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0:00
You are listening to brought to
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you this week by stamps dot com and hello
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fresh. This week
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in you will be
0:08
the service of the satan.
0:32
Everyone, welcome to retro episode four
0:34
hundred and ninety eight.
0:36
In this episode, we're not doing
0:38
anything momentous. We are maintaining momentum.
0:41
We started up a series talking
0:44
about the history of Taito earlier
0:47
this year, and we've got
0:49
to see it through. And don't think we're going to see
0:51
it through this episode, but we're
0:53
going to make momentum. We're going to, you know,
0:55
progress, push forward, whatever
0:57
you call it. Yes. If you have
0:59
missed these these episodes, the previous
1:02
episodes about Titan's history because
1:04
they were pay walled
1:06
on our Patreon. You can find them at
1:08
patreon dot com slash Retronauts,
1:10
episodes four hundred fifty one
1:12
and four hundred and sixty three began
1:15
our Taito odyssey. And where
1:17
we last last left off, I
1:19
believe we were somewhere around nineteen
1:21
eighty eight, nineteen ninety nine, talking
1:23
about titles move into home
1:26
consoles. So before
1:28
we jump right back into that and maintain
1:31
this continuity of discussion, why
1:33
don't we introduce ourselves?
1:35
I'm Jerry Paresh, but you probably knew that because I think
1:37
I said it already. But with
1:40
me here, this episode, we have the
1:42
same people who have been talking about Taito with
1:45
me. So please introduce yourselves,
1:47
Brandon. Hello. I'm Brandon
1:49
Sheffield, creative director of Microsoft Games.
1:53
I
1:53
like I like I like especially
1:55
the the f three board. That's my favorite.
1:58
And we're probably not gonna get there today,
1:59
but someday, think I think
2:02
we might I think we might get there. Okay. Maybe
2:04
we'll touch on this the beginnings of the f
2:06
three. Actually, yeah. The origins. Yeah.
2:08
The f three origins. But Taito
2:10
is great. Let's let's all n j.
2:13
Who else is with us?
2:15
Hi. It's Ray Barnhold. Back again,
2:17
I am full of protein and caffeine.
2:20
I just listened to Wayne. I'm ready to go.
2:22
Let's talk about Wow.
2:24
That's the full the full hat trick right
2:26
there. Right. Alright. So
2:29
I believe we had just, like, two last
2:31
little things to talk about in nineteen eighty,
2:34
some famicom games. I guess, NES
2:36
games. One of them ended the game. one of
2:38
the not. Yes. Eighty eight. And
2:40
those two games are demon sword and
2:42
a kira. Two very different
2:44
games. Let's talk
2:46
about demon sword first. It
2:48
it just in passing because it
2:52
was the sequel sort of to an
2:54
NES game that had previously been published
2:57
by Taito here in the US
2:59
called The Legend of Cage, which we discussed in the
3:01
previous episode. this is,
3:03
like, I guess, meant to be
3:05
a sequel even though there was actually a legend
3:07
of Kage two many years later. So
3:10
maybe it was just they said, wow. We really like
3:12
guys with sorts who jump a lot
3:14
and said, okay, let's do a different very
3:16
vertically. Very vertically. Yeah.
3:19
And Swiss one of those games that it's not it's
3:21
like a spiritual sequel because he uses the same sort
3:23
of mechanics, but it's not like in the same universe
3:26
or anything. I think it's
3:28
a cool game though. I think if budgeted if a Colgate
3:30
didn't do it for you back in the day, then check
3:32
it out because, like, the NES
3:34
port of Colgate has kind of simplified graphics
3:37
and a lot of people didn't quite get it.
3:39
But demon sword is a bit more graphically
3:41
complex, more of the era. It's a bit
3:43
it's still fun, I think. I
3:45
feel like if we if we as youth
3:48
called
3:48
it, legendary cage, then we should
3:50
have to call this, like, demonsward or
3:52
something. Sure. Demondsward.
3:55
Demondsward. Yeah. So
3:58
this I didn't really play much of
3:59
this back in the day, but
4:02
I do appreciate the fact that compared to the legend
4:04
of Kage, it has a more structured
4:06
design Kake is really
4:08
just sort of like these big empty
4:10
spaces that you jump around in and try
4:12
not to die. Until you get
4:14
to sort of the the final stage of the
4:16
four, where it does have a little bit
4:18
of an interior interior castle structure.
4:20
But here, it's much more like that throughout.
4:23
So it's not so much about just like leaping
4:25
blindly and sailing
4:28
around, throwing sure again. It's much more about
4:30
kind of navigating caves
4:32
and castles and other structures that
4:35
have a more definitive sort of, like,
4:37
physical design to them, which -- Right. --
4:39
I find that more satisfying. Yeah. I think
4:41
it's just it's just one of those games that's emblematic
4:44
of that little
4:44
period of NES games where things were starting
4:46
to get more structured and complex
4:48
and had some meat to them, I think. It's
4:50
got some hot cut scenes too. No
4:53
idea? Of
4:53
course, the cut down is the cinema scenes.
4:56
Yeah. That's what it's all about. Every
4:58
time you guys hear your your
5:01
seven bladed sword classic
5:03
legendary weapon that you
5:05
get to use that gets more more
5:08
goddamn blades on it as it goes along.
5:10
I mean
5:10
Yeah. It's like it's like that Saturday
5:13
that lives kit with the the razor blades
5:15
and they just keep releasing more and more
5:17
more and more complicated blades. This was
5:19
actually in my introduction to George Lucas.
5:21
Oh, okay. There You're gonna That's
5:24
right. How are you gonna be general
5:26
read this? I don't even know. This
5:28
was actually my introduction to the
5:30
shihihihihiko, the
5:33
the legendary seven bladed sword that
5:35
shows up in a lot of Japanese
5:37
media that has kind of a classical Japanese
5:39
slash full glory and legendary
5:41
bent to it, especially in the
5:43
eighties. I feel like the the eighties
5:45
was kind of, like, the
5:47
zeitgeist slash resurgence for
5:49
that particular sword you saw it in,
5:51
like, Man, I feel like I saw
5:53
it in Samurai troopers. I don't wanna a
5:56
hundred percent someone's gonna correct me
5:58
on that, but I feel like I saw it in there
6:00
is definitely in in some
6:02
some eighties, animes as well. Okay.
6:04
Yeah. Yeah. This
6:05
was the game that made me realize, oh, that's a
6:08
thing. That is a like, you know, when I
6:10
started seeing it in in other places, I
6:12
I realize this is probably not a
6:14
demon sword reference. They're probably all
6:16
pulling from some sort of common, like,
6:18
legend or story or something. And it turns
6:21
out gosh, started, I was right.
6:23
I love in older games
6:26
when you
6:27
see something that that that
6:30
takes you onto that journey where you're
6:32
like, this seems like something
6:34
that everybody
6:35
making this game knew about.
6:37
what what what does what does what does that mean?
6:39
And and it just, like, brings
6:41
you into another place
6:43
of legend where it's, like, everybody
6:46
knows the story of, like,
6:49
Taito or whatever. But
6:52
for a lot of us, We
6:54
just discover it through a video game or through an
6:56
anime or something like that. And it's like, oh, wow.
6:58
Everybody everybody really understands
7:00
this story. This is like this is like the
7:02
brothers' grandma over there. I
7:04
I love when when a a video
7:07
game can be the thing to do that just
7:09
through, like, this this
7:12
sword looks crazy and then you look into it and it's
7:14
like, oh, it's actually it's
7:16
actually
7:16
like a legend. It's a long
7:18
standing legendary item. Yeah.
7:20
love that stuff. Yeah. I mean, I
7:22
I feel like growing up as
7:24
an American in the pre internet
7:26
age, a lot of what
7:29
I do, you know, revisiting old media,
7:31
old import media now, like Gandham and
7:33
Godzilla is just kind of reverse
7:35
engineering, all the things that I grew
7:37
up playing and watching without
7:39
really understanding like, oh,
7:41
there's this kind of common pool of
7:43
references that is totally, literally
7:45
foreign to me. that, you know,
7:47
they're being drawn upon by the creators, but I'm
7:49
not aware of them because it's outside, you
7:52
know, my cultural experience. And, you know,
7:54
when I make those connections, it's always
7:56
pretty exciting say, oh, there's
7:58
a thing. That's cool. I remember
8:00
that. You know, even even something
8:02
like in in the NES version
8:04
of Strider, the final boss is
8:06
a horribly mingled localization of
8:09
the name Yugoslav. And
8:11
that was probably the first time I ever saw,
8:13
like, you know, the Eugrisil. The
8:16
the Norse tree of
8:18
legend, the world tree -- Yeah. -- right, world tree.
8:20
But now, you know, I that other places. And
8:22
I'm like, oh, that's what they were doing in that
8:24
game, but, like, it didn't come through because I
8:26
didn't know what a Utrecell want Utrecell
8:28
wants. And, also, that's not what they actually
8:30
called it. It was, you know, some garbled
8:33
re translation of a
8:35
romanized or like a, you know, a name that
8:37
was taken from
8:39
the
8:40
norse into katakana and then back into
8:42
English. Just terrible. But, you
8:44
know, it's it's kind of fun to, like,
8:46
you know, sort of,
8:48
put together those puzzle pieces.
8:51
Anyway, that's that's more about demon sword than
8:53
I thought we'd actually have to say. So It's good. You wanna
8:55
hear a little little little side note
8:57
about that? Yeah. Yeah. translation thing.
9:00
So I was I was in Japan
9:02
just a couple months ago exhibiting
9:05
at the Tokyo game show. And
9:08
And I met a British
9:10
person in in Isakaya,
9:12
and we were talking about, like,
9:15
the transliteration of
9:17
English words into Japanese
9:19
and how and I was kind
9:22
of like, in
9:23
a blase way complaining about
9:26
trying to figure out the right wrong way
9:28
to say an English word because
9:31
it
9:32
you have to like, when when
9:34
an English word gets translated in
9:36
into Japanese, as a loan word
9:38
through katakana, it's it's
9:40
like, Aacomb is air conditioning,
9:43
and and you have to remember to say it
9:45
that way because otherwise it doesn't make sense to
9:47
anybody. But he was saying
9:49
to me that sometimes it's
9:51
not like the the
9:53
the specific way to say in English word.
9:56
Like, we all know that Taito part
9:58
time job
9:59
in in Japanese comes
10:02
from Arbit,
10:04
the the German word for work.
10:06
but some things that you might
10:08
think are English are actually not. So
10:11
when
10:11
they say, it's and
10:15
that sounds like you're saying an
10:17
English word wrong, because it it it
10:19
like kapu would be closer. But
10:21
if you actually look into the origins of
10:24
it,
10:24
kopu is closer to a
10:27
Portuguese word for cup.
10:29
And a lot of those ones where
10:31
you're like, It sounds like English, but it's just
10:33
a little bit wrong. Actually
10:35
come from Portuguese because obviously the
10:37
Portuguese
10:37
came to Japan. first before
10:40
any other
10:41
western countries. And it was
10:44
particularly interesting to me with
10:46
with the word cup because
10:48
Coke Food sounds just like English
10:50
but wrong, but in fact, it's Portuguese
10:52
but slightly weird. the
10:55
end. Yeah. And then you have
10:57
this game where instead of saying shiki
10:59
Taito, we say demon sword or it's
11:01
a demon sword. Yes. Bringing
11:04
a full circle. Alright. So the other the other
11:07
notable nineteen eighty eight Emicom
11:09
release from Taito is
11:11
Akura. which is, yes, an adaptation
11:13
of the movie, not the manga,
11:15
doesn't have all that stuff
11:17
about, like, postapocalyptic Tokyo,
11:19
you know, and all the little armies fighting.
11:22
No, it just ends when they put the
11:24
jars together and they explode. And
11:26
then everyone has like a existential
11:28
experience. So that's that's kinda
11:30
tough to translate into an
11:32
APID Famicom game. So
11:35
this is actually one of the earliest
11:37
examples I've I've found of what
11:40
we would kind of consider a visual novel.
11:42
It's really just, you know, the
11:44
text being played out and
11:46
then occasionally you have some choices
11:48
you can at least, you know, from what I've seen and
11:50
played. Yeah. On
11:51
on home
11:54
consoles maybe because Yeah. Yeah. On
11:56
home consoles. for sure. Yeah. because on on
11:58
Japanese PCs that that was probably,
12:00
like, some of the earliest stuff that got done
12:02
and people are doing that. Yeah.
12:04
It's an excellent it it does take
12:06
the the movie
12:08
character designs very clearly,
12:11
which
12:11
is kind of fun to
12:13
see. It's got a
12:15
it's got a neat kind of a neat
12:17
look to it. Not super interactive
12:19
though, I guess. Yeah.
12:21
I mean, they they managed to condense a
12:23
lot of, you know, like, film themselves down
12:25
to those tiny little boxes to fit
12:27
as many of them into the game and and the rom
12:29
as they could. So it has some compromises,
12:32
but it actually has a
12:34
really huge amount of text for a
12:36
fanic comp game. Yeah. That's kinda
12:38
bold, I would say, for a movie
12:40
that you would kind of naturally assume would be turned
12:42
into, like, an action platformer on family
12:44
common lists. The fact
12:46
that it's just kind of like AAA
12:48
real story that just plays out.
12:50
It's kind of interesting. Did
12:51
you all see the unfinished Akura
12:54
platform game on the
12:56
Genesis? Right. Yeah. Yeah. Yep.
12:59
looks for the analytics. Yeah. Yeah.
13:01
This is probably a better choice. One is probably
13:03
yeah. So I think in in light of that, this is
13:06
probably a good direction. Although, you
13:08
could have I don't know, take download
13:10
on the PC engine and just slap
13:12
a Keura on it, and it would probably We
13:14
don't really do well. Yeah.
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15:19
So moving
15:21
on to nineteen eighty nine, Titan published
15:23
in the arcades. Quite a
15:25
few games that aren't necessarily, you
15:27
know, all timers. I don't know that there's
15:29
anything on here that people are gonna
15:31
be like, oh hell yeah. That is one
15:33
of the all time greatest video games of
15:35
all time. but
15:37
they're definitely, you know, really solid
15:40
sort of I wouldn't say second
15:42
stringer. That sounds derivative. Just, you
15:44
know, like, the games that don't necessarily
15:46
didn't didn't necessarily change the
15:49
industry, you know, don't
15:51
necessarily land at the top of anyone's all
15:53
time greatest lists but
15:55
are still really good fun. Just good
15:58
solid video games. Yeah. There's a few I
16:00
really like exploring ideas. Yeah.
16:02
Yeah. For sure. Yeah. The
16:04
first I kind of I was
16:06
gonna say I went to alphabetical order, but I actually
16:09
didn't. I have no idea what the order
16:11
that I put these down and was. I think I
16:13
was in a few state or something. But I the
16:15
first one I put down is Don DoCo Don.
16:18
I guess maybe I put this one down first
16:20
just because I love the
16:22
Famicom disk system versions cover art,
16:24
which is one of those little like miniature's
16:26
Taito. a little gnome. He's a
16:28
little gnome guy. It's a great little photo. It's
16:30
like someone someone gussied up
16:32
a lawn gnome and, you know, turned it
16:34
into Box Art. That's great. That's really good.
16:36
But, yeah, there's another check
16:38
and pop bubble bubble bubble type game. Go ahead.
16:40
Yeah. They
16:40
hit things with mallets. they
16:44
jump around. I I played the PC engine
16:46
version, of course, which is also
16:48
very good and also has good cover
16:50
act. Yeah. I think I mean, Don
16:52
Donco Don was never gonna it
16:54
hit the
16:54
big time, but I think
16:57
it's it's quite successful at doing what it
16:59
tries to do, and it's named after an
17:01
Anamadipia, which is always
17:03
nice. But Yeah.
17:05
III think it's very good and it's
17:08
actually surprisingly still affordable on the
17:10
PC engine compared to
17:12
most, like, action games or
17:14
title games in general. So --
17:16
Mhmm. -- get it while you can. Yeah.
17:18
I I compared it to bubble
17:20
bubble But I guess it's more like fairy land
17:22
story. It has more of that stuff to it.
17:24
You're you're a whimsical little
17:26
fantasy creature, hitting whimsical
17:28
little fantasy creatures with a mallet
17:30
The structure, you know, it
17:33
is very much that that
17:35
fairylands story bubble bubble style
17:37
where you clear a level of enemies, and
17:39
collect the items that they turn into and you have, like, five seconds to
17:41
kind of clear up the stage and then you're taken
17:43
to the next level. But, you know,
17:45
at the same time, You can
17:47
you can throw in any corpses, which you can never do in
17:49
bubble bubble. You just popped them. But
17:52
here, you're using their bodies as
17:54
weapons. That's dark. But, you know, that's
17:56
kind of that's enormous for you as it
17:58
should be. Yeah. This game is
17:59
it kind of, to me, is
18:02
somewhere between
18:02
Fairlane's story and, like,
18:05
Masubaku a panic. So not
18:07
the full evolution of
18:09
the single screen platformer
18:12
style, but but kind of a a
18:14
stutter step. to get to
18:16
the to the end game, which I which
18:18
I think means the bongo panic kind of is
18:21
Okay. Okay. I don't know that that
18:23
Taito? Yes. You talked about Liquid Kids?
18:25
Liquid Kids. 000 right.
18:28
Okay. Okay. So Don Don Doako
18:30
Don is can't
18:32
I can't say it the proper way. Don't do good.
