A Black Falcon
Member
Other threads in this series: Odyssey 2, Atari 7800 (& 2600 games), Game Boy (B&W), Super Nintendo, Sega CD, Sega Saturn, Playstation 1, Nintendo 64, and PC Racing Games.
System History
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The TurboGrafx-CD, also known as the PC Engine CD, was the first ever home gaming platform that used CD-based media. The only even remotely similar predecessor is the Japan-only MSX Laserdisc drive from the mid '80s, but that was mostly just used for games which played video in the background while putting MSX graphics on top, I believe, and had very thin support and an extremely high price. The PC Engine/Turbo CD was pricey, but was within the realm of possibility for normal people. When Hudson first thought of the idea of a home system with CD media in the mid '80s, it was a crazy-advanced idea. When the system released in late 1988 in Japan hard drives were far too small to fit all of the data from a CD, so they had to use very expensive setups in order to test games -- and to try a game, you'd have to spend a lot of money to get a CD made. This was long before CD-Rs. But after NEC released the PC Engine, a year later they followed it with the PCE CD, so despite an initially extremely thin game library, the CD drive released. The launch games were Fighting Street, a fine port of the bad arcade game Street Fighter (1), and NoRiKo, a "game" about an idol singer popular at the time. The CD game library took a while to get better, but eventually became the system's primary format in Japan after the Super CD RAM expansion was released.
The original Turbo CD and PCE CD are in the form of a two-part addon, one a base unit that your TurboGrafx or PC Engine attaches to (the two regions have different designs, but the same internals), and the other a CD drive that also attaches to the base unit (these are identical between regions except for color and language text on the shell). It's a somewhat odd system, but it works. The base unit has the added hardware in it, including a capacitor-backed save memory chip that allows games to save data to the system and a tiny 64KB of RAM to load data from the disc, plus another 64KB of RAM meant for audio loading, though some games used it for more data, if they could squeeze the audio into a smaller space. The base unit also has composite AV output jacks on the back, for better video quality than the RF that the original TG16 or PCE support. Hudson and NEC would later release many more models, and two more CD formats, the Super CD system card (with 256KB of RAM onboard) and the Arcade Card (with 2MB of RAM onboard), but with addons the first system can play any CD games. The Turbo CD and Turbo Duo (combo system with Super CD and HuCard systems built in to one unit) were miserable failures in the US, selling an unknown but not out of the tens of thousands number of systems. In Japan, though, it was a successful format, and had game support from its release in late 1989 until early 1997, followed by one final game in late 1999. The Turbo/PCE CD is probably the most successful console addon ever compared to the amount its base system sold, probably in no small part thanks to the Duo line getting CD drives into the hands of most everyone who bought a PCE from late 1991 on. However, because of how badly it did in the US, only a small fraction of the systems' library released here. Many games have language barriers, but thankfully, unlike TurboGrafx-16 HuCards, the CD system is region-free, so import CDs work fine on any system. I do have a region-modded TG16, but still, not having to get the CD drive modded too or something is great.
Here normally I list my favorite games for the platform in question, but I'm not sure if I can make a list with much confidence yet, but I can mention some games I definitely like: Alzadick, Avenger, Cosmic Fantasy 2, Shanghai II, Splash Lake, Ys I & II, and Efera & Jiliora. There are more games than those that I like, though; it's always hard to choose, and there are so many more games than these that I need to play, too... I've played some in emulation, but far from all!
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Notes
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This list seems to have the longest per review of any of the threads in this series yet, I think... but even so, they're not quite as long as full reviews -- compare that Avenger review thread I made recently to the Avenger summary below, this one is shorter. Still, some are not short. I had fewer games to cover, so I put more time into each one, and also a bunch of these games are imports which a lot of people probably don't know all that well or have never heard of at all, so I spent more time explaining stuff. I hope it helps.
For another starting note, I only have the regular Turbo CD system so far. I've owned a Turbo CD since mid '09, but got the CD drive repaired in summer '13. I only had a US system card 2.0 at the time though, and haven't gotten anything better yet. I'm getting a Super System Card soon, and more Super CD games along with it, but I wanted to do this thread as it is first, before I go into those games as well. The CD drive mostly works, but still has some playback issues, worse with some games than others -- Avenger almost always runs fine for instance, but the sound very often fails early in level 1 of Daisenpuu Custom. There's clearly still something not right with this drive, which is a bit annoying given that the laser is new (replaced with the repairs). Ah well, at least it usually works, and that's fantastic, I love the system despite the occasional music-failure annoyances. But anyway, while I have played some Super and Arcade CD TCD games, I can't play them on my actual system yet, so I can't really cover those games yet. I do mention the few Super CD games I own so far, but can't say much about them. Super and Arcade CD games usually have better graphics than regular CD titles, since they have more RAM to work with, but these are what I've played so far, and some of them look nice. There are quite a few regular CD titles, so there's been plenty to play.
