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    In episode 31 of "Backwards Compatible," Lou and I return after a short break, ready to dive into a titan of wrestling video games: "WWF No Mercy" for the Nintendo 64. As part of our schedule update, we're now releasing episodes on Fridays, perfect for kicking off your weekend with a blast from the past!

    "WWF No Mercy" stands out as one of the greatest wrestling games ever, celebrated for its robust customization options, smooth gameplay mechanics, and an extensive roster that vividly encapsulates the spirit of the WWF Attitude Era between 1999 and 2000. This game doesn’t just bring back the raw excitement of that era; it also serves as a detailed archive of the wrestlers and the match types that defined that time.

    During this episode, we also discuss the broader context of professional wrestling during the game's release, including the looming closures of ECW and WCW, which marked a significant shift in the wrestling landscape. These events added a layer of historical significance to "WWF No Mercy," capturing a pivotal moment in wrestling history.

    While "WWF No Mercy" did face some technical hurdles early on, such as a save glitch in initial cartridges, its significance goes beyond these flaws. The game has also become a favorite in the modding community, where enthusiasts continue to update and expand its features, ensuring it remains relevant and engaging.

    Join Lou and me as we discuss the enduring legacy of "WWF No Mercy," its impact on fans and the modding community, and its reflection of the state of professional wrestling at the time. Tune in this Friday for a deep dive into wrestling history and video game legacy on "Backwards Compatible."

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    In episode 30 of "Backwards Compatible," my good buddy Odian Levy fills in for Lou to discuss a classic from our childhood, "Maximum Carnage" on both the Genesis and SNES. Odian, a dedicated Spider-Man fan (make sure you check out one of our older episodes where he and I discuss the Tobey Maguire Trilogy: https://generations.buzzsprout.com/2024899/episodes/14282630-tobey-maguire-s-spider-man-part1-with-great-power), was eager to dive into the deep cuts of the "Maximum Carnage" storyline, exploring how the game translated the intense narrative and character dynamics of the comics into a thrilling beat 'em up experience.

    During our discussion, we highlight a particular aspect that both fascinated and frustrated gamers: the game’s notorious difficulty. "Maximum Carnage" is known for its punishing challenges, and despite numerous attempts, neither Odian nor I have ever managed to beat the game. This difficulty level adds a layer of infamous prestige to our memories and experiences with the game.

    We also discuss how both the Genesis and SNES versions provided a nearly identical gameplay experience—a rarity for titles released across these two platforms at the time. This consistency allowed players on both systems to equally enjoy the rich, comic book-inspired graphics and the dynamic, action-packed gameplay.

    As we wrap up the episode, Odian shares insights into the game’s adherence to the comic series and takes a playful guess at who the WWF Champion was in September 1994, when "Maximum Carnage" was released. Join us for this special episode as we revisit one of the most challenging and iconic Spider-Man games of the 90s.

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    In episode 29 of "Backwards Compatible," we’re gearing up for the spooky season with a deep dive into the notorious "Friday the 13th" on NES. This game has often been maligned in the gaming community, a sentiment that was amplified by the Angry Video Game Nerd's scathing review nearly two decades ago. However, I have a personal history with this game—it's one of my favorite NES titles, and I'm excited to share a different perspective on it.

    Throughout this episode, Lou and I explore the unique aspects of "Friday the 13th," from its ambitious attempt to translate a horror movie franchise into an 8-bit video game to its notoriously challenging gameplay. We discuss why this game has been both criticized and misunderstood, and I aim to set the record straight on some of its more controversial elements.

    As we dissect the game's mechanics and its eerie atmosphere, I’ll share why "Friday the 13th" holds a special place in my gaming collection despite its infamous reputation. And for those brave enough to tackle Camp Crystal Lake themselves, stick around until the end of the episode. I’ll be sharing 13 essential tips on how to beat this game—yes, contrary to popular belief, it is indeed beatable. Join us for this Halloween-themed episode as we attempt to do justice to one of the most polarizing games on the NES.

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    In episode 28 of "Backwards Compatible," Lou and I revisit "Gears of War 2" on the Xbox 360, a game that not only defined our college gaming sessions but also helped cement lifelong friendships over 15 years ago.

