-
intro music
-
Hey folks it's me Dr. Sparkle
-
back again with Episode 51 of Chrontendo
-
Now I'll be honest
-
I've actually had a pretty rough
-
last couple of weeks.
-
Those of you who follow
-
my Twitter account or check
-
the blog will know that our
-
dog Molly passed away recently
-
at the age of thirteen. And it
-
was all very sudden. She seemed
-
fine, healthy, then one day she
-
acted a little tired. We took her to
-
the vet and within a week it was -
-
it was all over. And she really was
-
an amazing dog. She discovered
-
breast cancer in two different people, and you
-
know it's really going to be
-
difficult without her. And then
-
almost immediately afterwards
-
my wife actually lost her wedding
-
ring. Not lost as in misplaced but
-
rather gone forever. And even
-
though it's only a ring she had
-
a great deal of attachment to it.
-
You sort of think of your
-
wedding ring as something you'll
-
carry with you for your entire life
-
and she was just so broken up
-
over it. But regardless Chrontendo
-
Episode 51 is finally done
-
and one last thing. I have some
-
changes planned for Chrontendo in
-
the near future. Hopefully changes
-
people will like. More details about
-
this will emerge soon. For today
-
we have fifteen games from late
-
November to early December
-
1989, including some US-only games.
-
Prepare yourself for another
-
Beam-devloped game. And one of the
-
most obscure US games
-
published by Nintendo. Also a couple
-
of military strategy games and two
-
very unusual RPGs, including one
-
from Square. So, let's get started.
-
game music
-
Not Synced
Yep, the first of two games
-
Not Synced
from November 17th, this one's from
-
Not Synced
Irem, apparently developed by Tamtex.
-
Not Synced
Gekitotsu Yonku Battle - this is the
-
Not Synced
second mini Yonku game
-
Not Synced
we've seen for the Famicom, and the
-
Not Synced
last - I think. Mini Yonku, as you
-
Not Synced
might recall, were those little
-
Not Synced
highly customizable racing cars that
-
Not Synced
were quite popular among
-
Not Synced
Japanese kids at this time
-
Not Synced
and maybe still are. We've
-
Not Synced
previously seen a Mini Yonku game
-
Not Synced
from Konami a couple months
-
Not Synced
back. That one actually
-
Not Synced
licensed the name of
-
Not Synced
Tamiya, the most popular
-
Not Synced
maker of Mini Yonku cars.
-
Not Synced
This one, however, is totally
-
Not Synced
generic. Gekitotsu Yonku
-
Not Synced
Battle is a very minor
-
Not Synced
slight game. It's a simple
-
Not Synced
top-down, arena battle
-
Not Synced
racing deal. Your object
-
Not Synced
here is to collect Teki
-
Not Synced
which you do by collecting
-
Not Synced
flags and you get flags
-
Not Synced
by destroying the other cars.
-
Not Synced
Ramming into cars will
-
Not Synced
destroy them. Getting rammed
-
Not Synced
or hitting an obstacle will
-
Not Synced
damge your car. You can see
-
Not Synced
your vehicle's health on the
-
Not Synced
bottom left there - it's
-
Not Synced
Life Meter. So the object is
-
Not Synced
to ram enough cars to generate
-
Not Synced
a flag. When this happens the
-
Not Synced
flag will show up on the main
-
Not Synced
map. You then need to rush over
-
Not Synced
to the flag, trying to
-
Not Synced
destroy cars along the
-
Not Synced
way. This will raise the
-
Not Synced
number on the flag.
-
Not Synced
When and if you flip the
-
Not Synced
flag you will get the number
-
Not Synced
of Teki as are on the
-
Not Synced
flag up to the maximum of
-
Not Synced
five. There is always the
-
Not Synced
chance that another car
-
Not Synced
will collect the flag first.
-
Not Synced
And then once you've
-
Not Synced
collected enough Teki
-
Not Synced
you win the round and
-
Not Synced
move on. And that's
-
Not Synced
actually it. Oh yeah,
-
Not Synced
there are these lame
-
Not Synced
animated scenes between
-
Not Synced
the rounds. I'd
-
Not Synced
hesitate to call these
-
Not Synced
cut scenes exactly.
-
Not Synced
So a couple points about
-
Not Synced
this game. Each round adds
-
Not Synced
to the selection of cars
-
Not Synced
you can pick but despite
-
Not Synced
some rad names like
-
Not Synced
Battle Super Sabre, the
-
Not Synced
only difference is these
-
Not Synced
sprites. The cars all function
-
Not Synced
exactly the same as far as
-
Not Synced
I can tell and there's no
-
Not Synced
customization options
-
Not Synced
or anthing like that. It's
-
Not Synced
a very simple game. There
-
Not Synced
are a few special items
-
Not Synced
you can pick up on each
-
Not Synced
level - the turbo thing
-
Not Synced
that makes you go faster
-
Not Synced
and much more importantly
-
Not Synced
a star that gives you
-
Not Synced
temporary invulnerability.
-
Not Synced
Other than that there's
-
Not Synced
really not much here
-
Not Synced
other than smashing into
-
Not Synced
cars. There are these
-
Not Synced
bonus stages where you
-
Not Synced
drive around picking up
-
Not Synced
flags for points which have
-
Not Synced
no end-game purpose other
-
Not Synced
than aiming for a
-
Not Synced
high score. And the weird
-
Not Synced
thing is, there is
-
Not Synced
no two player mode. That
-
Not Synced
would seem like a good
-
Not Synced
idea for a game like
-
Not Synced
this but I guess it would
-
Not Synced
require cutting the
-
Not Synced
screen in half. Bottom
-
Not Synced
line is, it seems like
-
Not Synced
a well-done game in
-
Not Synced
many ways but it's
-
Not Synced
just a very, very simple
-
Not Synced
one with not a whole
-
Not Synced
lot to do.
-
Not Synced
music
-
Not Synced
It's been a few months
-
Not Synced
since we've seen a
-
Not Synced
Taito game's release
-
Not Synced
in Japan and this episode
-
Not Synced
we have two. First up is
-
Not Synced
Ninja Cop Saizou. Though
-
Not Synced
the Japanese version
-
Not Synced
was published by Kyugo
-
Not Synced
Boueki, the same guys
-
Not Synced
who published the Japanese
-
Not Synced
version of Air Wolf -
-
Not Synced
is this about a ninja
-
Not Synced
or about a cop? What if
-
Not Synced
I told you it was about
-
Not Synced
a cop who was also
-
Not Synced
a ninja? Well, the police
-
Not Synced
comissioner has been
-
Not Synced
working on his forearms,
-
Not Synced
as you can see here.
-
Not Synced
Apparently someone is
-
Not Synced
kidnapping some kids
-
Not Synced
and they need to find
-
Not Synced
out who. Now if this
-
Not Synced
sounds a little bit like
-
Not Synced
Shinobi, then congratulations
-
Not Synced
on your perceptiveness.
-
Not Synced
I suppose we can safely
-
Not Synced
call Ninja Cop Saizou
-
Not Synced
a ripoff. You have a lot
-
Not Synced
of enemies shooting
-
Not Synced
at you from behind
-
Not Synced
crates and things - really
-
Not Synced
the exact same mechanic
-
Not Synced
as Shinobi has used for
-
Not Synced
attacking. At a distance
-
Not Synced
you throw a dart of
-
Not Synced
some sort. Up close you
-
Not Synced
automatically switch to
-
Not Synced
a blade and you have
-
Not Synced
ninja magic as well.
-
Not Synced
Now one new feature here
-
Not Synced
is you can walk up to
-
Not Synced
the guys in red and grab
-
Not Synced
them, triggering a little
-
Not Synced
scene where you interrogate
-
Not Synced
them. This doesn't contribute
-
Not Synced
to the game as far as I
-
Not Synced
can tell, but it does
-
Not Synced
add details to the story.
-
Not Synced
In April 1990 Taito
-
Not Synced
released this to the US
-
Not Synced
under the name of
-
Not Synced
Wrath of the Black Manta.
