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# Dr. Sparkle Presents
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# Chrontendo Title Sequence
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# Introduction to Chrontendo Episode 51
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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 last couple of weeks.
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Those of you who follow my
Twitter account or check the blog
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will know that our dog, Molly,
passed away recently at the age of 13.
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And it was all very sudden.
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She seemed fine, healthy,
then one day she acted a little tired.
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We took her to the vet
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and within a week it was
- it was all over.
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And she really was an amazing dog.
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She discovered breast cancer
in two different people,
-
and you know it's really
gonna' be difficult without her.
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And then, almost
immediately afterwards,
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my wife actually
lost her wedding ring
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(not 'lost' as in 'misplaced',
but rather 'gone forever').
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And even though
it's only a ring
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she had a great deal
of attachment to it.
-
You sort of think of your
wedding ring as something
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you'll carry with you
for your entire life
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and she was just so
broken up over it.
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But regardless
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Chrontendo Episode 51
is finally done.
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And one last thing:
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I have some changes planned
for Chrontendo in the near future
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- hopefully changes people will like.
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Um...
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More details about this
will emerge soon.
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For today we have 15 games
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from late November
to early December 1989,
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including some U.S.-only games.
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Prepare yourself for another
Beam-developed game
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and one of the most obscure U.S.
games published by Nintendo.
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Also a couple [of]
military-strategy games
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and two very unusual R.P.G.s,
including one from Square.
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So, let's get started.
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# Gekitotsu Shiku Battle
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Yep, the first of two games
from November 17th,
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this one's from IREM, though
apparently developed by Tamtex:
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"Gekitotsu Yonku Battle"
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This is the second Mini Yonku game
we've seen for the FamiCom,
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and the last - I think.
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Mini Yonku, as you might recall,
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were those little highly
customizable racing cars
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that were quite popular among
Japanese kids at this time
-
(and maybe still are).
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We've previously seen a
Mini Yonku game from Konami
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a couple months back.
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That one actually licensed
the name of Tamiya, uh,
-
the most popular maker
of Mini Yonku cars.
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This one, however,
is totally generic.
-
"Gekitotsu Yonku Battle"
is a very minor slight game.
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It's a simple top-down,
arena battle racing deal.
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Your object here
is to collect 'Teki'
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which you do by collecting flags
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and you get flags by
destroying the other cars.
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Ramming into cars will destroy them.
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Getting rammed or hitting an
obstacle will damage your car.
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You can see your vehicle's
health on the, uh, bottom left there
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- it's the Life meter.
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So the object is to ram
enough cars to generate a flag.
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When this happens the flag
will show up on the mini map.
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You then need to
rush over to the flag,
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trying to destroy cars
along the way.
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This will raise the
number on the flag.
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When and if you collect a flag
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you will get the number of Teki
as were on the flag,
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up to a maximum of five.
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There is always a chance
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that another car might
collect the flag first.
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And then once you've
collected enough Teki
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you win the round and move on.
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And that's actually it.
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Oh yeah, there're...
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there are these lame animated
scenes between the rounds.
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I...
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I hesitate to call
these cutscenes, exactly.
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So a couple points
about this game:
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Each round adds to the
selection of cars you can pick
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but, despite some rad names
(like 'Battle Super Sabre'),
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the only difference
is the sprites.
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The cars all function exactly
the same, as far as I can tell,
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and there's no sort of
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customization options
or anything like that.
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It's a very simple game.
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There are a few special items
you can pick up on each level
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- the turbo thing
that makes [you] go faster
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and (much more importantly)
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a star that gives you
temporary invulnerability.
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Other than that
-
there's really not much here
other than smashing into cars.
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There are these bonus stages
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where you drive around
picking up flags for points
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which have no in-game purpose
other than aiming for a high score.
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And the weird thing is,
there is no two-player mode.
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That would seem like a
good idea for a game like this
-
but I guess it would require
cutting the screen in half.
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Bottom line: It... it seems like
a well-done game in many ways
-
but it's just a very, very simple one
with not a whole lot to do.
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# Ninja Cop Saizou // Wrath of the Black Manta
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It's been a few months
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since we've seen any Taito
games released in Japan
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and this episode we have two.
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First up is "Ninja Cop Saizou".
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Though the Japanese version
was published by Kyugo Boueki
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(the same guys who published the
Japanese version of "Airwolf").
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Is this about a ninja
or about a cop?
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What if I told you it was about
a cop who was also a ninja?
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The police commissioner has, uh,
been working on his forearms,
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as you can see here.
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Apparently, someone is
kidnapping some kids
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and you need to find out who.
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Now if this sounds a
little bit like "Shinobi",
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then congratulations
on your perceptiveness.
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I suppose we can safely call
"Ninja Cop Saizou" a "Shinobi" ripoff.
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You have a lot of enemies shooting
at you from behind crates and things.
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Really the exact same mechanic
as "Shinobi" is used for attacking:
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at a distance, you, uh, throw
a dart of some sort;
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up close, you automatically
switch to a blade
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and you have ninja magic as well.
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Now one new feature here is
you can walk up to the guys in red
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and grab them, triggering a little
scene where you interrogate them.
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This doesn't impact the game,
as far as I can tell,
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but it does fill in, you know,
the details of the story.
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In April 1990 Taito
released this in the U.S.
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under the name of
"Wrath of the Black Manta".
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'Manta', by the way,
simply means 'mantle'
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(you know like a... a cape or something)
in Portuguese,
-
though I assume
the name "Black Manta"
-
is lifted from the
Aquaman character,
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who you might recall from the
'Super Friends' cartoons and such.
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The 'Black Manta' here
is no longer a cop;
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he's just a regular
New York City civilian ninja.
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What's interesting is that even
while he's hanging out at his home,
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he's still wearing
his ninja outfit.
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All the cutscenes were
changed for the U.S. version.
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Actually, quite a bit
in this game has been altered.
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For the life of me,
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I don't understand how
the kid left a note
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at the scene of the kidnapping
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saying he was being held
at the waterfront
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since obviously he was taken to the
waterfront after he got kidnapped.
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The game mechanics are
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pretty much the same as
in the Japanese version.
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Here you see the new art for
when you interrogate a thug.
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It's not known who's responsible
for the U.S. version,
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but they lifted a few
drawings from the old
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"How to Draw Comics the Marvel Way"
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which was a book that Marvel
put out in the '70s, I believe.
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Curiously, a Mindscape game
called "Infiltrator",
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also stole [an] image
from that very same book.
