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<?xml-stylesheet type="text/xsl" href="http://www.nerve.com/CS/utility/FeedStylesheets/rss.xsl" media="screen"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/" xmlns:wfw="http://wellformedweb.org/CommentAPI/"><channel><title>61 Frames Per Second : einhander</title><link>http://www.nerve.com/CS/blogs/61fps/archive/tags/einhander/default.aspx</link><description>Tags: einhander</description><dc:language>en</dc:language><generator>CommunityServer 2007.1 (Build: 20910.1126)</generator><item><title>Gradius ReBirth and The Joy of Sisyphean Gaming </title><link>http://www.nerve.com/CS/blogs/61fps/archive/2009/03/12/gradius-rebirth-and-the-joy-of-sisyphean-gaming.aspx</link><pubDate>Thu, 12 Mar 2009 15:00:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:184970</guid><dc:creator>John Constantine</dc:creator><slash:comments>0</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.nerve.com/CS/blogs/61fps/rsscomments.aspx?PostID=184970</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2009/03/12/gradius-rebirth-and-the-joy-of-sisyphean-gaming.aspx#comments</comments><description>&lt;p&gt;&lt;font size="2"&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/2009/03/GradiusRebirthyouknow.jpg"&gt;&lt;img src="http://nerve.com/CS/blogs/61fps/2009/03/GradiusRebirthyouknow.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Every few years, I get the itch. I’ll be reading a book or sitting in café, enjoying the air and taking in some company, when my conscious mind will simply shut off. My eyes glaze over, I drool a bit, and whoever I happen to be with at the time starts to worry. They wonder if they’ll regret not bringing a tranq gun by the end of the day. It’d probably be wise for me to start wearing a medical bracelet. It should read: “John Constantine. Irregular shmup addiction. Administer either space/terrestrial, horizontal/vertical shooter immediately. Contact Dr. Vic Viper at Up, Down, Left, Right, B, A, Select, Start.” At the very least, it would ensure that no one gets hurt.
&lt;br /&gt;&lt;br /&gt;
While Derrick’s been having a renaissance with the genre and Joe’s all but abandoned it, my predilection for shoot ‘em ups has been constant over the past two decades. As I said, it isn’t regular. It just comes out of nowhere. It starts with having to track one down, preferably horizontal, with a killer soundtrack, and bright color. Then I go for weeks without playing anything except for stray, half hour sessions with them, games like &lt;i&gt;Einhander&lt;/i&gt;, &lt;i&gt;Life Force&lt;/i&gt;, or &lt;i&gt;R-Type Final&lt;/i&gt;. Thing of it is, I’ve never gotten good at any of them. I wouldn’t say that I’m terrible. I can usually get through the first level of a shooter without dying or, in extreme cases, continuing on the first try. But I’ve never beaten one without cheating and I’m usually struggling to keep up just a few levels in. I love the ebb and flow of a great shmup, the movement from speed and escape to the sluggish crawl that almost always precedes some giant conflict against a screen filling boss. When I die, I smile, and start over. Bullet hell or Konami standard, I take immense satisfaction in pushing the rock uphill and letting it tumble back over me.
&lt;br /&gt;&lt;br /&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/2009/03/einhandershmup.jpg"&gt;&lt;img src="http://nerve.com/CS/blogs/61fps/2009/03/einhandershmup.jpg" align="right" border="0" alt="" /&gt;&lt;/a&gt;Which, when you get down to it, flies in the face of what we expect to be a satisfying experience, right? When we judge games, the most damning thing you can say about it is that it’s frustrating, the highest praise that it challenges us in a way that makes us want to persevere, to master it. If you aren’t good at it and you don’t get better, what’s the point?
