Chrontendo Episode 49
-
0:26 - 0:32Yes, after long delays, here it is:
Chrontendo Episode 49 -
0:32 - 0:35(only one more episode away
from our 50th episode - yay). -
0:35 - 0:41So today we're gonna finish up
September 1989 and move into October, -
0:41 - 0:43surprisingly enough.
-
0:43 - 0:46However we still have to pass
through some rather murky waters, -
0:46 - 0:48om, as we finish up
September U.S. releases with -
0:48 - 0:54three games from L.J.N., including
a rather infamous movie adaptation. -
0:54 - 0:57But we also have a very fondly
remembered game from Capcom [and] -
0:57 - 1:00also an actual game published
by Nintendo, themselves. -
1:00 - 1:05We will also see another installment
in one of my favorite ever game series. -
1:05 - 1:08(Yep! It's another
"Fist of the North Star" game). -
1:08 - 1:56Alright!
With that said, let's get started. -
1:56 - 1:59There were a total of six games
released on September 29th -
1:59 - 2:02and we covered two of them last time,
including "Uninvited", -
2:02 - 2:05and we'll start today
with the remaining four, -
2:05 - 2:07including "Thunderbirds"
from Pack In Video -
2:07 - 2:11(who tended to specialize in
T.V. and movie license stuff). -
2:11 - 2:15We've already seen "Rambo"
and, uh, "Predator" from them. -
2:15 - 2:19This intro has some nice
multi-layer scrolling effects. -
2:19 - 2:21Obviously, "Thunderbirds"
is based on the well-loved -
2:21 - 2:261960s British T.V. show
of the same name. -
2:26 - 2:29While it's more of a cultural
touchstone in the U.K. -
2:29 - 2:30than it is in the United States,
-
2:30 - 2:33I suspect that most people
who grew up in the '70s or '80s -
2:33 - 2:34encountered it at some point.
-
2:34 - 2:37It was a somewhat, uh,
common sight on American T.V. -
2:37 - 2:39via syndication,
during those decades. -
2:39 - 2:44The original T.V. show was
broadcast from 1965 to 1966; -
2:44 - 2:48the original series
only lasted 32 episodes. -
2:48 - 2:51Created by Gerry
and Sylvia Anderson, -
2:51 - 2:54Thunderbirds was one of several
T.V. series to feature, uh, -
2:54 - 2:58"Supermarionation", which basically
means, uh, fancy-ass marionettes. -
2:58 - 3:01Others from them included
"Supercar", "Captain Scarlet", -
3:01 - 3:04uh, and "Fireball X.L.5".
-
3:04 - 3:08The Thunderbirds consist of Jeff Tracy
(in the bottom corner there) -
3:08 - 3:10and his five sons,
each of which drive a, uh, -
3:10 - 3:13super high-tech
"Thunderbird" vehicle. -
3:13 - 3:15Oh my God!
-
3:15 - 3:19Why are you jacking off
in front of your kids? -
3:19 - 3:20The story here is
-
3:20 - 3:21that the Thunderbirds
arch-villain, The Hood... -
3:21 - 3:26(who was sort of a stereotypical
Fu Manchu/Yellow Menace-type villain) -
3:26 - 3:30...he's gonna' start, uh,
wrecking shit, using meteors. -
3:30 - 3:35Hood gives the Thunderbirds
a 60 day deadline to turn over -
3:35 - 3:38their, uh, special
Thunderbird vehicles to him. -
3:38 - 3:40As a result, "Thunderbirds"
doesn't have a life system, -
3:40 - 3:42but rather a time limit.
-
3:42 - 3:44You have to finish
the game in sixty days -
3:44 - 3:49and you can die as many times as you
want, in that sixty day time period. -
3:49 - 3:51We've seen some pretty good
Shoot-'em-Ups, um, for the N.E.S., -
3:51 - 3:54but this is definitely
not one of them. -
3:54 - 3:58It's about the most generic uninspired
thing you can possibly imagine. -
3:58 - 4:01Ships fly down at you and you shoot them;
there's also turrets, and tanks, and things. -
4:01 - 4:07The tanks are actually super annoying,
since their projectiles move very fast. -
4:07 - 4:10[They're] pretty much impossible to
dodge, if you just happen to be in their -
4:10 - 4:14line of fire, so you'll have to memorize
where the tanks are going to appear). -
4:14 - 4:17There's a very basic power-up system.
-
4:17 - 4:20You can upgrade your main gun
twice and get two orbiters -
4:20 - 4:25that act like "Gradius"-style options
or little planes that fly next to you, -
4:25 - 4:29as in the, uh, "1942" games,
and... that's about it. -
4:29 - 4:32When you die, "Brain"
(the Thunderbirds science guy) -
4:32 - 4:34chides you for damaging the ship.
-
4:34 - 4:38Despite, uh, seeing your ship
explode into a million pieces, -
4:38 - 4:41Brain says it can be
repaired in three days. -
4:41 - 4:45So the sixty day timer counts down
every time you complete a level, -
4:45 - 4:48and loses three days
every time you die. -
4:48 - 4:51Also, getting killed returns you all
the way to the beginning of the level. -
4:51 - 4:55I didn't encounter any bosses, exactly,
in this game, but many levels end -
4:55 - 4:59with some kind of roadblock that
you have to fight your way through. -
4:59 - 5:01The game is not strictly linear;
-
5:01 - 5:04you can select the order in which
you visit the different locations. -
5:04 - 5:07Depending on the type of
location, you'll be given -
5:07 - 5:08one of the five
Thunderbird vehicles. -
5:08 - 5:11Oh, God, I hate this level!
-
5:11 - 5:15Is this game trying
to make you vomit? -
5:15 - 5:19Geez! That's some laser!
-
5:19 - 5:24For a game based on a T.V. show,
the narrative structure is pretty weak. -
5:24 - 5:26The levels feel kind of pointless.
-
5:26 - 5:30A level begins,
you shoot some guys for a bit, -
5:30 - 5:33and then the level just ends
and you get some dialogue -
5:33 - 5:36explaining that now you've gotta'
travel to some other part of the world. -
5:36 - 5:39The levels' themes are mostly
just borrowed from better shooters. -
5:39 - 5:42This looks like "1942" or one
of Toaplan's military shooters. -
5:42 - 5:46So, basically, it's just a bunch of
completely uninteresting shooter levels, -
5:46 - 5:51kind of tossed together, and a
licensed property slapped on top. -
5:51 - 5:54For some reason it was deemed worthy
of a U.S. release by Activision, -
5:54 - 5:57who kept the name "Thunderbirds"
and the characters' [names], -
5:57 - 6:01but didn't otherwise reference the T.V. show
anywhere in the packaging or the manual, -
6:01 - 6:04even altering the iconic logo.
-
6:04 - 6:07I'm not even sure why
this game was created. -
6:07 - 6:09Thunderbirds were hardly
a fresh property in 1989 -
6:09 - 6:14and there wasn't a remake or anything
happening at [that] time, as far as I know, -
6:14 - 6:19so this does seem like kind of a strange
choice for Pack In Video to put out. -
6:19 - 6:22So, just like another game
we'll be seeing later this episode, -
6:22 - 6:55it was a pretty strange choice
to license, for a video game. -
6:55 - 6:57Let's move on to a
somewhat better shooter. -
6:57 - 6:59From our good buddies, Konami,
-
6:59 - 7:04it's "TwinBee 3: Poko Poko Dai Maou"
(or "Great Devil King, Poko Poko"). -
7:04 - 7:08Real quick, let's take a
look at the menu screen. -
7:08 - 7:10There's an Options
menu at the bottom. -
7:10 - 7:13Here, we can choose, uh,
two difficulty levels: -
7:13 - 7:17Easy (which is... pretty easy, and
that's [what] we'll be playing today) -
7:17 - 7:22and Hard (which is pretty damn hard),
but no Normal difficulty. -
7:22 - 7:26So, here you pick your ship
(either TwinBee or WinBee) -
7:26 - 7:27and choose how many lives ya' have.
-
7:27 - 7:31For the purpose of my sanity,
I'll give myself ten lives. -
7:31 - 7:35You can also pick which stage
you wanna' start on. -
7:35 - 7:38This is the third and last
TwinBee game for the system. -
7:38 - 7:41Earlier, we saw the, uh,
the first "TwinBee" game, -
7:41 - 7:42which is a port
of the arcade game. -
7:42 - 7:47Then, in 1986, there was a
console-only sequel "Moero TwinBee"; -
7:47 - 7:49this was released
in the U.S. as "Stinger". -
7:49 - 7:52Now, three years later,
we have "TwinBee 3", -
7:52 - 7:55which I'd say is
better than the first two. -
7:55 - 8:00The main distinguishing factor in TwinBee
is the system of collecting bells. -
8:00 - 8:04When you shoot clouds, bells pop up;
gold bells give you points. -
8:04 - 8:06Shooting the bells will change the color.
-
8:06 - 8:10For example, blue bells are speed-ups;
white bells give you a double shot. -
8:10 - 8:13If you keep shooting them,
you can get even more options. -
8:13 - 8:16Um... However, this can be a
bit tricky (uh, shooting them) -
8:16 - 8:18when you're also in the middle
-
8:18 - 8:20of shooting at enemies
and trying to dodge them. -
8:20 - 8:23It is very easy to
accidentally shoot the bell -
8:23 - 8:26and change its color to
something that you don't want. -
8:26 - 8:30And one very, essential part in
TwinBee is to avoid the blue bells. -
8:30 - 8:33Getting a few will speed
you up sufficiently, -
8:33 - 8:35but accidentally continuing
to, ah, pick them up -
8:35 - 8:39will make your ship way too
fast to accurately control. -
8:39 - 8:41TwinBee uses a "Xevious"-like
double weapon system. -
8:41 - 8:44Um... You fire your main
weapons at airborne enemies -
8:44 - 8:46and drop bombs
on ground enemies, -
8:46 - 8:49complete with a little
"Xevious"-style targeting reticule. -
8:49 - 8:51Bombing things will
sometimes reveal hidden items -
8:51 - 8:54(like a question mark that
destroys all the enemies onscreen -
8:54 - 8:58or, here, a better weapon power-up).
-
8:58 - 9:00You can get a laser beam
weapon from the bells, -
9:00 - 9:03but the spreadshot is only found
in a few places in the game, -
9:03 - 9:08when you bomb the correct item.
-
9:08 - 9:14Probably the best part about
"TwinBee 3" are the bosses. -
9:14 - 9:16They're actually all
quite odd and creative, -
9:16 - 9:19in a very sort of goofy way,
such as this guy: -
9:19 - 9:21a, uh, leather and spike
clad Buddha, -
9:21 - 9:24who divides into smaller and
smaller versions of himself, -
9:24 - 9:26as you, uh, wear down his health.
-
9:26 - 9:29After, uh, beating a boss, you can
(under certain conditions) -
9:29 - 9:32play a bonus level to collect
yellow bells for points. -
9:32 - 9:36And this is pretty much
the extent of the game. -
9:36 - 9:39Uh... Each level
has a different theme. -
9:39 - 9:40This is a sea-themed level.
-
9:40 - 9:44You can drop bombs on starfish,
shoot jellyfish and whales, -
9:44 - 9:47and also large white butterflies
for some reason -
9:47 - 9:56(which are normally not
found out in the ocean). -
9:56 - 9:58The boss is quite odd;
-
9:58 - 10:01these three guys are
performing a musical number -
10:01 - 10:02and the music is
actually pretty wild -
10:02 - 10:06'n' the whole, uh, boss fight
is actually reasonably amusing. -
10:06 - 10:23As I mentioned,
Easy mode is pretty damn easy. -
10:23 - 10:25A couple of reasons for this,
aside from the enemies being -
10:25 - 10:26much less aggressive,
-
10:26 - 10:28is that you can actually
take three hits before dying. -
10:28 - 10:32The first two hits, uh, will
blow each of your arms off. -
10:32 - 10:37When this happens, a health refill
will drop, which restores your arms. -
10:37 - 10:39When you do die, you can,
uh, keep your power-ups, -
10:39 - 10:42if you go grab the spirit
of your [departed] ship -
10:42 - 10:51before it flies away to heaven.
