Category Archives: playstation 1

GAMES I REGRET PARTING WITH: Brave Fencer Musashi

games I regret brave fencer musashi

In Brave Fencer Musashi, you could purchase action figures from a local store. They came in actual plastic packaging, and you could either leave them in the packaging or take them out and “play” with them, which basically resulted in watching them animate some stilted way. There were special action figures earned for rescuing all 35 palace members, opening every chest, or beating the game at a certain level, but there really wasn’t a point to the action figures. Just things to collect, look at, and store in your collection, boxed or unboxed. Something I clearly should have done with my copy of this game–keep it. Also, if I remember correctly, my copy came with a playable demo of Final Fantasy VII.

The story in Brave Fencer Musashi follows a young, cocky swordsman named Musashi who is summmoned to a parallel world to defend Allucaneet Kingdom from the Thirstquencher Empire and rescue Princess Fillet. His journey is primarily focused on obtaining the Five Scrolls, which enhance the powers hidden within his sword Lumina, as well as interacting with people from Allucanet and a nearby village. It’s a light-hearted coming-of-age tale brimming with puns, most based around food, and so I loved it as a wee one and miss it dearly as an adult regretting all the games he traded in. I mean, really, name me two other videogames rocking this many food-based puns, and I’ll give you the world.

It’s an action RPG, with combat happening in real time. The in-game world also plays about in real time, too, with a day/night cycle in place, which affects the time when stores in the village are open for business. In combat, Musashi has the ability to steal the special attacks from enemies and use them as his own, which is a fun rabbit hole to go down in that I remember going around to every enemy I could find, just to see how he’d use their powers. Naturally, some are better than others. Without those special moves, you are just using simple combos with your sword and the occasional special sword after gaining some of the Five Scrolls. It’s not a terribly difficult game, though I do recall some of the boss fights frustrating to the point of controller-shaking.

For some reason, I remember the village the most. I was so used to stores in my RPGs just always being open, ready to sell me stuff and buy my junk. Not quite so simple in the Allucaneet Kingdom, as the stores are operated by men and women, and they all live lives. They sleep and go for walks and open shop at specific hours, which one will quickly need to learn to stay alive. Such as the Breadshop/Bakery, open from 7 am to 7 pm and closed on Thursday. Or that the Toy Shop is open from 12 pm to 8 pm and closed on Wednesdays. It really felt like, to me, a real, operating village instead of something static and the same every time you visited like in Wild ARMs or Suikoden. As a kid that only barely understood schedules from school, this aspect blew my mind.

Recently, at Tampa Bay Comic Con, a man was selling a bunch of old videogames, and I saw Brave Fencer Musashi on his table for about $40, sitting next to a high-priced copy of Suikoden II. I looked on with a smile, but only that–I couldn’t do the deed. Maybe one day it’ll come to PSN as a digital download, but $40 is probably a bit too steep for me. Until then, I guess. Oh, and don’t bother with Musashi: Samurai Legend; it’s not the follow-up you are looking for.

GAMES I REGRET PARTING WITH is a regular feature here at Grinding Down where I reminisce about videogames I either sold or traded in when I was young and dumb. To read up on other games I parted with, follow the tag.

2013 Game Review Haiku, #30 – Chrono Cross

2013 games beat chrono-cross-island

A boy must travel
Between worlds, fight the Darkness
What a vague ending

These little haikus proved to be quite popular in 2012, so I’m gonna keep them going for another year. Or until I get bored with them. Whatever comes first. If you want to read more words about these games that I’m beating, just search around on Grinding Down. I’m sure I’ve talked about them here or there at some point. Anyways, enjoy my videogamey take on Japanese poetry.