&lt;br /&gt;&lt;br /&gt;

Maybe it’s an issue of play vocabulary. If something is closed and linear, defined by a beginning, middle, and end, the way we play is defined by adhering to that linearity. That’s the game language we understand. For games like a shooter though, the pleasure comes from locomotion and reflex, moving a digital phantom limb about the screen and having it respond to your intent. Winning, beating it, getting to the end doesn’t need to be the point. This might be why we feel fighters and shmups feel like evolutionary dead ends design wise; they aren’t being designed to be fun even if you fail.
&lt;br /&gt;&lt;br /&gt;
I’ve got the itch right now, and I know I’m going to have to clean out the Wii fridge one day very soon. &lt;i&gt;Gradius ReBirth&lt;/i&gt; is a scratch worth scraping at. I won’t get past the third level, I know. But I’ll push against the stone, pick up a few options, and have a hell of a good time. 
&lt;br /&gt;&lt;br /&gt;
&lt;b&gt;Related links: 
&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2009/03/09/roundtable-discussion-genre-design-evolution.aspx"&gt;Roundtable Discussion: Genre Design Evolution&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/05/20/get-option-you-cannot-reach-option.aspx"&gt;Get Option. You Cannot Reach Option. &lt;/a&gt;&lt;br /&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/06/12/the-ten-greatest-opening-levels-in-gaming-history-part-2.aspx"&gt;The Ten Greatest Opening Levels in Gaming History
&lt;/a&gt;&lt;/font&gt;&lt;/p&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=184970" width="1" height="1"&gt;</description><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/john+constantine/default.aspx">john constantine</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/nintendo/default.aspx">nintendo</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/wii/default.aspx">wii</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/konami/default.aspx">konami</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/shmup/default.aspx">shmup</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/gradius/default.aspx">gradius</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/einhander/default.aspx">einhander</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/squaresoft/default.aspx">squaresoft</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/square+enix/default.aspx">square enix</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/shoot+_1820_em+up/default.aspx">shoot ‘em up</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/gradius+rebirth/default.aspx">gradius rebirth</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/life+force/default.aspx">life force</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/r-type+final/default.aspx">r-type final</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/r-type/default.aspx">r-type</category></item><item><title>The Ten Greatest Opening Levels in Gaming History, Part 3</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2008/06/12/the-ten-greatest-opening-levels-in-gaming-history-part-3.aspx</link><pubDate>Fri, 13 Jun 2008 01:45:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:101116</guid><dc:creator>John Constantine</dc:creator><slash:comments>6</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.nerve.com/CS/blogs/61fps/rsscomments.aspx?PostID=101116</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2008/06/12/the-ten-greatest-opening-levels-in-gaming-history-part-3.aspx#comments</comments><description>&lt;p&gt;&lt;font size="2"&gt;&lt;b&gt;&lt;i&gt;
Sonic the Hedgehog - Green Hill Zone
&lt;/i&gt;&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;
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&lt;br /&gt;&lt;br /&gt;
By the time the original &lt;i&gt;Sonic the Hedgehog&lt;/i&gt; came out, &lt;i&gt;Super Mario World&lt;/i&gt; had been out for six months in Japan. In almost every way, Mario had the edge on Sonic — more levels, more power-ups, more variety, more &lt;i&gt;gaming&lt;/i&gt;. But there was one thing you couldn&amp;#39;t take away from Sonic, and that was the sheer dazzle of starting up the game and entering Green Hill Zone. To this day, Green Hill Zone looks spectacular, with its sparkling ocean, lush vegetation and abstract geometry — not to mention Masato Nakamura&amp;#39;s unforgettable music. Mario had a lot to offer, but in terms of pure physicality, most of Dinosaur Land seems awfully drab next to Green Hill Zone. (Plus, it was 1991 — &amp;quot;zones&amp;quot; were just &lt;i&gt;cooler&lt;/i&gt; than &amp;quot;lands&amp;quot;, for Chrissakes.) — &lt;i&gt;PS