One last thing: if I don't say what region of the game I have, it's the US version; Japanese imports are marked. Also, for simplicity I just call the system the "Turbo CD" or TCD no matter what region the game is from. It's all the same system after all.
Here normally I list my favorite games for the platform in question, but I'm not sure if I can make a list with much confidence yet, but I can mention some games I definitely like: Alzadick, Avenger, Cosmic Fantasy 2, Shanghai II, Splash Lake, Ys I & II, and Efera & Jiliora. There are more games than those that I like, though; it's always hard to choose, and there are so many more games than these that I need to play, too... I've played some in emulation, but far from all!
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Games Listed
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The Addams Family, Alzadick: Summer Carnival '92, Avenger, Bikkuriman Daijikai, Cosmic Fantasy 2, Daisenpuu Custom, Deko Boko Densetsu, Down Load 2, Efera & Jiliora: The Emblem from Darkness, Final Zone II, Gulclight TDF2, Hihou Densetsu: Chris no Bouken, Jantei Monogatari II: Uchuu Tantei Deiban: Shutsoudouhen, Jantei Monogatari II: Uchuu Tantei Deiban: Kanketsuhen, Last Alert, L-Dis, *The Legend of Xanadu, Legion, Mateki Densetsu Astralius, Pomping World, *Prince of Persia, *Puyo Puyo CD, Ranma 1/2, Record of Lodoss War, Road Spirits, Rom Rom Stadium, Shanghai II, Sherlock Holmes: Consulting Detective, Side Arms Special, Splash Lake, Super Albatross, Ultra Box vol. 6, Valis IV - The Fantasm Soldier, Ys Books I & II
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Turbo CD Game Opinion Summaries
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The Addams Family - One player. The Addams Family, from Icom, is a TCD-exclusive, and US-only-released, 2d platformer based on the Addams Family. Ocean also made Addams Family games, released on many platforms, based off of the movies from around that time, but this game is not Ocean's game, it is entirely different. As with most of Icom's platformers, though, the game has issues. Icom could make good adventure games, but their platformer abilities had more mixed results, and you can see that here. The Ocean games are also kind of mediocre, though, so I don't know which is better. So, in this game, as you would expect from an Addams Family game, you play as... their greedy lawyer. Yes, you do not play as any of the Addams's in this game, but instead play as their lawyer, armed with an umbrella which can shoot bullets, who is at the mansion attempting to collect some money from their safe, because apparently they owe it to him. As usual on the Turbo CD, the story is told through static images with voiceover behind them. This game does not have actual cutscenes or voice actors from the movie in it, but instead has static images and its own, lower-budget, cast. It's good enough to do for a game. Your character's job won't be easy, though, because the Addams Family will not just allow him to go in and take the cash, he'll have to earn it, if he can stay alive. It seems like a strange choice of characters to me, as the Ocean games all have you playing as Fester, Gomez, or Puggsly Addams (no, no games for the female characters, Ocean was sexist clearly), but I guess it works. You have several lives, but no continues, in this game, so it won't be easy to complete. As with all of Icom's platformers I've played, the game has somewhat suspect collision detection; they just never quite got it right. This game rarely demands super-accurate platform jumping, as you'll probably be doing more shooting than jumping, but still it is annoying. The graphics and music are okay. They're not high-budget work, clearly, but they're acceptable and look better than some Western movie-licensed games. There are some nice details at times as well, such as areas where one of the Addamses is hitting golf balls at you from the background that you have to avoid, a fight against psychically controlled toys in Wednesday's room, and more.
This game starts out with a linear stage where you go to the mansion, but once you arrive, it gets a bit more open-ended. Your goal in the mansion is to search for keys that let you go in doors, so as to explore more of the mansion and eventually find that money. Again, you do a lot of shooting in this game. Bosses take a lot of hits to defeat, and even normal enemies need a few shots, and you can't jump on enemies to hurt them, that'll just get you hurt. Level designs are okay, but nothing great. Because of the loading for each area, it's annoying when I go through a door only to find a single-screen dead end room, because that means right back to the load screen... oh well. This game is on the short side if you know where to go and what to do, but it will take some practice before you get good enough to stay alive and go to the right places. I've gotten partway through it, but haven't gotten more than a third of the way into it so far, I think. It's an okay game, I guess. My first impression of this game was poor, but once I got used to the way the game plays, with having to avoid the enemies and shoot them, and also learning where to go at which point, it started getting a bit better. This game isn't too expensive, so if you have a Turbo CD and like platformers, give it a try; it's average at best and probably isn't quite that, but there are much worse games out there, and this game does have some unique elements to it, such as all of the exploration required in this game that you didn't usually see in platformers in 1991.
