1 99:59:59,999 --> 99:59:59,999 [ Techno music ] 2 99:59:59,999 --> 99:59:59,999 Alright folks, it's Dr.Sparkle again 3 99:59:59,999 --> 99:59:59,999 Geez, It seems like forever since the last episode. 4 99:59:59,999 --> 99:59:59,999 Well anyways, sorry it's so late but here we are again. 5 99:59:59,999 --> 99:59:59,999 The PC engine schedule seems to get a bit more hectic 6 99:59:59,999 --> 99:59:59,999 as we get closer to the 1989 holiday season. 7 99:59:59,999 --> 99:59:59,999 Today, We're gonna finnish up July and blast through all of August and September. 8 99:59:59,999 --> 99:59:59,999 We're gonna' see a number of arcade ports today, as well as some obscure (and rather shitty) original titles. 9 99:59:59,999 --> 99:59:59,999 We ended last episode with a classic shooter, Blazing Lasers, 10 99:59:59,999 --> 99:59:59,999 and we begin this episode with a not-so-classic shooter, Side Arms 11 99:59:59,999 --> 99:59:59,999 (or Side Arms: Hyper Dyne, as it's officially called in Japan) 12 99:59:59,999 --> 99:59:59,999 This is the second port of a Capcom arcade game for the system (the first being SunSun 2) 13 99:59:59,999 --> 99:59:59,999 and, once again, this is published by N.E.C., not Capcom themselves. 14 99:59:59,999 --> 99:59:59,999 However, in the U.S., this was one of the very few TurboGrafx games not published by N.E.C. 15 99:59:59,999 --> 99:59:59,999 Rather, it was by a small company called Radiance Software, which seemed to have very close ties to Capcom. 16 99:59:59,999 --> 99:59:59,999 They were also well known for their involvement in the canceled, ah, Nintendo Entertainment System California Raisins game. 17 99:59:59,999 --> 99:59:59,999 The guy who ran Radiance, Christopher Riggs, actually lists himself as being a product developer at Capcom in the early 1990s. 18 99:59:59,999 --> 99:59:59,999 Prior to Radiance, he apparently co-founded a company called Pacific DataWorks, with, uh, Troy Lyndon 19 99:59:59,999 --> 99:59:59,999 (who was an interesting guy who much later, uh, was behind the, uh, the infamous Left Behind computer video game. 20 99:59:59,999 --> 99:59:59,999 Pacific DataWorks mostly did DOS and Commodore 64 ports for Capcom (including Side Arms!). 21 99:59:59,999 --> 99:59:59,999 Riggs also had a company called Riggs Interactive which did, uh, computer ports for Capcom. 22 99:59:59,999 --> 99:59:59,999 So it's no surprise that the first Radiance game is, of course, a Capcom port. 23 99:59:59,999 --> 99:59:59,999 Anywho, Earth got blown up or something, and your little robot mecha dude is out there, uh, to kill lots of aliens. 24 99:59:59,999 --> 99:59:59,999 Mechanics are moreorless like similar shooters of the era (such as Gradius). 25 99:59:59,999 --> 99:59:59,999 Enemies drop power-ups, speed-ups, and other types of, uh, special weapons. 26 99:59:59,999 --> 99:59:59,999 Nothing too new or exciting, here, but there are a couple interesting ideas. 27 99:59:59,999 --> 99:59:59,999 The main one is: you can turn around and fire in the opposite direction by hitting the second button 28 99:59:59,999 --> 99:59:59,999 (making Side Arms kind of a predecessor to Forgotten Worlds). 29 99:59:59,999 --> 99:59:59,999 Now, Side Arms was originally an arcade game from 1986. 30 99:59:59,999 --> 99:59:59,999 Aside from the ability to fire, uh, front and back, a big feature of Side Arms was that two players 31 99:59:59,999 --> 99:59:59,999 could occasionally combine into a single more powerful form 32 99:59:59,999 --> 99:59:59,999 (with one player controlling the mech and the other controlling his special attack weapons). 33 99:59:59,999 --> 99:59:59,999 The home version dropped this 2-Player mode, 34 99:59:59,999 --> 99:59:59,999 (meaning that your combined form is basically just a temporary upgrade). 35 99:59:59,999 --> 99:59:59,999 It lasts until you get hit. 36 99:59:59,999 --> 99:59:59,999 The other cool feature is the ability to select your... which weapon you wanna lose from the Start menu 37 99:59:59,999 --> 99:59:59,999 (as opposed to losing your current weapon when you pick up a new one, like in most other shooters). 38 99:59:59,999 --> 99:59:59,999 You can actually carry a whole bunch of weapons at once. 39 99:59:59,999 --> 99:59:59,999 Now, this is actually very helpful, since certain types of weapons are more useful than others in some spots. 40 99:59:59,999 --> 99:59:59,999 In fact, certain weapons are pretty much vital for some areas. 41 99:59:59,999 --> 99:59:59,999 And this leads me to one issue that so many Shoot-em-Ups have. If you die once, you are pretty much screwed. 42 99:59:59,999 --> 99:59:59,999 Side Arms is even much worse than many other similar games. 