-
10:51 - 10:54This boss is also
pretty creative and amazing; -
10:54 - 11:02um... you shoot out the little
fellows living in the dragon's teeth. -
11:02 - 11:10The fourth and last regular stage
is a, uh, so-called dungeon level -
11:10 - 11:14(though [it] looks like it takes place
in a mine, rather than a dungeon). -
11:14 - 11:18It then moves into a flooded
area with Roman-style columns. -
11:18 - 11:21Again, [I'm] not really sure what
the theme is supposed to be, here. -
11:21 - 11:24Ah... And here we have, uh,
this very rare torch item, -
11:24 - 11:27which does nothing upon getting it,
but then the next bell you hit -
11:27 - 11:30will drop a power-up for
temporary invincibility. -
11:30 - 11:34The least interesting boss follows:
a sea serpent which simply pops up -
11:34 - 11:38and shoots lightning at you
(really nothing too special, there). -
11:38 - 11:42Finally, we get to the last level:
a surreal level full of magic hats, -
11:42 - 11:46cannons, electric fans,
playing cards, and Jack o' Lanterns. -
11:46 - 11:48It's pretty frantic, since
cannonballs are indestructible -
11:48 - 11:51and the fans will cause you to
sort [of] lose control of your ship -
11:51 - 11:53and sort of push you
around a bit on the screen. -
11:53 - 11:55However, this isn't nearly
as interesting-looking -
11:55 - 11:57as the earlier levels,
-
11:57 - 12:00with its plain green and blue,
uh, checkerboard design. -
12:00 - 12:03The final boss, however,
is absolutely nuts looking; -
12:03 - 12:05I mean, just look at this guy.
-
12:05 - 12:07It's not immediately
obvious what to do, -
12:07 - 12:10but it's simply a matter of
shooting out the bottom of -
12:10 - 12:11the floating island
he's sitting on. -
12:11 - 12:13And, the fact this is so easy is...
-
12:13 - 12:16makes this final battle,
kind of, a little anticlimactic. -
12:16 - 12:20"TwinBee 3" is hardly the
best shooter on the FamiCom. -
12:20 - 12:22On the other hand,
compared to all the other -
12:22 - 12:25mostly terrible shooters we've been
seeing lately, it's pretty playable! -
12:25 - 12:29(I wish they hadn't put that large
bar at the bottom [of] the screen -
12:29 - 12:33that shows your score, as it takes up
quite a bit of, uh, vertical space.) -
12:33 - 12:36It's cute, the levels and
enemies are mostly charming, -
12:36 - 12:39it doesn't feel
unreasonably unfair or cheap. -
12:39 - 12:42Quite frankly, the TwinBee series
wouldn't really take off until -
12:42 - 12:45the next arcade game,
um, "Detana TwinBee", -
12:45 - 12:47which we'll see on
the, uh, P.C. Engine. -
12:47 - 12:49Either way,
it's still a lot better -
12:49 - 12:57than the other two
shooters this episode. -
12:57 - 13:36Alright, moving right along, here,
here's one from Sunsoft: "Maharaja" -
13:36 - 13:39(a rather unusual Adventure game
-
13:39 - 13:42that's, like, got all
mixed up with an R.P.G. game). -
13:42 - 13:44While it was published by Sunsoft,
-
13:44 - 13:46I think it may have
been developed by Quest. -
13:46 - 13:49Now, this was never
released outside of Japan, -
13:49 - 13:51but we do have a fan translation,
here, that'll sort of help us -
13:51 - 13:53appreciate the game a bit more.
-
13:53 - 13:54Checking out, like, the...
the graphics, you'll see -
13:54 - 13:57some of the character design
in this is actually pretty good. -
13:57 - 14:00So, apparently there were, uh,
limitations in regards to -
14:00 - 14:02the number of characters
they could squeeze in -
14:02 - 14:04on the menu panel
on the left hand side. -
14:04 - 14:08Thus, uh, for example, om,
"see" becomes "S.E.", -
14:08 - 14:11"show" becomes "S.H.O.",
and... and so on. -
14:11 - 14:14I guess they, om,
when they translated this, -
14:14 - 14:16they didn't... they didn't
actually do the hacking to, like, -
14:16 - 14:17you know, change the, uh,
the character width, -
14:17 - 14:19or something like that.
-
14:19 - 14:23So, you happen to find, uh,
the Maharaja's box in a river. -
14:23 - 14:27You bring it to the Maharaja,
who treats you as an honored guest. -
14:27 - 14:29However, that night
a princess reveals to you -
14:29 - 14:30that you are going to be
killed the next day -
14:30 - 14:33in some kind of, like, sacrificial
rite, or something like that. -
14:33 - 14:38Um... So far this is a very
by-the-numbers menu-based Adventure game. -
14:38 - 14:42Om... The first thing you do, here,
is to find your way out of the palace. -
14:42 - 14:45There's no obvious way out,
since the only exit is guarded, -
14:45 - 14:48um, but eventually you'll figure out
there’s, like, a hidden door -
14:48 - 14:50that can be unlocked
by moving a statue. -
14:50 - 14:53And you are, of course, um,
some kind of chosen one, -
14:53 - 14:56who's destined to save the
world or something like that. -
14:56 - 14:59Um... The actual game world
is set up just like many -
14:59 - 15:01many other Adventure games.
-
15:01 - 15:04There's basically a series of,
uh, sort of, connected screens -
15:04 - 15:07you can travel among,
using the menu commands. -
15:07 - 15:11So, for example, from the Swami,
you can move to the town square, -
15:11 - 15:15and from there you can go one step
over to the weapons shop, or ...n... -
15:15 - 15:17in another direction to the inn.
-
15:17 - 15:20And there's a shop that sells,
like, consumable items as well. -
15:20 - 15:24Also, right next to the
town square is a jungle. -
15:24 - 15:25And, uh, here you...
-
15:25 - 15:28is where you can actually find
enemies and random encounters. -
15:28 - 15:31These battles work
just like every other J.R.P.G. -
15:31 - 15:33Um...
There's a menu option to fight. -
15:33 - 15:36Eh... You can use magic,
use items, and so on. -
15:36 - 15:39You'll gain both gold and
experience from winning battles, -
15:39 - 15:41and as you gain levels,
you can learn spells -
15:41 - 15:50(or mantras, as
the game calls them). -
15:50 - 15:59Now, once you figure out
you can bribe Ganesha -
15:59 - 16:02by giving him an item,
you'll be able to talk to Shiva, -
16:02 - 16:06who has, sort of, like, an...
an animé character face, here. -
16:06 - 16:09Now, whenever you talk to him,
you can learn new mantras -
16:09 - 16:11if you've reached
the sufficient level. -
16:11 - 16:14The first two are a Heal spell
and a Teleportation spell, -
16:14 - 16:16which are actually, uh, pretty
useful, when you think about it. -
16:16 - 16:19After that, there's lots of
other spells that can be used in battle, -
16:19 - 16:22such as a fireball spell and
a spell that freezes an enemy, -
16:22 - 16:25or one that prevents them from
using magic and... and so on. -
16:25 - 16:28Pretty much, kind of, very,
sort of, typical J.R.P.G. spells. -
16:28 - 16:32So, this hybrid Adventure game/
R.P.G. system is pretty unusual. -
16:32 - 16:34There were a couple other games
that attempted similar ideas -
16:34 - 16:39(for example Square's 1987 F.D.S.
game, "Cleopatra no Mahou", -
16:39 - 16:43which we covered back in Episode 20,
and "Kujaku Ou" from Episode 35). -
16:43 - 16:46Now, one issue, here, is that,
unlike the giant overworlds -
16:46 - 16:50found in R.P.G.s, the area in which
you can move around is somewhat small. -
16:50 - 16:52I mean, everything’s, like,
really really close. -
16:52 - 16:54You don't actually
move around a lot. -
16:54 - 16:56The jungle is the,
uh, the first place -
16:56 - 16:59in the beginning of the game
you can actually encounter enemies, -
16:59 - 17:02but it's not that big - only
around six by six squares. -
17:02 - 17:04So, you have to spend
a great deal of time, -
17:04 - 17:06being... just, sort of,
like, you know, going... -
17:06 - 17:08going back and forth, in order
to actually gain a few levels. -
17:08 - 17:12There's really not much, like,
exploration of the world in this game. -
17:12 - 17:13Eventually, you'll
find the towers, -
17:13 - 17:17if you take the correct
path through the jungle. -
17:17 - 17:19The enemies in the Iron Tower
are quite a bit stronger, -
17:19 - 17:22and you'll need to gain several
more levels to get very far. -
17:22 - 17:24So again, you need to
grind in the Iron Tower. -
17:24 - 17:28As far as dungeons go,
the towers are pretty dull. -
17:28 - 17:31They're simply a, uh, a... a
regular straight path going forward, -
17:31 - 17:33with a constant stream
of enemies at each step, -
17:33 - 17:36and then a boss
battle at the end. -
17:36 - 17:38So, once you get all the way
through the Iron Tower, -
17:38 - 17:42you'll find an item, om, in a
chest that will unlock the door -
17:42 - 17:45connecting the Iron
and the Silver Towers. -
17:45 - 17:47But to leave the Iron Tower,
you have to backtrack -
17:47 - 17:48all the way to the front door.
-
17:48 - 17:52Then the only way into the
Silver Tower is to go all the way -
17:52 - 17:54through the Iron Tower again,
-
17:54 - 17:58and then travel down the long hallways
of the Silver Tower, and so on. -
17:58 - 18:01So, these rather long,
completely linear dungeons -
18:01 - 18:03are actually pretty
damn monotonous. -
18:03 - 18:08"Maharaja" doesn't really satisfy
as an R.P.G. or Adventure game. -
18:08 - 18:10There's not really much exploration,
as I mentioned; -
18:10 - 18:13there's nothing really in
the way of puzzle solving. -
18:13 - 18:14It's a...
it's a very curious oddity. -
18:14 - 18:17And it's not exactly poorly made.
-
18:17 - 18:20I mean, the quality of everything
seems relatively high, -
18:20 - 19:01but the, sort of, lack of
variety may frustrate you. -
19:01 - 19:03One last Japanese game from September:
-
19:03 - 19:06It's "Meiji Ishin", from Use Software
-
19:06 - 19:09(publishers of such terrible
crap as "Bats & Terry", -
19:09 - 19:13which made my
Worst Famicom Games video). -
19:13 - 19:17So far, none of the games we've seen
from Use have even been remotely good. -
19:17 - 19:20This one, however, is
at least a little weird. -
19:20 - 19:24It's sort of a combination Adventure
game and Military Strategy game. -
19:24 - 19:26It's basically
two different games, -
19:26 - 19:29sort of, stitched together
into a Frankenstein game. -
19:29 - 19:32"Meiji Ishin" is what we call
the Meiji Restoration. -
19:32 - 19:36That is the period in the late
19th and early 20th century, -
19:36 - 19:38which, uh, resulted in
the overthrow of the shogunate -
19:38 - 19:41and the reinstatement, um,
of the Emperor as the actual -
19:41 - 19:44ruling power in Japan.
-
19:44 - 19:46Obviously this game
is very Japanese-heavy -
19:46 - 19:49and will not be [of]
much interest to most of us, -
19:49 - 19:52but we will still take a
quick little look at it. -
19:52 - 19:55I think you might be
playing as Saigō Takamori -
19:55 - 19:59or some other historical figure
(not sure who, exactly). -
19:59 - 20:03The first part o' the game has you
traveling to Edo to gather allies. -
20:03 - 20:04The second half
switches over to -
20:04 - 20:07a simple math-based
Military Strategy game, -
20:07 - 20:13based on, I think, the Boshin War
of the 1860s (I'm not sure). -
20:13 - 20:15Not having the patience to
get through this, you know, -
20:15 - 20:16kind of a long game,
-
20:16 - 20:19I'll be looking just
at the first half, today. -
20:19 - 20:22You have the typical action menu on
the right hand side of the screen, -
20:22 - 20:27with the, uh, standard options
of Move, Look, Talk, et cetera. -
20:27 - 20:30The opening section [of] the game
is basically one of those, you know, -
20:30 - 20:33"press the A button to advance"
kinda' deals. -
20:33 - 20:35You might call it a
"walking down the road"- -
20:35 - 20:37simulation game,
because you do a lot [of] -
20:37 - 20:39walking from town to town.
-
20:39 - 20:44You often need to speak to a guard,
each town, and show your pass or something. -
20:44 - 20:48You'll also have these very
uneventful encounters along the road. -
20:48 - 20:50Uh... At one point someone
comes up behind you, -
20:50 - 20:53and keeps tapping [you] on the
shoulder until you turn around. -
20:53 - 20:54Good stuff.
-
20:54 - 20:57Eventually some excitement happens when
you get trained in the combat system. -
20:57 - 21:00Later in the game you'll
actually encounter enemies -
21:00 - 21:03and need to fight them, and
this guy trains you how to fight. -
21:03 - 21:05When green or red dots appear,
you need to press the D-Pad -
21:05 - 21:08in the correct direction
and hit the correct button; -
21:08 - 21:11green dots are defense
and red are offense. -
21:11 - 21:14So, doing these correctly
will keep [you] from losing life -
21:14 - 21:18and will cause you to
do damage to the enemy -
21:18 - 21:20(though this guy, you really
can't actually do any damage to). -
21:20 - 21:22After you've passed
this training exercise, -
21:22 - 21:26you have to do it another
three times. (Great.) -
21:26 - 21:28Then, it's back on the road.
