🤣We were all so young at the time, developers loved to hide this kind of easter eggs in their production. And they were so free compared to all these so serious console companies. But appart from this kind of stupid but funny thiings, this freedom resulted in fabulous features ans ideas in lot of games 🤩
The fact there wasn't a Genesis/Mega Drive version of this game is baffling. It's like they wanted to sweep this game under the rug, until they decided to make that Sonic character based on the Dux. Even going as so far as keeping the Master System game a PAL exclusive.
@@Nolasco. Bare Knuckle series was specifically designed for Sega MegaDrive hardware despite being able to stand as an arcade game in it's own right. However Dynamite Dux as a two player beat em up has it's own flavor where its goofy and very Japanese manga like so it really could have used a MegaDrive conversion but there is the probability that the game may have been seen as too juvenile which was an image that Sega of America seemed to stay away from at least in 1989 imo as the biggest claim to fame for "Genesis" was huge detailed and defined sprite graphics that looked extremely close to the large graphics in arcades in 1989 and were a huge leap over the competition.
The Aracde version is a great showcase for System 16's Sprite scaling capabilities. Ex. Intro and Fire Boss in the Jungle Stage. The art and animation are a refreshing change with Sega paying homage to 80's Culture.
To the best of my limited knowledge, the team behind the ST and Amiga versions, consisted of: Andrew Green - Coding Terry Lloyd - Graphics Bob Churchill - Misc Music- Ben Dalglish
Good to see you got the capture setup back up and rolling. I never have actually played Dynamite Dux even though I love how the arcade version looks and, especially, sounds. The SMS version does look quite good, though it's too bad the hit detection is iffy.
Yeah, I was surprised that the AVerMedia card was a true plug'n play card. No drivers, no messing about. Windows just saw it and it works! The volume capture was quite low, I had to boost all the game audio in this video by 200%. So I do need to take a look at that but besides that it's great. I can even feed in a different resolution to what I'm capturing. For example I can input a 4K resolution but capture at 1080p without issues. My old card required the input and capture resolution to be the same.
Haha! I love how Colonel Sanders is the referee! You gotta understand that the man was wild as hell. During his life he wore many hats! He was lawyer for a while, but got disbarred for beating the shit out of his own client in court!
@@RetroCore In recent years KFC brought his likeness back as a mascot, but had different actors playing him. Hands down the best one was Peter Weller as Robocop as Colonel Sanders!
I was wondering if there had been a re-release of it at any time, specifically the arcade or Master System versions. Given how modern releases of Crazy Taxi remove all the KFC, Pizza Hut, etc brands I wonder if this game having Colonel Sanders so prominently featured might mean it can’t be released without replacing him with a new character.
It's true what you say; when my father bought our Mega Drive he was excited to play Arcades that had conversions to the 16-bit console: Afterburne, Golden Axe and Altere beast that also had their counterparts in the 8-bit SMS; when I saw in specialized magazines that Dynamite dux would be ported to SMS I was sure that it would also have its own version to Megadrive later, and I waited, and waited... it was a disappointment that after a year there was never a conversation. Now about the Ducks character I thought they would be excellent Sega mascots, but they have been forgotten like many other mascots that can enrich the gallery of characters: Psiko fox, Flicker, Ristar.
I used to play a lot the Amstrad CPC version in my childhood. So the nostalgia factor is important here for me. The playing area was very tiny but it was so nice to play an arcade game offering so much content on my CPC as lot of other conversions omitted lot of content. This time I can agree with you, it was a pain to jump pushing the space bar 😅. Hopefully, I played using a big joystick at the time so I had a hand free to use keyboard keys. The Amiga version can be played in 60hz. At least, it's a little but faster. Shame there is no SFX while playing with music. It would have been possible to make music on 3 channels on Amiga to free one for SFX as Benn Daglish also adapted music to other systems offering only 3 channels 🤨 Anyway, it's a good attempt for a brand new team that recently leave Gremlin Graphics to found the independant label Core Design. It was only their third project after Rick Dangerous and the conversions of Action Fighter on computers. Thanks for the show!