-
Not Synced
Manta, by the way, simply
-
Not Synced
means mantle, you know
-
Not Synced
like a cape or something,
-
Not Synced
in Portuguese though I
-
Not Synced
assume the name Black Manta
-
Not Synced
is lifted from the Aquaman
-
Not Synced
character, who you might
-
Not Synced
recall from the Superfriends
-
Not Synced
cartoons and such. The
-
Not Synced
Black Manta here is no
-
Not Synced
longer a cop, he's just a
-
Not Synced
regular New York civilian
-
Not Synced
ninja. What's interesting
-
Not Synced
is if you know he's
-
Not Synced
hanging out at his home,
-
Not Synced
he's still wearing his
-
Not Synced
ninja outfit. All the
-
Not Synced
cut scenes were changed
-
Not Synced
in the US version. Actually
-
Not Synced
quite a bit in this
-
Not Synced
game has been altered.
-
Not Synced
game music
-
Not Synced
For the life of me, I
-
Not Synced
don't understand how the
-
Not Synced
kid left a note at the
-
Not Synced
scene of the kidnapping
-
Not Synced
saying he was being held
-
Not Synced
at the waterfront,
-
Not Synced
since obviously he was
-
Not Synced
taken to the waterfront
-
Not Synced
after he got kidnapped.
-
Not Synced
The game mechanics are
-
Not Synced
pretty much the same as
-
Not Synced
in the Japanese version.
-
Not Synced
Here you see the new
-
Not Synced
art for when you
-
Not Synced
interrogate a thug. It's
-
Not Synced
not known who's responsible
-
Not Synced
for the US version, but
-
Not Synced
they lifted a few
-
Not Synced
drawings from the
-
Not Synced
old How to Draw Comics
-
Not Synced
the Marvel Way which
-
Not Synced
was a book that Marvel
-
Not Synced
put out in the 70s, I
-
Not Synced
believe. Here is a
-
Not Synced
Mindscape game called
-
Not Synced
Infiltrator, also stole
-
Not Synced
stole an image from
-
Not Synced
that very same book.
-
Not Synced
One unique feature in
-
Not Synced
Black Manta is doors.
-
Not Synced
Tons of doors to enter.
-
Not Synced
Each door leads to
-
Not Synced
a small room either
-
Not Synced
containing a note with
-
Not Synced
a hint or a powerup
-
Not Synced
or some sort or
-
Not Synced
a few enemies. Rooms
-
Not Synced
do have one helpful
-
Not Synced
function. Killing the
-
Not Synced
enemies inside a
-
Not Synced
room restores some
-
Not Synced
of your health. In
-
Not Synced
theory, though, what
-
Not Synced
we want are the rooms
-
Not Synced
with the kidnapped kids.
-
Not Synced
Now, the art here
-
Not Synced
is rather obviously
-
Not Synced
traced from a photo
-
Not Synced
art - someone else's
-
Not Synced
drawing. I don't
-
Not Synced
know where they stole
-
Not Synced
this image from. The
-
Not Synced
bad guy's organization
-
Not Synced
is called DRAT
-
Not Synced
(Drug Runners and
-
Not Synced
Terrorists), and there
-
Not Synced
is sort of an anti-drug,
-
Not Synced
you know, cleanup of
-
Not Synced
streets theme going
-
Not Synced
on here.
-
Not Synced
game music
-
Not Synced
By comparison, here
-
Not Synced
is the much more
-
Not Synced
cutesy, kawaii version
-
Not Synced
of the kid in
-
Not Synced
Ninja Cop Saizou.
-
Not Synced
Here is the first boss,
-
Not Synced
his name is Tiny. Using
-
Not Synced
the shadow magic
-
Not Synced
against him which
-
Not Synced
creates a duplicate
-
Not Synced
ninja on top of you,
-
Not Synced
you can easily shoot
-
Not Synced
his head, so that
-
Not Synced
magic is quite helpful.
-
Not Synced
By contrast, here
-
Not Synced
is the Japanese version.
-
Not Synced
He's shorter, for one.
-
Not Synced
sound effects
-
Not Synced
And this is the
-
Not Synced
Japanese in-level
-
Not Synced
cut scene, whereas
-
Not Synced
the US version has a
-
Not Synced
sort of slightly more
-
Not Synced
cinematic cut scene.
-
Not Synced
game music
-
Not Synced
Black Manta and NInja Cop
-
Not Synced
slightly diverge in
-
Not Synced
the second level.
-
Not Synced
Manta has an air
-
Not Synced
level where you fly
-
Not Synced
a ninja kite, believe
-
Not Synced
it or not, then
-
Not Synced
a jungle scene
-
Not Synced
and some more
-
Not Synced
subterranean sunnels,
-
Not Synced
where in Ninja Cop
-
Not Synced
Saizou you have
-
Not Synced
these scenes where
-
Not Synced
you sort of jump around
-
Not Synced
in the city landscape
-
Not Synced
and find like a giant
-
Not Synced
warehouse or something.
-
Not Synced
I can't really call
-
Not Synced
Wrath of the Black Manta
-
Not Synced
a very good game.
-
Not Synced
The levels are pretty
-
Not Synced
repetitive with a few
-
Not Synced
exceptions. A lot
-
Not Synced
of time is spent
-
Not Synced
opening doors and
-
Not Synced
looking in rooms. Your
-
Not Synced
character moves slowly.
-
Not Synced
Just like Shinobi
-
Not Synced
you have to do a lot
-
Not Synced
of ducking in order
-
Not Synced
to avoid any fire,
-
Not Synced
which gets irritating
-
Not Synced
after a while. So it's
-
Not Synced
not a terrible game but
-
Not Synced
I would hesitate to
-
Not Synced
call it good.
-
Not Synced
game music
-
Not Synced
Ah, yes, another
-
Not Synced
entry in the who-cares
-
Not Synced
file. This was the first
-
Not Synced
of two games we have today,
-
Not Synced
published by Asmik Ace.
-
Not Synced
His logo was a cute
-
Not Synced
little dragon, and this
-
Not Synced
was developed by
-
Not Synced
Home Data, a rather
-
Not Synced
undistinguished company
-
Not Synced
whose credit to this
-
Not Synced
point included Sqoon - that
-
Not Synced
was that submarine
-
Not Synced
shoot 'em up game,
-
Not Synced
and Kanami's Astroboy
-
Not Synced
game as well as a
-
Not Synced
few other things that
-
Not Synced
you probably do not
-
Not Synced
remember.
-
Not Synced
game intro music
-
Not Synced
This is a cool intro, and
-
Not Synced
the whole mech suit
-
Not Synced
launching itself using
-
Not Synced
rails was sort of a cliche
-
Not Synced
that originated in one of
-
Not Synced
those Japanese space
-
Not Synced
cartoons. Well this is
-
Not Synced
obviously a Space Harrier
-
Not Synced
clone. You know, I like
-
Not Synced
the look of this.
-
Not Synced
Rather than going
-
Not Synced
with the checkerboard
-
Not Synced
pattern on the
-
Not Synced
ground they used
-
Not Synced
airport runways. I'm
-
Not Synced
really not sure. And the
-
Not Synced
destroyed city in the
-
Not Synced
background looks cool.
-
Not Synced
You have two
-
Not Synced
weapons - dual
-
Not Synced
laser beam things,
-
Not Synced
which you can power
-
Not Synced
up if you hold down
-
Not Synced
the fire button, and
-
Not Synced
a ball of energy
-
Not Synced
thing that is supposedly
-
Not Synced
a honing missle
-
Not Synced
but doesn't seem to
-
Not Synced
hone in on any
-
Not Synced
enemies whenever
-
Not Synced
I fired it. This
-
Not Synced
is also a 3D game.
