"Players controlled an American Mustang Jet Fighter." Actually the plane is patterned after a P-38 (The Mustang was the P-51) , piston engined, long range fighter.
Was about to say this myself. Not only do you _not_ control a P-51 mustang in this game, but the P-51 wasn't even a jet fighter, having been powered by a supercharged Rolls Royce Merlin V12. Come to think of it, i don't even think the Americans even had a jet fighter during WW2, as i think the only ones that were ready before the end of the war were Germany's Messerschmitt ME 262 and Britain's Gloster Meteor.
Those were the taglines used in the first batch of Capcom games for the NES from 1986 where it continued right up until 1988. It just says "High Resolution Graphics" and "State of the Art" were promoted as a series of Capcom titles. The back of the every Capcom NES game that says "World's Premier Arcade Game Designer" and the billing promoted as "Captain Commando Challenge Series".
Poever On one of the earlier Capcom NES releases in 1986 and 1987, it says “One Megabit Memory”. That was also a marketing thing. The NES had 8 bits of memory. Why not had 1 megabit of memory to go with it.
One thing gets me from a tech perspective-those glitches at the top of the screen suggest either that they used horizontal scrolling mode for a freaking *vertical* scroller, or otherwise their code was so unoptimized that they couldn't load new tile data ahead of the scroll location.
According to Nathan Altice, hardware scrolling on NES was designed for horizontal rather than vertical scrolling. Since this game doesn't use a mapper chip to compensate for hardware limitations, yes, it's entirely likely that the scroll routine was some sort of kludge.
@@JeremyParish As I understand it, the NES/Famicom was designed for both-however, as you say, without mapper hardware, you're usually limited to one axis of scrolling, since the OG hardware relied a solder bridge between two pins on the cartridge (or lack thereof) to select the scroll axis. Micronics appears to have set it right, actually, based on the relative smoothness of the scrolling. However, the video glitches you can often see (especially during the level start animation with the carrier takeoff) may come from the code being too slow to update graphics (or the devs waiting until the last moment to do so). The NES graphics memory is kinda circular in nature, where one edge of the background loops into the other. That's why you can see the back of the carrier at the top of the screen at a certain point, because that bit of the background hasn't been replaced before the edge of the screen reaches that point. It's a similar mechanism to what causes those wonky color blocks on the edge of the screen in SMB3, though that game handles it better (and is such a better game you forgive a minor graphics flaw, anyways).
This was the game that started it all for Capcom. A port of an arcade hit “1942”. Capcom was one of the very first game publishers to put out games for the NES where it started to become a lot better. The three Capcom franchises also began with “Mega Man”, “Street Fighter” and the “Resident Evil” series which were part of the Capcom universe. “1942” was one of the very first shoot ‘em ups for the NES along with “Gradius” which was also a space shooter.
I remember getting 1942 back in the day and didn't think it was that bad. In fact when you compare it to some of even the best 2600 ports, it was rather good. The biggest flaw I remember was that it was too easy. I could beat it without continuing
Yeah, I remember beating it in an hour or two, whereas similar shooters never let me pass beyond the first half of the game (or did, and then I died and lost all the powerups and had to start over).
I remember playing "1942" and it was kinda decent than the original, and it was also Capcom's very first game for the NES from late 1986 and it was one of three NES launch titles from Capcom. This was a year before "Mega Man" started and it became a franchise along with the "Street Fighter" series, and Capcom had gone sky high to become the best video game publisher ever made where they put out a string of hits.
One of the few NES and Capcom games I just can't enjoy these days. For a lot of the reasons you stated! Thanks Parish! Excited to see the next episode! I love and hate that game!
I just had to watch this because I thought my ROM was fucked because I keep seeing that terrain flicker at the top of the screen. Like why is a think strip of beach always flickering at the top of my screen even though land isn't even due to appear.
