This third title in the PC Engine Ranma series is known as "the fighter one," but it bears little resemblance to other games from the 16-bit era that we usually refer to as "fighters." There are no quarter-circle-activated moves to be found here. As a matter of fact, there's hardly any technique involved in the proceedings at all. You pretty much just tumble around and whack your opponent. Assorted "special" moves can be performed simply by pressing Select or holding down the attack button to charge up a meter. This is essentially a shoddy sidescrolling action game that has you beat up one enemy at a time.
GAME REVIEWS
Monday, July 20, 2009
Ranma 1/2: Datou, Ganso Musabetsu Kakutou-ryuu
Sunday, July 19, 2009
Implode

Implode is a curious footnote in TurboGrafx history, being the first pressed-CD released by an independant developer after the "official" death of the console (the last official licensed releases were the "Dead of the Brain" games released as a single package in 1999). Implode hit Turbo Zone Direct's shelves in 2002, but it wasn't until 2005 or so that I picked up a copy. Truth be told, I just wasn't all that excited about the premise of Implode despite my predilection for the genre.


Implode proved itself to be a well-executed product after all, and something a little different than what I'd had in mind. At first glance, Implode looks like your typical dime-a-dozen Tetris rip-off but the concept is surprisingly significantly different. Colored blocks stack up one-by-one from the bottom of the screen and it's your job to clear clusters of three-or-more like-colored chunks. You'll get the occasional "wild" block that cycles colors to contend with as well as bombs that will clear all like-colored blocks from the play area. If at any point the stack of blocks reaches the top of the screen, it's game over for you. As inane and boring as this may sound on paper, the game is actually quite entertaining.

The first five or so levels can really drag on, especially once you've gotten the hang of the gameplay but by level 7 or so things really pick up the pace. (Luckily, the impatient can speed things up prematurely by pressing button I.) You'll start out dealing with only three colors, but Implode begins adding new colors every handful of levels. In addition, the speed at which blocks appear increases significantly by level 9 making for a challenge that calls for far less strategy than it does fast reflexes. Music is ambient techno/trance style stuff that I usually utterly despise, yet here it's not only inoffensive but actually works. Visuals are conservative but colorful, though the game could have used some backdrop graphics in place of a black void.


Hit the Ice
My heavens, what a revolting piece of shit this game is.
Before I delve into just what makes Hit the Ice so offensive, let me say that I like quite a few "wacky" sports games. No "true to the real life clipboard" Madden play is as enjoyable for me to execute as a ridiculous 100-yard heave in Tecmo Super Bowl. I can abide few boxing games but totally dig Mike Tyson's Punch-out! And I spent many a multi-player get-together swishing threes and performing insane slam dunks in NBA Jam. In fact, were Hit the Ice the hockey equivalent of Jam, or something even remotely close to that, I probably would have penned a far more positive opening line for this review.
But it didn't quite turn out that way. It is indeed a "no holds barred" game of hockey; but unfortunately, it has practically no personality and requires virtually no skill. It can be fine for a sports game to chuck realism out the window, but the game had better be charismatic and it had better not be a snoozer gameplay-wise. Hit the Ice is as uncharismatic as they come; it takes more than an octopus-on-ice to bring a smile to my face, especially when the hockey "action" is as simplistic and tedious as it is here (there's a lot of back-and-forth "checking" with occasional weak shot attempts). In fact, sad-sack TV Sports Hockey, with its earnest but failed attempts at realism, arguably has more personality than Hit the Ice, as it features a gap-toothed announcer and nice-looking closeups. Heck, I get more of a kick out of TVSH's goofy player "portraits" than I do out of Hit's caricatural cast.
As if it isn't bad enough that Hit the Ice is a complete bore, it bears additional methods of repulsion in its disgustingly plain and ancient-looking visuals and laughable sound effects (which include lazy crowd whistling and annoying, all-too-frequent player "grunts").

Booring. Remember when Blades of Steel let us play Gradius during intermissions? Those were the days.

You'd think a "wacky" hockey game would at least have fun fights, but this one doesn't. TV Sports Hockey has better. So does Blades of Steel. Hell, so does NES Ice Hockey, with its dust-cloud brawls.
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)
==============
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
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 BLACKPURPLE | GREYYELLOW | BROWNBROWN | GREENBLUE | BLUEORANGE | YELLOWRED | LIL BLACKGREY | WHITEGREEN | 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 BLACKNow 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 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!
Friday, July 17, 2009
Download
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.
Thursday, July 16, 2009
Terraforming
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.











































