Tag Archives: beat ’em up

FGC #625 Double Dragon 3: The Rosetta Stone

Microtransaction time!It is important to remember that sometimes the bad guys do lose.

Today we are looking at Double Dragon 3. Appropriate to the title of the franchise, Double Dragon 3 has two generally distinct versions: Double Dragon 3: The Rosetta Stone, which was the arcade version that was ported to a couple of different systems (like Gameboy and Sega Genesis), and Double Dragon III: The Sacred Stones, the Nintendo Entertainment System title that had the same overall concept, but significantly different gameplay. What was the difference in gameplay? Well, the NES version wasn’t constantly trying to fleece the player.

Double Dragon 3: The Rosetta Stone is, superficially, the same beat ‘em up experience that the franchise had always delivered. Yes, we now have a situation wherein the Lee Brothers (now with a third bro! Because someone welded a third controller to the cabinet!) are going to go on a world tour to collect rocks with the eventual goal of being the best rockers on the planet or something, but the general minute-to-minute is unchanged. You have a collection of random mooks per stage that you are required to punch into submission, then the big boss shows up, you punch him (inevitably him) but good, and move on to the next stage. It doesn’t matter if you are in a generically grimy city or tumbling through a coliseum in Rome, this is the Double Dragon we all know and generally tolerate.

But there is one significant change in Double Dragon 3: The Rosetta Stones, and it’s right there on the first screen of the first level…

I hate everything about this
Technically this is the shop from the finale, but whatever, okay?

Ladies and gentlemen, welcome to the shop. A shop just like this one appears in 80% of the levels of DD3:TRS, and usually at the start (the only exception is the final level, where it is the start of a boss gauntlet). Like in many games of the era, you can purchase a number of helpful items at said shop. You can top off your health points! Buy weapons for dealing additional damage! Or maximize your fists’ power to just do extra damage without the need of a sword! Or purchase “secret techniques” so you can perform flying kicks and throws! And the extra special cherry on top: buying extra “lives” not only means you purchase additional life bars for your protagonists, it also allows you to play as entirely different characters with marginally different offensive styles (or at least different hitboxes). Basically, if you want a new Double Dragon experience, it is all tied to the shop. This is the biggest difference between Double Dragon 3 and its predecessors (well, other than that direction-attack button thing from Double Dragon 2 being dropped), and it is all available for a few credits in the shop.

Oh, and I do mean credits, as Double Dragon 3: The Rosetta Stones’ shops are all fueled by real, American quarters.

Damned treesLet us look at that shop’s inventory from a different perspective. Powering up your fighter? Well, that is going to save you quarters, as a dead enemy takes off a lot less health. Weapons? Also going to save your life, because it means you do not have to get any closer to hazardous fists. Speaking of life, having more lives is obviously going to put you further from having to insert another credit. And even the special moves are all jump based and obviously modeled after the most effective ways to survive in previous Double Dragon titles. In short, if you have any familiarity with Double Dragon (and, at this point in the existence of arcades, why wouldn’t you?), you are going to make a beeline for those items. Sure, it all costs real money, but those same quarters would be required to recover anyway. You’re practically saving money!

Or you would be, if Double Dragon 3: The Rosetta Stones was a remotely fair game.

As an officially licensed beat ‘em upologist, I can say with some authority that the first two levels of DD3:TRS are about what you should expect from a beat ‘em up as far as challenges go. There is an unstoppable army of dudes, but you will defeat them, because they have basic patterns, and local traps and tricks can be utilized to blaze a trail straight through to China. But once you hit approximately level 3, the bullshit comes fast and furious. It is hard to say if it is deliberate or just poor programming, but any given fighter on your side has some significant lag after being stunned, so being essentially “stun locked” while battling a boss becomes the standard for many fights. Regular enemies gain some moves with absurd range so you can’t so much as jumpkick a tree without an across-the-screen interruption. And the final boss? By Anubis, she has the ability to toss your Bimmy across the screen from across the screen. She can just spam the same “death move” over and over again, and your only recourse is hoping the A.I. shows some modicum of mercy so you can maybe land a punch. The point here? You need those powerups to survive, so even if you “buy your levels” to maximum right from the get-go, you are still going to be down a few more dollars by the end of the adventure. Double Dragon 3: The Rosetta Stones is unapologetically balanced to bleed your wallet dry.

And nobody liked that.