It's interesting to see something like 1942 get such a dodgy port, and then just 2 and a half years later, Capcom redeemed themselves with the port of 1943, which was already a better arcade game, but made it more accessible for the console release, and set the precedent for many other arcade-to-console conversions, such as Bionic Commando or Strider, taking a simple arcade title, and reworking the formula to better suit the home market. What's striking about Micronics, to me at least, is that their output was usually less than stellar, but they had a few bright spots along the way. Their ports of Ikari Warriors, Elevator Action, Tiger Heli, and Twin Cobra are all competent, playable, and enjoyable for what they were. Ikari Warriors II is less so, but I have sentimental attachment to that game, so it's hard to be objective about how crap it is. But as solid as some of their latter-day Famicom/NES output was, it's somewhat inexplicable how awful their port of Raiden Trad is on the SNES. Micronet's port for the Sega Genesis was quite good, even adding an extra level, and was probably the best home port of the arcade original until The Raiden Project came out a few years later for the PlayStation.
For a late-night college project, 1942 is quite good: there are lots of good college programmers, but 6502/NES PPU assembly is a different animal, requiring creative tricks to deal with. And since the NES used a custom PPU and APU, I suspect documentation was scarce. Not to say the game is good, though. But pro studios like Konami, Sunsoft, and Nintendo had premade libraries for physics, sound, etc. Your basic college student would need to be pretty responsible to do that.
I played the arcade version of 1942 recently, and actually, it's quite common for the same kinds of power-ups to repeat themselves in every stage. Although there are only ever few red plane formations in each level(three at most), I've had too often situations where two of them would offer the same power-up. I will guess the extra red plane fromations are there for you in case you missed the first one the game usually sends when you restart a life.
In the NES version of "1942", you get 3 lives. You have to avoid projectiles and moving planes and you will die if you can get one-hit kills. "1943" has hit detection, "1942" doesn't. If you lose all your lives, you get a total stats of the game and the game is over. Don't worry, "1942" has infinite continues which is a good feature where you can continue the game where you left off.
Used to have a superjoy III famiclone and 1942 was one of my most played games, and while I admit it's technically shit it is fun to play at least. When I was younger I assumed the beeping soundtrack was meant to sound like you were in a plane but in a musical rhythm XD The NES port of 1943 is way better
The problem with “1942”, the NES version is that the music is annoying and it was bad in so many levels. One of the very first Capcom releases for the NES along with the infamous “Ghosts ‘n Goblins” which was a frustrating game. It keeps dying every single time on the 2nd stage. I hate the ending in “Ghosts ‘n Goblins” after beating the final boss, it sent you back to the beginning of the 2nd quest. After the beating the final boss again for the second time, it had one of the worst ending in video game history with loads of typos and poor grammars. “Commando” was a decent game from the start. I played the NES version of “Commando” and it was not bad, but it keeps on loops after beating the final boss until you get a proper ending, but no surprise there.
While 1942 was one of Capcom's first Famicom/NES titles, (The others were Ghouls & Ghosts, and Commando.) Mega Man/Rockman was the game that put that company in the spotlight.
Kenneth Rogers Yep! That's right! Capcom was the first publisher to put out "1942", "Ghost 'N Goblins" and "Commando" are the first of three titles debut in 1986 and they were decent, and it was hard at the very beginning. A year later, "Mega Man" came out and it was the beginning of the franchise that put Capcom on the map.
I think Micronics went on to make one good game, and it was Japan only. The game was Kaiketsu Yanchamaru 3 - Taiketsu! Zouringen (Kid Niki 3). Okay, Mottomo Abunai Deka (Most Dangerous Detectives) was also passable...
Micronics was the company that developed arcade ports of “1942” and “Ghosts ‘n Goblins” and published it under Capcom. “Athena” was also published by SNK, and developed by Micronics, and “Elevator Action” was also published by Taito and developed by Micronics.
You have to put yourself back into 1986. From today’s standards, there are lots of obvious problems. But back then, this is all we had. My roommates and I bought this and played the heck out of it. What today we see as sloppiness, back then was quirky. Really only two problems with the game. It was about 20 repetitive levels too long. And that GODDAMN BEEPING.
