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Chrontendo Episode 51

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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,
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    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.
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    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
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    (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,
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    the most popular maker
    of Mini Yonku cars.
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    This one, however,
    is totally generic.
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    "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
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    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
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    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
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    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,
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    though I assume
    the name "Black Manta"
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    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.
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    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
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    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
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    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...
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    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
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    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.
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    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,
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    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.
  • 16:30 - 16:35
    # Vegas Connection
  • 16:44 - 16:48
    Our third game from November 24th
    is "Vegas Connection"
  • 16:48 - 16:52
    from Sigma Enterprise and
    developed by Graphic Research.
  • 16:53 - 16:56
    Now there's a Story Mode
    and a Casino Mode listed here.
  • 16:56 - 16:59
    And I'll get this, uh,
    straightaway off my chest
  • 16:59 - 17:02
    - I could not get
    the Story Mode to work.
  • 17:02 - 17:04
    It looks like you
    just are supposed to
  • 17:04 - 17:06
    select a save spot
    and enter your name
  • 17:06 - 17:09
    (just like you would do in every
    other game with a battery save)
  • 17:09 - 17:12
    but I could not select
    any of the three spaces.
  • 17:12 - 17:14
    The Story Mode definitely exists;
  • 17:14 - 17:17
    I found evidence of
    that on the Internet.
  • 17:17 - 17:19
    And maybe you have
    to unlock it somehow
  • 17:19 - 17:21
    by winning some money
    on the Casino Mode;
  • 17:21 - 17:23
    I'm really not sure.
  • 17:23 - 17:26
    Maybe the ROM is defective;
    I don't know.
  • 17:26 - 17:27
    So, so much for the Story Mode,
  • 17:27 - 17:31
    but the actual gambling portions
    of the game are pretty d--- basic.
  • 17:31 - 17:34
    Oh, look how they animated
    the falling coins;
  • 17:34 - 17:40
    that's a nice touch.
  • 17:40 - 17:47
    So three games, that's all you get:
    "Slots", "Roulette", and "Blackjack".
  • 17:47 - 17:51
    Now I really don't understand
    the point of these games.
  • 17:51 - 17:54
    First of all, "Slots" and
    "Roulette" are purely luck games
  • 17:54 - 17:57
    and seem pretty much pointless to me.
  • 17:57 - 17:58
    For the slot machines game,
  • 17:58 - 18:00
    you get to choose the
    number of lines you want,
  • 18:00 - 18:02
    meaning you can [then] get jackpots
  • 18:02 - 18:04
    on horizontal, vertical, and
    diagonal matches if you'd like,
  • 18:04 - 18:07
    and this costs more
    coins to play, naturally.
  • 18:07 - 18:11
    Alright, so basically
    you just pull the lever.
  • 18:11 - 18:13
    Pretty exciting.
  • 18:13 - 18:17
    Maybe you'll win some imaginary money.
  • 18:17 - 18:21
    "Roulette" is just plain old "Roulette".
  • 18:21 - 18:23
    Put some chips down; the wheel spins.
  • 18:23 - 18:26
    You know I guess I can't really
    criticize Sigma that much for
  • 18:26 - 18:28
    putting out a generic casino game,
  • 18:28 - 18:29
    but this is really
    very, very no-frills.
  • 18:29 - 18:44
    I'm guessing the Story Mode version
    is a bit more interesting.
  • 18:44 - 18:47
    And finally "Blackjack",
    the game which requires at least
  • 18:47 - 18:50
    some basic decision-making
    skills and luck.
  • 18:50 - 18:52
    They threw in a cute
    lady dealer for this one,
  • 18:52 - 18:56
    so I guess this is probably
    the best game of the three.
  • 18:56 - 18:58
    Bottom line:
    This is a completely
  • 18:58 - 18:59
    unnecessary addition
  • 18:59 - 19:02
    to the FamiCom
    gambling-game library
  • 19:02 - 19:05
    unless the Story Mode
    is somehow actually good.
  • 19:12 - 19:17
    # Lutter
  • 19:32 - 19:36
    Oh boy, the last
    FamiCom Disk System game of 1989.
  • 19:36 - 19:40
    "Lutter", published by Athena,
    which is a pretty small company,
  • 19:40 - 19:43
    and from which I believe we've
    only seen one game so far.
  • 19:43 - 19:47
    I have no idea what the name
    "Lutter" is supposed to mean.
  • 19:47 - 19:48
    It's not any obvious
  • 19:48 - 19:54
    mistransliteration of an English
    word, as far as I can tell.
  • 19:54 - 20:06
    So, "Lutter" is not the most
    beautiful game ever on the FamiCom.
  • 20:06 - 20:10
    In fact, it looks downright
    archaic by 1989 standards.
  • 20:10 - 20:12
    This sure feels like a
    Japanese computer game
  • 20:12 - 20:15
    (maybe, like, something
    ported from the M.S.X.)
  • 20:15 - 20:16
    but I actually couldn't find
    any evidence online
  • 20:16 - 20:18
    of this being a port.
  • 20:18 - 20:19
    "Lutter" is also a game
  • 20:19 - 20:22
    that seems kind of baffling
    the first time you load it up
  • 20:22 - 20:25
    without any sort of knowledge
    about how it's played.
  • 20:25 - 20:29
    It looks like "Lode Runner", but
    without the ability to dig holes
  • 20:29 - 20:31
    and pressing the buttons
    just brings up windows,
  • 20:31 - 20:34
    including a whole bunch
    of R.P.G.-style stats.
  • 20:34 - 20:36
    Yeah, so sure, this
    looks like utter b---s---,
  • 20:36 - 20:39
    but once you figure it out
    it's really not that bad.
  • 20:39 - 20:43
    "Lutter" is divided up
    into several castles,
  • 20:43 - 20:46
    each with multiple rooms and a
    boss you must fight at the end.
  • 20:46 - 20:48
    The objective is simply to
    make your way through the castle
  • 20:48 - 20:51
    to the boss room
    which will require you finding keys,
  • 20:51 - 20:53
    opening up new areas,
  • 20:53 - 20:56
    getting items that will allow you
    to access new parts of the castle.
  • 20:56 - 20:58
    When you put it that way,
  • 20:58 - 21:01
    "Lutter" sounds almost kind of like
    a primitive Metroidvania game.
  • 21:01 - 21:03
    There are also R.P.G. elements;
  • 21:03 - 21:06
    you have levels, stats,
    and equipable items.
  • 21:06 - 21:10
    Now, you actually fight enemies directly
    simply by running right into them;
  • 21:10 - 21:13
    there's no button-pressing required.
  • 21:13 - 21:15
    The enemies seem to do
    considerably more damage to you
  • 21:15 - 21:19
    if you let them walk into you
    or if they land on your head.
  • 21:19 - 21:20
    For the most part though,
    if you don't screw up
  • 21:20 - 21:22
    you'll easily kill enemies
  • 21:22 - 21:24
    and eventually level up,
    raising your stats.
  • 21:24 - 21:27
    In the early levels, the
    castle layout is quite simple.
  • 21:27 - 21:28
    Uh...
  • 21:28 - 21:31
    You can sometimes move freely from
    room to room and in other cases
  • 21:31 - 21:34
    you'll need to find a key
    that will remove an obstruction,
  • 21:34 - 21:36
    or use an item that
    fills in a gap in the floor
  • 21:36 - 21:38
    allowing you to cross over it.
  • 21:38 - 21:40
    There isn't any sort
    of jumping in "Lutter",
  • 21:40 - 21:44
    though you can fall off platforms to
    land on the platform below unharmed.
  • 21:44 - 21:46
    You can also find
    armor and weapons
  • 21:46 - 21:49
    in a er... these rather
    ugly-looking chest things.
  • 21:49 - 21:53
    Any equipment is actually equipped
    as soon as you've opened the chest.
  • 21:53 - 21:55
    So, while "Lutter" has
    R.P.G. elements in it,
  • 21:55 - 21:58
    it doesn't really feel like
    an R.P.G. since battles,
  • 21:58 - 22:02
    leveling up, equipment management
    (all that stuff)
  • 22:02 - 22:03
    is pretty much done automatically
  • 22:03 - 22:06
    and you can really sort of ignore
    the R.P.G. stuff completely.