&lt;/i&gt;&lt;br /&gt;&lt;b&gt;&lt;i&gt;&lt;br /&gt;
Shadow of the Colossus - Valus
&lt;/i&gt;&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;
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&lt;br /&gt;&lt;br /&gt;&lt;i&gt;
Shadow of the Colossus&lt;/i&gt;’s opening moments are less mysterious, and therefore less grand, than the opening moments of &lt;i&gt;Ico&lt;/i&gt;. As players, we are given exposition and context through narration (however vague it may be) and the game’s protagonist Wander states a clear goal while an evil god tells him how to achieve it. This is a far cry from the confounding and almost entirely silent internment of a horned boy in a decaying castle. But &lt;i&gt;Shadow of the Colossus&lt;/i&gt;’ first level, toppling the colossus Valus, is a singular moment in gaming history. Valus stands at one end of an enclosed valley opposite you and, at first, it doesn’t seem that big. Then you run towards it, feeling the ground shake through your controller, the music swells, and you jump on its enormous leg, searching for a handhold. It is, in the truest sense of the word, &lt;i&gt;epic&lt;/i&gt;. Even &lt;i&gt;God of War 1&lt;/i&gt; and &lt;i&gt;2&lt;/i&gt;’s opening battles against the hydra and the Colossus of Rhodes seem miniscule in comparison. — &lt;i&gt;JC
&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;&lt;i&gt;
Metroid Prime - Space Pirate Frigate
&lt;/i&gt;&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;
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&lt;br /&gt;&lt;br /&gt;
To fully appreciate the beginning of &lt;i&gt;Metroid Prime&lt;/i&gt;, play through the beginning of &lt;i&gt;The Legend of Zelda: Twilight Princess&lt;/i&gt;. Both openings teach you how to play the game, but &lt;i&gt;Twilight Princess&lt;/i&gt; teaches you like you&amp;#39;re in the remedial class, instead of someone who (knowing Nintendo&amp;#39;s fan base) probably has a doctorate in &lt;i&gt;Zelda&lt;/i&gt;. It takes hours of cat-placating, monkey-placating and goat-herding to even get a sword. Prime takes it easy on you, but you never feel condescended to. Its tutorials are thoroughly skippable; expert players can finish the Space Pirate Frigate in five minutes flat. But beyond that, it&amp;#39;s a beautiful, self-contained introduction to the game&amp;#39;s spooky atmosphere. Every console &lt;i&gt;Zelda&lt;/i&gt; after &lt;i&gt;A Link to the Past&lt;/i&gt; has started you out in a village full of whiners you have to coddle before you get to adventure. &lt;i&gt;Prime&lt;/i&gt; throws you into a dark, eerie spacecraft where something horrible has happened. Get in and get out before its orbit decays and you die. Chills. — &lt;i&gt;PS&lt;/i&gt;
&lt;br /&gt;&lt;b&gt;&lt;i&gt;&lt;br /&gt;
Half-Life 2 – City 17
&lt;/i&gt;&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;
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&lt;br /&gt;&lt;br /&gt;
“Wake up, Mr. Freeman. Wake up, and smell the ashes.” As Gordon Freeman, your journey through the bleak streets of City 17 begins a mere sixty seconds after the game’s title has faded to black. The mundane environment tells you everything you need to know about how life works in a world where civilization has crumbled; tired and scared citizens mutter in the corners of a train terminal, Combine soldiers threaten and abuse, and rare familiar faces urge you to escape immediately. &lt;i&gt;Half-Life&lt;/i&gt;’s greatest success has always been keeping the player in constant control of the action while still herding them along a set path. &lt;i&gt;Half-Life 2&lt;/i&gt;’s opening level, Freeman’s arrival in City 17 and his flight from the Combine across the city’s rooftops, engages and informs in equal measure while providing an immediate thrill through play. It’s remarkable that a first-person shooter’s most memorable level is its first, a level where not a single shot is fired. — &lt;i&gt;JC
&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/06/12/the-ten-greatest-opening-levels-in-gaming-history-part-1.aspx"&gt;&lt;i&gt;&lt;b&gt;Click here for Part 1&lt;/b&gt;&lt;/i&gt;&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/06/12/the-ten-greatest-opening-levels-in-gaming-history-part-2.aspx"&gt;&lt;i&gt;&lt;b&gt;Click here for Part 2&lt;/b&gt;&lt;/i&gt;&lt;/a&gt;&lt;br /&gt;
