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	<title>retro video games &#8211; NewRetroWave &#8211; Stay Retro! | Live The 80&#039;s Dream!</title>
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		<title>RETRO GAMING ROGUES&#8217; GALLERY (Part 1)</title>
		<link>https://newretrowave.com/2020/02/15/retro-gaming-rogues-gallery-part-1/</link>
					<comments>https://newretrowave.com/2020/02/15/retro-gaming-rogues-gallery-part-1/#respond</comments>
		
		<dc:creator><![CDATA[bryan.eddy@newretrowave.com]]></dc:creator>
		<pubDate>Sat, 15 Feb 2020 22:32:02 +0000</pubDate>
				<category><![CDATA[Arcade Gaming]]></category>
		<category><![CDATA[Game Review]]></category>
		<category><![CDATA[Game Reviews]]></category>
		<category><![CDATA[Gaming]]></category>
		<category><![CDATA[Retro Console Gaming]]></category>
		<category><![CDATA[blargg]]></category>
		<category><![CDATA[castlevania]]></category>
		<category><![CDATA[enemies]]></category>
		<category><![CDATA[felix the cat]]></category>
		<category><![CDATA[monsters]]></category>
		<category><![CDATA[NES]]></category>
		<category><![CDATA[ninja gaiden]]></category>
		<category><![CDATA[retro video games]]></category>
		<category><![CDATA[rogues gallery]]></category>
		<category><![CDATA[snes]]></category>
		<category><![CDATA[super mario world]]></category>
		<category><![CDATA[video game enemies]]></category>
		<category><![CDATA[video game monsters]]></category>
		<category><![CDATA[zelda 2]]></category>
		<category><![CDATA[zelda II]]></category>
		<guid isPermaLink="false">https://newretrowave.com/?p=29281</guid>

					<description><![CDATA[The core of almost every decent video game&#8217;s story is conflict. Whether it&#8217;s the fierce hand-to-hand hoops of NBA Jam, the brutal martial arts murder of Mortal Kombat, or DOOM&#8217;s epic battle against Hell&#8230; you&#8217;re fighting. Fighting for something or someone (usually the whole world), [&#8230;]]]></description>
										<content:encoded><![CDATA[<p>The core of almost every decent video game&#8217;s story is conflict. Whether it&#8217;s the fierce hand-to-hand hoops of NBA Jam, the brutal martial arts murder of Mortal Kombat, or DOOM&#8217;s epic battle against Hell&#8230; you&#8217;re fighting. Fighting for something or someone (usually the whole world), against something or someone (who usually has a ton of friends who want to kill you too).</p>
<p>Video gaming is nothing without its heroes or villains, but what about those “friends” the Big Evil Bad Guy has filling up warehouse districts and mushroom kingdoms all across the multiverse? Without goons and henchmen, the Ganons and Bowsers of the world wouldn&#8217;t stand a chance. Dudes like Dr. Wiley would be issuing ultimatums at sunset and getting their shit pushed in by dawn. Let&#8217;s give a little love to the ubiquitous “baddie.” We&#8217;re going to have a look at some of the more colorful guys, gals, monsters and robots who decided that under-the-table cash from a cartoon psychopath sounded better than the drive-thru or the Merchant Marine. This will likely be a multi-part series, but I&#8217;ll do five at a time. Get out your autograph books!</p>
<p><strong>I was kidding, you fucking nerd. Put that shit away and pay attention.</strong></p>
<p style="text-align: center">&#8212;</p>
<p style="text-align: center"><i>Special thanks today to the people on various websites who rip every sprite out of every game, thus making this an easy image hunt. Also thanks to Jakub Steiner for showing me that you can, in fact, make animated gifs in GIMP, and that it&#8217;s not that hard. My dumb ass just never knew it was there. Mind like a steel trap. Anyway&#8230;</i></p>
<p style="text-align: center">&#8212;</p>
<p>&nbsp;</p>
<h1 style="text-align: center">BLARGG/LAVA MONSTER</h1>
<h1 style="text-align: center">Super Mario World, 1990</h1>
<p><img fetchpriority="high" decoding="async" class="aligncenter size-full wp-image-29276" src="https://newretrowave.com/wp-content/uploads/2020/02/AchingIncompleteBetafish-small.gif" alt="&quot;EY YO, MARIO.... WHAZZA MAN YOU WANNA GO GET BEERS OR SOME SHIT HAHAHA&quot;" width="500" height="484" /></p>
<p>Blargg&#8217;s responsibility of swimming through molten rock isn&#8217;t difficult in terms of complexity or stress level. He&#8217;s just the only one on the crew who&#8217;s able to survive doing it. You can tell on his face that he doesn&#8217;t give a fuck. His job&#8217;s secure. His job is easy (for him). And you know what? It&#8217;s fun. At least he can make it fun.</p>
<p>I&#8217;ve always appreciated the look on this character&#8217;s face. To this day, when playing through SMW, I can&#8217;t suppress a laugh when I see his ol&#8217; razzle-dazzlin&#8217; ass lurch upward from the lake of fire. Blargg, you make lava a not so bad place to hang out&#8230; unless you&#8217;re killing me, in which case, you can go fuck yourself.</p>
<p>&nbsp;</p>
<h1 style="text-align: center">FLEAMAN/HUNCHBACK</h1>
<h1 style="text-align: center">Castlevania series, 1986 &#8211; present</h1>
<p><img decoding="async" class="aligncenter wp-image-29286 size-medium" src="https://newretrowave.com/wp-content/uploads/2020/02/hunchback-fleaman-1-300x300.gif" alt="" width="300" height="300" srcset="https://newretrowave.com/wp-content/uploads/2020/02/hunchback-fleaman-1-300x300.gif 300w, https://newretrowave.com/wp-content/uploads/2020/02/hunchback-fleaman-1-150x150.gif 150w, https://newretrowave.com/wp-content/uploads/2020/02/hunchback-fleaman-1-675x675.gif 675w, https://newretrowave.com/wp-content/uploads/2020/02/hunchback-fleaman-1-114x114.gif 114w" sizes="(max-width: 300px) 100vw, 300px" /></p>
<p>I have played the Castlevania games for more than twenty years now, and this little bastard&#8217;s weird jumping behavior still gives me apoplexy about half the time. I don&#8217;t think “hunchback” is a terribly nice thing to say about someone who can&#8217;t help being shaped like an unspeakably ugly Fibonacci swirl, so we&#8217;ll call him Fleaman (his name in later titles in the series). Fleaman is a professional, fully bonded and accredited asshole. He is a state-registered, card-carrying, world-class piece of shit. I think Fleaman bites you to hurt you, but since all most enemies in Castlevania have to do is touch you, he could just be doing that. Gently pressing the palm of his hand on your chest while you scream in agony.</p>