I had this one back in the day. The biggest challenge is tolerating the sound. I don't think I ever game overed before the sound effects became too intolerable to continue
I liked 1942. I remember a HUGE BIG A*S Plane that took up half the screen. I was always shocked that that wasn't the one to beat the game. I can't imagine what that plane looked like since I never beat it.
Beep beepbeepBEEPBEEEEEEEEP Beep beep..... Sweet lord, who thought that ever sounded like music? I never played this on the NES. Just the arcade and its much more excellent followup, 1943. I never knew about that atrocious..... sound?
If you take time to write it down, the soundtrack is actually the audio programming sending a distress signal in Morse code. PRISONER OF MICRONICS [STOP] SEND HELP [STOP]
For all its flaws, the most strikingly memorable part of the game to me was just how....boring it was. Watching this dredged up memories of me going for a solid half hour thinking "...okay, is this it? is this the entire game then?" before actually facing any real opposition... A flawed game that at least has some enjoyment, even if that enjoyment is broken, is still something. 1942 for NES is stale store brand Wonder Bread.
Eh, I like it. Yeah, it's not a very good port of the arcade game -if anything, it's so unfaithful it feels like an entirely different game, with much slower and more methodical gameplay - but once you learn how it works, how the levels are laid out, and what to expect from each level, it's quite fun: The game has eight sections of four levels each, where the first will give you the quadshot powerup, the second will give you some useless crud like loops or bombs, the third will give you wingmen and the fourth will be a "relaxing stage" where enemies won't fire back. On every second section, the third level will have a boss. This is how the arcade game was set up as well, the powerups in this port DO come at the exact same frequency as they did there. The game is also really long for a shmup, and fairly easy, probably the easiest in the genre for the NES aside from maybe Life Force - whether that's a positive or a negative is up to the player to decide. I enjoy a challenge, but I'm no shmup expert and appreciate having a game I can actually beat too.
On the other hand, I fondly remember the excellent (and very hard) C64 port. And it even had proper music, the main theme of Squadron 633, which fits extremely well. watch?v=Wjv2QinpozY
Oh god that footage of Athena is giving me bad memories of trying to beat it, fuck that game, it's the worst game I've played, could never get passed the 3rd level which was the water level.
Mmmh. It really is kinda weird that a Japanese developer made a game where you spend most of your time shooting down Japanese aircraft. I mean, I would almost expect it from Germany, given how much internalised guilt they've got going on (while Japan seems to be more in a state of denial over what they actually did). But as to the idea of an American developer making a game like that... I can imagine there'd be a few American devs inclined to do just that, but I also expect the reaction of the American public to resemble something akin to a lynch mob. I don't know of any country on the planet that is as disturbingly 'patriotic' beyond all reason... Well, I mean, I can, but all the rest are autocratic dictatorships where not being sufficiently 'patriotic' will get you arrested and/or shot.
I had the game as a kid, it was so boring. I spent hours playing through the game and the ending was not worth it. The screen goes black and Congratulations slowing types across in white letters.
My brother and I beat this game as kids. For enduring all of that, your reward is the text “Congratulation”.
In the singular.
You really only need the one.
this game really captures the unpredictable nature of war
1943 deserves a retrospective, that game was a gem.
"Players controlled an American Mustang Jet Fighter." Actually the plane is patterned after a P-38 (The Mustang was the P-51) , piston engined, long range fighter.
Was there a jet version of either one? They were both turbo props afaik (and certainly look like propeller planes in this game)
Neither the P-51 nor the P-38 were turboprops; they both used gasoline internal-combustion engines.
Nice trivia. I mean it.
Was about to say this myself. Not only do you _not_ control a P-51 mustang in this game, but the P-51 wasn't even a jet fighter, having been powered by a supercharged Rolls Royce Merlin V12. Come to think of it, i don't even think the Americans even had a jet fighter during WW2, as i think the only ones that were ready before the end of the war were Germany's Messerschmitt ME 262 and Britain's Gloster Meteor.
The escort planes appear to be Mustangs, possibly Warhawks.
