>Phantasy Star II Adventures – 1990 – 8 downloadable text adventures</li>
<li>Phantasy Star Gaiden – 1992</li>
<li>Phantasy Star Adventure – 1992</li>
<li>Phantasy Star IV – 1993</li>
<li>Phantasy Star Online – 2000</li>
<li>Phantasy Star Online Ver. 2 &#8211; 2001</li>
<li>Phantasy Star Online III CARD &#8211; 2003</li>
<li>Phantasy Star Online IV Blue Burst &#8211; 2005</li>
<li>Phantasy Star Universe – 2006</li>
<li>Phantasy Star Portable &#8211; 2008</li>
<li>Phantasy Star Zero – 2008</li>
<li>Phantasy Star Portable 2 &#8211; 2009</li>
</ul>
<h3>Controls (Master System)</h3>
<ul>
<li>Dpad – Move</li>
<li>Button 1 – Cancel</li>
<li>Button 2 &#8211; Confirm</li>
</ul>
<h3>Ports</h3>
<ul>
<li>Genesis/Megadrive – Japan only</li>
<li>PS2 – Japan only 3d remake</li>
<li>Gameboy Advance – Phantasy Star Collection</li>
<li>Wii – Virtual Console</li>
<li>PS3 &#8211; Sonic Genesis Collection</li>
<li>360 &#8211; Sonic Genesis Collection</li>
</ul>
<h3>Emulation Help</h3>
<ul>
<li><a href="http://www.racketboy.com/retro/together-retro/2009/forum/viewforum.php?f=27">Racketboy Emulation Forum</a></li>
</ul>
<h3>Together Retro Discussion</h3>
<p>Instead of posting in the comments section of the blog, we will be using the forum for all of our discussion in order to keep things more organized. So play Phantasy Star and talk to us about your thoughts and play experiences in the forums. We want to know your tactics, your strategies, your successes and your failures.</p>
<ul>
<li><a href="http://www.racketboy.com/forum/viewtopic.php?f=33&amp;t=19700">Discuss The Game in the Forum</a></li>
</ul>
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		<item>
		<title>Learn How Much Your Video Games Are Worth</title>
		<link>http://feedproxy.google.com/~r/RetrogamingWithRacketboy/~3/DXkyu247iVc/learn-how-much-video-games-are-worth.html</link>
		<comments>http://www.racketboy.com/retro/game-collecting/2010/02/learn-how-much-video-games-are-worth.html#comments</comments>
		<pubDate>Wed, 24 Feb 2010 20:11:56 +0000</pubDate>
		<dc:creator>racketboy</dc:creator>
				<category><![CDATA[Game Collecting]]></category>

		<guid isPermaLink="false">http://www.racketboy.com/?p=2436</guid>
		<description>One of the most popular features of this site is our Rare and Valuable Game Guides.  These features have received a lot of attention lately because of the recent sale of a Stadium Events NES Cartridge on eBay for $13,000 and a sealed listing of the same game on eBay for more than $20,000 (auction [...]</description>
			<content:encoded><![CDATA[<p><a href="http://www.flickr.com/photos/racketboy/4384983677/"><img src="http://farm3.static.flickr.com/2768/4384983677_b09efbeac6_o.jpg" border="0" alt="How Much Is This Game Worth?" width="500" height="214" /></a></p>
<p>One of the most popular features of this site is our <a href="http://www.racketboy.com/guide/the-rarest-and-most-valuable-video-games">Rare and Valuable Game Guides</a>.  These features have received a lot of attention lately because of <a href="http://rover.ebay.com/rover/1/711-53200-19255-0/1?ff3=4&amp;pub=5574810734&amp;toolid=10001&amp;campid=5336442732&amp;customid=&amp;mpre=http%3A%2F%2Fcgi.ebay.com%2Fws%2FeBayISAPI.dll%3FViewItem%26item%3D370330327400%26ssPageName%3DADME%3AB%3AWNA%3AUS%3A1123%23ht_1179wt_1166">the recent sale of a Stadium Events NES Cartridge on eBay for $13,000</a> and <a href="http://rover.ebay.com/rover/1/711-53200-19255-0/1?ff3=4&amp;pub=5574810734&amp;toolid=10001&amp;campid=5336442732&amp;customid=&amp;mpre=http%3A%2F%2Fcgi.ebay.com%2FFACTORY-SEALED-NEW-NES-NINTENDO-STADIUM-EVENTS-NTSC_W0QQitemZ140384097750QQcmdZViewItemQQptZUS_Vintage_Video_Games%23ht_901wt_1166">a sealed listing of the same game on eBay for more than $20,000</a> (auction is still active).</p>
<p>Because of this recent traffic, we have received a lot of emails and blog comments asking how much their old games are worth.   Instead of trying to answer each and every request, I&#8217;m going to put together a quick little guide to determining the value of your classic video games.    If this post seems like basic knowledge to you, I apologize, but I hope this will be beneficial to a number of visitors.</p>
<h3>It&#8217;s Only Worth What Someone Else Is Willing To Pay For It</h3>
<p>This may seem like a simple concept, but many people don&#8217;t realize this little fact.  When collectors get wrapped up in scarity and popularity, it&#8217;s easy to start spitting out values of what they think something is worth.   But in reality, unless somebody actually pays that amount, the quoted value is just an opinion.   Examples of this can be found on eBay on a regular basis.   A current example is this complete copy of the NES Myraid 6-in-1 &#8212; <a href="http://www.racketboy.com/retro/nintendo/nes/2008/03/the-rarest-and-most-valuable-nes-games.html">the cartridge is usually sold for $700 to $3,000</a>, but this seller <a href="http://rover.ebay.com/rover/1/711-53200-19255-0/1?ff3=4&amp;pub=5574810734&amp;toolid=10001&amp;campid=5336442732&amp;customid=&amp;mpre=http%3A%2F%2Fcgi.ebay.com%2FMyriad-6-in-1-six-one-NES-CIB-Complete-Stadium-Events_W0QQitemZ260557541667QQcmdZViewItemQQptZUS_Vintage_Video_Games%23ht_8719wt_958">is hoping to get an asking price of $12,000 on eBay</a>.</p>
<h3>Why eBay Is The Best Price Guide</h3>
<p>Since the best way to define the value of something is to see how much somebody actually paid for it, we need to find a way to see what games are actually selling for.   It just so happens that the world&#8217;s largest public marketplace, eBay also lets you see what items have actually sold for in the last 30 days (we&#8217;ll get to that part in a sec).   What&#8217;s even nicer is the auction format (what most sellers use for pawning off their goods) is especially good for pinpointing what people were actually willing to pay for the item.  (The Buy-It-Now format works too, but the seller establishes the price when the seller could have, theoretically, been willing to pay even more).</p>
<h3>How To Find What People Paid For Items on eBay</h3>
<p>Now, let&#8217;s take a look at how to find out how much certain items sold for during the last 30 days on eBay.   (An eBay account will be required for this, so if you don&#8217;t have one, <a href="http://rover.ebay.com/rover/1/711-53200-19255-0/1?ff3=4&amp;pub=5574810734&amp;toolid=10001&amp;campid=5336442732&amp;customid=&amp;mpre=https%3A%2F%2Fscgi.ebay.com%2Fws%2FeBayISAPI.dll%3FRegisterEnterInfo%26siteid%3D0%26UsingSSL%3D1%26co_partnerId%3D2">sign up now</a>)</p>