<p>The best part about his little animations is that he&#8217;s very clearly laughing at you. Simon Belmont, you may think you&#8217;re a bad motherfucker, but this freaky little dude slightly larger than a house cat will just start bouncing around when you show up, giggling at you like you just told a joke. Stow the Vampire Killer whip for these guys and just get a good 12-gauge shotgun and some buckshot.</p>
<p><img decoding="async" class="aligncenter size-full wp-image-29287" src="https://newretrowave.com/wp-content/uploads/2020/02/many_fleamen.gif" alt="&quot;HAHAHA WHAZZA SIMON, WANNA GO GET SOME BEERS HAHAHA JUST KIDDING HERE'S SOME HORRIBLE BITES" width="512" height="448" /></p>
<p>In later installments of the series (SotN for example), Fleaman even gets some gear upgrades. <a href="https://vignette.wikia.nocookie.net/castlevania/images/8/8f/Fleaarmor.gif/revision/latest?cb=20170810045818" target="_blank" rel="noopener">Dracula issues him a pint-sized suit of plate armor and an axe twice that must weigh more than three of him.</a> He makes it work, trust me. Fleaman will never look a gift horse in the mouth. If you&#8217;re giving him something to murder with, his arms are wide open.</p>
<p>Fuck these guys, but they&#8217;re also a fantastic poster-child for the concept that Castlevania monsters take their employment with Dracula very seriously. Who the fuck wouldn&#8217;t? If your boss was a legendary ancient vampire with unspeakable magical powers, the combination of leadership morale and piss-dribble terror would be pretty motivating.</p>
<p>&nbsp;</p>
<h1 style="text-align: center">THIS STUPID WITCH OR LEPER OR LIZARD PERSON OR WHATEVER</h1>
<h1 style="text-align: center">Ninja Gaiden (NES version), 1988</h1>
<p><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-29288" src="https://newretrowave.com/wp-content/uploads/2020/02/ninja-gaiden-leper-daggers.gif" alt="" width="640" height="370" /></p>
<p>Projectile attacks from enemies in video games are capable of devastating fuckery, especially when one is trying to jump, dispatch more immediate threats, and generally not die. The Hammer Brothers are well-known pros, but whatever this thing from Ninja Gaiden is supposed to be, it&#8217;s got them handily outclassed in two ways:</p>
<p><strong>• Placement/Position</strong></p>
<p><strong>• Adding insult to injury by knocking me backward mid-jump with what looks like a wooden toy sword so that I fall off-screen</strong></p>
<p><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-29289" src="https://newretrowave.com/wp-content/uploads/2020/02/ng-bitch.gif" alt="Go ahead, you spooky gator-skin bitch. You better get me the first time or I'm making a pair of boots out of you." width="720" height="654" /></p>
<p>My mind sees this thing and immediately assumes it&#8217;s female, not even because of the pink robe or because the green skin screams “Halloween witch.” I can&#8217;t find the names of any Ninja Gaiden NES enemies besides the bosses. Here&#8217;s my head-canon/theory for a 32-year-old NES game:</p>
<h1 style="text-align: center">&#8212;</h1>
<p style="text-align: center"><em>Sewer Bitch was born with the green skin of a mythological hag, but sadly she had no talent for black magic, nor for the morally ambiguous soup recipes. She couldn&#8217;t even use a cauldron without burning her knees while she stirred it. Seething with dysphoric wanderlust, Sewer Bitch left the bright lights and chrome lining of hag society, taking up residence in a sewer (hence the name). To further divorce herself from her peers, she discarded the designer leopard-skin-print leotard worn by all modern hags. A soiled old white bedsheet, tinged pink from probably having been washed with someone&#8217;s color load, would serve her purposes much better.</em></p>
<p style="text-align: center"><em>To arm herself against the omnipresent rats, the outcast spent years of her idle hours gathering property stakes and packing twine in order to fashion some weapons. Not being terribly bright, and having seen someone play Legend of Zelda once on a rainy night through their bedroom window, Sewer Bitch handmade hundreds of crude, ungainly wooden “swords.” At first, opponents and onlookers would mock. Oh, how they would mock&#8230; but Sewer Bitch knew something they didn&#8217;t and couldn&#8217;t know. She&#8217;d alley-oop that chunk of wood upward as if granny-shooting a basketball, and the dumb bastards would inevitably walk right into it.</em></p>
<p style="text-align: center"><em>Eventually, the strange talents of the filthy monster-woman came to the attention of Jacquio, who hired her on the spot.</em></p>
<p style="text-align: center"><em>“Just stay here on this one impossibly tall pillar,” the demonic sorcerer told her. “Move back and forth a little bit, sure, but there&#8217;s not much point. Just keep dropping your shitty wooden knives into the space between this one and the one to your left. Ryu Hyabusa won&#8217;t even know what to do. He&#8217;ll just turn around and go home.”</em></p>
<blockquote>
<h1 style="text-align: center">&#8212;</h1>
</blockquote>
<h1 style="text-align: center">SMILING TRAMPOLINE (I KNOW IT&#8217;S NOT AN ENEMY, IT HELPS YOU, SHUT UP, I&#8217;M STILL PICKING IT)</h1>
<h1 style="text-align: center">Felix the Cat (NES), 1992</h1>
<p><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-29290" src="https://newretrowave.com/wp-content/uploads/2020/02/felix-trampoline-1.jpg" alt="No! It doesn't hurt at all! He's happy to help! Have a beautiful day!" width="640" height="640" srcset="https://newretrowave.com/wp-content/uploads/2020/02/felix-trampoline-1.jpg 640w, https://newretrowave.com/wp-content/uploads/2020/02/felix-trampoline-1-150x150.jpg 150w, https://newretrowave.com/wp-content/uploads/2020/02/felix-trampoline-1-300x300.jpg 300w, https://newretrowave.com/wp-content/uploads/2020/02/felix-trampoline-1-114x114.jpg 114w" sizes="(max-width: 640px) 100vw, 640px" /></p>
<p>I really can&#8217;t help but admire, even envy this fella. He&#8217;s a little springboard Felix can jump on to get some extra height, usually so Felix can find giant bags in the sky and crawl into them. Trampy (his name for the purpose of this article) doesn&#8217;t worry too much about that. He doesn&#8217;t need to know what the cat does inside the giant floating bag. He&#8217;s happy right where he is. Joyous, even.</p>
<p>This sentient, sapient being&#8217;s sole function in life is to literally wait for Felix (or God forbid, someone else) to jump on him. The poor bastard exists to be stepped on. There&#8217;s no better way to phrase it.</p>