  • 22:06 - 22:10
    Likewise, the fact that there's
    no attack button or jump button
  • 22:10 - 22:13
    makes this feel very
    out of place on the FamiCom.
  • 22:13 - 22:16
    Aside from the, uh, sort of
    similarities to "Lode Runner"
  • 22:16 - 22:19
    the game will remind you, uh, a
    lot of ASCII's "Castlequest"
  • 22:19 - 22:23
    (known as, uh,
    "Castle Excellent" in Japan)
  • 22:23 - 22:25
    another really
    ancient game from 1986.
  • 22:25 - 22:28
    We covered that, I believe, in
    Chrontendo Episode 12.
  • 22:28 - 22:33
    It also lacks the satisfaction
    of a good Metroidvania game.
  • 22:33 - 22:34
    From what I played,
  • 22:34 - 22:38
    there really isn't that much
    sense of surprise or exploration;
  • 22:38 - 22:40
    it feels almost more
    like a puzzle game.
  • 22:40 - 22:44
    Now, the first boss is way easier
    than you might think it would be.
  • 22:44 - 22:47
    Overall, this is a
    pretty fascinating game,
  • 22:47 - 22:49
    way more interesting
    than I would assume that
  • 22:49 - 22:52
    a late-period F.D.S. game from a very
    minor publisher would actually be.
  • 22:52 - 22:54
    So it's definitely worth a look.
  • 22:58 - 23:03
    # Golf-kko Open
  • 23:29 - 23:33
    Hey, you know what I could
    really use right about now?
  • 23:33 - 23:36
    A totally unnecessary golf game
    developed by Tose.
  • 23:36 - 23:40
    Here we have "Golf-kko Open",
    published by Taito.
  • 23:40 - 23:44
    This rather cute and charming
    intro ends with you straight up
  • 23:44 - 23:47
    killing this dude
    with a golf ball
  • 23:47 - 23:50
    and then teeing off
    while standing on his body.
  • 23:50 - 23:53
    Look at this guy;
    he ain't gettin' up again.
  • 23:53 - 23:56
    So the game itself begins with
    you choosing your golf clubs
  • 23:56 - 23:58
    and then getting assigned a caddy.
  • 23:58 - 24:01
    This is your caddy, here.
  • 24:01 - 24:05
    You can ask your caddy for advice
    and, from what I understand, uh,
  • 24:05 - 24:08
    this caddy's advice
    is not particularly helpful.
  • 24:08 - 24:11
    Reading up on this game online, that
    seemed to be a common criticism
  • 24:11 - 24:14
    among Japanese folks
    who have played it.
  • 24:14 - 24:17
    So this is your standard
    18 holes of golf
  • 24:17 - 24:19
    - pretty much a bare-bones
    golf video game.
  • 24:19 - 24:23
    If anything, the control scheme
    is simpler than most such games.
  • 24:23 - 24:26
    There don't really appear
    to be any gimmicks here,
  • 24:26 - 24:28
    or really anything
    to distinguish this
  • 24:28 - 24:32
    from the several other
    dozen FamiCom golf games
  • 24:32 - 24:37
    other than the relatively clean,
    simple yet pleasant graphics.
  • 24:37 - 24:40
    We've sort of reached a
    point in the FamiCom's library
  • 24:40 - 24:43
    where we've just seen so much
    of this kind of thing already
  • 24:43 - 24:48
    and at this point, I mean, what more
    can we really expect from a golf game?
  • 24:48 - 24:49
    There have been a tiny
    handful of titles that
  • 24:49 - 24:52
    have done something
    interesting with the concept,
  • 24:52 - 24:54
    but most are just like this
    - I mean,
  • 24:54 - 24:58
    just pay Tose to make the game,
    put a cute cartoon on the box art,
  • 24:58 - 25:00
    and some people will buy it.
  • 25:00 - 25:03
    So that pretty much wraps up
    "Golf-kko Open".
  • 25:03 - 25:05
    Let's move on to the next game.
  • 25:09 - 25:14
    # Square's Tom Sawyer
  • 25:27 - 25:30
    The last Japanese game
    of November 1989
  • 25:30 - 25:33
    and it's the one you've
    been waiting for (or not!).
  • 25:34 - 25:37
    It's a weird one though
    - "Square's Tom Sawyer".
  • 25:38 - 25:41
    The title screen reads
    "Square No Tom Sawyer",
  • 25:41 - 25:44
    though the box art
    actually has the English text
  • 25:44 - 25:47
    "Square's Tom Sawyer"
    across the top.
  • 25:47 - 25:50
    So this is an R.P.G.
    based on "Tom Sawyer",
  • 25:50 - 25:54
    and is incredibly the second
    "Tom Sawyer" FamiCom game of 1989.
  • 25:54 - 25:58
    The first, which is called
    "The Adventures of Tom Sawyer",
  • 25:58 - 26:01
    was published by SETA,
    and came out in February.
  • 26:01 - 26:03
    It was a more
    typical action game.
  • 26:03 - 26:07
    We covered it in
    Chrontendo Episode 42.
  • 26:07 - 26:09
    This game was, of course,
    released in Japan only,
  • 26:09 - 26:12
    though there was an old
    translation started some years ago
  • 26:12 - 26:15
    and we now have
    a new partial translation
  • 26:15 - 26:19
    from some guys going under
    the name 'D Manufacturer'.
  • 26:19 - 26:21
    Only the first part of the
    game is translated so far
  • 26:21 - 26:25
    but it will give us a
    good feel for the game.
  • 26:25 - 26:27
    So "Square's Tom Sawyer"
    is an R.P.G.,
  • 26:27 - 26:30
    albeit a rather unusual one.
  • 26:30 - 26:33
    First of all, rather than your
    typical top-down viewpoint,
  • 26:33 - 26:35
    we have this
    three-quarters side view,
  • 26:35 - 26:37
    and there's no
    overworld at all.
  • 26:37 - 26:41
    You move around entirely on paths
    that mostly run left to right
  • 26:41 - 26:45
    with occasional intersections that
    let you move up or down one screen.
  • 26:45 - 26:46
    The way this world is laid out
  • 26:46 - 26:50
    kinda' reminds me a lot of
    Capcom's "Willow" game.
  • 26:50 - 26:53
    The world is divided
    into two types of areas:
  • 26:53 - 26:54
    Towns
  • 26:54 - 26:56
    (where you can talk to people,
    enter some buildings,
  • 26:56 - 26:57
    and where there are no enemies)
  • 26:57 - 26:59
    Outside of Towns
    (you'll find areas
  • 26:59 - 27:01
    where there are
    few or no N.P.C.s
  • 27:01 - 27:05
    and you are randomly
    attacked by enemies).
  • 27:05 - 27:06
    These areas are usually
  • 27:06 - 27:10
    woods, swamps, and
    (at least in one case) a city.
  • 27:10 - 27:12
    These outside-of-town areas
  • 27:12 - 27:15
    sort of act like the overworld
    in, you know, most FamiCom R.P.G.s.
  • 27:15 - 27:18
    You need to travel through
    them to reach a new town
  • 27:18 - 27:21
    or find some item that
    moves the plot forward.
  • 27:21 - 27:24
    In the first town
    you talk to a few N.P.C.s,
  • 27:24 - 27:25
    you get a couple items,
  • 27:25 - 27:28
    [and] can collect two other
    party members, Jim and Amy.
  • 27:28 - 27:29
    Jim, of course,
  • 27:29 - 27:31
    had a much bigger role
    in, uh, "Tom Sawyer"'s sequel,
  • 27:31 - 27:36
    "The Adventures of Huckleberry Finn",
    and Amy is one of Tom's girlfriends.
  • 27:36 - 27:37
    Uh...
  • 27:37 - 27:41
    The main female character
    from Tom Sawyer, Becky,
  • 27:41 - 27:44
    also makes appearances in the game
    but cannot be a party member.
  • 27:44 - 27:48
    "Tom Sawyer" is
    sort of an odd game.
