Jason Dobson

While Capcom may have ruled the 90s arcade fighting game scene with Street Fighter II and its armada of sequels and spin offs, the modern arcade has produced a number of successors to that throne, the most worthy arguably coming by way of Arc Systems Works’ Guilty Gear. Designed by Japanese game developer Daisuke Ishiwatari (Last Blade), Guilty Gear took 2D sprite based fighting to a more frenetic level than before, with high flying acrobatics and a grinding heavy metal score, which was also composed at the hands of Ishiwatari as well.

While the series’ freshman outing for the original PlayStation in 1998 garnered little more than a cult following, subsequent releases for both the home and arcade markets made Guilty Gear’s quasi-futuristic heroics a favorite among video game enthusiasts.

Numerous additions and enhancements have been added to the franchise over the last nine years, including the addition of a side scrolling brawler and even some rather manic four-player combat in 2004’s Guilty Gear Isuka. However, none of these alterations look to measure up to playing Guilty Gear using the Wii’s motion sensitive controls, something made possible by the series’ latest sequel, Guilty Gear XX Accent Core.

With Aksys Games (Hoshigami Remix) at the localization helm, the game, which will also be released for the PlayStation 2, will be available for North American audiences to play for the first time this coming weekend during the annual Anime Expo [AX] 2007 at California’s Long Beach Convention Center. In the days leading up to this event, Snackbar Games was able to speak with Aksys’ director of marketing Gail Salamanca about this game, the convention, and why Guity Gear on the Wii is a win for casual gamers.

First, I must say that obtaining the rights to Guilty Gear XX Accent Core seems like a substantial boon for such a young company. Was this a difficult license to obtain? Was is a challenge to convince Arc Systems’ that you were the right studio for the job?

Gail Salamanca: We have a great working relationship with Arc System Works which we’ve been cultivating for the past few months when we first licensed Hoshigami Remix, which will hit shelves on the 26th. So, I think it was only natural that we’d try to build upon what we’ve already done with them and help get GGXXAC published in the US.

And Accent Core will be available for players to try first hand at the Anime Expo?

GS: Yes, the first English version of the PS2 version of AC will be there for gamers to try out.

Why is this event important to you company?

GS: AX and the multitude of Anime conventions throughout the year are definitely a great way to spread the word about games especially ones like Hoshigami and Guilty Gear. There’s a lot of video game crossover with the anime demographic as evidenced by the number of video game cosplayers that can be found at any anime conventions. In general, it’s a great way to get the games in front of the very influential and outspoken and anime community.

Of course the big question about the game is how it will work on the Wii, especially since Guilty Gear‘s fighting can be complicated, but also fast and frantic. Which version of Accent Core do you feel offers the definitive experience, PS2 or Wii? Which do you prefer?

GS: Having only played a preliminary copy of the Wii version I can’t really say which one will give you the ultimate GG experience. It will most likely come down to your controller of choice, but there’s something about having the choice to play with the Wii Remote and nunchuk that’s intriguing to me. I think it would be great for casual gamers who aren’t used to complicated fighting games. They’ll be able to jump in, flail away, and be competitive with someone familiar with Guilty Gear using the same controls.

The decision to also support GameCube controllers is exciting, but not all that common for the Wii. Why was the decision adopted?

GS: It’s really about giving end-users as many options as possible to control the game the way they want to.

Why do you feel that more companies don’t include this option with their Wii titles for those game that might play just as well with a conventional controller as opposed to the ‘waggle’ of the Wii remote?

GS: I think it’s because developers want to take advantage of the unique control schemes possible on the Wii. Whether they actually make the game better or worse is another question entirely. In the case of Guilty Gear, you definitely need a control pad or joystick to play the game how it was meant to be played in the arcade. So, I think in this case it was very necessary to give users the option of using a conventional controller.

What are the new gameplay systems and modes introduced by Accent Core and how do they work?

GS:The three new gameplay systems are as follows: Slash Back, Throw Break and Force Break. The Slash Back is a defensive move that allows your character to counter attack immediately by inputting the Slash Back command. However, this is a high risk / high reward move and if not done properly will leave you open to a combo. The Force Break is an enhancement of one of your character’s normal moves that uses 25% of your tension gauge. The Throw Break lets you escape from an opponent’s throw attempt. This is on top of all the new moves and gameplay adjustments to each character.

