Video Works by Jeremy Parish (Video Games)

Three episodes into the Master System run and already we have some familiar sights—but understandably so, since each of these games comes to Master System from arcades. So, while we may have seen Choplifter during our SG-1000 survey, we certainly didn't see this version of it; Sega based the older, Japan-only release on the Apple II game, while this U.S.- and European-exclusive upgrade draws its content and aesthetics from the company's arcade interpretation. Barely a year between the two home releases, but this one feels far more of-the-moment than the SG-1000 port did. Teddy Boy, of course, launched alongside Hang On with the Japanese Mark III hardware. The Western release is almost exactly the same as the Japanese MyCard, with one crucial (but ultimately immaterial) difference. As for My Hero, unfortunately it does no favors for the optics of the Master System and its Sega Card format. While it looks almost as good as the arcade game (except that sickly green sky), it lacks a huge amount of content—two-thirds of the coin-op's stages and enemies! To make matters worse, Sega's programmers clearly amped up the difficulty to a preposterous degree in order to pad out the lacking play time. Can you make it even halfway through the single stage of action here? If so, you are like unto a god.

Production notes: Why watch when you can read? Check out the massive hardcover print editions of NES Works, Super NES Works, and Virtual Boy works, available now at Limited Run Games (https://limitedrungames.com/collections/books)! Look forward to Segaiden Vol. I: The SG-1000, due summer 2023.

Video Works is funded via Patreon (http://www.patreon.com/gamespite) — support the show and get access to every episode up to two weeks in advance of its YouTube debut! Plus, exclusive episodes, eBooks, and more! 

Arcade footage captured from MiSTer with thanks to MiSTerAddOns. Most Master System footage captured from U.S. carts running through an adapter on Sega Mark III hardware with FM Sound Unit and RGB bypass modification (by iFixRetro). Video upscaled to 720 with xRGB Mini Framemeister.


We end NES Works 1988 here with a game that (probably) actually shipped before December 1988 in scarce quantities. Aw, it's Nintendo's very first high-demand holiday rarity! They certainly would return to that well over the years.

It's hard to say where to place this release in the ’88 timeline, because Nintendo originally announced Zelda II for a release early in the year but ended up kicking this particular ball down the road over and over again, and games media reporting didn't have much to offer back then. This episode deals with the whys and wherefores of its delays and the tantalizing nature of this long-promised Zelda sequel. 

Did Zelda II turn out to be worth the wait? Well... feelings are mixed on that one. Zelda II stands alone in the Zelda franchise for many reasons—its side-scrolling perspective, role-playing elements, limited lives, and the fact that it's the one entry in the series to demand genuine skill and dexterity—but you can't deny the influence it exerted on later entries in the series and on games as a whole. Despite some questionable design choices and a slight reliance on nebulous clues from NPCs for progression, Zelda II pretty much defined how the action-RPG would work! 

Of course, since its localization ended being delayed for nearly two years after its Japanese debut, American kids experienced Zelda II's best ideas through games that other companies designed in its image. Oh well. 

Production note: NES footage captured from  @analogueinc  Mini. Arcade footage captured from MiSTer FPGA cores; special thanks to  @MiSTerAddons . Video upscaled to 720 with XRGB Mini Framemeister.

Video Works is funded via Patreon (http://www.patreon.com/gamespite) — support the show and get access to every episode up to two weeks in advance of its YouTube debut! Certain tiers also have access to monthly exclusive episodes, PDFs of Works-related books, and even physical copies of upcoming book releases!


Sunsoft blew our minds with Blaster Master, but the company did not suddenly become some 8-bit powerhouse after releasing that game. Here's the rocky portion of their road to greatness, a pair of NES conversions that will leave you scratching your head. In the case of Platoon, you'll be left wondering why they thought THIS license was suitable to a platform primarily advertised and sold to children. In the case of Xenophobe, you'll be confused about how meager a port such a technically adept company managed to produce.

Production note: NES footage captured from  @analogueinc  Mini. Arcade footage captured from MiSTer FPGA cores; special thanks to  @MiSTerAddons . Video upscaled to 720 with XRGB Mini Framemeister.

Video Works is funded via Patreon (http://www.patreon.com/gamespite) — support the show and get access to every episode up to two weeks in advance of its YouTube debut! Plus, exclusive podcasts, eBooks, and more!

Direct download: Platoon__Xenophobe_retrospective__Sunsoft_sundowns__NES_Works_102.mp4
Category:Video Games -- posted at: 5:42pm EDT

A curious release this week, as we come to a game that shipped twice for NES: Once with Nintendo's approval, and once illegally. Ever the rogue, that Indiana Jones. Like Tengen's early conversion of Gauntlet, Temple of Doom adapts an arcade game but makes quite a few changes to its structure, format, and objectives. Capcom didn't have the monopoly on dramatic reinterpretations of coin-op titles for NES, it seems, although Temple of Doom is no Bionic Commando.

On the other hand, we also have Data East's disappointingly literal interpretation of Midway's Rampage. Of all the games that could have benefitted from some sort of enhanced gameplay loop or added depth for its console iteration, this is it. But no, Data East simply stripped it down and removed features, making for a game with little challenge or variety over its entire running length.

Production note: NES footage captured from  @Analogue  Mini. Arcade footage captured from MiSTer FPGA cores; special thanks to  @MiSTer Addons . Video upscaled to 720 with XRGB Mini Framemeister. Audio quality may suffer due to this episode being produced with portable gear during travel.

Video Works is funded via Patreon (http://www.patreon.com/gamespite) — support the show and get access to every episode up to two weeks in advance of its YouTube debut! Plus, exclusive podcasts, eBooks, and more!


I can't believe I completely failed in this episode to draw attention to the fact that Dr. Chaos is, in fact, a Superman villain. But then again, both games this episode read like latter-day comic book villains: Good-hearted souls with the best of intentions yet who somehow strayed from the straight-and-narrow path and now simply cause pain and suffering (especially among Gen X kids). The ambitions greatly outstrip the execution with this episode, as two attempts to tap into the exploratory action trend that dominated the NES in 1988 utterly fail to provide players with compelling reasons to delve into their worlds. Suffering from grievous design, visual, and technical shortcomings, both Dr. Chaos and Superman rank among the bottom tier of NES games to date despite their creators' obvious and admirably grandiose visions.

Production note: NES footage captured from  @Analogue  Nt Mini. Video upscaled to 720 with XRGB Mini Framemeister.

Video Works is funded via Patreon (http://www.patreon.com/gamespite) — support the show and get access to every episode up to two weeks in advance of its YouTube debut! Plus, exclusive podcasts, eBooks, and more!


Remember 1942? That really bad top-down shooter? Capcom would prefer you didn't. And, to wash that bad memory from our collective mind, we have its sequel, 1943: The Battle of Midway, simultaneously a sequel and a heartfelt apology for that previous misstep. Although this arcade adaptation fails to carry over the multiplayer element from the original 1943 coin-op, it makes up for that shortcoming by introducing a permanent skill-upgrade system. One of the better vertical shooters for NES!

Meanwhile, Vic Tokai inexplicably publishes Data East's upgraded NES conversion of Bump'N Jump... well, kind of. In Japan, the home port of Bump'N Jump shipped as "Buggy Popper," which suggests it was meant to be a separate game entirely from the arcade game (alias "Burning Rubber"). Anyway, it's super dated. But still kinda fun?

Production note: NES footage captured from  @Analogue  Nt Mini. Arcade footage captured from MiSTer FPGA. Special thanks to  @New Wave Toys  and  @MiSTer Addons . Video upscaled to 720 with XRGB Mini Framemeister.

Video Works is funded via Patreon (http://www.patreon.com/gamespite) — support the show and get access to every episode up to two weeks in advance of its YouTube debut! Plus, exclusive podcasts, eBooks, and more!


Sunsoft gets a major glow-up this episode after a mediocre start as a publisher of ancient arcade ports and one neat-but-meager light gun shooter. No one would accuse them of half-assing it this time around, though; Blaster Master shot instantly to the top of the NES all-time greats list as soon as it debuted, and it still holds up remarkably well despite some unforgiving design choices that make for some incredibly difficult scenarios. The plot may not make much sense, and the weapon degradation system can be deeply demoralizing, but on the whole Blaster Master did a lot to advance the state of the NES art.

Also this episode, I take a moment to provide proper context for the whole Tengen thing I erroneously tackled back in the 1987 chronology.

Production note: NES footage captured from  @Analogue  Nt Mini. Video upscaled to 720 with XRGB Mini Framemeister.

Video Works is funded via Patreon (http://www.patreon.com/gamespite) — support the show and get access to every episode up to two weeks in advance of its YouTube debut! Plus, exclusive content, eBooks, and more!


If Super Mario Bros. was the culmination of the Famicom's early history in Japan, Super Mario Bros. 2 for NES served the same role here in the U.S. Debuting as the console hit critical mass in time for its first major holiday season in America, SMB2 sent players into a huge, imaginative game world that they could tackle with their choice of four different characters, not just Mario. Despite its complicated history, SMB2 became one of the system's greatest hits and did a great deal to define Mario in the West.

Nintendo took no chances with this one, and this episode also looks at one of the keys to SMB2's staggering success: Nintendo Power magazine.

Production note: NES footage captured from  @Analogue  Nt Mini. Video upscaled to 720 with XRGB Mini Framemeister.

Video Works is funded via Patreon (http://www.patreon.com/gamespite) — support the show and get access to every episode up to two weeks in advance of its YouTube debut! Plus, exclusive podcasts, eBooks, and more!


By a perfectly timed request by patron TheyCallMeSleeper, this episode arrives just in time to be positioned between this channel's coverage of Super Mario Bros. and its American sequel. Of course, this Japan-only sequel has almost nothing to do with that latter game besides the addition of Luigi as the Mario Bro. whose controls and physics turn his adventure into hard mode. But every mode of Super Mario Bros. 2: The Lost Levels amounts to hard mode, doesn't it? Nintendo took no prisoners with this one. No, they took those prisoners and tossed 'em in the wood chipper, laughing cruelly the entire time. Harsh.

Production notes: Video Works is funded via Patreon (http://www.patreon.com/gamespite) — support the show and get access to every episode up to two weeks in advance of its YouTube debut! Plus, exclusive podcasts, eBooks, and more!

NES/Famicom footage captured from disk via RGB from  @Analogue  Nt Mini with Famicom Disk System. Game Boy and Super NES footage captured via RGB from MiSTer FPGA. Video upscaled to 720 with  @Retro Tink  5X.


The Famicom finally reaches maturity with the arrival of Mario's greatest adventure—and perhaps the greatest action game anyone had ever created to this point in history. Pushing the Famicom hardware to its absolute limits, Super Mario Bros. would become one of the most beloved games of all time and transformed a character that began as the star of a string one-off arcade machines into a reliable, franchise-carrying cultural icon. Not that Mario wasn't recognizable before, but Super Mario Bros. turned him into true video game royalty.

Also, Namcot delivers a pretty fun arcade conversion called BattleCity, which would have likely been the highlight in any other NES Works Gaiden episode. But, well, Super Mario Bros.

Production notes: Video Works is funded via Patreon (http://www.patreon.com/gamespite) — support the show and get access to every episode up to two weeks in advance of its YouTube debut! Plus, exclusive podcasts, eBooks, and more!

NES/Famicom footage captured from  @Analogue  Nt Mini Noir. Video upscaled to 720 with  @Retro Tink  5X.


As we head into the final quarter of 1988, we have three classic Nintendo games appearing on what is decidedly NOT a classic Nintendo console. Atari published ports of three vintage Nintendo creations (Donkey Kong, Donkey Kong Junior, and Mario Bros.) on a variety of platforms in late 1988, including the 2600, their various 8-bit platforms, and as seen here the 7800. While the 7800 releases can't quite punch with the actual Nintendo-programmed NES versions, the fact that these three carts exist at all turns out to be more than enough to fill an episode with speculation and musings.

