Showing posts with label retrogaming. Show all posts
Showing posts with label retrogaming. Show all posts

Tuesday, 5 January 2016

Takara: Masters of the Port Part 1: 1992-1995-JGC Feature

The name Takara is near-synonymous with fighting games. Anyone playing fighters during the 16-bit era likely came across some of their games for the Genesis/Mega Drive or Super Famicom/SNES. Many of these ports were faithful versions of the original games. Many were sub-par ports that were vastly inferior to their Neo Geo counterparts. Japan Game Cave will take a look at some of their best and worst ports from the Neo Geo.

A little bit of background is needed before jumping into Takara's ports. The Neo Geo MVS was released in 1990 and soon made waves across the globe.  An international arcade smash, the technically gifted Neo Geo would soon make its way home in the form of the Neo Geo AES console. Far too expensive for the average consumer, companies began to look for other ways to get the games into the average family living room. Takara would seek to fill that void.

Founded in 1955, Takara would be a major player in the Japanese toy market. Their most successful product would be the creation of the "Transformers". Today, the Transformers empire is valued in the millions. Despite their success in the toy industry, Takara became involved in the growing home video game market in the 1980s. In the 1990s, their main focus would shift to porting Neo Geo games to various platforms.


Released in 1991. King of the Monsters was a fairly successful arcade game at the game. Players take control of giant monsters and battle it out in large city-scapes. Takara ported the game to the Super Famicom and later the SNES. The Super Famicom version features obviously scaled-down sprites and backgrounds, far less detailed than the huge sprites of the Neo Geo original. The game would also make it to the Mega Drive/Genesis in 1993. The game looks arguably worse on the Genesis, with less colours and detail in the backgrounds.

King of the Monsters 2 would also make it to both the SFC/SNES and Genesis/MD. Many say that the sequels are better for both systems, but most give the Nintendo console a slight edge due to the more colourful visuals and better sound. You choose. In any case, it can be argued that despite weaker visuals, King of the Monsters 1 and 2 made it home mostly intact.







Garou Densetsu (Fatal Fury in the West) is one of
SNK's most beloved franchises. Released into arcades in 1991, the Neo Geo original was one of the first major fighting games to challenge Street Fighter 2 and its dominance. The game would come home to the SFC in 1992. Like King of the Monsters, Garou Densetsu would take a graphical hit coming home. Sprites are again noticeably less detailed than the Neo Geo. However, like most SFC/SNES games, the sound is quite good, making effective use of the SFC's sound capabilities. The Mega Drive/Genesis version was not quite as faithful as on the Nintendo console. Murky background and tinny sound would mar the port of GD on the Sega console. Most prefer the SFC/SNES port to the Genesis/MD.

Garou Densetsu 2 (Fatal Fury 2) was released in 1992 in the arcades. Vastly expanding the character rooster (you could only play as three characters in the 1-player mode of the original), the game was another success for SNK. The SFC is quite faithful the Neo Geo original in this author's opinion. Vivid colours, great controls, and excellent sound make the SFC/SNES port as close as one could with a 16-bit console. As for the MD/Genesis port, many argue that it plays faster and better due to the "blast processing" on Sega's hardware. I believe that the Sega version does not look as good or sound as good, but this is certainly up for debate. What is clear, Takara produced quality ports of Garou Densetsu 2 for both 16-bit consoles. Much better than the first Garou game. Garou Densetsu Special, an expanded version of Garou 2 would make it home to the SFC/SNES, but failed to make it Sega's console.




I have never played this version of the game, but have heard great things about it. Takara also released portable versions of Fatal Fury. A Gameboy port of Fatal Fury 2 was released in 1994. Also, a Sega Gamegear port was released in 1993. Many criticize the portable ports as mere cash-ins, having little value. I have not played either portable Takara games.

