Thursday, September 8, 2011

Not a Quitter!

After some long nights of thought (like, seriously, maybe these thoughts were a couple minutes each!), I've come to the conclusion that maybe blogging isn't right for me. I just don't see how I'll be able to do write-up and actually let anyone feel like they're playing along with me; it reads more like a review, or worse, a report.

But! this does not mean that I'm abandoning the project! This is something that I really want to do, even if it's just for myself, but if there's any way to share it with you I will. So, let's revisit my first post on this blog and look at the reasons I started it:

  1. Time constraints. ...Wouldn't you know it, this is no longer an issue. For some reason, YouTube has graciously and unexpectedly removed the 15-minute time limit from my account. Thank you—yay! \(^_^)/
  2. Video editing. I had been trying very hard to condense my footage into short videos, largely because of the time limit. But if instead I simply play each version, one after the other, I could accomplish my main goal—letting you see the differences between them—while also having a chance at accomplishing my secondary goal of actually being entertaining!

Now, blogspot does have some nice features, so I will keep this space open. In particular, I'll continue to run polls here that will affect my LP's. I'll also continue to take notes and create the tables such as the Who's Who and Bestiary so I don't have to spend a ton of time on them in the videos.

So now it looks like I finally have figured out how I'm going to do this thing! I'll start on it soon as I figure out where I can do my recording in the new integrated household. Watch this space and YouTube for developments! Bye-bye! ^_^

Sunday, September 4, 2011

Dragon Quest #01: Beginning of LEGEND!

EDIT: At one time I had halted these write-ups to continue the series as a video LP, but that project is no more. Therefore, this post has been returned to "official" status, and information within has been edited in keeping with that. The tables which were originally at the bottom have been removed, except the one showing play time for each version.

[NOTE: In this series, and all similar series hereafter, I will refer to Japanese terms using both kana/kanji and the modified Hepburn romanization system. This is for people who cannot read Japanese (the majority of readers, I expect)—it pretty much looks how it sounds. However, it can be a bit tricky with names and English loan words, because although it indicates how the Japanese pronounce the word, it usually is quite different from the way one would pronounce the original word. For example, スライム is romanized as [suraimu], but it is actually the English word "Slime." Thanks for reading!]

Welcome, Readers! Here we are at the beginning of my seven-fold journey through Alefgard, so let's get started!

First off, the poll to determine our Hero's name.... Well, to begin with I had run a poll to decide the style of name I should use. There was a tie, I broke it with a vote for "Germanic," and Matheus Schweitzer was born. However, since that time I have twice renamed my hero; once for my video LP series when I decided to name the hero "live" and ended up with Pex, and again when I reverted to blogging, at which time I believe I decided to abandon the poll results and go with an English name (I think). What I ended up with this last time was Egbert. Now, among the North American releases, only the NES version of the game has enough character space reserved for such an excessively long name, so on the GBC I shortened it to Bert. By the same token, a proper transliteration into Japanese would require five characters (or seven in the early releases, since the voicing markings were separate from the kana on the input screen), so I had to improvise. The name I used on the Famicom and MSX was は゛あと [bāto], and on the Super Famicom and Game Boy Color エグバト [egubato].

So how does one play seven versions of a game at the same time? Well, the way I do it is by breaking the game down into short tasks and doing that same thing on each, one after the other! In this first episode, my tasks are few and simple:
  1. Speak with all the inhabitants of Tantegel Castle.
  2. Speak with all the inhabitants of Brecconary.
  3. Buy a Club and a Dragon's Scale.
  4. Fight monsters and save Gold to buy Leather Armor.
  5. ...I suppose I should mention that I actually do intend to buy it after saving up for it, hehe.
But before I get into that, I think this is a good time to look at some aspects of the game that can be compared almost in full from the outset; that is, graphics and sound.