18:34
Don't do good. Don't do good. Don't do
18:37
good. Is yeah. It's charming.
18:39
It's cute. If you'd like that style
18:41
of game, you would like this one. I'm sure it's
18:43
on I feel like it's on the the
18:45
egress mini two. I think I
18:47
don't
18:47
have a list of games here.
18:49
I also misspoke on the the Mizabaku.
18:51
It's Mizabaku diveoken is
18:53
is what? And
18:56
I there's something else with
18:58
panic that just inserted itself into my
19:00
brain. But, yeah, liquid kids. I forgot
19:03
the the English name for
19:05
it as well. Don Doco
19:07
Doco Penech? That's
19:09
right. And Don Doki turned into
19:11
yes. Turned into a Mario Mario
19:13
Brothers two, and That's right. Let's
19:16
just confuse everyone and and
19:18
keep swirling the differences. Yes.
19:20
Exactly. Ray, do you have anything to add on
19:22
this one? Or No. Not
19:23
really. Not not a big fan of
19:25
the dough doughnuts. Really?
19:28
Okay. That's Well, not that I hate
19:30
it. mean, I don't play it that much, but do you have
19:32
any patience for you? Oh, well.
19:35
Yeah. Noam
19:38
nightmares. That's right. Yeah. Okay. I understand. Those
19:40
guys are scary. Speaking of little
19:42
guys, the next theme on the list
19:44
is Flippel, aka plotting.
19:46
which is involves a little guy who kicks
19:49
blocks. And it's a puzzle game
19:51
about matching blocks. And I
19:53
don't I don't
19:55
really I'm not very good at this And maybe it's because I
19:57
discovered it through Game Boy
19:59
doing a
19:59
retrospective video on it,
20:02
but Maybe if you if you saw everything in
20:04
color, it would make a little you know, just would
20:06
read a little easier. But and that's
20:08
a very strange system where
20:10
you you kick a block and it
20:12
flies into a stack of blocks and that
20:15
causes some blocks to
20:17
disappear but not others and
20:19
you have to kind of think like four steps
20:22
ahead because you only have a limited number of
20:24
moves. It's very challenging. So it it
20:26
actually makes sense, it's just
20:28
really not intuitive. It it's
20:30
basically, like, if you
20:32
hit a block from
20:34
above, it'll get
20:35
rid of the block. If you hit
20:37
the block from the side, it'll
20:40
replace it.
20:42
And in order to hit it from
20:44
above, you have to or,
20:47
I mean, you can also replay you you have to make
20:49
three. You have to match three. So if you do, you
20:51
can match three horizontally as well. But in
20:53
order to hit things vertically, you
20:57
have to throw
20:59
it
20:59
against these, like, inverted stairs
21:01
that are above and
21:04
then make sure that
21:06
that then box down into the
21:08
correct area that you're looking at. It
21:10
it is it's a little brain
21:12
warpy and I don't feel like it's super
21:14
works, but it actually kind of
21:16
feels to me like it set
21:18
the stage for the this
21:20
is very obscure and
21:22
probably incorrect. But the the
21:26
SNK puzzle
21:28
game that was in King of fighters two
21:30
thousand one. They had, like, a
21:33
a side horizontal well puzzle games
21:35
that they made that was versus, and it
21:37
feels a little bit like this game
21:39
to me. It's it's
21:41
a Maybe it's mostly the horizontal
21:43
movement thing. But,
21:45
yeah, it's it's it's an
21:47
odd 1II still can't wrap
21:49
my brain around it, but it feels
21:52
like somebody somebody could.
21:54
You know, I'm glad I'm not alone
21:56
here. I think I have an easier time
21:58
understanding it and playing it than I
21:59
do soul dam from jeal from
22:02
jealico. Interesting. It
22:04
is though yeah. Very hard
22:06
to explain. Yeah.
22:08
Both of those
22:09
games, I guess. But, yeah, I I like
22:11
it. It's charming in a in a in a in a certain way
22:13
because I think it still has
22:15
a title cuteness to it because you had to
22:17
have a little player character. It's like
22:20
blob sort of almost like a puyo, actually.
22:22
Yeah. He just moves up and down,
22:24
yeah, kicking things. And you matched
22:26
one of the the type of blocks that you match is the
22:28
title logo, which I -- Yeah. -- I I always
22:30
enjoy when they slide that in
22:32
there. Yep. I mean, that's five stars
22:34
right there. Do you
22:36
feel that they are speaking truth when the tagline
22:39
says an exciting puzzle game?
22:41
Yeah. I mean Yeah. Yeah.
22:43
I don't know if you think, wow. This was
22:45
exciting. Yeah. I like I don't know how Crackle jazzed
22:48
up.
22:48
Well, yeah. I don't even remember the
22:50
music that much. How about that? Is am I jazzed by
22:52
the music at least? I'm not sure. I think once
22:55
once you once you
22:56
get it, it could be exciting. I but I
22:58
think it's starts out as a confusing puzzle
23:01
game. Yep. So they they should've they should've
23:03
had that be their tagline. Yeah.
23:05
Confusing puzzle and
23:07
that's that's gonna win the kids.
23:09
Mhmm. Alright. So
23:11
I've I
23:11
looked it up and confirmed that Donoco
23:13
Don is on the egress
23:16
mini two. nice plotting
23:18
AKA flipble is not I'm
23:20
afraid.
23:20
Doesn't
23:21
seem to be very
23:22
sad. Well, I guess, you're not gonna be able to
23:24
be confused then eager two
23:27
genes. Nope. You
23:27
have to find your confusion elsewhere.
23:30
Yeah. You you it's just the it's on the
23:32
regret Taito. instead. The
23:35
next game on this list,
23:37
however, is on the Yggdratoo mini, and
23:39
that is violence fight
23:42
is way up there. Good old
23:44
names of great
23:46
titles. Like, you know, like, revenge of
23:48
vengeance. aggressors of dark combat. Like
23:50
-- Yeah. -- it's it's top tier.
23:52
Just like it is what it says in the
23:54
box. It's violent and
23:57
you fight. Also sits right
23:59
next to the Japanese version of Tarok
24:01
two, violence killer. That's
24:03
right. Yes. Yes. Very
24:05
good. So this
24:08
one, not one that I've actually played
24:10
myself, but looking at, you know, watching their
24:12
videos of it, It seems to be kind
24:14
of taking that
24:17
China warrior thing, you know,
24:19
the c the PC engine game with
24:21
the gigantic sprits
24:23
that was a very sort of
24:25
linear altered beast ish sort of
24:27
game and taking those huge
24:29
big s sprites into
24:32
more of a traditional fighting game
24:35
with different sized
24:37
arenas, some that have, you know, movement on
24:39
different axes. And also
24:41
sometimes you fight tigers. Yeah.
24:43
Yeah.
24:43
Very interesting. It's kinda like a one
24:45
on one beat them up in a way
24:47
almost more than benefiting game. I mean,
24:49
it still has, like, zoning
24:52
and all that stuff, but it it feels
24:54
a little more beat them up belt
24:57
scroller to me because you do have that
24:59
third axis, sometimes.
25:01
And
25:03
and also because of the
25:05
the lack of combos
25:08
and super moves and and stuff like
25:10
that. So it it gives me a little
25:12
more of I think it's it's
25:14
a hand drawn pit fighter. It's
25:16
basically Yeah. There you go. Yeah. Yeah. That's right
25:18
now. Pitfighter. Actually, I think this came up
25:20
before pit fighter. Maybe they were with a
25:22
large figure spreads and things like your ass. Right. Yeah. But
25:24
it's it's very similar
25:27
plain. It also gives
25:29
me fisted the North Star vibes.
25:31
Even though it's not particularly
25:33
post apocalyptic, it
25:36
has The way that it's a buffness
25:38
to the Yes. There there's a there's a
25:40
buffness and there's a a buffness to some
25:42
dudes and a roundness to other dudes. Right.
25:44
That that really calls
25:47
it to mine, but also just some of the
25:49
ways that the attacks are done, like
25:51
the the that sharp
25:52
angle high kick
25:53
and the the I mean, there there's just
25:55
a few things in there that feel like they
25:58
were influenced by that. So and
26:00
also the the big
26:03
words popping out when you when you hit
26:05
people. So Yeah. The comic sound effects.
26:07
Yeah. Yeah. III like the the on the
26:09
wanna payer that pops out. Yeah. So
26:11
it might been At the very least,
26:13
they were thinking about it. Oh my goodness. Yeah.
26:16
No doubt.
26:20
So
26:29
anyway,
26:29
that's violence fight you.
26:31
Anyone
26:31
of you who owns the EGRAD MINI
26:33
two can play it now
26:35
and experience gigantic
26:38
sprites on a
26:40
tiny three inch screen. Nice. They
26:42
were intended to be playing. So then
26:44
we move on to Battle
26:46
Shark. guess introduces us to
26:48
the type of z system.
26:50
I don't know if either of you
26:52
are big tech guys who wanna talk
26:54
about this hardware, but
26:57
not, I will say that this
26:59
is pretty comparable
27:01
technologically to the SEGA system twenty four
27:03
board or the y board.
27:05
that powered a lot of the the
27:08
hyperscaler games in the late eighties, the the big
27:10
hits like GalaxyForce
27:12
two and that sort of thing It's got
27:14
two sixty eight hundred or sixty
27:16
eight thousand processors with a
27:18
Yamaha sound chip and a z eighty pro audio
27:21
processor. So basically, that
27:24
whole kind of pool of
27:26
architecture that gave us the super
27:28
scalar games, the Sega Genesis,
27:30
that sort of thing in the Inorganic, I
27:32
guess, I guess, and begin to have a Yamaha. But, you know, it's
27:34
still kind of in that like, hey,
27:36
you like Sprite. Here's a lot of
27:38
Sprite, and they're gonna get bigger and they're gonna fly
27:40
in your face. Yeah. And
27:43
who do love super scalers? And
27:45
I especially love
27:47
when someone takes the super
27:49
scaler. idea
27:50
and does something different with it.
27:53
So I I do like this game. I've played
27:55
it at California Extreme
27:57
Arcade once or twice.
27:59
It's not perfect
27:59
because it is ultimately, like,
28:02
sub hunt or something because you're
28:04
you're you've got a slow moving
28:06
screen. You've got enemies moving
28:08
across it and you are you're
28:11
you're shooting them down with slow
28:13
moving bullets that eventually get there in
28:15
torpedoes and stuff. But
28:18
I
28:18
I quite like it. because
28:20
it's I sometimes you come up
28:22
to the surface, sometimes you're under the
28:24
water. Yeah. Sometimes you're scrolling forward, sometimes
28:26
you're scrolling down, sometimes you're scrolling
28:28
to the side. that's the kind of
28:31
stuff that I appreciate.
28:33
So you got your, like, surface
28:35
surfacing mission, then you have your mission on the
28:37
surface, and then you have to go back down
28:39
It's it's a I
28:42
just love watching a big spread
28:44
scale toward me. there's
28:47
still there's something magical
28:49
about that to me because I
28:51
love when you can look at the inventiveness
28:55
of a game company. You can really see it in front of you
28:57
because it's like, okay, we don't have we
28:59
know three d is coming, but we don't quite have it
29:01
yet. So we're we're gonna fake
29:03
it. And the way that they fake it
29:05
just
29:05
becomes its own, like, its own
29:07
piece of literature in
29:10
itself. Yeah. Yeah. Yeah. I
29:12
mean, I Why did
29:14
graphics evolve at all beyond that? It's my It's
29:16
an excellent question that I will
29:18
never have the answer. is
29:21
all we need. Singer Singer really tapped
29:23
into something primal when they came up with
29:25
a super scalar style. Oh, yeah. And there is like,
29:27
when you play this in a proper arcade setting,
29:30
there is something that just deeply
29:32
visceral and thrilling about just
29:34
having all these things fly
29:36
into your face. When they get really
29:39
close, They're just big chunks
29:41
of huge pixels. I
29:43
don't know. Yeah. It may be like bad
29:45
and tacky, but it's not. It's good and exciting.
29:47
I love it. It's it's sixty
29:50
FPS on a CRT as well. And so
29:52
there's a certain kind of a smoothness
29:54
to it that that
29:56
moves along with the sometimes jerky
29:59
motion of the the
29:59
price that just it it feels kind
30:02
of otherworldly. I just
30:04
really really appeals to me, and I've noticed
30:06
that there has been kind of a resurgence
30:08
of interest among other
30:11
olds in in this
30:14
Yeah. The The the super
30:16
scaler area area is kind
30:18
of currently under development for mister
30:20
and analog pocket. So There we go.
30:22
I don't think you're gonna get the the proper
30:25
experience, analog pocket. But still, it's you
30:27
know, that's that's some place that some
30:29
of the FPGA developers
30:31
are really focusing on right now, which
30:34
has should be. Yeah. Absolutely. Sadly, this
30:36
one is not on the Egorod too many,
30:38
probably because it is a light gun
30:40
game. Yeah. And you
30:43
know, they they come up with expansions for
30:45
that thing. There's one coming out this
30:47
month, I think, or next month
30:49
that has a bunch of new games on
30:52
it. But if you plug in the
30:54
the roller track ball controller and
30:56
dial controller, it has an SD card that
30:59
loads in ten extra games. Right.
31:02
You know, I could I could see
31:04
them doing some sort of weird,
31:06
like, miniature light gun
31:08
thing for Operation Wolf and
31:10
Battle Shark and stuff like that. Operation Wolf
31:12
three, I don't know. It's never gonna
31:14
happen, but I feel like if they really
31:16
loved us, they try. It
31:18
would be really difficult because it can't interact with
31:20
the screen because it's not a CRD.
31:22
So it can't bounce the the
31:24
photons back or whatever. but they
31:26
they could probably come up with some sort of,
31:28
like, GIRA thing. It'd be a lot of work there. I
31:30
I just wanna mention also that the
31:33
arcade machine, I I likened it
31:35
to seven hundred, but it
31:37
because you you actually you're looking into
31:39
a periscope and you're shooting through the
31:42
periscope. So you're actually, like, aiming
31:45
in this periscope
31:46
thing, which probably both
31:49
made it slightly more popular
31:52
at first and then limited its popularity as
31:54
well because it's it's
31:56
kind of obnoxious, you
31:59
know, to
31:59
have to look into that screen. It's it's like
32:02
it's why the the the virtual
32:05
boy was never gonna make it
32:07
And it's all why the meta versus I'm gonna
32:10
no. You know, I'm gonna succeed. I can think of
32:12
some other reasons actually on that one. Yeah.
32:14
There's there's probably one or two more, but,
32:17
you know, the main 1II agree.
32:19
No one wants just wants to stick their face
32:21
into something for, like,
32:23
an hour Yeah. Unless, you know, you just
32:25
really love you're like, oh, I want the
32:27
aliens experience. Come on. Stick
32:29
that thing on my face. Yeah. Face
32:31
Huggies style. I
32:33
have one more nugget on this is that it
32:35
seems to be a follow-up to
32:37
another game title made called Blue Shark
32:39
from like a decade earlier.
32:41
Alright. Which is very similar
32:43
sort of thing. It's a big stand up cabinet
32:45
with a gun and you shoot the
32:48
sea creatures, although it's monochrome
32:50
and, you know, they put overlays at it
32:53
over it because as was the style at the
32:55
time. Yes. Maybe.
32:57
I don't know I don't know exactly without
32:59
knowing everyone who worked on both those games. I
33:01
I wonder how intentional that all
33:04
was. Mhmm. Let's
33:06
find out.
33:07
Kids, if you
33:10
know, right in. Anyway,
33:12
so speaking of follow ups,
33:14
We also have in the arcade here in eighteen
33:16
eighty nine, Sagaya, which
33:19
I don't know why they called it that in some places.
33:21
Otherwise, it was known as Darius two.
33:23
Yeah. And it is exactly what you
33:25
would expect from Darius two. It's got
33:27
three screens and
33:30
and
33:30
it's just more,
33:33
more, more,
33:34
more shooting, more
33:36
screen stuff, more giant fish
33:38
robots and space you have to blow up.
33:40
Who
33:40
doesn't love that? Yeah.
33:42
More crazy music. It opens with that
33:44
line about Oh,
33:47
yes. I always wanted a thing called a tootis
33:49
ishini. Yeah. That's right. Yep.
33:52
As
33:52
Will once again surprise,
33:55
no one I played this on the
33:57
PC engine and quite
33:59
liked
33:59
it.
34:00
It's the fun one.
34:02
There was there was a mega drive
34:05
version as well like that. Yeah. And III
34:07
think it was on it was on
34:10
the Mega Drive that it was renamed Sagaya.
34:12
Okay. But I I
34:15
don't know why. Yeah.
34:17
The Game Boy too. Yeah. I I was gonna
34:20
say Game Boy was also a guy. Yeah.
34:22
Who knows? And so so it was domestic area.
34:24
localization. Yeah. like, gratiest
34:26
nemesis one. I'm thinking.
34:28
Yeah. But the the
34:30
PC engine version has an arranged
34:32
soundtrack with some new songs in it.
34:34
So if you love listening to
34:37
that title nonsense, that
34:38
Zoom Tata business, you you
34:40
gotta check that person out too. They
34:44
also did a a Saturn port that
34:47
had a widescreen mode, which
34:49
is somewhat unusual,
34:52
difficult, I
34:54
imagine. Yeah. I do I did recently get I
34:56
haven't plugged it in yet, but
34:58
I did recently get a widescreen
35:01
CRT, which I'm very excited about. So I'm gonna
35:03
be trying all my wide screen Saturn games
35:05
on there. Oh, yeah.