This sucks hardRecords of top grossing arcade machines from 1990 are difficult to find, but we can see the legacy of Double Dragon 3: The Rosetta Stone in its own descendants. This arcade title premiered in America, but, by the time it migrated over to Japan six months later, its whole shop system had been hastily excised. Any and all shops in the game are now boarded up and inaccessible, and the first level that seemed to be designed around emphasizing the opening shop was “scrolled forward” permanently so you would never know there was such an embarrassment lurking around the corner. And, without the shops, weapons are now free and lying around, “secret techniques” are accessible at all times, and a player can spontaneously select any of the characters right from credit one. And, while you cannot spend a quarter to power up your punches, all of your opponents mysteriously do about a third less damage on their hits. Gosh! Put it all together, and it sure seems like the original version was balanced entirely around a player that spent about two dollars on bits and baubles! And that was dropped from the next version because nobody actually did that.

And then we finally get to the NES version. Double Dragon III: The Sacred Stones was reportedly developed in parallel to the arcade version, but it was also released a year later, so it clearly had some foreknowledge of how things went in the arcade. In this case, some of the fun aspects of Double Dragon 2 that had been dropped for Double Dragon 3: The Rosetta Stone returned in the NES version (you can always enjoy a hair grab). Additionally, the concept of multiple playable characters was adopted from the arcade, but now you do the more traditional NES thing of beating bosses who eventually join your team (Mega Dragon 3). And, like the Japanese arcade version, the shops are completely gone, and there is not so much as a points system to simulate the “joy” of purchasing weapons. Actually, you do get “limited ammo” weapons naturally with each of the selectable characters, but, with no way to refill your reserves, they are extremely situational.

Oh, and it is probably worth nothing that this version of Double Dragon 3 bombed, too. Like, Water World for Virtual Boy bombed…

What even happened here?Why? Well, NES DD3 has its own share of problems. For one thing, in one player mode, you only have one “life” for like half the game, and the concept of continuing is not introduced until Level 4. For another thing, while this whole experience feels a lot less janky than its predatory arcade counterpart, it is still pretty dang cumbersome for a 1991 NES title that should really know better. This was released the same year as Teenage Mutant Ninja Turtles 3: The Manhattan Project! A beat ‘em up that is fun from start to finish! DD3 doesn’t even have the good sense to include a pig with a mace strapped to his head! Oh, and the translation/story is nearly incomprehensible, with a hatchet job of a “let’s include the girlfriend again” plot that somehow transforms Marion into an Egyptian death goddess. Granted, that may not make a huge impact on how a beat ‘em up is received, but the narrative was so unintelligible that not even glowing Nintendo Power coverage could polish this turd. And they successfully made Final Fantasy Legends seem sane! Between that and likely seeing a game over without exiting the first screen, it is easy to see how this beat ‘em up sequel did not leave a good impression.

And that's fineAnd despite the fact that Double Dragon then went on to headline the second videogame movie ever made (!), this is the game that killed the franchise. A “real” Double Dragon 4 would not be seen for decades, and the best the Lee Brothers could hope for for beat ‘em up action in the meanwhile was starring opposite some amphibians (and not even the popular amphibians!). It sure looks like, whether through apathy or dedicated protest, the public did not appreciate the rapacious Double Dragon 3: The Rosetta Stones, and it poisoned the franchise for years. And, given we never saw such predatory models in Double Dragon or another beat ‘em up ever again, it seems like even the videogame companies learned to avoid these terrible microtransactions.

So the bad guys trying to squeeze extra money out of their audience well and truly lost. We now live in a glorious future where…

I hate everything about this, too

Oh dammit.

FGC #625 Double Dragon 3: The Rosetta Stone

  • System: Let’s claim that today’s article is based on the arcade version exclusively, and the NES version is a weird footnote. The arcade version was distinctly ported to a number of systems, like Gameboy and Sega Genesis, but each of those had to include odd concessions to account for credits system. You mostly got virtual coins for “whatever”, so the shops still kinda worked without demanding you install a quarter slot on your Amiga. Also: not at all worth playing.
  • Number of players: Three in the arcade, two at home. Note that there is a special move you can only use when you have two players available, so that is yet another way this damned thing bleeds cash out of its players.
  • What the hell!?Favorite Fighter: It is abundantly clear that the arcade characters are not balanced as well as the Lee Brothers, and any given giant playable character is all vulnerable hit box and no reciprocal power. And Chin… man, we’re not talking about Chin. So I guess the default Lees win by default. Hooray for normalcy.
  • Favorite What The Hell is Happening: There is exactly one puzzle in the arcade version, and it is a “challenge” to walk across the right floor tiles to spell out “Rosetta”. You are also being chased by a gigantic alien monster the entire time. This creature is then never seen or referenced again. I… feel like this should be acknowledged.
  • An end: The NES version offers a customized epilogue for each of the characters, but the Famicom port only provides an ending for characters that are still alive. I guess this implies any of your defeated fighters are actually dead-dead, and Billy might be an only child if no one ever hits start on a second controller. Meanwhile, the ending for the arcade version is simply Billy rolling around in a pile of plundered gold. Thank you, Karnov.
  • Did you know? The NES version is the source of the infamous “Bimmy” mistranslation that misnames Jimmy to a name closer to his brother’s. However, like the arcade version, the American version came first here, and it is likely this is less a translation error as a programming error that only appears when the opening crawl has to name both players (it is completely absent in one player mode). So blame the computer nerds, not the language nerds.
  • Would I play again: Never. Other Double Dragon games are better than this. Yes, even that Double Dragon game. It’s better. You know it.

