Let’s Make A Crystal

June 28th, 2023

I didn’t bring much back from Australia, since I wanted near-empty suitcases for Japan, but I did come home with this:

I ‘won’ this via the points I got spending too much on a DC Comics card-redemption machine in the arcade at Westfield Kotara. I actually got two sets, and gave one to Sue. I wonder if she’s made it?

Considering the quality of the items they usually have in these arcade shops, I had little expectation this would be good or even work at all. But I followed the instructions to the letter to find out.

Start by adding the powder to hot water and stirring until the mixture is clear:

This suspension will form a crystal via evaporation, but a substrate (on which the crystal will grow) is needed, and that’s the little ceramic cone that came with the kit. The instructions were to wait for the mixture to cool, place the cone in it, then let it grow for a week.

The above shows the growth process, with the photos taken about two days apart. As you can see, the crystal grew well and by the last picture some crystals had also formed on the sides of the container. Here’s what the crystal looked like once removed from the mixture and allowed to dry:

It was a little trick to take a good photo since it’s so transparent! It’s also very fragile, and even touching it can cause the crystals to break off. It’s vaguely semi-spherical and about an inch in diameter.

So far so good for the crystal growing part, but does it glow? I shone a torch on it for 10 seconds or so and and turned out the light:

Holy smokes! This thing is positively radioactive. I’ll spare you the details about how this works, but it’s not just glow-in-the-dark, but even acts as a fairly bright green light source:

This little kit far exceeded my expectations. It was simple to make and worked perfectly first go. I’ve paid for worse kits than this one, so this easily gets two thumbs up 🙂

Japan Pickups: Wizardry (Part 2)

June 27th, 2023

I bought 38 books home with me from Japan, and the vast majority of these fell within two categories. Here we’ll look at the Wizardry books!

The above are guidebooks for the first Wizardry game. The left is for the NES release, and the right is more generic and covers the original version of the game, which the book itself reveals was released on the following systems:

Both of these guides are full of maps and tables and monster data, as well as detailed strategy on how to navigate the dungeons. They both seem like extremely useful guides to what is a famously difficult game.

I love also that the NES guidebook was obviously used by someone, as is evidenced by an attempt to complete some of the (partial) maps. This is also present in some of the other guidebooks shown here.

Here we have two different guides for the Famicom (since it was never released on the NES) version of the third Wizardry game. Why are there two? My assumption is simply that the license was granted to more than one publisher, especially since both of these contain official game art. The book on the right in particular is a beautiful tome, including not just screenshots of but also the official art of all the game monsters.

Here we have five guidebooks for the Game Boy ‘Gaiden’ games. As you can see I have three different books for the first game (Suffering Of The Queen) and one each for the second two. Once again these are impressive books (especially for their small sizes), chock-full of art and maps and tables and even featuring lots of color.

The above is a shot of how monster data is presented in the books for the first, third and first Game Boy games in the series. You can see how the books began to include official art, and then for the Game Boy versions the official art became the showcase!

I can still recall playing Wizardry VII when it came out, and I would have killed for a guidebook like the one shown above. It’s very thick (300+ pages) and seems loaded with game info but it also – based on adverts inside – seems to be one of four different guides for this enormous game! The book on right is the for the much-maligned Wizardry ‘adventure’ and is full-color and mostly screenshots. It’s a good way to get an idea of a game I’ll likely never play.

These two are a mystery. They are for the same game (seen in my previous post), and published by the same company within one month of each other. Both books seem more or less the same in terms of content (maps, guides, monster and item data etc.) but it’s presented differently in each (both are quite fancy and full of colored pages). It’s as if the same publisher published two unique guidebooks for the same game at the same time?!?

Here we have a Wizardry novel (based on the second game and published in 1990) and volume two of a Wizardry manga! There have been at least three manga series over the years, and I believe this one (from 1989) was the second.

The art is of-it’s-time, and based on an old review I found (and translated) online the story is derivative of other fantasy series that were popular in those days (like Lodoss War). I actually saw this entire series for sale (8 volumes) but it was pricey and (more importantly) very heavy so I didn’t buy it.

The last half-dozen or so pages of the manga contain this weird pseudo-magazine, which is itself referenced in a couple of the hint guides shown above. The Wizardry book rabbit hole seems to run deep!

If you were following my blog during the trip you may have seen a photo of the above. I hesitated at first due to its extreme cost, but on the last day I bought it since I didn’t want to regret. It’s a book from the official Wizardry ‘TRPG’ (think Dungeons & Dragons) which was released in Japan in the mid 1980s. From what I can tell this was a somewhat popular game, had quite a few books released, and has had two rereleases since.

The manual contains loads of material, including a few short adventures. It’s delightful to see it seems to be a literal translation of the game into a TRPG, with dungeon maps and monsters that resemble those from the games.

