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The Stories Within Our Artifacts

30. Listopad 2025 v 15:00
The Stories Within Our Artifacts

Being a collector can mean many things. Most associate physical media collecting with geeks surrounded by bookshelves of video games that will never get played. Others will hold five PlayStation games in their hands and feel just as much pride in their collection, however small it may be. We hold on to our discs and cartridges even today, as they hold the memories of our experiences. In some cases, an actual memory card holds the record of an actual beautiful memory associated with the game. Whether it's the game that had a best friend coming to your house every day over a blistering summer or the game that finally got your parent to enjoy your favorite hobby with you, only a physical copy will hold those memories.

Displayed below are artifacts held dear by our SUPERJUMP writers, and the memories they contain.

Nathan Kelly

The Stories Within Our Artifacts
The Legend of Zelda Twilight Princess on the Nintendo Wii. Source: Nathan Kelly.

I present my copy of the Wii version of The Legend of Zelda: Twilight Princess. I remember my first experience with this game. I was at the house of one of my mom's friends as a kid, and I didn’t have too many people to hang out with at the time. I was just eating some party snacks or something, and upon entering the living room, they had a copy of Twilight Princess just sitting on their Wii. Immediately, I was sold by the foil art cover. Being a PlayStation kid, I had no idea what The Legend of Zelda even was at the time, but I had only ever seen two other boxes that looked nearly as good as this one: Kingdom Hearts and Kingdom Hearts 2, my favorite games ever at the time.

My family had a Wii that they had bought, hoping that it would get the kids up and moving (still a highlight of that console and something that the Switch has mostly left behind). I went to my dad and practically begged him for a copy of Twilight Princess, which he insisted that I would have to pay for myself. I used a collection of roughly 1,200 US nickels that a grandparent had given me at the time. I felt bad about this trade for a number of years. But as I grew older, I never gained an appreciation for coin collecting, so the only regret I still have over this is paying back my dad in a rather annoying currency.

I was so excited to actually have the game in my hands as I eagerly popped it into my Wii. I played through the opening village and admittedly ran into a problem. Like many others at the time, I was too confused by the opening village area to actually trigger the events to go on the rest of the adventure. In my defense, you have to get a cat to follow you by fishing and then get it to chase you around; It was cryptic for a child. I put it down for a while, but eventually my dad came to me and mentioned how we went through such a hassle trading nickels for a game that I didn’t even play. This got me to actually sit down and play through the rest of the game, and I’m glad I did. The Legend of Zelda: Twilight Princess is the greatest Nintendo action RPG I’ve ever played, and I doubt that I’ll ever trade it away.

Mike Wilson

The Stories Within Our Artifacts
Dream On Volume 18 on the Sega Dreamcast. Source: Mike Wilson.

It can be incredibly challenging to name your favorite game when someone asks you to do so. In theory, this is something that could always be changing. If you’re a massive fan of the Zelda franchise, you know there will always be the next one coming, and it has a chance of supplanting your past favourite. But when someone asks about your most important game ever, well, that’s something else. We’re talking not just preferences, but something more meaningful and tangible, something that is part of your gaming history.

Historically, I’m a Nintendo nerd. Raised on Hylian princesses, Italian plumbers, and Kongs called Donkey, I had an incredible upbringing in the gaming world.

So it’s a huge surprise, even to me, that perhaps my most important game is, in fact, Virtua Tennis on the Dreamcast.

I was Nintendo through and through. I always got to play on my friend’s Mega Drive, but at no point did I ever consider it superior to my SNES. Then SEGA threw a curveball and released the futuristic (for its time) Dreamcast. Incredible 3D graphics, amazing CD-quality sound, access to the internet, and still my favourite little thing, the VMU.

Being the underfunded young man I was when I bought the Dreamcast, I wasn’t able to pick up many games. I obviously had to buy the Blue Blur in his first mainline 3D outing in Sonic Adventure, but outside of that, I didn’t have anything else.

The Stories Within Our Artifacts
Virtua Tennis. Source: Moby Games.

