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Chrontendo Ep. 49 Captions.txt
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Chrontendo Ep. 49 Captions.txt
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Yes, after long delays, here it is:
Chrontendo Episode 49
(only one more episode away
from our 50th episode - yay).
So today we're gonna finish up
September 1989 and move into October,
surprisingly enough.
However we still have to pass
through some rather murky waters,
om, as we finish up
September U.S. releases with
three games from L.J.N., including
a rather infamous movie adaptation.
But we also have a very fondly
remembered game from Capcom [and]
also an actual game published
by Nintendo, themselves.
We will also see another installment
in one of my favorite ever game series.
(Yep! It's another
"Fist of the North Star" game).
Alright!
With that said, let's get started.
There were a total of six games
released on September 29th
and we covered two of them
last time, including "Uninvited",
and we'll start today
with the remaining four,
including "Thunderbirds"
from Pack In Video
(who tended to specialize in
T.V. and movie license stuff).
We've already seen "Rambo"
and, uh, "Predator" from them.
This intro has some nice
multi-layer scrolling effects.
Obviously, "Thunderbirds"
is based on the well-loved
1960s British T.V. show
of the same name.
While it's more of a cultural
touchstone in the U.K.
than it is in the United States,
I suspect that most people
who grew up in the '70s or '80s
encountered it at some point.
It was a somewhat, uh,
common sight on American T.V.
via syndication,
during those decades.
The original T.V. show was
broadcast from 1965 to 1966;
the original series
only lasted 32 episodes.
Created by Gerry
and Sylvia Anderson,
Thunderbirds was one of several
T.V. series to feature, uh,
"Supermarionation", which basically
means, uh, fancy-ass marionettes.
Others from them included
"Supercar", "Captain Scarlet",
uh, and "Fireball X.L.5".
The Thunderbirds consist of Jeff Tracy
(in the bottom corner there)
and his five sons,
each of which drive a, uh,
super high-tech
"Thunderbird" vehicle.
Oh my God!
Why are you jacking off
in front of your kids?
The story here is
that the Thunderbirds
arch-villain, The Hood...
(who was sort of a stereotypical
Fu Manchu/Yellow Menace-type villain)
...he's gonna' start, uh,
wrecking shit, using meteors.
Hood gives the Thunderbirds
a 60 day deadline to turn over
their, uh, special
Thunderbird vehicles to him.
As a result, "Thunderbirds"
doesn't have a life system,
but rather a time limit.
You have to finish the
game in sixty days
and you can die as many times as you
want, in that sixty day time period.
We've seen some pretty good
Shoot-'em-Ups, um, for the N.E.S.,
but this is definitely
not one of them.
It's about the most generic uninspired
thing you can possibly imagine.
Ships fly down at you and you shoot them;
there's also turrets, and tanks, and things.
The tanks are actually super annoying,
since their projectiles move very fast.
[They're] pretty much impossible to
dodge, if you just happen to be in their
line of fire, so you'll have to memorize
where the tanks are going to appear).
There's a very basic power-up system.
You can upgrade your main gun
twice and get two orbiters
that act like "Gradius"-style options
or little planes that fly next to you,
as in the, uh, "1942" games,
and... that's about it.
When you die, "Brain"
(the Thunderbirds science guy)
chides you for damaging the ship.
Despite, uh, seeing your ship
explode into a million pieces,
Brain says it can be
repaired in three days.
So the sixty day timer counts down
every time you complete a level,
and loses three days
every time you die.
Also, getting killed returns you all
the way to the beginning of the level.
I didn't encounter any bosses, exactly,
in this game, but many levels end
with some kind of roadblock that
you have to fight your way through.
The game is not strictly linear;
you can select the order in which
you visit the different locations.
Depending on the type of
location, you'll be given
one of the five
Thunderbird vehicles.
Oh, God, I hate this level!
Is this game trying
to make you vomit?
Geez! That's some laser!
For a game based on a T.V. show, the
narrative structure is pretty weak.
The levels feel kind of pointless.
A level begins,
you shoot some guys for a bit,
and then the level just ends
and you get some dialogue
explaining that now you've gotta'
travel to some other part of the world.
The levels' themes are mostly
just borrowed from better shooters.
This looks like "1942" or one
of Toaplan's military shooters.