The CPC version was indeed impressive. It's always nice to see a developer making use of the CPC hardware rather than just doing a crappy ZX Spectrum port.
C64 version definitely has music but it defaults to SFX on the title screen. From memory it's one of the function keys to toggle it on. However, it's super glitchy and often drops off or starts playing random notes after the mid-stage bosses. What's more interesting is the tape and disk versions are slightly different in terms of difficulty - the disk version spaces out the enemies in a way that makes it more challenging to move forward at pace.
There’s an Easter egg on the Amiga and Atari ST versions as explained on the cutting room floor (WARNING! NSFW). Also you forgot to mention that the Master System port removes the 2 player mode.
Games like Dynamite Dux, Alien Syndrome, Congo Bongo, Xaxxon and Pengo could have been converted to the Sega MegaDrive launch year and would have been either nearly identical to their arcade counterparts despite the stronger limitations on ROM Cartridge size being 4 Megabits... until 1990 but maybe SEGA in Japan was really trying to hype that MegaDrive could get closer Super Scalar games at home. Still at this point it would take a fan developed conversion to see a MegaDrive version... the Master System effort is very good for what it is but it is clear the game dev was not as skilled as the dev that handled the Sega purchased license for Double Dragon which pulled off the two players on screen,
None of the super scaler ports released on the console were even remotely comparable to their arcade counterparts, until the 32X came along with excellent ports of After Burner and Space Harrier.
Don't confuse what it meant to be arcade at home conversions back then. Number one. home conversions were highly limited by ROM size AND the home consumer hardware having to be mass produced and affordable under a certain price. The Sega MegaDrive was cutting edge, despite it's limits on the year 1988 when it came out in Japan however the Nintendo FamiCom or NES did in fact feature some really convincing "Super Scaler" LIKE games... so even though the Sega MegaDrive/Genesis did not really have true Super Scaler hardware (neither did NES) those early software efforts were as close as you could get even though the game devs who handled those conversions were not masters of the MegaDrive hardware and even if they were they could only get so close so a home consumer back then was not necessarily whining that the MegaDrive/Genesis versions were not like the arcade back then as you would just make a comparison in a different way.
Congo Bongo, Zaxxon are games that were ported to the SG-1000, the system Sega released *BEFORE* the Master System. Pengo is a 1982 game which is even older. I know nowadays we are all for port of older arcade games but back then? Nope. No one would bother porting games that were that old and simple unless they were really HUGE hits (like Pacman), no matter how perfect they were. Alien Syndrome and this? Yeah. If you go for simple/older sega games, I'd rather see Bank Panic, one of my fav arcade games from the early 80s, and the Mega-Drive not only could handle it perfectly, the controller also is great for it.
@@rafaellima83 you are wrong kid... back then Sega of America didn't bother to keep in touch with the Sega fanbase so they were utterly clueless as to what videogame system owners wanted. Also no one complained when Namco made some almost arcade perfect versions of Pac-man inside Pac-Man 2 and iirc as a stand alone. There was no "lack of interest" and no real "retro movement" the point was that Sega MegaDrive (Genesis) hardware could really handle most of the early 1980s to even late 1989 arcade games that didn't involve some massive super scaler effects, perfectly. In fact Sega did attempt to make a conversion of Pengo but with what seemed like new artwork... the point was not that the game was a "classic" it was that those early games were still amazing games in their own rights even with certain flaws. Also I already knew what games were converted to SG-1000 but back then the Sega Genesis was the system being sold here in the U.S.A., Canada and Mexico but again there was a huge disconnect with Sega of America's management staff as they did not bother to support an official monthly Sega magazine where Sega fans could write and vote like they did on Nintendo of America's Nintendo Power Magazine... leaving the gamer coverage to EGM and Gamepro was a disaster as fans would know and talk but there was just no connection. Further the ONLY real reason why Nintendo made the 16bit remasters of Super Mario Bros, SMB2, SMB2 USA and SMB3 was because in Nintendo Power Magazine, those games kept being voted as the best games on the NES next to Metroid 1 and the two Zelda games which could also have gotten Super Nintendo official remasters and almost did as the Japan only SatellaView system held that Zelda 1 variant with new content but there is only so much that could be made under a five year time span especially when 3DO company made threats with their next gen system.