What’s next? Random ROB has chosen… Kirby and the Forgotten Land! Here is where I use the prerequisite “it’s going to suck” joke! Please look forward to it!

This ain't Clone High

FGC #623 Bad Dudes Vs. DragonNinja

DUDE TIMEThe president has been kidnapped by ninja! Bad Dudes is a cross-country romp for two generally not good fellows who have to beat down an entire army of evil ninja on their way to rescuing President Ronnie. And, while the opening narration notes that ninja crime is on the rise, and not even the White House is safe, it doesn’t answer one important question: who, specifically, kidnapped President Ronnie? The Secret Service is calling in the Bad Dudes as soon as Ronnie is kidnapped, but where were they for the actual event? Who had the wherewithal to sneak into the White House and commit this heinous ninja crime?

Let’s look at the bosses of this evil ninja cartel, and examine who had the gumption to kidnap the eternal President of the 80’s. We will start at the top, with…

Dragon Ninja: The Big Boss

The Big Guy

He Did It: This is the big boss of the ninja organization, and the final boss of the game. By the finale, he has President Ronny in his private helicopter, and he can only be fought after venturing through an entire Ninja Factory that includes zombie versions of every boss that has come before. This is very much the big man in charge, and he has President Ronnie right there. This must be the culprit!

He Didn’t Do It: Yes, Dragon Ninja was ultimately responsible for this kidnapping, but he did not do the deed. Can you see this guy? Wannabe kabuki ass flipping around with an army of dogs at his beck and call? I know security was more lax in the 80s, but there is no way this dude got anywhere near the White House. Bro couldn’t get into a Smithsonian food truck, left alone the most secure building in town. No, Dragon Ninja was handed Ronnie at some point, but he likely never left his Ninja Factory. One of those henchmen has to be the culprit…

Devil Pole

Spin that pole

He Did It: Given his placement as the penultimate boss that guards the cave leading to the Ninja Factory, one would assume that Devil Pole is Dragon Ninja’s second in command. Dragon Pole also fulfills that all important ninja position of being the bald guy with a stick that can absolutely wreck everybody, regardless of opponents with tremendously more lethal weaponry. It worked for Daredevil! So this “Stick” is likely the man for the job whenever Dragon Ninja needs to get down to the dirty work.

He Didn’t Do It: He’s just not ninja enough for the job. Devil Pole is absolutely some manner of martial arts master (have you ever seen a bad dude survive his spin stick?), but he also doesn’t fit the description of “ninja” that is so important in this caper. If Devil Pole was responsible, then the CIA would be putting out an APB on Liu Kang. They know it was a ninja, and Devil Pole doesn’t look like any ninja I’ve ever seen.

Akaikage

Watch the chain

He Did It: This is a ninja’s ninja. He fights bad dudes atop a moving train while wielding what appears to be a kunai on a chain. That scores an obvious ten out of ten “believe it”’s on the Naruto-Boruto Scale. He is also wearing a mask to obscure his face in the event of crimes, and his jumping abilities are beyond the pale. In short, if you are planning on kidnapping a president, Akaikage is probably the first guy you call.

He Didn’t Do It: My rudimentary Japanese and knowledge of 1985 arcade games tells me that “Akai” means “red”, and “Kage” means “shadow”. But this “ninja” is only wearing the tiniest red bandana, and mostly green and black for the rest of his outfit. And don’t claim this is for camouflage purposes, as there ain’t anything green about this moving train. So the obvious conclusion? Akaikage is some kind of wannabe that chose his name because it sounded cool. Couple this concept with the fact that abilities like “jump” and “throw chain” are not exactly rocket science, and it is likely Akaikage isn’t a ninja at all, but just some dork on the train that wanted to help out his “nippon friends”. It is possible Akaikage is the real deal, but it is also very likely that, on and on, he is just another weeb in the wall.

Animal

I know that guy

He Did It: No. Not even entertaining that option.

