Retro Gamer

Ultimate Guide: The Legendary Axe

ULTIMATE GUIDE

-

John Szczepania­k is here and hopes you’ll love this Turbografx-16 curiosity as much as he does

Readers in Europe will know of the PC Engine by NEC and Hudson, thanks to a small but passionate importing crowd (especially in France). Over its lifespan the system received several major classics. What is perhaps less known is the Turbografx-16, its rebranded US equivalent with a distinctly American following, magazine coverage, and localised release schedule. Interestin­gly there’s no precise consensus on the exact day the Turbografx-16 and its earliest games launched, but sometime between August and November 1989 it received the following line-up: Alien Crush, Blazing Lazers, China Warrior, Dungeon Explorer, Keith Courage In Alpha Zones, R-type, Victory Run and Vigilante. It was a strong collection covering the most popular genres of the time. In that list was also The Legendary Axe (hereafter TLA), arriving end of August or early-ish September. As we’re about to show, it was a phenomenal showcase for NEC’S new hardware.

The Japanese PC Engine release of TLA, known as Makyou Densetsu, came out a year earlier on 23 September 1988. In many ways TLA exemplifie­s that wonderful epoch of the 16-bit generation when a small Japanese team from a minor developer could punch above its weight to produce something distribute­d and acclaimed internatio­nally, competing and succeeding on the world stage, yet remaining deeply enigmatic. Not only is there no consensus on its US release date, but there’s conflictin­g citations of which company actually created it. Japanese Wikipedia claims Aicom, and some of its developmen­t staff did later work on games credited to Aicom, but neither the game itself, nor manual, nor old magazines, nor various websites cite anything other than Victor Musical Industries.

The team was small, only around nine people; two of the programmer­s doubled up as the only credited testers (keep this in mind when contemplat­ing the difficulty). Many of the staff never had credits beyond the Nineties, reflecting the consolidat­ion of Japan’s games industry with each successive generation. Lead designer Tokuhiro Takemori previously worked on Robowarrio­r at Hudson and later created TLA’S true successor The Astyanax for arcades in 1989 (see boxout). Afterwards he made Avenging Spirit and then vanished. Co-designer Keisuke Abe immediatel­y afterwards created the Bonk franchise and rose to fame. Programmer Mamoru Shiratani would program TLA’S

WHILE EUROPEAN READERS MIGHT NOT NECESSARIL­Y RECOGNISE THIS, OUR US AUDIENCE DEFINITELY SHOULD. ACTIONPLAT­FORMERS WERE UBIQUITOUS IN 1989, BUT THE LEGENDARY AXE HOLDS A SIGNIFICAN­T MULTIAWARD-WINNING POSITION AS ONE OF THE TURBOGRAFX-16’S FINER LAUNCH TITLES. IT’S SO MUCH MORE THAN JUST RASTAN WORDS BY JOHN SZCZEPANIA­K

pseudo-sequel and see multiple credits for decades. Composer Jun Chikuma did a fine job making TLA’S soundtrack almost as memorable as Castlevani­a’s, then went on to carve a niche composing for seemingly every

Bomberman ever. The rest of the staff were like dust in the wind.

When Makyou Densetsu landed in September 1988 the PC Engine had been out in Japan just shy of a year and its portfolio was shockingly anaemic. Less than 20 games were available and we’d challenge any reader to claim much more than R-type or Alien Crush as being especially good. Despite filling an urgent void the reception at Japanese magazines was mixed: Famitsu scored it 7/7/7/5 (26/40), with one of the reviewers clearly displeased; though they did give it a two-page preview in the earlier issue

54. PC Engine Fan scored it 21/30, which is reasonable but nowhere near the acclaim it would find in America. Japan’s reaction might seem surprising until you realise 1988 was still the era of Famicom – Dragon Quest III captured the nation’s heart that year while rival systems were only just starting to shake Nintendo’s hegemony. Though in fairness,

Famitsu also only gave the Famicom port of

Bionic Commando 26/40 in a preceding issue.

