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Chrontendo Episode 51

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    intro music
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    Hey folks it's me Dr. Sparkle
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    back again with Episode 51 of Chrontendo
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    Now I'll be honest
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    I've actually had a pretty rough
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    last couple of weeks.
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    Those of you who follow
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    my Twitter account or check
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    the blog will know that our
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    dog Molly passed away recently
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    at the age of thirteen. And it
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    was all very sudden. She seemed
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    fine, healthy, then one day she
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    acted a little tired. We took her to
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    the vet and within a week it was -
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    it was all over. And she really was
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    an amazing dog. She discovered
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    breast cancer in two different people, and you
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    know it's really going to be
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    difficult without her. And then
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    almost immediately afterwards
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    my wife actually lost her wedding
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    ring. Not lost as in misplaced but
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    rather gone forever. And even
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    though it's only a ring she had
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    a great deal of attachment to it.
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    You sort of think of your
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    wedding ring as something you'll
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    carry with you for your entire life
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    and she was just so broken up
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    over it. But regardless Chrontendo
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    Episode 51 is finally done
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    and one last thing. I have some
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    changes planned for Chrontendo in
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    the near future. Hopefully changes
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    people will like. More details about
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    this will emerge soon. For today
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    we have fifteen games from late
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    November to early December
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    1989, including some US-only games.
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    Prepare yourself for another
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    Beam-devloped game. And one of the
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    most obscure US games
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    published by Nintendo. Also a couple
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    of military strategy games and two
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    very unusual RPGs, including one
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    from Square. So, let's get started.
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    music
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    Yep, the first of two games
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    from November 17th, this one's from
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    Irem, apparently developed by Tamtex.
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    Gekitotsu Yonku Battle - this is the
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    second mini Yonku game
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    we've seen for the Famicom, and the
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    last - I think. Mini Yonku, as you
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    might recall, were those little
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    highly customizable racing cars that
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    were quite popular among
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    Japanese kids at this time
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    and maybe still are. We've
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    previously seen a Mini Yonku game
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    from Konami a couple months
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    back. That one actually
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    licensed the name of
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    Tamiya, the most popular
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    maker of Mini Yonku cars.
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    This one, however, is totally
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    generic. Gekitotsu Yonku
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    Battle is a very minor
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    slight game. It's a simple
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    top-down, arena battle
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    racing deal. Your object
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    here is to collect Teki
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    which you do by collecting
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    flags and you get flags
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    by destroying the other cars.
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    Ramming into cars will
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    destroy them. Getting rammed
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    or hitting an obstacle will
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    damge your car. You can see
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    your vehicle's health on the
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    bottom left there - it's
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    Life Meter. So the object is
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    to ram enough cars to generate
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    a flag. When this happens the
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    flag will show up on the main
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    map. You then need to rush over
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    to the flag, trying to
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    destroy cars along the
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    way. This will raise the
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    number on the flag.
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    When and if you flip the
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    flag you will get the number
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    of Teki as are on the
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    flag up to the maximum of
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    five. There is always the
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    chance that another car
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    will collect the flag first.
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    And then once you've
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    collected enough Teki
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    you win the round and
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    move on. And that's
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    actually it. Oh yeah,
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    there are these lame
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    animated scenes between
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    the rounds. I'd
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    hesitate to call these
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    cut scenes exactly.
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    So a couple points about
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    this game. Each round adds
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    to the selection of cars
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    you can pick but despite
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    some rad names like
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    Battle Super Sabre, the
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    only difference is these
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    sprites. The cars all function
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    exactly the same as far as
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    I can tell and there's no
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    customization options
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    or anthing like that. It's
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    a very simple game. There
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    are a few special items
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    you can pick up on each
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    level - the turbo thing
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    that makes you go faster
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    and much more importantly
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    a star that gives you
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    temporary invulnerability.
