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Chrontendo Episode 14

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    # Chrontendo Title Sequence
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    # Introduction to Chrontendo Episode 14
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    Thanks for tuning into
    Chrontendo Episode 14
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    and this time we have not one,
    but two big new games from Nintendo!
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    And we'll finally be done with 1986
    and moving on to 1987!
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    Let's start by taking a look at
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    the last few games released
    at the end of December 1986.
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    # Kid Icarus
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    Episode 14's [first] game
    is a real doozy.
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    Another F.D.S. release,
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    it's Hikari Shinwa
    or "Myth of Light",
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    released in 1987 in
    The United States as "Kid Icarus".
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    F.D.S. users could obviously
    save their games,
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    though in [the] U.S. version
    we had to make do with passwords.
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    It was necessary to change some of
    the sound effects in the U.S. version
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    - probably most notably the noise
    that Pit makes when he gets hit.
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    In the U.S. version he makes
    a horrifying animal-like squeal.
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    The ending was changed slightly,
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    but other than that the two games
    are virtually identical.
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    Here we have the title screen
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    that's more familiar
    to most U.S. viewers:
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    "Kid Icarus: Angel Land Story".
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    For those who don't recall
    their Greek mythology,
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    Icarus was the son of Daedalus
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    and he flew too close to the sun
    and his wings melted.
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    "Kid Icarus" borrows some characters
    and imagery from Greek mythology
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    but doesn't really have anything to
    do with the actual story of Icarus.
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    Now, "Kid Icarus" looks very similar
    to "Metroid", in a lot of ways,
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    and it actually borrows a lot
    of that earlier game's code.
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    And I suppose in current terminology,
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    we would say that it uses
    Metroid's game engine.
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    However, "Kid Icarus" differs
    from "Metroid" in many ways.
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    First of all, the actual difficulty
    has been cranked up considerably.
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    This is, in many ways, much harder
    than any of Nintendo's previous games.
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    Notice, over here, the enemies,
    sort of, fall right out of the sky,
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    almost directly onto you and, uh,
    pretty much come at you non-stop.
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    Here, for example, is this,
    uh, Grim Reaper character.
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    He takes a lot of hits to kill
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    and if he happens to be facing
    your direction and sees you,
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    he will send a flock of
    mini-reapers to attack you.
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    And, while all this is going on,
    uh, waves of regular enemies
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    are coming in to attack you
    at the same time.
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    And this is actually only
    about one minute into the game!
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    Notice the way that enemies
    sort of fly around you
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    and then suddenly dive-bomb
    you at strange angles.
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    And, of course, your character
    starts out with almost no health
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    and a weapon that can only shoot
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    a few feet in front of
    him across the screen.
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    I'm sure that the sheer
    difficulty of these early levels
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    have undoubtedly
    dissuaded many gamers
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    from getting very far
    into the game.
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    Now, just like Zelda, you
    collect money from fallen enemies.
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    They actually look like hearts
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    and these can be
    spent on helpful items
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    in these very
    Zelda-like shops.
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    Most of the items
    have to do with healing.
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    For example, the barrel enables you
    to carry more healing potions.
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    Each of "Kid Icarus"' world[s]
    has four levels,
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    followed by a difficult
    and maze-like fortress.
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    Occasionally you will encounter
    these, uh, sacred chambers,
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    in which Zeus will bestow, uh,
    weapons, uh, power-ups upon you.
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    Here, for example,
    is one right here.
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    Collecting the arrow will
    increase your firepower,
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    uh, from O...
    Level One to Level Two.
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    As we can see,
    they're under Strength.
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    You will occasionally get health bar
    increases, at the end of the level.
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    This actually has to do
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    with how many points you've
    accumulated, during the level.
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    Once you reach a certain point,
    uh, number of points,
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    you'll, uh, get, uh,
    another health bar.
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    Here, the points are counted off.
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    These are almost, in some sense,
    I suppose, like experience points,
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    though I didn't quite
    make it to the next level.
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    And, of course,
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    Zeus will occasionally send you
    to these testing chambers, uh,
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    where you have to fight off
    a large number of enemies, here.
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    If you survive this,
    you can get some special weapons.
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    In this case, I'm going to choose
    that little magic wand-like thing,
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    which will, sort of, send these little,
    kind of, uh, Gradius-like things
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    revolving around your ship that'll
    kill, om, enemies before they touch you.
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    It's actually very handy.
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    Now, each world, as I mentioned,
    has, uh, four levels.
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    I think we're, uh, getting near the top.
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    And, of course, these, uh,
    tricky grim reapers keep showing up.
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    This, right here, is finally
    the, uh, first fortress.
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    And each of these fortresses is packed
    with constantly regenerating enemies
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    as well as hard-to-avoid traps
    and lots of dead ends.
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    The goal is to find the boss that's
    actually hidden somewhere in the maze.
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    While similar in layout
    to the dungeons of Zelda,
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    the "Kid Icarus" dungeons are
    actually very hard to navigate.
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    And, as you can see, some screens
    have quite a few enemies on them.
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    In the fortress, you [will] encounter
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    one of the most annoying
    video game enemies ever created,
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    namely the eggplant wizard.
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    These guys can turn you
    into an eggplant,
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    which leaves you
    unable to fire your bow.
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    This means you'll have to
    go find the hospital room,
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    get cured,
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    and then come all the way
    back and try it again.
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    I'm positive that
    the eggplant wizards
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    have caused many players
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    to throw their joypads
    at the T.V. in disgust.
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    Here is the first boss,
    right here.
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    And, throughout the
    lev... fortress,
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    you actually use your, uh,
    hammers to, uh, k...
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    smash statues and
    get little helpers
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    that'll assist you in
    defeating the bosses.
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    These bosses are
    not really that tough,
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    but they have a lot of hit points and take a long time to defeat.
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    Um...
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    And definitely the bosses in
    "Kid Icarus" are not quite, uh,
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    "Castlevania" or "Zelda"-quality.
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    Now, I mentioned that "Kid Icarus"
    was actually based on "Metroid"
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    and was, in fact, designed
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    by the late Gunpei Yokoi
    and his protege, Satoru Okada.
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    In fact, after Yokoi left Nintendo,
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    Okada continued his work
    in portable gaming
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    and is pretty much
    the man behind
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    the Game Boy Advance
    and the Nintendo DS.
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    Now, all that being said, "...Icarus"
    is not really a "Metroid" clone.
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    Unlike "Metroid",
    "Kid Icarus" is completely linear
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    and doesn't really contain
    any hidden items or secrets
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    or anything like that.
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    At first, this might seem
    like a step backwards,
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    but it is really only a...
    proves that Yokoi and Nintendo
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    weren't really locked into one
    particular s... gameplay style.
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    "Kid Icarus" ditches
    the exploration
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    and instead focuses on sheer
    difficulty of not getting killed.
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    You are almost always in constant
    danger of falling to your death
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    and in the fortress levels,
    you are frequently bombarded
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    by more enemies than
    you can easily handle.
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    We actually, sort of,
    have a little cameo, here,
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    from the metroids themselves.
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    And, you know, in many ways,
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    "Kid Icarus" actually gets easier
    the further you get into the game.
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    As your life bar increases
    and your weapons improve,
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    regular levels become
    much less stressful
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    and actually the game
    becomes pretty fun.
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    Probably the most striking thing
    about the "Kid Icarus" level design
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    is that the game is
    almost completely vertical.
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    You start by climbing out of the,
    uh, dark chambers of the underworld
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    to the surface and then
    up to the heavens, as we are here,
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    which are decorated with all these, sort of,
    Greco-Roman-style columns and statues,
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    and, again, plenty of places
    to fall to your death.
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    The final level is a substantial
    change of pace.
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    It's actually a... a less than
    spectacular horizontal shoot-'em-up,
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    followed by the main boss,
    Medusa, herself.
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    As with "Metroid",
    the game has multiple endings,
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    depending on your stats
    when you finish the game.
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    This final level is a bit disappointing,
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    but at least Medusa, herself,
    is reasonably cool-looking.
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    And, as folks who have played Zelda know,
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    whenever you have an enemy that
    has a big ol' eye like this,
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    you always gotta shoot 'em
    right in the eye to kill 'em.
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    Well, "Kid Icarus" was
    pretty well received,
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    but never actually became
    the [recurring] franchise, uh,
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    like "Metroid" and
    "Mario" and "Zelda" did.
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    Maybe this is because "Kid Icarus"
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    never really scales the
    same heights as those games.
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    "Kid Icarus" is a flawed game,
    but, uh, don't get me wrong;
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    it's still one of the
    best games of 1986
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    and stands head and shoulders above
    most of the platforming competition,
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    such as "Wing of Madoola",
    from last episode.
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    I'd say it's actually
    certainly more enjoyable than
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    the other game from Nintendo
    we'll be looking at, om,
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    which is actually the last game
    we'll be seeing this episode.
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    So, I'm gonna' go ahead and say
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    that "Kid Icarus" is the best game
    of Chrontendo Episode 14
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    and, if you've never played it,
    by all means give it a try.
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    Just be prepared to actually
    have quite a struggle
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    getting through the first,
    uh, couple levels.
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    After you get past those, uh,
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    as long as you kill lots of enemies
    and get lots of points,
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    you'll, uh, do pretty well.
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    # "Kieta Princess"
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    Our next title is also an F.D.S. title.
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    And "Kieta Princess"
    is another game from
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    Imagineer and Wave Jack -
    the same team that brought you
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    the rather unusual Shooter/
    R.P.G. hybrid, "Ginga Denshou".
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    "Kieta Princess" means
    "Kidnapped Princess", I think,
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    and I believe that is
    what this game is about.
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    One might be tempted to
    look at that title screen
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    and think that "Kieta Princess"
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    is one of those charming and
    under-appreciated Japan-only titles,
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    but, unfortunately, no.
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    Due to the amount of Japanese involved,
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    it would be impossible for a non-
    Japanese-speaker to really play this game,
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    but I very seriously doubt
    it's any good in any language.
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    This game seems
    vaguely Zelda-esque.
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    Here's one of the
    action sequences
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    where your character navigates a rather
    typical ladders and platform setup.
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    Though seemingly unarmed,
    you are able to defend yourself
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    by shooting projectiles at
    the bears which roam the halls.
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    What's going on, here?
    Where are you?
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    Why are these bears
    running around,
    trying to kill you?
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    Boy, I...
    I really don't know.
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    One strange thing
    about this game is,
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    just like
    Din... "Ginga Denshou",
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    it really doesn't seem
    to resemble, exactly,
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    any previous games,
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    even though it might remind
    you of some earlier games.
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    But, playing this,
    it's really hard to find
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    an exact example of a
    game that's just like this.
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    Now, one thing
    you should know -
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    it's very difficult to successfully
    execute a jump in this level.
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    Springboard, there, is virtually
    impossible to use correctly
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    and simply jumping up
    from one level to the next
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    is way more difficult
    than it should be.
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    Believe it or not, you actually
    can jump up one level,
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    like I'm trying to do here,
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    like I'm trying to do here,
    but it's so difficult
    to actually pull off.
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    [It] took me a...
    rather unusual number of time[s]
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    to actually find a way to
    jump up one level in this game.
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    Now, the game also contains
    some overworld sequences,
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    well, as we see right here.
