Review; Columbus Circle’s Gley Lancer re-release

Few years back I decided to pick up and review Battle Mania‘s Chinese knock-off/reproduction cart from eBay for cheap. Time hasn’t been all that kind to my views on the reproduction, and in hindsight it is just atrociously bad. Fast forward to 2019 and I’m sitting here with another new Mega Drive game cart in my hand. This time, a licensed re-realease of Advanced Busterhawk Gley Lancer. extreme has their hands on all of Masaya’s IPs, and apparently Columbus Circle saw it fit to license Gley Lancer and give it a quality rerun. This is review of the package and quality of the production, not a review of the game. The game’s 9/10 shooting game, go buy it. I would recommend reading the previously linked Battle Mania review for some comparison.

Completely new boxart

First impressions are important, and the packaging doesn’t falter. The box has the same feel as the original Mega Drive game boxes, that sort of somewhat cheap feel of plastic that could break anytime, but can still take a beating. The surface texture on the transparent plastic wrap is there and it gives the perfect kind of feel under your fingers. It looks and feels the part; a genuine Mega Drive game. The cover sleeve is thin matte paper, again just like the original MD games. The print quality is perfect without losing any details. Furthermore, if you don’t want to see two girls on a box of this game, you can always reverse the sleeve for the original boxart image.

 

This adds value, and collectors can have the original cover just fine. However, Columbus Circle did make certain that people would not be tricked, as they slapped their logo on the spine and contact information on the back. I should also point out the additional text at the bottom of the cover mentioning that this isn’t Sega Games endorsed product. This is sort of unofficialy official Mega Drive game, produced with the proper license from the IP holder, but without Sega’s involvement.

These first impressions on the outside of a product like this take a long way. Collectors who showcase their games want the appearance to be right. However, the insides need to be satisfying as well for those who will keep playing the game as normal, like yours truly.

Everything is, of course, new. While pretty much every and all MD carts out there are black, Columbus Circle used a semi-transparent smoke coloured one for Gley Lancer. While a personal preference says it looks like, it might’ve been better to go with the same solid black as standard MD cartridge. However, the texture around the label gives a nice grip. Again, this sort of tactile feedback takes a product a long way forward. Some Japanese cartridges did feel a bit cheap back in the day for whatever reason, Western carts just had better build overall. This one is somewhere in-between, having better plastic than the Japanese releases, but not as good as European or American. The mould used however has been excellent, as the shell halves fit together rather perfectly. The label print is top notch, nothing to bitch about here. It just has been applied too close to the bottom, meaning there’s a lot of empty space at the back, and that the on the lower left corner is taken some very minor damage. Not that this was all that rare back in the day, but whoever put these on probably didn’t really care.

At the back you see the main reason why this review won’t have PCB pictures; the screws are covered by a label. You can see the spot on the left where I’ve pressed the label is somewhat to expose the rims of the screw holes. Columbus Circle branded these carts with their own logo, which again makes it stand apart from original cartridges. Your mileage may vary whether or not you like this, but it nevertheless does give the whole deal a different feel. You won’t forget that this was produced in 2019. By that extension, you might not feel that this is “real” despite having licensed and all under its belt. Notice that the label is slightly peeled on the right there. This either means that the label is robust enough to start coming off by itself, or the applier just screwed this up as well. Heating the adhesive a bit and reapplying should remedy this well enough. In addition to this, there are some problems with the cartridge.

While original cartridges had the injection tabs in the same place, the quality assurance never left large, broken surfaces. This isn’t the case with this particular copy, and I don’t really think the manufacturer cared too much about the rest either. Rather than taking the time and effort to file or sand down the tabs completely, they’re largely left in their original state. The tabs rise some two millimeters off the inside surface, and while they don’t interfere with the game’s insertion into the console, they do look rather tacky. Taking a knife and cutting them even or otherwise leveling them isn’t a problem or a major task, but something that just degrades from the overall quality of the product. This probably is the largest gripe, which says a lot otherwise about the quality.