Another one of SNK's major franchises was Ryuuko no ken. Known as Art of Fighting in the West, the series became famous for its massive sprites and scrolling backgrounds. Released in 1992, the game would find its way home for all of the 16-bit consoles (and even the PC Engine). With sprites this huge, sacrifices were going to be made. Both versions of this game suffered coming home. The scrolling was omitted in the Genesis/MD version, and the sound and music are generally quite poor. In the SFC/SNES version, the scrolling remains, but is vastly subdued compared to the Neo Geo. Character sprites look almost as bad as on the Sega console.




Ryuuko no ken 2 would come home only to the Super Famicom, and only in Japan. Many regard the sequel as a much better port. Characters looks better animated and detailed but still pale in comparison to the Neo Geo original. Developed by arcade developer Saurus, it is one of the best SFC fighters. The game was actually ported outside of Takara's oversight, and many consider that the reason why it was vastly superior than most of Takara's 16-bit ports. World Heroes would find its way home to the 16-bit consoles, but this porting was done by Saurus, Sunset, and Mid-West with mixed results.











After the massive arcade success of Samurai Spirits (Samurai Shodown in the West) in 1993, Takara would bring the game home to the Super Famicom and Mega Drive. Vastly inferior ports would also find their way to the Gameboy and Gamegear. While the SFC took the advantage for most 16-bit Takara games, the SFC is a pile of garbage. Yes, it keeps all characters including Earthquake (he has a massive sprite in the arcade version), but it just plain insults the original game. Characters are reduced to a microscopic size and backgrounds look flat and dull. The sound is ok, but nothing special. The Genesis/MD version has much bigger characters, but omits Earthquake entirely from the game. I would rather omit a character than shrink the game. The SFC/SNES port has to be one of the worst atrocities that Takara committed during the 16-bit era.






The legacy of Takara has to be understood within the technical constraints of the day. Arcade hardware such as the Neo Geo was much more technically powerful than home consoles hardware. Takara ports are a mixed bag to say the least, some decent and close, others are completely off the mark. They are strange curiosities today. There are dozens of ways to play the Neo Geo originals, and they are always vastly superior to Takara ports. Takara brought home some of the biggest games of the day for kids like me who didn't have a Neo Geo at home, and for that, they do have a special place in my heart. Takara would not finish their ports with the 16-bit era, more would come.......to be continued in part 2......

Sunday, 3 January 2016

The History of the PC Engine-Part 2-1990-1996



The Super CD ROM2 made its debut in 1990/91. This very long unit added 4 times the RAM from 64KB to 256KB. This meant that games could have more detailed sprites and more data presented on screen. Gradually, games shifted away from HuCard releases to Super CD releases.




 For users of past hardware such as the original CDROM2, gamers could buy the System Card 3.0, which allowed users  to play the new Super CDROM games. Upgrading was a regular part of the PC Engine experience, and the System Card 3.0 was the first major hardware upgrade that updated the performance of the games via more memory.








HuCards games were still coming out during this era. The early 1990s produced some of the most impressive HuCard releases. A very impressive port of Street Fighter 2 was released in 1993. PC Genjin 3 (Bonk 3) and Bomberman 94' are some other notable late HuCards. The later HuCards are especially impressive as they use the basic PC Engine hardware without any memory expansion. Most of these games are very valuable nowadays.













With all of the add-ons released, NEC felt the need to simplify the growing complexity of the hardware with a single unit. Combining the Super CD-ROM2 and original PC Engine into one unit, the PC Engine Duo was released in September 1991 at a cost of 59, 800 Yen. Two versions of the PC-Engine Duo were released. The PC Engine DUO-R was released in 1993 at just under 40,000 Yen. The final variation of the Duo, the Duo RX, was released in 1994. With the end of production of the Duo RX, the PC Engine would meet its fate by 1995. However, what a life it was.














Hundreds of quality titles were released for the Super CD Rom2 in the early 1990s. Some of the most memorable include Dracula X: Rondo of Blood, The Dynastic Hero, Gate of Thunder, PC Genjin 3 (Bonk 3) and many others. Many of these later releases are extremely valuable today, fetching hundreds of dollars each.