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    Here, you...
    (as you can imagine)
    ...you simply run around.
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    You can interact with
    various townspeople.
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    Uh...
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    You can amazingly
    even kill townspeople,
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    though I'm not really sure what
    effect this has on the game.
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    And, typically, you can buy items
    with the Yen that you've collected,
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    save your games,
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    and hopefully find clues
    about the missing princess!
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    Oh, another thing
    that's kind of strange:
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    there seems to be a clock in
    the lower right hand corner
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    that's actually
    running in real time.
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    That is actually a...
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    (Oops I just killed a guy, there,
    and he turns into a little ghost!)
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    I'm not sure what the
    purpose of that clock is,
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    but it does actually, sort of,
    count off the minutes in real time.
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    So, what exactly, all these
    different elements add up to,
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    I'm really not sure.
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    This is clearly a, sort of,
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    "Zelda"-esque
    action-adventure game
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    with some puzzles
    of some sort in it,
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    but, uh, beyond that,
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    it's really hard to
    make much sense of this.
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    # Layla
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    Hey! This game actually has
    some pretty decent music.
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    From dB Soft, it is "Layla" -
    a science fiction themed side scroller.
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    A sort of a run and gun type title!
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    dB Soft was not the most prolific
    developer for the FamiCom.
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    The last game we saw
    from them was "Galg",
    back in December of 1985.
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    "Galg", as you might recall, was that sort of
    R.P.G.-esque, S... uh, Shoot-'em-Up title.
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    They seem to like science fiction themes
    and "Layla" is no exception.
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    It's sort of like a low-rent
    version of "Metroid".
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    You play this well armed young woman,
    who seems to have the job of
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    clearing out these asteroids
    of any form of alien life.
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    However, unlike the rather
    business-like Samus Aran,
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    Layla has a sweet tooth
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    and finds time to gobble down
    slices of cake and ice cream cones
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    in between blasting creatures
    and collecting ammunition.
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    Occasionally, she'll even
    pick up a pair of roller skates.
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    So, Layla is definitely not
    your typical space-hunter girl.
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    One thing this game does
    have is lots of ammo.
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    I'll try to blow up some of
    those crates with a grenade.
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    Ah! There's some roller skates,
    as I mentioned.
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    You often have to
    use your, uh, blaster
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    to shoot through, uh,
    things blocking your way.
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    Now, one weird thing
    about this game is -
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    the character is absurdly
    loaded down with weapons
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    (you find pistols, rocket launchers,
    flame throwers, grenades, swords,
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    and axes - all kinds of things).
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    "Layla" is really sort of a predecessor
    to the titles like "DooM",
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    where you walk around with an entire
    arsenal strapped on your back.
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    And, if you think about it,
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    most games at this time, didn't
    let you collect a lot of weapons
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    - usually two at most.
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    Think of Commando, "Castlevania" -
    those sorts of things.
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    Shoot-'em-Ups were starting to
    have lots of special weapons
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    but selecting a new one would
    usually cause the old one to disappear
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    (for example, in games like Zanac).
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    Not so with "Layla",
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    where you can collect weapons and
    ammunition to your heart's content.
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    We are now in, sort of, one of these
    little, sort of, warehouse-like areas.
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    "Layla" doesn't really have "levels",
    so to speak.
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    Each asteroid contains a
    number of different sections.
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    Some are long; some are short
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    and you simply go across them
    until you come to the elevator.
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    I like the fact that this is
    booby-trapped with these, uh,
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    gigantic thirty ton weights, here.
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    Uh...
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    You can see all the different
    weapons that you have.
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    That's like a throwing dagger, right there.
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    dB Soft tended to make these unique,
    if not great, games.
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    We'll think of "Galg", for example.
    And "Layla" is actually pretty good.
  • 16:37 - 16:40
    All those different elements
    add a sense of fun.
  • 16:40 - 16:43
    You can sort of explore around
    and see what different weapons do.
  • 16:43 - 16:43
    Uh...
  • 16:43 - 16:46
    The actual execution isn't
    really that exciting.
  • 16:46 - 16:47
    Um...
  • 16:47 - 16:50
    The game does suffer from
    repetition of the levels.
  • 16:51 - 16:53
    You tend to move through a
    bunch of almost-identical caves
  • 16:53 - 16:56
    and these futuristic
    warehouse-like levels.
  • 16:57 - 16:58
    Also sort of annoying -
  • 16:58 - 17:02
    when your health gets low the
    fleen... screen starts flashing red.
  • 17:02 - 17:02
    Uh...
  • 17:02 - 17:05
    This makes it kind of difficult
    to concentrate on what you're doing.
  • 17:06 - 17:08
    For the most part, though,
    the game controls well,
  • 17:08 - 17:11
    even though the floors seem
    a little bit too slippery.
  • 17:12 - 17:13
    Often it's sometimes pretty difficult
  • 17:13 - 17:17
    to shoot blocks or walls
    that are right at head level.
  • 17:19 - 17:21
    Apparently, this is what
    I came in here looking for.
  • 17:21 - 17:23
    Not sure what exactly that is,
  • 17:23 - 17:26
    but it's obviously the object that you
    need to find at the end of every level.
  • 17:26 - 17:28
    Oh yes, and there's also
    a boss fight coming up.
  • 17:33 - 17:38
    The bosses seem reasonably
    well-designed, if not exceptional,
  • 17:38 - 17:40
    though I suppose that picture
    of the guy in the background
  • 17:40 - 17:44
    has something to do with
    the plot of the story.
  • 17:50 - 17:54
    In between levels, you'll find
    these little bonus stages, uh,
  • 17:54 - 17:56
    where you fly around
    on your space bike
  • 17:56 - 17:58
    and it's sort of like a
    little mini Shoot-'em-Up.
  • 17:59 - 18:03
    You actually can't get killed;
    you simply, uh, shoot aliens for points.
  • 18:07 - 18:11
    If you shoot all of them in a row,
    you get, uh, more and more points.
  • 18:17 - 18:19
    So, "Layla" is a fun,
    playable little title
  • 18:19 - 18:22
    that goes a little beyond your
    typical formulaic side-scroller.
  • 18:23 - 18:25
    I'd say it's definitely worth checking out.
  • 18:26 - 18:29
    It's really too bad that dB Soft
    didn't make more games for the FamiCom,
  • 18:29 - 18:33
    because, just like Sunsoft, they seem
    to be, sort of, improving in quality.
  • 18:33 - 18:35
    As it stands, I think the, uh,
  • 18:35 - 18:38
    company stopped making games,
    sometime in the, uh, 1980s.
  • 18:55 - 19:00
    # Star Voyager
  • 19:08 - 19:12
    Ugh! Speaking of Sci-Fi games,
    here's one I don't like.
  • 19:20 - 19:23
    "Cosmo Genesis" has a
    catchy musical theme
  • 19:23 - 19:26
    and a pretty wicked logo
    on the title screen,
  • 19:26 - 19:28
    but that just sets your
    expectations too high!
  • 19:32 - 19:34
    It even has a nice little introduction
  • 19:34 - 19:36
    where it shows your guy
    getting into the ship.
  • 19:40 - 19:41
    It seems like the old
  • 19:41 - 19:45
    'hop into the ship and blast
    off into outer space' intro
  • 19:45 - 19:47
    would become standard for
    shoot-'em-ups in later years.
  • 19:47 - 19:48
    Uh...
  • 19:48 - 19:50
    Not so much in 1986, however.
  • 19:56 - 19:57
    It's a nice little touch.
  • 20:00 - 20:02
    Of course, once the game
    itself actually starts,
  • 20:03 - 20:07
    you'll find it's just another clone
    of "Star Raiders", the old Atari game.
  • 20:07 - 20:11
    Namco had already released a
    "Star Raiders" clone for the Famicom,
  • 20:11 - 20:14
    called Star Luster, back in 1985.
  • 20:14 - 20:17
    Namco's game was decent,
    but certainly not exceptional.
  • 20:18 - 20:23
    "Cosmo Genesis", on the other hand,
    is simply a pain in the ass to play.
  • 20:24 - 20:26
    You might be familiar with this title,
  • 20:26 - 20:30
    because it was released in the U.S.
    as Star Voyager in 1987
  • 20:30 - 20:31
    and had the distinction of being
  • 20:31 - 20:34
    one of the very first games
    released by the notorious Acclaim
  • 20:34 - 20:35
    for the Nintendo.
  • 20:37 - 20:40
    For those who don't recall
    "Star Raiders", it is very simple.
  • 20:41 - 20:44
    Look at the, uh, radar screen,
    warp to the enemy's location,
  • 20:44 - 20:47
    and then destroy all the
    ships in that sector.
  • 20:47 - 20:51
    You can refuel and repair your ships
    at the various space stations.
  • 20:53 - 20:54
    The enemy ships will be busy
  • 20:54 - 20:55
    trying to blow up your
    home base or something,
  • 20:55 - 20:57
    so you need to really get cracking!
  • 20:58 - 21:02
    This, right here, is actually what it
    looks like to dock with a space station.
  • 21:02 - 21:02
    Um...
  • 21:02 - 21:04
    As is [typical] for...
    for these kind of games,
  • 21:04 - 21:07
    it's usually kind of a [laughs]
    slow and tedious process.
  • 21:08 - 21:10
    I actually don't need to
    dock to the space station
  • 21:10 - 21:13
    because I, um, still have,
    pretty much... quite a bit of fuel.
  • 21:14 - 21:16
    That's, uh...
    Well, there's two fuel gauges.
  • 21:16 - 21:20
    There's one in the upper right-hand corner
    and then one along the right hand side.
  • 21:21 - 21:23
    I believe the one in the
    upper right hand corner
  • 21:23 - 21:26
    represent, like, actual
    fuel tanks or something.
  • 21:30 - 21:32
    One thing you might
    notice about this game is,
  • 21:32 - 21:34
    while it does have opening music,
  • 21:34 - 21:37
    the game itself doesn't really
    have any music at all -
  • 21:37 - 21:39
    just some rather lame
    little sound effects.
  • 21:42 - 21:44
    So what's wrong with this game?
  • 21:44 - 21:47
    Well, first of all,
    for example, take warping.
  • 21:47 - 21:49
    Okay, you go ahead and use a D-Pad
  • 21:48 - 21:51
    to move your, uh, cursor around
    to where you want to go to.
  • 21:51 - 21:53
    Those little "X"s represent enemy ships.
  • 21:54 - 21:56
    But then it's unnecessarily complicated.
  • 21:56 - 22:00
    You need to accelerate all the way
    (or almost all the way)
  • 22:00 - 22:02
    and then hold down the button
  • 22:02 - 22:04
    for the correct number of cells
    to appear in the upper left,
  • 22:04 - 22:06
    based on how far the trip is.
  • 22:06 - 22:08
    In this case, it's nine units
    (whatever that is).
  • 22:10 - 22:13
    Once you get to nine cells,
  • 22:13 - 22:17
    then you need to release the button
    and you'll start warping.
  • 22:20 - 22:22
    Then, once you get really
    close to where you're going,
  • 22:22 - 22:27
    hold down the button again and you'll
    exit, uh, hyperspace or wherever you are.
  • 22:28 - 22:30
    And sometimes you can actually
    not end up in the right location
  • 22:30 - 22:32
    because you can get
    blown off course.
