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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 : rondo of blood</title><link>http://www.nerve.com/CS/blogs/61fps/archive/tags/rondo+of+blood/default.aspx</link><description>Tags: rondo of blood</description><dc:language>en</dc:language><generator>CommunityServer 2007.1 (Build: 20910.1126)</generator><item><title>Let the Mega Man 9 Speedruns Continue</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2008/10/23/let-the-mega-man-9-speedruns-continue.aspx</link><pubDate>Thu, 23 Oct 2008 21:00:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:139662</guid><dc:creator>Peter Smith</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=139662</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2008/10/23/let-the-mega-man-9-speedruns-continue.aspx#comments</comments><description>&lt;p&gt;&lt;font size="2"&gt;Some weeks back, &lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/10/06/let-the-mega-man-9-speed-runs-begin.aspx"&gt;our very own Bob Mackey reported on the first speedruns of &lt;i&gt;Mega Man 9&lt;/i&gt;&lt;/a&gt;. But the best clip out at that point was multi-segmented and started out with 999 screws, which is kind of cheating in my book. Now, watch as champion speedrunner Nicholas &amp;quot;SirVG&amp;quot; Hoppe (who holds world speed records on such classics as &lt;a href="http://speeddemosarchive.com/ActRaiser.html"&gt;&lt;i&gt;Actraiser&lt;/i&gt;&lt;/a&gt;, &lt;a href="http://speeddemosarchive.com/KirbyNID.html"&gt;&lt;i&gt;Kirby: Nightmare in Dreamland&lt;/i&gt;&lt;/a&gt; and &lt;a href="http://speeddemosarchive.com/CastlevaniaRondoOfBlood.html"&gt;&lt;i&gt;Castlevania: Rondo of Blood&lt;/i&gt;&lt;/a&gt;) delivers the goods with a single-segment, new-game run. (And provides entertaining captions to boot.)
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Some Youtube/gaming forum posters have complained about the way that &lt;i&gt;MM9 &lt;/i&gt;times gameplay — freezing the timer when the game is paused. This does mean that an &lt;i&gt;MM9 &lt;/i&gt;speedrun like this one, which actually lasts forty-nine minutes, gets an official time of 27:37, which is a little odd. But the cool thing is that by not penalizing for use of the select screen, this rule encourages inventive speedrunners to use all of Mega Man’s special weapons in clever, time-saving ways. (&lt;i&gt;Mega Man 9&lt;/i&gt;’s weapons, incidentally, are far more versatile and useful than the throwaways of most &lt;i&gt;Mega Man&lt;/i&gt;s past.) This makes the run way more entertaining to watch, which, after all, is the point, and it’s enough to make me wish that the older games were set up this way. In fact... Capcom, old friend? Any thoughts? Enhanced downloadable versions with &lt;i&gt;MM9&lt;/i&gt;-style challenges and timer features? You know, &lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/tags/capcom/default.aspx"&gt;we love you very much&lt;/a&gt;...
&lt;br /&gt;&lt;br /&gt;
&lt;span style="font-weight:bold;"&gt;Related posts:&lt;/span&gt;&lt;br style="font-weight:bold;" /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/10/06/infinite-mega-man-9-composer-ippo-yamada-talks-living-up-to-a-serious-musical-pedigree.aspx" style="font-weight:bold;"&gt;Infinite Mega Man 9: Composer Ippo Yamada Talks Living Up to a Serious Musical Pedigree&lt;/a&gt;
&lt;br style="font-weight:bold;" /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/09/22/mega-man-9-it-s-out-now.aspx" style="font-weight:bold;"&gt;Mega Man 9: IT&amp;#39;S OUT NOW&lt;/a&gt;
&lt;br style="font-weight:bold;" /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/10/06/let-the-mega-man-9-speed-runs-begin.aspx" style="font-weight:bold;"&gt;Let the Mega Man 9 Speed Runs Begin&lt;/a&gt;&lt;/font&gt;&lt;/p&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=139662" width="1" height="1"&gt;</description><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/actraiser/default.aspx">actraiser</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/castlevania/default.aspx">castlevania</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/rondo+of+blood/default.aspx">rondo of blood</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/speedrun/default.aspx">speedrun</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/mega+man+9/default.aspx">mega man 9</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/bob+mackey/default.aspx">bob mackey</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/speed+run/default.aspx">speed run</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/kirby+nightmare+in+dreamland/default.aspx">kirby nightmare in dreamland</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/nicholas+hoppe/default.aspx">nicholas hoppe</category></item><item><title>The Five Greatest Enhanced Remakes - And Five That Weren't So Great, Part 3</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2008/07/03/the-five-greatest-enhanced-remakes-and-five-that-weren-t-so-great-part-3.aspx</link><pubDate>Thu, 03 Jul 2008 21:02:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:106652</guid><dc:creator>Peter Smith</dc:creator><slash:comments>17</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.nerve.com/CS/blogs/61fps/rsscomments.aspx?PostID=106652</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2008/07/03/the-five-greatest-enhanced-remakes-and-five-that-weren-t-so-great-part-3.aspx#comments</comments><description>&lt;i&gt;And now, the bad...&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;&lt;i&gt;

