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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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    game 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
  • Not Synced
    gives you a pass
  • Not Synced
    of some sort to board
  • Not Synced
    a nearby ship which
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    allows you to travel
  • Not Synced
    to the next island.
  • Not Synced
    So it is very
  • Not Synced
    Dragon Quest-like at
  • Not Synced
    least in the way that
  • Not Synced
    it lays out the game
  • Not Synced
    world. There are also
  • Not Synced
    shops that allow you
  • Not Synced
    to buy new special
  • Not Synced
    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
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    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
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    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
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    completely to fantasy-themed
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    RPGs. Square made games
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    of various genres up
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    until this, after which
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    they focused exclusively
  • Not Synced
    on Final Fantasy and
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    similar RPGs for the
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    next decade, up until
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    I believe Front Mission
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    in 1995 and that wasn't
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    actually developed by
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    Square themselves. Square
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    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
  • Not Synced
    known RPGs in the west.
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    If anything, it's known
  • Not Synced
    here almost exclusively
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    for the shocking
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    offensive portrayal
  • Not Synced
    of Jim. This was pretty
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    typical of Japan in
  • Not Synced
    the 1980s. They had a
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    fascination with crude
  • Not Synced
    racial stereotypes
  • Not Synced
    of black people at this
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    time. You'll recall
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    last episode we mentioned
  • Not Synced
    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
  • Not Synced
    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
  • Not Synced
    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
  • Not Synced
    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
  • Not Synced
    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
  • Not Synced
    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
  • Not Synced
    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
  • Not Synced
    in 1990. There were a few
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    later games where using
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    the zapper was optional
  • Not Synced
    in some spots, however.
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    Second, it has a
  • Not Synced
    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
  • Not Synced
    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
  • Not Synced
    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.
  • Not Synced
    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.
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    game music
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    The last thing anyone
  • Not Synced
    wants to see this
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    episode is a Mindscape
  • Not Synced
    game, especially one
  • Not Synced
    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
  • Not Synced
    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.
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    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
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    park or just a large
  • Not Synced
    public square that
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    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
  • Not Synced
    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
  • Not Synced
    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
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    Grand Theft Auto. Of
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    course, this was designed
  • Not Synced
    to eat quarters, so
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    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
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    are something that
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    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
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    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,
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    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
  • Not Synced
    One final US-only title
  • Not Synced
    for November - it's
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    Tetris. This is the
  • Not Synced
    fourth version of Tetris
  • Not Synced
    for the Nintendo console
  • Not Synced
    that we've seen so far.
  • Not Synced
    Back in December 1988
  • Not Synced
    the Japanese version of
  • Not Synced
    Tetris was released from
  • Not Synced
    Bulletproof Software. Then
  • Not Synced
    in May 1989 there was
  • Not Synced
    the ill-fitted US version
  • Not Synced
    from Tengen. We've covered
  • Not Synced
    the whole debacle over
  • Not Synced
    Tetris rights and Tengen's
  • Not Synced
    Tetris back in Chrontendo
  • Not Synced
    Episode 45. We also
  • Not Synced
    briefly looked at the
  • Not Synced
    extremely successful
  • Not Synced
    Gameboy Tetris, once
  • Not Synced
    again developed by
  • Not Synced
    Bulletproof Software,
  • Not Synced
    and today we look at
  • Not Synced
    the final version of the
  • Not Synced
    original Tetris game
  • Not Synced
    for the NES. This is the
  • Not Synced
    Nintendo-published port
  • Not Synced
    that the Tengen version
  • Not Synced
    would have been competing
  • Not Synced
    with had Nintendo not
  • Not Synced
    quashed its release.
  • Not Synced
    This was developed
  • Not Synced
    internally by Nintendo,
  • Not Synced
    it seems, and it's okay.
  • Not Synced
    There's two modes -
  • Not Synced
    regular mode and also
  • Not Synced
    the second mode which
  • Not Synced
    probably no one ever
  • Not Synced
    plays. There's three music
  • Not Synced
    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
  • Not Synced
    just plain old Tetris.