While I won’t be opening the cart for now, we can use the transparent plastic to our advantage. Here you can see how clean everything is, though just ignore the dust bit at the top. The PCB seems to be standard MD size, and there doesn’t seem to be anything extra, unlike 8Bit Music Power. Columbus Circle did improve their PCB design right after all the negative feedback after this. I’m betting they’re using flash memory to store the ROM, but unlike with the Chinese Battle Mania knock-off, this seems to utilise a full-sized PCB, similar to 8Bit Music Power FINAL. Columbus Circle has released a music title on the Mega Drive previously, one which I’ll probably pick up at a later date for comparison how this release compares to it. That smoke colour really comes to through nicely against light though.

The manual, however, does let you down a bit. Not much, but enough.

The manual’s printed on a good matte paper. This is seems to be clear cut difference between people who haven’t done project like this and those who have; experienced people use matte paper most of the time. If glossy paper is present, its used for an effect and even then the nature of the paper is selected carefully. Saying glossy and matte don’t really tell anything on themselves, but opening the can between paper qualities would take a whole blog in itself. That matter aside, the manual uses the new boxart slightly cropped, which is a good choice. You can reverse the cover sleeve to the original boxart while still keeping the new style look at hand. The rest though?

This one page really should tell it all. On one hand, the print quality is pretty good, nothing short of original Mega Drive runs. However, the characters on the left seem too dark. It is very likely that Columbus Circle had to resort to scanning the original manual rather than gain access to the original materials. This either means the original manual was this dark as well, the printing colours were off, or that something happened between scanning and printing. This seeming darker-than-intended issue of course is on every page, colours saturated and all. However, because most lines and text are sharp, I can’t help but this is was the original result. You can also see that the grid is not exactly straight, but if we’re completely honest, the grid like this is never completely straight. Neverthless, the manual feels off to drop a point off from the whole package.

Nevertheless, compared to the original Mega Drive games and packaging, this run of Gley Lancer is up to relative standards. There are some spots that should be improved, especially when an official license is in play, but this is far above any Chinese knock-off. Chinese can produce good stuff, as long as you put the money and skill in the production. Practically all repros and releases like this are made in China anyway, its just a question of picking the proper subcontractor to work with and all that. I would still recommend this release of Gley Lancer if you want to play games on your Mega Drive, as it is a complete, official package.

However, I would raise a question whether or not this should supersede the original release, if you had the possibility to choose one or the either. Perhaps it is because there is no license from Sega, or just to differentiate this release from the original, it is 2019 run of Gley Lancer and this will rub some people the wrong way.

Differences include the MD logo, genre classification icons, different Mega Drive text at the top, different cartridge materials and label. We can understand the lack of any Sega related logos and materials, but why change the cartridge label? Perhaps to unify the look of the packaging, to make the overall package look the same across the board. It an be argued that Columbus Circle should’ve stuck replicating the original release as much as possible, but at the same time this could’ve lead some people trying to sell the re-release as original release. An issue these releases always will have is the compatibility with original hardware. While I am a proponent of using modern PCBs and methods to deliver older games in more efficient manner, we’ve seen how haphazard it come become, like it did with 8bit Music Power. However, as said, these issues have been seemingly fixed, and the current method of making reproduction cartridges seems to be solid and without any real hitches. The game also lacks any reference to Sega when it boots up and has the updated Masaya logo alongside Columbus Circle’s own right after. Of course, because Nippon Computer System wasn’t involved in this release, extreme has replaced them in the credits. However, the game code and how it plays is still the same. Here’s a full playthrough of the game with a Mega Drive with sound modified for your enjoyment.

The image quality is much sharper than Columbus Circle’s own trailer, as Framemeister is still the best option to run old systems on modern televisions

Because of all the changes to the packaging and changes in credits, some will consider this as a good knock-off or a repro. Some will consider this release weaker for the same reason and the lower level of quality control. However, when put into context, a small independent circle re-releasing a cult-classic under official license from extreme and Masaya. While it is regrettable that few issues keep this from being an absolutely stellar release, the fact that this wasn’t their first MD release, and Columbus Circle is intending to publish more, they need to tighten up on quality control once more to achieve the same level of quality as original game releases. Neverthless, if you’d like to own a copy of Gley Lancer and can’t spot an original copy or don’t want to spend the money, I would recommend this re-release warmly despite its shortcomings.