Harle, wilt thou leave me thus?

chrono cross harle leaves the party

RPG party members–they come, and they go. Quite frequently, actually. That’s just how some tales twist, after all. Very recently, I lost Harle in Chrono Cross (sorry, uh…spoilers?), and the whole happening was quietly handled in such an undermining manner that I couldn’t believe she was no longer selectable as a part of my team, despite being there only minutes before a cutscene occurred. But I checked, and she was magically replaced in my merry band by Viper, and no one even asked me if that was okay. Grrr.

Now, to be more specific on Harle’s vanishing act, about three-fourths through the game, she asks FauxLynx a Serious™ question. I thought I picked the answer that would most please her, but she said I was lying, and the next scene is her crying on Fargo’s S.S. Zelbess, watching as the gang sets off to fight some dragon-god bosses. Starky tries to figure out what’s wrong, but Harle won’t give up the details…and then, that’s it. She’s no longer there, no longer in your party, no longer accessible. And I’m the only one that notices. I am holding out hope that she reappears down the line–don’t tell me!–maybe before the final battle, but I really liked having her in my party as a potent healer and damage-disher. She was all about zee moons.

Harle’s suddenly vanishing act reminded me a bit of when Gremio bites the flesh-eating spores bullet in Suikoden, as well as when Sephiroth decided to poke Aerith a bit too hard in Final Fantasy VII. It kind of comes out of nowhere, and suddenly you are short one constant face and voice. Worst of all…you don’t get any of your stuff back. Whatever items, armor, and elements you had equipped goes buys the farm along with its bearer. So long, multiple counts of HellBound, Gravitonne, RecoverAll. You will be missed. Not that I can’t afford to buy more, as money in Chrono Cross is and never will be an issue, but it hurts seeing your hard-earned stuff taken away.

I’m now in the home stretch, but it is a little daunting. Basically, you have to go fight six element-themed dragons to get them on your side or gain a thingy from them. If I have this right, you can fight them in just about any order you want. Think the White Dragon has to be last though. Regardless: the world(s) are your oyster(s). I took on the Water Dragon first, beating it relatively easily, but now I don’t know where I want to go next. This type of openness can be a real danger to me, as without any guidance I could just wander around on the overworld map for all eternity, basking in the game’s beautiful soundtrack. I also don’t know who I am going to replace Harle with, as Viper is just okay. Maybe Zappa or Zoah? I don’t know.

Time marches on, and I creep closer to finally completing Chrono Cross. Can’t let these dragons and their “come at me, bro, in any order” mentality deter me. I will save the world(s). I will. For Harle.

How do you pronounce Serge in Chrono Cross?

say my name Serge_FMV

Yesterday, I finally got around to kickstarting my goal of finishing these five videogames some time this year, starting off with Chrono Cross. It’s an RPG I’ve played countless times before, but always only up to a specific point; generally, it is around the time you switch, for story-related reasons, from controlling Serge to controlling Lynx. Tara recently replayed, too–well, back in October 2011–but she ended up getting stuck somewhere. I don’t remember where. Maybe she can elaborate in the comments below. I dunno…I just lose interest after awhile, and then something new and shiny takes hold of me, and I never return, which is a shame as it is one of my favorite gaming adventures thanks to its stellar soundtrack and versatile combat system. I blame myself more than the Frozen Flame.

I’ve got just about four hours under my re-playing belt at this point, but I’ll save my musings and love and admiration stuff for a separate post. For now, let’s talk about something that Tara and I can’t agree on: how to pronounce Serge’s name. To me, I say it like “surge of water,” and given what happens to him in the alternate realm…well, that fits. Tara, however, pronounces it like “ser gey,” with a flair to the whole thing. I’m not so sure how I like that. Since this is the PlayStation 1 and voice acting was extremely limited back in the day, we don’t ever hear anyone say his name out loud, especially since the player can also change it to Pauly or Potasio or whatever they feel like calling our blue-haired silent protagonist. And so I turn to you, dear Grinding Down readers, to voice your opinions.