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    Other than that there's
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    really not much here
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    other than smashing into
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    cars. There are these
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    bonus stages where you
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    drive around picking up
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    flags for points which have
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    no end-game purpose other
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    than aiming for a
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    high score. And the weird
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    thing is, there is
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    no two player mode. That
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    would seem like a good
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    idea for a game like
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    this but I guess it would
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    require cutting the
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    screen in half. Bottom
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    line is, it seems like
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    a well-done game in
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    many ways but it's
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    just a very, very simple
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    one with not a whole
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    lot to do.
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    music
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    It's been a few months
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    since we've seen a
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    Taito game's release
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    in Japan and this episode
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    we have two. First up is
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    Ninja Cop Saizou. Though
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    the Japanese version
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    was published by Kyugo
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    Boueki, the same guys
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    who published the Japanese
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    version of Air Wolf -
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    is this about a ninja
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    or about a cop? What if
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    I told you it was about
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    a cop who was also
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    a ninja? Well, the police
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    comissioner has been
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    working on his forearms,
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    as you can see here.
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    Apparently someone is
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    kidnapping some kids
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    and they need to find
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    out who. Now if this
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    sounds a little bit like
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    Shinobi, then congratulations
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    on your perceptiveness.
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    I suppose we can safely
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    call Ninja Cop Saizou
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    a ripoff. You have a lot
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    of enemies shooting
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    at you from behind
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    crates and things - really
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    the exact same mechanic
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    as Shinobi has used for
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    attacking. At a distance
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    you throw a dart of
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    some sort. Up close you
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    automatically switch to
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    a blade and you have
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    ninja magic as well.
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    Now one new feature here
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    is you can walk up to
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    the guys in red and grab
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    them, triggering a little
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    scene where you interrogate
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    them. This doesn't contribute
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    to the game as far as I
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    can tell, but it does
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    add details to the story.
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    In April 1990 Taito
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    released this to the US
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    under the name of
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    Wrath of the Black Manta.
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    Manta, by the way, simply
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    means mantle, you know
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    like a cape or something,
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    in Portuguese though I
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    assume the name Black Manta
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    is lifted from the Aquaman
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    character, who you might
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    recall from the Superfriends
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    cartoons and such. The
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    Black Manta here is no
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    longer a cop, he's just a
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    regular New York civilian
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    ninja. What's interesting
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    is if you know he's
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    hanging out at his home,
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    he's still wearing his
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    ninja outfit. All the
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    cut scenes were changed
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    in the US version. Actually
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    quite a bit in this
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    game has been altered.
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    game music
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    For the life of me, I
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    don't understand how the
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    kid left a note at the
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    scene of the kidnapping
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    saying he was being held
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    at the waterfront,
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    since obviously he was
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    taken to the waterfront
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    after he got kidnapped.
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    The game mechanics are
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    pretty much the same as
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    in the Japanese version.
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    Here you see the new
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    art for when you
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    interrogate a thug. It's
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    not known who's responsible
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    for the US version, but
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    they lifted a few
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    drawings from the
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    old How to Draw Comics
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    the Marvel Way which
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    was a book that Marvel
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    put out in the 70s, I
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    believe. Here is a
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    Mindscape game called
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    Infiltrator, also stole
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    stole an image from
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    that very same book.
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    One unique feature in
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    Black Manta is doors.
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    Tons of doors to enter.
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    Each door leads to
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    a small room either
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    containing a note with
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    a hint or a powerup
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    or some sort or
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    a few enemies. Rooms
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    do have one helpful
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    function. Killing the
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    enemies inside a
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    room restores some
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    of your health. In
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    theory, though, what
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    we want are the rooms
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    with the kidnapped kids.
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    Now, the art here
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    is rather obviously
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    traced from a photo
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    art - someone else's
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    drawing. I don't
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    know where they stole
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    this image from. The
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    bad guy's organization
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    is called DRAT
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    (Drug Runners and
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    Terrorists), and there
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    is sort of an anti-drug,
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    you know, cleanup of
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    streets theme going
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    on here.