<p>And he&#8217;s fucking <em>smiling.</em></p>
<p>Trampy, I hope you&#8217;re still doing well, wherever you are. I hope you&#8217;re still smiling out there, giving cheerfully of yourself without any expectations of compensation, living a life of friendly altruism in some pleasant 8-bit meadow. You always helped me when I needed you, and when Felix needed more tiny round pictures of himself so that he could finally transform his weird little car into an even weirder tank. I ain&#8217;t even tryin&#8217; to talk shit on you, my man. Stay golden. I just wanted everyone to see you shine. You&#8217;re beautiful.</p>
<p>&nbsp;</p>
<h1 style="text-align: center">BUBBLE (YES, IT&#8217;S CALLED BUBBLE, YOUR GUESS IS AS GOOD AS MINE)</h1>
<h1 style="text-align: center">Legend of Zelda II: the Adventure of Link, 1987</h1>
<p><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-29292" src="https://newretrowave.com/wp-content/uploads/2020/02/bigger-bubble-zelda-II.gif" alt="" width="220" height="208" /></p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>Zelda II is a fucking abusive game. If Zelda II were a human father, he&#8217;d never wear a belt, because it&#8217;d never leave his raw-knuckled fist. Zelda II is swinging the buckle end because it&#8217;s had too much to drink again. The two types of Bubble behavior exemplify the game&#8217;s needless cruelty perfectly. Normally, Bubbles move in a fairly slow diagonal pattern in the Palace areas, bouncing from floor to ceiling. They can be a pain in the ass when the ceiling is low, but otherwise they&#8217;re manageable. Bubbles can even be killed for 50 XP, as opposed to their antecedents in the first game, who cannot.</p>
<p>So first of all, let&#8217;s clear this up right now: while you can kill them, choosing to do so is both time-consuming and risky. They drain life and magic, so they aren&#8217;t really to be fucked with unless your Zelda II skills are tight as a drum or you have some ready means of recovery handy that being drained of magic won&#8217;t fuck up for you. You have to get pretty close to them even with Link&#8217;s fully-charged sword, and every split fucking second a Bubble isn&#8217;t being hit, it&#8217;s moving&#8230; toward you.</p>
<p><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-29293" src="https://newretrowave.com/wp-content/uploads/2020/02/downward.gif" alt="Your best bet, if you have the cojones and the timing to pull it off." width="500" height="288" /></p>
<p>That brings me to my second observation&#8230; some of the little floating skully bois move with an alacrity that would make a hummingbird pack up its shit, forfeit, and go home to cry. They travel in the same 45° bumper-path, just much faster. That&#8217;s really all the Bubble requires in order to be to be scary in Zelda II. Catching one of these in a low-ceiling walkway is more stressful than being audited by the IRS while your house is on fire and you&#8217;re trapped inside it. Best of luck. When multiple slow and fast Bubbles occupy an area, you&#8217;re in for a real Kentucky-fried shitfest. Just spread &#8217;em and think of Hyrule, Link.</p>
<p><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-29291" src="https://newretrowave.com/wp-content/uploads/2020/02/footer.png" alt="&quot;Solid gold bars, just like Looney Tunes.&quot;" width="900" height="300" srcset="https://newretrowave.com/wp-content/uploads/2020/02/footer.png 900w, https://newretrowave.com/wp-content/uploads/2020/02/footer-300x100.png 300w, https://newretrowave.com/wp-content/uploads/2020/02/footer-768x256.png 768w" sizes="(max-width: 900px) 100vw, 900px" /></p>
<h3 style="text-align: center">Thank you for tuning in once again, boils and ghouls.</h3>
<h6 style="text-align: center">And if you ever wonder what kind of shit I get up to when I&#8217;m not here, <strong><span style="text-decoration: underline"><a href="https://ko-fi.com/ottomagnus" target="_blank" rel="noopener">you know where to find me.</a></span></strong></h6>
<h6 style="text-align: center">(there&#8217;s a hyperlink in the text, please don&#8217;t come to my house you animals)</h6>
<h1 style="text-align: center"><span style="text-decoration: underline">Stay Retro!</span></h1>
]]></content:encoded>
					
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			</item>
		<item>
		<title>Retro Gaming &#8211; Mega Man</title>
		<link>https://newretrowave.com/2014/12/01/wretrowave-com201412retro-gaming-mega-man-html/</link>
					<comments>https://newretrowave.com/2014/12/01/wretrowave-com201412retro-gaming-mega-man-html/#respond</comments>
		
		<dc:creator><![CDATA[Joey Edsall]]></dc:creator>
		<pubDate>Mon, 01 Dec 2014 16:00:00 +0000</pubDate>
				<category><![CDATA[Uncategorised]]></category>
		<category><![CDATA[16bit]]></category>
		<category><![CDATA[1987]]></category>
		<category><![CDATA[8bit]]></category>
		<category><![CDATA[arcade]]></category>
		<category><![CDATA[capcom]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[game review]]></category>
		<category><![CDATA[GAMER]]></category>
		<category><![CDATA[Mega Man]]></category>
		<category><![CDATA[megaman]]></category>
		<category><![CDATA[NES]]></category>
		<category><![CDATA[nintendo]]></category>
		<category><![CDATA[old school]]></category>
		<category><![CDATA[platforming]]></category>
		<category><![CDATA[retro video games]]></category>
		<category><![CDATA[Video Games]]></category>
		<guid isPermaLink="false">http://new-retro-wave.com/2014/12/01/wretrowave-com201412retro-gaming-mega-man-html/</guid>

					<description><![CDATA[Old games used to get overly serious and realistic art. Arcade games and console games are fundamentally different in a lot of ways. While the hardware, game mechanics, and depth of narrative might be the most obvious, there is something at the core of the [&#8230;]]]></description>
										<content:encoded><![CDATA[<div class="separator" style="clear: both; text-align: center;">
<a href="https://static.squarespace.com/static/5411df7ee4b01dce1367679d/54a1b54de4b0b4f6b6fda61f/54a1b54ee4b0b4f6b6fda675/1419883854515/1000w/" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img loading="lazy" decoding="async" border="0" src="https://static.squarespace.com/static/5411df7ee4b01dce1367679d/54a1b54de4b0b4f6b6fda61f/54a1b54ee4b0b4f6b6fda675/1419883854515/1000w/" height="320" width="223" /></a></div>
<div class="MsoNormal" style="text-align: center;">
<span style="font-size: xx-small;">Old games used to get overly serious and realistic art.</span></div>
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</div>