Thankfully, there was the Official Dreamcast Magazine (ODM) here in the UK, and for the first time as a gamer, I was able to play demo discs. As an owner of the N64, I was always jealous of other console users with their demo discs from magazines, and now here I was, doing it myself; incredibly exciting times for this Nintendo fanboy.

ODM issue 17 gave us Dream On Volume 18, consisting of two videos of upcoming games and four demos for me to enjoy: Sega Extreme Sports, Dave Mirra Freestyle BMX, Ducati World, and, most bizarrely, my most important game, a demo of Virtua Tennis.

As with a lot of SEGA games at the time, it was a port of their arcade version from 1999, but it now allowed multiplayer madness in the home. I didn’t have a clue about this or the arcade version at the time, and I didn’t care; I was just excited to play something new that wasn’t Sonic.

And play I did; I enjoyed choosing one of the then-famous players and seeing who I felt was more accommodating to my play style. I enjoyed playing a best-of-three sets with the computer, and I absolutely loved playing with and dominating my friends.

Just to prove how incredible the VMU was, as you played the game, there would be a little matchstick equivalent of the game happening on the screen of the VMU. Who needed a massive TV with incredible graphics when you have a tiny pocket-sized one that does the same damned thing?

The Stories Within Our Artifacts
Virtua Tennis. Source: Moby Games.

This demo of Virtua Tennis was exciting, fluid, and just simply fun. It wasn't overly complicated and was so easy to just jump right into, even if you were a novice. This game kept me engaged with the Dreamcast; it kept the system alive while I saved up for an actual new game or waited for something for my birthday. 

It seems bizarre that this bite-sized demo, of all things, I consider to be my most important game, but I see it as something that truly opened up my gaming mind to things outside of just Nintendo. It taught me that even the simplest of things can be engaging and provide hours of smile-producing fun. 

To this day, I always make sure to get the latest system from each company so that I can play all games from across all the systems. Although Nintendo had my heart from the early days, SEGA stole it from them right at the end.

Eventually, I was able to get Shenmue, and my word, did this really make the Dreamcast my most beloved console of all time. But whereas Shenmue made me fall in love with the Dreamcast, it was this small demo of Virtua Tennis that made me fall in love with gaming beyond Nintendo.

PJ Walerysiak

The Stories Within Our Artifacts
Final Fantasy Tactics on the PlayStation and Final Fantasy Tactics: The Ivalice Chronicles on PlayStation 5. Source: PJ Walerysiak.

I was declared a traitor by my brother and cousins when I bought myself a PlayStation back in the early 2000s. We were a Nintendo family; how dare I turncoat for a competing console?!

It wasn’t a desire to forsake Nintendo that drove me towards buying a PS1, for I would always love them. It was a desire to have something of my own. The Super Nintendo and N64 belonged to my older brother, and he would regularly exercise his dictatorship over their use. Being seven years younger, I could do little to stop him.

I eventually saved up enough money from my paper route and made the leap. I bought a PS1, Crash Bandicoot, and Final Fantasy 7. I had never experienced a game like FF7 before, so ripe with deep narrative and heavy themes, somewhat beyond what my eleven-year-old brain could fully comprehend.

There was a story here far beyond saving the princess/realm/universe, complete with characters whom I bonded with over dozens of hours. It felt like I had discovered a vital element that I was missing before. I needed more!

I immediately became hooked on RPGs, especially Final Fantasy. I devoured FF8, then FF9. When I saw Final Fantasy Tactics in the store one day, I bought it without a second thought.

The Stories Within Our Artifacts
Final Fantasy Tactics: The Ivalice Chronicles. Source: Square Enix.

And once again, a veil was lifted from my adolescent brain, revealing to me an incredibly detailed medieval fantasy world of political intrigue, class warfare, treachery, and sacrifice. Characters had their naivety laid bare, their values challenged and demonstrated through combat. Systems of government and economics were exposed and torn apart through sharp rhetoric. Again, I could not grasp the full depth of its arguments, but it felt profound even then, as if the lessons buried within were relevant to life and I could hopefully decode them someday.

All of this was built upon the most foreign game design I had ever encountered. Every game I had picked up until then felt intuitive, even if I blasted through tutorials. With youthful hubris, I reckoned myself smart enough to figure this game out quickly.

Boy, was I WRONG.