I'm pretty sure I accidentally mixed up the names Atari Inc. and Atari Corp. here once again, so apologies for that, sticklers.

Also this episode, a little touch of errata: I somehow overlooked the fact that Centipede appeared at the 7800's launch in May 1986, so that also gets some air time this week. Unlike the Nintendo conversions, this take on Centipede is top-notch, with some surprisingly cool additions courtesy of General Computing Corp.

Production notes: Video Works is funded via Patreon (http://www.patreon.com/gamespite) — support the show and get access to every episode up to two weeks in advance of its YouTube debut! Plus, exclusive podcasts, eBooks, and more!

Atari 7800 and NES footage captured from  @Analogue  Nt Mini Noir. Arcade footage captured from MiSTer when possible (courtesy of  @MiSTer Addons  ). Video upscaled to 720 with  @Retro Tink  5X.


Capcom kicks off one of the most important creative threads of the NES's history: Their collaboration with Disney, back in the days when Disney was simply an animation studio struggling to reinvent itself for a new era rather than an all-consuming media megalith. Ah, but this isn't really a Capcom Disney game, is it? Appearances (and packaging logos) can be deceptive... but the proof is in the gameplay, which is pretty uninspiring in this case.

Also this episode: A salvo of classic games from HAL and Nintendo. The former gives us acceptable ports of arcade masterpieces Joust and Millipede, while the latter simply slaps a new wrapper on two Famicom launch ROMs without bothering to tidy up those releases' shortcomings despite the availability of more advanced cartridge tech that could have made for, say, a proper conversion of Donkey Kong. For shame.

Production note: NES footage captured from  @Analogue  Nt Mini. Video upscaled to 720 with  @Retro Tink  5X (which accounts for the tearing and distortion in vertically scrolling sequences).

Video Works is funded via Patreon (http://www.patreon.com/gamespite) — support the show and get access to every episode up to two weeks in advance of its YouTube debut! Plus, exclusive podcasts, eBooks, and more!


Continuing the trend of "games converted badly to Famicom in 1986 and published in America two years later," we have Bits Laboratory's disastrous adaptation of Activision's Ghostbusters. A fun, frothy, fast-paced little confection in its original Commodore 64 incarnation, Ghostbusters becomes a miserable and tedious experience on NES, bogged down by monotonous driving sequences and a viciously unfair endgame. You get the impression someone at Bits actually thought they were doing a good deed here and improving the material! And that person should be locked up in a ghost trap, or at least never allowed to touch a computer again.

Production note: NES footage captured from  @Analogue  Nt Mini. Video upscaled to 720 with  @Retro Tink  5X (which accounts for the tearing and distortion in vertically scrolling sequences).

Video Works is funded via Patreon (http://www.patreon.com/gamespite) — support the show and get access to every episode up to two weeks in advance of its YouTube debut! Plus, exclusive podcasts, eBooks, and more!

Direct download: Ghostbusters_retrospective__A_haunt_mess__NES_Works_091.mp4
Category:Video Games -- posted at: 1:31pm EDT

More newcomers arrive on NES this episode, each bringing a musty conversion of an even older original work in tow. Kemco-Seika makes its NES debut with a two-year-old port of First Star Software's Spy Vs. Spy, which kinda-sorta puts a bow on the two-player trend of NES software by way of a competitive espionage adventure. Just as dated is the debut duology from Japanese dev Nihon Bussan, courtesy of our pals at FCI: Creaky console ports of arcade obscurities MagMax and Seicross. Not precisely the most inspiring games 1988 had to offer NES fans...

Production note: NES footage captured from  @Analogue  Nt Mini. Video upscaled to 720 with  @Retro Tink  5X.

Video Works is funded via Patreon (http://www.patreon.com/gamespite) — support the show and get access to every episode up to two weeks in advance of its YouTube debut! Plus, exclusive podcasts, eBooks, and more!


It's two for two for the road this week with Bubble Bobble, a game specifically designed to be played with another person, and Racket Attack, the second-ever NES tennis game which, like Nintendo's Tennis, offers support for doubles play (though not competitive play). Amidst all the moral panic about the way video games were rotting the brains of America's youth and turning us into violent killers, here's a pair that emphasizes cooperation. Stupid moral panickers.

Production note: NES footage captured from  @Analogue  Nt Mini. Video upscaled to 720 with  @Retro Tink  5X.

Video Works is funded via Patreon (http://www.patreon.com/gamespite) — support the show and get access to every episode up to two weeks in advance of its YouTube debut! Plus, exclusive podcasts, eBooks, and more!


The prevailing theme for NES games in 1988 has been multiplayer. From Contra to Life Force to Jackal, many of the best games for ’88 played best with friends. (That was probably also true for games that weren't published by Konami, even.) Fittingly, episode 88 sees not but three games that uphold that trend. First, there's Jackal, a widely overlooked but danged enjoyable co-op shooter, followed by two pretty decent game show adaptations by Rare Ltd. for the sake of newcomer GameTek. Don't despair, though: The NES has some fantastic introvert-friendly single-player titles coming up before long.

Video Works is a patron-funded project. For early video access, exclusive podcasts and mini-zines, and more, please support my work at patreon.com/gamespite — thank you!


The machines have risen, taking control of this trio of games and obviating humanity altogether. Well, almost altogether. R.O.B. at least demonstrates the value of mankind working together, hand-in-, uh, claw with its new synthoid overlords to defeat the vile Smicks in Robot Gyro. As for the other games, well, they're all about robo-kind's fight for dominance. If my performance in Honshogi is anything to go by, carbon-based life is doomed.

Video Works is a patron-funded project. For early video access, exclusive podcasts and mini-zines, and more, please support my work at patreon.com/gamespite — thank you!


Although I've previously covered The Tower of Druaga on Game Boy Works, this version precedes the portable rendition by half a decade and stands as the more towering achievement of the two. So to speak. Another solid arcade-to-Famicom conversion by Namcot, Druaga's move to consoles felt like a figurative as well as literal homecoming: As an arcade game, Druaga feels frankly unfair thanks to its harsh one-hit-kill combat and mandatory secrets hidden behind abstruse and unintuitive rules. As a home game, however, Druaga offered a more expansive role-playing-style adventure than had ever been seen on consoles, and its design comes off as far less punishing when you don't have to drop 100 yen into the machine every time you run out of lives (which happens frequently). I don't know that I'd recommend Druaga today, as many games followed in its wake that built and improved on its design... but would those games have had a design to improve on without Druaga? I say they would not.

Video Works is a patron-funded project. For early video access, exclusive podcasts and mini-zines, and more, please support my work at patreon.com/gamespite — thank you!


OK, this week we have the ACTUAL debut of Irem on Famicom, but it's hard to say TOSE's take on Zippy Race makes for a splashier debut than 10-Yard Fight would have. At least 10-Yard Fight had the benefit of not having been shown up by a conversion of the same game to technically inferior hardware more than a year earlier. TOSE also helps a second publisher make its debut here with Sunsoft's first Famicom release: A similarly underwhelming arcade-to-console conversion of the game Arabian. If you love Ice Climber's jump physics (spoilers: you don't), you'll love Super Arabian (spoilers: you won't). Finally, wrapping up the episode, we have another arcade port from Taito. Front Line more or less invented a genre, but does that mean this version has any value besides its place in history? (Spoilers: it doesn't.) Yes, it's dark times for Famicom.

Video Works is a patron-funded project. For early video access, exclusive podcasts and mini-zines, and more, please support my work at patreon.com/gamespite — thank you!


Well, I goofed on this episode—the production order list I work for ended up getting scrambled due a copy/paste error, and I accidentally covered Geimos and 10-Yard Fight out of sequence (they shipped right after Robot Gyro, not Robot Block). This means that 10-Yard Fight wasn't actually Irem's first Famicom! Since I was on the road when I realized this during final caption edits, I couldn't rework this episode. So please look forward to next episode, where I walk it back a bit. Overall, though, the details and sentiments here are otherwise correct—Robot Block is a waste, Geimos is interesting if derivative and shallow, and 10-Yard Fight's history largely holds true. Anyway.

Video Works is a patron-funded project. For early video access, exclusive podcasts and mini-zines, and more, please support my work at patreon.com/gamespite — thank you!


As we move deeper into the Famicom's history, its timeline begins to diverse further and further from the American console's. Witness this week's episode, in which all three releases remained stranded in Japan. (Well, OK, Road Fighter shipped in Europe in 1992, which is such a weird and unlikely turn of events it seems like we all probably hallucinated it.) All three of these titles also came to Famicom from other platforms—Road Fighter and Warpman from arcades, and Door Door from home computers. And! All three come to Famicom courtesy of some of the system's biggest publishers: Konami, Namco, and Enix. Wow!


Three—three!—consecutive vertical shooters hit Famicom in this episode. Well, for a certain value of "vertical." All three of these games about shooting things while moving up or down along the screen, but all three take a very different approach to it. Star Force is the most traditional of the bunch, while Elevator Action combines vertical shooting with the sort of platform-based character movement found in the likes of Donkey Kong. And Field Combat... well, I'm not sure that one even knows what it wants to be. But at least it's interesting.


Although the three games featured in this week's episode have already appeared in the vanilla iteration of NES Works, I promise that there's merit in revisiting them. All three titles—Nintendo's Wrecking Crew, Konami's Hyper Olympic, and Nintendo (not Irem's!) Spartan-X—hit differently on Famicom than they did on NES. Especially when one of the games came with its own controller designed expressly for the purpose of mindless hitting.


Sunsoft returns to Game Boy with a soul-crushingly brutal take on a movie that's about as close to being a cult classic as a major blockbuster can be: Gremlins 2 - The New Batch. It really captures the experience of being a small, helpless little fuzzy guy with stubby arms making his way through a skyscraper filled with raving murder-monsters. Although you'd think with Gizmo's gigantic eyes, he'd have better vision than the original Game Boy screen provides.

On the import tip, there's Pocket Stadium from Atlus, a curious baseball simulator... and by "simulator" I really do mean that it's a simulator. No timing or dexterity required!


Our shared journey through the SG-1000 library has been illuminating, and in this episode I attempt to encapsulate much of what has been covered here over the past year. This episode isn't simply a recap and recontextualization of the system, though—it's also an attempt to reconcile some issues in my coverage of the individual games.

Part of what I've learned since early 2021 has been how to properly record the SG-1000 color palette, something I struggled with all along whether I was recording from Analogue clone hardware or an actual SG-1000. The system's limited but distinctive color options are a big part of what defines it! Also, we have a MUCH better sense of the actual release order of SG-1000 games thanks to the work of Gaming Alexandria. So, this episode is one part recap, one part quick review of 70+ games in proper order with proper color.

From here, I'm going to take a brief Sega break before returning late this spring or early summer to dive into the Mark III and transition into the Master System. Stay tuned!


In this episode, we look at the SG-1000's 1987 release lineup in its entirety... and, with those two games, we also wrap up the SG-1000 library as a whole. That's it! Go home! From now on, it's just Master System and beyond here on Segaiden.

These two works are not necessarily the kind of thing you'd want to spend much time playing in the modern day and age, but they are very impressive from a technical perspective. Imagine playing games like Borderline and Space Slalom in the early days of the SG-1000, then ending up with a complete graphical adventure set in Victorian London with Loretta No Shouzou, or playing a sprawling dungeon RPG with The Black Onyx! No question about it, the SG-1000 went down aiming for the fences. Bless this mess of a machine.

Video Works is a patron-funded project. For early video access, exclusive videos and publications, and more, please support my work at www.patreon.com/gamespite!


