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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
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    Next up is
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    Terao no Dosukoi Oozumou
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    from Jaleco. Boy
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    that guy looks really
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    excited to be in
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    this game.
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    game intro music
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    Jaleco has been
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    really heavily leaning
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    on sports-type games
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    for quite a while
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    now. They didn't
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    really start out that
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    way but it seems
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    like they've been
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    almost becoming a
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    sports game specialist
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    with tons of baseball
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    games, bowling,
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    basketball. They even
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    did a judo game
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    and now a sumo
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    wrestling game. And
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    this one was of
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    course developed by
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    Tosa. And I'm not
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    going to go as
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    far to call this a sumo
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    RPG, but just check
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    this out. So you move
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    around on an oval
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    world and have random
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    encounters. This will
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    trigger a wrestling
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    match. Now the wrestling
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    is pretty simple. You
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    can try to smack
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    your opponent with your
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    hand or try to grab
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    him by his jock strap
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    and move him backwards.
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    Honestly, just smacking
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    the guy works pretty
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    well. Just use up
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    energy until you can
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    knock him out of
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    the ring. Another
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    pretty simple method
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    is that when you get
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    too close to the edge
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    of the ring you
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    can just spin him around
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    so that he's on the
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    edge and you can
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    hopefully try to
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    knock him out.
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    Defeating an opponent
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    will cause an item
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    to drop such as
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    this coin which boosts
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    your experience. Maybe
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    this really is an RPG.
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    Those things that look
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    like priestdoms are
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    actually sumo wrestling
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    gyms which are
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    required to make
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    progress throughout the
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    story. Here is put
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    in a throw move
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    which didn't quite push
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    him out but it was
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    close enough for me
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    to win the match.
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    Defeating the guy
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    in the sumo gym
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    gives you a pass
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    of some sort to board
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    a nearby ship which
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    allows you to travel
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    to the next island.
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    So it is very
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    Dragon Quest-like at
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    least in the way that
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    it lays out the game
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    world. There are also
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    shops that allow you
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    to buy new special
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    moves and a few items
  • Not Synced
    that have uses in the
  • Not Synced
    game. The objective
  • Not Synced
    is to travel around
  • Not Synced
    the world and beat
  • Not Synced
    all the other sumo champs.
  • Not Synced
    Don't expect anything
  • Not Synced
    too complex. The matches
  • Not Synced
    are all very simple
  • Not Synced
    with very little strategy
  • Not Synced
    required. This game
  • Not Synced
    isn't all that bad,
  • Not Synced
    and the whole sumo
  • Not Synced
    angle really puts a
  • Not Synced
    bit of life into what
  • Not Synced
    would have been a
  • Not Synced
    very routine game. So
  • Not Synced
    I'm most certainly not
  • Not Synced
    going to consider this
  • Not Synced
    to be some kind of
  • Not Synced
    unknown masterpiece
  • Not Synced
    on Famicom, but it's
  • Not Synced
    better than I thought
  • Not Synced
    it was going to be.
  • Not Synced
    game music
  • Not Synced
    Our third game from
  • Not Synced
    November 24th is
  • Not Synced
    Vegas Connection from
  • Not Synced
    Sigma Enterprise and
  • Not Synced
    developed by Graphic
  • Not Synced
    Research. Now there's a
  • Not Synced
    Story Mode and Casino Mode
  • Not Synced
    listed here. And I'll get
  • Not Synced
    this straightaway off
  • Not Synced
    my chest - I could
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    not get the Story Mode
  • Not Synced
    to work. It looks like
  • Not Synced
    you are just supposed to
  • Not Synced
    select a save spot
  • Not Synced
    and enter your name
  • Not Synced
    just like you would
  • Not Synced
    do in every other game
  • Not Synced
    but I could not
  • Not Synced
    select any of the
  • Not Synced
    three spaces. The
  • Not Synced
    Story Mode definitely
  • Not Synced
    exists. I found evidence
  • Not Synced
    of that on the Internet
  • Not Synced
    but maybe you have to
  • Not Synced
    unlock it somehow by
  • Not Synced
    earning it on Casino
  • Not Synced
    Mode, I'm really not sure.
  • Not Synced
    Maybe the ROM is defective,
  • Not Synced
    I don't know. So much
  • Not Synced
    for the Story Mode, but
  • Not Synced
    the actual gambling
  • Not Synced
    parts of the game are
  • Not Synced
    basic. I like how
  • Not Synced
    they animated the
  • Not Synced
    falling coins. That's
  • Not Synced
    a nice touch.