<div class="MsoNormal">
Arcade games and console games are fundamentally different<br />
in a lot of ways. While the hardware, game mechanics, and depth of narrative<br />
might be the most obvious, there is something at the core of the two that keeps<br />
them separated. Before going in depth with my retrospective review on <a href="http://en.wikipedia.org/wiki/Mega_Man_(video_game)"><i style="mso-bidi-font-style: normal;">Mega Man </i>(1987)</a>, I’d like to<br />
first analyze the intention behind the design of an arcade game and a console<br />
game. <o:p></o:p></div>
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</div>
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We’ve written about arcades <a href="/www.newretrowave.com/wretrowave.com/2014/11/retro-gaming-splatterhouse-arcade-1988.html">before</a>. The period from<br />
the late 70’s to the mid-80’s is known as the <a href="http://en.wikipedia.org/wiki/Golden_age_of_arcade_video_games">Golden Age of Arcade Video Games</a>. As the popularity of arcade games decreased by the end of the decade,<br />
console games were experiencing a boom thanks in part to the Nintendo<br />
Entertainment System. Because of this shift, many old NES games feel more like<br />
arcade games.<span style="mso-spacerun: yes;">&nbsp; </span>The fundamental purpose of<br />
a console game is to provide you with satisfaction to justify your purchase of<br />
the game. Games are usually not very cheap, so designers try to make their<br />
product the most worthwhile for your money (ideally, at least). Arcade games,<br />
on the other hand, are all about taking your money in small sums (quarters),<br />
giving you a brief, enjoyable, and difficult experience, and then encouraging<br />
you to play again to go further and get a higher score.<o:p></o:p></div>
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</div>
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<i style="mso-bidi-font-style: normal;">Mega Man</i> feels<br />
like an arcade game. It is so hard that it feels punishing at times and so<br />
addictive that you can’t stop coming back to it. The amount of trial and error<br />
inherent in the classic platformer makes the experience feel like learning a<br />
song. Through your failures and deaths you wind up developing something<br />
resembling a rhythm. You know<span style="mso-spacerun: yes;">&nbsp; </span>which<br />
screen is coming next or which flying penguin is going to dive on you. I wasn’t<br />
able to beat any levels on the first try, but on the attempt where I <i style="mso-bidi-font-style: normal;">did </i>beat them, it looked like I was an<br />
absolute professional. <o:p></o:p></div>
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Though the level design was difficult at times, there were<br />
several gems hidden throughout. As an avid player of the <i style="mso-bidi-font-style: normal;">Mega Man X</i> series, I knew that each boss gives you a new weapon to<br />
your arsenal. And I also knew that each boss weapon was super effective against<br />
another boss. They usually make sense, barring a few mix-ups (Ice &gt; Fire? I<br />
guess that means… thunder on the ice guy? Okay.) For example, Elecman’s<br />
weakness is the weapon you receive from the truly epic <a href="https://www.youtube.com/watch?v=W7wpzKvNhfA">Custman</a>&nbsp;(my only<br />
reasoning is that scissors cut wires?). Elecman’s level is full of these small<br />
platforms with enemies on top that make avoiding them difficult. If you switch<br />
over to the Rolling Cutter weapon, you’ll notice that the odd trajectory of the<br />
attack fits the level design perfectly. The level becomes much easier if you<br />
use the Cutsman’s weapon to get through it. Ideally, by the time you reach the<br />
end of the level you will be pretty comfortable with using it. <o:p></o:p></div>
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</div>
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I stand by what I said about completing each level being<br />
similar to learning a song. That said, Iceman’s level is like learning a song<br />
and then being expected to flawlessly improvise with someone else who is also<br />
improvising. Everything is typical Mega Man gameplay, and then this happens…<o:p></o:p></div>
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<o:p><br /></o:p></div>
<div class="separator" style="clear: both; text-align: center;">
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Those platforms shoot sideways. Okay, okay, annoying, but<br />
whatever it’s a challenge. Oh, but they also move in a completely random and<br />
erratic pattern. Well that just doesn’t sound fair. Oh, and one more thing,<br />
we’re going to throw some robot penguins at you for the last half of this part<br />
of the level. But wait, that might be too difficult. Let’s make sure the player<br />
has a platform to rest on halfway through. Good point, but we shouldn’t make it<br />
<i style="mso-bidi-font-style: normal;">too </i>easy for them. This is a video<br />
game after all, this is serious business, not Soviet Russia Handout Land. Let’s<br />
cover that platform in ice. <i style="mso-bidi-font-style: normal;">Video game<br />
ice</i>. Which science has proven is twice as slippery as regular old <i style="mso-bidi-font-style: normal;">boring </i>ice.<o:p></o:p></div>
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<div class="MsoNormal">
Seriously. <o:p></o:p></div>
<div class="MsoNormal">
</div>
<div class="MsoNormal">
The other issue I have with this game is about rationing out<br />
lives. There is a checkpoint immediately before each end of the level boss<br />
fight. Should you die in the boss fight, you will respawn there with full<br />
health and one less life. The game is so difficult that many times I would reach<br />
the boss, look to see if I had an extra life lying around, and just let the<br />
boss kill me so I could tackle him with full health. That is just poor design.<br />
Also, your health replenishes with each respawn, but your ammo does not. This<br />
means a particular difficult stretch of a level will become progressively more<br />
difficult. The general difficulty of this game is also distributed oddly. It is<br />
very difficult in the beginning when you don’t have any special boss weapons,<br />
and especially difficult in the end (cough, Boss Rush). The middle portion of the game<br />