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One unique feature in
"Black Manta" is doors
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- tons of doors to enter.
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Each door leads to a small room
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containing either
a note with a hint,
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or a powerup of some sort,
or a few enemies.
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Rooms do have one
helpful function.
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Killing the enemies inside will
restore some of your health.
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In theory, though,
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what we want are the rooms
with the kidnapped kids.
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Now, the art here is rather
obviously traced from a photo
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or someone else's drawing;
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I don't know where they
stole this image from.
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The bad guys' organization
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is called DRAT
(Drug Runners And Terrorists),
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and there is sort of
an anti-drug, you know,
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'clean up the streets'
theme going on here.
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By comparison,
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here's the, uh, much more cutesy,
kawaii version of the kid
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in, uh, "Ninja Cop Saizou".
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Here's the first boss;
his name is 'Tiny'.
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Using the shadow magic against him
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(which creates, like, a duplicate
ninja on top of you)
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you can easily shoot his head,
so that magic is quite helpful.
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By contrast, here's
the Japanese version.
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He's shorter, for one.
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And this is the Japanese
end-of-the-level cutscene,
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whereas the U.S. version
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has a, uh, sort of slightly
more cinematic cutscene.
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"Black Manta" and "Ninja Cop Saizou"
diverge in the second level.
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"Manta" has an air level
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where you fly a ninja kite,
believe it or not,
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then a jungle scene and some
more subterranean tunnels,
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whereas in, uh, "Ninja Cop Saizou"
you have these scenes where you,
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sort of, jump around
in a city landscape
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and then find, like, a giant
warehouse or something.
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I can't really call
"Wrath of [the] Black Manta"
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a very good game.
-
The levels are pretty repetitive
with a few exceptions,
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a lot of time is spent opening doors
and looking in rooms,
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[and] your character moves slowly.
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Just like "Shinobi"
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you have to do a whole lot of ducking
in order to avoid enemy fire,
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which gets irritating after a while.
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So it's not a terrible game but
I would hesitate to call it good.
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# Cosmic Epsilon
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Ah, yes, another entry in
the "Who gives a s---?" file:
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"Cosmic Epsilon".
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This was the first of
two games we have today,
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published by Asmik Ace, whose
logo was a cute little dragon.
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And this was developed by Home Data,
a rather undistinguished company
-
whose credit to this
point included "Sqoon"
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(that was that, uh, submarine
shoot-'em-up game)
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and Konami's 'Astro Boy' game
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as well as a few other things
which you probably do not remember.
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This is a cool intro and,
if I'm not mistaken,
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the whole mech suit
launching itself using rails
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was sort of a cliche
that originated in
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one of those d---
Japanese space cartoons.
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Well, this is obviously
a "Space Harrier" clone.
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You know,
I like the look of this.
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I mean, rather
than going with
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the checkerboard pattern
on the ground,
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they used... airport runways(?);
I'm really not sure.
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And the destroyed city in
the background looks cool.
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You have two weapons
- dual laser beam things
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(which you can power up if
you hold down the fire button)
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and a ball of energy thing
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(that is supposedly
a homing missile
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but which really didn't seem
to home in on any enemies
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whenever I fired it).
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This is also a 3D game;
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pressing Select
activates the 3D mode.
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You might recall Nintendo
sold something called
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the "FamiCom 3D System"
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which were these electric
shutter-based 3D goggles.
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Hardly any games were
released for this thing,
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but, uh, Square put out
a few: "Rad Racer"
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and the second
'3D Worldrunner' game.
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I believe "Cosmic Epsilon"
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is the last game that
used the 3D system.
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Nintendo would obviously
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return to the 3D concept a
couple times in the future.
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Other than that
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there's really not much
interesting about this game.
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Here's the first boss,
which looks like the thing
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that dropped the bomb
in the opening cutscene.
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"Cosmic Epsilon"
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alternates between levels
that take place in outer space
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and those that take place
on a planet's surface
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- eight levels altogether.
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The enemy designs are
kinda' cool, I guess,
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but unless you really
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can't get enough of
"Space Harrier" clones,
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there's not much
reason to play this.
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# Terao no Dosukoi Oozumou
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Next up is
"Terao no Dosukoi Oozumou"
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from Jaleco.
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Boy!
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That guy looks really
excited to be in this game.
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You know, Jaleco has been
really heavily leaning
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on sports-type games
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for quite a while now.
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They didn't really
start out that way
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but it seems like
they've been getting...
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almost becoming, like,
a sports game specialist
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with tons of baseball games,
bowling, basketball.
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They did a judo game and
now a sumo-wrestling game.
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And this one was, of course,
developed by Tose.
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And I'm not going to,
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uh, go as far as to
call this a sumo R.P.G.,
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but just check this out.
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Yeah, so you move
around on an overworld
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and have random encounters.
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This will trigger
a wrestling match.
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Now the... the wrestling
is pretty simple.
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You can smack your
opponent with your hand
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or try to grab him
by his jockstrap
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and move him backwards.
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Honestly, just smacking
the guy works out pretty well.
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This drains his energy
-
to the point where you can
knock him out of the ring.
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Another pretty
simple method is
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when you get too close
to the edge of the ring
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you can often spin him around
so that he is on the edge
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and then you can hopefully
try to knock him out.
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Defeating an opponent will
cause an item to drop, eh,
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such as this coin which
increases your experience.
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Hmmm...
-
Maybe this really is an R.P.G..
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Those things that
look like tree stumps
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are actually sumo-wrestling gyms
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which are required to make
progress throughout the story.
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Here, I tried on a throw move
which didn't quite push him out
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but was close enough
that I was able to win the match.
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Defeating the guy in the sumo gym
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gives you a pass of some sort
to board the nearby ship
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which then allows you to
travel to the next island.
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So it is, sort of,
very 'Dragon Quest'-y
-
at least in the way that
it lays out the game world.
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There are also shops that allow
you to buy new special moves
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and a few items that
have uses in the game.
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The objective is to
travel around the world
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and defeat all the other sumo champs.
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Don't expect anything too complex.
-
The matches are all pretty simple
with very little strategy required.
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But, you know, this game
is really not that bad,
-
and the whole sumo-quest angle
kind of puts a bit of life into
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what would have been
a very routine game.
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So I'm certainly not
gonna' consider this to be
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some kind of, like, unknown
masterpiece on the FamiCom,
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but it's better, I suppose, than I
thought it was gonna' be.