  • 22:32 - 22:36
    Apparently some sectors have high
    solar winds or something like that.
  • 22:38 - 22:40
    And the fact that you
    have to do all this stuff
  • 22:40 - 22:42
    simply to warp around,
    from one area to another,
  • 22:42 - 22:46
    doesn't really negate... make the game
    any more realistic or deep or anything.
  • 22:46 - 22:50
    It basically just, uh, makes it
    one more thing you have to do.
  • 22:51 - 22:54
    M'kay I'm at the right spot and
    there's enemy ships approaching,
  • 22:54 - 22:56
    as your little message thing says there.
  • 22:56 - 22:58
    It actually takes 'em quite
    a while to actually appear.
  • 22:58 - 23:01
    I guess you sorta' have to
    fly around and find 'em.
  • 23:01 - 23:04
    However the combat is actually pretty painful.
  • 23:05 - 23:11
    The enemy ships fly around very fast
    and the animation is pretty jerky,
  • 23:11 - 23:13
    so I really can't always
    tell what's going on.
  • 23:14 - 23:17
    Once we actually find some ships I'm
    sure you'll see what I'm talking about.
  • 23:18 - 23:19
    Warping uses up a lot of fuel
  • 23:19 - 23:23
    and getting hit really sucks
    around a, uh, huge amount of fuel,
  • 23:23 - 23:26
    so you'll end up having to go back and
    dock at space stations quite frequently.
  • 23:27 - 23:31
    I usually get killed pretty
    quickly, upon engaging enemies.
  • 23:32 - 23:34
    There are a few new elements to this game.
  • 23:34 - 23:38
    For example, you can activate shields,
    which turns space green.
  • 23:38 - 23:42
    And you can find power-ups on the various
    planets found throughout the solar system.
  • 23:44 - 23:48
    Of course this will not compensate for the
    fact that most of the game is pretty horrible.
  • 23:49 - 23:51
    Maybe that's why Acclaim
    wanted to release this game
  • 23:51 - 23:55
    - they felt it was somehow tied
    into their own video game standards.
  • 23:59 - 24:00
    As you can see...
    Actually...
  • 24:00 - 24:02
    Well I guess I've pretty much
    been killed already.
  • 24:03 - 24:04
    So, yeah, this is def...
  • 24:04 - 24:07
    definitely one that you'll probably
    want to stay well away from.
  • 24:07 - 24:09
    It's, uh, really not nearly as good
  • 24:09 - 24:12
    as some of the games ASCII has
    already released for the FamiCom.
  • 24:15 - 24:20
    # Family Trainer: Running Stadium // World Class Track Meet
  • 24:30 - 24:34
    "Family Trainer: Running Stadium" is the
    second in Bandai's 'Family Trainer' series.
  • 24:34 - 24:38
    We covered the first game,
    "Athletic World", just a few episodes ago.
  • 24:39 - 24:43
    The Family Trainer Pad is the Japanese
    equivalent of the U.S. Power Pad
  • 24:43 - 24:45
    and, just like in that first game,
  • 24:45 - 24:47
    you run on the pad in order
    to make your character move.
  • 24:53 - 24:57
    This first event here is just a
    very simple, uh, two person sprint.
  • 24:58 - 25:03
    However, Family Trainer is
    much more notorious,
  • 25:03 - 25:07
    due to the game's release history,
    rather than the game itself.
  • 25:07 - 25:10
    The first U.S. release
    was by Bandai themselves,
  • 25:10 - 25:12
    under the name "Stadium Events".
  • 25:12 - 25:15
    This version was only sold in
    some regional Woolworths stores
  • 25:15 - 25:16
    and for a very brief time.
  • 25:18 - 25:20
    As a result, the Bandai "Stadium Events"
  • 25:20 - 25:24
    is the rarest of all the officially released
    Nintendo Entertainment System titles
  • 25:24 - 25:28
    and copies go for outrageous amounts
    of money whenever they surface.
  • 25:28 - 25:32
    The reason why "Stadium Events" was on
    the market for such a short period of time
  • 25:32 - 25:33
    was that Nintendo had
  • 25:33 - 25:36
    just bought the U.S. rights to the
    Family Trainer Pad and this game.
  • 25:37 - 25:40
    Nintendo eventually released
    the Power Pad in the U.S.
  • 25:40 - 25:42
    and Stadium Events was re-titled
  • 25:42 - 25:46
    and given a wide release under
    the name "World Class Track Meet".
  • 25:48 - 25:52
    The Nintendo version,
    just like the original Japanese version,
  • 25:52 - 25:53
    is a pretty easy title to find.
  • 25:55 - 25:57
    Now, as for the game itself,
  • 25:57 - 26:01
    well, it's essentially a first-person
    version of Konami's "Track and Field",
  • 26:02 - 26:05
    with racing, jumping,
    and hurdle competitions.
  • 26:08 - 26:10
    Now, the Family Trainer games
  • 26:10 - 26:12
    were actually developed
    by the company, Human,
  • 26:12 - 26:16
    and they actually do a really nice
    job with the pseudo-3D effects
  • 26:16 - 26:18
    and there are some very nice details.
  • 26:21 - 26:23
    For example, look at all the little
    shadows and everything in this event.
  • 26:26 - 26:30
    So, "Running Stadium" is a nicely
    done up Family Trainer Power Pad game
  • 26:30 - 26:31
    that has ended up being completely
  • 26:31 - 26:35
    overshadowed by the collectablity
    of one of the release variants.
  • 26:36 - 26:39
    But as a Power Pad game,
    it actually works pretty well.
  • 26:41 - 26:46
    # Trojan
  • 26:55 - 27:00
    Released on Christmas Eve is
    Capcom's "Tatakai no Banka",
  • 27:00 - 27:03
    (which might be translated
    as "War Requiem").
  • 27:03 - 27:06
    In the U.S. this game
    was known as Trojan.
  • 27:06 - 27:07
    Never heard of the game?
  • 27:07 - 27:10
    Well, that's not surprising,
    since it really didn't do as...
  • 27:10 - 27:13
    nearly as well as other Capcom
    titles released around this time,
  • 27:13 - 27:15
    such as "Ghosts 'n' Goblins"
    or "Commando".
  • 27:15 - 27:17
    Released in arcades in 1986,
  • 27:17 - 27:20
    Trojan is a side-scrolling
    proto-beat-'em-up.
  • 27:20 - 27:23
    This game takes place in a
    post-apocalyptic New York.
  • 27:23 - 27:27
    Armed with a sword and shield, you
    take on an endless tide of bad guys.
  • 27:31 - 27:35
    Here's the FamiCom version,
    ported by Capcom themselves.
  • 27:36 - 27:43
    It actually looks okay, plays pretty
    similarly to the arcade version.
  • 27:45 - 27:49
    Mostly, you just walk to the right
    and kill guys with your sword.
  • 27:49 - 27:53
    Dropping down the manhole will
    actually allow you to fight this guy
  • 27:53 - 27:56
    and then score a pair
    of high jump boots.
  • 27:56 - 27:59
    Unfortunately they can only
    be used around three times
  • 27:59 - 28:01
    before they wear off.
  • 28:04 - 28:05
    Well, actually, I guess
    it'd be four times.
  • 28:05 - 28:08
    You have to use them once to
    actually get out of the manhole.
  • 28:09 - 28:10
    You can then use them to
    take out the little guys
  • 28:10 - 28:13
    that hide up in the windows
    that are throwing dynamite at you.
  • 28:15 - 28:17
    Each level will usually
    have about a couple bosses
  • 28:17 - 28:19
    and then you're off
    to the next level.
  • 28:20 - 28:22
    Those guys are still pretty hard to hit.
  • 28:22 - 28:25
    Oops, now my... my jump boots are gone.
  • 28:26 - 28:29
    These first guys are pretty easy;
    just whack 'em with a sword.
  • 28:30 - 28:33
    Trojan will probably remind you
    a lot of "Ghosts 'n' Goblins",
  • 28:33 - 28:36
    right down to the map at
    the beginning of each level.
  • 28:36 - 28:40
    Unfortunately, this game seems
    more or less like an unsuccessful
  • 28:40 - 28:42
    attempt to make a second game
    in the "Ghosts 'n' Goblins" mold.
  • 28:43 - 28:46
    But Trojan is simply not
    as fun as "Ghosts 'n' Goblins"!
  • 28:46 - 28:48
    It's actually, frustratingly hard at times
  • 28:48 - 28:51
    and it, sort of, lacks the kind of
    personality that "Ghosts 'n' Goblins" had.
  • 28:52 - 28:54
    We're coming up to the next boss
    here, in just a second,
  • 28:54 - 28:56
    and he's actually quite a bit tougher.
  • 28:57 - 29:00
    He can block your hits and
    will fire projectiles at you;
  • 29:00 - 29:03
    the projectile can hit you
    either high or low.
  • 29:03 - 29:06
    It'll often turn around and hit you
    in the back, after it's passed you.
  • 29:07 - 29:10
    He sometimes fires short projectiles
    and sometimes, uh, long ones.
  • 29:10 - 29:12
    The short ones will hit you immediately.
  • 29:13 - 29:15
    And you have to get pretty close
    to him to hit him with your sword
  • 29:15 - 29:17
    and so he can blast
    you at point blank.
  • 29:18 - 29:20
    Now we're onto the next level, here.
  • 29:20 - 29:22
    Uh... The main problem with this game,
    though, is the control scheme.
  • 29:22 - 29:26
    One button's used to swing your sword,
    the other one to hold up your shield.
  • 29:26 - 29:29
    This means that, in order to jump,
    you need to press Up on the D-Pad.
  • 29:30 - 29:33
    Considering you have to do a lot of
    jumping, especially on the bosses,
  • 29:33 - 29:35
    this makes your character
    pretty difficult to control.
  • 29:36 - 29:37
    If they had stuck with the, uh,
  • 29:37 - 29:40
    classic "Ghosts 'n' Goblins"
    control scheme for ducking and jumping,
  • 29:40 - 29:42
    Trojan might have been
    a pretty cool little game.
  • 29:42 - 29:45
    As it stands, however, "Trojan"
    will remain a little-known game,
  • 29:45 - 29:48
    surrounded by much better
    releases from Capcom.
  • 29:49 - 29:54
    # Seikima II
  • 29:59 - 30:02
    Released on Christmas day, it's Seikima II.
  • 30:02 - 30:05
    And what a wonderful Christmas present
    for the people of Japan.
  • 30:06 - 30:09
    Your first thought might be,
    "Seikima II? What about Seikima I?".
  • 30:09 - 30:13
    Well, no, Seikima II is the
    name of a Japanese rock band
  • 30:13 - 30:17
    who dressed in ridiculous
    KISS-like outfits and makeup.
  • 30:17 - 30:19
    The name is actually
    a sort of pun
  • 30:19 - 30:24
    since "seikimatsu" means
    "end of the century" in Japanese.
  • 30:24 - 30:27
    The band apparently had
    some sort of backstory
  • 30:27 - 30:29
    about being demons who were
    announcing the end of the world
  • 30:29 - 30:30
    or something like that.
  • 30:32 - 30:33
    But, hell, games like this?
  • 30:33 - 30:36
    This is why we're actually
    playing every single FamiCom game.