Another attempt to extend the life of the PC Engine was made in the form of the Arcade Card Duo and Arcade Card Pro. The cards expanded the memory of the PC Engine to over 2 MBs. While not a lot of games were released for the Arcade Card, the shooter "Sapphire", a port of Strider, and several Neo Geo fighting game ports were released. Sapphire is the most valuable and expensive Japanese CD release, and is widely regarded as a technical marvel. However, by the time of its release, most Japanese gamers had moved on to the Super Famicom. Sadly, the Arcade Card games never got the attention they deserve and remain cult favourites.

By 1996-97, only a few releases trickled out. NEC had released the successor to the PC Engine in December of 1994. The PC-FX was a massive failure, built on outdated technology that was unable to produce real 3-D games. The PC-FX would struggle and fade into obscurity against the Sony Playstation and Sega Saturn.









The PC Engine had a long life. In an era where most consoles live around 4-5 years, the PC Engine was a viable platform from 1987-1995. Upgrades kept the system competitive and viable, but came at a high price to the consumer. CD-ROM attachments and memory upgrades were not cheap, but the die-hards were willing to pay the price for some great games. As an immensely successful platform in Japan, the PC Engine is remembered fondly by many. It has a rabid collecting scene, and some pieces can fetch into the thousands. For those that love it, the PC Engine is the console that never was in the West. The Turbografx 16 failed to make a significant impact in the West, but in Japan the PC Engine almost dethroned Nintendo's Famicom. Hundreds of more games were released in Japan that never made it to Western shores. Collecting for the PC Engine today is much cheaper than collecting for the Turbografx 16, due to the PC Engine being much more popular and commercially successful.




Saturday, 2 January 2016

Tatsujin(Truxton)-PC Engine Review



















Released in the West as Truxton for the arcade and Sega Genesis, few are aware of the PC Engine release. As a 1992 release by Taito, the game was released many years after the Genesis/Mega Drive version of the game.
















Let's get the obvious out of the way, Tatujin is a hard game, very hard indeed. Even for fans of shooters, this game might leave you in tears. Like many shooters, if you are hit once, you die. When you are facing off against some of the tougher bosses, this will seem insane. If you die more than the lives you have, its game over. Unless you have the option of some sort of save state device or emulation, you will need to repeat this game many times over.

Gameplay consists of the player taking control of a spaceship (surprise!). Your ship changes colour in accordance with your weapon. Blue is a lightning-type weapon, green is a sort of lazer/pulse weapon, and red is bullets. I found the blue weapon the easiest to use, but it will depend on each player. You are given a few "bombs" that can inflict massive damage. However, use the bombs carefully as you will spend periods of time without any in sight. Also, you will try and power up your weapon as much as possible. Often, you power up your weapon, only to die a second later.





Besides the insane difficulty, there is a lot to like about Tatsujin for the PC Engine. Colourful graphics (brighter than the Genesis/MD), brighter sounds (not as tinny/metallic as the Genesis/MD), and solid controls make for a great package. The game isn't especially long, but when a game is this hard, you are literally begging for it to be over. Seriously, you palms with hurt with fatigue from clenching the controller so tight. I haven't spent much time with the Genesis/MD version, but I hear that this version is certainly harder for the Japanese audience.


Tatsujin is a very valuable game in any of its formats. Expect to pay over $100 for this version. Genesis/MD copies go for even more nowadays. Is the game worth the insane price tag? I happen to like this version more than on the Sega consoles. Tatsujin is a great shooter, but I would find it hard to spend the insane asking price.

+Great visuals, bright and colourful
+Very unique and memorable music
+Better-looking and sounding than Genesis/MD version

-Very, very difficult
-Quite rare and expensive to find the game

RATING:8.2/10


The History of the PC Engine-Part 1-1987-1991




















Released in 1987 in Japan, the PC Engine (PCE) was the main fruit of labour born of the partnership of software company Hudson and Japanese computer giant NEC. Nearly overtaking Nintendo's Famicom at one point, the system has been regulated to relative obscurity in the West as the Turbografx-16. While the TG-16 tanked in North America and Europe, the PCE was a smash in its homeland. Let's examine the fascinating history of this minuscule little white block.
