Accent Core features all the requisite Arcade, Versus, Survival and Training modes that are indicative of the GG series. Medal of Millionaire mode is a mode carried over from GG X2 #Reload where hitting opponents with combination moves increases the Medal Gauge and raises your Medal Level. The higher the Medal Level, the higher your score.

How many characters are in the game? Can players expect some new faces, as well as some old favorites?

GS:There are 23 characters selectable off the bat with EX versions of each. There are 2 characters that were introduced in GGXX Slash that didn’t make it to the US; Order Sol and ABA.

Who is your favorite character in the game?

GS: Well, being the total button masher that I am in any GG game… I’ve been playing Chipp ever since I worked on the original PSOne version. His fast moves and frantic style complement my erratic and noob play style.

Switching gears, Aksys also has Hoshigami Remix coming soon as well. This is a title that was not particularly warmly received by the player community and press when originally released for the PlayStation. Why is it an appropriate fit for the Nintendo DS?

GS: The main problems with the PSOne version were the insane difficulty and the clunky interface. Both of which have been addressed in the DS version not to mention all the other additions we’ve made to the game. The game is much more enjoyable and accessible, with the absence of load times and the different control options on the DS. There are few games on the DS now that will give you the amount of gameplay and replay value that Hoshigami has.

Aksys will be offering exclusive in-game items for players of Hoshigami Remix during the Anime Expo. How will these items be distributed? What sorts of items are we talking about?

GS: We’ll be using the trading function in the game to send these special weapons to gamers who bring their copy of Hoshigami to the show. Basically, these are weapons that you won’t be able to get through the course of the game and have crazy stats.

Finally, do you know if there plans to offer such items, maybe not these exactly, for download for other players at a later date?

GS: Hopefully, we’ll be able to do more events like AX where we can have the other items available for download.

Arcades are something of a lumbering dinosaur in today’s world of hyper-powered home game consoles and high-definition displays. The days of gathering a pocketful of quarters just to waste an afternoon at the local arcade parlor has degenerated into the equivalent of tales of eight track tapes and piranha pants, subjects that today’s youth probably scoff at, but remain an touchstone for those of us who grew up in an era when arcades where still a fundamental part of the video game experience.

Twenty years ago was a special time for the arcade scene. Granted, back then I was oblivious to the inner workings of the industry. Being just twelve years old and having recently come into ownership of my very own Nintendo Entertainment System, video games were nonetheless a key ingredient to my daily routine; but for all the fun had at home, there was also the lure of the local arcade.

Whenever the opportunity arose, and there were dollars to be exchanged, I was only too happy to drop a few quarters into Gauntlet or Double Dragon. After all, those games looked better, and were perceived, at least to my childlike eyes, as far superior to anything I could ever have at home.

However, in reflecting back on this earlier time of coin-operated nirvana, I found myself recently flipping through the pages of an old issue of RePlay, an industry trade magazine representing the coin-op industry. The issue, dated June 1987, was obtained as part of a fierce, somewhat obsessive eBay bidding war between yours truly and fellow gaming journalist Simon Carless.

This particular issue detailed not only what was hot and not in the arcade scene twenty years ago, but also included some interesting interviews and forward-looking statements from an industry at the top of its game, but in a few years would be very nearly euthanized by a power-hungry console market.

The Quarter Munchers

In looking at the top arcade games in June 1987, it’s easy to see that Atari was one of the premier manufacturers of arcade machines in North America. The company that today dwindles in financial woe and self-doubt in the console market accounted for no less than four of the top five uprights at the time, and two of the top kits (interchangeable machines that allowed parlor operators to swap out games in the same cabinet).

Some of these favorites included sit down classic Roadblasters and the ridiculously frustrating Rolling Thunder as the second and third top-performing machines at the time. However, it was Sega’s now-classic racer Out Run that took top honors for the month as the most popular machine all around, while Romstar’s shooter Sky Shark ranked as the top performing kit.

The top new upright machines in North America for the month according to parlor operators at the time were Data East’s Lock-On, Taito’s Darius, Konami’s WEC LeMans 24, and Cinemx’s Baseball: Season II+. Of course, at that time arcade machines were still sharing floor space with pinball machines as well, and here Williams was unmatched, accounting for five of the top ten performing flippers that month, including the top-rated F-14 Tomcat.

