Wednesday, November 25, 2009
Happy Thanksgiving
I hope everyone out there has a happy Thanksgiving. Chrontendo 26 will surface before too much longer, I hope. To everyone in those non-Thanksgiving celebrating countries: have a nice November 26 from me and my dog.
Thursday, November 19, 2009
Square Rises to the Top
First up, a few quick updates. Substantial progress has been made on Episode 26. If next week were a normal week, I'd say it would be up in a few days. But with both my birthday and Thanksgiving coming up, finding time is going to be tough. But I hope to have that episode ready very soon.
One cool thing I've noticed is that occasional Chrontendo commenter Frank Cifaldi has posting on 1UP's excellent Retronauts blog. There's some great stuff covered, like the super obscure Homey D. Clown computer game, and one of those crazy Air Raid 2600 cartridges hitting EBay (current bid: $1999.99). And of course, 1UP's RPG blog is recommended as well.
But back to Episode 26. Aside from Mega Man (and Karnov!), Episode 26's main attraction is Final Fantasy, a game which I assume many of you have heard of. Heck, I'd say that along with Legend of Zelda and Super Mario Bros, FF is about the biggest game we've covered so far (though FF's fame was, of course, achieved retroactively.) Maybe I'm not the right guy to be discussing Final Fantasy in depth. True confession time: I've never finished FF VII. I guess that automatically disqualifies me from being an expert on these games.

However, I do love the 2D Final Fantasy games, and when playing the first one again for Chrontendo, I found myself enjoying it quite a bit in spots. One thing I had forgotten - the game is tough. Even more so than Dragon Quest II, FF loves to throw horrible status effects at you. Having three or four party members get poisoned is not that uncommon. And almost anything can poison you in this game: spiders, snakes, mucks, wolves and even... lobsters. Really now? Lobsters?! And of course, there's blindness, paralysis, silence and worst of all, being turned to stone. I suppose "death" could also count as a common status ailment. Keep in mind that Phoenix Downs have not yet been introduced, and while your White Wizard can eventually learn a revival spell, it cannot be used in battle.

Dungeons and caves are little more than enormous deathtraps, baited with special armor and weapons, treasure chests of gold and quest items. A common scenario is getting to the second floor of a dungeon, having a series run-ins with unusually tough monsters, using all your healing magic in an attempt to get your party's hit points back up to a reasonable level, then realizing you better head back up to the surface, rest, and then start again. Or alternately, a party member or two gets turned to stone or killed, leaving you to fight your way back out of the dungeon and into town. This element of danger lends a real tension to the game; you're only one "monsters strike first" away from total disaster at any given time.

There's much more to Final Fantasy than just its punitive difficulty. Every element from Dragon Quest is here, in enhanced and expanded form. Like magic spells? FF has tons of them, 64 to be exact. For weapons, we've got daggers, hammers, swords, nunchucks, staffs, Excalibur, Musamune - about 40 implements of destruction. In the defensive department we'll find armor, shields, gauntlets, helmets, rings, capes, and the ever popular ribbon. The world is populated not just with the standard kings and villagers, but also with dwarfs, elves, pirates, friendly dragons, confused robots, a cranky witch and talking broomsticks. The turn based combat is made substantially complex and involving. Character customization is added, giving Final Fantasy sort of a de facto difficulty slider. DQ's solitary ship is replaced with a ship, canoe and an airship. There is an in game map! And Nobuo Uematsu's score is freakin' fantastic.

Granted there are a few things that modern RPG fans will not cotton to. For example, if the monster targeted by a party member is killed before that party member moves, another monster will not be targeted. The party member will simply swing at the empty air, essentially losing a turn. Yes, it sucks when that happens, but that just means you need to chose your targets carefully. Despite such issues, in the context of 1987, Final Fantasy feels like a breath of fresh air. By rethinking or simply refining so many elements of the post Dragon Quest JRPG, Square manages to leap to the head of pack.
Final Fantasy's success apparently altered Square's business model entirely. 1988 will see them kill off DOG completely and greatly slow down the frequency of their releases. A few freestanding games will come out over the next few years, but Square will devote itself almost entirely to FF for the rest of the Famicom's lifespan.
One of these days, I'll get around to finishing Final Fantasy VII. Presumably Cloud will finally catch up to what's-his-name with the white hair?
One cool thing I've noticed is that occasional Chrontendo commenter Frank Cifaldi has posting on 1UP's excellent Retronauts blog. There's some great stuff covered, like the super obscure Homey D. Clown computer game, and one of those crazy Air Raid 2600 cartridges hitting EBay (current bid: $1999.99). And of course, 1UP's RPG blog is recommended as well.
But back to Episode 26. Aside from Mega Man (and Karnov!), Episode 26's main attraction is Final Fantasy, a game which I assume many of you have heard of. Heck, I'd say that along with Legend of Zelda and Super Mario Bros, FF is about the biggest game we've covered so far (though FF's fame was, of course, achieved retroactively.) Maybe I'm not the right guy to be discussing Final Fantasy in depth. True confession time: I've never finished FF VII. I guess that automatically disqualifies me from being an expert on these games.