  • Not Synced
    game music
  • Not Synced
    So three games. That's
  • Not Synced
    all you get. Slots,
  • Not Synced
    roulette, and blackjack.
  • Not Synced
    Now I really don't
  • Not Synced
    understand the point
  • Not Synced
    of these games. First
  • Not Synced
    of all, slots and roulette
  • Not Synced
    are purely luck games
  • Not Synced
    and seem pretty much
  • Not Synced
    pointless to me. With
  • Not Synced
    the slot machines game
  • Not Synced
    you get to choose
  • Not Synced
    the number of lines you
  • Not Synced
    want, and you can get
  • Not Synced
    jackpots on horizontal,
  • Not Synced
    vertical, and diagonal
  • Not Synced
    matches if you like, and this
  • Not Synced
    costs more coins to play
  • Not Synced
    naturally. So basically
  • Not Synced
    you just pull the lever.
  • Not Synced
    Pretty exciting. Maybe
  • Not Synced
    you'll win some imaginary
  • Not Synced
    money. Roulette is
  • Not Synced
    just plain old roulette.
  • Not Synced
    Put some chips down,
  • Not Synced
    the wheel spins.
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    You know I guess I
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    can't really criticize
  • Not Synced
    Stigma that much, putting
  • Not Synced
    out a generic casino game,
  • Not Synced
    but this is really
  • Not Synced
    very, very no-frills.
  • Not Synced
    I'm guessing the Story
  • Not Synced
    Mode version would get
  • Not Synced
    more interesting.
  • Not Synced
    game music
  • Not Synced
    And finally Blackjack,
  • Not Synced
    a game which requires
  • Not Synced
    at least some basic
  • Not Synced
    decision-making skills
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    and luck. They threw in
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    a cute lady dealer
  • Not Synced
    in this one, so I
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    guess this is probably
  • Not Synced
    the best game of
  • Not Synced
    the three. Bottom line,
  • Not Synced
    this is a completely
  • Not Synced
    unnecessary addition
  • Not Synced
    to the Famicom
  • Not Synced
    library unless the
  • Not Synced
    Story Mode is somehow
  • Not Synced
    actually good.
  • Not Synced
    game music
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    Oh boy, the last Famicom
  • Not Synced
    disk system game
  • Not Synced
    of 1989. Lutter, published
  • Not Synced
    by Athena, which is
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    a pretty small company,
  • Not Synced
    and of which we
  • Not Synced
    have only seen one
  • Not Synced
    game so far. I have
  • Not Synced
    no idea what the name
  • Not Synced
    Lutter is supposed to
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    mean. It's not any obvious
  • Not Synced
    mistransliteration
  • Not Synced
    of an English word
  • Not Synced
    as far as I can tell.
  • Not Synced
    game music
  • Not Synced
    So, Lutter is not
  • Not Synced
    the most beautiful
  • Not Synced
    game ever on the
  • Not Synced
    Famicom. In fact,
  • Not Synced
    it looks downright
  • Not Synced
    archaic for 1989
  • Not Synced
    standards. This sure
  • Not Synced
    feels like a Japanese
  • Not Synced
    computer game, maybe
  • Not Synced
    something pulled from
  • Not Synced
    the MSX, but I actually
  • Not Synced
    couldn't find any
  • Not Synced
    evidence online of this
  • Not Synced
    being a copy. Lutter
  • Not Synced
    is also a game that
  • Not Synced
    seems kind of baffling
  • Not Synced
    the first time you load
  • Not Synced
    it up without any sort
  • Not Synced
    of knowledge about
  • Not Synced
    how it is played. It
  • Not Synced
    looks like Lode Runner,
  • Not Synced
    but without the ability
  • Not Synced
    to dig holes and pressing
  • Not Synced
    the buttons just brings
  • Not Synced
    up windows including
  • Not Synced
    a whole bunch of RPG-style
  • Not Synced
    stats. So sure, this looks
  • Not Synced
    worthless, but once
  • Not Synced
    you figure it out it's
  • Not Synced
    really not that bad.
  • Not Synced
    Lutter is divided up
  • Not Synced
    into several castles,
  • Not Synced
    each with multiple rooms.