OH GOD THOSE BLEEPS MADE EVEN WATCHING THIS VIDEO ALMOST UNBEARABLE! I don't know how _anyone_ could actually _play_ the blasted thing!
By literally having nothing else to play. Never touched it again once I had ninja turtles 3 and tiny toon adventures.
I was just playing this on Friday, and the thing that really struck me about it is that it gets boring before it gets hard.
It just keeps going! And going!
Nothing outlasts the Energizer...
"HIGH RESOLUTION GRAPHICS!" oh, marketing never changes...
"State of the Art"...in their defense, compared to the competition (Atari)..wasn't so far off base
Those were the taglines used in the first batch of Capcom games for the NES from 1986 where it continued right up until 1988. It just says "High Resolution Graphics" and "State of the Art" were promoted as a series of Capcom titles. The back of the every Capcom NES game that says "World's Premier Arcade Game Designer" and the billing promoted as "Captain Commando Challenge Series".
The thing is, NES was 240p which isn’t THAT high resolution
Compared to what was readily available at the time, it was closer than many people may realize today.
Poever On one of the earlier Capcom NES releases in 1986 and 1987, it says “One Megabit Memory”. That was also a marketing thing. The NES had 8 bits of memory. Why not had 1 megabit of memory to go with it.
This game, while not a total home run, still makes for decent eye stimulation while listening to something interesting.
One thing gets me from a tech perspective-those glitches at the top of the screen suggest either that they used horizontal scrolling mode for a freaking *vertical* scroller, or otherwise their code was so unoptimized that they couldn't load new tile data ahead of the scroll location.
According to Nathan Altice, hardware scrolling on NES was designed for horizontal rather than vertical scrolling. Since this game doesn't use a mapper chip to compensate for hardware limitations, yes, it's entirely likely that the scroll routine was some sort of kludge.
@@JeremyParish As I understand it, the NES/Famicom was designed for both-however, as you say, without mapper hardware, you're usually limited to one axis of scrolling, since the OG hardware relied a solder bridge between two pins on the cartridge (or lack thereof) to select the scroll axis. Micronics appears to have set it right, actually, based on the relative smoothness of the scrolling.
However, the video glitches you can often see (especially during the level start animation with the carrier takeoff) may come from the code being too slow to update graphics (or the devs waiting until the last moment to do so). The NES graphics memory is kinda circular in nature, where one edge of the background loops into the other. That's why you can see the back of the carrier at the top of the screen at a certain point, because that bit of the background hasn't been replaced before the edge of the screen reaches that point.
It's a similar mechanism to what causes those wonky color blocks on the edge of the screen in SMB3, though that game handles it better (and is such a better game you forgive a minor graphics flaw, anyways).
I really enjoy this series. I wish you loved Sierra adventure games! Your retrospective would be far better than any I could hope to do!
This was the game that started it all for Capcom. A port of an arcade hit “1942”. Capcom was one of the very first game publishers to put out games for the NES where it started to become a lot better. The three Capcom franchises also began with “Mega Man”, “Street Fighter” and the “Resident Evil” series which were part of the Capcom universe. “1942” was one of the very first shoot ‘em ups for the NES along with “Gradius” which was also a space shooter.
Whenever you showed off this game in other videos, I always thought the "soundtrack" was just a lot of sound effects constantly playing
I recall that the sequal: 1943 was much more robust and fun, as if Capcom was making up for the lack of quality in 1942.
Contact with surface forces confirmed, commencing attack.
Great video. I love your work, the depth you go into always makes it so interesting.
A joy for the ears, this episode.
Interesting to find out how many of these early games were outsourced. It explains some of the wild jumps in quality.
I remember getting 1942 back in the day and didn't think it was that bad. In fact when you compare it to some of even the best 2600 ports, it was rather good. The biggest flaw I remember was that it was too easy. I could beat it without continuing
Yeah, I remember beating it in an hour or two, whereas similar shooters never let me pass beyond the first half of the game (or did, and then I died and lost all the powerups and had to start over).