 

Scanning as an act of preservation

As much as piracy get the bad rap from those who seemingly suffer from it, it has constantly functioned as a tool of archiving, even if by accident. I doubt too many groups who ripped games or people who uploaded and shared music on eMule were thinking that they were doing historical archival of the era’ popular culture. This is probably best reflected in how things were, and still are, scanned. Be it books, booklets, manuals etc. you’ll most likely end up with scans that are harshly compressed and filled with artifacting across the board, destroying the original information of the image. This is like having lower and lower bitrate in digital music files, except worse, because usually scans around are of low resolution. Sadly, there are times when original works have been all but lost, and the only things we’re left is  sub-150dpi scans with heavy compression thrown in. They don’t stand to modern standards, they never really did.

Scanning guides on the Internet often seem to recommend using medium settings for the output file, arguing that it’ll save disk space. This may have been an argument in earlier days of computing, when space was at premium. With time, this has become effectively a non-issue, especially with Cloud storage being a thing. Keeping websites light was also a priority, so finding that sweet spot between good-enough quality and load times was important. 56kb dial-up modems weren’t exactly the most effective way to transfer data around, but that’s what was available at the time and can’t really complain about that. Nowadays with blazingly fast connections on our phones, that’s not exactly an issue. All sites are more or less Java hells anyway. Of course, a lot of sites that carry any sort of scans or cover photos would like to keep everything rather small in size in order to avoid copyright infringing claims. Amazon often has small scans from God know when for older products, and even some new products have extremely limited size, from which you can’t really see much. Again, the bandwidth and storage space is cited to be the issue, but nothing really would keep these guys from using a thumbnail as a link that would send the user directly into the largest possible version of the image available. We should of course consider that allowing everyone access to highest possible version to an image might lead into easier copyright infringing or knock-off productions, but tracing exists for a reason.

Because this post will be heavy on images, more after the jump.

Continue reading “Scanning as an act of preservation”

Review of the Month; Battle Mania Chinese reproduction

What is a man to do if you want physical copies of games, but games are incredibly, stupidly high in price? Find cheaper alternatives or better deals. One consists of digital copies and reproductions, whereas the other takes time and impeccable timing when it comes to auctions and spotting those deals. Sometimes, reproductions can be a way to go, especially for titles that have no physical release or homebrew. Or when you can get one for a laughable price compared to what the real deal goes for.

During one of mid-night browsing sessions on eBay I noticed that a Chinese seller had Battle Mania in “perfect” condition for some 20€. Fully knowing that it would be a Chinese reproduction I decided to give it a go. While we could raise a discussion whether or not reproduction carts of twenty years old games that are not available anywhere any more counts as piracy, I’ll just slide the question aside for now and mention I already got the US version of the game.

So, does the item do any justice to the real deal? The comparison point I’ll be using is any other Japanese release of Mega Drive games I’ve got, mainly the excellent Devil Crash MD and an interesting SF Golf RPG game Battle Golfer Yui.

Honestly, I love this cover. It’s a good example of how games used to have low-level work done on them, yet came out great. The use of genre markers on the lower left should’ve crossed the pond, so people would not have invented multiple bullshit genres

The first thing we see here is that the case doesn’t really follow the Japanese style box because it has the rack hanger on the top. Second is that the plastic used on the box is cheap, as expected, but it could be much worse. It’s shiny, sturdy, but also very prone to warping under even the slightest heat source, like my old desk lamp. My copy has bulked out a bit, probably during injection phase. While it locks close just fine, it does look a bit strange on the shelf. The wrap is also extremely glossy and lacks the texturing a real Mega Drive case would have. The glossiness throws glares a bit too much and does feel cheaper. However it’s not exactly terrible, just cheap.

The back shows the bulking much better

The cover slip is very thin, good quality paper. It’s a good substitute to the one used on actual Mega Drive games, but the print quality doesn’t stand up to the task. This is understandable, as in order to have these prints, the seller must’ve first scanned the original piece. The only place you can see scan generation deterioration is on the text. The text is slightly blurry and soft, mostly because necessarily sharpening was not applied, thou in cases like this I would’ve re-typed the text in order to ensure that it would come out in better quality. The first impressions on the case is overall good for a Chinese reproduction. The expectations were at the bottom of the barrel, after all.

