GAME REVIEWS

Saturday, July 18, 2009

TECH DOC: TurboExpress "No Video" Repair


==============
TURBOEXPRESS "NO VIDEO" REPAIR DOC
TurboExpress/PC Engine GT
April 6, 2008
Written by: Nat Hall (hall.nat -at- gmail.com
)
==============

It's long been known that by replacing all the capacitors in the audio circuit on the Express PCB you are able to cure all sound issues, but video issues have been a bit of a grey area. What has been unknown (until now) is just which component is directly linked to the common video problem these units are beginning to have. Let's give a round of applause to my wacky cousin Sinisi, the real hero in all this, for donating a TurboExpress with bad video for me to butcher on the operating table.

The culprit turned out to be the smallest, most innocuous capacitor on the entire board. Real quick: the capacitor in question is in the power circuit, specifically, the line that supplies the mains to the LCD. This cap fails, dries out, bleeds, etc causing insufficient voltage supplied to run the LCD.

So let's get down to it.... I took photos documenting the entire process, but I'll only post the relevant ones here.


Circled in green is the audio circuit. We already know what these caps are for, so we ignored them for this procedure.
Circled in red is the culprit for the video issue. You can barely see it.



Since I didn't know where the problem was specifically, I removed the shield covering the CPU, VDC, etc. The caps circled in blue are the ones that are exposed by removing the shield. It is not necessary to replace these to fix the video. I included this pic so folks who might want to replace EVERYTHING can see just what's under the shield.


Circled in red is the replacement cap I installed in place of the bad one. The cap is a 4.7uF 35-volt electrolytic. This is THE culprit of the backlight-but-no-picture video issue. Replace it and your video works again.

There you have it. It's a simple fix, really, and luckily it's probably the most easily accessible cap on the entire board.

TECH DOC: TurboTap Cable Replacement/Extension


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TURBO-TAP/MULTI-TAP EXTENSION CORD D.I.Y.
TurboGrafx-16/TurboDuo/SuperGrafx/PC-Engine
March 18, 2007
Written by: Nat Hall (hall.nat -at- gmail.com
)
==============

I'm writing this because of interest expressed at
www.pcenginefx.com and because (apparently) nobody else ever has bothered to do it before.

WHY?
--------
Because the TurboTap (TG16) and MultiTap (Duo/PCE) by default come with cords so short they hardly classify as cords. You want the 'tap to at least make it to the coffee table, where it belongs. You also don't want to waste your time with inconvenient extension cords. Finally, the reason this document exists is because it is not a simple plug 'n play swap like it is exchanging cables between US- and Japan-region controllers. The pinouts on the inside of TurboTaps and MultiTaps are different from Turbo/PCE Pads, although the cables are compatible with some simple re-wiring. You can also use these instructions to make reverse DuoTaps, etc.

WHAT YOU NEED
-------------------------
* TurboTap or MultiTap (from here on out we are going to consider the "DuoTap" a "MultiTap")
* a spare controller cable from a dead TurboPad, Avenue Pad or PCE/SuperGrafx pad (or you can butcher a working pad, but keep in mind you are now going straight to Hell)
* philips head screwdriver
* very tiny flathead screwdriver (like the kind used for eyeglass repair)

ENOUGH OF THIS, LET'S DO IT
-------------------------------------------

First off, you're on your own in securing a replacement cable you intend to use in your 'tap. If you can't figure that part out you shouldn't be attempting this at all.

Use the philips head screwdriver to open your 'tap. Remove screws, then remove the half of the shell that's facing you (bottom half). You should be looking at the bottom of the circuit board.

Carefully remove the circuit board and flip it over. You can remove the cable and plug from the PCB.

Get your new cable in hand with the white PCB plug closest to you, "number" side up.

Use the tiny flathead screwdriver (a knife blade might work to) to push down the small metal "teeth" for each of the wires' pin sockets. These teeth are what hold the wires into the white connector. After you've pushed them all down, you are now able to remove them from the connector. Do this now.