  • 27:48 - 27:49
    Just like "Tao",
  • 27:49 - 27:52
    it doesn't really adhere to
    R.P.G. conventions of the time.
  • 27:52 - 27:54
    There are a number of
    items in the game,
  • 27:54 - 27:55
    but these are either
  • 27:55 - 27:57
    one-use items used to
    refill your health or something
  • 27:57 - 28:00
    or are simply used to
    advance the storyline.
  • 28:00 - 28:02
    There are no weapons or armor;
  • 28:02 - 28:06
    neither is there money
    or experience points.
  • 28:06 - 28:10
    You do have some basic stats such
    as Attack, Defense, and Quickness;
  • 28:10 - 28:15
    you also have Hit Points, um, and you
    can Level Up, sort of, when you rest.
  • 28:15 - 28:16
    Uh...
  • 28:16 - 28:18
    For example, you can rest at
    Tom's home in the first village.
  • 28:18 - 28:21
    This increases your
    Hit Points, Attack, and so on.
  • 28:21 - 28:23
    But for the most part,
  • 28:23 - 28:29
    traditional R.P.G. mechanics
    are really not used in "Tom Sawyer".
  • 28:29 - 28:31
    Battles also play out
    very strangely.
  • 28:31 - 28:34
    The "Final Fantasy" side-by-side
    view is dropped here and instead,
  • 28:34 - 28:39
    you sort of have this over-the-shoulder,
    "Phantasy Star II" perspective,
  • 28:39 - 28:40
    but the enemies are
    way off in the distance,
  • 28:40 - 28:45
    and you run towards the horizon,
    in order to attack them.
  • 28:45 - 28:48
    Likewise, they jump and land
    right in front of your party
  • 28:48 - 28:50
    to attack you.
  • 28:50 - 28:52
    There's no magic in this game,
    but you do have
  • 28:52 - 28:55
    what this particular
    translation calls 'Tech',
  • 28:55 - 28:57
    which is a special attack
    that does more damage
  • 28:57 - 29:00
    but doesn't always work.
  • 29:00 - 29:01
    You can also use
    items in battle
  • 29:01 - 29:04
    but, for the most part, combat
    is much simpler in "Tom Sawyer"
  • 29:04 - 29:07
    than it is in, for example,
    "Final Fantasy".
  • 29:07 - 29:11
    It mostly consists of hitting the
    attack button over and over again.
  • 29:11 - 29:12
    Your initial objective is to
  • 29:12 - 29:15
    make your way through the swamps,
    north of Tom's hometown,
  • 29:15 - 29:16
    in order to find Huck.
  • 29:16 - 29:20
    You'll need to give him a piece of
    bread in order to recruit him.
  • 29:20 - 29:22
    He'll fill out the
    fourth slot in your party.
  • 29:22 - 29:23
    At this point,
    you can go forward
  • 29:23 - 29:25
    with a full party
    pretty much at all times,
  • 29:25 - 29:28
    and you can also
    find new party members
  • 29:28 - 29:30
    and replace existing
    ones if you choose.
  • 29:30 - 29:34
    So "Tom Sawyer" feels very
    different than Square's previous R.P.G.s
  • 29:34 - 29:37
    like... like "Final Fantasy" I and II.
  • 29:37 - 29:39
    It was produced by
    Hiromichi Tanaka,
  • 29:39 - 29:42
    a long-time Square employee
    who later produced
  • 29:42 - 29:45
    "The...", uh, "...Secret of Mana",
    "Xenogears", and "Chrono Cross".
  • 29:45 - 29:49
    He was also the main designer
    of "Final Fantasy" XI and XIV;
  • 29:49 - 29:51
    afterwards, he retired.
  • 29:51 - 29:54
    The music is by Uematsu
    and is quite excellent.
  • 29:54 - 29:59
    "Square's Tom Sawyer" marks the
    end of the era of old Square,
  • 29:59 - 30:02
    in that it was the last Japanese
    game published by Square
  • 30:02 - 30:06
    before switching completely
    to fantasy-themed R.P.G.s.
  • 30:06 - 30:09
    Square made games in various
    genres up until this,
  • 30:09 - 30:12
    after which they focused
    exclusively on 'Final Fantasy'
  • 30:12 - 30:15
    and similar R.P.G.s
    for the next half-decade,
  • 30:15 - 30:18
    up until I believe
    "Front Mission" in 1995
  • 30:18 - 30:22
    and that wasn't even actually
    developed by Square themselves.
  • 30:22 - 30:24
    Square did release
    "Rad Racer 2", of course,
  • 30:24 - 30:26
    but that was created
    specifically for the U.S. market,
  • 30:26 - 30:29
    due to the popularity
    of "Rad Racer" over here
  • 30:29 - 30:31
    and it was never
    released in Japan.
  • 30:31 - 30:34
    Due to its lack of a
    full English translation,
  • 30:34 - 30:36
    "Tom Sawyer" is one of
  • 30:36 - 30:39
    Square's most little-known
    R.P.G.s in the west.
  • 30:39 - 30:41
    If anything, it's known
    here almost exclusively
  • 30:41 - 30:45
    for the shockingly
    offensive portrayal of Jim.
  • 30:45 - 30:48
    This was pretty typical
    of Japan, back in the 1980s.
  • 30:48 - 30:49
    They had a fascination
  • 30:49 - 30:52
    with crude racial stereotypes
    of black people at this time.
  • 30:52 - 30:56
    You'll recall, last episode,
    we mentioned the band 'Rats & Star',
  • 30:56 - 30:59
    who literally performed
    in blackface.
  • 30:59 - 31:01
    Things have changed quite
    a bit since 1989 in Japan,
  • 31:01 - 31:04
    but at the time, this was
    the sort of thing that was
  • 31:04 - 31:05
    pretty much accepted over there.
  • 31:05 - 31:08
    Here, we have your
    first boss battle.
  • 31:08 - 31:10
    Beating these guys
    gives you the Pendant,
  • 31:10 - 31:12
    which is used to obtain
    the License from Becky
  • 31:12 - 31:14
    (which allows you to get
  • 31:14 - 31:17
    some guy blocking your way
    later in the game to move).
  • 31:17 - 31:20
    Eventually, you'll make
    your way to the final area
  • 31:20 - 31:24
    (which is a cave) and fight
    the final boss, who is Injun Joe.
  • 31:24 - 31:27
    While this is certainly not
    Square's best FamiCom game,
  • 31:27 - 31:29
    it is an intriguing look
    at Square exploring
  • 31:29 - 31:32
    a very different direction
    than they took in the '90s.
  • 31:32 - 31:34
    Once the new
    translation is complete,
  • 31:34 - 31:38
    this would probably be
    worth your time to check out.
  • 31:45 - 31:50
    # To the Earth
  • 32:10 - 32:12
    Before we move on
    to December 1989,
  • 32:12 - 32:16
    we need to finish up a few
    U.S. and Europe-only releases,
  • 32:16 - 32:19
    starting with one of the
    most obscure N.E.S. titles
  • 32:19 - 32:21
    published by Nintendo themselves.
  • 32:21 - 32:24
    This is "To the Earth".
  • 32:24 - 32:26
    The intro is pretty good.
  • 32:26 - 32:28
    The story here is
    an alien invasion force
  • 32:28 - 32:31
    is unleashing
    biological weapons on Earth
  • 32:31 - 32:34
    and, for some reason,
    there is an antidote
  • 32:34 - 32:35
    but it's on Neptune,
  • 32:35 - 32:38
    so you have to fly the antidote
    all the way to the Earth,
  • 32:38 - 32:40
    which explains the
    title of the game.
  • 32:40 - 32:42
    You are literally going
    'to the Earth'.
  • 32:42 - 32:46
    First, however,
    you must go to Uranus.
  • 32:46 - 32:48
    Couple things about this game:
  • 32:48 - 32:50
    First of all,
    it's clearly a Zapper game
  • 32:50 - 32:52
    - one of the last
    Zapper-based games,
  • 32:52 - 32:53
    the very last being
  • 32:53 - 32:56
    another forgotten
    Nintendo-published game in 1990.