35:07
Oh, that's exciting. Yeah.
35:10
Yeah. I Sadly, this one
35:12
is also not on the Egress
35:14
mini two. Taitto Egress two
35:16
mini. Yes. That's it. Because it
35:19
only has one screen, so they couldn't do don't imagine they're ever going
35:21
to release a triple screen mini
35:24
arcade console just
35:26
for like three, four
35:28
games that Titan built around
35:30
that that concept. But I ever say
35:32
never. But you never yeah. I was
35:34
gonna say you you never know. Anything
35:36
is possible. Oh, also the the
35:38
soundtrack to Darius two
35:40
is currently out on ship to
35:42
shore records if you wanna do. If you
35:44
wanna buy that. Yep. that was
35:47
on a recent recent episode a
35:49
recent episode of Retronauts Retronauts
35:52
Radio. I I quite
35:54
enjoy it. Yeah.
35:56
If you like here in the sharp piercing
35:58
tunes that stab into your
35:59
brain, you could do worse than than that
36:02
entire series of of -- That is the
36:04
game. -- suitada, that is that is their
36:06
their stock
36:08
and
36:08
trade.
36:22
twenty percent
36:24
increase. I always wanted
36:25
a thing called tuna
36:28
sashimi. Alright.
36:31
So
36:34
a game that is on the
36:36
Yggate Too many. If you buy the
36:39
SPinner expansion is Camille Tree,
36:41
also known as On
36:43
The Ball. Or is it Camille Try?
36:45
I I think it's Camille Try.
36:47
But I don't It says why not try on the
36:49
title screen. So -- Yeah. -- I feel like there's supposed to
36:51
be a joke there, but I don't know. I don't
36:54
know. What does that even mean? Campbell basically
36:56
nothing. I think this is one of those things
36:58
that came out of that story that who
37:00
was at the CEO or
37:02
somebody of Taito basically come
37:06
up with a list of names of
37:08
products that will
37:09
be made or it
37:11
was like, yeah, It was like, these are gonna be
37:13
the names of games. Just pick from this huge list of
37:16
weirdo things and
37:18
make something named that, and
37:20
it will lead us to great fortune. I
37:22
think I talked about this a little bit
37:24
on a past episode here, but
37:26
they they they had that they had that
37:28
system that was, like,
37:30
somewhat religious based where it was, like, if
37:32
you can match these these four two
37:35
and its then you can make a game within
37:37
that the confines of matching those four to this
37:40
whatever's and that's why there was so
37:42
much, like, freewheeling
37:44
nonsense going on in Taito the
37:46
time. They were just, like, stabbing in any direction
37:50
because you could so vaguely
37:52
match these auspicious things. And and it actually kind of freaked
37:54
out for them. So, like -- Yeah. --
37:56
weird weird
37:59
it definitely gave
37:59
us a roster of games that
38:02
weren't really quite like anything anyone else
38:04
is doing. Yeah. Certainly
38:06
certainly Cam will try if that's
38:09
what we wanna call It was pretty different than anything
38:11
I can think of prior to
38:13
this game coming out. Well,
38:15
this runs on the I I say, whenever
38:17
I played around people, someone always walks up
38:20
and goes, is that Marble
38:22
Man? Shit. that's because they don't
38:24
actually know what marble madness is.
38:26
Yeah. But I mean, it
38:28
is explainable to some people in
38:30
some people's It's like playing doob and say, is is this is this
38:32
missile command? Right. The
38:34
other similarity is, of course,
38:36
the Sonic
38:38
CD special stage
38:40
or SonicOne. Yeah. Special stages.
38:44
That that would come later. And then there's a
38:46
Coricoropostinib, but not much more
38:48
PlayStation. Yeah. Yeah. Not much later, but a couple of
38:52
years, it makes
38:54
me wonder, whether
38:56
that is the one
38:57
point of influence that
39:00
Cam will try had It
39:03
was the the Sonic Mini
39:05
game. Would would we have it without that?
39:07
I mean, ultimately, these are all based on
39:09
the little ball and
39:12
a maze. toy. So maybe maybe
39:14
someone would've still come up with it, but
39:16
it's it's
39:18
interesting the similarities
39:20
that are there, I would say. It
39:22
completes with the the
39:24
goal at the end that in the in
39:26
the big letters. I don't know. Something
39:28
similar
39:28
in there. Yeah. So the
39:29
way this game works is it's basically
39:32
doing the Super NESF
39:34
mode seven thing a year
39:36
before the Super NES actually came
39:38
out in Japan. This ran on the
39:41
Taito one system, which is like
39:43
the little baby baby sibling of the z system.
39:45
It only has one processor, but it's
39:47
really built around rotation and scaling, but not
39:49
in the super scalar sense. In the sense of, you know, the
39:51
kind of stuff you would see a lot on sixteen bit
39:54
consoles in these, you
39:56
know, the
39:58
nineties. where stuff is spinning around.
40:00
So basically, you kinda control a ball or
40:02
like the operation Wolf guy's head or
40:04
check-in it, yeah, it's just
40:08
various objects floating through a maze. And
40:10
you don't really control the
40:12
object itself. You cause the maze
40:15
to spin around.
40:17
And
40:18
then the
40:20
object you are controlling or guiding, I
40:22
guess, is the better term, will fall
40:25
through the passages, you know, being affected by gravity,
40:27
bouncing off stuff etcetera. And your
40:29
goal is to reach
40:32
and exit with, you know, the operation Wolf guy's
40:34
head or whatever. And and
40:38
Yeah. It's
40:40
it it sounds goofy, but it it controlled with a spinner.
40:42
And it just has
40:45
a very fluid rotation
40:48
effect
40:49
that that It
40:50
just works really well. You know, it's it's a pretty simple concept,
40:52
but it was really all all about
40:54
the execution, and they they did it
40:58
really well. Yeah. It's good. It's it's no irritating stick
41:00
though. Your irritating stick kind of
41:02
takes a similar
41:04
sort of idea and
41:06
and is more irritating, which makes
41:08
it more fun. Maybe I still think Kim
41:10
will try rules though. It is, like, the number one
41:12
reason I got the paddle controller with the
41:15
egress mid MIGA two
41:17
mini, and I'm
41:18
very happy about that.
41:22
And yeah, just great level design as
41:24
well. Maybe we'll get to the Sunday, but
41:25
it is also sort of re it
41:27
was revived for d
41:30
s as welly English name is the labyrinth. They
41:32
just called it a labyrinth here, but the the
41:34
Japanese name was Mawash
41:36
Day, codon. So
41:39
not camel tribe by name, but once you look at it, yeah, it's camel tribe. So Sounds
41:41
like you are better
41:42
able to camel succeed, whereas I
41:45
usually camel fail after camel
41:48
tribe. I always like to do a nice cam. We'll try run
41:50
whenever I sit down in front of that eager
41:52
to. Nice. Criminally, though, that
41:54
d s game did not support the battle
41:58
controller. What? Yeah. That that is weird. He came beforehand.
42:00
Oh, before. Right.
42:02
Man, they should've they should've have had
42:04
the foresight and be like, oh, we Yep.
42:06
Or or patch it. pass
42:08
it. I know we need a Ramack for sure. Alright.
42:11
So so that
42:12
is a game that you can revisit in this modern
42:15
day and age. There is no
42:18
camel do or camel do not. There is
42:20
only camel no. There is
42:22
I was gonna make a yoda joke, but I mess it
42:24
up. Yes, sir. I did. We just inverted it. I
42:26
blew it. I blew it. Alright. We're gonna we're
42:28
just gonna let that lay there just
42:31
sad, empathetic. Alright. So moving
42:34
on, NightStryker, another super
42:36
star Super Scalar
42:38
type game. another game
42:40
that had kind of a closed end cabinet that
42:42
probably affected its long term appeal because
42:44
it looks really cool, but you
42:46
can't really see another person playing Taito. So
42:48
kind of fails at that, you know, that kind of crowd
42:50
drawing, crowd pleaser style.
42:52
That's that's the problem with, you know, arcade
42:54
game experiences.
42:56
It just It's it's for
42:58
the person who's already put money in as
43:00
opposed to the people who are prospective
43:02
customers. But but
43:04
it's really cool. It's like It's
43:06
basically SuperScaling's greatest hits. It's every
43:09
hyperscaler game in one.
43:11
Just all the ideas,
43:13
they're right here. Yeah. It's pretty good. You can fly around.
43:15
You can you can drive on the
43:18
ground. It moves real fast.
43:20
The ship moves incredibly fast.
43:22
It's got
43:24
the the zone choices or
43:26
at the end of the stage you
43:27
choose which area to go to.
43:30
It actually we
43:32
actually learned something valuable from this
43:34
game
43:34
when we were making our own
43:37
SuperScaler ODEAER, which currently again,
43:39
sorry, everyone is
43:42
not available play, but will be again someday eventually
43:44
proudly. But in Night
43:46
Stryker, they
43:48
have
43:48
have tunnels.
43:50
And the tunnels are it looks like they
43:52
have walls, but they don't really
43:54
have walls. They have empty space,
43:58
with, like, light dots on
43:59
them. And it's so
44:02
effective at,
44:02
like, you you
44:06
interpret a wall because, oh, there there are some, like,
44:08
pillars that go by which helps
44:10
as well. But it's it's just
44:12
a really cheap way of making a
44:15
wall. They have scaling road on top and bottom, which looks
44:17
really cool, but they couldn't they couldn't
44:20
actually make walls that
44:22
bend and
44:24
go with the curves and and look good so they
44:26
they just alternate a light pull
44:28
or a light and a pull.
44:32
And you just your brain fills a
44:34
wall into that blank space
44:36
that's there. It's it's really cool. I
44:38
love it. So kind of
44:40
night driver taken to the ultimate
44:42
extent, the the the next
44:44
level?
44:44
Yeah.
44:45
Yeah. Driver to Stryker. That's right. Mhmm.
44:47
And there you go. This also has a version on
44:49
the sega CD, which was very
44:51
poorly reviewed at
44:54
the time but I guess
44:56
people like it now.
44:58
And it's available on the
45:00
mega drive mini
45:02
two. So You can also try this ACD version, which is a little bit
45:04
expensive these days. So you might as well try
45:06
it on the mega drag mini two.
45:08
But it's it's
45:10
got the that one has a
45:12
unique look to
45:13
it because it it
45:15
winds up maintaining the speed in the
45:17
frame rate pretty well. at the expense
45:19
of resolution. And so everything's like super chunky,
45:21
super pixelated. It's it's
45:23
like it's all It's
45:25
like everything zoomed in, including your ship. It's
45:28
just really it's
45:31
got this fuzziness which I
45:33
can't
45:33
understand why people were down on it at the time, but now has
45:35
kind of a kind of a neat
45:36
vibe to it. So we're we're
45:40
checking it. So it's like, what if
45:42
you super scalar on Pico
45:44
eight? Mhmm. Yeah. It's it's a
45:46
little bit like that. It's it's looking
45:48
at that. It's like a fifty
45:50
six k demo, super scaler. Yeah.
45:52
Yeah. I was gonna say at least title kinda
45:54
had the gumption to port
45:57
it or have it ported because, like, Sega,
45:59
I
45:59
think, was giving
46:01
up porting their SuperScaler
46:03
games to to Mega Drive
46:05
at that point. So Yeah. How do
46:07
I play? You bought you bought a sega console, so you could play
46:09
sega arcade games, and they
46:11
were kinda like, I
46:13
don't know, guys. Power drift, do you really want that? Nah. We'll let it be
46:15
on PCs. It's it's actually it's
46:18
actually kind of a smart move on
46:20
Titus Taito because they
46:23
they released Superscaler games like this
46:25
on both the the
46:27
Mega City and the Saturn
46:29
when when Sega was not putting as many
46:31
of its games. on there.
46:33
And so they they could just sort of, like,
46:36
take the Sega inherent
46:38
market by storm doing things that
46:40
Sega was just like, not really doing at
46:43
that time. Yeah. Interesting.
46:45
So doing Caito does what
46:47
Sega don't? That's
46:49
right. That That just doesn't
46:51
quite work. Okay.
47:20
So we move along from the
47:22
Night Stryker to
47:24
crime city, a city
47:26
full of crime. Said And
47:28
that's what it says on the tenth. It does.
47:31
this one kind of surprised me because if you, like, showed
47:33
this to me in a police line up, I would not
47:35
say, oh, Plato game. I would say,
47:38
oh, yeah. That's data east. Right? It just
47:40
has that look. like, vigilante,
47:42
you know, Dragon ninja,
47:46
Robo cop. It it just it feels like that.
47:48
I don't know. That's a good one. Yeah.
47:50
I was just blanking out on that. I was just
47:52
thinking, like, rolling thunder like, but now that
47:54
you say it, yeah, for sure. It's definitely as
47:57
a data east It's much simpler
48:00
than rolling thunder
48:00
because you you don't you don't have
48:02
the the the dodge in
48:05
the deck. So, I you deck but not like
48:07
behind stuff. And that's kind of that leads into the
48:09
thing I was gonna say about this, which is like, I
48:11
kinda feel like a lot of titles
48:14
non cute action
48:15
games sort of feel watered
48:17
down at times. Mhmm. Like games
48:19
like this where it's like, I don't know,
48:21
humanoid characters or whatever, but this
48:24
and maybe violence fight just
48:26
seem a bit
48:28
loosey goosey.
48:30
Like, they were just all maybe all
48:32
they were doing was chasing the trend. I'm not sure. But You know, it also could
48:34
be I wouldn't be surprised because
48:36
in a lot
48:37
of these situations
48:40
in in these in these arcade
48:42
companies, you get, like, okay.
48:44
The the a team is working on
48:46
NightStryker with our new super scaler
48:49
technology, but we still have all
48:51
these old boards out here.
48:53
And so we gotta put something on there, and then
48:55
and that's how you get crime city or
48:58
whatever. Yep.
48:58
Or it could be that, you know, the company's heart was really
49:00
in just doing the cute little things and the crazy super
49:03
scalar stuff. And then they,
49:06
you know, said, well, we gotta we gotta pad out our catalog. So,
49:09
you know, here's some
49:11
contractual obligation stuff. Yeah.
49:13
I will say though the name along with violence fight.
49:16
I mean, these could be canon films
49:18
movies. It's true.
49:20
I bet I bet these aren't VHS.
49:23
Yeah. Exactly. I'm sure those are
49:25
big inspirations maybe. You can't say
49:27
that about the next game on the
49:29
list however, Wolfied, Wolfied, have
49:31
you pronounced that? which is it's it's
49:33
kicks or kicks. How do you wanna pronounce
49:36
that? Yeah.
49:38
But it's
49:40
also kind of like the final stage in Arkinoid
49:42
where there's like big threatening things
49:44
that are, you know, you have to
49:46
kind of avoid and then trap. It's
49:49
a it's a really strange one. Yeah.
49:51
It's an odd game. It's it
49:54
is very kicks like. III
49:56
land on the kicks side of pronunciation.
50:00
It's an interesting game
50:02
where you you can
50:04
occasionally get the ability to shoot
50:06
as well. You I think, almost I'm misremembering.
50:09
I believe you can. Yeah.
50:11
And you have you
50:14
have a timer always running
50:16
down, which is weird. And
50:22
yeah, played this on the PC engine
50:24
because it it got ported
50:26
there and the port was okay. I do think
50:28
the arcade original is a
50:30
little bit better. It's it's a
50:32
pretty difficult
50:35
game, actually. It's hard
50:37
to kinda hard to
50:40
get through but it's neat. I like
50:42
the the basic formula of
50:44
gathering territory,
50:45
trapping the things. I don't
50:47
know. It works works
50:50
pretty well. for me. And I like that the
50:52
logo is really confusing to look
50:54
at. It's it's like
50:57
it's such a like a metal
50:59
band. How's it gonna say? Yeah. Yeah. It's like a metal band
51:02
symmetrical
51:02
logo so that for
51:04
a long time, I actually thought it was
51:06
Voalteave. because
51:08
the d and then fee looks so similar. It's
51:11
the OXXO moxo of
51:13
of video game logos.
51:16
Right. I don't even know if it pronounced
51:18
that right. But anyway yeah. I don't know. This one is also on the
51:20
Taito Igrut mini egress
51:23
too many. And
51:26
I should spend more time with this little
51:28
device because I just played some of my favorite
51:30
games on it. but not all really weird ones that
51:33
I should have been should have
51:35
been brushing up on. Gotta
51:37
get on that vaulting. Alright.
51:40
Okay. So wrapping up nineteen ninety, we
51:42
have one last arcade game. We're not gonna talk about
51:44
nineteen nineties home games because it's pretty much just ports
51:46
of arcade games. But in the
51:48
arcade, There was one last game. Also, I think, you
51:50
know, kind of fitting for the Canon films titles that you
51:53
mentioned, Ray, and that's Mega
51:56
Blast. I think there was actually
51:58
I think there was a mystery science theater
52:00
episode about a game called Megablast -- Not
52:02
a laser blast. -- a movie. Oh, laser
52:04
blast. it. Okay. And there's also a movie
52:07
called Blast Fighter, which
52:08
is a very good name. So many
52:10
blasts. Alright. So this one ran on
52:12
the title f two system, Brandon,
52:14
we're getting closer. We're getting
52:16
closer to your your F3F2
52:18
also has has growl on it,
52:21
I think. Yes. Oh,
52:21
yeah. Question score. Look at
52:23
it. We're gonna talk about that for
52:25
sure. Love ground. So this
52:27
this kind of strikes me
52:29
as being the game that
52:31
you get when the creators of Darius
52:34
say, oh, we should do an r
52:36
type. And it's not really
52:38
r type. but it's also not really
52:40
dariahs. It's this kind of weird in between thing. I
52:42
don't know. Someone else wrote about this in the notes,
52:45
so I will step back and
52:47
let them speak as an expert. I just
52:49
have my my fresh
52:52
impressions. Was
52:52
that you right?