The cartridge, however, is pretty terrible.

The cartridge opens up extremely easily, and even the slightest tug cracked the casing. I didn’t really care about the review at this point, and switches the casing with Art Alive‘s

This sort of generic cheap plastic is common with cheap productions. I shouldn’t have been surprised to see it used, but here we are. The plastic itself has a slight hue of grey to it and the parts don’t fit exactly perfectly to each other. Again, this is due to the material being that much cheaper and living during and after injection moulding. The label on the back you see there had to be peeled off through heat treating and suffers from the same scan degradation as the slip. This is disappointing overall. The cartridge really should’ve been the place where the effort should’ve been put into.

The scan degradation is most apparent on the cover label. While it looks decent on the first sight, the label is tacky and of low quality. The paper used here is thick and glossy photopaper, which doesn’t want to bend right and has really low quality scan on it. The real Mega Drive cartridges have very thin matte label on them with very high print quality on them (most of the time) and this comes off as a terribly lazy way to waste this kind of paper. It doesn’t help that the label’s too damn long.

That’s no good

So, the label was so long that it went far over the usual region where Mega Drive labels reside. Seeing Mega Drive games mostly used a standardised cartridge, this is a weird fault I can’t fathom. I had to cut out the extension out, and you can see both of the labels slowly peeling off. The thing with Mega Drive carts is that they have screw under that back label, and to open a cart you either have to peel off the label or cut holes.

The manual doesn’t really raise any confidence either, as you can see.

Oh for fuck’s sake

This is pretty damn terrible. Both print and scan qualities are low and the paper used is the same glossy photopaper as the label. It doesn’t sit well in the case and the ink hasn’t set on the surface. You can see scuff marks on the bottom, where the case’s tabs took ink out. The manual is overall terrible and not worth the paper its printed on, so I won’t be taking it out for any sort of photos. The contents are there, just in a very low quality. The source used was probably some random scans off the web that were resized for print, killing the quality further.

So, if you took the cartridge apart, what’s in the inside? Good question.

Guess which one is which

A reproduction on a chip and it runs about the same as the real thing. It looks very cost-effective build. It has no weight to it and while it looks cheap, it… it really is. However, this is what I discussed previously about reproductions. It’s much cheaper to put a ROM on a chip rather than replicate the original pieces. Saves time, money and space. Of course, in order for the contacts to have something to stand on, you need to have something to it. This Chinese reproduction opted for a very interesting but sturdy plastic to add area to the PCB. It doesn’t exactly fit into a proper Mega Drive cart, but with some creative knife use it fits in just fine. Interestingly, the chip is so low that it interfered with the real cartridge and a slot had to be cut for it. However, the game sits well in a real console, regardless in what cartridge the PCB sits in.

The reproduction plays Battle Mania just as you’d expect. Outside the casing the ROM sits in, during gameplay there’s nothing that would make it stand out from the real thing. While that’s great, the fact that the thing its wrapped in is bit of a letdown does make me question whether or not I wasted 20€ for a review. It does look decent when it’s sitting on the shelf, and after changing to a proper cartridge it doesn’t feel as cheap. In the end, that’s what you get; a cheap Chinese knock-off. At least the seller is clear about this. The price does seem on the point in the end, but only barely. With a tenner more the quality could be upped considerably, both in print and plastic, but more work should be on the computer to ensure the scans and their prints would stand up to the expectations. Just the fact everything has been printed on glossy paper tells this is somewhat amateurish repro, or that they don’t care. Probably the latter.

Variety

Looking at the home consoles we have now, there is little variety to them. Wii U doesn’t really have anything big to demand a purchase and most games on PS4 and Xbone are crossplatform titles. An argument that often stems from this is that this serves the consumer the best as he now has complete freedom to choose whatever platforms and get all the games he wants. While a valid argument, the selection nowadays seems to be more limited, more homogeneous than what it was in previous generations.