Speaking of the official Wizardry table-top game:

I saw these in January and regretted not buying them, so I was happy to see Mandarake still had the set! To my surprise it was still brand new and sealed. Of course I had to open it:

It’s five monsters ostensibly from the game series. They appear to be made from pewter, and are fairly detailed for their sizes:

I’ll never paint or even use them of course, but their fun treasures for my collection. You may have seen in my recent trip I saw another in this series, but the box for this set reveals that there were an incredible 24 sets of Wizardry miniatures?!?

It was fun finding and buying all the above during the recent trip. Yes some were pricey, but some weren’t as well. I’m positive I don’t even remotely have all the guidebooks for this series, but I probably have enough at this point. Now it’s time to dive into the GB versions and put some of these books to use 🙂

Japan Pickups: Wizardry (Part 1)

June 25th, 2023

As I’ve mentioned, I’ve been selling off my game collection over the past five years. I’ll never stop being a game collector – I still have all my handheld games for instance – and I enjoy collecting a certain series now to keep my fingers dipped in some of the systems I’ve divested from. That series is Wizardry, and once again I bought some more games from the series while I was in Japan.

This 1996 Super Famicom game was the fourth in the Gaiden series (the first three were Game Boy games) and, like its predecessors, was never released outside of Japan. Wizardry still existed as an ongoing series in the west when this game was released, but the Japanese spin-offs were well and truly established by now.

The game is rare and somewhat pricey these days, and I’m happy I found a great condition version, especially since the box is beautiful and features silver ink. I can’t of course play it (I don’t have a Super Famicom), but maybe one day I will.

The two PS1 games shown above contain remakes of the first five Wizardry games fancied up with new graphics and sound, and the PC-Engine game contains Wizardry III and IV. While I’ve played all these games in various versions over the years, I’ve never been able to play the PS1 remakes and would love to since they contain all new Jun Suemi monster art.

No Wizardry games were released in the west for PlayStation or the TurboGrafx, but with the above pickups I now (believe I) have all but one of the nine games released for these two systems. The one I am lacking (Wizardry Empire) doesn’t seem particularly rare or expensive; it’s just I haven’t found it yet.

One of the Busin games was the only PS2 game in the series released in the west (as Tales of The Forsaken Land), and was in fact the last physical release Wizardry game released outside of Japan. I own it, and played it at the time, and it was a great new installment. In Japan Wizardry saw many PS2 installments in multiple series (main, Gaiden, Empire) and I think I now own them all with the above three pickups.

A PS3 game – Labyrinth of Lost Souls – was released in 2011 and even came out in the west. Alas it was digital only, and since my PS3 is long dead I couldn’t play it any more even were it available. I’ve read that the Japanese physical edition (which you can see in the pic) was limited release (which may explain why it was pricey)! I’m glad I now own it, since it’s the last physical release of any Wizardry game.

With these eight pickups my physical Wizardry console game collection is very close to complete, but since the original series was released for so many machines there’s still a lot of retro versions out these I’d like to get my hands on. Wizardry for instance saw releases on Apple-II (in 1981), PC, Macintosh, MSX and a bevy of different Japanese home computers. Wouldn’t it be fun to own one of them?

As far as the ‘Part 1’ of this post is concerned, I also bought a few Wizardry books while in Japan. I’ll detail them in the next post…

Last Day

June 18th, 2023

Yesterday was my last full day in Japan. I didn’t do anything particular special; just went on a last minute shopping bender so I wouldn’t have any regrets!

It was extremely hot and humid – pushing 100F at midday – so I did my best to stay in air conditioning. The streets of Ikebukuro and Akihabara were loaded with people, and it was fun to be a part of it.

The evening was spent packing. I pride myself on my ability to efficiently fill suitcases beyond capacity but last night I had a real challenge and it took me about five hours to get everything packed and the suitcases (just!) under the weight limit. It’s going to be enormously entertaining to unpack them and start opening stuff when I get home 🙂

My flight isn’t until this evening and I’ve got late checkout, so I still have a few hours free today. I’ll be spending them mostly in the air conditioned comfort of the arcade and game centers. As much as I enjoy shopping I think my heart is – and always has been – in the arcades 🙂

I’ve had a absolutely wonderful time and checked many things off my ‘Always wanted to do in Japan’ list. I already look forward to the next visit which I know will inevitably happen. Once I get over the jet lag I’ll blog some of the items I managed to find this trip, and in the meantime you should watch your mailbox for a postcard or two.

Hirose Entertainment Yard

June 17th, 2023

There’s an arcade in Akiba called ‘HEY’, or Hirose Entertainment Yard. This place focuses on older games, and is known for having a floor mostly dedicated to shoot-em-ups from yesteryear. Over the many days of this trip, I made it my mission to play every shooter unfamiliar to me.

