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Chrontendo Episode 14

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

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Team:
Captions Requested
Duration:
01:11:20

English subtitles

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