Alzadick: Summer Carnival '92 (J exclusive) - One player, saves to internal memory. Alzadick is a time-trial shmup, or space shooter, designed for a contest held that summer by its publisher Naxat Soft. This game doesn't really have a normal full single player game; there is a "Story" mode, but there are only two levels there, and they won't take long at all to complete. Instead, it's just got a 2 minute score attack mode and a 5 minute time attack mode on one level (it's got two bosses, one at 2 mins and one at 5), and a 2 minute score attack practice mode on a second level that has no bosses. And that's it. As a result of the extremely limited content, reviews of this game are usually harsh or dismissive. However, after trying the game in an emulator, I quickly came to love this game, and I had to have it after I got the actual system, too. And yes, I'm still playing this game regularly. It may have only five minutes of content, but this is my favorite TG16/CD timed-mode level that I've played so far. Alzadick has great graphics for a regular CD title too, and even has some parallax scrolling! Very nice. The next shmup Naxat Soft published, the exceptional Super CD game Nexzr, looks better, but even so, Alzadick does a good job and looks great. The level designs are great as well. As you would expect from a CD title, Alzadick has a great CD audio soundtrack. That is really the only thing here that makes the choice of a CD necessary, but this electronic-music soundtrack is fantastic and easily justifies it on its own! I like Alzadick's soundtrack a lot. There aren't many tracks, but what there are are great. I wish that the game had more levels, of course, but the two that it does have are both good, very well-designed levels. Alzadick isn't a pushover, either; it took me some time practicing until I was able to complete the 5 minute mode. The game actually requires some skill to complete. The game also saves (to the system) your best score in each of the three score-attack modes, which is nice.
Alzadick is a fairly traditional 4th gen shooter. Your ship has four weapon types, each of which is a different firing pattern for your gun. I prefer type 3 myself, since that gives the most forward and side fire coverage. Try not to get hit, since hits will reduce weapon power, and reduced weapon power will greatly decrease your scoring potential. If you get hit at minimum weapon strength you lose a life, and three deaths and you lose. With a little practice game over will be quite rare, but getting hit a time or two and losing weapon power happens, and ruins games. That's okay, though; this game does require skill, and that's great. I wouldn't like this game nearly as much if it was easy. You also have a superbomb, but only have ONE per run and there are no pickups for more. You choose one of four firing patterns for the superbomb before you start each game. Each of the four patterns has advantages and disadvantages, but I think I like the six-lines-up or swirl styles best. I find the bomb most useful at the midboss (2 minute point boss), myself. Graphics and enemy types repeat often, but there is enough variety to keep things interesting. Each enemy wave usually waits until the previous one is done before entering the screen, which is a key strategic element -- killing waves faster will fit more waves into the limited time. There are also some hidden bonuses, of course.
Naxat Soft based its 2 and 5 minute modes in this and their other shmups on Hudson's 2 and 5 minute modes popularized in the Star Soldier series (from Super Star Soldier on), but unlike Hudson, where your goal in either mode is simply to score as many points as possible in the set time, Naxat changes the rules. Two minute mode works like Hudson: Your goal is to score as many points as you can in the set time. The applies to both the "Practice" mode, which is just another 2-minute mode just without a boss at the end due to that level not having one, and the regular 2 minute mode, which takes the first two minutes of the main 5 minute stage and has you play that. In 5 minute mode, however, your goal is actually to see how quickly you can score one million points. Once you score a million points, the game ends. If you fail to reach a million before the five minute timer runs out, you lose. In addition, you must meet a mid-point score requirement too. Oddly, while nothing else in this game is configurable, you can set the time and points needed at this midpoint score. The default requires 500,000 points at 2:30, which is challenging but possible with some practice. Avoid getting hit much! You can easily make impossible goals of course, too. Want to set it to requiring 900,000 points in a minute? You could never succeed, but it lets you set it to that anyway if you want. This is kind of a weird feature, though, considering that you cannot change the overriding 5 minute timer and 1 million point overall victory condition. Still, it's kind of neat to mess with, for making things easier while you're still learning the stage, or harder after you've played the game a lot. As for the "Story" mode, the two levels there are one for each of the two stages. Before and after each level there's a screen of Japanese text telling you the story. I don't know what it is. The levels are the same in Score Attack or Story mode, though, except in Story mode you only get one ship, so if you die you lose and will have to try again. The first stage ("Practice" in Score Attack) still doesn't have a boss, unfortunately. Otherwise I like that stage, though; it's a cool looking big red ship. The second stage (2/5 minute modes in Score Attack) is much longer and better designed, and has those two bosses, but the color scheme is more muted.