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    game music
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    By comparison, here
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    is the much more
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    cutesy, kawaii version
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    of the kid in
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    Ninja Cop Saizou.
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    Here is the first boss,
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    his name is Tiny. Using
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    the shadow magic
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    against him which
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    creates a duplicate
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    ninja on top of you,
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    you can easily shoot
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    his head, so that
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    magic is quite helpful.
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    By contrast, here
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    is the Japanese version.
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    He's shorter, for one.
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    sound effects
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    And this is the
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    Japanese in-level
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    cut scene, whereas
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    the US version has a
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    sort of slightly more
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    cinematic cut scene.
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    game music
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    Black Manta and NInja Cop
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    slightly diverge in
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    the second level.
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    Manta has an air
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    level where you fly
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    a ninja kite, believe
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    it or not, then
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    a jungle scene
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    and some more
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    subterranean sunnels,
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    where in Ninja Cop
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    Saizou you have
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    these scenes where
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    you sort of jump around
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    in the city landscape
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    and find like a giant
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    warehouse or something.
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    I can't really call
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    Wrath of the Black Manta
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    a very good game.
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    The levels are pretty
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    repetitive with a few
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    exceptions. A lot
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    of time is spent
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    opening doors and
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    looking in rooms. Your
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    character moves slowly.
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    Just like Shinobi
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    you have to do a lot
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    of ducking in order
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    to avoid any fire,
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    which gets irritating
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    after a while. So it's
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    not a terrible game but
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    I would hesitate to
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    call it good.
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    game music
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    Ah, yes, another
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    entry in the who-cares
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    file. This was the first
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    of two games we have today,
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    published by Asmik Ace.
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    His logo was a cute
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    little dragon, and this
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    was developed by
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    Home Data, a rather
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    undistinguished company
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    whose credit to this
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    point included Sqoon - that
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    was that submarine
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    shoot 'em up game,
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    and Kanami's Astroboy
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    game as well as a
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    few other things that
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    you probably do not
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    remember.
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    game intro music
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    This is a cool intro, and
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    the whole mech suit
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    launching itself using
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    rails was sort of a cliche
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    that originated in one of
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    those Japanese space
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    cartoons. Well this is
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    obviously a Space Harrier
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    clone. You know, I like
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    the look of this.
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    Rather than going
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    with the checkerboard
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    pattern on the
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    ground they used
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    airport runways. I'm
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    really not sure. And the
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    destroyed city in the
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    background looks cool.
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    You have two
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    weapons - dual
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    laser beam things,
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    which you can power
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    up if you hold down
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    the fire button, and
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    a ball of energy
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    thing that is supposedly
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    a honing missle
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    but doesn't seem to
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    hone in on any
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    enemies whenever
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    I fired it. This
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    is also a 3D game.
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    Pressing select
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    activates the 3D
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    mode. You might
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    recall Nintendo sold
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    something called the
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    Famicom 3D system
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    which were these
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    electric shutter-based
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    3D goggles. Hardly
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    any games were released
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    for this things, but
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    Square put out a few
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    like Rad Racer
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    and the second
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    3D Worldrunner game.
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    I believe Comic
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    Epsilon is the last
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    game that used to
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    Famicom 3D system.
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    Nintendo obviously used
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    the 3D concept a
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    couple more times in
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    the future. Other than
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    that there's really
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    not much interesting in
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    this game. Here's the first
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    boss, which looks like
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    the thing that
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    dropped the bomb
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    in the opening cut
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    scene. Cosmic Epsilon
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    alternates between
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    levels that take place
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    in outerspace and
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    those that take place
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    on the planet's surface -
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    eight levels altogether.
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    The anime designs are
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    kind of cool, I guess,
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    but unless you can't
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    get enough of Space Harrier clones,
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    there's not much reason
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    to play this.
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    game music
Title:
Chrontendo Episode 51
Description:

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Video Language:
English
Team:
Captions Requested
Duration:
01:01:12

English subtitles

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