Retronauts - Retronauts Micro 61: Splatterhouse at MGC
Episode Date: May 19, 2017Live from a very noisy Milwaukee stage, Jeremy and Bob are joined by Splatterhouse experts and world record holders Caitlin Oliver and Kevin Bunch to contemplate the complete history of Namco's gross-...out brawler franchise.
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It said it's the splatterific splatterhouse.
So I am legally required to tell the first four rows you're in the splash zone.
So without further ado, the retronauts.
Hello, everybody.
It's your mic on, Jeremy.
It says, oh, no, there we go.
Hi, everyone.
He was kidding about this.
Splash Zone. We're more Gallagher.
Hey, did you just think of that?
I did. That was great.
That guy's shirt right there, says Gallagher.
I like it. I like it. I can borrow a pun.
Hi, Ken.
Nice shirt.
Are we ready to go? Yeah, should we introduce ourselves
to everybody in case there's any newcomers?
Well, we'll do the podcast thing. Yeah.
We'll do it up like an episode. Okay.
So, this week in Retronauts
Splatterhouse,
the music is in your head and your hearts.
Just imagine it right now.
Welcome to the second ever
Welcome to the second ever Retronauts panel at Midwest Gaming Classic
We are Retronauts, a video game podcast about, yes, classic games.
And this week, or this year, I guess, we're talking about Splatterhouse, because we have some experts here.
So we'll just do a quick intro for ourselves.
I'm Jeremy Parrish, one of the co-hosts of the show.
I am Bob Mackie.
I'm here to make the Splatter House a Splatter Home.
I'm Kevin Bunch.
I think I'm talking too close to the mic.
He's the Turbographic 16 high score.
world record holder for Spatterhouse. I'm Caitlin Oliver. I broke the world record for the arcade
version of Splatter House about seven or eight times. So Bob and I are basically idiots when it
comes to Splatter House, but we thought since we're here in the presence of two world-class players of
the game, we should pick their brains and let them tell us you all about the series. They're so important
they have to travel here separately. They're not allowed to be in the same car or plane. That's right.
We can't lose both at the same time.
So, let's just go ahead and kick in with this discussion and talk about the original
Splatterhouse, which is an arcade game developed by Namco, debuted in 1988.
And actually, why don't I let you guys talk about it instead of me droning?
He's going to pass that one on me. Yeah, it was developed in 88. It did actually have a
US port, but it wasn't
widely distributed, so it's pretty rare
at this point. It kind of
be an expensive PCB unless you get a good
deal.
There were minor changes made to the U.S.
port, mostly regarding
removing religious imagery,
but that didn't happen until it got
ported to the console.
It's a brawler, a side-scor
we need him up. There's seven levels.
And the scoring game
mostly revolves around level six.
and on because the rest of the game
is a giant pattern. If you're willing to
learn it, it's not really that bad.
It can beat the game in about
20 minutes, but a score run takes about
45 minutes to an hour straight.
We should probably
point out it's a very
gory game.
Yeah.
It's a horror-themed game.
So the whole premise is your character,
Rick, his girlfriend,
Jennifer, went into a creepy mansion.
The West Mansion?
The West Mansion.
of which there is also a resource website
run by Rob Strangman
yeah
but yeah so she
they like let the lights go out
she has a scream and he wakes up with a creepy mask on his face
and just goes forth and beats up
the terror mask
and beats up gross little monsters
I mean I think we're bearing the lead in that this is sort of the Friday to 13th
unlicensed game
you know spun out of the 80s exploitation horror
and you have some examples there Jeremy right
Um, no, not really, but you have it.
I thought you had, you literally have a bunch.
I have a lot of notes, but nothing really about 5013, because I'm not really that familiar with the movies.
Well, I mean, he is based on the design of Jason in his, I mean, he looks like he's wearing scrubs in this game.
Right.
But it's more of a blue jumpsuit.
It's Dr. Jason Borges.
Yeah.
Dr. Borges, to the manner, please.
It's a little bit reanimator, as in the, uh, Stuart Gordon adaptation of the, you know,
HP Lovecraft story
Herbert Westry animator?
Yeah, so the context of the game itself
is it actually
feels a little bit like a game
out of time because it is
a very sort of linear
belt scroller as opposed to
the three quarters perspective double dragon
final fight style game that most people
think of when they think of beatem ups and double
dragon had launched just the year before so
it hadn't quite become widely
cloned yet.
So you kind of had this change
happening in the beat-em-up genre. And Splatterhouse feels a little bit like, you know,
sort of the old guard, the last of the old guard. And Namco had actually produced a few games
in that style up until this point. There was Wonder Momo, which I don't think came to the
U.S., but it was an arcade game in Japan. And then there was the Ginji and Heike Clans.
And both of those were also that sort of 2D belt-scroller, very memorization-based,
beat-em-up kind of brawler. But they all had different themes. Gingi and Heiket Clans was sort of like
Japanese medieval horror were loved to be yokai and spirits.
And Wonder Momo was more like a, like a Power Rangers, Sailor Moon, stage play, Sentai, yeah.
