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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
-
Not Synced
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.
-
Not Synced
You know I guess I
-
Not Synced
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
-
Not Synced
and luck. They threw in
-
Not Synced
a cute lady dealer
-
Not Synced
in this one, so I
-
Not Synced
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
-
Not Synced
Oh boy, the last Famicom
-
Not Synced
disk system game
-
Not Synced
of 1989. Lutter, published
-
Not Synced
by Athena, which is
-
Not Synced
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
-
Not Synced
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
-
Not Synced
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
-
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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
-
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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
-
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when using an emulater,
-
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so I could not get
-
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anywhere. You lose energy
-
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when you fire and miss
-
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an enemy, which makes
-
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it really tough since
-
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it's so easy to miss
-
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when you're playing
-
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via emulation. The third
-
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thing about the game
-
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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
-
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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
-
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a Rare game, and the
-
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name Cirque Verte was
-
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found in the copyright
-
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records, though we have
-
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no idea who Cirque
-
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Verte is. GDRI speculates
-
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there might be some
-
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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
-
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concrete evidence for
-
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this. To the Earth
-
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appears to be basically
-
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disowned by Nintendo.
-
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It's never been released
-
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in any form as far
-
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as I know. Even Donkey
-
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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.
-
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game music
-
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The last thing anyone
-
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wants to see this
-
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episode is a Mindscape
-
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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
-
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degrees. Prepare to be
-
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amazed by Beam's
-
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programming skills
-
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in one second.
-
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game music
-
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Yeah, that music. But
-
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things were made as
-
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quickly and cheaply
-
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as possible, so
-
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we can't expect
-
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Castlevania here. Now
-
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this is the third
-
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Mindscape game we've
-
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seen, the first two
-
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also being part of
-
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the Atari arcade games.
-
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Namely, Paper Boy and
-
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Indiana Jones and the
-
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Temple of Doom. Those
-
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were done by Tengen.
-
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Beam is the Australian
-
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company responsible for
-
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Back to the Future and
-
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Three Stooges for the
-
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NES. 720 degrees is
-
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pretty similar to Skate
-
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or Die. You compete
-
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in a series of skating
-
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events wit some being
-
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pretty much the same
-
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in both games - just
-
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doing tricks on the
-
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half-pipe. There is one
-
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big difference, though.
-
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In 720 degrees, you can
-
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roam around freely in
-
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what's either a skate
-
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park or just a large
-
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public square that
-
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just happens to have
-
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lots of ramps and things.
-
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If you explore the edges
-
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and corners you will
-
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find there is entrances
-
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to competitions as
-
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well as shops to buy
-
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better equipment. Now
-
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this particular game
-
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design element seemed
-
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pretty fresh when 720
-
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first hit arcades in 1986.
-
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While the NES port isn't
-
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fondly remembered, the
-
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arcade game was pretty
-
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popular at the time.
-
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Unlike earlier games
-
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like Track and Field,
-
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which just dropped
-
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you right into each
-
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event, you could sort of
-
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start the game by
-
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goofing off and just
-
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kind of cruising around
-
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the game world before
-
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entering the actual
-
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skating events. You
-
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could practice tricks,
-
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search for money,
-
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and just goof off. It
-
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has an appeal similar
-
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to today's open world
-
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sandbox games like
-
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Grand Theft Auto. Of
-
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course, this was designed
-
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to eat quarters, so
-
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an angry swarm of
-
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killer bees would come
-
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after you if you spent
-
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too much time messing
-
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around. Killer bees
-
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are something that
-
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was much talked about
-
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back in the 80s.
-
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So they never really
-
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did arrive in great
-
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numbers in California and
-
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kill everyone like we
-
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thought they were going
-
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to back then. Now
-
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playing on emulator
-
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is tricky since it has
-
Not Synced
this circular rotating
-
Not Synced
joystick, which you
-
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use to control the
-
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direction your skateboard
-
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pointed in. Also, the
-
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sound track, art design,
-
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and even the cabinet
-
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design made it really
-
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stand out at the
-
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arcades. Unfortunately,
-
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exactly 0% of the appeal
-
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was transferred over to
-
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the NES port. Visually,
-
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it completely lacks the
-
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style of the original.
