SUMMER 2005

Posts from July, August, and September 2005.

September 27, 2005...  I Love a Classics Collection with Ambition!

Good news for everyone looking forward to Capcom Classics Collection... according to this review on IGN, the compilation contains content not found in the original arcade games.  This includes not only the original mission from the Genesis version of MERCS, but the option to start dream matches between the characters from all three Street Fighter II releases.

Capcom Classics Collection will be officially released tomorrow.  If you haven't already preordered the game, now would be a pretty good time to think about a purchase!  For just twenty dollars, you can't go wrong.

September 26, 2005...  Late to the Grand Theft Party

It is 2005, and I still hate Grand Theft Auto.  I discovered this the hard way when I bought a copy of San Andreas from some random guy who couldn't sell it to GameStop.  I took the game off his hands for sixteen bucks.  On one hand, that's a fraction of its original retail price, but probably a whole lot more than I should have spent, considering my opinion of past GTA releases.

I will give San Andreas credit for the improvements it's brought to the series.  There's not much you can do to fix a fundamentally flawed game like Grand Theft Auto, but at least Rockstar tried to bring purpose to the aimless wandering by letting the player improve their character's abilities with exercise.  Running from the cops boosts CJ's stamina, while taking a bicycle instead of a car to each mission makes him a more skilled cyclist.

The atmosphere feels very genuine, too.  Forget that the game was designed in Europe... you'll never question the authenticity of the setting or the characters, thanks to convincing dialogue and voice overs to match.  Naturally, there's a lot of rap music in the San Andreas soundtrack, but if you're not a fan of hip-hop and don't mind breaking the fourth wall, you can tune into alternative rock, country, or even 70's funk instead while driving that car your stole to your next mission.

However, the game itself just isn't much fun.  You can squeeze some entertainment out of San Andreas if you color outside the lines, but actually playing the game as Rockstar intended is a mind-numbing experience.  The missions are long, dull, and frustrating... if you're gunned down by cops or rival gang members while trying to complete one, you're dropped at the footsteps of a hospital miles away from your house.  Your only real option is to restart from a save point, slowing the game to a crawl despite the streaming playfield designed to keep San Andreas and its predecessors running at a brisk, even pace.

The bottom line is, I still prefer True Crime: Streets of L.A.  True, it's a glitchy, overly ambitious jumble of a game with an obnoxious hero and ridiculous plot twists.  I still can't get over one of the endings, which pitted you against zombies and dragons (what, no vampire cowboys?  Oh wait, that's been covered already).  Despite all that, True Crime was fast-paced and fun, because the designers wisely chose to seperate each mission from the open-ended design of the city.  You could explore your surroundings at your leisure, then get down to business battling the bad guys.  If your were brought down by the criminals' flying fists or bullets, you were sent back to the beginning of THAT MISSION, not a clinic nine blocks away.

Having said that, I don't have high hopes for the sequel to True Crime.  Shockingly, Luxoflux has disposed of both the title character and the karma system that kept a running tab on his morality.  The only thing they should have thrown in the trash was the desperate pandering that made Streets of L.A. hard to take seriously.  Unfortunately, it seems that things will only get worse now that the bright lights of Los Angeles have been replaced with the dirty back alleys of New York. 

I actually have higher hopes for Total Overdose... I played the demo of this upcoming Eidos release and liked the irreverent approach to the typical third-person action game, even if it was full of cheesy Latin stereotypes and lackluster graphics.  At least the designers were willing to stand up and admit that their game is silly, unlike the starchy yet equally absurd Dead to Rights.

Well, enough of that.  There's a new review on the site... this time, it's We Love Katamari, the sequel to the little budget game that could.  While I'm on the subject, check out the review of the game on 1UP.  I make a cameo appearance in the seedy dive where fans of the game are reciting poetry.  Jeremy exaggerated me a little for comedic effect, though.  See, I'm usually not that friendly.

September 24, 2005...  Rise and Fall of the Imperfects

9/24/05

Attention PSP owners!  If you've got emulators on your system and are thinking of buying Burnout Legends, or any other new game, you've got to read this.  This information will save you a lot of heartbreak... about three hundred dollars' worth, to be precise!

And now, some random thoughts on Rise of the Imperfects, the new Marvel fighting game by Electronic Arts...

*  The GameCube version is a full ten dollars less than its Playstation 2 and XBox counterparts.  Someone from the Higher Voltage message board theorized that the drop in price was due to the game's lack of online support.  If you don't have a broadband internet connection or just aren't that excited about online gaming, the GameCube version is the way to go.