  • Not Synced
    I guess there's nothing
  • Not Synced
    wrong with that, but
  • Not Synced
    it is presented as
  • Not Synced
    pretty much a bare-bones
  • Not Synced
    release. It plays very
  • Not Synced
    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
  • Not Synced
    same time.
  • Not Synced
    game music
  • Not Synced
    December 1989 here at
  • Not Synced
    last. Let's kick this off
  • Not Synced
    with a little game called
  • Not Synced
    Conflict. That's a nice
  • Not Synced
    flicker effect here.
  • Not Synced
    So tanks, helicopters,
  • Not Synced
    and jets. What kind of
  • Not Synced
    game is this? A Commando
  • Not Synced
    Clone? A vertical
  • Not Synced
    shoot 'em up? No, it's
  • Not Synced
    actually a military strategy
  • Not Synced
    game, more or less
  • Not Synced
    in the style of Military
  • Not Synced
    Madness.
  • Not Synced
    game music
  • Not Synced
    There are options for
  • Not Synced
    one or two players and
  • Not Synced
    you can choose if
  • Not Synced
    you want to be limited
  • Not Synced
    to moving three units
  • Not Synced
    per turn as opposed
  • Not Synced
    to being able to move
  • Not Synced
    all your units. There's a
  • Not Synced
    stage select screen,
  • Not Synced
    difficulties headings,
  • Not Synced
    and of course the actual
  • Not Synced
    game itself. Not exactly
  • Not Synced
    super pretty-looking.
  • Not Synced
    The Conflict was released
  • Not Synced
    in the US as well in
  • Not Synced
    the mid 1990s, so
  • Not Synced
    let's take a closer look.
  • Not Synced
    There are two sides,
  • Not Synced
    rather creatively called
  • Not Synced
    blue and red. And you
  • Not Synced
    have your typical
  • Not Synced
    hex-based maps. There's
  • Not Synced
    forests, mountains, and
  • Not Synced
    so on, each of which
  • Not Synced
    will hamper movement
  • Not Synced
    or increase your defense.
  • Not Synced
    There's also cities
  • Not Synced
    and airports which heal
  • Not Synced
    or technically resupply
  • Not Synced
    your units. Those
  • Not Synced
    ugly-looking blue boxes
  • Not Synced
    are factories, which
  • Not Synced
    construct new units.
  • Not Synced
    This uses something the
  • Not Synced
    game calls fame points.
  • Not Synced
    It shows your fame
  • Not Synced
    points when you open
  • Not Synced
    up the command menu,
  • Not Synced
    so here for example
  • Not Synced
    I have five thousand.
  • Not Synced
    Fame points are earned
  • Not Synced
    for doing good stuff
  • Not Synced
    like winning battles
  • Not Synced
    and are lost by losing
  • Not Synced
    battles or even worse,
  • Not Synced
    fleeing from battles.
  • Not Synced
    Everything in this game
  • Not Synced
    sort of revolves
  • Not Synced
    around fame points. As
  • Not Synced
    with all these type
  • Not Synced
    of games, there's a
  • Not Synced
    rock, paper, scissors
  • Not Synced
    element here with certain
  • Not Synced
    units being strong
  • Not Synced
    against some types and
  • Not Synced
    weak against others.
  • Not Synced
    Anti-aircraft guns are
  • Not Synced
    good against planes, for
  • Not Synced
    example, while planes tend
  • Not Synced
    to be good against ground
  • Not Synced
    forces. Now I don't know
  • Not Synced
    if I'd call Conflict
  • Not Synced
    deep, but it does require
  • Not Synced
    a certain amount of
  • Not Synced
    investment to play.