Why were my attacks missing so often?!! Why couldn’t I move my character as far on this grid as the enemy could? Did that guy just destroy my armor? What the heck!!! I gave the protagonist the same birthday as me, but why in the world did that matter?

I shelved FFT for a few months, frustrated after being confronted with my own naivety and defeated so soundly in Dorter Trade City time after time.

But it had a hold on me, pulling at me to give it another shot. So I resolved to take the time to learn. Thus, a lifelong love of this game was born, and I learned a lesson about my own capacity. I hadn’t realized that a game could teach me more about myself.

The Stories Within Our Artifacts
Final Fantasy Tactics: The Ivalice Chronicles. Source: Square Enix.

I got my best friend to try it out, and he enjoyed it just the same. In future sleepovers, I would bring my PS1 over and we would play FFT literally all night, trading the controller in 3-hour shifts. The person not playing would either catch up on sleep or help the other as a consulting tactician.

I would go back to play FFT every few years and found that each time the story and its themes hit me in a new way. Even today, as I’m playing through the recently released Final Fantasy Tactics: The Ivalice Chronicles, I’m taking screenshots of lines of dialogue that feel FAR too relevant to today’s political atmosphere and class inequality.

When I think back, attempting to pinpoint what games were pivotal in stoking my love of storytelling and desire to write, FFT is chief among them. FF7 may have opened my eyes, but FFT opened my mind and continues to do so today.

Young PJ would be happy to know that I finally understand everything that this wonderful game offers and all that it has given me.

Jahanzeb Khan

More than any of the latest, increasingly expensive gaming tech, Atari has been responsible for rekindling my love for video games and their rich history. The launch of the + Platform really opened the door for both lapsed gamers and newcomers to connect with Atari's history. Both the 2600+ and the 7800+ consoles are designed to play nearly all cartridges right out of the box. Not only the old cartridges that are out in the wild, but even modern homebrew releases from publishers like Atari Age. Atari themselves have even been commissioning and publishing new releases, not just reprinting their legacy software but even brand new ports, such as the recent 7800 port of Tiger-Heli.

The Stories Within Our Artifacts
HERO on the Atari 2600. Photo by Jahanzeb Khan.

For me, the + Platform really opened up a whole new world of gaming and game collecting, and being able to play these ancient cartridges on hardware that connects with ease is just one of the coolest gaming alternatives. One of my favourite things to do is to go out and hunt for Atari cartridges, and I've done this every chance I can get when exploring Melbourne or visiting any city in Australia. I'm often amazed to find some really good hauls in the most unlikely spots, and more often than not, I can get them at a pretty good price. If you're going to a retro game shop, chances are that the business owner will know what the games are worth, and so you want to head into pawn shops and thrift stores that are not gaming-specialised, where you are likely to find a random haul of old games that they'd rather get rid of quickly. Oh, and you can always count on your local Rotary Club op shop to give you the best possible deal on games! 

In my many hunting adventures, I've stumbled upon some really rare Atari games, especially when it comes to the North American releases that were released much later in the lifecycle of the original 2600 VCS console. One of my favourites is this copy of HERO, an adventure platformer that was truly ahead of its time. It was like Metroid before Metroid was even a thing. I was on a trip to Sydney and about to board the train to the airport to catch my return flight, when I suddenly had this weird hunch to check out a random pawn shop in Chinatown. 

I'm glad I listened to my sixth sense because the secondhand jewelry shop had a random assortment of cartridges tucked away in a corner. I think the owner was surprised that I was interested in buying these, and so I paid nearly nothing for them. My haul from there included the aforementioned HERO and lesser-known 2600 ports of Rampage and Double Dragon. HERO in particular is quite expensive and hard to find in Australia, and so it's the thrill of discovering these hidden gems in the wild (at a great price!) that makes Atari game hunting one of my favourite travel pastimes. 

Be sure to let us know in the comments about your favorite gaming artifacts!!