All right, hopefully there’s a poll below for you to click on. I don’t make many of these so I’m not too confident on how to embed ’em. If it’s there, say your peace:

GAMES I REGRET PARTING WITH: SaGa Frontier

games I regret saga frontier

Much like the Nintendo DS, the original PlayStation played home to a swarm of strange and untraditional RPGS, such as The Legend of Dragoon and Brave Fencer Musashi. As well as SaGa Frontier, today’s topic for Grinding Down‘s games I regret parting with thing that I do from time to time. It was an era of chance and experimentation, and that’s something that I miss, because it’s notably missing from the industry today, seeing that Bravely Default: Flying Fairy has not yet been confirmed for U.S. shores (though, thankfully, Fantasy Life has).

One of the earliest posts on Grinding Down was about a PlayStation 2 game called Unlimited SaGa, which I’m positive I purchased more because it might have a connection, however slight, to SaGa Frontier than it being relatively inexpensive and a pretty looking JRPG. I tried several times to get into it, but it’s a beast of a game, snarling and growling and constantly chasing me away. I mean really–that combat wheel, the way you “navigate” through towns. Pffft. I’m sure I’ll pop it back in yet again some day, just as I will with Breath of Fire: Dragon Quarter, because there will always be a part of me that needs to understand why.

Thankfully, SaGa Frontier was a lot better than Unlimited SaGa, though it definitely had its own unique pitfalls. The aspect I remember the most about it is that you had seven different characters to pick to play, some with interweaving storylines, some all on their own. And you could pick and play them as you choose. Granted, I went with Red first each and every time, as he appeared to have the most action-driven plot of the bunch, given that he basically becomes a secret superhero within minutes of the opening cutscene. The other peeps–Emelia, Blue, Asellus, T260G, Riki, and Lute–could wait.

Coming out in the states a year or so after Final Fantasy VII, the sprites on pre-rendered backgrounds in SaGa Frontier did not look as sharp as polygonal Cloud did (at the time), but they made for interesting visuals. Especially when on the region ship “Cygnus” or in the magically dark and purple Facinaturu with Asellus. There are some really pretty vistas here, and that made exploring each character’s story a joy, as even though saw some overlapping spots, many were self-contained elsewhere. Many boss fights were your tiny sprite characters versus large suckers, which often had an insane number of Health Points.

Combat is probably the oddest part of SaGa Frontier, as a lot of it is based around randomness. Before I get to that, let’s begin with a staple of fantasy-based RPGs: Health Points (MP) and Magic Points (MP). These are bound found here, but instead of just straight MP, you now have three sub-classes of it: Waza Points (WP), which is magic points but only for weapon skills; Life Points (LP), used when a character is knocked unconscious; and Jutsu Points (JP), which is used for actual magic spells not tied to weapon skills. Whew. Got all that? Right, well, battles are turn-based, and many character skills are learned mid-battle, something I remember as being both exhilarating and confusing.

According to this lengthy GameFAQ, the SaGa series uses a rather unique leveling up system, similar to that of Final Fantasy II (Japan) in that you’ll gain what you use during combat instead of a certain amount of experience points. In SaGa Frontier, experience points are in the form of stat boosts and can either gain you a direct stat boost, such as an increase in strength, or a proficiency level. You might gain stats after every fight, but you might gain hardly anything at all. Basically, you just had to try different skills from different characters, and hope that something clicked.

To me, this was genre-shattering, and certainly nothing I had experienced so far in a roleplaying game. It’s certainly not a game for everyone, but it was more than unique, unafraid to try new ideas. Plus, with the freedom to see the game through in a number of ways, with who you wanted and at your own pace, it really felt like your own version of the plot, especially if you started with Riki or T260G. And for all that, SaGa Frontier is a game I deeply regret trading in as a young, dumb teenager.

GAMES I REGRET PARTING WITH is a regular feature here at Grinding Down where I reminisce about videogames I either sold or traded in when I was young and dumb. To read up on other games I parted with, follow the tag.

