Chiki Chiki Boys
From Sega Retro
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Chiki Chiki Boys | |||||||||||||||||||||||||||||||||||||||||||||||||||||||
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System(s): Sega Mega Drive | |||||||||||||||||||||||||||||||||||||||||||||||||||||||
Publisher: Sega | |||||||||||||||||||||||||||||||||||||||||||||||||||||||
Developer: Sega, Visco (sound) | |||||||||||||||||||||||||||||||||||||||||||||||||||||||
Distributor: Tec Toy (BR) | |||||||||||||||||||||||||||||||||||||||||||||||||||||||
Licensor: Capcom | |||||||||||||||||||||||||||||||||||||||||||||||||||||||
Original system(s): Capcom CPS-1 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||
Developer(s) of original games: Capcom | |||||||||||||||||||||||||||||||||||||||||||||||||||||||
Sound driver: Visco/Kazuo Okabayashi | |||||||||||||||||||||||||||||||||||||||||||||||||||||||
Genre: Action[1][2] | |||||||||||||||||||||||||||||||||||||||||||||||||||||||
Number of players: 1 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Chiki Chiki Boys (チキチキボーイズ), also known as Mega Twins in the original arcade release in the west, is an arcade game by Capcom first released in 1990 and ported to the Sega Mega Drive in 1992 by Sega and Visco.
Contents
Story
The people of Alurea have lived in peace for a thousand years and have forgotten how to fight, yet the land's only survivors, the twin sons of the king, must take up the challenge and return their kingdom to its former glory.
The two twins, aged around 15 at the time the game takes place, venture forth in search of a legendary stone known as "Dragon Blue Eyes," which is rumoured to be able to put everything back to rights.
Gameplay
The game is a side-scrolling platformer or beat-'em-up, featuring two twins who are attempting to re-take control of their land, Alurea, after a monster unexpectedly attacks, destroying everything in its path. The player can select either of the two twins and give the character a name, up to four characters long, or enter no name and receive a random name from a list. The first twin has greater attack power, and the second twin has greater magical ability. The characters move with and
and crouch with
. There are flying or underwater levels where the characters can move in any direction with the D-Pad. They jump with
and can jump higher with
+
. They can jump off platforms with
+
. Characters automatically cling to walls when they touch them, allowing them to reach higher areas.
The characters are armed with a magic sword, which is swiped with , which is the main weapon used against the enemies in the game. The sword has a wide area of effect and can be used while jumping or crouching. Every fifth attack is larger and more powerful. Magic bombs can also be collected as the game progresses, which cause damage to all enemies on the screen when fired with
. Only a limited number of these bombs can be carried by the players at a time. The first twin can carry three magical orbs at a time, and the second twin can carry up to five. The player starts the game with the Magical Bomber ability and receives a different magical ability after completing each of the first three levels. After completing all three levels, the player receives a more powerful version of the last ability obtained.
Most enemies drop coins when they are defeated, which are used to purchase items in the store in between levels. Treasure chests also appear when the player reaches certain spots or attacks certain parts of the level, most of which contain coins but some of which contain power-ups and bonuses. Items include healing capsules and sword and shield upgrades.
Characters have a health bar that is depleted each time contact is made with an enemy or projectile. Characters lose health from hazards such as bottomless pits rather than dying instantly. When the character runs out of life, the game ends, but it can be continued immediately if the player has a continue. The player can have one continue at a time and can buy another from the store. Characters lose their magical ability and half of their coins after losing a life.
The bosses of the first three levels drop a key. There is a final key hidden near the end of the game that must be collected to get the good ending.
There is an options menu that can be accessed by holding +
+
on the title screen, which includes a difficulty selection (Easy, Normal, or Hard).
