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PC engine mini is a hard of emotion recorded every moment that the game can not go back-Engadget Japanese version

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The PC engine mini has finally been released as one of the last and probably favorite of the retro game hard reprint.

The only thing I can't think of is nostalgic is until the end of last month"CONTINUE SPECIAL PC Engine"Because it was all about writing the manuscript. Except for the included titles and the overseas version of the TurboGrafx-16 version lineup, they are all just played! However, it is more than a pleasure to connect directly to a liquid crystal display through a cathode ray tube or a converter. And I'm especially grateful for games compatible with CD-ROM2. In the original, the loading time was extremely slow, and the physical drive part could have deteriorated with the motors and the like over time, so it was unclear when I couldn't play.

Thanks to the craftsman group M2 Transplant, no strange arrangement was made, and the experience at that time was reproduced without any compromise. Not only the startup screen of CD-ROM2 but also the physical gadgets that were "outside the screen" such as the insertion of a super system card are packed, and there is also a production where the dot engine PC engines walk around. By the way, M2's Yoshiyasu Matsushita, who worked as a PC engine mini planner, is also famous as a developer of Tinkle Star Sprites.
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▲ The game start screen where the PC engines, which have become dot pictures, walk around. NES disk system disk-kun?

It happened at the timing when the PC engine of the actual machine was at hand [it was natural because I was making a book for the release of the PC engine mini], so the title image was overlaid. It is natural that the size difference from the actual machine is not felt as much as the Mega Drive Mini, because the PC engine body was by far the smallest among home-use game machines from that time. That may be why portable versions such as the GT and LT PC engines were easy to release.

Even if you do not reproduce until “ no blaze '' …

The concept of reviving such an "experience of the time" in its entirety, including the hardware, is very good. However, I didn't want to reproduce up to "no fire" on the first PC engine [white engine] …

Since playing in real time, standard pads that can't auto-fire weren't suitable for shooting, and I bought fire-fighting pads and joysticks for that. In other words, the standard pad was hardly used. Rather, the input device with external fire, which was sold separately, was the “memory of those days”.
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▲ The shooting pad is a must because the shooting is almost on fire. Holi pad for Nintendo Switch has "+" button for RUN and "-" for SELECT

Yes, the intention was to "reproduce the place where you bought the external device." Unfortunately, genuine turbo pads are late for shipment, and the Amazon monopoly shipped at the end of April at the time of writing. You only have a standard pad, and your fingers are back to the pain of pain. Indeed, HORI hardware, which has a reputation for peripheral devices, reproduces even the sweat when shooting fire.

The appeal and detailed attention of the PC engine mini as a butt are accurately drawn in the preceding review article, so we will omit it because there is no further addition.

■ Hucard titles featuring arcades from the Namco Golden Age

Aside from the life of a game console, it is game software. For PC engines, Hu-Card games are the first of these.

In the first place, I am a severe Sega fan and a mega drive. Still, I bought a PC engine because I was very intrigued by Hu card games-in straightforward terms, "Namco [at that time] entered and ported arcade games one after another."

At last, Namco may have entered Megadora [abbreviation], such as "Ferios", whose portability is delicate [the original was too much for the latest SYSTEM II board] and "Dangerous Seed", which is not a major one. The original "Wrestle Ball" supplemented that with about 10 million points.

The PC engine, on the other hand, introduced the first line class such as "Galaga '88" and "Genpei Shaumaden". For those who liked Namco's arcades, the change came even if they subtracted the amount paid for the hardware itself with "Bella Boman, a super unequaled person". And they all looked pretty similar [due to the rich color depth of the PC engine] and the portability was quite high.
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▲ The arcade version's rotation, expansion and contraction effects have been cut away, and the magic has been considerably changed, but the atmosphere is reproduced “ Legend of Walkure '' is a good transplant

Last year, while the titles included in the PC Engine mini were announced one after another, the moment when I was most excited wasIt was recorded five Namco titles. Although not all titles were recorded, a lineup that can be said to be an "almost" total war with "Legend of Walkure" and "Splatter House" added. Of the 58 titles out there that have a large number of third parties, if one-tenth of them are colored NAMCO, then it's worth the full answer.

The first game you started up was DraSpi [abbreviation]. However, hand fire is hard … so I actually played [it was not officially promised support], I ordered the Noriendo pad for Nintendo Switch and played it.

There are some uncomfortable feelings because the cross cover is mounted on the four independent buttons and there is no axis in the center, but at that time there were many pads and sticks that were less operable than this. At that time, he called it a gamer, including its ability to correct for incompatibility.

I almost remember the pattern of Draspi, and the PC engine version is less difficult, but the “big hits look like” is unique to old games. And, when you press the home button, you can call up the state save / load screen, so "save in front of a difficult place, redo if you make a mistake" is easy.