The Interplanetary FINAL FANTASY IV

22. Listopad 2025 v 15:00
The Interplanetary FINAL FANTASY IV

The implementation of so much innovation rarely goes as well as it does in Final Fantasy IV. In every area, Cecil’s fantastical road trip to the moon innovates and improves on the mechanics and writing that Final Fantasy III set out to do. For the first time, we see Final Fantasy begin its inexorable crawl towards action gameplay by implementing the ATB (Active Time Battle) system. The extra storage afforded by the Super Famicom allowed for a story and characters deeper than we had previously seen in the series. All of this culminated in the incredible adventure that finally redeemed the Dark Knight and sent Final Fantasy into space.

The Interplanetary FINAL FANTASY IV
Major spoilers ahead for Final Fantasy IV.

An Epic Tale

Final Fantasy IV’s story is in stark contrast to the tale of the four nameless Warriors of Light seen in the previous game, even though a surprising number of elements have remained the same. We start our story as Dark Knight Cecil, who is in service to the King of Baron and tasked with bringing the mad King all of the world's crystals of light. The crystals are currently owned by each region's ruling group, and Cecil comes to realize that his task would involve robbing these mostly defenseless people. This task leads him out of Baron and through a cave to the small town of Mist.

I want to highlight our main party quickly, as I think that they are the strongest part of this game. They help tie the narrative together and give me a better reason to care about the fate of this world.

Cecil is our main character; overcoming his manipulation at the hands of the Baron and becoming the warrior of light is his heroic trait throughout the story. Seeing his unwavering dedication to his mission, while watching Kain continue to serve Golbez, makes him an outstanding main character that is easy to grow attached to.

The Interplanetary FINAL FANTASY IV
Ah the Mist Dragon of Mist Cave on my way to Mist Village. Source: Author.

Kain is the foil to Cecil; his betrayals lead us to believe that the manipulation Golbez achieved while Kain was in the Dragoons and Cecil commanded the Red Wings was so absolute that Kain would give up his best friends for the mad sorcerer. Out of all of the comings and goings, I really only appreciated how they handled Kain's. Also, jumping is the best move in Final Fantasy, and I know it’s not actually stronger than other moves, but the big number makes me feel really good.

Rosa is Cecil's main love interest, characterized by her loyalty to Cecil, never straying far from his side. She also never gives up on Kain, making the friendship between the three of them shine amongst all of the other characters.
Rydia is the girl that Cecil finds after destroying all of Mist. I kind of wish that there were more of a father-daughter relationship between her and Cecil; however, I also really like that she gets to find her spiritual plane and have the independence to learn her craft on her own.

Battling With Time

Coming in pretty hot off Final Fantasy III, the ATB bar caused me immediate distress. Even though I knew that wait mode was enabled, I still felt the pressure of that little bar pleading with me to navigate the actions menu as fast as possible. This isn’t so bad after a few battles when you have only Kain and Cecil to worry about, but seeing a wizard's whole spell book caused me to concede to the clock as I would decide which spell to use.

The Interplanetary FINAL FANTASY IV
Bone Dragon. Source: Author.

After beating the game, I admit that I really enjoyed the ATB system. It’s no Chrono Trigger, but unfair comparisons aside, it helps make battle much more engaging. I hadn’t realized, but from the NES trilogy, I had developed a habit of taking a drink or throwing a few chips in my mouth as soon as a battle started. That is NOT something that you can do in this game. Well, you can with the wait mode; it’s hard to explain, but that little meter demands your attention even if it does wait for you. After 20 hours, I still could never convince myself that the enemies would actually wait in wait mode.

Another growing pain that I faced was just having to pay attention to both the menu bar and the action happening above. Very often, an enemy would attack at the exact moment that one of your character's ATB meters filled. My attention was drawn to the menu, causing me to miss the damage number shown after the enemy took a swing at a party member. There were so many times that I would choose to heal a party member only to find that a different party member had just lost half their life, chunked away by an enemy attack. Mastering the ability to watch these numbers is really thrilling. I used to play healer in Final Fantasy XIV for exactly the same rush of managing multiple health bars and timing them with your own cooldowns.

I think many of the damage dealers also function in such interesting ways. Queuing up damage feels so good as you are inputting new moves while watching Kain come down from a Jump that you sent him on a few seconds before, then all the action stops as Rydia calls in an epic Summon. Removing the turn-based action and allowing the characters' actions to be just slightly delayed brings us a bit closer to actually seeing a live battle happening in the main window.