    Before we tackle the gritty depths of Sera, Lou kicks off the episode with tales from this year's New York City Comic Con. He shares highlights from the event, covering everything from standout panels to the incredible cosplay, providing a colorful prelude to our main discussion.

    As we delve into "Gears of War 2," we focus heavily on one of our favorite features: Horde Mode. This game mode was a game-changer for us, offering endless hours of strategic play and cooperative teamwork that deepened our appreciation for the game and strengthened our bonds as friends. We discuss how the innovative design and escalating challenges of Horde Mode set a new standard for multiplayer experiences in shooter games.

    We also reflect on the game’s immersive narrative, robust gameplay mechanics, and significant improvements over its predecessor. As the episode wraps up, Lou and I rate "Gears of War 2" out of 100, evaluating it across several categories, including gameplay, graphics, story, and its lasting impact on us.

    Join us for this nostalgic episode as we explore why "Gears of War 2" is more than just a game in our library—it’s a key piece of our shared gaming history, and a title that we absolutely loved, especially for its groundbreaking Horde Mode.

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    In this special episode of "Backwards Compatible," Lou and I are taking you with us on a virtual getaway after a brief break, courtesy of my unfortunate throat infection. We've escaped to a remote, desert island, and in true gamer fashion, we're not just soaking up the sun; we're debating the essentials—our 'Desert Island Games.'

    This week, each of us has picked five must-have games that we'd bring along to a desert island, with Lou focusing on the Xbox 360 and me diving into the nostalgia of the NES. We delve into each game, sharing why these titles would be our companions in isolation. From blockbuster hits to personal favorites that have a special place in our hearts, each game has a story and a reason for its selection.

    Amidst the sound of waves and the occasional input from José, our pilot, this episode is all about kicking back and enjoying the simpler pleasures of gaming. It’s a lighthearted and fun pause from our usual format, filled with reminiscences and laughs about what makes each game so indispensable.

    So grab your favorite beach beverage, settle into your hammock, and join us as we explore each other’s top picks for gaming on a deserted island. We'll be back next week with our regularly scheduled programming, but until then, enjoy this relaxed and fun episode of "Backwards Compatible."

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    In episode 26 of "Backwards Compatible," Lou and I delve into the iconic "GoldenEye 007" for the Nintendo 64. We kick off the episode with a brief tangent on "Mortal Kombat," discussing our perspectives on violence in video games and how our tastes have matured over the years.

    Focusing on "GoldenEye 007," we highlight its pivotal role in popularizing the first-person shooter (FPS) genre on home consoles. The game captured the essence of the James Bond films with its intricate missions and stealth gameplay, offering an immersive experience that was revolutionary at the time.

    A significant part of our discussion centers on the multiplayer mode of "GoldenEye," which, despite being added by Rare as a last-minute feature, became one of the most beloved aspects of the game. This mode brought players together for competitive and fun gameplay sessions that many remember fondly as a defining part of their gaming history.

    At the episode’s conclusion, Lou and I score "GoldenEye 007" in various categories, culminating in a final score out of 100. This score helps us quantify the game's impact on the industry, its gameplay quality, and its enduring legacy in the world of gaming. Join us as we explore why "GoldenEye 007" remains a landmark title in the FPS genre.

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    In episode 25 of "Backwards Compatible," Lou and I dive deep into "Batman: Arkham Asylum," a game we rank as one of our all-time favorites. We explore its significant impact on the genre of superhero video games, highlighting how it refined the elements of stealth, combat, and atmospheric storytelling within the context of a complex Batman narrative.

    "Batman: Arkham Asylum" is renowned for its engaging gameplay that fully immerses players in the role of the Dark Knight. We discuss the game's groundbreaking combat system, the strategic use of gadgets and the environment, and the psychological depth added to characters, especially the villains who are as twisted as they are intriguing.

    In this episode, we also introduce our new scoring system (still workshopping an official name for it), rating the game across five categories: gameplay, graphics, music/sound, story, and replayability. Each category is carefully evaluated to give listeners a thorough understanding of why "Arkham Asylum" is so highly regarded. We sum up the scores to give it a final rating out of 100 possible points. Listen to the end of the episode to discover how "Batman: Arkham Asylum" scores and why it remains a benchmark for superhero games.