He Didn’t Do It: Should we just ignore that this is a real person? The official, canon name for this guy is “Animal”, and, oh yeah, he looks an awful lot like a grayer version of the World Wrestling Federation star Joseph Michael Laurinaitis aka Road Warrior Animal. He was pretty popular! Hung out with Road Warrior Hawk! Has nothing to do with the KISS Army or Gwar! And here is this pixelated “Animal” just stopping around the forest like he owns the place. This is blatant copyright infringement at best, and identity theft at worst! This indignity will not stand!

… But, uh, anyway. Joe never kidnapped the president, so we’re going to assume this Warrior didn’t, either.

Kamui the Multiple Ninja

Maddrox?

He Did It: Another extremely likely suspect. Kamui appears to be a traditional ninja, but he has the ability to create “real” duplicates of himself in seemingly infinite quantities. That must be a significant boon for espionage missions, as being able to sneak into, say, the White House as one dude, and then instantly produce an army could solve a lot of problems. And Kamui here seems to be invincible while his duplicates are present, so conquering any kind of security should take about seven seconds. Keep shooting at the shadow clones, dummies, while Kamui sneaks off with Ronnie in tow.

He Didn’t Do It: The only real evidence that Kamui is not Public Enemy #1 is that he is the boss of the sewer level. If one of your top, powerful ninja lieutenants successfully accomplished the most daring kidnapping in history, would you assign him to sewer duty? He may be laying low by literally laying low, but the most likely explanation is that Kamui is not our perpetrator. A proper Ronnie-napper would not smell like a ninja turtle.

Iron the Claw

Don't get tetanus

He Did It: Another ninja’s ninja, Iron is covered in shadow-encouraging purple, and equipped with a metal claw that can grow to twice his size. He is the boss of the convoy stage, so you know he’s got some status in the organization, and his complicated spinning jumps and claw attacks can tear a bad dude to ribbons.

He Didn’t Do it: President Ronnie is like six feet tall and full of burgers. There is no way on Hattori Hanzo’s green Earth that Iron could successfully heft the president up and out. At best, he would need about three other Minis to carry that weight, and, at that point, your stealth rating has dropped to zero. No way Iron is getting out of there alive.

Karnov

THE MAIN MAN

He Did It: Of course he did it. He’s fugging Karnov!

He Didn’t Do It: Nope, he did it. Karnov can breathe fire when fighting a bad dude, but we all know he can also wear all-seeing masks, produce ladders, and even fly if he decided to bring along the right powerups. And, while Karnov looks less like a ninja and more like a chubby Russian guy, you better believe that, in a world where Karnov exists, if he decided to join a ninja gang, it would be national news. When you are the king of a fighting tournament and known for never wearing a shirt, you better believe the paparazzi knows all your affiliations. And who else could get close enough to President Ronnie? Karnov is an international treasure! Anyone would let him in!

Yep, case closed. It was Karnov. Go get ‘em, Bad Dudes.

FGC #623 Bad Dudes Vs. DragonNinja

  • System: The arcade version was used for this article, and played on an Evercade cartridge. But the NES version is pretty well known, and at least one of these versions is currently available on the Nintendo Switch (maybe both?). Beyond that, you have a lot of random systems from the era, like the Apple II or Commodore 64. Also, the Zeebo had Bad Dudes at some point. Look it up!
  • Number of players: Two is the greatest number of Bad Dudes any one game could support.
  • Great place to fightMaybe actually talk about the game for a second: Bad Dudes is a rudimentary beat ‘em up, and an obvious quarter killer (the final boss can knock out a life inside of two hits!). That said, the arcade version absolutely nails the sensation of digital punching, and every defeated ninja feels like an accomplishment. Much like Smash Bros. years later, Bad Dudes seemingly put all of its R&D budget into perfectly replicating big, meaty hits, and it adds a memorable, visceral quality to the whole adventure.
  • What’s in a name: It is Bad Dudes on the NES, but DragonNinja in Japan and Europe. So, one way or another, it is named after the protagonists or the antagonist. The official arcade title uses both sides, so everybody is happy.
  • Favorite Weapon: None work like nunchucks.
  • Sexual dimorphism is a scourge: Traditional zako ninja are all assumed to be male ninja, because the Kunoici female ninja are very much presenting any and all feminine signifiers. Is there a reason any ninja needs fishnets and a short skirt? Mobility? Maybe?
  • An end: The infamous “let’s go out for burgers” ending only appears in the American version. The Japanese version gets some Masonry Dudes building a statue of the Bad Dudes, and, more importantly, “credits” for the enemies of the game. (Almost) Everybody gets a name! This article would be impossible without that! Or at least more confusing!
  • Did you know: Chelnov, star of Atomic Runner Chelnov, appears in Bad Dudes Vs. DragonNinja as a spraypainted tag proudly displayed on the train of Level 5.

    Everybody knows him!  RIGHT?!