GAMES I REGRET PARTING WITH: Castlevania: Symphony of the Night

In today’s GAMES I REGRET PARTING WITH, the parting with aspect was not of my doing. I did not choose to remove what is probably going to be known as the greatest Castlevania game in the franchise for all of time so long as there is time from my growing videogames collection. I did not. No way, no how. And this is the exact moment where I began living life via a new rule, one that might seem greedy or childish, but one I feel has kept me–and my gaming collection–safe for many years since: no one gets to borrow my games. Sorry, just ain’t happening.

Anyways, what happened was this, though details are fuzzy for certain as we’re now looking deep into the past, some ten-plus years at least: I let a good high school friend of mine borrow my copy of Castlevania: Symphony of the Night. I was done playing with it at the time, so there was no real reason for me to hoard it goblin-like. That’s the main of it, and some time passed, and then my friend and I drifted away from each other to the point where we last spoke shortly after I graduated college. Certainly a heavy chunk of that is my fault, as I’m too stubborn and sensitive to be alive, but there were other factors at play as well. Regardless, with the friend gone, so was my game I let him borrow. Boo hoo, a thousand tears. No, really. A thousand. Who knew then at the time what kind of legendary status it would come to hold, and who knows where it is today; he probably just sold it on eBay for like a bazillion bucks and is out now on his yacht, drinking spiced wine and watching marathons of Downton Abbey. Actually, wait–that’s my fantasy.

Thankfully, I did get to experience Castlevania: Symphony of the Night to its dang-near fullest before it slipped from my fingers. Yup, I even went through the second castle, which is really an inverted version of the first one. Still, coming upon that was revolutionary, as well as exhilarating to learn that there was still so much more to see and do. I certainly didn’t discover it on my own, but it rocked nonetheless. It was like the second coming of Super Metroid for me, with so much hidden behind the cracks.

Castlevania: Symphony of the Night is both your standard Castlevania gameplay, with platforming and whipping, and not, with a bonus RPG system tossed in that let’s Alucard level up and equip things other than whips. It’s totally non-linear, with plenty of hidden passageways to discover. Various weapons and equipment help keep Alucard alive in combat, as well as sub-weapons, like tossing holy water or mini throwing axes. There were spells, too. A shop. No kitchen sink though. And with friendly familiars that can also gain levels, you really could customize him to be the vampire hunter you wanted. I don’t remember exactly what my build was, but I know I used the faerie familiar for extra healing and used plenty of throwable weapons to keep my distance.

I have not played many Castlevania games since my abbreviated time with Symphony of the Night. Actually, just one–Castlevania: Portrait of Ruin. That was all right. It was for the DS and featured some of the same elements as SotN, as well as new ideas, like switching between Jonathan and Charlotte to solve puzzles. No idea if I ever finished it or not; I remember struggling on some bosses and focused more on completing odd sub-missions…for some reason. Perks? New gear? Ah, who knows. Maybe I’ll go back to it soon just to see and remember. It was an “airplane game” back when I visited my sister in Arizona back in 2008. Just something to distract myself while soaring through the sky on a thing that seems impossible from the outside for soaring through skies. Oh man, if only there was a remake of SotN for the DS/3DS. Yes please.

And I know that it’s a pretty easy game to obtain these days as it’s now available on current services like Xbox Live and the PSP, but that’s not really what I’m after, a port. If only it was that easy to get friends back.

GAMES I REGRET PARTING WITH is a regular feature here at Grinding Down where I reminisce about videogames I either sold or traded in when I was young and dumb. To read up on other games I parted with, follow the tag.

