20/06/2013

TEKKEN 2 (NES)

Yes, you read the title correctly - it's Tekken 2, on the NES.


Some time in (presumably) the Nineties, a crack squad of Chinese hackers called Hummer Team cobbled together a rough approximation of Namco's famous fighting title and released it as a bootleg Famicom game, proving that while pirates may be happy to utterly disregard the concepts of copyright and intellectual property they will at least do so with a little ambition.


They even managed to squeeze the original Tekken's intro in there! Well, a little bit of it, anyway. Alright, so it's just Kazuya glowering at the player and then doing a few kicks but I'll take it. You might be thinking it's a little rough and that Kazuya's ear looks like a flattened penny you'd get from those seaside coin-squashing machines, but I should remind you that the actual Tekken intro didn't look much better. Check out Nina's running animation - I don't think it'll be too difficult for Hummer Team to recreate that level of grace and fluidity.


Onto the game itself, and naturally the first thing to do is to select your character. On the top row you've got a choice between Wang, Heihachi, Michelle, Nina, King, Paul, Kazuya and Law. On the bottom row you've got... the same characters again. Identical to the characters on the top row in every way, just in a different order. Why? C'mon, this is a bootleg NES game, there's no point questioning these kind of decisions. Maybe there was extra space on the cart that needed padding out, maybe Tekken 2 was adapted from a different bootleg game that had sixteen character slots, maybe the programmers got distracted and accidentally copy-pasted all the fighters' information. All I can say for sure is that I'm disappointed that Yoshimitsu and Jack aren't included - especially Jack, because I have fond memories of playing the original Tekken with my younger brother and driving him into screaming fits of rage by spamming Jack's punch combo - but I shall struggle on and select Kazuya. It was the way he glared at me in the intro movie, I just can't get him out of my mind.
So, how can Tekken's combo-based, 3D gameplay be transferred to the NES?


Answer: it can't, and unsurprisingly Tekken 2 is a basic 2D one-one-one fighter. Kazuya and Michelle face off against each other inside a resolutely single-plane baseball stadium, and the early signs are encouraging - the stadium was an actual background from the first Tekken game and while the sprites are hardly fantastic they're certainly recognisable as the character they're supposed to represent. I know that sounds like damning with faint praise but remember, it's a bootleg game. I'm just amazed it hasn't crashed yet.


Unlike, say, Street Fighter 2 and it's six-button combat system, Tekken is a little easier to squash down for play on the NES controller, and I'm sure you won't be surprised to learn that the two punch and two kick buttons of the real Tekken games have been reduced to one punch button and one kick button for Tekken 2. You can press A to punch or B to kick, and you've got a jumping and a crouching version of each. Holding away on the D-pad makes you block, and double-tapping forward or back makes you dash in that direction. A simple system, but a fairly effective one none-the-less.


Still, it took me a little while to figure out and as a result the first round against Michelle ended in a Time Over. It's okay, I've got loads more health than she does. She even crumpled to the ground when the time ran out. Round one to Kazuya!


Or not. Despite what the game tries to make you believe by having your opponent slump to the ground when the clock runs down, you can't win a round through time out. I'd have been more annoyed about losing the round if it hadn't been immediately followed by this amazing picture of Michelle, mind you. Those short-shorts are so short that one of Michelle's legs has disappeared, the mass of that missing limb seemingly migrating into her upper body where it's given her enormous, Popeye-esque arms. Simply wonderful.


Back to the fighting, and some further pad-wrangling has revealed that performing a fireball motion and pressing one of the attack buttons will produce a special move! I've played a fair amount of Tekken over the years, but unlike with other fighting game series the move names have never stuck in my mind, so you'll have to bear with me as I describe Kazuya's moves as "that big jumping uppercut that he does" (pictured above) and "jumping spinning kick-sweep". You know, those iconic techniques of Mishima-style karate.
Well, I'm impressed. A bootleg brawler with special moves that not only look like the moves they're ripping off but which are actually easy to execute when you need them! No wrestling with the D-pad in the vain hope that something, anything might happen, as is so often the case with low-quality fighting games, be they official or piratical knock-offs: special moves are smooth and predictable, so Tekken 2 gets a big thumbs up on that front.
Now that I have a few more pugilistic tools at my disposal, Michelle doesn't stand a chance and the fight goes Kazuya's way.