The marriage of NEC and Hudson began after Hudson's powerful new graphics chips were rejected by Nintendo for use in a potential new console. With the runaway success of the Famicom in Japan, many other Japanese tech companies wanted to enter the burgeoning console market. NEC found their opportunity with Hudson's new chipset. The new console would be designed by Hudson and manufactured by NEC. Dubbed the PC Engine, it used a 8-bit CPU and dual 16-bit GPUs. Arguments  about the true classification of the console remain up for debate today. Some consider the PCE/TG16 to be 16-bit, while others consider it to be an 8-bit machine. Certainly, it occupies a unique place as a console that can only be described as a hybrid between both worlds.
















Released on October 30th, 1987, the PCE was a near instant success. Its innovative design, compact size, and impressive graphics were a hit with the Japanese public. Despite a small library in Fall 1987, 1988 brought Namco on board. Growing tried of Nintendo's stranglehold over Japanese developers, Namco was an early supporter of the system. Many of the PC Engine's great titles were Namco releases. These titles included Splatterhouse, Dragon Spirit, Galaga 88, and countless others.




















Initially, PC Engine games came exclusively on "HuCards". These credit-card size ROM-boards were a tiny-sized format for a very tiny console. Hudson has developed similar technology in the form of "Bee Cards" for the MSX computers in Japan. HuCards were a novel feature at a time when most games came on bulky plastic cartridges.










The majority of the games most memorable earlier titles came on HuCards. Games such as PC-Genjin 1-3 (Bonk 1-3 in the West), GunHed (Blazing Lazers), and countless other releases shipped on HuCards. However, the PC Engine was soon to make its first format addition.









Despite strong sales of the HuCard-based system, NEC and Hudson felt the need to create an CD-ROM add-on for the PCE. The CD-ROM2 add-on was released in December of 1988. It was the first CD-based console on the market. While the launch line-up was sparse (Fighting Street and No-Ri-Ko, two very mediocre games) sales were brisk and the CD-ROM2 managed to sell quite well despite  being priced at 57,800 yen. This was very expensive, even for the time.












Several other variations of the main PC Engine console would be released in the late 1980s. Pictured above is the PC Engine Core-Grafx and Core-Grafx II. These units gave the PCE A/V out and made some minor hardware revisions.
















Now a prized collector's item, the PC Engine Shuttle was released in 1989 and aimed at younger kids. It featured a strange spaceship-like design and bata-rang-style controller. The Shuttle also did not allow connection to the CD-ROM2 unit, unlike the Core-Grafx I and II and White PC Engine.



Around the same time, some other curious models were released by NEC. The PC Engine LT was a laptop-style PCE that came with its own 4-inch screen. The units were very expensive due to the cost of LCD screens at the time, and prices today are no better. Except to pay over $1000 for a boxed unit.

In 1990, the PC Engine GT was released. A truly hand-held version of the PC Engine, it was more powerful than any other handheld on the market at the time. However, it failed to match the success of the Nintendo GameBoy due to its much higher cost, battery consumption, and much-larger size. The GT is also a very expensive collector's item in PCE circles today.






















Back to the games. From 1987-1990, the PC Engine would see the release of countless shooters, platformers, and RPGs. For shooter fans, GunHed, Image Fight, Super Star Soldier, and countless others would satisfy. For platformer fans, games such as PC Genjin (Bonk's Adventure), Makyo Densestu (The Legendary Axe), and Tora e no Michi (Tiger Road) would keep fans of the genre satisfied. On the growing RPG front, Neutopia and Ys Books 1 and 2 would keep those looking for a Final Fantasy or Dragon Warrior mostly happy. For nearly every kind of gamer, the PCE had something unique and fun to offer. To be continued in Part 2.............(1991-1996)





Thursday, 31 December 2015

History of the Japanese Sega Mega Drive-JGC Feature 1

















Released in 1988 in Japan, the Sega Mega Drive never achieved the level of success of its Western counterpart, the Sega Genesis. Left in third place in the Japanese 16-bit wars, the alternate history of the Mega Drive in Japan is fascinating given the immense success of the Genesis and Mega Drive in most other markets across the world.