I remember playing "1942" and it was kinda decent than the original, and it was also Capcom's very first game for the NES from late 1986 and it was one of three NES launch titles from Capcom. This was a year before "Mega Man" started and it became a franchise along with the "Street Fighter" series, and Capcom had gone sky high to become the best video game publisher ever made where they put out a string of hits.
The Micronics Saga begins
One of the few NES and Capcom games I just can't enjoy these days. For a lot of the reasons you stated! Thanks Parish!
Excited to see the next episode! I love and hate that game!
I just had to watch this because I thought my ROM was fucked because I keep seeing that terrain flicker at the top of the screen. Like why is a think strip of beach always flickering at the top of my screen even though land isn't even due to appear.
It's interesting to see something like 1942 get such a dodgy port, and then just 2 and a half years later, Capcom redeemed themselves with the port of 1943, which was already a better arcade game, but made it more accessible for the console release, and set the precedent for many other arcade-to-console conversions, such as Bionic Commando or Strider, taking a simple arcade title, and reworking the formula to better suit the home market. What's striking about Micronics, to me at least, is that their output was usually less than stellar, but they had a few bright spots along the way. Their ports of Ikari Warriors, Elevator Action, Tiger Heli, and Twin Cobra are all competent, playable, and enjoyable for what they were. Ikari Warriors II is less so, but I have sentimental attachment to that game, so it's hard to be objective about how crap it is. But as solid as some of their latter-day Famicom/NES output was, it's somewhat inexplicable how awful their port of Raiden Trad is on the SNES. Micronet's port for the Sega Genesis was quite good, even adding an extra level, and was probably the best home port of the arcade original until The Raiden Project came out a few years later for the PlayStation.
My condolences to any parent who had to put up with that insufferable beeping for any extended period of time.
This (along with 1943) is truly a strange game to have been made by Japanese developers.
Looks like an Action 52 game.
Brutal
LTTP: man do I disagree. That game was a blast back in the day. Yeah we didn’t know any better. I still love playing it today it’s just shooty fun.
11:07 "[...] pop fiction sub-genre that re-imagined glorious Yamato as the victor of WW2." What is this sub-genre be called?
"Wishful thinking," the same as any sci-fi that images the U.S. as the basis of future human society beyond this decade
Your explanation of the frame rate in this game helped me with my assembly programming (C64 game). Thanks!
Wow, awesome! Glad to be of help!
For a late-night college project, 1942 is quite good: there are lots of good college programmers, but 6502/NES PPU assembly is a different animal, requiring creative tricks to deal with. And since the NES used a custom PPU and APU, I suspect documentation was scarce.
Not to say the game is good, though. But pro studios like Konami, Sunsoft, and Nintendo had premade libraries for physics, sound, etc. Your basic college student would need to be pretty responsible to do that.
It wasn’t a college student project, that was me being a bit glib. Professionals did this!!
Just awesome. I played at the arcade, just wow how damn Nintendo got it rt.
I'm disappoint we didn't, or haven't, gotten Nuts & Milk here in the states. It looks like a fun lark.
I played the arcade version of 1942 recently, and actually, it's quite common for the same kinds of power-ups to repeat themselves in every stage. Although there are only ever few red plane formations in each level(three at most), I've had too often situations where two of them would offer the same power-up. I will guess the extra red plane fromations are there for you in case you missed the first one the game usually sends when you restart a life.
Hmm, that hasn't been my experience, but it has been a while since I played the arcade version.
In the NES version of "1942", you get 3 lives. You have to avoid projectiles and moving planes and you will die if you can get one-hit kills. "1943" has hit detection, "1942" doesn't. If you lose all your lives, you get a total stats of the game and the game is over. Don't worry, "1942" has infinite continues which is a good feature where you can continue the game where you left off.
The music in this game is the most grating thing I've heard in a long time
"Music"
The music’s got a beat and you can dance to it
I don't understand the insults to this game. It was great. Maybe it's the NES version? I grew up with the Famicom and it played fine.
