1 00:00:10,421 --> 00:00:36,052 [ Techno music ] 2 00:00:42,359 --> 00:00:44,964 Alright folks, it's Dr.Sparkle again 3 00:00:45,155 --> 00:00:48,141 Geez, It seems like forever since the last episode. 4 00:00:48,680 --> 00:00:51,287 Well anyways, sorry it's so late but here we are again. 5 00:00:51,904 --> 00:00:54,524 The PC engine schedule seems to get a bit more hectic 6 00:00:54,560 --> 00:00:57,280 as we get closer to the 1989 holiday season. 7 00:00:58,000 --> 00:01:01,602 Today, we're gonna finish up July and blast through all of August and September. 8 00:01:02,191 --> 00:01:04,669 We're gonna' see a number of arcade ports today, 9 00:01:04,686 --> 00:01:08,540 as well as some obscure (and rather shitty) original titles. 10 00:01:11,246 --> 00:01:33,837 [ Techno music ] 11 00:01:34,447 --> 00:01:38,247 We ended last episode with a classic shooter, Blazing Lasers, 12 00:01:38,317 --> 00:01:42,005 and we begin this episode with a not-so-classic shooter, Side Arms 13 00:01:42,063 --> 00:01:45,617 (or Side Arms: Hyper Dyne, as it's officially called in Japan) 14 00:01:47,012 --> 00:01:50,541 This is the second port of a Capcom arcade game for the system 15 00:01:50,569 --> 00:01:52,333 (the first being SunSun 2) 16 00:01:52,629 --> 00:01:56,792 and, once again, this is published by N.E.C., not Capcom themselves. 17 00:01:57,065 --> 00:02:03,261 In the U.S., this was one of the very few TurboGrafx games not published by N.E.C. 18 00:02:03,681 --> 00:02:06,758 Rather, it was by a small company called Radiance Software, 19 00:02:07,172 --> 00:02:09,440 which seemed to have very close ties to Capcom. 20 00:02:09,602 --> 00:02:13,161 They were also well known for their involvement in the canceled, ah, 21 00:02:13,161 --> 00:02:15,511 Nintendo Entertainment System California Raisins game. 22 00:02:15,876 --> 00:02:18,161 The guy who ran Radiance, Christopher Riggs, 23 00:02:18,194 --> 00:02:22,515 actually lists himself as being a Product Developer at Capcom in the early 1990s. 24 00:02:23,111 --> 00:02:24,823 Prior to Radiance, he apparently 25 00:02:24,823 --> 00:02:28,294 co-founded a company called Pacific DataWorks, with, uh, Troy Lyndon, 26 00:02:28,458 --> 00:02:34,747 who was an interesting guy who much later was behind the infamous Left Behind game. 27 00:02:35,198 --> 00:02:39,693 Pacific DataWorks mostly did DOS and Commodore 64 ports 28 00:02:39,693 --> 00:02:41,341 for Capcom (including Side Arms!). 29 00:02:41,387 --> 00:02:46,172 Riggs also had a company that did computer ports for Capcom. 30 00:02:46,172 --> 00:02:50,274 It's no surprise that the first Radiance game is, of course, a Capcom port. 31 00:02:50,706 --> 00:02:53,567 Anyhoo, Earth got blown up or something, and 32 00:02:53,567 --> 00:02:57,244 your little robot mecha dude is out there to kill lots of aliens. 33 00:02:57,724 --> 00:03:02,906 Mechanics are moreorless like similar shooters of the era (such as Gradius). 34 00:03:03,015 --> 00:03:06,135 Enemies drop power-ups, speed-ups, and other types of, uh, special weapons. 35 00:03:06,591 --> 00:03:10,578 Nothing too new or exciting, here, but there are a couple interesting ideas. 36 00:03:10,961 --> 00:03:13,995 The main one is: you can turn around and fire in the opposite direction 37 00:03:14,005 --> 00:03:15,330 by hitting the second button 38 00:03:15,335 --> 00:03:18,874 (making Side Arms kind of a predecessor to Forgotten Worlds). 39 00:03:19,567 --> 00:03:22,996 Now, Side Arms was originally an arcade game from 1986. 40 00:03:23,406 --> 00:03:28,614 Aside from the ability to fire front and back, a big feature of Side Arms was 41 00:03:28,614 --> 00:03:31,784 that two players could occasionally combine into a single more powerful form, 42 00:03:31,784 --> 00:03:35,634 with one player controlling the mech and the other controlling his weapons. 43 00:03:35,755 --> 00:03:37,764 The home version dropped this 2-Player mode, 44 00:03:37,764 --> 00:03:40,823 (meaning that your combined form is basically just a temporary upgrade). 45 00:03:41,211 --> 00:03:42,712 It lasts until you get hit. 46 00:03:43,047 --> 00:03:46,992 Another cool feature is that you choose the weapon you wanna lose from the menu, 47 00:03:47,002 --> 00:03:51,199 instead of losing your current one when you pick up a new one, like in most shooters. 48 00:03:51,199 --> 00:03:53,070 You can actually carry a whole bunch of weapons at once. 49 00:03:53,415 --> 00:03:58,276 Now, this is actually very helpful, since certain types of weapons are more useful than others in some spots. 