-
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Erratic skater dude is
-
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replaced with some dumb
-
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kid, the music is lame,
-
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and it lacks the wild
-
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80s street-culture feel
-
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of the original. For
-
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example, let's compare
-
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the music of this event
-
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in both versions.
-
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techno game music
-
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regular game music
-
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So 720 has a grand
-
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total of four thrilling
-
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events to compete
-
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in - the downhill skating
-
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event, which we just saw,
-
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the Slalom event, which
-
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is uncannily easy. I
-
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somehow got the goal
-
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the first time I got
-
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it without knowing exactly
-
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what I was doing. The
-
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half-pipe, which 720
-
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calls the ramp. This is
-
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pretty much impossible
-
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compared to the Slalom.
-
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I tried multiple times to
-
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get any sort of medal and
-
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failed. You need to pull
-
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off a sort of keypad and
-
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button press combination
-
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to do tricks while up
-
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in the air. I could
-
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occasionally do a trick
-
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but never really come
-
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close to anything
-
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consistent. This is like
-
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landing the play
-
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in Top Gun. It requires
-
Not Synced
precise timing which
-
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can only be discovered
-
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accidentally. And lastly,
-
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we have the Jump, which
-
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is actually a single
-
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downhill jump after
-
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a downhill ramp. You
-
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were supposed to do
-
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tricks while in the air.
-
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Not too tough to
-
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get some kind of medal.
-
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So as far as arcade
-
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ports go, 720 is pretty
-
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terrible. It doesn't
-
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really add anything to
-
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the arcade game, which
-
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was only designed to
-
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take about ten minutes
-
Not Synced
at a time. Two events
-
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can be mastered almost
-
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immediately, and one
-
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event requires quite
-
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a bit of work to get
-
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any good at at all, so
-
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it's certainly not very
-
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well-balanced. The arcade
-
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game's main gimmick,
-
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that is the circular
-
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joystick movement, can't
-
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be replicated here, and
-
Not Synced
it doesn't really feel
-
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anything like the
-
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original. Overall, it's
-
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not very fun.
-
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game music
-
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One final US-only title
-
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for November - it's
-
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Tetris. This is the
-
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fourth version of Tetris
-
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for the Nintendo console
-
Not Synced
that we've seen so far.
-
Not Synced
Back in December 1988
-
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the Japanese version of
-
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Tetris was released from
-
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Bulletproof Software. Then
-
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in May 1989 there was
-
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the ill-fitted US version
-
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from Tengen. We've covered
-
Not Synced
the whole debacle over
-
Not Synced
Tetris rights and Tengen's
-
Not Synced
Tetris back in Chrontendo
-
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Episode 45. We also
-
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briefly looked at the
-
Not Synced
extremely successful
-
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Gameboy Tetris, once
-
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again developed by
-
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Bulletproof Software,
-
Not Synced
and today we look at
-
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the final version of the
-
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original Tetris game
-
Not Synced
for the NES. This is the
-
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Nintendo-published port
-
Not Synced
that the Tengen version
-
Not Synced
would have been competing
-
Not Synced
with had Nintendo not
-
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quashed its release.
-
Not Synced
This was developed
-
Not Synced
internally by Nintendo,
-
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it seems, and it's okay.
-
Not Synced
There's two modes -
-
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regular mode and also
-
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the second mode which
-
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probably no one ever
-
Not Synced
plays. There's three music
-
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tracks and there's
-
Not Synced
really nothing wrong
-
Not Synced
with Nintendo's Tetris.
-
Not Synced
However, pretty much
-
Not Synced
everyone agrees that
-
Not Synced
Tengen's Tetris is
-
Not Synced
better. It has two-player
-
Not Synced
mode, co-op and versus,
-
Not Synced
more music tracks, it's
-
Not Synced
simply a nicer game.
-
Not Synced
Nintendo's Tetris is
-
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just plain old Tetris.
-
Not Synced
I guess there's nothing
-
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wrong with that, but
-
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it is presented as
-
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pretty much a bare-bones
-
Not Synced
release. It plays very
-
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well, and if the Tengen
-
Not Synced
Tetris never existed
-
Not Synced
then I guess this would
-
Not Synced
be considered an NES
-
Not Synced
classic. But unfortunately
-
Not Synced
it ended up being both
-
Not Synced
a really great game
-
Not Synced
and something of a
-
Not Synced
disappointment at the
-
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same time.
-
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game music