<ul>
<li>To find out the recent value for an item on eBay, just do a search for the item just like you normally would (typically the name of the game and the name of the system).</li>
<li>Once the search is finished, scroll down and look in the left sidebar for the “Completed Auctions” checkbox in the “Search Options” section. <span style="font-weight: bold;">(see image item 1)</span><span> </span>Check the box and hit the “Show Auctions” button below.</li>
<li>The search results will then refresh with all the auctions for that search that closed in the last 30 days.</li>
<li><a style="color: #000000;" href="http://rover.ebay.com/rover/1/711-53200-19255-0/1?ff3=4&amp;pub=5574810734&amp;toolid=10001&amp;campid=5336442732&amp;customid=&amp;mpre=http%3A%2F%2Fsearch-completed.ebay.com/gunstar-heroes_W0QQa14Z24227QQalistZa14QQcatrefZC6QQfisZ2QQfromZR32QQfrppZ50QQfsooZ2QQfsopZ34QQgcsZ1135QQmaxrecordsreturnedZ300QQpfidZ1413QQpfmodeZ2QQsabfmtsZ1QQsacatZQ2d100QQsaobfmtsZinsifQQsbrsrtZd">Check out this sample Gunstar Heroes completed auction search</a></li>
</ul>
<p><a style="color: #000000;" title="ebay1 by racketboy, on Flickr" href="http://rover.ebay.com/rover/1/711-53200-19255-0/1?ff3=4&amp;pub=5574810734&amp;toolid=10001&amp;campid=5336442732&amp;customid=&amp;mpre=http%3A%2F%2Fsearch-completed.ebay.com/gunstar-heroes_W0QQa14Z24227QQalistZa14QQcatrefZC6QQfisZ2QQfromZR32QQfrppZ50QQfsooZ2QQfsopZ34QQgcsZ1135QQmaxrecordsreturnedZ300QQpfidZ1413QQpfmodeZ2QQsabfmtsZ1QQsacatZQ2d100QQsaobfmtsZinsifQQsbrsrtZd"><img style="border-style: solid; border-width: 0px; width: 500px; height: 259px;" src="http://www.randomracket.com/images/ebay1.jpg" alt="ebay1" /></a></p>
<p>If the price is in the completed auctions listing is in red, that means that the item did not receive any bids and did not sell (it was probably priced too high).  Of course, that also means that the items with prices in green actually did sell. <span style="font-weight: bold;">(see image item 2)</span></p>
<p>Once you have the completed auction results in front of you, you can sort the results by price (by selecting “Price + Shipping: Highest First” from the sort drop-down box).  <span style="font-weight: bold;">(see image item 3)</span> Once the items are sorted, you can more easily see the average selling prices group together in the middle. (you could also add up each up the values and divide by the number of the items to get an exact average).  (This is the method I use for I use for both the<span> </span><a style="color: #000000;" href="http://www.racketboy.com/guide/cheapest-video-games-worth-your-time">Cheapest Games</a><span> </span>and<span> </span><a style="color: #000000;" href="http://www.racketboy.com/guide/the-rarest-and-most-valuable-video-games">Rare &amp; Valuable Series</a>).</p>
<h3 style="margin-top: 20px; color: #000000; text-transform: none; font-style: normal; font-variant: normal; font-size: 1.2em; line-height: normal; font-size-adjust: none; font-stretch: normal; font-weight: bold;">Condition of the Game Can Make A Big Difference</h3>
<p>If you&#8217;re trying to figure out how much your game is worth, you really need to pay attention to the condition it is in.</p>
<ul>
<li><span style="font-weight: bold;">Do you have the case or box?</span> If you don&#8217;t, the price on many games goes way down</li>
<li><span style="font-weight: bold;">Do you have the manual?</span> A missing manual isn&#8217;t the end of the world, but it will take hit on the value</li>
<li><span style="font-weight: bold;">Are all the pieces in good condition?</span> If you have a game with a cardboard box, one in good condition can make a significant difference</li>
<li><span style="font-weight: bold;">Is is still in the orignal plastic wrap?</span> If the game is a couple generations old or more, a sealed game can bring in some nice money</li>
</ul>
<p>If you would like to see how much of a difference the condition of game makes in value for the most popular consoles history has to offer, take a look at this analysis I did on my article entitled,<span> </span><a style="color: #000000;" href="http://www.racketboy.com/retro/game-collecting/2008/04/comparing-values-of-sealed-and-complete-video-games.html">Comparing Massive Markups For Pristine Retro Games</a>.</p>
<p>As you can see from that article, some newer games like those for the Dreamcast or Playstation will almost always come with cases, but every now and then somebody lists some disc-only games at a discount.  Some systems like the Saturn and Sega CD came in fragile cases that are now becoming a rarity, so those disc-only games should be relatively easy to find.</p>
<h3>Values Between Regions Can Also Vary</h3>
<p>While in most cases, the values between the different regions of games can be quite similar, sometimes the print runs can vary if different regions, resulting in quite a difference in values.  Here are some examples&#8230;</p>
<ul>
<li><span style="font-weight: bold;">Stadium Events for the NES</span> &#8211; The US version of the game was recalled and is one of <a href="http://www.racketboy.com/retro/2006/10/holy-grails-of-console-game-collecting-2.html">the Holy Grails of Gaming</a>, while the PAL version still has plenty of copies floating around.  Unfortunately, some people do not seem to be aware of this (<a href="http://rover.ebay.com/rover/1/711-53200-19255-0/1?icep_ff3=2&amp;pub=5574810734&amp;toolid=10001&amp;campid=5336442732&amp;customid=&amp;icep_item=140383132687&amp;ipn=psmain&amp;icep_vectorid=229466&amp;kwid=902099&amp;mtid=824&amp;kw=lg">see this PAL version of eBay that closed for $4,600</a>)</li>
<li><span style="font-weight: bold;">Numerous Games from Acclaim on the Japanese Megadrive</span> &#8211; As shown in <a href="http://www.racketboy.com/retro/sega/genesis/2008/06/the-rarest-and-most-valuable-sega-genesis-megadrive-games.html">the Rare and Valuable Genesis guide</a>, some games from Acclaim that are quite common in the US and PAL territories were sold in very limited quantities in Japan and are commonly sold for hundreds of dollars each.</li>