  • 30:36 - 30:39
    What could be more delightful
    than discovering a game based on
  • 30:39 - 30:42
    some obscure old 1980s
    Japanese KISS ripoff?
  • 30:44 - 30:46
    Of course, that's not to
    say this is a good game.
  • 30:46 - 30:47
    Far from it.
  • 30:48 - 30:49
    It's a pretty irritating platformer,
  • 30:49 - 30:52
    [in] which you need to collect
    every object on the screen,
  • 30:52 - 30:57
    which include ghosts, and
    apparently, band member heads,
  • 30:57 - 30:59
    in order to, uh, move on
    to the next level.
  • 31:00 - 31:02
    One odd thing...
  • 31:02 - 31:05
    I'm sure that Konami had
    nothing at all to do with this
  • 31:05 - 31:08
    yet "Seikima II" seems to borrow
    the sprite of the holy water
  • 31:08 - 31:12
    from "Castlevania",
    as well as the Moai heads.
  • 31:12 - 31:12
    Uh...
  • 31:12 - 31:15
    They make an appearance as
    an indestructible enemy.
  • 31:18 - 31:24
    The actual developer of this game was I.S.C.O.,
    which means Intelligent System Corporation.
  • 31:25 - 31:26
    You probably haven't heard of them.
  • 31:26 - 31:29
    They're a reasonably obscure
    Japanese contract developer
  • 31:29 - 31:32
    and I think this was
    one of their first games.
  • 31:32 - 31:36
    They continued to develop games
    until at least the late 1990s.
  • 31:36 - 31:39
    I think they might still be around,
    but really not as a video game company.
  • 31:40 - 31:45
    Perhaps more noteworthy is that this is
    the first FamiCom game from C.B.S./Sony.
  • 31:46 - 31:49
    Now, Sony had already been releasing
    games for the M.S.X. computers
  • 31:49 - 31:53
    (which makes sense because they
    actually manufactured M.S.X. computers)
  • 31:53 - 31:58
    but this was really their first foray
    into the Japanese home console market.
  • 31:59 - 32:03
    Obviously they would eventually become
    Nintendo's biggest rival in that department.
  • 32:03 - 32:07
    But, of course, no one could have possibly
    guessed that, looking by this game.
  • 32:08 - 32:11
    Alright, here we are in the second level.
  • 32:12 - 32:14
    Oddly enough, all the
    money bags you collect
  • 32:14 - 32:17
    actually, uh, have Dollar signs,
    rather than Yen signs.
  • 32:19 - 32:23
    And, throughout the game, you do accrue
    funds and you can spend them in shops.
  • 32:25 - 32:25
    Uh...
  • 32:25 - 32:28
    One thing that, sort of, gets a little
    bit irritating about this game is,
  • 32:28 - 32:30
    when you get low on health
  • 32:30 - 32:34
    this incredibly annoying little, uh,
    bleeping noise starts, to let you know.
  • 32:34 - 32:38
    You actually take quite a few hits,
    but you will get hit quite a few times,
  • 32:38 - 32:39
    simply because of the number of enemies
  • 32:39 - 32:42
    that inevitably drop down, from
    the top of the screen, onto you,
  • 32:42 - 32:45
    and the fact that your character
    has a really weird jumping motion.
  • 32:46 - 32:47
    Here's the shop screen.
    Um...
  • 32:47 - 32:49
    One thing you need to buy are the guitars.
  • 32:50 - 32:52
    Once you get all of them
    for all your band members,
  • 32:52 - 32:54
    uh, you actually get
    the ending of the game.
  • 32:58 - 33:00
    So, no, this is
    definitely not a good game.
  • 33:00 - 33:00
    Uh...
  • 33:00 - 33:04
    It's perhaps worth taking a look at,
    just for the weird novelty value, but, uh,
  • 33:04 - 33:07
    this is pretty indicative of the, kind of,
    very, sort of, minor, uh,
  • 33:07 - 33:11
    not very well designed platformers
    that were being released for the FamiCom,
  • 33:11 - 33:14
    at this time, and would
    continue to be released for a while.
  • 33:19 - 33:24
    # Professional Mahjong Goku
  • 33:28 - 33:33
    Alright, we fired up the F.D.S.,
    here, for another Mahjong game.
  • 33:33 - 33:40
    This is "Professional Mahjong Goku",
    as a matter of fact.
  • 33:40 - 33:41
    This title was released by ASCII,
  • 33:41 - 33:44
    but, as you may have seen
    on the title screen there,
  • 33:44 - 33:47
    it was actually developed by
    a company called Chat Noir.
  • 33:47 - 33:51
    They're a rather obscure little
    Japanese development company
  • 33:51 - 33:55
    that seem to specialize in Mahjong games.
  • 33:55 - 33:58
    Mahjong, as I'm sure you know,
    is quite popular in Japan
  • 33:58 - 34:04
    and this is actually the third Mahjong
    game released for the Famicom,
  • 34:04 - 34:05
    which is really not that many.
  • 34:05 - 34:07
    Altogether there would be over
  • 34:07 - 34:13
    a dozen Mahjong titles released
    for the FamiCom during its lifespan.
  • 34:13 - 34:19
    And this one looks, well, to my eyes,
    pretty much like all the rest.
  • 34:19 - 34:21
    I don't really play Mahjong and as...
  • 34:21 - 34:24
    I don't really know how to judge
    whether this is a good game or not.
  • 34:24 - 34:29
    Now remember, this is called
    "Professional Mahjong Goku",
  • 34:29 - 34:32
    so there's gotta' be some sort of
    additional element in it
  • 34:32 - 34:35
    and there's actually a few
    different gameplay modes.
  • 34:35 - 34:38
    This one seems to be the standard,
  • 34:38 - 34:41
    but, uh, there is a m... mode
    where you can actually gamble.
  • 34:41 - 34:50
    I guess you have some settings, here, you
    have to set up before you can actually play.
  • 34:50 - 34:53
    And then, once the game starts,
    it allows you to, apparently, place bets.
  • 34:53 - 35:00
    And, uh, it's actually a four player
    Mahjong game, for this mode right here.
  • 35:00 - 35:07
    Mahjong is, of course, a... a form of
    gambling and is normally played for money.
  • 35:07 - 35:13
    Well, beyond that, I really don't
    have much to say about this game.
  • 35:13 - 35:14
    Um...
  • 35:14 - 35:17
    I suppose that this is, uh,
    simply notable for being, uh,
  • 35:17 - 35:21
    one of the, uh, earlier
    Mahjong games on the system.
  • 35:21 - 35:23
    We'll be seeing plenty more of these.
  • 35:35 - 35:40
    # Arkanoid
  • 35:45 - 35:50
    Last episode we reviewed
    "Nazo no Kabe", (a.k.a. "Crackout")
  • 35:50 - 35:53
    Konami's "Arkanoid"-inspired game.
  • 35:53 - 35:57
    And this episode we have a
    home version of "Arkanoid" itself,
  • 35:57 - 36:01
    released on the FamiCom a
    mere 13 days after "Nazo no Kabe".
  • 36:01 - 36:03
    Funny how that works sometimes.
  • 36:03 - 36:09
    As we mentioned last episode, "Arkanoid"
    was a 1986 arcade hit from Taito,
  • 36:09 - 36:13
    which updated the formula of
    the old Atari game, "Breakout".
  • 36:13 - 36:14
    Due to the huge success
    of the arcade game,
  • 36:14 - 36:17
    it was quickly ported to the
    M.S.X. and the FamiCom, in Japan,
  • 36:17 - 36:22
    and then eventually to pretty much
    every home computer system known to man.
  • 36:22 - 36:26
    "Arkanoid"'s primary additions
    to the old "Breakout" formula
  • 36:26 - 36:30
    are the addition of various power-ups
    that drop down occasionally
  • 36:30 - 36:32
    and the much more
    complicated block patterns.
  • 36:32 - 36:36
    This FamiCom version is pretty
    faithful to the arcade game.
  • 36:36 - 36:39
    It looks virtually identical.
  • 36:39 - 36:42
    The one main subtraction is the fact
    that you don't have that cool,
  • 36:42 - 36:47
    sort of, animated intro during
    the, uh... the title screen, there.
  • 36:47 - 36:50
    Now the various power-ups
    will do things like, uh,
  • 36:50 - 36:53
    slow down the speed of the ball,
    as we see here.
  • 36:53 - 36:56
    There's a dark blue one that'll
    actually make your ship longer,
  • 36:56 - 36:59
    making it easier to hit the ball.
  • 36:59 - 37:01
    Another one'll give you multiple
    balls in the air at the same time,
  • 37:01 - 37:04
    and so on so forth.
  • 37:04 - 37:07
    There's also these enemies that
    will now float down from the ceiling;
  • 37:07 - 37:10
    occasionally you'll have to hit those.
  • 37:10 - 37:11
    And there's even a final level
  • 37:11 - 37:18
    that consists of a boss character
    which takes multiple hits to destroy.
  • 37:18 - 37:21
    The home versions of "Arkanoid",
    both in the U.S. and Japan,
  • 37:21 - 37:25
    were released with a special
    rotary knob "Arkanoid" controller.
  • 37:25 - 37:27
    This makes the game a lot
    more enjoyable to play,
  • 37:27 - 37:33
    as it's really difficult to accurately
    control your ship using the standard joypad.
  • 37:33 - 37:35
    Another addition to the
    old "Breakout" formula:
  • 37:35 - 37:38
    some blocks will take
    multiple hits to destroy
  • 37:38 - 37:40
    and a lot of levels have
    indestructible blocks,
  • 37:40 - 37:45
    for example,
    the gold ones we see right here.
  • 37:45 - 37:49
    This is the second to last level
    before meeting the boss, himself.
  • 37:49 - 37:51
    The levels are not nearly as
    complicated as the Konami game,
  • 37:51 - 37:54
    but, uh, still "Arkanoid"
    is a lot of fun to play,
  • 37:54 - 37:58
    especially if you have
    the "Arkanoid" controller.
  • 37:58 - 38:04
    Oddly enough, this boss looks like
    something that belongs in a Konami game.
  • 38:04 - 38:07
    "Arkanoid" actually has
    some sort of plot and,
  • 38:07 - 38:10
    after defeating the boss,
    you'll get sort of a story wrap up,
  • 38:10 - 38:13
    which doesn't really make any sense.
  • 38:13 - 38:14
    Uh...
  • 38:14 - 38:16
    Maybe it's badly trap...
    translated from the Japanese.
  • 38:16 - 38:17
    So, we'll say
  • 38:17 - 38:20
    "Arkanoid", yeah, it's a
    pretty good arcade game
  • 38:20 - 38:23
    that was made into a pretty
    accurate home conversion,
  • 38:23 - 38:27
    definitely worth playing, especially
    if you have the "Arkanoid" controller.
  • 38:27 - 38:29
    Without that, you might find
    the game a bit challenging.
  • 38:32 - 38:37
    # Electrician
  • 38:45 - 38:49
    One thing about Kemco:
    They are nothing if not unpredictable.
  • 38:49 - 38:52
    They managed to release
    two games on December 26th
  • 38:52 - 38:55
    and the first one we'll
    take a look at is Electrician.
  • 38:55 - 38:59
    This is actually a pretty good,
    uh, title screen here.