Overall, I really, really like Alzadick. The game is expensive -- expect to pay $50-plus for the game -- but I, at least, think that it's great. The game has limited content, and playing it over and over will eventually reach diminishing returns as the game, like most 4th gen shmups, does not have a complex scoring system so all you can really do is try to kill more of the enemies and panels faster in order to get a few more waves to appear, but even so, this game is just so much fun to play through that I don't really mind that. Alzadick was one of my most-played games in TG16 emulation, and now I'm playing it quite a bit on the actual system too. The game is one of my favorite regular-CD titles on the system, and is a great game to sit down with and play for ten minutes here and there.
Avenger (J exclusive) - One player. Avenger is from Laser Soft, which was one of Telenet Japan's many divisions, along with Riot, Reno, Renovation, and Wolf Team. Telenet released many Turbo CD games, including this 1990 title, but faded mid-generation, and by 1995 Telenet had fallen apart. Wolf Team was bought by Namco (they became Namco's Tales Studio), Renovation's American publishing arm was bought by Sega, and the rest shut down or became a shadow of its former self; Telenet's 1995-2004 (their last year) release library consists exclusively of pachinko, slot machine, and mahjong games. While they lasted though, Telenet made some interesting games. Telenet supported the Genesis and SNES, but they released the first third-party game for the Turbo CD, and supported the Sega CD for several years as well. Avenger is not one of Telenet's more popular releases, however, but I think it's an under-appreciated, quite high quality game. This game released in 1990, still in the early years of CD gaming. The game has a Turbo CD-style introduction (with mostly static images and a voiceover on top) and ending, which is nice; unfortunately the story before each stage is just told in Japanese text, but still, the intro is nice. Many other early, regular-CD Turbo CD shmups don't do that and are just expanded HuCard games with CD music. In between levels there are also some nice static images with a fanfare, showing the level you just blasted through. These receive praise, but the ingame graphics are often harshly criticized. And while it is true that many of the environments are bland, I think that the art design of the ships is pretty good. I think this game looks okay, really -- the ships look nice enough and are well designed, and the action is fast, furious, and sometimes flashy. The CD audio soundtrack is also reasonably good. It's not one of the system's best, but it's good and does a fine job of backing the action. Overall the game looks okay and sounds good.
In terms of its gameplay, Avenger reminds me a bit of a Toaplan-style game (like Twin Cobra or so) in design, but the game has one key original design idea: your ship, which is a futuristic helicopter, can rotate left or right, and by holding the II button (I fires; leave the Turbo switches OFF for this game or the controls will not work right!), you can lock your turret. With Turbo on the lock won't work, so leave it off. You have autofire anyway. You can aim up to about a 45 degree angle in either direction. You also have a "bomb" attack and secondary weapons, and have a shield which can take 5 hits. One ship type drops powerups when destroyed, which then cycle between upgrading your main weapon, your secondary weapon, or giving you a hit point back if you've taken damage. There are three of each type of weapon, which you slowly unlock over the course of the game (though there is a code that lets you use all of them from the beginning). It's a solid system, and I like the different options you have. The health is important too; it's easy to get hit in this game and if you die you start the level over, so the health system gives you some margin for error. Also, the weapon-select screen options are in English, which is nice. The aiming-lock system is highly reminiscent of the design used in the much later title Under Defeat for the Sega Dreamcast. I absolutely loved that game (it's my second favorite Dreamcast shmup, after only Ikaruga!), and then heard that this one does something similar, and that made me want to check out Avenger. The bland graphics left me initially unimpressed, but after getting my Turbo CD repaired this year I decided to buy the game anyway. I'm very glad that I did, because as I said, I think this game is good. I really love the aiming-with-lock controls, they are what makes the game so interesting I think. Avenger is a challenging game which will require practice to beat. You get infinite continues, but because you lose all powerups when you die, and there are some very challenging parts where having more power will be a big help, memorizing the game enough to stay alive is important. Some enemies shoot at you, but others shoot in patterns you must learn the safe points in. The last level can be very frustrating after you die the first time, for instance... but that's how shmups worked back in 1990, I don't hold that against the game. It just made beating it that much more of an accomplishment, anyway. Avenger lets you play some of the levels in different orders, which can add some variety, but you'll need to play all the levels anyway in order to complete the game.