By request of They Call Me Sleeper, here's one last Wonder Boy game until Segaiden gets to the Master System stuff: Adventure Island IV for NES. Or rather, Takahashi Meijin no Boukenjima IV for Famicom, as Hudson has never localized this one in any capacity. That's a shame, because Adventure Island IV belatedly but capably brings Master Higgins' island adventures in line with those of Tom Tom's, transforming the linear Adventure Island series into a free-roaming exploratory adventure. You know. A metroidvania. It's a fine send-off to the Adventure Island series (which would see only one more proper new entry before riding its dino pal off into the sunset), to the Famicom, and to the 8-bit metroidvania format until portable and indie games revitalized the genre a decade later.

 

Video Works is funded via Patreon (http://www.patreon.com/gamespite) — support the show and get access to every episode up to two weeks in advance of its YouTube debut! Plus, exclusive podcasts, eBooks, and more!

Production note: NES footage captured from  @Analogue  Nt Mini Noir. Arcade footage captured from MiSTer (special thanks to  @MiSTer Addons ). SG-1000 footage in this episode was captured from a combination of Sega SG-1000 II with (with Card Catcher; RGB amp mod by  @iFixRetro  ) and  @Analogue  Mega Sg with card adapter module and DAC. Video upscaled to 720 with  @Retro Tink  5X.


Famicom mainstay Hudson finally makes its American debut this week with two sizable hits from Japan. First, Adventure Island brings a little taste of Sega to NES by converting Wonder Boy with a thinly veiled graphical overhaul. Milon's Secret Castle goes a different route, abandoning linear action for a hunt-and-explore adventure inside a castle full of monsters and annoying hidden objects.

Both games share a single trait: They're designed to be obnoxiously difficult without cheat codes. Yeah, I Game Genied my way through this episode. I am very old, and there's just not enough time left in my life to deal with this nonsense.

Direct download: 087_Adventure_Island.mp4
Category:Video Games -- posted at: 12:05pm EDT

The penultimate set of SG-1000 games arrives as the system does its best to remain current and competitive in the medium's changing landscape with technology built around the expectations of an earlier generation of game design. Although the SG-1000 is woefully underpowered to hold its own amidst the new creative frontiers being explored on Famicom, Mark III, and in arcades, these final releases push the hardware well beyond anything its designers could possibly have intended or foreseen.

The Graphic Tablet peripheral and Terebi Oekeki cart bring the creative functionality of a personal computer to SG-1000. Wonder Boy brings Mario-esque scrolling action to the system. And Champion Billiards... well, you'll recognize it when you see it. You can almost smell the flop sweat as the hardware tries to keep up—but it tries, dammit, and that counts for a lot.


A brief break in the SG-1000's strong run of final releases with a set of titles that will remind you of the not-so-good ol' days when the console's library was generally pretty rough. This trio earns most of its points for effort from Ninja Princess, which converts an arcade game quite convincingly save for one massive technical hitch that has a hugely disruptive effect on the action. Unfortunately, it's followed up by Super Tank, a much less enjoyable game that basically uses the same basic shooter-action premise as Ninja Princess, but poorly. And finally, Champion Kendou, the final original "Champion" sports creation for this console. It's not good, but as a game about kendou, it has the novelty of being... unique.


A real sense of deja vu this week as we look at three games that have all appeared on this channel in other versions. I would like to say that these iterations are all the superior works, but Mom taught me not to be a liar.

Now, this version of Dig Dug is far and away the best 8-bit home version ever published, an almost arcade-perfect rendition that captures both the broad strokes and the tiny little details that made it a classic (vexing enemy A.I.! Musical walking!). And Flappy is much better on Famicom than it was (well, will be) on Game Boy, its one major downside moving that it moves more quickly to the point of almost being TOO fast.

Chack'n Pop, though. That's a tough one. In terms of looks and animation, this version is much slicker than the SG-1000 release. But in terms of gameplay, it's weirdly worse. The levels have all been redesigned in unfortunate ways, ramping up the difficulty quickly and demanding almost expert-level play right from the start. I suppose for Chack'n Pop pros, this would be the equivalent of Championship Lode Runner, but how many kids out there in 1985 were demanding a hyper-challenging variant of this game!?

Production notes: SG-1000 footage captured from a combination of Sega SG-1000 II with (with Card Catcher) and  @Analogue  Mega Sg with card adapter module and DAC. Vintage hardware mods courtesy of  @iFixRetro . NES/Famicom footage captured from  @Analogue  Nt Mini Noir. Video upscaled to 720 with  @Retro Tink  5X.

Video Works is funded via Patreon (http://www.patreon.com/gamespite) — support the show and get access to every episode up to two weeks in advance of its YouTube debut! Plus, exclusive podcasts, eBooks, and more! Also available in print: Virtual Boy Works Vol. I Hardcover: https://limitedrungames.com/collections/books-board-games-and-more/products/virtual-boy-works-book

Direct download: Chackn_Pop_NES.mp4
Category:Video Games -- posted at: 12:00pm EDT

Continuing on from last week, we go from Hang On II to just plain ol' Hang On. But this in no way feels like a downgrade; quite the contrary. With Hang On (and Teddy Boy Blues), Sega brings its home hardware into line with Nintendo's Famicom/NES, boosting the basic SG-1000 architecture with a monstrous upgrade to its graphical capabilities and essentially creating a new console in the process. The continuity created between Hang On and Hang On II offers a remarkably convenient way to compare the SG-1000's state of the art with the entry-level capabilities of its successor, and frankly, there simply is no comparison.

Also in this episode: Notes on the Mark III hardware (which will be expanded when we make it to the Master System's U.S. launch) and extensive rumination on the history of pop idol video games. We're not done with SG-1000, though, so we'll resume exploring Mark III/Master System once that little journey is complete.

Production notes: Master System footage in this episode was recorded from an FM/RGB-modded Mark III SG-1000 with region converter passthrough. SG-1000 footage captured from a combination of Sega SG-1000 II with (with Card Catcher) and  @Analogue  Mega Sg with card adapter module and DAC. Vintage hardware mods courtesy of  @iFixRetro . NES/Famicom footage captured from  @Analogue  Nt Mini Noir. Video upscaled to 720 with  @Retro Tink  5X.

Video Works is funded via Patreon (http://www.patreon.com/gamespite) — support the show and get access to every episode up to two weeks in advance of its YouTube debut! Plus, exclusive podcasts, eBooks, and more! Also available in print: Virtual Boy Works Vol. I Hardcover: https://limitedrungames.com/collections/books-board-games-and-more/products/virtual-boy-works-book


This week bring us the first of a two-part episode—or should that be "the second"? Sega's imprecise SG-1000 launch date documentation makes it difficult to know if Hang On II did in fact debut before or after Hang On (no Roman numeral) for Mark III in October 1985*. But the number II there is only for show anyway, as Hang On II is literally just a downscaled version of Hang On—but a very impressive downscaled version! By far the best and most convincing racer on the console, Hang On II was so impressive Sega made a controller specifically to support it. But it does pale in comparison to what waits in the wings for next time...

Also up is Bomb Jack, seemingly the final home release from Tehkan before they metamorphosed into the butterfly we know as Tecmo and Bomb Jack became Mighty. An ambitious and accurate arcade port, Bomb Jack runs afoul of his greatest foe on SG-1000: A limited, visually confusing color palette. Alas.

*Note: After uploading this episode, information came to light that confirmed Hang On II shipped in December 1985, meaning Sega did indeed position it as a sequel.

Production notes: SG-1000 footage in this episode was captured from a combination of Sega SG-1000 II with (with Card Catcher; RGB amp mod by  @iFixRetro ) and  @Analogue  Mega Sg with card adapter module and DAC. NES/Famicom footage captured from  @Analogue  Nt Mini Noir. Video upscaled to 720 with  @Retro Tink  5X.

Video Works is funded via Patreon (http://www.patreon.com/gamespite) — support the show and get access to every episode up to two weeks in advance of its YouTube debut! Plus, exclusive podcasts, eBooks, and more! Also available in print: Virtual Boy Works Vol. I Hardcover: https://limitedrungames.com/collections/books-board-games-and-more/products/virtual-boy-works-book


An 8-bit heavy hitter makes its Famicom debut, right around the same time as they first dipped a toe into the SG-1000 market: Konami, eventual creators of Castlevania and Contra, here still a mere stripling of a home games developer. As on Sega's platform, Konami made its debut in Nintendo-land with two games, though I would say both turned out far better than their SG-1000 counterparts. I mean, nobody's going to fall in love with Yie Ar Kung-Fu here in 2021, but Antarctic Adventure (or Kekkyoku Nankyoku Daibouken, if you want to be formal about it) is a good time for all.

Less so the third entry in this episode, Jaleco and TOSE's dire rendition of Universal's Ninja-kun.

Video Works is funded via Patreon (http://www.patreon.com/gamespite) — support the show and get access to every episode up to two weeks in advance of its YouTube debut! Plus, exclusive podcasts, eBooks, and more!

Production notes: - NES and Famicom footage in this episode was captured from  @Analogue  Nt / Nt Mini / Nt Mini Noir via RGB out. - SG-1000 footage captured from Analogue Sg with cart adapter and SG-1000 II (RGB mod by  @iFixRetro ) - Game Boy footage captured from Super Game Boy 2 / Super NES model 2 via JP21 SCART cable. - Standard definition video upscaled to 720 with xRGB Mini Framemeister and  @Retro Tink  5X.


A couple of standout releases in this episode... but first, we have to survive another version of Lode Runner. Look, I like Lode Runner. Great game. But there's been a lot of it here in the mid ’80s! This time, the monk/robot guys win.

Beyond that, however, we have the final entry in Activision's brief dalliance on SG-1000 (or maybe Sega's brief dalliance with Activision?): H.E.R.O. It's a strong conversion from 2600 that loses none of the original quality or originality yet manages to spruce up the visuals and replace the retro helicopter backpack with a jetpack, which of course makes this the objectively superior rendition.

And then there's Champion Hockey, a game that actually makes me angry. No, I'm not angry because it's bad; quite the opposite. My brain tells me I'm supposed to find sports games interminable, and yet I love this ice hockey game. Absolutely unacceptable.

Production notes: SG-1000 footage in this episode was captured from a combination of Sega SG-1000 II with (with Card Catcher; RGB amp mod by  @iFixRetro ) and  @Analogue  Mega Sg with card adapter module and DAC. NES/Famicom footage captured from  @Analogue  Nt Mini Noir. Video upscaled to 720 with @Retro Tink  5X.

Video Works is funded via Patreon (http://www.patreon.com/gamespite) — support the show and get access to every episode up to two weeks in advance of its YouTube debut! Plus, exclusive podcasts, eBooks, and more! Also available in print: Virtual Boy Works Vol. I Hardcover: https://limitedrungames.com/collections/books-board-games-and-more/products/virtual-boy-works-book


This week is a bit of an ouroboros: While the primary feature here is Capcom's Legendary Wings, this episode also touches on the NES release of Xevious, the game that very clearly inspired Legendary Wings (not to mention about a thousand other Japanese arcade games of the era). Xevious is by far the purer of the two, not to mention the fairer, but there is something to be said for that late ’80s Capcom house NES style...

Production note:

  • SG-1000 footage in this episode was captured from a combination of Sega SG-1000 II with (with Card Catcher; RGB amp mod by  @iFixRetro  ) and  @Analogue  Mega Sg with card adapter module and DAC.
  • Video upscaled to 720 with  @Retro Tink  5X.

Video Works is funded via Patreon — support the show and get access to every episode up to two weeks in advance of its YouTube debut! Plus, exclusive podcasts, eBooks, and more! And don't miss the latest Video Works books, freshly published by Limited Run Games: Virtual Boy Works Vol. I.


A bit of an emphasis on day jobs this episode, but fortunately one of these games offers more than mere workmanlike effort. Activision's Rock'n Bolt stands out this week as one of the SG-1000's most appealing puzzlers—certainly a more interesting take on the genre than Soukoban, which gets credit for its primal nature but not for possessing any sort of audio-visual flair. And then there's Elevator Action, a perfectly decent arcade game done dirty by the console's hardware. In fact, I'd go so far as to say the SG-1000's limits do more to hamper this conversion than any other game we've seen on the system to date.