A real shame about the shortcomings of the Master System port, as this had a lot of advantages over the other home versions - full-screen play area, vibrant colourful graphics, fast gameplay, shadows under all the characters/sprites to help with the perspective, decent audio...
Within the end of the video, I like the Sega Master system and the arcade version of this game. When it comes to commodore 64 & Zx Spectrum, they both look like game boy color and game boy, I don't know if that's bad or not. I don't like the idea of having a game only having sound, or just music, but I rather have the music playing, when it comes to you playing a video game. What I truly don't like is, if a game console, or a computer, having crappy controls. You can give me whatever visual and or sound, just don't give me crappy control.
I love the Arcade version Mark. But what a strange game it is. I do have to give the developers credit for having Col.Sanders look-alike in the game because it made me want Kentucky Fried Chicken after playing. 8^) Anthony..
A decent home port often turned out to be great advertising and could even build a brand. Unfortunately none of Dynamite Dux's home ports did much to rescue this game from obscurity. With multiple belt scrollers to choose from, Sega would of course opt for the much more successful Golden Axe to go on the Megadrive.
It sucks so much that the player needs to use Action Replay or an actual patch file to hear the FM music in SMS version. The same also applies to Rambo III and Battle OutRun as well, although for the latter, the FM music mode does not sound very good.
I've only played the SMS port and yeah, I always felt it was more punishing than it needs to be due to the collision detection. It's a visual and audio masterpiece though, though I think it overuses dithering just a bit. Looks like the C64 port is the best aside from the arcade original, but it's weird that it lacks in-game music. I'm so used to even the worst C64 games belting out killer tunes through the SID chip that it feels wrong not to have any.
I remember the C64 version giving you the option of in game music or SFX and the Title/Level 1 music sounding kinda glitched towards the end of the track because the composer didn't seem to make proper use of the SID chip, I also remember the boss music on the C64 version
this was a nice "cute em up" you know you can make decent games for the micros if they would ot taken the time ........ seeing the food just lying on the ground reminds me of a joke i seen in a magazine .... it was some contra guys going grocery shopping but every thing was food power ups lying in a parking lot .......
I'm kinda surprised there was no DOS port either, like a lot of Sega arcade games of the time. If one did happen, I wonder if it would've also had the infamous "DIRTY" code like the Amiga and Atari ST version?
The SMS only got a PAL release? Because it 100% was released here in Brazil through Tec Toy. I don't remember ever playing it. I imagine the game is developed to be played running at 50 hz, I wonder if Tec Toy changed the game to run at the correct speed at 60hz or, more probably, just said "Screw that" and we had to play a faster version of the game. I love Core Design games, but I really think they dropped the ball on the Amiga port. And... they were the king of the "Music or SFX?" games on the Amiga which annoys the hell out of me. When they didn't do that, they had a KILLER soundtrack with Wolfchild - which uses just 2 sound channels, so SFX was still great. I'll always wonder why.
Should have got a Saturn port, it worked for games like Pulirula. Spectrum version looking like Night Vision mode as usual. 😅 Sega should have licenced it for the PCEngineCD, would have probably been better than the Telnet Golden Axe hatchet-job lol.
A System 16 collection for Saturn would have been epic. All games would have been arcade perfect too. Instead we got a collection of crusty old 8bit arcade games. Still, at least Sega did make an effort with their stand alone releases (in Japan) of super scaler games.
Good question! Probably because Sega were busy porting other arcade games such as Altered Beast and Golden Axe. Still, I would have loved to have seen a Mega Drive Dynamite Dux.