  • Not Synced
    There's quite a few
  • Not Synced
    units that have been
  • Not Synced
    mostly given numbers
  • Not Synced
    for names, like F15s,
  • Not Synced
    A27s, and F23s. There's
  • Not Synced
    a lot of aircraft - nine
  • Not Synced
    types altogether -
  • Not Synced
    compared to three tanks
  • Not Synced
    and two infantry type
  • Not Synced
    forces. Units also
  • Not Synced
    have more than one way
  • Not Synced
    to attack. There's a
  • Not Synced
    primary and secondary
  • Not Synced
    type weapon on these
  • Not Synced
    things. There's a
  • Not Synced
    number of defensive
  • Not Synced
    options, none of which
  • Not Synced
    are intuitively named.
  • Not Synced
    This jet, for example, has
  • Not Synced
    turn, swing, accelerate,
  • Not Synced
    descend, and look. You
  • Not Synced
    definitely need to get
  • Not Synced
    a copy of the manual
  • Not Synced
    or FAQ in order to figure
  • Not Synced
    out how to play this
  • Not Synced
    thing. Here I swung when
  • Not Synced
    I think I should have
  • Not Synced
    accelerated or descended.
  • Not Synced
    Conflict was published
  • Not Synced
    by Vic Takai and I'm
  • Not Synced
    not sure who developed
  • Not Synced
    it. As I mentioned,
  • Not Synced
    it's kind of an
  • Not Synced
    ugly-looking game, and I
  • Not Synced
    hate those rectangular
  • Not Synced
    boxes that your units
  • Not Synced
    appear in. It's sort of
  • Not Synced
    hard to distinguish one
  • Not Synced
    unit from the other
  • Not Synced
    just by the graphics
  • Not Synced
    so they've added text
  • Not Synced
    to the boxes which
  • Not Synced
    unfortunately is kind
  • Not Synced
    of laid right on top
  • Not Synced
    of the graphics, making
  • Not Synced
    it somewhat hard to
  • Not Synced
    read. In other ways,
  • Not Synced
    however, Conflict
  • Not Synced
    is pretty slick. The
  • Not Synced
    animation is actually
  • Not Synced
    pretty cool in this
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    box. Conflict seems
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    overall okay. I'd
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    probably pick Famicom
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    Wars over this if you
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    were looking for a fun
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    military strategy game,
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    however.
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    game music
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    Hey folks, how would
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    you feel if I told you
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    that today we have a
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    game from the publishers
  • Not Synced
    of Super Monkey Daibouken
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    but what if this game
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    was developed by a
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    company that was one of
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    the developers who
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    warped on Mother and
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    EarthBound. Would you
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    feel confused, conflicted?
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    Well good, so now you
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    know how I feel. This is
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    Tao, published by VAP
  • Not Synced
    and developed by Pax
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    Softnica who worked on
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    several games for NIntendo
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    such as Volleyball, Ice
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    Hockey, Mother, and a few
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    other the Nintendo FDS
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    adventure games. They
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    also did some boring
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    stuff from VAP, mainly
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    a baseball game and
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    a badminton game. I
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    could tell you the names
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    of those games, but I
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    guarantee you would not
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    remember them and
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    neither can I. Tao was
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    never released outside
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    of Japan, but we have
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    a translation which makes
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    it playable but perhaps
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    not completely
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    understandable. This is
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    some deep stuff, man.
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    Okay, so you are the
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    red guy. Tao is very much
  • Not Synced
    in the mode of the
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    traditional Dragon
  • Not Synced
    Quest-style RPG, at least
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    visually, at first glance.
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    We've seen this so
  • Not Synced
    many times, we know
  • Not Synced
    what to do. You go
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    around town, talk to
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    people, check out the
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    shops, talk to the
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    main dude who explains
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    your quest. Except Tao
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    doesn't really have
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    you do any of that stuff.
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    In fact, the concept
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    behind Tao appears to
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    be: What if we had an
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    RPG that was nothing but
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    fetch quests? Or at
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    least that's what the
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    game felt like the
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    time that I played it.
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    As you'll see it's a
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    very odd game. As
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    you walk around town,
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    you'll find the typical
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    collection of NPCs
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    who say stupid stuff
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    to you. There's a meteor
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    crash site where a bunch
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    of researchers dug up
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    a mysterious artifact.