Production note:

  • SG-1000 footage in this episode was captured from a combination of Sega SG-1000 II with (with Card Catcher; RGB amp mod by  @iFixRetro ) and  @Analogue  Mega Sg with card adapter module and DAC.
  • Video upscaled to 720 with  @Retro Tink  5X.

Video Works is funded via Patreon (http://www.patreon.com/gamespite) — support the show and get access to every episode up to two weeks in advance of its YouTube debut! Plus, exclusive podcasts, eBooks, and more! Also available in print: Virtual Boy Works Vol. I Hardcover


More arcade ports for SG-1000? Say it ain't so! These titles aren't especially well known in the U.S., since they've never seen a proper console release here (outside of maybe some collection that doesn't come immediately to mind), but both merit a close look.

Taito's Chack'n Pop may not impress quite as much on the technical front as the more familiar Famicom version, but it features better level design... albeit with an absolutely unforgiving difficulty level.

Sega's own Bank Panic plays like a clever attempt to capture the spirit of Nintendo's Wild Gunman without the use of a light gun, and the results end up being quite a bit more successful than you might expect.

Production note:

  • SG-1000 footage in this episode was captured from a combination of Sega SG-1000 II with (with Card Catcher; RGB amp mod by  @iFixRetro ) and  @Analogue  Mega Sg with card adapter module and DAC.
  • Video upscaled to 720 with  @Retro Tink  5X.
Direct download: Chackn_Pop__Bank_Panic_retrospective__Stick-ups__Segaiden_020.mp4
Category:Video Games -- posted at: 12:00pm EDT

This week brings us two SG-1000 releases that feel miles removed from the console's earliest days of serious-looking war game: Doki Doki Penguin Land and Drol. Rather than involving the relentless destruction of military vehicles (and, by extension, the squishy humans inside them), these two titles see you doing your best to protect children. While some retributive violence is involved here, those polar bears definitely had it coming.

Of the two, Penguin Land feels like the more meaningful work. It really elevates the production values of SG-1000 games and speaks to a Sega that's getting serious about its home development efforts: A wholly original creation for console that contains ample depth and subtle, precise controls and interactions. It's a real stand-out. Drol admittedly doesn't fare quite as well, but it has its merits, too.

With this episode, I think it's safe to say SG-1000 has turned a corner, and you can expect to see more games on Penguin Land's level of quality in the coming episodes as the console sunsets into Mark III/Master System.

Video Works is funded via Patreon (http://www.patreon.com/gamespite) — support the show and get access to every episode up to two weeks in advance of its YouTube debut! Plus, exclusive podcasts, eBooks, and more! Production note:

  • SG-1000 footage in this episode was captured from a combination of Sega SG-1000 II with (with Card Catcher; RGB amp mod by  @iFixRetro ) and  @Analogue  Mega Sg with card adapter module and DAC.
  • Video upscaled to 720 with  @Retro Tink  5X.

Beginning with this episode, I'm knuckling down to wrap up as much of the SG-1000 video series as possible by the end of 2021. There are only about half a dozen episodes to go after this! It's a pretty small library, but the best times are ahead of us. This episode looks at, technically, three arcade conversions: Zoom 909, Choplifter, and Pitfall II. Of course, the two latter games got their start on Apple II and Atari 2600, respectively, but around the same time these carts hit stores, Sega also reworked them into pretty good arcade games. The question is whether or not that arcade magic rubbed off on these releases...

Video Works is funded via Patreon (http://www.patreon.com/gamespite) — support the show and get access to every episode up to two weeks in advance of its YouTube debut! Plus, exclusive podcasts, eBooks, and more!

Production notes:

  • SG-1000 footage in this episode was captured from a combination of Sega SG-1000 II with (with Card Catcher; RGB amp mod by  @iFixRetro ) and  @Analogue  Mega Sg with card adapter module and DAC.
  • Famicom, NES, and Atari 7800 footage captured from  @Analogue  Nt Mini / Nt Mini Noir. Video upscaled to 720 with xRGB Mini Framemeister and  @Retro Tink  5X.

Halloween season is upon us, and you know what that means: Where other people decorate their homes with cobwebs and giant skeletons, I decorate mine with a Castlevania-related video. This time around, it's a look at a Castlevania spinoff called Kid Dracula. Well, technically, this video is about Akumajou Special: Boku Dracula-Kun! Or just Kid Dracula. It's a little bit Castlevania, a little bit Mega Man, and just a few minor quirks shy of being an all-time Famicom classic.

Video Works is funded via Patreon (http://www.patreon.com/gamespite) — support the show and get access to every episode up to two weeks in advance of its YouTube debut! Plus, exclusive podcasts, eBooks, and more!

Production notes:

  • NES and Famicom footage in this episode was captured from  @Analogue  Nt / Nt Mini / Nt Mini Noir via RGB out.
  • PS1 footage captured from PlayStation hardware via RGB cable.
  • Super NES footage captured from Super NES model 2 via JP21 SCART cable. - Standard definition video upscaled to 720 with xRGB Mini Framemeister and  @Retro Tink  5X.

I may have gone a little overboard with this episode, but it seemed worth doing. For one thing, the creator of the Golgo 13 series, Takao Saito, recently passed away. And for another, upon revisiting this game in the context of its original release chronology on NES, I came away deeply impressed by how much the developers attempted to do here. Did they nail it? Oh, lord, no. But where this game is easily written off as a kludgey mess when viewed in light of the entire nine-year NES release library, back in autumn 1988, it tried to do a LOT with the limited resources and collective game design wisdom of the time. Containing a good half-dozen presentation and gameplay styles, a globe-spanning storyline, and a genuine good-faith effort to recreate the essence of the manga property it's based on, Golgo 13: Top Secret Episode is damn impressive for what it is. (Albeit a heck of a mess.) Kids: Beware of tiny 8-bit boobies and blood spray.

Video Works is funded via Patreon (http://www.patreon.com/gamespite) — support the show and get access to every episode up to two weeks in advance of its YouTube debut! Plus, exclusive podcasts, eBooks, and more! Production notes:

  • NES and Famicom footage in this episode was captured from  @Analogue Nt Mini Noir via RGB out.
  • Standard definition video upscaled to 720 with xRGB Mini Framemeister and  @Retro Tink  5X. There is a small amount of visual distortion in the upper portion of some footage that the latest Retro Tink firmware update appears to address.

We have a follow-up to a 1986 classic here, in deed if not in name: Life Force, the sequel to Konami's Gradius. Well, sort of. It's complicated. But since we never saw the actual Gradius II on NES, this will have to do. Life Force makes use of the same excellent power-up system as Gradius with some refinements, including a new weapon option, new handling of Options, a revamped shield, and perhaps most importantly a far more forgiving respawn system upon the player's inevitable demise. Along with these improvements, Life Force also incorporates two-player simultaneous action and introduces a unique dual-format scrolling system seen nowhere else in the Gradius series. It's quality fare, and a real technical and gameplay highlight for the NES... a feat that becomes all the more impressive when you consider how it had to be scaled back from the Famicom release to work within the constraints of U.S. cartridges.

Video Works is funded via Patreon (http://www.patreon.com/gamespite) — support the show and get access to every episode up to two weeks in advance of its YouTube debut! Plus, exclusive podcasts, eBooks, and more!

Production notes:

  • NES and Famicom footage in this episode was captured from  @Analogue  Nt / Nt Mini / Nt Mini Noir via RGB out.
  • Standard definition video upscaled to 720 with xRGB Mini Framemeister and  @Retro Tink  5X. There is a small amount of visual distortion in certain vertically scrolling sequences that the latest Retro Tink firmware update appears to address.

This episode focuses on perception, especially vis-a-vis Bases Loaded. A certain demographic of NES owners LOVES Bases Loaded. However, in my experience, people who discovered the NES later (when better and better-looking baseball sims were available for the console) tend to find it lacking and shallow. And then there is the Japanese Famicom owner's perspective, in which Bases Loaded (aka Moero!! Pro Yakyuu) is almost universally reviled. How could so many people hold such contradictory points of view?

This episode delves deeply into that question. This episode also talks about Lee Trevino's Fighting Golf. (Yes, I am aware of The Simpsons' parody. No, it's not germane to this discussion.)

Video Works is funded via Patreon (http://www.patreon.com/gamespite) — support the show and get access to every episode up to two weeks in advance of its YouTube debut! Plus, exclusive podcasts, eBooks, and more!

Production notes:

  • NES and Famicom footage in this episode was captured from  @Analogue  Nt / Nt Mini / Nt Mini Noir via RGB out.
  • Neo Geo footage was captured from a consolized MVS.
  • Standard definition video upscaled to 720 with xRGB Mini Framemeister and  @Retro Tink  5X.

It feels like Famicom is kind of playing catch-up with SG-1000 this episode, as every game appearing here arrived on shelves in the wake of a Sega-published equivalent—either the exact same game (as in Space Invaders), one exploring the same root concept in different ways (Soccer), or a game with almost suspicious conceptual and mechanical similarities (Formation Z). Of course, the Nintendo version of these games absolutely eclipsed Sega's, right? Well... maybe not always.

Video Works is funded via Patreon (http://www.patreon.com/gamespite) — support the show and get access to every episode up to two weeks in advance of its YouTube debut! Plus, exclusive podcasts, eBooks, and more!

Production notes: NES and Famicom footage in this episode was captured from an  @Analogue  Nt Mini via RGB out. Arcade footage (when possible) was captured from MiSTer (special thanks:  @MiSTer Addons ). Standard definition video upscaled to 720 with xRGB Mini Framemeister and  @Retro Tink  5X.


1985 starts the Famicom on some familiar footing with a couple of future Black Box releases (one great, one meh); two shooters previously seen on SG-1000; and a Commodore 64 conversion from Hudson that would show up on NES under the aegis of its original publisher. No big surprises here (including the apparent Nintendo debut of TOSE, and the fact that the games previously seen on SG-1000 fare a lot better on Famicom), but that won't be the case for long. By the midpoint of 1985, the Famicom library will look wildly different from the NES's as more third parties (and, specifically, more third parties of wildly variable quality) stake their claim on NES.

Video Works is funded via Patreon (http://www.patreon.com/gamespite) — support the show and get access to every episode up to two weeks in advance of its YouTube debut! Plus, exclusive podcasts, eBooks, and more!

Production note: Footage in this episode was captured from an  @Analogue  Nt Mini via RGB out. Video upscaled to 720 with xRGB Mini Framemeister and  @Retro Tink  5X.


Sega's 8-bit family goes on a diet this episode, with the SG-1000 media format suddenly slimming down from chunky cartridges to the svelte MyCard format, a credit card-sized chip that was so well-received that Hudson ripped it off wholesale for their PC Engine/TurboGrafx HuCards. Of course, this is really just a cosmetic change; the SG-1000 wouldn't enjoy proper technical enhancements until later in 1985 with the arrival of the Mark III. (Well, that was probably later in 1985; as this episode once again explains, Sega did a godawful job of tracking SG-1000 software launch dates.) As for the games, well... we're right on the cusp of the MyCard renaissance, but this is a pretty unimpressive lot. Another version of Othello for those who didn't buy a Multivision (so, basically, everyone); possibly the first-ever Japanese console adaptation of Taito's Space Invaders (possibly in that Nintendo's might have come first, maybe? Again, awful launch date tracking); and a well-meaning but unwieldy clone of Irem's Kung-Fu.

Video Works is funded via Patreon (http://www.patreon.com/gamespite) — support the show and get access to every episode up to two weeks in advance of its YouTube debut! Plus, exclusive podcasts, eBooks, and more!

Production note: SG-1000 footage in this episode was captured from a combination of Sega SG-1000 II (RGB amp mod by  @iFixRetro ) and  @Analogue  Mega Sg with card adapter module and DAC. Video upscaled to 720 with xRGB Mini Framemeister and  @Retro Tink  5X.


