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