Cecil finds out too late that the price of his loyalty to the King was to genocide the summoners living in the town of Mist. He then learns that the King was only a puppet to a dark sorcerer named Golbez, who wants the crystals so he can activate the Tower of Babel and reach the Moon.

The Interplanetary FINAL FANTASY IV
I QUIT! Source: Author.

My only complaint with the story is that the pacing is absolutely atrocious. Every single dungeon in the first half of the game will swap party members and tell all of their stories in fairly compact chunks that I wish were expanded throughout the journey. Many of the characters are actually put on bed rest after the overworld section, as they don’t have any story left to explore. The side quest format of Final Fantasy III is used to tell these characters' tales when they easily could have been woven into the main plot and explored over many hours instead of only one or two.

I thought that I really disliked the ATB system in the first hours of Final Fantasy IV because of the overload of looking through the enormous spell libraries of Tellah, Palom, Porom, and Rosa. After finishing the game, I know now that my problem was not with the ATB system, but the storytelling method in which characters are so frequently added and removed from your party. Perhaps fans of this game think that this type of gameplay variety enhances the experience. I found that it caused combat encounters to feel slightly rushed, as you fumble through spell selections to cast something from a list that you only received about 30 minutes prior, which won't be used again after that specific cave.

Notably, this section contains Cecil’s redemption, in which his class is changed from Dark Knight to Paladin. Veterans of the series up to this point will be familiar with the Dark Knight twist, which most Final Fantasy games rely on; the classic Star Wars reveal, where the dark knight is revealed to be truly good at their core. The Paladin transformation, however, is wholly unique to Final Fantasy, and for the first time, we see a true departure from the “Dark Knight is Darth Vader” plots that we’ve seen before. Well, at least for now, that is; more on that when we discuss the ending.

The Interplanetary FINAL FANTASY IV
The child of light. Source: Author.

It is soon revealed that Rosa has been captured by Golbez, who demands the final crystal as the price for setting her free. Cecil hands it over without any other plan, and the group makes their escape from what was definitely a trap to kill all of them. Their destination is quickly revealed: Apparently, there is a whole other land that lies beneath Earth's surface, and they must go there to stop Golbez from taking the four crystals of darkness.

This underworld segment puts the gang on a bit of a losing streak. They are, time and time again, unable to stop Golbez from taking all of the crystals. I had really started to feel bad for the party, and even worse, almost all of their friends had to sacrifice themselves to effect the narrowest of escapes. Towards the end of this act, Kain even comments on how insane it is that people keep giving their lives without thinking about another way first. In the wake of losing Yang, Cid, and Tellah, it’s becoming too much.

So let’s talk about Tellah. He is, without a doubt, my favorite character, with only Kain as a close second. Tellah’s daughter Ana runs away with Prince Edward early on in the game and is consequently blown to smithereens by the Red Wings during a bombing raid. Tellah then tracks down Edward and beats him black and blue while calling him a “spoony bard” until they are forced apart. He then swears to learn the most powerful spell in Final Fantasy and kill Golbez all by himself.

There is a section where he learns Meteor and yells, “I am doom itself!” and runs out of the room to go find Golbez. The man was crazy. He gets his encounter with Golbez, but it doesn’t go well, as ultimate magic in the Final Fantasy universe drains your life force if you aren’t strong enough to use it. He fails to kill his mark and loses his life in the process.

The Interplanetary FINAL FANTASY IV
Oh Tellah, you legend. Source: Author.

Throughout Final Fantasy IV, you have to fight the four elemental lords much like you do in Final Fantasy I. These fights are largely unremarkable except for Rubicante. In the underworld, you team up with a young Ninja named Edge, whose parents have been turned into monstrosities by Doctor Lugae. They are being held by Rubicante in the Tower of Babel. In a heartbreaking scene, you watch Edge's parents kill themselves to prevent harming their son, then you must face Rubicante.