<li><span style="font-weight: bold;">Popular Sega Saturn games</span> &#8211; Many popular games on the Sega Saturn are quite expensive if you want US copies.  Japanese copies are much more affordable &#8212; partially because the system was significantly more popular there.  For examples, compare some of the listings from <a href="http://www.racketboy.com/retro/sega/saturn/2008/05/the-rarest-and-most-valuable-sega-saturn-games.html">the Rare and Valuable Saturn lis</a>t to some of the Japanese games recommended at the bottom of <a href="http://www.racketboy.com/retro/sega/saturn/2009/10/the-best-sega-saturn-games-under-25.html">the Best Sega Saturn Games Under $25 guide</a>.</li>
</ul>
<h3>Still Unsure of Your Game&#8217;s Value?</h3>
<p>If you have read through this guide and still don&#8217;t have a good idea of how much your game is worth, the Racketboy community might still be able to help.<br />
Ask any tough questions in our <a href="http://www.racketboy.com/forum/viewtopic.php?f=15&amp;t=19555">Dedicated &#8220;What Is This Game Worth?&#8221; Thread</a></p>
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		<item>
		<title>RetroGaming with Racketboy Podcast #7: Nathan Barnatt</title>
		<link>http://feedproxy.google.com/~r/RetrogamingWithRacketboy/~3/igSeZFN9H-Y/retrogaming-with-racketboy-podcast-7-keith-apicarynathan-barnatt.html</link>
		<comments>http://www.racketboy.com/retro/2010/02/retrogaming-with-racketboy-podcast-7-keith-apicarynathan-barnatt.html#comments</comments>
		<pubDate>Fri, 19 Feb 2010 06:46:37 +0000</pubDate>
		<dc:creator>racketboy</dc:creator>
				<category><![CDATA[Retro Gaming]]></category>

		<guid isPermaLink="false">http://www.racketboy.com/?p=2430</guid>
		<description>Note from Racket: This episode of the podcast was directed by forum member jfe2, who won the rights to do so in our 2009 charity auction.
With the exception of an interview we did with the folks at Loading Ready Run, the podcast has not been especially funny.  This episode, however, more than makes up for any deficiency in comedy so far, [...]</description>
			<content:encoded><![CDATA[<p><span style="font-weight: bold;">Note from Racket:</span> This episode of the podcast was directed by forum member jfe2, who won the rights to do so in our 2009 charity auction.</p>
<p>With the exception of an interview we did with the folks at <a href="http://www.racketboy.com/retro/podcast/2009/12/podcast-4-gaming-for-charity.html">Loading Ready Run</a>, the podcast has not been especially funny.  This episode, however, more than makes up for any deficiency in comedy so far, as both of our guest(s) are very gifted in gut-busting.  Presenting:</p>
<h3>Keith Apicary</h3>
<p><img style="border: 0px solid; width: 150px; height: 150px; float: right;" src="http://www.randomracket.com/images/keith.jpg" alt="Keith Apicary" hspace="15" vspace="15" />Keith is a retro gaming connoisseur, and he lets his opinions (which are more like facts) be known on his show <a href="http://screwattack.com/shows/Talking-Classics">“Talking Classics.”</a> In our interview, Keith gives his opinion on ever major video game company, explains why he has such a love for Sega, comments on <a href="http://screwattack.com/videos/Talking-Classics-ComicCon-Special/">his appearance with Peter Jackson and James Cameron at Comic Con 2009</a>, and lets me know how he handles all his  groupies.</p>
<p><span style="font-weight: bold; font-style: italic;">extra note from Racket: </span> Since the recording of this podcast Keith has published his new Neo-Geo music video &#8212; special thanks for the shout-out to the racketboy community at the end <img src='http://www.racketboy.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>
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</p>
<p><h3>Nathan Barnatt</h3>
<p><img style="border: 0px solid; width: 150px; height: 150px; float: right;" src="http://www.randomracket.com/images/nathan.jpg" alt="Nathan Barnatt" hspace="15" vspace="15" />Nathan is an L.A. based comedian who works in sketch comedy, advertising, and (soon) film.  You can see much of his work by checking out and subscribing to <a href="http://www.youtube.com/user/nathanjbarnatt">his YouTube channel</a> or visiting <a href="http://www.nathanbarnatt.com/">his website</a> .  In the interview, Nathan talks about his comedic inspirations, his characters, his own retro gaming collection, and what’s in store for the future.  Nathan is also a member of our forums here on the site, so be sure to shoot him a note to let him know what you think.</p>
<p>Thanks for listening, and as always be sure to drop us a line in <a href="http://www.racketboy.com/forum/viewforum.php?f=43">the forums</a> or leave a note below!</p>
<h3>Play &amp; Download</h3>
<p> <a href="http://randomracket.com/podcast/racketboy-podcast-0007.mp3">Download</a></p>
<h3>Show Outline</h3>
<ul>
<li>(Theme song from &#8220;Talking Classics&#8221;)</li>
<li>Dave’s Intro</li>
<li>Keith Apicary Interview</li>
<li>(Excerpt from Metal Slug 3 &#8211; Kiss in the Dark)</li>
<li>Nathan Barnatt Interview</li>
<li>(Trale Lewous &#8211; Tasty Town)</li>
<li>Dave’s Outro</li>
<li>(Excerpt from Sonic 2 &#8211; Casino Night Zone)</li>
</ul>
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		<item>
		<title>The Nintendo 64 First Person Shooters Library</title>
		<link>http://feedproxy.google.com/~r/RetrogamingWithRacketboy/~3/Cw_9-UGEYDY/the-n64-fps-games-library.html</link>
		<comments>http://www.racketboy.com/retro/nintendo/n64/2010/02/the-n64-fps-games-library.html#comments</comments>
		<pubDate>Thu, 11 Feb 2010 17:11:59 +0000</pubDate>
		<dc:creator>racketboy</dc:creator>
				<category><![CDATA[N64]]></category>

		<guid isPermaLink="false">http://www.racketboy.com/?p=2428</guid>
		<description>Presented by Ack &amp;#38; Fastbilly1
During the fifth generation of video game consoles, the Nintendo 64 was routinely criticized for its lack of third-party support, and the “kiddie” and relatively non-violent focus of its game library.  Yet, though it did not fare as well as the PlayStation and Nintendo has suffered from a recurring image problem [...]</description>
			<content:encoded><![CDATA[<p><a title="n64-fps-header by racketboy, on Flickr" href="http://www.flickr.com/photos/racketboy/4349248928/"><img style="border: 0px solid; width: 500px; height: 217px;" src="http://farm5.static.flickr.com/4028/4349248928_efe9f82713_o.jpg" alt="n64-fps-header" /></a></p>