Sky Shark also ranked as the top cocktail machine in Japan at the time, followed by Rastan Saga and one of my favorites, Alien Syndrome (a title that is getting some long overdue remake love in the near future care of the PSP and Wii). And like North America, it was Out Run from Sega that took top upright honors in Japan, with WEC Lemans and Darius also ranking among the region’s top performers as well. The most prosperous pinball game in Japan at the time was Williams’ Pinbot, proving that regardless of your nationality, everyone just wants to be a ‘pinball wizard’ at heart.

Ballouz, Through The Looking Glass

Again, while being but a child at the time, I was blissfully unaware of the larger industry at work with each silver coin plopped into the face of my favorite upright. But aware or not, the industry was very much there, and if comments by the newly elected American Amusement Machine Association (AAMA) president Frank Ballouz at the time were any indication, the coin-op industry was quite confident in its position during the summer of 1987, despite a bit of a downturn just a few years prior.

Founded in 1981, the AAMA is an international non-profit trade organization representing the manufacturers, distributors and part suppliers of the coin-operated amusement industry. The group works with various committees in order to establish programs designed to help promote and protect the coin-op industry.

While simultaneously serving as the president of Nintendo of America, where he led that company’s North American footprint for five years beginning in 1983, Ballouz was in the unique position as the new AAMA head to help align the arcade industry with the emerging home console market, while at the same time remaining focused on driving “profitability for every segment of the [arcade] industry.”

“As president,” commented Ballouz,” I can’t just think of Nintendo. I have to welcome every smash hit or good game that comes along because that fuels the industry’s furnace.”

Building on this, something that caught my attention was a comment made by Ballouz on the state of the arcade industry at the time, and how the AAMA had managed to draw players back into arcade parlors.

“…I remember back in the early ’80s when video [games] lost a lot of its lustre, wasn’t any longer the apple of the player’s eye,” commented the organization’s newly elected chief. “Today it’s regaining a lot of that lost popularity due in large part to the “unique” type of product on the map like Out Run, Rampage, Gauntlet, etc.”

He also added his belief that “AAMA’s consumer marketing campaigns will make other people aware or perhaps ‘re-aware’ of our side of the entertainment industry.” Those of you who grew up during this age teeming with enthusiasm for the coin-op industry can no doubt relate to what Ballouz meant by recalling the “Mothers Against Drunk Driving” and “Winners Don’t use Drugs” ads that were found on nearly every arcade game at the time.

The new AAMA chief also offered nuggets of wisdom on the now infamous crash of the home videogame market in the 80s, noting that the home market died off “for the same reason coin-op video took a slide… below average games. If the game itself has authentic entertainment value, be it a home cartridge or a coin machine, players will respond.” Simple, that.

One of the most interesting statements made by Ballouz at the time, however, had to do with his belief that the arcade and emerging home console markets existed in a symbiotic relationship, helping each other grow. “I honestly believe that the revitalized video industry has helped [bring players back to arcades] more than most of us know,” noted the executive. “Don’t you think a lot of people said , “If this is available at home, I wonder what’s available in the arcade?”… we’re trading off each other and I definitely believe home video is a positive thing for the coin-op side.”

Reading this, and knowing that Ballouz traces his roots prior to his position at the AAMA to Nintendo, a company let us not forget was establishing a significant footprint in the arcade business with its PlayChoice-10 and VS. line of machines (which offered NES titles for play in an arcade cabinet), it’s not hard to see things from his perspective. After all, in the NES era, arcade games were genuinely regarded by most players as the purest form of video game entertainment, with home conversions coming close, but never actually recapturing the whole of experience offered for twenty-five cents down the street at the local parlor.

Most times this was do to the edge in graphical fidelity held over the home console market, but this gap was soon to close, in retrospective much fast than anyone could have anticipated. Ballouz had no way of envisioning the rate at which the home console industry would take off, for even by the close of the 16-bit era nearly a decade later, the gap in technology had narrowed and the wealth of experiences available at home had so diversified that the home console market had eclipsed those offered by the arcade scene.

Ballouz also could not have predicted the release of hardware emulators such as MAME, which first hit the PC computing scene in the late 90s, and have since grown to offer the emulation community the means to play nearly uncountable numbers of arcade games at home, though admittedly through somewhat questionable means. Ignoring emulation, however, is not an effective means of making it go away, and that, together with rising game prices asked of consumers in arcades, helped diminish the once thriving industry to something of an afterthought in the pages of video game history for several years.