To paraphrase one of The Simpsons' finest moments - I hate every Mishima I see, from Kazuy-A to Kazuy-Z.
Also - and don't take this the wrong way - I think you should take a good look at Kazuyz's crotch. Go on, try to figure out how his legs are attached to his body. My current leading theory is that they aren't, it's just that his trousers are so tight (and so high-waisted, c'mon man, you look like my grandad) that his legs have nowhere else to go.


From here we follow the standard "Arcade Mode" route of two-round battles against each fighter in turn, and next up is cryogenically-frozen Irish super assassin Nina. Did I mention that she's an Irish super assassin who was once cryogenically frozen? Because I feel it bears repeating.
Nina didn't come out so well after the polygons-to-pixels conversion, her deadly combat skills somewhat dulled now that she's wearing oven gloves and has developed an intense fascination with Kazuya's groin. She's as mystified by the arrangement of his hips as I am, it seems. She also suffers from having lacklustre special moves, namely a double-fisted punch with no range and a set combo. A lot of characters have combos as one or both of their special moves, and they're almost always useless - easy to avoid and never getting the full allocation of hits in even when the first blow does connect.
Do you want to see Nina's win portrait? Of course you do.


You too can lose pound, pounds, pounds with the Tekken 2 Diet (warning: Tekken 2 Diet may lead to irreversible organ failure and poor fashion choices)!


Now a battle with my deadliest foe - myself! Wait, never mind, myself keeps running into my own fist. That'll hamper his chances of victory. The AI in Tekken 2 could be generously described as "variable," with some fighters showing much more intelligence than others, although a common thread is that they're all very gung-ho and not much for the art of defence.


I used this to my advantage in the fight against Michelle, and things went much more smoothly once I realised that the computer doesn't seem to have much defence against being kicked in the knees until they fall over and then subjected to a constant stream of jumping uppercuts. For all the flak I've been giving to Kazuya's pelvis, the guy has some serious lower body stamina.
"But didn't you already beat Michelle?" I hear you cry. Good, glad to see you've been paying attention. Yes, I did beat Michelle, but it turns out that the second row of duplicate characters wasn't just there for show and you have to beat each opponent twice to complete the game. No, there are no differences that I could see between Michelle and Michelle Strikes Back and yes, it is very aggravating to have to battle her again.


Ha ha, Wang. An immature reaction, yes, but need I remind you about the cryogenically-frozen Irish super assassin? I'm just treating the Tekken series with the same amount of maturity and restrain it's showing me.
Wang is an elderly Chinese man in a videogame and therefore it seems likely he'll be able to kick your ass with little effort, but unfortunately for him he's been saddled with the same problems as Nina regarding special moves, coupled with an overall shorter range. You know what's got good range? Kazuya's crouching kick and jumping uppercut.


And still polite enough to bow. What a charming fellow. Even the saucepan on his head doesn't detract from his overall air of class.


Kazuya's dad and pointy-haired series mainstay Heihachi comes next, determined to thrash out his paternal issues in the only manner he knows how - fisticuffs. Well, there's that and throwing his kids off cliffs. Those are his go-to parenting moves, but given how much of a dick Kazuya grew up to be it's fair to say he won't be winning any Father of the Year awards. That and, you know, he threw his son off a cliff.
Heihachi is rather well-represented in Tekken 2, and aside from the unfortunate decision to shade his legs using the same colour as the background so that he seems to be suffering from a horrible wasting disease, his animations and moves make him very recognisable.