Here are the videogames I want to beat in 2013

Roadblock on Harris

Resolutions for a new year of gaming always start with good intentions, but quickly fall apart for me. For instance, I believe I said that I wanted to play fewer games in 2012 and devote more work to my art shtuff, but I just don’t know if that actually happened. Certainly, with Steam’s Summer, Fall, and Winter sales and all the indie bundles that have hooked me, I’ve acquired a bajillion games, though I’ve not played many of them. But I still feel like I got through a ton. If my Games Completed in 2012 tag is to be believed, I’ve finished off 40 games in the last 365 days. Some may argue that DLC and episodes of episodic gaming don’t count, but those folks can go suck a lemon; if they end in credits of any kind, they are a separate entity.

For 2013, I see myself completing around that same number again (38 in 2011, if you’re curious), but I want to clear out more backlog before anything new takes over. And not just recently acquired videogames, but some “classics” from the yesteryears that I keep meaning to get to, but never do.

So without further ado, here are the games from my pullulating collection I want to beat in 2013. Because really, they are overdue. Most are RPGs. So that could throw a wrench in the speed factor, but whatever. Love me them are-pee-gees. And yes, I’ve never finished any of these before.

Chrono Cross

chrono cross32yk

Yup. Never finished Chrono Cross in all my years of owning the game. I seem to get as far as the part where you switch over and control Lynx and then…just lose interest. Which is a shame. I’ve watched Tara play past this part, but she took eventually puts the game down and doesn’t return to it. But there’s so much to love about Chrono Cross. All you diehard Trigger fans that swear it is a terrible sequel can say that just fine, but I think it’s harder to deny it’s a good game. The battle system is fun and offers up strategy and variety at the same time, and the ability to mix/match your party keeps you trying new characters out. Granted, of all the games here, this is the one that worries me the most, as I just don’t understand why I keep getting to the same part and then stopping. Hmm…

UPDATE! I beat Chrono Cross and devoted a whole week’s worth of posts to the mighty RPG.

Silent Hill 2

Silent-hill-2 screenshot

As a rule, whenever I talk about Silent Hill 2, I have to link to this classic journal comic of mine. Anyways, based on our last save, we left things in Silent Hill very badly. And by that I mean we are extremely low on ammo and health and stuck in a place filled with enemies. An apartment building, me thinks. Not sure if it is worth trying to go on–or even possible–or if it’d be better to start over and just practice conserving from the very start. If I beat this, it’d be the first Silent Hill game for me. Out of them all. From what it sounds like, it’s the best one, too.

UPDATE! I beat Silent Hill 2 and got the “Leave” ending.

Final Fantasy IX

final-fantasy9-1

I love this game. I love the varied characters and designs, the silliness, the charm, the card-collecting mini-game, the way you earn abilities permanently through battles and earning XP, the brilliant story, especially the opening scenario with kidnapping a princess who wants to be kidnapped. I think that influenced The Stolen Lovelight for sure. And yet…I always get to a place and then walk away. Don’t really know where that is in this one, but it’s somewhere between the second and third discs.

Radiant Historia

RadiantHistoriaFightingPalomides

I was quite smitten when Radiant Historia came out. In fact, I desired it so that I pre-ordered the game and got a free five-song soundtrack included with my purchase. It’s an adventure built around the idea of parallel universes and altering minor details to create dramatic changes later on. The battle system places an important of where each character and enemy is to dish out damage. I played for a good while, but eventually put aside, distracted by something else. Unfortunately, with a game like this, even though it has a handy “timeline” built into the menu, it is quite easy to quickly lose your place and thus any enthusiam to continue on. From what I’ve read, Greg Noe completed it, showing him how to love JRPGs yet again. Now that I’m done with Professor Layton and the Miracle Mask, I’m going to dive back into Paper Mario: Sticker Star and then start over in Radiant Historia just after that. Well, that’s the early plan, at least.

Primal

ps2_primal_03

I’ve already written at length over Primal and how I think it’s pretty underrated and generally fantastic. Just go read it elsewhere and know that I plan to see this one through. Heck, I mean, I’ve only seen one of Jen’s transformation forms in all my time with the game. I think I last stopped because I got glitched, but maybe I just couldn’t find the puzzle solution.