-
21:28 - 21:30Eventually, at some point
(well into the game) -
21:30 - 21:32you'll have real fights
with real enemies. -
21:32 - 21:36Um... I think that's still
a while into the point... -
21:36 - 21:38a while after the point
that I got, though. -
21:38 - 21:40This is definitely the most
obscure game this episode. -
21:40 - 21:44It doesn't even have its own,
uh, page on Japanese Wikipedia. -
21:44 - 21:46The first chunk of the game
is so repetitive -
21:46 - 21:48(I mean literally just
walking down the road -
21:48 - 21:50and talking [to] the
same people over and over) -
21:50 - 22:13so I can definitely see why this
has been completely forgotten. -
22:13 - 22:35Well, here it is:
another one of those games. -
22:35 - 22:38L.J.N.'s "Back to the Future",
-
22:38 - 22:42developed by those boys
from Down Under, Beam Software. -
22:42 - 22:46Beam Software's résumé was
erratic, to say the least. -
22:46 - 22:50We've already seen the U.S. version
of "Airwolf" and "Bad Street Brawlers", -
22:50 - 22:54from them, both of which were just
incredibly dull and sloppily made games, -
22:54 - 22:58though a few years later
they would actually produce uh, -
22:58 - 23:00"Nightshade" and "Shadow Run".
-
23:00 - 23:04So, yeah, pretty weird company, in
terms of the quality of their output. -
23:04 - 23:07Their name is mostly associated
with hastily produced crap, however. -
23:07 - 23:12The movie came out in 1985, but
this game is clearly released to help promote -
23:12 - 23:16"Back to the Future II", which would
arrive in theaters in September of 1989. -
23:16 - 23:21There was an earlier "Back to the Future"
computer game, which is completely unrelated. -
23:21 - 23:25This game is hated and despised
for a number of reasons. -
23:25 - 23:27One of them is that there is
not much connection to the movie, -
23:27 - 23:29in terms of the actual gameplay.
-
23:29 - 23:33The majority of the game
is spent, uh, doing this: -
23:33 - 23:38walking around town, uh, in a series of,
sort of, obstacle course-like levels. -
23:38 - 23:40These are timed forced-scrolling levels.
-
23:40 - 23:43So, they sort of resemble a, uh,
vertical Shoot-'em-Up, in some ways. -
23:43 - 23:48I suppose the inspiration might
be Atari's "Paperboy" game? -
23:48 - 23:50The object, here, is to, uh,
keep collecting clocks, -
23:50 - 23:52in order to prevent the
timer from running down. -
23:52 - 23:56Touching anything other than a clock
will cause you to fall down. -
23:56 - 23:59This means avoiding
women with a hula hoop, -
23:59 - 24:04random guys who charge at you, garbage
cans, park benches, and little fences -
24:04 - 24:09(or whatever the hell those things
are, on the edge of the sidewalk). -
24:09 - 24:11Most dangerous, though, are the
enormous bees that fly around, -
24:11 - 24:12since they fly directly at you
-
24:12 - 24:17and normally try to circle back
around you to hit you from behind. -
24:17 - 24:20Hitting anything causes you to fall down
and, uh, sort of flop around on the ground -
24:20 - 24:24(and this will result in all
the clocks around you vanishing, -
24:24 - 24:28so you lose valuable time
whenever this happens). -
24:28 - 24:34Once you reach the end of this
section, you move onto the next. -
24:34 - 24:42Uh... This is actually the same thing:
walking down the sidewalk. -
24:42 - 24:45You do this four times in a row,
until you reach Lou's Diner. -
24:45 - 24:49Then you get one of four minigames
that appear in "Back to the Future". -
24:49 - 24:54The first one has you throwing root beer floats
at the dudes that try to rush the counter. -
24:54 - 24:58If one reaches the counter, they'll grab you
and toss you down the bar into the door. -
24:58 - 25:01Keep in mind, you have to hit
these guys directly in the head. -
25:01 - 25:04Aiming for their bodies will not work;
the root beer float will just, -
25:04 - 25:07sort of, float right through them.
-
25:07 - 25:10It's not that difficult, in theory,
but missing once will cause you -
25:10 - 25:14to lose the level, and you need
to knock down a hundred guys. -
25:14 - 25:17Then it's back to the walking sequences.
-
25:17 - 25:20Eventually you'll get to the library,
where you encounter the next minigame. -
25:20 - 25:23Your mother throws hearts at you
and you try to catch them. -
25:23 - 25:28Well, technically you aren't catching them;
you're blocking them with a textbook or something. -
25:28 - 25:32But if you don't want the hearts to touch
you, wouldn't you just, uh, be dodging them, -
25:32 - 25:34as opposed to trying to, sort of,
catch them with your book, somehow? -
25:34 - 25:37I don't really get the concept, here.
-
25:37 - 25:42So this pattern repeats four times: some walking
segments, then a, uh, different minigame. -
25:42 - 25:45The walking segments do
have a few extra features. -
25:45 - 25:50You can grab a bowling ball, and throw it
at enemies, and (even better) a skateboard, -
25:50 - 25:52which allows you to move much faster.
-
25:52 - 25:55Now, it's really easy to get
knocked down off the skateboard, -
25:55 - 25:58but it goes so fast that even
if you remain on it, for, like, -
25:58 - 25:58just, like, a few seconds,
-
25:58 - 26:03you're almost guaranteed to be able to
finish the level before the time runs out. -
26:03 - 26:04The game actually has two sorts of timers.
-
26:04 - 26:08[Do] you remember in the movie, there's that
photograph that Marty had with his siblings, -
26:08 - 26:12and they started to, sort of, fade away, as,
um, time progressed throughout the movie? -
26:12 - 26:16Uh... Here's actually
the photo from the movie itself. -
26:16 - 26:18And then compare this
to the photo in the game. -
26:18 - 26:21Wow, those guys from Beam
really went the extra mile, here; -
26:21 - 26:24it's like looking at
the exact same picture! -
26:24 - 26:28Anyway, if the picture
fades completely, you die. -
26:28 - 26:30Aside from this sort of thing,
it almost feels like -
26:30 - 26:33the people who made this game
had never actually seen the movie. -
26:33 - 26:37My main issue with "Back to the Future"
is that there is no cohesion -
26:37 - 26:38between the different parts.
-
26:38 - 26:41It's essentially a handful of
very basic minigames, kind of -
26:41 - 26:44awkwardly crammed together,
and the individual games feel like they -
26:44 - 26:49could easily be from the Atari 2600 era,
in terms of gameplay. -
26:49 - 26:52And none of these are, uh, little
minigames are actually very original. -
26:52 - 26:56I mentioned, uh, the the traveling sequences
re... resembling "Paperboy". -
26:56 - 27:00The minigame in Lou's Diner,
where you throw root beer floats, -
27:00 - 27:03is basically the same thing as
the old arcade game, "Tapper". -
27:03 - 27:05And the game in the library,
where you're catching the hearts -
27:05 - 27:09is really not that different
than the old Atari game, "Kaboom!". -
27:09 - 27:11After you complete this
guitar playing section -
27:11 - 27:15(which is actually really easy,
once you kind of wrap your head around it) -
27:15 - 27:16you make your way to the final section,
-
27:16 - 27:20where we need to race the DeLorean
to reach 88 miles per hour. -
27:20 - 27:24However, I think the lightning
melts the roads, which slows you down, -
27:24 - 27:28so you need to avoid all the, ah,
the spots where the lightning has hit. -
27:28 - 27:30And then, on top of all the other crap
this game throws at you, -
27:30 - 27:35if you fail at this part, even once,
you get a total Game Over. -
27:35 - 27:39I mean, quite frankly I recommend abusing
the Start button, throughout this game, -
27:39 - 27:42which pauses it, so you can
actually see in advance -
27:42 - 27:45where the lightning is going to strike, and
then you'll be able to avoid it a bit easier. -
27:45 - 27:50It's weird that they used a pause button on
a game mostly built around fast reaction times. -
27:50 - 27:53I mean you can use the pause button to
pretty much beat the minigame levels, -
27:53 - 27:56like involving catching hearts
or catching guitar notes, -
27:56 - 28:02but pretty much everything else in this game
is completely absurd, so why not this as well? -
28:02 - 28:04Anyway, having actually played this game,
-
28:04 - 28:26I can now understand why
people really really hate it. -
28:26 - 28:51Oh man! Number 2 in today's
shitty L.J.N. game trilogy, "N.F.L.", -
28:51 - 28:55(despite being the first N.E.S. game
with an actual official N.F.L. license) -
28:55 - 28:57is almost forgotten today.
-
28:57 - 29:02It's sorta' stuck, forever living in the shadow
of its far superior ah, rival, "Tecmo Bowl". -
29:02 - 29:04So, when we say “N.F.L. license”, uh,
this -
29:04 - 29:07means that the real team names were used.
-
29:07 - 29:10The names of individual players
were not used, -
29:10 - 29:13since that would actually be
a completely different license. -
29:13 - 29:17For game select, you can choose to
play an American Conference game -
29:17 - 29:22or a National Conference game
or InterConference or Super Bowl. -
29:22 - 29:24I'm not really sure exactly
what the difference between -
29:24 - 29:27Super Bowl and InterConference is,
but of course, these allow you to choose -
29:27 - 29:30an opponent from, uh, the other conference.
-
29:30 - 29:34So, as we see, this does, in fact,
use the real life team names. -
29:34 - 29:38But for the players we only
get the position names. -
29:38 - 29:41You have the option to upgrade a
player, but doing so will penalize you, -
29:41 - 29:45by supposedly making it more likely
you'll have a penalty called on you. -
29:45 - 29:48Now, it's not a hundred percent clear
who developed "N.F.L.", -
29:48 - 29:51but it appears that Atlus
was somehow involved -
29:51 - 29:55(um, as they were in
several other L.J.N. games). -
29:55 - 29:57Possibly [Sanritsu] may
have also been involved? -
29:57 - 30:02According to the manual, Tom Bass
(coach for the Buccaneers and the Chargers) -
30:02 - 30:07was "instrumental" in the development
of this game's "authentic action". -
30:07 - 30:09Bass had written a few books
on football tactics -
30:09 - 30:13and used to give seminars, aimed at
helping women understand [football]. -
30:13 - 30:17Of course, what exactly he did
on this game is anybody's guess. -
30:17 - 30:22So, basically that... everything that, uh,
Tecmo's uh, football games do right, -
30:22 - 30:24this one does completely wrong.
-
30:24 - 30:27The little arrows over the heads indicate,
uh, which player's being controlled. -
30:27 - 30:31But actually controlling anything is
sometimes needlessly complicated. -
30:31 - 30:34Whereas "Tecmo Bowl" is,
uh, pretty damn intuitive -
30:34 - 30:38in terms of how you play it,
doing stuff in "N.F.L". involves, uh, -
30:38 - 30:41pressing a series of buttons
that you'll need to, uh, refer back -
30:41 - 30:43to the manual a few times, in order to,
kind of, read up on wh... -
30:43 - 30:46you know, what the hell
you're supposed to be doing. -
30:46 - 30:50However, the biggest stumbling block for
playing "N.F.L." involves calling plays. -
30:50 - 30:54Much like "Tecmo Bowl", you select
[an] offensive or defensive position -
30:54 - 30:59by pressing a combination of buttons on
the D-Pad and using the A and B buttons. -
30:59 - 31:03However, Tecmo's game actually
displays diagrams of the plays. -
31:03 - 31:09"N.F.L." has you entering your plays while
looking at the scoreboard, for some reason. -
31:09 - 31:11Nothing really helpful in determining
what play you wanna' use. -
31:11 - 31:15The manual has this, uh, also
not very helpful list of plays, -
31:15 - 31:19but doesn't tell you the right
button combinations to press. -
31:19 - 31:21You see, originally this came with
a couple little fold out play sheets -
31:21 - 31:24that gave details about the plays
and how to select them. -
31:24 - 31:27However, the play sheet seems to
have almost, kind of, completely -
31:27 - 31:28disappeared down the memory hole.
-
31:28 - 31:32I couldn't even find a
good photo of it online. -
31:32 - 31:36A few listings for complete-in-box copies
of "N.F.L". didn't even have the play sheet. -
31:36 - 31:41Now, obviously you can find guides online
that'll tell you how to input each play, -
31:41 - 31:44but this game is pretty much completely
unplayable without having that information. -
31:44 - 31:50So you can't just, like, you know, buy a
loose cart and pop it in and start playing. -
31:50 - 31:53One other weird little thing:
most resources call this "N.F.L. Football", -
31:53 - 31:59yet the box cover, the game, the manual
– everything calls it just "N.F.L.". -
31:59 - 32:00A little strange.
-
32:00 - 32:27Anyway, this is the, uh, one football game
that you should definitely "pass" on. -
32:27 - 32:34Our third and final piece of unrepentant trash
from L.J.N. is "Who Framed Roger Rabbit?". -
32:34 - 32:41And we have one of those classic
Rare “wall of text” screens, here. -
32:41 - 32:47I mean, geez, just look at this!
