Register  |  Login Retro Game Room  |  Board  |  Downloads  |  Memberlist  |  Video Game Room Staff  |  About Us  |  Help Center  
  Views: 3,215,572,118     04-17-24 08:17 PM  

Main Profile thejunkcan's Profile Game Profile

Real Name:
   
Location:
    Midwestern USA
Age / Birthday:
    17 / 03-06-07

Post Exp Words per Post
    3,834     240 avg
Posts Threads
    16     9
Viz: Gender:
    62,493     Male

CP: 546.5 Trust Points: 0.0 Post Rating: 7
Position: Member

Registration: 12-07-20 03:26 PM (1227 days ago)
Last Activity: 07-04-23 07:25 PM

Online Status / Last page: OFFline
    Unknown Action

Last Post: 02-28-22 10:10 AM
    in What does 3DS eshop closing mean for the older games? (Video Games)
Add to Friends List Send Private Message Rate User

Retro Game Room Scores
Galaga '90   Rank 1/8 : 649,370
Twin Cobra (World)   Rank 1/2 : 188,620
Galaga \'88   Rank 1/5 : 124,210
Wonder Boy in Monster Land (English bootleg)   Rank 1/1 : 78,160
 
Arcade Scores
User currently hasn't submitted any arcade scores

thejunkcan's Last Game Comments
SOS 4 kilobits? that's awfully small
Gain Ground SX Odd...this game's ROM seems to be corrupt
Gain Ground SX Odd...this game's ROM seems to be corrupt
Congo Bongo The sound on this ROM isn't emulated very well; seems to be having trouble emulating samples
Darius (World) You could try doing Alt + Enter to get into fullscreen

thejunkcan's Last 5 Game Reviews (view last 25)
Wonder Boy in Monster Land (Japan New Ver., MC-8123, 317-0043)
04-15-21 10:30 PM
The Dark Souls of Action RPG games (contains spoilers)
Out of all the arcade games I have played, this is one of the best in terms of gameplay. Yeah, the difficulty is brutal even on easy, there are a few cheap shots here & there and the system on how shields and armor works isn't immediately told to the player in the game, making it difficult to know which armor is being sold at the cheapest price, while still being the most effective defensively.


Now, I have one grudge with the original arcade version, and that is the fact Wonder Boy in Monster World was made on the system 2, at a time when the superior System 16 was available. I mean, the system 2 used PSG, but the monster that is the YM2151 made excellent sounds. Not to mention that the System 16 had a Motorola 68000 processor at the time, which was vastly superior than the System 2.
I just can't wait for the time this game would be reprogrammed on a System 16...


But anyways, back to the actual graphics. For a system 2 game, this is as run-of-the-mill as you can get. Bright colors, moderately detailed graphics, and more miscellaneous stuff that I won't mention for now.


Now the sound...what is this, modern chiptune music? This is missing a retro vibe, but I'm fine with it. There are still some bangin' sounds in this game, for example, the Metal Dragon theme. When you use noise & PSG together, you can make something like this. Then there is the calm Underwater theme. But I'm not sure what is the problem with this song, but the scratchiness of PSG sounds make this a bit tense, and I like it. It's almost they made it scratchy on purpose to denote the tense gameplay throughout every stage, you fighting hostile enemies constantly and defeating bosses to progress throughout the game & each stage. This deserves 8 points. Yeah, its a system 2 game so it doesn't sound that great today, but it was impressive at its time.



In the world of archaic arcade video games, you have to get 2 things right in o... Read the rest of this Review
Bikkuriman World
04-14-21 11:24 AM
Master Sword Can Beat This
What happens when you improperly copy a game from the Arcades, and put it on a system that is capable of having an almost perfect arcade port? You get Bikkuriman World, which is a worsened version of Wonder boy II gameplay wise, and I'll tell you why:

The graphics here (for regular enemies) are just copied from the original arcade version, nothing to see here. However the main problem comes from the new bosses. They're just the same, but reskinned. No big difference! But this affects gameplay, and I'll tell you why soon.

Sound here for a PC engine game is...great! I mean, yeah the sounds played are at a lower pitch, but if you ignore that the sound is perfect! Just like the arcade game.