  • 38:59 - 39:01
    Kemco's past releases have
    been all over the place
  • 39:01 - 39:03
    but they were mostly junk.
  • 39:03 - 39:06
    Electrician is a surprisingly fun
    old-school game,
  • 39:06 - 39:09
    but it was a real
    'out of left field' release.
  • 39:09 - 39:14
    It's a port of a pretty obscure
    game from Synapse Software,
  • 39:14 - 39:17
    originally for the Atari
    computers, back in 1984.
  • 39:17 - 39:21
    I have no idea what made Kemco decide
    to port Electrician to the FamiCom,
  • 39:21 - 39:24
    but it turned out to be
    a reasonably good idea.
  • 39:24 - 39:28
    And, yes, this is a
    FamiCom Disk System release
  • 39:28 - 39:32
    (remember, of course, that these were
    actually cheaper to make than cartridges)
  • 39:32 - 39:35
    so, you can actually save your game,
  • 39:35 - 39:43
    which seems a little
    weird for this kind of game.
  • 39:43 - 39:44
    Electrician starts with New York city
  • 39:44 - 39:48
    suddenly suffering massive damage
    to its electrical infrastructure,
  • 39:48 - 39:51
    plunging the entire city into darkness.
  • 39:51 - 39:56
    In real life, this would probably result
    in a state of emergency being declared,
  • 39:56 - 39:59
    but in this game, they decided
    to send out a single electrician
  • 39:59 - 40:02
    to rewire every building, one at a time.
  • 40:02 - 40:03
    And that electrician is you!
  • 40:03 - 40:11
    You use one button to lay down wire to
    each room and the other button to jump!
  • 40:11 - 40:14
    You need to connect both
    rooms entirely by wire.
  • 40:14 - 40:19
    They're usually, uh, nodes at the top
    and nodes at the bottom.
  • 40:19 - 40:26
    Once you've got one room wired,
    "Blam!", it lights up!
  • 40:26 - 40:29
    Along the way, you'll encounter
    various wire-eating vermin,
  • 40:29 - 40:39
    such as caterpillars, rats,
    and surprisingly large spiders.
  • 40:39 - 40:42
    There's also a difficulty
    setting on here - the speed.
  • 40:42 - 40:45
    I have it at Low.
  • 40:45 - 40:48
    Setting it at High will make
    the game much more challenging,
  • 40:48 - 40:51
    almost impossibly so.
  • 40:51 - 40:55
    The levels are not too large -
  • 40:55 - 41:00
    usually less than
    half a dozen rooms tall.
  • 41:00 - 41:05
    Occasionally, lighting up a room
    will let, uh, r... release a burglar.
  • 41:05 - 41:08
    And if any of the vermin
    actually cross a live wire
  • 41:08 - 41:11
    (represented by yellow wires,
    as opposed to green)
  • 41:11 - 41:17
    they will get zapped.
  • 41:17 - 41:24
    Now, for some reason,
    you utilize the maze-like sewer systems,
  • 41:24 - 41:28
    in order to travel from
    one building to the next.
  • 41:28 - 41:31
    Every other level is one of
    these underground levels.
  • 41:31 - 41:38
    We have the first one here.
  • 41:38 - 41:42
    For some reason, they decided to place
    walls randomly in the sewer tunnels,
  • 41:42 - 41:44
    making it more difficult to get around.
  • 41:44 - 41:47
    Now, Synapse Software was
    an American game developer
  • 41:47 - 41:52
    that began making games for the
    Atari systems in the early 1980s.
  • 41:52 - 41:56
    By 1984, they had fallen on hard times,
    due to the video game crash,
  • 41:56 - 41:58
    and were acquired by Broderbund.
  • 41:58 - 42:01
    Shortly thereafter,
    they disappeared for good.
  • 42:01 - 42:03
    Broderbund had already been licensing
  • 42:03 - 42:06
    games, such as "Lode Runner",
    to Japanese publishers.
  • 42:06 - 42:09
    Presumably Kemco wanted another game
    on the market for the holiday season
  • 42:09 - 42:12
    and they got a really
    good deal on this one.
  • 42:12 - 42:14
    Admittedly, this game
    is not fantastic,
  • 42:14 - 42:17
    but it's a lot better than
    earlier titles like "Dough Boy".
  • 42:17 - 42:22
    One huge failing in the game, however,
    is the rather difficult jumping controls.
  • 42:22 - 42:27
    Avoiding enemies is not that tough,
    but jumping across the gaps are
  • 42:27 - 42:32
    and I've plummeted to my death
    many times on this thing.
  • 42:32 - 42:36
    So, all in all,
    how do we feel about Electrician?
  • 42:36 - 42:40
    Well, like I mentioned,
    it's definitely not a great game,
  • 42:40 - 42:44
    but it is sort of charming in
    an old-fashioned kind of way.
  • 42:44 - 42:47
    This is a style of game that was
    really sort of disappearing, uh,
  • 42:47 - 42:51
    as the FamiCom saw more and more
    modern-style platform games.
  • 42:51 - 42:55
    I have no idea who actually
    did this port to the FamiCom
  • 42:55 - 42:59
    (I don't think Kemco, themselves, did it)
    but it is surprisingly well done.
  • 43:00 - 43:05
    # Crazy Climber
  • 43:10 - 43:15
    December 26th saw the release of two
    games packaged with special controllers:
  • 43:15 - 43:17
    "Arkanoid" and "Crazy Climber".
  • 43:17 - 43:22
    This is the port of the old (but very awesome)
    1980 Nichibutsu arcade game.
  • 43:22 - 43:26
    Nichibutsu had already released
    FamiCom versions of their other titles,
  • 43:26 - 43:31
    such as "Terra Cresta", but "Crazy Climber"
    was perhaps their defining moment.
  • 43:31 - 43:36
    The game is clearly inspired by the
    'human fly' craze of the late '70s,
  • 43:36 - 43:42
    most notably, George Willig climbing
    the World Trade Center in 1977.
  • 43:42 - 43:46
    The arcade game had a rather
    unique two-joystick control system
  • 43:46 - 43:48
    (one for each hand)
  • 43:48 - 43:51
    and this made a rather
    simple concept a lot of fun!
  • 43:51 - 43:54
    And, thus, uh, the release of,
    uh, this game for the FamiCom,
  • 43:54 - 43:59
    in Japan only, was packaged with a
    special "Crazy Climber" controller.
  • 43:59 - 44:01
    For those of you not familiar
    with the actual game,
  • 44:01 - 44:06
    basically you simply climb up the,
    uh, side of this very tall building,
  • 44:06 - 44:08
    watching out for people
    dropping objects on you,
  • 44:08 - 44:11
    windows closing, and later -
    things like giant gorillas.
  • 44:11 - 44:14
    Now, unfortunately,
  • 44:14 - 44:17
    playing this without the special
    controller is not really an option.
  • 44:17 - 44:20
    If you use emulation,
    you can probably rig something up,
  • 44:20 - 44:24
    but the game is not really going to be a lot
    of fun without the correct set of controllers.
  • 44:26 - 44:28
    Probably the best way to
    experience "Crazy Climber"
  • 44:28 - 44:30
    (other than owning an
    original arcade version)
  • 44:30 - 44:34
    is to, uh, plug a double
    joystick system into MAME.
  • 44:43 - 44:48
    # Toki no Tabibito
  • 44:49 - 44:53
    This game starts off with some
    crazy Suspiria-like music
  • 44:53 - 44:55
    and it's the last game we'll be
    looking at for the year 1986:
  • 44:55 - 44:57
    "Toki no Tabibito".
  • 44:57 - 45:01
    And check out those crazy hot pink gloves.
  • 45:01 - 45:02
    A word of advice:
  • 45:02 - 45:05
    It's hard to look bad ass,
    wearing gloves like that.
  • 45:05 - 45:07
    Now this game is a FamiCom original
  • 45:07 - 45:12
    and it's based on an animated movie of
    the same name, which came out in 1986.
  • 45:12 - 45:14
    Judging by the poster,
  • 45:14 - 45:20
    I don't think the movie resembles
    the video game very much.
  • 45:20 - 45:23
    Just like Electrician, it's not
    really clear who developed this game
  • 45:23 - 45:26
    - whether or not it was
    Kemco or someone else.
  • 45:26 - 45:28
    Regardless, "Time Stranger" will
  • 45:28 - 45:32
    probably be of little interest
    to a non-Japanese-speaker.
  • 45:32 - 45:34
    This is more or less
    a text adventure game,
  • 45:34 - 45:36
    but it's not very complicated -
  • 45:36 - 45:39
    certainly nothing along
    the lines of "Portopia".
  • 45:39 - 45:42
    The gameplay simply consists
    of talking to various figures
  • 45:42 - 45:47
    from Japanese history, such as, uh,
    Oda Nobunaga or General Tojo.
  • 45:47 - 45:50
    Your character is some kind of
    time cop who mostly travels
  • 45:50 - 45:54
    forward in Japanese history and
    stops at various important events,
  • 45:54 - 45:59
    such as the Ikedaya Affair
    or the Battle of Sekigahara.
  • 45:59 - 46:02
    This game occasionally has
    little third-person scenes,
  • 46:02 - 46:07
    such as this one right here, but
    there's really not that much to them.
  • 46:07 - 46:09
    There's really no action in this game.
  • 46:09 - 46:12
    You do have to stand underneath
    your, uh, spaceship's beam
  • 46:12 - 46:14
    in order to get sucked
    back up into the spaceship,
  • 46:14 - 46:16
    otherwise the game ends.
  • 46:16 - 46:21
    But, compared to most adventure games,
    this game is pretty simple.
  • 46:21 - 46:25
    You're limited strictly to Yes or No answers,
    uh, which is what you, uh, see right there
  • 46:25 - 46:29
    - those two boxes with the little
    pink dot that goes back and forth.
  • 46:29 - 46:36
    Compared to something like "Portopia",
    there's really not that much to it.
  • 46:36 - 46:37
    Um...
  • 46:37 - 46:38
    You can't really, like,
    walk around, find objects,
  • 46:38 - 46:42
    only to talk to one person
    at any given time.
  • 46:42 - 46:46
    The game is pretty simple, uh,
    as compared to most adventure games.
  • 46:46 - 46:48
    Oh here's Tojo here.
  • 46:48 - 46:50
    He has that funny little, uh,
  • 46:50 - 46:54
    framed picture of Adolf Hitler
    on his mantle place there.
  • 46:54 - 46:56
    The one unusual thing
    about this game is
  • 46:56 - 46:58
    it actually has,
    sort of, branching paths.
  • 46:58 - 47:00
    Depending on what answers you give,
  • 47:00 - 47:04
    the game will actually
    give you a different ending.
  • 47:04 - 47:07
    This is unusual, of course, and
    might give the game replay value,
  • 47:07 - 47:12
    but it still seems like a
    relatively short simple game.
  • 47:13 - 47:15
    And with that we have
    wrapped up 1986.
  • 47:15 - 47:20
    Now, let's move on to
    the grand year of 1987.
  • 47:26 - 47:27
    # Introduction to 1987
  • 47:27 - 47:30
    Wow! So we're finally
    done with 1986 and into 1987,
  • 47:30 - 47:34
    which is the fifth year
    of the Famicom's existence.