&lt;br /&gt;&lt;br /&gt;
Previous Top Tens:&lt;br /&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/06/05/the-ten-most-adventurous-sequels-in-gaming-history-part-1.aspx"&gt;&lt;b&gt;The Ten Most Adventurous Sequels&lt;/b&gt;&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/05/29/the-ten-greatest-fire-levels-in-gaming-history-part-1.aspx"&gt;&lt;b&gt;The Ten Greatest Fire Levels&lt;/b&gt;&lt;/a&gt;&lt;br /&gt;
&lt;/font&gt;&lt;/p&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=101116" width="1" height="1"&gt;</description><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/john+constantine/default.aspx">john constantine</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/peter+smith/default.aspx">peter smith</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/metroid/default.aspx">metroid</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/nintendo/default.aspx">nintendo</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/capcom/default.aspx">capcom</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/final+fantasy/default.aspx">final fantasy</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/top+ten/default.aspx">top ten</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/prince+of+persia/default.aspx">prince of persia</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/konami/default.aspx">konami</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/valve/default.aspx">valve</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/half-life/default.aspx">half-life</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/shadow+of+the+colossus/default.aspx">shadow of the colossus</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/sega/default.aspx">sega</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/zelda/default.aspx">zelda</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/sonic+the+hedgehog/default.aspx">sonic the hedgehog</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/square-enix/default.aspx">square-enix</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/god+of+war/default.aspx">god of war</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/einhander/default.aspx">einhander</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/final+fantast+vii/default.aspx">final fantast vii</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/metal+gear/default.aspx">metal gear</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/the+ten+greatest+opening+levels+in+gaming+history/default.aspx">the ten greatest opening levels in gaming history</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/mega+man+x/default.aspx">mega man x</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/strider/default.aspx">strider</category></item><item><title>The Ten Greatest Opening Levels in Gaming History, Part 2</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2008/06/12/the-ten-greatest-opening-levels-in-gaming-history-part-2.aspx</link><pubDate>Fri, 13 Jun 2008 01:30:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:101112</guid><dc:creator>John Constantine</dc:creator><slash:comments>0</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.nerve.com/CS/blogs/61fps/rsscomments.aspx?PostID=101112</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2008/06/12/the-ten-greatest-opening-levels-in-gaming-history-part-2.aspx#comments</comments><description>&lt;p&gt;&lt;font size="2"&gt;&lt;b&gt;&lt;i&gt;
Metal Gear Solid 2 – The U.S.S. Discovery
&lt;/i&gt;&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;
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&lt;br /&gt;&lt;br /&gt;
The opening level of &lt;i&gt;Metal Gear Solid 2&lt;/i&gt; is the finest &lt;i&gt;Metal Gear&lt;/i&gt; game ever made in-and-of itself. Forget Hideo Kojima’s cinematic pretensions for just a moment and think about the raw play available in this self-contained prologue scenario. The tools of &lt;i&gt;MGS&lt;/i&gt;’ trade may not be available to Snake in their totality here, but every inch of the tanker acts as a playground for the series&amp;#39; most fundamental mechanics. You can sneak through without ever being seen or you can kill every Russian soldier you come across. There is an expertly paced boss fight. There is skin-mag related humor. It’s all here. Now layer Kojima’s cinematic pretensions back on top of all that considering they are at their best (read: most restrained) here and you have a beginning that is, arguably, superior to anything the follows or precedes it in the entire series. — &lt;i&gt;JC&lt;/i&gt;
