Moving Pixels

The PopMatters Multimedia Blog

The Bleeding Edge 

4 April 2008

The Most Disturbing Thing I’ve Seen This Week

Some days I probably shouldn't click on every trailer that shows up in my mailbox...

Have you heard of the Happy Tree Friends?  I hadn’t until I saw the trailer below.  Apparently I should watch more G4 so that I can be educated on these things.

Or, maybe I’ve been better off.  I haven’t decided yet.

Once I saw the trailer, for Sega’s soon-coming Xbox Live and PC download Happy Tree Friends: False Alarm, I couldn’t help but click around and find a few other animated shorts featuring the titular “friends” on YouTube.  The unrelenting violence of these cartoons is slightly hypnotic, enough to leave your mouth agape and a slightly sick feeling in your stomach as you watch, somehow unable to turn away.

Think of the Care Bears mixed with Rocky and Bullwinkle, Ren and Stimpy, and Itchy and Scratchy.  Except more violent.  It’s like watching your childhood thrown into a wood chipper.

What do you think?  Is there merit to the Happy Tree Friends formula, or is it simply shock humor for the sake of itself?  Most important of all, did watching it just ruin your weekend?

Mike Schiller

Happy Tree Friends: False Alarm Teaser Trailer

Interfacing 

3 April 2008

Wii for Women and the Gaming Gender Divide

Times like this, I wish we had a woman on the PopMatters Multimedia staff (and hey, any who wish to apply only have to click here and follow the directions).

It being the case that we don’t, I decided to go ahead and check out this past Sunday’s Best Buy “Wii for Women” event myself.  In case you hadn’t heard of the event, either through Best Buy itself or the countless blogs that went ahead and did some of Best Buy’s advertising for them, here’s the flyer:


Right from the outset, it looks a little bit suspect—I mean, we have a flyer that’s attempting to lure women to a video game based event by making a point of offering non-video game stuff.  Granted, it’s Best Buy, so the GPS sort of makes sense, but raffling off spa visits?  Do we even have spas in Buffalo?

(Oh, stop that.  Of course we do.  Somewhere.)

Mike Schiller

— PopMatters sponsor —

Retrogaming 

2 April 2008

Gyruss and the Art of the Arcade Port

Nobody seems to mention it anymore, but Gyruss was one of the best shmups of the NES era.
cover art

Gyruss

Konami; US: 1988

For a good portion of the ‘80s and ‘90s, a major (major!) part of developing for the home console market was wrapped up in translations of arcade games.  This is an art that has slowly dwindled over the course of the last decade, as arcades have slowly but surely dwindled in popularity.

For an arcade port to succeed, it must do at least one of two things: It can either be incredibly faithful to the original, à la the console translations of Street Fighter II, which may not have been quite as powerfully in a graphical sense as their arcade counterparts, but actually managed to retain the spirit, the tight control, and the full set of characters and moves from the coin-op.  To a point, the Mortal Kombat ports were the same way (at least, the ones that retained the blood), and if you go back to the Atari 2600, Asteroids, Defender, and even Pong were games that were faithfully reproduced to varying extents, but it was truly their similarity to their arcade counterparts that led to their high amounts of commercial success.

In certain cases, however, a strict port of the arcade experience just won’t cut it—Gyruss, one of the more underappreciated NES experiences, is one of those cases.  For one thing, the arcade version of Gyruss had been around for a solid five years before the Nintendo version was released.  A port had even been released for the 2600 some four years before the NES version.  The fact that it was even a candidate for a port is a testament to just how popular the Famicom/NES was at that point in its life, as publishers scrounged up just about any property they had lying around to put out on the uberpopular system.  Given its already well established history, then, it made sense that a new version, five years late to the party, would have to be souped up a bit to appeal to an audience that may well already have tried three versions of the thing.

For those who have never seen it or heard of it, Gyruss is a “tube shooter”—think Tempest, or Space Giraffe if you’re a Jeff Minter fan.  Basically, you have a 360-degree range of motion, as you fly around in strict circles shooting at whatever shows up.  The enemies in Gyruss appear in Galaga-like patterns, swirling onto the screen before taking their spots in the distant center.  The point of a tube shooter like Gyruss is that it’s a way to give the player a three-dimensional combat experience using sprites; theoretically, objects closer to the outer circumference of the screen are “closer” to the player, while those in the center are further away.  It’s a play mechanic that takes some getting used to as you acquaint yourself to the perspective.

Still, once you do that, the thing’s a blast.  HRdK0rE shmup players won’t have too much trouble with it, as it’s probably one of the easiest shooters the NES has to offer, but those just looking for a good time blasting away some spaceships will find much to enjoy.

Thanks to the arcade version’s re-release via the Xbox Live Arcade, I was able to see just how much of the game had changed from the original arcade version.  Perhaps most notable are the boss fights—the Nintendo version has bosses that must be tackled before reaching each of the planets of the solar system, bosses that range from stupefyingly easy to oddly random and frustrating.  Thankfully, there’s another new addition to the NES Gyruss arsenal, that being the use of super shot bomb things that do a heck of a lot more damage than your typical pea-shooter.  There are a few other subtle changes like the order of the stages and the types of sprites used, but mostly, it’s the bosses that set this game apart.

It doesn’t seem like much of a change, really, but it actually does enhance the sense of accomplishment one gets from beating these levels and making it to the various planets.  Being able to modify the control scheme is nice, too, and even a little bit ahead of its time.

The NES Gyruss, sadly, has not yet made its way to the Wii’s Virtual Console service, and it’s a shame, as there’s certainly an audience for this sort of game; heck, non-popularity hasn’t stopped them from putting out a metric ton of Turbografx-16 shmups.  As such, hidden treasures like Gyruss are why God invented Ebay, and why any connoiseur of retro games needs an actual console in their living room.  Gyruss will never get your heart pounding with snazzy graphics or anything approximating true innovation (even for its time), but as far as don’t-blink arcade-style shooter experiences go, it’s one of the best the old-school has to offer.

Mike Schiller

Gyruss Boss Rush!
Tagged as: gyruss | nes | ports | shmups

Banana Pepper Martinis 

1 April 2008

The Zerg Through the Eyes of Marx

In this week's edition of Banana Pepper Martinis, L.B. Jeffries takes a look at the use of academia in the discussion of video games.


A growing trend in game criticism is to shoehorn academic disciplines like Marxism or Freudianism into video game analysis. A good example would be the blatant mother figure tones from Cortana in Halo and the fact that Master Chief seems dead set on winning her affections. Another would be going on about the mis-en-scene of Bioshock, which is just a fancy way of saying the game makes you feel claustrophobic. Typical reactions to these kinds of exchanges vary from “It’s a fucking game” to “Dude...seriously, it’s a game.” Which is fair enough, but how exactly are we supposed to talk about video games with people beyond “I luv teh gamez”? There is only one logical conversation after that: the experience itself. This is actually what academia really is when it applies to a game, varying ways to explain and analyze with great depth and magnitude the precise nature of that game’s experience.

This wouldn’t be a proper defense of academia without some game analysis though, so I’m going to take this through a very gentle, easy going run down of Starcraft (after the jump).

L.B. Jeffries

— PopMatters sponsor —

TODAY ON POPMATTERS
Blogs | recent
Crazed by the Music: Who are the great YouTube directors?
Sound Affects: Has Metallica Returned to Form? Doubt vs. Faith
Short Ends and Leader: Troubadours (2007)
Events | recent | archive
:. Melvins + Big Business + Porn — 9.August.08: Boston, MA
Multimedia | recent | archive
:. Soul Calibur IV