Dont know why, but I always thought he was Woody Woodpecker related. Btw will you be doing Theme Park BOTP someday? Lately I came back to this game on Mega Drive, and for its times it was fun!
When it comes to Acura toriyama, he made had made characters for the franchise Tobal, but that's just the thing. He doesn't legally own those characters. So, that means to me, the people that made the game, can probably do a reboot, possibly, not in the same art style as Mr toriyama, but I believe that it can be rebooted, just like Chrono trigger and etcetera.
I quite like this game, seems to get a lot of hate for some reason. Sure not the best game ever but far from the worst. I played it on the master system and always found it kinda charming.
I'm also confused as to why this never came out for the megadrive, thats a pity about the master system port, oh well looks like a fun game if you play the original.
The Amiga game used 288x200, which is a typical resolution used for NTSC games, a another game that newer got converted to PAL. Just most of the console games. so we can not complain with that. Its actuelly a good looking game. But its best to play it on a monitor throught in 60hz mode. Im liked the C64 rrelly much and did played that port a much. One thing you could im newer did on the C64 version. Spacebar is tired to the first port firebutton, so you could hack a joystick using two fire buttons like that. But its a nice try really. Amstrad looks lovable too.
except 288x200 /// 288x256 was actuelly a comon resolution in many games, even Shadow of the Beast (im know you hate the game, that absoluute ok) used that resolution. Wasent a real issue at all on the 1080s monitor. But may shown quite bad on a emulator.
Yet another Amiga game crippled by being an ST port. I sometimes wonder what sort of game library the Amiga would have had if the ST had not existed. it would have been worlds better.
Core put all of their effort into hiding that absurd Easter egg in the amiga version.
🤣We were all so young at the time, developers loved to hide this kind of easter eggs in their production. And they were so free compared to all these so serious console companies. But appart from this kind of stupid but funny thiings, this freedom resulted in fabulous features ans ideas in lot of games 🤩
The fact there wasn't a Genesis/Mega Drive version of this game is baffling. It's like they wanted to sweep this game under the rug, until they decided to make that Sonic character based on the Dux. Even going as so far as keeping the Master System game a PAL exclusive.
The most suprising fact about this game: no Mega Drive port.
Indeed, very weird, well, at least we got Streets of Rage 😅
Would it be really funny if it actually plays well
And if there would have been a MegaDrive conversion, it would have been very close to the arcade much like Golden Axe and other early efforts.
@@apollosungod2819 indeed!
@@Nolasco. Bare Knuckle series was specifically designed for Sega MegaDrive hardware despite being able to stand as an arcade game in it's own right.
However Dynamite Dux as a two player beat em up has it's own flavor where its goofy and very Japanese manga like so it really could have used a MegaDrive conversion but there is the probability that the game may have been seen as too juvenile which was an image that Sega of America seemed to stay away from at least in 1989 imo as the biggest claim to fame for "Genesis" was huge detailed and defined sprite graphics that looked extremely close to the large graphics in arcades in 1989 and were a huge leap over the competition.
The Aracde version is a great showcase for System 16's Sprite scaling capabilities. Ex. Intro and Fire Boss in the Jungle Stage.
The art and animation are a refreshing change with Sega paying homage to 80's Culture.
To the best of my limited knowledge, the team behind the ST and Amiga versions, consisted of:
Andrew Green - Coding
Terry Lloyd - Graphics
Bob Churchill - Misc
Music- Ben Dalglish
Ben sadly died or passed away of lung cancer 1st Oct 2018 age 52
INB4 Guru Larry comments on this video about the Amiga port
You convince me to try new games i haven't tried before.
Nice to hear that.
Good to see you got the capture setup back up and rolling. I never have actually played Dynamite Dux even though I love how the arcade version looks and, especially, sounds. The SMS version does look quite good, though it's too bad the hit detection is iffy.
Yeah, I was surprised that the AVerMedia card was a true plug'n play card. No drivers, no messing about. Windows just saw it and it works!