is by far the easiest. This uneven difficulty may be annoying for some players.<o:p></o:p></div>
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You can tell the designers were on to something when you<br />
play <i style="mso-bidi-font-style: normal;">Mega Man</i>. It has vibrant colors,<br />
an excellent soundtrack, and surprisingly rich and deep gameplay, with little<br />
secrets here and there. The game is pretty easy to find. I played the PS2 port<br />
from the <a href="http://www.amazon.com/Mega-Man-Anniversary-Collection-PlayStation-2/dp/B00019HNNC/ref=sr_1_1?ie=UTF8&amp;qid=1417445094&amp;sr=8-1&amp;keywords=mega+man+anniversary+collection">Anniversary Collection</a>, but you can also find it on the virtual<br />
console. Though <i style="mso-bidi-font-style: normal;">Mega Man 2</i> is widely<br />
considered better than this game, this is the game that has lent its design to<br />
Mega Man’s character in the new <i style="mso-bidi-font-style: normal;">Smash<br />
Bros.</i>, as well as the fact that one of the bosses from this game appears in<br />
the new <i style="mso-bidi-font-style: normal;">Smash Bros.<o:p></o:p></i></div>
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<div class="MsoNormal">
<b style="mso-bidi-font-weight: normal;"><u>Final Thoughts:<o:p></o:p></u></b></div>
<div class="MsoNormal">
Favorite Song: <a href="https://www.youtube.com/watch?v=CJdFxTOysjo">Elecman Stage</a><o:p></o:p></div>
<div class="MsoNormal">
Favorite Boss: Cutsman, I actually have a shirt with him on<br />
it!<o:p></o:p></div>
<div class="MsoNormal">
Favorite Weapon: Magnet Beam, of course. <span style="mso-spacerun: yes;">&nbsp;</span><o:p></o:p></div>
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Fun Facts: It’s <i style="mso-bidi-font-style: normal;">Mega<br />
Man, </i>not <i style="mso-bidi-font-style: normal;">Megaman</i>. I’ve been<br />
making that mistake for over a decade. <o:p></o:p></div>
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<div class="MsoNormal" style="text-align: center;">
&#8211; Joey Edsall</div>
<div class="MsoNormal" style="text-align: center;">
(<a href="https://twitter.com/JoeyEdsall">@JoeyEdsall</a>)</div>
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			</item>
		<item>
		<title>NewRetroGaming Interview &#8211; Crossing Souls Promises Nostalgia</title>
		<link>https://newretrowave.com/2014/11/27/wretrowave-com201411newretrogaming-interview-crossing-souls-html/</link>
					<comments>https://newretrowave.com/2014/11/27/wretrowave-com201411newretrogaming-interview-crossing-souls-html/#respond</comments>
		
		<dc:creator><![CDATA[Joey Edsall]]></dc:creator>
		<pubDate>Thu, 27 Nov 2014 14:51:00 +0000</pubDate>
				<category><![CDATA[Uncategorised]]></category>
		<category><![CDATA[16bit]]></category>
		<category><![CDATA[8bit]]></category>
		<category><![CDATA[crossing souls]]></category>
		<category><![CDATA[epic]]></category>
		<category><![CDATA[JOURNEY]]></category>
		<category><![CDATA[kickstarter]]></category>
		<category><![CDATA[retro]]></category>
		<category><![CDATA[retro gaming]]></category>
		<category><![CDATA[retro video games]]></category>
		<category><![CDATA[the legend of zelda]]></category>
		<category><![CDATA[timecop1983]]></category>
		<category><![CDATA[video game music]]></category>
		<category><![CDATA[Video Games]]></category>
		<category><![CDATA[zelda]]></category>
		<guid isPermaLink="false">http://new-retro-wave.com/2014/11/27/wretrowave-com201411newretrogaming-interview-crossing-souls-html/</guid>

					<description><![CDATA[Crossing Souls&#160;is an independent and retro-inspired video game currently looking for funding on Kickstarter. You can check out the trailer for the game on the Kickstarter page or on YouTube. Does the song in the trailer sound familiar? Yep, that&#8217;s Timecop1983! He is going to [&#8230;]]]></description>
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<p><b><i><a href="https://www.kickstarter.com/projects/424511716/crossing-souls-an-adventure-between-life-and-death">Crossing Souls</a>&nbsp;</i>is an independent and retro-inspired video game currently looking for funding on Kickstarter. You can check out the trailer for the game on the Kickstarter page or on <a href="https://www.youtube.com/watch?v=8iCRNjvA2sg">YouTube</a>. Does the song in the trailer sound familiar? Yep, that&#8217;s <a href="/www.newretrowave.com/wretrowave.com/2014/09/timecop1983-waves-ep-doesnt-miss-beat.html">Timecop1983</a>! He is going to be contributing the soundtrack to the game. I had the chance to interview the <i>Crossing Souls</i> team.</b></p>
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<span style="color: purple;"><b>We should probably start with the most basic question. What is <i>Crossing Souls: An Adventure Between Life and Death</i>?</b></span></div>
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Crossing Souls is an Action Adventure with an orthogonal 2D view with an 80s looking style, slightly similar to classics like <i>The Legend of Zelda </i>or the most recent indie game <i>Hyper Light Drifter</i>.&nbsp;</div>
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We’ll be able to control five different characters, each one has different abilities and weapons, which will have to be mixed in order to overcome all the challenges that are waiting for them: exploration, hundreds of NPC from different epochs, solving puzzles, looking for treasures and fighting against enemies.</div>
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The game will have plenty of references to films, TV shows and video games that marked an epoch in our childhood. We will look for an emotive touch that make the player remember those titles. Because it’s mainly based in the 80s, the “easter-eggs” will be related with audiovisual content of the decade, but we will also find references to more recent pieces.</div>
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<b><span style="color: purple;">How did the Crossing Souls team come together?</span></b></div>
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We were three friends who wanted to make something different. There are not too many jobs in Spain right now so we talked about starting up our own company. That was more than two years ago and since then, we have completed all kinds of jobs like websites, mobile apps and games but a year ago we decided we just wanted to make games so… here we are!</div>
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<span style="color: purple;"><b>Which old-school video games served as inspiration for Crossing Souls?</b></span></div>
