[ Techno music ]
Alright folks, it's Dr.Sparkle again
Geez, It seems like forever since the last episode.
Well anyways, sorry it's so late
but here we are again.
The PC engine schedule seems to get a bit
more hectic
as we get closer to the 1989 holiday
season.
Today, We're gonna finnish up July and
blast through all of August and September.
We're gonna' see a number of arcade ports today, as well as some obscure (and rather shitty) original titles.
We ended last episode with a classic shooter,
Blazing Lasers,
and we begin this episode with a not-so-classic shooter,
Side Arms
(or Side Arms: Hyper Dyne, as it's officially called in Japan)
This is the second port of a Capcom arcade game for the system
(the first being SunSun 2)
and, once again, this is published by N.E.C.,
not Capcom themselves.
However, in the U.S., this was one of the
very few TurboGrafx games not published by N.E.C.
Rather, it was by a small company called Radiance Software,
which seemed to have very close ties to Capcom.
They were also well known for their involvement in the canceled, ah, Nintendo Entertainment System California Raisins game.
The guy who ran Radiance, Christopher Riggs, actually lists himself as being a product developer at Capcom in the early 1990s.
Prior to Radiance, he apparently co-founded a company called Pacific DataWorks, with, uh, Troy Lyndon
(who was an interesting guy who much later, uh, was behind the, uh, the infamous Left Behind computer video game.
Pacific DataWorks mostly did DOS and Commodore 64 ports for Capcom (including Side Arms!).
Riggs also had a company called Riggs Interactive
which did, uh, computer ports for Capcom.
So it's no surprise that the first Radiance game is, of course, a Capcom port.
Anywho, Earth got blown up or something, and your little robot mecha dude is out there, uh, to kill lots of aliens.
Mechanics are moreorless like similar
shooters of the era (such as Gradius).
Enemies drop power-ups, speed-ups, and other types of, uh, special weapons.
Nothing too new or exciting, here, but there are a couple interesting ideas.
The main one is: you can turn around and fire in the opposite direction by hitting the second button
(making Side Arms kind of a predecessor to Forgotten Worlds).
Now, Side Arms was originally an arcade game from 1986.
Aside from the ability to fire, uh, front and back,
a big feature of Side Arms was that two players
could occasionally combine into
a single more powerful form
(with one player controlling the mech and
the other controlling his special attack weapons).
The home version dropped this 2-Player mode,
(meaning that your combined form is
basically just a temporary upgrade).
It lasts until you get hit.
The other cool feature is the ability to select your...
which weapon you wanna lose from the Start menu
(as opposed to losing your current weapon when you
pick up a new one, like in most other shooters).
You can actually carry a whole bunch of weapons at once.
Now, this is actually very helpful, since certain types of
weapons are more useful than others in some spots.
In fact, certain weapons are pretty much vital for some areas.
And this leads me to one issue that so many Shoot-em-Ups have.
If you die once, you are pretty much screwed.
Side Arms is even much worse than many other similar games.
When the action gets hectic and you
screw up and get killed,
you'll be brought back to life with, like,
a single random underpowered weapon,
generally with enemies, like,
closing in on you from all sides.
So, get killed and odds are good that you'll
get killed again within a second or two.
And there are so many damn enemies
(like missiles, et cetera) that home in on you
and follow you around, as you try to avoid them.
And when you have, like, a very basic weapon that only shoots in one direction, it's pretty difficult to pick these guys off.
Also, like Gradius, picking up too many speed power-ups will make you move, uh, too fast and be hard to control precisely.
Overall, it's actually a pretty hard game
(harder than Gradius or R-Type, in my opinion)
but it actually, uh, looks great and I liked it
better than the Genesis port of Forgotten Worlds.
We exit July with a real stinker.
From AICOM, it' s Takeda Shingen.
"Aha!", you say,
"We've already seen this game on Chrontendo.
It was, like, a strategy game,
published by HOT-B."
Well, no. This is actually a completely
different and unrelated game called Takeda Shingen.
Now, Takeda Shingen (the real person)
was a 16th century warlord, known for
(among other things)
having a badass set of armor
(which is, uh, sort of
semi-accurately depicted here).
Rather than being a Strategy game,
this is a rather dull Beat-'em-Up
And it's a painfully slow affair.
You have exactly two moves
(at least at first).
There's Attack with a sword slash
and Jump.