But things are not entirely riddled with doom and gloom for the arcade scene. While the popularity of coin-op machines has been diminished for some time in North America, games have continued to thrive in Japan, and in specialty venues in locations the world over.

It’s still rare to come across machines in gas stations or even find robust arcade setups at local malls anymore, which is unfortunate, but the growth in popularity of outlets such as Dave & Busters, Celebration Station, and other “family fun centers” manage to keep the arcade flame alive by offering a family setting and a handful of newer arcade machines, many of the sit down/competitive variety, for players both young and old to enjoy.

Capcom’s Flying Fists, The Birth Of Street Fighter

Before the phrase ‘Street Fighter’ was synonymous with the arcade fighting game paradigm, the genre was relatively unknown, having only been earlier realized in obscure coin-op titles such as Sega’s Heavyweight Champ and Tim Skelly’s Warrior.

And while the genre itself would not be perfected for another five years with Street Fighter II, Capcom nonetheless showed a lot of faith in the relatively unproven fighting game formula with the original’s somewhat ostentatious debut.

In May 1987, Capcom hosted a marketing event in Philadelphia to showcase two of its upcoming coin-op titles, namely the aforementioned Street Fighter as well as the side-scroller Bionic Commando. The latter, recognized as Capcom’s very first upright coin-op release, was shown at the Marriott Hotel by the Philadelphia Airport, complete with speeches by Capcom USA marketing head Bill Cravens and company president Kenzo Tsujimoto.

While by all accounts the game impressed those in attendance (at that time it had already shipped in Japan in “limited quantities” according to Cravens), the real star of the presentation was to come later, when the marketing and distribution reps boarded a bus that afternoon and headed to the Cambria Boxing Club, a location with some historical significance, as it was used for some on locations shots in the original Rocky.

According to a RePlay article at the time, the “suits and ties” at the venue were treated to a trio of three-round youth boxing matches (each of which ended in a draw), as well as a final exhibition bout between a pair of kick boxers.

There was even a “card girl” on display in between rounds, no doubt an early example of what the world would eventually know as the booth babe. Says the article, “she got more vocal reaction from the dealers than for the boxers.”

Of course, the reason for this showy display was to promote Street Fighter, with two of the expensive machines wrapped in brown butcher paper next to the ring. The games were unwrapped following the matches, and in that singular instant the world of arcade gaming changed forever. The games shown at the event were the initial versions featuring large rubber punch and kick “smash pads”, rather than the more traditional six-button layout. Here the harder a player punched down on the buttons, the more ferocious the attack. Unleashing a volley of fierce punches or roundhouse kicks was enough to give a player a real world workout.

The game also demanded 50A

Over the past few weeks our intrepid Robyn Dobson has been working tirelessly, strumming virtual cords as she plays Activision’s upcoming [i]Guitar Hero Encore: Rocks the 80s[/i] for Snackbar’s upcoming review. The game, which ships a month from now, is shaping up to be one of the most highly anticipated summer releases for the PlayStation 2, offering rhythm action enthusiasts some thirty “new” songs against which to test their hard rockin’ mettle.

However, with [url=http://www.snackbar-games.com/n2640.html]most of the tracks known[/url], it’s become painfully obvious to many that their favorite 80s band or song might not be represented in this latest title in the [i]Guitar Hero[/i] franchise. It’s true, that for a title that puts itself out there as representative of an entire decade of music, not only are some of the track selections questionable, but so too are the obvious omissions.

Granted, the build we have been playing was designed for preview purposes, and anything is subject to change, but the completeness of the game in our hands makes us quite confident in the realization that despite our wanting to the contrary, some things were simply not meant to be. Because of this, we’ve put together a small list of iconic bands and songs that should have been included in the game, but were left out. Licensing fees be damned.

[b]1. Def Leppard[/b] – While established in the 1970s, Def Leppard truly hit its stride in the 80s, becoming one of the most influential rock bands of the decade and a linchpin in what would later be referred to as “The New Wave of British Heavy Metal.” Yet, despite this, not one song from their four albums released during the 80s make an appearance on Encore. [i]Pyromania [/i]is particularly notable in that it managed to rank as the second most popular album in the US in 1983, being beat only by Michael Jackson’s iconic [i]Thriller [/i]album – another record mysteriously absent from this title. Seriously, WTF?

