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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 : mega man x</title><link>http://www.nerve.com/CS/blogs/61fps/archive/tags/mega+man+x/default.aspx</link><description>Tags: mega man x</description><dc:language>en</dc:language><generator>CommunityServer 2007.1 (Build: 20910.1126)</generator><item><title>Shadow of the Colossus: First Blood</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2009/04/20/shadow-of-the-colossus-first-blood.aspx</link><pubDate>Tue, 21 Apr 2009 00:16:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:197830</guid><dc:creator>Nadia Oxford</dc:creator><slash:comments>2</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.nerve.com/CS/blogs/61fps/rsscomments.aspx?PostID=197830</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2009/04/20/shadow-of-the-colossus-first-blood.aspx#comments</comments><description>&lt;p&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/2009/04/fourfootshadow.jpg"&gt;&lt;img src="http://www.nerve.com/CS/blogs/61fps/2009/04/fourfootshadow.jpg" align="right" border="0" alt="" /&gt;&lt;/a&gt; &lt;font size="2"&gt;This weekend, I did a bit of shopping, visited my parents, and destroyed two idols the size of skyscrapers. Yes, I have drawn my first blood (or some kind of black ichor, anyway) from &lt;i&gt;Shadow of the Colossus&lt;/i&gt;, and it&amp;#39;s been as much fun as a naked pagan dance.
&lt;br /&gt;&lt;br /&gt;
My previous assessment of the first Colossi battle was a little off. The first Colossi battle &lt;i&gt;is&lt;/i&gt; a tutorial battle—of sorts. It&amp;#39;s just not a very easy one. You&amp;#39;re expected to learn and perfect the basics of climbing, stabbing, and shimmying. Otherwise you don&amp;#39;t stand a chance against the second Colossi, which is three times as large as the first and has twice as many hooves to flatten you with. The sink-or-swim approach of Wander&amp;#39;s first real fight is a clever way to bypass modern gaming&amp;#39;s overzealous hand-holding, though it took me a while to realise I &lt;i&gt;would&lt;/i&gt; get better if I tried. I was just initially scared to keep trying.
&lt;br /&gt;&lt;br /&gt;
I&amp;#39;m not even sure why I harboured that fear. Who was going to laugh at me for my failures? The shadowy Gods flitting near the ceiling of the Temple of Worship? Wander, who wouldn&amp;#39;t change his facial expression if you dropped a cinder block on his foot? Agro? Wander&amp;#39;s dead girlfriend/wife? I eventually realised I was being silly, and took up the controller again.
&lt;br /&gt;&lt;br /&gt; 
Happily, &lt;i&gt;Shadow of the Colossus&lt;/i&gt; gave me plenty of initiative to keep on trying. First, there just aren&amp;#39;t too many games that let you scale the furry bum of a living idol. The, um, “bee scratching” segment of &lt;i&gt;Super Mario Galaxy&lt;/i&gt; doesn&amp;#39;t count, and let us never mention it again. 
&lt;br /&gt;&lt;br /&gt;
Second, every time I attempted to climb the first Colossi, I got a little closer to the pulsating rune on its head—and when I inevitably fell off, it became easier to climb back up. And I experienced a movement in my body that (to quote Mr Burns) took me back: my heart was thumping and banging like Animal from the Muppet Show. 
&lt;br /&gt;&lt;br /&gt;
I generally choose titles that help me relax, so it&amp;#39;s not too often that games make my ticker jump up and go. Not that I object to it happening, but I don&amp;#39;t think a video game has given me that kind of rush since I conquered the first challenges that honed my skills: beating up Bowser in &lt;i&gt;Super Mario Bros 3&lt;/i&gt;, defeating the Mana Beast in &lt;i&gt;Secret of Mana,&lt;/i&gt; bringing down Sigma in &lt;i&gt;Mega Man X,&lt;/i&gt; wrecking Luca Blight in &lt;i&gt;Suikoden II.&lt;/i&gt; I love my video games in the here and now, but it&amp;#39;s extra special when you find that rare one that makes you feel like you&amp;#39;re taking your first steps all over again. 
&lt;br /&gt;&lt;br /&gt;
Two Colossi down, fourteen to go. Slowly up the ladder.