43 99:59:59,999 --> 99:59:59,999 When the action gets hectic and you screw up and get killed, 44 99:59:59,999 --> 99:59:59,999 you'll be brought back to life with, like, a single random underpowered weapon, 45 99:59:59,999 --> 99:59:59,999 generally with enemies, like, closing in on you from all sides. 46 99:59:59,999 --> 99:59:59,999 So, get killed and odds are good that you'll get killed again within a second or two. 47 99:59:59,999 --> 99:59:59,999 And there are so many damn enemies (like missiles, et cetera) that home in on you 48 99:59:59,999 --> 99:59:59,999 and follow you around, as you try to avoid them. 49 99:59:59,999 --> 99:59:59,999 And when you have, like, a very basic weapon that only shoots in one direction, it's pretty difficult to pick these guys off. 50 99:59:59,999 --> 99:59:59,999 Also, like Gradius, picking up too many speed power-ups will make you move, uh, too fast and be hard to control precisely. 51 99:59:59,999 --> 99:59:59,999 Overall, it's actually a pretty hard game (harder than Gradius or R-Type, in my opinion) 52 99:59:59,999 --> 99:59:59,999 but it actually, uh, looks great and I liked it better than the Genesis port of Forgotten Worlds. 53 99:59:59,999 --> 99:59:59,999 We exit July with a real stinker. From AICOM, it' s Takeda Shingen. 54 99:59:59,999 --> 99:59:59,999 "Aha!", you say, "We've already seen this game on Chrontendo. 55 99:59:59,999 --> 99:59:59,999 It was, like, a strategy game, published by HOT-B." 56 99:59:59,999 --> 99:59:59,999 Well, no. This is actually a completely different and unrelated game called Takeda Shingen. 57 99:59:59,999 --> 99:59:59,999 Now, Takeda Shingen (the real person) was a 16th century warlord, known for 58 99:59:59,999 --> 99:59:59,999 (among other things) having a badass set of armor 59 99:59:59,999 --> 99:59:59,999 (which is, uh, sort of semi-accurately depicted here). 60 99:59:59,999 --> 99:59:59,999 Rather than being a Strategy game, this is a rather dull Beat-'em-Up 61 99:59:59,999 --> 99:59:59,999 And it's a painfully slow affair. 62 99:59:59,999 --> 99:59:59,999 You have exactly two moves (at least at first). 63 99:59:59,999 --> 99:59:59,999 There's Attack with a sword slash and Jump. 64 99:59:59,999 --> 99:59:59,999 You'll be, uh, taking enemies head-on, uh, just sort of hacking at them until they die. 65 99:59:59,999 --> 99:59:59,999 They block a lot, so normally you'll just, sort of, walk up to them 66 99:59:59,999 --> 99:59:59,999 and start repeatedly slashing at them. 67 99:59:59,999 --> 99:59:59,999 They'll block a few times and then you'll get a hit in. 68 99:59:59,999 --> 99:59:59,999 This was a port of a Jaleco arcade game (which looks a lot nicer). 69 99:59:59,999 --> 99:59:59,999 The game isn't exactly hot shit, 70 99:59:59,999 --> 99:59:59,999 but your character moves much faster and there's a bit of action. 71 99:59:59,999 --> 99:59:59,999 This is hardly top tier stuff, as of 1988, but it seems reasonably bearable. 72 99:59:59,999 --> 99:59:59,999 There's even, like, bonus rounds where you can get on a horse and do some target practice. 73 99:59:59,999 --> 99:59:59,999 The horse stuff got completely stripped out from the PC Engine version 74 99:59:59,999 --> 99:59:59,999 and the result is just so damn monotonous. 75 99:59:59,999 --> 99:59:59,999 You know, I got a good way through this game and there were a pretty limited number of enemy types. 76 99:59:59,999 --> 99:59:59,999 There's basically dudes with swords (who are just like you), 77 99:59:59,999 --> 99:59:59,999 dudes with a long flail on a chain (and these guys are annoying), 78 99:59:59,999 --> 99:59:59,999 and dudes with a long spear. 79 99:59:59,999 --> 99:59:59,999 Boss battles are at the end of each level, though each level looks about the same, 80 99:59:59,999 --> 99:59:59,999 so there's really not much to distinguish one level from the other. 81 99:59:59,999 --> 99:59:59,999 Bosses are really nothing exciting. This guy is just a big version of the swordsman. 82 99:59:59,999 --> 99:59:59,999 Post-boss fight, you visit a shop where you can refill your health 83 99:59:59,999 --> 99:59:59,999 and buy some critical of... offense and defenseive upgrades, 84 99:59:59,999 --> 99:59:59,999 such as the war fan. 85 99:59:59,999 --> 99:59:59,999 Now, in real life, uh, Takeda's often depicted with his war fan. 86 99:59:59,999 --> 99:59:59,999 There's a famous story about how he deflected an enemy blade with his fan, once. 87 99:59:59,999 --> 99:59:59,999 So this game, naturally, has him, you know, carrying it around. 