&lt;br /&gt;&lt;br /&gt;&lt;b&gt;&lt;i&gt;
Mega Man X - Awakening Road&lt;/i&gt;&lt;/b&gt;
&lt;br /&gt;&lt;br /&gt;
&lt;object height="344" width="425"&gt;&lt;param name="movie" value="http://www.youtube.com/v/ZoIR4dFwfwk&amp;amp;hl=en"&gt;&lt;embed src="http://www.youtube.com/v/ZoIR4dFwfwk&amp;amp;hl=en" type="application/x-shockwave-flash" height="344" width="425"&gt;&lt;/object&gt;
&lt;br /&gt;&lt;br /&gt;
This is not your father&amp;#39;s &lt;i&gt;Mega Man&lt;/i&gt;, says the opening stage of &lt;i&gt;Mega Man X&lt;/i&gt;. Or it would, if it had a voice — but instead, it&amp;#39;s got a brutal snare roll leading into a heavy rock instrumental. It&amp;#39;s got a crumbling highway, complete with fleeing commuters (the latter of which ground the action in a more inhabited world than the NES &lt;i&gt;Mega Man&lt;/i&gt; games ever featured.) And it ends with X almost getting scrapped by a mech-riding Boba Fett ripoff. Whatever our love for the classic &lt;i&gt;Mega Man&lt;/i&gt; series, it never had this kind of &lt;i&gt;drama&lt;/i&gt;. — &lt;i&gt;PS&lt;/i&gt;
&lt;br /&gt;&lt;br /&gt;&lt;b&gt;&lt;i&gt;
Einhander – Imperial Capital
&lt;/i&gt;&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;
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&lt;br /&gt;&lt;br /&gt;&lt;a href="http://en.wikipedia.org/wiki/Shmup"&gt;
Shoot ‘em ups&lt;/a&gt;, both vertical and horizontal, are usually gradual experiences. &lt;i&gt;Gradius&lt;/i&gt; set the standard: an opening level that acclimates you to both the game’s challenge and its setting, you are the aggressor, going into a place to reach its center where defenses will be strongest. Also, excluding rare exceptions like &lt;i&gt;1942&lt;/i&gt;, shmups are fairly fanciful in scenario. More often than not, you’re fighting aliens, robots, monsters, etc. &lt;i&gt;Einhander&lt;/i&gt; doesn’t start slow. Your ship flies into the middle of a bustling metropolis, literally crashing through neon billboards before racing through its ruined foundation. It is a human place and you are fleeing it, your first enemies police in pursuit. There’s a lot about &lt;i&gt;Einhander&lt;/i&gt; that’s memorable, from Kenichiro Fukui’s techno soundtrack to its genius weapons system. But nothing sticks with you like the Imperial Capital. — &lt;i&gt;JC&lt;/i&gt;
&lt;br /&gt;&lt;br /&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/06/12/the-ten-greatest-opening-levels-in-gaming-history-part-1.aspx"&gt;&lt;i&gt;&lt;b&gt;Click here for Part 1&lt;/b&gt;&lt;/i&gt;&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/06/12/the-ten-greatest-opening-levels-in-gaming-history-part-3.aspx"&gt;&lt;i&gt;&lt;b&gt;Click here for Part 3&lt;/b&gt;&lt;/i&gt;&lt;/a&gt;&lt;br /&gt;&lt;/font&gt;&lt;/p&gt;
&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=101112" width="1" height="1"&gt;</description><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/john+constantine/default.aspx">john constantine</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/peter+smith/default.aspx">peter smith</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/metroid/default.aspx">metroid</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/nintendo/default.aspx">nintendo</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/capcom/default.aspx">capcom</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/final+fantasy/default.aspx">final fantasy</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/top+ten/default.aspx">top ten</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/prince+of+persia/default.aspx">prince of persia</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/konami/default.aspx">konami</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/valve/default.aspx">valve</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/half-life/default.aspx">half-life</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/shadow+of+the+colossus/default.aspx">shadow of the colossus</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/sega/default.aspx">sega</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/zelda/default.aspx">zelda</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/sonic+the+hedgehog/default.aspx">sonic