  • Not Synced
    And the boss you must
  • Not Synced
    fight at the end. The
  • Not Synced
    objective is simply
  • Not Synced
    to make your way through
  • Not Synced
    the castle to the boss
  • Not Synced
    room which will require
  • Not Synced
    you finding keys, opening
  • Not Synced
    up new areas, getting
  • Not Synced
    items that will allow
  • Not Synced
    you to access new parts
  • Not Synced
    of the castle. When you
  • Not Synced
    put it that way, Lutter
  • Not Synced
    sounds almost like a
  • Not Synced
    primitive Metroidvania
  • Not Synced
    game. There are also
  • Not Synced
    RPG elements. You have
  • Not Synced
    levels, stats, and
  • Not Synced
    equippable items. You
  • Not Synced
    actually fight enemies
  • Not Synced
    directly simply by
  • Not Synced
    running right into them.
  • Not Synced
    There's no button-pressing
  • Not Synced
    required. The enemies
  • Not Synced
    seem to do considerably
  • Not Synced
    more damage to you if
  • Not Synced
    you let them walk into
  • Not Synced
    you or if they land on
  • Not Synced
    your head. For the most
  • Not Synced
    part though, if you don't
  • Not Synced
    screw up you'll easily
  • Not Synced
    kill enemies and eventually
  • Not Synced
    level up, raising your
  • Not Synced
    stats. In the early
  • Not Synced
    levels, the castle
  • Not Synced
    layout is quite simple.
  • Not Synced
    You can sometimes
  • Not Synced
    move freely from
  • Not Synced
    room to room and
  • Not Synced
    in other cases you'll
  • Not Synced
    need to find a key
  • Not Synced
    that will remove an
  • Not Synced
    obstruction, or use an
  • Not Synced
    item that fills a gap
  • Not Synced
    in the floor allowing
  • Not Synced
    you to cross over it.
  • Not Synced
    There isn't any sort
  • Not Synced
    of jumping in Lutter,
  • Not Synced
    though you can fall
  • Not Synced
    off platforms to land
  • Not Synced
    on the platform below
  • Not Synced
    unarmed. You can also
  • Not Synced
    find armor and weapons
  • Not Synced
    in these rather
  • Not Synced
    ugly-looking chest things.
  • Not Synced
    Any equipment is actually
  • Not Synced
    equipped as soon as
  • Not Synced
    you open the chest,
  • Not Synced
    so while Lutter has
  • Not Synced
    RPG elements, it doesn't
  • Not Synced
    feel like an RPG with
  • Not Synced
    the battles, leveling up,
  • Not Synced
    equipment management,
  • Not Synced
    all that stuff, is
  • Not Synced
    done automatically
  • Not Synced
    and you can pretty
  • Not Synced
    much just ignore the
  • Not Synced
    RPG stuff completely.
  • Not Synced
    Likewise, the fact
  • Not Synced
    that there's no attack
  • Not Synced
    button or jump button
  • Not Synced
    makes this feel very
  • Not Synced
    out of place on the
  • Not Synced
    Famicom. And from the
  • Not Synced
    similarities to Loderunner
  • Not Synced
    the game will remind you
  • Not Synced
    a lot of ASCII's
  • Not Synced
    Castlequest known as
  • Not Synced
    Castle Excellent in
  • Not Synced
    Japan, another really
  • Not Synced
    ancient game in 1986.
  • Not Synced
    We covered that in
  • Not Synced
    Chrontendo Episode 12.
  • Not Synced
    It also lacks the
  • Not Synced
    satisfaction of a good
  • Not Synced
    Metroid video game. From
  • Not Synced
    what I played there really
  • Not Synced
    isn't a sense of surprise
  • Not Synced
    or exploration. It feel
  • Not Synced
    almost more like a puzzle
  • Not Synced
    game and the first
  • Not Synced
    boss is way easier than
  • Not Synced
    you might think it
  • Not Synced
    would be. Overall, this
  • Not Synced
    is a pretty fascinating
  • Not Synced
    game, way more interesting
  • Not Synced
    than I would assume that
  • Not Synced
    a late-period FDS game
  • Not Synced
    from a very minor
  • Not Synced
    publisher would actually
  • Not Synced
    be. So it's definitely
  • Not Synced
    worth a look.
  • Not Synced
    game music
  • Not Synced
    Hey, you know what
  • Not Synced
    I could really use
  • Not Synced
    right about now? A
  • Not Synced
    totally unnecessary
  • Not Synced
    golf game developed
  • Not Synced
    by Tosa. Here we have
  • Not Synced
    Golf-kko Open,
  • Not Synced
    published by Taito.
  • Not Synced
    This rather cute and
  • Not Synced
    charming intro ends
  • Not Synced
    with you sort of
  • Not Synced
    killing this dude with
  • Not Synced
    a golf ball and then
  • Not Synced
    teeing up while
  • Not Synced
    standing on his
  • Not Synced
    body. Look at this
  • Not Synced
    guy, he's not getting
  • Not Synced
    up again. So the
  • Not Synced
    game itself starts
  • Not Synced
    with you choosing your
  • Not Synced
    golf clubs and then
  • Not Synced
    getting assigned a caddy.