Depending on what kind of Pad you pillaged for this cord, the actual wires for each pin will be one of two color sets. See the following chart for these sets and how they correspond:
Wire color for Avenue Pad | TurboPad/PCE Pad
--------------------------|-----------------
BLACK | BIG BLACK
PURPLE | GREY
YELLOW | BROWN
BROWN | GREEN
BLUE | BLUE
ORANGE | YELLOW
RED | LIL BLACK
GREY | WHITE
GREEN | RED

Now we need to re-wire the connector so the 'tap will work with the cord. Re-insert the wires into the connector using the following pin schematic:

Pin | Wire color for Avenue Pad | TurboPad/PCE Pad
----|---------------------------|-----------------
1 | GREY | WHITE
2 | RED | LIL BLACK
3 | ORANGE | YELLOW
4 | BLUE | BLUE
5 | YELLOW | BROWN
6 | BROWN | GREEN
7 | PURPLE | GREY
8 | GREEN | RED
9 | BLACK | BIG BLACK
Now re-attach the connector to the PCB. Be careful as you do this as sometimes the pins on the PCB will push the wires backwards out of the socket because we bent the "holding teeth" earlier. Just apply a small amount of pressure to the base of the wire and any stragglers should push on just fine.

Re-assemble your 'tap. Make sure you route the new cable through the posts so that it is held securely in place. As long as you do this you won't have to worry about the wires coming loose inside.

Seal 'er up and you're done. If it doesn't work, don't blame me, blame your inability to follow directions.

If it does work, you're now cooler than anybody else because your 'tap has a longer cable than theirs does.

Except me, of course, because I did it before you.

What to do with the old cable? If you're like me, you have a box of miscellaneous console "parts" in your closet dating back to who knows when. You might as well throw this useless excuse-for-a-cable into this box where, like everything else in the box, it will likely never be used again for anything. But at least you can rest easy knowing should an unfortunate natural disaster ever wipe out 99% of the world's supply of MultiTaps, you can restore yours to it's original factory condition and sell it on eBay for $1,294,345,983.00.

Override

~ OVERRIDE ~
Data East
HuCard
1991

Override seemed absolutely wild the first time I gave it a try. Fast scrolling! Lots of speedy enemies! BILLIONS of bullets! (Okay, maybe just a dozen bullets at any one time, but that's still pretty impressive for an oldie.) And an insane charge attack that allows you to completely MASSACRE the opposition! Hold your fire, do a little dodging and dancing, and then let loose with your horrifying FLAMES OF THE HELL FIENDS blast cannon!


DIE!

Achieving complete and utter fiery annihilation of the enemy is incredibly satisfying. The charge attack is so ridiculously overwhelming that I end up feeling kinda bad for my charred foes. Heck, even the standard weaponry in Override is quite devastating. I often grab the red homing weapon, power it up a bit, and sit back while it seeks out and wrecks my enemies. They usually don't stand a chance, and for the few that are capable of withstanding a good heat-seeker bludgeoning, I break out my FLAMES OF THE HELL FIENDS cannon and yell...


"DIE!"

Yeah, as crazy and as fast paced as Override is, it's still a quick, easy clear. Due to the overpowering weaponry and the abundance of kill fodder, score totals rocket to ridiculous heights. With extend marks aplenty, lots of extra lives are awarded, and your ship loses one only after taking multiple hits. Just about the only way to screw up is by being impatient. Power-up icons initially float about at the top of the playfield, practically baiting you into collisions with hard-charging foes. If you're willing to hang back and allow said icons to complete their downwards crawl, and you can resist the temptation to blast away with pellet fire when ducking-and-charging is called for, you shouldn't run into many problems.



While it feels completely different, Override reminds me quite a bit of Cyber Core. Both games are fairly successful in diminishing the negative impact of ugly background graphics by presenting lots of onscreen activity, but both also somehow manage to be really easy in spite of all that action. Override is faster than CC and serves up even more enemies to blast. But CC is a very endearing game thanks to its remarkably catchy soundtrack and lovable cast of insect baddies. Override's music is nice but nothing special; its evil army, uninspired. And while the tiny ship that stars in it seems to have endearment potential at first, it ultimately comes off as a little overpowered bully, pushing around the big-but-defenseless boss machines.