*  According to the back of the box, the term "super hero" is a joint trademark of Marvel and DC Comics.  One can only guess how these two massive corporations managed to claim the rights to such a broad concept, but one thing is clear... it must really suck to be Image right about now.

*  The commercials for Rise of the Imperfects kind of creep me out.  Did anyone really need to see a grown man donning Underoos featuring all the game's characters?  If that weren't sad enough, he ultimately decides to docorate his dong with the face of Paragon, the game's female warrior.

*  Why are game companies like EA suddenly deciding that NOW is the right time to start ripping off Power Stone, five years after its Dreamcast debut?  Aren't they a little behind the curve on this?  Furthermore, why hasn't Capcom released any sequels to the game?  Seems like the PSP would be perfect for a Power Stone revival.

September 19, 2005...  Symbols are Funny (also, game reviews)

The Game Live tour (sponsored by Mountain Dew™ , G4™ , Creative Labs™ , Alienware™ , and new X-treme Depends™  undergarments) took a brief stop in my town this afternoon.  You can guess where I was for most of the day!

Most of the games they had on display were already available as demos at GameStop, where you DIDN'T have to endure eardrum-piercing techno music while you played them.  Nevertheless, I did experience a few games I hadn't tried, such as...

SERIOUS SAM II:  Thankfully, Serious Sam is anything but, injecting a welcome dose of humor into what is an otherwise by-the-numbers first person shooter.  Hordes of enemies chase after you, ranging from hulking stone natives to red soldiers that bear an eerie resemblence to Halo's Master Chief (I doubt that's just a coincidence).  You blow these creatures away with a selection of weapons, including my personal favorite, the explosive parrot.  He just looks sooo adorable perched on your arm, but he's anything but harmless when he's released, making a beeline for the nearest foe and leaving behind a hail of bones and colorful feathers in his wake.  If this sounds like your kind of game, make sure you pick it up for the PC... the XBox version looks surprisingly awful, with bland environments and textures so blurry you'd swear someone swapped your system with a Nintendo 64 while you weren't looking.

NEED FOR SPEED: MOST WANTED:  The next game in the Need for Speed series is more original than the last, and is shaping up to be a much smarter buy than the disappointing L.A. Rush.  This time, you're not just racing against the clock and other opponents, but fighting to stay on the road as a half dozen cops swarm your car.  You'll have to outsmart the officers to win each race, but they won't make it easy for you, using their own vehicles as roadblocks and temporary holding cells.  There seemed to be some frame rate issues, but I tend to attribute that to a buggy XBox which also locked up the first time I tried to play it.  This isn't the first time the police have made an appearance in a Need for Speed game, and with any luck, it won't be the last!

MORTAL KOMBAT: SHAOLIN MONKS:  It's a Mortal Kombat spin-off that's actually more fun than the official games in the series!  Shaolin Monks is a fast-paced beat 'em up with control as razor-sharp as the spikes you'll use to finish off the grotesque enemies in your path.  The game is combo-friendly as well as player-friendly... you don't have to memorize lengthy button combinations to pull off fatalities and special moves, and both Liu Kang and Kung Lao are armed with launchers which let them bat around the bruised bodies of their adversaries.  It's fun, fun, fun, the way Mortal Kombat should have been from the very beginning!

You'll find more of my impressions of the Game Live tour at my LiveJournal and 1UP blog.  And hey, I wouldn't mind a bit if you'd share your own opinions of these games at the official Gameroom Blitz forum... after all, that's why it's there!

September 17, 2005...  Here Comes the Gaming Goodness!

September's been a great month for gamers.  We were hit with a double dose of Burnout action earlier this week, and next week, we can look forward to the long-awaited sequel to Katamari Damacy.  Closing out the month is the release of Capcom Classics Collection for the XBox, Playstation 2, and, uh... XBox.  Hey, Nintendo, what gives?

October will be even more exciting, with the American debuts of Trauma Center and Castlevania: Dawn of Sorrow.  Treasure's sequel to Gunstar Heroes will also debut this month... will it live up to the legacy of the original on the Sega Genesis?  Only time will tell, but we won't have to wait long for the answer!

I hate to end this upbeat update on a sour note, but, uh... here's a review of Capcom Fighting Evolution.  What's the final word on Capcom's latest 2D fighter?  "Blah."