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# Vegas Connection
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Our third game from November 24th
is "Vegas Connection"
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from Sigma Enterprise and
developed by Graphic Research.
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Now there's a Story Mode
and a Casino Mode listed here.
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And I'll get this, uh,
straightaway off my chest
-
- I could not get
the Story Mode to work.
-
It looks like you
just are supposed to
-
select a save spot
and enter your name
-
(just like you would do in every
other game with a battery save)
-
but I could not select
any of the three spaces.
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The Story Mode definitely exists;
-
I found evidence of
that on the Internet.
-
And maybe you have
to unlock it somehow
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by winning some money
on the Casino Mode;
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I'm really not sure.
-
Maybe the ROM is defective;
I don't know.
-
So, so much for the Story Mode,
-
but the actual gambling portions
of the game are pretty d--- basic.
-
Oh, look how they animated
the falling coins;
-
that's a nice touch.
-
So three games, that's all you get:
"Slots", "Roulette", and "Blackjack".
-
Now I really don't understand
the point of these games.
-
First of all, "Slots" and
"Roulette" are purely luck games
-
and seem pretty much pointless to me.
-
For the slot machines game,
-
you get to choose the
number of lines you want,
-
meaning you can [then] get jackpots
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on horizontal, vertical, and
diagonal matches if you'd like,
-
and this costs more
coins to play, naturally.
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Alright, so basically
you just pull the lever.
-
Pretty exciting.
-
Maybe you'll win some imaginary money.
-
"Roulette" is just plain old "Roulette".
-
Put some chips down; the wheel spins.
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You know I guess I can't really
criticize Sigma that much for
-
putting out a generic casino game,
-
but this is really
very, very no-frills.
-
I'm guessing the Story Mode version
is a bit more interesting.
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And finally "Blackjack",
the game which requires at least
-
some basic decision-making
skills and luck.
-
They threw in a cute
lady dealer for this one,
-
so I guess this is probably
the best game of the three.
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Bottom line:
This is a completely
-
unnecessary addition
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to the FamiCom
gambling-game library
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unless the Story Mode
is somehow actually good.
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# Lutter
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Oh boy, the last
FamiCom Disk System game of 1989.
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"Lutter", published by Athena,
which is a pretty small company,
-
and from which I believe we've
only seen one game so far.
-
I have no idea what the name
"Lutter" is supposed to mean.
-
It's not any obvious
-
mistransliteration of an English
word, as far as I can tell.
-
So, "Lutter" is not the most
beautiful game ever on the FamiCom.
-
In fact, it looks downright
archaic by 1989 standards.
-
This sure feels like a
Japanese computer game
-
(maybe, like, something
ported from the M.S.X.)
-
but I actually couldn't find
any evidence online
-
of this being a port.
-
"Lutter" is also a game
-
that seems kind of baffling
the first time you load it up
-
without any sort of knowledge
about how it's played.
-
It looks like "Lode Runner", but
without the ability to dig holes
-
and pressing the buttons
just brings up windows,
-
including a whole bunch
of R.P.G.-style stats.
-
Yeah, so sure, this
looks like utter b---s---,
-
but once you figure it out
it's really not that bad.
-
"Lutter" is divided up
into several castles,
-
each with multiple rooms and a
boss you must fight at the end.
-
The objective is simply to
make your way through the castle
-
to the boss room
which will require you finding keys,
-
opening up new areas,
-
getting items that will allow you
to access new parts of the castle.
-
When you put it that way,
-
"Lutter" sounds almost kind of like
a primitive Metroidvania game.
-
There are also R.P.G. elements;
-
you have levels, stats,
and equipable items.
-
Now, you actually fight enemies directly
simply by running right into them;
-
there's no button-pressing required.
-
The enemies seem to do
considerably more damage to you
-
if you let them walk into you
or if they land on your head.
-
For the most part though,
if you don't screw up
-
you'll easily kill enemies
-
and eventually level up,
raising your stats.
-
In the early levels, the
castle layout is quite simple.
-
Uh...
-
You can sometimes move freely from
room to room and in other cases
-
you'll need to find a key
that will remove an obstruction,
-
or use an item that
fills in a gap in the floor
-
allowing you to cross over it.
-
There isn't any sort
of jumping in "Lutter",
-
though you can fall off platforms to
land on the platform below unharmed.
-
You can also find
armor and weapons
-
in a er... these rather
ugly-looking chest things.
-
Any equipment is actually equipped
as soon as you've opened the chest.
-
So, while "Lutter" has
R.P.G. elements in it,
-
it doesn't really feel like
an R.P.G. since battles,
-
leveling up, equipment management
(all that stuff)
-
is pretty much done automatically
-
and you can really sort of ignore
the R.P.G. stuff completely.
-
Likewise, the fact that there's
no attack button or jump button
-
makes this feel very
out of place on the FamiCom.
-
Aside from the, uh, sort of
similarities to "Lode Runner"
-
the game will remind you, uh, a
lot of ASCII's "Castlequest"
-
(known as, uh,
"Castle Excellent" in Japan)
-
another really
ancient game from 1986.
-
We covered that, I believe, in
Chrontendo Episode 12.
-
It also lacks the satisfaction
of a good Metroidvania game.
-
From what I played,
-
there really isn't that much
sense of surprise or exploration;
-
it feels almost more
like a puzzle game.
-
Now, the first boss is way easier
than you might think it would be.
-
Overall, this is a
pretty fascinating game,
-
way more interesting
than I would assume that
-
a late-period F.D.S. game from a very
minor publisher would actually be.
-
So it's definitely worth a look.
-
# Golf-kko Open
-
Hey, you know what I could
really use right about now?
-
A totally unnecessary golf game
developed by Tose.
-
Here we have "Golf-kko Open",
published by Taito.
-
This rather cute and charming
intro ends with you straight up
-
killing this dude
with a golf ball
-
and then teeing off
while standing on his body.
-
Look at this guy;
he ain't gettin' up again.
-
So the game itself begins with
you choosing your golf clubs
-
and then getting assigned a caddy.
-
This is your caddy, here.
-
You can ask your caddy for advice
and, from what I understand, uh,
-
this caddy's advice
is not particularly helpful.
-
Reading up on this game online, that
seemed to be a common criticism
-
among Japanese folks
who have played it.
-
So this is your standard
18 holes of golf
-
- pretty much a bare-bones
golf video game.
-
If anything, the control scheme
is simpler than most such games.