A few of those machines do require a bit more thought and effort than simple utilization of the sit-back-and-crush-everything "stratagem" that works against their peers; but while confrontations with these step-above-the-rest bad guys are enjoyable and can be rewarding, they're also few and far between. Even the last boss can be destroyed without much trouble: hug either side of the screen, do a tiny bit of bullet evading, and let your charge attack take care of all the dirty work.



Thankfully, while Override is easy, it's an exciting easy (like, say, Cyber Core or Schbibin Man 3) as opposed to a sleep-inducing easy (like, say, Chiki Chiki Boys). Unfortunately, it just doesn't present much memorable material; some awesome tunes and outstanding bosses would've done a hell of a lot for the game's overall appeal. Certainly, it's a good, action-packed shooter, one well worth playing but maybe not rushing out for, as it costs a little more than a number of other chip shooters that match it... or, in some cases, best it.

Friday, July 17, 2009

Download

~ DOWNLOAD ~
NEC Avenue
HuCard
1990

I somehow survived for many years without owning either Download episode, and during that time, the CD sequel was the only chapter I was truly curious about. People never seemed to discuss the original except to share a few laughs over its profane death-screen messages. I don't mind a little COMEDY in my shooters, but the THRILLS and SUSPENSE are what really do it for me, so I shunned DL for eons. My brother Alexei was smart enough to give the game a try and, upon doing so, immediately sent word to me that it's not only funny but also thrilling and suspenseful. My interest in it increased minutely, but even when it somehow found its way into my collection, I wasn't all that excited about it. Man, was I in for a surprise.



Download is a great, great shooter. The parallax-heavy graphics are incredible in some areas and deserve a lot more attention than they get (and probably would receive that attention if the game had been released in the US with fellow fancy multilayer sidescrollers Aero Blasters and Dead Moon). DL also boasts a solid soundtrack, fast action, and big bosses who hold their own by firing plenty of bullets, not to mention some well-implemented strategic elements. Pre-stage selection of weaponry is certainly not new to the genre, nor are the "vulcan vs. laser"-type choices that must be made here, but you'll find that your decisions can go a long way towards determining your fate in a given stage. Spreadshots will effectively fend off crafty enemies who move in from above and below, but concentrated beam-fire is your best bet for thwarting frontal assaults. You can boost the offensive capabilities of your armament through the addition of auxiliary missiles or elect to turtle up behind a defense barrier. Even the setting of ship speed, usually a matter handled at take-off and then forgotten about entirely, can come into play during tight segments.



And you'd better make some damn good decisions in preparation for and during the final level, where the game goes absolutely crazy with wild background effects and introduces a host of bizarre enemies.



As a capper to the entertainment, Download tells a strange story via lots of cinemas. No swear words are necessary for this package to be a total blast.

Thursday, July 16, 2009

Terraforming

~ TERRAFORMING ~
Right Stuff
Super CD-ROM
1992

I was pretty excited when I first got to play Terraforming, even though I'd read many reviews and commentaries that call it mediocre. I'd been wanting to see it in action for ages, as screen caps had always looked extremely nice. Once I did play and complete it, I was able to say that, yep, the parallax and colors are quite appealing, and yep, it's just an okay shooter.



The problem with the game is that it doesn't really bother to do much except toss wave after wave of standard enemies at you. The environment is seldom a factor (with one rather lame exception to the rule being Stage 5's cavern, which is extremely dark, making it hard to see rocks randomly positioned in the foreground).



There are no midbosses, and the bosses themselves are not at all memorable, with the possible exception of the fish-like guy in Stage 1: you have to crack his head open and then demolish his "brain matter" to finish him off.



Now, the music, while fairly forgettable and relatively laid back, is quite nice while you're actually playing the game. And the wave-after-wave action isn't completely unsatisfying.



But the trip tends to drag on during its latter half. And as the proceedings gradually feel more and more repetitive, the formerly stunning background visuals become messy or mundane. Saturated Stage 6 seems to be the intended money stage as far as effects go, but it really just looks like a big, muddy, wobbly mess.



The next two stages are uninspired space levels where you have to deal with the usual asteroid field and giant ship.



The pretty screenshots we always see are from the first half of the affair.