Roughly a year later TLA would be localised and enjoying much praise amidst the Turbografx-16 launch. Electronic Gaming Monthly scored it a spectacula­r 9/8/8/8, with both Ed Semrad and Jim Allee stating TLA is how Rastan should have been; EGM scored the Sega Master System port of Rastan a meagre 6/6/6/6 on the preceding page. TLA was the highest scored game that issue. In December EGM voted TLA the Best Game Of The Year on Turbografx-16; Ninja Gaiden was the Nintendo category winner, Wonder Boy III was Sega’s, while the overall agnostic winner was the Sega Genesis conversion of

GIANT TARANTULA

This optional mini-boss graces the cover on both the Japanese and US versions of the game, and relinquish­es the first Power Supply – do not skip it!

Just jump and attack. The webbing it shoots can be dispatched with your axe. Every few strikes some legs go flying – awesome!

CAVE MEN

It’s just two recycled Cave Men in an enclosed arena. The game technicall­y classes it as a mini-stage on its own calling it: Zone 4A.

You fought one of these guys in the previous level’s waterfall area (or maybe two if you ran past). Now it’s a pincer attack!

DEMON GIANT

In Japan these were called ‘Maneki Guma’ meaning bear – we’re guessing the US manual calls them demons due to conflating with ‘akuma’.

You fight two! You might win without the Tarantula power-up, but you really want those charged strikes. Try to manoeuvre both to one side.

PUNJABBI

We’re not being racist here – shockingly, the US manual calls these two javelin-throwing bosses Punjabbi. The Japanese manual calls them Gous.

Immediatel­y move left and attack with full charge. The right-side boss stays in his area unless you’re in the middle. Never fight both together.

GIANT BOULDER

This is different to the regular brown boulder that directly precedes it. This one is glowing green, is seemingly possessed and follows you!

Don’t strike as it approaches. Use the vine and try to attack as it moves away. After it turns into a regular boulder keep on hitting it until it crumbles!

JAGU (FIRST FORM)

Online guides refer to him as ‘Panda’ but both manuals clearly name this three-eyed chubby loincloth-wearing weirdo as Jagu.

His fireballs will never disappear on their own, so strike them all. Allow your axe to charge and hit him right after he teleports for good damage.

AQUA LUNG

The first really challengin­g boss, until you’ve worked out the pattern. Annoyingly this battle starts with a Nomad following you.

It’s very unlikely to hit you while ducking – keep low! Observe its pattern. Stay at the screen edge to avoid fireballs, or strike them.

JAGU (COMBINED FORM)

Right before the fight you can see the chubby boss run across the screen then assimilate himself by absorbing other enemies and morphing into this.

Thankfully, he only has one attack: jumping in an arc with his leg lowered! Move only when he jumps high, attack only when fully charged.

Ghouls ’N Ghosts. Issue 13 of Videogames & Computer Entertainm­ent, also awarded it 1989 Game Of The Year. On page 45 it took pride and place, VG&CE editors were enamoured with its “next-generation” quality and stating it “surpassed all other comers to win”. This isn’t hyperbole when you consider most of the other winners that year were for the NES, with Teenage Mutant Ninja Turtles, A Boy And His Blob, Mega Man 2, and Zelda II

taking genre specific categories. Ghouls ’N Ghosts on Genesis took the best arcade conversion award.

Three times so far we’ve mentioned Rastan

– the 1987 Taito arcade action platformin­g epic which riffed heavily on Robert Howard’s

Conan creation. It’s worth addressing that while TLA uses the establishe­d barbarians and steel theme, it is no more derivative of Rastan than it is of Rygar, Black Tiger, or innumerabl­e other similar games. Importantl­y,

TLA does enough to stand apart from its contempora­ries. It’s no surprise it scored highly and won GOTY accolades.

If we’ve taken this long to describe the game itself, it’s because TLA is best savoured in contemplat­ion of the contextual framework that formed it. Today the game is almost forgotten, never re-released on digital platforms such as the Wii, passed over for the PC Engine Mini collection, and inaccessib­le unless you own the original Hucard or emulate it. Sad irony then that emulation is a poor way to experience TLA – this is a thinking man’s action-platformer, and brute-forcing your way through with save-states and hexediting will neuter the genius of its design.

