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Thursday, June 28, 2018

Obscusion B-Side: Power Rangers Zeo: Full Tilt Battle Pinball: Wait... Isn't Getting "TILT" a Bad Thing?

So while going over the legacy of game developer KAZe's double duology legacy of Super Pinball & Digital Pinball, I mentioned that Super Pinball II: The Amazing Odyssey was done by a second team, while the first game's team was working on what would become Digital Pinball: Last Gladiators. Lead by Naruaki Sasaki, some of the people on this team would assist on the Digital Pinball games, usually in bug finding, artwork, or more general "Special Thanks" positions, but while Norio Nakagata & Takashi Kobayashi were making the first of two of the best video pinball games of all time, Sasaki was put in charge of another pinball game at KAZe, this time based on a licensed property: Saban's Power Rangers.


Debuting back in 1993, Mighty Morphin Power Rangers is a franchise that I don't think needs any introduction. At this point, everyone at least knows that Haim Saban & Shuki Levy took a Japanese TV show, in this case Toei's Kyoryu Sentai Zyuranger from 1992, removed (more or less) every single bit of footage featuring the original Japanese cast, leaving only the footage of the Rangers in their suits, the monsters, & the giant robot fights, and mixed in original footage featuring an American cast, telling its own story. Needless to say, it was massively successful, but eventually Saban had to move on to actually acknowledging the fact that each new Super Sentai show utilized (at the very least) a new outfit for the team. The first entry to do this was 1996's Power Rangers Zeo, which utilized footage from 1995's Choriki Sentai/Super-Powered Squadron Ohranger, but while the "Mighty Morphin" series received numerous video game adaptations, Zeo only received three, all in 1996. The PC & (intensely forgotten) Bandai Apple Pippin received platformer/beat-em-up Power Rangers Zeo vs. The Machine Empire, the Super Nintendo received racing game Power Rangers Zeo: Battle Racers, & the PlayStation received Power Rangers Zeo: Full Tilt Battle Pinball; in fact, this was the last season to even get video games, until Lightspeed Rescue. While the first two are not considered all that good, I want to focus on the third game, which is the only one to see release outside of North America. Japan received the game around the same time as America, two months before Digital Pinball: Necronomicon's release & under the simpler name of Power Rangers Pinball, while Europe wouldn't receive it until roughly a half year later in mid-1997.

So, does this pinball game manage to keep up with the legacy of KAZe's output, or did Sasaki & crew fail at forming the Zeo Megazord?

Thursday, June 21, 2018

Obscusion B-Side: KAZe/Pinball: The Super Digital Legacy

While not technically a "video game", especially since it predates them by decades (if not over a century, if you want to count the earliest predecessors), pinball is probably most associated with them in modern knowledge, due to the two of them cohabiting arcades ever since the 70s. Today, though, while pinball is still around in some form via companies like Stern & Jersey Jack, most people likely experience the classic game in the form of digital experiences, either via 100% original means like Zen Pinball, or through outright recreations of actual tables via The Pinball Arcade. The latter is especially poignant now, as Farsight Studios' product will be suffering a major loss at the end of this month, when its licensing agreement that gave players the ability to purchase & download classic Williams & Bally tables will come to an end. In that regard, it's Zen Studios' original experiences that might win out in the long run, but before that company, there was another company that became a cult legend for its dedication to bringing players the most accurate feeling pinball experience one could find on a video game console.

That company was Tokyo's KAZe.


Founded back on February 2, 1987 as Live Planning, KAZe Net Co., Ltd. made its debut with Abarenbou Tengu, a 1990 Famicom shooter that was heavily modified into the (now expensive) NES game (Samurai) Zombie Nation, with the giant tengu face that you controlled being changed into a giant, decapitated head of a dead samurai... It was really weird, to put it lightly. Following that, KAZe stuck with publisher Meldac & developed Game Boy games like Heiankyo Alien & Tenjin Kaisen (known internationally as Mercenary Force), as well as numerous pachinko video games, but in 1994 Zombie Nation director Norio Nakagata teamed with a new designer named Takashi Kobayashi to do something that had never really been done before on a console: Recreate the pinball experience in as accurate of a form as possible, and on a Super Famicom, no less!

Monday, June 11, 2018

AnimeNEXT 2018: Hitting the Vertical Limit

I first started going to AnimeNEXT back in 2009, when it moved to Somerset, NJ & became a "local con" for me. When it moved to Atlantic City in 2016, I stuck with it, even though it now became much more expensive, due to hotel reservations. Still, the move to the Atlantic City Convention Center was instantly a major improvement. The venue is much larger than what Somerset offered, with more than enough room to grow, and the fact that the ACCC is a four-floor building gives the entire convention a verticality that you just can't find in most other cons, which only tend to feature two floors, at most, which feel more self-contained & seperate than anything. Simply put, it's awesome to be at AnimeNEXT, look above & below you, & always see people moving about. It also helps for special features that utilize the atrium, like Cosplay Pro Wrestling, as the multiple floors create an arena-like experience. Still, if I've been continually going to ANext, why haven't I reported on it?


Well, to be frank, it was because I tend to only report on cons that I do panels at; they double as an info guide for what I showed. In 2016, I only went for a single day, just to get a feel for the new venue. I did apply for panels in 2017, but communication problems meant that I didn't know all of them were denied until the schedule itself came out. This year, though, I finally returned to doing panels at my "local(-ish) con", and I got two approved. Overall, AnimeNEXT has become a rather challenging convention to do panels at, mainly from a content perspective. As AniGamers' Evan Minto said a day ago, it's effectively a mini-Otakon, especially when it comes to panels. ANext has given a lot of priority towards really informational & researched presentations, which in turn make them all the more interesting to check out, so much so that plenty of people I know had put in panel applications that sounded awesome, only for them to get nothing approved.

Wednesday, June 6, 2018

Obscusion B-Side: Sweet Home: It's About Family... It's Always Been About Family!

Video games based on licensed properties, like movies, are generally known to vary wildly in quality, primarily due to their heavy need to be released alongside the product it's based on. More often than not, the game winds up being either downright terrible or simply underwhelming, but sometimes they wind up being extremely good, if not even considered a classic over time. All that being said, the game still remains noteworthy to some extent due to its connection to the licensed property. It's absurdly rare for a video game based on a licensed property to be so good that it winds up being more synonymous than the product it's technically based on. One of those rare instances is with Sweet Home.


Come 1989, Kiyoshi Kurosawa (no relation to Akira Kurosawa) was a graduate of Rikkyo University, & student of film critic Shigekiho Hasumi, who had only two pink films to his name as a professional film director. Working with notorious film director & producer Juzo Itami (director of 1985's Tampopo), Kurosawa made his horror debut with Sweet Home, which he both wrote & directed. Debuting in Japanese theaters on January 21, 1989, the movie would then see a home video release on VHS & laserdisc that September, and on December 15 a video game adaptation would see release on the Nintendo Famicom by Capcom. Directed by Tokuro Fujiwara, the game was technically an RPG, but would go on to become a major influence on the creation of what would become the first Resident Evil in 1996; in fact, the earliest plan was to simply remake Sweet Home into 3D.

As the decades have gone on, the Famicom game has become a cult-classic, especially after a fan translation saw release, while the original movie has mostly become forgotten, even as Kiyoshi Kurosawa went on to become a notable name in Japanese cinema, following films like Cure, Seventh Code, & Journey to the Shore. Unfortunately, a major part of this is due to the film's lack of any sort of re-release, which has its own story that I'll get to later in this piece, but in the meantime let's see what the movie itself had to offer.