<p><span style="font-weight: bold; font-style: italic;">Presented by Ack &amp; Fastbilly1</span></p>
<p>During the fifth generation of video game consoles, the Nintendo 64 was routinely criticized for its lack of third-party support, and the “kiddie” and relatively non-violent focus of its game library.  Yet, though it did not fare as well as the PlayStation and Nintendo has suffered from a recurring image problem ever since, the Nintendo 64 would lead to the rise of one of the biggest genres of the sixth and seventh console generations, known for its violence and gore, the claims that it trains gamers to kill cool and casually, and the trash talk and behavior that its multiplayer community has spawned: the console First Person Shooter.</p>
<p>That&#8217;s not to say that the N64 had the first console FPS titles.  Console FPS titles had been around since at least 1992, with the release of Faceball 2000 on the Super NES(interestingly enough it was released a year after Faceball 2000 on the Game Boy in 1991, possibly the first handheld FPS).  And the FPS genre can be traced back to its roots with the release of Maze War in 1974, one of the earliest known examples of a first person computer game.  But while the PC FPS was having its FPS revolution in the early to mid-90s with the release of Wolfenstein 3D, Doom, Doom 2, and Quake, the console FPS had hardly expanded beyond a massive number of Doom ports.</p>
<p>That changed with the Nintendo 64.  With its built-in four-way multiplayer capability, and the controller&#8217;s utilization of analog sticks, allowing for some precise control and maneuvers, the N64 was built for FPS action.  Throw in a couple of licensed properties like James Bond and Turok, and the stage was set.  The console FPS took off, first with Turok: Dinosaur Hunter, and then even further with GoldenEye 007&#8217;s release a few months later.  And with GoldenEye came the console multiplayer revolution that would inevitably lead to the popularity of HALO, Call of Duty 4: Modern Warfare, and every other popular console FPS since.</p>
<p>So for those interested in checking out how this phenomenon got its start, or possibly just interested in finding some games they never knew about in a genre they enjoy, here are all of the First Person Shooters for the Nintendo 64.</p>
<h3>GoldenEye 007</h3>
<p><a title="goldeneye by racketboy, on Flickr" href="http://www.flickr.com/photos/racketboy/4349236308/"><img style="border: 0px solid; width: 240px; height: 176px; float: right;" src="http://farm5.static.flickr.com/4050/4349236308_e47f852d01_m.jpg" alt="goldeneye" hspace="15" vspace="15" /></a>(NTSC-J: 8/23/1997, NTSC-U, PAL: 8/25/1997)<br />
When it was first announced, GoldenEye did not drum up much fanfare. Being created by Rareware and based on an established franchise, a lot of people were skeptical. Previous James Bond games had been fairly terrible, and many initially speculated that it was going to be some sort of platformer. Little did anyone know that GoldenEye was going to become a revolution.</p>
<p>Released in 1997, it gave gamers a fairly solid story mode with just enough to keep us going back for more, and more importantly, the ability to kill our friends in a variety of ways. GoldenEye did not create deathmatch, nor did it really add in anything new to genre (sans zoomable sniper rifles), but what it did do was put everything together into a tight package that is to this day one of the most user friendly and solid console fps titles ever related. Despite what you think about how well it has aged, we all have stories about proximity mines. The fact that over 10 years down the road people still complain about that is a testament to its greatness.  (See also <a href="http://www.racketboy.com/retro/nintendo/n64/2007/11/goldeneye-007-ten-years-later.html">our full retrospective on Goldeneye 007</a>)<br />
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<h3>Perfect Dark</h3>
<p><a title="perfect-dark by racketboy, on Flickr" href="http://www.flickr.com/photos/racketboy/4348488261/"><img style="border: 0px solid; width: 240px; height: 176px; float: right;" src="http://farm5.static.flickr.com/4033/4348488261_ffea43bd38_m.jpg" alt="perfect-dark" hspace="15" vspace="15" /></a><span style="font-style: italic;">(NTSC-U: 5/22/2000, PAL: 6/30/2000, NTSC-J: 10/21/2000) </span><br />
Rare took a lot of what made GoldenEye great, cut out the James Bond, threw it into the near future, added aliens, and pushed the Nintendo 64 to close to its limit and created Perfect Dark. It plays like GoldenEye, but looks so much better. It features voice acting, an engaging plot, secondary fire on every weapon, good sized multiplayer maps, AI bots, and the ability to fall,</p>
<p>Perfect Dark was tailor-made to appeal to those who wanted more out of GoldenEye and it delivers on every level. It is simply GoldenEye 2.0. Joanna Dark is a poor substitute for James Bond, but the pros far outweigh the cons. The only big downside to Perfect Dark is that the game will lag badly in four player with a lot of bots. But even with the slowdown, 6 on 6 matches between your friends and bots in proper Capture the Flag is a lot of fun (I&#8217;ve had a lot of luck with 4 on 4 matches, humans on bots, with little to no slowdown). Now the prequel on the Xbox 360 you need to stay away from.<br />
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<h3>Turok Series</h3>
<p><a title="turok2 by racketboy, on Flickr" href="http://www.flickr.com/photos/racketboy/4348488293/"><img style="border: 0px solid; width: 240px; height: 176px; float: right;" src="http://farm3.static.flickr.com/2765/4348488293_3bea549354_m.jpg" alt="turok2" hspace="15" vspace="15" /></a><span style="font-weight: bold;">Turok: Dinosaur Hunter</span> (NTSC-U: 2/28/1997, PAL: 3/01/1997, NTC-J: 5/30/1997), <span style="font-weight: bold;">Turok 2: Seeds of Evil</span> (NTSC-U: 12/10/1998, PAL: 12/11/1998, NTSC-J: 6/18/1998), <span style="font-weight: bold;">Turok: Rage Wars</span> (NTSC-U: 10/31/1999, PAL: 12/26/1999) <span style="font-weight: bold;">Turok 3: Shadow of Oblivion</span> (NTSC-U: 8/30/2000, PAL: 9/08/2000)<br />