  • 47:34 - 47:38
    Normally Japanese video game publishers
    seem to slow down after the holiday season,
  • 47:38 - 47:42
    but at this point the Famicom was so
    popular they just kept releasing games,
  • 47:42 - 47:44
    even in early January!
  • 47:44 - 47:47
    1986 was a pretty
    monumental year for the system
  • 47:47 - 47:49
    and we'll have to do
    a wrap up of the year,
  • 47:49 - 47:50
    at some point in the
    near... near future.
  • 47:50 - 47:53
    [There's] really not
    enough time this episode.
  • 47:53 - 47:56
    And 1987 will turn out
    to be just as notable.
  • 47:56 - 47:59
    So let's start with the games!
  • 47:59 - 48:04
    # Hi no Tori Hououhen: Gaou no Bouken
  • 48:10 - 48:16
    1987 opens with a new game from Konami!
    Hurray!
  • 48:16 - 48:18
    But this game isn't really that great.
  • 48:19 - 48:22
    In fact, it's based on
    a licensed property
  • 48:22 - 48:26
    and maybe doesn't really have the
    typical Konami attention to detail.
  • 48:26 - 48:28
    Still, it is an interesting title.
  • 48:28 - 48:32
    "Hi no Tori Hououhen" is based on
    a serialized manga from Osamu Tezuka,
  • 48:32 - 48:36
    that originally ran in 1969 and 1970.
  • 48:36 - 48:38
    Tezuka was a prolific writer and artist
  • 48:38 - 48:43
    and probably the most important and
    influential figure in manga history.
  • 48:43 - 48:46
    Certainly his most well-known
    creation is Astro Boy.
  • 48:46 - 48:48
    The original comic took place
    in eighth century Japan
  • 48:48 - 48:51
    and concerns a wandering one-armed bandit.
  • 48:51 - 48:57
    Not coincidentally, there was an
    animated feature released in 1986.
  • 48:57 - 49:00
    This episode is only one story
    from the '"Hi No Tori"' series
  • 49:00 - 49:03
    that was released over
    a period of twenty years.
  • 49:03 - 49:08
    Not surprisingly, this game doesn't
    really follow the original plot,
  • 49:08 - 49:12
    but is simply a scrolling platformer
    - sort of in the "Castlevania" mold.
  • 49:12 - 49:13
    Your character, Gaou,
  • 49:13 - 49:16
    travels through various lands
    and encounters all sorts of enemies.
  • 49:16 - 49:18
    Aside from firing a projectile,
  • 49:18 - 49:21
    his main talent is the ability
    to generate a little block,
  • 49:21 - 49:22
    which can be used as a step.
  • 49:22 - 49:26
    This seems very similar
    to "Solomon no Kage".
  • 49:26 - 49:29
    Hitting an enemy will cause
    him to turn into a block, uh,
  • 49:29 - 49:31
    which you can then collect,
    as long as it's still in motion,
  • 49:31 - 49:34
    because at any given time, you
    have a limited number of blocks,
  • 49:34 - 49:41
    as shown in the counter up at
    the top of the screen there.
  • 49:41 - 49:45
    Just like "Castlevania", you face a
    different boss at the end of each level.
  • 49:45 - 49:48
    This first guy, here, is
    really not that hard to defeat,
  • 49:48 - 49:51
    as long as you create a little
    staircase in order to reach him.
  • 49:51 - 50:03
    I'm not sure exactly what he's supposed
    to be but he is reasonably cool looking.
  • 50:03 - 50:09
    And these boss battles will probably
    remind you quite a bit of "Castlevania".
  • 50:09 - 50:13
    After defeating the boss, you receive
    a piece of a painting of the 'Hi No Tori'.
  • 50:13 - 50:14
    Um...
  • 50:14 - 50:18
    Incidentally 'Hi No Tori' is usually
    translated into 'Phoenix' in English
  • 50:18 - 50:20
    and that's what the painting is of.
  • 50:20 - 50:23
    Now, while "Castlevania"
    was pretty straightforward,
  • 50:23 - 50:28
    "Hi No Tori" does get a little
    trickier, as the game progresses.
  • 50:28 - 50:29
    In order to finish it,
  • 50:29 - 50:32
    you need to find hidden levels
    by uncovering hidden doors.
  • 50:32 - 50:36
    So this game is sort of
    like "Castlevania", uh,
  • 50:36 - 50:42
    crossed with elements
    of "King Kong 2",
  • 50:42 - 50:45
    not that I've ever
    been able to finish it.
  • 50:45 - 50:47
    The game does look pretty good.
  • 50:47 - 50:52
    It has sort of a limited color scheme,
    as was, uh, typical.
  • 50:52 - 50:54
    The game does look an
    awful lot like "Castlevania",
  • 50:54 - 50:57
    with, sort of, the, uh, you know,
  • 50:57 - 51:00
    weird shadows and, uh... uh,
    backgrounds and whatnot.
  • 51:00 - 51:03
    I assume that Konami developed
    this game themselves,
  • 51:03 - 51:07
    even though this doesn't
    really quite seem like a, uh,
  • 51:07 - 51:09
    Grade-A Konami project.
  • 51:09 - 51:11
    Okay, here's the second boss.
  • 51:11 - 51:13
    He's some sort of rock kind of guy.
  • 51:13 - 51:15
    Maybe a little trickier than the first one,
  • 51:15 - 51:17
    but probably still
    nothing you can't deal with.
  • 51:17 - 51:25
    And the bosses here are pretty
    nice-looking, as you can see.
  • 51:25 - 51:28
    All in all, this is pretty a sol...
    pretty much a solid game.
  • 51:28 - 51:29
    Uh...
  • 51:29 - 51:31
    Definitely not the best
    Konami has ever done.
  • 51:31 - 51:35
    The main selling point to Japanese audiences
    is undoubtedly the manga/anime tie-in,
  • 51:35 - 51:39
    but you'll probably find
    something to enjoy here.
  • 51:39 - 51:45
    So, while this game does, sort of, have
    a, uh, treading water kind of feel to it,
  • 51:45 - 51:47
    Konami was...
    definitely had other things in mind.
  • 51:47 - 51:50
    In fact, we're gonna' see
    a game from them next episode
  • 51:50 - 51:53
    that is completely different than
    anything they've released so far.
  • 52:02 - 52:07
    # Dragon Buster
  • 52:14 - 52:17
    Namco decides to usher
    in the new year by...
  • 52:17 - 52:20
    dusting off an old arcade game
    and porting it to the FamiCom.
  • 52:22 - 52:26
    Yep! It's "Dragon Buster",
    a port of Namco's 1984 arcade game.
  • 52:34 - 52:36
    Not very well known
    (at least in the U.S.)
  • 52:36 - 52:39
    the arcade "Dragon Buster"
    was a little ahead of its time
  • 52:39 - 52:42
    and was pretty impressive
    upon release.
  • 52:42 - 52:45
    "Dragon Buster" was
    an early side-scroller,
  • 52:45 - 52:49
    just like Pac-Land and actually
    used the Pac-Land hardware.
  • 52:49 - 52:51
    It was one of the first games
    to use a health meter.
  • 52:51 - 52:56
    As you notice the Vitality
    bar in the corner, there,
  • 52:56 - 52:57
    instead of r... regular lives,
  • 52:57 - 53:02
    and had a fantasy theme, back before
    this was common in video games.
  • 53:02 - 53:08
    It also used an overworld-style
    map between levels.
  • 53:08 - 53:13
    As you can see here, much of the
    game involves busting dragons.
  • 53:13 - 53:15
    Here's the FamiCom release.
  • 53:15 - 53:16
    The actual object of the game
  • 53:16 - 53:20
    is to make your way through various
    caves and mountains, towers, et cetera.
  • 53:20 - 53:22
    Each level has sub bosses to defeat,
  • 53:22 - 53:25
    like that little dinosaur-type
    thing we just killed there.
  • 53:25 - 53:27
    And, uh, after killing a boss,
  • 53:27 - 53:31
    you'll receive some sort of helpful
    item - usually a one-time-use spell.
  • 53:31 - 53:41
    And there we have a wizard,
    with another helpful spell.
  • 53:41 - 53:45
    After getting through each level,
    you'll be transported to the overworld.
  • 53:45 - 53:48
    And these screens allow you to
    select your path to the castle,
  • 53:48 - 53:56
    making this an example of, uh, very
    basic non-lin... linearity in games.
  • 53:56 - 53:59
    You can see this in action right here.
  • 53:59 - 54:03
    Your armed primarily with a sword,
    with which you can use several attacks.
  • 54:03 - 54:07
    For example, you can jump over
    someone and do a downward thrust
  • 54:07 - 54:11
    and you can also cast spells
    to do damage to an enemy.
  • 54:11 - 54:18
    Here we are on the castle and
    here's the first dragon boss
  • 54:18 - 54:20
    - definitely the toughest boss in the game,
  • 54:20 - 54:24
    since his fire attack makes it difficult
    to actually get close enough to hit him.
  • 54:24 - 54:29
    I just cast a fire spell on him there.
  • 54:29 - 54:34
    Round One's clear and
    we're off to the next level,
  • 54:34 - 54:38
    which is simply slightly larger
    and has more branching paths.
  • 54:38 - 54:44
    Now, while "Dragon Buster" was an innovative
    and under-appreciated game, in its time,
  • 54:44 - 54:47
    it doesn't really hold up that well today.
  • 54:47 - 54:48
    The game is pretty repetitive
  • 54:48 - 54:50
    and while the arcade version
    holds a certain appeal,
  • 54:50 - 54:52
    due to the nice graphics
    and decent sound,
  • 54:52 - 54:55
    this F.C. port looks awfully plain.
  • 54:55 - 54:59
    There is a certain amount of
    climbing and jumping in the game,
  • 54:59 - 55:06
    like you saw a second ago, but you
    wouldn't really call this a platformer.
  • 55:06 - 55:08
    It's mostly just walk, walk,
    walk, then fight a boss.
  • 55:08 - 55:10
    And the fact that you get mo...
  • 55:10 - 55:13
    more or less the same four
    bosses over and over again
  • 55:13 - 55:17
    does make the game a little dull,
    after a while.
  • 55:17 - 55:20
    Some levels, like, as you get later on
    the game get a bit more complicated,
  • 55:20 - 55:22
    but, uh, still it's...
  • 55:22 - 55:25
    the game is the same sort of thing
    over and over again.
  • 55:25 - 55:29
    So, unfortunately "Dragon Buster"
    is a good example of fine game
  • 55:29 - 55:35
    that became obsolete by the better
    games that followed in its wake.
  • 55:35 - 55:36
    "Ghosts 'n' Goblins" came out
    just a year later,
  • 55:36 - 55:39
    but is massively more playable
    by today's standards.
  • 55:45 - 55:50
    # Labyrinth
  • 55:55 - 55:59
    Episode 14 is winding down, and we
    have one really big game to cover,
  • 55:59 - 56:03
    but first we have to do "Labyrinth",
    published by Tokuma Shoten
  • 56:03 - 56:07
    (the monstrous Japanese publishing
    and entertainment company).
  • 56:09 - 56:13
    As the, uh, credits scroll, here,
    notice the Activision copyright.
  • 56:13 - 56:15
    We'll discuss that a little later.