Sega winds down the cartridge format for SG-1000 in favor of a new media type, and this corner of the console library unfortunately wheezes to a half-hearted ending. Somehow, Sega even managed to completely squander Konami's brief show of support for the platform by turning in a pair of clumsy arcade conversions in the form of Shinnyuushain Tooru-kun (aka Mikie) Hyper Sports (a cousin to Track & Field). On the other hand, GP World does at least innovate a little bit in SG-1000's well-trodden racing lineup, and Tekhan's Star Force puts in a respectable showing, even if it's not quite up to the standards set by Hudson's Famicom/NES conversion.


Sega enters 1985 with the hottest game of 1982, and the good news is that Zaxxon looks and plays far more convincingly than its sibling release Congo Bongo did back in 1983. This adaptation of the arcade hit makes some curious tweaks to the game's flow and design, and it adds a bit of background music, which sets it apart from other conversions of the game. But in a good way, mostly.

Champion Pro Wrestling fares less impressively, especially in hindsight. Apparently we have Sega to blame for how Tag Team Wrestling turned out on NES, with the sluggishness and the menus and the whatnot. Stupid Champion Pro Wrestling.

Video Works is funded via Patreon (http://www.patreon.com/gamespite) — support the show and get access to every episode up to two weeks in advance of its YouTube debut! Plus, exclusive podcasts, eBooks, and more!

Direct download: 015_Zaxxon_SG1K.mp4
Category:Video Games -- posted at: 12:00pm EDT

A pair of arcade shooter adaptations leads us into the second half of 1988 for NES Works, both of which deserve attention for entirely different reasons.

Defender II sees the publishing debut of HAL Labs (via HAL America), a well-deserved turn of events for a studio that was so essential to the early success of this platform. And this conversion stretches all the way back to those early days, speaking once again to the close relationship HAL and Nintendo shared as the latter made its way into the world of selling game consoles—including a bit of borrowed audio that raises the question of who pilfered from whom? Come for the footage, stay for the educated speculation.

Meanwhile, Iron Tank transforms T.N.K. III into a fairly ambitious (if not entirely refined) combat adventure with branching paths, a progressive power-up system, and even some narrative. Finally, we begin to see a glimpse of the quality that fans have come to associate with the name SNK.

Video Works is funded via Patreon (http://www.patreon.com/gamespite) — support the show and get access to every episode up to two weeks in advance of its YouTube debut! Plus, exclusive podcasts, eBooks, and more!


Technos (by way of freshman NES publisher Tradewest) follows up on Renegade with a home conversion of a massive arcade hit that plays extremely fast and loose with the meaning of the phrase "home conversion." Double Dragon on NES may as well be a completely different game than the coin-op smash, as it adds several new mechanics, expands the game environments, introduces platforming sequences, helps invent the one-on-one fighting genre, and—whoops—loses the cooperative gameplay feature that gave the game its name in the first place. The end result is a game that doesn't sit well with those who demand absolute fidelity in their arcade ports, but that nevertheless stands out as one of the most ambitious, polished, and attractive games yet seen on the platform.

From this point on, arcade-to-NES adaptations will lean heavily on the "adaptations" angle, and (along with Rygar and Punch-Out!!), Double Dragon is one of the first works to truly define what NES coin-on conversion would look like in the coming years.

Video Works is funded via Patreon (http://www.patreon.com/gamespite) — support the show and get access to every episode up to two weeks in advance of its YouTube debut! Plus, exclusive podcasts, eBooks, and more!

Direct download: Double_Dragon_retrospective__Bimmy_Lees_solo_debut__NES_Works_081.mp4
Category:Video Games -- posted at: 12:00pm EDT

One of the most beloved franchises of all time makes its debut on NES, though not its actual debut; the Metal Gear Nintendo fans knew and enjoyed back in the 8-bit era was in fact a port of a minor hit for MSX/2 home computers that had shipped about a year earlier in Japan. Although Metal Gear gets the broad strokes right on NES, it trips up over a lot of minor details. And some major ones, too. Still, if a compromised take on a classic is the one that a million former NES owners knew and enjoyed back in the ’80s, there's something to be said even for that clumsier rendition of the game.

Also worth noting this episode: The debut of a brand new publisher! Well, sort of.

Video Works is funded via Patreon — support the show and get access to every episode up to two weeks in advance of its YouTube debut! Plus, exclusive podcasts, eBooks, and more!


It has been three decades since Nintendo launched its first next-generation console in the U.S.: The Super Nintendo Entertainment System. On the occasion of its 30th anniversary, Super NES Works returns for a limited-time engagement to wrap up this look at the system's launch window by looking at the system itself. What did the Super NES represent to fans, parents, developers, and Nintendo itself when it arrived in the midst of a burgeoning games market whose revival had been precipitated by the Super NES's own predecessor and opened the door to some ferocious competition?


A curious case here on Game Boy Works: A game that is somehow two games. While Klax on Game Boy plays about the same as the Klax we've already seen on Atari Lynx, it takes two very different approaches to its presentation depending on the region you bought it from. The American release from Mindscape, which actually shipped in 1991, has the same vanishing perspective seen in other versions of the game. The Japanese cart from Hudson, on the other hand, looks like no other rendition of Klax to be found on competing platforms. It's two separate takes on the same property by two different studios. Ah, but which fares better on Game Boy?

As for Ginga, the game's full title is Card & Puzzle Collection: Ginga, and that's exactly what it is. It's a video version of all the disused traditional games your grandparents kept in a storage bin in their basement. But you can call it Tornado Appetizer, if you're nasty.

Direct download: 125_Klax_JP_GB.mp4
Category:Video Games -- posted at: 12:00pm EDT

Puzzle platformers are in their Game Boy; all's right with the world.

Yes, this episode brings us not one but two—two!—puzzle action games for Game Boy. As if we'd have it any other way. As often happens, one of these is far more fun and playable than the other in hindsight, reflecting poorly on the lesser of the two. For once, the better game received a U.S. release while the merely-OK one remained stranded overseas.

Nail'n Scale from Data East offers much: Two-player simultaneous action, fluid and friendly jump mechanics, and a fun platforming gimmick that also doubles as the key to the puzzle-like level designs.

Pri Pri: Primitive Princess... doesn't have these things. It's not terrible, but its plodding pace does not pair well with its unforgiving, trial-and-error design. Weirdly, this one's from Sunsoft, whom you'd expect to have presented a more respectable showing than Data East... but there are no rules on Game Boy! Nothing makes sense! 


Game Boy turns its focus to the far east this episode, with an action game based on Chinese martial arts and an RPG centered on battling (and being) Japanese yōkai. Neither one is particularly world-shaking, though Kung' Fu Master does have a direct line to the early days of the NES, and ONI kicks off the Game Boy's most prolific exclusive game franchise that I'm aware of (there's probably some pachinko or mahjong franchise I'm overlooking) as the first of five adventures created exclusively for the platform. Of course, none of those ever reached the U.S. Americans? Playing RPGs!? What a strange notion. 


By request of Peter LaPrade, this week brings us another look at a Famicom Disk System exclusive that ended up being stranded in Japan until fairly recently: Nintendo's own Nazo no Murasame-jou. A brisk, challenge action title with a structure loosely patterned after The Legend of Zelda, Nazo no Murasame-jou seems like the kind of thing that probably would have done fairly well for itself had Nintendo localized it alongside their other FDS titles (Zelda, Metroid, Kid Icarus, and Volleyball) in mid-1987. Instead, it languished in Japan for decades, though it has exerted a small presence on modern games like Smash Bros., meaning you could be more familiar with this game than you realize.

Video Works is funded via Patreon (http://www.patreon.com/gamespite) — support the show and get access to every episode up to two weeks in advance of its YouTube debut! Plus, exclusive podcasts, eBooks, and more!


By request of Joseph Adams, I've attempted this episode to explore the history of (and explain the concept of) devices powered by NES-on-a-chip tech. I'll admit up front that this is by no means a definitive or comprehensive history, as a considerable portion of this topic falls into poorly documented spaces: Unauthorized clone consoles, piracy-focused devices, and ventures in territories veiled behind other languages and cultures (not to mention less methodical documentation than you see for mainstream Western/Japanese consoles like the NES itself). Hopefully I've still assembled an accurate and interesting enough narrative to justify the time and research involved...

Video Works is funded via Patreon (http://www.patreon.com/gamespite) — support the show and get access to every episode up to two weeks in advance of its YouTube debut! Plus, exclusive podcasts, eBooks, and more!

Direct download: A_Brief_History_of_the_NES_on_a_Chip__NES_Works_Gaiden_026.mp4
Category:Video Games -- posted at: 12:00pm EDT

By patron request, this week's video shifts up the temporal alignment of the NES Works Gaiden series to leap forward from the end of 1984 for Famicom to the end of 1992?! Yes, that's right, we spring forward in time here to look at the Japanese equivalent of the Aladdin Deck Enhancer, except one reliant on an even bigger gimmick than simply packing in universal game chips in order to accept smaller, less expensive sub-cartridges. Bandai dared to push the bleeding edge of what the market would bear here by forcing players to make use of collector cards emblazoned with bar codes in order to be able to play their video game at all. It's a bold innovation! And a terrible one! Learn all about it here.

Video Works is funded via Patreon (http://www.patreon.com/gamespite) — support the show and get access to every episode up to two weeks in advance of its YouTube debut! Plus, exclusive podcasts, eBooks, and more!


Well, I survived. I made it all the way through the Othello Multivision's library. If you thought the first four games were unimpressive, that's only because you had no idea what Tsukuda Original had up its sleeve for 1984: Yet another mahjong game, a glacial Xevious clone, and Video Works' very first (of many...) horse race-betting sim. But at least there's a somewhat inventive golf title and a solid conversion of a beloved (albeit crazy difficult) James Bond game. This version fixes a titling error from the previous upload.

This episode's titles:

  • San Nin Mahjong
  • Challenge Derby
  • Okamoto Ayako no Match Play Golf
  • Space Armor
  • James Bond 007

Special thanks to Omar Cornut for his assistance with this episode!


While Segaiden has covered every SG-1000 release through the end of 1984 at this point, there's technically still a set of games for the system that need to be touched on. Eight (or technically nine) unique releases for SG-1000 appeared in 1983 and ’84, under a non-Sega publisher, branded for release on a different console. Nevertheless, they're a part of SG-1000 history, as each of them runs on the system with no fuss.

Yes, this episode we look at the SG-1000's semi-official clone, the Tsukuda Original Othello Multivision. With eight unique carts and one built-in ROM, it's worth exploring... but only barely. These games are generally of MUCH lower quality than Sega's own releases. In this episode, we explore:

  • Othello
  • Q*Bert
  • Guzzler
  • Space Mountain

Buckle in. It's a pretty bumpy ride.

Special thanks to Omar Cornut for his assistance with this and the next episode!


The other two mid-’88 releases for Atari 7800 consist of yet another computer port and—wow!—the console's first original creation. Although this original creation ended up being ported to several other Atari systems, which rather undermines its exclusive appeal. Still, it's good to see a game on 7800 that hadn't already shown up in arcades and on computers four or five years earlier, you know?

Video Works is a patron-funded project. For early video access, exclusive podcasts and mini-zines, and more, please support my work at patreon.com/gamespite — thank you!


Before we continue with the Sega and Nintendo stuff, Atari deserves a brief stopover to see what the 7800 was up to for the first half of 1988. As it turns out, the answer is "not a whole heck of a lot." Happily, the one game to ship during this period—Lucasfilm Games' Ballblazer—has more than enough history and content behind it to support most of this episode before we jump into summer ’88 and, ironically, Winter Games from Epyx.

You'll notice a change in the hosting segments here, as I've begun recording them on period-appropriate media (VHS tape) for authenticity, or something. Clearly I need to iron out some bugs and get my playback head cleaned, but I'm working on it...