Who&#8217;d have thought that a lesser-known Native American comic book character created in the 1950s and known for hunting dinosaurs with his younger brother would receive one of the most prevalent game series for the Nintendo 64?  That character would be Turok, who&#8217;s self-titled game series would see four titles on the Nintendo 64, though with some changes to the formula: Turok is more of a mantle than an individual character, with three main protagonists taking it up over the four games.  Of the four games, Turok: Dinosaur Hunter, Turok 2: Seeds of Evil, and Turok 3: Shadow of Oblivion all share a continuous storyline, though the quality varies throughout.  While all three were considered solid games by reviewers, Turok 2 received the highest ratings, and Turok 3 was considered the weakest of these entries.</p>
<p>The popularity of Turok: Dinosaur Hunter quite possibly saved Acclaim from bankruptcy, which had lost over $200 million in 1996, laid off a large section of its workforce, and watched as its stock plummeted roughly 80%.  But after considerable quality control and a heavy marketing campaign, the first Turok video game became a phenomenal success, saving the company&#8217;s profits and becoming one of the best selling games on the console at the time.  Though eventually out-shined by GoldenEye 007, Turok showed that console first person shooters didn&#8217;t have to just be poorly made DOOM clones by allowing an amount of 3D movement hardly seen in the genre before this, especially for consoles, and it also proved that companies could make excellent third party titles for the Nintendo 64, something that Nintendo&#8217;s third console is still often criticized over.  It was even the first third-party game to become a “Player&#8217;s Choice” in 1998.</p>
<p>Announced several months before its predecessor&#8217;s release, Turok 2: Seeds of Evil further upped the ante with a complex single player mode and excellent multiplayer.  New weapons and enemy AI made for a significantly improved gameplay experience, with even more blood and gore than the first, though with frame rate issues that could become severe at times.  The multiplayer featured a character selection process, where different characters featured different abilities, such as differing speeds, sizes, or regenerating health, making multiplayer strategies dependent on who the player was going up against.  On an interesting note, Turok 2 was released in Japan as Violence Killer Turok: New Generation.<br />
Unfortunately things were going downhill for Turok 3: Shadow of Oblivion, which despite adding multiple player characters to choose from in the game, it ended up removing some of the gameplay elements of the second.  The plot also moved away from fighting dinosaurs entirely to fighting the Flesh, a group of optional enemies present in Turok 2, which brought criticism that the series had moved away from its roots.</p>
<p>Turok: Rage Wars, released between Turok 2 and Turok 3, built on the multiplayer features of Turok 2, though at the expense of a true single player campaign.  It is often compared to Quake 3 in that both titles forgo single player campaigns to focus on multiplayer.  However, unlike Quake 3, Rage Wars was not well received.  The original run of the game features a glitch which makes the player unable to unlock one of the medals in the game, thus not allowing the player access to all the material in the game.  Much like Turok 2, Rage Wars could be played with an expansion pack but did not require it.<br />
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<h3>007: The World Is Not Enough</h3>
<p><a title="007-the-world-is-not-enough by racketboy, on Flickr" href="http://www.flickr.com/photos/racketboy/4349236388/"><img style="border: 0px solid; width: 240px; height: 176px; float: right;" src="http://farm3.static.flickr.com/2747/4349236388_086fe58095_m.jpg" alt="007-the-world-is-not-enough" hspace="15" vspace="15" /></a> (NTSC-U: 11/01/2000, PAL: 12/08/2000)<br />
While not developed or produced by the same company that brought us GoldenEye 007, The World Is Not Enough is technically its sequel since it was the continuation of the Bond franchise on the Nintendo 64.  And while it&#8217;s not considered as good as GoldenEye, it did stay true to its roots.  Eurocom, the principal designers of The World Is Not Enough, decided to go back to basics after their first Bond game, Tomorrow Never Dies, failed commercially.  The end result?  An experience very similar to GoldenEye which was claimed in 2009 by IGN to be “the second best bond game ever.” Not bad, considering that only GoldenEye was ahead of it in that list.</p>
<p>Notable features to The World Is Not Enough included changeable weapon modes(such as attaching a silencer to a pistol or changing the firing rate), a multiplayer mode with AI bots, new multiplayer game modes, the ability to save allies in levels, and the ability to unlock levels for multiplayer.  Additional characters were added to the multiplayer, though certain characters feature increased base health.  The single player mode is also more “cinematic,” though the AI isn&#8217;t up to snuff against Perfect Dark.  Still, fans of GoldenEye may enjoy The World Is Not Enough.<br />
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<h3>Forsaken 64</h3>
<p><a title="fosaken-64 by racketboy, on Flickr" href="http://www.flickr.com/photos/racketboy/4348488375/"><img style="border: 0px solid; width: 240px; height: 176px; float: right;" src="http://farm5.static.flickr.com/4032/4348488375_4c22920764_m.jpg" alt="fosaken-64" hspace="15" vspace="15" /></a> (NTSC-U: 4/30/1998, PAL: 6/3/1998, NTSC-J: 9/2/1999)<br />
Covering a niche market that combines the first person shooter with the ability to move in any direction, Forsaken 64 is the only true Six Degrees of Freedom FPS on the Nintendo 64.  In other words, while traditional FPS only allow movement on the X and Y-axis, 6DoF shooters allow movement on the Z-axis as well.  The gameplay style is most often associated with the Descent series, though Forsaken 64 was an admirable edition to the genre.  Unfortunately, this movement style didn&#8217;t sit well with some shooter enthusiasts, which is why it would never become as popular as other N64 FPS titles.</p>