&lt;br /&gt;&lt;br /&gt;
&lt;b&gt;Related Links:&lt;/b&gt;
&lt;br /&gt;&lt;br /&gt;    
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2009/04/07/time-for-me-to-play-shadow-of-the-colossus.aspx"&gt;Time for Me to Play Shadow of the Colossus&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2009/04/08/shadow-of-the-colossus-first-impressions.aspx"&gt;Shadow of the Colossus: First Impressions&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2009/02/26/super-secret-castle-discovered-in-shadow-of-the-colossus.aspx"&gt;Super Secret Castle Discovered in Shadow of the Colossus&lt;/a&gt;&lt;/font&gt;&lt;/p&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=197830" width="1" height="1"&gt;</description><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/super+mario+bros+3/default.aspx">super mario bros 3</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/ps2/default.aspx">ps2</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/nadia+oxford/default.aspx">nadia oxford</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/secret+of+mana/default.aspx">secret of mana</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/Suikoden+ii/default.aspx">Suikoden ii</category></item><item><title>Freaktastic Fanart: Mega Man Zero Fanservice</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2009/03/17/freaktastic-fanart-mega-man-zero-fanservice.aspx</link><pubDate>Wed, 18 Mar 2009 02:44:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:187121</guid><dc:creator>Nadia Oxford</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=187121</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2009/03/17/freaktastic-fanart-mega-man-zero-fanservice.aspx#comments</comments><description>&lt;p&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/2009/03/dragonsword.jpg"&gt;&lt;img src="http://www.nerve.com/CS/blogs/61fps/2009/03/dragonsword.jpg" align="right" border="0" alt="" /&gt;&lt;/a&gt; &lt;font size="2"&gt;I haven&amp;#39;t yet decided if game-related fandoms are more like the Hotel California (where you can check out any time you like, but you can never leave) or the maze of the Minotaur (where attempts at escape just draw you closer and closer to a misbegotten beast-man who will slit your belly with a horn).
&lt;br /&gt;&lt;br /&gt;
I&amp;#39;m still active in the &lt;i&gt;Mega Man&lt;/i&gt; fandom, though I&amp;#39;m not in the middle of it anymore. I just kind of squat on the fringes in my hermit shack and poke sticks at the bad yaoi fanfiction. But I still love the Blue Bomber, and I maintain a close group of like-minded friends. One such friend is Irene, also known as “Wave.” Her alias should give you an idea of how long she&amp;#39;s been in the fandom, since it lacks a string of numbers at the end.
&lt;br /&gt;&lt;br /&gt;
Wave has been an eye-popping artist for as long as I&amp;#39;ve known her. Even though she&amp;#39;s all growed up now and working at Marvel, she can always be counted on for completely rad &lt;i&gt;Mega Man X&lt;/i&gt; and &lt;i&gt;Mega Man Zero&lt;/i&gt; oekakis. What&amp;#39;s an oekaki? Sort of an illustrated message board. With a limited range of tools and layers, you draw what&amp;#39;s on your mind and others comment on your work. 
&lt;br /&gt;&lt;br /&gt;
Click the jump for delightful samples of Wave&amp;#39;s work. Check out her &lt;a href="http://suzuran.deviantart.com/"&gt;Deviantart account&lt;/a&gt; for the full-sized pics.
&lt;br /&gt;&lt;br /&gt;  
&lt;a href="http://www.nerve.com/CS/blogs/61fps/2009/03/zero01.jpg"&gt;&lt;img src="http://www.nerve.com/CS/blogs/61fps/2009/03/zero01.jpg" border="0" alt="" /&gt;&lt;/a&gt;
&lt;br /&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/2009/03/zero02.jpg"&gt;&lt;img src="http://www.nerve.com/CS/blogs/61fps/2009/03/zero02.jpg" border="0" alt="" /&gt;&lt;/a&gt;
&lt;br /&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/2009/03/zero03.jpg"&gt;&lt;img src="http://www.nerve.com/CS/blogs/61fps/2009/03/zero03.jpg" border="0" alt="" /&gt;&lt;/a&gt;
&lt;br /&gt;&lt;br /&gt;
The above wasn&amp;#39;t actually done on an oekaki, but it&amp;#39;s too awesome and too red to pass up.
&lt;br /&gt;&lt;br /&gt;
Anyway, &lt;i&gt;any&lt;/i&gt; moron can make nice pictures on an oekaki! Just look at my own masterpiece!