Graphics
Let's look at the four earliest releases, shall we? At the outset, the most striking difference between them (besides three being in Japanese and the other in English) is that the North American release has much better-animated sprites. For instance, each has four facings, rather than just one, and in a shocking break from the tile-based graphics conventions of the day, the left and right facings are not mere reflections of each other! When a guard faces left we see his shield, and when he faces right we see his spear. By contrast, the Japanese releases have only one facing for each sprite, a choice which actually has a negative effect on gameplay in the form of extra button presses. An extra step is required for talking to NPCs—namely, after choosing to talk you must choose which direction you want to speak in. This must be done every time you want to talk for the entire game. A much smaller graphical enhancement for the North American release was a coastline tileset which accents the places where the ocean meets the continent.

Forward, march! A little bit more direction

256 × 192 = widescreen format?
Another major difference is scrolling. It may not seem so now, but the Famicom was actually quite revolutionary when it first appeared, simply because of its background scrolling capabilities. A lot of other machines didn't have that—and the MSX was one of them. Movement is animated with an aggressively choppy one-tile-at-a-time shift, first the background and then the sprites. It can be quite hard on the eyes, and on the thumbs too when trying to catch an NPC that keeps warping one tile away from you.

Lastly, the color depth is different on each machine. The NES/Famicom has a 54-color palette and uses 4 colors for each sprite (including transparent), but the MSX only has a 16-color palette and for some reason only three colors are used in the character sprites (although there are background tiles with four or even five colors used). However, the MSX2 has a 256-color palette and puts it to excellent use by adding a fifth color to monster sprites. In my own opinion, if the MSX2 cartridge had benefited from the character sprite upgrades of the NES version, it would be the best looking version of the game period, even better than the Super Famicom.

Phantom equipment! Forest for the trees
And speaking of the Super Famicom! My, that's pretty, isn't it? The 16-bit graphics and increased capabilities of the machine really make this version easy on the eyes. Sprites and monster art were redrawn and are much improved from their 8-bit counterparts (although as I said, I have a soft spot for the old design and MSX2 colors). The concept of backgrounds for the battle scenes was expanded to include different scenes for different terrains, instead of just one stock scene as on the NES/Famicom and MSX. Another improvement, this one in the text, is that an alphabet of basic kanji was added, which goes a long way toward making the dialogue easier to read. Strangely, the Hero's sprite, which does not carry a sword or shield before buying one in any other version, here begins the game appearing to carry them both before having acquired either!

Hmm...these flowers weren't here 13 years ago....
As for the Game Boy Color versions, color capabilities are comparable to the NES/Famicom, but increased memory capacity allowed a much greater variety in the tileset so that the world is much more detailed, similar to the Super Famicom. It's quite brightly colored—perhaps a bit too bright, but maybe it's just the amount of purple in the castle making me think that. (The same thing is true of the SF, but there are more color selections available so it doesn't seem so harshly bright.) But other than the transition to the smaller screen of the portable system, it's still improved over the original in all ways except nostalgia.

Sound
I don't really have a lot to say here. Among the originals the NES/Famicom definitely have the best sound, the MSX's effects being quite a bit more...bloopy, for lack of a better term. The music, while presented in the same arrangement, is just slightly less pleasing from it, but the menu beeps and battle sounds just don't have the same punch. As for the Super Famicom and GBC, sounds are as good as the NES, but the music is improved. Some songs are expanded to cut down on the repetition of the original, and of course the Super Famicom uses 16-bit sound samples to give the score the orchestral feel that it was meant to have from the beginning. After all, Kōichi Sugiyama is a classically trained musician!

Gameplay
Right off the bat, it's apparent that there are very few differences in the story; all the major textual differences between localizations are in the names of people, places, and things. To make it easier, I'll generally use the terms from the original NA release, mentioning the other terms when they are vastly different.

On the other hand, it's also apparent that there are hüge differences in the gameplay. Many of the stats start at higher point values in the remakes, and a totally new value was added to denote defensive ability (which used to be tied to agility). Experience points and Gold earned from battles were increased, more than doubled in some cases. This makes the remakes progress more quickly on average; in the first four versions I finished my task at Lv. 3, but in the remakes the increased Gold drops allowed me to finish with less Experience at Lv. 2.