-
Not Synced
Pressing select
-
Not Synced
activates the 3D
-
Not Synced
mode. You might
-
Not Synced
recall Nintendo sold
-
Not Synced
something called the
-
Not Synced
Famicom 3D system
-
Not Synced
which were these
-
Not Synced
electric shutter-based
-
Not Synced
3D goggles. Hardly
-
Not Synced
any games were released
-
Not Synced
for this things, but
-
Not Synced
Square put out a few
-
Not Synced
like Rad Racer
-
Not Synced
and the second
-
Not Synced
3D Worldrunner game.
-
Not Synced
I believe Comic
-
Not Synced
Epsilon is the last
-
Not Synced
game that used to
-
Not Synced
Famicom 3D system.
-
Not Synced
Nintendo obviously used
-
Not Synced
the 3D concept a
-
Not Synced
couple more times in
-
Not Synced
the future. Other than
-
Not Synced
that there's really
-
Not Synced
not much interesting in
-
Not Synced
this game. Here's the first
-
Not Synced
boss, which looks like
-
Not Synced
the thing that
-
Not Synced
dropped the bomb
-
Not Synced
in the opening cut
-
Not Synced
scene. Cosmic Epsilon
-
Not Synced
alternates between
-
Not Synced
levels that take place
-
Not Synced
in outerspace and
-
Not Synced
those that take place
-
Not Synced
on the planet's surface -
-
Not Synced
eight levels altogether.
-
Not Synced
The anime designs are
-
Not Synced
kind of cool, I guess,
-
Not Synced
but unless you can't
-
Not Synced
get enough of Space Harrier clones,
-
Not Synced
there's not much reason
-
Not Synced
to play this.
-
Not Synced
game music
-
Not Synced
Next up is
-
Not Synced
Terao no Dosukoi Oozumou
-
Not Synced
from Jaleco. Boy
-
Not Synced
that guy looks really
-
Not Synced
excited to be in
-
Not Synced
this game.
-
Not Synced
game intro music
-
Not Synced
Jaleco has been
-
Not Synced
really heavily leaning
-
Not Synced
on sports-type games
-
Not Synced
for quite a while
-
Not Synced
now. They didn't
-
Not Synced
really start out that
-
Not Synced
way but it seems
-
Not Synced
like they've been
-
Not Synced
almost becoming a
-
Not Synced
sports game specialist
-
Not Synced
with tons of baseball
-
Not Synced
games, bowling,
-
Not Synced
basketball. They even
-
Not Synced
did a judo game
-
Not Synced
and now a sumo
-
Not Synced
wrestling game. And
-
Not Synced
this one was of
-
Not Synced
course developed by
-
Not Synced
Tosa. And I'm not
-
Not Synced
going to go as
-
Not Synced
far to call this a sumo
-
Not Synced
RPG, but just check
-
Not Synced
this out. So you move
-
Not Synced
around on an oval
-
Not Synced
world and have random
-
Not Synced
encounters. This will
-
Not Synced
trigger a wrestling
-
Not Synced
match. Now the wrestling
-
Not Synced
is pretty simple. You
-
Not Synced
can try to smack
-
Not Synced
your opponent with your
-
Not Synced
hand or try to grab
-
Not Synced
him by his jock strap
-
Not Synced
and move him backwards.
-
Not Synced
Honestly, just smacking
-
Not Synced
the guy works pretty
-
Not Synced
well. Just use up
-
Not Synced
energy until you can
-
Not Synced
knock him out of
-
Not Synced
the ring. Another
-
Not Synced
pretty simple method
-
Not Synced
is that when you get
-
Not Synced
too close to the edge
-
Not Synced
of the ring you
-
Not Synced
can just spin him around
-
Not Synced
so that he's on the
-
Not Synced
edge and you can
-
Not Synced
hopefully try to
-
Not Synced
knock him out.
-
Not Synced
Defeating an opponent
-
Not Synced
will cause an item
-
Not Synced
to drop such as
-
Not Synced
this coin which boosts
-
Not Synced
your experience. Maybe
-
Not Synced
this really is an RPG.
-
Not Synced
Those things that look
-
Not Synced
like priestdoms are
-
Not Synced
actually sumo wrestling
-
Not Synced
gyms which are
-
Not Synced
required to make
-
Not Synced
progress throughout the
-
Not Synced
story. Here is put
-
Not Synced
in a throw move
-
Not Synced
which didn't quite push
-
Not Synced
him out but it was
-
Not Synced
close enough for me
-
Not Synced
to win the match.
-
Not Synced
Defeating the guy
-
Not Synced
in the sumo gym
-
Not Synced
gives you a pass
-
Not Synced
of some sort to board
-
Not Synced
a nearby ship which
-
Not Synced
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
-
Not Synced
I'm most certainly not
-
Not Synced
going to consider this
-
Not Synced
to be some kind of
-
Not Synced
unknown masterpiece
-
Not Synced
on Famicom, but it's
-
Not Synced
better than I thought
-
Not Synced
it was going to be.
-
Not Synced
game music
-
Not Synced
Our third game from
-
Not Synced
November 24th is
-
Not Synced
Vegas Connection from
-
Not Synced
Sigma Enterprise and
-
Not Synced
developed by Graphic
-
Not Synced
Research. Now there's a
-
Not Synced
Story Mode and Casino Mode
-
Not Synced
listed here. And I'll get
-
Not Synced
this straightaway off
-
Not Synced
my chest - I could
-
Not Synced
not get the Story Mode
-
Not Synced
to work. It looks like
-
Not Synced
you are just supposed to
-
Not Synced
select a save spot
-
Not Synced
and enter your name
-
Not Synced
just like you would
-
Not Synced
do in every other game
-
Not Synced
but I could not
-
Not Synced
select any of the
-
Not Synced
three spaces. The
-
Not Synced
Story Mode definitely
-
Not Synced
exists. I found evidence
-
Not Synced
of that on the Internet
-
Not Synced
but maybe you have to
-
Not Synced
unlock it somehow by
-
Not Synced
earning it on Casino
-
Not Synced
Mode, I'm really not sure.
-
Not Synced
Maybe the ROM is defective,
-
Not Synced
I don't know. So much
-
Not Synced
for the Story Mode, but
-
Not Synced
the actual gambling
-
Not Synced
parts of the game are
-
Not Synced
basic. I like how
-
Not Synced
they animated the
-
Not Synced
falling coins. That's
-
Not Synced
a nice touch.
-
Not Synced
game music
-
Not Synced
So three games. That's
-
Not Synced
all you get. Slots,
-
Not Synced
roulette, and blackjack.
-
Not Synced
Now I really don't
-
Not Synced
understand the point
-
Not Synced
of these games. First
-
Not Synced
of all, slots and roulette
-
Not Synced
are purely luck games
-
Not Synced
and seem pretty much
-
Not Synced
pointless to me. With
-
Not Synced
the slot machines game
-
Not Synced
you get to choose
-
Not Synced
the number of lines you
-
Not Synced
want, and you can get
-
Not Synced
jackpots on horizontal,
-
Not Synced
vertical, and diagonal
-
Not Synced
matches if you like, and this
-
Not Synced
costs more coins to play
-
Not Synced
naturally. So basically
-
Not Synced
you just pull the lever.
-
Not Synced
Pretty exciting. Maybe
-
Not Synced
you'll win some imaginary
-
Not Synced
money. Roulette is
-
Not Synced
just plain old roulette.
-
Not Synced
Put some chips down,
-
Not Synced
the wheel spins.
-
Not Synced
You know I guess I
-
Not Synced
can't really criticize
-
Not Synced
Stigma that much, putting
-
Not Synced
out a generic casino game,
-
Not Synced
but this is really
-
Not Synced
very, very no-frills.
-
Not Synced
I'm guessing the Story
-
Not Synced
Mode version would get
-
Not Synced
more interesting.
-
Not Synced
game music
-
Not Synced
And finally Blackjack,
-
Not Synced
a game which requires
-
Not Synced
at least some basic
-
Not Synced
decision-making skills
-
Not Synced
and luck. They threw in
-
Not Synced
a cute lady dealer
-
Not Synced
in this one, so I
-
Not Synced
guess this is probably
-
Not Synced
the best game of
-
Not Synced
the three. Bottom line,
-
Not Synced
this is a completely
-
Not Synced
unnecessary addition
-
Not Synced
to the Famicom
-
Not Synced
library unless the
-
Not Synced
Story Mode is somehow
-
Not Synced
actually good.