UPDATE! I finally saw all the realms in Primal and did what I could to restore order to these alternate planes; alas, in retrospect, I probably shouldn’t have kept playing, as the entire game is better remembered for its early parts and not the frustrating swimming and combat that pads out the remainder of your time spent. Oh well.

Right. So that’s one Nintendo DS game, two PlayStation 2 games, and two PlayStation 1 games. Five games I want to beat in 2013 alongside whatever new and old comes across my plate. I think I can do it. The trick will be maintaining focus and enduring. That can be hard with games I don’t enjoy, but these five are all ones I appreciate in various ways, so in short–let’s do this.

What videogames–new or old–do you want to beat this year?

GAMES I REGRET PARTING WITH: Breath of Fire III

I have a strange, uneven relationship with the already pretty strange and uneven Capcom RPG franchise known as Breath of Fire.

First, for the introductory title and its sequel in the series, games found originally on the SNES, I only got to play them much later in life when I learned all about emulating ROMs on the computer, and even then I never got far with either. They were just something I tried out to see if the tech could actually work. During my PlayStation 1 heydays, I picked up a copy of Breath of Fire III, played a decent bit of it, and then traded it in like an idiot, which should be obvious considering the name of this post. Missed out on Breath of Fire IV completely, and later picked up Breath of Fire: Dragon Quarter for the PS2, which for all intents and purposes in basically the fifth game in the series. That one probably deserves its own post, but let me just say that it is a confusing game, one that encourages death and replaying the same areas over and over again, and one that I’ve tried a good number of times to figure out without much luck.

Nonetheless, each game in the series is sort of the same interchangeable story: a boy named Ryu can turn into a dragon and goes on adventures. A girl named Nina also appears frequently, as well as characters from other games in the franchise. Battles are turn-based, and fusing into different kinds of dragons is often the key to victory. Fishing and bright colors, too.

Well, how dragon Ryu (before becoming a boy) enters the world in Breath of Fire III is probably my favorite part of the game, and a really strong contender to a classic first hour. Here’s an animated GIF, but I’ll use words below it, too:

(EDIT: Okay, I guess I can’t host animated gifs on Grinding Down. Boo. So go here instead to see.)

That open sequence and probably the hour or so after it are probably the reasons why I like this game the most from the whole franchise. It’s endearing and nicely paced, as well as quite colorful. As you can see above, the graphics for the first Breath of Fire on the PlayStation 1 were a mix of hand-drawn sprites and polygons–and dang it, I love the mixture.

Anyways, it all starts with a pair of miners–Gary and Mogu–as they search through a mine, pontificating on the nature of the magical creatures and the valuable ore called chrysmThe two miners find a giant chrysm with a preserved baby dragon locked inside it. They plan to blow the crystal apart with TNT, and when they do, the preserved dragon, to no one’s surprise but the miners’, turns out to be alive, and it attacks them. Just like that, we’re thrown into the game’s first battle, and we’re totally in control of the dragon, not the humans. With ease and shock, we turn the miners to ash. Farewell, Gary and Mogu–we hardly knew ya. The young dragon is not a ruthless monster though, attacking back against miners only when they strike first. It is, in actuality, an innocent boy, and this is conveyed strongly as miners beg for their lives and are let go.

Eventually, a bunch of miners knock the dragon out with a crane, cage it, and put it on a train headed for a bad place. Luckily, Ryu the dragon wakes up during the journey and is able to knock its cage off the train and down a ravine. We then cut to a scene involving a cat-like man stalking a wild boar in the woods. The falling cage ruins his plans, and the man is somewhat surprised to see a naked little boy inside the cave. So is whoever is playing the game, as we last saw a fire-breathing dragon in there. Despite living in complete hunger, the cat-like man decides to bring the boy home, meaning another mouth to feed, and welcomes him into his surrogate family. What follows after that is that Rei, the cat-like man, and another orphan named Teepo teach Ryu how to be a thief as a means of surviving. This character-building and -bonding is important, as the trio eventually gets separated, and a large part of the game involves finding friends and rebuilding homes and generally growing up.