  • 32:56 - 32:57
    There were a few later games
  • 32:57 - 33:01
    where using the Zapper was
    optional in some spots, however.
  • 33:01 - 33:03
    Second, it has a reputation
  • 33:03 - 33:06
    for being very fast-paced
    and reasonably difficult.
  • 33:06 - 33:09
    All the ships move very very
    quickly and are hard to hit,
  • 33:09 - 33:14
    however on an emulator, it
    is virtually impossible.
  • 33:14 - 33:17
    It's hard as hell to hit anything
    when using an emulator,
  • 33:17 - 33:19
    so I could not get anywhere.
  • 33:19 - 33:23
    You lose energy when you
    fire and miss an enemy,
  • 33:23 - 33:24
    which makes it really tough
  • 33:24 - 33:27
    since it's so easy to miss
    when playing via emulation.
  • 33:27 - 33:32
    The third thing about the game
    is we don't know who made it.
  • 33:32 - 33:34
    Nintendo had released
    a few games specifically
  • 33:34 - 33:38
    for the U.S. market that were not
    localizations of Japanese games,
  • 33:38 - 33:40
    but these were
    all developed by Rare.
  • 33:40 - 33:43
    "To the Earth" clearly
    isn't a Rare game,
  • 33:43 - 33:47
    and the name 'Cirque Verte'
    was found in the copyright records,
  • 33:47 - 33:50
    though we have no idea
    who Cirque Verte is.
  • 33:50 - 33:54
    G.D.R.I. speculates there might be
    some connection with Locomotive,
  • 33:54 - 33:57
    the company that helped
    develop "StarTropics",
  • 33:57 - 33:59
    but there's really no
    concrete evidence for this.
  • 33:59 - 34:03
    "To the Earth" appears to be
    basically disowned by Nintendo.
  • 34:03 - 34:06
    It's never been re-released
    in any form, as far as I know.
  • 34:06 - 34:10
    Even "Donkey Kong Jr. Math"
    got a Virtual Console release.
  • 34:10 - 34:11
    So definitely among
  • 34:11 - 34:15
    the very most forgotten
    Nintendo-published N.E.S. games.
  • 34:20 - 34:25
    # 720°
  • 34:36 - 34:40
    The last thing anyone wants to see
    this episode is a Mindscape game,
  • 34:40 - 34:42
    especially one developed by Beam.
  • 34:42 - 34:47
    Unfortunately, we are
    forced to deal with "720°".
  • 34:47 - 34:57
    Prepare to be amazed by Beam's
    programming skills in about one second.
  • 34:57 - 35:04
    Yeah... that music!
  • 35:04 - 35:05
    But, you know,
  • 35:05 - 35:08
    these things were made as
    quickly and cheaply as possible,
  • 35:08 - 35:11
    so we really can't exactly
    expect "Castlevania" here.
  • 35:11 - 35:14
    Now, this is the third
    Mindscape game we've seen,
  • 35:14 - 35:16
    the first two also being ports
    of Atari arcade games
  • 35:16 - 35:20
    (namely, "Paper Boy" and
    "Indiana Jones and the Temple of Doom").
  • 35:20 - 35:22
    Those were done by Tengen,
    I believe,
  • 35:22 - 35:25
    whereas Beam is the Australian
    company responsible for
  • 35:25 - 35:29
    "Back to the Future" and
    "Three Stooges" for the N.E.S.
  • 35:29 - 35:32
    "720°" is pretty similar
    to "Skate or Die".
  • 35:32 - 35:34
    You compete in a
    series of skating events
  • 35:34 - 35:37
    with some being pretty much
    the same in both games
  • 35:37 - 35:39
    - such as doing tricks
    on the half-pipe.
  • 35:39 - 35:44
    There is one big difference, though;
    in "720°", you can roam around freely
  • 35:44 - 35:48
    in what's either a skate park
    or just a large public square
  • 35:48 - 35:50
    that just happens to have
    lots of ramps and things.
  • 35:50 - 35:53
    If you explore the edges and
    corners you will find there is
  • 35:53 - 35:57
    entrances to competitions as well
    as shops to buy better equipment.
  • 35:57 - 36:00
    Now, this particular game design
    element seemed pretty fresh
  • 36:00 - 36:03
    when "720°" first
    hit arcades in 1986.
  • 36:03 - 36:06
    While the N.E.S. port
    isn't fondly remembered,
  • 36:06 - 36:09
    the arcade game was
    pretty popular at the time.
  • 36:09 - 36:11
    Unlike earlier games like
    "Track and Field",
  • 36:11 - 36:14
    which just drops you
    right into each event,
  • 36:14 - 36:16
    you could sort of start the game
    by goofing off and just kind of
  • 36:16 - 36:21
    cruising around the game world before
    entering the actual skating events.
  • 36:21 - 36:24
    You could practice tricks,
    search for money, and just goof off.
  • 36:24 - 36:27
    It has an appeal similar [to]
    today's open-world sandbox games
  • 36:27 - 36:29
    like "Grand Theft Auto".
  • 36:29 - 36:32
    Of course, this was
    designed to eat quarters,
  • 36:32 - 36:34
    so an angry swarm of killer
    bees would come after you
  • 36:34 - 36:36
    if you spent too much
    time dicking around
  • 36:36 - 36:39
    (killer bees being something that was
    much talked about, back in the '80s,
  • 36:39 - 36:42
    though they never did really, uh, arrive
    in great numbers in California
  • 36:42 - 36:45
    and kill everyone like we thought
    they were going to, back then).
  • 36:45 - 36:46
    Now playing on an emulator is tricky
  • 36:46 - 36:49
    since it had this
    circular rotating joystick,
  • 36:49 - 36:52
    which you used to control the
    direction your skateboard pointed in.
  • 36:52 - 36:56
    Also, the soundtrack, art design,
    and even the cabinet design
  • 36:56 - 36:59
    made it really stand
    out at the arcades.
  • 36:59 - 37:00
    Unfortunately, approximately 0%
  • 37:00 - 37:03
    of the appeal was transferred
    over to the N.E.S. port;
  • 37:03 - 37:07
    I mean, visually, it completely lacks
    the style of the original.
  • 37:07 - 37:10
    Your radical skater dude is
    replaced with some dumba-- kid,
  • 37:10 - 37:11
    the music is lame,
  • 37:11 - 37:15
    and it lacks the, sort of, wild '80s
    street-culture feel of the original.
  • 37:15 - 37:43
    For example, let us compare the music
    for this event, um, in both versions.
  • 37:43 - 37:47
    So "720°" has a grand total of
    four thrilling events to compete in:
  • 37:47 - 37:51
    the Downhill skating event
    (which we just saw),
  • 37:51 - 37:54
    the Slalom event
    (which is uncannily easy -
  • 37:54 - 37:56
    I somehow got the Gold
    the first time I tried it
  • 37:56 - 38:03
    without even knowing
    exactly what I was doing.),
  • 38:03 - 38:06
    the half-pipe
    (which "720°" calls the Ramp).
  • 38:06 - 38:09
    This is pretty much impossible,
    compared to the Slalom.
  • 38:09 - 38:12
    I tried multiple times to get
    any medal and... and failed.
  • 38:12 - 38:16
    You need to pull off, uh, certain
    D-Pad and button-press combinations
  • 38:16 - 38:18
    to do tricks while
    up in the air.
  • 38:18 - 38:19
    I could occasionally do a trick
  • 38:19 - 38:23
    but could never really come close
    to anything, uh, consistent.
  • 38:23 - 38:26
    This is like, uh, landing
    the plane in "Top Gun";
  • 38:26 - 38:29
    it requires precise timing which
    can only be discovered accidentally.
  • 38:29 - 38:31
    And lastly, we have:
    the Jump
  • 38:31 - 38:35
    (which is actually just a
    single jump after a downhill ramp).
  • 38:35 - 38:37
    You are supposed to do
    tricks while in the air
  • 38:37 - 38:40
    - not too tough to
    get some kind of medal.
  • 38:40 - 38:44
    So as far as arcade ports go,
    "720°" is pretty terrible.