-
There don't really appear
to be any gimmicks here,
-
or really anything
to distinguish this
-
from the several other
dozen FamiCom golf games
-
other than the relatively clean,
simple yet pleasant graphics.
-
We've sort of reached a
point in the FamiCom's library
-
where we've just seen so much
of this kind of thing already
-
and at this point, I mean, what more
can we really expect from a golf game?
-
There have been a tiny
handful of titles that
-
have done something
interesting with the concept,
-
but most are just like this
- I mean,
-
just pay Tose to make the game,
put a cute cartoon on the box art,
-
and some people will buy it.
-
So that pretty much wraps up
"Golf-kko Open".
-
Let's move on to the next game.
-
# Square's Tom Sawyer
-
The last Japanese game
of November 1989
-
and it's the one you've
been waiting for (or not!).
-
It's a weird one though
- "Square's Tom Sawyer".
-
The title screen reads
"Square No Tom Sawyer",
-
though the box art
actually has the English text
-
"Square's Tom Sawyer"
across the top.
-
So this is an R.P.G.
based on "Tom Sawyer",
-
and is incredibly the second
"Tom Sawyer" FamiCom game of 1989.
-
The first, which is called
"The Adventures of Tom Sawyer",
-
was published by SETA,
and came out in February.
-
It was a more
typical action game.
-
We covered it in
Chrontendo Episode 42.
-
This game was, of course,
released in Japan only,
-
though there was an old
translation started some years ago
-
and we now have
a new partial translation
-
from some guys going under
the name 'D Manufacturer'.
-
Only the first part of the
game is translated so far
-
but it will give us a
good feel for the game.
-
So "Square's Tom Sawyer"
is an R.P.G.,
-
albeit a rather unusual one.
-
First of all, rather than your
typical top-down viewpoint,
-
we have this
three-quarters side view,
-
and there's no
overworld at all.
-
You move around entirely on paths
that mostly run left to right
-
with occasional intersections that
let you move up or down one screen.
-
The way this world is laid out
-
kinda' reminds me a lot of
Capcom's "Willow" game.
-
The world is divided
into two types of areas:
-
Towns
-
(where you can talk to people,
enter some buildings,
-
and where there are no enemies)
-
Outside of Towns
(you'll find areas
-
where there are
few or no N.P.C.s
-
and you are randomly
attacked by enemies).
-
These areas are usually
-
woods, swamps, and
(at least in one case) a city.
-
These outside-of-town areas
-
sort of act like the overworld
in, you know, most FamiCom R.P.G.s.
-
You need to travel through
them to reach a new town
-
or find some item that
moves the plot forward.
-
In the first town
you talk to a few N.P.C.s,
-
you get a couple items,
-
[and] can collect two other
party members, Jim and Amy.
-
Jim, of course,
-
had a much bigger role
in, uh, "Tom Sawyer"'s sequel,
-
"The Adventures of Huckleberry Finn",
and Amy is one of Tom's girlfriends.
-
Uh...
-
The main female character
from Tom Sawyer, Becky,
-
also makes appearances in the game
but cannot be a party member.
-
"Tom Sawyer" is
sort of an odd game.
-
Just like "Tao",
-
it doesn't really adhere to
R.P.G. conventions of the time.
-
There are a number of
items in the game,
-
but these are either
-
one-use items used to
refill your health or something
-
or are simply used to
advance the storyline.
-
There are no weapons or armor;
-
neither is there money
or experience points.
-
You do have some basic stats such
as Attack, Defense, and Quickness;
-
you also have Hit Points, um, and you
can Level Up, sort of, when you rest.
-
Uh...
-
For example, you can rest at
Tom's home in the first village.
-
This increases your
Hit Points, Attack, and so on.
-
But for the most part,
-
traditional R.P.G. mechanics
are really not used in "Tom Sawyer".
-
Battles also play out
very strangely.
-
The "Final Fantasy" side-by-side
view is dropped here and instead,
-
you sort of have this over-the-shoulder,
"Phantasy Star II" perspective,
-
but the enemies are
way off in the distance,
-
and you run towards the horizon,
in order to attack them.
-
Likewise, they jump and land
right in front of your party
-
to attack you.
-
There's no magic in this game,
but you do have
-
what this particular
translation calls 'Tech',
-
which is a special attack
that does more damage
-
but doesn't always work.
-
You can also use
items in battle
-
but, for the most part, combat
is much simpler in "Tom Sawyer"
-
than it is in, for example,
"Final Fantasy".
-
It mostly consists of hitting the
attack button over and over again.
-
Your initial objective is to
-
make your way through the swamps,
north of Tom's hometown,
-
in order to find Huck.
-
You'll need to give him a piece of
bread in order to recruit him.
-
He'll fill out the
fourth slot in your party.
-
At this point,
you can go forward
-
with a full party
pretty much at all times,
-
and you can also
find new party members
-
and replace existing
ones if you choose.
-
So "Tom Sawyer" feels very
different than Square's previous R.P.G.s
-
like... like "Final Fantasy" I and II.
-
It was produced by
Hiromichi Tanaka,
-
a long-time Square employee
who later produced
-
"The...", uh, "...Secret of Mana",
"Xenogears", and "Chrono Cross".
-
He was also the main designer
of "Final Fantasy" XI and XIV;
-
afterwards, he retired.
-
The music is by Uematsu
and is quite excellent.
-
"Square's Tom Sawyer" marks the
end of the era of old Square,
-
in that it was the last Japanese
game published by Square
-
before switching completely
to fantasy-themed R.P.G.s.
-
Square made games in various
genres up until this,
-
after which they focused
exclusively on 'Final Fantasy'
-
and similar R.P.G.s
for the next half-decade,
-
up until I believe
"Front Mission" in 1995
-
and that wasn't even actually
developed by Square themselves.
-
Square did release
"Rad Racer 2", of course,
-
but that was created
specifically for the U.S. market,
-
due to the popularity
of "Rad Racer" over here
-
and it was never
released in Japan.
-
Due to its lack of a
full English translation,
-
"Tom Sawyer" is one of
-
Square's most little-known
R.P.G.s in the west.
-
If anything, it's known
here almost exclusively
-
for the shockingly
offensive portrayal of Jim.
-
This was pretty typical
of Japan, back in the 1980s.
-
They had a fascination
-
with crude racial stereotypes
of black people at this time.
-
You'll recall, last episode,
we mentioned the band 'Rats & Star',
-
who literally performed
in blackface.
-
Things have changed quite
a bit since 1989 in Japan,
-
but at the time, this was
the sort of thing that was
-
pretty much accepted over there.