And so, you know, you kind of had all these different themes happening.
Spiner House then was sort of the Hollywood, gory, you know, Evil Dead Friday the 13th kind of game.
I don't mean to slander the game by saying this, but it feels kind of like altered beast with how you're on one plane,
things explode in one hits
and there's a lot of
violence for the most part.
But in this one you get a cleaver.
It's not unlike Altered Beast.
That's true.
The shotgun.
Good, I didn't agree with a shotgun.
You know, Altered Beast, if that had a shotgun,
it'd be much better.
Yeah.
But, uh, yeah.
And it's, I mean, yeah, it's not a long game, like Caitlin said.
You can plow through it if you know what you're doing.
It is, there is a fair amount of memorization to,
it's not as bad as
some memorization heavy games
like our type or something but
it's not a schmub level of memorization
it's the enemies legitimately spawn in the same
place every time short of maybe two or three places
yeah and if you know they're coming you can prepare
for them the bosses
they all tend to have sort of the same pattern that you can
exploit
yeah so it's worth
mentioning that this game was really sort of
pushing the envelope in terms of
what was acceptable in terms of
gore and violence in the arcade.
I mean, it was probably the most
gruesome game to come out in arcades
since Chiller, which
was a game specifically designed
to be disgusting and gross, and you're
like using a light gun to dismember people.
This wasn't quite like that,
but it sort of took
the sort of prevailing body horror
theme that was showing up in a lot
of games around that time, and
sort of pushed the envelope a little further and made it even more gruesome, very bloody,
like there's guts splattering everywhere. I mean, there's a reason it's called Splatterhouse.
It's a very, very literal sort of name. But if you look at something like Contra or Abadox,
you had a lot of these games where it was about like walking inside of giant monsters and
beating up their corpuscles and punching their organs and that sort of thing. And this was
very much along those lines, but sort of presented in a slasher movie kind of style.
Yeah, encountering this game as a kid, I was afraid of the box.
Sort of just like walking by the horror aisle in the movie theater and the movie, sorry, video store.
Just like, I'm sure if I watch any of these movies, I would literally die of fright.
So I assumed I would die if I played Splatterhouse.
I rented this game, I had the kid, because I love the box so much.
My dad let me pick it.
My dad got me a turbo graphics when I was young, and that's my toe.
But no, he got me a turbo graphics when I was young, and I remember renting it from the local video store.
I never got it until I was older, but I was obsessed with the game.
I figure if a kid like me could get pretty far.
I couldn't regularly beat it, but if I could get that far,
if you're willing and you're ready to learn how to play the game and memorize it,
you too can pretty easily beat that game.
And, you know, when you're speaking of the body horror,
what springs to mind is a few of the different bosses.
Like you've got Biggie Man, who is this giant with a burlap.
Sap sack over his head and chainsaws for hands.
You've got Jennifer is a boss.
I don't know if that's a spoiler at this point.
But she mutates into this hideous monster with claws.
And stage six is basically a giant womb of the house
and you're fighting little monster fetuses.
I do think it's a bit cute with how they did the most low effort change
to protect themselves from lawsuits for the home version.
They basically just made Rick's mask perfect.
and that's kind of like making a movie
called Nightmare on Oak Street with Eddie Krueger
the stripes on the sweater
go a different way so you can't sue us
so one of the reasons
I wanted the two of you to come in
and talk about this is because I'm
honestly curious like why did
you two pick this game
to be sort of your
expert level project
like what inspired Splatterhouse
specifically?
With me I always loved horror movies
I've been obsessed, unsurprisingly, since I was a little kid.
My mom claims that when I was three, my favorite movie was Night of the Living Dead,
and I'd cry if they turned off the channel.
I don't remember that, but I don't see why she'd make it up.
But ever since then, I loved the horror genre,
which is why I picked up the game as a kid.
I obsessively played it as a kid,
and when I went to Galloping Ghost in 2012 or so,
that was the first time I had seen the arcade machine in my life
so I decided I was going to keep playing it
somebody asked me if I was going to go for a world record
I said no I hadn't been planning on it but then I decided why not
and I did it it only took like three weeks
because what I did was I started to memorize
the patterns I was missing from the other world record holder
Anthony Paparo who I went back and forth with several times
great guy, and
I watched his video to get
some techniques, and then we have built
upon each other's techniques since then
to push the score from
around 375-ish
thousand to, right
now it's just at past 700,000.
So, in
the last three years, we've about doubled
the old record.
In the past few weeks, you said?
Well, in the past three years.
Oh, years. Going back and four.
That makes more sense.
Yeah, something like,
that um shoot i was going to say something about the game oh the biggest problem i see with people
who pick up this game is they try to pray it like other brawlers and uh proactively attack
enemies it's something you don't do yeah so you mentioned that uh a straight play through of the
game takes about 20 minutes but a high score approach takes 45 50s so can you talk about
what's going on there sure uh so in the spirit of waiting for enemies to come
to you and get into your range to hit them, which is a huge mechanic in the game.