Metroid: Zero Mission&lt;/i&gt; (Game Boy Advance)&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;

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Is &lt;i&gt;Metroid: Zero Mission&lt;/i&gt; a terrible game? By no means. On its own terms, it&amp;#39;s rather good. But as a reconception of one of the greatest, most influential games ever made, it&amp;#39;s a disaster, taking everything that made &lt;i&gt;Metroid&lt;/i&gt; spooky and replacing it with a thick layer of corn. &lt;i&gt;Metroid&lt;/i&gt; was heavily influenced by &lt;i&gt;Alien&lt;/i&gt;. Remember the petrified extraterrestrial skeleton in &lt;i&gt;Alien&lt;/i&gt;? What if that bastard had gotten up and started bombarding Sigourney Weaver with some hack&amp;#39;s idea of ancient wisdom? Wouldn&amp;#39;t that have pretty much thrown the movie&amp;#39;s chilly austerity out the window? Like so many latter-day games, &lt;i&gt;Zero Mission&lt;/i&gt; thinks comic-book jibber-jabber is cooler than eerie silence. This lack of subtlety is echoed in the gameplay itself, which, while it controls a lot better than &lt;i&gt;Metroid&lt;/i&gt;, is chock-full of egregious hand-holding and advice-giving — pretty much the exact opposite of the original&amp;#39;s sprawling openendedness. &lt;i&gt;Metroid&lt;/i&gt; is practically Lovecraftian in the way it makes you feel tiny and alone in a vast and hostile universe. Don&amp;#39;t look for that feeling in &lt;i&gt;Zero Mission&lt;/i&gt;. Oh, and it also mangles the most immortal climax in videogame history — the truly unsettling slaughter of a shrieking brain in a jar, followed by a hair-raising escape sequence — by tacking on a (sigh) &lt;i&gt;stealth section&lt;/i&gt;. — &lt;i&gt;PS&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;&lt;i&gt;

Super Mario Advance 4: Super Mario Bros 3&lt;/i&gt; (Game Boy Advance)&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;

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I can hear you, fanboy. The exasperated sigh, the cry of indignation. &lt;i&gt;Super Mario Bros. 3&lt;/i&gt; is the same great game it&amp;#39;s always been on this GBA cart, sporting the snazzy 1993 &lt;i&gt;Super Mario All-Stars&lt;/i&gt; graphics. But, first of all, I don&amp;#39;t need to hear Mario yelping at me all the time. I know it&amp;#39;s a-him. I&amp;#39;m perfectly fine entering a level without being told to a-go. The talking isn&amp;#39;t the biggest problem, though. It&amp;#39;s that Nintendo actually created a wealth of brand new levels for &lt;i&gt;Super Mario Bros. 3&lt;/i&gt;, levels that brought over mechanics from both &lt;i&gt;Super Mario Bros. 2&lt;/i&gt; and &lt;i&gt;Super Mario World&lt;/i&gt;, and left them off the cart. You had to buy the game, then buy an e-Reader, then buy packs of random cards from Wal-Mart and EBGames to play them. Oh yeah, and they changed the ending. What could&amp;#39;ve improved on a classic instead leaves me reaching for my NES. — &lt;i&gt;JC&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;&lt;i&gt;

Ninja Gaiden Trilogy&lt;/i&gt; (SNES)&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;