    Chelnov would later go on to be the final boss of Fighter’s History 3 (Fighter’s History: Mizoguchi Kiki Ippatsu!!), meaning the atomic runner not only appeared in a game with Karnov, but finally got to fight the big galoot a few years later.

  • Would I play again: This is the ideal arcade game in more ways than one. If I ever see a Bad Dudes cabinet again, it is probably getting at least a buck. But if it is only available on a system competing with many, many other games… Well… I will probably play those first.

What’s next? Random ROB has chosen… Food Fight! Keep your fork, there’s pie! Please look forward to it!

Some hot ninja

FGC #617 Astro Boy: Omega Factor

Mega Fun

This is Mega Man. Mega Man has appeared in countless videogame titles, a handful of animated series, an excellent comic book, a reasonably acceptable holiday special, and more sprite comics than will ever be acknowledged. Like many “stars” of videogames and videogame adaptions, the Blue Bomber has a choose-your-own-adventure sort of canon, and, while there is a dedicated Mega Man timeline, if you want to claim that Mega lives in San Francisco or Monsteropolis, you don’t have to be wrong. And, on a personal note, I type this all with no small amount of authority, as I have dedicated thousands of hours of my life to Mega Man. That right there is Mega Man as he appears in Super Smash Bros Ultimate, and, should you require I provide a complete history of his exploits and appearances, that can be arranged.

Back off, boy

This is Astro Boy. It is a well-known fact that Astro Boy is a significant influence on the creation of Mega Man. Astro Boy was the creation of Osamu Tezuka in 1951. That would have been a year when my grandfather was younger than I am now, so Astro Boy has been around for quite a while. Astro Boy has appeared in a number of cartoons, comics, and movies since his premiere, and he even scored one of the best Gameboy Advance games ever created in 2003/2004. Astro Boy: Omega Factor is a Treasure beat ‘em up/shoot ‘em up that plays like a lost Super Nintendo classic in the absolute best ways. It also features a surprisingly remarkable story mode involving betrayal, racism, time travel, and Osamu Tezuka creations as guest stars. In fact…

Look at em all

A major point of Astro Boy: Omega Factor is that it includes a full, Smash Bros-esque roster of classic characters. Some are allies, some are bosses, and some only exist to be hidden powerups. Whatever their purpose in the game, they all appear in a final “who’s who” that relays to a neophyte fan who you are looking at and why you should care. In a lot of ways, it is similar to the “trophy mode” of many Smash Bros. titles, and it similarly begs the player to learn more about Osamu Tezuka and his prolific body of works.

And… uh… I know nothing about these guys and gals. In fact, I am going to see if I can view the Tezuka stars exclusively through the lens of the various Smash Brothers. It worked for Mega Man and Astro Boy, right? Let’s start this off with…

Dark Pit

A friendly guy

Dark Pit is the evil twin of the star of Kid Icarus, Pit. Pit has been around since the bygone era of Captain N: The Game Master, but Dark Pit was a new addition to the mythos back when Kid Icarus finally earned its third title, Kid Icarus: Uprising. Dark Pit was created by a magical mirror that was meant to draw out the worst traits of Pit… but Pit was too much of a good boy, so it created an “evil” twin that could best be described as surly. Dark Pit is an exact match for Pit in combat, though he has different divine patrons, so he can beat his counterpart in a few key areas. Regardless, Dark Pit pretty well defines the concept of the darker, edgier rival character, even if “darker” in this case mostly means “can say one (1) additional cuss word”.

Atlas

Nice hair

Atlas is Astro Boy’s mechanical adversary, and, in many incarnations, his literal or figurative sibling. This bother of a brother is as angry as Astro Boy is friendly, and has the typical rival problem of always having to be the very best, even if it means burning down the planet on the way to victory. In Omega Factor, Atlas is a tragic villain with a background involving moons and girls in suspended animation on said moons. This puts Atlas in some prime real estate to be the obvious villain at the start of the adventure, but more of a footnote as the story goes on. In fact, if you want a real villain, you should look at…

Ganondorf

Piggy

Ganondorf first appeared as the Dark Wizard Ganon in The Legend of Zelda in 1986. Fun fact: distinct from characters like karting king Bowser or baseball star K. Rool, Ganon was one of the few Nintendo villains to never be playable in an affable capacity. You couldn’t even control Ganon outside of Smash Bros. until Hyrule Warriors in 2014, and even there, he was involved in a campaign to kill literally every other playable character. Not the friendly sort! And why would he be? He is an immortal outcast that desires nothing more than ruling/destroying a kingdom or two. Ganondorf is not a pleasant fellow.