[b]2. Van Halen[/b] – Another band that traces its roots back to the 70s, Van Halen’s influences on 80s rock are almost too many to recall. The band’s monumental [i]1984 [/i]record produced a bevy of hit singles, including both hard rock and pop hits that garnered praise from both camps. How can you have a game about 80s music without a single lick from Eddie Van Halen, really?

[b]3. Bon Jovi[/b] – The rock and roll voice of New Jersey needs representation in an 80s rock game, and yet, inexplicably, Bon Jovi is nowhere to be heard. The band’s 1986 album, Slippery When Wet, gave us such rock anthems as “Livin’ on a Prayer,” “You Give Love a Bad Name,” and “Wanted Dead or Alive,” any of which would have found a welcome home in Encore‘s set list. Maybe making this list was a mistake…I’m starting to get depressed.

[b]4. Pat Benatar[/b] – The female singer’s 1980 chart topper “Hit Me with Your Best Shot” seems tailor made for [i]Guitar Hero[/i], as the song punctuated early 80s radio as one of the most popular songs of the era. Her Crimes of Passion album also produced the heavily MTV played “You Better Run,” another valid candidate for Encore as well.

[b]5. Dire Straits[/b] – Perhaps more electronic than some [i]Guitar Hero[/i] fans may enjoy, the guitar riffs in the intro to 1985’s “Money for Nothing” alone beg for rhythm game treatment. In fact, the song’s rocking guitar licks by Hal Lindes helped define the decade’s music video generation. Hey, Activision, I want my MTV!

[b]6. R.E.M.[/b] – Now, true, the bulk of Micheal Stipe and Company’s alternative rock band R.E.M.’s draw didn’t kick up until the 90s were well underway, the group’s poppy “Stand” quickly became an anthem for roller rinks across the county when it hit radio waves in 1989. The song is fast and fun, and has a great guitar undercurrent that would make it a worthwhile addition to [i]Guitar Hero[/i]’s set list.

[b]7. John “Couger” Mellencamp[/b] – The socially charged, farm boy lyrics of the 80’s “Couger” still ring out on 80s-themed radio stations today, though it’s the singer’s “Jack and Diane,” which creates a kind of Normal Rockwell-style lyrical painting, that is perhaps most deserving of a place on this disc. Plus, the song packs a pretty meaty guitar as well.

[b]8. INXS[/b] – This is perhaps a bit of a personal indulgence of mine, but any game claiming to be a window into the 80s that doesn’t feature Australia’s INXS is sorely incomplete. Honestly, you could create entire games based solely on the albums [i]Kick [/i]or [i]Listen Like Thieves[/i], but I have to say that the latter’s “What You Need” particularly stands out as perfect material for any guitar hero in training.

[b]9. Kenny Loggins [/b]- Kenny Loggins’ is perhaps a bit too cheesy for [i]Guitar Hero[/i] normally, but cheese was the aural h’orderve of choice in the 80s, and in this capacity his music was perfect. I defy you to listen to “Danger Zone,” a rocking cool track in its own right, and not come away weeping for its absence on this game. “Footloose” as well, though I can scarcely imagine a tougher song to play on Expert.

[b]10. George Michael [/b]- Speaking of cheese, George Michael’s early career is something that is perhaps best forgotten. However, the singer’s 1987 pop album [i]Faith [/i]gave us a string of great tracks, not the least of which was the record’s title track. George Michael’s ass is practically burned into the retinas of those who grew up watching MTV, and my fingers itch to rock out to “Faith.” Please please please don’t go away.

Some of my earliest memories are of gaming, be it at a Tandy computer adventuring through the undergrowth of planet Xenon, checking my inventory via a text parser while lost in The Great Underground Empire, or even making by way through traffic as an suicidal amphibian. Playing video games has always been a touchstone of who I am, so I suppose it’s come to little surprise to those around me that I have ended up working in the industry I do today, least of all my dad.

