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Post by dsparil on Jun 19, 2024 4:44:04 GMT -5
Formation Soccer — Human Cup '90Developer Human Entertainment Publisher Human Entertainment Format HuCard Release (JP) April 27, 1990 Release (US) Unreleased Human continues their string of sports games with Formation Soccer, a first for the platform. As a single player game, it is fairly ho-hum. Sixteen countries are represented each with various strengths and weaknesses listed in the manual. However, the graphics are mostly unimpressive, the AI is overly aggressive and only two game modes are provided (Exhibition and Human Cup) leading to a thin and somewhat frustrating experience. Like most sports games, it is a given that it does better in multiplayer with support for up to four players. ![](https://i.imgur.com/Ta42I8J.png) The graphics could be better, but at least tie-breaks get their own screen. ![](https://i.imgur.com/F7LmAk8.png) It is a nice touch that you can "change the channel" during half-time which includes footage of other Human games.
Not a whole lot to this game. The SFC sequel/port was the only one in the series to see an international release. Nintendo itself published the game as Super Soccer outside Japan. So in a way this is a relatively well remembered series just not under this name or platform.
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Post by dsparil on Jun 22, 2024 4:18:09 GMT -5
Super Daisenryaku Super 大戦略/Developer Unclear possibly Micro Cabin Publisher Micro Cabin Format CD-ROM² Release (JP) April 27, 1990 Release (US) Unreleased SystemSoft’s Daisenryaku (Great Strategy) series has been one of the major Japanese strategy series for decades. Beginning in 1985 with Modern Daisenryaku for the PC-98, the series has always been one for grognards with a strategic view closer to a digitization of tabletop wargaming than a visually robust game. In the early games, even the combat view has a similar solid color plastic aesthetic. Despite the international popularity of the genre, the series has only had sporadic appearances outside Japan and saw its first US release with 1996's WWII themed Iron Storm, originally World Advanced Daisenryaku ~War Wind of Steel~, for Saturn. As previously covered, Hudson’s Nectaris was heavily based on the series and Nintendo’s Wars even more so. There are some differences from Nintendo’s variation mainly in the use of hexes, a lack of CO characters and a general focus on large and sometimes continent-scale scenario maps rather than a campaign. However, the core gameplay of taking over neutral cities via infantry, building new units from factories and ten unit squads is note for note the same between the two. For the PC Engine, Micro Cabin published a somewhat enhanced port. Unlike some other entries in the series, Super features real countries and real military vehicles rather than abstractions. Over four dozen scenarios are included with a mix of standard fictional maps, clear historical inspiration and context-minimal real world situations. Over two dozen countries and organizations are featured each with a different mix of units. Micro Cabin also added in the ability to freely select a country rather than the fixed selections of the original. Super Daisenryaku provides a bevy of content, but it is somewhat let down by some minor but annoying technical issues. Key among them is the general slowness of the AI which makes the pacing languid especially considering the large size of some maps. The controls are also somewhat non-standard and the slow scrolling is not helped by this port having the smallest displayed area of any version including the earlier Mega Drive port. These problems do not sink the game, but coupled with the hardcore nature of the game, they may keep casual strategy away. ![](https://i.imgur.com/jcFLVwN.png) The graphics are simple but functional. The combat view is nicer than other version and keeps the side-one view which was dropped on Mega Drive in favor of a top down animation. ![](https://i.imgur.com/L7GNNZh.png) This map features what appears to be the aftermath of a Soviet invasion of the US.