  • 56:16 - 56:18
    "Labyrinth" is, of course, based on
  • 56:18 - 56:23
    the popular Jim Henson/George Lucas
    movie, starring Jennifer Connelly
  • 56:23 - 56:28
    (and David Bowie as the Goblin King
    who doesn't really look like a goblin).
  • 56:29 - 56:30
    Just like in the movie,
  • 56:30 - 56:34
    Sarah's brother has been kidnapped
    and must be rescued in thirteen hours.
  • 56:35 - 56:38
    By the way, this game was
    only released in Japan
  • 56:38 - 56:41
    and we are playing an
    unofficial English translation.
  • 56:41 - 56:47
    Of course your character in this game doesn't
    really resemble Jennifer Connelly, but has
  • 56:47 - 56:50
    rather been transformed into a
    typical Japanese super-deformed girl,
  • 56:50 - 56:53
    who looks to still be
    around grade school age.
  • 56:53 - 56:57
    Now, "Labyrinth" is a rather large
    ambitious action-adventure game,
  • 56:57 - 57:00
    taking place in a series of
    interconnected maze-like levels
  • 57:00 - 57:04
    (which makes sense because the game
    is about a "Labyrinth", after all)
  • 57:04 - 57:08
    and it sort of resembles,
    well... "King Kong 2", perhaps.
  • 57:08 - 57:13
    I just grabbed the necklace,
    which will grab me some money
  • 57:13 - 57:15
    and then there is the hearts.
  • 57:15 - 57:18
    You can apply the hearts to
    one of your, uh, companions.
  • 57:18 - 57:23
    Get enough hearts and they'll appear
    in the game with you and assist you.
  • 57:23 - 57:27
    Your character can't die, in the
    normal sense, but can run out of time.
  • 57:27 - 57:30
    You can see the timer in the
    upper right-hand corner there.
  • 57:30 - 57:32
    Getting hit will cause you
    to lose a few minutes.
  • 57:32 - 57:34
    When it reaches zero, the game is over.
  • 57:34 - 57:37
    You need to collect a series of keys,
    but there are other items as well,
  • 57:37 - 57:43
    such as books that will restore some time,
    hearts that can be given to your companions,
  • 57:43 - 57:47
    the necklaces which are, uh,
    money that can be used in shops,
  • 57:47 - 57:48
    and so on so forth.
  • 57:48 - 57:53
    The main challenge of the game is to
    find your way around the various levels,
  • 57:53 - 57:58
    which are mostly pretty tricky to navigate,
    however once you've mapped the game out...
  • 57:58 - 58:00
    (Oh, I got some sort of little scroll there
    that
  • 58:00 - 58:04
    gave me just about an hour or so worth of
    time.)
  • 58:04 - 58:08
    Once you've figured a way around, uh, the
    game, it's actually really not that difficult.
  • 58:08 - 58:12
    Regardless, you do have a, sort of,
    a constant stream of enemies
  • 58:12 - 58:16
    coming out at you and attacking,
    which can get pretty irritating.
  • 58:16 - 58:19
    And I mentioned Activision
    is listed in the credits,
  • 58:19 - 58:22
    which raises the question,
    "Who developed this game?".
  • 58:22 - 58:23
    Uh...
  • 58:23 - 58:26
    Some game sites list
    Activision as the developer,
  • 58:26 - 58:29
    but they were the publisher of
    another "Labyrinth" game -
  • 58:29 - 58:32
    the one developed by Lucasarts
    for American computers,
  • 58:32 - 58:35
    such as the Apple II
    and the Commodore 64.
  • 58:35 - 58:36
    Both games are based on the movie,
  • 58:36 - 58:39
    but they are otherwise
    completely different games.
  • 58:39 - 58:45
    I assume Tokuma Shoten had to license
    the game rights from Activision.
  • 58:45 - 58:47
    Intriguingly, in one of the levels,
  • 58:47 - 58:50
    the word 'Atlus' is spelled
    out in the background,
  • 58:50 - 58:54
    which makes you wonder,
    "Is this an early Atlus game?".
  • 58:54 - 58:57
    They seem to specialize in
    fantasy and R.P.G. games,
  • 58:57 - 59:00
    so "Labyrinth" is certainly
    consistent with their style.
  • 59:00 - 59:03
    Well, no matter who developed "Labyrinth",
  • 59:03 - 59:06
    it is a solid attempt at making
    a big Zelda-like adventure game,
  • 59:06 - 59:09
    but is let down by the gameplay
    and lack of variety of the levels.
  • 59:10 - 59:14
    And speaking of disappointments, let's
    move on to the last game this episode.
  • 59:15 - 59:20
    # Zelda II: The Adventures of Link
  • 59:28 - 59:33
    Our last game this episode is a huge one:
    "Zelda II: The Adventures of Link".
  • 59:33 - 59:36
    The first 'Zelda' game,
    released in February of 1986,
  • 59:36 - 59:39
    was an enormous hit in Japan
    and, eleven months later,
  • 59:39 - 59:42
    Nintendo has put out
    a sequel on the F.D.S..
  • 59:43 - 59:46
    Though, what we're looking at here
    is actually the western version.
  • 59:53 - 59:55
    This is a pretty nice little intro
  • 59:55 - 60:00
    and we're eventually given
    a title scroll, detailing the plot,
  • 60:00 - 60:04
    though the manual, itself,
    tells a slightly different story.
  • 60:04 - 60:07
    Rather than Zelda, herself,
    being under a sleeping spell,
  • 60:07 - 60:11
    it was actually some distant
    ancestor, also named Zelda,
  • 60:11 - 60:13
    who was put under a
    Sleeping Beauty-style curse,
  • 60:13 - 60:15
    many years ago.
  • 60:15 - 60:20
    As a result, Link has to find
    the Triforce of Courage
  • 60:20 - 60:22
    (apparently a different Triforce
  • 60:22 - 60:25
    [Triforce number three,
    according to the title scroll]
  • 60:25 - 60:28
    than the one found in the first game)
    to awaken her.
  • 60:28 - 60:32
    [I'm] not sure what happened
    to Triforce number two.
  • 60:32 - 60:35
    Now, Nintendo is known for
    making some odd sequels
  • 60:35 - 60:37
    and "Zelda II" is no exception.
  • 60:37 - 60:38
    Uh...
  • 60:38 - 60:41
    It's often called the
    black sheep of the 'Zelda' family.
  • 60:41 - 60:44
    It' s quite a bit different
    than its predecessor
  • 60:44 - 60:46
    and not nearly as popular,
  • 60:46 - 60:50
    though of course it still
    sold several million copies.
  • 60:50 - 60:53
    The basic idea is the same:
    you move around on an overworld,
  • 60:53 - 60:55
    enter dungeons
    (or 'palaces' in this game),
  • 60:55 - 60:59
    defeat bosses,
    and then repeat.
  • 60:59 - 61:02
    The most obvious difference
    is that all the battle sequences
  • 61:02 - 61:05
    are now from a more standard
    side-view perspective
  • 61:05 - 61:08
    and scrolling is used in the game.
  • 61:08 - 61:12
    Also, while "Zelda II"
    is not really an R.P.G.,
  • 61:12 - 61:15
    it does borrow a number of
    elements from the genre.
  • 61:15 - 61:17
    This shouldn't really be surprising.
  • 61:17 - 61:20
    Japan was becoming very
    fascinated with R.P.G.s
  • 61:20 - 61:24
    and virtually every game genre,
    from Platformers to Shoot-'em-Ups
  • 61:24 - 61:28
    were adding in R.P.G. elements.
  • 61:28 - 61:31
    With Zelda, this means enemies
    are appearing randomly on the overworld,
  • 61:31 - 61:34
    which, uh, (let's face it)
  • 61:34 - 61:37
    looks an awful lot like it was
    taken straight out of "Dragon Quest".
  • 61:37 - 61:43
    Also, there are experience points and
    leveling up of Attack, Defense, and Magic.
  • 61:43 - 61:45
    That's right;
    Link has magic in this game,
  • 61:45 - 61:49
    though he won't be
    using it that frequently.
  • 61:49 - 61:53
    There's also a number of platforming
    elements, such as scenes like this.
  • 61:53 - 61:54
    Unlike the first game,
  • 61:54 - 61:58
    falling to your death is a
    common occurrence in "Zelda II".
  • 61:58 - 62:02
    Also taken from R.P.G.s, there are
    lots of towns and N.P.C.s to talk to
  • 62:02 - 62:06
    - not just crazy old guys in caves.
  • 62:06 - 62:09
    One thing about "Zelda II" is it
    doesn't always play by R.P.G. rules.
  • 62:09 - 62:12
    Some common enemies don't
    drop any experience points.
  • 62:12 - 62:15
    And then there's this woman,
    who refills your life bar,
  • 62:15 - 62:17
    when you go inside
    the house with her.
  • 62:17 - 62:18
    Uh...
  • 62:18 - 62:23
    This particular scene sort of makes you
    wonder exactly what they were thinking of.
  • 62:23 - 62:25
    The N.P.C.s give you little hints
  • 62:25 - 62:28
    and occasionally send you on short
    little quests to find some object,
  • 62:28 - 62:31
    such as a trophy or a lost child.
  • 62:31 - 62:32
    The reward?
  • 62:32 - 62:34
    You can usually mmm...
    learn a new magical spell!
  • 62:34 - 62:38
    Now, some of the spells
    are generally useful,
  • 62:38 - 62:41
    while others have
    very specific purposes,
  • 62:41 - 62:43
    such as defeating a particular boss.
  • 62:43 - 62:49
    Ah... For example, I had just,
    uh, found this woman's trophy.
  • 62:49 - 62:55
    Now she'll invite me in to meet
    her little wizard-like grandfather.
  • 62:55 - 62:59
    These guys, uh, always live in
    some sort of basement in the game.
  • 62:59 - 63:01
    He's going to give us
    the Jump spell,
  • 63:01 - 63:03
    which is necessary to make
    some of the jumps in the game.
  • 63:03 - 63:06
    It can make you jump
    a little bit higher.
  • 63:06 - 63:08
    More traditionally,
    some items are found,
  • 63:08 - 63:10
    hidden in the p...
    palaces themselves.
  • 63:10 - 63:13
    For example,
    there is a raft and a flute
  • 63:13 - 63:18
    and these are actually needed to
    make progress into, uh, some areas.
  • 63:18 - 63:21
    Another major change:
    "Zelda II" is much more linear.
  • 63:21 - 63:26
    Link travels along a winding path
    that moves, roughly, from east to west.
  • 63:26 - 63:27
    There is some backtracking required
  • 63:27 - 63:32
    but very little, along the way,
    of puzzles or exploration.
  • 63:32 - 63:34
    Combat is obviously very
    different in "Zelda II"
  • 63:34 - 63:37
    and I think this is a
    major failing in the game.
  • 63:37 - 63:39
    Some enemies have
    some sort of shield
  • 63:39 - 63:41
    and can attack
    both high and low.
  • 63:41 - 63:44
    So you are constantly ducking
    and then standing up,
  • 63:44 - 63:48
    trying to shield their blows
    and then get a hit in, yourself.
  • 63:48 - 63:54
    Now, heresh... here's the, uh,
    real meat of the game: the palaces.