My father, while not an avid gamer – save for a period lasting from 1989 through 1991, which we all playfully refer to as the ‘Tetris Years’ – has always supported my hobby, while ensuring that as a hobby it did not overshadow my other, ‘real world’ responsibilities. I was always keenly aware that any princesses in need of saving would have to wait patiently in their dragon guarded towers until I took out the trash or finished my homework.

However, growing up there were those occasions in my youth that helped further my love of video games, not just as as solitary pastime spent in front of a glowing screen, but also as something that both my father and I could play together. While admittedly these represented a minor subset of the complete library of games played growing up, some of my fondest memories are of those times spent going head to head with my dad in Air-Sea Battle, or scouring the globe for Carman San Diego as he pored over an encyclopedia. My father even sat and helped me quell the racial and political tensions building between the Kindar and the Erdling, though truth be told neither of us had the slightest clue what was going on in Below the Root.

Now a father myself, I too have found myself staring down a similar, though perhaps more complicated path, knowing full well that as my son Joseph grows up, and sees the flood of games and consoles that come through our home, a line will have to be drawn as expectations are set. I think I’m up to the task, but even as my son turns just four years old on this Father’s Day, I can see my will may not as rigid as previously thought.

And maybe, just maybe, it doesn’t have to be. Within limits, gaming can be a tool for building stronger relationships between family members, just as it was some twenty odd years ago with my father and I. It just takes a bit of discipline, and just like any tool, the key is in using it responsibly. Joseph is perhaps an extreme example – I don’t know of many children who had a Game Boy gifted to them at their birth by Nintendo as a congratulations for coming into the world – but with the growing popularity of educational video game consoles and games from companies such as V.Smile and LeapFrog, any new or upcoming parent is advised to keep gaming on their parental radar.

Now, I know what you are thinking. There is a world of difference between these games and platforms that are tailor made for youngsters, and the more visceral experiences offered by conventional video games. And you’re right. However, save for a few extreme examples of overtly violent or vulgar games that are plainly labelled as being for adults only (remember the parent is the gateway for all games that are played in the home), every console or handheld on the market offers a bevy of engaging titles that can be not only fun, but also useful in bringing you and your offspring closer together.

Of course there are the obvious examples, mainly games based on popular children television properties or those tied to the day and date release of a popular movie, but the reality is so much bigger than I think most parents give credit. For example, from the time my son was barely able to support the weight of his own head, he’s had more toy cars than he could possibly count. My brother, an avid car enthusiast, made sure of this, and now my son is completely drawn to fascination when presented with anything with four wheels. Because of this, last year I introduced him to the world of EA and Criterion’s crash-centric racing series Burnout, and that, as they say, was that.

Using EA’s explosive racer as a jumping off point, Joseph and I now set aside short amounts of time several days a week, usually right before nap time or just after dinner, to play a racing game, and I have found my son’s tastes to be mildly eclectic, encompassing simulation style racers like Atari’s Test Drive Unlimited, to his current favorite, Motorstorm for the PlayStation 3, a game he affectionately refers to as “the buggy game.”

The sheer variety of experiences available for purchase on retail shelves these days is staggering, and while as with everything else in life moderation is key, video games are certainly not the societal ills that some paint them to be. As another personal example, the Guitar Hero franchise has become a household favorite in our home, with my wife and I passing the controller back and forth, most times with our son sitting on our lap bobbing his head to the music.

I cannot tell you how surreal it is to see Joseph rocking out to the likes of Warrant or Flock of Seagulls, but to him it’s just “the guitar game,” and I hope that like with me and my dad, he will look back and hold onto these years through photographs and dream-like recollections as something truly special.

As the world tips its collective hat to dads everywhere, Nintendo has announced the winners of its Big Brain Academy: Wii Degree Father’s Day Challenge, which took place over the weekend at the Nintendo World store in New York. The event, which partnered dads with their kids in a bracket-style playoff to compete for the title of “Biggest Brain,” saw Rick and Michael Singer of Vienna, VA taking home the coveted distinction.

The father/son duo walloped more than 30 other teams in various mental exercises to take the crown. For their efforts, the Singers took home a Wii console and a copy of Big Brain Academy: Wii Degree, which by the end of the day they were probably sick of anyway.

“I asked my son to come to New York with me for Father’s Day, but he said he’d only come if we could go to the Nintendo World store,” said Rick Singer. “We entered the Father’s Day Challenge to have fun, and had no expectations of winning. This was certainly a memorable experience.”