The competition between SEGA’s Mega Drive and Nintendo’s Super Nintendo illustrates well the difference two consoles can have in their library. When you add PC-Engine/ Turbografix-16 to the mix, you have consoles that have a distinctly different library to them. Games that crossed platforms at the time were relatively scarce. Some franchises did cross platforms from back and forth, like Castlevania. Mega Drive exclusive Vampire Killer/Bloodlines/New Generation does follow the usual classic Castlevania fare, yet a unique entry in the series. Similarly Rondo of Blood on PC-Engine had its own and Super Nintendo had the comparative Super Castlevania IV. This is a good example how three games in a same series offer similar experience, but are able to stand on their own. Not only all three are good games, but expanded the series as well.

Another way to bring similar yet totally unique games on a system was to create similar games. The Story of Thor/Beyond the Oasis on the Mega Drive is often compared to the 2D The Legend of Zelda games, thou the influences can be tracked to Hydlide and Ultima. Never underestimate the impact Ultima had on the game culture and industry alongside Wizardry. Anyway, nobody in their right mind would call The Story of Thor a simple Zelda clone. Sure, it offers top-down Action RPG gameplay, but that’s nothing too uncommon, especially for its era.

Nowadays you will not see companies making different games for different platforms like this. This is simply because the development for current generation of machines is expensive and time consuming. According to Masari Ijuin, it takes eight to ten times more work to develop for the current generation. Higher power also means higher needs for time, money and other resources. This is directly mirrored in game prices, which are on the rise.

To use Castlevania as a continuing example, developing both Lords of Shadow 1 and 2 took a lot of time and money. Mirror of Fate is a piece with smaller development budget simply because it was originally developed for a console that does not demand that insane development cycles modern Triple A games seem to automatically get. Mirror of Fate got ported to other platforms later down the line. The argument I’ve seen most thrown around is that pushing the same game on different platforms maximises the profit the company can gain from a game. While I do get called a corporate bitch from time to time, this isn’t something I would support, because that means we’ve lost variety. We don’t have three different Castlevanias on different platforms, we’re having the one and the same Castlevania.

To use Mega Drive and Super Nintendo as an example again, there was a reason to choose between the two, thou if you wanted to get Shooting games, you got the PC-Engine/Turbografix-16. Both consoles had their own variety of games to offer. When a company did one sort of game on one platform, you could be sure you would see a strike back on the other. The reason why Super Nintendo was named as the kiddy console was because it lacked the serious sports titles. The NES was filled with sports titles, and so was the Mega Drive. It gathered a different audience, and the games reflected it. There are so many legendary games on developed during the time when multiplatform titles were a universal standard. Even thou we are having more games developed than ever before, there is a distinct lack of that spark that made the best ones unique jewels.

I question if having an access to almost every game on one platform trumps over having variety in the library of games we are offered in the same manner I question the need for the higher power hardware for home gaming, especially during a harsh economic depression. It would be great if companies saw a game that becomes a huge hit on a system, and then proceed to aim to beat that game’s success on another. It’s true that the competition between developers is harsh, especially considering there are companies giving their games out for free and allowing Valve to devalue their products in Steam. Game industry has gotten too big for its own good, and games have become a common commodity with too little variety.

Looking back at the niche providers

One thing I didn’t plan during the last console generation was to buy one of the many Xbox 360’s the stores had on their shelves. In the end I never did, but as fate weaved her web I did obtain a 360 from my brother at the cost of moving him and fixing the console. Things kinda go that way sometimes.

The question afterwards was what games would I play on it? The 360 had very little titles that I would have wanted, and vast majority of the titles I saw were shared with the PS3. Games like Lords of Shadow were one of the first titles I turned my eyes on, but I soon grew very tired of seeing dozens copies of same game on two different shelves. The Wii shelf always looked more fresh with more unique titles that drew attention. I remember seeing more people in Wii aisles than the two competitors’ sections As such, the unique games that the 360 had raised their heads over the gray mass of multiplats.

But that’s where I met a point why I would keep my 360 in a good shape and go my way to prevent the Red Ring of Death. It turned out that the 360 had a large share of Shooting games and CAVE continued to provide more as all the way up until DoDonPachi SaiDaiOuJou. Next to this you have ports of Ikaruga, Rez and Radiant Silvergun, all of which are more or less portrayed the best of the Shooting games genre. I do admit, that all these three are ports of past systems, so the point goes slightly off. Just let’s discuss the machine in its respective generation for the moment.