Upon release in October 1988, the Mega Drive initially had a drought of quality software. Only two games were available at launch, Space Harrier II and Super Thunderblade. Sales were sluggish and only reached 400,000 shipped by the end of the year.




1989 brought more triple A titles for the Mega Drive. Games such as Dai Makaimura (Ghouls and Ghosts in the West) and the much-anticipated Phantasy Star II showed that the Mega Drive was not short on killer titles. However, sales lagged behind both the Nintendo Famicom and NEC's PC Engine. Released in 1987, NEC's little white box was a big reason for the lack of success for the Mega Drive in Japan. Getting the jump on the Mega Drive, the PC Engine was getting a steady stream of killer titles, including Sega ports such as Shinobi, Golden Axe, and even Altered Beast.
















As the Mega Drive struggled against the Famicom and PC Engine, Sega sought some interesting and innovative ways to try and boost interest in the tanking Mega Drive. Released in 1990, the Mega Modem allowed pay-to-play multiplayer, primitive online banking, and even an answering machine service called "Mega Anser".















All of these peripherals failed to garner significant interest in the Mega Drive. As the Genesis began to become a serious competitor to the NES in North America and Europe, the Land of the Rising Sun seemed to be indifferent to Sega's 16-bit powerhouse. Despite a steady stream of titles through 1990 and 1991, there seemed little hope of the Mega Drive overtaking it competitors.




















As the Super Famicom made huge waves across Japan after its 1990 release, the situation seemed to get even worse for the Mega Drive in Japan. Super Mario World, Final Fantasy IV, and tons of other AAA titles sold in the millions in the early 1990s. But wait.....what about Sonic 1 and 2? Well, Sonic has never been very popular in his home country. Without the massive success of Sonic in the West, Sega never really had a franchise such as Mario, Final Fantasy, or Dragon Quest that sold systems.
















It is not like Sega didn't try. Released in 1991, the Mega CD was an attempt by Sega to give a boost to the lifespan of the Mega Drive. At a launch cost of 49,800 Yen, the Mega CD was a luxury add-on for many. Selling only 100,000 units in its first year in Japan, the add-on catered to such a small installed base that it lacked any real chance at mainstream success.

















By the end of its life, the Mega CD had only sold 400,000 units in Japan. However, over 2 million units were sold overall, making the system a modest success outside of Japan. Despite some quality titles such as Final Fight, Lunar 1 and 2, and Popful Mail, the Mega CD failed to increase the sales of the Mega Drive in Japan.




















In 1992, Victor released the "WonderMega". Like the PC Engine Duo/Turbo Duo, this machine combined the Mega Drive and Mega CD into one slick unit. However, at over 80,000 yen, the machine was high-priced and out of reach for many. The unit would also be released in North America as the JVC X'EYE.


The Mega Drive 2 was released at a cheaper price of 12,800 yen in 1993. The same year, the Mega CD was also released. Much cheaper, the Mega CD 2 still failed to take off in any significant way.
















By 1994-95, the Mega Drive/Mega CD was dead in the water. Game releases slowed to a trickle. Despite Genesis games being released in 1996/97 in the West, the last slew of releases in Japan were shoddy Acclaim games such as Batman Forever. Funny enough, these late Acclaim games are quite rare and valuable nowadays, fetching hundreds of dollars on Ebay.

The horrid Sega 32X was released in Japan. However, the 32X sold in such poor numbers that it remains even more obscure in Japan than in the West. Japanese 32X units are a rare and valuable oddity these days.
















The eternal debate of Genesis vs SNES will rage on for years. However, in Japan, few consider the Mega Drive an equal to the PC Engine or Super Famicom. It is a shame, as most of the top-tier Genesis games began life in Japan. Unlike its distant 3rd in the West, Sega would reclaim the no.2 spot with its Saturn during the next console generation.