The volume capture was quite low, I had to boost all the game audio in this video by 200%. So I do need to take a look at that but besides that it's great.
I can even feed in a different resolution to what I'm capturing. For example I can input a 4K resolution but capture at 1080p without issues. My old card required the input and capture resolution to be the same.
Haha! I love how Colonel Sanders is the referee! You gotta understand that the man was wild as hell. During his life he wore many hats! He was lawyer for a while, but got disbarred for beating the shit out of his own client in court!
Finger lickin' good!
Definitely a character.
@@RetroCore In recent years KFC brought his likeness back as a mascot, but had different actors playing him. Hands down the best one was Peter Weller as Robocop as Colonel Sanders!
Japan really loved him.
I'm surprised we don't have a Sega Ages release of the arcade version of Dynamite Dux.
I was wondering if there had been a re-release of it at any time, specifically the arcade or Master System versions. Given how modern releases of Crazy Taxi remove all the KFC, Pizza Hut, etc brands I wonder if this game having Colonel Sanders so prominently featured might mean it can’t be released without replacing him with a new character.
this episode feels like it was due for this
It's true what you say; when my father bought our Mega Drive he was excited to play Arcades that had conversions to the 16-bit console: Afterburne, Golden Axe and Altere beast that also had their counterparts in the 8-bit SMS; when I saw in specialized magazines that Dynamite dux would be ported to SMS I was sure that it would also have its own version to Megadrive later, and I waited, and waited... it was a disappointment that after a year there was never a conversation. Now about the Ducks character I thought they would be excellent Sega mascots, but they have been forgotten like many other mascots that can enrich the gallery of characters: Psiko fox, Flicker, Ristar.
Oh, so that's where Bean the Dynamite comes from
Yep.
@@baconlabs Interesting thing, in the strategy guide for Fighters Megamix, it says that Bin is Bean the Dynamite’s dad!
The Master System port is working within limits
It sure is a nice looking version.
I used to play a lot the Amstrad CPC version in my childhood. So the nostalgia factor is important here for me. The playing area was very tiny but it was so nice to play an arcade game offering so much content on my CPC as lot of other conversions omitted lot of content. This time I can agree with you, it was a pain to jump pushing the space bar 😅. Hopefully, I played using a big joystick at the time so I had a hand free to use keyboard keys.
The Amiga version can be played in 60hz. At least, it's a little but faster. Shame there is no SFX while playing with music. It would have been possible to make music on 3 channels on Amiga to free one for SFX as Benn Daglish also adapted music to other systems offering only 3 channels 🤨
Anyway, it's a good attempt for a brand new team that recently leave Gremlin Graphics to found the independant label Core Design. It was only their third project after Rick Dangerous and the conversions of Action Fighter on computers. Thanks for the show!
The CPC version was indeed impressive. It's always nice to see a developer making use of the CPC hardware rather than just doing a crappy ZX Spectrum port.
Sound and looks deluxe the new captures! Nice device.
Hands down to the Colonel Kentucky 😂
Agreed!
C64 version definitely has music but it defaults to SFX on the title screen. From memory it's one of the function keys to toggle it on.
However, it's super glitchy and often drops off or starts playing random notes after the mid-stage bosses.
What's more interesting is the tape and disk versions are slightly different in terms of difficulty - the disk version spaces out the enemies in a way that makes it more challenging to move forward at pace.
There’s an Easter egg on the Amiga and Atari ST versions as explained on the cutting room floor (WARNING! NSFW).
Also you forgot to mention that the Master System port removes the 2 player mode.
Hehe, yeah, I've seen this dirty version. Classic childish humor 😅
What amazes me about that easter egg, is that core went above and beyond and made a nsfw sprite
Games like Dynamite Dux, Alien Syndrome, Congo Bongo, Xaxxon and Pengo could have been converted to the Sega MegaDrive launch year and would have been either nearly identical to their arcade counterparts despite the stronger limitations on ROM Cartridge size being 4 Megabits... until 1990 but maybe SEGA in Japan was really trying to hype that MegaDrive could get closer Super Scalar games at home.