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&nbsp;Our main inspiration are Zelda games, mostly <i>A Link to the Past</i>&nbsp;and <i>Ocarina of Time</i>. We LOVE that games and we would like to make an adventure similar to them.</div>
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We also are taking some inspiration from a French game that we love, a classic gem that unfortunately, many people don’t know: <i>Little Big Adventure 2</i>. If you haven’t played it yet, you’ll find it on GOG so run and buy it!!</div>
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<span style="color: purple;"><b>Which modern video games inspired Crossing Souls?</b></span></div>
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We love indie games and they were the reason why we are making games, so we should say: <i>Superbrothers: Sword &amp; Sworcery</i>&nbsp;(although we love every game that come from Capy Games 😀 ), <i>Paradise Lost: First Contact</i>, <i>Gods Will Be Watching</i> and <i>Hyper Light Drifter</i>!!</div>
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<span style="color: purple;"><b>We love Timecop1983. How did teaming up with him come about?</b></span></div>
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&nbsp;Hahah we love him too!! We think it just was our destiny! We love synthpop music and we listen to a lot of Soundcloud playlists while we’re working. One day, “Childhood Memories” came up and we fell in love with it.&nbsp;</div>
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Instantly, we sent him an email asking him to collaborate with us as we need some tracks in our Kickstarter video. He agreed and made “Mercury” which is one of the awesome tracks we use in our video. We knew people would love his music so we asked him to create the entire OST of the game. We’re really lucky for having him with us. <i>Crossing Souls </i>wouldn’t be the same without his wonderful music!</div>
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<b><span style="color: purple;">What step in designing a video game would you say is the most difficult?</span></b></div>
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As a good and rich plot is one of the most important steps for us while designing a video game, we believe that the process of looking for a set of fun mechanics and fit them with the plot in order to create what we call a “game” can be the most difficult and frustrating part of all.</div>
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Related tasks with development itself like pixelating, animating or programming can be a little tough sometimes but we really love that part as we’re creating what we really want 🙂</div>
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<b><span style="color: purple;">What aspects of gameplay are you most excited for players to experience?</span></b></div>
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The use of the DUAT stone of course! This is a mysterious stone that players will find earlier in the game and will be able to connect to the death plane and the thousands of souls that exist there, awaiting their trial to be able to finally rest in peace.</div>
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You will have to use it wisely to collect clues or solve some puzzles. Thanks to it, you will be able to interact with NPC from different times who can help you in your adventure. The character holding the Duat Stone will be the one we’ll be controlling in the dead zone and it’s the only one who can see the ghosts.</div>
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Besides, we really like the idea of controlling five different characters because it makes the game varied and players will have to mix the group abilities with the DUAT stone to overcome all the obstacles they will find along the adventure.</div>
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<b><span style="color: purple;">As the medium of video games matures, narrative becomes a focus as much as mechanics. How did the narrative of Crossing Souls come about?</span></b></div>
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&nbsp;The idea of <i>Crossing Souls</i> is born from the desperation of working in what you can, not in the things you want and it’s, undoubtedly, one of the best creative moments we ever had as indies. We sat down and thought what plot fascinated us more. Decide which gender it was going to be, the story and the background of your first game’s style is not an easy task. So it was time to look inside us, see what our concerns were and our strongest influences and pulling the thread out.</div>
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We basically found out that we missed being kids. In a moment that you’re planning your near future and your possible adult life you always look behind you and you remember what you were and you realize how things change over time. We missed those kind of adventures you used to see in films, where everything was possible and where any kid could become a hero living an unique adventure without stepping out from his town.</div>
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We think that epicness is somehow lost. We live more stressed and we don’t enjoy that “magic” anymore, as we call it. In current films more of the same happens. How many people think that <i>Prometheus</i> is not like <i>Alien</i> or that <i>Super8</i> is far from the magic that <i>E.T.</i> or <i>The Goonies</i> had?&nbsp;</div>
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<span style="color: purple;"><b>I</b></span><b><span style="color: purple;">s there any inspiration for Crossing Souls that isn’t a video game, such as films or music?</span></b></div>
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&nbsp;The game is very influenced by our entire childhood so we take inspiration from a lot of sources. Movies like <i>E.T.</i>, <i>The Goonies</i>, <i>Stand By Me,</i>&nbsp;or <i>Explorers </i>are very important for us and we have very lovely memories from them so you can expect finding a lot of “easter eggs” in the game coming from them 🙂</div>
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We also want the players to remember their childhood while they are playing so we have included some cut scenes which are based on the 80s cartoon shows like <i>TMNT</i>, <i>He-Man</i>, <i>Dungeons &amp; Dragons</i>, or <i>Visionaries</i>. We hope people enjoy watching them!</div>