Garon

Big Boy

Garon is an unstoppable robot from the stars that towers over Astro Boy and may have nearly conquered Earth once or twice. And, oh yeah, depending on the translation, sometimes he is simply known as “Satan”. That is not a name you want to see assigned to a giant robot. Garon is one of the monsters that Astro Boy wasn’t able to defeat with basic armaments in his original appearance, so ol’ Astro has to trick Garon into monkeying with the gravity and inadvertently hurling himself into the stratosphere. Now, I’m not saying this could ever work on Ganondorf, but has anyone ever tried tricking the big guy when he was making a wish on the Triforce? It might have some fun results.

Falco Lombardi

Bird boy

Let’s get back to the heroes. Falco Lombardi is the ace pilot of the Star Fox team. He has occasional fights with his leader, Fox McCloud, but generally seems to get along with his other fellow pilots, Slippy and Peppy. There have been a few rare occasions when Falco tried to strike out on his own, but, give or take when he tried to join F-Zero, he remains a loyal pilot. He’s also a bird-man. This isn’t unusual in his universe of eclectic animal people, and nobody really makes a big deal about his avian ancestry.

Duke Red

Bird brain

Duke Red appears in all sorts of Tezuka materials, most notably (in my mind) as a criminal kingpin in Metropolis. He has been a villain many times, but is a well-meaning politician in Omega Factor that kinda sorta creates a doomsday device that literally destroys the planet. Whoopsie. Regardless, what is important is that Duke Red is some kind of bird man, and nobody ever draws attention to this fact. Many Tezuka worlds are racist as hell, so he is patently not living in some kind of utopia universe. Maybe people aren’t familiar with birds in these stories? Whatever. This whole thing makes a whole lot less sense when there isn’t a talking toad around…

Bayonetta

Bullet Hell Woman

It is miraculous that Bayonetta appears in Super Smash Bros. This is the franchise that had to stick nylons on some scantily clad weapon ladies, and could not include King of Fighter’s Mai as a background character because her design was not built for good little boys and girls. Bayonetta meanwhile is a bullet witch that hunts angels with the power of removing her clothes. She exclusively appears in games rated M for Mature, and swears like a sailor while destroying celestial creatures with hair-based attacks. And those heels! Attached to those legs! Won’t someone please think of the children!? I mean, she kicks ass and her games are awesome, but she looks a little out of place standing next to the Ice Climbers.

Prime Rose

Nice sword

In Omega Factor, Prime Rose is practically the definition of a damsel in distress, as she is caged in a tube for nearly her entire appearance, and two boy (robots) have to fight over her while she is double rescued by a brilliant surgeon. Likely as a result of being stuck in a tube/operating table, when Prime Rose is finally well enough to speak, she exclusively appears while stark naked. However, when she later is part of the game’s glossary of characters, she is wearing a battle bikini and equipped with a sword. Why? Well, apparently she originates from a 1982 manga that was meant to capitalize on a “cute girl” craze. And then there was a movie where she was some kind of anime Red Sonya. So, hey, when do we get to play that game? Prime Rose and Bayonetta could team up!

Banjo & Kazooie

Banjo!

Speaking of pairs, in the beginning, there was Banjo, and he was pretty good at racing. But this bear’s career didn’t take off until a bird’s egg fell into Banjo’s backpack, and Kazooie was born. Thus, the inseparable (except in that one game) pair joined forces, and beat back any green witch mean enough to cause a ruckus in Banjo’s neck of the woods. Banjo & Kazooie haven’t seen much play in recent years, but they are the good kind of goofy mascots that can appear in practically anything. Hey! Nintendo and Rare? Let Banjo do the Olympics with Mario. Everybody will enjoy it.

The Amazing Three

Dumb horse thing

The Amazing Three are aliens from a far-off planet that were sent here to assess whether or not Earth should be allowed to continue to Earth along, or should be obliterated with a neutron bomb. Considering we’re still here, looks like we passed. Once the Amazing Three arrive on Earth, they take the forms of a rabbit, horse, and duck. That is enough like a bear and bird for me to be happy with this article’s comparison. Also, let’s be real here: Banjo & Kazooie need the ability to destroy their planet at all times. Can’t find that last musical note? Destroy the universe. It is appropriate retaliation. Oh, anyway, The Amazing Three appear as comic relief in Omega Factor, so let’s not worry about how Nokko the Horse Alien is eventually responsible for the birth of Bojack Horseman.

Piranha Plant

CHOMP

Piranha Plant is just one of those dudes you never consider who appears in damn near everything. Not unlike the cheap cheap, P.P. has not only done his best to appear in countless Mario platformers; the prickly plant has also appeared as background fodder in various Mario Karts, Parties, and probably somewhere in those soccer games. Of course Piranha Plant became a full fledged fighter in Super Smash Bros Ultimate: he appeared in the original Smash Bros as an obstacle in the hidden arena. Even Bowser didn’t make an appearance in that game!