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    There's a train station
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    and a helicopter pad,
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    neither of which can
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    be used at this point.
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    There's a temple which
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    mostly has a lot of
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    monks inside, who gab
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    about nothing particularly
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    useful, but instead
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    discuss various religious
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    matters. Tao has a
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    religious theme, as
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    the name might suggest,
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    and we get a lot of
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    talk about Buddhist
  • Not Synced
    themes in the first
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    village. Later towns have
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    different religious
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    beliefs. The first
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    incident of sorts
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    really occurs when you
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    first exit the village
  • Not Synced
    and find this old
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    lady who demands you
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    carry her back to
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    the temple. Upon entering
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    the temple, she turns
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    into a demon and
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    steals some sacred
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    items. Now at this
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    point you can move
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    on to the second village.
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    The method of transport
  • Not Synced
    is a giant dinosaur that
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    you ride, which seems
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    completely out of
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    place with the rest
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    of the game. And
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    again, everyone here is
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    obsessed with religion
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    and there's a giant
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    cathedral and folks
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    talking about lost pigs
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    and stuff. One thing you
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    won't find in either
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    village is any typical
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    RPG stuff. There's no
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    shops, inns, equipment,
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    guys who teach you
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    magic, any of that stuff.
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    There's also no overworld,
  • Not Synced
    per say, just these
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    little paths outside
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    the villages which have
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    a couple buildings
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    you can visit. You
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    fight your first enemy
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    battle here, and again
  • Not Synced
    it doesn't really follow
  • Not Synced
    typical RPG protocol
  • Not Synced
    at all. Rather than
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    selecting from the menu,
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    you simple hit the A
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    button over and over
  • Not Synced
    again, slowly draining
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    the enemy's health
  • Not Synced
    bar. In a way, this game
  • Not Synced
    takes the Dragon Quest XVII
  • Not Synced
    approach to RPGS. It
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    takes quite a while
  • Not Synced
    before you actually get
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    your first battle.
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    I didn't really encounter
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    any random enemies
  • Not Synced
    until I reached the
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    fourth town and there's
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    only six towns. So six
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    towns, no overworld,
  • Not Synced
    what is there to do
  • Not Synced
    in this game, you might
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    wonder. Mostly travel
  • Not Synced
    back and forth from the
  • Not Synced
    same six towns over and
  • Not Synced
    over again, talking to
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    people which will
  • Not Synced
    occasionally unlock
  • Not Synced
    new events, and occasionally
  • Not Synced
    fighting a boss of
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    sorts. What's irritating
  • Not Synced
    about all the travel
  • Not Synced
    is it's always done
  • Not Synced
    by trains, which is
  • Not Synced
    linear. So to get
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    from town four to
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    town one, you take a
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    trip from town four
  • Not Synced
    to town three, then
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    a second train ride
  • Not Synced
    from town three to
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    town two, and then from
  • Not Synced
    town two back to town
  • Not Synced
    one. I assume the
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    helicopter eventually
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    unlocks and lets you
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    travel directly to any
  • Not Synced
    town using a helipad.
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    And even though this is
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    called an RPG, it feels
  • Not Synced
    more like an adventure
  • Not Synced
    game that has sort of
  • Not Synced
    been awkwardly forced
  • Not Synced
    into behaving like
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    an RPG. You mostly
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    progress by wandering
  • Not Synced
    around talking to
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    people attempting
  • Not Synced
    to move the plot forward,
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    though calling it a plot
  • Not Synced
    is perhaps a bit generous.
  • Not Synced
    There isn't even any
  • Not Synced
    experience points or
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    stats. You do get money
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    from winning battles,
  • Not Synced
    but money is mostly used
  • Not Synced
    to pay for the nonstop
  • Not Synced
    train trips that the
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    game requires. There are
  • Not Synced
    a few things you can
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    spend it on, however,
  • Not Synced
    later in the game.
  • Not Synced
    In conclusion, Tao is
  • Not Synced
    a pretty strange game.