50 00:03:58,537 --> 00:04:01,911 In fact, certain weapons are pretty much vital for some areas. 51 00:04:02,628 --> 00:04:08,579 And this leads me to one issue that so many Shoot-em-Ups have. If you die once, you are pretty much screwed. 52 00:04:09,486 --> 00:04:12,552 Side Arms is even much worse than many other similar games. 53 00:04:12,552 --> 00:04:15,429 When the action gets hectic and you screw up and get killed, 54 00:04:15,429 --> 00:04:18,809 you'll be brought back to life with, like, a single random underpowered weapon, 55 00:04:18,950 --> 00:04:21,685 generally with enemies, like, closing in on you from all sides. 56 00:04:22,323 --> 00:04:25,671 So, get killed and odds are good that you'll get killed again within a second or two. 57 00:04:26,724 --> 00:04:30,153 And there are so many damn enemies (like missiles, et cetera) that home in on you 58 00:04:30,306 --> 00:04:32,345 and follow you around, as you try to avoid them. 59 00:04:32,775 --> 00:04:38,015 And when you have, like, a very basic weapon that only shoots in one direction, it's pretty difficult to pick these guys off. 60 00:04:39,171 --> 00:04:45,035 Also, like Gradius, picking up too many speed power-ups will make you move, uh, too fast and be hard to control precisely. 61 00:04:45,952 --> 00:04:50,369 Overall, it's actually a pretty hard game (harder than Gradius or R-Type, in my opinion) 62 00:04:50,655 --> 00:04:55,982 but it actually, uh, looks great and I liked it better than the Genesis port of Forgotten Worlds. 63 00:05:00,952 --> 00:05:11,820 [ Techno music ] 64 00:05:19,119 --> 00:05:23,717 We exit July with a real stinker. From AICOM, it' s Takeda Shingen. 65 00:05:24,200 --> 00:05:27,435 "Aha!", you say, "We've already seen this game on Chrontendo. 66 00:05:27,435 --> 00:05:30,556 It was, like, a strategy game, published by HOT-B." 67 00:05:31,242 --> 00:05:36,627 Well, no. This is actually a completely different and unrelated game called Takeda Shingen. 68 00:05:37,522 --> 00:05:42,364 Now, Takeda Shingen (the real person) was a 16th century warlord, known for 69 00:05:42,364 --> 00:05:44,948 (among other things) having a badass set of armor 70 00:05:45,398 --> 00:05:48,713 (which is, uh, sort of semi-accurately depicted here). 71 00:05:49,236 --> 00:05:52,854 Rather than being a Strategy game, this is a rather dull Beat-'em-Up 72 00:05:53,295 --> 00:05:55,322 And it's a painfully slow affair. 73 00:05:56,462 --> 00:05:58,750 You have exactly two moves (at least at first). 74 00:05:58,750 --> 00:06:01,034 There's Attack with a sword slash and Jump. 75 00:06:01,675 --> 00:06:05,956 You'll be, uh, taking enemies head-on, uh, just sort of hacking at them until they die. 76 00:06:06,494 --> 00:06:09,353 They block a lot, so normally you'll just, sort of, walk up to them 77 00:06:09,353 --> 00:06:11,126 and start repeatedly slashing at them. 78 00:06:11,457 --> 00:06:13,878 They'll block a few times and then you'll get a hit in. 79 00:06:14,232 --> 00:06:18,940 This was a port of a Jaleco arcade game (which looks a lot nicer). 80 00:06:28,379 --> 00:06:30,389 The game isn't exactly hot shit, 81 00:06:30,389 --> 00:06:34,194 but your character moves much faster and there's a bit of action. 82 00:06:34,194 --> 00:06:39,664 This is hardly top tier stuff, as of 1988, but it seems reasonably bearable. 83 00:06:39,797 --> 00:06:43,157 There's even, like, bonus rounds where you can get on a horse and do some target practice. 84 00:06:43,993 --> 00:06:47,355 The horse stuff got completely stripped out from the PC Engine version 85 00:06:47,376 --> 00:06:50,297 and the result is just so damn monotonous. 86 00:06:50,297 --> 00:06:54,400 You know, I got a good way through this game and there were a pretty limited number of enemy types. 87 00:06:54,965 --> 00:06:58,052 There's basically dudes with swords (who are just like you), 88 00:06:58,052 --> 00:07:02,100 dudes with a long flail on a chain (and these guys are annoying), 89 00:07:02,102 --> 00:07:04,037 and dudes with a long spear. 90 00:07:05,096 --> 00:07:09,058 Boss battles are at the end of each level, though each level looks about the same, 91 00:07:09,058 --> 00:07:11,974 so there's really not much to distinguish one level from the other. 92 00:07:12,445 --> 00:07:16,687 Bosses are really nothing exciting. This guy is just a big version of the swordsman. 