  • Not Synced
    This is your caddy
  • Not Synced
    here. You can ask your
  • Not Synced
    caddy for advice and
  • Not Synced
    from what I understand,
  • Not Synced
    this caddy's advice
  • Not Synced
    is not particularly
  • Not Synced
    helpful. Reading about
  • Not Synced
    this online, this
  • Not Synced
    seemed to be a common
  • Not Synced
    criticism among Japanese
  • Not Synced
    folks who had played
  • Not Synced
    it. So this is you
  • Not Synced
    standard eighteen holes
  • Not Synced
    of golf - pretty much
  • Not Synced
    a bare-bones golf
  • Not Synced
    video game. If anything,
  • Not Synced
    the control scheme `
  • Not Synced
    is simpler than most
  • Not Synced
    games. There doesn't
  • Not Synced
    appear to be any gimmicks
  • Not Synced
    here, or really anything
  • Not Synced
    to distinguish this
  • Not Synced
    from the several other
  • Not Synced
    dozen Famicom golf
  • Not Synced
    games other than the
  • Not Synced
    relatively clean, simple
  • Not Synced
    yet pleasant graphics.
  • Not Synced
    We have sort of
  • Not Synced
    eached the point
  • Not Synced
    in the Famicom's
  • Not Synced
    library where we have
  • Not Synced
    just seen so much
  • Not Synced
    of this kind of thing
  • Not Synced
    already and in this
  • Not Synced
    point what more can
  • Not Synced
    we expect from a
  • Not Synced
    golf game? There have
  • Not Synced
    been a tiny handful
  • Not Synced
    of titles that have done
  • Not Synced
    something interesting with
  • Not Synced
    the concept, but most
  • Not Synced
    of them are just like
  • Not Synced
    this - just pay Tosa
  • Not Synced
    to play the game, put
  • Not Synced
    a cute cartoon on the box
  • Not Synced
    art, and some people
  • Not Synced
    will buy it. So that pretty
  • Not Synced
    much wraps up Golf-kko
  • Not Synced
    Open. Let's move onto
  • Not Synced
    the next game.
  • Not Synced
    game music
  • Not Synced
    The last Japanese game
  • Not Synced
    of November 1989 and
  • Not Synced
    it's the one you've been
  • Not Synced
    waiting for - or not.
  • Not Synced
    It's a weird one though,
  • Not Synced
    Square's Tom Sawyer.
  • Not Synced
    The title screen reads
  • Not Synced
    Square No Tom Sawyer,
  • Not Synced
    though the box art does
  • Not Synced
    have the text 'Square's
  • Not Synced
    Tom Sawyer' across the
  • Not Synced
    top. So this is an
  • Not Synced
    RPG based on Tom Sawyer,
  • Not Synced
    and is incredibly the
  • Not Synced
    second Tom Sawyer
  • Not Synced
    Famicom game of 1989.
  • Not Synced
    the first, which is called
  • Not Synced
    The Adventures of Tom
  • Not Synced
    Sawyer, was published by
  • Not Synced
    SETA, and came out in
  • Not Synced
    February. It was more of
  • Not Synced
    a typical action game.
  • Not Synced
    We covered it in
  • Not Synced
    Chrontendo Episode 42.
  • Not Synced
    This game was of course
  • Not Synced
    released in Japan only,
  • Not Synced
    though there was an
  • Not Synced
    old translation started
  • Not Synced
    some years ago and
  • Not Synced
    we now have a partial
  • Not Synced
    translation from some
  • Not Synced
    guys going under the
  • Not Synced
    name D Manufacturer.