-
Not Synced
game music
-
Not Synced
Oh boy, the last Famicom
-
Not Synced
disk system game
-
Not Synced
of 1989. Lutter, published
-
Not Synced
by Athena, which is
-
Not Synced
a pretty small company,
-
Not Synced
and of which we
-
Not Synced
have only seen one
-
Not Synced
game so far. I have
-
Not Synced
no idea what the name
-
Not Synced
Lutter is supposed to
-
Not Synced
mean. It's not any obvious
-
Not Synced
mistransliteration
-
Not Synced
of an English word
-
Not Synced
as far as I can tell.
-
Not Synced
game music
-
Not Synced
So, Lutter is not
-
Not Synced
the most beautiful
-
Not Synced
game ever on the
-
Not Synced
Famicom. In fact,
-
Not Synced
it looks downright
-
Not Synced
archaic for 1989
-
Not Synced
standards. This sure
-
Not Synced
feels like a Japanese
-
Not Synced
computer game, maybe
-
Not Synced
something pulled from
-
Not Synced
the MSX, but I actually
-
Not Synced
couldn't find any
-
Not Synced
evidence online of this
-
Not Synced
being a copy. Lutter
-
Not Synced
is also a game that
-
Not Synced
seems kind of baffling
-
Not Synced
the first time you load
-
Not Synced
it up without any sort
-
Not Synced
of knowledge about
-
Not Synced
how it is played. It
-
Not Synced
looks like Lode Runner,
-
Not Synced
but without the ability
-
Not Synced
to dig holes and pressing
-
Not Synced
the buttons just brings
-
Not Synced
up windows including
-
Not Synced
a whole bunch of RPG-style
-
Not Synced
stats. So sure, this looks
-
Not Synced
worthless, but once
-
Not Synced
you figure it out it's
-
Not Synced
really not that bad.
-
Not Synced
Lutter is divided up
-
Not Synced
into several castles,
-
Not Synced
each with multiple rooms.
-
Not Synced
And the boss you must
-
Not Synced
fight at the end. The
-
Not Synced
objective is simply
-
Not Synced
to make your way through
-
Not Synced
the castle to the boss
-
Not Synced
room which will require
-
Not Synced
you finding keys, opening
-
Not Synced
up new areas, getting
-
Not Synced
items that will allow
-
Not Synced
you to access new parts
-
Not Synced
of the castle. When you
-
Not Synced
put it that way, Lutter
-
Not Synced
sounds almost like a
-
Not Synced
primitive Metroidvania
-
Not Synced
game. There are also
-
Not Synced
RPG elements. You have
-
Not Synced
levels, stats, and
-
Not Synced
equippable items. You
-
Not Synced
actually fight enemies
-
Not Synced
directly simply by
-
Not Synced
running right into them.
-
Not Synced
There's no button-pressing
-
Not Synced
required. The enemies
-
Not Synced
seem to do considerably
-
Not Synced
more damage to you if
-
Not Synced
you let them walk into
-
Not Synced
you or if they land on
-
Not Synced
your head. For the most
-
Not Synced
part though, if you don't
-
Not Synced
screw up you'll easily
-
Not Synced
kill enemies and eventually
-
Not Synced
level up, raising your
-
Not Synced
stats. In the early
-
Not Synced
levels, the castle
-
Not Synced
layout is quite simple.
-
Not Synced
You can sometimes
-
Not Synced
move freely from
-
Not Synced
room to room and
-
Not Synced
in other cases you'll
-
Not Synced
need to find a key
-
Not Synced
that will remove an
-
Not Synced
obstruction, or use an
-
Not Synced
item that fills a gap
-
Not Synced
in the floor allowing
-
Not Synced
you to cross over it.
-
Not Synced
There isn't any sort
-
Not Synced
of jumping in Lutter,
-
Not Synced
though you can fall
-
Not Synced
off platforms to land
-
Not Synced
on the platform below
-
Not Synced
unarmed. You can also
-
Not Synced
find armor and weapons
-
Not Synced
in these rather
-
Not Synced
ugly-looking chest things.
-
Not Synced
Any equipment is actually
-
Not Synced
equipped as soon as
-
Not Synced
you open the chest,
-
Not Synced
so while Lutter has
-
Not Synced
RPG elements, it doesn't
-
Not Synced
feel like an RPG with
-
Not Synced
the battles, leveling up,
-
Not Synced
equipment management,
-
Not Synced
all that stuff, is
-
Not Synced
done automatically
-
Not Synced
and you can pretty
-
Not Synced
much just ignore the
-
Not Synced
RPG stuff completely.
-
Not Synced
Likewise, the fact
-
Not Synced
that there's no attack
-
Not Synced
button or jump button
-
Not Synced
makes this feel very
-
Not Synced
out of place on the
-
Not Synced
Famicom. And from the
-
Not Synced
similarities to Loderunner
-
Not Synced
the game will remind you
-
Not Synced
a lot of ASCII's
-
Not Synced
Castlequest known as
-
Not Synced
Castle Excellent in
-
Not Synced
Japan, another really
-
Not Synced
ancient game in 1986.
-
Not Synced
We covered that in
-
Not Synced
Chrontendo Episode 12.
-
Not Synced
It also lacks the
-
Not Synced
satisfaction of a good
-
Not Synced
Metroid video game. From
-
Not Synced
what I played there really
-
Not Synced
isn't a sense of surprise
-
Not Synced
or exploration. It feel
-
Not Synced
almost more like a puzzle
-
Not Synced
game and the first
-
Not Synced
boss is way easier than
-
Not Synced
you might think it
-
Not Synced
would be. Overall, this
-
Not Synced
is a pretty fascinating
-
Not Synced
game, way more interesting
-
Not Synced
than I would assume that
-
Not Synced
a late-period FDS game
-
Not Synced
from a very minor
-
Not Synced
publisher would actually
-
Not Synced
be. So it's definitely
-
Not Synced
worth a look.
-
Not Synced
game music
-
Not Synced
Hey, you know what
-
Not Synced
I could really use
-
Not Synced
right about now? A
-
Not Synced
totally unnecessary
-
Not Synced
golf game developed
-
Not Synced
by Tosa. Here we have
-
Not Synced
Golf-kko Open,
-
Not Synced
published by Taito.
-
Not Synced
This rather cute and
-
Not Synced
charming intro ends
-
Not Synced
with you sort of
-
Not Synced
killing this dude with
-
Not Synced
a golf ball and then
-
Not Synced
teeing up while
-
Not Synced
standing on his
-
Not Synced
body. Look at this
-
Not Synced
guy, he's not getting
-
Not Synced
up again. So the
-
Not Synced
game itself starts
-
Not Synced
with you choosing your
-
Not Synced
golf clubs and then
-
Not Synced
getting assigned a caddy.
-
Not Synced
This is your caddy
-
Not Synced
here. You can ask your
-
Not Synced
caddy for advice and
-
Not Synced
from what I understand,
-
Not Synced
this caddy's advice
-
Not Synced
is not particularly
-
Not Synced
helpful. Reading about
-
Not Synced
this online, this
-
Not Synced
seemed to be a common
-
Not Synced
criticism among Japanese
-
Not Synced
folks who had played
-
Not Synced
it. So this is you
-
Not Synced
standard eighteen holes
-
Not Synced
of golf - pretty much
-
Not Synced
a bare-bones golf
-
Not Synced
video game. If anything,
-
Not Synced
the control scheme `
-
Not Synced
is simpler than most
-
Not Synced
games. There doesn't
-
Not Synced
appear to be any gimmicks
-
Not Synced
here, or really anything
-
Not Synced
to distinguish this
-
Not Synced
from the several other
-
Not Synced
dozen Famicom golf
-
Not Synced
games other than the
-
Not Synced
relatively clean, simple
-
Not Synced
yet pleasant graphics.