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<span style="color: purple;"><b>Gaming, and in particular indie gaming, has seemed to draw heavily from the 8-bit and 16-bit eras over the last five years. Why do you think that is?</b></span></div>
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Well, we believe that many people still miss the old classic video games. Those pixels had a special charm thats why many indie developers opt for that style. But it is also true that working with pixel is easier and simplifies the development of the game so it’s good for small studios that have few resources. You know, if you decide to make a 3D game you will need to know modeling, rigging, animation, illumination, etc… so the development will take ages! (or it would be really expensive)</div>
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<span style="color: purple;"><b>If somebody was on the fence about contributing to the Crossing Souls Kickstarter, what would you tell them to convince them to support you?</b></span></div>
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Do you remember what you felt when you saw Michael J. Fox turning into the coolest werewolf ever? Or when Gary and Wyatt created the perfect woman with parts of a scanned magazine? When Elliot and his band of friends took off with their bikes? Or when you saw a DeLorean with a flux capacitor could travel in time? That was PURE MAGIC. The way the stories were told made you believe in them and you could step into the shoes of any character in a special manner.</div>
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With <i>Crossing Souls</i> the team wants to revive those childhood feelings. Those adventures that could happen to anyone. We want to develop a funny and profound game, with a great plot that can make the player remember those times with a bit of nostalgia: more than one has used a towel as a cape, a broomstick as a sword or have had a hidden cabin.</div>
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Help us to make this dream come true and we can make sure that you won&#8217;t regret it. You will live a great adventure filled with nostalgia that you will remember all your life!</div>
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<b>You can support the release of&nbsp;<i>Crossing Souls</i>&nbsp;by contributing to the <a href="https://www.kickstarter.com/projects/424511716/crossing-souls-an-adventure-between-life-and-death">Kickstarter campaign</a>.</b></div>
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&#8211; Joey Edsall</div>
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(<a href="https://twitter.com/JoeyEdsall">@JoeyEdsall</a>)</div>
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		<title>RETRO GAMING &#8211; Splatterhouse (Arcade, 1988)</title>
		<link>https://newretrowave.com/2014/11/06/wretrowave-com201411retro-gaming-splatterhouse-arcade-1988-html/</link>
					<comments>https://newretrowave.com/2014/11/06/wretrowave-com201411retro-gaming-splatterhouse-arcade-1988-html/#respond</comments>
		
		<dc:creator><![CDATA[bryan.eddy@newretrowave.com]]></dc:creator>
		<pubDate>Thu, 06 Nov 2014 15:00:00 +0000</pubDate>
				<category><![CDATA[Uncategorised]]></category>
		<category><![CDATA[1980s]]></category>
		<category><![CDATA[1988]]></category>
		<category><![CDATA[80s]]></category>
		<category><![CDATA[GAMER]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[horror]]></category>
		<category><![CDATA[Namco]]></category>
		<category><![CDATA[nostalgia]]></category>
		<category><![CDATA[old school]]></category>
		<category><![CDATA[retro]]></category>
		<category><![CDATA[retro gaming]]></category>
		<category><![CDATA[retro video games]]></category>
		<category><![CDATA[review]]></category>
		<category><![CDATA[splatterhouse]]></category>
		<category><![CDATA[video arcades]]></category>
		<category><![CDATA[video game music]]></category>
		<category><![CDATA[Video Games]]></category>
		<guid isPermaLink="false">http://new-retro-wave.com/2014/11/06/wretrowave-com201411retro-gaming-splatterhouse-arcade-1988-html/</guid>

					<description><![CDATA[I know Halloween’s come and gone, but the horror continues! Once we started doing game reviews, Splatterhouse stood out in my sick little mind as one that needed to grace this website’s pages. Released internationally by Namco in November 1988, the arcade cult classic got [&#8230;]]]></description>
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<span style="font-family: inherit;">I know Halloween’s come and gone, but the horror continues!<br />
Once we started doing game reviews, Splatterhouse stood out in my sick little<br />
mind as one that needed to grace this website’s pages. Released internationally<br />
by Namco in November 1988, the arcade cult classic got attention (both positive<br />
and negative, though some say there is no bad press) for its over-the top<br />
themes of horror and gore. Some arcades (back when there were arcades) banned<br />
it altogether by request of parent groups. In fact, when it was ported to the<br />
Turbo Grafx 16 home system in 1990, the box came with a warning:</span></div>
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<span style="font-family: inherit;"><span style="background-color: black; color: red;"><span style="background-attachment: initial; background-clip: initial; background-image: initial; background-origin: initial; background-position: initial; background-repeat: initial; background-size: initial; font-size: 10.5pt; line-height: 115%;"><br /></span></span></span></div>
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<span style="font-family: inherit;"><span style="background-color: black; color: red;"> <span style="background-attachment: initial; background-clip: initial; background-image: initial; background-origin: initial; background-position: initial; background-repeat: initial; background-size: initial; font-size: 10.5pt; line-height: 115%;">&#8220;The horrifying theme of this game may be<br />
inappropriate for young children&#8230; and cowards.&#8221;</span></span></span></div>
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<span style="font-family: inherit;">&nbsp;Without further ado,<br />
let us jump in to one of the 1980s’ most shocking and controversial bits of<br />
gaming gibbitude. </span></div>
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<span style="font-family: inherit;">PLOT/THEME</span></div>