So, basically, it's just a bunch of
completely uninteresting shooter levels,
kind of tossed together, and a
licensed property slapped on top.
For some reason it was deemed worthy
of a U.S. release by Activision,
who kept the name "Thunderbirds"
and the characters' [names],
but didn't otherwise reference
the T.V. show anywhere in the
packaging or the manual,
even altering the iconic logo.
I'm not even sure why
this game was created.
Thunderbirds were hardly
a fresh property in 1989
and there wasn't a remake or anything
happening at [that] time, as far as I know,
so this does seem like kind of a strange
choice for Pack In Video to put out.
So, just like another game
we'll be seeing later this episode,
it was a pretty strange choice
to license, for a video game.
Let's move on to a
somewhat better shooter.
From our good buddies, Konami,
it's "TwinBee 3: Poko Poko Dai Maou"
(or "Great Devil King, Poko Poko").
Real quick, let's take a
look at the menu screen.
There's an Options
menu at the bottom.
Here, we can choose, uh,
two difficulty levels:
Easy (which is... pretty easy, and
that's [what] we'll be playing today)
and Hard (which is pretty damn hard),
but no Normal difficulty.
So, here you pick your ship
(either TwinBee or WinBee)
and choose how many lives ya' have.
For the purpose of my sanity,
I'll give myself ten lives.
You can also pick which stage
you wanna' start on.
This is the third and last
TwinBee game for the system.
Earlier, we saw the, uh,
the first "TwinBee" game,
which is a port
of the arcade game.
Then, in 1986, there was a
console-only sequel "Moero TwinBee";
this was released
in the U.S. as "Stinger".
Now, three years later,
we have "TwinBee 3",
which I'd say is
better than the first two.
The main distinguishing factor in TwinBee
is the system of collecting bells.
When you shoot clouds, bells pop up;
gold bells give you points.
Shooting the bells will change the color.
For example, blue bells are speed-ups;
white bells give you a double shot.
If you keep shooting them,
you can get even more options.
Um... However, this can be a
bit tricky (uh, shooting them)
when you're also in the middle
of shooting at enemies
and trying to dodge them.
It is very easy to
accidentally shoot the bell
and change its color to
something that you don't want.
And one very, essential part in
TwinBee is to avoid the blue bells.
Getting a few will speed
you up sufficiently,
but accidentally continuing
to, ah, pick them up
will make your ship way too
fast to accurately control.
TwinBee uses a "Xevious"-like
double weapon system.
Um... You fire your main
weapons at airborne enemies
and drop bombs
on ground enemies,
complete with a little
"Xevious"-style targeting reticule.
Bombing things will
sometimes reveal hidden items
(like a question mark that
destroys all the enemies onscreen
or, here, a better weapon power-up).
You can get a laser beam
weapon from the bells,
but the spreadshot is only found
in a few places in the game,
when you bomb the correct item.
Probably the best part about
"TwinBee 3" are the bosses.
They're actually all
quite odd and creative,
in a very sort of goofy way,
such as this guy:
a, uh, leather and spike
clad Buddha,
who divides into smaller and
smaller versions of himself,
as you, uh, wear down his health.
After, uh, beating a boss, you can
(under certain conditions)
play a bonus level to collect
yellow bells for points.
And this is pretty much
the extent of the game.
Uh... Each level
has a different theme.
This is a sea-themed level.
You can drop bombs on starfish,
shoot jellyfish and whales,
and also large white butterflies
for some reason
(which are normally not
found out in the ocean).
The boss is quite odd;
these three guys are
performing a musical number
and the music is
actually pretty wild
'n' the whole, uh, boss fight
is actually reasonably amusing.
As I mentioned,
Easy mode is pretty damn easy.
A couple of reasons for this,
aside from the enemies being
much less aggressive,
is that you can actually
take three hits before dying.
The first two hits, uh, will
blow each of your arms off.
When this happens, a health refill
will drop, which restores your arms.
When you do die, you can,
uh, keep your power-ups,
if you go grab the spirit
of your [departed] ship
before it flies away to heaven.
This boss is also
pretty creative and amazing;
um... you shoot out the little
fellows living in the dragon's teeth.
The fourth and last regular stage
is a, uh, so-called dungeon level
(though [it] looks like it takes place
in a mine, rather than a dungeon).
It then moves into a flooded
area with Roman-style columns.