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    In episode 24 of "Backwards Compatible," Lou and I jump into the vibrant and uproarious world of "The Simpsons Arcade Game." This game not only stands as a cherished classic from the arcade heydays but also ranks as one of the best Simpsons-themed games ever, with only "The Simpsons: Hit & Run" giving it a run for its money. Released in the early '90s, this game hit arcades just as "The Simpsons" TV show was exploding in popularity, becoming a cultural phenomenon that would define comedy and satire for decades.

    While "The Simpsons Arcade Game" might be considered basic in terms of beat 'em up mechanics, its execution is anything but. We discuss how its straightforward gameplay, infused with the show's trademark humor and iconic characters, offered fans a uniquely Simpsons-esque experience. The game allowed players to dive into the animated world, fighting as Homer, Marge, Bart, and Lisa, each armed with their own quirky weapons and moves, perfectly capturing the show's spirit during a time when "The Simpsons" were becoming a staple of American entertainment.

    Join us as we explore the impact and legacy of "The Simpsons Arcade Game" in the context of the show's rising influence throughout the '90s and early 2000s. From its humor to its engaging cooperative play, this game not only entertained but also brought the distinct flavor of Springfield to the interactive world, making it a pivotal piece in the history of video games and television crossover successes. Whether you're revisiting this game for a dose of nostalgia or discovering its charms for the first time, this episode offers a deep dive into how a simple arcade game could capture the essence of one of the most influential TV shows ever.

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    In episode 23 of "Backwards Compatible," Lou and I dive into the high-energy, hard-hitting world of "NFL Blitz 2000" on the Sega Dreamcast. This title, developed by Midway—the same studio famous for the bone-crunching action of "Mortal Kombat"—brings a similar intensity to the arcade-style sports gaming arena. It's no wonder the tackles feel like fatalities, and the gameplay is as over-the-top as Johnny Cage uppercutting off his opponent's head.

    We explore how "NFL Blitz 2000" epitomizes Sega's knack for delivering exceptional sports games, with its advanced graphics and smooth gameplay that decisively outperformed its counterparts on the PlayStation 1 and Nintendo 64. The Dreamcast's capabilities allowed Midway to fully unleash their creative flair, resulting in a game that was not just about football but about creating an exhilarating spectacle that mirrored the drama and brutality often found in a fighting arena.

    Join us as we discuss why "NFL Blitz 2000" remains a standout title and how the Sega Dreamcast became a critical platform for sports titles, thanks to games like this that pushed the envelope in game presentation and mechanics. We'll delve into Midway’s legacy of high-impact gaming that transcends genres, proving that whether it's the digital gridiron or the combat arena, they knew how to keep players on the edge of their seats. Whether you were executing a perfect pass or landing a crushing tackle, "NFL Blitz 2000" was a game that captured the fierce competition of football with the same flair for dramatics that Midway brought to the arcade world.

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    In episode 22 of "Backwards Compatible," Lou and I take a nostalgic drive down memory lane with "Mario Kart 64," a game that’s more than just a classic—it’s practically a summertime ritual. We reminisce about those carefree days mixing pool fun with intense kart racing sessions, where friendships were tested on the treacherous turns of DK's Jungle Parkway.

    As we rank each of the courses and discuss our favorite drivers, we delve into why "Mario Kart 64" still holds the crown as the gold standard for kart racing games. Its innovative use of the Nintendo 64’s capabilities brought us a 3D racing experience that was revolutionary at the time, with a competitive edge sharpened by the game’s beloved Nintendo characters and inventive tracks.

    And let's not forget, in today’s gaming landscape, it seems like every major IP wants to throw its hat—or should we say helmet—into the kart racing ring. But whether it’s sonic speeding through loops or bandicoots throwing TNT, they all owe a nod to "Mario Kart 64." This game didn’t just set the bar; it built the track. Join us as we explore how "Mario Kart 64" not only defined a genre but also inspired a whole lineage of kart racing spinoffs that still try to capture that perfect blend of chaos and fun.

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    In episode 21 of "Backwards Compatible," Lou and I dive into the brutal world of "Mortal Kombat," focusing on the Sega Genesis version, which many fans consider superior to its counterparts. This game not only sparked controversy with its hyper-violent content but also set a new standard for realism in fighting games with its digitized graphics that captured lifelike movements.