93 00:07:21,736 --> 00:07:24,901 Post-boss fight, you visit a shop where you can refill your health 94 00:07:24,901 --> 00:07:29,020 and buy some critical of... offense and defenseive upgrades, 95 00:07:29,020 --> 00:07:30,837 such as the war fan. 96 00:07:31,147 --> 00:07:33,797 Now, in real life, uh, Takeda's often depicted with his war fan. 97 00:07:33,797 --> 00:07:37,590 There's a famous story about how he deflected an enemy blade with his fan, once. 98 00:07:38,047 --> 00:07:40,563 So this game, naturally, has him, you know, carrying it around. 99 00:07:41,415 --> 00:07:46,049 Takeda Shingen isn't really a fun game to play, especially in comparison to contemporary 100 00:07:46,049 --> 00:07:48,235 Beat-'em-Ups like Golden Axe or Final Fight. 101 00:07:48,654 --> 00:07:52,518 Later, you get some better attacks, but the lack of variety really kills any excitement. 102 00:07:53,071 --> 00:07:56,257 It just feels like you're fighting the same fight over and over and over again. 103 00:07:56,698 --> 00:08:00,148 Your health bar is pretty long and health refills are pretty frequent 104 00:08:00,148 --> 00:08:03,871 so there's not much challenge at all for the entire first half of the game 105 00:08:03,871 --> 00:08:06,944 (until you get to this boss, who's, like, ten times harder than the last one). 106 00:08:07,582 --> 00:08:11,187 So, overall, Takeda Shingen is a bummer of a game. 107 00:08:16,629 --> 00:08:27,837 [ Techno music ] 108 00:08:37,480 --> 00:08:42,482 So, we enter August with Maison Ikkoku and a new publisher, Micro Cabin. 109 00:08:42,975 --> 00:08:45,917 We've heard their name come up a few times before in Chrontendo. 110 00:08:46,095 --> 00:08:49,595 They were actually a pretty prominent publisher of, uh, games for Japanese computers, 111 00:08:49,595 --> 00:08:50,804 back in the '80s. 112 00:08:51,003 --> 00:08:56,489 Like a lot of other sort of dodgy PC Engine games, this one has some pretty decent music. 113 00:08:57,337 --> 00:09:03,178 Right. So, Maison Ikkoku is one of these inescapable menu-based adventure games. 114 00:09:03,178 --> 00:09:08,370 Luckly, for us, we have an English translation by Dave Shadoff and Matt LaFrance. 115 00:09:09,337 --> 00:09:11,507 You play as one Yusaku Godai: 116 00:09:11,507 --> 00:09:15,348 a down on his luck student, living in sort of a rundown boarding house. 117 00:09:15,610 --> 00:09:18,960 The manager of the boarding house turns out to be (of course) 118 00:09:18,960 --> 00:09:22,524 a beautiful young woman who was recently widowed, named Kuyoku. 119 00:09:23,094 --> 00:09:26,920 This was based on a popular manga, by the famous manga artist, Rumiko Takahashi, 120 00:09:26,920 --> 00:09:32,464 who you might know from such comics as Uruse Yatsure and Renma One Half. 121 00:09:32,766 --> 00:09:40,703 It basically chronicles, uh, Godai's desire to express his love for Kuyoku, as well as the wacky residents of the boarding house. 122 00:09:41,046 --> 00:09:44,774 Eventually, of course, at the end of the series, the protagonists get married. 123 00:09:46,062 --> 00:09:48,699 This first appeared on the M.S.X., back in 1987. 124 00:09:49,055 --> 00:09:51,675 It looks pretty similar to this port, actually! 125 00:09:52,401 --> 00:09:54,977 It also wound up on the F.M. 7 and few other computers. 126 00:09:55,407 --> 00:10:01,295 Now, the first console appearance of this game was on the Famicom, which we saw very briefly in Episode 33. 127 00:10:01,807 --> 00:10:03,508 At the time, I'd pretty much said, 128 00:10:03,508 --> 00:10:07,987 "Well, we'll check this out in more detail when we reach it in ChronTurbo." 129 00:10:07,987 --> 00:10:10,407 and now, my dear friends, that day has arrived. 130 99:59:59,999 --> 99:59:59,999 It turns out to be a reasonably normal adventure game. 131 99:59:59,999 --> 99:59:59,999 Uh, this character, here, is some kind of weird pervert dude who builds tunnels and peepholes in the walls between the rooms. 132 99:59:59,999 --> 99:59:59,999 Uh... You find a porno mag, which contains "pretty radical stuff". 133 99:59:59,999 --> 99:59:59,999 Later, you can actually, uh, give it back to him... sort of, uh, win his favor. 134 99:59:59,999 --> 99:59:59,999 Much of the game takes place inside the titular Maison Ikkoku. 135 99:59:59,999 --> 99:59:59,999 Uh... Maison is simply the French word for "house", which (I think) is being used ironically 136 99:59:59,999 --> 99:59:59,999 (in the sense that calling this place "Maison" you know, sort of, tried to, like, give it a touch of class. 137 99:59:59,999 --> 99:59:59,999 Um... Ikkoku, I believe, means hotheaded or tempermental 138 99:59:59,999 --> 99:59:59,999 (perhaps referring to the various nutty residents here. 139 99:59:59,999 --> 99:59:59,999 In this game, you actually save by going to the bathroom. 