However, I do love the 2D Final Fantasy games, and when playing the first one again for Chrontendo, I found myself enjoying it quite a bit in spots. One thing I had forgotten - the game is tough. Even more so than Dragon Quest II, FF loves to throw horrible status effects at you. Having three or four party members get poisoned is not that uncommon. And almost anything can poison you in this game: spiders, snakes, mucks, wolves and even... lobsters. Really now? Lobsters?! And of course, there's blindness, paralysis, silence and worst of all, being turned to stone. I suppose "death" could also count as a common status ailment. Keep in mind that Phoenix Downs have not yet been introduced, and while your White Wizard can eventually learn a revival spell, it cannot be used in battle.

Dungeons and caves are little more than enormous deathtraps, baited with special armor and weapons, treasure chests of gold and quest items. A common scenario is getting to the second floor of a dungeon, having a series run-ins with unusually tough monsters, using all your healing magic in an attempt to get your party's hit points back up to a reasonable level, then realizing you better head back up to the surface, rest, and then start again. Or alternately, a party member or two gets turned to stone or killed, leaving you to fight your way back out of the dungeon and into town. This element of danger lends a real tension to the game; you're only one "monsters strike first" away from total disaster at any given time.

There's much more to Final Fantasy than just its punitive difficulty. Every element from Dragon Quest is here, in enhanced and expanded form. Like magic spells? FF has tons of them, 64 to be exact. For weapons, we've got daggers, hammers, swords, nunchucks, staffs, Excalibur, Musamune - about 40 implements of destruction. In the defensive department we'll find armor, shields, gauntlets, helmets, rings, capes, and the ever popular ribbon. The world is populated not just with the standard kings and villagers, but also with dwarfs, elves, pirates, friendly dragons, confused robots, a cranky witch and talking broomsticks. The turn based combat is made substantially complex and involving. Character customization is added, giving Final Fantasy sort of a de facto difficulty slider. DQ's solitary ship is replaced with a ship, canoe and an airship. There is an in game map! And Nobuo Uematsu's score is freakin' fantastic.

Granted there are a few things that modern RPG fans will not cotton to. For example, if the monster targeted by a party member is killed before that party member moves, another monster will not be targeted. The party member will simply swing at the empty air, essentially losing a turn. Yes, it sucks when that happens, but that just means you need to chose your targets carefully. Despite such issues, in the context of 1987, Final Fantasy feels like a breath of fresh air. By rethinking or simply refining so many elements of the post Dragon Quest JRPG, Square manages to leap to the head of pack.
Final Fantasy's success apparently altered Square's business model entirely. 1988 will see them kill off DOG completely and greatly slow down the frequency of their releases. A few freestanding games will come out over the next few years, but Square will devote itself almost entirely to FF for the rest of the Famicom's lifespan.
One of these days, I'll get around to finishing Final Fantasy VII. Presumably Cloud will finally catch up to what's-his-name with the white hair?
Tuesday, November 10, 2009
Karnov: The Wrath of God
Poor Karnov. In our modern, cynical age, the fellow is widely mocked on this thing we call the internet. This is somewhat understandable. After all, Karnov isn't your typical video game protagonist. He's not sullen, introspective, amnesiac young man fated to save the world; nor a 16 year old girl who just happens to be the best mech pilot in the universe; nor is he a woodland animal with a surplus of attitude and a reserve of infectiously clever catchphrases. No, he's the least marketable sort of video game character: a "fat"*, bald, mustachioed fellow of Russian/Slavic/Asian persuasion.