  • Not Synced
    Only the first part of
  • Not Synced
    the game is translated
  • Not Synced
    so far but it will
  • Not Synced
    give us a good feel
  • Not Synced
    for the game. So Square's
  • Not Synced
    Tom Sawyer is an RPG,
  • Not Synced
    albeit a rather unusual
  • Not Synced
    one. First of all, rather
  • Not Synced
    than your typical top-down
  • Not Synced
    viewpoint, we have this
  • Not Synced
    three-quarters side view,
  • Not Synced
    and there's so overworld
  • Not Synced
    at all. You move around
  • Not Synced
    entirely on pads that
  • Not Synced
    mostly run left to
  • Not Synced
    right with occasional
  • Not Synced
    intersections that let
  • Not Synced
    you move up or down
  • Not Synced
    one screen. The way this
  • Not Synced
    world is laid out kind
  • Not Synced
    of reminds me of Capcom's
  • Not Synced
    Willow game. The world
  • Not Synced
    is divided into two
  • Not Synced
    types of areas - towns,
  • Not Synced
    where you can talk to
  • Not Synced
    people, enter some
  • Not Synced
    buildings, and where there
  • Not Synced
    are no enemies. Outisde
  • Not Synced
    of towns you'll find
  • Not Synced
    areas where there are
  • Not Synced
    few or no NPCs and you
  • Not Synced
    are randomly attacked
  • Not Synced
    by enemies. These areas
  • Not Synced
    are usually woods, swamps,
  • Not Synced
    and at least in one
  • Not Synced
    case a city. These
  • Not Synced
    outside-of-town areas
  • Not Synced
    sort of act like the
  • Not Synced
    overworld of most
  • Not Synced
    Famicom RPGs. You can
  • Not Synced
    travel through them to
  • Not Synced
    reach a new town or
  • Not Synced
    find an item that moves
  • Not Synced
    the plot forward. In
  • Not Synced
    the first town you talk
  • Not Synced
    to a few NPCs. You get
  • Not Synced
    a few items, can collect
  • Not Synced
    two other party members,
  • Not Synced
    Jim and Amy. JIm,
  • Not Synced
    of course, has had a
  • Not Synced
    much bigger role in
  • Not Synced
    Tom Sawyer's sequel,
  • Not Synced
    The Adventures of
  • Not Synced
    Huckleberry Finn, and
  • Not Synced
    Amy is one of Tom's
  • Not Synced
    girlfriends. The main
  • Not Synced
    female character from
  • Not Synced
    Tom Sawyer, Becky, also
  • Not Synced
    makes appearances in
  • Not Synced
    the game but cannot be
  • Not Synced
    a party member. Tom
  • Not Synced
    Sawyer is sort of an odd
  • Not Synced
    game. It really
  • Not Synced
    doesn't adhere to
  • Not Synced
    RPG conventions of the
  • Not Synced
    time. There are a
  • Not Synced
    number of items
  • Not Synced
    in the game, but these
  • Not Synced
    are either one-use
  • Not Synced
    items you use to fill
  • Not Synced
    your health or something,
  • Not Synced
    or are simply used to
  • Not Synced
    advance the storyline.
  • Not Synced
    There are no weapons
  • Not Synced
    or armor. Neither is there
  • Not Synced
    money or experience
  • Not Synced
    points. You do have
  • Not Synced
    some basic stats
  • Not Synced
    such as attack, defense,
  • Not Synced
    and quickness. You also
  • Not Synced
    have hit points, and
  • Not Synced
    you can level up
  • Not Synced
    sort of when you rest.
  • Not Synced
    For example, you
  • Not Synced
    can rest at Tom's home
  • Not Synced
    in the first village. This
  • Not Synced
    increases your hit points,
  • Not Synced
    attack, and so on. But
  • Not Synced
    for the most part,
  • Not Synced
    traditional RPG mechanics
  • Not Synced
    are not used in Tom
  • Not Synced
    Sawyer. Battles are
  • Not Synced
    also played out very
  • Not Synced
    strangely. The Final
  • Not Synced
    Fantasy side-by-side
  • Not Synced
    view is dropped here
  • Not Synced
    and instead you have
  • Not Synced
    this over-the-shoulder,
  • Not Synced
    Fantasy Star II perspective,
  • Not Synced
    but the enemies are way
  • Not Synced
    off in the distance, and
  • Not Synced
    you run towards the
  • Not Synced
    horizon, in order to
  • Not Synced
    attack them. Likewise, they
  • Not Synced
    jump and land right in
  • Not Synced
    front of your party to
  • Not Synced
    attack you. There's no
  • Not Synced
    magic in this game,
  • Not Synced
    but you do have
  • Not Synced
    what this particular
  • Not Synced
    translation calls
  • Not Synced
    Tech, which does more
  • Not Synced
    damage. You can also
  • Not Synced
    use items in battle,
  • Not Synced
    but for the most part
  • Not Synced
    combat is much
  • Not Synced
    simpler in Tom Sawyer than
  • Not Synced
    it is in, for example,
  • Not Synced
    Final Fantasy. It
  • Not Synced
    mostly consists of
  • Not Synced
    hitting the attack button
  • Not Synced
    over and over again.