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A scandalous missed opportunity, &lt;i&gt;Ninja Gaiden Trilogy&lt;/i&gt; collects two of the greatest NES action games (and their mediocre third sibling) and gives them a graphical non-makeover, at points even downgrading. The &lt;a href="http://www.youtube.com/watch?v=MNzt5XkkL1M"&gt;gorgeous parallax in &lt;i&gt;NG3&lt;/i&gt;&amp;#39;s desert level&lt;/a&gt; is inexplicably MIA — dude, this is the SNES! &lt;i&gt;Every&lt;/i&gt; level should have parallax that handsome, and you can&amp;#39;t even keep it where it already was? The music is butchered too, despite the SNES&amp;#39;s powerful sound chip — some of it is even missing. And some of the excised effects dumb down the gameplay, like the omission of the lightning in stage 3-1 of &lt;i&gt;NG2&lt;/i&gt;. The whole point of that stage was that you had to operate in the dark; now, it&amp;#39;s just like any other. Only one thing is really improved, and that&amp;#39;s that the port of &lt;i&gt;NG3&lt;/i&gt; has the difficulty settings of the Japanese original, not its maddening U.S. counterpart. But the first rule of remaking is (or should be) &amp;quot;do no harm,&amp;quot; which means &lt;i&gt;Ninja Gaiden Trilogy&lt;/i&gt; flunks out of med school. — &lt;i&gt;PS&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;

Sega Ages Vol. 5 and Vol. 13:  &lt;i&gt;Golden Axe&lt;/i&gt; and &lt;i&gt;Outrun &lt;/i&gt;(PlayStation 2)&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;

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The Sega Ages line, compilations and polygonal remakes of the publisher&amp;#39;s classics, is certainly a noble effort. Letting players revisit games like &lt;i&gt;Panzer Dragoon&lt;/i&gt;, &lt;i&gt;Space Harrier&lt;/i&gt;, and &lt;i&gt;Gunstar Heroes&lt;/i&gt; is just plain good, benevolent even. Making &lt;i&gt;Outrun&lt;/i&gt;, one of early gaming&amp;#39;s brightest visual achievements, into a washed-out, muddy looking budget title is the opposite of benevolent. You just don&amp;#39;t make &lt;i&gt;Outrun &lt;/i&gt;uglier than &lt;i&gt;Cruis&amp;#39;n USA&lt;/i&gt;. It&amp;#39;s wrong. &lt;i&gt;Golden Axe&lt;/i&gt;, well, that was never much of a looker in the first place. But why would you make it more drab? Why would you add cutscenes? Why would you take out the opportunity to beat up gnomes for magic potions? It just doesn&amp;#39;t make any sense! — &lt;i&gt;JC&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;&lt;i&gt;

Mario Kart Wii&lt;/i&gt; (Wii)&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;