52:54
No. And then again, maybe
52:56
I wrote about it in a fugue state. Yeah. You wrote about a fugue state,
52:58
but I'll I'll I'll have heard Megablast
53:00
is that it reminds me a lot of
53:02
hellfire s because you can
53:05
fire in a bunch of different directions at
53:07
once. And and they actually
53:09
designed this game around being able to so
53:12
your your ship fires in four directions can
53:14
change your which
53:16
weapon is on is is in which
53:18
direction. But they actually designed it
53:20
so that it you know, there there
53:22
there are times where you have
53:24
to go down into a corridor and
53:26
there's a crate down there that needs
53:28
to be shot by your your
53:30
downward shot and stuff.
53:32
It's it's not super complicated, but they
53:34
did they did an okay job and
53:36
they got some got
53:37
some gum dummy robot
53:38
designs in here and stuff. I wouldn't
53:40
say it's my favorite, but it's fine.
53:44
Yep. That
53:46
fits. I I appreciate the fact that it is basically just
53:48
the the entire premise of this game
53:50
is let's give the player
53:54
all the guns. Let's, you know, let's have them constantly
53:56
firing from four directions at once. You've
53:58
you've got, you know, the little r type
54:02
bit but there's one on each
54:04
side of your ship, top, bottom, front, back. That's great. You're just this kind
54:07
of whirling death
54:10
machine And it
54:12
it you know, the the
54:14
the web and mechanic kinda reminds me of i
54:16
n hander, which was, you
54:18
know, a decade later, but Yeah.
54:21
The way you can swap out the weapons and
54:23
you can carry multiple types of weapons
54:25
at once. There's like one
54:27
weapon that shoots not
54:31
balls exactly, but they're they're like
54:33
pellets or something. And they kind of have
54:35
a a gravity effect and they sort
54:37
of spill out. and bounce along
54:39
the ground. So if you, you know, are in a
54:42
space where you're going downward,
54:44
it's great to have that because it
54:46
just like those those kind of collect on the ground and just blow
54:48
things up and then kinda clear out the way for
54:50
you. It just yeah. It just
54:52
feels like It's
54:54
just one of those games that's very satisfying because you're
54:57
really, really powerful. It's really kind of
54:59
the opposite of r type now that I think about it.
55:01
Just because it looks like an
55:03
r type, with the little bits. It plays like
55:05
something completely
55:08
different.
56:12
Alright. So that wraps it up for
56:14
nineteen eighty nine for
56:16
Titan. And now we move
56:19
along to nineteen ninety where
56:21
there was some cool stuff, and also some not cool
56:24
stuff. But we'll talk about all of
56:26
them. So to begin
56:28
with, we have a
56:30
game called DASH. Heck
56:32
yeah. And I feel like this is more of a
56:34
Brandon game than a Jeremy game. So
56:36
Brandon take it away. Hundred percent love
56:38
this game, Kardashian is great. It's
56:40
in Did you play it first on the PC
56:42
engine? I played it first on the PC engine. It's
56:44
a luxury engine. Very good. Yeah.
56:46
I played it first on the PC
56:48
engine. Then I much
56:50
later played it on our on the arcade in the
56:52
arcade. I actually played it first on PC
56:54
engines, second on mega drive,
56:56
third in the
56:58
arcade. The core premise
57:00
is it's a side scrolling action game,
57:02
but it has RPG like
57:04
elements where you can
57:06
upgrade your character stats level up their weapons,
57:08
buy new weapons, talk to
57:12
NPCs. It feels like they wanted
57:14
to make a bigger game and couldn't quite
57:16
get there. but it it
57:18
even it has some real,
57:20
like, adventure bits to it. It
57:22
has story. It has a part where you have
57:24
to become small so you can go into the
57:26
gnome village. You turn into, like, a tiny
57:28
little version of yourself. It's
57:30
got four players. The priest is the
57:32
best.
57:33
She's got, like, flail
57:36
that goes way out. She's not as the best
57:38
in the arcade version as she is
57:40
in the PC engine version, but she's
57:42
definitely the best there. The
57:44
mega drive port gets all
57:47
four characters but is kind of more
57:49
washed out and doesn't right
57:52
in the PC engine version, super
57:54
snappy, very vibrant colors,
57:57
but not all
57:59
the
57:59
carat weight. Which
58:00
one? I can't actually, no. I can't remember which
58:02
one lost a character. Maybe it was the Make
58:05
Driver's No Well. I should
58:07
know better. But, anyway, the
58:09
PC engine port is I'm
58:11
almost certain the first ever
58:14
working designs game. It
58:16
was either this or Paris
58:18
All Stars, which is another game.
58:20
But I believe that
58:22
Kedash was first because
58:25
I know that Pericel stars came out at the
58:27
very tail end of nineteen ninety
58:30
one from working designs.
58:32
And so I think I think this
58:34
is first But, yeah,
58:36
it's like this kind
58:38
of side scrolling action
58:42
RPG hybrid genre
58:44
game, but in arcades.
58:46
And you just don't see that kind
58:48
of stuff very often. And
58:52
perhaps it's because those kinds of things weren't that successful. Yeah.
58:54
But they made for a great console port. That's
58:56
for sure. And I loved it.
58:58
Okay. That's what I
59:00
got today. Good
59:02
music too. Yeah. This this really this
59:04
kinda taps into the you
59:06
know, a lot of stuff Capcom was
59:08
doing with magic sword, and
59:11
-- Mhmm. -- Black Tiger and, you
59:13
know, later they would do the Dungeon and
59:15
Dragons games. Yeah. But
59:18
I feel like this is a lot more focused
59:20
And -- Yeah. -- at the same time, more ambitious, where,
59:22
you know, all all the Capcom games,
59:24
I really enjoy them, but there is
59:27
a kind of almost like a mushiness to the design. It's
59:29
just kind of like a formlessness to
59:32
them that doesn't it just
59:34
feels like they didn't quite work to
59:36
their potential. Whereas
59:38
this one, it's very interesting. I
59:40
haven't played it nearly enough,
59:42
but it it feels a
59:44
lot more structured and a lot
59:46
more, you know, carefully thought
59:48
out? Yeah.
59:48
It's it's definitely got a
59:51
pointedness to it, and it
59:53
focuses more on the on the action
59:55
side to where the oh, yeah. It it's the mega
59:57
drive version that loses two of the
59:59
characters you could only
1:00:02
play as fighter and made on mega
1:00:04
drive. But -- Okay. -- especially since this
1:00:06
is, like, a on the TurboTax,
1:00:08
it was
1:00:10
a chip game too. Sounds not like they Yeah.
1:00:12
Exactly. Had the had
1:00:14
extra space. But,
1:00:16
yeah, it It just has
1:00:18
a
1:00:18
unique vibe because
1:00:21
of the the the
1:00:22
way that story is presented. It
1:00:25
it almost feels like
1:00:27
a Metroidvania even though it's clearly not
1:00:30
because you do have to
1:00:32
revisit certain areas to get to
1:00:34
a different spot. Now
1:00:36
that you have this item, you can, like, get
1:00:38
it across the bridge or you can
1:00:40
use this rope now or whatever.
1:00:42
And it isn't one, but it has
1:00:44
all these early shades of these kinds
1:00:46
of ideas, like
1:00:47
Metroid Metroid ID
1:00:50
ideas, side
1:00:52
scrolling action RPG ideas ideas
1:00:56
of telling story in a in
1:00:57
a flat plane like this. I don't
1:00:59
know. It's Taito It
1:01:02
might be because I played it as a use. But for me, it
1:01:05
was a very informative game
1:01:08
about potential
1:01:10
directions that games
1:01:11
could go. And I
1:01:14
particularly enjoy when a game
1:01:15
makes you think about
1:01:18
the potential of
1:01:20
the medium And to me when I
1:01:22
played this game, it was like, oh, but what if there was
1:01:24
more of this? Or what if they went further in
1:01:26
this direction? because it was
1:01:28
just just putting out feelers in a variety of different directions
1:01:30
without going all the way. But
1:01:32
for me, that really inspired the
1:01:34
imagination. Any other
1:01:36
the other thoughts ray thoughts, Ray? I am
1:01:39
not as informed on catash as I
1:01:41
would have liked to be, but
1:01:43
it's true that
1:01:46
it is one of those great examples of, like, trying
1:01:48
to trying to adapt sort
1:01:50
of role playing game type
1:01:52
things into the arcade. And
1:01:54
I think Namco did that a
1:01:56
lot with Draga, Dragonbuster,
1:01:58
maybe Legend of Valkyrie -- Oh, yeah.
1:02:00
-- Taito, you know, I think
1:02:02
this is I
1:02:03
feel like maybe
1:02:04
they were inspired by Sorsairian,
1:02:07
just
1:02:07
in the exact way that this
1:02:09
is set up. because that was
1:02:11
a hugely influential sort of game as well.
1:02:14
Yeah. And so this was just, like,
1:02:16
their attempt maybe to
1:02:18
get a bit of a cesarean influence
1:02:20
in the arcade. And, yeah, that's just another great example of
1:02:22
that kind of, like we were saying, a
1:02:24
genre mash.
1:02:26
Mhmm. yeah,
1:02:28
it just it feels like a real attempt at something, and and
1:02:30
I love I love to see an attempt.
1:02:33
Yeah. Alright. So you
1:02:35
can play that one on the
1:02:37
EGRATUMINEE. And also, this next game, which is another Brandon
1:02:40
Sheffield special. It's Mizuho
1:02:42
adventures, AKA Liquid Kids.
1:02:46
Yeah. That's a good way, Brandon. This is
1:02:48
all of you. Okay. Well, and also all
1:02:50
Ray, I don't wanna I don't wanna shut Ray
1:02:53
out. Hey, I love too. You've expressed you've expressed
1:02:55
your passion for it. Actually, Ray, why don't you go for
1:02:58
Yeah. You got you guys. And then I'll just
1:03:00
just wanna give you
1:03:02
the opportunity. hey,
1:03:02
what if bubble bubble had longer stages? There, I'm done. No. I'm
1:03:05
just kidding. What if it
1:03:07
was all horizontal? I
1:03:10
mean, Yeah. But, I mean, that I'm
1:03:12
kidding. But that's also, like, the first thing that
1:03:14
popped into my head whenever I first played.
1:03:16
It was just, like, yeah.
1:03:18
It's just like the bubble bubble type
1:03:20
of gameplay, but as like a horizontal platformer. And
1:03:23
it worked out
1:03:24
really well, I think.
1:03:28
Yeah. Except you don't play as, like, little dragon guys. You play
1:03:30
as, like, little I don't know what it's supposed to say.
1:03:33
like, try to put yeah. Hipos. Okay. Yeah. I always
1:03:35
thought it was a try to
1:03:38
put but I actually just looked it up and he's a hippo. Yeah.
1:03:40
Okay. My guess was dog. So Yeah.
1:03:42
Like a dog hippo platypus
1:03:46
hybrid. Yeah. But,
1:03:48
yeah, of course, it's also a very cute
1:03:50
game just like a bubble bubble and
1:03:52
all that sort of ilk, but
1:03:54
larger sprites as well. So
1:03:57
It's even cuter. They could have even add even more cute
1:04:00
detail on everything. And that's
1:04:02
like my my surface level nutshell
1:04:04
explanation of it. I this
1:04:06
game because it's really
1:04:09
to me, it is breaking out of
1:04:11
the shell of the single screen platformer.
1:04:14
It's it's like Right.
1:04:16
Using those mechanics, but
1:04:17
using them to their
1:04:20
logical extension because
1:04:22
it is it is horizontal. It also gets
1:04:24
a fair bit of verticality to it as well. But
1:04:26
you can do all the things like hop on the on
1:04:29
on the ball or whatever. but
1:04:33
you you're throwing water balls and
1:04:35
you can increase their
1:04:37
size by holding the
1:04:39
button. And you can
1:04:41
interact with the world a lot using
1:04:44
this as it's almost
1:04:46
like elemental world
1:04:48
changing because there will be
1:04:50
fires you gotta put out with water. There will
1:04:52
be water wheels that you have to
1:04:54
spin, and then it will, like, raise
1:04:56
something or
1:04:58
it'll change how a platform works for you.
1:05:00
And
1:05:00
it just really feels very
1:05:01
well. The mechanic feels very well
1:05:04
integrated into
1:05:06
the world. and to me felt very exploratory
1:05:08
from a game design
1:05:10
perspective because it's like, okay,
1:05:12
I've got water. Of course, I can do stuff with
1:05:14
this fire.
1:05:16
But a lot of games don't let
1:05:18
you do that kind of thing. And for me,
1:05:20
it just really was like
1:05:23
It's a vision of like,
1:05:25
what if instead of
1:05:27
Mario
1:05:28
being the prototype for
1:05:31
all platform games? What if it was puzzle bubble bubble?
1:05:33
Like, if that was if the
1:05:35
single screen platform became
1:05:39
more close to the prototype of what
1:05:41
we would later have
1:05:44
in platforming games, liquid
1:05:46
kids would be, like, the the Super Mario World.
1:05:48
Not All Star, Super Mario World or
1:05:50
whatever. Yeah. It's it's
1:05:53
just a neat It's a really
1:05:55
neat extension of that
1:05:58
idea and design wise. It's
1:06:00
another one that that gets my brain going,
1:06:02
gets my noodle cooking. You know what
1:06:04
I mean? I need to spend
1:06:06
more time with this game because you make
1:06:08
it sound amazing. Because
1:06:10
unfortunately, also massively difficult.
1:06:12
It's like it's so hard it's
1:06:15
so hard to play. I
1:06:18
this is one game where while I did play
1:06:20
it on the PC engine, I didn't play it
1:06:22
as much because I really need to be feeding those
1:06:24
quarters in there because it's
1:06:28
it's it's so hard.
1:06:30
And also, they released a version on the Saturn, which is, like, five
1:06:32
hundred dollars now and you can never purchase.
1:06:34
Oh. It's very sad. I
1:06:36
don't remember. collector's
1:06:38
market. Yeah. Yeah. You know,
1:06:40
looking back to to this
1:06:42
this sort of line of game evolution within
1:06:44
Taito, water mechanics
1:06:47
were a big part of not only bubble bubble, but
1:06:49
check-in-depth before that. They were always
1:06:52
they always had this thing they wanted to
1:06:54
do with water. So you know, it it
1:06:56
makes sense that that they
1:06:58
would build on that mechanic and say, you know, there's
1:07:00
there's this thing that we've been kicking
1:07:02
around
1:07:02
and trying to find a satisfying
1:07:05
sort of evolution for.
1:07:07
Let's do that. But what also surprises
1:07:09
me is that that some of the levels in
1:07:11
this game really give me a a
1:07:13
vibe of early mega man just
1:07:16
in sort sort of their design and structure. I don't
1:07:18
necessarily know. And in terms of the way it plays
1:07:20
not so much, but it just feels like
1:07:23
like,
1:07:23
you're you're a little
1:07:26
hippo guy who
1:07:27
is doing the mega man thing for
1:07:29
him. But instead of, you know, beating bosses
1:07:31
and getting their weapons, you have water stuff. Yeah.
1:07:34
Yeah. A thing that I really like about it
1:07:36
is because they built in this
1:07:38
kind of
1:07:40
primitive fluid dynamics thing. You have all of
1:07:42
those level design wise, you
1:07:44
have
1:07:45
those platform setups. Oh, also, you can
1:07:47
you can make Sprouts grow. which
1:07:50
is -- Okay. -- is
1:07:52
full to make platforms
1:07:54
and and hidden find hidden paths and
1:07:56
stuff. But
1:07:58
yeah, it has some of that same a single
1:08:00
screen platformer vibe to
1:08:02
it where it's got, like, this
1:08:05
little maze set up for you in this in
1:08:07
this section and a bunch of enemies will appear
1:08:09
and you know that if you get them just right, you
1:08:11
can make them all like slide down
1:08:14
this maze and like a I mean, I guess it it it's just like amazed
1:08:16
that you would trace with your
1:08:18
with your pencil. And it and
1:08:20
it's it's
1:08:23
neat because they got the the fluid, like,
1:08:25
going going down into the into
1:08:27
these interstices and making all
1:08:29
the the enemies fly with
1:08:32
it. It's It's a really neat idea.
1:08:34
I feel like it's a little underappreciated little under the wire
1:08:36
and or
1:08:39
under the wire. not the correct
1:08:41
phrase. But you know what I mean? the
1:08:43
one terms of
1:08:48
how interesting it is game design
1:08:50
wise, but I think it it this genre didn't really evolve too
1:08:54
much past this point.
1:08:57
this was kind of like the end of it. It could but it
1:08:59
makes you think about how it could have gone
1:09:00
further.
1:09:05
and it's I don't know. It's it's neat. No. Absolutely. Yeah.