You spend, since all of the enemies spawned in a pattern, the game largely has a set number
of points that are possibly achievable on your way to stage six.
Stage six is one of the first and only places in the game with randomly spawning enemies
that will endlessly spawn until the actual timer runs out.
So you use that to continue padding for points.
And the reason that's not considered an exploit for this particular game is because there
are a limited number of lives, which I discovered by pushing the score to 450,000 points
because that's the last point at which you actually get an extra life.
So it's 11 lives total, I believe you have.
And then going through stage 7, you get a 100,000 point bonus from the boss.
There's also a method to farm that particular boss for points, but that's considered an exploit
because you're not supposed to be able to get that bonus multiple times.
disagree or disagree. Those are just the current rules.
So the finite number of lives, basically you're farming for points on stage six and then dying and then doing it again.
Yep.
So that's not like super riveting to watch, I'm assuming.
No, it is boring to tears.
I feel bad for anybody who really wants to watch anybody else play it.
Playing it is hard enough.
I mean, it's not that it's so difficult to learn in general, but pushing the points at high can get really.
difficult and time-consuming, and you learn when to start cutting off runs and just killing
yourself off to save yourself time, because you know it's not worth the time to finish.
So I never actually grew up with Splatterhouse.
Like, I read about it in magazines, but I didn't have a turrographic, so I never had to
play it.
And then I think around 2000, 2001, I remember reading about it, and thinking, oh, hey, I could
try it on an emulator, except all the turturb.
Herbographics emulators at the time were terrible.
So I just kind of forgot about it again for years.
Finally picked it up in 2010.
It was terrible at it.
I think I got up to stage three and kept dying.
He said, all right, I'll just come back to this some other day.
And then I met Caitlin through a mutual friend of mine who, this was right about when you set the record for Splatterhouse.
Shortly after that.
And then I remembered, oh, yeah, Splatter House is a game.
I should see if I can figure that out again.
So I was able to pick her brain to actually figure out how to play the game, like, effectively.
After a couple of weeks, I managed to finish the game.
And, you know, I had a lot of fun with it and thought, well, what the hay?
I'll see if I can go for the turbographics record.
It's not too bad.
And a lot of the same strategies do carry over.
It's a pretty good port.
like the only major difference is
some of the stages are a little easier
the hip boxes are a little more generous
for Rick
like you can hit enemies further away
and you don't get hit as easily
you get two hearts back when you finish
a stage instead of one heart for your life meter
and I think
most weirdly is there's no timer on the stages
like you can just sort of hang back
and nothing will force you to move forward
to kill you
As far as I can tell, there's only one boss, and that's the stage 6 boss,
where you can't just hang out forever without the timer happening.
Yeah, it's an interesting port.
I mean, they did cut the religious imagery, like Yacht mentioned.
Yeah, it's solid.
Yeah, there's a few crosses.
They took out an upside-down cross at the stage four boss.
and the religious altar in the church.
You can't pick up this version on the Wii virtual console still, I think.
You can pick it up on virtual console,
or you can get it on the 2010 copy of Splatterhouse
because it does have the arcade port on it.
You probably want to get it on virtual console, though,
because then you don't have to buy the 2010 game.
But you can get it so cheap, and it has all four games on it.
That's true.
It's like $15, $17, and it has Splatterhouse,
Splatterhouse 2, Splatterhouse 3, and 2010.
So the turbographic port was not the only home version of Splatter House.
It also came to FM Towns Marty.
Are you guys in contact with the world record holder for the FM Towns Marty version?
He has to be in prison, right?
If ever wants to see his little dog again, he'll do what I say.
So I'm taking that's a no.
So, okay, Caitlin, you mentioned that Anthony Paro, I think you said his name was?
Yeah, Anthony Papparo.
Paparo.
Okay, he's sort of the other guy who has the record,
and you're competing with him and collaborating with him.
Yep.
Is Splatterhouse like a hotly contested game in terms of the record chase?
It was hotly contested between myself and Anthony,
but not really otherwise.
But that doesn't...
Actually, there was another man at the arcade who was picking it up,
and he got to around 650 in place,
because he didn't think he could push it further.
but there's definitely
room for improvement
I've thought out
approximate caps of scores
like realistically speaking
I don't think you get it for too much further
past $850,000
but
maybe a miracle
are you disappointed that no
documentarian ever followed you and Anthony
to create like the King of Kong
for Slaughterhouse, the King of Manor?
No I'm not at all
because I've dealt with documentarians and I don't like
them one bit.
They were some shady people.
I do want to see what kind of barbecue sauce
that Billy Mitchell of Splatterhouse makes.
Well, he makes pretty.
Well, I tell you, Billy Mitchell makes pretty good hot sauce.
I have some from him that he gifted me
because I beat Billy Mitchell at Pac-Man.
It was Pac-Man Battle Royale.
It's not that cool.
But it was pretty cool.
You know, before we move on to the rest of the Splatterhouse
series, is there anything more to say
about the original game?
What specifically would you say
is your favorite element of the game,
both as a high score competitor
and just someone who plays the game for fun?