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<span style="font-family: inherit;">In Splatterhouse, the player takes the role of Rick, a<br />
parapsychology student who came to West Mansion seeking the great Dr. West.<br />
Upon arriving, Rick and his lovely girlfriend Jennifer are waylaid by West<br />
Mansion’s current inhabitants. Jennifer is of course carried off in what seems<br />
like a predictable plot hinge; Rick awakens later to find that he has been<br />
possessed by a mystical Terror Mask, which apparently provides him with the<br />
power to fight the monsters inhabiting the mansion. Your mission as Rick is to<br />
fight through the game to find Jennifer… or what has become of her, at the<br />
least.</span></div>
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<span style="font-family: inherit;">GAMEPLAY</span></div>
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<span style="font-family: inherit;">As Rick, you wander through a mostly linear side-scrolling<br />
environment, using punches and kicks as your basic attacks. It is clear that<br />
Rick is barefoot; No sane man would walk barefoot in West Mansion. This is<br />
because in addition to the malformed zombies and mutants, many hazards, from<br />
acid vomit to spinning blades, grace the floors and walls of the mansion.<br />
Weapons can be found and used along the way, everything from boards to<br />
cleavers, axes and even shotguns in one stage. Most levels have a boss monster<br />
of some kind, with a challenging but learnable pattern of behavior. Memorable<br />
bosses include the poltergeist that hurls silverware at you and Biggy Man (that<br />
is his actual name in all official documentation for the game), a meaty-thewed<br />
baghead monstrosity with chainsaws for hands. </span></div>
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<td class="tr-caption" style="text-align: center;">Biggy Man.</td>
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<span style="font-family: inherit;">Splatterhouse is fun to play, but has a pretty high<br />
difficulty curve; as with most side scrollers of the era, it pays to memorize<br />
sequences and recognize patterns in order to avoid hazards. While most monsters<br />
can be beaten to a pulp, some (like the chained up vomiting skeleton men)<br />
simply function as traps and can’t be defeated, only bypassed. </span></div>
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<span style="font-family: inherit;">If you are interested in seeing the gameplay in action for yourself,&nbsp;<a href="http://www.youtube.com/watch?v=xss7N6ELobU">this</a>&nbsp;is the best playthrough I&#8217;ve been able to find.</span></div>
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<span style="font-family: inherit;">GRAPHICS</span></div>
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<span style="font-family: inherit;">The visual aspect is what drew Splatterhouse most of its<br />
positive and negative attention. Walls of melted flesh, vomiting mutants,<br />
bloated corpses on nooses, and other horrors abound in pretty gruesome detail.<br />
While thrilling to your average teen horror hound, parents and advocacy groups<br />
took a dim view of the gore and horror themes. The game even pushed some other<br />
boundaries; one of the bosses is an inverted cross surrounded by severed heads.<br />
</span></div>
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<td class="tr-caption" style="text-align: center;">&#8220;Evil Cross,&#8221; one of the game&#8217;s more controversial elements.</td>
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<span style="font-family: inherit;">Controversy aside, the game is graphically advanced for its<br />
time and looks great. Animations are smooth and the detail on everything is as<br />
it should be in a horror themed visual: nauseatingly real.</span></div>
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<span style="font-family: inherit;">SOUND/MUSIC</span></div>
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<span style="font-family: inherit;">While it’s rare to actually hear much of the music when<br />
playing an arcade game in an actual arcade, the music is really good. The sound<br />
comes out in 8 channel stereo, crisp and clear. Many of the sound effects<br />
themselves are a bit cartoonish, but hey, it’s an arcade game. The sound still<br />
adds, overall, to the spooky and lethal feel of the game. A rip of the soundtrack can be found&nbsp;<a href="https://www.youtube.com/playlist?list=PL59B4269ED5946D4E">here.</a></span></div>
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<span style="font-family: inherit;">&#8212;</span></div>
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<span style="font-family: inherit;">While it’s unlikely that you’ll find a working cabinet of<br />
Splatterhouse anywhere but in private hands, the game was released for the<br />
Wii’s Virtual Console in 2007. It was also ported to various home gaming<br />
systems throughout 1989-1990, and spawned two notable sequels (for the<br />
Genesis/Mega Drive) and a remake (for the Xbox 360). All are great games in<br />
their own rights, but none made the impact the original did. The 80s was an era<br />
that weighed morality against freedom constantly; this game is but one<br />
interesting footnote of the era.</span></div>
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<td class="tr-caption" style="text-align: center;">A dungeon full of chained-up, vomiting skeletons. Don&#8217;t step in the puke!</td>
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<td class="tr-caption" style="text-align: center;">SPLAT! Hence the name, and all the fuss.</td>
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<td class="tr-caption" style="text-align: center;">The first boss is just a bunch of these flesh-eating worms, chewing through rotten meat to get to your living flesh.</td>
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<a href="https://static.squarespace.com/static/5411df7ee4b01dce1367679d/54a1b54de4b0b4f6b6fda61f/54a1b54ee4b0b4f6b6fda6be/1419883854931/1000w/" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><span style="font-family: inherit;"></span></a></div>
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<o:p><span style="font-family: inherit;">&nbsp;Special thanks to&nbsp;<a href="http://splatterhouse.kontek.net/index.html">West Mansion</a>&nbsp;Splatterhouse fanpage for reference material and some artwork.</span></o:p></div>
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