    We compare the Sega Genesis version of "Mortal Kombat" with the SNES and arcade versions, noting how the Genesis version retained the infamous blood and fatalities that were significantly toned down on the SNES. This distinction was pivotal, as it influenced the game's reception and legacy, cementing the Genesis version as the definitive home console experience for many gamers seeking the full, unadulterated "Mortal Kombat" experience.

    Beyond just reviewing the game, we discuss the broader impact of the "Mortal Kombat" franchise on the fighting game genre. From introducing the ESRB rating system due to its graphic content to pioneering high-fidelity character animation, "Mortal Kombat" has left an indelible mark on the landscape of video games. It challenged developers and the industry at large to push boundaries—both in terms of technology and content regulation.

    Join Lou and me as we explore the origins, controversies, and legacy of "Mortal Kombat," understanding how this groundbreaking title not only changed the way fighting games are played but also how they are perceived in popular culture.

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    In episode 20 of "Backwards Compatible," Lou and I take a swing at "Wii Sports," the game that came bundled with the Nintendo Wii and became a cultural phenomenon. Released in November 2006, "Wii Sports" was not just a game but a pivotal moment for Nintendo, potentially even rescuing the company from the brink after the less successful GameCube era. This title introduced motion-controlled gaming to the masses, making video games accessible and appealing to an unprecedented broad audience, from young children to seniors.

    We dive into how "Wii Sports" and the Wii console set a new standard for interactive gaming, emphasizing physical movement and family-friendly fun. This approach not only defined the Wii's legacy but also influenced Nintendo’s future direction, focusing on innovation in gameplay over raw hardware power. The Wii's success demonstrated Nintendo's ability to think outside traditional gaming paradigms and reinvigorate its brand in a highly competitive market.

    Beyond our discussion of "Wii Sports" itself, we explore the broader impact of the Wii console, discussing how its emphasis on inclusivity and accessibility changed the gaming landscape forever. And as always, we wrap up with a look at other pop culture milestones from November 2006, giving context to the era when Nintendo was redefining what it meant to be a gamer. Join Lou and me as we reminisce about bowling strikes, scoring goals, and swinging for the fences in the living room with "Wii Sports."

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    Note: In this episode, we do a bit of a spoiler-filled review of Deadpool 3. To AVOID spoilers, please go to 24:10 in the episode.

    In episode 19 of "Backwards Compatible," we're finally back on track, and it's a big one! Lou and I delve into the frenetic world of "X-Men vs. Street Fighter," a game that brought together two powerhouse universes in an arcade classic. Released in arcades in September 1996, we argue that this version remains the definitive experience, thanks to its smooth gameplay and innovative tag battle system that set a new standard for fighting games.

    We explore how "X-Men vs. Street Fighter" laid the groundwork for future titles, contrasting the high points of the Marvel vs. Capcom series—particularly "MvC 1 and 2"—with the less celebrated entries like "MvC 3" and "MvC Infinite." Our discussion pinpoints what makes some iterations in this crossover saga resonate more with fans than others, emphasizing gameplay mechanics, character rosters, and the overall balance of action.

    Additionally, we veer into a spirited sidetrack conversation about the appeal of simulation sports games versus more arcade-like sports games such as "NFL Blitz." This divergence offers a fun exploration of what draws players to different types of gaming experiences within the same genre.

    And as a special treat, we also provide our thoughts on the newly released "Deadpool and Wolverine" movie, diving into how these beloved characters are portrayed and how the film fits into the larger Marvel cinematic universe.

    As always, we wrap up with a look at the pop culture milestones from September 1996, giving context to the era when "X-Men vs. Street Fighter" first hit the arcades. Join us for this packed episode where we celebrate the legacy of a groundbreaking game and the ongoing evolution of crossover battles in the gaming world.

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    In episode 18 of "Backwards Compatible" (I say 19 in the recording, because I was planning on putting this one out next week), scheduling twists continue as we pivot once again from our planned discussion on "X-Men vs. Street Fighter" due to some last-minute conflicts. Instead, an old friend, Wil, joins me to revisit a cornerstone of my gaming history—Tekken 3. Released for the PlayStation 1 and in arcades, Tekken 3 wasn't just another entry in the fighting game genre; it was my first real introduction to the Tekken franchise, and what an introduction it was!