Not so sharp in his win portrait, where he's squatting in a pose that's difficult to describe without using the words "straining" and "lavatory". Also, Hummer Team? I know you copied these images directly from the actual Tekken games, but you could have at least rounded Heihachi's corners off a bit. He's got the shoulders of a Final Fantasy VII character.


Hey, it's King! Everyone's favourite luchador enters the fray, and I'm very pleased that they developers went with his alternate shirt-and-tie outfit rather than taking the obvious path and dressing him as a wrestler. It's a good look for the sophisticated jaguar-headed grappler-about-town.
Now, Tekken 2 doesn't feature throws, which is unfortunate for King, what with him being a wrestler and all and throws making up a considerable part of his repertoire. He doesn't suffer too much, though, because Hummer Team thought it would be nice to give him the power of flight to compensate.


One of King's special moves is a drop-kick: a very powerful drop-kick that's fast and travels the length of the bloody screen. No projectile attacks? No problem! Just turn yourself into a living artillery shell and blast your opponents aside! The amount of challenge you get from King is directly proportional to how often he does his drop-kick, and unfortunately he only varies between "a lot" and "constantly." He's also got a lunging dive (which I could not for the life of me figure out how to perform when I played as King) that's almost as useful, and for once I had to think about what I was doing. This lead to the revelation that there's a decent game lurking somewhere deep inside Tekken 2, especially one on an 8-bit console. The collision detection is above average, movement and control are smooth and fluid and while the game does go mental every now and then - sometimes it'll drag your characters around the stage in a manner that has nothing to do with what's going on on the screen - it's generally pretty consistent. I've played worse one-on-one fighting games that were released legitimately, I can tell you that much.


King wins, and to celebrate he swaps his usual jaguar mask for the half-melted head of a really angry mole.


There's not much to say about judo master Paul Phoenix, he of the Vanilla Ice hairdo and bear rivalry, other than it's kind of hard to see him against the desert background. Good camouflage work, Paul, that'll really give you the edge.
The fight itself may have been unremarkable, but there was one thing that I noticed when I was playing this stage. Up until now Tekken 2's music had been unremarkable - I think it's reworked tracks from the actual Tekken games, but I don't know enough about Tekken's music to confirm that. Paul's theme, though... it sounded familiar. I started humming along, even. Here, check it out:



After some time spent racking my enfeebled brain, it finally came to me: it's the bloody Fear Factory music from Donkey Kong Country!



Well, that's that mystery solved. Fair play to Hummer Team, they picked a pretty great track to shoehorn into their pirated fighting game. I would have gone with Ice Cave Chant myself, but it's definitely better than the music that has come before.


Perhaps as recompense, Paul gets one of the better victory portrait. Sure, he still looks like someone grabbed his bottom half and squeezed really hard, and each club-like hand is bigger than his head, and his hair makes it look as though his balancing a log up there, but... nope, sorry, I guess Paul looks just as wonky as everyone else.


The final character we've yet to see is Law. Is it possible to talk about Law without mentioning Bruce Lee? Well, I just did so apparently not. Law has perhaps fallen the furthest of all the Tekken 2 characters, with both his special moves being easily-avoided combos and his trademark speed reduced in keeping with the game's slower pace. His kicks don't seem to connect as often as they should, either, which is a real shame for a Bruce Lee clone. See, there, I mentioned him again.


Don't worry, Law, it's nothing for you to worry your little head over. Your teeny-tiny little head.


Once you've beaten the eight fighters and their eight identical clones, you might expect to be finally granted a respite from this thumb-pummelling marathon, but Tekken 2 decides you haven't had enough yet and chucks in a couple more fights. These work like a mini endurance round, where you have to defeat two different characters with only one health bar.