140 99:59:59,999 --> 99:59:59,999 There's naturally all sorts of goofy sexual innuendo going on between the characters. 141 99:59:59,999 --> 99:59:59,999 And this, so far, seems to be the first PC Engine game that actually shows 142 99:59:59,999 --> 99:59:59,999 nipples in one of its human characters in an obviously sexualized way 143 99:59:59,999 --> 99:59:59,999 (as opposed to nipples on a statue or a monster or something). 144 99:59:59,999 --> 99:59:59,999 Um... For the most part, you go around talking to people, collecting items, 145 99:59:59,999 --> 99:59:59,999 and using them in sort of unintuitive ways. 146 99:59:59,999 --> 99:59:59,999 Here's your love interest, though you actually call her by the rather formal name, um, Kanrinin-san, 147 99:59:59,999 --> 99:59:59,999 rather than her real name. 148 99:59:59,999 --> 99:59:59,999 You can't interact with her too much yet. Um... You actually have to get on her good side first. 149 99:59:59,999 --> 99:59:59,999 A lot of the game involves, uh, talking to people and getting on their good side by giving them things. 150 99:59:59,999 --> 99:59:59,999 Among the other things, uh, you find, uh, her bra is up on the roof and you have a daydream about her, 151 99:59:59,999 --> 99:59:59,999 um, once, uh, you found the ladder that allows you to climb up on the roof. 152 99:59:59,999 --> 99:59:59,999 Aside from the house, you can travel to a couple locations nearby, such as this store. 153 99:59:59,999 --> 99:59:59,999 The cashier is meant to look like Lum from Urusei Yatsura. Ya' buy things here to bribe the residents with. 154 99:59:59,999 --> 99:59:59,999 Um... A great deal of time is spent, you know, sorta' dealing with these annoying housemates. 155 99:59:59,999 --> 99:59:59,999 Just like in the comic, Godai tends to fantasize about putting the mack on his landlord, 156 99:59:59,999 --> 99:59:59,999 but he's too scared to do anything. 157 99:59:59,999 --> 99:59:59,999 The main goal of the game revolves actually around trying to look at that picture you see 158 99:59:59,999 --> 99:59:59,999 on the left hand side of the screen, believe it or not. 159 99:59:59,999 --> 99:59:59,999 And, you know, like a lot of these sorts of things, your goal is kind of vague 160 99:59:59,999 --> 99:59:59,999 and you make progress in seemingly random ways 161 99:59:59,999 --> 99:59:59,999 but the art is good, the music is decent, so it's still a lot better than some of the awful, 162 99:59:59,999 --> 99:59:59,999 uh, the other awful Adventure games we've seen. 163 99:59:59,999 --> 99:59:59,999 [ Techno music ] 164 99:59:59,999 --> 99:59:59,999 Hudson was, of course, the co-creator of the PC Engine 165 99:59:59,999 --> 99:59:59,999 and they published all the console's games in Japan for about the first year. 166 99:59:59,999 --> 99:59:59,999 But by this point, they are outnumbered by third party publishers (at least in Japan). 167 99:59:59,999 --> 99:59:59,999 This is the first of three Hudson-published games today, Power League II 168 99:59:59,999 --> 99:59:59,999 a baseball game, of course, and the sequel to the first Power League game, 169 99:59:59,999 --> 99:59:59,999 which was released about 14 months before this one. 170 99:59:59,999 --> 99:59:59,999 There are a plethora of modes here - typical stuff: 171 99:59:59,999 --> 99:59:59,999 Single Game mode, a Penant Mode, All Star (nothing we haven't seen before). 172 99:59:59,999 --> 99:59:59,999 Now, the first Power League game got a U.S. release, under the name 173 99:59:59,999 --> 99:59:59,999 "World Class Baseball". 174 99:59:59,999 --> 99:59:59,999 Power League II was never released outside of Japan, though. 175 99:59:59,999 --> 99:59:59,999 In fact, there are six Power League games on the PC Engine 176 99:59:59,999 --> 99:59:59,999 and the first one was the only one to get a non-Japanese release. 177 99:59:59,999 --> 99:59:59,999 Naturally, this looks and feels a lot like the first Power League game. 178 99:59:59,999 --> 99:59:59,999 If we look at the two back to back, we see the sprites have been changed a bit, 179 99:59:59,999 --> 99:59:59,999 but both games look very similar (with one exception). 180 99:59:59,999 --> 99:59:59,999 In the first game, after the batter got a hit, it showed the outfield straight down, 181 99:59:59,999 --> 99:59:59,999 with the uh, camera's line of sight being perpendicular to the ground, 182 99:59:59,999 --> 99:59:59,999 much like the, uh, Sega Genesis', uh, sports games, like Tommy Lasorda Baseball. 