  • Not Synced
    It looks like an RPG,
  • Not Synced
    but playing it sort of
  • Not Synced
    feels like wandering
  • Not Synced
    around talking to NPCs.
  • Not Synced
    Its subject matter
  • Not Synced
    and strangeness might
  • Not Synced
    appeal to you, but
  • Not Synced
    actually playing it
  • Not Synced
    feels like a pretty empty
  • Not Synced
    experience.
  • Not Synced
    game music
  • Not Synced
    This is a reasonably
  • Not Synced
    decent intro here. From
  • Not Synced
    Pack-in-video we have
  • Not Synced
    Mirai Senshi Rios.
  • Not Synced
    Also transliterated as
  • Not Synced
    Mirai Senshi Lios. It
  • Not Synced
    was released on December 1,
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    the same day as Conflict,
  • Not Synced
    which was significant
  • Not Synced
    because both games
  • Not Synced
    are military strategy
  • Not Synced
    games. Though while
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    Conflict is sort of based
  • Not Synced
    on real-world combat -
  • Not Synced
    it features tanks and
  • Not Synced
    jet planes - Mirai Senshi
  • Not Synced
    Lios is pure fantay and
  • Not Synced
    exists in a world of
  • Not Synced
    RPG castles and anime-
  • Not Synced
    style giant robots,
  • Not Synced
    sometimes called Mechs
  • Not Synced
    by the geekerati.
  • Not Synced
    The good news is
  • Not Synced
    that we have an English
  • Not Synced
    translation by Aon
  • Not Synced
    Genesis no less. I
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    guess your character
  • Not Synced
    Lios is a prince or some
  • Not Synced
    such nonsense. I
  • Not Synced
    mentioned that this
  • Not Synced
    is a military strategy game
  • Not Synced
    but it's really more
  • Not Synced
    like a tactical RPG
  • Not Synced
    in some ways. The
  • Not Synced
    tactical RPG as we know
  • Not Synced
    it didn't really quite
  • Not Synced
    exist yet, but it's
  • Not Synced
    definitely a different
  • Not Synced
    style of game than say
  • Not Synced
    Conflict. There's a
  • Not Synced
    certain amount of RPG
  • Not Synced
    style customization here,
  • Not Synced
    something not found in
  • Not Synced
    many, if any, of the
  • Not Synced
    tradidional military
  • Not Synced
    game we've encountered.
  • Not Synced
    You have multiple types
  • Not Synced
    of Leg and Arms that
  • Not Synced
    you can equip. These
  • Not Synced
    affect your stats,
  • Not Synced
    the speed over which
  • Not Synced
    you can traverse
  • Not Synced
    different types of
  • Not Synced
    terrain, your weight
  • Not Synced
    point meaning how much
  • Not Synced
    weight you can hold.
  • Not Synced
    It's all very complicated.
  • Not Synced
    You move around on
  • Not Synced
    an overworld and
  • Not Synced
    encounter enemies on
  • Not Synced
    each square. Some
  • Not Synced
    squares will contain
  • Not Synced
    a special weapon or
  • Not Synced
    piece of equipment
  • Not Synced
    while others contain
  • Not Synced
    nothing of interest.
  • Not Synced
    Battles are turn-based.
  • Not Synced
    By default you control
  • Not Synced
    the commander directly.
  • Not Synced
    The commander is the
  • Not Synced
    most powerful unit
  • Not Synced
    and is the one that we
  • Not Synced
    were choosing the
  • Not Synced
    equipment for earlier.
  • Not Synced
    The other units move
  • Not Synced
    automatically but are
  • Not Synced
    controlled using a few
  • Not Synced
    different options. For
  • Not Synced
    example, there's Attack,
  • Not Synced
    Assault, All-Out Assault,
  • Not Synced
    Cover, and so on. Just
  • Not Synced
    like with Conflict you
  • Not Synced
    can sort of study up
  • Not Synced
    on what these commands
  • Not Synced
    actually do. For example,
  • Not Synced
    Attack has the unit
  • Not Synced
    move towards the enemy
  • Not Synced
    commander but will
  • Not Synced
    attack any other units
  • Not Synced
    it comes in contact
  • Not Synced
    with along the way,
  • Not Synced
    while All-Out Assault
  • Not Synced
    will head towards the
  • Not Synced
    enemy commander and/or
  • Not Synced
    the enemy's shuttle,
  • Not Synced
    but not attack any
  • Not Synced
    of the regular units.