<p>Forsaken 64 offered a choice of characters in single player, a multitude of weapons and levels, and four-player split screen with a host of game modes and options, including AI bots.  It&#8217;s unfortunate that the game wasn&#8217;t more popular, as it definitely should be experienced.  It is at its heart a Descent clone, but that&#8217;s not necessarily a bad thing, as Forsaken 64 does what it does extremely well and with style.<br />
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<h3>Quake Series</h3>
<p><a title="quake-64 by racketboy, on Flickr" href="http://www.flickr.com/photos/racketboy/4348488395/"><img style="border: 0px solid; width: 240px; height: 176px; float: right;" src="http://farm3.static.flickr.com/2760/4348488395_4f89829730_m.jpg" alt="quake-64" hspace="15" vspace="15" /></a><span style="font-weight: bold;">Quake 64 </span>(NTSC-U: 3/24/1998, PAL: 5/24/1998),  <span style="font-weight: bold;">Quake II</span><span style="font-style: italic;"> </span>(PAL: 2/7/1999, NTSC-U: 5/31/1999)<br />
Programmed by John Carmack, Michael Abrash, and John Cash, featuring level designs by American McGee, John Romero, Tim Willits, and Sandy Petersen, graphics by Adrian Carmack and Kevin Cloud, and music by Trent Reznor, Quake was a new epoch in the first person shooter by id Software, following their success with Wolfenstein 3D, Doom, and Doom 2.  With it came the Quake engine, server-based multiplayer (as opposed to the LAN-based multiplayer offered in Doom), a co-op mode similar to the one found in Doom, deathmatch, Teamplay, and the creation of some of the most important FPS maneuvers ever created, like bunny hopping and the rocket jump. And in 1998, Midway saw fit to port the game to the Nintendo 64, where it is alternately known as Quake 64, or simply Quake.</p>
<p>Unfortunately, this wasn&#8217;t the best choice.  While some new lighting and graphical effects were added, the single player experience is the same as the PC(unlike the Sega Saturn port, which added several original levels).  The multiplayer was also severely maimed in the process, allowing only two players instead of the four player standard for the console.  As a nice touch, the game allows saving to the N64 memory card as well as a password system, but considering that GoldenEye 007 had been released by this point, it&#8217;s difficult to praise the game.</p>
<p>Quake II fared significantly better.  Though it came well after its PC counterpart, the Nintendo 64 version featured updated graphics, entirely new levels, the ability to create and save user profiles, rumble pack compatibility, faster speeds, and four-player multiplayer, practically a must for the Nintendo 64.  On top of it, multiplayer boasts different modes, including 2-on-2 or even 3-on-1.  To counter this, the animation is choppy, and while playable without the expansion pack, the graphical bump is noticeable.<br />
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<h3>Tom Clancy&#8217;s Rainbow Six</h3>
<p><a title="rainbow-six by racketboy, on Flickr" href="http://www.flickr.com/photos/racketboy/4349236474/"><img style="border: 0px solid; width: 240px; height: 176px; float: right;" src="http://farm5.static.flickr.com/4032/4349236474_60636ab55b_m.jpg" alt="rainbow-six" hspace="15" vspace="15" /></a> (NTSC-U: 11/17/1999, PAL: 12/15/1999)<br />
Coming in as the only Tactical FPS on the console, Rainbow Six requires strategy, and lots of it.  The AI in the game is incredible, the frame rates are consistent, and the sound effects are quite stunning.  Overall, the Nintendo 64 port of the popular PC hit, based on Tom Clancy&#8217;s book of the same name, is actually quite good.  In fact, the biggest complaint upon release by such websites as IGN was that the game was too short.</p>
<p>Still, the levels do offer some amount of replayability by offering the choice of setting up the mission beforehand in various ways, or launching from the get go and attempting to do everything yourself on the fly.  To further add to this, the game includes two-player co-op, so you can bring a friend to watch your back as you move through the levels.  If you like to take your time in first person shooters and go for a one shot one kill ratio, Rainbow Six is definitely for you.<br />
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<h3>Doom 64</h3>
<p><a title="doom64 by racketboy, on Flickr" href="http://www.flickr.com/photos/racketboy/4348488453/"><img style="border: 0px solid; width: 240px; height: 176px; float: right;" src="http://farm5.static.flickr.com/4002/4348488453_e15155f9cc_m.jpg" alt="doom64" hspace="15" vspace="15" /></a> (NTSC-U: 3/31/1997, NTSC-J: 8/1/1997, PAL: 12/2/1997)<br />
Perhaps the most unique Doom title in the series up until the release of Doom 3, Doom 64 takes the original games and shoots in a considerably darker and more satanic direction.  Demons are redesigned and much larger, the levels are unique, darker, and even booby trapped, weapons are more devastating, and the music is even eerier than previous installments.  There&#8217;s even an entirely unique laser cannon in the game, called the Unmaker.  And once gained, the Unmaker can be upgraded by finding several tablets to make a more powerful weapon.</p>
<p>However, it&#8217;s still Doom, so if you&#8217;ve played any of them, you should know what to expect.  There&#8217;s no multiplayer, and saving can only be done between levels.  While the engine was updated a bit to include such features as colored lighting, by 1997 it was showing its age, especially considering that the Quake engine had been released on the PC already.  But if you&#8217;re a big fan of Doom, well, Doom 64 is definitely worth checking out, since it is definitely a unique variation on what was at the time an aging formula.<br />
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<h3>Hexen</h3>
<p><a title="hexen-64 by racketboy, on Flickr" href="http://www.flickr.com/photos/racketboy/4348488483/"><img style="border: 0px solid; width: 240px; height: 176px; float: right;" src="http://farm3.static.flickr.com/2758/4348488483_0120cee3ce_m.jpg" alt="hexen-64" hspace="15" vspace="15" /></a> (NTSC-U: 5/31/1997, PAL: 6/24/1997, NTSC-J: 12/18/1997)<br />
