This time we take a look at a third party light gun for the 16-bit era, the Konami Justifier. In the past, most peripherals for the 8-bit systems had little in the way of competition. Ideas like the Power Glove and LJN’s Rollin’ Rocker were major flops in their own right, so no one wanted to copy them, while others like the NES Power Pad had potential that was not fully realized until the home version of Dance Dance Revolution came around. On the whole though, most systems that had a light gun had just one designed in house. The NES had the Zapper, the Sega Master System had the Phaser, and later the Saturn had the Stunner. But when the Justifier came around things got a little complicated.
I now present a project that I’ve been working on with two good friends, a new gaming podcast: Been There, Played That.
Brett Beasely, Ben Miller, and I discuss games we’ve loved and enjoyed, the missteps, the happy and sad memories, and our thoughts on the events and trends in the gaming industry. We’re all new to this medium and hope that you will follow us as we express our thoughts and explore ideas about medium we love so much.
In this episode we discuss the recently released Sonic Mania, what it could mean for the franchise as a whole, and we chat about how our personal relationships with the series, the high points and the low points.
There is a growing crowd of super heroes in comics, video games, and movies. Between the classic DC and Marvel heroes and the heroes of independent press comics like Dark Horse and Image comics, there’s a hero, anti-hero, or villain for everyone. Personally, I’ve never had any one favorite hero, but I’d always been partial to Spider-Man and Batman. However, a new hero fell into my sights after a trip to the library and the discovery of a video game that never really existed.
Tim Burton’s Batman is one of my favorite superhero movies. True, it is Burton’s least stylized film, but it had a great atmosphere, fantastic score from Danny Elfman, and great acting from Michael Keaton and Jack Nicholson. It really kicked off modern superhero movies (for better or worse) in the 90s, and is a much-loved movie. The sequel on the other hand was a little more controversial.
Notice: Apologies for the delay in reviews this last month. Things should be moving at a steady pace once again with weekly Saturday reviews.
A book cover, movie poster, or game box art can say a lot about what you can expect from a product. It can also say absolutely nothing at all. While the old adage is true, you can’t judge a book by its cover, that won’t stop some covers from having an impact. A book cover can affect how you imagine the world described within, a movie poster can set your expectations for what you’re about to see, and sometimes a game’s box art can leave you utterly dumbfounded. Enter 1992’s The Lawnmower Man.
Almost every film version of Bram Stoker’s classic novel Dracula has deemed it necessary to change major elements of the plot. The original Universal film changed names, character motives, and omitted major events. The Hammer film Horror of Dracula remained closer to the book, but still changed major plot points and names. Some more recent pictures have deliberately set out to change things in order to keep the story fresh, such as Dracula 2000, in which the Count is really Judas Iscariot, cursed by god to live forever, or Dracula Untold, wherein Dracula is really Vlad Tepes, a Romanian nobleman who willingly took on the vampire curse to save his people.
Movie licensed games can be handled in many different ways. Sometimes they can be really imaginative experiences that put the player into the midst of the film’s action. SunSoft’s adaptation of Batman (1989) on the NES is a good example of this, a fantastic action platformer set right at the climax of the film to let you feel the thrill of being a superhero. Other times they can be companion pieces to the film that expand on the characters and plot. Atari’s Enter the Matrix (2003) was an ambitious project that resolved key plot points of the second Matrix film to make the game a cannon part of the larger franchise. One of the stranger possibilities is when a developer doesn’t know what to do with a game and makes multiple versions across many platforms that retell the events of the film. Ocean Software developed four different video game adaptations of Sam Raimi’s Darkman (1991) across the NES, Gameboy, and several home computers, all of which offer slightly different retellings of the movie. Today’s game is an example of a company taking a different and rather lazy approach to a movie license.