jt4mtb / Member

Forum Posts Following Followers
2352 93 73

jt4mtb Blog

Short Random Update

So I just realized I haven't done any sort of normal update in months. However, I'm hardly motivated to write much at all; so this'll be short. A quick list of what games I'veplayed through in the past two months in no particular order:

-Sin & Punishment: Star Successor (Wii)
-BlazBlue Continuum Shift (PS3)
-Metroid Other M (Wii)
-Gradius V (PS2)
-Darkwatch (PS2)
-Real Bout Fatal Fury 2 (Neo Geo)
-Scott Pilgrim vs. The World (PS3)
-God of War III (PS3)

Also been playing a @#$% load of Genesis games recently. Blasted through Gunstar Heroes for the Nth time; never realized how godly the force+fire weapon combination is against most bosses. I also spent one weekend playing through all the 2D Sonics on the Genesis; that never gets old, though Tails is a liability while going for chaos emeralds in Sonic 2.

Anyways, boring blog ending shortly. Need sleep... also, Too Many Games convention in just under a week...

--JT

Edit: Really needed to add this one thing I came across today. Dear god... my eyes... they burn... http://www.youtube.com/watch?v=HUytOsoiqo0#t=2m20s

Two main issues here:
1) There is absolutely NO need for that many buttons on the control panel.
2) Dear god why does every single button and joystick have flashing LEDs??? Is he trying to induce seizures on anyone who comes over?

Just Arrived 8-17-10: Some OSTs and Shigenori Soejima Art Works

Once again, more stuff arriving at my doorstep from overseas. Oh the joys (and pains) of importing cool @#$%. To begin, today's arrival includes a couple of original soundtracks that I've been looking to get my hands on:

On top is the Mega Man 9 Original Soundtrack. This is one I've really been meaning to pick up for awhile now, but just never got around to doing so. From what is easily one of the best games in the c-lassic MM series comes one of the best soundtracks of the series. Also, I really like the little detail on the disc itself of Mega Man himself chasing Dr. Wily around the disc.

Recommended Listening: @#$%, all of it. If you have to choose...
Thunder Tornado (Tornado Man Stage)
Flash in the Dark (Dr. Wily Stage 1)

The other set of discs there are The King of Fighters XIII Original Soundtrack. This game has only hit arcades last month, but I've been listening to samples of the music from the official website for awhile now. Music-wise, SNK seems to be back on track with this latest game of their trademark franchise. A lot of the newest versions of the various team themes are pretty good. Not surprisingly, both of the disc labels feature the always popular Mai Shiranui and her assets.

Recommended Listening:
Who is Queen? (Women Fighters Team)
KDD-0063 (K' Team)

Onwards to our big item for today: yet another artbook! The latest addition to the ongoing collection is the Shigenori Soejima Art Works 2004-2010:

Shigenori Soejima is most well known for his work as the art director and character designer for Persona 3 (and all of it's expansions) and Persona 4. This 160-page book is a collection of his finished artwork between 2004 and 2010, which not surprisingly is mostly comprised of Persona art. To be honest considering I already own the Persona 3 Official Design Works, the Persona 4 Official Design Works and the Persona 4 Visual Data preorder artbook, I was expecting to have seen most of the art in this book. To my welcomed surprise, this was far from the case as it had plenty of stuff I haven't seen in the previous books.

A large chunk of this artbook features Soejima's art for Persona 3, P3 FES, and Persona 3 Portable. I'll just let the pictures do the talking for now:

Besides Persona 3, another large chunk of this book is comprised of his art for one of my favorite games, Persona 4. I just love his character designs for the game; and I especially love this first image...

God, I need this as my desktop NOW.

What really caught my eye was the drawings on the right page in that last picture. Soejima's drawing s-tyle on that page really reminds me of the thick inkbrush s-tyle of Yoji Shinkawa (Metal Gear Solid), but mixed with some light line sketching.

Aside from Persona, Shigenori Soejima also did the character designs for the PS2 game Stella Deus. While I haven't played the game myself, his art for the game is some neat stuff.

He's also done art for a number of other smaller projects, none of which I'm familiar with. Still some cool designs on display here too regardless.