I was a bit worried about having to fight King again, but as the screenshot above shows I was ready for him this time. Also, he barely did any drop-kicks. I never did find out what happens if Kazuya's uppercut collides with King's drop-kick, and that's probably for the best. I also figured out, sadly much too late, that repeatedly using Kazuya's spinning kick special against an opponent who's standing in the corner will pretty much trap them in place, allowing you to finish fights quickly and with minimum effort. Normally I'd raise this as a negative point but c'mon, sixteen normal battles and then some survival fights? Frankly, I was glad of the break.


As for the ending, you've already seen it - it's just a slideshow of all the victory portraits, so you get to enjoy King's melty head and Heihachi's cuboid arms all over again. It's more than I was expecting.


In fact, this whole game has turned out to be more than I expected. It's a competent enough 2D fighter - an unpolished, rough fighter but one that has a decent core to it, far above the quality you'd expect from a bootleg Famicom port of a 3D Playstation game. Perhaps the most impressive thing is the characters themselves, which don't look great when they're still but in motion they're immediately recognisable to anyone with even a passing knowledge of Tekken. Plus, you can't go wrong with Donkey Kong Country music.


Even the game's wonkier moments are strangely endearing, probably because they don't often impinge on the gameplay too often - sometimes the little things can raise a smile, like the font they chose for the Game Over message:


"Howdy, partners, and welcome to the King of the Old West Tournament!"


There's also the fact that if you reset the game, it starts back up with a different title screen: a title screen that says "Battle Arena Toshinden," in fact. Chinese pirates like to keep their options open.


Tekken 2 is a pleasant surprise, then. Unless you're one of Namco's lawyers. If you're looking for a one-vs-one fighting game for the NES then honestly, you could do a lot worse than this. Who would have believed it, eh?

17/06/2013

TROPICAL ANGEL (ARCADE)

It only rained on two days last week and the ambient temperature has risen to a point where my CyboRazer GX Blogmaster Typing Gauntlets have become uncomfortably sweaty, so I guess that means the British Summer Is Officially Here. Don't worry, I've switched to the more lightweight and heat-dispersing PowerSlash 4500 Keyboard Mittens with OptiCool Technology™ so you'll still be getting the best possible results in the field of wittering on about old videogames no-one cares about. In "celebration" of the summer season, today's old videogame no-one cares about is Irem's 1983 bikini-based rock-dodging simulator Tropical Angel!


For those of you enjoying the current mini-revival in the day-glo Eighties/Nineties aesthetic, this title screen should be a treat, as it should also be those of you who hanker for the days of blue skies in gaming. Not sure where the purple sea factors into that. Maybe it's a reference to the wine-dark sea of The Iliad, maybe someone typed in the wrong hex value when setting up the colour palettes.


Welcome to Southern Paradise! It's really only a paradise if you like waterskiing, though. The amount of elysian bliss you receive from this place is directly proportional to how much you enjoy being pulled along by a boat with two planks of wood tied to your feet. If you wanted the paradise with the comfy chairs and the all-you-can-eat ice cream buffet, that's over at the Northern Paradise. I'm sorry, our brochure should have made this more clear. No, you can't have a refund.


So Tropical Angel is a waterskiing game in which you control the titular Tropical Angel herself as she is dragged behind a speedboat that zips across the murky lavender water of Southern Paradise. You hold down the button to accelerate and move the stick to swerve left and right, and your goal is to pass through all six gates and complete the course.


The conflict, the excitement, the raw watery drama that awaits you when you play Tropical Angel comes from the fact that apparently Angel did something to really piss off whoever is driving the boat, and as revenge they decided to drag her through a patch of water filled with more rocks than the Kuiper belt.


You have a set amount of time to pass through all six gates. If you can squeeze between the tightly-spaced buoys along the way you get some extra time, but if you hit something, like, I dunno, a rock, or if you spend too long turning in one direction, Angel falls into the sea, loses five seconds of time and has to start from the last set of flags she crossed.