Originally created by Raven Software and published by id Software, Hexen was ported to the Nintendo 64 by Software Creations.  Of all the console ports, the Nintendo 64 was the most accurate.  Unfortunately due to hardware limitations, the game was modeled on the original floppy disk release of Hexen, so it lacked the FMV sequences and Redbook audio music found on the CD-ROM version for the PC(and included in both the PS1 and Sega Saturn ports).  To make up for this, the N64 version included storyline info between levels to help explain the plot.  The N64 version also boasted four-player deathmatch and co-op, though with toned down graphics.</p>
<p>For those who&#8217;ve never played Hexen, it&#8217;s a fantasy-based FPS, where players must select from several classes at the beginning(also selectable in multiplayer), which affect speed, health, and what weapons they will gain.  Each character also has a super weapon which can only be used after they&#8217;ve found all the pieces for it.  These super weapons include a sword that shoots green bolts of energy, a trio of massive fireballs, or a cross that shoots disembodied killer souls who ravage anything they touch.  The game features multiple levels which can be accessed in out of order via a complex portal system.  It&#8217;s a complicated game, but well worth it with a couple of friends playing in the same room.<br />
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<h3>Duke Nukem 64</h3>
<p><a title="duke-nukem-64 by racketboy, on Flickr" href="http://www.flickr.com/photos/racketboy/4348488503/"><img style="border: 0px solid; width: 240px; height: 176px; float: right;" src="http://farm5.static.flickr.com/4004/4348488503_c4684aa4ed_m.jpg" alt="duke-nukem-64" hspace="15" vspace="15" /></a>(NTSC-U: 10/31/1997, PAL: 11/14/1997)<br />
While still a port of Duke Nukem 3D for the PC, Duke Nukem 64 had some significant changes.  First and foremost would be the considerable amount of censorship, including the removal of all nudity and certain adult-themed locations, such as an adult bookstore early in the game, and many of Duke&#8217;s notable lines were redubbed by Jon St. John(Duke&#8217;s voice actor) to remove much of his swearing.  Other changes included adding weapons and locales from the Plutonium Pak(the Duke Nukem 3D expansion), as well as streaming the levels into one continuous game, as opposed to the episodic approach from the PC release.  There&#8217;s also no music in the game, except for the Duke Nukem theme, “Grabbag,” and the music in the status screen.</p>
<p>That said, it&#8217;s still a Duke Nukem game, featuring lots of pop culture references and one-liners, four-player split screen deathmatch, and two-player co-op.  The firepower is nasty, the action can get frantic, and there&#8217;s just something fun about putting one&#8217;s boot upside some alien pig cop&#8217;s face.  The controls can feel a little awkward for some, and if you&#8217;ve played the PC version, the missing dialogue, music, and adult themes can be a bit upsetting(you can no longer give cash to strippers&#8230;), and the graphics didn&#8217;t see any improvement like in Doom 64, but the game can still serve as a fun experience.<br />
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<h3>South Park</h3>
<p><a title="southpark-64 by racketboy, on Flickr" href="http://www.flickr.com/photos/racketboy/4348488535/"><img style="border: 0px solid; width: 240px; height: 176px; float: right;" src="http://farm3.static.flickr.com/2796/4348488535_101abeb31a_m.jpg" alt="southpark-64" hspace="15" vspace="15" /></a> (NTSC-U: 12/12/1998, AUS: 12/16/1998, PAL: 3/5/1999)<br />
Based on the popular television show of the same name, South Park has the player take control of one of the four main children from the series, who must face off against the dealings creations caused by a comet that is rapidly approaching South Park.  Built off the Turok 2 engine, the game featured four-player split-screen multiplayer, and a large number of unlockable characters that could be earned during gameplay by unlocking cheat codes.  The game even featured voice acting and music based on the show.<br />
And yet, somewhere between the mutant turkeys and the Toilet Plunger Launchers, the game has a polarizing effect on the fans.  First, level design in single player is generally simplistic, mostly consisting of moving from one spot to another.  The graphics are an interesting 3D representation of the show, but can feel sparse and bland.  And beyond the multiplayer, there&#8217;s no reason to come back, not even alternate difficulty levels.  Also, the crude humor may throw some off, even more so than Duke Nukem.  After all, the Duke didn&#8217;t urinate on his snowballs.<br />
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<h3>Armorines: Project S.W.A.R.M.</h3>
<p><a title="armorines-64 by racketboy, on Flickr" href="http://www.flickr.com/photos/racketboy/4349236584/"><img style="border: 0px solid; width: 240px; height: 176px; float: right;" src="http://farm3.static.flickr.com/2791/4349236584_880cfe9a9c_m.jpg" alt="armorines-64" hspace="15" vspace="15" /></a> (NTSC-U: 11/30/1999, PAL: 6/30/2000)<br />
Similar to Turok, the Armorines were a Valiant Comics property, which was bought by Acclaim in 1994.  As comics sales slumped, Acclaim took a greater role and began turning certain Valiant titles into games, including Turok, Shadowman, X-O Manowar(who had a crossover game with Iron Man from Marvel Comics), and the Armorines.  In fact, Armorines even uses the Turok 2 engine.  Unfortunately, this hasn&#8217;t saved it from trouble.  The game suffers from slowdown, especially when multiple enemies are on screen, but the resolution can be changed when using the expansion pack.  And there have been numerous complaints about how dark the game is(though to counteract this you do gain night-vision goggles, which severely limits your viewing area but allows you to see clearly in dark rooms).</p>
<p>As for gameplay, Armorines allows the player to choose from two characters at each level, which will affect movement speed, what items you can use, and what weapons you have access to.  A co-op mode is also available, as well as multiplayer deathmatch, though expect more slowdown and some framerate drops.  While the game runs faster than Turok 2, Acclaim tweaked the controls to feel less precise, so aiming can be a problem.  And since the plot of the Armorines comic featured several parallels with Starship Troopers, and the film version had been released only two years prior, many folks associate the two.  So if you like the thought of gearing up and taking out some space bugs, you might find yourself enjoying Armorines.  It should also be noted that while the Nintendo 64 version was considered quite average by reviewers, the PlayStation version fared far worse.<br />
