Tag Archives: speedrunning

Everything old is new again in NES Remix

gd nes remix initial thoughts impressions

It’s been said and said before, but I never had an NES of my own growing up. I got started on the SNES–that’s a super NES for those not hip with the gaming language–and a GameBoy for road-tripping purposes. Man, I miss that GameBoy along with my well-played copies of Tetris and Super Mario Land. Anyways, there were a few neighbors that I hung out with and got to mostly watch them play NES titles from the side, and so I ended up missing out on a lot of what many might consider true Nintendo classics. Though I do now also own a NES Classic, which is tiny and cute and needs to see me use it way more, and I have gone back and tried a few of these classics over the years, such as Jetpac, The Legend of Zelda, and Metroid.

When word got out that Nintendo was shutting down its Nintendo Club program back in the summer of 2015, I got my act together and spent points that needed spending. You can see what I procured for myself, though obviously this post is going to be all about that NES Remix. ::takes a deep breath:: Right. Here’s everything remixed in this kickoff of Nintendo’s new series, which, as of this posting, is three entries deep:

  • Balloon Fight
  • Baseball
  • Clu Clu Land
  • Donkey Kong
  • Donkey Kong Jr.
  • Donkey Kong 3
  • Excitebike
  • Golf
  • Ice Climber
  • Mario Bros.
  • Pinball
  • Super Mario Bros.
  • Tennis
  • The Legend of Zelda
  • Urban Champion
  • Wrecking Crew

NES Remix is all about changing things up, going from the expected to the unexpected. Most challenges in NES Remix are simply excerpts from these vintage games, involving timed tasks, such as speedrunning, clearing an area without dying, or defeating a certain number of enemies while utilizing a given power-up. They do not start out very taxing, and it’s more about nailing the challenges perfectly in good time to earn stars and 8-bit stamps for your collection book. Stamps that, now thanks to the ice-cold removal of the Miiverse app, are pretty much useless, but whatever…I still like collecting ’em.

However, the remix categories are additionally based on the fundamental reshaping or combination of games, sometimes by blending in more modern graphical features of the Wii U, for a new experience that may even be technologically impossible on an actual NES console. For example: completing a darkened level that is lit only by a spotlight superimposed over the player’s character, navigating on disappearing platforms in Super Mario Bros., or playing a Donkey Kong stage as Link instead of Mario, as seen in the screenshot at the top of this post, challenged by Link’s inability to, y’know, jump over incoming barrels. These are neat and the real draw of NES Remix, even if modders have been toying with this stuff for years; it is fun to see Nintendo’s stab at it.

Naturally, I was more interested in seeing the remixes for games I’m familiar with, such as Balloon Fight, Excitebike, and The Legend of Zelda. Other games, like Ice Climber, the Donkey Kong entries, and Urban Champion, did nothing for me, as I already didn’t know how to play them to begin with. I recently unlocked all the levels for Pinball and immediately cleared them because Pinball is just the best, whether in real life or videogame form. I sometimes lose myself in Kirby’s Pinball Land because, every now and then, you just need to hit a ball with some paddles and earn a high score.

NES Remix is good fun. I don’t want to complete every challenge it throws at me, and that’s fine. I’ll stick to the games I know and appreciate and ignore the oddballs. Still, I have other Wii U titles to get to as I inch closer and closer to boxing up the system and getting a Switch.

Gone Home, where happiness doesn’t have just one address

It’s been a few years since I first played Gone Home. This was back in 2014, when my life was wavering, changing into something new and different. I was, at that time, drawing small, teeny-tiny comics for each game I completed instead of my now much more popular standard of haikus, and the one I did for The Fullbright Company’s first-person adventure exploration debut remains one of my more popular pieces on the photo-sharing site Tumblr. Which I have always found interesting because all I did was use Sam Greenbriar’s words about her girlfriend with a few crude illustrations to accompany them. Art is odd.