What's with the flying question marks? -
32:47 - 32:52And look at the "Who Framed" text;
is that really the best they could do? -
32:52 - 32:56Why is there such a huge space
between "Who" and "Framed"? -
32:56 - 33:00There is just so much typical,
"Who gives a shit?", attitude -
33:00 - 33:03from Rare in this game.
-
33:03 - 33:04Now, I assume you're all
familiar with the movie, -
33:04 - 33:07"Who Framed Roger Rabbit?",
from 1988. -
33:07 - 33:09Produced by Steven Spielberg's
Amblin Entertainment, -
33:09 - 33:16it was an odd mashup of Chinatown and
American animation of the 1930s and '40s. -
33:16 - 33:19Bob Hoskins plays a detective,
named Eddie Valiant, -
33:19 - 33:22who gets involved in the
murder case of one Marvin Acme, -
33:22 - 33:27who is having an affair with Jessica Rabbit,
wife of the cartoon star, Roger Rabbit. -
33:27 - 33:31Acme's missing will
(a major plot point, in the movie) -
33:31 - 33:34becomes the crux of the story for this game.
-
33:34 - 33:38"Who Framed Roger Rabbit" is,
I suppose, an Adventure game, of sorts. -
33:38 - 33:41The object is mostly to go around town,
collecting items. -
33:41 - 33:44Some of these items will
help you advance the story. -
33:44 - 33:48Now, when you put it like that,
this sounds kinda' like "Déjà Vu", -
33:48 - 33:52but in this game the idea is implemented
very very very differently. -
33:52 - 33:55The first part of the game
takes place in Los Angeles, -
33:55 - 34:00where you walk around the street and
explore a series of almost identical buildings, -
34:00 - 34:03all the while trying to avoid
getting hit by cars. -
34:03 - 34:05Inside a building,
you will find numerous rooms, -
34:05 - 34:09which are always full of tables,
chairs, dressers, and desks. -
34:09 - 34:12You can open the desk and dressers,
in hopes of, uh, finding a piece of the will. -
34:12 - 34:18Of course, 99% of the many
many drawers have nothing in them. -
34:18 - 34:22Aside from that, you will find items
just lying around on the floor. -
34:22 - 34:26Some [of] them are unique quest items;
others are usable items. -
34:26 - 34:29There's, uh, stuff like wallets
(which contain money), -
34:29 - 34:32items for dealing with enemies,
and so on. -
34:32 - 34:40For example, the whistle will
summon Benny the Cab. -
34:40 - 34:42You can use him to
drive around town quicker, -
34:42 - 34:45and he's required to access
later parts of the game. -
34:45 - 34:49Now, aside from its impressive
combination of live action and animation, -
34:49 - 34:51the one thing that stood out
at the time, in this movie, -
34:51 - 34:54was the huge number
of guest appearances -
34:54 - 34:57from various cartoon characters
from different studios. -
34:57 - 34:59In the days before
extensive cross-branding, -
34:59 - 35:03["Who Framed] Roger Rabbit?" accomplished
what seemed to be the impossible act -
35:03 - 35:07of getting Mickey Mouse and Bugs Bunny
together in one cartoon. -
35:07 - 35:11I mean, at the time this seemed,
you know, virtually miraculous. -
35:11 - 35:15Of course, none of these other characters
were available for this game, -
35:15 - 35:20so the concept of Toon Town has been
reduced down to basically almost nothing. -
35:20 - 35:22Toon Town does appear later in the game,
-
35:22 - 35:26but it's actually a lot like Los Angeles,
with different-looking buildings. -
35:26 - 35:31["Who Framed] Roger Rabbit?" is one [of]
those games that tries to do many things, -
35:31 - 35:33but doesn't really do any of them well.
-
35:33 - 35:38It looks like an open-world Adventure game,
but there's really not much interesting to -
35:38 - 35:38find.
-
35:38 - 35:42Exploring L.A. mostly just involves
walking up and down streets, -
35:42 - 35:45entering a bunch of these
identical looking buildings, -
35:45 - 35:48and picking up
randomly scattered items. -
35:48 - 35:51You talk to people but,
unlike in Sierra or LucasArts games, -
35:51 - 35:53no one ever says anything
even remotely interesting. -
35:53 - 35:58There are also some action bits,
like shit falling on your head -
35:58 - 36:02when you try to pick something up
or, uh, animals that attack you -
36:02 - 36:05the second you enter a screen,
uh, which kill you in one hit. -
36:05 - 36:10And if you're not careful, this can
happen over and over and over. -
36:10 - 36:20Birds will fly out of the sky
and pick up Roger -
36:20 - 36:25(which also kills you),
cars will run over you (killing you); -
36:25 - 36:29everything in this game is all
just so awkward and wrong. -
36:29 - 36:32For example, um, you walk around
the street, using the D-Pad, -
36:32 - 36:34you know, exactly like
you would expect. -
36:34 - 36:38When you hop in Benny the Cab, suddenly
the control scheme completely changes. -
36:38 - 36:42All Benny does is make you move
around the streets faster, yet -
36:42 - 36:43(for some reason) Rare decided
-
36:43 - 36:47they needed a completely
different control scheme for this. -
36:47 - 36:52On foot, the Up button moves up;
in Benny, Up button does... nothing. -
36:52 - 36:57They went through the trouble of actually
creating this second control scheme, -
36:57 - 37:00which adds absolutely zero to the game!
-
37:00 - 37:02And that's the weird thing about Rare!
-
37:02 - 37:03I mean, it's like,
-
37:03 - 37:07they're not... lazy, it seems;
they're not exactly cutting corners. -
37:07 - 37:11They put effort into things that do
not enhance the game experience -
37:11 - 37:14(and quite possibly detract from it).
-
37:14 - 37:16Among other odd things,
-
37:16 - 37:18sometimes Roger gets
captured by these two weasels -
37:18 - 37:22and they tell corny old jokes (you
have to choose the correct answers). -
37:22 - 37:25This feels like something Rare,
sort of, threw in as filler. -
37:25 - 37:27I mean, does anyone
actually enjoy these parts? -
37:27 - 37:33To me, when the weasels grab Roger, it's like,
"Oh, great. Not... Not this crap again.". -
37:33 - 37:35There is some sort of logic
to some [of] the puzzles. -
37:35 - 37:37For example, you can't enter this club
until ya' find the password -
37:37 - 37:41(which is placed, of course, in
some random location in town). -
37:41 - 37:43When you enter the club,
you find Jessica Rabbit. -
37:43 - 37:46You can try to talk to her, but she'll
tell you to find her phone number -
37:46 - 37:50(which I'm sure is also randomly
hidden in one [of] the buildings). -
37:50 - 37:54There are tons of items in this game
- usually with one very specific use. -
37:54 - 37:55For example, there are separate items for,
-
37:55 - 38:00uh, fending off the wild, uh, cats,
dogs, and snakes that attack you. -
38:00 - 38:05There's lots of one-time-use items, like
a password or Jessica's phone number. -
38:05 - 38:08You can see which item you have selected,
up there at the top. -
38:08 - 38:11However (get this)
at various points the weasels will attack. -
38:11 - 38:15We have to fight them, but there's not
just an attack button you can use. -
38:15 - 38:20No, you actually have to select your fist
(or weapon), [at...] from the items menu. -
38:20 - 38:24And this is done by (I shit you not)
holding down the Select button -
38:24 - 38:28while you scroll through every item,
until you reach your fist. -
38:28 - 38:30And you cannot move,
while you're doing this, -
38:30 - 38:32because you're using the D-Pad
to browse through the items. -
38:32 - 38:35So, often you'll have to, sort of,
stop going through the menu, -
38:35 - 38:37move away from the weasel
(so he doesn't hit you), -
38:37 - 38:40and then start going
through the menu again. -
38:40 - 38:44The actual fighting is quite awkward,
and you can lose a life -
38:44 - 38:45if you get hit too many times.
-
38:45 - 38:47Apparently, you have a life meter,
but it appears to be invisible. -
38:47 - 38:52And those little "P"s that appear
[across], uh, the bar at the top, there? -
38:52 - 38:54They, apparently, don't
represent your life bar -
38:54 - 38:59(and I swear I read through the manual
and it doesn't mention them at all) -
38:59 - 39:01so who knows what those actually do?
-
39:01 - 39:03There's so much weird shit like this.
-
39:03 - 39:07Like, when you start winding up your punch,
you can't move while doing so, -
39:07 - 39:10unless you were already moving
when you started winding up the punch -
39:10 - 39:13(then you can continue to move).
-
39:13 - 39:15Was this intentional
or is it some kind of weird bug? -
39:15 - 39:20In some ways, this reminds me of the old
Atari 2600 game, "Raiders [of] the Lost Ark". -
39:20 - 39:23There's a lot [of] things [you] have to do,
in a very specific fashion, -
39:23 - 39:26but the game is very obtuse about it.
-
39:26 - 39:30So, you just, sort of, wander around randomly,
hoping you'll be lead in the right direction. -
39:30 - 39:32Even the manual doesn't tell you
what any [of] the items do. -
39:32 - 39:37Some [of] them (like the password)
get explained in the context of the game, -
39:37 - 39:42but what do rattles do?
(What about baseballs? The cigars?) -
39:42 - 39:45Even purchasing items from
the store is really not that clear. -
39:45 - 39:48You need to select a wallet
from the items menu, -
39:48 - 39:51and then use it while you're
actually standing right... -
39:51 - 39:53directly next to the item
that you want to buy. -
39:53 - 39:56In what other game does buying
from a shop work like that? -
39:56 - 39:57I mean, it's weird!
-
39:57 - 40:00So many games are so intuitive,
with how the basic controls work, -
40:00 - 40:03but here you walk into your...
a store, and you're like, -
40:03 - 40:06"Uh... How do I actually buy this shit?".
-
40:06 - 40:08It's not even clear what
Roger Rabbit does in this game. -
40:08 - 40:13I mean, he follows Eddie around everywhere,
but it's... he's pretty much just window dressing. -
40:13 - 40:16You can't control him, and he's
totally useless, for the most part -
40:16 - 40:18(at least in the first half
of the game that I played). -
40:18 - 40:22I guess they couldn't figure out any other
way to, sort of, work him into the game, -
40:22 - 40:25so he's just, sort of, like, this fellow
who shadows you everywhere you go. -
40:25 - 40:30I can't think of many games that
just fail at so many levels at once. -
40:30 - 40:56It's actually completely exasperating.
It's really an utterly bizarre game. -
40:56 - 41:22Well, here we are - the big game this episode:
Capcom's "DuckTales" -
41:22 - 41:25- the first in a series of very successful
Disney games from Capcom -
41:25 - 41:27(and I mean very successful).
-
41:27 - 41:33Supposedly, "DuckTales" was Capcom's
biggest selling N.E.S. game. -
41:33 - 41:36It was, of course, based on the
wildly popular animated T.V. show, -
41:36 - 41:41that ran from 1987 to 1990
(which was, itself, based mostly on -
41:41 - 41:44the duck comics of Carl Barks
from the 1940s through the 1960s). -
41:44 - 41:49While Barks did not create Donald Duck
or his nephews, he hid... did introduce -
41:49 - 41:52lots of characters like Uncle Scrooge,
The Beagle Boys, Flintheart Glomgold, -
41:52 - 41:57Magica De Spell, Gyro Gearloose,
and many others. -
41:57 - 42:01Barks' duck comics were among
the most perfect comics ever created -
42:01 - 42:06and the "DuckTales" T.V.show was
basically a tribute to Barks, in many ways. -
42:06 - 42:07Capcom released this in the U.S. first
-
42:07 - 42:11and then gave it a Japanese release
in January 1990, under the name, -
42:11 - 42:15"Wanpaku Dakku Yume Bōken" or
"Naughty Duck Dream Adventure". -
42:15 - 42:21The rather strange English text
found in both the, uh, beta of the U.S. game -
42:21 - 42:24and the Japanese game states that,
according to Scrooge, -
42:24 - 42:29the most important treasure
is "Dream and Friends". -
42:29 - 42:31Capcom had a pretty fruitful
relationship with Disney, -
42:31 - 42:34and this was the first Disney game
that they actually developed themselves. -
42:34 - 42:38They had published
"Mickey Mousecapade" in the U.S., -
42:38 - 42:42though that was actually developed by Hudson,
who published the original Japanese release. -
42:42 - 42:47"DuckTales" continues Capcom's streak of
quality Action/Platforming games for the N.E.S. -
42:47 - 42:52We'd previously seen "Bionic Commando", "Strider",
and of course the two "MegaMan" games. -
42:52 - 42:57Just like "Bionic Commando", this uses a
rather unusual mechanic for getting around. -
42:57 - 42:58Scrooge can [walk] and jump,
-
42:58 - 43:02but the only way he can attack enemies
is by using his cane as a pogo stick. -
43:02 - 43:04Now, this seems absurd.