Anata wa shinimashita—Thou art dead.
Other than that, so far they are all basically the same. You are descended from Erdrick, and you must retrieve your ancestor's Ball of Light from the Dragonlord, who has stolen it along with Princess Gwaelin. (But the King never asks you to rescue his daughter? Puzzling...) All the same people give all the same clues, the same items are available at the same prices, and the monsters are just as cute. We hear about Garinham to the north, but since even Slimes are enough to kill you at this point (at least in the earliest versions), it's best not to try following up on that lead just yet! ;-) The remakes include some expanded dialogue to flesh out the story a little bit more, but the only major difference is the GBC's addition of a cinematic intro which depicts the Dragonlord's (or DracoLord's, if you will) taking of the Ball of Light and the Princess.

BYOMP? Naw, I gotcha covered!
Starting out, the King provides you with 120 GOLD [sic], and I decided that the "best" use of it would be to buy a Club for 60 (most bang for my buck while still under budget) and a Dragon's Scale for 20. That left me with 40—enough for the Clothes, but I opted to go shirtless until I could scrounge up the extra 30 to buy a Leather Armor. It didn't take long, but even fighting Slimes was treacherous, requiring at least one Inn stay to recover my health. After reaching Level 2, venturing a little further from the castle yields occasional encounters with the ferocious Drakee, which gives the same Gold as a Red Slime but with twice the Experience Points, if you're bold enough to risk defeat! Reaching Level 3 makes the ordeal a little less risky with the HEAL spell, and of course with the free MP restoration inside Tantegel (take the first right and follow the path to the old man at the end), you will literally never have to pay to stay at the Inn again!

As stated above, the remakes start the Hero with greater abilities on average; monsters also seem weaker and give greater rewards on top of that. For these reasons, the remakes were total cakewalks so far. The march to Garinham might be not only possible, but a cinch, even at this early point! Add to this an early free Herb and a Warp Wing just lying around (see screenshots for locations), and you even have insurance against the unlikely event of getting into trouble!

Eureka! An Herb!Woot! A Warp Wing!

Well, I believe that's all for this installment. Later entries might be shorter, because there will be only gameplay to go over. I hope you enjoyed reading, and I'll see you next time!

My Progress
VersionNES (U)MSX (J)MSX2 (J)NES (J)SNES (J)GBC (U)GBC (J)
Level3323222
Total Time00:1900:1900:1200:1600:1100:1600:15
Deaths0000000

Thursday, September 1, 2011

Monday, August 29, 2011

Let's Play: Delay!

For those who read this blog but haven't heard from any other source, I've recently had my first son added to my family! Obviously, this slows down progress on the blog, but fear not, for I am still working on it whenever I get a few extra minutes to myself. (which isn't very often anymore—but it's worth it! ^_^) Part 01 is coming soon...ish!

Monday, August 15, 2011

A Funny Thing Happened on the Way Home from the Market...

So I gassed up the car today on the way home, and as I drove through the parking area on my way out I came upon a stop sign. Of course I stopped, and someone drove up from another direction. Now he didn't have to stop but he did anyway, and he was looking down in his lap, so I figured he was busy and I went on. Hey, even with no sign, he was stopped, right?

Well, as I drive by, and again as I pull up to the edge of the lot and stop as I prepare to reenter traffic, I hear a honk. I look behind me, and it's the same silver-haired man from the stop sign. I'm thinking, Is he mad? Does he think I cut him off? Then I look again, and he's got his hand and finger shaped like a gun pointing somewhat downward, like he wants to throw me to the curb and pop a cap on my A. It takes a couple more times before I realize it isn't a gun, it's a gas nozzle, and he's trying to tell me I'd left my gas cover hanging as I drove off!

This is my car in traffic without me. >_<
So I jump out of the car to quickly take care of that issue. He asks me, "You know what I mean, don't you?" after which I say yes, thank you, while I close the door and lock it in a single motion. It's a really handy habit to have when leaving the car with the keys in your hand—not so handy when key is in the ignition and the car is running and it's sitting basically in the middle of the road. So yeah, that was fun. Every so often someone would stop and ask if I needed help—even one of the Kroger employees came over—and I had to explain that I couldn't push it out of the way because I'm locked out:
Them: "Right here?!"
Me: "Inorite lol!"
But I did get to play traffic director and guide people around my car for fifteen minutes until the spare keys drove up!

