04 July 2018

Episode 202: TurboGrafx-16 3

Yet another TurboGrafx-16 focus, although it’s mostly all PC Engine tracks this time.  In this episode, the boizz get cross-wibed, the boizz talk cereal, and Brent shares some special food recipes of his own creation.  NOTE: Rob played the wrong track for Mahjong Gakuen, which was just a variation loop of the beginning of his intended track.  He had become so sleepy by that point that he didn’t notice it wasn’t the track in its entirety.  The full track was added later, which is why the full track doesn’t play while the boizz are talking over it.  Full track listing below.



Game - Composer - Song - Company - Console - Year (North American release unless otherwise indicated)

Dragon Egg! - D. Takahashi, M. Masimoto - Unused 2 - Tenky/NCS/Masaya - PC Engine - 1991

Wai Wai Mahjong: Yukai na Jantomi-tachi - unknown - Riichi - Video System - PC Engine - 1989

Cross Wiber: Cyber Combat Police - Hiroto Saitoh (Dandy Hiroto) - Story Out - Sankindo/Face - PC Engine - 1990

Makai Hakkenden Shada - Shogo Sakai, Masaaki Iwasaki, Takafumi Miura, Seiichi Hamada, Yuji Suzuki, Yusuke Takahama - Battle with Garyo - Data East - PC Engine - 1989

Mahjong Gakuen Touma Soushirou Toujou - Atsuko Iwanaga (Ako Matsudaira) - M.A.M.I. (Story Mode Ending) - Sankindo/Face - PC Engine - 1989

Yuu Yuu Jinsei: Victory Life - Takeaki Kunimoto - gameplay - Hudson - PC Engine - 1988

Jinmu Denshou - Takane Okubo, Masaaki Uno, Goblin Sound - Semimaru - Manjyudo/Big Club/Wolf Team - PC Engine - 1989

Aoi Blink - Shinichi Sakamoto, Souichirou Harada - In-Game 7 - West One/Hudson Soft - PC Engine - 1990

J.J. & Jeff - Takeaki Kunimoto (Kinoko Kunimoto) - Field 3 - Hudson/Turbo Technologies - TurboGrafx-16 - 1990

Takeda Shingen - unknown - Round 1 - Jaleco/Aicom - PC Engine - 1989

Spiral Wave - unknown - Space Battle - Media Rings - PC Engine - 1991

19 comments:

  1. WHAT IS GOING ON WITH CROSS WIBER?

    It caused me short-term memory loss and now my pets are neutered and my podcast player will only play cyber death metal AND I have a tattoo of: 10001110101011
    That's quite a track.

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  2. Cross Weiber was something else, alright. The scene where it plays has to end on its own... right? Digging the Turbografix love regardless.

    Oh, and they don’t have Street Fighter 2 set up at BitBar just yet, but I’ll bug them until it happens. Wouldn’t mind challenging Rob myself :)

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  3. Getting cross-wibed expanded my consciousness. Are there any cereal podcasts?

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  4. Brent, you’re so wrong about Darkwing Duck being a good game for the TurboGrafx-16!
    Now I think you might have just been joking , because obviously the other game you mentioned (“Bloody Wolf”) has a way better soundtrack and the gameplay isn’t a joke.

    Gabe or Trevor or someone mentioned (I think it was Gabe) that the Darkwing Duck game ran on the same engine that Mega Man 5 ran on - - - now, I haven’t played Mega Man 5 (NESystem) in a while, but it sure doesn’t feel anything like Darkwing Duck (TBGFX-16). For one thing, two different systems can’t play one single engine, no matter how modified.

    Now the next time we get a recommendation, let’s make sure it’s for real, ok fellas? No more Darkwing Duck, more Bloody Wolf, less ascending scales, more balance, we all know the drill.


    I salute ye.

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    1. Not sure if you're joking, but if not- we were talking about the NES version of Darkwing Duck, not TG16 - might have been confusing since it was a TG16 episode. It says on Wikipedia it's "running on a tweaked MM5 engine" but not 100% if that's true.

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    2. Gotcha Gabe ok I’ll try the NES version for kicks!

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    3. Just booted it up on my system and remembered I beat it with save states so doesn’t count... I enjoyed Brent’s rant about turbo buttons being like easy mode πŸ‘

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  5. Great episode as always, boiiiz! Here's some helpful information about Riichi that I looked up while jammin' out to Brent's Wai Wai Mahjong pick: http://mahjong.wikidot.com/riichi

    That Cross Wiber track is insane, I am very curious to see what is happening in the game when it plays this track. Have you guys reached out to Hiroto Saitoh about his input about the track?

    As far as favorite cereals I think my all time favorites were Cocoa Puffs, Cinnamon Toast Crunch, and French Toast Crunch. Good stuff.

    Thanks Brent for the secret recipes. I'm definitely going to try this nuts & fish dish and get back to you on what I think.

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  6. That Cross Wiber track reminds me of the name entry screen for Sword of Vermilion!

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    1. Hey, and it turns out I can finally post comments now - now I don't have to pester you with emails anymore...

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    2. The Sword of Vermilion track for comparison: https://www.youtube.com/watch?v=zaXsqKHnzxg

      Interesting that the rip on VGMRips seems to be normal/corrected - it's the rip on Zophar's that's got a mind of its own.

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  7. Now that theres 4 of you having vocal input i wish you would bring back the short live Name That Chuneeee

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  8. NEON DRIVE Level 6 sounds so much like Stan Bush's The Touch from Transformers 80s movie :O

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  9. Hey guys, I was just about to mention this same thing. Try the sword of vermilion entry on project2612: http://project2612.org/details.php?id=180

    The veeeery last track is the name entry without correction. It does a
    Very similar thing, except it goes for like 26 minutes.

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  10. Regarding Turbo buttons: A lot of shooting games have a turbo button built-in, and choosing when to use it can have its own strategic implications. I think that people programming games for the Turbo Grafx 16, considered the turbo feature in their game design. For example, in Bonk's Adventure, without the turbo button, you can't make Bonk spin float. It could be that floating makes the game easier, but they always showed Bonk floating in the commercials.

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    1. (I still associate HAJ with Haju) I’m with Sentimental on this one. If a system has controllers that are designed with turbo buttons, they’re meant to be used, and the games are going to be designed with the full understanding that using turbo is an integral design choice of the the system architecture. I mean, the system is CALLED Turbo! 8D

      I can understand the reasoning behind not using a turbo pad on the NES or Genesis, even if I personally feel differently......but not using the turbo on the Turbo? That’s like playing Contra and refusing to hold the button down when you have the machine gun. Ask yourself....what would Bill and Lance do?

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    2. My argument in defense of using a turbo button is that on many arcade cabinets tapping the fire button once will shoot more than one projectile so that you don't have to tap constantly.
      I wonder if the reason so many shmups were created for the PC Engine is because the controllers had turbo buttons. Or maybe the PC Engine's turbo buttons were created in advance because the console developers wanted to have a system with lots of shmups.

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  11. Cross Wiber. Oh my gosh. Thank you for taking me on this journey and pushing the boundaries of sound.

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  12. Yoooooooouu'll get caught up in the --

    CROSS! WIBER!!

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