And yes, I made some generalizations about the relationship between Atari 5200 and Atari 8-bit computers, but I'll be going into more detail on that one of these days, when I tackle the XEGS (which technically counts as a console that debuted post-crash, sort of, making it arguably eligible for inclusion in Video Works).

Video Works is a patron-funded project. For early video access, exclusive podcasts and mini-zines, and more, please support my work at patreon.com/gamespite — thank you!


I haven't forgotten my other child. Metroidvania Works has reached a weird place in its chronology, where it's kind of entangled and overlapping with NES Works—as you can see from the fact that this episode's back-up feature covers the next title that will appear on that series. Of course, the main event here is a game that never reached the U.S., so it's worth looking at here—especially given how influential it was on at least one major metroidvania work that appeared nearly two decades later.

Video Works is a patron-funded project. For early video access, exclusive podcasts and mini-zines, and more, please support my work at patreon.com/gamespite — thank you!


1984 comes to an end for the Famicom with a trio of releases that American fans will recognize from the Black Box launch era of the NES. Arriving singly in 1984 rather than en masse a year or two later amidst dozens of other games with a similar visual vibe, benighted NES releases Urban Champion and Clu Clu Land stand up a bit better here. (Excitebike, of course, rules no matter what the context.)

Also this episode, Namco's Mappy brings the company's most uninspired mascot of the early ’80s to Famicom in another respectable home adaptation that flatters the Famicom hardware when held up against contemporary conversions. And that's it for Nintendo and Sega's ’84 offerings!

When NES Works Gaiden resumes later this year, we'll be in the heady days of 1985.

Video Works is a patron-funded project. For early video access, exclusive podcasts and mini-zines, and more, please support my work at patreon.com/gamespite — thank you!


Two Nintendo games and two Namco (Namcot??) titles this week to bring Famicom's 1984 lineup streaking toward its finale. I'm not sure any of these games will set anyone's heart on fire here in 2021, due to (1) the kinda mundane nature of Nintendo's releases and (2) overexposure to Namco's games. But pretend you are a small child in 1984! In that context, these games are pretty great. Except Mahjong. No child wants that.


Another step along the Road to NES Works this week as we look again at the next round of software releases for Nintendo Famicom. Unlike last time, only one of these games made its way to the U.S. on NES, the other two (Galaxian and Devil World) seemingly being skipped over due to datedness and, uh, satanism? What was this, 2021?


A couple of follow-ups to 1983 releases this week, as well as a couple of games that appear to have been held over from 1983. Yes, SG-1000 begins 1984 with a hangover. Pachinko II is the affordable and expanded follow-up to Pachinko. Golgo 13 is not a sequel, despite the number in the title. It's a tie-in with a long-running manga and anime series, presumably tied to a big theatrical release. Orguss is another anime property, this one related to Macross and its ilk. You know what that means: Transforming robots. Home Mahjong brings multiplayer competition to the console mahjong space, using a fascinating physical accessory to make such a thing possible on a single television.


Now that we've seen both Nintendo and Sega's offerings for 1983, we move along to 1984 and the first wave of Famicom releases. All but one of these titles have already put in an appearance on NES Works proper as entries in the 1985 and ’86 Black Box NES launch rollout catalog, so the first half of this episode is simple a recap and reminder to give a sense of these games' place in the context of their 1984 debut in Japan. The second half, however, downshifts into low gear to take a leisurely cruise through a game that is generally regarded as a joke (thanks to its title) outside of Japan, when it's regarded at all: Hudson's Nuts & Milk. My hope is that after viewing this episode, you'll have a better appreciation for the place Nuts & Milk holds in video game history—not simply for how it represents a key change for Nintendo's business model, but also for how radically Hudson reinvented it to appeal to Famicom consumers.

(You may, of course, continue to chuckle at its name. Titter, even.) Games this episode:

  • Tennis
  • Pinball
  • Wild Gunman
  • Duck Hunt
  • Golf
  • Hogan's Alley
  • Donkey Kong 3
  • Nuts & Milk

This week we hit on the two most expensive games for the SG-1000. Every console's gotta have at least one of them, right? The ultra-rare collector's chase piece that hits the brakes on any reasonable dream of ever owning a complete set? In this case, those disasterpieces are Space Slalom, a mere slip of an almost-racing game, and Pachinko, the pachinko sim so busted they recalled it. Yes, the great console gaming tradition of incredibly expensive games also being incredibly undesirable for gameplay purposes really begins here, with the SG-1000. On the plus side, there's also Zippy Race, a pretty good conversion of a minor Irem arcade hit, and Exerion, a Jaleco arcade port that tries really hard, bless its heart.

And that wraps it up for 1983! Next up: 1984, surprisingly enough.


Sega has always been an arcade powerhouse—even now, they run arcades in Japan. They've become fan destinations for more than just playing games; I bought taiyaki in the shape of the Sega logo at their Akihabara location a year ago. And this episode showcases just how heavily Sega plowed the arcade-to-home conversion furrow from the very start, with four games based heavily on arcade properties or concepts:

  • Sega Flipper, arguably the first true arcade-style video console pinball game;
  • Pop Flamer, a port of a weird Jaleco coin-op;
  • Pacar, a sequel in all but name to Head On; and
  • Sega-Galaga... which is just Galaga, but for Sega.

They're not all winners, but they're mostly good! Just pretend Pop Flamer never happened. That game could never live up to its delirious box art, anyway.


Only two games feature in this week's episode, because both are interesting enough (and contain a rich enough history) to merit a more in-depth discussion. First, Sindbad Mystery brings the maze chase genre to SG-1000 by adopting a number of elements seen in early games from the genre—ranging from Heiankyo Alien to Crush Roller—but approaching these concepts in a fresh and entertaining way. And then, of course, there's Monaco GP, one of the real heavy-hitters for this console. While more constrained by technology than its arcade forebear, this SG-1000 racer acquits itself nicely with a great sense of speed and a variety of on-track hazards to manage.

This series has been made possible in part by the work of Omar Cornut, the Game Developers Research Institute, segaretro.org, iFixRetro, and Analogue Co.

Video Works is funded via Patreon (http://www.patreon.com/gamespite) — support the show and get access to every episode up to two weeks in advance of its YouTube debut! And be sure to check out the Retronauts podcast (http://www.retronauts.com), where I (and many others!) tackle a much wider array of classic gaming topics each week.


A few more Sega arcade conversions this week, featuring—unbelievably enough!—shooters and sports games. You sense a theme taking shape here, maybe?

Yamato covers a lot of the same ground (so to speak) as SG-1000's earlier ocean warfare shooter, N-Sub, though it mixes things up slightly by focusing on surface warfare.

Meanwhile, Star Jacker is a scrolling shooter that plays a little more smoothly than Borderline, though its bizarre central premise and mechanic make for a curious inverted gameplay difficulty curve.

On the sports side, Champion Tennis and Champion Baseball maintain the vibe of Champion Golf: Console ports of someone else's game, decent enough for 1983 but lacking in hindsight due to the massive upheavals and improvements those sports genres had lurking in the wings of history.

All in all, not the most inspiring set of games ever... but definitely better than last episode's.

This series has been made possible in part by the work of Omar Cornut, the Game Developers Research Institute, segaretro.org, iFixRetro, and Analogue Co.

Video Works is funded via Patreon (http://www.patreon.com/gamespite) — support the show and get access to every episode up to two weeks in advance of its YouTube debut! And be sure to check out the Retronauts podcast (http://www.retronauts.com), where I (and many others!) tackle a much wider array of classic gaming topics each week.


Beyond the initial trio of Compile-developed shooting games for SG-1000, we have the next four titles in the platform's library, all released on some indeterminate date in 1983. While they do help diversify the system's lineup to include something beyond shooting and combat, none of these releases manage to be particularly inspiring nearly four decades later—and one game in particular, which should have been this week's big triumph, misses the mark so badly it's best forgotten about. I promise things will get better from here, though!

Special thanks for this series go to Omar Cornut, the Game Developers Research Institute, segaretro.org, and Analogue Co.

Video Works is funded via Patreon (http://www.patreon.com/gamespite) — support the show and get access to every episode up to two weeks in advance of its YouTube debut! And be sure to check out the Retronauts podcast (http://www.retronauts.com), where I (and many others!) tackle a much wider array of classic gaming topics each week.


Our first dive into the SG-1000 catalog covers the three games that the internet seems convinced comprised the console's day-one releases. It's difficult to say when SG-1000 titles actually debuted, as Sega hasn't been especially granular with its published historic information. But these three carts are the first three items in the SG-1000 catalog (Borderline, Safari Hunting, and N-Sub are G-1001, G-1002, and G-1003, respectively), so that seems like a good basis for an argument here.

These games share a few details in common. They're all three conversions from the VIC-Dual arcade hardware Sega and Gremlin designed in the late ’70s, which was very similar in terms of components and capabilities to the SG-1000; and they all three appear to have been developed by a newly formed studio called "Compile." I don't know, maybe you've heard of them? Special thanks for this series go to Omar Cornut, segaretro.org, and Analogue Co.

Video Works is funded via Patreon (http://www.patreon.com/gamespite) — support the show and get access to every episode up to two weeks in advance of its YouTube debut! And be sure to check out the Retronauts podcast (http://www.retronauts.com), where I (and many others!) tackle a much wider array of classic gaming topics each week.


35 years ago this week, Nintendo launched the Disk System expansion for Family Computer—one of the most important (and one of the few successful) console add-ons ever. Boosting the power, capabilities, and storage capacity of the Famicom, the Disk System helped usher in a new generation of console games... and then, console games caught up with the Disk System, rendering it obsolete. Nevertheless, in its brief lifetime, the FDS gave us major franchises like Zelda, Metroid, and Castlevania, while also changing the way players interacted with their television games. This episode pays tribute to the Disk System and its impressive legacy.

Video Works is funded via Patreon (http://www.patreon.com/gamespite) — support the show and get access to every episode up to two weeks in advance of its YouTube debut! And be sure to check out the Retronauts podcast (http://www.retronauts.com), where I (and many others!) tackle a much wider array of classic gaming topics each week.

Direct download: Famicom_Disk_System_retrospective__Error_35__NES_Works_Gaiden_18.mp4
Category:Video Games -- posted at: 12:00pm EDT

The road to NES Works begins here!

It's difficult to know what the year 2021 has in store for us, but you can at least look forward to one constant (fingers crossed): This comprehensive deep dive into the Sega 8-bit catalog. Beginning this week, most of my effort for much of 2021 will be focused on exploring the history of the Sega SG-1000 before rolling into the American Master System launch, bringing these compact Sega overviews into line with NES Works 1988 (which we'll still be checking in on from time to time!). I'll also be producing extremely brief summaries of the Famicom games released in Japan in parallel to these SG-1000 titles throughout 1984 and ’85, all the way through the American NES launch.

This episode kicks things off with an overview of the Sega SG-1000's launch, which happened to fall on the same day as the debut of Nintendo Famicom, and the hardware itself. Special thanks for this series to: Omar Cornut, segaretro.org, and Analogue Co.

Video Works is funded via Patreon (http://www.patreon.com/gamespite) — support the show and get access to every episode up to two weeks in advance of its YouTube debut! And be sure to check out the Retronauts podcast (http://www.retronauts.com), where I (and many others!) tackle a much wider array of classic gaming topics each week.

Direct download: Sega_SG-1000_retrospective__The_real_family_computer__Segaiden_003.mp4
Category:Video Games -- posted at: 9:15am EDT

In the year 198X, an elite American ex-soldier traveled into the jungle for a stealth mission that ended in a showdown with a Soviet HIND-D helicopter. Sound familiar? No, this isn't Metal Gear (that's next episode), but instead a game based on a film that very clearly has served as a primary text for Hideo Kojima through the years: Rambo, aka First Blood Part II. Rambo for NES is widely reviled as one of the worst games ever released for the platform. Not only is this a factually incorrect perspective, it grievously sells short the actual ambition behind this game—not to mention the many ways in which it actually pushed the envelope of NES releases (thanks in large part to the lengthy delays that its own inspirations, Zelda II and Castlevania II, suffered en route to their U.S. localizations).