-
43:04 - 43:08Canes don't have springs in them, for one,
nor do they have a place to put your feet -
43:08 - 43:08on,
-
43:08 - 43:12and if you look closely at Scrooge's sprite,
you'll see that he's actually completely -
43:12 - 43:15bent over to the point where his torso
is almost touching the ground. -
43:15 - 43:17He's holding onto the cane with his
hands and the top end of the cane -
43:17 - 43:20appears to be pressed
up against his chest. -
43:20 - 43:24Attempting to pogo like this would either
impale him on the cane -
43:24 - 43:28or at the very least shatter his sternum,
yet Scrooge (very improbably) -
43:28 - 43:32is able to bounce around all over
the place like this, unharmed. -
43:32 - 43:35Not only can Scrooge jump
higher than normal, using the cane, -
43:35 - 43:37but this is the only way that
he can directly kill enemies -
43:37 - 43:41- by impaling them on the end of a cane
(which is, I'm sure, a very horrible way to -
43:41 - 43:42die).
-
43:42 - 43:45All this sounds really cool,
except for one problem: -
43:45 - 43:48initiating the pogo jump
is slightly too complex. -
43:48 - 43:52You need to press A to do a regular jump,
then, before hitting the ground, -
43:52 - 43:56press Down on the D-Pad,
and hold down the B button. -
43:56 - 43:58This doesn't sound like much work, I know,
-
43:58 - 44:02but I don't quite understand why it
has to require three button presses. -
44:02 - 44:05The thing is, you use the pogo jump constantly.
-
44:05 - 44:08I mean (just a reminder) this is
the only way you can kill enemies; -
44:08 - 44:11if you do a regular jump
and land on an enemy, you die. -
44:11 - 44:14Many many jumps in this game can
only be done, using the pogo jump. -
44:14 - 44:17Other than that, there are lots
of weird little issues with it. -
44:17 - 44:20It seems that if you are running,
then jump forward into a pogo jump, -
44:20 - 44:23you will, like, stop moving forward
when you hit the ground, -
44:23 - 44:27and it can be hard to initiate
the jump in very tight quarters. -
44:27 - 44:30Sometimes, when you're, like, landing
on a narrow platform, when you land, -
44:30 - 44:32you'll actually come out of the pogo jump.
-
44:32 - 44:35And, you can still die,
while trying to pogo jump on enemies, -
44:35 - 44:38if you don't hit them exactly right.
-
44:38 - 44:40For example, right here, I thought I
was going to land on this Beagle Boy -
44:40 - 44:46but, if we look at it frame by frame,
we see, yes, I'm getting quite close, -
44:46 - 44:50cane isn't quite lined up right,
and "Blammo!" there I go. -
44:50 - 44:58At the end of each level, you'll encounter
a boss battle; here's the first one. -
44:58 - 45:06Unfortunately, all the bosses are pretty
simple variations on the same fight. -
45:06 - 45:10The boss moves around and you
need to pogo and land on his head. -
45:10 - 45:15Then, after a few times, he drops the treasure,
and then you return to the Level Select screen. -
45:15 - 45:19For the most part, the main objective is
simply to find the exit of each level. -
45:19 - 45:23However, while you're in there, you can
also search around for money and items. -
45:23 - 45:26Uh... Gems and diamonds
are found everywhere. -
45:26 - 45:29They fall out of the air;
they're also inside treasure chests. -
45:29 - 45:32You can [either] only take a rather
straightforward path to the boss, -
45:32 - 45:35or you can explore around a bit
more and find various detours -
45:35 - 45:39and alternate paths,
in order to get more treasure. -
45:39 - 45:41You can also occasionally
find helpful things, -
45:41 - 45:43like ice cream and cake,
to restore your health -
45:43 - 45:47(though I'm not sure that birds
can digest dairy products) -
45:47 - 45:50and, in a couple cases, you will find
an item that extends your health bar. -
45:50 - 45:54There's also a couple
hidden special treasures. -
45:54 - 45:56Once you defeat the second boss,
Magica De Spell, -
45:56 - 46:00(who is, incidentally, the only boss that
is actually taken from the cartoon, -
46:00 - 46:06instead of being just some generic monster)
you then go on to the African mines. -
46:06 - 46:08However, you immediately
run into one of your nephews, -
46:08 - 46:15who tells you you need a key,
in order to proceed. -
46:15 - 46:18And the key is found in...
the previous level. -
46:18 - 46:22Yeah, you actually have to immediately
return to Transylvania and look for the key. -
46:22 - 46:32Fortunately, it's a very short trip to
the room where the key is kept. -
46:32 - 46:35The mine level is kind of strange and th...
the path to the boss [is] actually quite short, -
46:35 - 46:38but there is a much
longer meandering path, -
46:38 - 46:41where [you] can pick up
lots of treasures and money. -
46:41 - 46:43While playing "DuckTales",
it reminded me a lot -
46:43 - 46:46of the N.E.S. version of
"Strider", aesthetically. -
46:46 - 46:48Just like "Strider", there is
a vibe of, you know, -
46:48 - 46:53"Here's the cave level, here's the jungle
level,.. oh, and here's a snow level!" -
46:53 - 46:55The computer thing cr...
Scrooge uses between levels -
46:55 - 46:58is very similar to the one "Strider" uses.
-
46:58 - 47:01Of course, "DuckTales" is
much simpler than "Strider". -
47:01 - 47:03There's no special items that
give you any additional abilities -
47:03 - 47:05(other than the life bar extension)
-
47:05 - 47:09and there, [you know], are a couple
extra lives found here and there. -
47:09 - 47:13But there's not much backtracking, other
than that brief return to Transylvania. -
47:13 - 47:16It's pretty much a matter of wandering
around the level until you find the boss. -
47:16 - 47:22I mean, sure, there's exploration, but there's
not much to find, other than diamonds. -
47:22 - 47:27And the question is, "Why look for diamonds?".
Your money counter is basically just a score. -
47:27 - 47:29Diamonds don't do anything in the game.
-
47:29 - 47:32There is no actual in game
benefit to picking them up. -
47:32 - 47:35You can't spend them at
shops or anything like that. -
47:35 - 47:40The only thing they actually do is impact
the ending, which we'll get to in just a bit. -
47:40 - 47:44The other thing that bugs me is the lack of
any kind of game story or narrative drive. -
47:44 - 47:49"DuckTales" was aimed at younger audiences,
so there's not a lot [of] dialogue, -
47:49 - 47:52but this doesn't really make great use
of the "DuckTales" license. -
47:52 - 47:56I mean, this could easily have been developed
as something else entirely different -
47:56 - 47:59and then the sprites swapped in
at the very last moment. -
47:59 - 48:03Huey, Dewey, and Louie just appear in random
places throughout the game for no reason -
48:03 - 48:05and don't really do anything.
-
48:05 - 48:08And why is Mrs. Beakley in the diamond mine?
-
48:08 - 48:12Or, why is Bubba in the Himalayas,
frozen in a block of ice? -
48:12 - 48:15It's interesting that people always
complain about "Back to the Future", -
48:15 - 48:17for, like, not being faithful to the movie
-
48:17 - 48:21("Did they even see "Back to the Future"
before making the game?") -
48:21 - 48:24but really, did anyone at Capcom
ever see an episode of "DuckTales" -
48:24 - 48:27or were they just handed
character model sheets and told, -
48:27 - 48:30"Stick the characters in there, somewhere.".
-
48:30 - 48:33Even the instruction manual
doesn't offer any kind of story, -
48:33 - 48:36other than simply, you know,
Scrooge is looking for treasure. -
48:36 - 48:39DuckTales is pretty repetitive
and most levels are quite similar, -
48:39 - 48:42with just the background graphics
being a little different -
48:42 - 48:47(like, in the jungle level you climb up vines
and, on the mine level, you climb up chains). -
48:47 - 48:49The Himalayas level is about
the only level that, sort of, -
48:49 - 48:52finds a way to use the environment
to alter the gameplay. -
48:52 - 48:57That is, if you try to pogo on the snow,
you'll get stuck (which makes sense, of course) -
48:57 - 49:02and it does use falling icicles
and slippery blocks of ice a bit, as well. -
49:02 - 49:05Now, please don't think that I'm telling
you that DuckTales is a bad game. -
49:05 - 49:06It's actually pretty good!
-
49:06 - 49:11I mean, it's sort of unambitious, when compared
to Capcom's other recent Platform/Action games, -
49:11 - 49:14and, whereas "MegaMan 2" was a labor of love,
-
49:14 - 49:19"DuckTales" feels like competent guys
making [a] game that they were paid to make. -
49:19 - 49:44Everyone loves the Moon Level music,
and yeah I will admit, it's pretty darn nice. -
49:44 - 49:491up.com once put this game at number 9
on a list of the best ever N.E.S. games, -
49:49 - 49:55which seems (quite frankly) insane to me
and I grade this as a solid B... maybe a B-. -
49:55 - 49:59So, once you've found all five treasures,
something of a plot twist occurs; -
49:59 - 50:01your treasures all get stolen, somehow,
-
50:01 - 50:05and you get a message, telling you
to come to Dracula Duck Manor -
50:05 - 50:14(which turns out to be
the Transylvania level again). -
50:14 - 50:18As someone pointed out, this was,
uh, produced by Tokuro Fujiwara -
50:18 - 50:20(designer of "Ghosts 'n' Goblins")
-
50:20 - 50:24which might explain why you have
to play through this level twice. -
50:24 - 50:27So you make your way back to
the same boss room as before, -
50:27 - 50:30then face the final boss:
Dracula Duck. -
50:30 - 50:33He's a bit trickier than the other bosses
(which are all quite easily beaten) -
50:33 - 50:36um, but here you actually
need to land on a bat, -
50:36 - 50:39in order to bounce high enough
to hit him on the head. -
50:39 - 50:45All this seems to be a, uh, Castlevania...
(parody? homage? rip off?); -
50:45 - 50:48I'm not quite sure.
-
50:48 - 50:51Once defeated, uh, Magica De Spell
and Flintheart Glomgold appear -
50:51 - 50:53and say that they will
race you to your treasure. -
50:53 - 50:55I don't even know which one
is supposed [to] be talking... -
50:55 - 51:00or, for that matter, how Magica or Flintheart
are even connected to Dracula Duck, -
51:00 - 51:04but you do get this very silly little race,
where all you do is climb straight up the -
51:04 - 51:04rope.
-
51:04 - 51:10There's no way to lose this,
unless you deliberately try. -
51:10 - 51:16Now, there are three possible endings.
-
51:16 - 51:21There's the regular one (this one),
um, but if you have, uh, ended -
51:21 - 51:21the game with more money,
-
51:21 - 51:25you get a picture of Scrooge
on a larger pile of treasure, -
51:25 - 51:28and if you beat the game with no money,
you get a pic of Scrooge looking, -
51:28 - 51:31you know, sad
because he has no treasure. -
51:31 - 51:33Overall, it's a nice game.
-
51:33 - 51:36I wouldn't put it among the top tier
of Capcom masterpieces -
51:36 - 51:39but it is better than 90%
of the crap on the FamiCom, -
51:39 - 51:55and it did inaugurate Capcom's
series of high quality Disney games. -
51:55 - 52:21Oh no!
It's "Fester's Quest" -
52:21 - 52:25- one of the most hated and despised games
on the Nintendo Entertainment System -
52:25 - 52:30(probably not hated as much as
"Back to the Future", though). -
52:30 - 52:35Now, it might not be clear, but, uh,
Uncle Fester was moonbathing one night, -
52:35 - 52:37when a spaceship
kidnapped a bunch of people. -
52:37 - 52:39Gomez must protect the family,
-
52:39 - 52:44so it's up to Uncle Fester to
rescue all those poor Manhattanites. -
52:44 - 52:46It's not even clear what
this game's name is. -
52:46 - 52:50The title screen says,
"Uncle Fester's Quest: The Addams Family"; -
52:50 - 52:53the box art just says,
"Fester's Quest". -
52:53 - 52:57This was developed and published by Sunsoft,
and only released in the U.S. and Europe. -
52:57 - 52:58What's it like?
-
52:58 - 53:02Well, do you remember the parts
of Sunsoft's "Master Blaster" -
53:02 - 53:04where ya' got out of the tank
and the game became sorta' like a -
53:04 - 53:07top down "Commando"-type game?
-
53:07 - 53:12Well, just imagine an entire game of just
those parts and you'll have "Fester's Quest". -
53:12 - 53:17The game takes place in Central Park,
I assume, as well as the sewers below. -
53:17 - 53:20We don't see the
Addams Family mansion, per se, -
53:20 - 53:24but instead there's several smaller houses
[which] are scattered around the park -
53:24 - 53:27(each containing one member
of the family, for some reason). -
53:27 - 53:32Now, I'm sure you're all familiar with
"The Addams Family" and Uncle Fester. -
53:32 - 53:35He first appeared in the, uh,
Charles Addams New Yorker, uh, cartoons, -
53:35 - 53:38as an unnamed creepy bald weirdo.