System History
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The TurboGrafx-CD, also known as the PC Engine CD, was the first ever home gaming platform that used CD-based media. The only even remotely similar predecessor is the Japan-only MSX Laserdisc drive from the mid '80s, but that was mostly just used for games which played video in the background while putting MSX graphics on top, I believe, and had very thin support and an extremely high price. The PC Engine/Turbo CD was pricey, but was within the realm of possibility for normal people. When Hudson first thought of the idea of a home system with CD media in the mid '80s, it was a crazy-advanced idea. When the system released in late 1988 in Japan hard drives were far too small to fit all of the data from a CD, so they had to use very expensive setups in order to test games -- and to try a game, you'd have to spend a lot of money to get a CD made. This was long before CD-Rs. But after NEC released the PC Engine, a year later they followed it with the PCE CD, so despite an initially extremely thin game library, the CD drive released. The launch games were Fighting Street, a fine port of the bad arcade game Street Fighter (1), and NoRiKo, a "game" about an idol singer popular at the time. The CD game library took a while to get better, but eventually became the system's primary format in Japan after the Super CD RAM expansion was released.
The original Turbo CD and PCE CD are in the form of a two-part addon, one a base unit that your TurboGrafx or PC Engine attaches to (the two regions have different designs, but the same internals), and the other a CD drive that also attaches to the base unit (these are identical between regions except for color and language text on the shell). It's a somewhat odd system, but it works. The base unit has the added hardware in it, including a capacitor-backed save memory chip that allows games to save data to the system and a tiny 64KB of RAM to load data from the disc, plus another 64KB of RAM meant for audio loading, though some games used it for more data, if they could squeeze the audio into a smaller space. The base unit also has composite AV output jacks on the back, for better video quality than the RF that the original TG16 or PCE support. Hudson and NEC would later release many more models, and two more CD formats, the Super CD system card (with 256KB of RAM onboard) and the Arcade Card (with 2MB of RAM onboard), but with addons the first system can play any CD games. The Turbo CD and Turbo Duo (combo system with Super CD and HuCard systems built in to one unit) were miserable failures in the US, selling an unknown but not out of the tens of thousands number of systems. In Japan, though, it was a successful format, and had game support from its release in late 1989 until early 1997, followed by one final game in late 1999. The Turbo/PCE CD is probably the most successful console addon ever compared to the amount its base system sold, probably in no small part thanks to the Duo line getting CD drives into the hands of most everyone who bought a PCE from late 1991 on. However, because of how badly it did in the US, only a small fraction of the systems' library released here. Many games have language barriers, but thankfully, unlike TurboGrafx-16 HuCards, the CD system is region-free, so import CDs work fine on any system. I do have a region-modded TG16, but still, not having to get the CD drive modded too or something is great.
Here normally I list my favorite games for the platform in question, but I'm not sure if I can make a list with much confidence yet, but I can mention some games I definitely like: Alzadick, Avenger, Cosmic Fantasy 2, Shanghai II, Splash Lake, Ys I & II, and Efera & Jiliora. There are more games than those that I like, though; it's always hard to choose, and there are so many more games than these that I need to play, too... I've played some in emulation, but far from all!
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The system, original US model. This is the model I have.
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Notes
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This list seems to have the longest per review of any of the threads in this series yet, I think... but even so, they're not quite as long as full reviews -- compare that Avenger review thread I made recently to the Avenger summary below, this one is shorter. Still, some are not short. I had fewer games to cover, so I put more time into each one, and also a bunch of these games are imports which a lot of people probably don't know all that well or have never heard of at all, so I spent more time explaining stuff. I hope it helps.
For another starting note, I only have the regular Turbo CD system so far. I've owned a Turbo CD since mid '09, but got the CD drive repaired in summer '13. I only had a US system card 2.0 at the time though, and haven't gotten anything better yet. I'm getting a Super System Card soon, and more Super CD games along with it, but I wanted to do this thread as it is first, before I go into those games as well. The CD drive mostly works, but still has some playback issues, worse with some games than others -- Avenger almost always runs fine for instance, but the sound very often fails early in level 1 of Daisenpuu Custom. There's clearly still something not right with this drive, which is a bit annoying given that the laser is new (replaced with the repairs). Ah well, at least it usually works, and that's fantastic, I love the system despite the occasional music-failure annoyances. But anyway, while I have played some Super and Arcade CD TCD games, I can't play them on my actual system yet, so I can't really cover those games yet. I do mention the few Super CD games I own so far, but can't say much about them. Super and Arcade CD games usually have better graphics than regular CD titles, since they have more RAM to work with, but these are what I've played so far, and some of them look nice. There are quite a few regular CD titles, so there's been plenty to play.