-
Not Synced
We have sort of
-
Not Synced
eached the point
-
Not Synced
in the Famicom's
-
Not Synced
library where we have
-
Not Synced
just seen so much
-
Not Synced
of this kind of thing
-
Not Synced
already and in this
-
Not Synced
point what more can
-
Not Synced
we expect from a
-
Not Synced
golf game? There have
-
Not Synced
been a tiny handful
-
Not Synced
of titles that have done
-
Not Synced
something interesting with
-
Not Synced
the concept, but most
-
Not Synced
of them are just like
-
Not Synced
this - just pay Tosa
-
Not Synced
to play the game, put
-
Not Synced
a cute cartoon on the box
-
Not Synced
art, and some people
-
Not Synced
will buy it. So that pretty
-
Not Synced
much wraps up Golf-kko
-
Not Synced
Open. Let's move onto
-
Not Synced
the next game.
-
Not Synced
game music
-
Not Synced
The last Japanese game
-
Not Synced
of November 1989 and
-
Not Synced
it's the one you've been
-
Not Synced
waiting for - or not.
-
Not Synced
It's a weird one though,
-
Not Synced
Square's Tom Sawyer.
-
Not Synced
The title screen reads
-
Not Synced
Square No Tom Sawyer,
-
Not Synced
though the box art does
-
Not Synced
have the text 'Square's
-
Not Synced
Tom Sawyer' across the
-
Not Synced
top. So this is an
-
Not Synced
RPG based on Tom Sawyer,
-
Not Synced
and is incredibly the
-
Not Synced
second Tom Sawyer
-
Not Synced
Famicom game of 1989.
-
Not Synced
the first, which is called
-
Not Synced
The Adventures of Tom
-
Not Synced
Sawyer, was published by
-
Not Synced
SETA, and came out in
-
Not Synced
February. It was more of
-
Not Synced
a typical action game.
-
Not Synced
We covered it in
-
Not Synced
Chrontendo Episode 42.
-
Not Synced
This game was of course
-
Not Synced
released in Japan only,
-
Not Synced
though there was an
-
Not Synced
old translation started
-
Not Synced
some years ago and
-
Not Synced
we now have a partial
-
Not Synced
translation from some
-
Not Synced
guys going under the
-
Not Synced
name D Manufacturer.
-
Not Synced
Only the first part of
-
Not Synced
the game is translated
-
Not Synced
so far but it will
-
Not Synced
give us a good feel
-
Not Synced
for the game. So Square's
-
Not Synced
Tom Sawyer is an RPG,
-
Not Synced
albeit a rather unusual
-
Not Synced
one. First of all, rather
-
Not Synced
than your typical top-down
-
Not Synced
viewpoint, we have this
-
Not Synced
three-quarters side view,
-
Not Synced
and there's so overworld
-
Not Synced
at all. You move around
-
Not Synced
entirely on pads that
-
Not Synced
mostly run left to
-
Not Synced
right with occasional
-
Not Synced
intersections that let
-
Not Synced
you move up or down
-
Not Synced
one screen. The way this
-
Not Synced
world is laid out kind
-
Not Synced
of reminds me of Capcom's
-
Not Synced
Willow game. The world
-
Not Synced
is divided into two
-
Not Synced
types of areas - towns,
-
Not Synced
where you can talk to
-
Not Synced
people, enter some
-
Not Synced
buildings, and where there
-
Not Synced
are no enemies. Outisde
-
Not Synced
of towns you'll find
-
Not Synced
areas where there are
-
Not Synced
few or no NPCs and you
-
Not Synced
are randomly attacked
-
Not Synced
by enemies. These areas
-
Not Synced
are usually woods, swamps,
-
Not Synced
and at least in one
-
Not Synced
case a city. These
-
Not Synced
outside-of-town areas
-
Not Synced
sort of act like the
-
Not Synced
overworld of most
-
Not Synced
Famicom RPGs. You can
-
Not Synced
travel through them to
-
Not Synced
reach a new town or
-
Not Synced
find an item that moves
-
Not Synced
the plot forward. In
-
Not Synced
the first town you talk
-
Not Synced
to a few NPCs. You get
-
Not Synced
a few items, can collect
-
Not Synced
two other party members,
-
Not Synced
Jim and Amy. JIm,
-
Not Synced
of course, has had a
-
Not Synced
much bigger role in
-
Not Synced
Tom Sawyer's sequel,
-
Not Synced
The Adventures of
-
Not Synced
Huckleberry Finn, and
-
Not Synced
Amy is one of Tom's
-
Not Synced
girlfriends. The main
-
Not Synced
female character from
-
Not Synced
Tom Sawyer, Becky, also
-
Not Synced
makes appearances in
-
Not Synced
the game but cannot be
-
Not Synced
a party member. Tom
-
Not Synced
Sawyer is sort of an odd
-
Not Synced
game. It really
-
Not Synced
doesn't adhere to
-
Not Synced
RPG conventions of the
-
Not Synced
time. There are a
-
Not Synced
number of items
-
Not Synced
in the game, but these
-
Not Synced
are either one-use
-
Not Synced
items you use to fill
-
Not Synced
your health or something,
-
Not Synced
or are simply used to
-
Not Synced
advance the storyline.
-
Not Synced
There are no weapons
-
Not Synced
or armor. Neither is there
-
Not Synced
money or experience
-
Not Synced
points. You do have
-
Not Synced
some basic stats
-
Not Synced
such as attack, defense,
-
Not Synced
and quickness. You also
-
Not Synced
have hit points, and
-
Not Synced
you can level up
-
Not Synced
sort of when you rest.
-
Not Synced
For example, you
-
Not Synced
can rest at Tom's home
-
Not Synced
in the first village. This
-
Not Synced
increases your hit points,
-
Not Synced
attack, and so on. But
-
Not Synced
for the most part,
-
Not Synced
traditional RPG mechanics
-
Not Synced
are not used in Tom
-
Not Synced
Sawyer. Battles are
-
Not Synced
also played out very
-
Not Synced
strangely. The Final
-
Not Synced
Fantasy side-by-side
-
Not Synced
view is dropped here
-
Not Synced
and instead you have
-
Not Synced
this over-the-shoulder,
-
Not Synced
Fantasy Star II perspective,
-
Not Synced
but the enemies are way
-
Not Synced
off in the distance, and
-
Not Synced
you run towards the
-
Not Synced
horizon, in order to
-
Not Synced
attack them. Likewise, they
-
Not Synced
jump and land right in
-
Not Synced
front of your party to
-
Not Synced
attack you. There's no
-
Not Synced
magic in this game,
-
Not Synced
but you do have
-
Not Synced
what this particular
-
Not Synced
translation calls
-
Not Synced
Tech, which does more
-
Not Synced
damage. You can also
-
Not Synced
use items in battle,
-
Not Synced
but for the most part
-
Not Synced
combat is much
-
Not Synced
simpler in Tom Sawyer than
-
Not Synced
it is in, for example,
-
Not Synced
Final Fantasy. It
-
Not Synced
mostly consists of
-
Not Synced
hitting the attack button
-
Not Synced
over and over again.
-
Not Synced
Your initial objective
-
Not Synced
is to make your way
-
Not Synced
through the swamps,
-
Not Synced
north of Tom's hometown,
-
Not Synced
in order to find Huck.
-
Not Synced
You'll need to give him
-
Not Synced
a piece of bread in order
-
Not Synced
to recruit him. He'll
-
Not Synced
fill out the fourth
-
Not Synced
slot in your party. At
-
Not Synced
this point you can go
-
Not Synced
forward with a full party
-
Not Synced
pretty much at all times,
-
Not Synced
and you can also find
-
Not Synced
new party members and
-
Not Synced
replace existing ones if
-
Not Synced
you choose. So Tom Sawyer
-
Not Synced
feels very different from
-
Not Synced
previous RPGs like
-
Not Synced
Final Fantasy I and II.