Magical abilities
Magic Bomber | |
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Flames shoot up from the ground. | |
Magic Bomb | |
Drops a bomb that explodes upon hitting the ground. | |
Magic Typhoon | |
A whirlwind of stars swirls up the screen. | |
Magic Ball | |
Balls fly around and bounce off walls and the screen. |
Items
Treasure Chest | |
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Attack to release coins or other items. | |
Enemy Chest | |
Attack to release enemies. Enemies spawned from chests do not drop coins. | |
Coins | |
Collect coins to spend in the store for items. Coins are dropped by enemies or found in chests. A coin can be worth 10, 100, 500, or 1,000 coins depending on its size. | |
Magical Orb | |
Gives the player another use of the magic ability. The first twin can hold up to 3 at a time, and the second twin can hold up to 5 at a time. Costs 1,200 coins. | |
Blue Capsule | |
Replenishes a small amount of health. Costs 500 coins. | |
Red Capsule | |
Replenishes a large amount of health. Costs 800 coins. | |
Bonus Star | |
Gives the player 5,000 bonus points. | |
Yashichi | |
Gives the player 10,000 bonus points. This symbol occurs frequently as a bonus item in Capcom games. | |
Fairy | |
Fairies appear starting in round 4 to give the player hints. Fairies also heal the player for a small amount. | |
Power Sword | |
Upgrades the player's attack power. Costs 9,000 coins. | |
Battler Sword | |
Upgrades the player's attack power. Costs 15,000 coins. | |
Super Sword | |
Upgrades the player's attack power. Costs 22,000 coins. | |
Power Shield | |
Upgrades the player's defensive power. Costs 6,000 coins. | |
Ace Shield | |
Upgrades the player's defensive power. Costs 12,000 coins. | |
Super Shield | |
Upgrades the player's defensive power. Costs 20,000 coins. | |
Continue | |
Gives the player a continue. The player can only have one continue at a time. Costs 2,000 coins. |
Rounds
The player can play the first three rounds in any order, and the remaining rounds are played in order.
Round 1: The Earth Callia | |
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Consists of a forest section and a lava-filled cavern. The goddess Callia is encountered at the end of this level and gives the player the Magic Bomb. | |
Round 2: The Heavens Meius | |
At the end, the Shrine of Meius, the god of the heavens, is reached and gives the player the Magic Typhoon. | |
Round 3: The Sea Poseidon | |
The twins travel through a haunted sunken pirate ship and receive the Magic Ball. | |
Round 4, Stage 1: Discovery of Monster Castle | |
Jungle/crystal caverns. | |
Round 4, Stage 2: Invasion of Monster Castle | |
The underwater foundations. | |
Round 4, Stage 3: Monster Castle's Dungeon | |
The monster castle dungeon. | |
Round 4, Stage 4: Into the Sky | |
Into the sky. | |
Round 4, Stage 5: Top of Monster Castle | |
Ascent to the top of monster castle. The final key is hidden in the throne in the boss fight. | |
Round 5: Escape to Paradise | |
Escape to paradise. |
Versions
The most conspicuous change in the Mega Drive version of Chiki Chiki Boys is the lack of the two-player mode found in the arcade version. Otherwise, it is relatively faithful, save for minor cutbacks in graphical quality (both in the form of fewer colours, less detailed backgrounds and foregrounds, and some minor visual effects). While the stages have the same layouts, in the Mega Drive version they are not continuous like the arcade; instead they are divided into sections which are separated by black screens, presumably as the console loads a new set of graphics. Also, the Mega Drive version also lacks the time limit seen in the arcade.
In the arcades, Chiki Chiki Boys runs on Capcom's CPS hardware with an internal resolution of 384x224, which is then squashed to fit a 4:3 monitor. As such, all of the graphics were purposely drawn wide by the original artists in the knowledge that the image would "correct" itself before being shown on screen. The Mega Drive version appears to borrow graphics from the arcade, however as the console renders the game at 320x224, this correction process does not occur and the majority of the visuals are therefore too wide.
Production credits
- Game Design: Bully Duck
- Director: Poo, Kihaji
- Object Design: Manbou, Ikusan Z, Unicorn Mayumi
- Scroll Design: Zummy & Ziggy
- Sound Design: Hifumi
- Hard Design: Kuccan
- Special Thanks: Ozzy, Kame, Satochin, Genie
- Programming: Blbon, Meijin, Saikou Yuki
- Graphic Design: Minoyan, Banana
- Sound Arrange: Junchan
- Support: Sakura, Kineo, Ozuka Akuzo, Zin Ryu
- Special Thanks: Ohno chan, Chiki Room
- Programming: Winza
Magazine articles
- Main article: Chiki Chiki Boys/Magazine articles.