183 99:59:59,999 --> 99:59:59,999 Power League II uses a much more traditional 45 degree angle 184 99:59:59,999 --> 99:59:59,999 (looking sort of down and out over the field). 185 99:59:59,999 --> 99:59:59,999 As always, playing against the CPU is tricky. 186 99:59:59,999 --> 99:59:59,999 There's certainly a way to strike out the CPU, but I didn't find it. 187 99:59:59,999 --> 99:59:59,999 Generally the CPU would get a good powerful hit against anything I would throw at it. 188 99:59:59,999 --> 99:59:59,999 When I was at the bat, I'd get lots of fly balls 189 99:59:59,999 --> 99:59:59,999 (and, uh, the computer would actually catch these with absolute 100% accuracy) 190 99:59:59,999 --> 99:59:59,999 as well as tons of foul balls 191 99:59:59,999 --> 99:59:59,999 (like, about 4 out of 5 hits would be a foul ...or just really weak hits). 192 99:59:59,999 --> 99:59:59,999 Of course you have to play these things for a little while to sorta' get, you know, the feel to them 193 99:59:59,999 --> 99:59:59,999 and I didn't play it long enough to actually, you know, get very good at this thing. 194 99:59:59,999 --> 99:59:59,999 So, Power League II is (just like its predecessor) 195 99:59:59,999 --> 99:59:59,999 a sharp-looking baseball game that doesn't really stand out in any way, 196 99:59:59,999 --> 99:59:59,999 other than its, you know, nice looking graphics. 197 99:59:59,999 --> 99:59:59,999 And we will get to see four more of these during the life of the console. 198 99:59:59,999 --> 99:59:59,999 [ Techno music ] 199 99:59:59,999 --> 99:59:59,999 Our third PC Engine game, from Naxat (a.k.a. Taxan) 200 99:59:59,999 --> 99:59:59,999 who had previously released the, uh, great pinball game, "Alien Crush" 201 99:59:59,999 --> 99:59:59,999 as well as a golf game. Now, we have a pool game from them. 202 99:59:59,999 --> 99:59:59,999 Break In, featuring Simulation, Action, Technique 203 99:59:59,999 --> 99:59:59,999 Geez! is this an instructional sex game? 204 99:59:59,999 --> 99:59:59,999 Simulation is sort of a tournament mode, Action is just like one-off, uh, playing a game, 205 99:59:59,999 --> 99:59:59,999 and Technique is like a tutorial practice mode deal. 206 99:59:59,999 --> 99:59:59,999 Break In is pretty generous with the types of games you can play. 207 99:59:59,999 --> 99:59:59,999 For example, you have, uh, Yotsudama 208 99:59:59,999 --> 99:59:59,999 (a four ball game that's played on a table with no pockets 209 99:59:59,999 --> 99:59:59,999 and doesn't really resemble normal pool that much) 210 99:59:59,999 --> 99:59:59,999 and "Bowliards", which appears to be a, uh, (actually is misspelled here) 211 99:59:59,999 --> 99:59:59,999 is sort of a hybrid between bowling and billiards. 212 99:59:59,999 --> 99:59:59,999 Hmm! Yes, I would like some nice shiny oranges and a glass of... orange soda? ...or maybe a big glass of [???]? 213 99:59:59,999 --> 99:59:59,999 Man, we're gonna' get f---ed up on that [???] there. 214 99:59:59,999 --> 99:59:59,999 Lots of options, here. Choose singles versus doubles, 215 99:59:59,999 --> 99:59:59,999 who is controlled by computer and who is controlled by... "Man" 216 99:59:59,999 --> 99:59:59,999 (Sorry, ladies! This is a man's game.) Pick a character, 217 99:59:59,999 --> 99:59:59,999 (choose from either seven men characters or "Woman") 218 99:59:59,999 --> 99:59:59,999 "Dragon"!? Come on! This guy's hobby is golf? 219 99:59:59,999 --> 99:59:59,999 I'm surprised it's not... you know... Billiards. 220 99:59:59,999 --> 99:59:59,999 Actually, I'm kidding. There are seven female characters as well. 221 99:59:59,999 --> 99:59:59,999 Hmm! I like Emmy's dumb '80s fashion and, uh, Sophia's, sort of, adorable geek chic 222 99:59:59,999 --> 99:59:59,999 but really, uh, Sigrid, the boozy actress seems like the coolest to me. 223 99:59:59,999 --> 99:59:59,999 So picking a card determines who breaks. 224 99:59:59,999 --> 99:59:59,999 Now, when you actually get ready to shoot a va... shoot the ball, here, 225 99:59:59,999 --> 99:59:59,999 you have a great deal of control, much like the typical golf games of this era. 226 99:59:59,999 --> 99:59:59,999 You have this image ball concept 227 99:59:59,999 --> 99:59:59,999 (not something I've seen in pool games prior to this) 228 99:59:59,999 --> 99:59:59,999 CPU players are generally decent but not 100% perfect, 229 99:59:59,999 --> 99:59:59,999 which is a nice switch from the various baseball games we've seen. 230 99:59:59,999 --> 99:59:59,999 Franky's pretty cool, but I think that mustache is fake. 231 99:59:59,999 --> 99:59:59,999 Like a lot of other PC Engine games, Break In has some pretty chill music. 