-
Not Synced
It was produced by
-
Not Synced
Hiromichi Tanaka, a
-
Not Synced
long-time Square employee
-
Not Synced
who later produced the
-
Not Synced
Secret Manna, Xenogears,
-
Not Synced
and Chrono Cross. He was
-
Not Synced
also the main designer
-
Not Synced
of Final Fantasy XI
-
Not Synced
and XIV. Afterwards,
-
Not Synced
he retired. The music was
-
Not Synced
made by Lamatsu and
-
Not Synced
is quite excellent.
-
Not Synced
Square's Tom Sawyer
-
Not Synced
marks the end of
-
Not Synced
the era of old Square
-
Not Synced
in that it was the last
-
Not Synced
Japanese game published
-
Not Synced
by Square before switching
-
Not Synced
completely to fantasy-themed
-
Not Synced
RPGs. Square made games
-
Not Synced
of various genres up
-
Not Synced
until this, after which
-
Not Synced
they focused exclusively
-
Not Synced
on Final Fantasy and
-
Not Synced
similar RPGs for the
-
Not Synced
next decade, up until
-
Not Synced
I believe Front Mission
-
Not Synced
in 1995 and that wasn't
-
Not Synced
actually developed by
-
Not Synced
Square themselves. Square
-
Not Synced
did release Rad Racer 2
-
Not Synced
of course, but that was
-
Not Synced
created specifically
-
Not Synced
for the US market due
-
Not Synced
to the popularity or Rad
-
Not Synced
Racer over here and it
-
Not Synced
was never released in
-
Not Synced
Japan. Due to its lack of
-
Not Synced
a full English translation,
-
Not Synced
Tom Sawyer is one of
-
Not Synced
Square's most little
-
Not Synced
known RPGs in the west.
-
Not Synced
If anything, it's known
-
Not Synced
here almost exclusively
-
Not Synced
for the shocking
-
Not Synced
offensive portrayal
-
Not Synced
of Jim. This was pretty
-
Not Synced
typical of Japan in
-
Not Synced
the 1980s. They had a
-
Not Synced
fascination with crude
-
Not Synced
racial stereotypes
-
Not Synced
of black people at this
-
Not Synced
time. You'll recall
-
Not Synced
last episode we mentioned
-
Not Synced
the band Rats & Star,
-
Not Synced
who literally performed
-
Not Synced
in blackface. Things
-
Not Synced
have changed quite a
-
Not Synced
bit since 1989 in Japan,
-
Not Synced
but at the time, this
-
Not Synced
was the sort of thing
-
Not Synced
that was pretty much
-
Not Synced
accepted over there.
-
Not Synced
Here we have your
-
Not Synced
first boss battle. Beating
-
Not Synced
these guys gives you
-
Not Synced
the pendent, which is
-
Not Synced
used to obtain the
-
Not Synced
license from Becky, which
-
Not Synced
allows you to get
-
Not Synced
some guy blocking
-
Not Synced
your way later in
-
Not Synced
the game to move.
-
Not Synced
Eventually you'll make
-
Not Synced
your way to the final
-
Not Synced
area, which is acave,
-
Not Synced
and fight the final boss,
-
Not Synced
who is Injun Joe. While
-
Not Synced
this is certainly not
-
Not Synced
Square's best Famicom
-
Not Synced
game, it is an intriguing
-
Not Synced
look at Square exploring
-
Not Synced
a very different
-
Not Synced
direction than they
-
Not Synced
took in the 90s. Once
-
Not Synced
the new translation is
-
Not Synced
complete, this will
-
Not Synced
probably be worth
-
Not Synced
your time to check
-
Not Synced
out.
-
Not Synced
game music
-
Not Synced
Before we move on
-
Not Synced
to December 1989,
-
Not Synced
we need to finish up a
-
Not Synced
few US and Europe-only
-
Not Synced
releases, starting with
-
Not Synced
one of the most obscure
-
Not Synced
NES titles published
-
Not Synced
by Nintendo themselves.
-
Not Synced
This is To the Earth.
-
Not Synced
The intro's pretty good.
-
Not Synced
The story here is that
-
Not Synced
an alien invasion force
-
Not Synced
is unleashing a biological
-
Not Synced
weapon on Earth and
-
Not Synced
for some reason there's
-
Not Synced
an antidote but it's
-
Not Synced
on Neptune, so we have
-
Not Synced
to fly the antidote all
-
Not Synced
the way to the Earth,
-
Not Synced
which explains the title
-
Not Synced
of the game. You are
-
Not Synced
literally going to the
-
Not Synced
Earth. First, however,
-
Not Synced
you must go to Uranus.
-
Not Synced
Couple things about this
-
Not Synced
game. First of all, it's
-
Not Synced
clearly a zapper game -
-
Not Synced
one of the last
-
Not Synced
zapper-based games, the
-
Not Synced
very last being another
-
Not Synced
forgotten published game
-
Not Synced
in 1990. There were a few
-
Not Synced
later games where using
-
Not Synced
the zapper was optional
-
Not Synced
in some spots, however.
-
Not Synced
Second, it has a
-
Not Synced
reputation for being
-
Not Synced
very face-paced and
-
Not Synced
difficult. All of the
-
Not Synced
ships move very quickly
-
Not Synced
and are hard to hit.
-
Not Synced
However, on emulater
-
Not Synced
it is virtually impossible.
-
Not Synced
It's hard to hit anything
-
Not Synced
when using an emulater,
-
Not Synced
so I could not get
-
Not Synced
anywhere. You lose energy
-
Not Synced
when you fire and miss
-
Not Synced
an enemy, which makes
-
Not Synced
it really tough since
-
Not Synced
it's so easy to miss
-
Not Synced
when you're playing
-
Not Synced
via emulation. The third
-
Not Synced
thing about the game
-
Not Synced
is we don't know who
-
Not Synced
made it. Nintendo had
-
Not Synced
released a couple games
-
Not Synced
specifically for the US
-
Not Synced
market that were not
-
Not Synced
localizations of Japanese
-
Not Synced
games, but these were
-
Not Synced
all developed by Rare.
-
Not Synced
To the Earth clearly isn't
-
Not Synced
a Rare game, and the
-
Not Synced
name Cirque Verte was
-
Not Synced
found in the copyright
-
Not Synced
records, though we have
-
Not Synced
no idea who Cirque
-
Not Synced
Verte is. GDRI speculates
-
Not Synced
there might be some
-
Not Synced
connection with Locomotive,
-
Not Synced
the company that helped
-
Not Synced
develop the StarTropics,
-
Not Synced
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
-
Not Synced
console release. So
-
Not Synced
definitely among the
-
Not Synced
forgotten, Nintendo-published
-
Not Synced
NES games.
-
Not Synced
game music
-
Not Synced
The last thing anyone
-
Not Synced
wants to see this
-
Not Synced
episode is a Mindscape
-
Not Synced
game, especially one
-
Not Synced
developed by Beam.
-
Not Synced
Unfortunately, we are
-
Not Synced
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
-
Not Synced
things were made as
-
Not Synced
quickly and cheaply
-
Not Synced
as possible, so
-
Not Synced
we can't expect
-
Not Synced
Castlevania here. Now
-
Not Synced
this is the third
-
Not Synced
Mindscape game we've
-
Not Synced
seen, the first two
-
Not Synced
also being part of
-
Not Synced
the Atari arcade games.
-
Not Synced
Namely, Paper Boy and
-
Not Synced
Indiana Jones and the
-
Not Synced
Temple of Doom. Those
-
Not Synced
were done by Tengen.
-
Not Synced
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
-
Not Synced
doing tricks on the
-
Not Synced
half-pipe. There is one
-
Not Synced
big difference, though.
-
Not Synced
In 720 degrees, you can
-
Not Synced
roam around freely in
-
Not Synced
what's either a skate
-
Not Synced
park or just a large
-
Not Synced
public square that
-
Not Synced
just happens to have
-
Not Synced
lots of ramps and things.
