Donkey Kong — Retro Gaming Essentials (No. 9)

You know what’s rare?

When a game so completely dominates its own concept to the point that there’s essentially nowhere for any sequels to go.

Think about that for a moment. Yes, the Donkey Kong sequels eventually came into existence (there have been few things so inevitable as this), and yes, they each succeeded to varying degrees. Donkey Kong ’94 has been hailed as an under-the-radar gem as an extension of the original concept, the Donkey Kong Country games as a reinvention carved out new ground in the gigantic platforming genre, and even the 1980s era sequels had their pluses (and definite minuses).

But has Donkey Kong ever again been as good as this?

Many (most?) people would tell you no. And for that to still be the case, 40 years later, is nothing short of remarkable.

Donkey Kong

Genre: Platformer
Released: 1981
Platform: Arcade
No. 50 on Next Generation’s Top 100 of all time
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WhoDatJedi Podcast: What’s so great about WandaVision, and what went wrong with the sequel trilogy?

Hey, since WandaVision wrapped, we went back over the entire series with a fine tooth comb. We also reacted to a bunch of sequel trilogy interviews that all seem to point to a lack of planning … shocker!

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Here’s your ultimate Star Wars reading list

On this week’s WhoDatJedi podcast, we dove into our favorite Star Wars books … so I thought I’d list them here in case anyone wants to take the list and run with it. The fun part of this list is it covers a little bit of everything, from Legends, to kids books, to even a couple of things that aren’t “technically” Star Wars (but really sort of are).

Here we go!

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Super Metroid — Retro Gaming Essentials (No. 8)

There are times, as one works one’s way through a video game, that the entire experience begins to feel like an obligation. Some aspect of the game becomes tiresome or boring or frustrating, and boom, you’re out of the game completely. The very best games find a way (through superb design and programming) to keep that kind of reaction from ever happening.

Super Metroid is one of the better examples in gaming of an experience that never turns into a chore. It’s a joyful play, the kind of game that stays thrilling and fascinating throughout, even as the player runs into the occasional challenge or riddle they can’t solve.

Why?

The game is compelling enough to keep the gamer invested. Instead of quitting from boredom — or worse, anger — one wants to see where this all goes. And perhaps more importantly, one wants to continue the experience itself, challenging as it might be. An obstacle that becomes a conundrum and confuses the gamer … that kind of thing can actually work to a game’s advantage if the overall experience is appealing. Do the controls hold up? Does the level design inspire? These are game play elements that make completing the game less pressing a concern.

The point, as it were, becomes the journey itself.

It’s a fine line to be sure, trying to create something that challenges and thrills rather than something that frustrates. Something that isn’t so much meant to be conquered as enjoyed. Something that rises above the genre or even the medium itself. Something like art.

Super Metroid is art.

Super Metroid

Genre: Exploring platformer
Released: 1994
Platform: SNES
EGM’s Best Game of All Time (’03)
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