    Wil and I dive deep into what made Tekken 3 such a pivotal game. Renowned for its fluid animations, improved graphics, and expanded roster, Tekken 3 brought a new level of depth and strategy to the 3D fighting scene. We discuss our favorite characters, memorable combos, and how the game's dynamic music and detailed backgrounds contributed to its immersive experience. Tekken 3 wasn't just about brawling; it was about the evolution of fighting games into a form of high-speed chess, where every move and countermove could be a game-changer.

    We appreciate your patience and understanding as we juggle our recording schedule, and we're excited to share this nostalgic journey into one of the most beloved fighting games of all time. Stay tuned for next week when we aim to finally bring you the long-awaited discussion on "X-Men vs. Street Fighter." Thanks for sticking with us, and we hope you enjoy this deep dive into the world of Tekken 3 with Wil and me.

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    In this week’s episode of "Backwards Compatible," we’ve encountered a bit of an unexpected hiccup. Lou and I were all set to dive into the arcade classic "X-Men vs. Street Fighter," covering its iterations on Arcade, Sega Saturn, and PS1. Unfortunately, we ran into a major technical snag—the audio files from our recording session were corrupted. We didn't have the opportunity to re-record this week, so we've decided to push this discussion to next week’s episode. Hopefully, with a bit more time, we might even unearth some new insights or remember details we missed the first time around!

    In place of the planned episode, I'm sharing an old recording from our Generation 'S' YouTube channel. Join me as I count down my Top 10 NES games, but with a twist: every game on the list is available in the Nintendo Switch NES Online Library. This curated list is not just a walk down memory lane; it's a guide for both new and veteran gamers looking to explore some of the NES's legendary titles through their Switch.

    We apologize for the change in schedule and thank you for your understanding. Stay tuned for next week when we return to our regular programming with "X-Men vs. Street Fighter," freshly recorded and hopefully even better than before!

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    In episode 16 of "Backwards Compatible," Lou and I tackle "Mighty Morphin Power Rangers: The Movie - The Game" for the Sega Genesis. This Genesis version stands out as the superior iteration compared to its Game Gear and SNES counterparts, largely because of its enhanced co-op battles, more content directly tied to the movie, and a tighter storyline that aligns closely with the MMPR TV show.

    We dive deep into why this Genesis version excels, from its gameplay mechanics to the stellar soundtrack, which is a phenomenal Genesis rendition of the original score by Ron Wassermann—known for his iconic work on the "X-Men" animated series theme. The music perfectly captures the energy and excitement of the Power Rangers universe, adding an extra layer of nostalgia and adrenaline to every battle.

    Additionally, we revisit the 1995 "Mighty Morphin Power Rangers" movie, discussing the standout characters like Ivan Ooze and expressing our bewilderment over why these characters haven't been more prominently featured in subsequent series and merchandise. We also recommend a few modern beat 'em ups and Power Rangers games that successfully recapture the spirit of classic Power Rangers action for those looking to relive the excitement or introduce it to a new generation.

    As always, we round out the episode with a look at pop culture milestones from August 1995, setting the scene for when the Power Rangers were at the height of their popularity. Join Lou and me as we morph back to a time when spandex and giant robots ruled the afternoon TV slots and the Sega Genesis was the console of choice for Power Rangers fans.

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    In episode 15 of "Backwards Compatible", Lou is back in the studio with me, as we swing into the jungles of "Donkey Kong Country" on the SNES, released in November of 1994. I first encountered this game as a rental at a friend’s house—the same friend whose "Super Mario World" save file I unfortunately erased (sorry, Dane!). Revisiting it now, the game stands out for its exceptional level design, arguably among the best for side-scrolling platformers. Its gameplay mechanics, inspired by Mario’s run button and Sonic’s rhythmic precision, showcase the unique platforming challenges that set "Donkey Kong Country" apart.

    Developed by the acclaimed studio Rare and published by Nintendo, "Donkey Kong Country" was one of the first major titles to utilize pre-rendered 3D graphics, created on Silicon Graphics workstations. This innovative approach resulted in some of the most detailed and realistic visuals on the SNES. The game also boasted a memorable soundtrack by David Wise, Eveline Fischer, and Robin Beanland, with tracks like "Aquatic Ambience" and "Gang-Plank Galleon" that are still celebrated today. Despite my burning hatred for the minecart levels, the game’s commercial success and critical acclaim are undeniable. It revitalized the Donkey Kong franchise and established Rare as a powerhouse that would go on to create other hits like "Banjo Kazooie" and "Killer Instinct."