Again, [I'm] not really sure what
the theme is supposed to be, here.
Ah... And here we have, uh,
this very rare torch item,
which does nothing upon getting it,
but then the next bell you hit
will drop a power-up for
temporary invincibility.
The least interesting boss follows:
a sea serpent which simply pops up
and shoots lightning at you
(really nothing too special, there).
Finally, we get to the last level:
a surreal level full of magic hats,
cannons, electric fans,
playing cards, and Jack o' Lanterns.
It's pretty frantic, since
cannonballs are indestructible
and the fans will cause you to
sort [of] lose control of your ship
and sort of push you
around a bit on the screen.
However, this isn't nearly
as interesting-looking
as the earlier levels,
with its plain green and blue,
uh, checkerboard design.
The final boss, however,
is absolutely nuts looking;
I mean, just look at this guy.
It's not immediately
obvious what to do,
but it's simply a matter of
shooting out the bottom of
the floating island
he's sitting on.
And, the fact this is so easy is...
makes this final battle,
kind of, a little anticlimactic.
"TwinBee 3" is hardly the
best shooter on the FamiCom.
On the other hand,
compared to all the other
mostly terrible shooters we've been
seeing lately, it's pretty playable!
(I wish they hadn't put that large
bar at the bottom [of] the screen
that shows your score, as it takes up
quite a bit of, uh, vertical space.)
It's cute, the levels and
enemies are mostly charming,
it doesn't feel
unreasonably unfair or cheap.
Quite frankly, the TwinBee series
wouldn't really take off until
the next arcade game,
um, "Detana TwinBee",
which we'll see on
the, uh, P.C. Engine.
Either way,
it's still a lot better
than the other two
shooters this episode.
Alright, moving right along, here,
here's one from Sunsoft: "Maharaja"
(a rather unusual Adventure game
that's, like, got all
mixed up with an R.P.G. game).
While it was published by Sunsoft,
I think it may have
been developed by Quest.
Now, this was never
released outside of Japan,
but we do have a fan translation,
here, that'll sort of help us
appreciate the game a bit more.
Checking out, like, the...
the graphics, you'll see
some of the character design
in this is actually pretty good.
So, apparently there were, uh,
limitations in regards to
the number of characters
they could squeeze in
on the menu panel
on the left hand side.
Thus, uh, for example, om,
"see" becomes "S.E.",
"show" becomes "S.H.O.",
and... and so on.
I guess they, om,
when they translated this,
they didn't... they didn't
actually do the hacking to, like,
you know, change the, uh,
the character width,
or something like that.
So, you happen to find, uh,
the Maharaja's box in a river.
You bring it to the Maharaja,
who treats you as an honored guest.
However, that night
a princess reveals to you
that you are going to be
killed the next day
in some kind of, like, sacrificial
rite, or something like that.
Um... So far this is a very
by-the-numbers menu-based Adventure game.
Om... The first thing you do, here,
is to find your way out of the palace.
There's no obvious way out,
since the only exit is guarded,
um, but eventually you'll figure out
there’s, like, a hidden door
that can be unlocked
by moving a statue.
And you are, of course, um,
some kind of chosen one,
who's destined to save the
world or something like that.
Um... The actual game world
is set up just like many
many other Adventure games.
There's basically a series of,
uh, sort of, connected screens
you can travel among,
using the menu commands.
So, for example, from the Swami,
you can move to the town square,
and from there you can go one step
over to the weapons shop, or ...n...
in another direction to the inn.
And there's a shop that sells,
like, consumable items as well.
Also, right next to the
town square is a jungle.
And, uh, here you...
is where you can actually find
enemies and random encounters.
These battles work
just like every other J.R.P.G.
Um...
There's a menu option to fight.
Eh... You can use magic,
use items, and so on.
You'll gain both gold and
experience from winning battles,
and as you gain levels,
you can learn spells
(or mantras, as
the game calls them).
Now, once you figure out
you can bribe Ganesha
by giving him an item,
you'll be able to talk to Shiva,
who has, sort of, like, an...
an animé character face, here.
Now, whenever you talk to him,
you can learn new mantras
if you've reached
the sufficient level.
The first two are a Heal spell
and a Teleportation spell,
which are actually, uh, pretty
useful, when you think about it.