&lt;br /&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/2009/03/mymegaman.png"&gt;&lt;img src="http://www.nerve.com/CS/blogs/61fps/2009/03/mymegaman.png" border="0" alt="" /&gt;&lt;/a&gt;
&lt;br /&gt;&lt;br /&gt;
&lt;b&gt;Related Links:&lt;/b&gt;
&lt;br /&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2009/03/06/freaktastic-fanart-the-momachu.aspx"&gt;Freaktastic Fanart: The Momachu&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2009/02/06/wtfriday-the-great-final-fantasy-vi-breast-challenge.aspx"&gt;WTFriday: The Great Final Fantasy VI Breast Challenge&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2009/03/12/me-and-my-moogles-a-love-affair-ahead-of-its-time.aspx"&gt;Me and My Moogles: A Love Affair Ahead of Its Time&lt;/a&gt;&lt;/font&gt;&lt;/p&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=187121" width="1" height="1"&gt;</description><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/fan+stuff/default.aspx">fan stuff</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/nadia+oxford/default.aspx">nadia oxford</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/freaktastic+fanart/default.aspx">freaktastic fanart</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/mega+man+zero/default.aspx">mega man zero</category></item><item><title>The Protomen: Making Two Old Men Awesome Since 2008</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2008/11/13/the-protomen-making-two-old-men-awesome-since-2008.aspx</link><pubDate>Fri, 14 Nov 2008 03:39:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:146473</guid><dc:creator>Nadia Oxford</dc:creator><slash:comments>3</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.nerve.com/CS/blogs/61fps/rsscomments.aspx?PostID=146473</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2008/11/13/the-protomen-making-two-old-men-awesome-since-2008.aspx#comments</comments><description>&lt;p&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/2008/11/08-15/wilylight.jpg"&gt;&lt;img src="http://www.nerve.com/CS/blogs/61fps/2008/11/08-15/wilylight.jpg" align="right" border="0" alt="" /&gt;&lt;/a&gt; &lt;font size="2"&gt;Over the years, Capcom has attempted to add depth to our robot hero, Mega Man. I mean, they&amp;#39;ve &lt;i&gt;really&lt;/i&gt; attempted it, God bless &amp;#39;em. Even though the end product reads like a story written by a ten-year-old science fiction fanatic with ADD, we shall give Capcom an A for Aeffort.
&lt;br /&gt;&lt;br /&gt;
But even though we have a good idea of Mega Man&amp;#39;s inner workings (gears, bolts, some black stuff), what do we know about his creator, Doctor Light? I mean, we know his hair and beard are poofy like some anime Zeus&amp;#39;. We know that he likes a pipe now and then oops wait not in America. We also know that his inventions, however well-meaning, initiated vicious wars between humans and robots that spanned across generations.
&lt;br /&gt;&lt;br /&gt;
Oh, but we don&amp;#39;t talk about Dr Light&amp;#39;s little &amp;quot;oops.&amp;quot; Shhh, look. Look over here. Look at this cute little robot dog. Hold still while it &lt;i&gt;eats your skull.&lt;/i&gt;
&lt;br /&gt;&lt;br /&gt;
I am an unapologetic fangirl of &lt;a href="http://www.theprotomen.com"&gt;The Protomen&lt;/a&gt;, the fine lads who constructed a &lt;i&gt;Mega Man&lt;/i&gt; rock opera. The first album is about Protoman defecting to Doctor Wily&amp;#39;s band of killer robots and Mega Man trying to convince his brother through song (unsuccessfully) that he is a good boy. The second album, coming...soon, I imagine, is a prequel with special emphasis on Wily and Light and certain events that cause humanity&amp;#39;s spin down the toilet.
&lt;br /&gt;&lt;br /&gt;
I&amp;#39;ve listened to three leaked songs: &amp;quot;Breakin&amp;#39; Out&amp;quot; (available on The Protomen&amp;#39;s website), No Easy Way Out and the hella rad &amp;quot;Father of Death.&amp;quot; Going by the lyrics, a young Dr Light is distraught over horribly failed attempts to set things right in a doomed city. Meanwhile, Wily tries to make off with Light&amp;#39;s girl, who snaps back that she is loyal, always, for &amp;quot;If the shadow blacks out the sun--&lt;i&gt;there will be light.&amp;quot;&lt;/i&gt; Excuse me, I need a cigarette.
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It&amp;#39;s all overblown in that lovable style of The Protomen, but it&amp;#39;s just so danged cool at the same time. Will this lovely bit of Opera finally give us the reason why Dr Light wears slacks and Dr Wily wears jeans? What horrible story of heartbreak is behind this fashion...choice?