VGJunk's Top Tropical Angel Tip? Don't hit things. If you can master the skill of not waterskiing into rocks, your dominance over this game will be assured.
That's pretty much it for the gameplay. If you can make it to the end without running out of time, you'll pass the first test and move on to the second test. After that, there are more tests. In fact, every stage is described as a test, making Tropical Angel the videogaming equivalent of that recurring nightmare of mine where every day is exam day and I spent all my time studying advanced algebra when the exams are on Soviet Foreign Policy 1945-60 / waterskiing.


An endless cycle of testing and bikinis, that's Tropical Angel. I'm a little worried that this game is going to seep into my subconscious and the next time I have said recurring nightmare I'll be sitting my A-Levels in a bikini.
After B-Test part one comes B-test part two, and they're almost identical only with slightly more rocks. Complete both parts of the B-Test and you get a little reward.


Tropical Angel is not an exciting or even particularly interesting game, but I think this between-test scene was worth skiing my way towards. There's something about a pixel beach scene with azure skies and fluffy clouds that's very appealing, plus it reminds me of OutRun. I'm going to play a bit of OutRun now. I'll be back soon.


Okay, I'm back. Where were we? Oh yeah, there's a bonus game to help you unwind between tests - the boat driver feels a momentary pang of guilt about dragging Angel through all those rocks, and so he gives her the chance to relax by taking her through a course filled with ramps. Jump off as many ramps as you can to gather up the precious, meaningless points. Soar through the clear sea air with aquatic grace of an inebriated pelican. Keep an eye out for stray rocks, because while the skipper is giving you a break he still wants to keep you on your toes.


Back on the water, then. Nothing has changed, apart from the possibility of a sudden, bloody death.


There are sharks around now, and bumping into one means an instant game over no matter how much time you had to spare. This is because the shark is eating you alive, or at the very least snapping off a limb or two. Waterskiing is a difficult sport to master if you're missing your arms, although I'm sure Angel is committed enough to her chosen sport to give it a go. She could hold the rope in her teeth.
The sharks also remove any lingering doubts that the guy driving the boat is anything other than a complete psychopath with a callous disregard for Angel's safety. They'll give a waterskiing boat license to anyone these days. Or maybe this is a test for both of them - Angel passes through her sublime waterskiing skills, the driver fails for refusing to drag her to safety after "accidentally" wandering into Jaws' home territory.


Between the A and Master Class test waits another bonus round, this time a slalom course where you have to weave left and right in order to ski around the correct side of the flags. I don't know why I explained that, that's just what slalom is. Having already become weary of Tropical Angel's gameplay, I spent the majority of this bonus round just holding down the accelerator and not steering. I made it past most of the flags. I wouldn't want to accuse Irem of half-arseing this minigame, but the lack of rocks and sharks make it seem like their hearts aren't really in it.


We're into the final set of tests, and nothing has changed beyond the amount of rocks increasing to such a level that Angel might as well be skiing across the Himalayas. Before I earn my title as Most Successful Waterski Test Taker 2013, there's one more thing to mention and it's pictured above. If you press the other button, Angel turns around as starts waterskiing backwards. You collect more points while doing this, but the downside is that you can't steer, and as this entire game is based on steering around things Angel's fancy moves lie somewhere between "useless" and "will almost certainly lead to a grisly death by hungry sharks." I'd skip it, if I were you.
Angel also jiggles a bit when she's facing this way, finally cementing the fact that Irem just made this game as an excuse to have a girl in a bikini as the playable character and that they were way ahead of Team Ninja and Dead or Alive's most famous "feature."