September 13, 2005...  Storming the Graffiti Kingdom, One Boss at a Time

It wasn't love at first sight, but I'm really starting to get into Graffiti Kingdom.  In case you missed last month's updates, this is the action/adventure game by Taito and Hot-B that lets you create your own mighty monsters by drawing them and assigning them abilities.  Who needs to catch 'em all when you can make 'em yourself?

Anyway, if you already own this game, or plan to buy it, there's something you should know that will save you a whole lot of frustration.  About halfway through Graffiti Kingdom, you'll find yourself locked in a danger-filled room along with a bouncing pink boss named Telepin. 

Chasing the obnoxious creature around the screen will only result in your getting beaten like a red-headed circus monkey.  Instead, stand next to the red and blue blocks in the stage and face north.  When Telepin comes a callin', respond with a barrage of close-quarter attacks... I've found that the Fear Slap works especially well for this purpose. 

Telepin will try to smack you around with his cheap-o combination attacks, but if you're playing as the Rainbow Bear, his arsenal of weapons will fly over your head faster than a Dennis Miller joke at a taping of The Man Show.  You'll also be protected from the stage's roulette of doom... any dangers triggered by the roulette will also slip right past you.

Hold your ground, tagging Telepin whenever the opportunity presents itself, and victory will be yours in a matter of minutes!  This is a big improvement over the hour it took for me to find this trick... O_o

September 11, 2005...  Playstation 2 Mascots Battle to the Death!

This update brings with it a new featured game, more content in the Game Boy Advance section of the site, and a preview of the latest installments in three of Sony's most popular franchises.

The folks at GameStop were kind enough to supply me with demo versions of three upcoming Playstation 2 releases when I preordered my copy of We Love Katamari.  Here's my initial impressions of all three games, in what I like to call the free play three-way!

SLY 3: HONOR AMONG THIEVES:  Out of all three series, Sly Cooper seems to have aged the worst.  The cel-shaded characters that were pretty impressive in 2002 are starting to show some rough edges, and I don't just mean that figuratively... Sly and his friends are constructed from low polygon builds that make them look more primitive and angular than cartoony.   While there aren't any noticable improvements to the graphics, at least the designers at Sucker Punch have thrown some new ideas into the mix.  Sly, Bentley, and Murray fight together in some stages, with play cycling from one hero to the next as the battle progresses.  There's also a two player competitive mode which pits Sly against the frigid female cop Carmalita Fox.  The screen is split into two halves, like the two player mode in the Sega Genesis classic Sonic the Hedgehog 2.  Sadly, handling two screens' worth of action proves to be a bit much for the Playstation 2, as two player games run at a noticably slower clip than the single player adventure.

RATCHET: DEADLOCKED:  The fourth installment of the Ratchet and Clank series was pretty much what I'd expected it would be... a rock solid, combat-heavy shooter with all the quality of Insomniac's previous releases, but far less of the lighthearted humor.  The storyline mirrors the plot of the similarly named movie starring Mimi Rogers and Rutger Hauer (who and who?), with a heaping helping of The Running Man thrown in to give Ratchet an excuse to blow away hundreds of laser cannons and heavily armed battle droids.  The game itself plays like the arena fights in the previous two Ratchet and Clank titles, emphasizing gunplay over puzzles and platforming.  While Clank is no longer part of the equation, Ratchet is given two android assistants which fight in tandem with him and can be programmed to perform simple tasks.  Finally, there are a quartet of new vehicles, and a weapon system that lets you enhance your firearms with the power to freeze, shock, or scorch your adversaries.

JAK X: COMBAT RACING:  Jak X is the biggest departure from the previous games in its series... this time, the nearly mute elf and his fuzzy sidekick Daxter (who you only wish could be as quiet) have entered themselves in an underground racing tournament.  The various events in this competition leave the game with somewhat of an identity crisis... you're never sure if Jak X wants to be WipeOut, Twisted Metal, or ATV: Off-Road Fury.  All of these modes play well enough, though, and the Artifact Race (where the racers desperately scramble to collect valuable items scattered throughout an open playfield) isn't like anything you've ever seen in a driving game.  The lightweight dune buggies leave the control feeling a little floaty, but this only adds to the challenge of the game, not the frustration.  If you liked the Jak and Daxter series and have already burned through Burnout, Jak X could be a great way to scratch that violent racing itch.

September 7, 2005...  Can't Beat the Real Thing

Mega Man's back.  Not the handful of cheesy descendants Capcom's been handing us for the past decade, but the real, honest to goodness blue bomber we loved in the 1980's.  The only catch is, he looks like he should be on a bag of Huggies.