  • 63:54 - 63:55
    Unlike the linked rooms in "Zelda 1",
  • 63:55 - 64:00
    the palaces have these long corridors
    with floors connected by elevators.
  • 64:00 - 64:05
    Keys are required to get past locked doors
    and there's even some hidden passages,
  • 64:05 - 64:08
    so you won't simply be moving
    in a strictly linear fashion.
  • 64:08 - 64:12
    Still, the palaces feel very
    different than "Zelda"'s dungeons.
  • 64:12 - 64:13
    Uh...
  • 64:13 - 64:15
    Here's one of these difficult
    and annoying enemies, right here.
  • 64:15 - 64:16
    Remember the Darknuts in "Zelda"?
  • 64:16 - 64:18
    You had to sneak up
    and hit 'em from behind.
  • 64:18 - 64:22
    In "Zelda II" almost
    every enemy is like that.
  • 64:22 - 64:24
    You can't just walk up and hit them.
  • 64:24 - 64:27
    Additionally, pretty much
    all the enemies take multiple hits
  • 64:27 - 64:29
    (often about five to ten
    - sometimes a whole lot more)
  • 64:29 - 64:32
    even once you're all powered up.
  • 64:32 - 64:35
    This makes combat kind of
    tiresome and repetitive.
  • 64:35 - 64:40
    I really got tired of
    dealing with these guys!
  • 64:40 - 64:46
    Those little blue things with spikes,
    I don't think you can destroy at all.
  • 64:46 - 64:50
    You have, um, some special attacks
    that you learn throughout the game,
  • 64:50 - 64:53
    like a jump with a, uh, downward
    sword thrust, like you saw there,
  • 64:53 - 64:57
    but they don't seem to actually work
    on most of the tougher enemies.
  • 64:57 - 65:01
    Likewise, throwing your sword
    doesn't work on most enemies either,
  • 65:01 - 65:03
    except for the really weak ones.
  • 65:03 - 65:08
    Now, that was the raft, required
    to get to the eastern continent.
  • 65:08 - 65:10
    Every palace will end in a boss battle.
  • 65:10 - 65:16
    And, uh, the one spell you use the most
    is probably the Shield spell.
  • 65:16 - 65:20
    We see this coming up, right here.
  • 65:20 - 65:25
    These're almost, sort of, like,
    "Castlevania"-like rooms, here.
  • 65:25 - 65:28
    How many of the bosses in this game
    are of the, sort of,
  • 65:28 - 65:31
    'jump and hit them on the head'
    variety, just like "Castlevania"?
  • 65:31 - 65:35
    "Castlevania" seems to be sort of
    an influence on this game,
  • 65:35 - 65:40
    though (oddly enough) "Castlevania II"
    seems sort of influenced by "Zelda II".
  • 65:40 - 65:42
    Well, I guess it's hard to say.
  • 65:42 - 65:44
    Now, just like in "Castlevania",
  • 65:44 - 65:48
    you actually, sort of, get pushed
    back a bit when you get hit by an enemy
  • 65:48 - 65:52
    and this makes the platforming
    sections all the more difficult
  • 65:52 - 65:55
    and really, uh, a bit
    irritating at times.
  • 65:55 - 65:58
    Remember those Gorgon heads
    that you had in "Castlevania"?
  • 65:58 - 66:00
    Well, there's tons of flying enemies here.
  • 66:00 - 66:04
    Ah, here I'm using the raft to
    get over to the eastern continent.
  • 66:04 - 66:11
    There's, uh, some more very basic
    enemies there that don't take any, uh...
  • 66:11 - 66:13
    don't give you any
    hit... experience points.
  • 66:13 - 66:16
    Now, these things are
    much like the Gorgon heads,
  • 66:16 - 66:19
    only they take, like,
    five hits to kill.
  • 66:19 - 66:22
    It seems that, especially
    towards the end of the game,
  • 66:22 - 66:25
    it's very common to, uh, [scoffs]
    (as you can see there)
  • 66:25 - 66:26
    constantly be knocked off
  • 66:26 - 66:31
    by enemies that suddenly fly in,
    from the other side of the screen.
  • 66:31 - 66:33
    I think this probably invited
    the majority of the moments
  • 66:33 - 66:36
    when I wanted to throw my
    controller at the screen.
  • 66:36 - 66:39
    This boss is a little bit different.
  • 66:39 - 66:44
    You need to use a special Reflect spell
    to bounce his spells back at h... him.
  • 66:44 - 66:50
    That's the only way you can defeat him.
  • 66:50 - 66:52
    One cool thing about this game is,
    every time you defeat a boss,
  • 66:52 - 66:58
    they do have a pretty spectacular demise,
    which we'll see here in just a second.
  • 66:58 - 67:02
    Now, after finishing a boss,
    you get a life and magic refill
  • 67:02 - 67:06
    and you also automatically Level Up one.
  • 67:06 - 67:10
    Now, incidentally, when you Level Up,
    you can only choose one attribute.
  • 67:10 - 67:14
    Defense (which is Life.
    Here, Life's at Level 7.),
  • 67:14 - 67:19
    uh, Weapon (which is at 6),
    and Magic (which is also at 6).
  • 67:19 - 67:20
    Uh...
  • 67:20 - 67:24
    Leveling up doesn't actually
    increase your Life or Magic meter.
  • 67:24 - 67:27
    That's done by finding
    heart containers and
  • 67:27 - 67:30
    the magic containers
    hidden around the overworld.
  • 67:30 - 67:33
    I've put the crystal in
    the little statue, here.
  • 67:33 - 67:36
    Apparently you have to do this.
  • 67:36 - 67:37
    Uh...
  • 67:37 - 67:39
    The game doesn't really
    make it clear why.
  • 67:39 - 67:41
    And then you actually select
    what you wanna Level Up, here
  • 67:41 - 67:46
    (here, I'm going for Magic)
    or you can hit Cancel and then
  • 67:46 - 67:48
    wait until you get more points
    to Level Up something else.
  • 67:48 - 67:54
    Of course, Leveling Up reduces
    your points down to zero.
  • 67:54 - 67:59
    At one point, you find boots
    that allow you to walk on water.
  • 67:59 - 68:02
    This gives Link an additional
    messiah-like quality.
  • 68:02 - 68:04
    Here we're going to get a heart container.
  • 68:04 - 68:08
    It should be noted there isn't
    any, uh, armor or weapons
  • 68:08 - 68:12
    [to] be found [in] this game
    (no bows or boomerangs or bombs).
  • 68:12 - 68:14
    You only have your standard sword.
  • 68:14 - 68:15
    Um... Mmm...
  • 68:15 - 68:19
    You'll see there's
    also no shops as well.
  • 68:19 - 68:21
    Here's more bad news:
    invisible flying enemies!
  • 68:21 - 68:22
    I just hit one, there.
  • 68:22 - 68:24
    You actually need to find a...
  • 68:24 - 68:26
    (There! I saw him
    there, for a second.)
  • 68:26 - 68:29
    ...need to find a cross
    in order to see them.
  • 68:29 - 68:35
    "Zelda II" is much more difficult
    than its predecessor.
  • 68:35 - 68:38
    It's certainly the most difficult
    game Nintendo has released so far.
  • 68:38 - 68:41
    It makes, uh, "Kid Icarus"
    look like a cakewalk.
  • 68:41 - 68:43
    Though, many of the times
    that you get killed,
  • 68:43 - 68:46
    it feels sort of unfair and cheap.
  • 68:46 - 68:47
    Like I said, you're jumping,
  • 68:47 - 68:51
    suddenly an enemy flies out from
    the side of the screen, and hits you.
  • 68:51 - 68:53
    The last boss seems kind of tough.
  • 68:53 - 68:54
    Um...
  • 68:54 - 68:56
    Though the boss might be
    considered a bit of a cop out.
  • 68:56 - 68:57
    It's just Link's shadow.
  • 68:57 - 69:00
    He appears very fast
    and difficult to hit,
  • 69:00 - 69:04
    but it turns out you can just stand
    on one side and spam him to death.
  • 69:04 - 69:09
    Uh...
    Sort of disappointing, I suppose.
  • 69:09 - 69:11
    And then we find Triforce number three.
  • 69:11 - 69:13
    Now, in the years since
    "Zelda II" was released, um,
  • 69:13 - 69:14
    the game has found a lot of defenders,
  • 69:14 - 69:17
    who, uh, feel it's
    some sort of lost classic
  • 69:17 - 69:22
    and that the initial bad reaction
    was simply a knee-jerk reaction to,
  • 69:22 - 69:24
    uh, the changes made to the formula.
  • 69:24 - 69:26
    However, playing the game, now,
  • 69:26 - 69:29
    I honestly say I don't
    really like this game
  • 69:29 - 69:32
    and much of what made "Zelda"
    great has been removed
  • 69:32 - 69:35
    (the puzzles,
    and the variety of items to find,
  • 69:35 - 69:37
    and weapons, the exploration,
    um... all that sort of stuff)
  • 69:37 - 69:40
    and it's been replaced
    with much weaker elements.
  • 69:40 - 69:43
    "Zelda II" seems like a...
    sort of tedious game,
  • 69:43 - 69:45
    with, uh, irksome
    repetitive combat
  • 69:45 - 69:49
    and downright hateful
    platforming sequences.
  • 69:49 - 69:52
    Princess Zelda seems pretty cheerful,
  • 69:52 - 69:55
    for someone who has been in a coma
    for hundreds of years,
  • 69:55 - 69:58
    and, uh, how does she even
    know is... who Link is?
  • 69:58 - 70:01
    I guess... the first Zelda really seemed...
  • 70:01 - 70:05
    not really like anything else that had
    been released on the FamiCom so far,
  • 70:05 - 70:10
    where this "Zelda II" seems
    pretty typical of, uh,
  • 70:10 - 70:12
    side-scrolling platformers
    with R.P.G. elements.
  • 70:12 - 70:14
    So it's not really a terrible game.
  • 70:14 - 70:15
    Uh...
  • 70:15 - 70:17
    It's a typical high-quality release
    from Nintendo in many regards.
  • 70:17 - 70:20
    It's just that its flaws
    prevent it from being a fun game.
  • 70:20 - 70:22
    And, as you are probably aware,
  • 70:22 - 70:28
    there wouldn't be another Zelda game
    until 1991 (four years later).
  • 70:28 - 70:36
    As it turns out, that game was
    slightly better received.
  • 70:36 - 70:38
    And so that was "Zelda II"
  • 70:38 - 70:41
    - one of the most divisive games
    for the entire system.
  • 70:41 - 70:44
    Either you love it or you hate it.
  • 70:44 - 70:46
    Or, well, I guess
    I fell somewhere in the middle.
  • 70:46 - 70:47
    # Episode 14 Wrap Up
  • 70:47 - 70:49
    Ironically, next episode
  • 70:49 - 70:52
    we'll begin with another sequel
    to a popular Japanese game
  • 70:52 - 70:57
    and a sequel that I feel is
    much more successful than "Zelda II".
  • 70:57 - 71:01
    So definitely tune in next time
    for Chrontendo Episode 15!
  • 71:01 - 71:02
    # Episode 14 Credits
Title:
Chrontendo Episode 14
Description:

more » « less
Team:
Captions Requested
Duration:
01:11:20

English subtitles

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