232 99:59:59,999 --> 99:59:59,999 Now, this is the Technique part. (I'm trying to learn trick shots.) 233 99:59:59,999 --> 99:59:59,999 Good luck. 234 99:59:59,999 --> 99:59:59,999 We've only seen a few pool games throughout the Chron series. 235 99:59:59,999 --> 99:59:59,999 I still kinda like Compile's nutty "Lunar Pool" game the best (which was on the N.E.S.) 236 99:59:59,999 --> 99:59:59,999 but among sort of like regular serious pool games, "Break In" is definitely one of the slickest. 237 99:59:59,999 --> 99:59:59,999 [ Techno music ] 238 99:59:59,999 --> 99:59:59,999 Whoa-hoa! Did I load up a Famicom game by mistake? What is this? 239 99:59:59,999 --> 99:59:59,999 Well, it's yet another Capcom arcade port (and we're not really getting top tier Capcom 240 99:59:59,999 --> 99:59:59,999 stuff here). 241 99:59:59,999 --> 99:59:59,999 The MegaDrive gets "Ghouls and Ghosts" and the PC Engine gets "F-1 Dream". 242 99:59:59,999 --> 99:59:59,999 There's a bit of a story here. 243 99:59:59,999 --> 99:59:59,999 F-1 Dream is one of those career type racing games. 244 99:59:59,999 --> 99:59:59,999 Alright, so let's fire up some F-1 racing action. 245 99:59:59,999 --> 99:59:59,999 Wait. What's going on, here? These are not F-1 cars. 246 99:59:59,999 --> 99:59:59,999 This is apparently kind of a prologue to the main F-1 racing game. 247 99:59:59,999 --> 99:59:59,999 Your car is super lame (and I'm sure there's no way to win). 248 99:59:59,999 --> 99:59:59,999 Anyway, the original F-1 Dream was a 1988 arcade game, which used the likenesses of 249 99:59:59,999 --> 99:59:59,999 real Formula 1 drivers in the intro. 250 99:59:59,999 --> 99:59:59,999 It's a pretty basic top-down racer. 251 99:59:59,999 --> 99:59:59,999 I guess there was still, like, some sort of demand for this kinda thing in the late '80s 252 99:59:59,999 --> 99:59:59,999 (I don't know why.) 253 99:59:59,999 --> 99:59:59,999 One funny touch was, if you smack into the guardrails near spectators, they all go running 254 99:59:59,999 --> 99:59:59,999 hysterically. 255 99:59:59,999 --> 99:59:59,999 Right, so I'll fill you in on the basics of F-1 Dream. 256 99:59:59,999 --> 99:59:59,999 This is one of those racing games where you collect money for racing and then 257 99:59:59,999 --> 99:59:59,999 use it to buy upgrades for your car (which starts out super shitty). 258 99:59:59,999 --> 99:59:59,999 First, you actually need to hire guys to work on your car. 259 99:59:59,999 --> 99:59:59,999 Here, I'm, uh, hiring a tire guy and an engine guy. 260 99:59:59,999 --> 99:59:59,999 After paying these dudes, I have enough money left to put some better tires on 261 99:59:59,999 --> 99:59:59,999 my car and then it's off to the F-1 race! 262 99:59:59,999 --> 99:59:59,999 (Well, this is technically the tr... time trial but the actual race is up next.) 263 99:59:59,999 --> 99:59:59,999 So, you just sorta cruise around the track and, uh, (in order to qualify for the race) 264 99:59:59,999 --> 99:59:59,999 however there's a couple things about this type of game that drives me crazy 265 99:59:59,999 --> 99:59:59,999 (namely the controls). 266 99:59:59,999 --> 99:59:59,999 I've seen this in other Japanese top-down racing games on the Famicom 267 99:59:59,999 --> 99:59:59,999 but it drives me nuts here as well. 268 99:59:59,999 --> 99:59:59,999 The controls are not from the perspective of the driver, but from the viewpoint of the 269 99:59:59,999 --> 99:59:59,999 game's camera (meaning that if you're pointed up and wanna turn right, you 270 99:59:59,999 --> 99:59:59,999 press Right on the directional pad - which makes sense so far - but if 271 99:59:59,999 --> 99:59:59,999 you're facing down (towards the bottom of the screen) and you wanna turn the 272 99:59:59,999 --> 99:59:59,999 vehicle right, you press Left, because the vehicle's right is towards the left-hand side of the screen. 273 99:59:59,999 --> 99:59:59,999 This tends to confuse me, since we usually think of, you know, driving from the driver's 274 99:59:59,999 --> 99:59:59,999 point of view, especially when I'm heading towards the bottom of the screen and drift 275 99:59:59,999 --> 99:59:59,999 towards the side of the road, trying to correct myself will usually result in me driving off the 276 99:59:59,999 --> 99:59:59,999 road, since it feels to me like the controls are reversed. 277 99:59:59,999 --> 99:59:59,999 You start bringing in money pretty quickly (even for doing poorly) and you will slowly 278 99:59:59,999 --> 99:59:59,999 be able to improve your vehicle. 