the hedgehog</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/square-enix/default.aspx">square-enix</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/god+of+war/default.aspx">god of war</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/einhander/default.aspx">einhander</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/final+fantast+vii/default.aspx">final fantast vii</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/metal+gear/default.aspx">metal gear</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/the+ten+greatest+opening+levels+in+gaming+history/default.aspx">the ten greatest opening levels in gaming history</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/mega+man+x/default.aspx">mega man x</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/strider/default.aspx">strider</category></item><item><title>The Ten Greatest Opening Levels in Gaming History, Part 1</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2008/06/12/the-ten-greatest-opening-levels-in-gaming-history-part-1.aspx</link><pubDate>Fri, 13 Jun 2008 01:15:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:101106</guid><dc:creator>John Constantine</dc:creator><slash:comments>0</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.nerve.com/CS/blogs/61fps/rsscomments.aspx?PostID=101106</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2008/06/12/the-ten-greatest-opening-levels-in-gaming-history-part-1.aspx#comments</comments><description>&lt;p&gt;&lt;font size="2"&gt;
First impressions are important, in videogames as they are in life. The first moments you spend with any art can define your experience of it. They compel you to dig deeper, to more carefully consider the work or the hand that crafted it. Other times, they can be so startling that everything that follows is diminished. This week, 61 Frames Per Second looks at the ten greatest opening levels in gaming history. Stick with us past the first one though. They’re all great. &lt;i&gt;— John Constantine
&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;&lt;i&gt;
Prince of Persia 2 - Rooftop Chase&lt;/i&gt;&lt;/b&gt;
&lt;br /&gt;&lt;br /&gt;
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&lt;br /&gt;&lt;br /&gt;
The original &lt;i&gt;Prince of Persia&lt;/i&gt; was a unique and wonderful game, but it wasn&amp;#39;t much for setting. Half the game takes place in a monochromatic dungeon, and the other in a monochromatic palace. &lt;i&gt;2&lt;/i&gt; quickly makes up for it; about to be executed by the Vizier&amp;#39;s goons, the Prince leaps through a window, and from there it&amp;#39;s up to you to guide him across the palace rooftops, into the marketplace below, down a long pier, finally leaping into the hold of a departing merchant ship — all with those guards on your tail. The stage is a real nail-biter, and all the more memorable because the rest of the game is comparatively subdued. — &lt;i&gt;Peter Smith
&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;&lt;i&gt;
Strider – Saint Petersburg
&lt;br /&gt;&lt;/i&gt;&lt;/b&gt;&lt;br /&gt;
&lt;object height="344" width="425"&gt;&lt;param name="movie" value="http://www.youtube.com/v/k7P4ihGF_Vk&amp;amp;hl=en"&gt;&lt;embed src="http://www.youtube.com/v/k7P4ihGF_Vk&amp;amp;hl=en" type="application/x-shockwave-flash" height="344" width="425"&gt;&lt;/object&gt;
&lt;br /&gt;&lt;br /&gt;
I won’t lie. There was a time that I watched that glider fly low over terrible Slavic church spires to a brief fanfare of synthetic horns and I believed, for a moment, that I would never leave Eurasia alive. Then I realized that Strider Hiryu’s sword was practically the length of the screen and it could literally make people explode. &lt;i&gt;Strider&lt;/i&gt;, as a game, has not aged well in the past twenty years; the control is wonky, you can’t really tell when you’re even hitting something, and there are times when stuff in its stages blows up for seemingly no reason. But that first level remains an incredible spectacle, coated in color and character, a place where robot tigers will scale towers and entire Russian parliaments will turn into hammer-and-sickle wielding robot dragons. Fighting robot apes and hordes of half-naked amazons a few levels later just seems pedestrian after that. — &lt;i&gt;John Constantine
&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;&lt;i&gt;