I love the music for that game.
It's a really good soundtrack.
Yeah, it's really atmospheric.
I was going to say the atmosphere to the game
is just really oppressive.
There was nothing quite like it in 1988.
It was just fascinating.
Because even with Chiller,
as we mentioned the game exit he made before it
the graphics are so
rudimentary to put it nicely
that the gore element is there
but it just looks so
it's like a child's
It's like Torquamata playing around an MS paint
It's not attractive
I mean think you know
Texas Chinatown Massacre on a Taurus-2600
We're not talking super gory
So the first time you see this
I was like, are they allowed to do this with video games?
Can they do that?
Is that cool?
Which is why you could only really find it in bars
and, you know, establishments that didn't let kids play games
because that wouldn't be suitable for a kid, no, sir.
Yeah, the home version even has a little warning on it,
not suitable for younger children,
which is prior to any sort of.
of rating system existing. No ESRB.
Which is funny, since the home version's, it's still
kind of gory, but they've toned it down a lot
compared to the arcade.
But graphic restrictions more like,
more than just toning down for the sake of toning down.
So any final, I guess we have done our final thoughts on Spelterhouse,
in which case, that means it's time to move on to my favorite
Spider House game, which is also probably the least
real
splatterhouse game. Maybe the LCD
handheld game would be a little, like
the Tiger Electronics version.
But there's a Japanese
version, or a Japanese game that came out
for the Famicom, family computer,
called Wanpaku
Graffiti Spatterhouse,
which means naughty
graffiti. And you don't
actually spend that much time inside of the splatter
house? No, you are
inside. A few times, but you're also
in Japan at some point? And
I would say relative to the other games in the series, this is actually the least naughty Splatterhouse, despite the title.
It's silly.
Yeah, the, okay, so Spider House came out in 1988, and nothing really happened with the series aside from some ports until 1992, and all of a sudden there were two games.
There was Wanpaku graffiti, and then there was Splatterhouse 2 for Genesis.
But before we get on to Splatterhouse 2, which is kind of more of the same, it's worth talking about this weird game because I picked up.
a copy of it recently and
discovered it on a
video stream and
it was not what I was expecting.
I was thinking more like a horror game
but it's more like a parody of horror
movies. It's really fast-paced
unlike Splatterhouse. It's not so much
about memorization and
precision. It's very goofy.
The first boss
you fight, you don't actually fight him.
He's a vampire who pops out of the grave
and then there's four zombies who pop up
and this disco light comes on
and they start dancing and they do a thriller routine
and then the zombies come down
while the vampire keeps doing the thriller routine
and you have to fight the zombies
and then once you beat all the zombies
you don't fight the vampire
he just descends back into his grave
and gives you like a victory sign
there's a similar boss where you basically
just watch a geisha dance
and you hit the buttons to like cheer
and then I guess you're so rude
she gives you one of the crystals you're looking forward
that's not quite correct
I didn't find that superiors. You can cheer by clapping
but the other button allows you to fart
and if you continue to fart
that's when she'll call you very rude
but she'll still give you the crystal ball
so farting is the
pro tip here
yeah so it's a very
cutesy cartoony kind of game
and like I said it's very fast-paced
Rick always has an axe
instead of having to punch things with his fist
you can't pick up a shotgun
which has a great piercing effect
it's like super powerful and awesome
and it's very exciting to use
because it's so powerful
but yeah
it's pretty much you know kind of like a
a more traditional home-style game.
And then it's really the bosses that are sort of the highlights
because each of them is a different horror movie parody.
You get to a place, like you've been fighting these things
that kind of look like spiders,
but then you're like, maybe those are supposed to be, you know,
the little head crab guys from aliens.
And then you finally get to this table
where there's like a schoolgirl laying on the table
and her belly or chest starts to kind of like pulsate.
And then the boss of that section is just,
an endless stream of those
head crabs coming out
and once you finally defeated them all
she sits up, yawns and wakes up
and like she's just been taking a nice nap
and yeah I guess you kind of
have to see it. It doesn't really explain so well.
I was watching a let's play of it today
and strangely enough the fly boss looks like
a California raisin which is
even more terrifying to me.
It's clearly Jeff Goldblum
but Jeff Goldblum as a California
raisin. That is somebody's
fetish so don't laugh.
By the way, the pro tip there is to go into the transformation pod.
Once you go into the transformation pod, that's how you get to the geisha with the crystal.
And you have the giant green rat that you just have to get through an obstacle course to hit once,
and then he just sort of splits open and the little mouse runs away.
Wasn't there like a wizard boss?
In the cute game.
In the early emulation days, I remember this game in Zero Wing being singled out for having really good, bad English,
and the line that will stick with me for life is Be Garbage of Cesspool.
So I guess that is the game taunting you or saying that you are garbage-obsessed pool, but who knows, but I love it.
I mean, to be fair, Rick is pretty garbage-obsessed pool.
He really is.
I haven't actually been able to finish this game because I've only played it the ones,
but I got much further in that game than any other Splatterhouse game I played.