I don't mind the cutesy look, but I imagine that thousands of PSP owners, weaned on the gigantic breasts of the Dead or Alive girls, are going to complain bitterly about the game's new visual style.  With its chubby characters and soft pastel colors, Rockman Rockman (the game's redundant tentative title) is actually LESS edgy than the original Mega Man, released in 1987 for the family friendly NES. 

No matter how he looks, it's great to have the real Mega Man back.  There were rumors that Capcom was finished with the original series... rumors which have thankfully been disproven by this upcoming PSP release.  Between this, Capcom Classics Collection, and Okami, it seems that Capcom is going to have a lot of fans this Christmas.

September 1, 2005...  Back to School

College has left me exhausted, but I've worked up just enough energy to write a new review for the game of the day week month.  You'll find it on the bottom of the page.

You'll find a lot more commentary on the new forum (subtle plug, huh? :D).  Give it a look, and if you like what you see, sign up and start a few conversations of your own!

August 29, 2005...  That Didn't Take Long, Did It?

The new message board is ready!  Dive right in... the water's fine!

August 27, 2005...  A Funny Thing Happened on the Way to the Forum

I have a note for the members of the message board who don't come to spam or troll it.  Yeah, I'm talking to both of you.  I hope you guys weren't too attached, because the forum is set to be phased out in favor of something better.

I've been thinking about doing this for a while... the forum I used for the past four years was pretty low-tech, with a barebones layout and limited customization options.  However, the catalyst for my decision was that the bans I've set with Boards2Go just aren't doing their jobs. They're so easily circumvented that they may as well not exist.

I'll be shopping for a new freeware forum over the next week. Until I find one that meets with my satisfaction, all activity on the current message board will be frozen. When the new forum is ready to launch, all readers of this site will be informed of the change, and the old message board will be permanently retired.

Only registered users will be able to post in the new forum. I originally wanted my message board to be open to everyone, but recent events have demonstrated that this just isn't practical.  I apologize in advance for the inconvenience.  If it's any consolation, I'll work to make the new forum worth the hassle.

I'd like to thank the loyal friends of The Gameroom Blitz, who have supported both the site and its message board for the past four years.  Know that this loyalty is appreciated, and will not go unrewarded.

August 23, 2005...  A Strong Case for Antioxidants

Good news for all you fans of emulation on the PSP... there's a new chapter of Complete Convergence that takes you through the steps to play both Turbografx-16 and TurboDuo games on your potent portable.

And now, an open letter to Free Radical Design, the creators of TimeSplitters 2:

I have a question for you.  What do you have against game saves?  Were you bullied by a game save in high school?  Did a game save run over your cat when you were a child?   TimeSplitters 2 makes it clear that you're holding some kind of grudge. 

TimeSplitters 2 forces the player to complete missions from start to finish, without the chance to take a break or save their hard-earned progress.  As a result, they're forced to repeat these missions over, and over, and over again, until they complete them perfectly.  This is what we gamers call NOT FUN.  We also call it "aggravating", "repetitive", and "asinine".

Look, I know you've been traumatized by game saves in the past.  I'm deeply sorry about the pain they've caused you.  However, for the sake of your products, perhaps it's time to reconcile your differences with game saves and come to some sort of understanding.  You eventually worked through your phobia of unlimited continues  back when you were designing NES games for Rare, so I know you can get through this.  Fans of TimeSplitters (assuming they haven't all died from high blood pressure and aneurysms) will thank you for it.

August 20, 2005...  Fun with Creative Breeding

Nintendogs is set to be released in the United States in just two days.  While I'm certain Nintendo's virtual pet simulation will be almost as successful here as it was in Japan, I can't help but think that its focus is too narrow.   All three versions of the game feature purebred dogs, which are quite nice if you can actually afford them.  However, it's safe to assume that most Americans own pets with a more, er, diverse heritage.

If Nintendo REALLY wanted to move copies of their latest game in the States, they'd release a special edition of Nintendogs for those of us who first met our canine companions at an animal shelter, rather than a puppy mill.  I imagine it'd look a little something like this...

August 16, 2005...  Hey, $25 Was a Good Price for an Xbox Back in 2005

The weather has cooled down to a reasonable temperature, I found an XBox for just twenty five dollars, and there's a new review on the site.  Oh yeah, life is good.

August 10, 2005...  Looks Like It's Back to College for Me!