This is an extremely difficult boss fight and becomes one of the biggest failings of this early implementation of the ATB system. Without telegraphed moves like you would see in a game like the beloved Chrono Trigger (which came along 4 years later), timing these hits the way that the game wants you to is hit or miss (literally). Many online guides recommend that in most of these fights that ask you to learn timings, you are advised to just smack with Cecil and ignore the mechanic almost entirely. This is easier than timing casts of Blizzaga, but Rubicante is still no pushover, and if you can’t survive his larger attacks, you won’t be able to pass him.

Golbez finally arrives on the moon with all of the crystals. We still don’t know what he wants there, but we know that we have to stop him. In the same town that you rob at the beginning of the game, the village elder raises an excellent airship (spaceship?), the Lunar Whale, from the ocean to send you and your party to the moon. At this point in the game, you are free to do a few side adventures that involve getting all of the summon spells for Rydia and smacking Yang on his bald monk nogin with a frying pan. I really enjoyed the Land of Summons quest line, and its rewards make it a great detour. Bahamut's Mega Flare is the coolest magic spell in the game, and it never gets old.

On the moon, you learn that Cecil is actually the descendant of a race of Lunarian people and that Golbez is his brother (see, I told you we’d still get our Darth Vader story). Golbez was being used as a puppet by Zemus, which makes Kain a puppet’s puppet, which is hilarious but also shows the reach of Zemus’s manipulation. Golbez uses the crystals to summon the Giant of Babel from the black pit to destroy the entire world. One giant kaiju robot fight involving dwarven tanks and mage airships later, and we are in the final dungeon, on our way to the core of the moon to stop Zemus for good.

The Interplanetary FINAL FANTASY IV
Zeromus, Master Manipulator. Source: Author.

As always, the final dungeon in a Final Fantasy game is the most intense and the most fun. You command the main party that you’ve been honing for the past 5 hours, and your skill in ordering them should shine through brilliantly across all of the challenges on the moon. Sadly, though, the final segment highlights all of the issues that I had with the early hours of the game. Swapping party members over and over doesn’t let you feel the progression of your party, and to see all five main protagonists operating at full strength right at the end emboldens that fact.
Cecil watches as FuSoYa and Golbez fight with Zemus. Killing him sheds his physical body to reveal something else. With the prayers of your friends aiding you, you dispel the illusion and reveal Zeromus (the spirit and hate of Zeromus made incarnate).

This fight was tough, but I’m four Final Fantasy games in, so I know the drill.
There was no way that I could survive the final boss's party nukes, so I ground out ten more levels on the moon. Thank god for the Pixel Remaster; I just cranked experience gain up to 4X and fought 8 Behemoths and 6 Dragons, and I was ready.

With proper management of my health and good Dragoon-jump timing, Zeromus goes down without a sweat, and the world is saved. Typically, I would have given this a few more tries before grinding out levels to see if I could beat it with some skill and a big spoonful of luck, but they had placed a five-minute unskippable cutscene right before the fight, so my tolerance was a little lowered. All in all, I enjoyed this fight just as much as Chaos from the first game, though out of the four games so far, Chaos is still the most fun to actually fight.


I love the cyclical nature of Final Fantasy. For me, there doesn’t have to be any additional reason why evil exists. Good and evil are forces of nature, two sides of the same coin. Zeromus reminds us of that as he is defeated, and our heroes despair. “How can we truly win?” they ask, a little dejected.


Cecil is the warrior of light and the embodiment of good, the force of nature sent to balance all things. And when the light grows too strong, the warriors of darkness will be sent to balance things just as Cecil has. Every Final Fantasy to this point follows this ideology: for every dark god possessing a power-hungry man, there is a warrior of light sent to stop him.

The Interplanetary FINAL FANTASY IV
That's my bestie Bahamut. Source: Author.

Final Fantasy IV treads very neatly in the lines of tradition while striking out and blazing a new action-combat trail that will eventually lead to Final Fantasies more resembling Devil May Cry than its Dragon Quest roots. Despite lulls in the story's pacing, I relished every bit of character development and each fast-paced battle. This is widely recommended as an excellent starting point for the series, and I wholeheartedly agree. Final Fantasy IV feels like the start of something big, and if I were playing this as a kid in 1991, I would be on the edge of my seat waiting for whatever Hironobu Sakaguchi would make next.

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