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Post by dsparil on Jun 27, 2024 7:37:35 GMT -5
Maniac Pro-Wrestling — The Battle for Tomorrow マニアックプロレス 明日への闘いDeveloper Atlus with Algorithm Institute Publisher Hudson Soft Format HuCard Release (JP) May 25, 1990 Release (US) Unreleased Although a sports game with RPG qualities is not unusual, the opposite genre tilting is more so. With its almost entirely menu driving gameplay, Maniac Pro-Wrestling is an RPG dressed up as a wrestling game. The player does have free movement, but when close, whichever combatant has the initiative uses a move (picked from a menu in the case of the player) which is sometimes countered by the other. Stats are raised and new moves are learning from training sessions, and stats also act as special purpose MP pools during matches. However, the game is not an entirely successful marriage. Although it does have a storyline concerning the player’s orphan turned wrestling neophyte, it doesn’t go fully into RPG territory. The structure is still typical for the genre only with matches broken up with dialogue scenes. The technical nature of the gameplay does give it a differentiating factor from Fire Pro Wrestling, but it also lacks a certain dynamism inherent in real time action. In that sense, Maniac Pro-Wrestling can be an interesting experience for cross genre fans, but those more firmly in one camp might find varying elements frustrating or dull. ![](https://i.imgur.com/HGU0upr.png) Despite generally looking like an RPG, there is an action-based element in this button mashing mini game used in some attacks and counters. ![](https://i.imgur.com/vj2x8vY.png) The dialogue scenes suggest that calling this a VN/RPG/wrestling mash up is the most accurate description. The graphics also feature work by Megami Tensei's Kazuhiro Kaneko. His first game for Atlus, DDS: Megami Tensei II, was released a little under two months prior to this.
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Post by dsparil on Jul 6, 2024 4:41:34 GMT -5
Don Doko Don!Developer Taito Publisher Taito Format HuCard Release (JP) May 31, 1990 Release (US) Unreleased Following the success of Bubble Bobble, Taito wasted little time putting out a sequel. However, Rainbow Islands was a mainly sequel in spirit only making radical gameplay changes largest among them the replacement of bubble capture with rainbows acting as attacks and makeshift platforms. Suffice to say, Rainbow Islands was less successful, and it took years before Taito revisited the concept with Parasol Stars and even longer before a return to the original gameplay. In this interim they did release the onomatopoeically titled Don Doko Don!. Although not connected to the series, it is a continuation of the gameplay found in Bubble Bobble. Rather than shooting bubbles, lumberjacks Bub Jim and Bob use mallets to flatten enemies and then throw them into other enemies or walls to turn them into fruit. Different level themes have different environmental quirks, and they face a boss every tenth level. The game even uses the same part 2 via code system after the first fifty levels. The PC Engine received the game’s second and last non-emulated port after Famicom’s. Although it is a generally good port, it fails to fully capture the cartoony essence of the original. This is not to say that the original was a graphical spectacle, but small touches like better than usual quality of the audio and charming animation was lost in translation. ![](https://i.imgur.com/JMpb7ub.png) The ice themed levels unsurprisingly have breakable blocks while the more uncommon dessert theme has one-way "dough".
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Post by dsparil on Jul 11, 2024 12:06:25 GMT -5
Sindibad —The Great Underground Demon Palace— Sindibad —地底の大魔宮—Developer Unclear / Micro Factory Publisher IGS Format HuCard Release (JP) June 2, 1990 Release (US) Unreleased With the Arabian Nights themed Sindibad, IGS published yet another Dragon Quest clone for the platform but at least the setting gives it some differentiation. Although there is an obvious console RPG antecedent in 1987’s Arabian Dream Scheherazade for Famicom, released in the US as The Magic of Scheherazade, IGS’s game leans much further into the source material. The relationship to the actual text is fairly strained e.g. Sindibad and Ali Baba are friends, but the game’s exploration of the actual Middle East and surrounding environs rather than a purely fictional world gives it a similar flavor to the quasi-historical original. However, like too many Dragon Quest clones, the game never quite hits the right difficulty balance. It vacillates between being overly difficult only to tip straight into mindlessness once leveled enough and sporting fresh equipment with little in between. When coupled with the high encounter rate, this leads to an experience that is mostly tedious. These missteps are a shame since the game may truly be unique, and a more pleasant gameplay experience would have risen the Sindibad to the platform’s upper echelons. ![](https://i.imgur.com/69h3hRq.png) The game's somewhat bland graphics also do a disservice to the premise. ![](https://i.imgur.com/oiwRyuJ.png) There is one nice feature however. The entire party levels as one so new members or knocked out members aren't at a disadvantage. ![](https://i.imgur.com/kow22g1.png) The enemies are a bit of a cultural grab bag. A slavic Baba Yaga is very tengu-like while an eastern dragon is labeled as a salamander and can be found alongside an animate Seal of Solomon and a muddy ghoul.
A note on the title: In English, Sindibad is a lesser used variation of Sindbad and a direct transliteration of the Arabic spelling. It is also essentially what Japanese uses ergo the title which Romanizes the name. I tried so hard to actually finish this and got a decent ways in, a dungeon representing the ruins of Babylon somewhere between a third and half way in. I just got worn down so much by the pure auto-I combat with swarms of enemies doing single points of damage and falling quickly.