Finally, the book even includes an interview with the man himself. Coincidentally, he's surrounded by a wide assortment of Persona merchandise:

I'd kill to get my hands on some of that stuff.

All in all, yet another quality artbook that only fuels my hunger for all things Persona. Shigenori Soejima is easily one of my favorite character designers, and his artwork featured in this book is a testament to his work. Now to get off my lazy ass and replay P4 again and fall back in love with the cast.

--JT

Just Arrived 8-2-10: Muramasa the Demon Blade figure

As some of you may remember, Muramasa The Demon Blade was one of my favorite games of last year. With it's fluid combat and absolutely gorgeous 2D visuals, there's a whole lot to love with the game. It was pretty much a no brainer that when a figure of one of the characters was going to be made, I was going to pick it up. Well, that figure has just arrived.

Meet Momohime, the heroine of Muramasa The Demon Blade. Possessed by a dark spirit, she travels across Japan wielding a Muramasa blade. This 1/8 scale figure of her is made by Alter, and god damn is it gorgeous.

This figure is highly detailed, and features Momohime ready for action as she prepare to draw her sword. Vibrantly colorful as the game she's pulled from, there's so much loving attention to detail.

The figure really captures the essence of the character; not only of her beauty, but also the determination in her eyes. Momohime also includes an additional arm piece for a slightly altered pose with sword drawn from it's sheath.

God damn I'd be lying if I didn't say that this Momohime figure is easily one of my new favorite figures. If only Alter or someone else would create a figure of the maleprotagonist Kisuke to compliment Momohime.Also, the only otherproblem now is that there's going to be a neverending war on my desk over who's the best swordsman:

--JT

Just Arrived 7-3-10: BlazBlue... what?

Oh hurrah for imports. As you can already see, I just got my copy of the japanese release of BlazBlue Continuum Shift. Not just the regular release, but the Limited Edition box. Also, that cd you see there was a bonus I got with my game. It seems to be some sort of audio drama for BlazBlue when I briefly played it. Anyways, What makes this LE special?

What you see here is a replica copy of the recording script, a BlazBlue Visual Book (a mini artbook), the game itself (with a different box art than the regular edition), and a Nendoroid figure of the character Noel Vermillion. Let's take a look at this stuff.

The replica script is pretty much just that; a copy of the dialogue within the new game. It's pretty much 155 pages of what you see above. I'm sure there's probably spoiler material in there, but (thankfully, in a way) I can't really read japanese. Moving on...

Some pictures from the artbook. Just as always, the artists at Arc System Works are display some beautiful stuff. I like how they included the black & white line sketches that lead to the creation of the final piece. Btw, most of the art in this book is stuff that's unlockable in the in-game gallery (I've already unlocked some of the images myself).

Finally, there's the main thing that people wanted this limited edition for...

The Nendoroid petit figure of Noel. For those of you who are wondering WTF a nendoroid is, it's a mini figure that typically has a large head for a sort of chibi look. When I say mini, I mean mini:

With her beret (which is removable) and stand, she only stands at just under three inches tall. Still totally adorable regardless. Her arms are also moveable at the shoulders and the head rotates. Totally worth it.

Also, my order also came with a preorder bonus from the place I bought it from (AmiAmi):

It's japanese phone card that's apparently worth "50 call units". The art on it is exclusive to AmiAmi (other retailers got other images), and features the new character to the console release Mu-12. It's a neat collectible, and could be useful... if I ever find myself in Japan and needing to make a call... yea...

Anyways, that's about it for now. I need to get some food, and then dive into the game a lot more. Until next... oh wait, one more thing:

--JT

Turning seven

So I just turned 7 today... well, more like my Gamespot account just turned 7-years-old today. I personally have got over two decades on top of that. @#$%. Has it really been seven years here already? First off, let's get the (boring) recap of the notable things in the past year out of the way...