I mean, just—WOW, that was loud.

So I'm watching "Let's Drink Final Fantasy II" on YouTube. The laptop is plugged into the HDTV, and from there I'm wearing headphones. To listen at a volume I can hear, the laptop volume is turned to 100, AND the TV volume is ALSO turned to 100. Strangely, this is just comfortable listening levels. I'm falling asleep because it's just too late in the day to be doing this, right? Right. Well the cats, of course, DO NOT SLEEP AT NIGHT. Walking back and forth, constantly scoffing at the presence of the headphone cord, they tempt fate again and again, until finally, Shadow seems to trip over it. But he does not merely trip over it; nay, too simple would that be. He lays down on it. This pulls the plug out of the TV, and I have a split second to react before "—WANNA FIGHT SOME—" pops out of the speakers. Did my wife or her mother hear this? YES. The question is, do they know that they didn't just imagine it? No one has tried to come upstairs to check it out yet—perhaps I am safe.... >_>

Thursday, August 11, 2011

Let's Play Dragon Quest: Side × Side: Introduction

Long ago, circa the mid-1980s, a man named Yūji Horii had a dream. That dream was to make the role-playing game genre that he loved more accessible to a general audience. You see, at that time the RPG catalog was mostly made up of games like Dungeons & Dragons, Wizardry, and Ultima, and while all of these were very good games, all of them were fairly difficult, and none were simple. So, with the help of Akira Toriyama as graphic designer and Kōichi Sugiyama as composer, he went about creating the legendary Dragon Quest! In doing so, he not only crafted a classic piece of electronic gaming which is still loved by fans today, but he also created a brand new sub-genre: the Japanese role-playing game, also known as the JRPG, without which many Western gamers may never have heard of RPGs at all. If Final Fantasy VII is the game that brought console role-playing to the West, then Dragon Quest is the game that created the door that it opened.

Now, this is one of my favorite games right here. It has graphics, it has sound, it has words, it has numbers—all very important to me as a player. Also, it was free. Yes, I was one of the many who obtained a copy of this game through the infamous Nintendo Power promotion. When I was 11 years old in '89 my brother and I rented Dragon Warrior (as it was known at the time), and we thought it was GAAAAWful. We made fun of everything about it—the Slimes, the battle theme, the Elizabethan English—nothing was sacred! But when the possibility of getting a free game popped up, we changed our tune:
"Mom, can you get us that Nintendo magazine? It comes with a free gaaaaaaaame~!"

"...I thought you didn't like that game?"

"But MAAAAWM, it's free! And maybe we'll like it better later!"
We did. Oh, yes. We did. But enough about that, I'm here today to tell you about what I'm going to be playing!

Dragon Quest
Famicom, MSX, MSX2—1986

Famicom
The original version of the game was released in three different forms simultaneously. The best known was for Nintendo's Family Computer, or Famicom (the equivalent of North America's NES). The other two releases were for the MSX computer system, a standardized computer architecture which was never released in North America; however, in Japan, Brazil, and most of Europe (except the UK) it did very well. One of those versions was for the original hardware, while the second was for the MSX2, an upgraded system. I'll be playing all three of these.

MSX MSX2

Dragon Warrior
NES—1989

PRG0
By the time Dragon Quest finally came to North America three years later—that's a long time in video game years, even back then!—so many improvements had been made that it could almost be considered a remake rather than a simple localization. Dragon Quest III had been released in Japan already, and major graphical improvements had been made in the series, as well as a battery-backed RAM to save games in progress. However, the name was changed in the new region to avoid a trademark conflict with TSR, which owned the Dragon Quest name in conjunction with a Dungeons & Dragons board game.
PRG1

An interesting thing about this release is that there were two versions, called PRG0 (the original) and PRG1 (an updated version that replaced PRG0 sometime after release). The differences between them are extremely small—only four bytes, two of which can be seen in the screenshots here ("Trademark of Nintendo" as opposed to the less grammatical "Trademark to Nintendo"). The other two bytes govern pointers in the battle routine, leading to somewhat more sensible text. Due to their near identicalness, I'll be playing only one of these, the PRG1.