One last thing: if I don't say what region of the game I have, it's the US version; Japanese imports are marked. Also, for simplicity I just call the system the "Turbo CD" or TCD no matter what region the game is from. It's all the same system after all.
Here normally I list my favorite games for the platform in question, but I'm not sure if I can make a list with much confidence yet, but I can mention some games I definitely like: Alzadick, Avenger, Cosmic Fantasy 2, Shanghai II, Splash Lake, Ys I & II, and Efera & Jiliora. There are more games than those that I like, though; it's always hard to choose, and there are so many more games than these that I need to play, too... I've played some in emulation, but far from all!
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Games Listed
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The Addams Family, Alzadick: Summer Carnival '92, Avenger, Bikkuriman Daijikai, Cosmic Fantasy 2, Daisenpuu Custom, Deko Boko Densetsu, Down Load 2, Efera & Jiliora: The Emblem from Darkness, Final Zone II, Gulclight TDF2, Hihou Densetsu: Chris no Bouken, Jantei Monogatari II: Uchuu Tantei Deiban: Shutsoudouhen, Jantei Monogatari II: Uchuu Tantei Deiban: Kanketsuhen, Last Alert, L-Dis, *The Legend of Xanadu, Legion, Mateki Densetsu Astralius, Pomping World, *Prince of Persia, *Puyo Puyo CD, Ranma 1/2, Record of Lodoss War, Road Spirits, Rom Rom Stadium, Shanghai II, Sherlock Holmes: Consulting Detective, Side Arms Special, Splash Lake, Super Albatross, Ultra Box vol. 6, Valis IV - The Fantasm Soldier, Ys Books I & II
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Turbo CD Game Opinion Summaries
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The Addams Family - One player. The Addams Family, from Icom, is a TCD-exclusive, and US-only-released, 2d platformer based on the Addams Family. Ocean also made Addams Family games, released on many platforms, based off of the movies from around that time, but this game is not Ocean's game, it is entirely different. As with most of Icom's platformers, though, the game has issues. Icom could make good adventure games, but their platformer abilities had more mixed results, and you can see that here. The Ocean games are also kind of mediocre, though, so I don't know which is better. So, in this game, as you would expect from an Addams Family game, you play as... their greedy lawyer. Yes, you do not play as any of the Addams's in this game, but instead play as their lawyer, armed with an umbrella which can shoot bullets, who is at the mansion attempting to collect some money from their safe, because apparently they owe it to him. As usual on the Turbo CD, the story is told through static images with voiceover behind them. This game does not have actual cutscenes or voice actors from the movie in it, but instead has static images and its own, lower-budget, cast. It's good enough to do for a game. Your character's job won't be easy, though, because the Addams Family will not just allow him to go in and take the cash, he'll have to earn it, if he can stay alive. It seems like a strange choice of characters to me, as the Ocean games all have you playing as Fester, Gomez, or Puggsly Addams (no, no games for the female characters, Ocean was sexist clearly), but I guess it works. You have several lives, but no continues, in this game, so it won't be easy to complete. As with all of Icom's platformers I've played, the game has somewhat suspect collision detection; they just never quite got it right. This game rarely demands super-accurate platform jumping, as you'll probably be doing more shooting than jumping, but still it is annoying. The graphics and music are okay. They're not high-budget work, clearly, but they're acceptable and look better than some Western movie-licensed games. There are some nice details at times as well, such as areas where one of the Addamses is hitting golf balls at you from the background that you have to avoid, a fight against psychically controlled toys in Wednesday's room, and more.
This game starts out with a linear stage where you go to the mansion, but once you arrive, it gets a bit more open-ended. Your goal in the mansion is to search for keys that let you go in doors, so as to explore more of the mansion and eventually find that money. Again, you do a lot of shooting in this game. Bosses take a lot of hits to defeat, and even normal enemies need a few shots, and you can't jump on enemies to hurt them, that'll just get you hurt. Level designs are okay, but nothing great. Because of the loading for each area, it's annoying when I go through a door only to find a single-screen dead end room, because that means right back to the load screen... oh well. This game is on the short side if you know where to go and what to do, but it will take some practice before you get good enough to stay alive and go to the right places. I've gotten partway through it, but haven't gotten more than a third of the way into it so far, I think. It's an okay game, I guess. My first impression of this game was poor, but once I got used to the way the game plays, with having to avoid the enemies and shoot them, and also learning where to go at which point, it started getting a bit better. This game isn't too expensive, so if you have a Turbo CD and like platformers, give it a try; it's average at best and probably isn't quite that, but there are much worse games out there, and this game does have some unique elements to it, such as all of the exploration required in this game that you didn't usually see in platformers in 1991.