The games are all lined up as you can see above, in about five rows. There’s dozens and dozens of them, but I didn’t play any games I’m familiar with (more on this below). This post therefore features a lot of games you’ve probably never played or even heard of before, most likely because they never left Japan (and I speculate perhaps never even left Tokyo)! I’ll rate each game out of 10, which will be an indication of how much I wanted to play it again after a single try (a 5 would be a 50% chance).

Each game incidentally costs ¥100 per play, and (I assume) is set to a high difficulty level. The cabinets are kept in meticulous condition, and the joysticks and buttons all work, and many games also have added dedicated autofire buttons.

Ultra X Weapons (1995): A fantastic Ultraman themed game in which you control one of six Ultras and face off against enemies from the various shows. Great controls and music, an autobomb, but a very steep difficulty rise a few levels in. Obviously of particular interest to me, this one may be a little mundane for non-Ultra fans. (9)

Rapid Hero (1994): Very fast gameplay with good power ups but somewhat bland graphics and simplistic bosses. Seems simplistic for a mid 1990s release. Only average. (5)

GunNail (1992): Very reminiscent of Truxton, which is a good thing. It had bonkers weapons, waves of enemies to use them on and some sort of score combo system. This was a wild ride and I’ll play it again before I leave! (8)

Thunder Dragon (1991): A helicopter shooter reminiscent of Flying Tiger that shows its age with stingy power ups and graphics that seem dated for 1991. Recovery after death is Gradius-level challenging. (5)

Thunder Dragon 2 (1993): An upgrade from the predecessor with smoother play, more bombastic weapons and slightly less difficulty. I like how the player speaks when he kills enemies (“Get out of my sight”), but it’s still an unremarkable game. (6)

Super Spacefortress Macross (1992): The graphics are great, and the bosses fun to fight. I like the novel power up system, but it was unfun sometimes being forced to change your ship when I didn’t want to. A solid early 90s shooter, possibly playing it a bit safe due to the license. (7)

X-Multiply (1989): Irem ripped off their own smash hit R-Type with this one. Everything from the graphics to level design to the controls and even music is derivative and is a veneer to try and hide the fact that the gameplay is just boring. Skip this one. (4)

Salamander 2 (1996): I was happy to play this since I’d never had the chance, but despite detailed graphics the game suffers from extreme difficulty and overall boring level design. If you’re going to make a sequel to a beloved game, it has to at least bring something new! (5)

Batsugan (1993): An influential and now-legendary game that incorporates intense shooting with an RPG-lite XP system. It’s got great power levels, clever bosses, beautiful graphic effects and pigs! Batsugan also dances on the edge of bullet-hell territory, and was the last game released by the wizards at Toaplan before they went under. I loved it so much I immediately went to a nearby store and bought the just-released Switch port. (9)

Battle Garegga (1996): Another famous game, featuring beautiful graphics, great power ups and intense action. The version in HEY seems to be the initial release where the enemy shots are incredibly difficult to see so the difficulty is insane, but it’s enormously fun to play regardless. A deserved classic! (8)

Battle Bakraid (1999): A sort of followup to Garegga, this features similar design and gameplay, with even more insane power levels (half a dozen options can surround the ship), a combo system and an absolute avalanche of pickups. It’s also bullet-helly, which isn’t surprising since the designer went to Cave after making this game. A first class shooter. (9)

Armored Police Batrider (1998): Another ‘Garegga-like’ from the same developer (Raizing), with insane weapons, an xp system, perfect controls, great scaling graphics and an unusual team system where each of your three lives is a different ship. Hectic and great fun. (8)

Kingdom Grand Prix (1994): A fantasy-based game which seems to merge racing and shooter elements. A bit befuddling, but the graphics and astonishing, I loved the fantasy elements, and the shooting is solid. (7)

Dimahoo (2000): A late sequel to the above, this sheds the racing part for a full-on fantasy based shooter. This game is amazing – one of the best I played at HEY. The pixel-art graphics are extraordinarily detailed, featuring things like giant turtles with castles on their backs, flying demons and fairies holding spellbooks. The power-up/xp system is rewarding and the bosses are fantastic. As a late-era shooter, it’s bullet-hellish as well. A work of art. (9)

Andro Dunas (1992): Reminiscent of Section Z or even Scramble, this simplistic game feels like an early concept that needed a few more months in the oven. While the graphics and level designs are forgettable, I liked the power up system where four different weapons gain levels with pickups and only decrease by one level upon death. (5)

Operation Ragnarok (1994): Cross P-47 with Salamander and you’ll get this. Overly large sprites and weird morph animations result in a muddy look that doesn’t work. The gameplay is generic and suffers from slowdown (this is a Neo-Geo arcade game), and while I give it points for attempted spectacle it ultimately fails. (5)