  • 38:44 - 38:47
    It doesn't really add
    anything to the arcade game,
  • 38:47 - 38:49
    which was only designed
    to be played for, like,
  • 38:49 - 38:50
    around 10 minutes at a time.
  • 38:50 - 38:53
    Two events can be mastered
    almost immediately,
  • 38:53 - 38:54
    and one event requires
  • 38:54 - 38:57
    quite a bit of work
    to get any good at, at all,
  • 38:57 - 38:59
    so it's certainly not
    very well-balanced.
  • 38:59 - 39:01
    The arcade game's main gimmick
  • 39:01 - 39:03
    (that is, the
    circular joystick movement)
  • 39:03 - 39:04
    can't be replicated here,
  • 39:05 - 39:08
    and it doesn't really feel
    anything like the original.
  • 39:08 - 39:10
    Overall, it's not very fun.
  • 39:14 - 39:19
    # Tetris
  • 39:31 - 39:35
    One final U.S.-only title
    for November - it's "Tetris".
  • 39:35 - 39:38
    This is the 4th version of
    "Tetris" for a Nintendo console
  • 39:38 - 39:41
    that we've seen so far.
  • 39:41 - 39:42
    Back in December 1988,
  • 39:42 - 39:46
    the Japanese version of "Tetris" was
    released from Bulletproof Software.
  • 39:46 - 39:49
    Then in May 1989,
  • 39:49 - 39:51
    there was the ill-fated
    U.S. version from Tengen.
  • 39:51 - 39:54
    We've covered the whole debacle
    over "Tetris" rights and
  • 39:54 - 40:00
    Tengen's "Tetris" back in
    Chrontendo Episode 45.
  • 40:00 - 40:04
    We also briefly looked at the
    extremely successful Game Boy "Tetris",
  • 40:04 - 40:06
    once again developed by
    Bulletproof Software,
  • 40:06 - 40:07
    and today we check out
  • 40:07 - 40:11
    the final version of the original
    "Tetris" game for the N.E.S..
  • 40:11 - 40:14
    This is the Nintendo-published
    port that the Tengen version
  • 40:14 - 40:19
    would have been in competition with,
    had Nintendo not quashed its release.
  • 40:19 - 40:23
    This was developed internally by
    Nintendo, it seems, and it's okay.
  • 40:23 - 40:26
    There's two modes -
    the regular mode
  • 40:26 - 40:29
    and also the second mode
    which probably no one ever plays.
  • 40:29 - 40:31
    There's three music tracks
  • 40:31 - 40:35
    and there's really nothing wrong
    with Nintendo's "Tetris",
  • 40:35 - 40:38
    however pretty much everyone agrees
    that Tengen's Tetris is better.
  • 40:38 - 40:42
    It has two-player modes
    (both co-op and versus)
  • 40:42 - 40:46
    more music tracks;
    it's simply a nicer game.
  • 40:46 - 40:48
    Nintendo's "Tetris" is
    just plain old "Tetris".
  • 40:48 - 40:51
    I guess [there's] nothing
    wrong with that,
  • 40:51 - 40:54
    but it is presented at a...
    pretty much a bare-bones release.
  • 40:54 - 40:58
    It plays very well, and if the
    Tengen "Tetris" never existed
  • 40:58 - 41:02
    then I guess this would be considered
    to be, like, an N.E.S. classic.
  • 41:02 - 41:04
    But unfortunately, it ended up
    being both a really great game
  • 41:04 - 41:08
    and something of a disappointment
    at the same time.
  • 41:12 - 41:17
    # Conflict
  • 41:25 - 41:28
    December 1989 here at last.
  • 41:29 - 41:32
    Let's kick this off with a
    little game called "Conflict".
  • 41:32 - 41:34
    That's a nice flicker effect here.
  • 41:35 - 41:37
    So tanks, helicopters, and jets.
  • 41:37 - 41:38
    Hmmm...
  • 41:38 - 41:39
    What kind of game is this?
  • 41:39 - 41:40
    A "Commando" Clone?
  • 41:40 - 41:41
    A vertical shoot-'em-up?
  • 41:41 - 41:46
    Well, no, it's actually a
    military-strategy game,
  • 41:46 - 41:58
    more or less in the
    style of "Military Madness".
  • 41:58 - 41:59
    There are options for
    one or two players
  • 41:59 - 42:00
    and you can choose [if]
  • 42:00 - 42:03
    you want to be limited
    to moving three units per turn
  • 42:03 - 42:06
    as opposed to being able
    to move all your units.
  • 42:06 - 42:08
    There's a Stage Select screen,
    Difficulty settings,
  • 42:08 - 42:11
    and then of course
    the actual game itself
  • 42:11 - 42:13
    - not exactly
    super pretty-looking.
  • 42:13 - 42:18
    Now, "Conflict" was released in
    the U.S. as well, in mid-1990,
  • 42:18 - 42:21
    so let's take a closer look.
  • 42:21 - 42:22
    There are two sides
  • 42:22 - 42:25
    (rather 'creatively'
    called 'Blue' and 'Red')
  • 42:25 - 42:28
    and you have your
    typical hex-based maps.
  • 42:28 - 42:30
    There's forests,
    mountains, and so on,
  • 42:30 - 42:32
    uh, each of which will
    affect or hamper movement
  • 42:32 - 42:34
    or increase your defense.
  • 42:34 - 42:37
    There's also cities
    and airports which heal
  • 42:37 - 42:40
    (or, technically, resupply)
    your units.
  • 42:40 - 42:45
    Those ugly-looking blue boxes are
    factories, which construct new units.
  • 42:45 - 42:47
    This uses something
    the game calls 'Fame Points'.
  • 42:47 - 42:52
    It shows your Fame Points when
    you open up the Command Menu,
  • 42:52 - 42:54
    so here, for example, I have 5,000.
  • 42:54 - 42:58
    Fame Points are earned by doing
    good stuff, like winning battles,
  • 42:58 - 43:03
    and are lost by losing battles or
    (even worse) fleeing from battles.
  • 43:03 - 43:05
    Everything in this game sort of
    revolves around Fame Points.
  • 43:05 - 43:07
    As with all these type games,
  • 43:07 - 43:10
    there's a "Rock, Paper, Scissors"
    element here, with certain units
  • 43:10 - 43:15
    being strong against some types
    and weak against others.
  • 43:15 - 43:18
    Anti-aircraft guns are good
    against planes, for example,
  • 43:18 - 43:20
    while planes tend to be
    strong against ground forces.
  • 43:20 - 43:24
    Now I don't know if I'd
    call "Conflict" deep,
  • 43:24 - 43:27
    but it does require a certain
    amount of investment to play.
  • 43:27 - 43:28
    There's quite a few units
    which have been mostly
  • 43:28 - 43:34
    given numbers for names,
    like F-15s, A-27s, [and] F-23s.
  • 43:34 - 43:37
    There's a lot of aircraft
    - nine types altogether -
  • 43:37 - 43:42
    compared to three tanks
    and two infantry-type forces.
  • 43:42 - 43:44
    Units also have more
    than one way to attack;
  • 43:44 - 43:48
    there's a primary and a secondary-
    type weapon on these things.
  • 43:48 - 43:52
    There's a number of defensive options,
    none of which are intuitively named.
  • 43:52 - 43:54
    This jet, for example,
  • 43:54 - 43:57
    has Turn, Swing, Accelerate,
    Descend, and Look.
  • 43:57 - 44:01
    You definitely need to get
    a copy of the manual or a F.A.Q.
  • 44:01 - 44:03
    in order to figure out
    how to play this thing.
  • 44:03 - 44:07
    Here, I swung when I think I
    shoulda' Accelerated or Descended.
  • 44:07 - 44:13
    "Conflict" was published by Vic Tokai
    and I'm not sure who developed it.
  • 44:13 - 44:17
    As I mentioned, it's kind of
    an ugly-looking game,
  • 44:17 - 44:20
    and I hate those little rectangular
    boxes that your units appear in.
  • 44:20 - 44:23
    It's sort of hard to distinguish
    one unit from the other,
  • 44:23 - 44:26
    just by the graphics,
    so they've added text to the boxes
  • 44:26 - 44:28
    which unfortunately is often, kind of,
  • 44:28 - 44:31
    laid right on top of the graphics,
    making it somewhat hard to read.