  • Not Synced
    Your initial objective
  • Not Synced
    is to make your way
  • Not Synced
    through the swamps,
  • Not Synced
    north of Tom's hometown,
  • Not Synced
    in order to find Huck.
  • Not Synced
    You'll need to give him
  • Not Synced
    a piece of bread in order
  • Not Synced
    to recruit him. He'll
  • Not Synced
    fill out the fourth
  • Not Synced
    slot in your party. At
  • Not Synced
    this point you can go
  • Not Synced
    forward with a full party
  • Not Synced
    pretty much at all times,
  • Not Synced
    and you can also find
  • Not Synced
    new party members and
  • Not Synced
    replace existing ones if
  • Not Synced
    you choose. So Tom Sawyer
  • Not Synced
    feels very different from
  • Not Synced
    previous RPGs like
  • Not Synced
    Final Fantasy I and II.
  • Not Synced
    It was produced by
  • Not Synced
    Hiromichi Tanaka, a
  • Not Synced
    long-time Square employee
  • Not Synced
    who later produced the
  • Not Synced
    Secret Manna, Xenogears,
  • Not Synced
    and Chrono Cross. He was
  • Not Synced
    also the main designer
  • Not Synced
    of Final Fantasy XI
  • Not Synced
    and XIV. Afterwards,
  • Not Synced
    he retired. The music was
  • Not Synced
    made by Lamatsu and
  • Not Synced
    is quite excellent.
  • Not Synced
    Square's Tom Sawyer
  • Not Synced
    marks the end of
  • Not Synced
    the era of old Square
  • Not Synced
    in that it was the last
  • Not Synced
    Japanese game published
  • Not Synced
    by Square before switching
  • Not Synced
    completely to fantasy-themed
  • Not Synced
    RPGs. Square made games
  • Not Synced
    of various genres up
  • Not Synced
    until this, after which
  • Not Synced
    they focused exclusively
  • Not Synced
    on Final Fantasy and
  • Not Synced
    similar RPGs for the
  • Not Synced
    next decade, up until
  • Not Synced
    I believe Front Mission
  • Not Synced
    in 1995 and that wasn't
  • Not Synced
    actually developed by
  • Not Synced
    Square themselves. Square
  • Not Synced
    did release Rad Racer 2
  • Not Synced
    of course, but that was
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    created specifically
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    for the US market due
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    to the popularity or Rad
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    Racer over here and it
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    was never released in
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    Japan. Due to its lack of
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    a full English translation,
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    Tom Sawyer is one of
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    Square's most little
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    known RPGs in the west.
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    If anything, it's known
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    here almost exclusively
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    for the shocking
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    offensive portrayal
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    of Jim. This was pretty
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    typical of Japan in
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    the 1980s. They had a
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    fascination with crude
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    racial stereotypes
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    of black people at this
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    time. You'll recall
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    last episode we mentioned
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    the band Rats & Star,
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    who literally performed
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    in blackface. Things
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    have changed quite a
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    bit since 1989 in Japan,
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    but at the time, this
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    was the sort of thing
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    that was pretty much
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    accepted over there.
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    Here we have your
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    first boss battle. Beating
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    these guys gives you
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    the pendent, which is
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    used to obtain the
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    license from Becky, which
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    allows you to get
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    some guy blocking
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    your way later in
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    the game to move.
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    Eventually you'll make
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    your way to the final
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    area, which is acave,
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    and fight the final boss,
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    who is Injun Joe. While
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    this is certainly not
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    Square's best Famicom
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    game, it is an intriguing
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    look at Square exploring
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    a very different
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    direction than they
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    took in the 90s. Once
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    the new translation is
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    complete, this will
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    probably be worth
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    your time to check
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    out.
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    game music
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    Before we move on
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    to December 1989,
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    we need to finish up a
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    few US and Europe-only
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    releases, starting with
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    one of the most obscure
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    NES titles published
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    by Nintendo themselves.
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    This is To the Earth.
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    The intro's pretty good.
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    The story here is that
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    an alien invasion force
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    is unleashing a biological
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    weapon on Earth and
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    for some reason there's
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    an antidote but it's
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    on Neptune, so we have
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    to fly the antidote all
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    the way to the Earth,
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    which explains the title
  • Not Synced
    of the game. You are
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    literally going to the
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    Earth. First, however,
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    you must go to Uranus.
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    Couple things about this
  • Not Synced
    game. First of all, it's
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    clearly a zapper game -
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    one of the last
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    zapper-based games, the
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    very last being another
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    forgotten published game
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    in 1990. There were a few
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    later games where using
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    the zapper was optional
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    in some spots, however.
