Month: January 2015

ARCHIVE: Phantasy Star – Part 2

From this point on, screenshots in this journal are taken from Valis77’s longplay of Phantasy Star, available at World of Longplays and on YouTube.  Of course, Valis had the common sense not to go to the optional dungeon I waste much of Days 2 and 3, and all the better for doing so, even if it means I lack screenshots for them.

Day 2

ps1marathon-2015-02-05-06h28m38s105After working out a snafu with the Xbox 360 save file and the game’s save state (and not the last), I set off to the peninsula cave, where I met a mysterious cloaked figure who told me that no one has gone into the “corner room” and come back alive. As video games have taught me to trust old cloaked men in monster-infested caves with no visible means of support, I immediately walked into the corner room to find out what the deal was. This is how video games work. If someone tells you there’s something incredibly dangerous in the room to your left, you go there immediately. The “corner room” was a donut shaped room, except in the middle of one of the passageways, I stepped on a trap floor that dropped me one level down. A few steps from there, I fell into another one, then another one.

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ARCHIVE: Phantasy Star – Part 1

With 80s games I always have to wonder: creative colourization, or lightsabre?In compiling some of these deep archive posts to talk about the history of the Marathon, I almost forgot about a critical element entirely. See, while most of the Marathon’s history is easily tracked, thanks to these lovely journals I’ve been writing, one bit of history needed an extended explanation: the origin of the journals themselves.

As it happens, these journals came from a separate game project. Sometime in the past, I told Kyle, a long-time Phantasy Star IV fan, that if I ever got all four of the original games, I would play through all four in order. Then the day came: the Sonic Ultimate Genesis Collection came out with all four of the series and the game was on. And since I promised Kyle I would play them, I wrote the journals as a way of keeping him abreast.

And as the games continued to humiliate me, they became a point of entertainment.

The Phantasy Star journals aren’t the same thing as the journals that chronologue the Marathon proper.  They’re rougher, more amateurish, and a result of stream-of-consciousness recollection that went straight online and has only been edited now.  Nevertheless, I feel that’s a part of their charm. They feel like scraps written by some poor lost helpless gamer, or maybe a belligerent RPer that’s not very good at their roleplaying. One of the strangest elements of this journal is that it’s written almost in present tense! While I might re-write them one day for polite consumption, but I think it’s more likely that one day I’ll start the series over, since I never did finish… preferably with whole new journals!

For the time being I wanted to keep them as they are, just tidied up a little, for the sake of the original feel. Have fun with them!

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ARCHIVE: Original Mega Man Classic Run

These are the few surviving notes regarding the original Mega Man Classic Run (MM1-9), the founding Marathon as we know it today.  These notes aren’t exactly critical reading but I’m preserving them for posterity.

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A History of the Marathons

The Video Game Marathon and its journals happened as a result of an unlikely collision: on one hand, we were playing Mega Man and Trauma Center for fun. On another, I was playing Phantasy Star on a promise to Kyle that if all four Phantasy Star games were ever re-released, I would play them all. When PS1 finally returned to shelves via the Sonic Ultimate Genesis/Mega Drive Collection, I felt honour-bound to do the journals so he could get a few laughs out of it. Inspired by long-form recap sites like The Agony Booth, I had already done a few write-ups on my personal blog about topics of interest, and continued with PS1 and 2. The Phantasy Star play-through was killed thanks to complications with the 360 I was using to play it, but its journals survive, and you can find them here.

Since I hadn’t struck on the idea to document them, the four earliest Marathons have been all-but lost to time: the Mega Man Marathon, the Mega Man X, the Trauma Center and the Kingdom Hearts. There was also no journal made for No More Heroes, though I might return to Mega Man X7 and Command Mission one day thanks to a handful of notes. Classic Mega Man is the best documented of the “lost” Marathons, since we were going for speed and I kept time records. Long story short: things went fine until Mega Man 7, and King Jet from Mega Man & Bass will live forever in infamy.

It can’t be understated just how aggressive we got about wiping out the Robot Masters. It wasn’t enough to beat ten separate video games: we had to turn on Mega Man Powered Up for its three new additions (Oil Man, Time Man, and the fake Mega Man you fight if you control a Robot Master), and found a way to play Mega Man V for Game Boy because it includes all the Game Boy Robot Masters as well. We went after Fake Man, and when Mega Man 10 finally came out, we fought three of the Game Boy Robot Masters all over again. Years later, when I learned Powered Up actually allowed you to fight Mega Man’s sister Roll if you took Roll to the Copy Robot boss, we had to gear up just to do that.   As stands, no Robot Master has escaped our weird onslaught, though we’ve had to use a little fudging to pretend Xover never happened.

The Mega Man X Marathon ran through X1 to X6, with similar enthusiasm about wiping out all Mavericks. Yes, even in the games where we shouldn’t be enthusiastic killing the Mavericks at all. There’s something funny about going exactly against the grain of intent (and something weird in how the post-Inafune games started turning Reploids into cannon fodder after five games of “Reploids are alive too”). The Marathon was waylaid by the awful display that was Mega Man X7, and we only got back to that a few years ago, as we waited for Final Fantasy V to be ported to smartphones. Mega Man X Command mission also lives in infamy, so wretched it actually deflected our urge to Kill All Mavericks, since the superbosses at the end of that game were too much for us to care about.

While we started work on one of our shared favourite series, Mega Man Zero, the industry moved on and we soon played Trauma Center, another favourite series with no real comedy for us to talk about in hindsight. We were real good at Trauma Center back in the day. That was something we should have timed. It was here where we learned that hovering over a portable system wasn’t for us, something we tend to avoid in Marathon get-togethers to this day.

From there, we replayed Kingdom Hearts, half to give Kyle an excuse to finally play Birth by Sleep. We even teamed up to clear one another’s Mirage Arenas. While no journals were made for this game, the Insider Retrospective will surely sate your interest.  Castlevania got thrown in there around this time as well, a Halloween spiralled out of control.  Sadly, no records survive of either.

After that, the Big Doom arrived, and we began the Final Fantasy Marathon. Tall as Everest, we may not even live to see this through. But dammit all, we’ll try. We’ve gotten this far, we may as well see it through to whatever end.

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