  • 44:31 - 44:34
    In other ways, however,
    "Conflict" is pretty slick.
  • 44:34 - 44:37
    The animations are actually
    kind of cool in spots.
  • 44:37 - 44:39
    "Conflict" seems overall okay.
  • 44:39 - 44:42
    I'd probably pick
    "FamiCom Wars" over this
  • 44:42 - 44:46
    if you were looking for a fun
    military-strategy game, however.
  • 44:55 - 45:00
    # Tao
  • 45:14 - 45:16
    Hey folks, how would you feel
    if I told you that today
  • 45:16 - 45:21
    we have a game from the publishers
    of "Super Monkey Daibouken" but
  • 45:21 - 45:26
    what if this game was developed by a
    company that was one of the developers
  • 45:26 - 45:29
    who worked on "Mother"
    and "EarthBound"?
  • 45:29 - 45:30
    Would you feel confused, conflicted?
  • 45:30 - 45:43
    Well good; so now
    you know how I feel.
  • 45:43 - 45:48
    This is "Tao", published by VAP
    and developed by Pax Softnica
  • 45:48 - 45:50
    who worked on several
    games for Nintendo
  • 45:50 - 45:53
    such as "Volleyball",
    "Ice Hockey", "Mother",
  • 45:53 - 45:56
    and a few of the, uh,
    Nintendo F.D.S. adventure games.
  • 45:56 - 45:58
    They also did some
    boring stuff from VAP,
  • 45:58 - 46:01
    namely a baseball game
    and a badminton game.
  • 46:01 - 46:03
    I'd tell you the
    names of those, uh, games,
  • 46:03 - 46:05
    but I can guarantee that
    you would not remember them
  • 46:05 - 46:07
    and neither can I.
  • 46:07 - 46:09
    "Tao" was never released
    outside of Japan,
  • 46:09 - 46:12
    but we have a translation
    which makes it playable
  • 46:12 - 46:22
    but perhaps not
    completely understandable.
  • 46:22 - 46:24
    This is some deep stuff, man.
  • 46:24 - 46:26
    Okay, so you are the red guy.
  • 46:26 - 46:29
    "Tao" is very much in the
    mode of the traditional
  • 46:29 - 46:33
    "Dragon Quest"-style R.P.G.,
    at least visually, at first glance.
  • 46:33 - 46:36
    We've seen this so many times;
    we know what to do.
  • 46:36 - 46:39
    You go around town, talk to people,
    check out the shops,
  • 46:39 - 46:42
    talk to the main dude
    who explains your quest.
  • 46:42 - 46:45
    Except "Tao" doesn't really
    have you do any of that stuff.
  • 46:45 - 46:48
    In fact, the concept
    behind "Tao" appears to be:
  • 46:48 - 46:52
    'What if we had an R.P.G. that
    was nothing but fetch quests?'.
  • 46:52 - 46:54
    Or at least that's
    what the game felt like,
  • 46:54 - 46:56
    for the time that I played it.
  • 46:56 - 46:59
    As we'll see, it's a very odd game.
  • 46:59 - 47:00
    As you walk around town,
  • 47:00 - 47:04
    you'll find the typical collection of
    N.P.C.s who say stupid stuff to you.
  • 47:04 - 47:05
    There's a meteor crash site
  • 47:05 - 47:08
    where some researchers have
    dug up a mysterious artifact.
  • 47:08 - 47:10
    There's a train station
    and a helicopter pad,
  • 47:10 - 47:13
    neither of which can
    be used at this point.
  • 47:13 - 47:17
    There's a temple, eh, which again
    mostly has a lot of monks inside,
  • 47:17 - 47:19
    who gab about nothing
    particularly useful
  • 47:19 - 47:21
    but instead discuss
    various religious matters.
  • 47:21 - 47:24
    "Tao" has a religious theme,
    as the name might suggest,
  • 47:24 - 47:29
    and we get a lot of talk about
    Buddhist themes in the first village.
  • 47:29 - 47:32
    Later towns, uh, have
    different religious beliefs.
  • 47:32 - 47:35
    The first incident, of sorts,
    that actually occurs
  • 47:35 - 47:37
    is when you exit the village
    and find this old lady
  • 47:37 - 47:39
    who demands you carry her
    back to the temple.
  • 47:39 - 47:41
    Upon entering the temple,
  • 47:41 - 47:44
    she turns into a demon
    and steals some sacred items.
  • 47:44 - 47:47
    Now at this point, you can
    move on to the second village.
  • 47:47 - 47:51
    The method of transport is a
    giant dinosaur that you ride,
  • 47:51 - 47:55
    which seems completely out of
    place with the rest of the game.
  • 47:55 - 47:58
    And again, everyone here
    is obsessed with a religion,
  • 47:58 - 48:00
    and there's a giant wrecked cathedral,
  • 48:00 - 48:04
    and folks talking about
    lost pigs and stuff.
  • 48:04 - 48:07
    One thing you won't find in either
    village is any typical R.P.G. stuff.
  • 48:07 - 48:11
    There's no shops, inns, equipment,
    guys who teach you magic -
  • 48:11 - 48:12
    none of that stuff.
  • 48:12 - 48:14
    There's also no overworld, per se,
  • 48:14 - 48:17
    just these little paths
    outside the villages
  • 48:17 - 48:20
    which have a couple
    buildings you can visit.
  • 48:20 - 48:22
    You fight your first
    enemy battle here,
  • 48:22 - 48:26
    and again it doesn't really follow
    typical R.P.G. protocol at all.
  • 48:26 - 48:28
    Rather than selecting
    from a menu,
  • 48:28 - 48:31
    you simply hit the A button
    over and over again,
  • 48:31 - 48:34
    slowly draining the
    enemy's health bar.
  • 48:34 - 48:35
    In a way, this game - it sort of takes
  • 48:35 - 48:38
    the "Dragon Quest VII"
    approach to R.P.G.s.
  • 48:38 - 48:41
    It takes quite a while before you
    actually get your first battle.
  • 48:41 - 48:43
    I didn't really encounter
    many random enemies
  • 48:43 - 48:47
    until I reached the 4th town
    (and there's only six towns).
  • 48:47 - 48:49
    So six towns, no overworld -
  • 48:49 - 48:53
    'What is there to do in this game?',
    you might wonder.
  • 48:53 - 48:55
    Mostly travel back and forth
    between the same six towns
  • 48:55 - 48:57
    over and over again,
  • 48:57 - 49:00
    talking to people which will, um,
    occasionally unlock new events,
  • 49:00 - 49:03
    and occasionally fighting
    a boss of sorts.
  • 49:03 - 49:05
    What's irritating
    about all the travel
  • 49:05 - 49:07
    is it's always done by
    trains, which is linear.
  • 49:07 - 49:10
    So to get from town four
    back to town one,
  • 49:10 - 49:12
    you take a trip from town four
    to town three,
  • 49:12 - 49:15
    then a second train ride
    from town three to town two,
  • 49:15 - 49:17
    and then from town two
    back to town one.
  • 49:17 - 49:20
    I assume the helicopter
    eventually unlocks
  • 49:20 - 49:22
    and lets you travel directly
    to any town using a helipad.
  • 49:22 - 49:26
    And, you know, even though this
    is called an R.P.G.,
  • 49:26 - 49:28
    it feels more like an
    adventure game that has
  • 49:28 - 49:31
    sort of been awkwardly forced
    into behaving like an R.P.G..
  • 49:31 - 49:34
    You mostly progress by wandering
    around talking to people,
  • 49:34 - 49:35
    attempting to move
    the plot forward
  • 49:35 - 49:39
    (though calling it a plot
    is perhaps a bit generous)
  • 49:39 - 49:41
    There isn't even any eh...
  • 49:41 - 49:43
    Experience Points or stats.
  • 49:43 - 49:44
    You do get money
    from winning battles,
  • 49:44 - 49:45
    but money is mostly used
  • 49:45 - 49:49
    to pay for the nonstop train trips
    that the game requires.