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Post by dsparil on Jul 18, 2024 15:26:34 GMT -5
CD-ROM Magazine Ultra Box Premiere Issue CD-ROMマガジン ウルトラボックス創刊号Developer Fun Project (primary) Publisher Victor Musical Industries Format CD-ROM² Release (JP) June 15, 1990 Release (US) Unreleased The disk magazine has several independent origins, but Jim Mangham’s Softdisk did much to popularize the concept. Started in 1981 for the Apple II, Softdisk was conceived as a digital alternative to the computing magazine of the day which frequently included programs in the form of printed code. The difficulty of manually typing so much code made this a less than ideal method of distribution. By placing all the contents on a disk, programs could simply be included as is and accessed via a main menu that also included textual articles and letters to the editor. Softdisk spread across platforms under various names, and diskmags in general appeared on nearly every computer platform imaginable. Into this world came Victor and Fun Project with a self proclaimed (and likely true) first CD-ROM quarterly magazine. Unlike most diskmags, Ultra Box leans heavily on the “magazine” side of things. It doesn’t contain articles per se, but it is loaded with fan art, digitized photography, horoscopes featuring a professional wrestler, a zodiac-based love tester, facts about various idols, a multimedia preview of upcoming games, a top 10 games list, and even a silent film style quasi-animation from Toei. Most substantial though is a complete buying guide for every PCE game released through March 1990 across formats. This portion includes scans of the cover, story info, tips, publisher contact info, and a brief review of the game. Given the platform, there are unsurprisingly a few games. Only two get called out as such on the cover, the autorunning Kamen Rider homage Kamen Victor and puzzle game UB64, both developed by Game Arts. Also included are a simple photography mini-game that’s technically an eroge, a choice-based visual novel about horse racing, and a quasi-educational dating sim focused on English language communication. Ironically, Kamen Victor and UB64 are the weakest of the offerings due to their thinness (putting aside the mini-game which has more preamble than content) while the VN has the skeleton of what could pass for a cheap commercial release in the modern day. As a complete package, the Premiere Issue of Ultra Box is eclectic but every bit the digital magazine it claims to be. It is also possibly the best showcase on any platform for what the new medium could bring in an age still dominated by carts and floppies. It does not feel like a cheap or poorly thought out endeavor, and the roughness that it does have only adds to the offbeat zine-like charm. ![](https://i.imgur.com/7lrlS0G.png) Kamen Victor is only three levels of running into enemies to attack them followed by similar bosses. The VN on the other hand, has both an amiable goofiness and a bit of substance. ![](https://i.imgur.com/Tc2ELLD.png) However nice the fan art, the system does have some struggles with properly reproducing it. Toei's Bombtown Story however does work well within the technical limitations of the system especially in the pre-Super CD-ROM² days.
I love these weirdo CD experiments, and the Japanese diskmag scene is very under documented except possibly for the MSX which had Compile's relatively more well known Disc Station in the late 80s and early 90s. For the curious, this is their top 10 games presumably through 3/90: 1. Ys I & II 2. Gunhed / Blazing Lazers 3. Ultimate Tiger 4. Super Volleyball 5. Far East of Eden — Ziria 6. Wonder Boy III: Monster Lair 7. Super Peach Boy Electric Railway 8. Final Lap Twin 9. Dragon Spirit 10. Nectaris These things are a matter of taste, but I truly am perplexed by the inclusion of Super Volleyball. I would go with these in alphabetical order: Final Lap Twin Galaga ’88 Gunhed Nectaris Red Alert SonSon II Super Darius Super Peach Boy Electric Railway Susano Oh Legend Ys I & II
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Post by dsparil on Jul 25, 2024 8:23:17 GMT -5