Still at this point it would take a fan developed conversion to see a MegaDrive version... the Master System effort is very good for what it is but it is clear the game dev was not as skilled as the dev that handled the Sega purchased license for Double Dragon which pulled off the two players on screen,
None of the super scaler ports released on the console were even remotely comparable to their arcade counterparts, until the 32X came along with excellent ports of After Burner and Space Harrier.
Don't confuse what it meant to be arcade at home conversions back then.
Number one. home conversions were highly limited by ROM size AND the home consumer hardware having to be mass produced and affordable under a certain price.
The Sega MegaDrive was cutting edge, despite it's limits on the year 1988 when it came out in Japan however the Nintendo FamiCom or NES did in fact feature some really convincing "Super Scaler" LIKE games... so even though the Sega MegaDrive/Genesis did not really have true Super Scaler hardware (neither did NES) those early software efforts were as close as you could get even though the game devs who handled those conversions were not masters of the MegaDrive hardware and even if they were they could only get so close so a home consumer back then was not necessarily whining that the MegaDrive/Genesis versions were not like the arcade back then as you would just make a comparison in a different way.
Congo Bongo, Zaxxon are games that were ported to the SG-1000, the system Sega released *BEFORE* the Master System. Pengo is a 1982 game which is even older.
I know nowadays we are all for port of older arcade games but back then? Nope. No one would bother porting games that were that old and simple unless they were really HUGE hits (like Pacman), no matter how perfect they were.
Alien Syndrome and this? Yeah.
If you go for simple/older sega games, I'd rather see Bank Panic, one of my fav arcade games from the early 80s, and the Mega-Drive not only could handle it perfectly, the controller also is great for it.
@@rafaellima83 you are wrong kid... back then Sega of America didn't bother to keep in touch with the Sega fanbase so they were utterly clueless as to what videogame system owners wanted.
Also no one complained when Namco made some almost arcade perfect versions of Pac-man inside Pac-Man 2 and iirc as a stand alone.
There was no "lack of interest" and no real "retro movement" the point was that Sega MegaDrive (Genesis) hardware could really handle most of the early 1980s to even late 1989 arcade games that didn't involve some massive super scaler effects, perfectly.
In fact Sega did attempt to make a conversion of Pengo but with what seemed like new artwork... the point was not that the game was a "classic" it was that those early games were still amazing games in their own rights even with certain flaws.
Also I already knew what games were converted to SG-1000 but back then the Sega Genesis was the system being sold here in the U.S.A., Canada and Mexico but again there was a huge disconnect with Sega of America's management staff as they did not bother to support an official monthly Sega magazine where Sega fans could write and vote like they did on Nintendo of America's Nintendo Power Magazine... leaving the gamer coverage to EGM and Gamepro was a disaster as fans would know and talk but there was just no connection.
Further the ONLY real reason why Nintendo made the 16bit remasters of Super Mario Bros, SMB2, SMB2 USA and SMB3 was because in Nintendo Power Magazine, those games kept being voted as the best games on the NES next to Metroid 1 and the two Zelda games which could also have gotten Super Nintendo official remasters and almost did as the Japan only SatellaView system held that Zelda 1 variant with new content but there is only so much that could be made under a five year time span especially when 3DO company made threats with their next gen system.
This is one of those games that I wish would get some sort of sequel or proper re-release, like how Fantasy Zone 2 got a redo.
I'd like to see thag as well.
A real shame about the shortcomings of the Master System port, as this had a lot of advantages over the other home versions - full-screen play area, vibrant colourful graphics, fast gameplay, shadows under all the characters/sprites to help with the perspective, decent audio...
Yeah, it really is a shame about the hit detection. The slowdown I can live with.
We get ‘Bean the Dynamite’ in Sonic the Fighters, so you get to see him get revenge on Sonic and friends for being sidelined to history
Very true. And the red one for player two. Can't remember the name now.