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A stretch, I know. But the inclusion of classic tracks from the original &lt;i&gt;Super Mario Kart&lt;/i&gt; highlights how much gameplay depth has disappeared from &lt;i&gt;Mario Kart&lt;i&gt;&amp;#39;s &lt;/i&gt;&lt;/i&gt;gameplay over the years. As an &amp;quot;enhanced remake,&amp;quot; &lt;i&gt;Kart Wii&lt;/i&gt;&amp;#39;s version of Ghost Valley 2 is a bust. Don&amp;#39;t try to make that awesome shortcut jump, cause the feather — an item that took actual skill to use — is long gone. In its place are a boatload of zany items that&amp;#39;ll blast you from last place to first and back over the course of one lap. Yeah, it&amp;#39;d probably entertain your Amish cousins (or whatever other gaming-illiterate demographic Nintendo&amp;#39;s targeting these days) for half an hour, but would my friends Mike Brownell and Mike Schlauch make it the centerpiece of a decade-long continuing struggle over who&amp;#39;s the uncontested master of gaming/the universe? No — they&amp;#39;d both recognize it as far too spastic and random to function as a scale of justice.&lt;i&gt;&lt;i&gt; — &lt;i&gt;PS&lt;/i&gt;&lt;/i&gt;&lt;/i&gt;
&lt;font size="2"&gt;&lt;br /&gt;&lt;br /&gt;&lt;i&gt;&lt;b&gt;&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/07/03/the-five-greatest-enhanced-remakes-and-five-that-weren-t-so-great-part-1.aspx"&gt;Click here for Part 1.&lt;/a&gt;&lt;br /&gt;&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/07/03/the-five-greatest-enhanced-remakes-and-five-that-weren-t-so-great-part-2.aspx"&gt;Click here for Part 2.&lt;/a&gt;&lt;/b&gt; &lt;br /&gt; &lt;/i&gt;&lt;/font&gt;&lt;br /&gt;&lt;span style="font-style:italic;"&gt;
What&amp;#39;d we miss? What&amp;#39;d we unfairly vilify, and what&amp;#39;d we overpraise? Tell us in the comments section.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;font size="2"&gt;&lt;b&gt;Previous Top Tens:&lt;br /&gt;&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/06/27/the-ten-greatest-classic-mega-man-levels-part-1.aspx"&gt;The Ten Greatest Classic Mega Man Levels&lt;/a&gt;&lt;/b&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/06/20/the-ten-videogames-that-should-have-been-controversial.aspx"&gt;&lt;b&gt;The Ten Videogames That Should Have Been Controversial&lt;/b&gt;&lt;/a&gt;&lt;br /&gt;
  &lt;b&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/06/12/the-ten-greatest-opening-levels-in-gaming-history-part-1.aspx"&gt; The Ten Greatest Opening Levels in Gaming History &lt;/a&gt;&lt;/b&gt;&lt;br /&gt;
  &lt;a href="http://www.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://www.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;/font&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=106652" 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+zero+mission/default.aspx">metroid zero mission</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/resident+evil/default.aspx">resident evil</category><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/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/list/default.aspx">list</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/rondo+of+blood/default.aspx">rondo of blood</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/chrono+trigger/default.aspx">chrono trigger</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/final+fantasy+iv/default.aspx">final fantasy iv</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/ninja+gaiden+trilogy/default.aspx">ninja gaiden trilogy</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/golden+axe/default.aspx">golden axe</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/super+mario+kart/default.aspx">super mario kart</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/space+harrier/default.aspx">space harrier</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/castlevania+dracula+x+chronicles/default.aspx">castlevania dracula x chronicles</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/sega+ages/default.aspx">sega ages</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/tomb+raider+anniversary/default.aspx">tomb raider anniversary</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/tomb+raider+legend/default.aspx">tomb raider legend</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/super+mario+advance+4/default.aspx">super mario advance 4</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/five+greatest+enhanced+remakes/default.aspx">five greatest enhanced remakes</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/five+bad+enhanced+remakes/default.aspx">five bad enhanced remakes</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/mega+man+powered+up/default.aspx">mega man powered up</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/gunstar+heroes/default.aspx">gunstar heroes</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/square/default.aspx">square</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/mario+kart+wii/default.aspx">mario kart wii</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/panzer+dragoon/default.aspx">panzer dragoon</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/outrun/default.aspx">outrun</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/cruis_2700_n+usa/default.aspx">cruis'n usa</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/best+of+2008/default.aspx">best of 2008</category></item><item><title>The Five Greatest Enhanced Remakes - And Five That Weren't So Great, Part 2</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2008/07/03/the-five-greatest-enhanced-remakes-and-five-that-weren-t-so-great-part-2.aspx</link><pubDate>Thu, 03 Jul 2008 21:01:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:106649</guid><dc:creator>Peter Smith</dc:creator><slash:comments>1</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.nerve.com/CS/blogs/61fps/rsscomments.aspx?PostID=106649</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2008/07/03/the-five-greatest-enhanced-remakes-and-five-that-weren-t-so-great-part-2.aspx#comments</comments><description>&lt;p&gt;&lt;font size="2"&gt;&lt;span style="font-weight:bold;"&gt;&lt;span style="font-style:italic;"&gt;Final Fantasy&lt;/span&gt; (WonderSwan Color)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;

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The first in a vast battalion of &lt;i&gt;Final Fantasy&lt;/i&gt; rereleases, the Wonderswan remake actually gets it righter than any that were to come. Sure, the Playstation version has FMV intros (whoo-hoo?), the GBA version has some mostly extraneous new dungeons, and the PSP version has sharper graphics. But the Wonderswan version gave the NES original a beautiful visual makeover that later ports would simply poach, and more importantly, it corrected some of the original game&amp;#39;s antiquated design quirks in a totally optional fashion. In the NES game, if two characters attack one enemy and the first one kills it, the second character&amp;#39;s attack will be ineffective. This is annoying, but it also forces you to plan; it adds some strategy to the essentially one-dimensional battle system. You could really argue for or against the feature, and the Wonderswan port gives you a choice. The same goes for a number of other idiosyncracies we cranky old-timers like to keep in our enhanced remakes; subsequent rereleases dumbed the game down until you could grind through it with a rubber band around the A button. — &lt;i&gt;PS&lt;/i&gt;&lt;br /&gt;&lt;b&gt;&lt;br /&gt;&lt;i&gt;

