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