HG101: Die Hard

By good fortune, I had the opportunity to pen a pair of articles for Hardcore Gaming 101 on the subject of  Die Hard‘s early video game adaptations; covering installments on DOS, Commodore 64, and – of course – its apparently “infamous” NES iteration! As it turns out, I’ve actually got some nice things to say about the whole lot of ’em, and I’d encourage you to check out my articles at the links below. I’m hoping to get the chance to contribute some further writings to the site in the future, as I’ve been a long-time fan of HG101 for some time now — having followed Kurt Kalata since the ol’ Castlevania Dungeon days, and having appeared on their podcast several times as well. Fingers crossed, folks!

Die Hard (C64 / IBM PC)
Die Hard (NES)

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SSFF: Zeebo – Brazil’s Bizarre Delisted Console | Past-Mortem

Boy howdy, this one’s been in the oven for a hot minute! But between having written the initial script draft and now watching the final product; I’m proud to say that this latest video is probably one of my proudest contributions in covering games history, and that the story of TecToy’s Zeebo can finally be told in the detail its never been fully granted. Perhaps one day, I’ll still wind up doing a written ‘Console Review’ for the site that can go into even further detail? But for now, I do hope that this episode of Stop Skeletons From Fighting should suffice: So far, feedback on the video from the Brazilian audience has been super appreciative, and thanked us for shining a light on subjects seemingly unknown to the larger gaming world. I’m just happy to have played my part in it all.

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Indiepocalypse #26: The Jaws of Life

Cover art by JazzieSculpts.

Our monthly feature extrapolating neat ideas from oft-maligned games for @PIZZAPRANKSIndiepocalypse returns! As you may remember, our last feature covered Friday the 13th on NES: The 8-bit approximation of a popular movie license, brought to us by the fine folk at LJN. In this issue, it just so happens we wound up covering another 8-bit take on a movie license, brought to us once again by LJN. Of course, we’re talking about 1987’s release of Jaws, and pulling a novel concept for progression from its sharp-toothed maw:

I almost get the impression that the intention here was to make the focus of Jaws less about actually hunting down Jaws, and instead meant to center around avoiding them outright as you attend to your other ocean business? Like, I think they may have modeled it more after the classic style of score-chasing game, where endurance is more the goal than a defined clear state. That strikes me as a little “late” for 1987, and the game does end completely with Jaws’ defeat (rather than awarding a load of points before looping at higher levels of difficulty), but could still very well have been the intention. If that’s the case, I expect that LJN and the developers’ intended expectation was for players to genuinely fear the mass of pixels representing the titular shark, and to do their best to play the game trying to dodge those encounters – at least until the point of having felled enough fish and crustaceans to die a rich man, and deciding it’s finally time to face their fear. Of course, how developers may intend for players to approach a game can vary wildly from how the casual consumer ultimately does.

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Homie Rollerz

“Nice Game, Shortys. Now Get Your Nalgases off to School!”

“What the heck? What’s a clown doing
on my beach?”

My best attempt at a self-portrait in
the Homies’ art style.

Remember going to the grocery store as a kid, and seeing those gumball machine-style dispensers filled with various candies? You’d pop in a quarter, turn a knob, and receive a handful of sweet treats to tide you over on the car ride back home. I have a distinct memory of getting dragged to a tire store by my mom, standing in the lobby as she took care of her tire-related business, and noticing a dusty old dispenser packed to the brim with ‘Mike and Ike’ fruit chews. And just as quickly as it caught my eye, I took notice of a little bonus treat inside: A veritable colony of ants scurrying about, presumably left to nest within over the course of years while completely neglected by the store staff. I don’t think I’ve ever gambled on 25¢ candies again since that fateful day, and I have a hunch that a lot of folk reading this can probably share similar experiences. It’s perhaps for this issue with upkeep that most stores eventually stopped filling these machines with candy, and converted them to a newly-emerging vending business model: Cheapo toys contained within plastic capsules, typically with “collectible” marketing hooks attached to them. I reckon some of y’all may know these dispensers better as “gashapon” — a moniker we’ve since inherited from the Japanese, who seemed to be way ahead of us on this vending trend and who generally tend to stock their machines with much nicer novelties for your ¥100—500. And yes, for those of you who didn’t already know: The word “gasha” (an onomatopoeia for the sound the machines make while being cranked) is what eventually inspired the terminology for the “gacha games” that have become a money-sucking plague on the video game industry.

But we’re not here to talk about gacha games — at least not yet, anyway. As it turns out, I wrote that whole rambling tangent to set the stage for a Nintendo DS kart racer! No, it’s not that playing these bad games has made me crazy in the head…[♫] at least not yet, anyway? Today’s game is a licensed affair, with its source material being perhaps one of the most infamous vending machine toy lines to emerge within the States: David Gonzales’ ‘Homies,’ featuring caricatures of [mostly] Mexican-American peoples emanating from the barrios of Los Angeles. In spite of political divisiveness and attempts by law enforcement to link them to gang culture – resulting in periods of time where they were pulled from retail distribution – Homies endured these public trials on its way to becoming a cultural phenomenon, and ultimately sold through hundreds of millions of its associated plastic figures. Naturally, this opened the door for a variety of crossover media, including the series’ own video game excursion. Which brings us back to today’s main subject: 2008’s release of Homie Rollerz for Nintendo DS, as published by Destineer and developed by Webfoot Technologies. Unfortunately, the Homies’ video game debut would only go on to rate as the second-lowest DS game within Metacritic’s historical aggregate, and continue to carry a reputation as one of the worst kart racing games of all time.