1:09:07
It it's it's a little bit
1:09:08
yeah. It's a bit of a
1:09:11
shame that they didn't like try
1:09:13
and make a sequel to this or anything?
1:09:16
Because, yeah, it is that sort of, I think, perfect expansion of that gameplay
1:09:18
and sort of those ideas that were started in in bubble bubble. Yeah.
1:09:20
And I
1:09:23
think, you know, you mentioned how it could have
1:09:26
been, you know, the Mario type
1:09:28
of game in another
1:09:30
universe. I think also, like, you you
1:09:32
mentioned growing growing the platforms and things. Like, that reminded me of like
1:09:34
a Yoshi game. Like, this could also have been like a
1:09:37
Yoshi game. Totally.
1:09:40
Yeah. It's it's kind of, like,
1:09:42
Yoshi, Kirby vibes, like a like a Nintendo, Nintendo,
1:09:46
b team, but we're the but a Nintendo b team
1:09:49
is, like, a somebody else
1:09:51
a team. Yeah. Yeah. All
1:09:53
those seeds of that being planted here,
1:09:55
I think. Mhmm. So there's
1:09:57
been we've been
1:10:00
talking about some good stuff.
1:10:02
Here's a little survey of badness.
1:10:05
with
1:10:05
Palimides. I admit this is another game, another
1:10:07
color based puzzle game that I
1:10:10
first played on Game
1:10:12
Boy. so
1:10:14
that does kind of skew my perspective. But
1:10:16
it's just I don't
1:10:19
know. It's it's kind of
1:10:21
doing that Tetris thing. It's got
1:10:23
blocks to descend. And it's not really Tetris though. III
1:10:25
kind of feel like this is a precursor to
1:10:27
magical drop where -- Mhmm. --
1:10:30
there's a a wall descending in kicking
1:10:32
blocks up and you have to match
1:10:34
them and make them go away. But it's not great. I don't know. You're you're
1:10:37
matching dice face
1:10:40
like the the values on
1:10:42
dice in addition to colors. Yeah. Yeah. It's just not like
1:10:45
there's no
1:10:48
big chaining there's no chaining
1:10:50
of any kind really. It's it's really just a relatively simple
1:10:56
tile match game. It it's at least
1:10:58
actiony, but it doesn't I can't say
1:11:01
it does anything
1:11:04
for me. Nope. You won't find me defending that much either.
1:11:06
Plus, I think, like, puzzle games with dice just give me hives. I
1:11:08
just bounce right off. Yeah. I am
1:11:10
I'm not a fan fan of double dice.
1:11:14
No. I'm too stupid for devil dies.
1:11:16
I can't rock it. And
1:11:18
this is just kind of plain
1:11:20
little bit bland. in in general. Like,
1:11:22
III remember seeing it when the first
1:11:25
ads for, like, the India version were showing up in
1:11:27
magazines. I was like, no. Yeah. Double
1:11:30
dice all time her name, though. True
1:11:35
of that name.
1:11:44
Alright. So if
1:11:46
Palomades is kind of
1:11:51
a disappointment, at least we have invaders ninety one,
1:11:54
which is as simple
1:11:57
and charming and colorful as
1:11:59
intermediates
1:11:59
is overly complex and
1:12:02
dull. The notes
1:12:03
here say it is the Gallaga eighty eight
1:12:05
of space elevator sequels. I don't know if that's
1:12:08
true, but kind of, not just in
1:12:10
terms of the number, but in like that fact that there's a year at the end, but also
1:12:12
just the
1:12:15
way it takes the the basic space invaders concept and throws
1:12:18
in tons of extra stuff.
1:12:20
It really breaks it out
1:12:22
of that sort of, you know, simple.
1:12:24
The invaders are marching down the
1:12:26
screen, and they're going to get faster. And, you know, it
1:12:29
preserves that element,
1:12:32
but then goes in all kinds
1:12:34
of other directions with it. It's just colorful and lively and varied and fun.
1:12:36
Yeah. I really like
1:12:39
it. I I might go
1:12:42
so far is to say
1:12:44
it's my favorite space invaders game until you
1:12:46
get to the, like, real big subversions later.
1:12:51
because extreme yeah. Like extreme. Because it's
1:12:53
got I mean, it's it's
1:12:56
got power
1:12:58
ups. It feels snappy and zippy. It doesn't
1:13:00
feel like an old game
1:13:02
anymore. You you got invaders
1:13:06
that expand horizontally and slowed, which
1:13:08
is fun. They just threw a lot in
1:13:10
here. It just feels like everything they
1:13:13
could think of they they
1:13:15
put into it, but not
1:13:17
in a way that felt bad. It still feels like space invaders, and
1:13:19
it feels like
1:13:24
the when I first played this
1:13:26
game, of course, on the PC engine, I I was I
1:13:31
was, like, So this is why people like invaders. I actually
1:13:34
didn't really get it
1:13:36
before.
1:13:37
get it Right.
1:13:39
This one, it actually it's really fun
1:13:42
to me. And it it has, like,
1:13:44
vertically scrolling stages where
1:13:46
your shape is actually flying.
1:13:49
when you're when you're being the tank on the ground,
1:13:51
you leave little little tank treads in the dirt behind yourself. It it just
1:13:53
it's cool. And the the power ups
1:13:56
are, like, strange
1:13:59
sometimes and unpredictable and weird. And it's
1:14:02
it's like, is it really gonna help
1:14:05
me or not? this
1:14:07
to me showed that Titan
1:14:09
is capable of
1:14:12
evolving and playing with a
1:14:14
classic with its bread and butter.
1:14:16
in a in a way that
1:14:19
can actually work. Like, they're they're not precious about
1:14:22
it in a way.
1:14:24
Yeah. I think I think attack of the lunar lunar
1:14:26
lunar lunar is a little it tries a little too hard, but this just hits that perfect spot. And, you know,
1:14:29
and there are some subversions in here.
1:14:31
Like the first time, you're
1:14:34
in a stage with the it's
1:14:36
like the shield bases above your your
1:14:38
your ship. And you try to fire
1:14:40
through them. And instead of firing through
1:14:42
them, you push them up with your projectiles. Yeah. And
1:14:44
they they move into the lanes of
1:14:46
the invaders. You're just like, oh, wow.
1:14:48
I just did something amazing and
1:14:51
cool that I didn't expect. but it
1:14:53
makes perfect sense. And yet, it's totally -- Right. --
1:14:55
it's totally unexpected. Yeah. They're really playing
1:14:59
with with stuff and kind of subverting your expectations, but in ways that
1:15:01
feel playful and fun. I mean, the the
1:15:03
freaking bonus stage with the
1:15:06
cattle mutilation. where it just says cow
1:15:08
mulation. And and you're just you're just protecting
1:15:10
the cows. They're trying to beam them
1:15:13
up away from you. But But the the
1:15:15
fact that it starts the stage with
1:15:17
the cattle mutilation, etcetera.
1:15:20
Yeah. I know. You can't you
1:15:22
can't beat it. yeah. I think
1:15:23
this is a great example of just, like, again, where Titus
1:15:25
was sort of revisiting these
1:15:27
games from, like, a
1:15:30
decade prior. So, like, quicks
1:15:32
with Wolffeed. In some respects, Ray Mayes, which we didn't talk about,
1:15:34
but that sort of is, like, a reinvention of a
1:15:37
maze game from, like, just
1:15:39
a few years prior. you
1:15:42
put these in, like, a a collection. You
1:15:44
put those three in a collection. That'd be
1:15:46
good. Like, the the title, late era
1:15:49
-- Yeah. -- new visitation series. Yeah. For
1:15:51
some reason, space invaders ninety one isn't
1:15:53
on the egress too
1:15:55
many. Yeah. Even though
1:15:56
they, you know, they they
1:15:59
give you the
1:15:59
ability to put the screen sideways and do
1:16:02
the mode. It's very strange. Wait for another expansion code. Yeah. It could be. That could be it. It
1:16:04
could be win. I feel like
1:16:06
this game doesn't quite get the
1:16:10
I don't know. Maybe it wasn't super successful
1:16:12
for them or something because it feels like one
1:16:14
that they don't bring bring back up that often.
1:16:16
When when you when you get into the collections and
1:16:18
things, I think it's in one of memories. This
1:16:20
is tied to memories. But it doesn't doesn't
1:16:22
feel like it gets real pride of
1:16:26
place. They don't bold it or anything, you know, on the the
1:16:28
back of the box. Well,
1:16:30
that's a shame. Surprisingly, a
1:16:34
game that does show up fairly often in
1:16:36
compilations and such as the next
1:16:38
game of the list, Growl, aka
1:16:44
Noonark, which I feel
1:16:46
like this is the most nineteen ninety ass game ever made. Not making nineties.
1:16:48
Nineteen ninety, like
1:16:51
this specific year. This
1:16:54
was the year of,
1:16:56
you know,
1:16:57
Earth Day celebrations
1:16:59
at school, but
1:17:02
also the year scrolling brawlers
1:17:04
and, you know, save the whales.
1:17:06
And here it is, it's final
1:17:09
fight where you gotta save
1:17:11
the whales or whatever. And
1:17:14
you can be the temple of
1:17:16
doom version of Indiana Jones if you want. Not --
1:17:19
Mhmm. -- not any Indiana Jones. Specifically,
1:17:21
the Temple of Doom version, there's no mistaking it. Of course. I
1:17:23
think this game Taito was such a weird game.
1:17:25
I love, like, the the way
1:17:27
that it starts out
1:17:30
is really so when
1:17:33
when I was exhibiting a
1:17:35
game at Tokyo game show, like,
1:17:37
twenty sixteen, group of people
1:17:39
from ARC SystemWorks came up and
1:17:41
played our game
1:17:42
gun sport, which is now being
1:17:44
released as hyper gun sport. pretty
1:17:48
soon. He was playing well, several of them were
1:17:50
playing in this one guy was talking to me, and
1:17:52
he was saying that we needed to
1:17:54
work on our one credit experience, which is
1:17:56
the like, can you
1:17:57
fully understand how to play the game? And are you engaged by the end of
1:17:59
putting in hundred yen?
1:18:02
And I feel like Growl
1:18:06
does a great job of that
1:18:09
because the very first sequence is you're in
1:18:11
this you're in this rowdy looking
1:18:13
bar with all these people. and
1:18:16
then someone throws a bomb and then you
1:18:18
have to deck under a table and everything
1:18:20
explodes and then you're fighting.
1:18:22
It's it's just like this this tiny
1:18:24
little in game cutscene that so
1:18:26
quickly is like, I gotta beat these guys
1:18:29
up. They just
1:18:31
blew everything up. I don't know. It's
1:18:33
it's it's so it's so cool. Plus, you save the animals and then the
1:18:35
animals come and
1:18:39
help you. Like, for me, as a vegetarian since I
1:18:41
was eight years old, I was like,
1:18:43
let's do it. Come on,
1:18:45
animals. Let's go get
1:18:48
him. Yeah. I don't
1:18:50
know. I'll I'll let someone else talk for a bit, but this this game I love it. I have it. I have the I
1:18:53
have the
1:18:56
Genesis version. they're they're both a
1:18:58
little different. The arcade version is better, but -- A lot. -- I think one of the women's too.
1:19:00
Oh, yeah. Like one degree deeper than
1:19:02
that, I think, is to say, like,
1:19:06
you know, in most beat them ups, the first weapon you get is usually
1:19:08
like a knife or a pipe or whatever. Right. And,
1:19:10
like, in this game, your first weapon is
1:19:13
like a rocket launcher. Right. And it's right at your
1:19:15
weapon. not just not just like a Bazooka, but it's like, yeah, like AAA
1:19:19
twelve missile rack,
1:19:20
you know, that you
1:19:22
put on your shoulder. Yeah. It's at least like the Arnold and Egger
1:19:24
holding up the the the iPhone
1:19:26
camera lens that I don't know if
1:19:28
you saw that mean, but -- Yeah.
1:19:30
-- yeah. It's I mean, What
1:19:33
a statement? Mhmm.
1:19:34
And then you and then you get swords and you get knives
1:19:36
and you get
1:19:39
whips and cuddles and regular
1:19:43
handguns, like, yes. It's
1:19:46
cool. It's
1:19:47
just
1:19:49
it's still,
1:19:51
like, stupidly macho as well with with Yeah. There's there's also
1:19:53
a a total lack of cohesion to the
1:19:56
enemies you've fight. It's on your
1:19:58
personality. It's all over the place.
1:19:59
There's like dudes
1:20:01
and turbines. There's, you know, like, businessmen
1:20:03
wearing pheasant. There's ladies and kind
1:20:05
of pencil skirts and
1:20:08
and sunglasses. There's
1:20:10
dudes in Newsy caps. One of the
1:20:12
bosses says, samurai. I don't I don't
1:20:14
even know what this supposed to be,
1:20:16
but it's just like I guess everyone who
1:20:19
who wants to kill animals or poach them.
1:20:21
Yeah. They just teamed up and are
1:20:23
like, let's let's take
1:20:25
down Indiana Jones. at any given screen,
1:20:27
you could have a newsy
1:20:29
and, like, a terrible,
1:20:31
like, Arabic stereotype and
1:20:34
then AAA bubble era Japanese office lady. Yeah.
1:20:36
It's like all
1:20:39
in one. It's not It's
1:20:41
not the usual, like, fighting game, you know, like, final fight at streets of rage and stuff. When women show
1:20:43
up, they're they're clearly, like, meant to
1:20:46
be, you know, sex
1:20:48
workers. these
1:20:50
aren't that. They're like it's like,
1:20:53
you
1:20:53
know, they should be serving tea
1:20:55
to to, you know, people coming
1:20:57
for meetings or something. It's just
1:20:59
it's very bizarre. but that just adds
1:21:02
to the appeal because it's just so all over the place. Yeah. I will say that there
1:21:05
one of the game's
1:21:07
weaker aspects is there
1:21:10
is a
1:21:11
lack of enemy variety, partially because
1:21:13
they show you all of those enemies
1:21:15
right at one right at the
1:21:17
start, and then that's pretty
1:21:19
much what you get. Like, there aren't new a
1:21:21
whole bunch of new enemies after
1:21:23
that except
1:21:24
that except for the for
1:21:26
the for the bosses. final weirdly kind
1:21:28
of looks like. To me, I
1:21:31
always thought he looked like Neo
1:21:35
mask
1:21:35
or whatever, the the the Neo
1:21:37
geo mask. You know what I'm talking
1:21:39
about? Oh, yeah.
1:21:40
What's his name?
1:21:42
Mask? Jeez. Now I draw the blank. Yeah. But
1:21:44
but his his face,
1:21:47
I was always like, are
1:21:49
they are they, like, making an s
1:21:51
and k dig. But this was I think this was
1:21:53
before that mask guy even
1:21:55
existed. So phantom mask
1:21:57
with the accuracy statement.
1:21:59
How
1:21:59
g manta? g manta. That's great. It looked like
1:22:02
g manta. Yeah. Yeah. Yeah.
1:22:02
Yeah. And of course, it turns out that
1:22:04
it's actually like some kind of an
1:22:07
alien caterpillar in the end. Oh,
1:22:10
of course. Yeah. Worst out of his body. Naturally. So, yeah, this was tied to f two. we're
1:22:12
working our way
1:22:15
up to the best the
1:22:18
best type of platform of all time. Alright.
1:22:20
So to get
1:22:21
there, we have to go through the
1:22:23
ninja kids, not to be
1:22:25
mistaken for culture brands, ninja kid. which is
1:22:27
bad, but
1:22:27
the ninja kids is
1:22:29
good. It's also like growl,
1:22:31
weird,
1:22:31
but it's weird
1:22:34
in a completely different way. Why did it lose you when?
1:22:36
It's so bizarre looking. What
1:22:38
a what a strange aesthetic, but
1:22:40
it may it's memorable. Like, you
1:22:42
you don't forget this game because One,
1:22:46
the character designs are really,
1:22:47
really weird. And two, they have
1:22:49
a lot of English text
1:22:51
in the game that,
1:22:55
you know, it takes some liberties
1:22:57
with translation and is very memorable for
1:22:59
it. Yeah.
1:23:01
Servants of the Satan. that's where the
1:23:03
the intro base is in here. Here is
1:23:06
a graveyard of you. Yeah. Yeah.
1:23:08
Indeed. Yeah. It it's very
1:23:10
strange because they they had all
1:23:12
these like, meat effects
1:23:14
and stuff that they did, and they've got, like, a weird, for some reason, like,
1:23:16
a late
1:23:18
crazy climber sequence.
1:23:21
And it does have kind of that TMNT4
1:23:23
player vibe -- Mhmm. -- and need
1:23:26
to fix these things. But
1:23:28
but the characters
1:23:30
they all look like they look like Muppets.