    As we explore "Donkey Kong Country's" development, graphical breakthroughs, and gameplay, we also reflect on the pop culture milestones of 1994, setting the scene for when this groundbreaking game first captivated players around the world. Join Lou and me as we delve into the legacy of a game that not only defined an era but also continues to influence the platforming genre across gaming generations.

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    In episode 14 of "Backwards Compatible: A Generation 'S' Podcast," my good friend Derek Taylor joins me as Lou takes the night off. Together, we delve into the stealthy world of "Metal Gear Solid," released in September 1998. A groundbreaking title on the PlayStation, "Metal Gear Solid" wasn't just a game; it was a cinematic journey, marking my first experience with a two-disc game. I remember my initial approach was all wrong—I tried to beat up all the enemies, only to realize hand-to-hand combat wasn't going to cut it. This challenge was what sparked my love for stealth games.

    We discuss the emotional and cinematic impact of the game, reminiscing about the innovative fourth wall breaks, like having to switch controller ports to defeat Psycho Mantis and his eerie ability to "read" your memory card. Set in the desolate backdrop of Alaska, the game's atmosphere was thick with tension, complemented by humorous touches like Snake’s almost pointless cigarette smoking. We also talk about the voice acting, particularly Cam Clarke's memorable performance as Liquid Snake, as well as the different endings, influenced by player choices during Ocelot's torture scene, added depth and replayability, affecting whether Meryl lived or died—and consequently, whether you received infinite ammo or stealth camouflage for your next playthrough.

    And as always, we wrap up with a few pop culture facts from September 1998, providing a glimpse into the world when "Metal Gear Solid" stealthily revolutionized the gaming landscape. Join Derek and me as we revisit this iconic game that blends stealth, action, and story in ways that still influence gaming today.

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    In episode 13 of "Backwards Compatible: A Generation 'S' Podcast," Lou and I dive into the ghostly charm of "Luigi's Mansion" on the GameCube. We open with a look at the GameCube itself, discussing its distinctive tiny discs and unconventional choice to launch with Luigi as the star rather than Mario—a bold move by Nintendo. We delve into how the GameCube, often seen as an underappreciated console during its time, brought us unique and memorable gaming experiences, and express hope that Nintendo will continue to explore and revitalize these classic games for new audiences.

    Additionally, we share our excitement about the upcoming re-release of "Luigi's Mansion 2" on the Nintendo Switch, anticipating how this beloved sequel will adapt to the modern console. As always, we wrap up with some pop culture reflections from September 1991, setting the cultural backdrop to the era when Nintendo was preparing to launch what would become one of its most iconic systems. Join us as we celebrate "Luigi's Mansion" and the quirky, innovative GameCube that introduced so many players to the quieter, more reluctant hero of the Mushroom Kingdom.

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    In episode 12 of "Backwards Compatible: A Generation 'S' Podcast," Lou and I step into the ring with one of the NES classics, "Mike Tyson's Punch-Out!!" and its 1990 re-release featuring Mr. Dream. As one of my all-time favorite games, you may notice that I'm a LITTLE overzealous and excited this time around, and our discussion kinda pivots to in-depth strategies for tackling some of the game’s most notorious opponents, sharing tips and tactics that have helped us dodge, weave, and uppercut our way to victory over the years.

    We also reminisce about our earliest memories of playing "Punch-Out!!" back in the early '90s, reliving the thrill of climbing the ranks in the boxing world of the game. This week's 'Scratch the Itch' segment features "Thunder Ray," a modern game that revitalizes the classic "Punch-Out!!" gameplay with a fresh twist, perfect for fans looking to recapture that same boxing challenge. As always, we wrap up the episode with a nod to the pop culture landscape of October 1987, the era when players first faced off against Mike Tyson in the virtual ring, setting the stage for the enduring legacy of this knockout classic. Join Lou and me as we celebrate the game that has been a contender in the hearts of gamers for decades.

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