I'm just a longtime video gamer, looking to contribute to the growing chronogaming movement with my ongoing series Sega Masters, which gives Sega's 8-bit console the coverage it never really gets, especially among North American retrogamers. All you longtime Sega fans and retrogaming connsieurs, come on over and see what I have to offer.
I don't even know why this dude does these videos I've literally never heard him say anything good ever.. dude it's an 8 but system those games were dope AF at the time ...
Great review, great video. As an aside, I'm not sure but I swear I read once that the OG coin-op and the SMS port were concurrently developed, finishing up at about the same time. Bit of a shame that Sega were all about factory line development at this time, with SMS games being made at a breakneck pace with skeleton budgets. And yet, a lot of gold was produced.
I used to wake up early before school just to grind more exp in this. I really miss the map that came with the cart, pretty and really helpful on dreaming where to move next.
I wonder if Ninja Gaiden inspired this team to do the story scenes like this instead of the 'auto-playing' cutscenes? Like, they wanted to keep the player engaged in a way while the story unfolds...hmmm...
It took me what felt like years to finish this game as a kid and despite the rough edges I considered it a solid B+, a must own really.I failed to connect with Mystic Defender in anywhere near the same way.
Really great video (and reason enough for me to appreciate Spellcaster from afar). After Miracle Warriors, Kenseiden and then Phantasy Star menu-driven moments in Master System games appealed to me way less, but that console pause button was not my jam. Thank you, Sega for making controllers with pause buttons by the time the Mega Drive/Genesis was developed. Spellcaster is pretty brilliant. Some refinement and less linear path would have made this game a gem.
Did not know it was based on an anime, I'll have to check it out... This was one of my favorite game I owned as a kid. Never hear anyone talking about it, glad to finally see someone doing it justice.
I had this on a cartridge as a kid. I always wondered why the orange bouncing worm enemies were also found in Alex Kidd In Miracle world, only they were singular bouncing heads instead of the multiple ones found in Teddy Boy. I always thought the Teddy Boy and Alex Kidd worlds were linked because of it.
In my not so humble opinion, this ,R- type,Shinobi, and Alex Miracle World, are probably the Master Blaster Systems greatest achievements. PS great show
I remember this game, well. I had the Sega Master System II, with Alex Kidd in Miracle World built in. So did most of the children that went to my school (although a few did have the original Sega Master System). As a child, I could never get past the forest level (The one with the giant bear with the sword at the end).
Always glad to see a new video from you! My understanding is that 4:45 is incorrect, however, and Ghost House does have an unexpected ending after the second loop. By the way, have you decided yet how many of your early videos you're planning to remake? Just curious when we'll get to game #92...
The reason why everything is different is simply because Escape sold the name Wonder Boy to Sega, while giving Hudson the rights to everything else that was Wonder Boy. Hence why they made Adventure Island. Also the game is piss easy until the last dungeon. Should be finishable in about 50 minutes to an hour. The last dungeon can be confusing (especially since the Bell rarely works as intended) and there are some really nasty jumping segments. Combined with the time limit (and no time expensions will spawn) this can be challenging. But overall it's a fun little game, with some neat ideas like the Sphinx boss battle.
That's not even remotely close to accurate. The reason why it's different is because weststone wanted to try something different. Seriously it's pretty easy to find the actual story straight from the people behind it rather than spouting pure bs.
It was definitely the worst game on the Master System until 20 em 1 was released in Brazil, a collection of games so bad it has to be seen to be believed. Not much to say here, it's just incredibly bad.
Kokuaku Doumei Dump Matsumoto was actually the first wrestling video game with a license, predating all the WWF video games. It featured not only Dump Matusomoto's Gokuaku Doumei stable (including Bull Nakano who should also be known from her appearances in the WWF and WCW), but also the ultra popular Crush Gals and the Jumping Bomb Angels (they had a stint in the WWF around 1988 before getting screwed over by The Fabulous Moolah). It's obvious why this was changed for the west, since japanese wrestling was virtually unknown at the time outside of Japan. Pro Wrestling suffers from limitations, namely only one match type and one game mode and the fact you have to fight 1 team 20 times and the other 10 times. It's yawn inducing. But it did feature the quite innovative face/heel divide as mentioned and entrances with music. Still, it's definitely worse than WWF Steel Cage Challenge.
I hate this game. Bought it back in the day and quickly was disappointed once the realization sets in that it really only has 2 levels and is way, way, way, way too easy, so it gets boring very quick.
The game had a very troubled development history. It was actually started in 1984 and indeed was supposed to be based on that Monkey King story, only, development took so long, that the license expired and thus the game was virtually remade from scratch to remove everything regarding the story. It's also not a very challenging game at all. The biggest challenge is playing it with the horrendous stock Master System Controller (there are better ones from Hori and Honeybee) but even then nobody with an ounce of skill should have a problem finishing this in around 50 minutes. Even the "spike stage" at the end isn't difficult once you understand that you just need to control left and right and don't need to avoid the spikes - or you just use the flying cane to completely avoid that segment. And that is what makes Alex Kidd so great: You can approach a lot of the levels in different ways and completely change the gameplay around. For a game from this early days, it's amazing how much stuff they packed into and how many creative ideas they had.
Once you understand that this was originale made for Arcades, it makes sense, that it doesn't feature anything of Miracle World. Both games also came out virtually at the same time (November and December 1986) originally in Japan.