Black Looks

Unfortunate name

Black Looks, aka Black Lux, was little more than a pissed off dude that hated robots in his original appearance. However, in Omega Factor, Black Looks becomes a trench coat clad army of dudes with laser guns and a major hate-on for robots. They are relentless, and, in typical Treasure fashion, there are some inexplicably stretched sprites of Black Looks, so you get to fight a few “humans” that are twelve feet tall. And this is the legacy of the piranha plant: a simple fellow that, through no fault of his own, is now an entire army unto himself. No one should be surprised when Black Looks start popping out of pipes and biting plumbers.

Incineroar

Gotta catch em all

Incineroar, the heel Pokémon. Although it’s rough mannered and egotistical, it finds beating down unworthy opponents boring. It gets motivated for stronger opponents. When its fighting spirit is set alight, the flames around its waist become especially intense.

Brontus

Big Bird

Mont-Blanc, aka Brontus, one of the world’s seven strongest robots. A guide from Switzerland, it is said he had over 100,000 horsepower. He met Pluto, a gigantic bull robot, and was destroyed within a minute. He then appeared in the 1963 and 1980 anime… and was similarly immediately crushed. In Omega Factor, he is marginally invincible, and can shoot fireballs. So, like a Pokémon, his abilities are increased dramatically the minute he can run around in an actual action game.

Sora

I know that guy!

Super Smash Bros. Ultimate’s final fighter: Sora hails from Kingdom Hearts, a game that may have been discussed on this site. Sora has an extremely convoluted backstory, but what is important is that he will fight for his friends, and his friends include a whole lot of Disney properties. Goofy, Mickey, Aladdin, Elsa, Jack Skellington: Sora knows all the big players, and they are all connected to his heart. Of course, you’re not allowed to mention any of them in Smash Bros., because Disney keeps an iron grip on its intellectual property, and apparently the world will explode if Mario’s white gloves touch Donald’s feathery butt. And speaking of Disney being litigious…

Pook

Pooka?

I know this one! Pook (aka Bobo) is a trouble making little boy robot that appears across various Astro Boy stories, but, more importantly, this Pook can transform into Jungle Emperor Leo aka Kimba the White Lion. Ever hear about Kimba? Kinda sounds like Simba, don’t it? Well, that is theoretically not a coincidence, as there have been many accusations over the years that Disney outright stole much of Kimba the White Lion when it was not able to purchase the rights. But, let’s be real here: that’s hogwash. After all, everyone involved in The Lion King’s production has claimed that they never even saw Kimba the White Lion, and it is just a coincidence that both stories involve lion protagonists with rhyming names, wise mandrill advisors, fratricide, a lion with an eye scar taking over in the prince’s absence, hyena henchmen, and a cute lioness love interest. And the scenes that look like they were wholesale lifted from the original Tezuka anime? Complete fluke! And Kimba doesn’t even know Elton John, so they’re absolutely separate movies. Let’s just put that rumor to rest now.

Donkey Kong

You know him well

But we can’t ignore every bit of litigation in every company’s past. Donkey Kong is an established bit of Nintendo history now, but he came with a lawsuit in his early days. The estate of the late great King Kong claimed Donkey Kong was biting on the whole “big gorilla kidnaps woman and climbs on stuff” shtick, and Nintendo nearly had to retract its greatest selling arcade game for fear that it would be squashed by copyright law. While Nintendo won in the end, it just goes to show that even the most original companies often come from origins that border on theft, and all ideas stand on the borrowed shoulders of giants. If we are being honest, there would be no Donkey Kong without King Kong, and there would be no Mighty No. 9 without a Mega Man who needs his Astro Boy.

Sharaku

EYEBALL

And that’s just Krillin fused with Tien Shinhan, right? This Osamu Tezuka guy is a hack.