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    Second, it has a
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    reputation for being
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    very face-paced and
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    difficult. All of the
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    ships move very quickly
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    and are hard to hit.
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    However, on emulater
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    it is virtually impossible.
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    It's hard to hit anything
  • Not Synced
    when using an emulater,
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    so I could not get
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    anywhere. You lose energy
  • Not Synced
    when you fire and miss
  • Not Synced
    an enemy, which makes
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    it really tough since
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    it's so easy to miss
  • Not Synced
    when you're playing
  • Not Synced
    via emulation. The third
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    thing about the game
  • Not Synced
    is we don't know who
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    made it. Nintendo had
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    released a couple games
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    specifically for the US
  • Not Synced
    market that were not
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    localizations of Japanese
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    games, but these were
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    all developed by Rare.
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    To the Earth clearly isn't
  • Not Synced
    a Rare game, and the
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    name Cirque Verte was
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    found in the copyright
  • Not Synced
    records, though we have
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    no idea who Cirque
  • Not Synced
    Verte is. GDRI speculates
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    there might be some
  • Not Synced
    connection with Locomotive,
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    the company that helped
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    develop the StarTropics,
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    but there's really no
  • Not Synced
    concrete evidence for
  • Not Synced
    this. To the Earth
  • Not Synced
    appears to be basically
  • Not Synced
    disowned by Nintendo.
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    It's never been released
  • Not Synced
    in any form as far
  • Not Synced
    as I know. Even Donkey
  • Not Synced
    Kong Jr. Math got a
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    console release. So
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    definitely among the
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    forgotten, Nintendo-published
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    NES games.
  • Not Synced
    game music
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    The last thing anyone
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    wants to see this
  • Not Synced
    episode is a Mindscape
  • Not Synced
    game, especially one
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    developed by Beam.
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    Unfortunately, we are
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    forced to deal with 720
  • Not Synced
    degrees. Prepare to be
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    amazed by Beam's
  • Not Synced
    programming skills
  • Not Synced
    in one second.
  • Not Synced
    game music
  • Not Synced
    Yeah, that music. But
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    things were made as
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    quickly and cheaply
  • Not Synced
    as possible, so
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    we can't expect
  • Not Synced
    Castlevania here. Now
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    this is the third
  • Not Synced
    Mindscape game we've
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    seen, the first two
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    also being part of
  • Not Synced
    the Atari arcade games.
  • Not Synced
    Namely, Paper Boy and
  • Not Synced
    Indiana Jones and the
  • Not Synced
    Temple of Doom. Those
  • Not Synced
    were done by Tengen.
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    Beam is the Australian
  • Not Synced
    company responsible for
  • Not Synced
    Back to the Future and
  • Not Synced
    Three Stooges for the
  • Not Synced
    NES. 720 degrees is
  • Not Synced
    pretty similar to Skate
  • Not Synced
    or Die. You compete
  • Not Synced
    in a series of skating
  • Not Synced
    events wit some being
  • Not Synced
    pretty much the same
  • Not Synced
    in both games - just
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    doing tricks on the
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    half-pipe. There is one
  • Not Synced
    big difference, though.
  • Not Synced
    In 720 degrees, you can
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    roam around freely in
  • Not Synced
    what's either a skate
  • Not Synced
    park or just a large
  • Not Synced
    public square that
  • Not Synced
    just happens to have
  • Not Synced
    lots of ramps and things.
  • Not Synced
    If you explore the edges
  • Not Synced
    and corners you will
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    find there is entrances
  • Not Synced
    to competitions as
  • Not Synced
    well as shops to buy
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    better equipment. Now
  • Not Synced
    this particular game
  • Not Synced
    design element seemed
  • Not Synced
    pretty fresh when 720
  • Not Synced
    first hit arcades in 1986.
  • Not Synced
    While the NES port isn't
  • Not Synced
    fondly remembered, the
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    arcade game was pretty
  • Not Synced
    popular at the time.
  • Not Synced
    Unlike earlier games
  • Not Synced
    like Track and Field,
  • Not Synced
    which just dropped
  • Not Synced
    you right into each
  • Not Synced
    event, you could sort of
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    start the game by
  • Not Synced
    goofing off and just
  • Not Synced
    kind of cruising around
  • Not Synced
    the game world before
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    entering the actual
  • Not Synced
    skating events. You
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    could practice tricks,
  • Not Synced
    search for money,
  • Not Synced
    and just goof off. It
  • Not Synced
    has an appeal similar
  • Not Synced
    to today's open world
  • Not Synced
    sandbox games like
  • Not Synced
    Grand Theft Auto. Of
  • Not Synced
    course, this was designed
  • Not Synced
    to eat quarters, so
  • Not Synced
    an angry swarm of
  • Not Synced
    killer bees would come
  • Not Synced
    after you if you spent
  • Not Synced
    too much time messing
  • Not Synced
    around. Killer bees
  • Not Synced
    are something that
  • Not Synced
    was much talked about
  • Not Synced
    back in the 80s.