The game on default is never particularly difficult, but using the right weapons at the right times can definitely make certain stretches and boss battles a lot easier--perhaps too easy. The tougher difficulty levels are more intense, but I doubt that many people will be entertained enough by the core game itself to play through it multiple times and mess with various modes. And with that in mind, I strongly recommend that you don't overpay for the title. Find it fairly cheap (say, $17-30 for the JPN version, as the US one goes for insanely high amounts these days) and it's a decent purchase. You'll probably want to see those appealing early-level graphics first hand.

Wednesday, July 15, 2009

Ranma 1/2: Toraware no Hanayome

~ RANMA 1/2 2 ~
NCS/Masaya / Tenky
CD-ROM
1991

I've watched some Ranma here and there, but I'm by no means a big fan of it. Still, I absolutely love this game, as it's far more entertaining than anything I've ever seen in the anime. If you like the show at all, then you must get this CD; and if you're thinking about trying some digital comics, this is a great one to start with.



It kicks off with one of my favorite Duo openings, a cool montage featuring amusing skits and well-rendered character images...



...and then the comic proper begins. It's very accessible and extremely easy to play regardless of whether or not you know any Japanese, and if you're at all familiar with the show, you'll be able to get plenty out of the story. The graphics are great, and there are lots of funny moments.



In fact, the comedy here is often more effective in evoking laughter than the hijinks that typically take place in the anime. Take an in-game incident involving Ranma's rival Ryouga, for instance. The poor lad somehow always ends up getting lost in the show, which is funny for about... an episode or so. Of course, Tenky had to include some sort of scene involving that character trait in the game, as there isn't much to The Eternal Lost Boy otherwise.

But instead of taking the anime's usual route of presenting Ryouga as being lost from the outset, they came up with a fresh, funny idea for having him lose his way. During a quiz-based contest to determine who wins vacation tickets, Ryouga thinks of the correct response to the deciding question and needs only take a few steps forward to submit his answer and be on his way to paradise. Sadly, the unfortunate fellow somehow manages to get lost as he's taking those few steps. He ends up running off into the distance, still mad with excitement and under the delusion that he's about to be crowned victor, as everyone else stands around wondering what the fuck just happened.



The game's plot features many such moments that are both funny and inventive. But in a wise move, the writers opted not to ride the jokes all adventure long. Matters become strange and dark late in the drama--even Shadowgate-esque for a stretch!



This is a digital comic of the highest quality, one of the best of the best, but I do have a couple of very minor complaints to make about it. There's an unnecessary maze sequence near the end, and there are menu-driven fight scenes that are largely entertaining but can get tedious at times.



So the game isn't perfect... but, man, is it close.

Tuesday, July 14, 2009

Kiaidan 00

~ KIAIDAN 00 ~
RIOT / Alfa System / Telenet
Super CD-ROM
1992

Kiaidan makes me feel like I'm in an old Tranzor Z episode. It's a Cinderella-story shoot 'em up that tells of how a goofy young lad assumes control of a giant robot...



...and defeats a cold-hearted crew of master pilots and their monstrous mecha. As you might expect with a premise like that, the boss fights are the highlights of the show. You square off against two-headed dragons, enormous swordsmen, and plenty of other steel behemoths and put them out of commission with special charge attacks that set the whole screen aglow upon connecting. The battles make for extremely memorable and exciting spectacles. I wish the game included a "Kiaidan Alpha" mode in which players would be able to fight only the bosses, one after another.



That's not to say that the stages themselves are unenjoyable. One of them has you fly over a gorgeous snow-covered forest as you contend with families of metal mammoths and armored, hoversled-riding axemen. Another pits you against troops of swift ninjas and caravans of gigantic demon-head tanks.



Admittedly, some spots are somewhat "flat," both visually and action-wise, but those stumble-steps are few and far between.

Here's a bit of a warning: there's a learning curve here, as it takes some time to get comfortable with the rather unusual set of weapons, and trial and error will be required in order to figure out which weapons work best in each location. Also, the game gets pretty hard as you near the end of it. The last level's midboss in particular presents quite a challenge.



You don't have to be a super-pro like me or anything, but you should at least be a decent shooter player if you're going to take this one on. But hey, if you aren't any good and you purchase the disc anyway, at least you'll get to see one of the coolest Game Over screens ever.