Mega Man: Powered Up&lt;/i&gt; (PlayStation Portable)&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;

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&lt;font size="2"&gt;&lt;br /&gt;&lt;br /&gt;People are excited about &lt;i&gt;Mega Man 9&lt;/i&gt;&amp;#39;s back-to-basics approach for good reason. The &lt;i&gt;Mega Man&lt;/i&gt; name has become synonymous with chatty drama-fests in the past decade and a half, less about hard-as-nails action than lame anime tropes. The 2006 remake of the first &lt;i&gt;Mega Man&lt;/i&gt;, &lt;i&gt;Powered Up&lt;/i&gt;, isn&amp;#39;t short on talking heads. It&amp;#39;s also not an especially good recreation of the original&amp;#39;s gameplay and, as for its new bosses, the less said about the Jim-Crow-faced Oil Man, the better. But &lt;i&gt;Powered Up&lt;/i&gt; is a great game, and if it changes the original&amp;#39;s exact scale, feel, and pace, it perfectly maintains the original&amp;#39;s principles, albeit in its own super-cute fashion. The wealth of options in &lt;i&gt;Powered Up&lt;/i&gt; is staggering, letting you play through the game as almost every character you run into in addition to an intimidatingly deep level-creation feature. If you want to remember how &lt;i&gt;Mega Man&lt;/i&gt; was back in the day, well, that&amp;#39;s included. — &lt;i&gt;JC&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;&lt;i&gt;

Castlevania: The Dracula X Chronicles&lt;/i&gt; (PlayStation Portable)&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;

