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Archive for the ‘Turbografx-16/PC-Engine/CD’ Category

Altered Beast Review

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Altered Beast was a game that lived in screenshots.  Like it or not, the arcade System 16 classic was less known for the roller skating rinks, bars, and bowling alleys that it was intended to get popular on and instead became the poster child for early Genesis advertising.  I say this as someone who was under 10 years old at the time it premiered, though, so perhaps it was burning up the arcades, but all I seem to remember was it coming home.  I did get a chance to play the title in coin-op form at my local bowling alley, but after a handful of attempts that never got me further than the second level I gave up on replaying the game.  When it came home, however, I needed it on my Genesis and I replayed it constantly.  In fact, for a game that is not only easy but also quick to complete (probably about 30 minutes), I find myself replaying it more than most other games from my past.  This even more odd given that, sadly, Altered Beast is not a very good game.

altered_beast_arcade_beast_modeThe premise is that of a centurion of Greece brought back by Zeus to save Athena, his daughter, who has been kidnapped.  Upon your resurrection, you now gain the ability to take the form of different animals in a sort of “were-” hybrid (werewolf, weredragon, werebear, etc) that can be accomplished by collecting power-ups in the level.  Beyond that Altered Beast is nothing more than a walk to the right and beat up everything in your path game, often known today as a brawler, but given that it pre-dates most of the Konami licensed brawlers and Capcom’s Final Fight, it was significant for the time.  Levels can vary in length, but if you know the game in the least – and what needs to be done – you’ll clear each one in 5 minutes or less.  Given that there’s only 5 levels, that’s a short time span.  When I refer to knowing what needs to be done, that’s the need to destroy the albino wolves in each level, which contain the power-ups needed to make your character’s strength grow and eventually trigger “beast mode.”  Each level rotation has 3 albino wolves and it takes 3 power-ups to go into beast mode, so you have to do it right the first time through or go through another rotation of the level that is usually harder than the first.  Beast mode refers to your character transforming into the aforementioned were-beasts from earlier and has even crept its way into pop culture as a meme.  While there are new enemies in each level, they all take basically the same amount of hits to defeat and aside form some basic change in behavior, don’t differentiate very much.  That’s still not to say this game didn’t have talent behind it because designer Makoto Uchida would earn some notoriety for his future work on Golden Axe and a personal favorite Dynamite Deka (Die Hard Arcade series).  Co-designer Hirokazu Yasuhara is even more notable with his planning and design on the early Sonic the Hedgehog titles before moving on and being involved in the design of Jak & Daxter titles with Naughty Dog and eventually the first Uncharted.

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Written by Fred Rojas

February 1, 2016 at 11:00 am

Street Fighter (Fighting Street) Review

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One of the most common questions I have been asked in regards to fighting games is, “why is Street Fighter II a sequel?  Where is Street Fighter?”  An understandable question, especially when you consider that the original Street Fighter was released in arcades a whopping four years later, plays completely different from its sequel, and was called Fighting Street in its only US console release (on the Turbografx-CD no less).  If you’re a fan of Street Fighter II, the concept of getting to see where the series starts is tempting to say the least (and now completely possible without expensive hardware thanks to the virtual console and Capcom Collection), but you’ll soon find that Street Fighter is much more of a proof of concept rather than a fighting game that pre-dates the record setting sequel.

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Written by Fred Rojas

August 11, 2015 at 11:00 am

Podcast: Test Your Might

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This week Fred and Jam are throwing around fighters of the 90s (that aren’t Street Fighter II or Tekken, we did a show for those already).  In the 1990s, the fighter genre was the most popular type of game available (like First Person Shooters today), and among those that have withstood the test of time there were plenty of others that played the field.  From Mortal Kombat to Soulcalibur you had plenty of arcades (and home ports) to drink your quarters in arcades.


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Podcast: Ghouls, Ghosts, ‘N Goblins

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This week Fred and Jam are discussing the Capcom series Ghosts’N Goblins (or Makaimura if you prefer).  Easily one of the most punishing franchises ever created, the boys tackle the trials and tribulations of Sir Arthur on a never ending quest to save his girlfriend.  Along the path he will traverse to various worlds, see terrible beings, and of course battle the many derivatives of the Devil.


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And just for fun, have a video of me cussing out the original for two hours:

[youtube http://www.youtube.com/watch?v=CPxGIsUrEB0]

Retro Game Night: Splatterhouse

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This week Fred is playing two versions of Splatterhouse.  The first is the US Turbografx-16 port of the Japanese arcade title, slightly modified to avoid lawsuits in regards to lead character Rick’s similarity to Jason Voorhees from Friday the 13th.  The second was only released in Japan on the Famicom (NES) due possibly to some even more obvious legal concerns.  It was titled Wanpaku Graffiti.  Enjoy!

Written by Fred Rojas

October 4, 2014 at 11:22 am

Podcast: Data Easy Meets West

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No it’s not a typo (just an inside joke), but we are actually talking about Data East and Data West.  This includes the games they developed, published, and even the pinball titles available.  It may not seem it, but Data East was a limited and significant developer of the mid-late 80s and just about all of the 90s.

Special thanks to Retronauts Episode 88 (1up Run), Brandon Sheffield (and his blog/podcast Insert Credit), as well as Topless Robot for your Data East and extensive Data West information.

Also be sure to check out the ASCII RPG/roguelike Sanctuary, for free, at the following address: http://blackshellgames.itch.io/srpg


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Written by Fred Rojas

June 25, 2014 at 12:50 pm

Podcast: One Disc to Rule Them All

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This week Fred (@spydersvenom) and Jam (@Jamalais) are celebrating the compact disc, or CD.  Aside from the various movie and music industry uses, commercial CD video games changed the face of gaming and drastically increased potential content in retail games.  Join us as we make new site announcements and celebrate one of gaming’s most pivotal technology upgrades.


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Written by Fred Rojas

March 19, 2014 at 1:02 pm

Podcast: Twas the Night Before Xmas Part 2

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This year we celebrate more releases of Christmas time with special guests Rob “Trees” (@TreesLounge00), Shawn Freeman (@Freemandaddy5), and special guest Yomar “Yogi” (@Yogizilla).  With a goal of 1991-1996, we only make it through the first half of 1994 but it’s a fun ride through the biggest titles of the 16-bit era.  Merry Christmas everyone!


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And as a bonus we have a special Christmas card from Jam:

Written by Fred Rojas

December 24, 2013 at 8:17 pm

Podcast: Devil’s Castle Dracula

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This week Fred is joined by Allen (@tearsofafeather) to discuss the Castlevania franchise.  As a fan of both this show and Castlevania, Allen assisted in talking about the vast adventures of the first six titles for the Belmont clan (Castlevania I-IV along with Rondo of Blood and Bloodlines).  Join us in one of the most technologically advanced and entertaining horror action platformers ever released.


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Podcast: CIB – Complete in Box

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This week Fred is joined by Chip Cella of the B-Team and Derrick H of All Games and Dead Pixel Live fame to discuss how games used to come packaged.  This includes the box, instructions, and a bunch of freebies we pay good money for today.

Opening Song – Joe Esposito You’re The Best

Closing Song – Iron Maiden Run to the Hills


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Written by Fred Rojas

September 11, 2013 at 11:00 am

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