Veigues Veigues Tactical GladiatorDeveloper Bits Laboratory Publisher Victor Musical Industries, NEC Format HuCard Release (JP) June 29, 1990 Release (US) October 1990 More than anything else, the Game Arts designed Veigues shows the limitations of the system’s controller. It provides a similar level of gameplay complexity as Konami’s later Assault Suits Valken on SFC (or Cybernator on SNES) but with substantially fewer buttons. Dashing, pivoting, jumping, and the firing of three weapons one of which can be aimed all has to be done with only the control pad and the I and II buttons. This results in some pulling double or triple duty making for some odd control situations. Veigues was originally a game for the PC8801mkIISR and the controls are almost a direct translation of the original’s. One key difference is the use of the number pad for movement. This makes it possible dash and change direction while using the aimed chest gun, the best weapon in the player’s arsenal. It is slightly awkward to use on PCE due to the down button having to be used for aiming downward, turning and initiating dashes. The original game runs at a glacial pace largely by design so some of the problems it shares with the PCE port are less of an issue. However, the PC88 original is slow to the point of being boring, and the frantic speed possible on the PCE makes the game substantially more enjoyable. It’s mainly a shame that Bits didn’t take the porting opportunity to give the controls a full rethink and really let the game shine. ![](https://i.imgur.com/Lficn2X.png) On a certain level, it is odd to have both a forward only ranged weapon and an aimed ranged weapon; the third is a punch. ![](https://i.imgur.com/T6AFUPQ.png) Some levels have top to bottom laser attacks. These seem like a test to see if the manual was read as it notes that changing direction grants invincibility. ![](https://i.imgur.com/nnizw2q.png) The game also features an upgrade system with your laser rifle automatically upgrading. Left Arm controls punch range, Body is chest cannon strength, Vernier is flight time, and Shield are expended extra health bars although health slowly regenerates in general.
This was on the Shmup Junkie list of PCE shooters, but it it wasn't on tg-16.com's so I didn't include it when I was going over those. I wouldn't say it is one in any way aside from about ten seconds in the final level.
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Post by dsparil on Aug 5, 2024 13:40:25 GMT -5
This is Pro Baseball '90 これがプロ野球'90Developer TOSE Publisher Intec Format HuCard Release (JP) June 29, 1990 Release (US) Unreleased Given that the ’89 edition of This is Pro Baseball was the first with real teams, the brief six month gap between editions brought a second and more dubious milestone. This is Pro Baseball ’90 is little more than a stat update, and there is absolutely nothing else to it. The gameplay is identical, the management options are the same, and the graphics are mostly the same. Its sole modification is a change in Pennant mode game length going from 70 to 40 for the short option and 140 to 130 for the long option. ![](https://i.imgur.com/xyd6hmP.png) In all fairness, there is one very visible graphical change. The infields are now all dirt instead of mostly grass.
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Post by dsparil on Aug 12, 2024 7:05:33 GMT -5
PuzznicDeveloper Taito Publisher Taito Format HuCard Release (JP) June 29, 1990 Release (US) Unreleased Taito’s Puzznic was released to arcades in October 1989. The game is a simple block matching affair. Blocks are selected and moved left and right all under the influence of gravity and the occasional moving platform. Puzzles are grouped together into sets with subsequent ones selected using Darius style branching progression. Unlike Capcom, Taito was also not squeamish about releasing Puzznic as an eroge in Japan and the US although this can be disabled and was taken out entirely in the general World version. As with any popular arcade game, Puzznic was ported (minus the adult content) to many of the common computers in Japan and Europe along with DOS in the US and console ports to the Famicom/NES and PCE. The PCE port expands out the game with nearly double the puzzles, multiple visual themes and an endless mode. This gives it an edge over the computer ports of the game, but the Famicom port also features a new Gravniv mode based on moving everything at once à la the much later Threes or its clone 2048. This makes the question of what is the best port difficult, but it is clear that the PCE’s is the best for aficionados. ![](https://i.imgur.com/VoWO45F.png) The difficulty mostly comes from the varying deviousness of the solutions rather than the size of the puzzle. ![](https://i.imgur.com/wIQd5fl.png) The password screen has various full screen graphics which livens up the game a bit.
Coincidentally, Face also released a toned down eroge on this day with Mahjong Academy Mild. I couldn't track down any primary sources which is why I didn't give it a whole post, but supposedly the original Mahjong Academy was very controversial, not surprising, and Face was forced to replace it with an ecchi version. They did release some kind of PR statement or something direct to a PCE focused magazine, but I wasn't able to find it. Whether this was from general outcry, pushback from NEC or the first leading to the second isn't clear.