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Koji Igarashi remade &lt;i&gt;Rondo of Blood&lt;/i&gt; last year out of necessity more than a need to improve upon the first. The final proper &lt;i&gt;Castlevania &lt;/i&gt;sidescroller has aged exceptionally well in the past fifteen years, but it&amp;#39;s impossibly rare, was never released outside of Japan, and is difficult to properly emulate. But Igarashi&amp;#39;s &lt;i&gt;Castlevania &lt;/i&gt;team did far more than just put some spit-and-polish on Richter Belmont&amp;#39;s adventure, creating &lt;i&gt;Castlevania&lt;/i&gt;&amp;#39;s first truly attractive polygonal outing. More importantly, none of the game&amp;#39;s perilous jumps have been hurt by the shift in presentation, unlike in so many 2.5D games. The remixed soundtrack isn&amp;#39;t quite as spectacular as the original&amp;#39;s, but you can unlock that in the game. It&amp;#39;s win-win! — &lt;i&gt;JC&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;&lt;/font&gt;&lt;/font&gt;&lt;font size="2"&gt;&lt;i&gt;&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/07/03/the-five-greatest-enhanced-remakes-and-five-that-weren-t-so-great-part-1.aspx"&gt;Click here for Part 1.&lt;/a&gt;&lt;br /&gt; &lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/07/03/the-five-greatest-enhanced-remakes-and-five-that-weren-t-so-great-part-3.aspx"&gt;Click here for Part 3.&lt;/a&gt;&lt;/i&gt;&lt;/font&gt;&lt;/p&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=106649" 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+zero+mission/default.aspx">metroid zero mission</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/resident+evil/default.aspx">resident evil</category><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/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/list/default.aspx">list</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/rondo+of+blood/default.aspx">rondo of blood</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/chrono+trigger/default.aspx">chrono trigger</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/final+fantasy+iv/default.aspx">final fantasy iv</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/ninja+gaiden+trilogy/default.aspx">ninja gaiden trilogy</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/golden+axe/default.aspx">golden axe</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/super+mario+kart/default.aspx">super mario kart</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/space+harrier/default.aspx">space harrier</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/castlevania+dracula+x+chronicles/default.aspx">castlevania dracula x chronicles</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/sega+ages/default.aspx">sega ages</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/tomb+raider+anniversary/default.aspx">tomb raider anniversary</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/tomb+raider+legend/default.aspx">tomb raider legend</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/super+mario+advance+4/default.aspx">super mario advance 4</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/five+greatest+enhanced+remakes/default.aspx">five greatest enhanced remakes</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/five+bad+enhanced+remakes/default.aspx">five bad enhanced remakes</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/mega+man+powered+up/default.aspx">mega man powered up</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/gunstar+heroes/default.aspx">gunstar heroes</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/square/default.aspx">square</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/mario+kart+wii/default.aspx">mario kart wii</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/panzer+dragoon/default.aspx">panzer dragoon</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/outrun/default.aspx">outrun</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/cruis_2700_n+usa/default.aspx">cruis'n usa</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/best+of+2008/default.aspx">best of 2008</category></item><item><title>The Five Greatest Enhanced Remakes - And Five That Weren't So Great, Part 1</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2008/07/03/the-five-greatest-enhanced-remakes-and-five-that-weren-t-so-great-part-1.aspx</link><pubDate>Thu, 03 Jul 2008 21:00:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:106647</guid><dc:creator>Peter Smith</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=106647</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2008/07/03/the-five-greatest-enhanced-remakes-and-five-that-weren-t-so-great-part-1.aspx#comments</comments><description>&lt;p&gt;&lt;font size="2"&gt;Well, having burned through our annual pants-replacement fund on the announcement of &lt;i&gt;Chrono Trigger DS&lt;/i&gt;, we here at 61FPS now find ourselves surprisingly ambivalent about this remake (or is it just a rerelease?) of the greatest game Square ever made. Sure, it could be handsome and polished. But it could be sloppy and buggy, too. It could add new gameplay elements, or it could dumb down those that were already there. &lt;i&gt;Chrono Trigger&lt;/i&gt;&amp;#39;s a delicate thing! Be careful with that priceless art item, you sausage-fingered renovators! And here to guide you on a righteous path are five enhanced remakes that got it right — and five that didn&amp;#39;t. — &lt;i&gt;Peter Smith&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;&lt;i&gt;First up, the good...&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;&lt;i&gt;

Tomb Raider Anniversary&lt;/i&gt; (PlayStation 2)&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;

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Most games simply do not need to be remade. As beautiful and ambitious as Square&amp;#39;s impending &lt;i&gt;Final Fantasy IV DS&lt;/i&gt; is, its voiced dialogue, new script, and three-dimensional overhaul are icing on a cake that was already delicious despite its simplicity. The original &lt;i&gt;Tomb Raider&lt;/i&gt;, however, is a once-revolutionary title ravaged by the passage of time and the growth of technology. Forget how Lara&amp;#39;s 1996 debut looks. Just think about trying to play a fully-3D game that requires precision platforming using only a d-pad. Crystal Dynamics&amp;#39; full remake of &lt;i&gt;Tomb Raider&lt;/i&gt; put the engine from Lara&amp;#39;s rebirth, the decent &lt;i&gt;Tomb Raider: Legend&lt;/i&gt;, to great use, re-introducing the world to the game and, most importantly, preserving it in a way so people can actually play it in the years to come. Plus, grappling hooks are awesome. — &lt;i&gt;John Constantine&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;&lt;i&gt;

Resident Evil&lt;/i&gt; (Gamecube)&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;