Dragon Quest I·II
Super Famicom—1993

The first true remake of the game came seven years after its initial release, in a multi-cart released on the Super Famicom (equivalent to the SNES). This version saw many upgrades and additions, including graphics, sound, game difficulty and balance, and the save feature from Dragon Warrior. It was never brought to North America, so apart from this, I don't know much about it since I've never played it through before. I'm looking forward to this one!

BS Dragon Quest
Super Famicom Satellaview—1998

This interesting addition to the Dragon Quest family was made for an add-on for the Super Famicom. What the Satellaview did was link the player to the St. GIGA satellite system, where one could download a game onto the Satellaview cartridge to play. This particular game was available in four one-hour episodes, each episode available for one week. Graphically it was the same as the Super Famicom version, but it included an orchestral score, along with voice acting for most characters. Unfortunately, none of that data exists within the downloaded game itself, but was streamed during play from the satellite; furthermore, since St. GIGA is no more, the best we can hope for is to find videos of the game as it once was. For that reason I won't attempt to play this version, but you can see some of how it was by watching kiddocabbusses's videos on YouTube.

Dragon Quest I·II/Dragon Warrior I&II
Game Boy Color—1999/2000

Japanese
Six years after the Super Famicom multi-cart, Dragon Quest I·II was remade again, this time for the portable Game Boy Color. The game content is basically the same as on the Super Famicom, although some NPC locations seem to be shifted around, but otherwise the only striking additions were an opening scene added to Dragon Quest I and a short sidequest added to Dragon Quest II. Color depth and screen resolution were both reduced, obviously.

North American
North America's first taste of a Dragon Quest remake came the next year, with the localization of the portable multi-cart. Changed once again to Dragon Warrior, many of the names we had become accustomed to were altered to match the original Japanese; gone was the Erdrick that we knew, replaced by the new and unfamiliar Loto! The translation was completely new for the most part, based on the revised script that had been in use in Japan since the Super Famicom release. I'll be playing both regional versions.

Dragon Quest Mobile
Mobile—2004

It seems that this game is somewhat difficult to get a hold of, even in Japan. From what I have read, it is only available for certain models of cell phones, and even then only from three specific carriers. For obvious reasons, I won't be playing this version.

Dragon Quest 25 Shūnen Kinen: Famicom & Super Famicom Dragon Quest I·II·III
Wii—2011

This compilation disc is the latest re-release of the early Dragon Quest games. The title translates as "Dragon Quest 25th Anniversary Commemoration," and it contains the Famicom and Super Famicom versions of the entire Loto Trilogy, along with bonus content. It hasn't even been released in Japan yet, and there is no word on a possible North American release, but here's hoping!

Finally, there are several unofficial versions that have been released. The Sharp X68000 and NEC PC-9801 computer systems each saw a port, in 1992 and 1994 respectively. There have also been many hacks and unofficial fan translations; the Super Famicom release has been translated into English several times, and the Famicom/NES versions have been translated into Chinese, French, German, Portuguese, and Swedish, and possibly more. I don't plan to play any of these for this project, but if asked I have no problem with checking any of them out for you! All in all, this is what I'll be playing, and the order in which I'll play them:

Let's Play Dragon Quest: Side × Side
SystemRegionYearMethod
NES (PRG1)(U)1989Emulation
MSX(J)1986Emulation
MSX2(J)1986Emulation
Famicom(J)1986Emulation
Super Famicom(J)1993Emulation
Game Boy Color(U)2000Gamecube + Game Boy Player
Game Boy Color(J)1999Emulation

So now that that's over with (phew!), I will very soon be closing down the poll to decide on my character's name. Once that happens, it's only a matter of time until I get to share my ultimate DQ experience with you! So grab your Bamboo Pole, strap on your Leather Armor, power up your HURT spell, and come with me—Let's Play Dragon Quest: Side × Side!