Noteworthy Blogs:

The Arcade Supergun Project

PAX East Awesomeness

A look at initial load times of games

JT's Favorite Games of All Time - 2009 Edition


Artbooks:

Mega Man Zero Complete Official Works and The Art of Uncharted 2

Metal Gear Solid 4 Master Artworks and Valkyria Chronicles Development Artworks

Tekken 6 Art Book

Shadow of the Colossus JP Guide and Guilty Gear 10th Memorial Book

SF20 The Art of Street Fighter

The KOF Character Encyclopedia and BlazBlue Material Collection

Devil Survivor Official Material Collection


Last Anniversary with previous links


With that out of the way, onto the news. I wanted to have a new banner ready for this, but didn't have the time to finish it. Hopefully that may be soon as I'm a bit tired of my current Xenogears banner. I've got a few ideas running in my head. Instead of just a new banner and call it a day, I'm going to show you all my current gaming setup. Last time I did this was back when I was still living in an apartment, so things are quite different now. As always, click the pics for bigger versions.To begin, let's start with the upstairs living room:

This is primarily my legacy games set-up, along with where I keep most of my books, artbooks, and dvds.

Just a old 19 inch CRT TV that's hooked up to the Nintendo, Super Nintendo, and Sega Genesis. I've got two controllers for each one except the Genesis; I've actually got four for the Genesis (two 3-buttons and two 6-buttons). All spare controllers are stored underneath the TV. I think I also have the original Gameboy under there too.

The shelving of all of my books, artbooks, and dvds (regular movies, anime, and various animation). I've also got some of my figures on display here.The stereo on top is an old Aiwa that was a High School Graduation present; I mainly use it just for radio as something is screwed up with the cd player. I really need to take it apart sometime and see if I can fix it.

And here it is, my man-cave/basement/main gaming set/whatever the hell you want to call it. It's a little messy at the moment no thanks to all of the small things I screw with here and there.

Here's something that's familiar to most of you, my arcade cabinet. FYI, the game on display is currently Progear, which is a great shoot-em-up for the CPS-2 arcade hardware made by Cave (Mushihime Futari, Deathsmiles, DoDonPachi). To the left are my current collection of arcade sticks that I've built. The bottom two are rigged for PS2, on the middle shelf the left one is currently Supergun, and the remaining three are PC/PS3. Oh, there's also my old two guitars for Guitar Hero 1 & 2 on PS2.

The main view of everything. That's a 32" LCD TV with the PS2, PS3, Wii, Xbox 360, and Supergun set up on it. Most of my spare controllers and wiring is currently stored in the cabinets underneath. My coffee table is typically covered in controllers of sorts.

The current collection of video game OSTs, Neo Geo carts, and all video games from the PS1 era to current generation. To the left is all of my assorted Rock Band equipment (with a new keyboard coming by the end of the year with Rock Band 3; @#$% yea). I also have a stool for the drumset that's just off camera.

Finally, my PC desk from where I'm currently typing this up on. The rest of my figures surround my 20" monitor. What you can't really see in this pic is to my left is a pile of various PC and electronic parts along with my printer. Hiding in the lower right is my modem/router (yay for FiOS).

Anyways, that's about it for that. Comment on it as you will. So that's yet another year down; and what's to come in next year? Who knows.

--JT

Just Arrived 6-19-10: MMZ and Uncharted Artworks

It's been awhile since I've done one of these blogs, but that's mainly due to not really acquiring anything that was really worthwhile to document. That changes today! Fresh in my mailbox are two new artbooks for my ongoing collection, one that's been out for a few years now and one that just recently got published. Onwards we go...



Mega Man Zero Official Complete Works

The Mega Man Zero games are a spinoff series that were released on the Gameboy Advance years ago (and recently re-released as a compilation for the DS), and the Mega Man Zero Official Complete Works is a collection of art from the series. This 176-page book contains most of the promotional and official art and images for each of the four games along with some concept art and sketches mixed with some extras.

Most of the book is focused on just the official final art for all designed characters, enemies, and bosses. One nice little touch is how it also includes a small in-game snapshot of how each enemy animation looks if the final blow was by saber slice, which was a neat graphical touch at the time these games originally released.

There's also a number of pages of concept sketches and ideas that were thought up during development, but never got implemented in the final products. Combined with some designer notes that were translated, this gives some intriguing insight to the series.

Aside from the typical art, there's also a short synopsis of the story of the series (yes, this MM series actually had a solid story!), including a snapshot summary of key scenes and endings from all four games. The book even ends with a glossary of key terms of the Mega Man Zero universe.

