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Chronturbo Episode 5

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    [ Techno music ]
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    Alright folks, it's Dr.Sparkle again
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    Geez, It seems like forever since the last episode.
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    Well anyways, sorry it's so late
    but here we are again.
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    The PC Engine schedule
    seems to get a bit more hectic
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    as we get closer to the
    1989 holiday season.
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    Today, We're gonna finnish up July and
    blast through all of August and September.
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    We're gonna' see a number of arcade ports today, as well as some obscure (and rather shitty) original titles.
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    We ended last episode with
    a classic shooter, Blazing Lasers,
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    and we begin this episode with
    a not-so-classic shooter, Side Arms
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    (or Side Arms: Hyper Dyne, as it's officially called in Japan)
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    This is the second port of a Capcom arcade game for the system
    (the first being SunSun 2)
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    and, once again, this is published by N.E.C.,
    not Capcom themselves.
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    However, in the U.S., this was one of the
    very few TurboGrafx games not published by N.E.C.
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    Rather, it was by a small company called Radiance Software,
    which seemed to have very close ties to Capcom.
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    They were also well known for their involvement in the canceled, ah, Nintendo Entertainment System California Raisins game.
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    The guy who ran Radiance, Christopher Riggs, actually lists himself as being a product developer at Capcom in the early 1990s.
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    Prior to Radiance, he apparently co-founded a company called Pacific DataWorks, with, uh, Troy Lyndon
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    (who was an interesting guy who much later, uh, was behind the, uh, the infamous Left Behind computer video game.
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    Pacific DataWorks mostly did DOS and Commodore 64 ports for Capcom (including Side Arms!).
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    Riggs also had a company called Riggs Interactive
    which did, uh, computer ports for Capcom.
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    So it's no surprise that the first Radiance game is, of course, a Capcom port.
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    Anywho, Earth got blown up or something, and your little robot mecha dude is out there, uh, to kill lots of aliens.
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    Mechanics are moreorless like similar
    shooters of the era (such as Gradius).
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    Enemies drop power-ups, speed-ups, and other types of, uh, special weapons.
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    Nothing too new or exciting, here, but there are a couple interesting ideas.
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    The main one is: you can turn around and fire in the opposite direction by hitting the second button
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    (making Side Arms kind of a predecessor to Forgotten Worlds).
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    Now, Side Arms was originally an arcade game from 1986.
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    Aside from the ability to fire, uh, front and back,
    a big feature of Side Arms was that two players
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    could occasionally combine into
    a single more powerful form
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    (with one player controlling the mech and
    the other controlling his special attack weapons).
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    The home version dropped this 2-Player mode,
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    (meaning that your combined form is
    basically just a temporary upgrade).
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    It lasts until you get hit.
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    The other cool feature is the ability to select your...
    which weapon you wanna lose from the Start menu
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    (as opposed to losing your current weapon when you
    pick up a new one, like in most other shooters).
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    You can actually carry a whole bunch of weapons at once.
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    Now, this is actually very helpful, since certain types of
    weapons are more useful than others in some spots.
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    In fact, certain weapons are pretty much vital for some areas.
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    And this leads me to one issue that so many Shoot-em-Ups have.
    If you die once, you are pretty much screwed.
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    Side Arms is even much worse than many other similar games.
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    When the action gets hectic and you
    screw up and get killed,
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    you'll be brought back to life with, like,
    a single random underpowered weapon,
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    generally with enemies, like,
    closing in on you from all sides.
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    So, get killed and odds are good that you'll
    get killed again within a second or two.
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    And there are so many damn enemies
    (like missiles, et cetera) that home in on you
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    and follow you around, as you try to avoid them.
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    And when you have, like, a very basic weapon that only shoots in one direction, it's pretty difficult to pick these guys off.
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    Also, like Gradius, picking up too many speed power-ups will make you move, uh, too fast and be hard to control precisely.
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    Overall, it's actually a pretty hard game
    (harder than Gradius or R-Type, in my opinion)
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    but it actually, uh, looks great and I liked it
    better than the Genesis port of Forgotten Worlds.
Title:
Chronturbo Episode 5
Description:

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Video Language:
English
Team:
Captions Requested
Duration:
01:04:26
JANELLE WOOTEN edited English subtitles for Chronturbo Episode 5
Emily Morgan edited English subtitles for Chronturbo Episode 5
Emily Morgan edited English subtitles for Chronturbo Episode 5
Nate Lawrence edited English subtitles for Chronturbo Episode 5
Nate Lawrence edited English subtitles for Chronturbo Episode 5
Nate Lawrence edited English subtitles for Chronturbo Episode 5
Nate Lawrence edited English subtitles for Chronturbo Episode 5
Nate Lawrence edited English subtitles for Chronturbo Episode 5
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