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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 finish up July and
    blast through all of August and September.
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    We're gonna' see a number
    of arcade ports today,
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    as well as some obscure
    (and rather shitty) original titles.
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    [ Techno music ]
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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
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    (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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    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,
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    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,
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    Nintendo Entertainment System
    California Raisins game.
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    The guy who ran Radiance,
    Christopher Riggs,
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    actually lists himself as being a Product
    Developer at Capcom in the early 1990s.
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    Prior to Radiance, he apparently
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    co-founded a company called
    Pacific DataWorks, with, uh, Troy Lyndon,
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    who was an interesting guy who much later
    was behind the infamous Left Behind game.
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    Pacific DataWorks mostly did
    DOS and Commodore 64 ports
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    for Capcom (including Side Arms!).
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    Riggs also had a company that
    did computer ports for Capcom.
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    It's no surprise that the first Radiance
    game is, of course, a Capcom port.
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    Anyhoo,
    Earth got blown up or something, and
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    your little robot mecha dude is out there
    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
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    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 front and
    back, a big feature of Side Arms was
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    that two players could occasionally
    combine into a single more powerful form,
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    with one player controlling the mech and
    the other controlling his 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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    Another cool feature is that you choose
    the weapon you wanna lose from the menu,
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    instead of losing your current one when you
    pick up a new one, like in most 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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    [ Techno music ]
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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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    [ Techno music ]
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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.
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    [ Techno music ]
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    Hudson was, of course, the
    co-creator of the PC Engine
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    and they published all the console's
    games in Japan for about the first year.
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    But by this point, they are outnumbered
    by third party publishers (at least in Japan).
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    This is the first of three Hudson-published
    games today, Power League II
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    a baseball game, of course, and the
    sequel to the first Power League game,
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    which was released about
    14 months before this one.
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    There are a plethora of modes here
    - typical stuff:
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    Single Game mode, a Penant Mode, All Star
    (nothing we haven't seen before).
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    Now, the first Power League game
    got a U.S. release, under the name
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    "World Class Baseball".
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    Power League II was never
    released outside of Japan, though.
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    In fact, there are six
    Power League games on the PC Engine
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    and the first one was the only one
    to get a non-Japanese release.
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    Naturally, this looks and feels a lot
    like the first Power League game.
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    If we look at the two back to back,
    we see the sprites have been changed a bit,
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    but both games look very similar
    (with one exception).
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    In the first game, after the batter got a hit,
    it showed the outfield straight down,
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    with the uh, camera's line of sight
    being perpendicular to the ground,
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    much like the, uh, Sega Genesis', uh,
    sports games, like Tommy Lasorda Baseball.
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    Power League II uses a much
    more traditional 45 degree angle
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    (looking sort of down and out over the field).
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    As always, playing against the CPU is tricky.
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    There's certainly a way to strike
    out the CPU, but I didn't find it.
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    Generally the CPU would get a good powerful
    hit against anything I would throw at it.
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    When I was at the bat, I'd get lots of fly balls
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    (and, uh, the computer would actually
    catch these with absolute 100% accuracy)
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    as well as tons of foul balls
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    (like, about 4 out of 5 hits would
    be a foul ...or just really weak hits).
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    Of course you have to play these things for a
    little while to sorta' get, you know, the feel to them
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    and I didn't play it long enough to actually,
    you know, get very good at this thing.
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    So, Power League II is
    (just like its predecessor)
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    a sharp-looking baseball game that
    doesn't really stand out in any way,
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    other than its, you know,
    nice looking graphics.
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    And we will get to see four more of
    these during the life of the console.
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    [ Techno music ]
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    Our third PC Engine game,
    from Naxat (a.k.a. Taxan)
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    who had previously released the, uh,
    great pinball game, "Alien Crush"
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    as well as a golf game.
    Now, we have a pool game from them.
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    Break In, featuring
    Simulation, Action, Technique
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    Geez! is this an instructional sex game?
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    Simulation is sort of a tournament mode,
    Action is just like one-off, uh, playing a game,
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    and Technique is like a
    tutorial practice mode deal.
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    Break In is pretty generous with
    the types of games you can play.
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    For example, you have, uh, Yotsudama
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    (a four ball game that's played
    on a table with no pockets
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    and doesn't really resemble
    normal pool that much)
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    and "Bowliards", which appears to be
    a, uh, (actually is misspelled here)
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    is sort of a hybrid between
    bowling and billiards.
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    Hmm! Yes, I would like some nice shiny oranges and a glass of... orange soda? ...or maybe a big glass of [???]?
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    Man, we're gonna' get f---ed up
    on that [???] there.
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    Lots of options, here.
    Choose singles versus doubles,
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    who is controlled by computer
    and who is controlled by... "Man"
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    (Sorry, ladies! This is a man's game.)
    Pick a character,
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    (choose from either seven
    men characters or "Woman")
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    "Dragon"!? Come on!
    This guy's hobby is golf?
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    I'm surprised it's not...
    you know... Billiards.