  • Not Synced
    There's a total of eight
  • Not Synced
    different army commands,
  • Not Synced
    or you can simply choose
  • Not Synced
    manual, which lets
  • Not Synced
    you directly control
  • Not Synced
    your unit instead. And
  • Not Synced
    another little twist:
  • Not Synced
    you have a shuttle which
  • Not Synced
    resupplies your units.
  • Not Synced
    It's a thing that looks
  • Not Synced
    kind of like a mini
  • Not Synced
    space shuttle. You
  • Not Synced
    don't have to move
  • Not Synced
    it around manually.
  • Not Synced
    You select which unit
  • Not Synced
    you want to resupply.
  • Not Synced
    Then it flies off and
  • Not Synced
    turns automatically.
  • Not Synced
    You can supply one unit
  • Not Synced
    per turn. The object
  • Not Synced
    here is to destroy the
  • Not Synced
    other team's commander
  • Not Synced
    as well as their shuttle.
  • Not Synced
    Once you win the battle,
  • Not Synced
    you turn to the overworld
  • Not Synced
    and proceed. It's
  • Not Synced
    a creative and pleasant
  • Not Synced
    looking little game,
  • Not Synced
    and one that definitely
  • Not Synced
    takes a different road
  • Not Synced
    than the other military
  • Not Synced
    games we've seen so
  • Not Synced
    far. It did feel a little
  • Not Synced
    slow-moving and tedious
  • Not Synced
    to me, possibly because
  • Not Synced
    when the units attack
  • Not Synced
    each other they seem
  • Not Synced
    to miss a lot, but it
  • Not Synced
    definitely might
  • Not Synced
    interest some of you.
  • Not Synced
    game music
  • Not Synced
    Okay, the last game
  • Not Synced
    this episode and we
  • Not Synced
    are still stuck on
  • Not Synced
    December 1st. From
  • Not Synced
    Kemco it's Hostages:
  • Not Synced
    the Embassy Mission,
  • Not Synced
    a rather strange game.
  • Not Synced
    Note the credit to
  • Not Synced
    Infogrames, we'll come
  • Not Synced
    back to that later.
  • Not Synced
    Pretty sick sound track
  • Not Synced
    as well. However, most
  • Not Synced
    folks watching this will
  • Not Synced
    know it by it's
  • Not Synced
    American title 'Rescue:
  • Not Synced
    the Embassy Mission'.
  • Not Synced
    Not sure why the name
  • Not Synced
    was changed. Maybe
  • Not Synced
    hostages seemed a
  • Not Synced
    little too violent for
  • Not Synced
    a game bearing the
  • Not Synced
    Nintendo Seal of Quality?
  • Not Synced
    Now I mentioned this
  • Not Synced
    was a strange game and
  • Not Synced
    here's the thing:
  • Not Synced
    it's incredibly short
  • Not Synced
    for this sort of game.
