I bought a TG-16 as soon as the console hit the market in 1989, but it wasn't until early '92 that I finally acquired a Turbo CD unit. By that point, it was darn near impossible to find a copy of Ys Book I & II on store shelves, so III was the first episode of the series that I purchased and played through (though I did manage to obtain I & II a couple of months later). I'm glad it worked out that way. The rap on III at the time was that it was a pretty solid sidescrolling adventure title but a hefty disappointment in the wake of its predecessor's magnificence. Since it was my first Ys game, I didn't have to worry about it letting me down in that respect, and I was able to derive enjoyment from it based on its own mettle. And enjoy it I did (and still do).
GAME REVIEWS
Tuesday, October 27, 2009
Ys III: Wanderers from Ys
Sunday, October 25, 2009
Strip Fighter II










Samurai Ghost (Genpei Toumaden Kannoni)
Typically inspired by mention of China Warrior, we Turbo fans love to share our thoughts on games that feature big, goofy, clumsy characters. Kitsch classic Sword of Sodan is immediately credited as the pack's most amusing disaster, and then discussion turns towards the genuinely positive, which is usually when Samurai Ghost is alluded to. I expected SG to be clunky, of course, but I also counted on it being Sodan-ish enough to endear itself to me despite inadequate hack-and-slash gameplay. To my surprise, SG actually has so much more to offer than delight steeped in kitsch. It isn't something to laugh at after all.
Saturday, October 24, 2009
Genpei Toumaden
Well, Genpei Toumaden is quite an abomination, but it could've been a quality action game. The project had a lot of potential; a lot of good ideas went into it. The fact that the designers bothered to come up with three different play modes (the huge-sprite-flaunting BIG Mode, which Samurai Ghost fans are already acquainted with; a sidescrolling distant-view mode; and an overhead-view one) signifies some ambition on their part and gives the game the foundation for Blaster Master-style variety. Also, multiple gateways leading to new areas can be found in most of the distant-view and overhead-view stages, meaning you can take different paths to the end and explore dozens of boards in all. Sadly, there's something terribly wrong with each play mode.
You would think that BIG Mode would be cool since it's utilized for the entirety of Samurai Ghost, a pretty badass game. Unfortunately, in GT, there just isn't much to do in these stages; hardly any effort was made to incorporate clever obstacles or hazards. You smack a few frogs or tigers or flaming arrows with your blade, and then it's boss time. And speaking of the bosses, you face the same two clowns over and over again. Decent parallax backs the lackluster action, but most of the scenery is too simplistic for the visuals to be considered impressive on the whole.
Wednesday, October 21, 2009
Advanced V.G.
I had a pretty good idea of what AVG is (a mere all-girl Street Fighter II clone, and an unexceptional one at that) long before playing it. Its nature was never really in doubt.














