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    Actually, I'm kidding.
    There are seven female characters as well.
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    Hmm! I like Emmy's dumb '80s fashion and,
    uh, Sophia's, sort of, adorable geek chic
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    but really, uh, Sigrid, the boozy
    actress seems like the coolest to me.
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    So picking a card determines who breaks.
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    Now, when you actually get ready to
    shoot a va... shoot the ball, here,
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    you have a great deal of control, much
    like the typical golf games of this era.
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    You have this image ball concept
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    (not something I've seen
    in pool games prior to this)
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    CPU players are generally
    decent but not 100% perfect,
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    which is a nice switch from the
    various baseball games we've seen.
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    Franky's pretty cool, but I
    think that mustache is fake.
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    Like a lot of other PC Engine games,
    Break In has some pretty chill music.
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    Now, this is the Technique part.
    (I'm trying to learn trick shots.)
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    Good luck.
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    We've only seen a few pool games
    throughout the Chron series.
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    I still kinda like Compile's nutty "Lunar Pool"
    game the best (which was on the N.E.S.)
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    but among sort of like regular serious pool
    games, "Break In" is definitely one of the slickest.
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    [ Techno music ]
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    Whoa-hoa! Did I load up a Famicom
    game by mistake? What is this?
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    Well, it's yet another Capcom arcade port
    (and we're not really getting top tier Capcom
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    stuff here).
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    The MegaDrive gets "Ghouls and Ghosts"
    and the PC Engine gets "F-1 Dream".
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    There's a bit of a story here.
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    F-1 Dream is one of those
    career type racing games.
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    Alright, so let's fire up
    some F-1 racing action.
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    Wait. What's going on, here?
    These are not F-1 cars.
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    This is apparently kind of a prologue
    to the main F-1 racing game.
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    Your car is super lame
    (and I'm sure there's no way to win).
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    Anyway, the original F-1 Dream was a 1988
    arcade game, which used the likenesses of
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    real Formula 1 drivers in the intro.
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    It's a pretty basic top-down racer.
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    I guess there was still, like, some sort of
    demand for this kinda thing in the late '80s
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    (I don't know why.)
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    One funny touch was, if you smack into the
    guardrails near spectators, they all go running
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    hysterically.
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    Right, so I'll fill you in on the basics of F-1 Dream.
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    This is one of those racing games where
    you collect money for racing and then
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    use it to buy upgrades for your car
    (which starts out super shitty).
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    First, you actually need to
    hire guys to work on your car.
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    Here, I'm, uh, hiring a tire guy
    and an engine guy.
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    After paying these dudes, I have enough
    money left to put some better tires on
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    my car and then it's off to the F-1 race!
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    (Well, this is technically the tr... time trial
    but the actual race is up next.)
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    So, you just sorta cruise around the track
    and, uh, (in order to qualify for the race)
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    however there's a couple things about this
    type of game that drives me crazy
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    (namely the controls).
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    I've seen this in other Japanese
    top-down racing games on the Famicom
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    but it drives me nuts here as well.
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    The controls are not from the perspective
    of the driver, but from the viewpoint of the
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    game's camera (meaning that if you're
    pointed up and wanna turn right, you
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    press Right on the directional pad -
    which makes sense so far - but if
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    you're facing down (towards the bottom
    of the screen) and you wanna turn the
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    vehicle right, you press Left, because the vehicle's
    right is towards the left-hand side of the screen.
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    This tends to confuse me, since we usually
    think of, you know, driving from the driver's
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    point of view, especially when I'm heading
    towards the bottom of the screen and drift
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    towards the side of the road, trying to correct
    myself will usually result in me driving off the
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    road, since it feels to me like
    the controls are reversed.
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    You start bringing in money pretty quickly
    (even for doing poorly) and you will slowly
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    be able to improve your vehicle.
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    Among other things, if the car gets damaged
    too much, it'll explode in a rather cool fashion
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    and you'll get a Game Over.
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    Beyond that, there's really not
    that much to say about F-1 Dream.
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    We've already seen a lot
    of games like this already.
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    We saw a much more creative take on a
    career racing game last time, with Namco's
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    Final Lap Twin.
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    Quite frankly, the most distinguishing thing
    about F-1 Dream is just how appallingly
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    last-generation the graphics look.
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    [ Techno music ]
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    So, after taking in that weird looking box cover,
    you really should pause this and take a moment
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    to read this batshit insane intro, here.
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    It's about, uh, finding mysterious fortunes
    and "Busters" (uh, "the name..." for "...people
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    we call... fortune hunters".
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    Their "historic journey" is to get "FISA"
    ("called legend by the people"). Hmm.
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    The "one person..." who
    "...can make it real ...
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    has got to be billionet and radical,
    physically and mentally"
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    and "Yes, you are the one!"
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    One of the great things about doing a
    series like this is you find shit that
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    doesn't seem like it has any reason to
    exist (for example, "Rock On").