<a href="http://rover.ebay.com/rover/1/711-53200-19255-0/1?ff3=4&amp;amp;pub=5574810734&amp;amp;toolid=10001&amp;amp;campid=5336442732&amp;amp;customid=&amp;amp;mpre=http%3A%2F%2Fsearch.ebay.com/Armorines-n64">Find Armorines: Project S.W.A.R.M. on eBay</a><br />
<a href="http://www.amazon.com/exec/obidos/ASIN/B00001XDVT/retrogamingwi-20">Find Armorines: Project S.W.A.R.M. on Amazon.com</a></p>
<h3>John Romero&#8217;s Daikatana</h3>
<p><a title="daikatana by racketboy, on Flickr" href="http://www.flickr.com/photos/racketboy/4348488589/"><img style="border: 0px solid; width: 240px; height: 176px; float: right;" src="http://farm5.static.flickr.com/4013/4348488589_1158cf6aa9_m.jpg" alt="daikatana" hspace="15" vspace="15" /></a> (NTSC-J: 6/26/2000, NTSC-U: 7/31/2000, PAL: 11/1/2000)<br />
“John Romero&#8217;s about to make you his bitch.”  Oh man, he sure did.  The saga of the production of Daikatana is a long and arduous tale, one which could easily be turned into a novel.  And that&#8217;s about the PC version.  The Nintendo 64 version is actually worse than its PC counterpart.  Rushed to release only a few months after the PC version&#8217;s release, the game suffered from massive amounts of fog, poor graphics, horrendous amounts of motion blur made worse in multiplayer to the point of crippling it, as well as problems with enemy AI, rubbish controls, a story that just collapses, etc.  The title weapon, the Daikatana, isn&#8217;t even usable!</p>
<p>On a funny note, the two AI partners still appear in cut scenes, but aren&#8217;t actually in the game, which might be considered a boon: the AI was so poor that they actively got in the way of the player in the PC version.  Attach a floating release date constantly being pushed back, horrendously outdated technology, a design team of admittedly-talented amateurs, and Romero&#8217;s girlfriend serving as level designer, on top of other problems and criticism from the community, and you have a recipe for disaster.  The only version of this game that&#8217;s any good is the Game Boy Color version.  As the Daikatana ad campaign said, “Suck it down.” Suck it down indeed.<br />
<a href="http://rover.ebay.com/rover/1/711-53200-19255-0/1?ff3=4&amp;amp;pub=5574810734&amp;amp;toolid=10001&amp;amp;campid=5336442732&amp;amp;customid=&amp;amp;mpre=http%3A%2F%2Fsearch.ebay.com/diakatana-n64">Find Daikataka on eBay</a><br />
<a href="http://www.amazon.com/exec/obidos/ASIN/B0009MJA5U/retrogamingwi-20">Find Daikatana on Amazon.com</a></p>
<h3>Honorable Mentions</h3>
<p><span style="font-weight: bold;">Star Wars: Shadows of the Empire </span><br />
This game changes genre depending on the level, alternating between third-person action, racing, and a space shooter similar to Star Wars: Rogue Squadron.  But thanks to camera manipulation, all the third-person action levels can be played as an FPS, albeit with no gun model present and difficulty looking up and down.  Still, it certainly adds a new experience to a game that was already quite good.</p>
<p><span style="font-weight: bold;">Army Men: Sarge&#8217;s Heroes series</span><br />
Both Army Men: Sarge&#8217;s Heroes and its sequel, Army Men: Sarge&#8217;s Heroes 2, are third person shooters, where you play a green plastic army man.  While not really constituting a first person view for the game, both games feature an aiming mode which will allow for greater precision while firing.</p>
<p><span style="font-weight: bold;">Duke Nukem: Zero Hour </span><br />
Another third person shooter, Duke Nukem: Zero Hour follows Duke Nukem as he travels through time kicking alien butt.  To spice things up, there&#8217;s an unlockable first person mode for the main story which can be accessed with cheat codes, and the multiplayer is all done in first person.</p>
<p><span style="font-weight: bold;">Jet Force Gemini </span><br />
Again, a third person shooter, though the game can be played almost entirely in a first person-esque view.  There&#8217;s just one problem: there&#8217;s no jump button when you&#8217;re in this mode, which means the player must switch back to third person during any of the platforming sections.</p>
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		<title>What Is The Best Contra Game?</title>
		<link>http://feedproxy.google.com/~r/RetrogamingWithRacketboy/~3/9xIEo8Op_j0/what-is-the-best-contra-game.html</link>
		<comments>http://www.racketboy.com/retro/2010/02/what-is-the-best-contra-game.html#comments</comments>
		<pubDate>Sun, 07 Feb 2010 18:16:48 +0000</pubDate>
		<dc:creator>racketboy</dc:creator>
				<category><![CDATA[Retro Gaming]]></category>

		<guid isPermaLink="false">http://www.racketboy.com/?p=2411</guid>
		<description>To accompany our choice of the original Contra for our game of the month for the Together Retro Game Club, I thought it would be great to get the community&amp;#8217;s opinion on how all the rest of the games in the Contra series rank.
I know it will be hard for some of you to choose [...]</description>
			<content:encoded><![CDATA[<p><a title="The Best Contra Games" href="http://www.flickr.com/photos/racketboy/4338296230/"><img src="http://farm5.static.flickr.com/4023/4338296230_76d823463d_o.jpg" border="0" alt="The Best Contra Game?" width="500" height="215" /></a></p>
<p>To accompany <a href="http://www.racketboy.com/retro/together-retro/2010/02/together-retro-game-club-contra.html">our choice of the original Contra for our game of the month</a> for the <a href="http://www.racketboy.com/retro/2009/retro/2008/03/racketboy-game-club-together-retro-intro.html">Together Retro Game Club</a>, I thought it would be great to get the community&#8217;s opinion on how all the rest of the games in the Contra series rank.</p>
<p>I know it will be hard for some of you to choose just one, so I&#8217;ll let everyone choose two games out of the series.</p>
Note: There is a poll embedded within this post, please visit the site to participate in this post's poll.
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