So there's something to be said for that.
And I think at the end, you find out it's just like a play.
It's not actually...
They're actually filming a movie, so you're on the set of a movie.
There you go.
And by getting the crystals, you get a different ending for the movie.
But it's actually, in a sense, the most sophisticated Splatterhouse game to that point,
more so than one or two, because it has an upgrade system built into it.
Kind of like Bionic Commando.
As you beat enemies, you gain extra life, so you can take more damage.
Which is, you know, kind of like a, you can definitely tell that it was a game designed for home play.
And it was also designed for younger players.
It's not, it's not gory at all.
It's maybe a little gory.
Cartoon gory.
It's not.
Yeah, there's a lot of poop jokes thrown in there, too.
So you get a little, a little poop.
It's a healthy mix.
That's pretty standard kids media fair in Japan.
Oh, yeah, yeah.
It's like a peronious game or something along those lines.
I remember finding this one when I first started with emulations.
I was just sort of fascinated at how bizarre this game is.
I would call it secretly the best Splatterhouse game.
It's also probably the least, I guess it's not the least accessible,
but you have to go through emulation or find a Famicon card to play it.
And caller number nine for one million dollars.
Rita, complete this quote.
Life is like a box of...
Uh, Rita, you're cutting out.
We need your answer.
Life is like a box of chocolate.
Oh, sorry.
That's not what we were looking for.
to caller number 10.
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This week on All of the Above with Norman Lear, Deep Star Julia Louis Dreyfus sits down with Norman and Paul.
Well, you know, there wasn't a script when I was first talking HBO about it.
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Yeah, but I definitely recommend this one just for people to try out because it is, like Kevin said, the least accessible and the least known splatterhouse game, and it's a very different experience.
So if the guts and gore don't really do much for you, try out one pocket graffiti, and it's,
It's a different experience that still kind of has that Spider House vibe.
On the other hand, Splatterhouse 2 for Genesis was much more of a traditional Spider House game,
which is to say it feels very much like the continuation of the first game.
And the sort of origin of this game is a little weird,
because there were a couple of Namco series that started in the arcade,
and then for whatever reason just continued on Genesis.
This was one of them, and Rolling Thunder was one of them.
And I don't know exactly why this happened, but it is this kind of odd little quirk of fate that, you know, these Namco sequels appeared on Sega Genesis.
But I would say that Splatterhouse, too, is much more authentic, much more in keeping with the design and aesthetics and overall feel of the first Splatterhouse than Rolling Thunder 2 was.
I know you guys don't play this one for World Records, but do you have much to say about this one?
you might have more to say about it than I do
I don't have a whole lot to say because I didn't really have a Genesis growing up
so I came into this one pretty late
I still like 2 and 3 which were both the Mega Drive sequels
but I'm just not quite as knowledgeable about them as the rest
they're still Duke games though and the second one is certainly
the most faithful to the original in presentation and style
and method
I found a splatterhouse too I think it might be my least
favorite of the old ones
just because it, I mean, it does the exact
same thing as the arcade version
except it seems much more memorization
heavy. It's a lot harder to
make any progress in it.
You know, they do
some cool things. Like you have some really creative
bosses like the
one murder shed where
little creepy babies
come down from the ceiling and vomit
on you and you have to take a chainsaw
to them.
But yeah, it's
It just doesn't work for me very well.
I fully endorse taking chainsaws mutated infants.
It is also on the way.
Yeah, it really feels like they were kind of trying to push the limits of what you could do on a console with this one.
Not in terms of technical limitations, but in terms of taste.
The murder shed is definitely sort of the pinnacle of that.
It starts out with a pair of gardening shears and a chainsaw flying around at you,
and you have to punch them out of the air because apparently you can punch chainsaws in this game.
And then once you punch the chains out of the air, then you use it to cut the fetuses that descend on their umbilical cords from the ceiling until a face appears and you have to, like, punch it to death.
It's terrible, it's horrible, but it's also kind of like a little cool in the audacity of it.
Like, I can't believe that they did this.
And surprisingly, this game didn't show up in the congressional hearings about video game violence.
They weren't thinking Joe Lieber one was really asleep with the switch for this.
I didn't want to mention, though, they did change the mask in both versions.
In the Japanese version, it looks sort of like Fanto, but all whites.
And in the American version, it's like this grinning skull.
So they were trying to step away from Friday the 13th, even with the sequel.
Yeah, definitely.
Marginally.
He was still dressed in the Jason Scrubs, though.
They filed off the serial numbers with a little more enthusiasm at this time.
But, yeah, I've played some of this recently, and it doesn't really do that much for me,
because, like Kevin said, it is extremely memorization-based.
and I got to the part, I guess it's like level four
where you're trying to escape across a dock
while this giant squid comes behind you
and destroying the dock
and there's enemies coming at you from the other direction
and you have to take them out with like a perfect rhythm
by doing jump kicks and things
and if you screw up even once
then you'll kind of fall behind
and the squid will kill you and it's an instant death
which I basically burn through like two continues
trying to get past that included
So maybe I just don't know the magic technique, but it was extremely difficult and unforgiving,
which, I don't know, I guess, you know, some people enjoy that, but it doesn't really do much for me.
