Archive for the ‘Turbografx-16/PC-Engine/CD’ Category
Podcast: Twas the Night Before Xmas Part 2
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:
Podcast: Devil’s Castle Dracula
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.
Podcast: CIB – Complete in Box
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
Podcast: Are You One of Us?
This week Fred flies solo to discuss the short live but highly coveted niche console the Turbografx-16. With an 8-bit processor and a 16-bit graphics card this Japan-centric console by NEC only hung around for 4-5 years but has a cult following almost as intense as Sega. This episode covers its release, different versions, Japanese counterpart the PC Engine, and of course the expensive CD expansion and games.
Hardware Profile: Game Cartridges
It’s hard to believe, but the typical cartridge game began to phase out of gaming in 1995 when the new wave of consoles and the subsequent movement to disc-based media began. I’m sure plenty will be quick to point out that the N64 was a cartridge-based console, but I truly believe this decision was the result of Nintendo not wanting to give up the control over manufacturing and sordid history making a machine that read discs. This change happened 18 years ago, which means there is a significant number of gamers that are now in their early to mid 20s that have never played games on a cart. This is truly a shame because the versatility of cartridges is much more abundant than most people realize, but the crutch will always be that carts offer little storage for massive prices. In today’s lesson we will discuss what makes up a cartridge, benefits/setbacks, and how the cartridge was used to literally upgrade consoles for more than two decades.
Operation Wolf (Arcade)
Console: Arcade
Released: 1987
Developer: Taito
Publisher: Taito
Ports: NES (1989), Sega Master System (1990), DOS (1991), PC-Engine (Japan Only, 1992), Microcomputers (varies), PS2 (in Taito Legends, arcade version), Xbox (in Taito Legends, arcade version)
Digital Release? Yes – NES Version on Virtual Console (no light gun support, see below)
Operation Wolf is a game I can’t help but associate with Pizza Hut. Taito’s introduction and unique take on the light gun shooter flooded the American franchise so much in the late 80s that I can think of no other place I’ve actually played the game. Of course being a pizza franchise and not an arcade the difficulty was always cranked to the highest and I swear they timed the machine to play approximately half the time it took to cook a pizza so that families with two kids would each play one credit before the food was ready. This title brought more realism to the light gun shooter as you play a member of special forces diving behind enemy lines in Cuba to extract five hostages. Aside from the realistic violence of invading and destroying enemy encampments, this was the first light gun shooter to feature a plot and natural progression as well as a moving, scrolling stage instead of a fixed location. Did I mention it was addicting too?
Mind you, we are still back in 1987, where arcade games were more about providing a specialized challenge with amazing graphics instead of explicitly drinking as many quarters as you’ll offer. The cabinet had a large mounted Uzi machine gun that could only swivel slightly with forced feedback to emulate gunfire kickback, pretty nifty for games of that time. At first glance it seems like a spray & pray title, but as you run out of ammo, die, and get captured you begin to realize you might need a slight bit of strategy. If you die, even if you have another quarter in the machine, you will still need to complete the current level from scratch (although you will now have full ammo and life). Innocent people are thrown into the mix, which you should not shoot, and animals, which you should shoot, for bonus items. Early on there’s not much penalty (as I prove in the video below) for blasting civilians or missing a vulture flying overhead, but by the final levels your screen will have a literal 50/50 spread of civilians and enemies with these animals being mostly your only source of ammo and power. I only do one playthrough in the video, but in truth I replayed this game for a couple of hours of fun. Unlike other light gun shooters before it, this game was less about accuracy and more used the gun as a placeholder for an invisible reticule. This is why most home ports and conversions don’t suffer from controller porting and in truth this type of game has proven to be just as effective, if not more so, with a reticule and controller as opposed to a light gun (which I cover in the home ports below).
Podcast: Game Club – Salamander/Life Force
This week Fred flies solo to discuss the shoot-em-up (shmup) series Salamander, better known as Life Force in the United States. He discusses the various games from the arcade titles to the NES/Famicom port, to even the MSX and PC-Engine (Turbografx-16) ports. Additionally the connections to series Gradius are discussed and the various ways to play the games today. He also announces April’s game club title.
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Supplemental Videos:
Review: Sherlock Homes Consulting Detective (Sega CD)
Console: Sega-CD/Mega-CD
Released: 1992
Developer: ICOM Simulations
Publisher: Sega (Sega/Mega-CD)
Instruction Manual: Not necessary
Difficulty: Moderate
Played it as a child? Yes
Value: $5.99 (used) $11.99 (new) (pricecharting.com) – Price for Sega CD version only
Price: $5.00-$10.00 (used) N/A on US Version (new) on eBay
Other Releases: FM Towns (original release, Japan only), DOS/MAC, Commodore CDTV, Turbografx-16 CD
Digital Release? Yes – an updated version with better video quality released on PC, Mac OS X, and iPad in late Sept. 2012
Sherlock Holmes Consulting Detective is a bit of an anomaly in the realm of video games. Much like Myst, the game premiered on CD-based consoles and computers to show off the benefits of the new technology, but was much less of a game than it was an interactive form of media. A basic interface allowed the player to navigate various options and view content (mostly video) in order to solve one of the popular cases that originally appeared in the novel by the same name. To show off all of the fancy marvels of a multimedia CD-ROM title there was complete focus on showing off content rather than optimizing any aspect of the game for quick playing, resulting in a few simple actions taking ridiculous amounts of time to accomplish. I was recording gameplay videos for this article last night and it took more than 30 mins just to capture the “tutorial” that includes many icons, each with its own slow loading audio (no subtitles) background, and a video from Sherlock Holmes himself. It was so slow-paced and boring to capture, I made the executive decision that it would be even more boring to watch and scrapped the video. Don’t let this discourage you, especially with the re-releases likely having no load times, Sherlock Holmes Consulting Detective is a thought-provoking hybrid between the adventure genre and the full motion video (FMV) game.
Review: Dracula X: Rondo of Blood (PC-E CD)
Console: PC-Engine CD (Japan)
Released: 1993
Developer: Konami
Publisher: Konami
Japanese Title: Akumajo Dracula X: Chi No Rondo – English Translation: Devil’s Castle Dracula X: Rondo of Blood
Instruction Manual: Not necessary – Link
Difficulty: Hard
Played it as a child? No
Value: $83.00(used) Unknown – this usually indicates none have ever been sold (new) (pricecharting.com)
Price: $90-$120 (used) N/A (new) on eBay
Digital Release? Yes – Virtual Console and remake on Dracula X Chronicles (PSP) – $9.00 (VC), $15.00 (PSP) digitally
Akumajo Dracula X: Chi No Rondo is one of those games that you either know about or you don’t. As a side story to the series, appearing on the PC-Engine CD no less, I don’t think Konami ever intended the game to be popular but what it does for the Castlevania formula is worth noting. Rondo of Blood (as it is known in English) follows Richter Belmont, a descendent of Simon and Trevor, in a side story where he seeks out Dracula to recover his girlfriend Annette. It takes place in Germany, I think (I’ve never played the game in English), and the cutscenes even contain German dialogue with Japanese subtitles. Thanks to the RAM and CD format of this title, it also features amazing sound design and an anime-like style. Oh yeah, and until recently it was never released outside of Japan.