-
53:38 - 53:41When The Addams Family was
developed into a T.V. show in the mid-'60s -
53:41 - 53:45and the cartoon characters were
fleshed out and given names, -
53:45 - 53:47while Fester is clearly someone's uncle,
-
53:47 - 53:53he's sometimes described as "Gomez's brother"
and sometimes as "Morticia'a uncle". -
53:53 - 53:56Former child star, Jackie Coogan
portrayed him in the original show. -
53:56 - 53:59The game draws some elements
from the character from the T.V. show, -
53:59 - 54:02such as Fester wielding a blunderbuss and,
uh, -
54:02 - 54:06somehow being able to power a light bulb.
-
54:06 - 54:09Aside from your gun and the light bulbs,
you'll also need keys to open doors, -
54:09 - 54:12money to buy hot dogs
(to refill your health), -
54:12 - 54:16gun power-ups, as well as items
provided by the other family members, -
54:16 - 54:19such as various types of potions
and missiles and so on. -
54:19 - 54:24"Fester's Quest" is usually regarded as a
pretty difficult game for several reasons. -
54:24 - 54:25One problem you might
encounter early on is that -
54:25 - 54:29your gun's projectiles move
in weird curved paths. -
54:29 - 54:33The patterns actually change as you power
up the gun and some travel in a... such a -
54:33 - 54:37severe curve that it's almost impossible to
hit enemies, eh, as they close in on you. -
54:37 - 54:41Or, when you're traveling in tight quarters,
your projectiles will actually just -
54:41 - 54:46curve, right into the wall and
you won't be able to hit anything at all. -
54:46 - 54:51Once you power it up all the way, the gun
becomes an actual, like, wall of death, -
54:51 - 54:56but gun power-downs are dropped just as frequently
(or probably moreso than gun power-ups) -
54:56 - 55:00so you can very easily power
down your guns by accident. -
55:00 - 55:03At first glance, "Fester's Quest" appears
[to] -
55:03 - 55:06resemble a Metroid-vania or Zelda-type game.
-
55:06 - 55:10You have this big maze-like overworld
and you can explore around the park, -
55:10 - 55:15find various helpful items, climb down
into the sewers, and come out in new areas. -
55:15 - 55:18In fact, the overworld and
the sewers are two big maps, -
55:18 - 55:20connected together at various points,
-
55:20 - 55:24with only certain areas being... being
accessible at the beginning of a game. -
55:24 - 55:29However, as the game progresses,
you'll see that [it] becomes very very linear. -
55:29 - 55:31There's only one specific
path through the world -
55:31 - 55:35and while there are a few areas
that are slightly off the main path, -
55:35 - 55:37the game pretty much goes like this:
-
55:37 - 55:40You walk through a path in the park
that ends in a sewer entrance, -
55:40 - 55:43you go into the sewer,
re-enter the park, -
55:43 - 55:46take the path through the park
to a building, enter the building, -
55:46 - 55:48fight a boss at the end [of] the building,
and then repeat -
55:48 - 55:53(five bosses and then you enter
the final level: the U.F.O.). -
55:53 - 55:57For some reason, the game throws in these
first person sections, right before the boss -
55:57 - 55:58fights.
-
55:58 - 56:02There's not much point; I mean, they're
just small mazes with nothing in them. -
56:02 - 56:06At the end is a rather boring-looking
office door, wherein hides the boss. -
56:06 - 56:10All the bosses are sorta' similar to this:
a large dude who moves back and forth, -
56:10 - 56:12attacking you from above.
-
56:12 - 56:14You need to dodge his attacks
(which are simple repetitive patterns) -
56:14 - 56:16and shoot him until he dies.
-
56:16 - 56:19Afterwards, you exit,
and then move on to the next level. -
56:19 - 56:25Now, you must admit, "The Addams Family"
was sort of an odd subject for a game in 1989. -
56:25 - 56:30There hadn't been any new Addams Family material,
since a, uh, made-for-T.V. movie in the '70s, -
56:30 - 56:34and "The Addams Family" movie was
still a little over two years away. -
56:34 - 56:37As it turns out, this was sort of a passion
project from Richard Robbins at Sunsoft. -
56:37 - 56:42According to an interview on KidFenris.com
the idea came to Robbins in a dream, -
56:42 - 56:46and in order to get it made,
he spent a great number of, uh, -
56:46 - 56:51phone calls to Addams' widow in France,
trying to convince her to give him permission. -
56:51 - 56:55Sunsoft's home office in Japan didn't
understand why he wanted to make this game, -
56:55 - 57:00but obviously it was made, and it was developed
by the same team as "Master Blaster". -
57:00 - 57:05Apparently the lack of any sort of
save system was due to a "oversight" -
57:05 - 57:09and once they realized the game
really needed one, it was too late, -
57:09 - 57:13which brings me to the other thing that
makes "Fester's Quest" so damn difficult. -
57:13 - 57:17You can take two hits before you die.
What happens when you die? -
57:17 - 57:19You restart at the beginning...
-
57:19 - 57:22(no, not the beginning of a level)
...the beginning of the entire damn game). -
57:22 - 57:26That's right, if you get killed, um, for
example, like, on the final boss fight, -
57:26 - 57:30you go all the way back to where you
started at the beginning of the game -
57:30 - 57:32[and must] go through
the entire game again. -
57:32 - 57:35Now, granted, you get to keep
your weapons and items, but still -
57:35 - 57:40(I mean, you get hit twice and you have
to start all over again?) that's insane! -
57:40 - 57:45Now, there is a well-hidden secret item
that extends your life bar to three notches. -
57:45 - 57:48In fact, apparently there's another
one of these that I didn't find, -
57:48 - 57:50that gives you a fourth notch.
-
57:50 - 57:54And you do get some potions,
early on [in] the game, -
57:54 - 57:57but only five [of] them (and
you can't buy extras anywhere). -
57:57 - 57:59So, you have to play through
the game in one sitting and -
57:59 - 58:02basically not make more
than a handful of mistakes. -
58:02 - 58:04Now, after your gun,
-
58:04 - 58:07part way through the game you
get a second weapon from Morticia -
58:07 - 58:12(a whip, which kinda' resembles the flaming
whip of "Castlevania 2", when fully upgraded). -
58:12 - 58:15This actually is a bit more
powerful [than] the gun, -
58:15 - 58:18but on the other hand you have to
be a bit more careful when aiming it. -
58:18 - 58:21The final U.F.O. level is full
of tons of difficult enemies. -
58:21 - 58:25Um... Though, a very helpful item you
get late in the game is the noose, -
58:25 - 58:33which kills all the enemies onscreen
(presumably by hanging them, I guess). -
58:33 - 58:40Now, should you make it this far,
luckily it turns out the final boss -
58:40 - 58:45(which is some kind of killer robot/
computer/metal gear thing I don't know, -
58:45 - 58:49but it) can be easily defeated if you still
have enough invisibility potions and missiles. -
58:49 - 58:51Once you've knocked out
the guns up in front, -
58:51 - 58:55you can just stand right here, and its,
um, remaining weapon can't hit you -
58:55 - 59:02and you can just fire away with
your missiles until it blows up. -
59:02 - 59:12And that's it!
-
59:12 - 59:15I guess the spaceship decides to
beam down all the Earthlings, um, -
59:15 - 59:19back to Earth, right before exploding.
-
59:19 - 59:22And then the happy New Yorkers
and you have a little rave together. -
59:22 - 59:27It's a shame that "Fester's Quest" is,
like, so close to being a good game. -
59:27 - 59:29Just a few tweaks and
it would have been pretty decent. -
59:29 - 59:33Um.. Either way, though, it actually sold
pretty well (a million copies, apparently). -
59:33 - 60:02So, while it's far from perfect,
it's still better than "Back to the Future". -
60:02 - 60:07One last game for September.
This one is also, curiously, a U.S.-only release. -
60:07 - 60:15But listen to this music.
-
60:15 - 60:26Now, if you've played enough, uh,
N.E.S. games, your first thought might be, -
60:26 - 60:29"Now, that is some hella' British music!".
-
60:29 - 60:32I think [it's] that little "brrrring" thing
that gives it away. -
60:32 - 60:36So, "Sky Shark" is the first console game
to have music by Tim Folan, -
60:36 - 60:39who had previously found fame
doing the music for various games -
60:39 - 60:43on the Commodore 64 and the Z.X. Spectrum
and, uh, you know, systems like that. -
60:43 - 60:47As is often the case with these
N.E.S. games that were released -
60:47 - 60:50in the, uh, western market only,
Taito went to a British developer -
60:50 - 60:54(in this case, the infamous
Software Creations, -
60:54 - 60:58who are also known for such, uh, N.E.S.
games as "Silver Surfer" and "Wolverine"). -
60:58 - 61:00"Sky Shark" is a military themed Shooter,
-
61:00 - 61:03where naturally you pilot an
old-fashioned-looking biplane. -
61:03 - 61:09If "Sky Shark" feels exactly, sort of, like,
uh, so many other military Shooters, -
61:09 - 61:12that's because it is a port of a 1987 arcade
game, -
61:12 - 61:13originally developed by Toaplan
-
61:13 - 61:17(also known under the name "Flying Shark").
-
61:17 - 61:21This game feels a lot like Toaplan's
"Twin Cobra" or "Twin Hawk". -
61:21 - 61:24You face off against hordes of,
uh, flying enemy aircraft, -
61:24 - 61:26along with tanks rolling along the ground,
-
61:26 - 61:29[and] boats shooting at you
from the water below. -
61:29 - 61:33The original arcade game was nothing special,
but reasonably charming. -
61:33 - 61:39The N.E.S. port rips out all of the charm,
cranks up the difficulty quite a bit, -
61:39 - 61:41and leaves you with a game
that is not very enjoyable. -
61:41 - 61:44So I think you get the idea, here.
-
61:44 - 61:47Shooting the series of red planes
will cause [an] item to drop; -
61:47 - 61:48usually it's a power-up
or an extra bomb. -
61:48 - 61:50The power-ups are nothing special;
-
61:50 - 61:53they just add extra
projectiles to your weapon -
61:53 - 61:55and make the shots
spread out a bit more. -
61:55 - 62:00You don't have any secondary weapons,
or anything like that, here. -
62:00 - 62:04In terms of enemies, you get your standard
planes, tanks, mounted turrets on the ground -
62:04 - 62:06(you know, just the usual stuff).
-
62:06 - 62:09Some boring bosses appear,
like this giant tank. -
62:09 - 62:13Don't really expect much in the way of
originality when it comes to this game. -
62:13 - 62:16"Sky Shark" really borrows a lot
from Capcom's "1942" series. -
62:16 - 62:20For example, ya' have parts
where ya' fly over battleships, -
62:20 - 62:21knocking out their onboard guns.
-
62:21 - 62:25I... I guess it's not terrible.
-
62:25 - 62:28There are some slightly irritating
things about "Sky Shark" -
62:28 - 62:32(like the way enemies are always shooting
at you from the sides and from behind). -
62:32 - 62:34It's not terribly difficult.
-
62:34 - 62:36I guess this might have
seemed cool back in 1989 -
62:36 - 62:39but, after 25 plus years
of better Shoot'em-Ups, -
62:39 - 63:16"Sky Shark" doesn't really
hold much appeal, now. -
63:16 - 63:23We now turn our attention to the month
of October, 1989, and it's "Koushien". -
63:23 - 63:24We have an almost elegiac
musical melody, here. -
63:24 - 63:36Then it picks up a bit.
-
63:36 - 63:41Published by K.A.C., it seems to be
assumed that this [is] developed by S.N.K. -
63:41 - 63:45(though their name isn't actually found
anywhere on the front of the box). -
63:45 - 63:51I have also heard it described online as using
the same "engine" as S.N.K.'s "Baseball Stars". -
63:51 - 63:53Alright, so this is rather clearly
-
63:53 - 63:58the, uh, Honshin Koushien stadium,
depicted on the title screen. -
63:58 - 64:02"Koushien" usually refers to the, uh,
high school baseball championships, -
64:02 - 64:05which take place at Koushien Stadium.
-
64:05 - 64:09This is... has a, uh, a reasonably
high level of customization, here. -
64:09 - 64:11You can play through the
entire championships, -
64:11 - 64:13pick which teams are gonna'
be in the championships -
64:13 - 64:19(as is done on this map of Japan, here),
swap out various team members, [and] so on. -
64:19 - 64:23The kid giving a speech here,
uh, strikes a rather Fascist pose. -
64:23 - 64:25Oh yeah, [and] look at the face
-
64:25 - 64:30of the dude third from the left on the,
uh, left hand side of the screen, there. -
64:30 - 64:35The, uh, team first up [gets] decided by a
game of Rock, Paper, Scissors, of course. -
64:35 - 64:37The soundtrack is purty interesting!