And that’s all I can recall. There’s a big white space after the intro and whatever happened next. Though I do remember getting far enough into Breath of Fire III to unlock the Faerie Village, which allows the player to rebuild an entire village for magical flying critters. Doing so unlocks special benefits like rare weapons for sale, mini-games, and a sound test mode. Can’t really recall how far into this element I got, but it stands out as a charming way to spend time. Another aspect that stands out as pretty neat and something that was also later found in The Elder Scrolls IV: Oblivion was being able to study under a Master, earning different skills and benefits this way.

I dunno. Games like this and other PS1 classics now long gone do have me seriously considering picking up a VITA–it just recently got announced that the Sony handheld would be receiving PS1 compatibilityone day. Well, them and that updated version of Persona 4. Yeah, I know; I’m losing my mind.

GAMES I REGRET PARTING WITH is a regular feature here at Grinding Down where I reminisce about videogames I either sold or traded in when I was young and dumb. To read up on other games I parted with, follow the tag.

Crash Bandicoot is the ruiner of all relationships in Felicity

Videogames are just the evilest. At least that’s what TV shows want to say, as every now and then an episode pops up to remind us all that these digital universes are gateways through Satan’s butthole and that they consume human life just as swiftly as someone falling into a woodchipper. I remember Full House doing it. CSI: New York did it with little intelligence or Googling. South Park did it with great jest when World of Warcraft was infecting fans left and right. And now, as of this weekend, I learned that Felicity–yeah, that show from 1998 to 2002 about a hairy girl going to college and finding herself–also partook in educating viewers on the damaging voodoo magic of controller-powered entertainment.

The episode “Crash” from Felicity‘s second season is described as so:

When Julie suggests that dating B-list people is a good way to get over her breakup with Ben, Felicity agrees to Prof. Sherman’s request to try dating her son David (Henri Lubatti). Meanwhile, Ben and Maggie (Teri Polo) shift to a more intimate relationship despite her concerns over their age gap; and Noel and Elena become obsessed with a video game.

See that last part? Yeeeeeah. The videogame in question is none other than Crash Bandicoot, the mascot that never came to be for the Sony PlayStation. It starts innocently enough and almost feels like a blatant advertisement for the game, with Noel gushingly playing solo, eyes wide and unblinking, remarking about how great these graphics are and how fun the game is and how much he ate up Super Mario Bros. one summer. Immediately, there are problems, with the constant habit of having gamers move erratically while being filmed, as if they themselves are dodging bullets or rolling boulders. Plus, the sneering from Elena is unfortunate.

Anyways, the other plots of the show move along with little interference. At some point, while Noel is on the phone, Elena picks up the controller and begins to play. When Noel sees this, he ejects, “You’re ruin my lives!” Which makes no sense as a videogame-related phrase and something a girl he is interested in overhears on the phone. Then he begins shouting at Elena to “repause” the game. “Repause!” he cries. “REPAUSE!”

Um…what? How about just “pause”? Sigh. And it gets worse.

After a really bad blind date, Felicity swings by Noel and Elena’s apartment only to discover them engrossed in the glow of the TV screen. Apparently, there were original plans to all go out, but now the two of them can barely mumble a response and Felicity leaves, but not before making a smarmy remark about “going outside” to her gaming friends. Eventually, the two of them get stuck on the final boss of Crash Bandicoot; Elena mentions she “knows a guy” who can help get them past it and grabs to the phone. The tips don’t help, and Noel ends up calling the guy a moron, which brings up tears and the revelation that the guy is no guy, but a seven-year-old kid, commenting again on the fact that videogames are just for younglings.