Within the end of the video, I like the Sega Master system and the arcade version of this game. When it comes to commodore 64 & Zx Spectrum, they both look like game boy color and game boy, I don't know if that's bad or not. I don't like the idea of having a game only having sound, or just music, but I rather have the music playing, when it comes to you playing a video game. What I truly don't like is, if a game console, or a computer, having crappy controls. You can give me whatever visual and or sound, just don't give me crappy control.
I love the Arcade version Mark. But what a strange game it is. I do have to give the developers credit for having Col.Sanders look-alike in the game because it made me want Kentucky Fried Chicken after playing. 8^)
Anthony..
It actually is Col' Sanders as he's standing in front of a KFC in the Arcade version.
I read at the beginning of the century (2000's) that Sonic Fighter started as a remake of Dynamic Dux for SSTV and Sega Saturn.
Possibly but I can't confirm that.
Streets of Rage: Featuring discount Donald Duck
I played the Master System version ; the secret intro of the Atari ST and Amiga ... shame !
A decent home port often turned out to be great advertising and could even build a brand. Unfortunately none of Dynamite Dux's home ports did much to rescue this game from obscurity.
With multiple belt scrollers to choose from, Sega would of course opt for the much more successful Golden Axe to go on the Megadrive.
Makes me wonder why the chose Altered Beast though? Possibly because of the speech and transformation effects?
It sucks so much that the player needs to use Action Replay or an actual patch file to hear the FM music in SMS version. The same also applies to Rambo III and Battle OutRun as well, although for the latter, the FM music mode does not sound very good.
Three things need to be rebooted, Chrono trigger, this game, and Tobal No. 1 & 2, especially this game and Tobal.
I've only played the SMS port and yeah, I always felt it was more punishing than it needs to be due to the collision detection. It's a visual and audio masterpiece though, though I think it overuses dithering just a bit. Looks like the C64 port is the best aside from the arcade original, but it's weird that it lacks in-game music. I'm so used to even the worst C64 games belting out killer tunes through the SID chip that it feels wrong not to have any.
I remember the C64 version giving you the option of in game music or SFX and the Title/Level 1 music sounding kinda glitched towards the end of the track because the composer didn't seem to make proper use of the SID chip, I also remember the boss music on the C64 version
Hmm, must have been some keyboard shortcut that isn't mentioned on the title screen.
this was a nice "cute em up" you know you can make decent games for the micros if they would ot taken the time ........ seeing the food just lying on the ground reminds me of a joke i seen in a magazine .... it was some contra guys going grocery shopping but every thing was food power ups lying in a parking lot .......
I'm kinda surprised there was no DOS port either, like a lot of Sega arcade games of the time.
If one did happen, I wonder if it would've also had the infamous "DIRTY" code like the Amiga and Atari ST version?
Yeah, kind of odd there was no DOS port. Maybe Core who did all the computer ports just didn't have the man power.
The SMS only got a PAL release?
Because it 100% was released here in Brazil through Tec Toy. I don't remember ever playing it. I imagine the game is developed to be played running at 50 hz, I wonder if Tec Toy changed the game to run at the correct speed at 60hz or, more probably, just said "Screw that" and we had to play a faster version of the game.
I love Core Design games, but I really think they dropped the ball on the Amiga port. And... they were the king of the "Music or SFX?" games on the Amiga which annoys the hell out of me. When they didn't do that, they had a KILLER soundtrack with Wolfchild - which uses just 2 sound channels, so SFX was still great.
I'll always wonder why.
Brazil is PAL. Sure a slightly different standard of PAL but still PAL. 👍
@@RetroCore It's a different frequency. We have 60hz, Europe has 50hz. That's what I was thinking about. :)
Should have got a Saturn port, it worked for games like Pulirula.
Spectrum version looking like Night Vision mode as usual. 😅
Sega should have licenced it for the PCEngineCD, would have probably been better than the Telnet Golden Axe hatchet-job lol.