Some of the blame should rest with Data East and their localization of the game for the US. The Karnov manual informs us he's a circus strong man! In search of treasure! Specifically, the "Treasure of Babylon!" The game itself provides not the slightest hint of any sort of narrative. After the title screen, Karnov beams down on a bolt of lightning and then the fireballs go a-flyin'. After defeating the final boss, well... if there really is such a thing as the "Treasure of Babylon," we never get to see it. (For the record, Karnov never offers any explanation as to what exactly the Treasure of Babylon is supposed to be. Maybe its the same treasure Nicolas Cage found in that movie?)

Karnov's plot is just the sort of typical, goofy, setup found in many 80's games. Thus, I was a little surprised when I played the Japanese version of Karnov for Chrontendo 26. It turns out Karnov isn't just some cirus freak traipsing around Asia shooting fireballs everywhere. No, it's revealed that he has been personally sent down to Earth by God himself in order to rid the world of a plague of demons. Karnov is apparently some sort of deceased fellow who's been called into God's service in penance for the bad deeds done in his lifetime. In between levels God zaps Karnov back up to heaven, and gives him helpful tips and little motivational speeches.

Data East's track record for the Famicom has not been exactly been phenomenal up to this point. Yet Karnov is a solid post-Ghosts 'n' Goblins platformer. Each level is given a distinct setting, and is crammed with power ups** and hidden items. The later levels have multiple paths to the end point, mostly of the "high road or low road" variety. There's nothing too out of the ordinary in Karnov: a bit a basic jumping, climbing ladders, falling down vertical shafts, etc. Karnov swims through one level and acquires wings and takes flight in another. While there's nothing groundbreaking in the game, one only has to compare it to similar games of the era, such as Data East's Kid Niki, to see the amount of craft put into Karnov.

Karnov is often called a difficult game. And while its not exactly easy, those seeking a real challenge need look no further than a cart released one day before Karnov in Japan. I'm talking about Mega Man. Capcom's game takes the standard Famicom run and jump formula and changes all the rules. Rather than a typical linear run through a series of levels, Mega Man lets you play the first six levels in the order of your choosing. The experience may change significantly depending on the order in which you tackle the levels. Defeating a boss will net you a new special weapon; certain weapons are very effective against specific bosses. Additionally, having a specific weapon or item, such as the magnetic beam, can make difficult segments easier. Finding the most efficient path through the game is left up to the player.

As for the game play mechanics, Mega Man is perhaps the first instance of what I would call "advanced platforming" for the Famicom. Games prior to MM certainly had moments that required some precision jumping, and moving platforms could be found in such titles as Super Mario Bros. and Adventure Island. But Mega Man went far beyond those games by adding a number of new and surprising elements: randomly moving platforms, disappearing and reappearing platforms, blind jumps from one screen to the next, creating your own platforms with the magnetic beam, and so on. Perhaps the pièce de résistance is the Yellow Devil, an insidiously difficult boss that disassembles itself and then hurtles each piece across the room, forcing you to memorize a series of precisely timed jumps over the pieces. Extremely controlled and careful jumping is not a luxury in Mega Man, it's a necessity for survival.

None of this would have been possible had Capcom not created a game with the most finely tuned controls we've seen for the system. It's clear than considerable time, love, and effort went into Mega Man, but it seems to have made only a slight blip upon release. Capcom clearly hoped it would do well it the US and gave the game almost simultaneous releases for the Famicom and NES. Perhaps the hysterically awful box art - maybe the most infamous video game cover ever - helped kill interest. Mega Man went almost entirely unnoticed in Nintendo Fun Club News; one ad in the Winter 1987 issue was all I could find. It wasn't until the extremely successful Mega Man 2 that the blue bomber found his way into the hearts of gamers.
Both Karnov and Mega Man will be contained within the forthcoming Chrontendo 26, perhaps the most massive, monstrous episode yet.
*Everyone says he's fat. But check out the guns on that guy. He's solid muscle. He just has a lot of stomach muscle.
** Best "power up" ever? The Ladder. Just imagine if Simon Belmont had one of those on hand. Or the guy from Kung Fu.