After that, there's lots of
other spells that can be used in battle,
such as a fireball spell and
a spell that freezes an enemy,
or one that prevents them from
using magic and... and so on.
Pretty much, kind of, very,
sort of, typical J.R.P.G. spells.
So, this hybrid Adventure game/
R.P.G. system is pretty unusual.
There were a couple other games
that attempted similar ideas
(for example Square's 1987 F.D.S.
game, "Cleopatra no Mahou",
which we covered back in Episode 20,
and "Kujaku Ou" from Episode 35).
Now, one issue, here, is that,
unlike the giant overworlds
found in R.P.G.s, the area in which
you can move around is somewhat small.
I mean, everything’s, like,
really really close.
You don't actually
move around a lot.
The jungle is the,
uh, the first place
in the beginning of the game
you can actually encounter enemies,
but it's not that big - only
around six by six squares.
So, you have to spend
a great deal of time,
being... just, sort of,
like, you know, going...
going back and forth, in order
to actually gain a few levels.
There's really not much, like,
exploration of the world in this game.
Eventually, you'll
find the towers,
if you take the correct
path through the jungle.
The enemies in the Iron Tower
are quite a bit stronger,
and you'll need to gain several
more levels to get very far.
So again, you need to
grind in the Iron Tower.
As far as dungeons go,
the towers are pretty dull.
They're simply a, uh, a... a
regular straight path going forward,
with a constant stream
of enemies at each step,
and then a boss
battle at the end.
So, once you get all the way
through the Iron Tower,
you'll find an item, om, in a
chest that will unlock the door
connecting the Iron
and the Silver Towers.
But to leave the Iron Tower,
you have to backtrack
all the way to the front door.
Then the only way into the
Silver Tower is to go all the way
through the Iron Tower again,
and then travel down the long hallways
of the Silver Tower, and so on.
So, these rather long,
completely linear dungeons
are actually pretty
damn monotonous.
"Maharaja" doesn't really satisfy
as an R.P.G. or Adventure game.
There's not really much exploration,
as I mentioned;
there's nothing really in
the way of puzzle solving.
It's a...
it's a very curious oddity.
And it's not exactly poorly made.
I mean, the quality of everything
seems relatively high,
but the, sort of, lack of
variety may frustrate you.
One last Japanese game from September:
It's "Meiji Ishin", from Use Software
(publishers of such terrible
crap as "Bats & Terry",
which made my
Worst Famicom Games video).
So far, none of the games we've seen
from Use have even been remotely good.
This one, however, is
at least a little weird.
It's sort of a combination Adventure
game and Military Strategy game.
It's basically
two different games,
sort of, stitched together
into a Frankenstein game.
"Meiji Ishin" is what we call
the Meiji Restoration.
That is the period in the late
19th and early 20th century,
which, uh, resulted in
the overthrow of the shogunate
and the reinstatement, um,
of the Emperor as the actual
ruling power in Japan.
Obviously this game
is very Japanese-heavy
and will not be [of]
much interest to most of us,
but we will still take a
quick little look at it.
I think you might be
playing as Saigō Takamori
or some other historical figure
(not sure who, exactly).
The first part o' the game has you
traveling to Edo to gather allies.
The second half
switches over to
a simple math-based
Military Strategy game,
based on, I think, the Boshin War
of the 1860s (I'm not sure).
Not having the patience to
get through this, you know,
kind of a long game,
I'll be looking just
at the first half, today.
You have the typical action menu on
the right hand side of the screen,
with the, uh, standard options
of Move, Look, Talk, et cetera.
The opening section [of] the game
is basically one of those, you know,
"press the A button to advance"
kinda' deals.
You might call it a
"walking down the road"-
simulation game,
because you do a lot [of]
walking from town to town.
You often need to speak to a guard,
each town, and show your pass or something.
You'll also have these very
uneventful encounters along the road.
Uh... At one point someone
comes up behind you,
and keeps tapping [you] on the
shoulder until you turn around.
Good stuff.
Eventually some excitement happens when
you get trained in the combat system.
Later in the game you'll
actually encounter enemies
and need to fight them, and
this guy trains you how to fight.
When green or red dots appear,
you need to press the D-Pad
in the correct direction
and hit the correct button;
green dots are defense
and red are offense.
So, doing these correctly
will keep [you] from losing life
and will cause you to