  • Not Synced
    While you can't really
  • Not Synced
    assign a length - something
  • Not Synced
    like 720 degrees, Hostage
  • Not Synced
    is an action game with
  • Not Synced
    three different levels, and
  • Not Synced
    it only takes around seven
  • Not Synced
    to eight minutes or
  • Not Synced
    so to play through the
  • Not Synced
    entire thing. I just
  • Not Synced
    released a so-called
  • Not Synced
    long-play video for
  • Not Synced
    this thing, and the
  • Not Synced
    entire video including
  • Not Synced
    opening, cut scenes,
  • Not Synced
    credits - everything
  • Not Synced
    was seven minutes. That
  • Not Synced
    was on regular difficulty
  • Not Synced
    and I was playing
  • Not Synced
    through it as fast as
  • Not Synced
    I can, but still
  • Not Synced
    that's really not much
  • Not Synced
    of a game. And keep
  • Not Synced
    in mind I've never
  • Not Synced
    even heard of this
  • Not Synced
    game until now, and
  • Not Synced
    when I finished it
  • Not Synced
    for the first time, my
  • Not Synced
    clear time, the actual
  • Not Synced
    time playing the action
  • Not Synced
    portions, not including
  • Not Synced
    the menus and those
  • Not Synced
    kinds of things, was
  • Not Synced
    less than five and a
  • Not Synced
    half minutes. So this
  • Not Synced
    is a forty dollar game
  • Not Synced
    that you can easily
  • Not Synced
    beat in less than fifteen
  • Not Synced
    minutes. Now there's
  • Not Synced
    harder difficulty levels
  • Not Synced
    and the message that
  • Not Synced
    you get at the end
  • Not Synced
    is different if for
  • Not Synced
    example none of your
  • Not Synced
    team members get
  • Not Synced
    killed, but there's really
  • Not Synced
    not a whole lot of
  • Not Synced
    replay value to this,
  • Not Synced
    at least as an adult
  • Not Synced
    there's not much. So
  • Not Synced
    as I mentioned, there's
  • Not Synced
    just three sections.
  • Not Synced
    The first is where you
  • Not Synced
    run along a little
  • Not Synced
    stretch of Embassy
  • Not Synced
    wall, and avoid the
  • Not Synced
    searchlight by lying
  • Not Synced
    on the ground or hiding
  • Not Synced
    in a doorway or doing
  • Not Synced
    this rolling jump thing.
  • Not Synced
    Really not that much
  • Not Synced
    to it. if you die the
  • Not Synced
    next guy of your
  • Not Synced
    three-member team
  • Not Synced
    gets to go. And if
  • Not Synced
    you wanted to reduce
  • Not Synced
    your time on this
  • Not Synced
    you'd get one guy
  • Not Synced
    all the way through
  • Not Synced
    safely and then get
  • Not Synced
    the other two quickly
  • Not Synced
    killed. The second
  • Not Synced
    section is a brief
  • Not Synced
    sniping sequence.
  • Not Synced
    So for each of the
  • Not Synced
    team members that
  • Not Synced
    made it through the
  • Not Synced
    first section you can
  • Not Synced
    use them to shoot
  • Not Synced
    guys in the windows
  • Not Synced
    with a sniper rifle.
  • Not Synced
    There are nine windows
  • Not Synced
    in all. There are
  • Not Synced
    terrorists that sort
  • Not Synced
    of move around on each
  • Not Synced
    floor and when you
  • Not Synced
    see them you can shoot
  • Not Synced
    them. If all three
  • Not Synced
    team members are alive
  • Not Synced
    you can do this three
  • Not Synced
    times - put each one
  • Not Synced
    on a different side of
  • Not Synced
    the Embassy building.
  • Not Synced
    Or you can skip the
  • Not Synced
    whole thing. The game
  • Not Synced
    doesn't require you
  • Not Synced
    to shoot anyone and
  • Not Synced
    doing so doesn't really
  • Not Synced
    seem to have that
  • Not Synced
    much impact on the
  • Not Synced
    next section at all.
  • Not Synced
    At least, once again,
  • Not Synced
    not on regular difficulty.
  • Not Synced
    On a higher difficulty
  • Not Synced
    there's a lot more
  • Not Synced
    terrorists in the
  • Not Synced
    building so I guess
  • Not Synced
    it might be somewhat
  • Not Synced
    convenient to take
  • Not Synced
    out a few of them
  • Not Synced
    before going in.