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If ever there was a lasting argument for using pre-rendered backgrounds in a game, it&amp;#39;s the Gamecube remake of &lt;i&gt;Resident Evil&lt;/i&gt;. The abstract, dollhouse creepiness of the Playstation/Saturn original was made nightmarishly real here, each room identically re-imagined as a dimly lit place of shadows, dust and blood. The visual overhaul would have been enough to earn &lt;i&gt;RE &lt;/i&gt;a place on this list, but the gameplay additions were just as exciting. Zombies can&amp;#39;t simply be dispatched with a hail of bullets any longer. You have to stab them in the head with disposable knives or set them on fire after you stop them from munching on your goodies. If you don&amp;#39;t, they turn into fiery-red speed demons who will chase you through rooms. The only thing scarier is &lt;i&gt;RE&lt;/i&gt;&amp;#39;s new boss fight, which you should just go play instead of having me spoil it for you. — &lt;i&gt;JC&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;&lt;i&gt;&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/07/03/the-five-greatest-enhanced-remakes-and-five-that-weren-t-so-great-part-2.aspx"&gt;Click here for Part 2.&lt;/a&gt;&lt;br /&gt; &lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/07/03/the-five-greatest-enhanced-remakes-and-five-that-weren-t-so-great-part-3.aspx"&gt;Click here for Part 3.&lt;/a&gt;&lt;b&gt;&lt;br /&gt; &lt;/b&gt;&lt;/i&gt;&lt;/font&gt;&lt;/p&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=106647" 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 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domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/mario+kart+wii/default.aspx">mario kart wii</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/panzer+dragoon/default.aspx">panzer dragoon</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/outrun/default.aspx">outrun</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/cruis_2700_n+usa/default.aspx">cruis'n usa</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/best+of+2008/default.aspx">best of 2008</category></item><item><title>The Ten Greatest Fire Levels in Gaming History, Part 1</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2008/05/29/the-ten-greatest-fire-levels-in-gaming-history-part-1.aspx</link><pubDate>Thu, 29 May 2008 22:30:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:97459</guid><dc:creator>Peter Smith</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=97459</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2008/05/29/the-ten-greatest-fire-levels-in-gaming-history-part-1.aspx#comments</comments><description>&lt;p&gt;&lt;font size="2"&gt;Videogame designers have found a great deal of inspiration in elemental dichotomies. Wood versus stone, wind versus lightning, ice versus fire — these natural conflicts are excellent bases for compelling environments and rich atmospheres. What better than tangible extremes like hot and cold to convey a sense of place to a player? To celebrate the imminent arrival of summer, 61 Frames Per Second is going hot with our first top-ten list, looking at the greatest fire levels in gaming history. If you&amp;#39;re sweating, don&amp;#39;t worry — we&amp;#39;ll get to ice soon enough. — &lt;em&gt;John Constantine&lt;/em&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;&lt;span class="style1"&gt;&lt;em&gt;Super Ghouls &amp;#39;n Ghosts &lt;/em&gt;— Crucible of Flame &lt;/span&gt;&lt;br /&gt;&lt;/strong&gt;&lt;br /&gt;
&lt;object height="355" width="425"&gt;&lt;param name="movie" value="http://www.youtube.com/v/r4XE6SbIeRw&amp;amp;hl=en"&gt;&lt;param name="wmode" value="transparent"&gt;
&lt;embed src="http://www.youtube.com/v/r4XE6SbIeRw&amp;amp;hl=en" type="application/x-shockwave-flash" wmode="transparent" width="425" height="355"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;Nobody would subject themselves to the brutally difficult &lt;em&gt;Ghosts &amp;#39;n Goblins &lt;/em&gt;series if the games didn&amp;#39;t feature Capcom&amp;#39;s usual immaculate production values. Dying a hundred times in &lt;em&gt;Super Ghouls &amp;#39;n Ghosts&amp;#39;&lt;/em&gt; third stage, the Crucible of Flame (and you will) is made marginally more bearable by the brooding music (forever seared in my brain after a misspent youth) and the characteristically idiosyncratic twist on the usual &amp;quot;fire level&amp;quot; theme: instead of a generic inferno, the Crucible of Flame finds you in some kind of metallurgical hell. The stage has a lot of character; as fire levels go, it&amp;#39;s more of an oozing, molten nightmare than a pyrotechnic fun fair. (In fact, some would say there&amp;#39;s nothing fun about it.) A word of warning: it only gets worse from here. — &lt;em&gt;Peter Smith &lt;/em&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;&lt;em&gt;Dracula X: Rondo of Blood&lt;/em&gt; — Dinner of Flames&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;
&lt;object height="355" width="425"&gt;&lt;param name="movie" value="http://www.youtube.com/v/oS9AWgpwfxw&amp;amp;hl=en"&gt;&lt;param name="wmode" value="transparent"&gt;
    