A quick Gone Home plot summary for those that don’t remember what is going on here: 21-year-old Katie Greenbriar returns home in 1995 from being overseas to her family in Oregon only to discover the house is completely empty of life. As she begins to explore the house, she’ll discover clues and notes left behind that explains where everyone went. It’s a story about love and loyalty, abuse, friendship, religion, dedication, confidence, neglect, connections, mental health, and more things than I can list out here. The easy joke to make would be that this is one full house. I’m not going to re-hash what I previously wrote some years back, so please click here for a deeper dive into the game’s narrative and theme, among other topics.

Right. For the console version of Gone Home, not much has changed in terms of gameplay, though I do enjoy using a controller to navigate and examine neon-colored highlighters more this time. Also, there’s Achievements, and this is where I found new life in the rummaging simulator. A couple of them, specifically “Homerunner” and “Speedreader,” are all about completing the game quickly with next to no room for error. Another has you going through the Greenbriar house slowly, methodically, pausing with curiosity and searching every nook and cranny for the chance to learn more. I loved both plans of attack and want to talk about them individually below.

It’s official–Gone Home is the first game I’ve spedrun. Speed-runned? I’ve done a speedrun of? Ugh. There’s really no graceful way of saying it, I guess. Look, I beat Gone Home in under a minute. I never even knew this was possible. The “Homerunner” Achievement asks that the player complete the game in less than 1 minute with no modifiers enabled. That might sound crazy difficult until you realize that you can access the secret room by the front staircase at any point when playing to grab the attic key. After that, it’s all about cutting corners and navigating down a dark hallway to click on Sam’s diary. It took me a few tries, but I eventually did it, and that felt pretty cool. The next game I plan to speedrun is Animal Crossing: New Leaf, 100% catalog, all fossils, fish, and bugs. Just kiddin’.

For the “Speedrunner” Achievement, you need to complete the game having found all 24 journal entries, without any modifiers turned on, in less than 10 minutes. Hmm. Again, it sounds tough, and there is little room for wasting time, but once you know the best path to take and make a b-line for every audio journal trigger, it’s not too bad. I didn’t personally time myself, but the Achievement popped on my first go after thinking about where everything was for a moment, so it was obviously under ten minutes. Now, before I did this one, I also learned about the secret journal entry you get by bringing a tiny ball from the garage up to Sam’s room and dunking it in the basketball hoop, which I never did initially. The reveal is purrfect. So that was another fun treat to learn about, as well as the task of bringing Christmas duck to its rightful abode in the attic.

Lastly, there’s the “Behind the Scenes” Achievement, which wants you to find all the commentary nodes in the house after turning them on via a modifier at the start of a new game. Commentary in games, much like on DVDs, is something I find neat and cool from afar, but rarely digest. I don’t know why that is. Certainly, when it comes to a movie or TV show, I’d rather just watch the original material and read an interview with the director or actors later. However, games can be more interactive than this, which gives new life to the idea of re-exploring these environments. I enjoyed it in Blackwell Deception and Even the Ocean, and I greatly enjoyed it here, though some nodes offer more stories and details than others. The truth is, as an Idle Thumbs fan, I could listen to Chris Remo go on for days about composing music. Still, I learned a lot about hidden secrets and design choice from Steve Gaynor, Karla Zimonja, Kate Craig, and Emily Carroll, as well as got Sarah Grayson’s take on her character Sam, who drives the game forward with her painfully heartfelt narration. Finding each one was rewarding, and I refused to leave the area I was in until the recording was done playing.

Basically, in the last week or so, I ended up beating Gone Home several more times, all via different types of playthroughs, and I still think this is one of the more important games of the last decade. Play it, please. I suspect I’ll return to it again down the future road; until then, I really need to check out Tacoma.

2017 Game Review Haiku, #7 – Dungeon of Zolthan

2017-gd-games-completed-dungeon-of-zolthan

Upgrade your powers
Jump twice, dash, fire away
I’m no speedrunner

I can’t believe I’m still doing this. I can’t believe I’ll ever stop. These game summaries in chunks of five, seven, and five syllable lines paint pictures in the mind better than any half a dozen descriptive paragraphs I could ever write. Trust me, I’ve tried. Brevity is the place to be. At this point, I’ve done over 200 of these things and have no plans of slowing down. So get ready for another year of haikus. Doumo arigatou gozaimasu.