Okay, Kaelin's giving the thumbs up, so clearly it's her kind of game.
Splatterhouse 3, I think, is more my speed, because it does feel like a real Splatterhouse game,
but one designed more with the console market in mind.
And this one came out just a year after Splatterhouse 2.
It was like four years between 1 and 2, and then one year between.
between two and three. So it seems like they kind of, I don't know,
Spider House 2 was really a throwback in 1992, doing that sort of belt-scroller,
very limited 2D design, whereas Spider-House 3 is much more in the sort of mode of popular
beat-im-ups at that point, the sort of three-quarters perspective, final fight, streets of rage,
you know, move around, that exploration and multiple endings and all kinds of extra goodies.
So maybe someone else can talk here.
I actually really enjoyed Splatterhouse 3.
If not for Juan Paco Graffiti, I think it might actually be the best one.
So like Jeremy said, there is a time limit on each stage,
and if you don't finish the stage within that time limit,
you get one step along to a bad ending,
because there's what, four endings, I think,
depending on whether or not Rick's wife and son live or die.
They changed up the terror mask again to make it look.
I think Rick is still kind of weird.
wearing the scrubs to a degree.
No, it's more like, well, I guess you can still call it the scrub pants,
but at that point it's just like he's walking around in jeans.
I was going to say, after five years, I actually don't think three as well pretty bad.
And you know you never walk.
I don't think three is that great.
I like two more.
But I'm the outlier here, so clearly you may not agree with me.
I never said I had great taste.
But it's got that sort of 3D brawler perspective, like Streets of Rage,
and you're going through floor by floor
of Rick's Mansion this time
and you have to clear through a room
and then you have a few different doors open up.
You have to pick which one to go through
and you have to sort of find the right path
to the boss to beat it in enough time
to get the good ending.
And there's like bonus stages
if you beat the game quick enough.
At the very end you fight the terror mask
if you get the good ending
and you have destroyed it for good.
And you have a power.
up mode, too, where you find items, and when you pick them up, you fill up this meter,
and once it's got any meter to it, you can push a button where it gets into, like, a mutant
form, and can hit enemies harder, you can choke them out, you can do some weird, like,
body horror, stretchy limbs out of his torso.
Yeah, the changes that they made for Splatterhouse 3 remind me a lot of Double Dragon 3,
where they took sort of, you know, a simple beat-em-up
and then tried to add this sort of
not quite RPG-ish
but adventure-ish element to it.
You know, you can travel
through the mansion, you're not just walking from left
to right, but you're moving
and kind of like following a map and trying
to figure out where to go. I know if you
lose your weapons, then you can go to a specific
room on each floor and
find the weapons again. So there's persistence
and, you know, you have to kind of balance
like, is it worth hunting down the weapons
versus finishing the level within the
the set amount of time and getting the proper ending
I don't know
it all seems pretty interesting to me and it's
I think it plays really well
but I guess my question is you know
you two are I would say
Splatterhouse traditionalists
so do you think that this game
defies like violates the spirit of
Splatterhouse or do you think it's you know
a valid take on the concept
I think it's a valid take on the concept
I personally just don't quite enjoy it as much
but that doesn't make it bad
nor do I actually think it's bad
I just wasn't so into the changes, but I applaud them for deciding to innovate and try to change up the formula instead of repeating the same thing at infinitum, which can definitely happen these days.
I really enjoyed it.
You know, I really liked the first Splatterhouse.
I didn't like two so much because it was very slavish to the first game's sort of style and rhythm.
But three, I mean, it doesn't succeed in everything.
it sets out too, but I really appreciate what it's trying to do, and I think it does a lot of it
really well, and it's, I mean, it still keeps the weird goryness. It's got some kind of messed up
digitized cutscenes, like a boreworm eating Jennifer's brain, which is pretty gross.
But, yeah, I think it's a solid game. This might be next to Wanpockrography the most inaccessible,
because I don't think they brought it to a virtual console or anything. I think you're stuck
with the Genesis or the Splatterhouse 2010 version.
So this would be the last Splatterhouse game for 17 years.
Do you think that was by design?
Do you think Splatterhouse 3 feels like it was meant to be the natural ending of the series?
Or do you think it was just no one cared about it and they said, oh, well, the series is dead?
Yeah, I think based on how they were ending it, at the end of the game where you fight the mask and destroy it,
I think they were looking at making this the last game in the series, and they just wanted to go out with everything they had at that point.
I also think horror as a whole was changing.
I mean, even in 88, this game was sort of a throwback.
There had been eight or seven Friday the 13th movies, and by the mid-90s, horror is becoming self-aware,
and less just like straight-up gore and, you know, body horror, and it would eventually become...
More towards the scream.
Yeah, like scream and new nightmare, things like that.
And then we would go into torture porn, but that would be a decade off.
But, yeah, I feel like that...
That's Splatterhouse 2010.