Some of the blame should rest with Data East and their localization of the game for the US. The Karnov manual informs us he's a circus strong man! In search of treasure! Specifically, the "Treasure of Babylon!" The game itself provides not the slightest hint of any sort of narrative. After the title screen, Karnov beams down on a bolt of lightning and then the fireballs go a-flyin'. After defeating the final boss, well... if there really is such a thing as the "Treasure of Babylon," we never get to see it. (For the record, Karnov never offers any explanation as to what exactly the Treasure of Babylon is supposed to be. Maybe its the same treasure Nicolas Cage found in that movie?)

Karnov's plot is just the sort of typical, goofy, setup found in many 80's games. Thus, I was a little surprised when I played the Japanese version of Karnov for Chrontendo 26. It turns out Karnov isn't just some cirus freak traipsing around Asia shooting fireballs everywhere. No, it's revealed that he has been personally sent down to Earth by God himself in order to rid the world of a plague of demons. Karnov is apparently some sort of deceased fellow who's been called into God's service in penance for the bad deeds done in his lifetime. In between levels God zaps Karnov back up to heaven, and gives him helpful tips and little motivational speeches.

Data East's track record for the Famicom has not been exactly been phenomenal up to this point. Yet Karnov is a solid post-Ghosts 'n' Goblins platformer. Each level is given a distinct setting, and is crammed with power ups** and hidden items. The later levels have multiple paths to the end point, mostly of the "high road or low road" variety. There's nothing too out of the ordinary in Karnov: a bit a basic jumping, climbing ladders, falling down vertical shafts, etc. Karnov swims through one level and acquires wings and takes flight in another. While there's nothing groundbreaking in the game, one only has to compare it to similar games of the era, such as Data East's Kid Niki, to see the amount of craft put into Karnov.

Karnov is often called a difficult game. And while its not exactly easy, those seeking a real challenge need look no further than a cart released one day before Karnov in Japan. I'm talking about Mega Man. Capcom's game takes the standard Famicom run and jump formula and changes all the rules. Rather than a typical linear run through a series of levels, Mega Man lets you play the first six levels in the order of your choosing. The experience may change significantly depending on the order in which you tackle the levels. Defeating a boss will net you a new special weapon; certain weapons are very effective against specific bosses. Additionally, having a specific weapon or item, such as the magnetic beam, can make difficult segments easier. Finding the most efficient path through the game is left up to the player.

As for the game play mechanics, Mega Man is perhaps the first instance of what I would call "advanced platforming" for the Famicom. Games prior to MM certainly had moments that required some precision jumping, and moving platforms could be found in such titles as Super Mario Bros. and Adventure Island. But Mega Man went far beyond those games by adding a number of new and surprising elements: randomly moving platforms, disappearing and reappearing platforms, blind jumps from one screen to the next, creating your own platforms with the magnetic beam, and so on. Perhaps the pièce de résistance is the Yellow Devil, an insidiously difficult boss that disassembles itself and then hurtles each piece across the room, forcing you to memorize a series of precisely timed jumps over the pieces. Extremely controlled and careful jumping is not a luxury in Mega Man, it's a necessity for survival.

None of this would have been possible had Capcom not created a game with the most finely tuned controls we've seen for the system. It's clear than considerable time, love, and effort went into Mega Man, but it seems to have made only a slight blip upon release. Capcom clearly hoped it would do well it the US and gave the game almost simultaneous releases for the Famicom and NES. Perhaps the hysterically awful box art - maybe the most infamous video game cover ever - helped kill interest. Mega Man went almost entirely unnoticed in Nintendo Fun Club News; one ad in the Winter 1987 issue was all I could find. It wasn't until the extremely successful Mega Man 2 that the blue bomber found his way into the hearts of gamers.
Both Karnov and Mega Man will be contained within the forthcoming Chrontendo 26, perhaps the most massive, monstrous episode yet.
*Everyone says he's fat. But check out the guns on that guy. He's solid muscle. He just has a lot of stomach muscle.
** Best "power up" ever? The Ladder. Just imagine if Simon Belmont had one of those on hand. Or the guy from Kung Fu.
Thursday, October 29, 2009
Phantasy Star! Here at Last!
Well, it's late, but Chronsega Episode 4 is finally here. As always, it may be downloaded or streamed at archive.org.
This episode not only wraps up 1987 (almost) but also features the most well loved Master System game ever, Phantasy Star. In fact, Chronsega 4 acts as part one of a special RPG showdown, with part two being Chrontendo 26. I was somewhat surprised to learn that Phantasy Star and Final Fantasy were released only a few days apart. Since those games are the two 8-bit RPGs that still hold the most fascination for gamers nowadays - at least in the US - I figured I better make a big deal about their release. Which is better? That's a matter of personal opinion. Both have their strengths and weaknesses, but I'd be curious to know what the viewers of Chrontendo think. So, feel free to give me your opinions. As for me, playing the games virtually back to back will undoubtedly provide a new perspective.