However, if you exit the save / load screen for some reason, the turbo fire setting of the button will be off. Therefore, turbo setting immediately after returning to the normal game screen! In preparation for doing so, it also requires a high technique [?] Of saving where enemy bullets do not fly, so it has become easier, but another difficulty has arisen.
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▲ State save / load screen where you can save and load gameplay in the middle. A strong ally for PCE gamers who have lost their youth and reflexes

Anyway, with the spirit and guts, the love of Namco and the knowledge of the capture pattern [PC engine version remembered that the base of the spear could not be pulled out on the final side …], managed to defeat Rasbos Sawell. And the time required is less than an hour. When I bought the software for thousands of yen, I think it was really good without this save / load function.
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▲ Draspi clear screen. The difficulty was lower than the arcade version, but the evil enemy placement on the final side [especially bad item storm] was hard

■ CD-ROM2 games filled with "I can't go back"

Another category of games for PC engines is CD-ROM2. Adopting CD-ROM, which was the most advanced media at that time, it is a technical framework that simply uses a CD sound source and can handle large amounts of data, but it is different and innovative from previous games It was one genre.

In terms of my personal experience, the reason I decided to buy an expensive CD-ROM2 even though I couldn't do it was "Super Darius". Speaking of the early masterpiece "Easy Ⅰ Ⅱ", the portability to home consoles was out of sight because I had already played the PC version [sorry].

The original is the pinnacle of arcade [business] games at the time, with a landscape display that connects three screens and a body sonic that shakes the whole body. Among the various elements that make up the CD-ROM2, the only one that can be completely reproduced is the sound source. The original sound that was recorded can be played as it is, so it can be managed.

How shocking was the experience that the sound of the real thing sounds simultaneously with game play. It's hard to tell now that it has become commonplace, but CD-ROM2 was a hardware that made such extraordinary everyday.

However, the display capability of the PC engine itself has not been raised, and the gap between the main game that moves a huge battleship with a fish motif and the CD sound stands out. Still, the staff tried to fill the overwhelming disparity between the original commercial hardware, which cost a lot of cost, with effort and ingenuity. M2 that ported the phenomenon of "screen flickering when more objects to be displayed" in which the one-sided scale remained without intentionally mitigating is definitely correct.
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▲ "Super Darius", which has the same sound as the game center [it's Dolby Surround compatible, so it's better than the original], and the impact was overwhelming. Meeting King King for the first time in a long time

From the CD-ROM software included in the PC engine mini, it seems that all of them have taken the decisive step of "cannot go back before then". “Ys Ⅰ ・ Ⅰ” is the appointment of voice actors and seamless integration of the main game and the visual scene. “Snatcher” is a movie-like production and a huge amount of information. In Tokimeki Memorial, the data packed into a narrow CD-ROM gave the characters and the world a vibrant life, making love games a cornerstone of home games.
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▲ “Tokimeki Memorial” and “Tenkai MakaiⅡ Swastika” are two-tops that overturn the common sense of the game from the ground up and “can not go back”

All of them are full of "first for games", and there are many productions that have appeared in the world thanks to the developing ethical rules etc. even as a platform manufacturer that gives approval. Therefore, these expressions are technically easy to reproduce in modern times, but it is difficult to clear the regulatory hurdle. However, "Tenkai Makai @ Bankan" recorded on the PC engine mini is "as is" from head to tail. Well, this scene is full of things that are reminiscent of the PS2 version.

Much of the development of M2, Konami, who brought back this "expression as it was" to the world and assumed full responsibility, is utterly determined. Yes, it's a CD-ROM2 that includes the culture and atmosphere of those days.

■ "near Arcade" to heal the wounds of arcade fans

The "near Arcade" version, which brings the arcade porting titles "Fantasy Zone" and "Gradius" closer to the original, isn't just a developer's playfulness, but probably contains more heavy emotions.

The reason is that these two books could not be fulfilled, even though they expected to buy a PC engine = a faithful port of an arcade game [mainly because of the tremendous quality of the HuCard version of "R-TYPE"]. Because
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▲ At the moment, it can't be a means of playing the arcade original as it is, but it is meaningful to be a “ fantasy zone reproduced over the hardware gap with a real PC engine ''

Both are not bad for porting to 8-bit hardware and look similar to arcades. Therefore, the color of the title is different and the tone of the sound source is also very different. If you are as far away as NES's "Gradius II", it is divisible from the others, but it is hard to forgive just because it is so familiar.

Such a grudge of "Why didn't you do my best in the last mile" should remain forever, but thanks to the "new hardware" PC engine mini, you have a chance to recover miraculously. Thank you M2, thank you Konami! !

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