Final Fantasy VII - Assault on Mako Reactor #1&lt;/i&gt;&lt;/b&gt;
&lt;br /&gt;&lt;br /&gt;
&lt;object height="344" width="425"&gt;&lt;param name="movie" value="http://www.youtube.com/v/CBvnot7pkvg&amp;amp;hl=en"&gt;&lt;embed src="http://www.youtube.com/v/CBvnot7pkvg&amp;amp;hl=en" type="application/x-shockwave-flash" height="344" width="425"&gt;&lt;/object&gt;
&lt;br /&gt;&lt;br /&gt;
Presumably your retinas have just detached as a result of your vigorous eye-rolling. Re-attach those suckers and hear me out here: no matter how bloated, overrated and over-fanboyed &lt;i&gt;Final Fantasy VII&lt;/i&gt; might be in retrospect, its opening is masterful. Up until that game, RPGs never started fast. You loaded up your neophyte warriors with whatever cloth armor and rusty dinner knives you could afford on your starting wage of ten gold pieces, and then you sent them out to the local forest to get their asses handed to them by killer squirrels until they could upgrade to some new silverware. &lt;i&gt;Final Fantasy VI&lt;/i&gt; was a step in the right direction, with its haunting approach to a frozen, gloomy northern town. But &lt;i&gt;VII&lt;/i&gt;&amp;#39;s opening is still a dramatic highlight of the series, segueing from a lyrical vision of a flower girl in the streets, to a full view of a vast futuristic city, to a tense assault on a huge power reactor, all to the strains of the &lt;i&gt;Blade Runner&lt;/i&gt;-esque suite that is Nobuo Uematsu&amp;#39;s immortal &amp;quot;Opening/Bombing Mission.&amp;quot; Put that jackass with the Sephiroth tattoo out of your mind, and take a minute to appreciate the scope and excitement of this sequence. — &lt;i&gt;PS
&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/06/12/the-ten-greatest-opening-levels-in-gaming-history-part-2.aspx"&gt;&lt;i&gt;&lt;b&gt;Click here for Part 2&lt;/b&gt;&lt;/i&gt;&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/06/12/the-ten-greatest-opening-levels-in-gaming-history-part-3.aspx"&gt;&lt;i&gt;&lt;b&gt;Click here for Part 3&lt;/b&gt;&lt;/i&gt;&lt;/a&gt;&lt;br /&gt;&lt;/font&gt;&lt;/p&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=101106" width="1" height="1"&gt;</description><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/john+constantine/default.aspx">john constantine</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/peter+smith/default.aspx">peter smith</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/metroid/default.aspx">metroid</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/nintendo/default.aspx">nintendo</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/capcom/default.aspx">capcom</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/final+fantasy/default.aspx">final fantasy</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/top+ten/default.aspx">top ten</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/prince+of+persia/default.aspx">prince of persia</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/konami/default.aspx">konami</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/valve/default.aspx">valve</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/half-life/default.aspx">half-life</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/shadow+of+the+colossus/default.aspx">shadow of the colossus</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/sega/default.aspx">sega</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/zelda/default.aspx">zelda</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/sonic+the+hedgehog/default.aspx">sonic the hedgehog</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/square-enix/default.aspx">square-enix</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/god+of+war/default.aspx">god of war</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/einhander/default.aspx">einhander</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/final+fantast+vii/default.aspx">final fantast vii</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/metal+gear/default.aspx">metal gear</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/the+ten+greatest+opening+levels+in+gaming+history/default.aspx">the ten greatest opening levels in gaming history</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/mega+man+x/default.aspx">mega man x</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/strider/default.aspx">strider</category></item></channel></rss>