My (mercifully) brief time at the job from hell ™  has scared me straight... straight back to college, that is.  If I can finish my education and get a bachelor's degree, I should never have to settle for being stuck in a dank cellar with a loud-mouthed moron again.

Well, enough of that.  I don't know how frequently this site will be updated when I start taking classes, but I wouldn't count on it being often.  There is some good news, however.  I'm working on an article for the 1UP web site, and I just discovered that On-File is still floating around on the Internet.  Right now, it's stuck at Geocities, but I'll move it to my Charter web server space when I get the chance.

August 3, 2005...  Move Over Tetris, Now There's Something Meteos

I've been shirking my web site updating responsibilities for the past two weeks, and for that, I apologize.  Let me offer these tasty bits of gaming news as atonement for my extended absence...

First, there's a Commodore 64 game currently in development that takes the system to the next level.  The slick side-scrolling shooter Metal Dust looks as though it would be more at home on the mighty Amiga computer, but there's a price to be paid for those sprite-saturated screens.  You'll need to pull a 32X and buy an upgrade cartridge in order to play Metal Dust, but judging from this preview movie alone, it may just be worth the purchase.

Next, there's Meteos.  I found this wacky, wild puzzle game at GameStop for the tempting price of $19.99.  "Tempting" quickly became "irresistable" when I realized I still had ten bucks in store credit and a GameStop rebate card.  I went home eight dollars poorer and one DS game richer, but after playing Meteos for a few hours, I can safely say that I got the better end of that deal. 

Is it as good as Lumines?  No, not really.  Rubbing the screen with your stylus like a crazed instant lottery addict with his last spare nickel isn't as effective as the game's detractors would have you believe, but it does become a crutch in desperate situations. 

This makes Meteos a less solid game, but it's also a lot more innovative than Lumines, which would have been a paint-by-numbers puzzler if not for the tension-raising timeline.  Much of Meteos' appeal comes from its inspired and completely unexpected gameplay, which encourages you to push blocks off the top of the screen.  Launching a mountain of colorful shapes into the sky with repeated matches offers a sense of satisfaction that's hard to find in your typical puzzle game.

Finally, there's the demo of Burnout Revenge, which I had the chance to play briefly at GameStop.  It's a great game (would you expect anything less from the Burnout series?), but from what I've seen so far, I'm not convinced that it will be on par with the incredible Burnout 3.  The endless assault of drab browns and greys in the stage I tried is an unwelcome departure from the colorful scenery in previous Burnout releases.  I hope this isn't a sign of things to come, but if it is, someone needs to tell EA that the grunge look died with Kurt Cobain and that it's certainly not welcome in yet another video game.  C'mon, game designers... today's consoles can display millions of colors.  Why settle for just two?

July 24, 2005...  Flex That Solar Plexus

Here's a little somethin' I've been working on for the past week... a fresh new 2600 game called Solar Plexus!  I plan to release this as a cartridge this fall, but in the meantime, you can enjoy the game with the 2600 emulator of your choice.  I personally recommend Z26 or Stella, myself.

Solar Plexus is easy to play, as a good 2600 game should be.  Just guide your ship around the screen with the joystick, and hold the fire button to boost your speed.  Collecting the fuel pods on the edges of the screen will replenish your steadily dwindling fuel supply, but watch out!  The more fuel pods you collect, the more dangerous and unpredictable the bouncing red fireball becomes.  Can you complete all five panic levels and reveal the final form of the Solar Plexus?

You're probably wondering how a guy like me was able to make a game for the infamously difficult to program Atari 2600 in such a short period of time.  After all, it took Howard Scott Warshaw four months to design the lackluster E.T., and that was considered a tight schedule in the early 1980's!

The one thing I've got that Mr. Warshaw and friends didn't is a great programming tool... namely, Batari BASIC.  This compiler, designed by Fred Quimby, transforms development of 2600 games from a frustrating hassle to a hobby that's as fun as the software you'll create!  Sure, it's not as feature-packed as assembly language, but at least you'll have most of your hair left when you're done making your game.

July 18, 2005...  Three Reviews, No Waiting

The Gameroom Blitz continues its weekly series on PSP emulation with a comprehensive guide to fMSX.  This MSX computer emulator is pretty difficult to set up if you don't know where to begin... fortunately, the Blitz takes you through each step, offering links to everything you'll need to squeeze the most fun out of this spectacular software.

Before I go, I wanted to tell you about a couple of games I played in the past week, and let you know about a great title that'll be released in the United States next week.