I marked the best point on my waterskiing test. That's... definitely a sentence. Writing this website really has taken me to dizzying new heights of gaming experience.
Much like a Michael Bay film, Tropical Angel offers about five minutes of diversion followed by a rapid descent into tedium, although unlike a Michael Bay film they probably didn't spend the GDP of a small African country making it. The game's real problem is the lack of variety, and if you've played through the first test then there's not much point carrying on unless you're really excited to see a blocky shark's fin half-heartedly bumbling around at the bottom of the screen.
There's not much wrong with the actual gameplay - the main issue being that the collision detection of the sharks is a little iffy. Angel moves around much as you'd expect, and while at first obstacles can seem to come at you in a slightly random fashion, once you've learned that a) you can let go of the accelerator to make sharper turns and b) you can predict where obstacles are going arrive by looking whereabouts in the boat's wake they are, the gameplay becomes a much smoother and a perfectly acceptable experience.
All in all, Tropical Angel is about what you'd expect from a thirty-year-old waterskiing game whose main draw was that your character is wearing a swimsuit.


At least there's an ending, sort of. Angel lies on the beach, clutching the head wound she suffered after being violently thrown onto the sand after crashing into, you guessed it, a rock. Confused and suggestible after her cranial injury, she gives the player a "congratulatory kiss." This scene comes off as a little creepy, which I think is down to the way the text appears on screen one word at a time in a very robotic manner, an off-screen machine ordering Angel to GIVE. THE. PLAYER. A. KISS. That's Southern Paradise, folks - where the purple waters are infested with sharks and robotic voices compel women to kiss people.

Bonus!


Tropical Angel's arcade flyer is another live-action affair, and while it's not quite as gloriously daft as Konami's offerings in the field it has it's own charm. More charm than the game itself, at least. The promise that "It's your endless summer!" is one that Irem didn't really follow through on, mind you. You can complete this game in half an hour, which coincidentally is about how long a British summer lasts... and as I finish this article, it's started raining. Looks like the British summer really has arrived.

14/06/2013

GAMES DEVELOPER WEBSITES AT THE TURN OF THE MILLENNIUM

Well, that was an interesting E3, wasn't it? Forget the future, though. It'll probably all be terrible anyway, except Mega Man appearing in Smash Bros. because there's no way that can fail. Instead of looking forward, let's splash around in the foetid puddle of pointless nostalgia and travel back in time to take a look at some of the websites put up by the game's industry's biggest names (and Jaleco) around the turn of the millennium. Yes, thanks to the Internet Archive's Wayback Machine, we can once again experience Web 1.0 and see what was hip in the year 2000. They still said "hip" in 2000, right? I forget. It was thirteen years ago, after all.

Nintendo, 1999


(click pictures to enlarge)
Okay, so websites from 1999 are never going to be perfectly archived - missing pictures are going to be a recurring theme throughout this article - but you get the idea with Nintendo's website. It's all about the Nintendo 64, as you would expect. The focus is on Zelda 64 - that is, Ocarina of Time - but before we get on to that, let's take a moment to enjoy the banner at the top of the page. Yeah, the one where a giant Donkey Kong is sneaking up on Princess Peach, possibly with the intent to lick her. Still, it's a more civil ending than most games of Mario Party manage.


The Ocarina of Time page contains much less retina-searing ugliness than I expected from a site of this vintage. Don't worry, that'll change. So, yeah, Zelda 64. This is all very simple, the kind of links you'd expect from a page like this, plus a tiny advert for the official strategy guide. That's what I'd forgotten about the web of the late '90s - just how tiny everything was. The fact that Link looks like he's squinting on the cover only makes it seem smaller.


The most interesting part of the Ocarina of Time website was this interview with Shigeru Miyamoto himself. As always, he comes across as though he was placed on this Earth for the specific and sole reason of making people happy through the medium of videogames.
The interview's main focus is Zelda 64, naturally, with tidbits about the games development as well as this revelation about Miyamoto's movie-watching habits:


I wouldn't want to judge the man, but I find it extremely difficult to imagine Shigeru Miyamoto sitting down to watch Pink Flamingos. That said, it may explain some of Wario's more grotesque scatalogical moments.


Also included is this hint of what Majora's Mask could have been, a 64DD title that swapped new dungeons into Ocarina of Time instead of being a stand-alone title. Of course the 64DD lived a short and fruitless life, so that never happened.