All in all, the Mega Man Zero Official Complete Works is a good artbook for fans of this particular series. With a solid collection of art, small details about each character, and info regarding key events for clarifying certain things, this book is a nice addition.



The Art of Uncharted 2: Among Thieves

So most of us know how critically acclaimed Uncharted 2 was last year and highly praised by gamers alike. Also, most of us know how one of the big parts of this hit was due to the quality of the visuals that Uncharted provided. I comes to note that something with as detailed of visuals as Uncharted 2 has a lot of detailed art behind it's development. The Art of Uncharted 2: Among Thieves is a compilation of this artwork, and boy it's quite beautiful. This 272-page book of awesome consists of lots of art, paintings, 3D model renderings, and more of the various characters from the game.

Of course, the characters aren't just the stars of the show. There's plenty of art that went into concepting the design of each of the environments in the game.

There's also some production shots taken during development and during the motion captured elements.

One thing that really makes this book stand out among other artbooks I've got is the abundance of commentary by the various art directors at Naughty Dog. There's a lot of great info about the development; from the considerations behind the look and feel of each character, design choices and considerations in environments that affect both gameplay and visual aestetics, and general tone, mood, and pacing of the whole game. There's numerous comments regarding the sort of research Naughty Dog did in making Uncharted 2's world unique, yet still grounded in reality.

The Art of Uncharted 2: Among Thieves really needs to be a part of anyone's collection. Whether you're just a fan of the game, an inspiring artist, a graphic designer, etc., there's a lot to look at, read, and take in with this book. A whole lot of love went into making Uncharted 2 the phenominal game that it is, and this book really shows off that kind of love that went into it.

--JT

Retro Binges

We're already nearly halfway through the year, and I'm still finding myself on a giant retro gaming binge. I mean of all of the current generation games that have come out in the past two months, I've only picked up and played two games: 3D Dot Game Heroes, which was just average/kind of disappointing; and Super Mario Galaxy 2, which happens to be fantastic and is up there with SMG1 as one of Mario's best 3D games.

Going back to the whole retro binge, I've been giving my Genesis a whole lot of love lately. Thinking back on when I was younger, I used to regard my Super Nintendo as my preferred 16-bit console, for good reason too thanks to titles like Super Metroid, the Mega Man X series, Chrono Trigger, & Final Fantasy VI. The only reason I really kept my Genesis was for Sonic (again, Sonic 3/Sonic & Knuckles combined is one of my favorite games ever). However recently, I started to dive into the Genesis' library more since I'm older and can pay for my own games; and interestingly enough my personal preference of 16-bit console has shifted to the point that I can't choose between either.

So what titles have influenced my feelings about my Genesis? First of major note is Rocket Knight Adventures; I am seriously kicking myself for not playing it sooner as it's a absolutely wonderful game. It's got a charming anthromorphic mascot, simple but tight controls, great level design with good variety, and a catchy and memorable soundtrack. The variety is really quite astounding; one level you're running and jumping around like any typical action platformer, next you're flying through the skies with your rocket pack in what feels like a good ol' shoot-em-up (and there is a reference to Konami's Gradius franchise thrown in), and then evendueling your rivalwhile piloting giant pig mechs that looks like something out of Rock 'Em Sock 'Em Robots.

In the one (1!) month that I've had the game, I've lost track of how many times I've played through it. It's a sign of a game's quality when no matter how many times you play it and memorize it, it's still fun to play every single time. Rocket Knight Adventures is quickly becoming one of my favorite titles on the Genesis, and should be a game in anyone's Genesis library.

Other than that, I've gone through Castlevania: Bloodlines and Gunstar Heroes a number of times. Bloodlines, while it's not quite as graphically stunning or as lengthy as it's SNES cousin Castlevania IV, is actually my preferred game between the two. It's got more memorable bosses, and it's music is just awesome. FYI to speak of the music, the composer behind Bloodlines' music is the same person who did Symphony of the Night's music. If I ever get an urge to play some Castlevania, I'm always finding myself leaning toward Bloodlines than IV.