279 99:59:59,999 --> 99:59:59,999 Among other things, if the car gets damaged too much, it'll explode in a rather cool fashion 280 99:59:59,999 --> 99:59:59,999 and you'll get a Game Over. 281 99:59:59,999 --> 99:59:59,999 Beyond that, there's really not that much to say about F-1 Dream. 282 99:59:59,999 --> 99:59:59,999 We've already seen a lot of games like this already. 283 99:59:59,999 --> 99:59:59,999 We saw a much more creative take on a career racing game last time, with Namco's 284 99:59:59,999 --> 99:59:59,999 Final Lap Twin. 285 99:59:59,999 --> 99:59:59,999 Quite frankly, the most distinguishing thing about F-1 Dream is just how appallingly 286 99:59:59,999 --> 99:59:59,999 last-generation the graphics look. 287 99:59:59,999 --> 99:59:59,999 [ Techno music ] 288 99:59:59,999 --> 99:59:59,999 So, after taking in that weird looking box cover, you really should pause this and take a moment 289 99:59:59,999 --> 99:59:59,999 to read this batshit insane intro, here. 290 99:59:59,999 --> 99:59:59,999 It's about, uh, finding mysterious fortunes and "Busters" (uh, "the name..." for "...people 291 99:59:59,999 --> 99:59:59,999 we call... fortune hunters". 292 99:59:59,999 --> 99:59:59,999 Their "historic journey" is to get "FISA" ("called legend by the people"). Hmm. 293 99:59:59,999 --> 99:59:59,999 The "one person..." who "...can make it real ... 294 99:59:59,999 --> 99:59:59,999 has got to be billionet and radical, physically and mentally" 295 99:59:59,999 --> 99:59:59,999 and "Yes, you are the one!" 296 99:59:59,999 --> 99:59:59,999 One of the great things about doing a series like this is you find shit that 297 99:59:59,999 --> 99:59:59,999 doesn't seem like it has any reason to exist (for example, "Rock On"). 298 99:59:59,999 --> 99:59:59,999 This is the second game from publisher, Big Club and developer Manjyudo. 299 99:59:59,999 --> 99:59:59,999 They had released a game in June called "Jinmu Denshō Yaksa" (covered in 300 99:59:59,999 --> 99:59:59,999 Chronturbo 4) which took a character from a PC-88 game and stuffed him into 301 99:59:59,999 --> 99:59:59,999 a Space Harrier clone. 302 99:59:59,999 --> 99:59:59,999 As far as I can tell, "Rock On" is a completely original game. 303 99:59:59,999 --> 99:59:59,999 It's a Shoot-'em-Up (and not a great one at that). 304 99:59:59,999 --> 99:59:59,999 In fact, uh, VG Den (a review site for the PC Engine and Super Famicom games 305 99:59:59,999 --> 99:59:59,999 calls it the worst Shoot-'em-Up for the console. 306 99:59:59,999 --> 99:59:59,999 I don't know if that's true, but damn, it sure ain't good. 307 99:59:59,999 --> 99:59:59,999 If nothing else, you get a lot of power-ups! 308 99:59:59,999 --> 99:59:59,999 So, this looks pretty boring, huh? 309 99:59:59,999 --> 99:59:59,999 Well, I guess there's a couple things we can say about this. 310 99:59:59,999 --> 99:59:59,999 First of all, the power-up system is a little different. 311 99:59:59,999 --> 99:59:59,999 You can carry three different special weapons at once, though none of them 312 99:59:59,999 --> 99:59:59,999 display even the slightest amount of creativity. 313 99:59:59,999 --> 99:59:59,999 There's the three way shot, the laser (you know, the one where you shoot 314 99:59:59,999 --> 99:59:59,999 both directions vertically, one where you shoot both directions horizontally). 315 99:59:59,999 --> 99:59:59,999 Use the Start button to move between them but there's no Pause feature in the game, 316 99:59:59,999 --> 99:59:59,999 meaning you have to switch weapons on the fly (unlike in Side Arms) which is, you know, kind of a pain. 317 99:59:59,999 --> 99:59:59,999 Rock On uses kind of like a cute pudgy design style; your ship looks a little bit like Opa-Opa. 318 99:59:59,999 --> 99:59:59,999 One annoying factor here are these warps. 319 99:59:59,999 --> 99:59:59,999 They actually send you back to the beginning of a level if you... if you 320 99:59:59,999 --> 99:59:59,999 don't know what they are and accidentally go into one. 321 99:59:59,999 --> 99:59:59,999 I don't know much about the developer Manjyodo, except they made a handful 322 99:59:59,999 --> 99:59:59,999 of PC Engine games and were mostly involved in importing/distributing arcade games. 323 99:59:59,999 --> 99:59:59,999 As of 1998, their website was still up, but all it had was listings of arcade 324 99:59:59,999 --> 99:59:59,999 cabinets for sale, along with commercial boats (like, big boats). 