  &lt;embed src="http://www.youtube.com/v/oS9AWgpwfxw&amp;amp;hl=en" type="application/x-shockwave-flash" wmode="transparent" width="425" height="355"&gt;&lt;/embed&gt;
&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;The games in the original &lt;em&gt;Castlevania&lt;/em&gt; trilogy all open with scenes of civilization. In the original, Simon Belmont approaches Dracula&amp;#39;s titular castle via &lt;a href="http://www.youtube.com/watch?v=j03DVgCTLQs"&gt;a gate on a road&lt;/a&gt;. The second finds Simon in &lt;a href="http://www.youtube.com/watch?v=7l4A_dVarZE"&gt;the town of Jova&lt;/a&gt;, and Simon&amp;#39;s ancestor Trevor passes through &lt;a href="http://www.youtube.com/watch?v=Y7rk_eci4Aw"&gt;Wallachia Town and a cathedral&lt;/a&gt; at the opening of the third. All of these places feel oppressed by evil but, even when full of monsters, they&amp;#39;ve got a lurking malevolence. They&amp;#39;re not overtly violent. The opening stage of &lt;em&gt;Dracula X: Rondo of Blood&lt;/em&gt;, Dinner of Flames, is a different story entirely. Veros — a town neighboring Jova in &lt;em&gt;Castlevania 2&lt;/em&gt;, for a nice garnish of continuity — is literally burning to the ground around Richter Belmont while the metal chords of &amp;quot;Divine Bloodlines&amp;quot; play in the background. The flames don&amp;#39;t directly affect your passage here. They do, however, make the stage completely fucking sweet. — &lt;em&gt;JC&lt;/em&gt;&lt;em&gt;&lt;/em&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;&lt;em&gt;F- Zero &lt;/em&gt;— Fire Field &lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;
&lt;object height="355" width="425"&gt;&lt;param name="movie" value="http://www.youtube.com/v/yBYe168cSkI&amp;amp;hl=en"&gt;&lt;param name="wmode" value="transparent"&gt;
&lt;embed src="http://www.youtube.com/v/yBYe168cSkI&amp;amp;hl=en" type="application/x-shockwave-flash" wmode="transparent" width="425" height="355"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;When &lt;em&gt;F-Zero &lt;/em&gt;first came out, its sense of speed was awesome, and nowhere more than in its ultimate track, Fire Field. If you made it through the fourteen previous tracks, you might — just &lt;em&gt;might &lt;/em&gt;— have the skill to make it through this godless collection of hairpin turns, speed traps and exploding mines. The soundtrack matched the intensity of the track layout, with one of the game&amp;#39;s most memorable hard-rock grooves. Some would argue that the &amp;quot;fieryness&amp;quot; of Fire Field is purely incidental, with no direct relevance to gameplay. But as a thought experiment, imagine Fire Field as a &lt;a href="http://www.youtube.com/watch?v=EkLwj_IiE4I"&gt;frozen wonderland&lt;/a&gt;, or a &lt;a href="http://www.youtube.com/watch?v=Ji089dLCLI4"&gt;barren ocean&lt;/a&gt;. Not quite the same. No, there&amp;#39;s a distinctly combustive quality to this level, as any King League veteran would be quick to tell you. — &lt;em&gt;PS&lt;/em&gt; &lt;br /&gt;&lt;br /&gt;&lt;a class="" href="http://www.nerve.com/CS/blogs/61fps/archive/2008/05/29/the-ten-greatest-fire-levels-in-gaming-history-part-2.aspx"&gt;Click here for Part 2.&lt;/a&gt; &lt;br /&gt;&lt;a class="" href="http://www.nerve.com/CS/blogs/61fps/archive/2008/05/29/the-ten-greatest-fire-levels-in-gaming-history-part-3.aspx"&gt;Click here for Part 3.&lt;/a&gt; &lt;/font&gt;&lt;/p&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=97459" 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/top+ten/default.aspx">top ten</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/list/default.aspx">list</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/f-zero/default.aspx">f-zero</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/ghosts+_2700_n+goblins/default.aspx">ghosts 'n goblins</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/the+ten+greatest+fire+levels+in+gaming+history/default.aspx">the ten greatest fire levels in gaming history</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/castlevania+3/default.aspx">castlevania 3</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/rondo+of+blood/default.aspx">rondo of blood</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/castlevania+2/default.aspx">castlevania 2</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/dracula+x/default.aspx">dracula x</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/castlevania+1/default.aspx">castlevania 1</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/super+ghouls+_2700_n+ghosts/default.aspx">super ghouls 'n ghosts</category></item></channel></rss>