-
Here, we have your
first boss battle.
-
Beating these guys
gives you the Pendant,
-
which is used to obtain
the License from Becky
-
(which allows you to get
-
some guy blocking your way
later in the game to move).
-
Eventually, you'll make
your way to the final area
-
(which is a cave) and fight
the final boss, who is Injun Joe.
-
While this is certainly not
Square's best FamiCom game,
-
it is an intriguing look
at Square exploring
-
a very different direction
than they took in the '90s.
-
Once the new
translation is complete,
-
this would probably be
worth your time to check out.
-
# To the Earth
-
Before we move on
to December 1989,
-
we need to finish up a few
U.S. and Europe-only releases,
-
starting with one of the
most obscure N.E.S. titles
-
published by Nintendo themselves.
-
This is "To the Earth".
-
The intro is pretty good.
-
The story here is
an alien invasion force
-
is unleashing
biological weapons on Earth
-
and, for some reason,
there is an antidote
-
but it's on Neptune,
-
so you have to fly the antidote
all the way to the Earth,
-
which explains the
title of the game.
-
You are literally going
'to the Earth'.
-
First, however,
you must go to Uranus.
-
Couple things about this game:
-
First of all,
it's clearly a Zapper game
-
- one of the last
Zapper-based games,
-
the very last being
-
another forgotten
Nintendo-published game in 1990.
-
There were a few later games
-
where using the Zapper was
optional in some spots, however.
-
Second, it has a reputation
-
for being very fast-paced
and reasonably difficult.
-
All the ships move very very
quickly and are hard to hit,
-
however on an emulator, it
is virtually impossible.
-
It's hard as hell to hit anything
when using an emulator,
-
so I could not get anywhere.
-
You lose energy when you
fire and miss an enemy,
-
which makes it really tough
-
since it's so easy to miss
when playing via emulation.
-
The third thing about the game
is we don't know who made it.
-
Nintendo had released
a few games specifically
-
for the U.S. market that were not
localizations of Japanese games,
-
but these were
all developed by Rare.
-
"To the Earth" clearly
isn't a Rare game,
-
and the name 'Cirque Verte'
was found in the copyright records,
-
though we have no idea
who Cirque Verte is.
-
G.D.R.I. speculates there might be
some connection with Locomotive,
-
the company that helped
develop "StarTropics",
-
but there's really no
concrete evidence for this.
-
"To the Earth" appears to be
basically disowned by Nintendo.
-
It's never been re-released
in any form, as far as I know.
-
Even "Donkey Kong Jr. Math"
got a Virtual Console release.
-
So definitely among
-
the very most forgotten
Nintendo-published N.E.S. games.
-
# 720°
-
The last thing anyone wants to see
this episode is a Mindscape game,
-
especially one developed by Beam.
-
Unfortunately, we are
forced to deal with "720°".
-
Prepare to be amazed by Beam's
programming skills in about one second.
-
Yeah... that music!
-
But, you know,
-
these things were made as
quickly and cheaply as possible,
-
so we really can't exactly
expect "Castlevania" here.
-
Now, this is the third
Mindscape game we've seen,
-
the first two also being ports
of Atari arcade games
-
(namely, "Paper Boy" and
"Indiana Jones and the Temple of Doom").
-
Those were done by Tengen,
I believe,
-
whereas Beam is the Australian
company responsible for
-
"Back to the Future" and
"Three Stooges" for the N.E.S.
-
"720°" is pretty similar
to "Skate or Die".
-
You compete in a
series of skating events
-
with some being pretty much
the same in both games
-
- such as doing tricks
on the half-pipe.
-
There is one big difference, though;
in "720°", you can roam around freely
-
in what's either a skate park
or just a large public square
-
that just happens to have
lots of ramps and things.
-
If you explore the edges and
corners you will find there is
-
entrances to competitions as well
as shops to buy better equipment.
-
Now, this particular game design
element seemed pretty fresh
-
when "720°" first
hit arcades in 1986.
-
While the N.E.S. port
isn't fondly remembered,
-
the arcade game was
pretty popular at the time.
-
Unlike earlier games like
"Track and Field",
-
which just drops you
right into each event,
-
you could sort of start the game
by goofing off and just kind of
-
cruising around the game world before
entering the actual skating events.
-
You could practice tricks,
search for money, and just goof off.
-
It has an appeal similar [to]
today's open-world sandbox games
-
like "Grand Theft Auto".
-
Of course, this was
designed to eat quarters,
-
so an angry swarm of killer
bees would come after you
-
if you spent too much
time dicking around
-
(killer bees being something that was
much talked about, back in the '80s,
-
though they never did really, uh, arrive
in great numbers in California
-
and kill everyone like we thought
they were going to, back then).
-
Now playing on an emulator is tricky
-
since it had this
circular rotating joystick,
-
which you used to control the
direction your skateboard pointed in.
-
Also, the soundtrack, art design,
and even the cabinet design
-
made it really stand
out at the arcades.
-
Unfortunately, approximately 0%
-
of the appeal was transferred
over to the N.E.S. port;
-
I mean, visually, it completely lacks
the style of the original.
-
Your radical skater dude is
replaced with some dumba-- kid,
-
the music is lame,
-
and it lacks the, sort of, wild '80s
street-culture feel of the original.
-
For example, let us compare the music
for this event, um, in both versions.
-
So "720°" has a grand total of
four thrilling events to compete in:
-
the Downhill skating event
(which we just saw),
-
the Slalom event
(which is uncannily easy -
-
I somehow got the Gold
the first time I tried it
-
without even knowing
exactly what I was doing.),
-
the half-pipe
(which "720°" calls the Ramp).
-
This is pretty much impossible,
compared to the Slalom.
-
I tried multiple times to get
any medal and... and failed.
-
You need to pull off, uh, certain
D-Pad and button-press combinations
-
to do tricks while
up in the air.
-
I could occasionally do a trick
-
but could never really come close
to anything, uh, consistent.
-
This is like, uh, landing
the plane in "Top Gun";
-
it requires precise timing which
can only be discovered accidentally.
-
And lastly, we have:
the Jump
-
(which is actually just a
single jump after a downhill ramp).
-
You are supposed to do
tricks while in the air
-
- not too tough to
get some kind of medal.
-
So as far as arcade ports go,
"720°" is pretty terrible.
-
It doesn't really add
anything to the arcade game,
-
which was only designed
to be played for, like,
-
around 10 minutes at a time.