A System 16 collection for Saturn would have been epic. All games would have been arcade perfect too. Instead we got a collection of crusty old 8bit arcade games. Still, at least Sega did make an effort with their stand alone releases (in Japan) of super scaler games.
How come no Mega Drive release Mark? Thanks for the video 😊👍🏼
Good question! Probably because Sega were busy porting other arcade games such as Altered Beast and Golden Axe. Still, I would have loved to have seen a Mega Drive Dynamite Dux.
@@RetroCore well, at least we got it on the Sega Astro city mini? I think?
Dont know why, but I always thought he was Woody Woodpecker related.
Btw will you be doing Theme Park BOTP someday? Lately I came back to this game on Mega Drive, and for its times it was fun!
Lol, now that is interesting. Maybe because of the blue colour?
Theme Park, maybe some day. I'm not really in to the series of "theme" games.
When it comes to Acura toriyama, he made had made characters for the franchise Tobal, but that's just the thing. He doesn't legally own those characters. So, that means to me, the people that made the game, can probably do a reboot, possibly, not in the same art style as Mr toriyama, but I believe that it can be rebooted, just like Chrono trigger and etcetera.
Hello, what Avamedia card are you running ?.
It's the AVerMedia LIVE STREAMER ULTRA HD GC571.
It's a very nice card with great features such as 120htz compatibility and VRR.
I quite like this game, seems to get a lot of hate for some reason. Sure not the best game ever but far from the worst. I played it on the master system and always found it kinda charming.
Probably because it's not really a serious fighter and can be a bit cheap at times.
I'm also confused as to why this never came out for the megadrive, thats a pity about the master system port, oh well looks like a fun game if you play the original.
i guess the Sega Master System port didn’t sell or it wasn’t popular = no Mega Drive port (version)
Bean The Dynamite
Did I miss something about the Amiga version?? Don't remember what happened on that version. Cheers 🍻
Are you talking about the Dirty mode by any chance? 😁
The Amiga game used 288x200, which is a typical resolution used for NTSC games, a another game that newer got converted to PAL. Just most of the console games. so we can not complain with that. Its actuelly a good looking game. But its best to play it on a monitor throught in 60hz mode.
Im liked the C64 rrelly much and did played that port a much. One thing you could im newer did on the C64 version. Spacebar is tired to the first port firebutton, so you could hack a joystick using two fire buttons like that. But its a nice try really. Amstrad looks lovable too.
Playing the Amiga version IN NTSC mode still results in a boarded game.
except 288x200 /// 288x256 was actuelly a comon resolution in many games, even Shadow of the Beast (im know you hate the game, that absoluute ok) used that resolution. Wasent a real issue at all on the 1080s monitor. But may shown quite bad on a emulator.
The hit detection in the Master System port looks abysmal
...But is it worse than Mega Man 2's Wily Machine Phase 2 energy ball hitboxes?
I wouldn't know I'm afarid. Besides a few SFC and Saturn Megaman games, I've never played the others.
Yet another Amiga game crippled by being an ST port. I sometimes wonder what sort of game library the Amiga would have had if the ST had not existed. it would have been worlds better.
At least the Amiga version has a slightly larger playing window. The ST version is comically small.
Hahaha. Awesome Mark. All the more reasons to love this game...And buy some KFC along with it. 8^)
Anthony..
That's the plan!😁
Dynamite Dux and Sonic share the same colours palette, a coincidence? 🤔
🤔Probably
Mark, Dynamite Dux was released for MS in Brazil by Tectoy! I remember playing this game as a kid. 😊
Oh cool! Looks like it only ever reached PAL regions.
C64, no music
Umm, yes, there is? Press F1 to switch between music & sfx on the intro screen?
You'd think they'd write than on the title screen or something so people would know.
@@RetroCore I am sure it was mentioned in the printed manual, that came with your original copy of the game :)
I know Johnny from Happy Console Gamer hate the master system port that he remember
Probably due to the dodgy hit detection.
Lucy isn't pronounced as loo-kee, it's loo-see.
Visions of filthy amiga version 😅