Pulstar (1995): This is a famous Neo-Geo shooter since it was a late release and uses pre-rendered visuals, mostly successfully. However the game is a blatant R-Type ripoff with, for me, the same weaknesses. This means for all the flashy visuals the game is too slow and memory based, and had a lot of cheap deaths. Pretty but boring. (6)

Blazing Star (1998): This is a sequel to Pulstar but for me seemed a downgrade. Too much slowdown, weird power up/scoring systems and muddy graphics made the game a bit of a slog to play. Half-baked. (5)

Dangun Feveron (1998): Crazy disco (yes, disco) based game where you annihilate massive waves of fodder enemies and collect little guys trapped in (disco?) balls for points. It’s absolutely a shooter with crazy weaponry, a hell of bullets to avoid, and a complex scoring system based on pickups and enemies killed, but all of this, at least for my one attempt, faded into the background due to the disco presentation. Mostly I think it works, and the fact it’s a Cave game is probably a big part of that! (7)

FixEight (1992): A graphically ugly Commando-esque game where you manually scroll the screen and can only fire in three directions. Dated even when it was released. (3)

Varia Metal (1995): An unambiguous game that feels more like an Amiga shooter than something for the arcade. The graphics and sound are extremely dull. While it is novel you can morph your ship, there’s hardly any fun here. (2)

Master of Weapon (1989): A Xevious clone released years later and not a patch on its inspiration. The enemies and powerups are boring and the graphics are terrible so you just don’t care what comes next. It’s also punishingly difficult. (3)

Gridseeker (1992): This was the most difficult game I played: even the ‘popcorn’ (ie. one-shot fodder) enemies require multiple shots! The ship has a massive weapon in front of it (like the R-Type force) which blocks some but not all enemy shots and leads to hit box confusion. It’s too early for bullet hell, but the enemy bullets move at light speed. Strictly a ‘one go’ title! (2)

Gun Frontier (1990): An unusual game in which your and the enemy ships resemble flying revolvers (from the Wild West era). You collect bullets and coins to power up, and deaths are merciful. Overall it’s interesting due to the visual style and was fun to play, despite being a bit simple. Worth a closer look. (7)

Terra Diver (1996): A vertical shooter that uses a horizontal display is bold idea from the start (and possibly chosen to make it easily portable to home consoles) and while it has worked with other games I don’t feel it does here since the ship moves slow enough it’s frustrating moving across the wide screen. The poor graphics and weird weapons systems compound the problems I had with the game. It didn’t grab me at all. (3)

Final Star Force (1992): This is nothing like Star Force so I suppose the choice of name was marketing. The primary takeaway was the absolutely game-killing slowdown (affects you and enemies differently) and the fact it’s relentlessly difficult and almost impossible to recover from after your first death. I somewhat liked the graphics, although the colour cycling is repulsive. Overall poor. (5)

Zaviga (1984): Imagine a cross between Xevious and Zaxxon with horrible graphics, random terrain and sprites and insanely slow ship control. This was the oldest and worst shooter in HEY; and it almost felt unfinished! (1)

Varth (1992): Fantastically stylish pixel graphics where the enemies and backgrounds match perfectly. Great control and weapon options, and fun bosses. No particular outstanding feature but everything just works very well. A fantastically fun game. (9)

NebulasRay (1994): This game has a horrible screen ‘rolling’ effect (as if the playfield is mapped onto half a cylinder) that almost gave me motion sickness every time I moved the ship! The dull colorless graphics don’t help, and it’s also extremely fast and difficult. A relic of its time that hasn’t aged well at all. (1)

And there you have it. Playing these games took many hours, and I’ve been to HEY every day this trip (usually in the evenings). Amazingly the selection of games changed once or twice, and some of the games listed above are now replaced with different ones (Rapid Hero became Gun Frontier for example). I assume HEY rotates their arcade boards frequently, which makes the place even more important as a venue to keep these old arcade games alive.

While I’ve reviewed a lengthy list of games here, HEY actually has many more shooters available. The games I didn’t play for this post (because I’m familiar with them already) included most of the Gradius series, the 194X series, the Raiden series, the Raystorm series and the dozen or so Cave games.

There’s also two more floors of retro arcade bames! The floor above the shooters contains dozens of retro beat-em-ups and fighting games, as well as loads of retro games from other genres as well. On the bottom floor next to the newest Densha de Go cabinet they have two older ones as well. It really is an arcade game utopia.

Being able to do this was one of the goals of this trip, and another reason why I deliberately stayed in Akihabara. It’s been enormously entertaining (and relaxing) just burning away time happily playing old retro games in a dark arcade every evening for these last ten or so days 🙂

Lastly, the above photo shows the funniest thing I found in HEY. On the very top floor, in a ‘hidden’ corner behind some cabinets, is their only Ultraman card battle game. Guess where you’ll find me later this evening?