Alzadick: Summer Carnival '92 (J exclusive) - One player, saves to internal memory. Alzadick is a time-trial shmup, or space shooter, designed for a contest held that summer by its publisher Naxat Soft. This game doesn't really have a normal full single player game; there is a "Story" mode, but there are only two levels there, and they won't take long at all to complete. Instead, it's just got a 2 minute score attack mode and a 5 minute time attack mode on one level (it's got two bosses, one at 2 mins and one at 5), and a 2 minute score attack practice mode on a second level that has no bosses. And that's it. As a result of the extremely limited content, reviews of this game are usually harsh or dismissive. However, after trying the game in an emulator, I quickly came to love this game, and I had to have it after I got the actual system, too. And yes, I'm still playing this game regularly. It may have only five minutes of content, but this is my favorite TG16/CD timed-mode level that I've played so far. Alzadick has great graphics for a regular CD title too, and even has some parallax scrolling! Very nice. The next shmup Naxat Soft published, the exceptional Super CD game Nexzr, looks better, but even so, Alzadick does a good job and looks great. The level designs are great as well. As you would expect from a CD title, Alzadick has a great CD audio soundtrack. That is really the only thing here that makes the choice of a CD necessary, but this electronic-music soundtrack is fantastic and easily justifies it on its own! I like Alzadick's soundtrack a lot. There aren't many tracks, but what there are are great. I wish that the game had more levels, of course, but the two that it does have are both good, very well-designed levels. Alzadick isn't a pushover, either; it took me some time practicing until I was able to complete the 5 minute mode. The game actually requires some skill to complete. The game also saves (to the system) your best score in each of the three score-attack modes, which is nice.
Alzadick is a fairly traditional 4th gen shooter. Your ship has four weapon types, each of which is a different firing pattern for your gun. I prefer type 3 myself, since that gives the most forward and side fire coverage. Try not to get hit, since hits will reduce weapon power, and reduced weapon power will greatly decrease your scoring potential. If you get hit at minimum weapon strength you lose a life, and three deaths and you lose. With a little practice game over will be quite rare, but getting hit a time or two and losing weapon power happens, and ruins games. That's okay, though; this game does require skill, and that's great. I wouldn't like this game nearly as much if it was easy. You also have a superbomb, but only have ONE per run and there are no pickups for more. You choose one of four firing patterns for the superbomb before you start each game. Each of the four patterns has advantages and disadvantages, but I think I like the six-lines-up or swirl styles best. I find the bomb most useful at the midboss (2 minute point boss), myself. Graphics and enemy types repeat often, but there is enough variety to keep things interesting. Each enemy wave usually waits until the previous one is done before entering the screen, which is a key strategic element -- killing waves faster will fit more waves into the limited time. There are also some hidden bonuses, of course.
Naxat Soft based its 2 and 5 minute modes in this and their other shmups on Hudson's 2 and 5 minute modes popularized in the Star Soldier series (from Super Star Soldier on), but unlike Hudson, where your goal in either mode is simply to score as many points as possible in the set time, Naxat changes the rules. Two minute mode works like Hudson: Your goal is to score as many points as you can in the set time. The applies to both the "Practice" mode, which is just another 2-minute mode just without a boss at the end due to that level not having one, and the regular 2 minute mode, which takes the first two minutes of the main 5 minute stage and has you play that. In 5 minute mode, however, your goal is actually to see how quickly you can score one million points. Once you score a million points, the game ends. If you fail to reach a million before the five minute timer runs out, you lose. In addition, you must meet a mid-point score requirement too. Oddly, while nothing else in this game is configurable, you can set the time and points needed at this midpoint score. The default requires 500,000 points at 2:30, which is challenging but possible with some practice. Avoid getting hit much! You can easily make impossible goals of course, too. Want to set it to requiring 900,000 points in a minute? You could never succeed, but it lets you set it to that anyway if you want. This is kind of a weird feature, though, considering that you cannot change the overriding 5 minute timer and 1 million point overall victory condition. Still, it's kind of neat to mess with, for making things easier while you're still learning the stage, or harder after you've played the game a lot. As for the "Story" mode, the two levels there are one for each of the two stages. Before and after each level there's a screen of Japanese text telling you the story. I don't know what it is. The levels are the same in Score Attack or Story mode, though, except in Story mode you only get one ship, so if you die you lose and will have to try again. The first stage ("Practice" in Score Attack) still doesn't have a boss, unfortunately. Otherwise I like that stage, though; it's a cool looking big red ship. The second stage (2/5 minute modes in Score Attack) is much longer and better designed, and has those two bosses, but the color scheme is more muted.