What is the 360 most known for? First Person Shooters by far. Halo’s Master Chief is essentially and without a doubt Microsoft’s Mario. We can argue whether or not it is a good thing for a console to be recognized as the home of a genre that is most at home with PC.

History seems to remember some of the systems that lost based on their certain flavour in their library of games. I’m specifically speaking of NEC’s PC-Engine/ TurboGrafix-16, SEGA Saturn and Dreamcast. PC-Engine was known, even at the time, as the system that got all the best Shooting games. Hudson’s Soldier series found its home here and one of the best Caravan-style Shooters can be found on the system. Personal favourite would be Soldier Blade.


Man that first stage music sounds nice

In similar essence, both Saturn and Dreamcast continued on the same ideology that the Mega Drive did, that is to have the best arcade ports. Saturn, by all accounts, was the system for the Fighting and Shooting games by far with nearly arcade perfect ports of King of Fighters, Street Fighter Alpha and many Shooting games. Same goes for Dreamcast, which shared many architectural elements with the SEGA NAOMI arcade system, which made porting of NAOMI games to Dreamcast damn easy. This is why games like Marvel VS Capcom 2 were essentially arcade perfect much like CAPCOM’s previous arcade ports on the Saturn.

Sadly, Saturn and Dreamcast were at the era where the arcades began to wither and die out. A system can’t float around with games that do not draw attention to themselves to begin with. The paradigm shift, where consoles steadily became dumbed down computers where at full force at the time, and this also affected arcades. The rising cost of development was also an issue, and even more so with arcade games and their machines.

Where I’m going with this is that the Xbox 360 pretty much continued with this same path during the Seventh console generation. As mentioned, most people know the 360 for Halo and the shooting console. This is pretty apt naming for the system, as we noted how Japanese developers began to put their Shooting games on the system. In certain circles, the 360 became to be known as the system for random Japanese games, like Beautiful Katamari, Culdcept Saga, Deathsmiles, Earth Defence Force 2017, Espgaluga II, Infinite Undiscovery, Escathos, Lost Odyssey, Senko no Ronde and DoDonPachi Daifukkatsu/ Resurrection plus slew of others that don’t really need mentioning. What circles see the 360 is mostly the hardcore ones, as the common folks don’t really pay attention to these. It’s all in the Halo.

But for yours truly, the 360 allows me to put some dosh into new Shooting games that you can’t play anywhere else outside arcades. DoDonPachi Resurrection, Akai Katana and Deathsmiles were localised here in West, whereas DoDonPachi SaiDaiOuJou, Escathos and few other shooting games were completely region free and thus very import friendly.

I will completely admit that the moment 360 gets relatively easy softmod method to unlock the region, I will be on it like a hungry cougar. Much like the PS3, the 360 has its variety of niche games, mainly shooting games, that I want to play. Unlike with PS3, the region locking on the 360 is miserable fact and a number of Japanese only games enforce it to the full extent. Those, and I’d like to give that Muv-Luv Twin Pack a go just for the kicks of it.

It looks like the losing console always caters the smallest of niches and has only few games that are genuinely great all around. I’m afraid what will happen in a console generation where consoles have games that only cater these small niches rather than going for the Blue Ocean market and expanding and impacting outside the small sub-culture of general pop-culture. For some time it seemed that the Eight console generation would go to that direction, but then I realized that my assumption was pulled out of my ass seeing how early it is to say anything about how this current generation will end up to be like. However, it seems like the traditional shooting game genre will be seeing less and less high calibre games, as the production of them has been decreasing in a steady pace. Perhaps we need a paradigm shift in the genre to make it relevant again. The only question here is What should it be?

The value of bad video games

I was reminded today of a game series generally named as the Earnest Evans Trilogy. There’s no reason to call this game series with this name when you play as Earnest in one game only and the rest are starred by Anette, a mysterious girl found in the Peruvian ruins… in the second game that canonically is the first one. Don’t try to make too much sense out of this.


Personally, I love this late 80’s / early 90’s anime style

Rather than going through the games one by one, I’ll just give you a link to Hardcore Gaming 101 and you can check rather nice overview there.