-
Not Synced
If you explore the edges
-
Not Synced
and corners you will
-
Not Synced
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
-
Not Synced
start the game by
-
Not Synced
goofing off and just
-
Not Synced
kind of cruising around
-
Not Synced
the game world before
-
Not Synced
entering the actual
-
Not Synced
skating events. You
-
Not Synced
could practice tricks,
-
Not Synced
search for money,
-
Not Synced
and just goof off. It
-
Not Synced
has an appeal similar
-
Not Synced
to today's open world
-
Not Synced
sandbox games like
-
Not Synced
Grand Theft Auto. Of
-
Not Synced
course, this was designed
-
Not Synced
to eat quarters, so
-
Not Synced
an angry swarm of
-
Not Synced
killer bees would come
-
Not Synced
after you if you spent
-
Not Synced
too much time messing
-
Not Synced
around. Killer bees
-
Not Synced
are something that
-
Not Synced
was much talked about
-
Not Synced
back in the 80s.
-
Not Synced
So they never really
-
Not Synced
did arrive in great
-
Not Synced
numbers in California and
-
Not Synced
kill everyone like we
-
Not Synced
thought they were going
-
Not Synced
to back then. Now
-
Not Synced
playing on emulator
-
Not Synced
is tricky since it has
-
Not Synced
this circular rotating
-
Not Synced
joystick, which you
-
Not Synced
use to control the
-
Not Synced
direction your skateboard
-
Not Synced
pointed in. Also, the
-
Not Synced
sound track, art design,
-
Not Synced
and even the cabinet
-
Not Synced
design made it really
-
Not Synced
stand out at the
-
Not Synced
arcades. Unfortunately,
-
Not Synced
exactly 0% of the appeal
-
Not Synced
was transferred over to
-
Not Synced
the NES port. Visually,
-
Not Synced
it completely lacks the
-
Not Synced
style of the original.
-
Not Synced
Erratic skater dude is
-
Not Synced
replaced with some dumb
-
Not Synced
kid, the music is lame,
-
Not Synced
and it lacks the wild
-
Not Synced
80s street-culture feel
-
Not Synced
of the original. For
-
Not Synced
example, let's compare
-
Not Synced
the music of this event
-
Not Synced
in both versions.
-
Not Synced
techno game music
-
Not Synced
regular game music
-
Not Synced
So 720 has a grand
-
Not Synced
total of four thrilling
-
Not Synced
events to compete
-
Not Synced
in - the downhill skating
-
Not Synced
event, which we just saw,
-
Not Synced
the Slalom event, which
-
Not Synced
is uncannily easy. I
-
Not Synced
somehow got the goal
-
Not Synced
the first time I got
-
Not Synced
it without knowing exactly
-
Not Synced
what I was doing. The
-
Not Synced
half-pipe, which 720
-
Not Synced
calls the ramp. This is
-
Not Synced
pretty much impossible
-
Not Synced
compared to the Slalom.
-
Not Synced
I tried multiple times to
-
Not Synced
get any sort of medal and
-
Not Synced
failed. You need to pull
-
Not Synced
off a sort of keypad and
-
Not Synced
button press combination
-
Not Synced
to do tricks while up
-
Not Synced
in the air. I could
-
Not Synced
occasionally do a trick
-
Not Synced
but never really come
-
Not Synced
close to anything
-
Not Synced
consistent. This is like
-
Not Synced
landing the play
-
Not Synced
in Top Gun. It requires
-
Not Synced
precise timing which
-
Not Synced
can only be discovered
-
Not Synced
accidentally. And lastly,
-
Not Synced
we have the Jump, which
-
Not Synced
is actually a single
-
Not Synced
downhill jump after
-
Not Synced
a downhill ramp. You
-
Not Synced
were supposed to do
-
Not Synced
tricks while in the air.
-
Not Synced
Not too tough to
-
Not Synced
get some kind of medal.
-
Not Synced
So as far as arcade
-
Not Synced
ports go, 720 is pretty
-
Not Synced
terrible. It doesn't
-
Not Synced
really add anything to
-
Not Synced
the arcade game, which
-
Not Synced
was only designed to
-
Not Synced
take about ten minutes
-
Not Synced
at a time. Two events
-
Not Synced
can be mastered almost
-
Not Synced
immediately, and one
-
Not Synced
event requires quite
-
Not Synced
a bit of work to get
-
Not Synced
any good at at all, so
-
Not Synced
it's certainly not very
-
Not Synced
well-balanced. The arcade
-
Not Synced
game's main gimmick,
-
Not Synced
that is the circular
-
Not Synced
joystick movement, can't
-
Not Synced
be replicated here, and
-
Not Synced
it doesn't really feel
-
Not Synced
anything like the
-
Not Synced
original. Overall, it's
-
Not Synced
not very fun.
-
Not Synced
game music
-
Not Synced
One final US-only title
-
Not Synced
for November - it's
-
Not Synced
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
-
Not Synced
box. Conflict seems
-
Not Synced
overall okay. I'd
-
Not Synced
probably pick Famicom
-
Not Synced
Wars over this if you
-
Not Synced
were looking for a fun
-
Not Synced
military strategy game,
-
Not Synced
however.
-
Not Synced
game music
-
Not Synced
Hey folks, how would
-
Not Synced
you feel if I told you
-
Not Synced
that today we have a
-
Not Synced
game from the publishers
-
Not Synced
of Super Monkey Daibouken
-
Not Synced
but what if this game
-
Not Synced
was developed by a
-
Not Synced
company that was one of
-
Not Synced
the developers who
-
Not Synced
warped on Mother and
-
Not Synced
EarthBound. Would you
-
Not Synced
feel confused, conflicted?
-
Not Synced
Well good, so now you
-
Not Synced
know how I feel. This is
-
Not Synced
Tao, published by VAP
-
Not Synced
and developed by Pax
-
Not Synced
Softnica who worked on
-
Not Synced
several games for NIntendo
-
Not Synced
such as Volleyball, Ice
-
Not Synced
Hockey, Mother, and a few
-
Not Synced
other the Nintendo FDS
-
Not Synced
adventure games. They
-
Not Synced
also did some boring
-
Not Synced
stuff from VAP, mainly
-
Not Synced
a baseball game and
-
Not Synced
a badminton game. I
-
Not Synced
could tell you the names
-
Not Synced
of those games, but I
-
Not Synced
guarantee you would not
-
Not Synced
remember them and
-
Not Synced
neither can I. Tao was
-
Not Synced
never released outside
-
Not Synced
of Japan, but we have
-
Not Synced
a translation which makes
-
Not Synced
it playable but perhaps
-
Not Synced
not completely
-
Not Synced
understandable. This is
-
Not Synced
some deep stuff, man.
-
Not Synced
Okay, so you are the
-
Not Synced
red guy. Tao is very much
-
Not Synced
in the mode of the
-
Not Synced
traditional Dragon
-
Not Synced
Quest-style RPG, at least
-
Not Synced
visually, at first glance.
-
Not Synced
We've seen this so
-
Not Synced
many times, we know
-
Not Synced
what to do. You go
-
Not Synced
around town, talk to
-
Not Synced
people, check out the
-
Not Synced
shops, talk to the
-
Not Synced
main dude who explains
-
Not Synced
your quest. Except Tao
-
Not Synced
doesn't really have
-
Not Synced
you do any of that stuff.
-
Not Synced
In fact, the concept
-
Not Synced
behind Tao appears to
-
Not Synced
be: What if we had an
-
Not Synced
RPG that was nothing but
-
Not Synced
fetch quests? Or at
-
Not Synced
least that's what the
-
Not Synced
game felt like the
-
Not Synced
time that I played it.
-
Not Synced
As you'll see it's a
-
Not Synced
very odd game. As
-
Not Synced
you walk around town,
-
Not Synced
you'll find the typical
-
Not Synced
collection of NPCs
-
Not Synced
who say stupid stuff
-
Not Synced
to you. There's a meteor
-
Not Synced
crash site where a bunch
-
Not Synced
of researchers dug up
-
Not Synced
a mysterious artifact.