Now gameplay...that moment when character designs make the game harder. You see, some bosses have been redesigned to fit in with the Bikkuriman theme, but whoever programmed this game should've designed it to fit in with the original arcade hitboxes. And you wanna know when this is most prominent? The boss on level 3 has been made harder due to the fact that its movement has been changed (from memory) and some minor changes to its behavior. This makes strategies you made by playing the arcade game obsolete, so you need to get in line with this new boss. And also, did I tell you this boss can put you into a corner & attack you forever without escape? Yes, that has happened to me, and I blame it because of how HUGE this boss is. I mean, 3...main characters tall? That's large! It'll take up most of the screen! Yet how did the developers let this happen? Back to graphics, some of the new designs made bosses harder, right? In the level 2 boss, the Superdevil's fireballs can ignore your shield? In the arcade version, yeah your shield had the limitation of having no vertical protection, but even when the fireball CLEARLY hits your shield, it ignores it all together.

Now going back to the review, depth here is an 8, 1 point added for actually havin... Read the rest of this Review
Wonder Boy III - Monster Lair
02-08-21 02:14 PM
Master Sword Can't Touch This
SPOILER ALERT! SPOILER ALERT! DEPTH CONTAINS ENDGAME SPOILERS

Wonder Boy III Monster Lair on the first look may look like a main series game, but apparently it isn't! This is a spin off based on the Wonder Boy series of games. You take control of another character(s) that use weapons that shoot projectiles. Sounds easy, isn't it? No, it isn't.

Graphics are basically of equivalent quality of the original arcade version, but if you have an eagle eye, you can see that AlfaSystems, the developer of this game added more "contrast" to the colors, making them vibrant. This, along with the arcade graphics makes an almost unoticeable link with how energetic the music is, but just because its unnoticable doesn't mean it won't affect you--but in this case it does.

Music here is very energetic, from the happy Level 1 theme to the somewhat slow paced Level 2 theme. Virtually all of the tracks created on a PC Engine CD are perfect, and this goes for most games out there! "But what about PSG"? The original PC Engine fans say? Well let me abruptly bury this hatchet for you, PSG isn't used for the music at ALL. It is only used for sound effects, but as you know, the PC engine PSG sounds are like listening to a robot play multiple harmonicas at once, but it isn't annoying like *certain* Master System games without FM sound. But hey, if it isn't using PSG for the music, so I'm fine with it.

Addictiveness here actually assists the difficulty here, but this game will not attempt to make you give up on the first try, instead it basically says "I got your hand, I refuse to let you give up on this game". Its on the equivalent of Pariodus levels of addictiveness. It feels satisfying to complete a level & tear through the next one, if eels satisfying to get a powerup, these are contributers on why the game is so addictive.

Depth...While I remove 3 "points" to the depth for lack of powerups, the stages here are VERY diverse. You have 16 s... Read the rest of this Review
Star Parodier
02-07-21 05:36 PM
Spaceship? More like Mothership
Even if I got to play this game 2 times for a long time, this is one heck of a good shooter. I mean, the powerup system is neat, and if you manage to get all of them you can blast through the competition!

Hmm...Graphics....Star Parodier, for a PC engine CD game has some impressive graphics, especially in color. I mean, this beats most Sega Genesis games (even if that wasn't the best at displaying color). Slowdown is non existent thanks to the extra RAM cartridge the PC engine CD uses.

Sound is top notch--especially for this game. As its a CD-ROM game the soundtrack is amazing, and I'm talking about the main music (the tracks that are made from the CD, not the sound chip). But as this was when CD consoles were just being pioneered they couldn't be able to quickly switch tracks in a blaze, so some (small) music tracks are made by the PC Engine sound chip, and it's...somewhat equal quality. It's not the best out of all PC engine games, but it sounds good.

Addictiveness is through the roof with this game, and that's because of the "breeze" effect you get with this game. You see, if you have enough powerups you become virtually unstoppable--you can sneeze through bosses & mini-bosses, use your "attacking shield" to not only stop enemy projectiles dead in their tracks, but also attack the enemies themselves if they are close enough. There's also the difficulty on attempting to get extra lives here, and to put it short it's relatively easy to get extra lives--too easy for the game genre. This significantly contributes to addictiveness, as with so many lives, how are you going to get a game over exactly?