  • 49:49 - 49:51
    There are a few things
    you can spend it on, however,
  • 49:51 - 49:59
    later in the game.
  • 49:59 - 50:01
    In conclusion, "Tao"
    is a pretty strange game.
  • 50:01 - 50:03
    It looks like an R.P.G. but
  • 50:03 - 50:07
    playing it feels sort of like
    wandering around talking to N.P.C.s.
  • 50:07 - 50:10
    Its subject matter and
    strangeness might appeal to you,
  • 50:10 - 50:14
    but actually playing it feels
    like a pretty empty experience.
  • 50:22 - 50:27
    # Mirai Senshi Lios
  • 50:53 - 50:55
    This is a reasonably decent intro here.
  • 50:56 - 50:59
    From Pack-in-Video we have
    "Mirai Senshi Rios".
  • 51:00 - 51:04
    Also transliterated as
    "Mirai Senshi Lios".
  • 51:04 - 51:07
    It was released on December 1st,
    the same day as "Conflict",
  • 51:07 - 51:11
    which is significant because both
    games are military-strategy-type games.
  • 51:11 - 51:15
    Though, while "Conflict" is
    sort of based on real-world combat,
  • 51:15 - 51:18
    (it features tanks and jet planes)
  • 51:18 - 51:24
    "Mirai Senshi Lios" is pure fantasy
    and exists in a world of R.P.G. castles
  • 51:24 - 51:30
    and anime-style giant robots, sometimes
    called 'Mechs' by the geekerati.
  • 51:30 - 51:32
    The good news is that we have
    an English translation
  • 51:32 - 51:35
    - by Aeon Genesis no less.
  • 51:35 - 51:38
    I guess your character, Lios, is a
    prince or some such nonsense.
  • 51:38 - 51:42
    Now, I mentioned that this is
    a military-strategy game
  • 51:42 - 51:46
    but it's really more like
    a tactical R.P.G. in some ways.
  • 51:46 - 51:50
    The tactical R.P.G. as we know it
    didn't really quite exist yet,
  • 51:50 - 51:51
    but it's, uh, definitely
  • 51:51 - 51:55
    a different style of game
    than something like "Conflict".
  • 51:55 - 51:58
    There's a certain amount of R.P.G.
    style customization here,
  • 51:58 - 52:02
    something not found
    in the many many (if any) of the
  • 52:02 - 52:04
    traditional military
    games we've encountered.
  • 52:04 - 52:10
    You have multiple types of
    Leg and Arms that you can equip.
  • 52:10 - 52:11
    These impact your stats, uh,
  • 52:11 - 52:15
    the speed over which you can
    traverse different types of terrain,
  • 52:15 - 52:18
    your 'weight point' (meaning
    how much weight you can hold).
  • 52:18 - 52:19
    It's all pretty complicated.
  • 52:19 - 52:23
    You move around on an overworld
    and encounter enemies on each square.
  • 52:23 - 52:26
    Some squares will contain a special
    weapon or piece of equipment
  • 52:26 - 52:29
    and others contain
    nothing of interest.
  • 52:29 - 52:30
    Battles are turn-based.
  • 52:30 - 52:33
    By default, you control
    the commander directly.
  • 52:33 - 52:35
    The commander is the
    most powerful unit
  • 52:35 - 52:38
    and is the one that we were
    choosing the equipment for earlier.
  • 52:38 - 52:41
    The other units move
    automatically but are controlled
  • 52:41 - 52:42
    using a few different options.
  • 52:42 - 52:48
    For example, there's Attack, Assault,
    All-Out Assault, Cover, and so on.
  • 52:48 - 52:49
    Just like with "Conflict"
  • 52:49 - 52:52
    you can, sort of, study up on
    what these commands actually do.
  • 52:52 - 52:56
    For example, Attack has the unit
    head towards the enemy commander
  • 52:56 - 53:00
    but will attack any other enemy units it
    comes in contact with along the way,
  • 53:00 - 53:03
    while All-Out Assault will head
    towards the enemy commander
  • 53:03 - 53:08
    and/or the enemy's shuttle, but
    not attack any of the regular units.
  • 53:08 - 53:10
    There's a total of eight
    different Automated commands,
  • 53:10 - 53:12
    or you can simply choose Manual,
  • 53:12 - 53:16
    which lets you directly
    control your unit instead.
  • 53:16 - 53:17
    And another little twist:
  • 53:17 - 53:20
    you have a shuttle which
    resupplies your units.
  • 53:20 - 53:23
    It's a thing that looks kinda'
    like a mini space shuttle.
  • 53:23 - 53:25
    You don't have to
    move it around manually.
  • 53:25 - 53:28
    You select which unit
    you want to resupply,
  • 53:28 - 53:31
    then it flies off and
    returns automatically.
  • 53:31 - 53:34
    You can supply one unit per turn.
  • 53:34 - 53:36
    The object here is to destroy
    the other team's commander
  • 53:36 - 53:38
    as well as their shuttle.
  • 53:38 - 53:39
    Once you win the battle,
  • 53:39 - 53:41
    you return to the
    overworld and proceed.
  • 53:41 - 53:44
    It's a, uh, creative and
    pleasant-looking little game
  • 53:44 - 53:47
    and one that definitely
    takes a very different road
  • 53:47 - 53:49
    than the other military
    games we've seen so far.
  • 53:49 - 53:52
    It did feel a little
    slow-moving and tedious to me,
  • 53:52 - 53:55
    possibly because when
    the units attack each other
  • 53:55 - 53:57
    they seem to miss a lot,
  • 53:57 - 53:59
    but it definitely might
    interest some of you.
  • 54:05 - 54:10
    # Hostages: The Embassy Mission
  • 54:32 - 54:33
    Okay, the last game this episode,
  • 54:33 - 54:36
    and we are still
    stuck on December 1st.
  • 54:36 - 54:40
    From Kemco it's
    "Hostages: The Embassy Mission",
  • 54:40 - 54:50
    a rather strange game.
  • 54:50 - 54:54
    Note the credit to Infogrames;
    we'll come back to that later.
  • 54:54 - 55:00
    Pretty sick soundtrack, here, as well!
  • 55:00 - 55:06
    However, most folks watching this
    will know it by its American title
  • 55:06 - 55:08
    "Rescue: The Embassy Mission".
  • 55:08 - 55:11
    Not sure why the name was changed.
  • 55:11 - 55:13
    Maybe "Hostages" sounded
    a little too violent
  • 55:13 - 55:16
    for a game bearing the
    Nintendo Seal of Quality?
  • 55:16 - 55:19
    Now I mentioned this
    was a strange game
  • 55:19 - 55:21
    and here's the thing:
  • 55:21 - 55:24
    it's incredibly short
    for this sort of game.
  • 55:24 - 55:28
    While you can't really assign a
    length to something like 720°,
  • 55:28 - 55:31
    "Hostages" is an action game
    with three different levels,
  • 55:31 - 55:35
    and it only takes around
    seven/eight minutes or so
  • 55:35 - 55:37
    to play through the entire thing.
  • 55:37 - 55:40
    I just released a so-called
    longplay video for this thing,
  • 55:40 - 55:43
    and the entire video including, like,
  • 55:43 - 55:46
    opening, uh, cutscenes, credits -
    everything was, like, seven minutes.
  • 55:46 - 55:49
    That was done on 'Regular' difficulty
  • 55:49 - 55:51
    and I was playing through
    it as fast as I can,
  • 55:51 - 55:54
    but still, that's really
    not much of a game.
  • 55:54 - 55:57
    And keep in mind I've never even
    heard of this game until now,
  • 55:57 - 55:59
    and, uh, when I finished
    it for the first time,
  • 55:59 - 56:03
    my clear time, the actual
    time playing, like, the action portions
  • 56:03 - 56:05
    (not including the menus
    and those kinds of things)
  • 56:05 - 56:07
    was less than, like, uh, five
    and a half minutes.
  • 56:07 - 56:11
    So this is, like, a fricking $40 game
  • 56:11 - 56:14
    that you could easily beat
    in less than 15 minutes.