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    This is the second game from publisher,
    Big Club and developer Manjyudo.
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    They had released a game in June called
    "Jinmu Denshō Yaksa" (covered in
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    Chronturbo 4) which took a character
    from a PC-88 game and stuffed him into
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    a Space Harrier clone.
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    As far as I can tell, "Rock On"
    is a completely original game.
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    It's a Shoot-'em-Up (and
    not a great one at that).
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    In fact, uh, VG Den (a review site for the
    PC Engine and Super Famicom games
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    calls it the worst
    Shoot-'em-Up for the console.
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    I don't know if that's true,
    but damn, it sure ain't good.
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    If nothing else, you get a lot of power-ups!
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    So, this looks pretty boring, huh?
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    Well, I guess there's a couple
    things we can say about this.
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    First of all, the power-up
    system is a little different.
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    You can carry three different special
    weapons at once, though none of them
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    display even the slightest
    amount of creativity.
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    There's the three way shot, the laser
    (you know, the one where you shoot
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    both directions vertically, one where you
    shoot both directions horizontally).
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    Use the Start button to move between them
    but there's no Pause feature in the game,
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    meaning you have to switch weapons on the
    fly (unlike in Side Arms) which is, you know, kind of a pain.
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    Rock On uses kind of like a cute pudgy design
    style; your ship looks a little bit like Opa-Opa.
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    One annoying factor here are these warps.
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    They actually send you back to the
    beginning of a level if you... if you
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    don't know what they are
    and accidentally go into one.
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    I don't know much about the developer
    Manjyodo, except they made a handful
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    of PC Engine games and were mostly involved in importing/distributing arcade games.
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    As of 1998, their website was still up,
    but all it had was listings of arcade
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    cabinets for sale, along with
    commercial boats (like, big boats).
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    For example, they were selling
    an 11 million cargo boat.
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    There's really nothing interesting
    or exciting or creative here.
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    In fact, uh, this boss is ripped right
    out R-Type. (the nerve!)
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    Instead of points, you get money,
    though I never did see a shop or
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    anything to spend the money in.
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    I love the way the interface at the bottom
    actually gets covered up by background objects.
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    I haven't seen this happen in other games
    on the console, so I assume it's a problem
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    with the game, itself, not the emulation.
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    So we're definitely scraping
    the bottom of the barrel, here.
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    It's a real puzzler, this one is, and I still
    have no idea why it's called, "Rock On".
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    Oh, hey! One important thing
    happened in August 1989.
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    The TurboGraphx 16 was released in
    the United States (purportedly debuting
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    on August 29th) though as was often the
    case, it was apparently a limited launch
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    (just in New York and California).
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    And, while Hudson was the most prolific
    publisher for the system in Japan, almost
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    all the games, here in the U.S. were
    released by NEC, themselves.
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    With NEC's U.S. headquarters apparently
    being the (I'm sure very lovely) town of
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    Woodale, Illinois.
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    The console itself was redesigned
    quite a bit and turned out quite a
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    bit larger than the PC Engine.
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    Uh... It had a pretty decent selection
    of launch titles, actually.
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    Aside from, of course,
    "Keith Courage in Alpha Zones"
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    which was the pack-in game,
    there was "R-Type", "Legendary Axe",
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    uh, "Alien Crush", and "Dungeon Explorer".
  • Not Synced
    along with the ubiquitous golf and racing
    games, "Power Golf" and "Victory Run"
  • Not Synced
    Rounding it out was two Beat-'em-Ups,
    "Vigilante" and "China Warrior"
  • Not Synced
    (a.k.a. "The Kung Fu", which was the first
    game released for the system in Japan.
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    So, eight games, which was actually a pretty
    hardy, uh, launch lineup, for back then.
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    Some sources say "Blazing Lasers" was a
    launch title, but upon further inspection,
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    this appears to be false.
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    Here's an ad from GamePro in late 1989
    (not as cool looking as the Genesis ads).
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    The TurboBooster, by the way, was an
    add-on that allowed for a composite video
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    output and stereo sound, instead
    of the standard R.F. connection.
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    The TurboCD is featured in the ad,
    even though that would actually
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    not come out until later in 1990.
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    As you'll recall, the TurboGraphx came
    out, um, in the U.S. about, uh, two
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    weeks after the Genesis, so this was
    sort of like the first battle in the
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    16-bit wars, with the still-somewhat
    mysterious Super Famicom lurking
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    somewhere in the wings
    in... in the... the future.
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    E.G.M. did quite a bit of coverage on the
    new PC Engine, along with lots of Sega
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    coverage as well.
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    The Genesis was ten dollars
    cheaper than the TurboGraphx
  • Not Synced
    (a hundred and ninety
    instead of two hundred)
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    and, uh, both were noticeably cheaper than
    either the N.E.S. or the Master System
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    with inflation factored in.
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    While Sega obviously overtook NEC eventually
    in late 1989 the 16-bit playing field appeared
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    to be, uh, completely up for grabs.
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    [ Techno music ]
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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