Tuesday, August 9, 2011

...And the Honeymoon Is Over

This didn't work so well.
I'll be returning that wireless keyboard tomorrow. It didn't take but two days for it to become nearly unresponsive. At first, everything was going smoothly; maybe it would miss a keystroke now and then, but hey! It's wireless! And maybe it's just me, you know? Or the program I'm using was eating some cycles or something, let's give it the benefit of the doubt! But then yesterday, and even more so today, I started losing keystrokes left and right. I couldn't even type, because I was having to back up after every half-word and insert a letter that was missed, and I could hardly do that because it was missing the arrow keystrokes! After getting fed up, I tested the "maybe-it's-the-program" angle, but it wasn't—the built-in keyboard worked just fine! Whatever the problem was, it shouldn't have been a problem. After all, I'm able to get wireless internet from across the house, through walls—4 ft. should not be a problem for a keyboard!

But hey, the mouse that came with it worked just fine.

Saturday, August 6, 2011

Where Does He Get Those Wonderful Toys?

So, in a non-gaming-related post, today I purchased a wireless keyboard and mouse for my laptop. Now I am unencumbered by the HDMI cable sending lights and sounds to my television as I lean back in my chair and type to my heart's content. I have wanted to do this for a long time, and I am pleased. (I am, however, encumbered by my suddenly cuddlesome cat, whom I am currently using as a keyboard platform.)

For those curious about the poll at the top, no, I am not leaving the vote open for five years! ;-) I'll start playing sometime next week (probably—Baby could preempt that), at which time I'll close it off. As for the results, if something other than "Jason" or "X" wins, I'll be using a silly little app on my iPhone called "Names for RPG" to randomly select a name from the winning category. There are a few categories that I did not include in the running this time, namely Halfling, Orc, and Drow Elf (seriously, I don't even know what that is!), but maybe in the future they will see some use.

On a final note, you should all sign up for free accounts at Chess.com. My username there is x_loto, and I always welcome a challenge! And as you might see if you were to look at my profile, I also always lose! ;-)

Wednesday, August 3, 2011

Blogging: Is It Right for ME?

So, several months ago I had an idea, and that idea was the "Let's Play: Side × Side" concept. Inspired by the multitude of "Let's Play" videos (aka "LPs") on the internet, I decided to try my hand at it, but with a twist! You see, I play a lot of older games, a lot of RPGs—you know the ones, those where it seems like every year they're rereleasing the game again, with improved graphics, improved sound, expanded storyline, bonus dungeons, ad nauseam. People often seem to ask about such games: "Is this remake better than the original?" "Why did they change all the names?" "Are the bugs fixed?" "Does [glitch A] work to get [effect B] in the remake?" "Hey, is this the Final Fantasy with Cecil and Rydia?" Basically, "What differences are there?" 

My goal was to answer these questions by posting my own LPs. But whereas most LPs focus on a single version of a game (if more than one exists, of course!), I instead played all versions of the game, in short segments one after the other, and displayed the results of that effort in a series that I called "Let's Play: Side × Side." It worked out okay, I think, but there were some issues:
  1. Time constraints. The YouTube format is pretty unforgiving if you go over your time limit, so I found myself rushing to try to fit all of the information into the videos; it ended up kind of encyclopedic and dry as a result. (Of course, at that time I never thought of posting videos here. /shrug)
  2. Video editing. Trying to weave all of the footage together was a major undertaking. Watching the footage to make sure it got recorded correctly, trying to line up split screen shots, timing out the narrative ahead of time—it all just got to be too much to do, and that was before my life suddenly took a turn for the hectic!
While I still want to make the videos, I simply don't have the time for all that editing (I haven't even been able to record a simple LP for a couple of months)! So I'm going to try it out here. No time limit, no rush, just me playing games and typing out what I think about them for your reading pleasure. And apparently I can insert images and videos as I please to enhance the text—très awesome!

So, is blogging right for me? Let's find out! ^_^

And if you're interested, don't forget to vote in the poll at the top—help me choose a name for our hero~!