"Naked Mario? In Super Mario 64? No." said Miyamoto, with a laugh. It was nervous laughter, the sudden fear about the intentions of his interviewer sending a chill up his spine.
Seriously, I never heard any rumours about Naked Mario and I was the kind of nerd who paid attention to these things. Maybe British spods were burned out on nude characters after none of the thousands of purported methods to get Lara Croft naked in the original Tomb Raider panned out.


Speaking of Majora's Mask, there are also some screenshots from an early build of the game, when it was still called Zelda Gaiden. I can't remember enough about Majora's Mask to tell you what parts of these shots are different from the final release, but I'm sure they'll be of interest to someone.

Capcom, 2000


Capcom's millennial web presence is a rather more cluttered affair. Drop-down menus are the theme, and judging by Akuma's face they're causing him some considerable pain.
A couple of things jump out at me from the mess. The first is that it's a good job my internet access was very limited at this time, because the invitation to "talk with others about Marvel vs. Capcom" would have lead me to have never shut up about it. The other thing is the tagline for Resident Evil: Code Veronica. The problem isn't the words themselves but the way they're presented - writing "The Terror is Relentless" with no punctuation rather robs the statement of any power it may have had. It sounds like a bulletpoint from a corporate slideshow, which I suppose may well have been where it originated.


A personal memory, this one, because The Misadventures of Tron Bonne was the first thing I ever bought over the internet. I bought it from Game's website, and I can't be 100% percent certain on this but I'm pretty damn sure I paid a lot more than $29.95 for it. For all the recent talk of mandatory internet connections and untradeable games, it's worth remembering that some aspects of videogaming are definitely much better than they were, and the treatment of us poor Europe plebs is one of them.
This page also serves as a grim reminder of just how terrible most US box art was, even when compared to the European versions. I know it's Tron Bonne's game, but not putting Servbots on the cover seems like shooting yourself in the foot, a foot that could have been protected by a gaggle of adorable robot slaves.


Speaking of Servbots, there was once a Servbot towel available for purchase on Capcom's web store. I think the happy and scared expressions are intended to represent the Servbot's mood before and after you've rubbed your damp, naked body with his face.


Something else I learned from this website: Ghosts 'n' Goblins was released on the Game Boy Color. I did not know that. I guess that's why they call it the Information Superhighway.


Finally from Capcom, here's a quick look at the MegaMan Legends page from the Japanese Capcom site. I don't think I've ever seen these illustrations before, and they depict a hard truth - while the girls get something nice to hug, Mega Man is being attacked by a dog. Even back then, Capcom's hatred for Mega Man was clearly already on the rise.

Silent Hill, 1999


I didn't see much of interest on Konami's main site, but that's probably because I was hankering for some Silent Hill and I didn't want to be wading through a mire of tripe like (ugh) Metal Gear Solid and (eww, gross) Suikoden to get there. Those were sarcastic groans of displeasure, by the way. Trust me, my dating techniques have taught me what real groans of displeasure sound like.
So, this is the entrance page to Konami's Silent Hill site, and it's green. Really green, and flecked with lightning. Did Mountain Dew run a Silent Hill tie-in around this time? You've probably already noticed that rather than showing the protagonist or one of the game's trademark monsters, Konami opted for a big picture of everyone's favourite mad-eyed, child-sacrificing gyromancy enthusiast Dahlia Gillespie, and that's kind of refreshing. It at least shows a charming lack of advertising drive, because nowadays there's no chance that a major developer would promote their game with a picture of an old woman with a skull three sizes too big for her head.
One last thing of note - more Greek-style letters in a Silent Hill context. I've mentioned their appearance in Silent Hill 2 before, and there are some in Silent Hill 3 as part of (if I remember correctly) Valtiel's texture, so at this point they're looking like something of a SH theme. You heard it here first, Silent Hill is actually a testing ground devised by the mighty Olympian Gods to measure the worth or mortal souls.