October also saw the redesigned Mark III released in Japan under the Sega Master System name. During the last half of 1987 Sega slightly picks up the pace of their releases. September through December of 1986 gave us nine Master System releases in Japan; the same period in 1987 sees 14 games. (And if you're wondering about 1988: six! The SMS was clearly on its way out in Japan by then.) Sadly, during its Japanese lifespan, the single month with the most games released was October 1987, with six games. Starting in 1988, we see Sega shift its focus from Japan to the US and Europe.
OK, so let's take a look at this episode's games. Our MVP is, obviously:
Phantasy Star

Sega finally catapulted itself into the big leagues of console gaming with this one. PS is considered (at least in the West*) to be among the best 8-bit games. Sega must have been quite pleased with the results since it became Sega's first console only franchise, with a sequel released a little over a year later.
The Runner's Up:
Fantasy Zone II: The Tears of Opa Opa

If there was an award for most incongruous game title this episode, Fantasy Zone II would take the prize. How can Opa Opa even cry? He's a space ship! Sega choose not to alter a winning formula: FZ II is simply a bigger, wackier, more colorful take on the first Fantasy Zone. Strangely, FZ II did things backwards by starting off as a console game, then receiving an arcade port.
Haja no Fuuin/Miracle Warriors

The other RPG this episode, and the far inferior one. Title sound familiar? That's because we saw a Japan-only Famicom release a few episodes ago. The Famicom and Master System versions are completely different, and some of the kinks have been ironed out in Sega's release. Still, the SMS Miracle Warriors is quite a slog: tons of grinding and wandering around with not much payoff. And compared to Phantasy Star, there's really nothing in the way of characterization or plot. Hardcore Gaming 101 also has a fine article on Haja no Fuuin.
Doki Doki Penguin Land: Uchuu Daibouken
There's nothing too exciting about about Penguin Land. It's a decent looking puzzle/platformer game in which you roll around an egg. The Famicom had plenty of games like this, but Sega didn't seem real keen on puzzle games.
Bank Panic

A Europe only release, Bank Panic is a port of Sanritsu's arcade game. Oh sure, the game is simple and repetitive but I find it oddly appealing.
And the bad:
Zillion II: The Tri Formation

While I didn't care too much for the first Zillion, I saw that a lot of effort was put into it. I believe that much of the team that had worked on that game was responsible for Phantasy Star, meaning that the sequel was in the hands of less creative designers. Presumably Sega took a look at the Famicom catalog and note that games based on cartoons were supposed to be slapdash, generic affairs. Thus Zillion II is closer in style to the Transformers games than it is to Metroid. The Master System is not having a very good track record when it comes to sequels (see also: Alex Kidd, Zaxxon 3D, and next episode's Opa Opa game)
Zaxxon 3D

Releasing terrible console sequels to classic arcade titles? Not the best way to protect the value of your brand, Sega. One the few games to use Sega's fancy 3D goggles, Zaxxon 3D must be one the worst releases for the Master System.
After Burner
The 1987 arcade game had a lot going for it: impressive pseudo 3D graphics, an insanely rockin' soundtrack, huge explosions. The SMS port has.... none of those things. Despite an enormous 4 megabit cartridge, Sega utterly fails to either give us a worthy approximation of the arcade game or fashion it into something more suitable for consoles.
Let's not forget the rest:
Nazca '88/Aztec Adventure

A prime example of a good idea that doesn't live up to its potential. The gimmick in Aztec Adventure is that you can through money at certain enemies, converting them into your followers. Alas, any attempt to put your hired helpers to good use will be met with utter frustration as they march directly into enemies and get stuck on rocks and trees. Other than that, the game superficially resembles Legend of Zelda, minus the non-linearity, exploration and fun.
SDI/Global Defense
Shoot down missiles before they blow up the planet. Wait a sec... didn't we play a game just like this called Missile Defense 3D?
Masters Golf/Great Golf
A reasonable playable golf game, I suppose. The last game released under the "Great" sports name.
Ghostbusters