There’s a surprising level of depth and nuance, especially compared to similar games launched alongside it. The core mechanic revolves around collecting Power Supply icons, lighting four slots at the top of the screen to facilitate five levels of attack strength. Without collecting any your power remains at minimum; each one collected expands the bar by a quarter. The gauge rapidly recharges, but swinging your weapon depletes its entirety (the exact system later

found in Seiken Densetsu on Game Boy and then Secret Of Mana).

Newcomers find TLA difficult because the urge is to thrash madly – but resist this, calm down, let the power gauge charge, and use slow deliberate movements. An enemy needing multiple strikes at zero power might need only one at half-bar. If you panic and die your gauge is reduced by one-quarter (it’s a bit like Gradius – you want to collect powerups then play carefully).

Often progress is restricted by combat barriers which are almost like lock-andkey puzzles requiring patience and enemy observatio­n. You can imagine it benefittin­g strategy guides (one was released in Japan) and playground banter. Zone 5 even has a side-scrolling maze to navigate – it’s not too complicate­d, but it’s a lot more than went into other Turbografx-16 games back then. Remember that ‘launch’ list at the start?

China Warrior, Keith Courage and Vigilante are all similar but shallower experience­s, even if they looked and sounded impressive for the time. TLA might not have the open-world RPG mechanics of Battle Of Olympus, but the tightly refined combat and light exploratio­n elevated it above its peers, at least for a time (about eight months after TLA’S Japan release

Golden Axe hit arcades).

While TLA would be superseded by more ambitious games on stronger hardware, it still remains as an alluring historical landmark in gaming and, for a certain group of Americans, the title that defined their 1989.

 ??  ??
 ??  ?? » [PC Engine] The jungle looks so lush and inviting, but go slowly – victory requires careful, methodical actions.
» [PC Engine] The jungle looks so lush and inviting, but go slowly – victory requires careful, methodical actions.
 ??  ?? » [PC Engine] The opening level is clever – these pits do not kill you, instead you end up in some caverns.
» [PC Engine] The opening level is clever – these pits do not kill you, instead you end up in some caverns.
 ??  ?? » [PC Engine] There’s a hidden Power Supply behind the rocks that look like heavy metal devil horns.
» [PC Engine] There’s a hidden Power Supply behind the rocks that look like heavy metal devil horns.
 ??  ?? » [PC Engine] These grey bears are like the boss from Zone 1; trigger them one at a time for easier dispatch.
» [PC Engine] These grey bears are like the boss from Zone 1; trigger them one at a time for easier dispatch.
 ??  ?? » [PC Engine] A little left from this blue Nomad, you can drop to a lower level to discover crystals and a 1-UP!
» [PC Engine] A little left from this blue Nomad, you can drop to a lower level to discover crystals and a 1-UP!
 ??  ?? » [PC Engine] These subterrane­an enemies were named Amoeba in the US manual, but Ultra Iguana in the Japanese.
» [PC Engine] These subterrane­an enemies were named Amoeba in the US manual, but Ultra Iguana in the Japanese.
 ??  ??
 ??  ??
 ??  ?? » [PC Engine] Are we spoiling the ending here, or are we adhering to the British government mandate for all magazines to feature a game’s finale?
» [PC Engine] Are we spoiling the ending here, or are we adhering to the British government mandate for all magazines to feature a game’s finale?
 ??  ?? » [PC Engine] To pass the maze drop down in these zones: 5E to 5I, 5L to 5T, 5U to 5O, then 5P to 5Q and to the boss!
» [PC Engine] To pass the maze drop down in these zones: 5E to 5I, 5L to 5T, 5U to 5O, then 5P to 5Q and to the boss!
 ??  ?? » [PC Engine] This is what you really wanted to see: the axe to the groin shot. You filthy scoundrels.
» [PC Engine] This is what you really wanted to see: the axe to the groin shot. You filthy scoundrels.

Newspapers in English

Newspapers from United Kingdom