Of course, we’ve got a lot of ground to cover before we can even get into the game itself, as is our obligation here on the Bad Game Hall of Fame. First, we’re gonna have to cover a brief history of the Homies toy line, as well as provide a profile on series creator David Gonzales. We’ll address their appeal to Chicano culture, some of the franchise’s controversies, and several of the other spin-offs seen on its way to getting a video game adaptation. We’ll also provide some background history on the game’s developer Webfoot Technologies, plus publisher Destineer. Then and only then can we address the Homie Rollerz game within its necessary context, and get to settling whether or not it’s truly worthy of its repugnant reputation. Is it possible that – much like the toy line that spawned it – it’s simply misunderstood outside of its target demographics? Could there have been a concerted effort by critics to keep it down, motivated solely by its licensed nature and claimed “glorification” of negative stereotypes? Does a gringo like me have any business at all talking about this highly contentious and deeply cultural subject matter? All I can say to all that is: I promise to give Homie Rollerz as fair a shake as is possible, and to speak on the broader franchise with the best understanding of it I can gather for myself. Let’s get to rollin’, folks.

For the record: Mike and Ikes actually rule. They’re probably a candy you never think to buy while you’re browsing the snack aisle, but hot damn if they don’t pair well with a motion picture show and a bucket of popcorn. On my list of “candies I only think to buy at the movie theater;” I’d rate them way above Junior Mints, slightly ahead of Raisinets, but a notch below my beloved Sno-Caps.
At the risk of sounding like a stereotypical white, and for whatever it may be worth: My Latinx girlfriend will be serving as a consultant on this article, and checking my work to ensure that I’m not speaking out of turn or inadvertently misconstruing any of the key details where it comes to the culture. I’m genuinely trying to approach this subject from as fair and measured a perspective as possible, and hoping to avoid all the pitfalls which other non-Latinx game reviewers seemed to stumble headfirst into back in the day. And believe you me: We’ll be covering a few of those unfortunate reviews in time.

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Mortal Kombat Trilogy (Game.com)

“The Mortal Kombat Warriors Possess Expert Special Moves.”

“Enter Shao Khan’s™ [sic] deadly tournament… If you dare!”
North American front cover.

The past few months spent doing ludicrously long essays on fascinatingly flawed games have been fun and fruitful. True labors of love, the whole lot of ’em. But you know what? Not every bad game is gonna be able to get that same level of highly detailed treatment. When it comes down to it, not every title has the story of its development revealed for us to relay — its troubled production laid bare for us to pontificate on. Sometimes, all we can do is give our best guesses as to the “what went wrong,” and let the final product do most of the talking for itself. While there may well be behind-the-scenes stories still waiting to be told, we can’t tell ‘em until former developers step forward to divulge them. That’s the trouble with covering this bad games beat: Not every article can be a hot scoop or intriguing insight. On occasion, the best we can provide to you is a standard review, and our takes on why a given game doesn’t work as it was likely intended.

Bearing all that in mind, we present to you Mortal Kombat Trilogy‘s ill-advised conversion to Tiger’s equally ill-fated Game.com. It’s a baffling bit of handheld handiwork — a version of the game so pared-down and compromised as to leave you wondering why the attempt was even made in the first place? The answer likely comes down to a matter of money, as it usually does: Tiger probably paid a pretty penny for the license, and determined to deliver something despite the mounting issues development would’ve faced. Still, there are a few particularly baffling questions left as-of-yet unanswered: How was it allowed to misspell Shao Kahn’s name? Why are several kombatants missing their most recognizable special moves? And how – how in the Hell, I ask – did the developers determine who made it onto the game’s finalized character roster? We’re talking about a game where Ermac and Rain made the cut, but not Sub-Zero or Scorpion?!

Brace yourself, dear readers. For the time has come to travel once again to Outworld, and survive the kombat gauntlet in store for us. Where we’ve previously covered the original Mortal Kombat‘s incarnation on Game Boy, and determined that the team at Probe Software had perhaps mistakenly prioritized presentation over gameplay; Mortal Kombat Trilogy on Game.com represents a more measured balance of the aspects, and yet still similarly fails to capture the magic of the fatal fighting franchise. We’ll do our damnedest to break down the hows and whys: By first exploring the console-exclusive basis for the handheld conversion, battling against the beleaguered black-and-white rendition, and ultimately rendering our verdict on the contending cartridge. Will we deliver a bone-crunching ‘Brutality’ onto it, or argue in favor of a more favorable ‘Friendship?’ Only time will tell… But it’s probably gonna be the former, isn’t it? I mean, we’re talking about a fighting game on the Tiger Game.com, here. There’s only one way to find out, I suppose: I challenge you to read about Mortal Kombat Trilogy!

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