FGC #617 Astro Boy: Omega Factor

  • System: Gameboy Advance. If ever a game deserved to be ported to something for modern consoles, this would be it.
  • Number of players: Astro Boy gets by with the support of his friends, but is stuck in a single player game.
  • Here comes the factor!Favorite Astro Friend: It is a great bit of storyline/gameplay synergy that Astro Boy levels up as he meets more people. I normally cannot stand a leveling system in a beat ‘em up, but I’ll allow it if it means Unico adds to your fighting power. Anywho, Don Dracula, head vampire of Mu, is cowering on a train, and will sell out his boss unprompted by anything, so going to congratulate that vampire on being my favorite “ally” in this adventure.
  • What gets your points? Power up Astro Boy’s mega death laser for maximum fun. Yes, it is a hyper move that requires charging some punches, but it is absolutely the best way to do damage to practically everything. In a way, it seems like Astro Boy learned how to be a videogame from Marvel vs. Capcom 2… which may explain why I like it so much.
  • So, did you beat it? I used a FAQ back in the day, because some of the conditions for unlocking the proper paths are complete nonsense (replay the tutorial stage? Really?). That said, for a game that is based on just punching and/or lasering stuff as hard as you can, the way the plot progresses is a really interesting way to get the player to experience the same levels over again. I would be annoyed if it weren’t so much fun.
  • All aboardGoggle Bob Fact: This game was a Christmas gift from my grandmother, and now this article is publishing on her birthday. She would have been nearly 110 this year! That’s weird!
  • Did you know? The North American version of this game was delayed to coincide with the release of the Astro Boy Saturday Morning Cartoon. This allowed Treasure to put some additional polish on the experience during the waiting period, so maybe that’s why this is easily one of Treasure’s best games. Or maybe fighting robots are just a natural fit for videogames. Whatever. It works!
  • Would I play again: Yes. Now somebody release it on Switch so I can play it without having to dig out an ancient portable system with pulsating batteries.

What’s next? Random ROB has chosen… Body Harvest for the Nintendo 64! We gonna fight some bugs! Please look forward to it!

ROBOT
Robots! We get it!

FGC #605 Curses ‘N Chaos

Let's rockSometime around the 14th century, the Black Death was ravaging the European population. Given this highly lethal plague was on everybody’s mind (how could we ever hope to understand?), this seems to have been the time that the anthropomorphism of Death manifested in the public consciousness. As anyone that has ever visited a Spirit Halloween is aware, Death is generally visualized as a skeleton in a black robe wielding scythe. To elaborate for anyone from a foreign culture, the scythe is supposed to symbolize the literal harvesting of souls, and the skeletal body is supposed to be symbolize how bones are scary. Beyond that, ol’ Death is a pretty fundamental part of Western culture, and it is unlikely anyone reading this has missed his familiar iconography.

But what does it mean when Death makes an appearance in a videogame? Well, let us look at how Death has worked his digital magic through the years.

1984
Paperboy

Midway Games
Arcade

Throw some papersWhat’s happening here: Near as we can tell, the first appearance of an active Death in a videogame was in Paperboy. A grim reaper is one of the many, many obstacles that this young boy must face on his way to delivering newspapers to the least appreciative neighborhood on the planet.

Describe your Death: We have a traditional black cloak and scythe here, though it is difficult to tell if we are dealing with a legitimate skeleman. One would suppose this emphasizes the “unknown” nature of Death.

What does it all mean? 1984 was a time for “suburbs fear”, wherein parents were convinced razors were being hidden in Halloween candy, and a scary man in a trench coat was assumed to be on every corner. It was all total nonsense, but it does explain why one would expect to see Death out and menacing an innocent paperboy. Everything wants to kill our innocent young paperboy, why would Death themself be any different?

1985
Gauntlet

Midway Games
Arcade

BEHOLD DEATHWhat’s happening here: Death is one of the many monsters that stalks the world of Gauntlet. They will drain 100 health from a hapless adventurer, and is resistant to all attacks, save the mighty magic bomb. They are not a common creature, but they are a threat every time they appear.

Describe your Death: OG Gauntlet is not exactly known for its huge, expressive sprites, but Death at least has the ol’ black cloak here. If you were to claim this Death was a ninja, you wouldn’t have to change a single thing about their appearance.

What does it all mean? In 1983, Patricia Pulling founded Bothered About Dungeons and Dragons (BADD), and significantly contributed to the myth that Dungeons and Dragons was seducing our innocent children to the dark side. This led to years of general concern over D&D, so it was only natural that Death would be haunting dungeons in 1985 videogames. It’s Death! They will kill you! Because of what you are doing! Stay out of fantasy realms, children!

1986
Castlevania

Konami
Nintendo Entertainment System

Sorry SimonWhat’s happening here: Death’s multiple appearances in the Castlevania franchise may be the most iconic in gaming, and it all started here. You can’t have a decent Castlevania game without Death! Eat it, Haunted Castle, you barely get a Frankenstein.

Describe your Death: Skeleton? Check. Scythe? Check. Black cloak? Well… Death has decided to go with something more fuchsia here, but we’re going to allow it. NES color palettes are not kind to classical iconography.

What does it all mean? We will address Death as a greater presence in the franchise soon enough, but this Death is little more than one of many “movie monster” bosses in his first appearance. Apparently he was just a dude in a pink costume going by the pseudonym of Belo Lugosi. That is almost a real person’s name!

1986 also had another familiar Grim Reaper…