325 99:59:59,999 --> 99:59:59,999 For example, they were selling an 11 million cargo boat. 326 99:59:59,999 --> 99:59:59,999 There's really nothing interesting or exciting or creative here. 327 99:59:59,999 --> 99:59:59,999 In fact, uh, this boss is ripped right out R-Type. (the nerve!) 328 99:59:59,999 --> 99:59:59,999 Instead of points, you get money, though I never did see a shop or 329 99:59:59,999 --> 99:59:59,999 anything to spend the money in. 330 99:59:59,999 --> 99:59:59,999 I love the way the interface at the bottom actually gets covered up by background objects. 331 99:59:59,999 --> 99:59:59,999 I haven't seen this happen in other games on the console, so I assume it's a problem 332 99:59:59,999 --> 99:59:59,999 with the game, itself, not the emulation. 333 99:59:59,999 --> 99:59:59,999 So we're definitely scraping the bottom of the barrel, here. 334 99:59:59,999 --> 99:59:59,999 It's a real puzzler, this one is, and I still have no idea why it's called, "Rock On". 335 99:59:59,999 --> 99:59:59,999 Oh, hey! One important thing happened in August 1989. 336 99:59:59,999 --> 99:59:59,999 The TurboGraphx 16 was released in the United States (purportedly debuting 337 99:59:59,999 --> 99:59:59,999 on August 29th) though as was often the case, it was apparently a limited launch 338 99:59:59,999 --> 99:59:59,999 (just in New York and California). 339 99:59:59,999 --> 99:59:59,999 And, while Hudson was the most prolific publisher for the system in Japan, almost 340 99:59:59,999 --> 99:59:59,999 all the games, here in the U.S. were released by NEC, themselves. 341 99:59:59,999 --> 99:59:59,999 With NEC's U.S. headquarters apparently being the (I'm sure very lovely) town of 342 99:59:59,999 --> 99:59:59,999 Woodale, Illinois. 343 99:59:59,999 --> 99:59:59,999 The console itself was redesigned quite a bit and turned out quite a 344 99:59:59,999 --> 99:59:59,999 bit larger than the PC Engine. 345 99:59:59,999 --> 99:59:59,999 Uh... It had a pretty decent selection of launch titles, actually. 346 99:59:59,999 --> 99:59:59,999 Aside from, of course, "Keith Courage in Alpha Zones" 347 99:59:59,999 --> 99:59:59,999 which was the pack-in game, there was "R-Type", "Legendary Axe", 348 99:59:59,999 --> 99:59:59,999 uh, "Alien Crush", and "Dungeon Explorer". 349 99:59:59,999 --> 99:59:59,999 along with the ubiquitous golf and racing games, "Power Golf" and "Victory Run" 350 99:59:59,999 --> 99:59:59,999 Rounding it out was two Beat-'em-Ups, "Vigilante" and "China Warrior" 351 99:59:59,999 --> 99:59:59,999 (a.k.a. "The Kung Fu", which was the first game released for the system in Japan. 352 99:59:59,999 --> 99:59:59,999 So, eight games, which was actually a pretty hardy, uh, launch lineup, for back then. 353 99:59:59,999 --> 99:59:59,999 Some sources say "Blazing Lasers" was a launch title, but upon further inspection, 354 99:59:59,999 --> 99:59:59,999 this appears to be false. 355 99:59:59,999 --> 99:59:59,999 Here's an ad from GamePro in late 1989 (not as cool looking as the Genesis ads). 356 99:59:59,999 --> 99:59:59,999 The TurboBooster, by the way, was an add-on that allowed for a composite video 357 99:59:59,999 --> 99:59:59,999 output and stereo sound, instead of the standard R.F. connection. 358 99:59:59,999 --> 99:59:59,999 The TurboCD is featured in the ad, even though that would actually 359 99:59:59,999 --> 99:59:59,999 not come out until later in 1990. 360 99:59:59,999 --> 99:59:59,999 As you'll recall, the TurboGraphx came out, um, in the U.S. about, uh, two 361 99:59:59,999 --> 99:59:59,999 weeks after the Genesis, so this was sort of like the first battle in the 362 99:59:59,999 --> 99:59:59,999 16-bit wars, with the still-somewhat mysterious Super Famicom lurking 363 99:59:59,999 --> 99:59:59,999 somewhere in the wings in... in the... the future. 364 99:59:59,999 --> 99:59:59,999 E.G.M. did quite a bit of coverage on the new PC Engine, along with lots of Sega 365 99:59:59,999 --> 99:59:59,999 coverage as well. 366 99:59:59,999 --> 99:59:59,999 The Genesis was ten dollars cheaper than the TurboGraphx 367 99:59:59,999 --> 99:59:59,999 (a hundred and ninety instead of two hundred) 368 99:59:59,999 --> 99:59:59,999 and, uh, both were noticeably cheaper than either the N.E.S. or the Master System 369 99:59:59,999 --> 99:59:59,999 with inflation factored in. 370 99:59:59,999 --> 99:59:59,999 While Sega obviously overtook NEC eventually in late 1989 the 16-bit playing field appeared 371 99:59:59,999 --> 99:59:59,999 to be, uh, completely up for grabs. 372 99:59:59,999 --> 99:59:59,999 [ Techno music ]