-
Two events can be mastered
almost immediately,
-
and one event requires
-
quite a bit of work
to get any good at, at all,
-
so it's certainly not
very well-balanced.
-
The arcade game's main gimmick
-
(that is, the
circular joystick movement)
-
can't be replicated here,
-
and it doesn't really feel
anything like the original.
-
Overall, it's not very fun.
-
# Tetris
-
One final U.S.-only title
for November - it's "Tetris".
-
This is the 4th version of
"Tetris" for a Nintendo console
-
that we've seen so far.
-
Back in December 1988,
-
the Japanese version of "Tetris" was
released from Bulletproof Software.
-
Then in May 1989,
-
there was the ill-fated
U.S. version from Tengen.
-
We've covered the whole debacle
over "Tetris" rights and
-
Tengen's "Tetris" back in
Chrontendo Episode 45.
-
We also briefly looked at the
extremely successful Game Boy "Tetris",
-
once again developed by
Bulletproof Software,
-
and today we check out
-
the final version of the original
"Tetris" game for the N.E.S..
-
This is the Nintendo-published
port that the Tengen version
-
would have been in competition with,
had Nintendo not quashed its release.
-
This was developed internally by
Nintendo, it seems, and it's okay.
-
There's two modes -
the regular mode
-
and also the second mode
which probably no one ever plays.
-
There's three music tracks
-
and there's really nothing wrong
with Nintendo's "Tetris",
-
however pretty much everyone agrees
that Tengen's Tetris is better.
-
It has two-player modes
(both co-op and versus)
-
more music tracks;
it's simply a nicer game.
-
Nintendo's "Tetris" is
just plain old "Tetris".
-
I guess [there's] nothing
wrong with that,
-
but it is presented at a...
pretty much a bare-bones release.
-
It plays very well, and if the
Tengen "Tetris" never existed
-
then I guess this would be considered
to be, like, an N.E.S. classic.
-
But unfortunately, it ended up
being both a really great game
-
and something of a disappointment
at the same time.
-
# Conflict
-
December 1989 here at last.
-
Let's kick this off with a
little game called "Conflict".
-
That's a nice flicker effect here.
-
So tanks, helicopters, and jets.
-
Hmmm...
-
What kind of game is this?
-
A "Commando" Clone?
-
A vertical shoot-'em-up?
-
Well, no, it's actually a
military-strategy game,
-
more or less in the
style of "Military Madness".
-
There are options for
one or two players
-
and you can choose [if]
-
you want to be limited
to moving three units per turn
-
as opposed to being able
to move all your units.
-
There's a Stage Select screen,
Difficulty settings,
-
and then of course
the actual game itself
-
- not exactly
super pretty-looking.
-
Now, "Conflict" was released in
the U.S. as well, in mid-1990,
-
so let's take a closer look.
-
There are two sides
-
(rather 'creatively'
called 'Blue' and 'Red')
-
and you have your
typical hex-based maps.
-
There's forests,
mountains, and so on,
-
uh, each of which will
affect or hamper movement
-
or increase your defense.
-
There's also cities
and airports which heal
-
(or, technically, resupply)
your units.
-
Those ugly-looking blue boxes are
factories, which construct new units.
-
This uses something
the game calls 'Fame Points'.
-
It shows your Fame Points when
you open up the Command Menu,
-
so here, for example, I have 5,000.
-
Fame Points are earned by doing
good stuff, like winning battles,
-
and are lost by losing battles or
(even worse) fleeing from battles.
-
Everything in this game sort of
revolves around Fame Points.
-
As with all these type games,
-
there's a "Rock, Paper, Scissors"
element here, with certain units
-
being strong against some types
and weak against others.
-
Anti-aircraft guns are good
against planes, for example,
-
while planes tend to be
strong against ground forces.
-
Now I don't know if I'd
call "Conflict" deep,
-
but it does require a certain
amount of investment to play.
-
There's quite a few units
which have been mostly
-
given numbers for names,
like F-15s, A-27s, [and] F-23s.
-
There's a lot of aircraft
- nine types altogether -
-
compared to three tanks
and two infantry-type forces.
-
Units also have more
than one way to attack;
-
there's a primary and a secondary-
type weapon on these things.
-
There's a number of defensive options,
none of which are intuitively named.
-
This jet, for example,
-
has Turn, Swing, Accelerate,
Descend, and Look.
-
You definitely need to get
a copy of the manual or a F.A.Q.
-
in order to figure out
how to play this thing.
-
Here, I swung when I think I
shoulda' Accelerated or Descended.
-
"Conflict" was published by Vic Tokai
and I'm not sure who developed it.
-
As I mentioned, it's kind of
an ugly-looking game,
-
and I hate those little rectangular
boxes that your units appear in.
-
It's sort of hard to distinguish
one unit from the other,
-
just by the graphics,
so they've added text to the boxes
-
which unfortunately is often, kind of,
-
laid right on top of the graphics,
making it somewhat hard to read.
-
In other ways, however,
"Conflict" is pretty slick.
-
The animations are actually
kind of cool in spots.
-
"Conflict" seems overall okay.
-
I'd probably pick
"FamiCom Wars" over this
-
if you were looking for a fun
military-strategy game, however.
-
# Tao
-
Hey folks, how would you feel
if I told you that today
-
we have a game from the publishers
of "Super Monkey Daibouken" but
-
what if this game was developed by a
company that was one of the developers
-
who worked on "Mother"
and "EarthBound"?
-
Would you feel confused, conflicted?
-
Well good; so now
you know how I feel.
-
This is "Tao", published by VAP
and developed by Pax Softnica
-
who worked on several
games for Nintendo
-
such as "Volleyball",
"Ice Hockey", "Mother",
-
and a few of the, uh,
Nintendo F.D.S. adventure games.
-
They also did some
boring stuff from VAP,
-
namely a baseball game
and a badminton game.
-
I'd tell you the
names of those, uh, games,
-
but I can guarantee that
you would not remember them
-
and neither can I.
-
"Tao" was never released
outside of Japan,
-
but we have a translation
which makes it playable
-
but perhaps not
completely understandable.
-
This is some deep stuff, man.
-
Okay, so you are the red guy.
-
"Tao" is very much in the
mode of the traditional
-
"Dragon Quest"-style R.P.G.,
at least visually, at first glance.
-
We've seen this so many times;
we know what to do.
-
You go around town, talk to people,
check out the shops,
-
talk to the main dude
who explains your quest.