Nowadays, lots of games are released on multiple consoles, but this was rare back in the days of the Famicom/Master System rivalry. Ghostbusters, along with Spy vs Spy, Choplifter, Haja no Fuuin and Fantasy Zone were the exceptions as of 1987. The Master System clearly has the upper hand in these cases; the Compile ported Ghostbusters is much better than Tokuma Shoten's crappy 1986 Famicom version. This means the SMS Ghostbusters is merely dull, rather than out-and-out awful.
Alien Syndrome
Another unsuccessful port of a popular Sega arcade game. The Master System Alien Syndrome doesn't bear much resemblance to the original game, but the most surprising thing is just how ugly it is. You really get the impression very little time and effort was put into this thing.
Mahjong Sengoku Jidai
Yep. There was exactly one mahjong game released for the Master System and this is it.
BMX Trial - Alex Kidd
A BMX bike racing game, with Alex Kidd. Will we ever get a real Alex Kidd sequel?
I'm tempted to say that Chronsega 4 has the best selection of games we've seen for the Master System so far. After all, Phantasy Star stands heads and shoulders above everything else we've seen released for the console. But, the other games on display here aren't too impressive. In fact, there are some big disappointments, such as Zillion II, Aztec Adventure and After Burner. PS shows that Sega has turned an important corner when it comes to console games; let's hope they continue to move in the right direction.
Maybe things will be different in Chronsega 5. Looking at the list of titles I'll be covering for that episode, there are a lot of games I haven't played and some intriguing sounding titles. Until then, head on over to archive.org and check out Chronsega Episode 4.
*Do you recall the Famitsu readers poll a few years ago? Japanese gamers voted on the 100 all time best video games. There were many 8 and 16 bit RPGs on the list, but none of the Phantasy Star games made an appearance. We'll be discussing this list in more detail in Chrontendo 26.
This episode not only wraps up 1987 (almost) but also features the most well loved Master System game ever, Phantasy Star. In fact, Chronsega 4 acts as part one of a special RPG showdown, with part two being Chrontendo 26. I was somewhat surprised to learn that Phantasy Star and Final Fantasy were released only a few days apart. Since those games are the two 8-bit RPGs that still hold the most fascination for gamers nowadays - at least in the US - I figured I better make a big deal about their release. Which is better? That's a matter of personal opinion. Both have their strengths and weaknesses, but I'd be curious to know what the viewers of Chrontendo think. So, feel free to give me your opinions. As for me, playing the games virtually back to back will undoubtedly provide a new perspective.

October also saw the redesigned Mark III released in Japan under the Sega Master System name. During the last half of 1987 Sega slightly picks up the pace of their releases. September through December of 1986 gave us nine Master System releases in Japan; the same period in 1987 sees 14 games. (And if you're wondering about 1988: six! The SMS was clearly on its way out in Japan by then.) Sadly, during its Japanese lifespan, the single month with the most games released was October 1987, with six games. Starting in 1988, we see Sega shift its focus from Japan to the US and Europe.
OK, so let's take a look at this episode's games. Our MVP is, obviously:
Phantasy Star

Sega finally catapulted itself into the big leagues of console gaming with this one. PS is considered (at least in the West*) to be among the best 8-bit games. Sega must have been quite pleased with the results since it became Sega's first console only franchise, with a sequel released a little over a year later.
The Runner's Up:
Fantasy Zone II: The Tears of Opa Opa

If there was an award for most incongruous game title this episode, Fantasy Zone II would take the prize. How can Opa Opa even cry? He's a space ship! Sega choose not to alter a winning formula: FZ II is simply a bigger, wackier, more colorful take on the first Fantasy Zone. Strangely, FZ II did things backwards by starting off as a console game, then receiving an arcade port.
Haja no Fuuin/Miracle Warriors