Rambo is a long way from being a great game, but it's a game that makes a sincere effort to do something interesting with a licensed property. It trips over its combat-bootlaces more often than not, but you definitely have to respect the hustle... especially within the context of its original release window. And "context" is what this video series is all about.

Video Works is funded via Patreon (http://www.patreon.com/gamespite) — support the show and get access to every episode up to two weeks in advance of its YouTube debut! And be sure to check out the Retronauts podcast (http://www.retronauts.com), where I (and many others!) tackle a much wider array of classic gaming topics each week.

Direct download: Rambo_retrospective__Stallone_in_the_dark__NES_Works_079.mp4
Category:Video Games -- posted at: 9:11am EDT

Echoing last week's episode, this week we see a decidedly dated-looking game (City Connection) that nevertheless manages to be entertaining enough to transcend its relative age and sit comfortably in the 1988 NES lineup. On the other hand, Freedom Force is anything but dated, with some of the most stylish visuals seen to this point on NES. I'd rather play City Connection, but there's no denying the primal visual appeal of Freedom Force's attract mode....

Also, a bit of housekeeping: The host segments will be a little unusual for the next few episodes as my office space is currently unavailable for filming, forcing me to tape next to my portable photo box for the time being. Also, I realized while reviewing this episode that I made a point unclearly—I said Freedom Force is the first example on NES of a Japanese and American studio collaborating, which obviously isn't true. It's the first example I can name of the Japanese and American branches *of a single studio* collaborating on a project.

Video Works is funded via Patreon (http://www.patreon.com/gamespite) — support the show and get access to every episode up to two weeks in advance of its YouTube debut! And be sure to check out the Retronauts podcast (http://www.retronauts.com), where I (and many others!) tackle a much wider array of classic gaming topics each week.

Direct download: 078_City_Connection.mp4
Category:Video Games -- posted at: 12:00pm EDT

A pair of old-school sports games this week—one whose quality and playability transcends its visuals, and ones whose quality and playability... do not.

Nintendo's Ice Hockey, developed in collaboration with NES Volleyball creators Pax Softnica, distills the essence of the sport into a take whose simplistic style makes possible some truly accessible, fast-paced gameplay that transcends its genre. It's a remarkable game in many respects!

Major League Baseball is a mediocre Famista clone whose sales pitch consists entirely of, "We have real team names." Your mileage will vary, greatly.

Video Works is funded via Patreon (http://www.patreon.com/gamespite) — support the show and get access to every episode up to two weeks in advance of its YouTube debut! And be sure to check out the Retronauts podcast (http://www.retronauts.com), where I (and many others!) tackle a much wider array of classic gaming topics each week.

Direct download: Ice_Hockey__MLB_retrospective__Sports_memorabilia__NES_Works_077.mp4
Category:Video Games -- posted at: 12:00pm EDT

This week demonstrates the danger inherent in covering two games per episode as fate lands a one-two punch of mediocrity from two of the console's most dire creative combos: TOSE and Bandai, and Micronics and SNK. The results are about what you'd expect. That is to say, not so great.

Dragon Power, of course, is another halfhearted attempt by Bandai to bring a Japanese game based on a manga or anime license to the U.S. without making the effort to license or localize the original work. Where Dragon Power differs from the likes of Chubby Cherub is in the fact that its source material—Akira Toriyama's Dragon Ball—would go on to become one of the most successful and beloved Japanese properties in the entire world rather than just a local phenomenon. This makes Dragon Power's superficial changes all the more conspicuous in hindsight.

As for Ikari Warriors II, it's just as crummy as its predecessor. But way more interesting, as developer Micronics made a real effort here to spruce up the NES port with some new mechanics. It wasn't a successful effort by any means, but you have to respect the hustle.

Video Works is funded via Patreon (http://www.patreon.com/gamespite) — support the show and get access to every episode up to two weeks in advance of its YouTube debut! And be sure to check out the Retronauts podcast (http://www.retronauts.com), where I (and many others!) tackle a much wider array of classic gaming topics each week.


By patron request of Jon, here's a follow-up to the Mega Man Legends episode from several months back: Its wonderful prequel, the Misadventures of Tron Bonne. No, it's not actually a Game Boy game. It's fine. You'll be fine.

Misadventures is a weird little game, a shoestring-budget spinoff of a spinoff of a series whose sales figures were already beginning to flag. I have no idea how it was greenlit, how it was localized, and most of all how it turned out so well. But it did! It's a breezy, whimsical game packed with variety and tons of heart. It admittedly doesn't maintain its energy and confidence throughout the entire adventure, but with so many activities and so much optional depth on offer, the weaker moments never bog down the experience—in fact, you can skip them altogether. A truly one-of-a-kind creation from the end of a different era of video game publishing.

Video Works is funded via Patreon (http://www.patreon.com/gamespite) — support the show and get access to every episode up to two weeks in advance of its YouTube debut! And be sure to check out the Retronauts podcast (http://www.retronauts.com), where I (and many others!) tackle a much wider array of classic gaming topics each week.


This episode brings the Game Gear launch window, as it were, to a finish by wrapping up the final few Japanese releases of 1990. There are a few old favorites ("favorites") here, a compromised arcade port, and a first-of-its-kind release that admittedly hasn't aged especially well. An interesting combination of titles, though, and a pretty good conclusion for a well-rounded introduction for Sega's portable platform.

Special thanks to Stone Age Gamer for helping to make this series possible with their EverDrive-GG X7: https://stoneagegamer.com/everdrive-gg-x7-black.html

Video Works is funded via Patreon (http://www.patreon.com/gamespite) — support the show and get access to every episode up to two weeks in advance of its YouTube debut! And be sure to check out the Retronauts podcast (http://www.retronauts.com), where I (and many others!) tackle a much wider array of classic gaming topics each week.


Wishing you a Meli Kalikimaka this week, despite my rage over a bad game about wood and water. Thankfully, we have Rare to infuse a little holiday gratitude into the season with a very good, very fun, and very inventive take on racing: R.C. Pro-Am. It doesn't erase the nothing of a game that is T&C Surf Designs: Wood & Water Rage from existence, but it does at least provide balance in the Force or whatever.

Also this week: The mysterious NES Max. What could it be??

Special thanks to Steve Lin of the Video Game History Foundation (https://gamehistory.org) for lending use of the game packaging, and to Numskull Designs for the seasonal apparel (http://www.numskull.com/products/street-fighter-ken-vs-ryu-christmas-jumper-sweater/).

Video Works is funded via Patreon (http://www.patreon.com/gamespite) — support the show and get access to every episode up to two weeks in advance of its YouTube debut! And be sure to check out the Retronauts podcast (http://www.retronauts.com), where I (and many others!) tackle a much wider array of classic gaming topics each week.


The second entry in the Final Fantasy Legend series—or SaGa, if you prefer—amped up the features, narrative, mechanics, and overall design sensibilities of the groundbreaking first game. With new races, an elaborate cosmology, inventive dungeon design, an unconventional death mechanic, and all kinds of poorly explained gameplay systems to grapple with, Final Fantasy Legend II is in some respects a high point of the SaGa series. And with both a SaGa Game Boy compilation and remaster of SaGa Frontier for PlayStation due out in the near future, there's no better time to get acquainted with this sometimes-baffling role-playing series that is well and truly here to stay... whether you like it or not.

Video Works is funded via Patreon (http://www.patreon.com/gamespite) — support the show and get access to every episode up to two weeks in advance of its YouTube debut! And be sure to check out the Retronauts podcast (http://www.retronauts.com), where I (and many others!) tackle a much wider array of classic gaming topics each week.


Konami knocks it out of the park yet again with one of the greatest arcade conversions ever to hit the NES: Cooperative platform shooter Contra. It's a rare example of a coin-op title being ported faithfully to NES and somehow improving on the source material. With its tight level design, inventive bosses, impressive weapons, and slightly combative gameplay, Contra is a true NES classic that continues to be a great time more than 30 years later.

Special thanks to Steve Lin of the Video Game History Foundation for letting me photograph his very shiny Contra box!

Video Works is funded via Patreon (http://www.patreon.com/gamespite) — support the show and get access to every episode up to two weeks in advance of its YouTube debut! And be sure to check out the Retronauts podcast (http://www.retronauts.com), where I (and many others!) tackle a much wider array of classic gaming topics each week.

Direct download: Contra_retrospective__Alien_Predator_vs._Commandos__NES_Works_074.mp4
Category:Video Games -- posted at: 12:00pm EDT

Moving beyond the three launch-day Japanese releases for Sega's Game Gear, we venture into November 1990 with three more titles that continue checking off the obligatory boxes for a new game platform: Strategy, mahjong, and platformer.

Two of these games never made it to the U.S., continuing the precedent set by Pengo: Ultimately, a sizable percentage of Game Gear's library would fail to reach the States. Not that American kids were necessarily clamoring for a dense strategy title set in the Warring States era of Japan, or for a conversion of a tabletop game typically enjoyed by the elderly. They probably WERE clamoring for a great conversion of Wonder Boy, though! Too bad some of them never realized it was available right from the console's beginnings due to Sega of America's bizarre decision to rename Wonder Boy "Revenge of Drancon." Not to belabor a point, but... what?

Still, another convincing case for Game Gear's merits versus the competition as it hits on some nuts-and-bolts titles that demonstrate both capable technical performance and appealing visuals.

Special thanks to Stone Age Gamer for helping to make this series possible with their EverDrive-GG X7: https://stoneagegamer.com/everdrive-gg-x7-black.html

Video Works is funded via Patreon (http://www.patreon.com/gamespite) — support the show and get access to every episode up to two weeks in advance of its YouTube debut! And be sure to check out the Retronauts podcast (http://www.retronauts.com), where I (and many others!) tackle a much wider array of classic gaming topics each week.


Another Capcom creation this week. It's not quite up there with the company's best work, but you can see their collective spirit in action here—Gun.Smoke hits on a lot of popular Capcom beats all at once. It's a vertically scrolling shooter, themed around American pop culture (in this case, Western movies), whose home port contains a number of embellishments over the coin-op title to make it better suited for the NES. Despite the compromises it suffered in coming home, Gun.Smoke plays well on NES and makes a lasting impression, making it yet another top-flight creation for a valuable NES third party.

Special thanks to Steve Lin of the Video Game History Foundation for providing a look at the game's alternate packaging!

Video Works is funded via Patreon (http://www.patreon.com/gamespite) — support the show and get access to every episode up to two weeks in advance of its YouTube debut! And be sure to check out the Retronauts podcast (http://www.retronauts.com), where I (and many others!) tackle a much wider array of classic gaming topics each week.

Direct download: Gun.Smoke_retrospective__Wild_gunmen__NES_Works_073.mp4
Category:Video Games -- posted at: 12:00pm EDT

This episode brings the recent run of NES Works Gaiden episodes to a head by being both massive, sprawling, and focused on a European creation. Whew.

The Aladdin Deck Enhancer is one of those NES tidbits that people have probably heard of but most likely only know through second-hand sources, such as The Angry Video Game Nerd. I don't know that I have much to add to the conversation, especially since the Aladdin has low compatibility with FPGA-based clone hardware, but by god, this was a patron request (from Joseph Wawzonek), and I am determined to give Video Works patrons their money's worth.

Honestly, this episode was a lot of fun to put together, despite its technical issues. A few of the games were definitely on the dicey side, but most were solid, and a few are good enough that I want to play them again sometime when I'm not simultaneously freebasing a dozen different unfamiliar games for an episode of a weekly video series.

Video Works is funded via Patreon (http://www.patreon.com/gamespite) — support the show and get access to every episode up to two weeks in advance of its YouTube debut! And be sure to check out the Retronauts podcast (http://www.retronauts.com), where I (and many others!) tackle a much wider array of classic gaming topics each week.