  • Not Synced
    So they never really
  • Not Synced
    did arrive in great
  • Not Synced
    numbers in California and
  • Not Synced
    kill everyone like we
  • Not Synced
    thought they were going
  • Not Synced
    to back then. Now
  • Not Synced
    playing on emulator
  • Not Synced
    is tricky since it has
  • Not Synced
    this circular rotating
  • Not Synced
    joystick, which you
  • Not Synced
    use to control the
  • Not Synced
    direction your skateboard
  • Not Synced
    pointed in. Also, the
  • Not Synced
    sound track, art design,
  • Not Synced
    and even the cabinet
  • Not Synced
    design made it really
  • Not Synced
    stand out at the
  • Not Synced
    arcades. Unfortunately,
  • Not Synced
    exactly 0% of the appeal
  • Not Synced
    was transferred over to
  • Not Synced
    the NES port. Visually,
  • Not Synced
    it completely lacks the
  • Not Synced
    style of the original.
  • Not Synced
    Erratic skater dude is
  • Not Synced
    replaced with some dumb
  • Not Synced
    kid, the music is lame,
  • Not Synced
    and it lacks the wild
  • Not Synced
    80s street-culture feel
  • Not Synced
    of the original. For
  • Not Synced
    example, let's compare
  • Not Synced
    the music of this event
  • Not Synced
    in both versions.
  • Not Synced
    techno game music
  • Not Synced
    regular game music
  • Not Synced
    So 720 has a grand
  • Not Synced
    total of four thrilling
  • Not Synced
    events to compete
  • Not Synced
    in - the downhill skating
  • Not Synced
    event, which we just saw,
  • Not Synced
    the Slalom event, which
  • Not Synced
    is uncannily easy. I
  • Not Synced
    somehow got the goal
  • Not Synced
    the first time I got
  • Not Synced
    it without knowing exactly
  • Not Synced
    what I was doing. The
  • Not Synced
    half-pipe, which 720
  • Not Synced
    calls the ramp. This is
  • Not Synced
    pretty much impossible
  • Not Synced
    compared to the Slalom.
  • Not Synced
    I tried multiple times to
  • Not Synced
    get any sort of medal and
  • Not Synced
    failed. You need to pull
  • Not Synced
    off a sort of keypad and
  • Not Synced
    button press combination
  • Not Synced
    to do tricks while up
  • Not Synced
    in the air. I could
  • Not Synced
    occasionally do a trick
  • Not Synced
    but never really come
  • Not Synced
    close to anything
  • Not Synced
    consistent. This is like
  • Not Synced
    landing the play
  • Not Synced
    in Top Gun. It requires
  • Not Synced
    precise timing which
  • Not Synced
    can only be discovered
  • Not Synced
    accidentally. And lastly,
  • Not Synced
    we have the Jump, which
  • Not Synced
    is actually a single
  • Not Synced
    downhill jump after
  • Not Synced
    a downhill ramp. You
  • Not Synced
    were supposed to do
  • Not Synced
    tricks while in the air.
  • Not Synced
    Not too tough to
  • Not Synced
    get some kind of medal.
  • Not Synced
    So as far as arcade
  • Not Synced
    ports go, 720 is pretty
  • Not Synced
    terrible. It doesn't
  • Not Synced
    really add anything to
  • Not Synced
    the arcade game, which
  • Not Synced
    was only designed to
  • Not Synced
    take about ten minutes
  • Not Synced
    at a time. Two events
  • Not Synced
    can be mastered almost
  • Not Synced
    immediately, and one
  • Not Synced
    event requires quite
  • Not Synced
    a bit of work to get
  • Not Synced
    any good at at all, so
  • Not Synced
    it's certainly not very
  • Not Synced
    well-balanced. The arcade
  • Not Synced
    game's main gimmick,
  • Not Synced
    that is the circular
  • Not Synced
    joystick movement, can't
  • Not Synced
    be replicated here, and
  • Not Synced
    it doesn't really feel
  • Not Synced
    anything like the
  • Not Synced
    original. Overall, it's
  • Not Synced
    not very fun.
  • Not Synced
    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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