1:23:33
They
1:23:37
And there there's like a a
1:23:39
zombie using a power lifter or power
1:23:42
loader from alien in
1:23:44
here. along
1:23:47
with all your your muppets. Like, what
1:23:49
what are you trying to
1:23:51
do? I feel
1:23:53
the the the notes say that
1:23:55
the visual style is reminiscent of Bonanza Brothers meets the
1:23:57
Moffett Show, which seems pretty spot on. Yeah. It's totally
1:24:00
right. And Taito
1:24:03
it's weird because, I guess, the thing that
1:24:05
makes it still compelling is it really
1:24:08
feels like it
1:24:11
was somebody's vision. like, somebody thought this was
1:24:14
a great idea. You don't you don't just accidentally wind up making a game
1:24:16
with wind at making again
1:24:18
the a
1:24:19
bunch of Burton Ernie's
1:24:22
throwing Shuriken. It's a
1:24:24
decision. Yeah. That's a
1:24:26
real decision to I don't
1:24:28
know that it was the right one, but
1:24:30
somebody made a choice and I love when you can look at a game and be like, well, you
1:24:32
decided on it. That's for
1:24:35
sure. Yeah. I mean, for
1:24:38
for as strange as the game looks, it has a great feel to it. It has,
1:24:41
like, the pace
1:24:44
and energy of
1:24:46
a really good tsunami multiplayer brawler. I mean, this is a four player brawler. So it's kind of tapping
1:24:48
into that team and team thing,
1:24:50
x men, you know, etcetera, etcetera.
1:24:55
And it it it really captures that spirit with just
1:24:57
like a ton of stuff happening.
1:24:59
Everyone's moving really fast. You
1:25:01
you've got a lot of,
1:25:04
you know, freedom to attack enemies and
1:25:06
team up and so forth. But, you know, all of Qunami's
1:25:08
brawlers, they were
1:25:11
tied to licenses. And the thing
1:25:13
about licenses is the licensers say, you know, guys, you
1:25:16
gotta keep it within boundaries.
1:25:18
This has to be recognizable as
1:25:20
the thing
1:25:22
we created. And there is no
1:25:24
such thing as the Ninja Kids, the
1:25:27
media property. No. So whoever put this
1:25:29
game together was just like, I'm
1:25:31
putting it all nothing's
1:25:32
gonna stop me. We're just going there. If I wanna go
1:25:34
there, we're gonna go there. And they do. They go there. Yeah. I mean,
1:25:38
it feels like they could have wanted
1:25:39
to make it more of a media property because it
1:25:41
has, you know, very distinct characters. It has
1:25:43
a cool logo. there
1:25:47
there's elements here where they're maybe doing the
1:25:49
reverse of khanami where it's like, oh, let's
1:25:51
rip off the game first and then we'll
1:25:53
turn it to a media property. How about
1:25:55
that? Who knows? Kinda like kinda like with Strider?
1:25:59
Yes. But weirder.
1:26:00
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1:26:21
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1:26:32
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Okay.
1:27:59
Anyway, so that's the arcade
1:28:01
stuff for nineteen ninety
1:28:03
from Titan. You can play
1:28:05
the ninja kids. on the egress too
1:28:08
many. So, please don't miss
1:28:10
it. It's a site to
1:28:12
behold. But, yeah, I do wanna talk
1:28:14
about their home stuff in this period
1:28:16
because they did put some
1:28:18
interesting things out. Some of these were not actually title games per
1:28:21
Taito, but,
1:28:24
you know, they were published
1:28:26
by Tito or licensed from Tito. And that begins with which
1:28:29
is developed by
1:28:31
Ocean. Yeah. Renegade Renegade
1:28:34
was
1:28:34
just it was a big thing in
1:28:36
Europe. It it was it was, like,
1:28:39
on every computer platform and
1:28:41
it just was big
1:28:43
there. And so there were, like, two
1:28:45
or three renegade sequels that really mostly showed
1:28:47
up in Europe we
1:28:50
got this one target renegade on NES. But,
1:28:52
you know, it's it's, like, you
1:28:54
look at the
1:28:55
Zelda timeline and you have, like,
1:28:57
the hero of of hire like,
1:28:59
the hero time fails. and
1:29:00
you have, like, the Canon timeline
1:29:02
and stuff. Sure. This is like that with Cuneo. Somewhere, the Cuneo timeline
1:29:07
split from Renegade and you have
1:29:09
like the Western Renegade style and then you have the Japanese
1:29:11
Curio games. And, the twain
1:29:15
she'll never meet. Because
1:29:17
the Konyu games are a lot better
1:29:19
than target winning games. Yeah. Generally. Yeah. That's that's for sure. It did
1:29:20
work out though.
1:29:23
That timeline did eventually in that dark
1:29:26
timeline. Yes. Thinkfully. Except for double dragon, which had, like, two parallel time lines and this
1:29:32
essentially converged. Yeah. That's true. But yeah.
1:29:34
Can we count the movie? Yeah. Because yeah. because
1:29:38
I was gas. Yeah. And the movie kinda got in the Ogio game.
1:29:40
So Oh. Well, there you
1:29:42
go. Yeah. But Target Renegade just
1:29:48
about his good as you can expect from
1:29:50
that description you just said. I mean Yeah. It looks kinda like
1:29:52
Double Dragon as well.
1:29:54
And they yeah. Yeah.
1:29:57
It has a good reputation as a
1:29:59
micro computer game, but the NES version of Select came to the US great. I mean,
1:30:01
does it have a
1:30:03
good reputation, though? Well,
1:30:07
there's fondness for it. Okay. I guess that's
1:30:09
not quite the same thing, but That
1:30:11
that goes for a lot of
1:30:14
those micros. games on those micros?
1:30:16
Anyway, so on the
1:30:18
American side of things or,
1:30:20
you know, like Japanese side
1:30:22
coming to America, I guess, You
1:30:25
have three games that I wanna
1:30:27
call out for consoles in nineteen ninety nine. Nineteen ninety, or nineteen ninety
1:30:32
nine. the first of which is power blazer
1:30:34
aka power blade. It was called power blade in the US because it was pretty
1:30:36
heavily given a facelift. The
1:30:38
power blazer is what I wear
1:30:41
to the club with my
1:30:43
power tie. That's right. But power blade a little mega
1:30:48
man guy with
1:30:48
Arnold Swartznigger, but I'll also refine the play a
1:30:51
lot. Actually, it's a the
1:30:52
power blazer is
1:30:54
kinda rough. The power blade
1:30:56
don't know. It's not the greatest game, but
1:30:59
I have a lot of fondness for it.
1:31:01
Yeah. Powerblazer does the thing where as soon
1:31:03
as an enemy disappears off screen, it'll
1:31:05
just immediately respond when you go back into towards that
1:31:07
direction. So, like and that happens
1:31:09
sometimes in Mega
1:31:12
Man games. It happens every single time in power
1:31:14
blazer. Like, as soon as they're out of memory, they're just they're gonna come back in these exact
1:31:16
same spot, and
1:31:19
it's just, like, annoying to deal with,
1:31:21
especially when you're climbing ladders and stuff. Mhmm. And so, yeah,
1:31:23
they weren't gonna release it here as power blazer
1:31:25
because it showed up at a CES,
1:31:27
but then it disappeared
1:31:30
and was retooled in the power blade and,
1:31:32
yeah, much better? Correctly. Correctly.
1:31:34
Yeah. It was a good choice.
1:31:36
Yeah.
1:31:36
Yeah. I like this game a
1:31:38
lot. It you know, I compared to the Mega Man, and it's not just in terms of the Japanese Retronauts,
1:31:45
visual style, but also in terms of a
1:31:46
structure, you've got like five or six different areas that you have to travel to
1:31:50
and you run,
1:31:52
jump, climb
1:31:54
ladders, that sort of thing. But the difference between this and megaman is that don't
1:31:56
gain new weapons as you go
1:31:58
along. You start out with a boomerang,
1:32:03
and you, I guess, that's the power blade, which makes sense. And
1:32:05
you power that up, you know, it
1:32:07
becomes against the
1:32:10
ability to hit harder to travel further and then eventually becomes
1:32:12
like this plasma beam. At some point,
1:32:14
you can also gain a robot
1:32:17
suit. that is temporary and take some hits for you. But it's yeah. I don't
1:32:19
know. It's just it's a good example of the form. Taito
1:32:24
kind of mid NES
1:32:26
era sort of manly man kind of platform action
1:32:28
game,
1:32:32
designed
1:32:32
by a good experienced
1:32:34
knowledgeable Japanese developer. Yeah.
1:32:37
It's not to
1:32:39
me. And they really only faltered a
1:32:42
couple times on NES. I
1:32:44
mean, they really kicked
1:32:46
ass on there. Yeah. Not to me, and Titan
1:32:48
seemed to team up a lot
1:32:50
in in this era. Like, you
1:32:54
know, Kiki Kiki, was originally a Tito game in arcades, but then
1:32:56
the Paki and Rocky sequels, you know, the
1:32:58
home ports all came from nuts and man.
1:33:01
They don't really I don't like to
1:33:03
have Tito's name on them. So
1:33:05
-- Mhmm. -- that's strange. That to, like, the new But I mean, it's it's definitely yeah.
1:33:07
It's definitely, like, the Taito thing. And
1:33:10
now, yeah, now Taito is still
1:33:12
pedaling you
1:33:14
know, Kiki Kiki, Paki and Rocky
1:33:17
sequels and making new stuff. But
1:33:19
I think the latest one was
1:33:21
on Switch. It was like re
1:33:23
schooled or something. Restrying. Restrying. That's it. That makes
1:33:25
more sense. Yeah. Restrrolling is what you do in
1:33:28
power play. You don't wanna do
1:33:30
that. Yep. Yep. Don't wanna do
1:33:32
that. Anyway, yeah,
1:33:34
I'm a I'm I'm a fan of
1:33:36
this one. Absolutely. I find it much
1:33:38
harder to like Ninja
1:33:38
Cup SciShow, which was released in America
1:33:43
is wrapped in the Black Manta, which does
1:33:45
not feel like a
1:33:47
mid NES era game from
1:33:49
a seasoned Japanese developer. It's
1:33:52
very strange. Yeah. It's hard
1:33:54
to describe basically. Yeah. The
1:33:56
the visual style is
1:33:58
is a good starting point.
1:34:02
the
1:34:02
graphics are all very chunky and
1:34:04
like squared off. There's a
1:34:06
lot of flat colors over
1:34:10
over black. instead of
1:34:10
the more detailed colors and designs
1:34:13
you were seeing at this at
1:34:15
this point on NES. But
1:34:16
every all the characters have this
1:34:18
kind of like weird sort of Like,
1:34:20
their arms look too short. It's very
1:34:22
it's very odd. And it's not
1:34:25
just
1:34:25
the the graphics
1:34:27
that look European like, a European PC game or
1:34:30
console game, but the overall style of the levels is very reminiscent of that
1:34:32
too. Like, they they're
1:34:35
called kind of nonlinear and
1:34:37
you have to go through a lot of
1:34:39
doors and kind of find your way around trying to find usages and stuff to rescue. It's
1:34:43
just it just feels out
1:34:45
of place. Yeah. It is it is such an oddity, especially when you look at the
1:34:47
original game and how how
1:34:51
they also, like, redrew the cut
1:34:53
scenes and the characters and stuff where they apparently, it looks like they used like
1:34:55
stock photos of people that they
1:34:58
traced over for some of these
1:35:01
cut scenes, it's really wild wild stuff. And yeah. But you're right
1:35:03
too. It's just like the graphics and the feeling,
1:35:05
though. It just feels very
1:35:07
euro like, but it
1:35:11
was apparently made in Japan from
1:35:14
from all accounts, and
1:35:16
it's just it's so
1:35:18
weird, like, both versions of it.
1:35:20
very strange. But I guess they did try to make it
1:35:22
a thing here, and that's why it was redrawn
1:35:24
so heavily for America. Like,
1:35:26
they wanted to, I guess, making
1:35:30
it a sort of a franchise because there's
1:35:33
also in in the game, the plot
1:35:35
is just, like, Blackman
1:35:39
just very anti drugs. This is a very
1:35:41
anti drug sort of a story. Again,
1:35:43
sort of of the era,
1:35:45
I suppose. But he's just like, Hey,
1:35:47
thanks for saving me Black Man. Great. Yeah. Don't do
1:35:49
drugs. Bye now. That sort of
1:35:52
like vibe
1:35:54
to it. And He's he's very very militant. He's he's
1:35:56
saying no to drugs at every point. I
1:35:58
mean, you you have to respect any
1:36:00
drugs actually show up. You have to
1:36:03
respect that in a ninja. Yeah.
1:36:05
True. I mean, keeps his
1:36:07
temple clean. But it's only really in
1:36:09
the story text as opposed
1:36:12
to, like, Walledi
1:36:14
Bear in the no gang, which is
1:36:17
another weird NES game,
1:36:18
which is more more
1:36:21
tuned
1:36:21
just like trying to send a
1:36:23
message more clearly. And I maybe even better
1:36:25
than Black Panther, but I I again, this
1:36:27
is such a
1:36:30
weird game. Brandon, do you have any thoughts on these games?
1:36:32
I know NES wasn't really
1:36:34
your thing. I got nothing.
1:36:37
Alright? Alright. Well, one one
1:36:39
last type of adjacent console game,
1:36:41
Brinavess. I think this was
1:36:43
published by taxane in the US. That's
1:36:45
right. But in Japan, it was published by Tito, and that is Burai Fighter, which was
1:36:47
developed by Kid which
1:36:50
was developed by kid who actually
1:36:53
show up a few other times in in future
1:36:55
games by by Tito, bullish by Tito. I have,
1:36:57
like, kids. Taito was
1:36:59
a pretty cool Yeah.
1:37:02
Yeah. They did a lot
1:37:04
of good action games before they became much
1:37:06
better known as a visual novel dating
1:37:07
sim developer. They
1:37:11
did all those GIGO games -- Mhmm.
1:37:14
-- on the NES
1:37:15
as well. They're they're really good.
1:37:17
So g man, kick man start
1:37:20
kick master. cake master?
1:37:22
Yeah. Cake master. Yeah. They did they did good stuff. They have a bit distinct visual
1:37:28
style and Always pretty good power
1:37:30
up systems and things like that. Bora Fighter is I think it's all
1:37:32
good for them,
1:37:35
I would say. Yeah. This was this was early
1:37:38
days for them, but it's still good. It's, you know, it's a horizontal shooter, but then
1:37:40
but then it becomes a
1:37:42
vertical shooter. Oh, they are the
1:37:46
the NES version, I don't like as much as the Game
1:37:48
Boy version, actually. The Game Boy version is a little
1:37:50
a little cramped in terms of the visual space,
1:37:52
but the NES version has these top
1:37:54
down sequences that just don't quite work. The Game
1:37:56
Boy just drops those altogether, but it's still
1:37:58
it's still pretty solid. It's I I
1:38:01
guess it's kind of like a
1:38:03
take on section z. to
1:38:05
a certain degree where, you know, the the game is automatically moving
1:38:07
in a certain direction. And you have to, like, kind of,
1:38:09
aim and lock your fire in
1:38:11
that direction. Sometimes, turning
1:38:15
backwards, sometimes pointing down or up. Yes. Okay.
1:38:17
So Yeah.
1:38:18
We kinda like that. I'm
1:38:21
more of a fan of the
1:38:23
the forgotten
1:38:23
worlds and side
1:38:26
arms. Yeah. Yeah.
1:38:28
Branch of this
1:38:31
design. idea, but it does work. Yeah. So, I
1:38:34
don't know, firefighter. It's
1:38:36
okay. So
1:38:38
that wraps it up nineteen ninety. I guess we could jump into
1:38:40
nineteen ninety one. Let's actually start
1:38:42
with consoles this time because actually there
1:38:44
was only one console game I can
1:38:46
think of that was not our that
1:38:50
was notable and was not a port from arcades and that was Darius Twin,
1:38:52
which is not it's
1:38:55
it's an original Durais
1:38:58
game for Super NES and
1:39:01
doesn't look all that
1:39:03
amazing. If you if you
1:39:06
grew up cut your teeth on the triple screen,
1:39:08
arcade darius games. You're gonna look
1:39:10
at this one or Sagaya or, you
1:39:13
know, any of those. You're gonna look
1:39:15
at those and be like, you
1:39:17
know, it's it's got
1:39:18
low resolution, only one screen, low color palette,
1:39:20
not really taking advantage of
1:39:22
the Supernius color palette, but in
1:39:26
playing it for my videos, I discovered
1:39:28
this is actually to its advantage because
1:39:31
it's the only supernius shooter
1:39:33
from the early days. where there's not slow
1:39:35
down, there's not flicker, it just plays
1:39:37
rock solid. Yeah. It's responsive
1:39:40
and good. It's kind
1:39:42
of ugly and looks a little simple
1:39:44
and has a very minimalist power up system, but it
1:39:46
performs better than any of the other shooters. The
1:39:51
those kind of rough early days of the Super NS. So I think -- Okay.
1:39:53
-- I think I think I made some some
1:39:55
smart choices here. I don't
1:39:57
know. What do you guys think? No, you're right. I think it is pretty
1:39:59
hard to find, like, a good solid
1:40:02
shooter on Super NES especially.
1:40:04
And I'm not a big
1:40:06
Darius guy to begin with. I only like
1:40:09
maybe a couple of the games, but yeah, I have played
1:40:11
it and I do agree with you. It is it
1:40:14
does perform a bit better. more of that
1:40:16
genre on that system. Yeah.
1:40:18
It's it's pretty odd that the
1:40:23
super Nintendo for for its
1:40:26
various hardware advantages was
1:40:29
not the best
1:40:32
system for shooters, which is basically because
1:40:34
it wasn't great at showing a lot of sprites
1:40:36
at the
1:40:38
same time. So like, weirdly of
1:40:41
the sixteen bit era. The the best platform for that
1:40:43
was the PC engine, which had an
1:40:46
eight bit processor. But
1:40:48
just could really sort things very very quickly
1:40:50
and get -- Mhmm. -- get a bunch of sprites on screen.