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&lt;b&gt;Related Links:&lt;/b&gt;
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&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/09/15/whatcha-listening-to-the-protomen-and-so-should-you.aspx"&gt;Whatcha Listening To: The Protomen (And So Should You)&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/08/25/whatcha-listening-to-the-earthbound-soundtrack.aspx"&gt;Whatcha Listening To: The Earthbound Soundtrack&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/06/20/pixies-cover-quot-theme-from-narc-quot.aspx"&gt;Pixies Cover the Theme From Narc&lt;/a&gt;&lt;/font&gt;&lt;/p&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=146473" width="1" height="1"&gt;</description><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/mega+man/default.aspx">mega man</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/fan+stuff/default.aspx">fan stuff</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/fandom/default.aspx">fandom</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/nadia+oxford/default.aspx">nadia oxford</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/the+protomen/default.aspx">the protomen</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/rock+opera/default.aspx">rock opera</category></item><item><title>Comparison of Wiki Articles Proves Geeks Inherited The Earth</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2008/07/01/comparison-of-wiki-articles-proves-geeks-inherited-the-earth.aspx</link><pubDate>Tue, 01 Jul 2008 19:07:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:106051</guid><dc:creator>Nadia Oxford</dc:creator><slash:comments>2</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.nerve.com/CS/blogs/61fps/rsscomments.aspx?PostID=106051</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2008/07/01/comparison-of-wiki-articles-proves-geeks-inherited-the-earth.aspx#comments</comments><description>&lt;p&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/pokemoncards2.png"&gt;&lt;img src="http://www.nerve.com/CS/blogs/61fps/pokemoncards2.png" align="right" border="0" alt="" /&gt;&lt;/a&gt;&lt;font size="2"&gt;When teachers and talk show radio hosts moan about the decline of America&amp;#39;s youth, they point out how so few kids can name all 50 American States yet can identify all twelve billion of Nintendo&amp;#39;s &lt;i&gt;Pokemon&lt;/i&gt; with seemingly no effort.
&lt;br /&gt;&lt;br /&gt;
(The secret here is that &lt;i&gt;Pokemon&lt;/i&gt; are fun and exciting where as geography is not. Oh wait, that&amp;#39;s not a secret.)
&lt;br /&gt;&lt;br /&gt;
For all the lamentations of our teacher-women (and teacher-men), it seems as if the generation that grew up with Ash Ketchum is ahead of the old fuddy-duddies. &lt;a href="http://www.gamesradar.com/f/the-wtf-world-of-wikipedia/a-2008062510326553058"&gt;This GamesRadar feature &lt;/a&gt;indicates that the geeks control Wikipedia and they who control Wikipedia, control the Earth.
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So what matters are given the most attention in the digital tome of knowledge that will soon be passed on to our children? Is it religion? Is it the rich history of the forefathers who founded the free world?
&lt;br /&gt;&lt;br /&gt;
No, fool. Knuckles the Echidna takes precedence over all. Get your priorities straight.
&lt;br /&gt;&lt;br /&gt;
Indeed, Sonic&amp;#39;s sulky red buddy has 7,832 words dedicated to his life and history on Wikipedia. By contrast, God commands only 3,726.
&lt;br /&gt;&lt;br /&gt;
Want to learn about the habits and motivations of history&amp;#39;s worst serial killers? Wikipedia can help you out a bit with 5,602 words on the topic, which is not a bad start. But if you have to write a thesis about the bosses from &lt;i&gt;Mega Man X,&lt;/i&gt; you&amp;#39;re in luck: Wikipedia can help you with 8,746 words! Storm Eagle has never been laid so bare.