Used to have a superjoy III famiclone and 1942 was one of my most played games, and while I admit it's technically shit it is fun to play at least.
When I was younger I assumed the beeping soundtrack was meant to sound like you were in a plane but in a musical rhythm XD
The NES port of 1943 is way better
The problem with “1942”, the NES version is that the music is annoying and it was bad in so many levels. One of the very first Capcom releases for the NES along with the infamous “Ghosts ‘n Goblins” which was a frustrating game. It keeps dying every single time on the 2nd stage. I hate the ending in “Ghosts ‘n Goblins” after beating the final boss, it sent you back to the beginning of the 2nd quest. After the beating the final boss again for the second time, it had one of the worst ending in video game history with loads of typos and poor grammars. “Commando” was a decent game from the start. I played the NES version of “Commando” and it was not bad, but it keeps on loops after beating the final boss until you get a proper ending, but no surprise there.
While 1942 was one of Capcom's first Famicom/NES titles, (The others were Ghouls & Ghosts, and Commando.) Mega Man/Rockman was the game that put that company in the spotlight.
Kenneth Rogers Yep! That's right! Capcom was the first publisher to put out "1942", "Ghost 'N Goblins" and "Commando" are the first of three titles debut in 1986 and they were decent, and it was hard at the very beginning. A year later, "Mega Man" came out and it was the beginning of the franchise that put Capcom on the map.
I think Micronics went on to make one good game, and it was Japan only. The game was Kaiketsu Yanchamaru 3 - Taiketsu! Zouringen (Kid Niki 3). Okay, Mottomo Abunai Deka (Most Dangerous Detectives) was also passable...
I didn't realize they did Kid Niki 3. What little I've played of that one seemed pretty solid, and the graphics were sharp.
Micronics was the company that developed arcade ports of “1942” and “Ghosts ‘n Goblins” and published it under Capcom. “Athena” was also published by SNK, and developed by Micronics, and “Elevator Action” was also published by Taito and developed by Micronics.
That persistent beeping... -.-
Dude the Famicom version of this game is the same as the US version isn't it?
What game was that jingle at the end of video from...I know I’ve heard it before.
Mario bros 3....now I remember
When can we expect a 1943 review?
Sometime in 2025 I'd wager
3rd party games tend to have the most personality. Love it.
I had the Game Boy Color port. I don't know why I thought that would be a good game to get, and I don't remember it being very fun.
A lot of games got released without being tested back than. Only way to play arcade ports at home.
Cool channel.. subscribed
You have to put yourself back into 1986. From today’s standards, there are lots of obvious problems. But back then, this is all we had. My roommates and I bought this and played the heck out of it. What today we see as sloppiness, back then was quirky. Really only two problems with the game. It was about 20 repetitive levels too long. And that GODDAMN BEEPING.
I was there in 1986, and my friends and I all thought this game was a piece of junk at the time.
I liked 1943, but never got too far. Didn't play 1942 though.
“1942” for the NES sucked, but “1943” for the NES is way better than “1942”, because it was a better sequel.
Compare to Bomber Raid on the Sega Master System! What a great game that was.
Perhaps Micronics was a subsidiary of Jukt Micronics.
I had this one back in the day. The biggest challenge is tolerating the sound. I don't think I ever game overed before the sound effects became too intolerable to continue
I liked 1942. I remember a HUGE BIG A*S Plane that took up half the screen. I was always shocked that that wasn't the one to beat the game. I can't imagine what that plane looked like since I never beat it.
Beep beepbeepBEEPBEEEEEEEEP Beep beep.....
Sweet lord, who thought that ever sounded like music? I never played this on the NES. Just the arcade and its much more excellent followup, 1943. I never knew about that atrocious..... sound?
If you take time to write it down, the soundtrack is actually the audio programming sending a distress signal in Morse code.
PRISONER OF MICRONICS
[STOP]
SEND HELP
[STOP]
I still play this game frequently for nostalgia. But always on mute. "DOOT DOOT DODOOT DODODODODODOOT..."