-
64:37 - 64:40They use, like, this great
deep drum sound in places. -
64:40 - 64:44I'm guessing this utilized
a, uh, special sound chip. -
64:44 - 64:47Now, in terms of how this plays, it's not
as -
64:47 - 64:49irritating as some FamiCom baseball games,
-
64:49 - 64:52though I tended to get a lot
of relatively high fly balls... -
64:52 - 64:57and the C.P.U.'s outfielders will catch these
balls around a hundred percent [of] the time. -
64:57 - 65:01As always, it can be harder for you to catch
fly balls, when playing defense, because you -
65:01 - 65:09can't see where your outfielders are,
until a ball gets pretty close to them. -
65:09 - 65:20Overall, though, it is actually a... a...
a -
65:20 - 65:23pretty well constructed baseball game,
-
65:23 - 65:28however it is one of those games that got
a pretty heavily re-worked, uh, version, -
65:28 - 65:31released here in the United States
in 1990, under the name -
65:31 - 65:34"Little League Baseball:
Championship Series". -
65:34 - 65:39And while it's not quite as an
impressive a catch as the N.F.L. license, -
65:39 - 65:42this is an official Little League
baseball video game, -
65:42 - 65:48just in time for the, ah, 51st anniversary
of Little League baseball, -
65:48 - 65:51since this came out in the U.S.
in summer of 1990. -
65:51 - 65:55Um... Maybe it was planning on being
released earlier and didn't quite make it. -
65:55 - 65:59And this was actually
published by S.N.K., in the U.S. -
65:59 - 66:02However, when [ya'] actually
load this thing up, -
66:02 - 66:06all of the animations and screens in
the intro have been completely changed. -
66:06 - 66:08But, you know, the overall
structure remains the same. -
66:08 - 66:11Om... Instead of having, uh,
like, the map of Japan, -
66:11 - 66:14this is where you pick the teams you want
[to] actually play in the championship -
66:14 - 66:18from an international roster of various teams.
-
66:18 - 66:21The Rock, Paper, Scissors game has
been replaced with the traditional thing -
66:21 - 66:25where you put your hands
on the, ah, the baseball bat. -
66:25 - 66:28The game, itself, is
[pretty] similar to the original. -
66:28 - 66:30The sprites of the batters
have been changed, -
66:30 - 66:34but the pitcher, the basemen, and the
outfielders remain exactly the same. -
66:34 - 66:39Unfortunately, the music gets a pretty heavy
downgrade, losing those great pounding drums. -
66:39 - 66:42I [really] don't wanna' sell this short,
-
66:42 - 66:44because Little League Baseball
is actually a pretty solid game. -
66:44 - 66:48I love the little touches, like the pitchers,
you know, sort of, -
66:48 - 66:51bawling out the other players
when they fail to get a runner out, -
66:51 - 66:53or this absolutely marvelous
Home Run screen. -
66:53 - 66:57I mean, just look at all those faces
- pretty much the best Home Run screen -
66:57 - 67:00we've seen so far in... in...
in any baseball game and.... -
67:00 - 67:03why are they cheerleaders
in the stands, though? -
67:03 - 67:07So, final conclusion: "Koushien"
(a.k.a. "Little League Baseball") -
67:07 - 67:11is a pretty damn playable game – really
sort of the polar opposite of L.J.N.'s "N.F.L.". -
67:11 - 67:16[I] mean, we have a lot of
baseball games on this console. -
67:16 - 67:20This isn't certainly not exactly the best,
but we've seen far far worse. -
67:20 - 67:45Now, we do have one last
sports game, this episode. -
67:45 - 67:57Ah, here's another game with a
somewhat confusing naming history: -
67:57 - 68:01"World Super Tennis"
(a.k.a. "Top Players' Tennis", -
68:01 - 68:04a.k.a. Four Players' Tennis).
-
68:04 - 68:06Published by our good buddies, Asmik,
-
68:06 - 68:09this is, I believe, the second Asmik
FamiCom game we've seen -
68:09 - 68:15(the first being a Mahjong game
that employed a, uh, manga license). -
68:15 - 68:18Just like that game, "World Super Tennis"
appears to [have] [been] developed -
68:18 - 68:20by a little company called Game Data.
-
68:20 - 68:23It features the names and
likenesses of two tennis champs, -
68:23 - 68:26Ivan Lendl (who was top t...
-
68:26 - 68:30uh, the top ranked male tennis
player in the world at... at this time) -
68:30 - 68:31and (a bit strangely) Chris Evert
-
68:31 - 68:36(who was, I think, retired by
the time this game came out). -
68:36 - 68:40She dominated the women's tennis
world in [the] mid-'70s to late '70s. -
68:40 - 68:44However, um, she was, perhaps,
the best female tennis player, ever -
68:44 - 68:47(at least in the pre-Serena Williams era).
-
68:47 - 68:51So, aside from Lendl or Evert, you can
create your own custom character, here -
68:51 - 68:53(a, [you know], boy or girl).
-
68:53 - 68:58Now, in 1990 this got a pretty
straightforward port in the U.S., -
68:58 - 69:03under the name
"Top Players' Tennis". -
69:03 - 69:07"Chris Evert"
-
69:07 - 69:11"Ivan Lendl"
-
69:11 - 69:14They added some voice samples,
-
69:14 - 69:18and, uh, prominently put Evert
and Lendl's name in the title. -
69:18 - 69:22Also, one thing, they reversed the order
in which they appear in the intro; -
69:22 - 69:27Lendl comes comes first in the Japanese
version and Evert is first in the U.S. version. -
69:27 - 69:32Other than that, though, pretty much
everything's about the same. -
69:32 - 69:34You have multiple play modes,
for up to four players. -
69:34 - 69:38So, playing against the computer,
there is a career mode, of sorts. -
69:38 - 69:40You need to beat three opponents
to win the tournament. -
69:40 - 69:43After this, you move on
to several real life tournaments, -
69:43 - 69:46such as the, uh, French Open and so on.
-
69:46 - 69:49So, the first dude is pretty easy.
-
69:49 - 69:51Probably the hardest part is serving.
-
69:51 - 69:55Ya' need to hit the ball when
it's relatively high up in the air. -
69:55 - 69:57In fact, the ball, to me, looks
like it's still well ab... -
69:57 - 70:00like, way above your head,
when you make contact. -
70:00 - 70:02But when I swing at the point
where the ball appears to -
70:02 - 70:05be at the correct height,
I always get a fault. -
70:05 - 70:08Though, on the other hand, I mean,
your player appears to be the same size, -
70:08 - 70:11[no] matter where you are
in the foreground or background, -
70:11 - 70:14so I guess it appears unnaturally short
while you're standing at the baseline. -
70:14 - 70:18I don't know; it... it's kinda' weird;
you sorta' have to swing the racket, like, -
70:18 - 70:20too early, in order to get a good serve.
-
70:20 - 70:24So, using either the A or the B button, you
can lob the ball or perform a faster swing. -
70:24 - 70:27You can get up close to the net
and do a smash -
70:27 - 70:29and your racket has
a little bit of reach. -
70:29 - 70:32There were times when I thought
I wasn't going to quite hit the ball -
70:32 - 70:36and I ended up just
barely making it, somehow. -
70:36 - 70:38When you run around, your
player has a bit of momentum, -
70:38 - 70:41so it actually takes a second
to sort of stop or change directions. -
70:41 - 70:45I'm actually reasonably impressed
by the way this handles. -
70:45 - 70:47Tennis games can be a bit
monotonous, however, and I... -
70:47 - 70:51I really can't possibly imagine
having the dedication [to] -
70:51 - 70:53play this game all the way
through to its conclusion. -
70:53 - 70:57Uh... For each opponent, you play
multiple games and multiple sets, -
70:57 - 70:59so it actually takes a while
to beat each opponent. -
70:59 - 71:03As you win, you get "points",
which unlock new moves, -
71:03 - 71:05and also the opponents
get much tougher. -
71:05 - 71:09Now, for some reason,
in 1992 this was released in Europe -
71:09 - 71:12with Lendl and Evert
completely stripped out, -
71:12 - 71:14under the name
"Four Players' Tennis". -
71:14 - 71:18It's the exact same game, only they've been
replaced with two more generic players. -
71:18 - 71:22Anyway, I can't say I'm a huge fan of this,
but it's certainly not as awful -
71:22 - 71:24as some of the other
tennis games we've seen, -
71:24 - 71:35and it is actually reasonably
playable, at least for a little bit. -
71:35 - 72:04Alright, "Venus Senki" from Varie,
and apparently developed by Human, -
72:04 - 72:12whom we've been seeing doing quite a bit
[of] contract work, throughout the series. -
72:12 - 72:16Now, you wouldn't know it
from the incredibly boring box art, -
72:16 - 72:21but this is based on a manga and animé,
both of which were quite recent. -
72:21 - 72:27The manga only started in 1987. and
the animated film version, in mid-1989. -
72:27 - 72:32Created by veteran illustrator and
character designer, Yoshikazu Yasuhiko. -
72:32 - 72:36It happened to come out, during the U.S.
manga craze of the late '80s/early '90s, -
72:36 - 72:40so it got translated into English and
published by Dark Horse pretty quickly. -
72:40 - 72:49The animé was released in the U.S. on,
uh, V.H.S. tape [a] couple years later. -
72:49 - 72:56Now, this only came out
in Japan, of course, -
72:56 - 73:00but we do have a very nice translation
by J2E Translations, -
73:00 - 73:04who are known for their Final Fantasy IV
translation from the early 2000s. -
73:04 - 73:08So, wow! In 2003, a comet hits Venus.
-
73:08 - 73:12and greatly changed the landscape
of Venus and Earthlings colonized it. -
73:12 - 73:14Then a war happened.
-
73:14 - 73:19Um... By the way, Ishtar, uh, Terra, and
Aphrodite Terra are, in fact, real parts of -
73:19 - 73:19Venus.
-
73:19 - 73:24So, "Venus Senki" revolves around
the rebel biker group, "Hound", -
73:24 - 73:27(which is a terrible name
for your biker gang) -
73:27 - 73:30and their struggle to retake, uh,
some captured city in Venus, -
73:30 - 73:31or something like that.
-
73:31 - 73:35So, what kind [of] game is this?
(R.P.G.? Shoot-'em-Up?) -
73:35 - 73:40Nope. It's a Military Tactics game,
in the vein of "Military Madness". -
73:40 - 73:42So, here's your crew.
-
73:42 - 73:45"Carts" sounds like a name
that somehow got mangled -
73:45 - 73:49in translation from, uh, English to
Japanese and then back to English again. -
73:49 - 73:52Notice you have a level and points.
-
73:52 - 73:55Yep, your team members get points,
as they kill enemies, -
73:55 - 73:59and can actually Level Up throughout
the game (pretty basic stuff, here). -
73:59 - 74:03These are your guys: eight bikers
and two transport vehicles. -
74:03 - 74:07These transports are actually, uh, really
the key to the game, in some ways. -
74:07 - 74:10You and the [enemy] take turns,
moving your units around. -
74:10 - 74:13When you attempt to move onto
a space occupied by an... -
74:13 - 74:16a unit from the other side,
a battle will ensue. -
74:16 - 74:21Now, throughout Chrontendo, we've seen,
sort of, two forms of these type of games. -
74:21 - 74:25There's the ones where the battles just play
out automatically (like in "Military Madness") -
74:25 - 74:28and generally the stronger unit wins.
-
74:28 - 74:32And then there's the other kind, where you
actually have to do something during the battles, -
74:32 - 74:34and your actions will help
determine whether you win or lose. -
74:34 - 74:37In "Venus Senki" the
battles are fought in, like, -
74:37 - 74:40a little "Space Harrier"-
type, uh, minigame. -
74:40 - 74:43Enemies rush at you as you... and you
would have to, ah, to shoot them down. -
74:43 - 74:50Actually, you win by, um, a) not dying, and
b) destroying ten of these special enemies. -
74:50 - 74:54Lots of weak generic enemies come by you
and, in between these, [will] be, like, -
74:54 - 74:56these more powerful enemies,
such as these flying ships. -
74:56 - 75:01You [need] to shoot ten of these special
enemies, in order to defeat the entire unit. -
75:01 - 75:03However, these battles only last one minute.
-
75:03 - 75:08So, if you don't manage to kill ten in that
time period, the battle ends in sort of a -
75:08 - 75:08draw.
-
75:08 - 75:12Aside from your standard weak
laser gun, you have guided missiles, -
75:12 - 75:18which kill most enemies much
easier, but are very limited. -
75:18 - 75:20Once you've destroyed all
the enemy units on the screen, -
75:20 - 75:23you win the level,
and then it's on to the next. -
75:23 - 75:31So, very very "Military Madness"-like.
-
75:31 - 75:33It's also not terribly sophisticated.
-
75:33 - 75:37The mechanics sort of
encourage a defensive strategy. -
75:37 - 75:39You have eight units, so you can
surround your transports with them, -
75:39 - 75:41and then let the enemies come to you.