1:40:56
it's it's curious. But I
1:40:58
do like the even though it's more simplistic, I
1:41:00
do kind of
1:41:03
like the environment designs in
1:41:05
Darius Twin. Dries
1:41:06
Twin. And and the colors do get kind
1:41:08
of fun later on in,
1:41:10
like, the ocean stage and stuff.
1:41:14
But -- Mhmm. Mhmm.
1:41:16
-- it's it's got this
1:41:18
this kind of like someone's
1:41:20
got
1:41:20
like a postapocalyptic vibe
1:41:23
to me. the way that all of the, like, electronics and
1:41:25
things that you fly through, the
1:41:27
way that they the
1:41:29
way that they look,
1:41:32
it has less like, this game
1:41:34
series, to me, is is known for having kind of
1:41:36
incredible detail on the
1:41:38
bosses and just having really
1:41:42
detailed pixel art.
1:41:44
And this game is much
1:41:46
simpler, but in a way that
1:41:48
kind of appeals to me.
1:41:51
So I I like it. I think it's got good points and
1:41:53
is definitely a worthy
1:41:55
entry into the Darius
1:41:59
Pantheon.
1:42:04
Yeah.
1:42:23
Alright.
1:42:27
Moving along, we'll jump
1:42:29
over to the arcade
1:42:31
now. There's a game
1:42:33
called Metal Black. that was just released
1:42:35
on the arcade to archive series for
1:42:38
PS four and Switch, I believe,
1:42:40
and like in the past
1:42:42
week as of this Yeah. So
1:42:44
that's very timely. Hooray. But looks like Brandon
1:42:46
has some things to say about
1:42:47
this. So
1:42:50
I do. I'm gonna step
1:42:51
back. I like this game.
1:42:53
It has a
1:42:54
fantastic intro sequence, which
1:42:57
just has so much
1:42:59
stuff going on. along
1:43:00
with this really speedy intro that kinda pumps you
1:43:02
up. And then it goes from this, like, really hard
1:43:05
pumping, like, let's
1:43:07
get it going Let's show this
1:43:10
wireframe mesh of a ship turnaround and blasting off. And then it takes that
1:43:12
straight into
1:43:14
this cool down
1:43:16
sound that
1:43:18
then leads into this very, very
1:43:21
quiet somber music
1:43:24
that starts off the the
1:43:26
first stage. And you're starting off the first stage, like, in the clear
1:43:28
ruins of a planet,
1:43:30
like, there's skeletons and buildings
1:43:34
It's immediately this postapocalyptic vibe.
1:43:37
And it mechanically,
1:43:40
it's it's not the
1:43:43
most complex thing in the world you collect these little nodes and
1:43:45
you can powers up your special weapon
1:43:47
and and whatever
1:43:49
and they look like little that DNA, but little
1:43:52
little some sort of
1:43:54
like atomic structure modules
1:43:57
that
1:43:57
you're that you're collecting.
1:43:59
But there's just a lot of,
1:43:59
like, heart in
1:44:02
this game. And
1:44:04
in in that first
1:44:07
stage again, there's a TV
1:44:09
that's playing on a building and that is
1:44:11
like rotating through
1:44:16
pictures of the people that
1:44:18
worked on the game doing weird things, even though it looks like it looks like it's like TV
1:44:21
broadcast, but
1:44:24
it's actually of of
1:44:26
developers that worked on it. And there's, like, secret things that show up there. There's a lot of secrets to this game.
1:44:28
And
1:44:31
him and one
1:44:33
of the first enemies you
1:44:35
encounter is a a giant like hermit crab type creature that
1:44:38
is wearing an entire
1:44:41
aircraft carrier as a shell. Oh, yeah. It's
1:44:43
just a it
1:44:47
has a real
1:44:48
perspective to it
1:44:50
and a real heart way intro into the
1:44:52
stage one, again, that's one of
1:44:54
those things it just hooked me.
1:44:59
straight away. And then, of course, there's also the the weird super
1:45:01
scaler first person sequences that they
1:45:04
decided to put
1:45:06
in because they but those are I actually find that's pretty annoying
1:45:08
because you're supposed to shoot all these
1:45:10
ships with these auto tracking missiles, but
1:45:12
the the missiles can get really
1:45:15
slow and they can, like, And
1:45:17
since there's a time aspect, like,
1:45:19
you can't control how fast you can shoot everything
1:45:20
really. That's the parts of the night,
1:45:23
but I love this game. Yeah.
1:45:28
I would say if you
1:45:30
like the backgrounds in the
1:45:32
battles in
1:45:34
Earthbound, Play metal black
1:45:36
because you get the
1:45:39
same feeling every stage the
1:45:42
crazy psychedelic backgrounds. Yeah. Go for it. But,
1:45:44
yeah, super stylish
1:45:45
game. I think it's it's
1:45:47
one of the classics whether
1:45:51
or not, I mean, you end up liking that. I think it's
1:45:53
worth playing. It's a really it's a really cool
1:45:56
game. Yeah. It's really neat. There
1:45:58
is there's there's a bit where,
1:46:00
like, you're
1:46:02
you're
1:46:02
flying along, and then there's been a moon in the back in the background all this time.
1:46:04
they've been a moon in the back in the background all
1:46:07
the time And then
1:46:08
you I
1:46:10
I think it's like stage three or
1:46:12
something. And then you
1:46:15
pass by
1:46:16
another moon And then
1:46:18
the moon that was in the background scales forward,
1:46:21
and it turns out that that
1:46:23
moon was an egg that had a
1:46:25
dragon in it. It's it's
1:46:27
just I mean, like,
1:46:29
it's just it's just a weird
1:46:31
idea to have and there's
1:46:33
a lot of those in here and I like it. It's really got
1:46:35
this unique feeling. It's a horizontal scrolling
1:46:38
shooter. I'm a big fan of those
1:46:40
myself has
1:46:43
neat graphical effects and and
1:46:45
and good music and
1:46:47
just a just a
1:46:49
weird I I
1:46:51
missed that era. when
1:46:53
you could be like, how can we
1:46:55
make this shooter waiters so that it will differentiate itself from others? And that's
1:46:57
definitely what this game
1:46:59
tried to do. It's peak
1:47:01
title weird, and I think we're gonna talk about with that with the next game. But there's also -- Yeah. --
1:47:03
Dino Rex. Yeah. There was also just insane
1:47:07
looking. Oh, yeah. another f two game.
1:47:09
Yeah. Yeah. There was there was definitely something in the water at that point because, you know, as much as there is, like,
1:47:11
this kind of bizarre surrealism
1:47:15
in this game, Polly
1:47:17
Arula, the next game
1:47:18
-- Mhmm. -- also has that. But in a totally different sense, like,
1:47:20
they couldn't be more distinct
1:47:23
from one another aesthetically. Like,
1:47:27
Metal Black is, you know, it's super
1:47:30
dingy sci fi
1:47:32
technology and that sort of
1:47:35
thing. Whereas, pooling Rula is you know, it it's
1:47:38
somewhere between Windsor McKay, a little Nemo,
1:47:40
and you
1:47:43
know, a Studio Ghibli movie, you know,
1:47:45
like, a castle in the
1:47:47
sky or something. Yeah.
1:47:50
Everything is kind of the
1:47:52
colors are sort of
1:47:54
desaturated to sort of like a Cepheidone and pastels,
1:47:59
And
1:47:59
I don't know.
1:48:00
It's just it's a really interesting
1:48:02
brawler. It's only two two players
1:48:04
at once instead
1:48:07
of four. But you know, it it's
1:48:09
fine. It works it works like that. And I think people mostly know this for a few specific
1:48:12
elements, but
1:48:16
it's actually if you look beyond
1:48:18
just, hey, there's some there's some really weird stuff here. It's actually a really solid
1:48:21
brawler type
1:48:24
game and just
1:48:26
has a really great heart, good music.
1:48:28
It's it's I I have I have fond feelings
1:48:30
for this one because it always looked interesting, but
1:48:35
it was only available you know, in a
1:48:37
playable form, as far as I'm aware, for
1:48:39
a long time, as
1:48:42
a Saturn import. that was very expensive -- Yeah.
1:48:44
-- even back in the day. I I don't think
1:48:46
this ever came to the US and arcades, but
1:48:50
It
1:48:50
was on a Zootada collection that shipped to
1:48:53
shore released and tapped me to write
1:48:55
the liner notes for. And, you know, I
1:48:57
was excited about that. But at the
1:48:59
same time, I was like, man, what am I
1:49:01
gonna what am I gonna write about pooling rule? I've never really been able to properly
1:49:03
play it before. Just, you know, farted around with the
1:49:05
emulation. It's just not
1:49:08
the same. And then, like, a week before
1:49:10
the liner notes were due, I was in Japan
1:49:14
for a trip and stopped at a Taito hay arcade.
1:49:16
And hey, there was poolyrola,
1:49:19
just like that was the first thing I
1:49:21
saw when I walked up there. I was like, that's
1:49:23
why they call it hey, because hey,
1:49:25
that's the thing I need to play. So I sat down and played
1:49:27
it. And the people I was with were like, what the hell is
1:49:30
this? And I said,
1:49:32
this is a gig. Okay? I'm I can't
1:49:34
play this. This is research. Leave me alone. And that's my
1:49:37
story. Yeah. Just a fun
1:49:38
little game. I
1:49:39
really like it. I
1:49:42
like it also. I was
1:49:44
able to get the siren version cheap
1:49:46
back in the day in the in
1:49:50
the early two thousands, it was it was going up in price, but I forget
1:49:52
what happened. Some
1:49:55
some sort of thing I
1:49:58
I got into some sort of scheme
1:49:59
that allowed to be able
1:50:02
to wind up in my
1:50:04
house. And so I played it on
1:50:06
Saturn first. and I I quite liked it there, but I
1:50:08
do think the the arcade
1:50:10
version plays a little better. The
1:50:14
it these are these are all, I guess, Tito worked
1:50:17
with ing on a lot of these
1:50:19
ports, and some of them were
1:50:21
good, and some of them were less good. I
1:50:23
think Aguilera wound up But the the stuff that people
1:50:25
tend to know it for is that
1:50:27
in addition to
1:50:31
this, like, cutesy pastel world. It also
1:50:33
has a bunch of digitized graphics, which basically
1:50:35
intrude on that world.
1:50:38
So it'll be like sumo's fun sushi
1:50:40
from the from the back. So you just see, like,
1:50:42
a big Sumo butt or, like, a
1:50:46
-- Right. -- the the woman's legs coming out of
1:50:48
the doorways and a big
1:50:50
pink elephant in the middle
1:50:54
of those doorways. and a
1:50:56
woman in, like, a
1:50:59
nineties bubble era outfit flapping
1:51:02
on a pole like
1:51:04
a like a flag. Just
1:51:06
just a lot of unusual things,
1:51:11
but it it is a the core
1:51:13
of the game is totally
1:51:15
solid and
1:51:16
it's a
1:51:18
good brawler. It has some projectile action
1:51:20
going on as well, which is fun because your
1:51:22
your main attack is a is a wand
1:51:24
that you can
1:51:27
power up to to shoot magic at and
1:51:29
whatever. Yeah. I like it I like it too. I guess I
1:51:32
felt very
1:51:34
lucky to have the game early on because it had this
1:51:37
kind of legendary
1:51:38
status to it. Because
1:51:40
mostly
1:51:40
because of the wackiness, that
1:51:43
was how things became legendary. at
1:51:45
that back in, like, the early two thousands, it was, like, worse. Yeah.
1:51:47
People would place after emulation be like, whoa, guys. You're
1:51:50
not gonna believe this. Mhmm.
1:51:55
And so yeah, I was lucky to have it
1:51:57
on Saturn and and to be able to
1:51:59
just play it whenever I
1:52:00
wanted. I think it's on one
1:52:02
of the memories Japanese collection
1:52:05
as well. Oh, okay. Yeah. The arcade version.
1:52:07
So I played the arcade
1:52:07
version next on
1:52:10
on one of the Japanese
1:52:14
title memories for PS2 Wait. What about you? Where do you have any additional comments?
1:52:16
What can you add
1:52:19
about it? It's just It
1:52:23
it's a trip man. It's the stereotypical
1:52:25
way I could put it.
1:52:28
It does have,
1:52:30
like, wasn't gonna say. It's like
1:52:32
metal black has some cohesion to
1:52:34
it and this one doesn't That's
1:52:38
right. but there is some evidence of, like, you know,
1:52:40
some some cohesion to it because, like, it
1:52:42
goes off the rails very early because
1:52:46
it introduces those digitized weirdo characters and, like, the the second
1:52:48
or third stage or something. And it
1:52:50
does elements of that, but then it
1:52:53
kinda goes back into, like, relatively more
1:52:56
normal, like, stages that look
1:52:58
like they're more in the
1:53:00
world, but then kinda ramps
1:53:02
up again into, like, weirdo backgrounds. While
1:53:04
the entire time you're hitting a bunch
1:53:06
of actually weird, crazy looking characters
1:53:08
and clown clown mutants and
1:53:11
things of that nature, Again,
1:53:15
it's hard to describe it,
1:53:17
but it is just a very
1:53:19
unique experience. Give it a look. Yeah. Take
1:53:21
a look at it and you'll see what
1:53:24
we mean. as beat them up very in a
1:53:26
in a class of its own. Yeah. Yeah. What's the easiest way to play
1:53:28
this now? It's not
1:53:30
on the egress too many.
1:53:33
Is it not in an archives thing at this point? I feel like
1:53:35
it might have come out some in one of those, but maybe not. Maybe I
1:53:38
don't know. I don't think
1:53:40
so. heck?
1:53:42
I mean legally, yeah, not too easy
1:53:44
to play. Well, you can you can emulate it. It's
1:53:46
fine. Emulating it in my opinion. It's or
1:53:49
you could always, you know, go to Taipei in
1:53:51
Tokyo. Why not? It's worth it. It's worth the trip just for that. You might work on
1:53:53
your mister, possibly. Yeah. I'm
1:53:55
gonna catch you. Yeah.
1:53:59
You
1:53:59
can't play it in the browser on the Internet archive. Oh, there
1:54:01
you go. Okay. That's a quick and
1:54:03
easy
1:54:03
way. That that would
1:54:05
be the easiest. Yeah. Yeah. The Saturn
1:54:07
core for mister is coming along. And I
1:54:09
don't think this game necessarily pushes the limits
1:54:11
of the Saturn. So my
1:54:13
guess is that you could probably kick that on and play it, but I Yeah. It's it's not a
1:54:15
perfect port just
1:54:20
by
1:54:20
itself, but it's it's good enough. You'll you'll
1:54:23
get you'll still get the fun of playing it.
1:54:52
Alright. And
1:54:52
we're going to wrap this episode up now talking
1:54:54
about one last game. I mentioned this earlier in passing. It's
1:55:00
maybe
1:55:00
the last of the three screen
1:55:02
title games. It's the last that I'm aware of. And it's appropriate.
1:55:04
It's three screens
1:55:07
because it's Rastin three. It's a
1:55:10
warrior blade. Yeah. And I did not realize this game existed until I put
1:55:12
together the notes
1:55:15
for the episode. I had
1:55:17
somehow never seen or been aware of this despite knowing Reston Saga
1:55:19
and Reston two. Yeah.
1:55:23
This kind of This exited
1:55:25
my brain as well. So I've played a worse version
1:55:27
of this somehow somewhere.
1:55:30
I've never gotten to
1:55:32
play the
1:55:36
full three screen arcade original. It
1:55:38
I and I'm jealous of
1:55:41
that. because or I is
1:55:43
jealous of the right word when it's just something
1:55:45
I haven't done. But I I am envious of anyone
1:55:47
that has because it
1:55:50
just has such a look to it.
1:55:52
The the Pixel art is
1:55:54
like so crisp and and
1:55:56
fantastic. And they were really because
1:55:59
the the rest on the
1:55:59
entire rest on saga
1:56:02
has led let
1:56:04
what's
1:56:05
that word?leaned pretty
1:56:08
heavily into the kind of
1:56:10
western comic book look. Mhmm. And this game is
1:56:13
all the way.
1:56:16
It's it It looks like a Conan,
1:56:18
the barbarian comic. And that Yeah. Or, like, a cover painting
1:56:20
actually. It looks really
1:56:22
deep. It's got, like, really
1:56:26
I wouldn't say high contrast that gives the wrong impression,
1:56:28
but, like, really deep blacks and
1:56:30
really rich colors. It looks kind
1:56:32
of like if a It's just
1:56:34
on shading came It's like if if a Boris Belayo painting came to
1:56:36
life for sure. It this is it.
1:56:38
It's like a triple screen Boris
1:56:41
Belayo painting where you
1:56:43
write a dragon sometimes, and
1:56:45
fight with Sophia who's definitely not Red Sonia. Yeah. And also Dewey, who
1:56:47
is I don't
1:56:49
know who Dewey
1:56:51
is. Dewey. Dewey. But
1:56:56
the really a lot of friends of
1:56:58
animation, it's really good. It it's weird
1:57:02
how, like, Toward the
1:57:03
end of the popular beat them up
1:57:05
era, you got stuff like
1:57:07
this and golden axe
1:57:10
revenge of death adder. they were
1:57:12
actually maybe the best in the series, but
1:57:14
still absolutely least played of all of them. Yeah. Yeah. And and it's
1:57:18
kinda kinda unfortunate, but
1:57:21
Yeah. You could play this on
1:57:24
an emulator now. At least you can you can
1:57:26
experience it for yourself. Yeah. Titan has has made
1:57:28
efforts to
1:57:31
bring back, you know, the the
1:57:33
other triple screen games in various
1:57:35
ways, Dorais, Dorais two,
1:57:38
and Ninja Warriors, but this one just vanished.