"DOOT"? i thought it was 'tiit'.
Interesting content but I wish I could have muted the game audio pretty much the whole time.
I had to suffer through a full hour of it in order to complete the video capture, I don't see why you should get off easy.
hahahha. Oh that beeping audio was brutal! But I guess they needed some ambiance in the game.
For all its flaws, the most strikingly memorable part of the game to me was just how....boring it was. Watching this dredged up memories of me going for a solid half hour thinking "...okay, is this it? is this the entire game then?" before actually facing any real opposition...
A flawed game that at least has some enjoyment, even if that enjoyment is broken, is still something. 1942 for NES is stale store brand Wonder Bread.
Eh, I like it. Yeah, it's not a very good port of the arcade game -if anything, it's so unfaithful it feels like an entirely different game, with much slower and more methodical gameplay - but once you learn how it works, how the levels are laid out, and what to expect from each level, it's quite fun: The game has eight sections of four levels each, where the first will give you the quadshot powerup, the second will give you some useless crud like loops or bombs, the third will give you wingmen and the fourth will be a "relaxing stage" where enemies won't fire back. On every second section, the third level will have a boss. This is how the arcade game was set up as well, the powerups in this port DO come at the exact same frequency as they did there.
The game is also really long for a shmup, and fairly easy, probably the easiest in the genre for the NES aside from maybe Life Force - whether that's a positive or a negative is up to the player to decide. I enjoy a challenge, but I'm no shmup expert and appreciate having a game I can actually beat too.
I agree with everything Pikachu132 said:) It's not the Arcade version, but it was fun for me back in the day, and even enjoyable today.
On the other hand, I fondly remember the excellent (and very hard) C64 port. And it even had proper music, the main theme of Squadron 633, which fits extremely well.
watch?v=Wjv2QinpozY
Beep
Beep
Beepbeep
Beep
Beepbeepbeep
1942 C64 forever :)
Oh god that footage of Athena is giving me bad memories of trying to beat it, fuck that game, it's the worst game I've played, could never get passed the 3rd level which was the water level.
If you think this 1942 sounds bad, listen to game boy color port.
But I don't wanna
But Thou must!
Soon, in the year 2023, as you work on the year of 1999 of Game Boy (Color) Works, the 1942 GBC port :p
Wait, was that a day of the tentacle quote?
@@jacobyne Dragon Warrior
i truly regret asking to buy this pos instead of the offer to get super mario 2! but i was just 7 at the time and was seduced by the cover!
Is it strange that a Japanese company would make a WWII game where your enemies are the Japanese?
Mmmh. It really is kinda weird that a Japanese developer made a game where you spend most of your time shooting down Japanese aircraft.
I mean, I would almost expect it from Germany, given how much internalised guilt they've got going on (while Japan seems to be more in a state of denial over what they actually did).
But as to the idea of an American developer making a game like that...
I can imagine there'd be a few American devs inclined to do just that, but I also expect the reaction of the American public to resemble something akin to a lynch mob.
I don't know of any country on the planet that is as disturbingly 'patriotic' beyond all reason...
Well, I mean, I can, but all the rest are autocratic dictatorships where not being sufficiently 'patriotic' will get you arrested and/or shot.
This game was terrible. However 1943 was awesome!
Capcom righted the ship very quickly with successful ports of Ghosts 'N Goblins and Commando.
I had the game as a kid, it was so boring. I spent hours playing through the game and the ending was not worth it. The screen goes black and Congratulations slowing types across in white letters.
It sounds like a broken EKG 😠
Thankfully 1943 ruled, making this game wholly obsolete.
Now that you mention it, "konpeki no Kantai" is truly a piece of shit. :I
Morse code are annoying as hell
The arcade version is better than the nes version.
Bible by law should be replaced by the study of the spiritual perspective progressive instilled Nintendo has always had our backs. Progress
I love 19XX games from Capcom, but this NES port is awful
It was Micronics who developed this port, not Capcom, because Capcom was the game’s publisher, not a developer.