88 99:59:59,999 --> 99:59:59,999 Takeda Shingen isn't really a fun game to play, especially in comparison to contemporary 89 99:59:59,999 --> 99:59:59,999 Beat-'em-Ups like Golden Axe or Final Fight. 90 99:59:59,999 --> 99:59:59,999 Later, you get some better attacks, but the lack of variety really kills any excitement. 91 99:59:59,999 --> 99:59:59,999 It just feels like you're fighting the same fight over and over and over again. 92 99:59:59,999 --> 99:59:59,999 Your health bar is pretty long and health refills are pretty frequent 93 99:59:59,999 --> 99:59:59,999 so there's not much challenge at all for the entire first half of the game 94 99:59:59,999 --> 99:59:59,999 (until you get to this boss, who's, like, ten times harder than the last one). 95 99:59:59,999 --> 99:59:59,999 So, overall, Takeda Shingen is a bummer of a game. 96 99:59:59,999 --> 99:59:59,999 So, we enter August with Maison Ikkoku and a new publisher, Micro Cabin. 97 99:59:59,999 --> 99:59:59,999 We've heard their name come up a few times before in Chrontendo. 98 99:59:59,999 --> 99:59:59,999 They were actually a pretty prominent publisher of, uh, games for Japanese computers, 99 99:59:59,999 --> 99:59:59,999 back in the '80s. 100 99:59:59,999 --> 99:59:59,999 Like a lot of other sort of dodgy PC Engine games, this one has some pretty decent music. 101 99:59:59,999 --> 99:59:59,999 Right. So, Maison Ikkoku is one of these inescapable menu-based adventure games. 102 99:59:59,999 --> 99:59:59,999 Luckly, for us, we have an English translation by Dave Shadoff and Matt LaFrance. 103 99:59:59,999 --> 99:59:59,999 You play as one Yusaku Godai: 104 99:59:59,999 --> 99:59:59,999 a down on his luck student, living in sort of a rundown boarding house. 105 99:59:59,999 --> 99:59:59,999 The manager of the boarding house turns out to be (of course) 106 99:59:59,999 --> 99:59:59,999 a beautiful young woman who was recently widowed, named Kuyoku. 107 99:59:59,999 --> 99:59:59,999 This was based on a popular manga, by the famous manga artist, Rumiko Takahashi, 108 99:59:59,999 --> 99:59:59,999 who you might know from such comics as Uruse Yatsure and Renma One Half. 109 99:59:59,999 --> 99:59:59,999 It basically chronicles, uh, Godai's desire to express his love for Kuyoku, as well as the wacky residents of the boarding house. 110 99:59:59,999 --> 99:59:59,999 Eventually, of course, at the end of the series, the protagonists get married. 111 99:59:59,999 --> 99:59:59,999 This first appeared on the M.S.X., back in 1987. 112 99:59:59,999 --> 99:59:59,999 It looks pretty similar to this port, actually! 113 99:59:59,999 --> 99:59:59,999 It also wound up on the F.M. 7 and few other computers. 114 99:59:59,999 --> 99:59:59,999 Now, the first console appearance of this game was on the Famicom, which we saw very briefly in Episode 33. 115 99:59:59,999 --> 99:59:59,999 At the time, I'd pretty much said, 116 99:59:59,999 --> 99:59:59,999 "Well, we'll check this out in more detail when we reach it in ChronTurbo." 117 99:59:59,999 --> 99:59:59,999 and now, my dear friends, that day has arrived. 118 99:59:59,999 --> 99:59:59,999 It turns out to be a reasonably normal adventure game. 119 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. 120 99:59:59,999 --> 99:59:59,999 Uh... You find a porno mag, which contains "pretty radical stuff". 121 99:59:59,999 --> 99:59:59,999 Later, you can actually, uh, give it back to him... sort of, uh, win his favor. 122 99:59:59,999 --> 99:59:59,999 Much of the game takes place inside the titular Maison Ikkoku. 123 99:59:59,999 --> 99:59:59,999 Uh... Maison is simply the French word for "house", which (I think) is being used ironically 124 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. 125 99:59:59,999 --> 99:59:59,999 Um... Ikkoku, I believe, means hotheaded or tempermental 126 99:59:59,999 --> 99:59:59,999 (perhaps referring to the various nutty residents here. 127 99:59:59,999 --> 99:59:59,999 In this game, you actually save by going to the bathroom. 128 99:59:59,999 --> 99:59:59,999 There's naturally all sorts of goofy sexual innuendo going on between the characters. 129 99:59:59,999 --> 99:59:59,999 And this, so far, seems to be the first PC Engine game that actually shows 130 99:59:59,999 --> 99:59:59,999 nipples in one of its human characters in an obviously sexualized way 131 99:59:59,999 --> 99:59:59,999 (as opposed to nipples on a statue or a monster or something). 132 99:59:59,999 --> 99:59:59,999 Um... For the most part, you go around talking to people, collecting items, 133 99:59:59,999 --> 99:59:59,999 and using them in sort of unintuitive ways. 134 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.