(Story was skipped intentionally)

Depth here is is in the "its good but I'm just too lazy to complete the entire game". But I will dedicate this part to the powerup system & its depth. You see, there are 3 characters within the game. You have a giant, robotic Bomberman spaceship, a traditional spaceship with a jet desig... Read the rest of this Review
1942 (Revision B)
01-29-21 04:46 PM
Drums, Whistles & Rolls
Ah yes, 1942...a game full of Drums, Whistles & Rolls. Those are the 3 words required to describe the game.

Going to the graphics, we have impressive usage of individual sprite "scaling" to represent planes gaining in altitude. To the colors? Colors are top notch, with no projectile being made "invisible" by the background.


Sound? I wasn't kidding when I said "Drums, Whistles" because most of the soundtrack is just that! In fact, the "coin insert" sound effect is just a very small excerpt from one of the songs in the soundtrack, which is just lazy. Sound effects on the other hand are mediocre.


As typical from the 1942 series of games, this game has a hook and keeps you hooked with said hook. Killing the medium size enemies feel rewarding, and how moderately easy it is to gain extra lives, you may be at this cabinet for a long time.

Depth? Did you say...32 stages!??!! No, I am not kidding you, this game has 32 stages, but during the early stages the game can get somewhat repetitive, which is bad news for the addictiveness, hence why it is at a 9 for addictiveness.


Difficulty even on the "easy" difficulty is hard, and I actually MEAN hard. You have the small enemy planes that are basically like bugs & attempt to distract you by their movements, while at the same time firing bullets at you. You also may feel cornered because no matter what position on the map you are on, enemies will come from that position and shoot you down. See what I mean by "hard"? Is it a bullet hell game or a shooter game, you tell me.

In general I give this game a 6.7 out of 10. This game could've used more care in the sound department. I'm not familiar with Capcom arcade boards so I don't know the sound chip of this game in particular. What I can tell you is that if you want to play a mediocre shooter, then 1942 is the right choice...for you!

thejunkcan's Game History
Parodius DA! (World, set 2) (mame),   Grand Theft Auto 2 (dc),   Pac-Land (World) (mame),   Pac-Land (World) (mame),   Sonic The Hedgehog 2 (Mega Play) (mame),   Namco Classic Collection Vol.2 (mame),   Namco Classic Collection Vol.2 (mame),   Galaga \'88 (mame),   Galaga \'88 (mame),   Final Blow (World) (mame),   Super Punch-Out!! (mame),   Punch-Out!! (mame),   Mega Twins (World 900619) (mame),   Mega Twins (World 900619) (mame),   Strider (USA, B-Board 89624B-2) (mame),   Strider (USA, B-Board 89624B-2) (mame),   Sonic The Hedgehog (Mega Play) (mame),   Pac-Land (World) (mame),   Pac-Land (World) (mame),   Pac-Land (World) (mame),   Karnov (US) (mame),   Karnov (US) (mame),   Blue's Journey + Raguy (ALM-001)(ALH-001) (mame),   Wonder Boy in Monster Land (English bootleg) (mame),   Karnov (US) (mame),   Karnov (US) (mame),   Fatal Labyrinth (gen),   Fatal Labyrinth (gen),   Fatal Labyrinth (gen),   Fatal Labyrinth (gen),   Fatal Labyrinth (gen),   Chelnov (gen),   Chelnov (gen),   Chelnov (gen),   Chelnov - Atomic Runner (US) (mame),   Chelnov - Atomic Runner (US) (mame),   Fatal Labyrinth (gen),   Fatal Labyrinth (gen),   Fatal Labyrinth (gen),   Fatal Labyrinth (gen),   Fatal Labyrinth (gen),   Fatal Labyrinth (gen),   Chelnov (gen),   Chelnov (gen),   Chelnov (gen),   Chelnov (gen),   Chelnov - Atomic Runner (US) (mame),   Chelnov - Atomic Runner (US) (mame),   Chelnov - Atomic Runner (World) (mame),   Keith Courage In Alpha Zones (mame),  
 

  Site Info  Sponsor  
  Vizzed.com © was created, designed, coded by & is property of:
David Auchampach
All Rights Reserved 2002 - 2015
Powered By: Vizzed Board, Acmlm Board and Adeon Dev.
Affiliates: get-your-rom.com - mybiblegames.com -  

Page rendered in 0.308 seconds.