By patron request of Jon, it's our first (of likely a fair few) full look at a European exclusive for NES: Imagineer's impressive conversion of British microcomputer classic Elite. I won't even pretend to show off the full depth of the game here; it's a complex and intricate game that requires extensive play to master, whereas I struggle with not dying at the hands of marauders the instant I come out of warp in a system local to the game's starting point.

I may not be adept at this particular simulation, but I can recognize how impressive a conversion this is... even if the hardware REALLY wasn't designed for it.

Video Works is funded via Patreon (http://www.patreon.com/gamespite) — support the show and get access to every episode up to two weeks in advance of its YouTube debut! And be sure to check out the Retronauts podcast (http://www.retronauts.com), where I (and many others!) tackle a much wider array of classic gaming topics each week.

Direct download: Elite20retrospective-20Space20odyssey207C20NES20Works20Gaiden202316.mp4
Category:Video Games -- posted at: 10:00am EDT

A pair of games that share more in common than they might appear to at first glance. Power Racer traces its history back more than a decade: It's a portable conversion of an arcade dot-gobbler that predates Pac-Man by a year. That might not seem to have much to do with the Japan-only Painter Momopie, a game about a witch with a paint roller, but ultimately both these Game Boy releases belong to the same genre and do a great job of demonstrating the difference a decade made in how a specific type of game concept could be interpreted. These aren't the most beloved or best-known games on the system, but they're worth a look regardless.

Video Works is funded via Patreon (http://www.patreon.com/gamespite) — support the show and get access to every episode up to two weeks in advance of its YouTube debut! And be sure to check out the Retronauts podcast (http://www.retronauts.com), where I (and many others!) tackle a much wider array of classic gaming topics each week.


At last, the "metroidvania" concept begins to live up to its name. Metroid was on-point from the start, but Castlevania was slower to come around to the exploratory action-RPG concept. After the baby steps of the original Castlevania (https://www.youtube.com/watch?v=nealF8LlXxs) and Vampire Killer (https://www.youtube.com/watch?v=UoXEk_vegkc), Castlevania II felt like the first meaningful effort to turn the quest to stop Count Dracula into a proper adventure. It was also kind of a mess, but hey, like I said—baby steps.

Also in this episode, Compile gives us another interesting twist on the action-RPG with Golvellius. It's not really a metroidvania, but that's OK.

Video Works is funded via Patreon (http://www.patreon.com/gamespite) — support the show and get access to every episode up to two weeks in advance of its YouTube debut! And be sure to check out the Retronauts podcast (http://www.retronauts.com), where I (and many others!) tackle a much wider array of classic gaming topics each week.


Halloween season is here once again, and you know what that means: Time for more Castlevania-themed NES Works videos. It's the Pumpkin Spice of retrogaming YouTube videos. This year, we're looking at the OTHER Castlevanias—that is, the other games that relay the exact same story as the original Castlevania (https://www.youtube.com/watch?v=nealF8LlXxs), tracking Simon Belmon's trek through Dracula's castle. All of these games cover the same narrative and gameplay beats.

Vampire Killer for MSX is in some ways the game most like Castlevania—it was produced in tandem with the NES game, using many of the same gameplay assets—yet also the least like it. So contradictory! Haunted Castle feels like the mutant version of the NES game. Not the kind of mutation that leads to super powers like the X-Men. The kind like when that guy falls in the toxic sludge in RoboCop. Super Castlevania IV—well, no need to belabor the point (https://www.youtube.com/watch?v=3eXtQVjv3uE). And finally, Castlevania Chronicles, the final (and arguably) greatest exploration of Simon's journey. Mercilessly difficult, but so artfully crafted and filled with inventive moments that you can't help but want to keep dashing yourself helplessly against its proverbial rocks.

Video Works is funded via Patreon (http://www.patreon.com/gamespite) — support the show and get access to every episode up to two weeks in advance of its YouTube debut! And be sure to check out the Retronauts podcast (http://www.retronauts.com), where I (and many others!) tackle a much wider array of classic gaming topics each week.


While this isn't the end of our side excursions into the Atari 7800 chronology, it's the last for the time being. These four releases bring the console's lineup in line with the current state of NES Works (January 1988), and it would be a while before more games followed. Thankfully for the Atari faithful, the console's lineup with fatten up significantly in 1988 and ’89, but there's no getting around the fact that its slow start really hurt the system.

Also of note this episode: The final classic Namco conversion for 7800, and the first batch of (highly faithful) classic computer game adaptations.

Video Works is funded via Patreon (http://www.patreon.com/gamespite) — support the show and get access to every episode up to two weeks in advance of its YouTube debut! And be sure to check out the Retronauts podcast (http://www.retronauts.com), where I (and many others!) tackle a much wider array of classic gaming topics each week.


Our second look at the Atari 7800's release chronology takes us through the initial launch lineup and to its first post-launch title. On the whole, though, this set of games shares a lot in common with the previous episodes: Very good renditions of pre-crash arcade classics, dropped upon the world a little after their sell-by date.

Don't let the unfortunate circumstances of the 7800's birth distract you, though; these are some excellent arcade conversions. A couple of them, most notably Food Fight, are arguably best-in-class caliber adaptations. You may notice some changes in how this video is edited and presented compared to other videos. I've steadily been tweaking my approach over the past few months, and I was fortunate enough to have a free weekend to burn through tinkering with a few different concepts. It's coming along nicely, though as always, it could still use a bit more fine-tuning.

Video Works is funded via Patreon (http://www.patreon.com/gamespite) — support the show and get access to every episode up to two weeks in advance of its YouTube debut! And be sure to check out the Retronauts podcast (http://www.retronauts.com), where I (and many others!) tackle a much wider array of classic gaming topics each week.


Before I dive into NES Works 1988 in earnest, it's time for me to set right a historic wrong of sorts. NES Works/Game Boy Works/et al. have focused primarily on Nintendo's legacy, but that has always been more a function of my personal time and resource limitations than any slight to Nintendo's peers in the console space. Now that I've launched my long-overdue Lynx and Game Gear retrospectives, there's no getting around the fact that the core console space deserves the same treatment as handheld gaming. And so, we rewind time about 18 months to mid-1986 this week to begin looking at the early days of the Atari 7800, the first console out of the gates to compete with Nintendo's NES in the U.S. It had a slow start, to say the least—it will only take three episodes of this length to bring these 7800 retrospectives to January 1988 in line with the current NES chronology!

It's hard to see this early 7800 lineup as serious competition to the NES—these few games feel very much like relics of an earlier era. That's because they are, of course. They're the games that would have launched alongside the 7800 in 1984 had Jack Tramiel not put the console on ice for two years. Viewed through that lens, however, the 7800's initial offerings were fairly impressive, and even in 1986 these were the best home ports available for all four of these arcade classics. Was that really the most compelling sales pitch for kids who were already immersed in Super Mario Bros. and Duck Hunt? Absolutely not! But even if timing and market realities tripped it up right off the starting blocks, the 7800 deserves respect.

Special thanks goes to Kevin Bunch of  @Atari Archive  for the hard work he's invested into sorting out the actual chronology of 7800 releases by researching magazines and newspapers of the late ’80s, allowing us to pinpoint game launches to the month. His works is far more precise than the internet's existing 7800 release info, which is generally no more specific than by year... and often the wrong year at that.

Video Works is funded via Patreon (http://www.patreon.com/gamespite) — support the show and get access to every episode up to two weeks in advance of its YouTube debut! And be sure to check out the Retronauts podcast (http://www.retronauts.com), where I (and many others!) tackle a much wider array of classic gaming topics each week.


This episode is all about the number three: Our third Lynx retrospective, and the second of three for 1990, looking at third-party licensed titles for the year. Of which there were... four. Well, close enough.

Perhaps even more so than the first-party Atari conversions from last episode, these four games really show off the strengths of the Lynx as a platform. Not only are all four games solid and mostly faithful interpretations of coin-op hits, there are one or two that might well be the definitive home adaptations of those particular properties.

Under examination this episode: Namco's (well, GCC's) Ms. Pac-Man, Midway's Rampage and Xenophobe, and Tecmo's Rygar. An eclectic mix of old and (for the time) new. Which ones fare well and which ones fare awesomely? Only by watching this video in its entirety will you know for sure.

(Please do not be alarmed by the presence of a human face introducing each game. He means you no harm and is merely attempting to game the algorithm.)

Video Works is funded via Patreon (http://www.patreon.com/gamespite) — support the show and get access to every episode up to two weeks in advance of its YouTube debut! And be sure to check out the Retronauts podcast (http://www.retronauts.com), where I (and many others!) tackle a much wider array of classic gaming topics each week.


Coming on the heels of the NES's faithful home conversion of the not-so-faithful arcade localization of Kunio-kun/Renegade, we have Data East's almost-classic Karnov: The tale of a fire-breathing Russian strongman (who is actually dead) out to save the world from a dragon by toting around a ladder. A somewhat strange game in the Ghosts ’N Goblins/Wonder Boy II vein, Karnov doesn't quite hit the mark overall, but its NES conversion is surprisingly strong and includes a few welcome quality-of-life tweaks over the coin-op. As for localization, all we lost in the U.S. was the fact that main character Karnov was a big enough bastard in life to merit personal attention from the god of the Hebrews himself.

Video Works is funded via Patreon (http://www.patreon.com/gamespite) — support the show and get access to every episode up to two weeks in advance of its YouTube debut! And be sure to check out the Retronauts podcast (http://www.retronauts.com), where I (and many others!) tackle a much wider array of classic gaming topics each week.

Direct download: Karnov20retrospective-20Rush20n20attack207C20NES20Works2023072.mp4
Category:Video Games -- posted at: 12:00pm EDT

As 1990 winds down for Game Boy Works, it's only proper to explore the major competitor that entered the Japanese market that fall: Sega's Game Gear. Where Atari's Lynx was too poorly supported and too region-specific to pose a serious threat to Nintendo's handheld dominance, Game Gear arrived just as Sega began its meteoric 16-bit ascent in the west. And this trio of Japanese launch titles—a set of arcade conversions running the gamut in terms of original vintage and play styles—demonstrates a canny understanding of what made the handheld gaming market tick. It's a strong debut showing for Sega as they positioned themselves to attack Nintendo's grip on the games industry on two fronts at once.

Special thanks to Stone Age Gamer for helping to make this series possible with their EverDrive-GG X7: https://stoneagegamer.com/everdrive-gg-x7-black.html

Video Works is funded via Patreon (http://www.patreon.com/gamespite) — support the show and get access to every episode up to two weeks in advance of its YouTube debut! And be sure to check out the Retronauts podcast (http://www.retronauts.com), where I (and many others!) tackle a much wider array of classic gaming topics each week.


Ah, Game Boy: The system that ruled the world on the strength of both its portability and its support for multiplayer gaming. Remember Tetris? Remember Pokémon? Remember F-1 Race and its four-player adapter? So naturally, when Taito brought Bubble Bobble—a cooperative arcade game designed to be played (and only fully completed!) with a second player—to Game Boy, naturally they made heavy use of its link capabilities for teaming up with a friend, right? Uh... right?

Oh well. At the least the title screen music for this episode's import title rocks hard enough to make you forget your disappointment in Bubble Bobble.

And yes, this episode I've finally taken advice from years of drive-by commenters and have palced myself briefly on-camera. We'll see if putting a human face in there makes this series more personable or appealing or whatever to the average viewer. It seems unlikely that people actually want to see THIS particular face, but it's the best I can do to obey the rules of gaming YouTube without going full screamy-thumbnail.

Video Works is funded via Patreon (http://www.patreon.com/gamespite) — support the show and get access to every episode up to two weeks in advance of its YouTube debut! And be sure to check out the Retronauts podcast (http://www.retronauts.com), where I (and many others!) tackle a much wider array of classic gaming topics each week.