As for Gunstar Heroes, all I really need to say is that it's made by Treasure. Actually, it was Treasure's very first game, and what a debut title for a company who'd eventually become almost legendary for making shoot-em-ups. Gunstar Heroes is just a wild rush of a shoot-em-up that really pushes what the Genesis can display on screen at one time since there's typically loads of enemies on screen, and basically everything (I mean EVERYTHING) explodes... enemies, robots, boxes, etc. Combine this with some good weapon variety where you can carry two weapons at a time, but you can combine the two into a hybrid weapon with altered attributes ensures being able to replay the game differently each time. Treasure... you're awesome.

Aside from all the Genesis love, I actually did acquire a few other things of note:

I picked up two Neo Geo AES (the home version) joysticks, a copy of the MVS version of Blazing Star, and a complete copy (box and instructions) of U.N. Squadron. The two joysticks are actually for use with my Supergunsince I initially wired it to be compatible with these sticks. Both of the games are great shoot-em-ups for their respective consoles; took me forever to find a copy of Blazing Star for a reasonable price.

The only other thing I've got to comment on at the moment is about the Metal Slug games. I recentlygot to comparing the Metal Slug Anthology on PS2 to the original versions that I have a bit. The anthology is a pretty faithful port, but there's just one thing I noticed that keeps it as good as the originals. That one thing happens to be a slight input delay on the controls for all of the games (exceptMetal Slug 6)on the anthology. Playing the original versions, all of my actions would occur almost the instant I press the button; but on the anthology it takes about 0.5-1 second after the button press for anything to occur on screen. Now, that doesn't sound like a whole lot of time; but for a run 'n gun shooter such as the Metal Slug games, that little amount of time can mean life or death.

Anyways, that's about it for now. It's about time I take to the skies of Area 88 and fight the forces of Project 4 (U.N. Squadron). Until next time...

--JT

Another day, another stick

Well yet again during my infinite boredom (or interest, I'm not really sure at the moment), I've gone on and built another arcade stick. This time, it's one themed after BlazBlue Continuum Shift; again my character of choice: Ragna. I originally was thinking of using frame by frame animation of one of his moves like I did with Terry Bogard last time. However, I changed my mind at the last moment and went with a larger emphasis on his emblem laid on a red motif.I placed in a sprite of Ragna right as he's about to begin his newest move, Belial Edge.

Everything else about the case is the same stuff I made most of my other sticks. MDF case with two polycarbonate sheets (one protecting the art on top, and one on the bottom to close the case. iL Eurojoystick (unfortunately mixed with a black dust washer instead ofa red one)with Happ Competition buttons comprise the actual controls; used four red buttons to represent the approximate layout of the arcade version of the game, though all six are functional for other games.

Build quality of this particular stick, I'm mostly happy with as it's as good as the Terry stick was. The artwork I've got mixed feelings about. I can sort of see myself changing it out sometime down the road, but we'll see.

--JT

The Arcade Supergun: Bringing authentic arcade games to your TV

So not everyone has the luxury of purchasing an arcade cabinet (or in my case, building my own cabinet) in order to play arcade games in their own home. Arcade cabinets can be quite costly (anywhere from $500 to $3000+), and take up a moderate amount of space. So what can a person do if he wants to play c-lassic arcade games, but cost and space is an issue? The alternative is building/buying a arcade supergun.

A supergun is essentially a condensed version of everything inside of an arcade cabinet minus the monitor. It provides a basic interface between you, the arcade board, and your tv. A supergun is for the most part a simple project to build. To begin, the most basic parts consist of various jacks and buttons for outputting video, sound, controllers, etc. and typically a plastic box/enclosure to house all of the components.

Beyond the basics, there are several different parts needed to make this device work. First there's a matter of powering it. Most arcade boards require both a +5V line and a +12V line; and there's also a select number of boards that also need a -5V line to power it. For the sake of simplicity, I'm foregoing the -5V line as I don't plan on picking up any boards that require one. This leaves me with needing the +5 and +12; both of which I've got covered with a dual voltage power supply seen in the above picture (to the left of the black box). Another option that's available is using an AT/ATX s-tyle power supply from an old PC; they can provide all of the required voltages including the -5V.

