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Rastan Saga Longplay (Game Gear) [60 FPS] 6 лет назад


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Rastan Saga Longplay (Game Gear) [60 FPS]

Developed and published by Taito in 1991 Follow me on Twitter:   / al82_retro   Add me on Google+: http://bit.ly/1tPwL1u Based on the original Rastan arcade coin-op, Rastan Saga was only ever released in Japan for Sega's hand-held console (where the arcade machine was also known as Rastan Saga). The Game Gear release is actually a conversion of the Master System version of Rastan, which was released in other territories. Just like the arcade, the game is a side-scrolling action-platformer where you assume the role of Rastan, daring adventurer, wanderer and wearer of fur boots, loin cloth and little else. Our hero must slay all manner of beasts, whilst avoiding traps and collecting treasures along the way. Despite some initial scepticism, I have to admit that this isn't that bad of a conversion. The essence of the arcade game remains in tact, and most of the enemies, weapons and power-ups from the arcade version also feature here - if you were a fan of the original then you're probably going to be a fan of this as well. While it's fair to say that Rastan Saga might not be the most graphically advanced title for Sega's handheld, the art team did a pretty good job in recreating the arcade game's graphics. As for audio, I was pleased to find that there's a simple but accurate recreation of the arcade game's music (both from the open-air and castle dungeon sections of the game). Unfortunately, some aspects of the gameplay are lacking at times and it's fair to say that the game suffers from it's fair share of foibles and niggles. First amongst these is the fiddly jumping mechanics. Jumping left or right will propel our muscle-bound hero in a fixed arc for a predetermined distance - it's not possible to control how far or how high you jump, so you have to make absolutely sure of your position (not to mention timing). All too often did I find myself overshooting the edge of platforms and plunging to various watery graves, or chasms full of lava. The end-of-level boss fights are also a source of contention, not to mention occasional irritation. Most of these encounters require you to avoid the bosses attacks whilst locating a vulnerable spot (usually the head) and hit it repeatedly. This is often easier said than done thanks to some slightly iffy collision detection (both in terms of hitting the boss and getting hit by their attacks). Then there a host of random anomalies that I found throughout the game, such as the curiously placed flame sword (see 5:00) and how the only possible way to acquire it is to glitch-jump on top of the tree branch. Then there's the final stage where both Rastan and his enemies appear to be able to walk through certain walls; I wasn't entirely sure whether this was an actual part of the game, or just some glitch that I happened to encounter. It could be that these things were genuinely intended by the developer, but are so badly sign-posted in terms of how to approach them that it feels more like a result of of poor design or bugs in the actual game than intentional placement. In spite of these issues, I still rather liked Rastan's 8-bit outing. I don't think it's going to blow your socks off, but if you liked the original coin-op and enjoy platform games then this might well take your fancy. #retrogaming

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