  • Not Synced
    Probably the hardest
  • Not Synced
    part in this game
  • Not Synced
    is right here, repelling
  • Not Synced
    down the walls. This
  • Not Synced
    is done by alternating
  • Not Synced
    between pressing up
  • Not Synced
    and down on the D
  • Not Synced
    pad. Slowly lower
  • Not Synced
    yourself to a window
  • Not Synced
    and then you can sort
  • Not Synced
    of break through the
  • Not Synced
    window and enter the
  • Not Synced
    Embassy building. Once
  • Not Synced
    inside, you simple need
  • Not Synced
    to kill all the terrorists.
  • Not Synced
    Now it might come as
  • Not Synced
    no surprise based on
  • Not Synced
    the modular game
  • Not Synced
    design and the robotic
  • Not Synced
    gameplay, but Hostages:
  • Not Synced
    the Embassy Mission was
  • Not Synced
    originally a European
  • Not Synced
    computer game called
  • Not Synced
    simple 'Hostages',
  • Not Synced
    published by Infogrames
  • Not Synced
    and developed by a
  • Not Synced
    Spanish company called
  • Not Synced
    New Frontier. It was
  • Not Synced
    released on everything
  • Not Synced
    from Commodore 64 to
  • Not Synced
    ZX Spectrum to MSX, but
  • Not Synced
    I believe that the Atari
  • Not Synced
    ST and Amigo versions
  • Not Synced
    were the first versions
  • Not Synced
    of this game, being
  • Not Synced
    released in 1988. Aside
  • Not Synced
    from somewhat better
  • Not Synced
    graphics and sound, the
  • Not Synced
    ST and Amigo versions
  • Not Synced
    are almost exactly the
  • Not Synced
    same as the NES version.
  • Not Synced
    If anything, the computer
  • Not Synced
    versions seem slightly
  • Not Synced
    shorter, as they
  • Not Synced
    appear to have fewer
  • Not Synced
    terrorists to hunt
  • Not Synced
    down in the last stage.
  • Not Synced
    So as I mentioned,
  • Not Synced
    the last section simply
  • Not Synced
    involves going through
  • Not Synced
    each of the Embassy's
  • Not Synced
    three floors and shooting
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    the terrorists. I
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    suppose they hypothetically
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    shoot back at you,
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    but they don't really
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    seem to pose any danger
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    at least in the easy
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    or regular difficulty
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    level settings. They
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    are a bit quicker
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    on their toes on the
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    hard difficulty setting.
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    So really what we're
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    doing here is just
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    looking at the map on
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    the left and making
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    sure we enter every
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    room with a dot in it
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    and then shooting any
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    bad guys. As crazy
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    as it seems, the
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    computer version's got
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    pretty good reviews
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    from some game magazines.
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    A lot of people really
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    seemed to like the
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    game when they were
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    kids, which makes
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    sense because kids
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    often like really
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    repetitive games. So
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    while this has its
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    defenders, it's sort
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    of shocking how little
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    content Hostages has,
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    especially for an NES
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    game that cost like
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    forty or so dollars
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    back in 1990.
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    game music
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    Alright, that wraps
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    up another episode.
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    Ah, what a horrible
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    selection of games.
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    Best game this episode -
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    I don't know. They're
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    all really not that
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    great. Maybe Tetris.
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    I mean there's a lot
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    of okay games that I
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    can't really get excited
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    about. Lutter was kind
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    of cool. I think I'll
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    take a pass on this one.
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    Worse game... maybe
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    720 degrees. It was
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    pretty terrible, though
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    there ought to be
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    some kind of mention
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    of Hostages, the
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    English edition, just
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    for being so short.
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    Well, I am now pleased
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    to inform you that we
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    have actual great
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    games coming up. Yes,
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    I can assure you that
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    in the next three episodes,
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    each episode will have
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    one of those classic
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    games, the ones
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    that you guys have been
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    waiting for, and there's
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    even more great stuff
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    coming up after
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    that as well. So the
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    good game drought
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    is pretty much over,
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    temporarily. Episode 52
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    will have an influential
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    Japan-only title from
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    Capcom, which just got
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    a new improved translation.
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    So keep your eyes peeled
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    for Episode 52 soon and
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    thanks for watching!
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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