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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.
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    We exit July with a real stinker.
    From AICOM, it' s Takeda Shingen.
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    "Aha!", you say,
    "We've already seen this game on Chrontendo.
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    It was, like, a strategy game,
    published by HOT-B."
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    Well, no. This is actually a completely
    different and unrelated game called Takeda Shingen.
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    Now, Takeda Shingen (the real person)
    was a 16th century warlord, known for
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    (among other things)
    having a badass set of armor
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    (which is, uh, sort of
    semi-accurately depicted here).
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    Rather than being a Strategy game,
    this is a rather dull Beat-'em-Up
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    And it's a painfully slow affair.
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    You have exactly two moves
    (at least at first).
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    There's Attack with a sword slash
    and Jump.
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    You'll be, uh, taking enemies head-on,
    uh, just sort of hacking at them until they die.
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    They block a lot, so normally
    you'll just, sort of, walk up to them
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    and start repeatedly slashing at them.
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    They'll block a few times and then you'll get a hit in.
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    This was a port of a Jaleco arcade game
    (which looks a lot nicer).
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    The game isn't exactly hot shit,
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    but your character moves much faster
    and there's a bit of action.
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    This is hardly top tier stuff, as of 1988,
    but it seems reasonably bearable.
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    There's even, like, bonus rounds
    where you can get on a horse and do some target practice.
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    The horse stuff got completely stripped
    out from the PC Engine version
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    and the result is just
    so damn monotonous.
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    You know, I got a good way through this game
    and there were a pretty limited number of enemy types.
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    There's basically dudes with swords
    (who are just like you),
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    dudes with a long flail on a chain
    (and these guys are annoying),
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    and dudes with a long spear.
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    Boss battles are at the end of each level,
    though each level looks about the same,
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    so there's really not much to
    distinguish one level from the other.
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    Bosses are really nothing exciting.
    This guy is just a big version of the swordsman.
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    Post-boss fight, you visit a shop
    where you can refill your health
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    and buy some critical of...
    offense and defenseive upgrades,
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    such as the war fan.
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    Now, in real life, uh, Takeda's
    often depicted with his war fan.
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    There's a famous story about how he
    deflected an enemy blade with his fan, once.
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    So this game, naturally, has him,
    you know, carrying it around.
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    Takeda Shingen isn't really a fun game to play,
    especially in comparison to contemporary
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    Beat-'em-Ups like Golden Axe or Final Fight.
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    Later, you get some better attacks, but the
    lack of variety really kills any excitement.
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    It just feels like you're fighting the
    same fight over and over and over again.
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    Your health bar is pretty long
    and health refills are pretty frequent
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    so there's not much challenge at all
    for the entire first half of the game
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    (until you get to this boss, who's, like,
    ten times harder than the last one).
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    So, overall, Takeda Shingen
    is a bummer of a game.
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    So, we enter August with Maison Ikkoku
    and a new publisher, Micro Cabin.
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    We've heard their name come up
    a few times before in Chrontendo.
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    They were actually a pretty prominent
    publisher of, uh, games for Japanese computers,
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    back in the '80s.
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    Like a lot of other sort of dodgy PC Engine games,
    this one has some pretty decent music.
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    Right. So, Maison Ikkoku is one of these
    inescapable menu-based adventure games.
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    Luckly, for us, we have an English translation
    by Dave Shadoff and Matt LaFrance.
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    You play as one Yusaku Godai:
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    a down on his luck student, living in
    sort of a rundown boarding house.
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    The manager of the boarding house
    turns out to be (of course)
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    a beautiful young woman who was
    recently widowed, named Kuyoku.
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    This was based on a popular manga, by the
    famous manga artist, Rumiko Takahashi,
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    who you might know from such comics as
    Uruse Yatsure and Renma One Half.
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    It basically chronicles, uh, Godai's desire to express his love for Kuyoku, as well as the wacky residents of the boarding house.
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    Eventually, of course, at the end of the series,
    the protagonists get married.
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    This first appeared on the M.S.X.,
    back in 1987.
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    It looks pretty similar to this port, actually!
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    It also wound up on the F.M. 7 and few other computers.
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    Now, the first console appearance of this game was on the Famicom, which we saw very briefly in Episode 33.
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    At the time, I'd pretty much said,
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    "Well, we'll check this out in more detail
    when we reach it in ChronTurbo."
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    and now, my dear friends,
    that day has arrived.
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    It turns out to be a reasonably normal adventure game.
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    Uh, this character, here, is some kind of weird pervert dude who builds tunnels and peepholes in the walls between the rooms.
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    Uh... You find a porno mag,
    which contains "pretty radical stuff".
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    Later, you can actually, uh, give it back to him...
    sort of, uh, win his favor.
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    Much of the game takes place inside the titular Maison Ikkoku.
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    Uh... Maison is simply the French word for "house",
    which (I think) is being used ironically
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    (in the sense that calling this place "Maison" you know,
    sort of, tried to, like, give it a touch of class.
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    Um... Ikkoku, I believe, means
    hotheaded or tempermental
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    (perhaps referring to the
    various nutty residents here.
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    In this game, you actually save
    by going to the bathroom.
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    There's naturally all sorts of goofy sexual
    innuendo going on between the characters.
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    And this, so far, seems to be the first
    PC Engine game that actually shows
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    nipples in one of its human characters
    in an obviously sexualized way
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    (as opposed to nipples on a
    statue or a monster or something).
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    Um... For the most part, you go around
    talking to people, collecting items,
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    and using them in sort of unintuitive ways.
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    Here's your love interest, though you actually call
    her by the rather formal name, um, Kanrinin-san,
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    rather than her real name.
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    You can't interact with her too much yet.
    Um... You actually have to get on her good side first.
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    A lot of the game involves, uh, talking to people and
    getting on their good side by giving them things.
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    Among the other things, uh, you find, uh, her bra is
    up on the roof and you have a daydream about her,
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    um, once, uh, you found the ladder
    that allows you to climb up on the roof.
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    Aside from the house, you can travel to a
    couple locations nearby, such as this store.
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    The cashier is meant to look like Lum from Urusei Yatsura.
    Ya' buy things here to bribe the residents with.
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    Um... A great deal of time is spent, you know,
    sorta' dealing with these annoying housemates.
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    Just like in the comic, Godai tends to fantasize
    about putting the mack on his landlord,
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    but he's too scared to do anything.
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    The main goal of the game revolves actually
    around trying to look at that picture you see
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    on the left hand side of the screen,
    believe it or not.
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    And, you know, like a lot of these sorts
    of things, your goal is kind of vague
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    and you make progress
    in seemingly random ways
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    but the art is good, the music is decent,
    so it's still a lot better than some of the awful,
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    uh, the other awful Adventure games we've seen.
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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