-
Except "Tao" doesn't really
have you do any of that stuff.
-
In fact, the concept
behind "Tao" appears to be:
-
'What if we had an R.P.G. that
was nothing but fetch quests?'.
-
Or at least that's
what the game felt like,
-
for the time that I played it.
-
As we'll see, it's a very odd game.
-
As you walk around town,
-
you'll find the typical collection of
N.P.C.s who say stupid stuff to you.
-
There's a meteor crash site
-
where some researchers have
dug up a mysterious artifact.
-
There's a train station
and a helicopter pad,
-
neither of which can
be used at this point.
-
There's a temple, eh, which again
mostly has a lot of monks inside,
-
who gab about nothing
particularly useful
-
but instead discuss
various religious matters.
-
"Tao" has a religious theme,
as the name might suggest,
-
and we get a lot of talk about
Buddhist themes in the first village.
-
Later towns, uh, have
different religious beliefs.
-
The first incident, of sorts,
that actually occurs
-
is when you exit the village
and find this old lady
-
who demands you carry her
back to the temple.
-
Upon entering the temple,
-
she turns into a demon
and steals some sacred items.
-
Now at this point, you can
move on to the second village.
-
The method of transport is a
giant dinosaur that you ride,
-
which seems completely out of
place with the rest of the game.
-
And again, everyone here
is obsessed with a religion,
-
and there's a giant wrecked cathedral,
-
and folks talking about
lost pigs and stuff.
-
One thing you won't find in either
village is any typical R.P.G. stuff.
-
There's no shops, inns, equipment,
guys who teach you magic -
-
none of that stuff.
-
There's also no overworld, per se,
-
just these little paths
outside the villages
-
which have a couple
buildings you can visit.
-
You fight your first
enemy battle here,
-
and again it doesn't really follow
typical R.P.G. protocol at all.
-
Rather than selecting
from a menu,
-
you simply hit the A button
over and over again,
-
slowly draining the
enemy's health bar.
-
In a way, this game - it sort of takes
-
the "Dragon Quest VII"
approach to R.P.G.s.
-
It takes quite a while before you
actually get your first battle.
-
I didn't really encounter
many random enemies
-
until I reached the 4th town
(and there's only six towns).
-
So six towns, no overworld -
-
'What is there to do in this game?',
you might wonder.
-
Mostly travel back and forth
between the same six towns
-
over and over again,
-
talking to people which will, um,
occasionally unlock new events,
-
and occasionally fighting
a boss of sorts.
-
What's irritating
about all the travel
-
is it's always done by
trains, which is linear.
-
So to get from town four
back to town one,
-
you take a trip from town four
to town three,
-
then a second train ride
from town three to town two,
-
and then from town two
back to town one.
-
I assume the helicopter
eventually unlocks
-
and lets you travel directly
to any town using a helipad.
-
And, you know, even though this
is called an R.P.G.,
-
it feels more like an
adventure game that has
-
sort of been awkwardly forced
into behaving like an R.P.G..
-
You mostly progress by wandering
around talking to people,
-
attempting to move
the plot forward
-
(though calling it a plot
is perhaps a bit generous)
-
There isn't even any eh...
-
Experience Points or stats.
-
You do get money
from winning battles,
-
but money is mostly used
-
to pay for the nonstop train trips
that the game requires.
-
There are a few things
you can spend it on, however,
-
later in the game.
-
In conclusion, "Tao"
is a pretty strange game.
-
It looks like an R.P.G. but
-
playing it feels sort of like
wandering around talking to N.P.C.s.
-
Its subject matter and
strangeness might appeal to you,
-
but actually playing it feels
like a pretty empty experience.
-
# Mirai Senshi Lios
-
This is a reasonably decent intro here.
-
From Pack-in-Video we have
"Mirai Senshi Rios".
-
Also transliterated as
"Mirai Senshi Lios".
-
It was released on December 1st,
the same day as "Conflict",
-
which is significant because both
games are military-strategy-type games.
-
Though, while "Conflict" is
sort of based on real-world combat,
-
(it features tanks and jet planes)
-
"Mirai Senshi Lios" is pure fantasy
and exists in a world of R.P.G. castles
-
and anime-style giant robots, sometimes
called 'Mechs' by the geekerati.
-
The good news is that we have
an English translation
-
- by Aeon Genesis no less.
-
I guess your character, Lios, is a
prince or some such nonsense.
-
Now, I mentioned that this is
a military-strategy game
-
but it's really more like
a tactical R.P.G. in some ways.
-
The tactical R.P.G. as we know it
didn't really quite exist yet,
-
but it's, uh, definitely
-
a different style of game
than something like "Conflict".
-
There's a certain amount of R.P.G.
style customization here,
-
something not found
in the many many (if any) of the
-
traditional military
games we've encountered.
-
You have multiple types of
Leg and Arms that you can equip.
-
These impact your stats, uh,
-
the speed over which you can
traverse different types of terrain,
-
your 'weight point' (meaning
how much weight you can hold).
-
It's all pretty complicated.
-
You move around on an overworld
and encounter enemies on each square.
-
Some squares will contain a special
weapon or piece of equipment
-
and others contain
nothing of interest.
-
Battles are turn-based.
-
By default, you control
the commander directly.
-
The commander is the
most powerful unit
-
and is the one that we were
choosing the equipment for earlier.
-
The other units move
automatically but are controlled
-
using a few different options.
-
For example, there's Attack, Assault,
All-Out Assault, Cover, and so on.
-
Just like with "Conflict"
-
you can, sort of, study up on
what these commands actually do.
-
For example, Attack has the unit
head towards the enemy commander
-
but will attack any other enemy units it
comes in contact with along the way,
-
while All-Out Assault will head
towards the enemy commander
-
and/or the enemy's shuttle, but
not attack any of the regular units.
-
There's a total of eight
different Automated commands,
-
or you can simply choose Manual,
-
which lets you directly
control your unit instead.
-
And another little twist:
-
you have a shuttle which
resupplies your units.
-
It's a thing that looks kinda'
like a mini space shuttle.
-
You don't have to
move it around manually.
-
You select which unit
you want to resupply,
-
then it flies off and
returns automatically.
-
You can supply one unit per turn.
-
The object here is to destroy
the other team's commander
-
as well as their shuttle.
-
Once you win the battle,
-
you return to the
overworld and proceed.
-
It's a, uh, creative and
pleasant-looking little game
-
and one that definitely
takes a very different road
-
than the other military
games we've seen so far.