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Post by dsparil on Aug 20, 2024 4:19:24 GMT -5
Sol BiancaDeveloper NCS Publisher NCS Format CD-ROM² Release (JP) June 29, 1990 Release (US) Unreleased Japan’s OVA boom had many hits and misses, but Sol Bianca falls into the latter category. Lasting only two episodes with clear intentions for more, it is a sci-fi story featuring an all female pirate crew, their eponymous ship and little of note. Animation studio AIC had success in the anime industry both before it and significantly more afterward, but this project was unable to connect with audiences in either Japan or the US where only the first episode saw release. They gave the concept a second attempt in the late 90s with the reboot Sol Bianca: The Legacy but this too was just a blip in their oeuvre. Given that the PC Engine saw an RPG based on the property, it’s clear that AIC was hoping to start a franchise. Released a few months after the first episode, the game largely functions as a prequel. It is made up of seven independent scenarios with five occurring sequentially along with two randomly interspersed. However, the final sequential scenario has the game jump from prequel to adaption of the first episode. Like so many RPGs of the era, the gameplay is indebted to Dragon Quest, but it does enough things differently to not feel like an outright clone. Most significantly, it marks the second time a skill system has come to the platform. Each of the five crew members possesses five skills: melee weapons, ranged weapons, offensive ESP, defensive ESP and Power Suit use. Weapons, ESP and power suits each have a skill requirement and having too low a skill level affects their use. Each character has natural growth rate e.g. leader Feb gains melee quickly and ESP slowly, and also gains an allocatable point on level up. What does let the game down is its graphics which is especially odd considering AIC’s direct involvement. The overworld graphics are drab and lack detail. Battles all have the same star field background and feature uninteresting enemy designs. Most disappointing are the cutscenes which are decent but lack the finer touch of Cosmic Fantasy. Despite this misstep, Sol Bianca is still a generally good experience and one of the fuller RPGs on the system thus far. ![](https://i.imgur.com/kaj5fAn.png) Despite the graphics being drab, ![](https://i.imgur.com/4CohhbP.png) there are some highlights.
Just to be clear, neither this game nor the original OVA is fan service-y. AIC had previously done work on Bubblegum Crisis, and I think this was probably an attempt to have something similar that was theirs. In the long run, they actually would fully acquire the rights to Bubblegum Crisis so I guess they just had to wait a few decades.
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Post by dsparil on Aug 25, 2024 6:24:33 GMT -5
Urusei Yatsura ★Stay with You★ うる星やつら ★Stay with You★Developer Hudson Soft Publisher Hudson Soft Format CD-ROM² Release (JP) June 29, 1990 Release (US) Unreleased Rumiko Takahashi’s first major series was Urusei Yatsura. Literally Those Obnoxious Aliens, a title the series ever so briefly used in the US, the sci-fi romantic comedy told the story of high school student Ataru Moroboshi and his accidental alien “wife” Lum. Its parody of Japanese relationships made it a huge success in Japan lasting over 350 manga chapters and over 200 episodes across an original adaption and a recently ended compressed version. The US took longer to warm up the series with its initial manga and anime runs both being cut short in the 90s but have seen full release in the intervening decades. Micro Cabin did produce an adventure game for Japanese computers like they did with Maison Ikkoku, but unlike that title, it did not see console release. Instead, Hudson produced their own game for the CD-ROM² largely for the better. Barring a sliding tile puzzle, the game is entirely linear using a typical command driven structure. Where it does excel is in the graphics. The CD format allowed for a wide range of well made graphics which are among the system’s best. Although the solar system spanning story is perhaps nothing to write home about—Ataru’s former girlfriend Shinobu has been kidnapped—the high production values are able to overcome this. ![](https://i.imgur.com/TFP7zFP.png) Would it be Urusei Yatsura without Lum shocking Ataru? The inset scenes are also animated at times pointing towards the game being a showcase for the format. ![](https://i.imgur.com/RYoK4gn.png) The large scale images are also well done.
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Post by excelsior on Aug 27, 2024 13:30:59 GMT -5
Didn't know about this one. The art is really nice.
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Post by dsparil on Aug 27, 2024 18:10:36 GMT -5
That's one of the weird things about it. The graphics are great, it's from a major company, and it uses a popular license, but somehow the game still seems forgotten. Not entirely since it actually has a walkthrough on GameFAQs, but there doesn't seem to be much if any nostalgia for it anywhere especially compared to the source material.