PROPELLER ARENA:  Take Microsoft's brilliant Crimson Skies, then throw in a contemporary setting and a hard rockin' attitude inspired by Crazy Taxi, and you've got this slick but insubstancial airplane battle game.  While the game's age and the Dreamcast's dated hardware keep Propeller Arena from being as impressive as Crimson Skies, it's nevertheless an outstanding title, with colorful graphics and tight control.  All that's missing in Propeller Arena are larger playfields with more variety... each level rigidly sticks to a particular theme, and you're forced to circle back when you stray outside each stage's restrictive invisible boundaries.  Despite all that, there was a lot of potential here, as clearly demonstrated by the success of Crimson Skies on the XBox.  Shame on Sega for shelving this nearly finished Dreamcast game, then blaming the cancellation on September 11th's terrorist attacks!

INTELLIGENT QUBE:  Don't expect mercy from this mindbogglingly original puzzle game.  Even when you start to think you're doing well, the game will come to a shocking end, and you'll be informed that your IQ hovers somewhere between that of Paris Hilton and a tree stump.  You'll keep coming back for more abuse, however, because Intelligent Qube serves up compelling action and a movie-quality soundtrack along with its underhanded insults.  Removing the steadily rolling rows of blocks that threaten to push you off the edge of the screen takes both fast reflexes and careful planning.  Setting mines under the right blocks will allow you to start a chain reaction that blows up multiple cubes, but blast the wrong ones and the platform you're standing on will start to crumble, threatening to drop you into the inky void below.  Imagine a nightmare where you're trapped in a game of Klax, and you've got a pretty good idea of what to expect from Intelligent Qube.

GRAFFITI KINGDOM:  You remember Magic Pengel, right?  Oh... you don't, do you?  Well, let me catch you up to speed.  Taito's role-playing game was unique in that you had absolute control over the design of your hero.  No longer were you stuck making minor adjustments to the physique and skin color of a generic humanoid... anything and everything you could imagine could be brought to life by drawing out its features.  There was just one problem, however.  While the ability to draw your own characters from scratch was exciting, the lame combat system, which used chance rather than skill to determine the victor of each battle, left much to be desired. 

Taito has addressed this issue in the sequel, Graffiti Kingdom, which will be on store shelves next Wednesday.  The turn-based combat has been replaced with action-packed real-time battles, either against swarms of computer controlled enemies or your friend's own twisted creations.  On top of that, the almost limitless customization options in the first game have been expanded, allowing you to create startlingly lifelike creatures like these.

Graffiti Kingdom's lighthearted setting and refreshing originality could make it the next Katamari Damacy... or the next Guitaroo Man, if nobody bothers to buy it.  Don't make the mistake of missing out on Graffiti Kingdom... if you don't get it now, chances are, you'll be shelling out seventy dollars for it next year.

July 12, 2005...  Rolenta Roadblock

Sadly, Rolenta Press can't publish Awesome NES.  Company president Leonard Herman informed me that he just couldn't afford to publish a full-color book of its size, although at the same time, he did seem impressed with my work so far.  Guess I'll just have to keep searching for publishers with an interest in the project...

There's good news, though.  I'm going to be working on a handful of projects that should put food on the table until I'm able to find a more permanent career.  Also, there's a new feature on The Gameroom Blitz, which I plan to update on a weekly basis.  People have had so much difficulty installing and running certain emulators on the PSP that I thought it was high time to offer detailed walkthroughs for the most difficult software on the system... particularly emulators like fMSX and PCEP with complex installation procedures and indecipherable Japanese instruction manuals.  You'll find the first installment of this feature here.

July 5, 2005...  Awesome NES Progress Report

Good news for those of you following the progress of Awesome NES.  I've finished the basic layout for the majority of the pages in the book.  The next step is to collect screenshots and cartridge artwork for the games listed in the guide.

I'm also hunting down a publisher for the book... right now, Rolenta Press seems to be my best bet.  I've contacted Leonard Herman, the founder of Rolenta, and I should receive a response from him shortly.  Special thanks go to Chris Kohler for the suggestion to talk to Leonard about publishing the book.  Let's just hope that he's receptive to the idea... whatever his decision, you can be sure that you'll hear about it in a future update of the site.

July 4, 2005...  Complete Convergence

It's been a long time coming, but at last, the latest feature on The Gameroom Blitz has arrived! Complete Convergence showcases ten of the best emulators available for the PSP.  Which of these programs will ultimately be declared the champion?  Click here and find out!