Yes, that's actually just torture, but Caitlin would disagree, I think.
So, yeah, why do we talk about Splatterhouse 2010?
Because I think Caitlin is the outlier here as well.
I am.
She likes the game.
I don't...
Well, I don't love the game, but I like the game.
It's not a great game, but it's a good game.
So tell us what Splatterhouse 2010 is exactly.
It was a
reboot for the
21st century or whatever
of the Splatterhouse franchise
taking into account
modern expectations of what
Gore levels would be commensurate with
like when they
released Splatterhouse 88
that was extreme at that time
so they were trying to push the envelope
similarly and in some way
succeeded and other ways failed
but they were attempting to push
similar buttons with the envelope as they did before by adapting it for the current market.
Yeah, I mean, there's definitely a sense of like, you know, this is a very angry kind of game.
You've got Mastodon on the soundtrack, so right there, that's kind of everything you need to know.
They might have skewed a little too heavily towards prepubescent male teenagers.
And, I mean, it's not that their market to be.
ignored, but, you know, they added a system where you can collect pieces of pictures to get
terrible 3D render pinups of Jennifer while you're trying to save her. And you're just lame.
That's very much in keeping with sort of... It's like Leisure Suit Larry kind of lame.
It's kind of keeping in with games of the 80s. You know, Rolling Thunder had Lila being
disrobed as you get closer to saving her. There was also, of course, Minnis Beach, that timeless
classic by Color Dreams.
Color Dreams classic.
Yeah, so I kind of feel like a lot of Swatterhouse 20 Tim's problems came from the fact that it basically was created in the murder shed of video game development.
It was originally developed by a company called Bottle Rocket, and somewhere along the way, I don't know exactly what happened, but basically Namco or Bandai Namco at this point, came in and they were the guy with a chainsaw and bottle.
Well rocket was the fetuses hanging from the ceiling, and they came in with a chainsaw and cut
them up and I think finished the game internally, so I think you can really see that
this was sort of like a project that had a turbulent development lifecycle and didn't
feel quite complete.
Yeah, they did these really fun throwback sections where they did like this 2.5D, it's
still straight up 2D but 3D renders of 2D environments where you'd have the side-scrolling plat
forming areas as a throwback to the original series.
They kept them appropriately brief and not too difficult,
so they didn't really interfere.
It was clearly a love letter to the fans of the series.
They just missed the mark on certain points.
But you can't hate everything when you can,
well, rectally fist a giant monster to pull out its inside.
You know, it's kind of fun.
Fuzzy.
if you're a fan of gore and whore
in probably the torture porn films
which sometimes hit our mess
but you can certainly find things to enjoy it
and the great thing is that they still included
the first three games entirely on the disc
which is why whether or not you agree with
my opinion on 2010 being at least worth of play
especially when you can get it for $15 to $17 usually
and you get the only really easily playable arcade port of the original
besides the Wii Virtual Console
and it's not the worst value at all, whether or not you like the game.
Do you know if the Xbox 360 version is backward compatible on Xbox One?
I believe it is.
I'm not 100%.
So there is a reason to own an Xbox One.
Do you want to Google that?
But it should be.
And the 360 version is probably,
Proble of the PS3 one. Better frame rates overall. Take your pick, but there's my advice.
So that game had a very difficult life and didn't really review that well. I don't think it's
sold that well. Do you think Spider House deserves another shot at light or life, or do you think
that its time has come and gone and hey, the 80s and 90s were great, let's just leave it there
and let our memories be happy? I think it might be.
at the end of its life cycle
but I wouldn't hate it if somebody did try
to reboot it but maybe
without trying to really
aim too hard for that
teenage pre-pre-present boy market
it's not
that I mind it, it just didn't really
fit in with the feeling of the series
and it felt forced
like I said it felt kind of like a leisure suit
Larry collectible item and not one
you find in Spatterhouse
Jennifer may have been a victim before
but she was also a transformed monster
and you personally killed her
and now we've turned her into
really ugly Uncanny Valley
3D fit-ups. It's not cute.
I kind of feel like the game is
it run its course. I mean it's very much a product of its time
the sort of 80s horror scene
and I don't even know why they bother bringing it back
in the first place, but I
think it's fine where it's at
dead and buried in the murder shed.
I'm not kidding when I say this,
but I think the spirit lives on
in Resident Evil 7, because you are
in a house of splatters, and you are
often garbage of cesspool.
But the non-joke
part of that is I see a lot of the same ideas,
a lot of the same inspirations, a lot of the same
gore, and now it's all
in VR, so it's even more horrific. So I feel
like that is really
where the spirit lives on.
And to just kind of wrap this up, if they did bring back Splatter House, what would you want to see?
I personally would like to see Wanpaku graffiti, too, but it's just me.
Yeah, I'd say you could go with a parody of the 2010 Splatterhouse.
I mean, it's kind of a self-parody already, but I think that would be really funny.
I think I'd like to see it, but I'd like to see it come out of a smaller studio,
and that would be almost impossible to get the IP away from Bandai Namco.