-
75:41 - 75:45And here's the reason why:
the transports act as support units. -
75:45 - 75:49Having them adjacent to one of your own
units will repair it and refill its missiles. -
75:49 - 75:52So, there's a huge advantage
in... sort of ...in battles -
75:52 - 75:55to, kind of, keep your units
next to a transport at all times. -
75:55 - 76:00Now, I admit there is a certain
fascination with these odd hybrid games, -
76:00 - 76:02like "Venus Senki" or "Maharaja".
-
76:02 - 76:07The problem with most of them is that the
individual parts just aren't that interesting. -
76:07 - 76:09The action sequences in
"Venus Senki" would be, like, -
76:09 - 76:12the most boring
"Space Harrier" clone, ever, -
76:12 - 76:14if they were released as a
game by... by themselves. -
76:14 - 76:17And there's virtually no strategy
in the overworld sections. -
76:17 - 76:20You only have one kind of unit,
so there's really, like, no -
76:20 - 76:25Rock, Paper, Scissors-type mechanics that
you see in many of these Strategy games. -
76:25 - 76:31You never build more units and your own army
never changes, so it's actually pretty monotonous. -
76:31 - 76:33And weaving two
uninteresting games together -
76:33 - 76:36doesn't really create an
interesting game, as it turns out, -
76:36 - 77:17so "Venus Wars" is, at best, a curiosity.
-
77:17 - 77:17Holy cow!
-
77:17 - 77:21When's the last time we saw a
FamiCom Disc System game? -
77:21 - 77:23Well, [I'll] tell ya' the answer.
-
77:23 - 77:26It was "Magma Project: Hacker",
back in August, -
77:26 - 77:31so there've only been two F.D.S. games
in the entire second half of 1989, so far. -
77:31 - 77:35F.D.S. games will continue to [dribble]
out sporadically, for quite a while. -
77:35 - 77:39It took a really long time for the
system to die off completely. -
77:39 - 77:42This is the second and
final game in Nintendo's -
77:42 - 77:46FamiCom Mukashibanashi
series of Adventure games. -
77:46 - 77:50The first was called "Shin Onigashima",
which came out around two years prior. -
77:50 - 77:54Just like that game, "Yūyūki"
was released in two parts. -
77:54 - 77:59The first disc came out on October 14th
and the second on November 14th. -
77:59 - 78:04It was, once again, developed by
Nintendo E.A.D. and Pax Softnica. -
78:04 - 78:07The first Mukashibanashi game
used characters and ideas -
78:07 - 78:11from the stories of, uh, Momotarō
and, uh, Tale of the Bamboo Cutter. -
78:11 - 78:15"Yūyūki" draws heavily from
"Journey to the West". -
78:15 - 78:19The title "Yūyūki" means something like
"Journey Record" or "Travel Diary" -
78:19 - 78:23([I'm] not really sure what the
best way to translate that is). -
78:23 - 78:25The game opens up with two
meteors heading towards Earth. -
78:25 - 78:27It turns out that they are Goku
-
78:27 - 78:30(who's based on Sun Wu Kong,
the monkey king) -
78:30 - 78:32and a bad guy
named, uh, Gyumaou. -
78:32 - 78:34An orphan girl named Chao
-
78:34 - 78:37(though you can give her
and Goku different names -
78:37 - 78:39when you start
the game, if you'd like) -
78:39 - 78:43um... she frees Goku from the
meteorite and they become friends. -
78:43 - 78:45Just like the previous
Mukashibanashi game, -
78:45 - 78:49the design here is meant to be
very very traditionally Japanese. -
78:49 - 78:55The text is displayed in these animated
scrolls, and they read top to bottom. -
78:55 - 78:59While this gives these games an instantly
recognizable and distinctive screen layout, -
78:59 - 79:00the window that displays, like,
-
79:00 - 79:04the actual graphics of the
characters and whatnot is tiny. -
79:04 - 79:06Lots of FamiCom
Adventure games and R.P.G.s -
79:06 - 79:10have screen layouts that use lots of bars
and boxes and windows that take up space, -
79:10 - 79:12but this must be the game with
the least amount of screen space -
79:12 - 79:16devoted to displaying the graphical
illustrations of the game world. -
79:16 - 79:19If we isolate it from everything else,
we can see that it takes up -
79:19 - 79:21less than a sixth of the screen.
-
79:21 - 79:24So, "Yūyūki" isn't
that great of a game, visually. -
79:24 - 79:28In terms of how it's played, it's actually
much simpler than the first one. -
79:28 - 79:31There's very little puzzle solving,
and in some ways it resembles -
79:31 - 79:34more of [an] interactive
storybook than a game. -
79:34 - 79:36Because the text speed
has been, uh, sped up a bit, -
79:36 - 79:39it actually moves quite a bit faster.
-
79:39 - 79:42Everything in the first game
moved very slowly, for some reason. -
79:42 - 79:44Supposedly, playing through "Yūyūki"
-
79:44 - 79:49takes about a quarter of the time that
it did to get through "Shin Onigashima". -
79:49 - 79:52It uses a lot of the same mechanics,
such as switching between various -
79:52 - 79:55characters throughout the game.
-
79:55 - 79:59Whereas "Shin Onigashima" has been
re-released on the Game Boy Advance -
79:59 - 80:03and the Virtual Console, poor "Yūyūki"
has been pretty much forgotten -
80:03 - 80:06(though Chao and Goku make
a, uh, cameo appearance -
80:06 - 80:09in a couple of the
Kirby Dreamland games). -
80:09 - 80:13Nintendo would release another
two-part F.D.S. Adventure game -
80:13 - 80:16in 1991, called "Time Twist",
-
80:16 - 80:35and then their odd little experiment
with this format would be over. -
80:35 - 80:53Alright, let's wrap this up, folks.
-
80:53 - 80:58"Hokuto no Ken 3". published by Toei,
of course, and developed by Bear's -
80:58 - 81:01(the same guys who did the first two
FamiCom "Hokuto no Ken" games). -
81:01 - 81:04You might recall; I did not
actually care for those games. -
81:04 - 81:08And, of course, uh, Shouei System's
name also appears on the title screen -
81:08 - 81:14(Shouei having some kind
of connection to Bear's). -
81:14 - 81:17Every "Fist of [the] North Star" game
we've seen so far has been a super-basic -
81:17 - 81:21Beat-'em-Up, uh, but now we
finally switch things up a bit. -
81:21 - 81:23You see, this one is an R.P.G.
-
81:23 - 81:26Holy crap!
Look at this! -
81:26 - 81:30Look at that purple person!
What the hell are you doing!? -
81:30 - 81:32Why [are] you waving your
arms around like that? -
81:32 - 81:39Uh... So, anyway, this is pretty standard
R.P.G. stuff here, with a few eccentricities. -
81:39 - 81:42The building on the left is
the weapons shop, I take it, -
81:42 - 81:45based on the teeny tiny sword
hanging above the door. -
81:45 - 81:48And, for some reason,
all the shops are like this. -
81:48 - 81:51It looks like [you're] entering
a dungeon or something, but no; -
81:51 - 81:56there's this long hallway and then the
shopkeeper is all the way in the back. -
81:56 - 81:58It's really pretty annoying.
-
81:58 - 82:01Wandering around talking to people,
you'll find a couple characters who join you. -
82:01 - 82:04Uh... This isn't like
"Dragon Quest 2" or something, -
82:04 - 82:07where you gotta' wander around for
[a] couple hours, looking for them. -
82:07 - 82:11Both these guys are, like, literally just
standing around in the first tiny little town -
82:11 - 82:14and will instantly join you
if you talk to them. -
82:14 - 82:17If you must know,
these two are Lin and Bat -
82:17 - 82:23(characters from the, uh, second
"Hokuto no Ken" movie, I think). -
82:23 - 82:25There's actually a few
things in this game that -
82:25 - 82:28deviate from the normal
"Dragon Quest" formula. -
82:28 - 82:30Um... First of all, you actually start
with a decent amount of money -
82:30 - 82:34(enough to buy basic weapons
and armor for all three characters)! -
82:34 - 82:37You also have an ability
(found in the menu) to warp, um, -
82:37 - 82:39to other locations that
you've heard about. -
82:39 - 82:42And Lin has a Heal command
that can be used in combat, -
82:42 - 82:46which is available right from the get go.
-
82:46 - 82:48Random encounters aren't super frequent.
-
82:48 - 82:51Um... I suppose it's either good
(if you're tryin' [to] travel from -
82:51 - 82:55one area to the other and you don't
wanna' get in a fight every three steps) -
82:55 - 82:59um, or it's bad (if you're trying to
grind and you wanna' Level Up). -
82:59 - 83:02The sprite work in this game is
mostly pretty terrible looking, -
83:02 - 83:05but the art, um, that appears
during the battle sequences -
83:05 - 83:08is actually pretty nice looking (in a
very, sort of, uh, primitive sort of way). -
83:08 - 83:12I love the animation on the
faces when they get attacked. -
83:12 - 83:15It really looks like they're
getting brutally beaten up. -
83:15 - 83:18So is this a good game
(one that you actually wanna play? -
83:18 - 83:20one that'll get fan-
translated into English)? -
83:20 - 83:22Uh... No, probably not.
-
83:22 - 83:24But at least it's a bit of a break from all
the -
83:24 - 83:26routine "Fist of the North Star" Beat-'em-Ups.
-
83:26 - 83:35Alright. What a fascinating
train wreck of an episode. -
83:35 - 83:40For Best Game this time,
I'll probably have to say "DuckTales". -
83:40 - 83:45While I'm not a huge fan, it's somewhat
ambitious and well-constructed. -
83:45 - 83:49Not exactly my favorite Capcom game,
by a long shot, but honestly -
83:49 - 83:53what other choices are there today?
("TwinBee 3", maybe?) -
83:53 - 83:54Worst Game?
-
83:54 - 83:57Many of you might say
"Back to the Future" (which I hated) -
83:57 - 83:59but I'm gonna' go with
"Who Framed Roger Rabbit?". -
83:59 - 84:02"Back to the Future" is crap,
but at least there's less of it. -
84:02 - 84:06"[Who Framed] Roger Rabbit?"
is like a sprawling mess of crap. -
84:06 - 84:09It's like the difference [between], you know,
your cat pooping on the floor -
84:09 - 84:12and the sewer main breaking
and flooding your house with shit. -
84:12 - 84:17"Back to the Future" I could deal with
(I mean, sure it stunk, but it was controllable). -
84:17 - 84:22"[Who Framed] Roger Rabbit?" was like the
one game that psychologically broke me. -
84:22 - 84:25I didn't want to have to play it,
think about it, or talk about it. -
84:25 - 84:28As a matter of fact, the voice-over for
"[Who Framed] Roger Rabbit?" -
84:28 - 84:30was the absolute last thing
recorded for this episode -
84:30 - 84:36(even after this, actually - as I'm speaking,
it has still not yet been recorded). -
84:36 - 84:42Anyway, next time, we have, uh,
three baseball games, a Mahjong game, -
84:42 - 84:45some T.V. game show games,
a Dragon Ball game... -
84:45 - 84:48And, on the other hand,
the game that was -
84:48 - 84:53translated into English, under the name
"Princesstual Orgy" is coming up. -
84:53 - 84:55And, just like "Jesus... no Bio Monster",
-
84:55 - 84:58it's one [of] those games where
you see that title and you go, -
84:58 - 85:02"Holy crap.
What the hell could that possibly be?". -
85:02 - 85:05So at least I'll finally get to find out.
-
85:05 - 85:08Before then, we'll have some more
non-Chrontendo content coming out. -
85:08 - 85:10On "Dr. Sparkle After Dark",
we'll cover the -
85:10 - 85:14very difficult-to-comprehend
movie, "Frozen Scream" -
85:14 - 85:19(a film that was actually quite hard to see
for years and years, until quite recently). -
85:19 - 85:23Just like the Roger Rabbit game, I have no
idea what I can even say about this movie. -
85:23 - 85:27Also, there'll be some additional interesting
stuff soon, so keep an eye out for that. -
85:27 - 85:46In the mean time, thanks for
watching and I'll see ya' later.
- Title:
- Chrontendo Episode 49
- Description:
-
The 49th episode of Chrontendo. This episode covered the end of September 1989 and the first half of October. 15 games, including Ducktales, the first in Capcom's series of Disney NES games.
The games covered:
Thunderbirds
Twinbee 3
Maharaja
Meiji Ishin
Back to the Future
NFL
Who Framed Roger Rabbit
DuckTales
Fester's Quest
Sky Shark
Koushien/Little League Baseball: Championship Series
World Super Tennis/Top Player's Tennis
Venus Senki
Famicom Mukashibanashi Yūyūki
Hokuto no Ken 3 - Video Language:
- English
- Team:
Captions Requested
- Duration:
- 01:25:46
![]() |
Nate Lawrence edited English subtitles for Chrontendo Episode 49 | |
![]() |
Nate Lawrence edited English subtitles for Chrontendo Episode 49 |