Overall, I really, really like Alzadick. The game is expensive -- expect to pay $50-plus for the game -- but I, at least, think that it's great. The game has limited content, and playing it over and over will eventually reach diminishing returns as the game, like most 4th gen shmups, does not have a complex scoring system so all you can really do is try to kill more of the enemies and panels faster in order to get a few more waves to appear, but even so, this game is just so much fun to play through that I don't really mind that. Alzadick was one of my most-played games in TG16 emulation, and now I'm playing it quite a bit on the actual system too. The game is one of my favorite regular-CD titles on the system, and is a great game to sit down with and play for ten minutes here and there.
Avenger (J exclusive) - One player. Avenger is from Laser Soft, which was one of Telenet Japan's many divisions, along with Riot, Reno, Renovation, and Wolf Team. Telenet released many Turbo CD games, including this 1990 title, but faded mid-generation, and by 1995 Telenet had fallen apart. Wolf Team was bought by Namco (they became Namco's Tales Studio), Renovation's American publishing arm was bought by Sega, and the rest shut down or became a shadow of its former self; Telenet's 1995-2004 (their last year) release library consists exclusively of pachinko, slot machine, and mahjong games. While they lasted though, Telenet made some interesting games. Telenet supported the Genesis and SNES, but they released the first third-party game for the Turbo CD, and supported the Sega CD for several years as well. Avenger is not one of Telenet's more popular releases, however, but I think it's an under-appreciated, quite high quality game. This game released in 1990, still in the early years of CD gaming. The game has a Turbo CD-style introduction (with mostly static images and a voiceover on top) and ending, which is nice; unfortunately the story before each stage is just told in Japanese text, but still, the intro is nice. Many other early, regular-CD Turbo CD shmups don't do that and are just expanded HuCard games with CD music. In between levels there are also some nice static images with a fanfare, showing the level you just blasted through. These receive praise, but the ingame graphics are often harshly criticized. And while it is true that many of the environments are bland, I think that the art design of the ships is pretty good. I think this game looks okay, really -- the ships look nice enough and are well designed, and the action is fast, furious, and sometimes flashy. The CD audio soundtrack is also reasonably good. It's not one of the system's best, but it's good and does a fine job of backing the action. Overall the game looks okay and sounds good.
In terms of its gameplay, Avenger reminds me a bit of a Toaplan-style game (like Twin Cobra or so) in design, but the game has one key original design idea: your ship, which is a futuristic helicopter, can rotate left or right, and by holding the II button (I fires; leave the Turbo switches OFF for this game or the controls will not work right!), you can lock your turret. With Turbo on the lock won't work, so leave it off. You have autofire anyway. You can aim up to about a 45 degree angle in either direction. You also have a "bomb" attack and secondary weapons, and have a shield which can take 5 hits. One ship type drops powerups when destroyed, which then cycle between upgrading your main weapon, your secondary weapon, or giving you a hit point back if you've taken damage. There are three of each type of weapon, which you slowly unlock over the course of the game (though there is a code that lets you use all of them from the beginning). It's a solid system, and I like the different options you have. The health is important too; it's easy to get hit in this game and if you die you start the level over, so the health system gives you some margin for error. Also, the weapon-select screen options are in English, which is nice. The aiming-lock system is highly reminiscent of the design used in the much later title Under Defeat for the Sega Dreamcast. I absolutely loved that game (it's my second favorite Dreamcast shmup, after only Ikaruga!), and then heard that this one does something similar, and that made me want to check out Avenger. The bland graphics left me initially unimpressed, but after getting my Turbo CD repaired this year I decided to buy the game anyway. I'm very glad that I did, because as I said, I think this game is good. I really love the aiming-with-lock controls, they are what makes the game so interesting I think. Avenger is a challenging game which will require practice to beat. You get infinite continues, but because you lose all powerups when you die, and there are some very challenging parts where having more power will be a big help, memorizing the game enough to stay alive is important. Some enemies shoot at you, but others shoot in patterns you must learn the safe points in. The last level can be very frustrating after you die the first time, for instance... but that's how shmups worked back in 1990, I don't hold that against the game. It just made beating it that much more of an accomplishment, anyway. Avenger lets you play some of the levels in different orders, which can add some variety, but you'll need to play all the levels anyway in order to complete the game.