And I love Bandai Namco.
That's not it.
It's just I'd like to see a smaller studio maybe.
I mean, think Paul Robertson with Splatterhouse.
And would you say no?
I would say yes.
See, that's what I'm saying.
So think maybe tribute games or
a big of Yacht Club or somebody throw into Paul Robertson.
And I think you'd have a pretty amazing throwback game,
but it would take the right team.
Yeah, okay.
And Bob?
Oh, boy.
I think, yeah, I mean, you kind of took the,
right at my brain there, just after you said Paul Robertson,
Spatterhouse.
That's not, I want to see that.
I think we should start a Patreon for that or Kickstarter.
And just force him to do it against his will if he doesn't want to.
That's how video game development works.
Yeah, yeah, I mean, it wouldn't be a change in the norm.
Yeah, put him in the murder shed.
Just, it always comes back to that.
He can't leave the murder shed until he finishes the game.
All right, so we are winding down, but we do have a few minutes if anyone has any questions or feedback and want to shout out to the team or the panelists.
You're going to be like Phil Donnie here, Jeremy.
This was rough up there for you guys.
I actually had a question for the two of you because you're probably beyond maybe the team that developed the game have the most hours put into Splatterhouse in general.
and at the end of the game
there is a
there's a very fuzzy
low bit rate sound sample
from Jennifer
and I'm wondering between the two of you
if you've managed to figure out exactly
what she is saying
do you mean the help me Rick
or
yeah I'm dying
it's hard to kind of
no I believe it's not dying
that's what I think it is
I've heard it so many times
I know when I can start taking a
rank during that game, stand up and stretch, do a little dance, because you can break
dance. But I can't break dance. I think it's, I'm dying. Because that's when she literally
transforms into a hidey as beast and you have to kill her. So I'm dying is what I would say.
If you need a second opinion, Rob Strangman would be a good choice.
I know in the home version, she's saying, help me. But I think it's the different sounds
sample than the arcade machine?
Well, it said there's two.
She does say, help me, Rick, and I'm dying.
So, those are both
valid.
Right. They probably
didn't have the space on the
H-Cube card. Probably
didn't have space on the Q-Card. 2-50
voice sampling. Hey there.
First of all, Bob,
the
Lasertime Facebook community,
says, hi.
And, oh, boy, Bobby.
but for you to
so you said that the
entire playthrough for a high score
is only 40 minutes
because that seems very short compared to other arcade games
where you could spend playing hours
trying to point for the score that you want
One of the huge difference is that you do have a limited amount of lives
and each stage in Splatterhouse
of the arcade version
there's a purple wall of fog and lightning
that comes up behind you and forces you to move
forward at a regular pace.
And then once you get to the boss on each stage, there's a timer that begins.
And once that timer limit is reached, a blue orb comes out, and it will continually come out,
and they will deal one damage to you each until you're dead.
So there's both an enforced time limit and maybe not a hard time limit, but as long as you
can survive and you will die, time limit, as well as the game forcing you and you and
long otherwise so there's
a limited amount of time
you could spend playing the game
the longest possible way to play the game
would be to farm
the last boss for points which is like I mentioned
an exploit but
the final boss timer I
believe is something like 12 minutes
until the blue orb spawns and you would
have to wait out the 12 minutes each
time, each life on that
stage to wait for the blue orb
to kill you to kill the
bus simultaneously and get
the 100,000 point bonus.
So that would be the longest way
to play the game. Otherwise,
you're looking at 45 to 60 minutes
realistically.
And I think that wraps it up.
So thank you everyone for coming out to see us this year.
But thank you Kevin and Caitlin for
coming in. Thank you. Thanks also Bob
for coming in.
Oh, you're welcome.
There's no good away from Bob.
But yeah, I think that
wraps it up for this year's
Retron's panel, so thanks again, and we hope to see us
tonight. Thanks, everybody.
And call her number nine for one million dollars.
Rita, complete this quote.
Life is like a box of...
Uh, Rita, you're cutting out.
your answer. Life is like
a box of chalk. Oh, sorry. That's not what we were looking
for. On to caller number 10.
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to save. The Mueller report.
I'm Ed Donahue with an AP News Minute.
President Trump was asked at the White House
if Special Counsel Robert Mueller's Russia
investigation report should be released next
week when he will be out of town. I guess from what I understand that will be totally up to the
Attorney General. Maine Susan Collins says she would vote for a congressional resolution disapproving
of President Trump's emergency declaration to build a border wall, becoming the first Republican
senator to publicly back it. In New York, the wounded supervisor of a police detective killed
by friendly fire was among the mourners attending his funeral. Detective Brian Simonson
was killed as officers started shooting at a robbery suspect last week. Commissioner James O'Neill was
among the speakers today at Simonson's funeral.
It's a tremendous way to bear, knowing that your choices will directly affect the lives of others.
The cops like Brian don't shy away from it.
It's the very foundation of who they are and what they do.
The robbery suspect in a man, police say acted as his lookout, have been charged with murder.
I'm Ed Donahue.