1:57:40
Yeah. Bring it back, Tayo.
1:57:43
Listen to us. Yeah. get
1:57:46
it on there. People love muscle
1:57:48
ladies. These monitors ain't cheap. That's
1:57:50
true. Yeah. Yeah. Every single dude is
1:57:52
muscle ladies. She's also she's a
1:57:55
muscle enut lady to some extent. She's not buff as she could but she's she's no
1:57:57
shrinking violet or whatever
1:58:00
they say. That's
1:58:03
true. That's true. Yeah. Every time I have a conversation with
1:58:05
the people at Nomskull who make those
1:58:08
quarter arcade
1:58:10
machines, I I hassle them to release
1:58:12
triple screen title games because they have
1:58:14
the title connection. They they
1:58:16
released bubble bubble So I'm just gonna
1:58:18
keep hassling them until they're like shut up. Here you go. Here's Rastin's three. Just take it go away. Yeah.
1:58:25
It's gonna happen. It's gonna happen.
1:58:27
I brought back elevator action returns. So now now the next
1:58:30
project is Warriors Blader. Nice.
1:58:33
Oh, man. Elevator action returns. Once we get in there, I'm ready to Oh, yeah. That's
1:58:35
that's a conversation in itself. We we've
1:58:37
talked about that one on return
1:58:40
knots, but I
1:58:42
will never not talk about elevator action
1:58:44
too. Love that one. Yeah.
1:58:46
One another little small
1:58:49
thing in nineteen ninety one
1:58:51
is that is when Pericel stars got
1:58:53
released on the Turbo Graphics, which is
1:58:55
the other contender for possibly working
1:58:58
designs
1:58:58
first game. Right. And
1:59:01
Pericelstars is another one of those single stream,
1:59:03
like, platform action things and you get
1:59:05
you get your little umbrella. And,
1:59:07
dear, once again, don't
1:59:10
you make water droplets on that
1:59:12
one too? I think you do. Yeah. Yep.
1:59:15
They they love water. Yeah. What's up
1:59:17
with that title? Who doesn't? It keeps
1:59:19
you alive. That's great. It does keep me Big big fan of water
1:59:21
here. Yeah. Honestly. I drink it
1:59:23
every day. Alright.
1:59:27
right I
1:59:29
think that's all the time we have. That's two hours. It's our
1:59:31
longest episode yet.
1:59:35
And and yet, we covered
1:59:37
the smallest span of type of history. Yeah. This type of series. If the game
1:59:39
started getting better. Yeah. There's just
1:59:42
more to say about these
1:59:44
games. I
1:59:47
mean, I don't think our audience minds when
1:59:49
we talk about great games and
1:59:51
we love them. So It's
1:59:54
okay. You know, I thought this was going to
1:59:56
be like a two to three episode series and maybe like five
1:59:58
parts. If you guys are okay with that, I'm
1:59:59
okay with because,
2:00:02
yeah, there's really cool stuff here. And
2:00:04
honestly, I don't know, like, Taito, really one of
2:00:06
the most interesting companies around. This this episode really
2:00:11
I feel like it really dug into a big part of
2:00:13
that just like the the games here.
2:00:15
They have connections and
2:00:18
and are are similar in some ways to a lot other games from the
2:00:20
era, but they're also they just have their
2:00:23
own style, their own theme. Yeah.
2:00:26
I really I really like that. such a variety. Tito
2:00:28
games really have kind
2:00:31
of influenced the
2:00:34
way that I design video games, especially action
2:00:36
video games because of
2:00:38
their their boldness. And
2:00:41
it it just reminds
2:00:43
me to always push
2:00:45
a little further because if you don't, you wind up with something subpar, but if you
2:00:48
do, you you
2:00:50
get like a pooling
2:00:52
rilla. holy roller
2:00:54
People
2:00:54
will talk about it for
2:00:56
for thirty years. Oh, yeah.
2:00:59
That that lady's legs are
2:01:02
really weird. I mean --
2:01:02
Yes. -- I'll just come out and say Taito. It's
2:01:05
true. They are weird.
2:01:07
But
2:01:07
fun. Anyway,
2:01:08
yes. Thanks, guys, for
2:01:10
sharing your thoughts on title games. We will
2:01:12
definitely reconvene at some point. Maybe
2:01:14
a game developers conference that
2:01:17
that period, I don't know. but there's
2:01:19
there's so many more title games to talk about,
2:01:21
and I'm looking forward to it already.
2:01:23
Okay. So hopefully, everyone at
2:01:26
home enjoyed this. And if
2:01:28
you have missed out on the
2:01:30
two previous Caito episodes, although we didn't go as much into as much detail on
2:01:32
per on a per game
2:01:35
basis as we did here, there's
2:01:38
still some really important stuff in there,
2:01:40
stuff like arconoid bubble
2:01:42
bubble, space invaders, jungle king,
2:01:44
you know, some some interesting
2:01:46
stuff. So you can check those out by going to
2:01:49
pay to, yeah, Patreon and subscribing
2:01:51
to Retronauts podcast
2:01:53
for five dollars
2:01:56
a month that gets you the exclusive
2:01:58
the patient exclusive tier, which means you can go back and listen
2:02:03
to, like, three years worth of biweekly episodes that are
2:02:05
only for patrons that include the
2:02:07
first two titled episodes, Taito
2:02:10
a lot of other stuff, plus there's weekly columns,
2:02:13
many podcasts, plus there's discord
2:02:15
access. It's a pretty good deal
2:02:17
for five bucks a month. If you're not into
2:02:19
that, you just wanna support the show. You can throw three bucks
2:02:21
our way and then you get each podcast episode
2:02:23
a week early. with
2:02:26
a higher bit rate quality than on the public
2:02:28
feed and no advertisements. So
2:02:30
there's appeal to that too. Otherwise,
2:02:32
you can always just, you know, listen
2:02:34
to us for free. That's fine too. As long
2:02:36
as you're listening, we're happy. So that's the
2:02:38
pitch for retro knots, retro knots at patreon dot
2:02:42
com slash retro knots. Gentlemen,
2:02:44
how about yourselves? Ray, where can we find
2:02:46
you and your works on the Internet? Okay. Well, since
2:02:49
the world of
2:02:51
social media is kind of in
2:02:54
a turbulent spot as we record this. I will start first with just some of the creative
2:02:56
things I do. So there's
2:02:58
my podcast. No more whoppers. I
2:03:02
do with my friend Alex. He lives in Japan.
2:03:04
I live in America. We talk about that and
2:03:07
also some video game stuff. That's just at
2:03:09
no more whoppers dot com. You can find all our links
2:03:11
to stuff there. We have a nice Patreon
2:03:13
as well. And of course,
2:03:15
I do make games or try to make
2:03:17
games. I have a game company called bipedal
2:03:19
dog. the for that dog. And once again, you can
2:03:21
pretty much find all the cool stuff
2:03:23
I'm doing there.
2:03:28
But mainly, I've been on Twitter as RDB
2:03:30
AAA, but you can find me on pretty much
2:03:32
all of the other
2:03:35
alternatives, I think, as RDBAAAA
2:03:38
In fact, I'm a co host. That's co host dot org slash RDBAI
2:03:40
just posted about
2:03:43
collecting all eighteen of the Nam
2:03:45
Cotton original Famicom releases, hold a numbers Nam Cotton games. because why
2:03:48
not? The yen was plummeting. It
2:03:50
seemed like a good idea at the
2:03:52
time. And
2:03:54
now I have a nice little shelf that I can
2:03:56
fill out with Famicom games. So There's
2:03:58
a lot of little
2:03:59
series are very
2:04:01
appealing. Yeah. don't
2:04:02
they all have the nice little clamshell cartridges as
2:04:04
well? Yes. But I was
2:04:07
okay not getting the well,
2:04:09
actually not of them have clamshells. No. These these
2:04:11
early ones are just paper boxes, but I was okay not having the boxes because that is an expensive proposition. Fair enough. Yeah. I
2:04:13
think I think only a few
2:04:15
of the clamshells Araki
2:04:19
of the early games ended up in clamshells. I know that these clamshells
2:04:21
are so cool. They are. They're really
2:04:24
nice. Yeah. They're mostly games like like you you see
2:04:26
them at the store and it's like, oh, here's
2:04:28
now co classic or, you
2:04:30
know, here's some game that I don't actually care about. It's not -- Yeah. -- you know, it's
2:04:33
Doug or Zevius
2:04:36
or something. Oh,
2:04:38
well. Yes, indeed.
2:04:39
That that's a cool that's
2:04:41
a cool concept though, everyone should check
2:04:43
it out. Go
2:04:46
see, raise, collecting boys. was
2:04:48
deep Brandon, how about
2:04:49
yourself? Yeah. Let's see. I got
2:04:52
a podcast as well.
2:04:54
It is called insert credit.
2:04:57
It's podcast with me and Tim Rogers of
2:04:59
Action button and Frank Fawlty of
2:05:02
the video game history.
2:05:04
videogame history foundation,
2:05:07
nation and
2:05:08
we talk about we we
2:05:10
answer questions within six minutes or
2:05:12
else a horrible buzzer happens.
2:05:14
That's that's what we do on there. And it's
2:05:17
pretty fun. We talk about
2:05:19
obscure nonsense, but in
2:05:21
a very structured manner. And I also
2:05:24
have a game development company called
2:05:26
Microsoft Games. You can check out
2:05:28
our games,
2:05:31
Hyper Gun Sports, which is an
2:05:33
arcade action cyberpunk volleyball with guns game
2:05:36
that's coming
2:05:39
out in the near future. You'll probably be seeing something
2:05:41
about that in the future at
2:05:43
some point. But that you can wish
2:05:45
list that on Steam. We also have Deaman
2:05:48
School, a tactics, RPG,
2:05:50
and it's j RPG ish kind
2:05:52
of a thing that's been
2:05:54
doing surprisingly well. It's the first
2:05:58
video game I've ever had where
2:06:00
it's just getting, like, fans
2:06:03
that I
2:06:03
didn't have
2:06:05
to tell to go be fans
2:06:07
of it. Oh my god. Oh, that's the dream. Yeah. Peep people are like spontaneous
2:06:12
doing fan art of our
2:06:14
n p c's and stuff. It's like, this this is a whole whole new world for me that I've never experienced where people
2:06:17
are actively interested in one of
2:06:19
our video games. So that's Dean
2:06:23
in school. You can wish that list that on Steam as well.
2:06:25
I I will say about Dean
2:06:27
in school that
2:06:29
I I saw it out of the corner of my
2:06:31
eye walking past it at Pax West
2:06:34
a few months ago. And it's
2:06:36
the one game that stopped me
2:06:38
in my tracks and made me say, What
2:06:40
is this? I mean, I realized, oh, this
2:06:42
is Nicrosafety. This is this is Brandon's game. Wow. That's amazing.
2:06:46
You just nailed that PS one early RPG style,
2:06:48
like that that just the whole
2:06:50
vibe and aesthetic. I'm really looking
2:06:53
forward to that one. Thanks. Yeah. We were
2:06:55
actually kinda going more for I
2:06:58
mean, not that it's super
2:07:00
significantly different, but a
2:07:02
little more on the Saturn end of things with our, like --
2:07:04
Fair enough. -- 2D3D
2:07:06
mixture, but also the way that we
2:07:11
have, like, our explosions and things
2:07:14
are all physically modeled polygons with textures worked on top of
2:07:16
them and then
2:07:19
made transparent. Like, we're
2:07:22
doing a lot of weird weird stuff to try to get you into that vibe. But I'm glad it I'm glad it's
2:07:25
working. Yeah.
2:07:28
Pex was A
2:07:30
lot of people played it at packs. It was wild
2:07:32
wild times. And then you
2:07:34
can find me on Twitter
2:07:37
as long as it exists at
2:07:39
NecroSofti. some places. Who who knows
2:07:42
the rest of who
2:07:44
knows what's gonna happen out
2:07:47
there? But yeah. Oh, also,
2:07:49
we have a a delightful forum, forums dot insert
2:07:51
credit dot com, where we talk about video games
2:07:53
and music and stuff. My
2:07:55
my version of
2:07:59
raise a weird spend is I in
2:08:02
Japan, I just went hog wild
2:08:04
on records about a lot
2:08:06
of Sure. Yeah. Records. I I brought I
2:08:08
brought a hundred fifty pounds of stuff
2:08:11
back home with me. Jeez.
2:08:14
Sounds This
2:08:15
is it. It's it's one of those things
2:08:17
where you're like, I really regret doing this
2:08:19
while you're doing it. Yep. Yep. But
2:08:21
but then when it's in your
2:08:23
house, it's like, well, Thanks for suffering. Pass
2:08:25
to me. I made it. Yeah. I got here. I had like a
2:08:27
back I had a backpack
2:08:30
and two roller bags and
2:08:33
the backpack itself was was thirty five pounds and just and and all
2:08:35
the weight was right on my shoulders only. It was real
2:08:40
stupid. It was not my best choice, but,
2:08:42
you know, it is what it is. Anyway, yeah,
2:08:47
Lot of records.
2:08:47
It's it's it has been a very good
2:08:49
time to purchase items from Japan. Tell
2:08:52
you
2:08:53
are you
2:08:54
what. Anyway, went off the rails. As long as you can find him. That's me. Yeah.
2:08:56
As long as you can find him. My my
2:08:58
problem is that I'm looking for stuff that's,
2:09:01
like, way way in the weeds.
2:09:03
So Oh, yeah. It's a daily
2:09:05
search. I got my my Baei and Macquarie. What what's one
2:09:07
thing you're looking for? Just curious.
2:09:10
I'm trying to find
2:09:12
the Casio
2:09:14
PB one thousand library, CID. Mhmm.
2:09:16
And, like, two thirds of those are pretty
2:09:18
easy to find. The other one third,
2:09:21
who
2:09:21
knows if I'll ever see them?
2:09:23
They don't work for auctioned anywhere. Yeah. There's there's a lot of stuff out there that's
2:09:25
just
2:09:28
like it
2:09:28
might not be expensive when you find it, but you just
2:09:30
you just can't find it. It's just not nobody
2:09:33
is even thinking
2:09:35
to sell it. And -- Right.
2:09:38
-- when I was out there last
2:09:40
time, I was looking for VHS tapes. And and
2:09:42
this may be informative to your experience here because
2:09:46
folks,
2:09:46
I I was talking to a bunch of
2:09:48
different nerds in a bar because it
2:09:50
was a Kaiju bar. So there was
2:09:52
like a Kaiju nerd. there was a
2:09:54
figurine nerd. There was an idol nerd. There were just a bunch of different kinds of people.
2:09:56
And I was like, I'm looking for VHS
2:09:58
tapes, and they all were like oh,
2:10:03
I understand that you have a mission and I need
2:10:05
to help me succeed in this
2:10:07
mission because they could see
2:10:09
the similarities we had
2:10:12
nerd wise. And they
2:10:14
were just looking around for places. And while we were while they were looking
2:10:17
and not
2:10:20
finding much, I was talking
2:10:22
with the owner who is the wife of a, like, a sentai movie
2:10:28
director. does a
2:10:30
lot of, like, common writer kind of stuff. And she was saying that it's just really
2:10:36
unfortunate that most of
2:10:38
the VHS tapes that they had, like, VHS was a thing
2:10:41
there, but then
2:10:44
it cut kind of supplanted by
2:10:46
laserdisc and then much more by DVD. And there were just a couple
2:10:48
of years like two thousand
2:10:49
and five and then again in
2:10:51
two thousand ten, where
2:10:54
all this stuff was just getting left out front of shops
2:10:56
where they were like Taito it or we're
2:10:58
jacking it. And just a whole bunch
2:11:01
of that stuff, like all the the Visa
2:11:03
Cinema straight to video stuff in Japan.
2:11:05
A lot of it just went
2:11:07
into landfill and was
2:11:09
just because space is at a
2:11:11
premium and they were just dumping things and and getting rid of it by
2:11:13
the by the dumpster
2:11:15
full. Very sad, But
2:11:19
this this is the struggle when you're
2:11:21
looking for real obscurities. Like, I'm
2:11:23
trying trying to find
2:11:25
the the last Bronx VHS straight to
2:11:28
video movie. You know, last
2:11:30
last Bronx, the Saturn game
2:11:32
got a live
2:11:35
action straight to video. movie.
2:11:37
You can watch it on YouTube,
2:11:39
but I wanna I wanna have the tapes so
2:11:41
I can watch it on my CRT and and
2:11:43
undigitize version. But it
2:11:46
it just never shows up. Sadness. So
2:11:48
I wish you the best of luck
2:11:51
with that Jeremy Perry. Thanks.
2:11:53
I appreciate it. I think it
2:11:55
will happen eventually. It will just
2:11:57
take a while. Anyway, sidetrack,
2:11:59
but that's okay. Thanks everyone
2:12:02
for listening. not gonna tell you where to find me on the Internet because
2:12:04
you hear this podcast every week. You
2:12:06
know you know where I am. So
2:12:09
with that, I will thank you guys again
2:12:11
and look forward more in the future. Thanks everyone.
2:12:13
Be sure to check out the previous
2:12:15
two Titan episodes and
2:12:18
look forward to the next twenty.
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