Promotional material
Physical scans
71 | |
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Based on 35 reviews |
Mega Drive, AU |
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Technical information
- Main article: Chiki Chiki Boys/Technical information.
References
NEC Retro has more information related to Chiki Chiki Boys
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- ↑ File:Chikichiki md jp cover.jpg
- ↑ 2.0 2.1 https://sega.jp/history/hard/megadrive/software.html (Wayback Machine: 2020-07-20 09:51)
- ↑ Sega Pro, "June 1993" (UK; 1993-05-13), page 20
- ↑ 4.0 4.1 Computer & Video Games, "June 1993" (UK; 1993-05-15), page 97
- ↑ 5.0 5.1 Sega Pro, "April 1993" (DE; 1993-03-26), page 21
- ↑ File:Chiki Chiki Boys MD credits.pdf
- ↑ 1700 igr dlya Sega, "" (RU; 2001-xx-xx), page 47
- ↑ Aktueller Software Markt, "August 1993" (DE; 1993-07-12), page 41
- ↑ Beep! MegaDrive, "October 1992" (JP; 1992-09-08), page 23
- ↑ Consoles +, "Janvier 1993" (FR; 199x-xx-xx), page 108
- ↑ Mean Machines: The Essential Sega Guide, "" (UK; 1993-11-18), page 31
- ↑ Famitsu, "1992-10-09" (JP; 1992-09-25), page 39
- ↑ GameFan, "Volume 1, Issue 2: December 1992" (US; 1992-xx-xx), page 9
- ↑ Gamers, "Dezember/Januar 1993" (DE; 1992-11-19), page 96
- ↑ Hippon Super, "November 1992" (JP; 1992-10-03), page 46
- ↑ Joypad, "Décembre 1992" (FR; 1992-1x-xx), page 102
- ↑ Joypad, "Avril 1993" (FR; 1993-0x-xx), page 159
- ↑ Joystick, "Décembre 1992" (FR; 1992-1x-xx), page 167
- ↑ Sega Mega Drive Advanced Gaming, "April 1993" (UK; 1993-xx-xx), page 60
- ↑ Mega, "January 1993" (UK; 1992-12-17), page 57
- ↑ Mega Action, "June 1993" (UK; 1993-05-20), page 47
- ↑ Mega Force, "Avril 1993" (FR; 1993-0x-xx), page 82
- ↑ Mega Fun, "06/93" (DE; 1993-05-19), page 41
- ↑ MegaTech, "January 1993" (UK; 1992-12-20), page 70
- ↑ Micromanía (segunda época), "Abril 1993" (ES; 1993-0x-xx), page 44
- ↑ Marukatsu Mega Drive, "November 1992" (JP; 1992-10-xx), page 107
- ↑ Mean Machines Sega, "January 1993" (UK; 1992-12-28), page 50
- ↑ Player One, "Avril/Mai 1993" (FR; 1993-04-10), page 60
- ↑ Play Time, "4/93" (DE; 1993-03-10), page 112
- ↑ Power Up!, "Saturday, May 08, 1993" (UK; 1993-05-08), page 1
- ↑ Power Unlimited, "Nummer 1, Juli 1993" (NL; 1993-0x-xx), page 38
- ↑ Sega Power, "February 1993" (UK; 1993-01-07), page 46
- ↑ Sega Pro, "February 1993" (UK; 1993-01-14), page 56
- ↑ Sega Pro, "April 1993" (UK; 1993-03-11), page 64
- ↑ Sega Zone, "January 1993" (UK; 1992-12-xx), page 56
- ↑ Sega Force, "April 1993" (UK; 1993-03-04), page 40
- ↑ Sega Saturn Magazine, "September 1995" (JP; 1995-08-08), page 85
- ↑ Todo Sega, "Abril 1993" (ES; 1993-03-15), page 26
- ↑ Tricks 16 bit, "Tricks Sega Gold 800 igr" (RU; 1998-03-20), page 43
- ↑ Video Games, "1/93" (DE; 1992-12-16), page 57
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