The other RPG this episode, and the far inferior one. Title sound familiar? That's because we saw a Japan-only Famicom release a few episodes ago. The Famicom and Master System versions are completely different, and some of the kinks have been ironed out in Sega's release. Still, the SMS Miracle Warriors is quite a slog: tons of grinding and wandering around with not much payoff. And compared to Phantasy Star, there's really nothing in the way of characterization or plot. Hardcore Gaming 101 also has a fine article on Haja no Fuuin.
Doki Doki Penguin Land: Uchuu Daibouken
There's nothing too exciting about about Penguin Land. It's a decent looking puzzle/platformer game in which you roll around an egg. The Famicom had plenty of games like this, but Sega didn't seem real keen on puzzle games.
Bank Panic

A Europe only release, Bank Panic is a port of Sanritsu's arcade game. Oh sure, the game is simple and repetitive but I find it oddly appealing.
And the bad:
Zillion II: The Tri Formation

While I didn't care too much for the first Zillion, I saw that a lot of effort was put into it. I believe that much of the team that had worked on that game was responsible for Phantasy Star, meaning that the sequel was in the hands of less creative designers. Presumably Sega took a look at the Famicom catalog and note that games based on cartoons were supposed to be slapdash, generic affairs. Thus Zillion II is closer in style to the Transformers games than it is to Metroid. The Master System is not having a very good track record when it comes to sequels (see also: Alex Kidd, Zaxxon 3D, and next episode's Opa Opa game)
Zaxxon 3D

Releasing terrible console sequels to classic arcade titles? Not the best way to protect the value of your brand, Sega. One the few games to use Sega's fancy 3D goggles, Zaxxon 3D must be one the worst releases for the Master System.
After Burner
The 1987 arcade game had a lot going for it: impressive pseudo 3D graphics, an insanely rockin' soundtrack, huge explosions. The SMS port has.... none of those things. Despite an enormous 4 megabit cartridge, Sega utterly fails to either give us a worthy approximation of the arcade game or fashion it into something more suitable for consoles.
Let's not forget the rest:
Nazca '88/Aztec Adventure

A prime example of a good idea that doesn't live up to its potential. The gimmick in Aztec Adventure is that you can through money at certain enemies, converting them into your followers. Alas, any attempt to put your hired helpers to good use will be met with utter frustration as they march directly into enemies and get stuck on rocks and trees. Other than that, the game superficially resembles Legend of Zelda, minus the non-linearity, exploration and fun.
SDI/Global Defense
Shoot down missiles before they blow up the planet. Wait a sec... didn't we play a game just like this called Missile Defense 3D?
Masters Golf/Great Golf
A reasonable playable golf game, I suppose. The last game released under the "Great" sports name.
Ghostbusters

Nowadays, lots of games are released on multiple consoles, but this was rare back in the days of the Famicom/Master System rivalry. Ghostbusters, along with Spy vs Spy, Choplifter, Haja no Fuuin and Fantasy Zone were the exceptions as of 1987. The Master System clearly has the upper hand in these cases; the Compile ported Ghostbusters is much better than Tokuma Shoten's crappy 1986 Famicom version. This means the SMS Ghostbusters is merely dull, rather than out-and-out awful.
Alien Syndrome
Another unsuccessful port of a popular Sega arcade game. The Master System Alien Syndrome doesn't bear much resemblance to the original game, but the most surprising thing is just how ugly it is. You really get the impression very little time and effort was put into this thing.
Mahjong Sengoku Jidai
Yep. There was exactly one mahjong game released for the Master System and this is it.
BMX Trial - Alex Kidd
A BMX bike racing game, with Alex Kidd. Will we ever get a real Alex Kidd sequel?
I'm tempted to say that Chronsega 4 has the best selection of games we've seen for the Master System so far. After all, Phantasy Star stands heads and shoulders above everything else we've seen released for the console. But, the other games on display here aren't too impressive. In fact, there are some big disappointments, such as Zillion II, Aztec Adventure and After Burner. PS shows that Sega has turned an important corner when it comes to console games; let's hope they continue to move in the right direction.
Maybe things will be different in Chronsega 5. Looking at the list of titles I'll be covering for that episode, there are a lot of games I haven't played and some intriguing sounding titles. Until then, head on over to archive.org and check out Chronsega Episode 4.
*Do you recall the Famitsu readers poll a few years ago? Japanese gamers voted on the 100 all time best video games. There were many 8 and 16 bit RPGs on the list, but none of the Phantasy Star games made an appearance. We'll be discussing this list in more detail in Chrontendo 26.
Subscribe to:
Posts (Atom)