-
Not Synced
There's a train station
-
Not Synced
and a helicopter pad,
-
Not Synced
neither of which can
-
Not Synced
be used at this point.
-
Not Synced
There's a temple which
-
Not Synced
mostly has a lot of
-
Not Synced
monks inside, who gab
-
Not Synced
about nothing particularly
-
Not Synced
useful, but instead
-
Not Synced
discuss various religious
-
Not Synced
matters. Tao has a
-
Not Synced
religious theme, as
-
Not Synced
the name might suggest,
-
Not Synced
and we get a lot of
-
Not Synced
talk about Buddhist
-
Not Synced
themes in the first
-
Not Synced
village. Later towns have
-
Not Synced
different religious
-
Not Synced
beliefs. The first
-
Not Synced
incident of sorts
-
Not Synced
really occurs when you
-
Not Synced
first exit the village
-
Not Synced
and find this old
-
Not Synced
lady who demands you
-
Not Synced
carry her back to
-
Not Synced
the temple. Upon entering
-
Not Synced
the temple, she turns
-
Not Synced
into a demon and
-
Not Synced
steals some sacred
-
Not Synced
items. Now at this
-
Not Synced
point you can move
-
Not Synced
on to the second village.
-
Not Synced
The method of transport
-
Not Synced
is a giant dinosaur that
-
Not Synced
you ride, which seems
-
Not Synced
completely out of
-
Not Synced
place with the rest
-
Not Synced
of the game. And
-
Not Synced
again, everyone here is
-
Not Synced
obsessed with religion
-
Not Synced
and there's a giant
-
Not Synced
cathedral and folks
-
Not Synced
talking about lost pigs
-
Not Synced
and stuff. One thing you
-
Not Synced
won't find in either
-
Not Synced
village is any typical
-
Not Synced
RPG stuff. There's no
-
Not Synced
shops, inns, equipment,
-
Not Synced
guys who teach you
-
Not Synced
magic, any of that stuff.
-
Not Synced
There's also no overworld,
-
Not Synced
per say, just these
-
Not Synced
little paths outside
-
Not Synced
the villages which have
-
Not Synced
a couple buildings
-
Not Synced
you can visit. You
-
Not Synced
fight your first enemy
-
Not Synced
battle here, and again
-
Not Synced
it doesn't really follow
-
Not Synced
typical RPG protocol
-
Not Synced
at all. Rather than
-
Not Synced
selecting from the menu,
-
Not Synced
you simple hit the A
-
Not Synced
button over and over
-
Not Synced
again, slowly draining
-
Not Synced
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
-
Not Synced
takes quite a while
-
Not Synced
before you actually get
-
Not Synced
your first battle.
-
Not Synced
I didn't really encounter
-
Not Synced
any random enemies
-
Not Synced
until I reached the
-
Not Synced
fourth town and there's
-
Not Synced
only six towns. So six
-
Not Synced
towns, no overworld,
-
Not Synced
what is there to do
-
Not Synced
in this game, you might
-
Not Synced
wonder. Mostly travel
-
Not Synced
back and forth from the
-
Not Synced
same six towns over and
-
Not Synced
over again, talking to
-
Not Synced
people which will
-
Not Synced
occasionally unlock
-
Not Synced
new events, and occasionally
-
Not Synced
fighting a boss of
-
Not Synced
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
-
Not Synced
from town four to
-
Not Synced
town one, you take a
-
Not Synced
trip from town four
-
Not Synced
to town three, then
-
Not Synced
a second train ride
-
Not Synced
from town three to
-
Not Synced
town two, and then from
-
Not Synced
town two back to town
-
Not Synced
one. I assume the
-
Not Synced
helicopter eventually
-
Not Synced
unlocks and lets you
-
Not Synced
travel directly to any
-
Not Synced
town using a helipad.
-
Not Synced
And even though this is
-
Not Synced
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
-
Not Synced
an RPG. You mostly
-
Not Synced
progress by wandering
-
Not Synced
around talking to
-
Not Synced
people attempting
-
Not Synced
to move the plot forward,
-
Not Synced
though calling it a plot
-
Not Synced
is perhaps a bit generous.
-
Not Synced
There isn't even any
-
Not Synced
experience points or
-
Not Synced
stats. You do get money
-
Not Synced
from winning battles,
-
Not Synced
but money is mostly used
-
Not Synced
to pay for the nonstop
-
Not Synced
train trips that the
-
Not Synced
game requires. There are
-
Not Synced
a few things you can
-
Not Synced
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,
-
Not Synced
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
-
Not Synced
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
-
Not Synced
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
-
Not Synced
the terrorists. I
-
Not Synced
suppose they hypothetically
-
Not Synced
shoot back at you,
-
Not Synced
but they don't really
-
Not Synced
seem to pose any danger
-
Not Synced
at least in the easy
-
Not Synced
or regular difficulty
-
Not Synced
level settings. They
-
Not Synced
are a bit quicker
-
Not Synced
on their toes on the
-
Not Synced
hard difficulty setting.
-
Not Synced
So really what we're
-
Not Synced
doing here is just
-
Not Synced
looking at the map on
-
Not Synced
the left and making
-
Not Synced
sure we enter every
-
Not Synced
room with a dot in it
-
Not Synced
and then shooting any
-
Not Synced
bad guys. As crazy
-
Not Synced
as it seems, the
-
Not Synced
computer version's got
-
Not Synced
pretty good reviews
-
Not Synced
from some game magazines.
-
Not Synced
A lot of people really
-
Not Synced
seemed to like the
-
Not Synced
game when they were
-
Not Synced
kids, which makes
-
Not Synced
sense because kids
-
Not Synced
often like really
-
Not Synced
repetitive games. So
-
Not Synced
while this has its
-
Not Synced
defenders, it's sort
-
Not Synced
of shocking how little
-
Not Synced
content Hostages has,
-
Not Synced
especially for an NES
-
Not Synced
game that cost like
-
Not Synced
forty or so dollars
-
Not Synced
back in 1990.
-
Not Synced
game music
-
Not Synced
Alright, that wraps
-
Not Synced
up another episode.
-
Not Synced
Ah, what a horrible
-
Not Synced
selection of games.
-
Not Synced
Best game this episode -
-
Not Synced
I don't know. They're
-
Not Synced
all really not that
-
Not Synced
great. Maybe Tetris.
-
Not Synced
I mean there's a lot
-
Not Synced
of okay games that I
-
Not Synced
can't really get excited
-
Not Synced
about. Lutter was kind
-
Not Synced
of cool. I think I'll
-
Not Synced
take a pass on this one.
-
Not Synced
Worse game... maybe
-
Not Synced
720 degrees. It was
-
Not Synced
pretty terrible, though
-
Not Synced
there ought to be
-
Not Synced
some kind of mention
-
Not Synced
of Hostages, the
-
Not Synced
English edition, just
-
Not Synced
for being so short.
-
Not Synced
Well, I am now pleased
-
Not Synced
to inform you that we
-
Not Synced
have actual great
-
Not Synced
games coming up. Yes,
-
Not Synced
I can assure you that
-
Not Synced
in the next three episodes,
-
Not Synced
each episode will have
-
Not Synced
one of those classic
-
Not Synced
games, the ones
-
Not Synced
that you guys have been
-
Not Synced
waiting for, and there's
-
Not Synced
even more great stuff
-
Not Synced
coming up after
-
Not Synced
that as well. So the
-
Not Synced
good game drought
-
Not Synced
is pretty much over,
-
Not Synced
temporarily. Episode 52
-
Not Synced
will have an influential
-
Not Synced
Japan-only title from
-
Not Synced
Capcom, which just got
-
Not Synced
a new improved translation.
-
Not Synced
So keep your eyes peeled
-
Not Synced
for Episode 52 soon and
-
Not Synced
thanks for watching!