You'll be, uh, taking enemies head-on,
uh, just sort of hacking at them until they die.
They block a lot, so normally
you'll just, sort of, walk up to them
and start repeatedly slashing at them.
They'll block a few times and then you'll get a hit in.
This was a port of a Jaleco arcade game
(which looks a lot nicer).
The game isn't exactly hot shit,
but your character moves much faster
and there's a bit of action.
This is hardly top tier stuff, as of 1988,
but it seems reasonably bearable.
There's even, like, bonus rounds
where you can get on a horse and do some target practice.
The horse stuff got completely stripped
out from the PC Engine version
and the result is just
so damn monotonous.
You know, I got a good way through this game
and there were a pretty limited number of enemy types.
There's basically dudes with swords
(who are just like you),
dudes with a long flail on a chain
(and these guys are annoying),
and dudes with a long spear.
Boss battles are at the end of each level,
though each level looks about the same,
so there's really not much to
distinguish one level from the other.
Bosses are really nothing exciting.
This guy is just a big version of the swordsman.
Post-boss fight, you visit a shop
where you can refill your health
and buy some critical of...
offense and defenseive upgrades,
such as the war fan.
Now, in real life, uh, Takeda's
often depicted with his war fan.
There's a famous story about how he
deflected an enemy blade with his fan, once.
So this game, naturally, has him,
you know, carrying it around.
Takeda Shingen isn't really a fun game to play,
especially in comparison to contemporary
Beat-'em-Ups like Golden Axe or Final Fight.
Later, you get some better attacks, but the
lack of variety really kills any excitement.
It just feels like you're fighting the
same fight over and over and over again.
Your health bar is pretty long
and health refills are pretty frequent
so there's not much challenge at all
for the entire first half of the game
(until you get to this boss, who's, like,
ten times harder than the last one).
So, overall, Takeda Shingen
is a bummer of a game.
So, we enter August with Maison Ikkoku
and a new publisher, Micro Cabin.
We've heard their name come up
a few times before in Chrontendo.
They were actually a pretty prominent
publisher of, uh, games for Japanese computers,
back in the '80s.
Like a lot of other sort of dodgy PC Engine games,
this one has some pretty decent music.
Right. So, Maison Ikkoku is one of these
inescapable menu-based adventure games.
Luckly, for us, we have an English translation
by Dave Shadoff and Matt LaFrance.
You play as one Yusaku Godai:
a down on his luck student, living in
sort of a rundown boarding house.
The manager of the boarding house
turns out to be (of course)
a beautiful young woman who was
recently widowed, named Kuyoku.
This was based on a popular manga, by the
famous manga artist, Rumiko Takahashi,
who you might know from such comics as
Uruse Yatsure and Renma One Half.
It basically chronicles, uh, Godai's desire to express his love for Kuyoku, as well as the wacky residents of the boarding house.
Eventually, of course, at the end of the series,
the protagonists get married.
This first appeared on the M.S.X.,
back in 1987.
It looks pretty similar to this port, actually!
It also wound up on the F.M. 7 and few other computers.
Now, the first console appearance of this game was on the Famicom, which we saw very briefly in Episode 33.
At the time, I'd pretty much said,
"Well, we'll check this out in more detail
when we reach it in ChronTurbo."
and now, my dear friends,
that day has arrived.
It turns out to be a reasonably normal adventure game.
Uh, this character, here, is some kind of weird pervert dude who builds tunnels and peepholes in the walls between the rooms.
Uh... You find a porno mag,
which contains "pretty radical stuff".
Later, you can actually, uh, give it back to him...
sort of, uh, win his favor.
Much of the game takes place inside the titular Maison Ikkoku.
Uh... Maison is simply the French word for "house",
which (I think) is being used ironically
(in the sense that calling this place "Maison" you know,
sort of, tried to, like, give it a touch of class.
Um... Ikkoku, I believe, means
hotheaded or tempermental
(perhaps referring to the
various nutty residents here.
In this game, you actually save
by going to the bathroom.
There's naturally all sorts of goofy sexual
innuendo going on between the characters.
And this, so far, seems to be the first
PC Engine game that actually shows
nipples in one of its human characters
in an obviously sexualized way
(as opposed to nipples on a
statue or a monster or something).
Um... For the most part, you go around
talking to people, collecting items,
and using them in sort of unintuitive ways.
Here's your love interest, though you actually call
her by the rather formal name, um, Kanrinin-san.