In horror, they turn the PlayStation off, and in the morning, Noel tells Felicity that he’s “too mature” for those things and regrets what it did to him and Elena. Sunlight warms their collective skins. Everyone’s diseases are cured. The horrible beast has been flayed. Cue happy song–something by Sarah McLachlan. The end.

Yeah. This was an infuriating episode to watch, to listen to. The way Noel talked about Crash Bandicoot was not even borderline close to how a normal college kid would talk about games. I would know. I did it all the time, with Final Fantasy X and Jak and Daxter and more being discussed amongst friends. You talk about them like you would a movie or a book or a class or a person or anything really. There’s no need to throw hundred dollar terms around or speak about processing chips. They are experiences, good or bad, and they can be shared without a feeling of shame, without rolling up excuses as to why I spent my Saturday night collecting the last Power Cell or whatever.

Ugh. I don’t watch much TV these days so I don’t know if the treatment of videogames has gotten any better. But in 1999, with Felicity, it was just the worst. Still not as bad as when she chopped her hair off though…

GAMES I REGRET PARTING WITH: Robo Pit

In my early high school years, my mom and I would often go to the shopping mall together, splitting up for a little bit after doing whatever it was we were initially there to do. This usually meant her going off to Macy’s or somewhere like it to peruse for jewelry or clothes or smelly stuff, and I headed for the videogame store. Which, for the longest while, was actually Electronics Boutique (EBX to those down with the abbreviations). Or Funcoland. One of those. Definitely no GameStops then.

Either way, she had her time, and I had mine, and we always picked out a specific place to meet up at when we were done, which was usually in front of the Friendly’s; remember, this was before cell phones and such, so planning was key. I generally found what game I was looking for lickety-split and would hurry back to our meeting spot, take a seat next to the escalators, and promptly devour my newest game’s manual page by page, word by word, occasionally glancing at my surroundings. More often than not, she’d surprise me as I’d be so engrossed in learning that I couldn’t both learn and look around at the same time.

That’s kind of what I remember the most about Robo Pit, a “build your own robot from scrap parts” fighting game for the PlayStation. Not playing the game or even enjoying it, but sitting in the mall, reading about it and waiting for my mother. It’s a striking memory, full of white tile, plastic-green foliage, and feet dangling.

Robo Pit was a game about scraps. Each time your little robot would win a fight, you got to take a part of the defeated bot with you, adding it to your inventory of construction parts. When you’re ready to make a robot, you start out with slim pickings, choosing a body type and color. And it’s not all cosmetic–each body type has different stats for Power, Weight, and Defense. Throw on some cartoony eyes, a couple of arms (spears, crossbows, and other weaponry are acceptable substitutions), a pair of legs, and your creation is off to battle in the pit, for glory and growing. And the list of enemies numbers in the hundreds, many with fear-striking names like Taxiderm, Bigmouth, Sorbet, and Pain Bot. Some challengers are labeled as “special robots,” which basically means you get to take a part of their body after they are defeated. And those were the reasons to play, to get crazier arm-based weaponry, like scythes and boomerangs. I’ve always had a penchant for creating beings, as evidenced in my time with Spore Creatures; it certainly did not start with Robo Pit, but it was definitely a footprint along the path of life.

Looking back, Robo Pit‘s not a great game. It’s formulaic and bland, with uninteresting arenas to battle in, button-mashing combat, little-to-no music, and strange, unexplainable happenings, like robots flying straight up into the sky when being killed as if a rocket exploded in their butt. I traded it in, and I can’t imagine what amount of store credit it earned me. Surely less than $5.00. But it’s something I hold as special. It’s a game I held in my hands while I waited for my mom to take me home. It reminds me to keep waiting.

GAMES I REGRET PARTING WITH is a regular feature here at Grinding Down where I reminisce about videogames I either sold or traded in when I was young and dumb. To read up on other games I parted with, follow the tag.