What I want to discuss here why EE Trilogy is even known to common populace. First of all, El Viento and Earnest Evans was released at least in the US, which automatically puts the games into nostalgia zone to some. However, the games are not that bad. OK, I lied, Earnest Evans and Anette Futatabi are bad games. The only game with proper play value really is El Viento. You can play Earnest Evans to see how well they can animate a character when all of character’s limbs are separate sprites bound to some strange physics modelling. This makes the game look rather… unsettling. There’s no doubt that the game is well animated, but it’s over animated, which ultimately degrades the game’s value. It’s still an interesting to see it at least one. Anette Futatabi is a Golden Axe clone to the core. It has the same balance, and rarely arcade games’ coin chomping balance works for console original game. There are a lot of examples how to create an arcade difficulty with nice balance, like Battle Toads or even Super Mario Bros. It’s just uninteresting game, which is worse than just being bad.

If El Viento isn’t really a good game, then why does it fetch around 90 bucks on auction sites and around 6000 yens on various Japanese sites? The answer is… that it doesn’t really have a proper reason. OK, let’s see some points to clear the doubts. Most likely El Viento was produced in somewhat limited amounts, at least in the west, as finding carts here and there does take some effort, and I’m talking about physical copies outside the Internet. In Internet I could track about six US copies and at least five Japanese copies. So we can say that I’d hard rather limited run overall.
The Second reason most likely is that people really want to collect the series. When you get one part of the trilogy, why not collect the other two? It doesn’t really matter whether or not the games are bad or not, you just want to collect them all. Even if you don’t have any room in your shelves. When there’s a demand and the quantity of the demanded item is low, the price usually gets jacked up. A far too high price at times.

Then you’ll ask Why does people want to buy bad games at high price perhaps? That’s a valid question. To some it’s a status question, as enlarging their collection by any means makes their e-penis grow. To some it’s to buy expensive stuff just to spend money on stupid things. Then there’s the people who want to buy these games because they actually enjoy them.
Personally, I own slew of games that I can openly admit that are really bad, and there’s just one purchase I’ve ever regret; Red Ninja. I can’t say any good thing about it as a game outside the art direction.

There’s always the fascination of bad games. It’s easy to draw comparison to bad movies, but with bad movies you don’t have to stand frustrating gameplay that makes you want to eat people.


It’s a widely believed assumption with shaky scientific basis

However, playing bad game doesn’t necessarily mean bad gameplay. Most of the time it does, like in Red Ninja. However, in Earnest Evans its the physics, level designs and the overall weirdness in everything. That doesn’t make it a bad game, just forgettable outside the animation. Another example would be Super Robot Wars Scramble Commander, which is clunky, slow, stupid and lacks any sort of polish. It’s a bad game, but it has giant robots. Scramble Commander’s sequel is everything the first one was supposed to be. Mega Man X7 doesn’t really have bad controls or anything like that, it’s just so goddamn unpolished to the extent that I’m arguing that it was released unfinished. I could fill some five thousand word essay and more on Mega Man X7 but I’ll never do it because of the fandom.

So yeah, people are buying bad games out of shit and giggles in the most basic sense. I admit that I’m attracted to purchase 13 000 yen Super Famicom game just because it had a limited run and is about show wrestling chicks that may or may not be based on a manga but it had a real wrestler or all of this was made out from the real wrestler. The thing I do know is that Blizzard Yuki wasn’t just for show in the matches. SNES Bishoujo Wrestler Retsuden – Blizzard Yuki Rannyuu!! is a bad with truckloads of charm, like the Earnest Evans series. In games charm and uniqueness go for a long way and even more so in bad games.

So the value in bad games is really about the subjective mindset of the customer. So you might want to play these games just to enjoy how bad they are, or because you just want to fill your shelf. All good games have the same basic values that are constant to everybody. Bad games just don’t have that luxury. What bad games have is riff value. Angry Video Game Nerd and his derivatives have made game riffing a phenomena. Riffing is basically something we’ve always done. Sure, you can riff something like Samurai Showdown, but you have more material to laugh at with a hilariously bad games. Like Disney’s Fantasia on MegaDrive!

Now if you excuse me, I’ll try to drive myself through Red Ninja once more. Perhaps with large amounts of alcohol.