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Post by dsparil on Aug 30, 2024 9:35:15 GMT -5
Faerie Dust Story — Labyrinth of Elfine Faerie Dust Story 迷宮のエルフィーネDeveloper Shin-Nihon Laser Soft Publisher Telenet Japan Format CD-ROM² Release (JP) July 6, 1990 Release (US) Unreleased Tomomi Nishimura’s career had a similar trajectory to her literal classmate Noriko Sakai. She made her debut as both an actress and an idol in 1986 starring in the talking dog movie The Life of Don Matsugoro. Her single of the movie’s theme song was the first of eight consecutive top 10 hits and of eleven overall. By the 90s, her music career started to cool and she began a greater shift towards acting and other non-entertainment endeavors. Unlike the games for the two Norikos, Tomomi’s is more of an enhancement of her personal brand than a tie in to her music. The game does open with a musical sequence set to her song “Sleeping Princess” from 1988’s Mezzo Piano, and it does include a new song which plays over the credits. Oddly, the game does not use any music from her then most recent album Tomorose Land which did have a song used in Telenet’s own Cosmic Fantasy. However, the game is almost more of a quasi-advertisement for her short-lived Tomorose boutique in Harajuku which opened during a boom in idol-owned stores in the neighborhood. The game begins with Tomomi being kidnapped from the store by the evil Myu who then transports her to the game’s setting Fairyland, and the manual even includes what is essentially an advertisement for the store. Once in the game proper, it has many similarities to much later “RPG Maker adventure games”. The game is presented in the same top down style as is typical in the genre, and dialogue is presented in a bare window although it is sometimes voiced with no subtitling. The gameplay itself is a simple affair of talking to the right character and occasionally investigating a spot or using an item. Each of the four areas also includes a “boss battle” in the form of a minigame based on either Pac-Man, Breakout, vertical shooters or a multiple choice quiz. Considering that the game’s staff heavily overlaps with Cosmic Fantasy’s, it is not a surprise that Telenet would choose to essentially make a combat-less RPG for what was almost certainly a project instigated by Tomomi’s label Toshiba EMI. Like those later actually-made-in-RPG-Maker games, they likely used the tools available to them for a quicker turnaround time. In this case, the result is somewhat the worst of both worlds. Although the cutscenes are nice, the general graphics are drab, the game world is small, and the progression has the lack of clarity too frequent in its menu counterparts. Unlike Noriko Sakai’s Legend of Mirror Land, Tomomi is the central focus. And also unlike Sakai’s game, Faerie Dust Story is a middling effort rather than a system best. ![](https://i.imgur.com/yJ7zWbS.png) Considering that none of the system's RPG actually have good overworld graphics, that might not be a real knock against the game all things considered. Giving the boss of the first area a Santa hat was an odd choice however. ![](https://i.imgur.com/WMmu57u.png) At this point in the system's life, having a shooter minigame is closer to obligatory than in years past.
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Post by dsparil on Sept 5, 2024 9:28:57 GMT -5
The Last Way of the Ninja —Ninja Spirit— 最後の忍道 —Ninja Spirit— Ninja SpiritDeveloper Irem Publisher Irem, NEC Format HuCard Release (JP) July 6, 1990 Release (US) October 1990 Irem’s Ninja Spirit was released to arcades in 1988. In it, the resurrected ninja Tsukikage battles through seven stages in search of retribution for his parents’ death. Enemies come fast and infinitely with a single hit felling Tsukikage. He does have four individually upgradeable weapons at his disposal—sword, shuriken, bombs and sickle—some of which destroy projectiles. To even the odds further, up to two invincible player copies can follow along attacking and even hovering in the air if staying still. The game saw many computer releases, but the PCE was the only console to see a port. Like Vigilante, Irem took the opportunity to tweak the game although not to as large an extent. The main change is the addition of a PC Engine Mode which adds 5 units of health (although enemies can deal varying amounts of damage) and has power ups affect all weapons at once; the mode was oddly not renamed in the US. This mode is generally much fairer than the arcade mode, but certain gotchas still remain. ![](https://i.imgur.com/eYW9NH6.png) Unlike Vigilante, the graphics have lost some detail although they are much less washed out than the arcade game. There's also some performances issues especially when using upgraded shurikens with two copies.
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