  • 56:14 - 56:16
    Now there's harder
    difficulty levels
  • 56:16 - 56:18
    and the message that you
    get at the end is different
  • 56:18 - 56:21
    if, for example, none of
    your team members gets killed,
  • 56:21 - 56:24
    but there's really not a whole
    lot of replay value to this
  • 56:24 - 56:26
    (at least as an adult
    there's not much).
  • 56:26 - 56:28
    So, as I mentioned,
    there's just three sections.
  • 56:28 - 56:32
    The first is where you run along
    a little stretch of embassy wall
  • 56:32 - 56:33
    and avoid the searchlights
  • 56:33 - 56:36
    by lying prone on the ground
    or hiding in a doorway
  • 56:36 - 56:40
    or doing this rolling jump thing
    - really not that much to it.
  • 56:40 - 56:43
    If you die, the next guy of your
    three-member team gets to go.
  • 56:43 - 56:46
    And if you wanted to
    reduce your time on this
  • 56:46 - 56:49
    you could get one guy
    all the way through safely
  • 56:49 - 56:52
    and then get the
    other two quickly killed.
  • 56:52 - 56:55
    The second section is
    a brief sniping sequence.
  • 56:55 - 56:56
    So for each of the
  • 56:56 - 56:58
    team members that made it
    through the first section,
  • 56:58 - 57:00
    you can use them to shoot guys in
    the windows with a sniper rifle.
  • 57:00 - 57:03
    There are nine windows in all.
  • 57:03 - 57:06
    There are terrorists that
    sort of move around on each floor
  • 57:06 - 57:08
    and when you see them
    you can shoot them.
  • 57:08 - 57:11
    If all three team members are alive
    you can do this three times,
  • 57:11 - 57:13
    with each one on a different
    side of the Embassy building
  • 57:13 - 57:16
    - or you can skip
    the whole d--- thing.
  • 57:16 - 57:19
    The game doesn't
    require you to shoot anyone
  • 57:19 - 57:22
    and doing so doesn't really
    seem to have that much impact
  • 57:22 - 57:23
    on the next section at all
  • 57:23 - 57:26
    - at least, once again,
    not on 'Regular' difficulty.
  • 57:26 - 57:28
    On [a] higher difficulty,
    there's a lot more terrorists
  • 57:28 - 57:30
    in the building so I guess it
    might be somewhat convenient;
  • 57:30 - 57:33
    take out a few of
    them before going in.
  • 57:33 - 57:34
    It's hilarious but,
  • 57:34 - 57:37
    far and away, the hardest part
    in this game is right here:
  • 57:37 - 57:39
    repelling down the walls.
  • 57:39 - 57:43
    This is done by alternating between
    pressing Up and Down on the D-Pad,
  • 57:43 - 57:46
    slowly lowering yourself to a window,
    and then you can sort of
  • 57:46 - 57:48
    break through the window [and]
    enter the embassy building.
  • 57:48 - 57:51
    Once inside, you simply need
    to kill all the terrorists.
  • 57:51 - 57:53
    Now it might come as no surprise,
  • 57:53 - 57:57
    based on the modular game design
    and the robotic gameplay,
  • 57:57 - 58:00
    but "Hostages: The Embassy Mission"
    was originally a European computer game
  • 58:00 - 58:04
    called simply "Hostages",
    published by Infogrames
  • 58:04 - 58:12
    and developed by a Spanish
    company called New Frontier.
  • 58:12 - 58:16
    It was released on everything
  • 58:16 - 58:18
    from the Commodore 64 to the
    Z.X.
  • 58:18 - 58:20
    Spectrum to the M.S.X.,
  • 58:20 - 58:23
    but I believe that the
    Atari S.T. and Amiga versions
  • 58:23 - 58:27
    were the first versions of this game,
    being released in 1988.
  • 58:27 - 58:30
    Aside from the somewhat
    better graphics and sound,
  • 58:30 - 58:31
    the S.T. and Amiga versions are
  • 58:31 - 58:34
    almost exactly the same
    as the N.E.S. version.
  • 58:34 - 58:37
    If anything, the computer
    versions seem slightly shorter,
  • 58:37 - 58:41
    as they appear to have fewer terrorists
    to hunt down in the last stage.
  • 58:41 - 58:42
    So as I mentioned,
  • 58:42 - 58:45
    the last section simply
    involves going through each
  • 58:45 - 58:47
    of the Embassy's three floors
    and shooting the terrorists.
  • 58:47 - 58:50
    I suppose they hypothetically
    shoot back at you,
  • 58:50 - 58:52
    but they don't really
    seem to pose any danger
  • 58:52 - 58:55
    (at least in the 'Easy' or 'Regular'
    difficulty level settings).
  • 58:55 - 59:00
    They are a bit quicker on their
    toes on the 'Hard' difficulty setting.
  • 59:00 - 59:02
    So really what we're doing here is
    just looking at the map on the left,
  • 59:02 - 59:04
    making sure we enter
    every room with a dot in it,
  • 59:04 - 59:07
    and then shooting any bad guys.
  • 59:07 - 59:09
    As crazy as it seems,
    the computer versions
  • 59:09 - 59:11
    got pretty good reviews
    from some game magazines.
  • 59:11 - 59:15
    A lot of people really seemed to
    like the game when they were kids,
  • 59:15 - 59:17
    which makes sense
    because kids, you know,
  • 59:17 - 59:19
    often like really repetitive games.
  • 59:19 - 59:21
    So while this has its defenders,
  • 59:21 - 59:26
    it's, uh, it's sort of shocking
    how little content "Hostages" has,
  • 59:26 - 59:29
    especially for [an] N.E.S. game
    that cost, like, 40 or so dollars
  • 59:29 - 59:31
    back in 1990.
  • 59:42 - 59:42
    # Episode 51 Wrap Up
  • 59:42 - 59:45
    Alright, that wraps
    up another episode.
  • 59:45 - 59:46
    Ah!
  • 59:46 - 59:48
    What a horrible
    selection of games!
  • 59:48 - 59:49
    Uh...
  • 59:49 - 59:51
    Best game this episode?
  • 59:51 - 59:52
    Uh...
  • 59:52 - 59:53
    I don't know.
  • 59:53 - 59:55
    They're all really
    not that great.
  • 59:55 - 59:56
    Maybe "Tetris"?
  • 59:56 - 60:00
    I mean there's a lot of okay games
    that I can't really get excited about.
  • 60:00 - 60:01
    "Lutter" was kind of cool.
  • 60:01 - 60:04
    I think I'll take a pass on this one.
  • 60:04 - 60:06
    Worst game?
  • 60:06 - 60:07
    Maybe "720°"?
  • 60:07 - 60:09
    It was pretty terrible,
  • 60:09 - 60:11
    though there ought to be
    some kind of mention of
  • 60:11 - 60:14
    "Hostages: The Embassy Mission",
    for just... for being so d--- short.
  • 60:14 - 60:18
    Well, I am now pleased to
    inform you that we have
  • 60:18 - 60:20
    actual great games coming up.
  • 60:20 - 60:23
    Yes, I can assure you that
    in the next three episodes,
  • 60:23 - 60:26
    uh, each episode will have
    one of those classic games
  • 60:26 - 60:28
    (the ones that you guys
    have been waiting for).
  • 60:28 - 60:33
    And there's, uh, even more great stuff
    coming up after that as well.
  • 60:33 - 60:37
    So the good game drought is
    pretty much over, temporarily.
  • 60:37 - 60:41
    Episode 52 will have [an] influential
    Japan-only title from Capcom,
  • 60:41 - 60:44
    which just got a new
    improved translation.
  • 60:44 - 60:47
    So keep your eyes peeled
    for Episode 52 soon
  • 60:47 - 60:48
    and thanks for watching!
  • 60:48 - 60:50
    # Episode 51 Credits
  • 60:59 - 61:01
    Transcribed by Mirror on Amara
    bit.ly/mirrorofamara
  • 61:01 - 61:04
    Edited by Nate Lawrence
    twitter.com/natelawrence
    youtube.com/netlorens
Title:
Chrontendo Episode 51
Description:

more » « less
Video Language:
English
Team:
Captions Requested
Duration:
01:01:12

English subtitles

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