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And what&amp;#39;s more important than learning about the ethnic groups of Europe? Only &lt;i&gt;Pokemon&lt;/i&gt; types, &lt;i&gt;Halo&lt;/i&gt; races, the Orcs of Middle Earth...&lt;/font&gt;&lt;/p&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=106051" width="1" height="1"&gt;</description><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/pokemon/default.aspx">pokemon</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/gamesradar/default.aspx">gamesradar</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/mega+man+x/default.aspx">mega man x</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/wikipedia/default.aspx">wikipedia</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/ash+ketchum/default.aspx">ash ketchum</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/feature/default.aspx">feature</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/knuckles/default.aspx">knuckles</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/mavericks/default.aspx">mavericks</category></item><item><title>Alternate Soundtrack: Mega Man X vs. The Knife</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2008/06/24/alternate-soundtrack-mega-man-x-vs-the-knife.aspx</link><pubDate>Tue, 24 Jun 2008 15:00:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:103877</guid><dc:creator>Derrick Sanskrit</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=103877</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2008/06/24/alternate-soundtrack-mega-man-x-vs-the-knife.aspx#comments</comments><description>&lt;p&gt;&lt;font size="2"&gt;&lt;img src="http://nerve.com/CS/blogs/61fps/megamanxvstheknife.jpg" align="right" border="0" alt="" /&gt;It may be hard to believe at this point in the Blue Bomber&amp;#39;s long and increasingly complex history, but 1994&amp;#39;s &lt;i&gt;Mega Man X&lt;/i&gt; was the first spin-off from the original &lt;i&gt;Mega Man&lt;/i&gt; series. Set in an even more distant – and this time, dystopian – future, the X series saw a whole new Mega Man face off against waves of &amp;quot;Mavericks&amp;quot;, intelligent robots that have gone human-killing crazy. The game played more or less identically to the previous Mega Man games, but X could upgrade parts of his robot anatomy in addition to gaining enemy abilities. New boots allowed X to dash, a new chestplate increased X&amp;#39;s defense, et cetera. The music in Mega Man X, while in keeping with Capcom&amp;#39;s fantastic production values, always struck me as being out of place. The technopunk soundtrack seemed a little too upbeat for the setting and story.&lt;br /&gt;
&lt;br /&gt;
The Knife are a notoriously reclusive electropop brother-sister duo from Sweden. They are hardly ever seen or photographed without intricate masks hiding their faces, have never attended any of the award ceremonies they have been nominated for, and they only started touring in 2006 after incredible demand. During that one-and-only tour, they announced a three-year hiatus. Their despondent, atonal, rhythmic compositions pulsate with the sleek veneer of a post-apocalyptic speakeasy. Perfect for this game, in my opinion:&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
How about the rest of you 61FPSers? What are your alternate soundtracks this week? Let us know in the comments!&lt;/font&gt;&lt;/p&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=103877" width="1" height="1"&gt;</description><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/alternate+soundtrack/default.aspx">alternate soundtrack</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/derrick+sanskrit/default.aspx">derrick sanskrit</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/mega+man/default.aspx">mega man</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/the+knife/default.aspx">the knife</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;
&lt;object height="344" width="425"&gt;&lt;param name="movie" value="http://www.youtube.com/v/mazXCy6Zi5s&amp;amp;hl=en"&gt;&lt;embed src="http://www.youtube.com/v/mazXCy6Zi5s&amp;amp;hl=en" type="application/x-shockwave-flash" height="344" width="425"&gt;&lt;/object&gt;
&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;
&lt;object height="344" width="425"&gt;&lt;param name="movie" value="http://www.youtube.com/v/JDC0cw92DQw&amp;amp;hl=en"&gt;&lt;embed src="http://www.youtube.com/v/JDC0cw92DQw&amp;amp;hl=en" type="application/x-shockwave-flash" height="344" width="425"&gt;&lt;/object&gt;
&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;
&lt;object height="344" width="425"&gt;&lt;param name="movie" value="http://www.youtube.com/v/wOAmGvmRFg0&amp;amp;hl=en"&gt;&lt;embed src="http://www.youtube.com/v/wOAmGvmRFg0&amp;amp;hl=en" type="application/x-shockwave-flash" height="344" width="425"&gt;&lt;/object&gt;
&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;
&lt;object height="344" width="425"&gt;&lt;param name="movie" value="http://www.youtube.com/v/1jafbKIBUws&amp;amp;hl=en"&gt;&lt;embed src="http://www.youtube.com/v/1jafbKIBUws&amp;amp;hl=en" type="application/x-shockwave-flash" height="344" width="425"&gt;&lt;/object&gt;
&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;
&lt;object height="344" width="425"&gt;&lt;param name="movie" value="http://www.youtube.com/v/4Fi9OH1NQts&amp;amp;hl=en"&gt;&lt;embed src="http://www.youtube.com/v/4Fi9OH1NQts&amp;amp;hl=en" type="application/x-shockwave-flash" height="344" width="425"&gt;&lt;/object&gt;
&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;
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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
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Final Fantasy VII - Assault on Mako Reactor #1&lt;/i&gt;&lt;/b&gt;
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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
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&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>