I wonder how many emails they got about that piano puzzle? What was the tipping point that broke Konami's webmaster down to the point that they just put the answer on the website? Of course, if you don't know which notes correspond to which piano keys, this answer is useless to you. Good work, webmaster.


I also found this press release for Silent Hill 2 that suffered an endearingly wonky translation job. Highlights include the unnecessary quotation marks around the word "noise" and this sentence - "Going through intricate story and maze of quiz, the player reaches ending climax". Now, nobody loves Silent Hill 2 more than I do, but I never reached ending climax while playing it.

Squaresoft, 2000


Sadly there wasn't much to see on Squaresoft's site - I think the servers that host that particular archive were down - but I did find this Vagrant Story splash page that I distinctly remember seeing at the time it was actually live, probably during one of the many high school lunch hours that I spent reading about upcoming games instead of, you know, eating some food or socialising with my peers.
This page reminds me of two things: one is that I should really play Vagrant Story again, and the other is that before I start a new game I should take a three-month course to study the unknowable intricacies of Vagrant Story's crafting and combat systems, because the game itself sure as hell won't explain them to you.

Sega, 2000
Again, nothing too stellar from the Sega site, mostly plenty of familiar and depressingly enthusiastic advertising gumpf about the power of the Dreamcast and how it was going to totally blow the competition away, the DC is radical and did we mention that you can play online!? Holy cow, Sega really is the future! There was this one thing, though...


A killer competition where the prize is a chance to get on stage with Limp Bizkit and play a Dreamcast game against Fred Durst himself! I cannot tell you how disappointed I am that the pictures in this article don't work, because there is no way they could have been anything less than the perfect encapsulation of the millennial zeitgeist, the age crystallised and condensed into a series of heavily-compressed .jpg images.
The competition seems like it might be kind of unpleasant for the winner, though. Besides the obvious indignities of being at a Limp Bizkit show, I can't imagine Durst being the kind of guy who would respond well to a kid beating him at a videogame in front of a crowd. I can see the headlines now, "PR Disaster for Sega as Bad Musician Loses Videogame, Punches Child."

Jaleco, 1999
Regular VGJunk readers will know of my affection for Japan's premier games developer (not-quite-good-enough subdivision) Jaleco, so naturally I had to check out how they had chosen to represent themselves on the world wide web. I was not disappointed.


Jaleco's website kindly provided by Mr. Collins' Year-9 IT class. Good work, kids.
I'm not really sure what they were going for with this one. There's a space theme, sure. That I can see. Is that the planet Jaleco, currently under attack from a swarm of intergalactic dots that represent paying customers? Or maybe those are supposed to be stars, a visual metaphor for the shining quality of Jaleco's videogames. Possibly the person responsible for this image had just figured out how to draw gradient-filled circles in CorelDRAW and the project just got away from them a little.
There's not much content here - a brief page about a Game Boy Color title called Pocket Bowling  is the main "highlight."


They really went with the old "is that a bowling pin in your pocket?" line, huh? Such unexpected crudeness from Jaleco, and using something as large as a bowling pin in that innuendo just seems like puerile bragging.
Between the horrible colour combination, the sloppy punctuation and the misaligned images, Jaleco's website screams one thing to me: GeoCities. And what was the single most defining feature of the GeoCities experience? No, not the text rendered unreadable by clashing backgrounds, not the abundance of links to a dizzying array of weblinks - it was the animated "Under Construction" gifs.


Yeah, gifs like that one. This exact gif appears in several places throughout the Jaleco site. Just a reminder, Jaleco were an actual company and not a thirteen-year-old with a sweet X-Files fansite.
That seems like a good place to end this article, because I can't see anything topping that. So, what was the web presence of the big-name games developers like at the turn of the millennium? A lot less competent, that's what.

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