-
It did feel a little
slow-moving and tedious to me,
-
possibly because when
the units attack each other
-
they seem to miss a lot,
-
but it definitely might
interest some of you.
-
# Hostages: The Embassy Mission
-
Okay, the last game this episode,
-
and we are still
stuck on December 1st.
-
From Kemco it's
"Hostages: The Embassy Mission",
-
a rather strange game.
-
Note the credit to Infogrames;
we'll come back to that later.
-
Pretty sick soundtrack, here, as well!
-
However, most folks watching this
will know it by its American title
-
"Rescue: The Embassy Mission".
-
Not sure why the name was changed.
-
Maybe "Hostages" sounded
a little too violent
-
for a game bearing the
Nintendo Seal of Quality?
-
Now I mentioned this
was a strange game
-
and here's the thing:
-
it's incredibly short
for this sort of game.
-
While you can't really assign a
length to something like 720°,
-
"Hostages" is an action game
with three different levels,
-
and it only takes around
seven/eight minutes or so
-
to play through the entire thing.
-
I just released a so-called
longplay video for this thing,
-
and the entire video including, like,
-
opening, uh, cutscenes, credits -
everything was, like, seven minutes.
-
That was done on 'Regular' difficulty
-
and I was playing through
it as fast as I can,
-
but still, that's really
not much of a game.
-
And keep in mind I've never even
heard of this game until now,
-
and, uh, when I finished
it for the first time,
-
my clear time, the actual
time playing, like, the action portions
-
(not including the menus
and those kinds of things)
-
was less than, like, uh, five
and a half minutes.
-
So this is, like, a fricking $40 game
-
that you could easily beat
in less than 15 minutes.
-
Now there's harder
difficulty levels
-
and the message that you
get at the end is different
-
if, for example, none of
your team members gets killed,
-
but there's really not a whole
lot of replay value to this
-
(at least as an adult
there's not much).
-
So, as I mentioned,
there's just three sections.
-
The first is where you run along
a little stretch of embassy wall
-
and avoid the searchlights
-
by lying prone on the ground
or hiding in a doorway
-
or doing this rolling jump thing
- really not that much to it.
-
If you die, the next guy of your
three-member team gets to go.
-
And if you wanted to
reduce your time on this
-
you could get one guy
all the way through safely
-
and then get the
other two quickly killed.
-
The second section is
a brief sniping sequence.
-
So for each of the
-
team members that made it
through the first section,
-
you can use them to shoot guys in
the windows with a sniper rifle.
-
There are nine windows in all.
-
There are terrorists that
sort of move around on each floor
-
and when you see them
you can shoot them.
-
If all three team members are alive
you can do this three times,
-
with each one on a different
side of the Embassy building
-
- or you can skip
the whole d--- thing.
-
The game doesn't
require you to shoot anyone
-
and doing so doesn't really
seem to have that much impact
-
on the next section at all
-
- at least, once again,
not on 'Regular' difficulty.
-
On [a] higher difficulty,
there's a lot more terrorists
-
in the building so I guess it
might be somewhat convenient;
-
take out a few of
them before going in.
-
It's hilarious but,
-
far and away, the hardest part
in this game is right here:
-
repelling down the walls.
-
This is done by alternating between
pressing Up and Down on the D-Pad,
-
slowly lowering yourself to a window,
and then you can sort of
-
break through the window [and]
enter the embassy building.
-
Once inside, you simply need
to kill all the terrorists.
-
Now it might come as no surprise,
-
based on the modular game design
and the robotic gameplay,
-
but "Hostages: The Embassy Mission"
was originally a European computer game
-
called simply "Hostages",
published by Infogrames
-
and developed by a Spanish
company called New Frontier.
-
It was released on everything
-
from the Commodore 64 to the
Z.X.
-
Spectrum to the M.S.X.,
-
but I believe that the
Atari S.T. and Amiga versions
-
were the first versions of this game,
being released in 1988.
-
Aside from the somewhat
better graphics and sound,
-
the S.T. and Amiga versions are
-
almost exactly the same
as the N.E.S. version.
-
If anything, the computer
versions seem slightly shorter,
-
as they appear to have fewer terrorists
to hunt down in the last stage.
-
So as I mentioned,
-
the last section simply
involves going through each
-
of the Embassy's three floors
and shooting the terrorists.
-
I suppose they hypothetically
shoot back at you,
-
but they don't really
seem to pose any danger
-
(at least in the 'Easy' or 'Regular'
difficulty level settings).
-
They are a bit quicker on their
toes on the 'Hard' difficulty setting.
-
So really what we're doing here is
just looking at the map on the left,
-
making sure we enter
every room with a dot in it,
-
and then shooting any bad guys.
-
As crazy as it seems,
the computer versions
-
got pretty good reviews
from some game magazines.
-
A lot of people really seemed to
like the game when they were kids,
-
which makes sense
because kids, you know,
-
often like really repetitive games.
-
So while this has its defenders,
-
it's, uh, it's sort of shocking
how little content "Hostages" has,
-
especially for [an] N.E.S. game
that cost, like, 40 or so dollars
-
back in 1990.
-
# Episode 51 Wrap Up
-
Alright, that wraps
up another episode.
-
Ah!
-
What a horrible
selection of games!
-
Uh...
-
Best game this episode?
-
Uh...
-
I don't know.
-
They're all really
not that great.
-
Maybe "Tetris"?
-
I mean there's a lot of okay games
that I can't really get excited about.
-
"Lutter" was kind of cool.
-
I think I'll take a pass on this one.
-
Worst game?
-
Maybe "720°"?
-
It was pretty terrible,
-
though there ought to be
some kind of mention of
-
"Hostages: The Embassy Mission",
for just... for being so d--- short.
-
Well, I am now pleased to
inform you that we have
-
actual great games coming up.
-
Yes, I can assure you that
in the next three episodes,
-
uh, each episode will have
one of those classic games
-
(the ones that you guys
have been waiting for).
-
And there's, uh, even more great stuff
coming up after that as well.
-
So the good game drought is
pretty much over, temporarily.
-
Episode 52 will have [an] influential
Japan-only title from Capcom,
-
which just got a new
improved translation.
-
So keep your eyes peeled
for Episode 52 soon
-
and thanks for watching!
-
# Episode 51 Credits
-
Transcribed by Mirror on Amara
bit.ly/mirrorofamara
-
Edited by Nate Lawrence
twitter.com/natelawrence
youtube.com/netlorens