Aside from power, another crucial component of a supergun is the video encoder. What do we need a video encoder for? Well you see, arcade boards output pure RGB signals to a RGB monitor. Most TVs today don't have a RGB input; just your typical component, composite, and S-Video. As such, we can't just plug the arcade board right to the TV as it won't know how to interpet the video signal. Enter the video encoder:

This little board comprised of various capacitors, resistors, processing chips, etc. will take the RGB video signal coming from an arcade board, and convert it into something that a TV can understand. Of all the components of a supergun, the encoder is by far the most expensive item. Depending on the quality of the encoder and how many outputs it has, it can cost anywhere from $25 for a simple one w/ just composite and S-video to $85 for a full suite of outputs. The one pictured above is a $85 one with composite, s-video, and component video outputs.

So now that there's power, video, and an asortment of buttons and jacks, there's one more crucial piece needed to make this thing work. That piece is a JAMMA harness:

This harness of wires is like the brainstem of an arcade cabinet; it connects and interfaces the arcade boards with all of the rest of the components. Some of the wires connect to the power supply to run the whole thing, some output the audio and video signals of the game, and others connect to the joystick and buttons so the game can actually be played.

A brief history: some of the earliest arcade games each had individual custom wiring configurations. So whenever an arcade operator saw that a game is no longer making him a profit, he would replace the game in the cabinet and update the external art. However due to the different wiring of each game, every time the operator changed games he would have to rewire the entire cabinet.

Enter the Japanese Arcade Machinery Manufacturers Association (JAMMA). About 1985, they developed a wiring standard which was adopted by most arcade games by the 1990s. Thanks to the development of the standard, arcade operators no longer had to rewire entire cabinets when switching games; now all it required was pulling out the old board and plugging a new one in.

With that aside, we can now assemble this supergun. Unfortunately, I don't really have any pictures of the construction of this thing in progress like I did with the arcade cabinet project; that's mainly due to there not being anything particularly complicated here. Half of the project consists of drilling round holes into the plastic box; with the only hard cut being the rectangular slots for the controller ports.

On the front of the box are the two controller ports, a test switch, and service switch. The controller ports are 15-pin connectors, which are compatible with Neo Geo/Neo Geo CD controllers. The test switch allows access to an arcade game's options menu to set thing up. Finally, the service switch is basically one way of "inserting coins" into the game to play.

On the backside are all of the various jacks for audio, video, and power along with the JAMMA harness itself. I included composite, component, and s-video jacks along with mirrored monorail audio (note: a large number of arcade games only output mono audio).

Now to take a look at what is happening inside of this little black box:

The entire second half of building a supergun is soldering all of the wires into place inside the enclosure. This is probably the hardest part of the whole project, mainly due to all of the close quarters soldering that's required. As you can see, there's lots of wires inside of the box, and I have my encoder hot glued to the bottom of the box. So you have an idea of how tricky it is wiring this thing up, it took me pretty much an entire day to wire and solder everything inside this box with the hardest part being the controller ports with 11 wires soldered to each one. I originally tried to put everything into an enclosure that was half the size of this one, but like hell if I could get it all to fit and make clean solder joints as needed.

With the supergun built, there's really just one more thing to address: controllers. As I said previously, the controller ports are wired to the Neo Geo/Neo Geo CD configuration, so I could go purchase a few NGCD controllers to play games. Alternatively, I can also take one of my spare arcade sticks and wire it up using a spare Neo Geo extension cable like this:

That's about all there is to a supergun. With this project built, I can play arcade games on just about any TV and relive some great memories. As long as the arcade board utilizes the JAMMa standard, I can use this device to play it. My particular poison when it comes to arcade games? Meet the Neo Geo MVS:

This particular model is the MV-1C, a top-loaded 1-slot motherboard. As far as what I like to play on it:

From top to bottom: Garou Mark of the Wolves, The Last Blade, The Last Blade 2, Metal Slug, Metal Slug 3, Samurai Shodown II, and Metal Slug X. As you may see, MVS carts are fairly large in size. A single MVS cart is about as tall as a dvd case, slightly wider, and as thick as two dvd cases stacked together. As a reference:

Well, that about wraps up this little project. Feel free to leave any questions in the usual spot below, and I'll try to get back to you as soon as I can. Now if you'll excuse me, I've got some gaming to do...

--JT

P.S. Happy Blog #100