Tuesday, 29 December 2015

Castlevania/Dracula X-Rondo of Blood-Review



Few games are as legendary as this one. Released just before Halloween in 1993, Rondo of Blood is considered by many to be second only to 1997's "Symphony of the Night" in terms of critical acclaim. However, far fewer have played this gem as it has only officially been released on the PC Engine Super CD, in addition to the Wii Virtual Console. This review will cover the original Japanese 1993 PC Engine CD release.
















A long "anime" introduction sets up the story. Once again, a Belmont(Richter) must face off against the evil Dracula. The introduction looks and sounds great. A few more of these cut-scences appear throughout the game and add a lot to the story. However, they are in Japanese. The Wii version does translate the text into English.
















On to the gameplay. The game plays and looks like a dream. For a PC Engine game, the sprites are highly detailed and some of the bosses/monsters have huge sprites. The backgrounds are great-looking, and in the first stage you visit the familiar first town from Castlevania II. Deep purples and dark colours fill the sprite palettes, and the game have a wonder ambience of macabre to it.















Like Castlevania 3, Rondo of Blood has branching paths. In this alternate path, you can take control of "Maria". More nimble and agile, Maria plays quite different from Richter, who is more lumbering. Familiar weapons such as the Holy Water and Cross make their return. Many have complained that about Richter's inability to whip multi-directionally, like in Super Castlevania IV. While this is a minor issue, besides CIV, none of the earlier games allowed for this feature either.



















Despite the two distinct paths and the ability to play as Maria, Rondo will certainly feel short compared to more modern Vania games. Each play through should take a couple of hours (depending on how many times you die). While this may seem short, each moment is an enjoyable one. Remember, this is before "Metroid-vania" entered our lexicons. Rondo of Blood is a masterpiece, and it deserves to be played by anyone with even a casual interest in the series.

+One of the greatest looking games of its time.
+Plays wonderfully with classic Castlevania gameplay
+Multiple paths and characters


-Somewhat short
-Very expensive to buy a real copy (200+)
-Cutscenes are in Japanese

Rating: 9.5/10

Splatterhouse Wanpaku Graffiti-Review



Released shortly after the 1988 arcade game Splatterhouse, Wanpaku Graffiti is a Famicom (NES) oddity that never made it out of Japan. This is a shame, as the game is quite fun and unique.

You once again play as Rick Taylor, and once again, you must rescue your girlfriend Jennifer from the forces of evil. This time, you face off again the evil Pumpkin King who has taken Jennifer off into the night. Grab your "Jason" mask and get on with it.



The first thing you will notice is the "SD(super-deformed)" style of the characters. Anyone that knows the original Splatterhouse will appreciate what a change this is from the original Splatterhouse game and its sequels. Despite the cuteness of the characters, the game still retains a fairly dark vibe in terms of levels and imagery.












As you can see, the game is rife with images of the occult such as pentagrams and crucifixes. It is easy to see how this game never left Japan. An SD game with satanic imagery, a puzzling choice at best.















In terms of gameplay, the game shines. A smooth hybrid of "beat-em-up" action and platforming, the game is an interesting blend of both game types. Not especially hard, but not especially easy, expect to die a fair amount. The game also does not take itself too seriously, evident in the moment when you appear to be fighting a boss that resembles a vampire Michael Jackson.  Expect to finish the game in a couple of hours. The game ends with an interesting connection to the first game.........
















Splatterhouse, Wanpaku Graffiti is a classic Japan-only oddity. Too cute and occult at the same time for Western audiences, it has since become a fairly sought-after game for import collectors. If you can find it at a decent price, it has a lot to offer.

+Great hybrid of platforming and beat-em-up elements.
+Unique and interesting visual style.
+Looks great for a Famicom game from 1989

-Can be expensive
-An odd mix of cute and creepy (not for everyone)
-Somewhat short

RATING: 8.2/10