Uploaded December 2021 | Updated September 2026, 3 weeks ago
Apologies for the game screen suddenly going black and white during the ending for a short while; that's the result of the USB connection from my capture device randomly loosening at the worst possible moment (seriously, couldn't it have waited like, another minute?!). The game does not normally turn black and white at all, even if the timing of it did look suspiciously fitting!
Anyway, this is a recording of one full game of "SD Gundam Gashapon Warriors 2: Record of Capsule Wars" (as I might translate the title) for the MSX2 microcomputer, published by Banpresto on floppy disk in 1990. I selected to play on the Full Moon Island map, versus the CPU, on the easiest difficulty, with the option set for both sides to start with a larger number of units, and a starting fund of 5,000 CT (credits, I guess?) for both sides as well. In retrospect, I should've picked a higher difficulty level, as the CPU is an absolutely MORON on Easy. ;)
The goal of the game is simply to take the enemy's main base, which is guarded by the most powerful unit in the game: the Musya-Z. Whichever side takes the opposing base first wins.
Along the way, you can capture cities, artillery, satellites, etc., each of which adds to the amount of money you receive at the beginning of each turn (represented by the IC number at the bottom of the screen).
Money can be spent at your main base or any of your sub-bases to buy new units, each of which take a certain number of turns to be constructed (between 1 and 3) and can then be deployed at will from that specific base for as long as you still own it. That last part is important, as it is possible to take over enemy sub-bases -- and if there are any units under construction or ready to be deployed when you take them over, they become YOUR units!
I took over one of the enemy's sub-bases during this game, in fact, but then lost it before the Z-Gundam I'd commissioned was finished being built. Fortunately, the CPU was TOO STUPID to deploy said Z-Gundam (despite having ample opportunity to do so!), so I was able to retake the (completely unguarded) sub-base on my very next turn, then immediately deploy my Z-Gundam and use it to finish off the enemy's Musya-Z to win the match. Not the best strategy there, CPU! ;)
During battle, your unit generally has a button 1 attack (a ranged weapon) and a button 2 attack (usually a beam sword), and possibly a tertiary attack that's triggered by pressing both buttons together (grenade, homing missile, etc.). There are also a number of power-ups and power-downs that appear at random in the stage: oil to repair your unit or shoes to make you move faster are the good ones, but the talisman is the worst, as it freezes you in place for 5 seconds. The clock, then, reduces the amount of time remaining before the battle is declared a draw, and if you happen to pick up a flashing clock, it just ends the battle in a draw right then and there.
There are also tiny robots, jellyfish, etc. that exist solely to get in your way, but can be moved around or have their movement direction reversed by shooting them, potentially allowing them to be used strategically.
One thing that I didn't actually do at all during this match was deploy a carrier unit -- these are units that CAN fight other units, but can't take over cities, artillery, satellites, etc., nor can they capture bases. Instead, they can carry other units (up to three at a time) over long distances, as well as directly fire missiles or beams at other units on the map (missiles do a lot of damage but are most likely to miss, while beams do little damage but are most likely to hit). I probably should've used these units more strategically in this match, especially with all the obstacles making movement from one end to the other pretty slow-going, but... hey, the CPU was an idiot, so it didn't really matter in the end. Heheh.
Anyway, I hope you enjoy this footage! There's a little bit of gameplay from the MSX version to be found on YouTube already, but it's very minimal, and doesn't show an entire match from beginning to end, so I figured I'd do the honors of being the first to upload that for your viewing enjoyment. This isn't a quick game to play, but it is a lot of fun, and has sparked my interest in the other SD Gundam games (none of which I've ever played!), so all in all, I'm really glad to have gotten my hands on this one, and definitely give it a recommendation for other MSX gamers -- especially those looking for a really nice 2-player title!
Apologies for the game screen suddenly going black and white during the ending for a short while; that's the result of the USB connection from my capture device randomly loosening at the worst possible moment (seriously, couldn't it have waited like, another minute?!). The game does not normally turn black and white at all, even if the timing of it did look suspiciously fitting!
Anyway, this is a recording of one full game of "SD Gundam Gashapon Warriors 2: Record of Capsule Wars" (as I might translate the title) for the MSX2 microcomputer, published by Banpresto on floppy disk in 1990. I selected to play on the Full Moon Island map, versus the CPU, on the easiest difficulty, with the option set for both sides to start with a larger number of units, and a starting fund of 5,000 CT (credits, I guess?) for both sides as well. In retrospect, I should've picked a higher difficulty level, as the CPU is an absolutely MORON on Easy. ;)
The goal of the game is simply to take the enemy's main base, which is guarded by the most powerful unit in the game: the Musya-Z. Whichever side takes the opposing base first wins.
Along the way, you can capture cities, artillery, satellites, etc., each of which adds to the amount of money you receive at the beginning of each turn (represented by the IC number at the bottom of the screen).
Money can be spent at your main base or any of your sub-bases to buy new units, each of which take a certain number of turns to be constructed (between 1 and 3) and can then be deployed at will from that specific base for as long as you still own it. That last part is important, as it is possible to take over enemy sub-bases -- and if there are any units under construction or ready to be deployed when you take them over, they become YOUR units!
I took over one of the enemy's sub-bases during this game, in fact, but then lost it before the Z-Gundam I'd commissioned was finished being built. Fortunately, the CPU was TOO STUPID to deploy said Z-Gundam (despite having ample opportunity to do so!), so I was able to retake the (completely unguarded) sub-base on my very next turn, then immediately deploy my Z-Gundam and use it to finish off the enemy's Musya-Z to win the match. Not the best strategy there, CPU! ;)
During battle, your unit generally has a button 1 attack (a ranged weapon) and a button 2 attack (usually a beam sword), and possibly a tertiary attack that's triggered by pressing both buttons together (grenade, homing missile, etc.). There are also a number of power-ups and power-downs that appear at random in the stage: oil to repair your unit or shoes to make you move faster are the good ones, but the talisman is the worst, as it freezes you in place for 5 seconds. The clock, then, reduces the amount of time remaining before the battle is declared a draw, and if you happen to pick up a flashing clock, it just ends the battle in a draw right then and there.
There are also tiny robots, jellyfish, etc. that exist solely to get in your way, but can be moved around or have their movement direction reversed by shooting them, potentially allowing them to be used strategically.
One thing that I didn't actually do at all during this match was deploy a carrier unit -- these are units that CAN fight other units, but can't take over cities, artillery, satellites, etc., nor can they capture bases. Instead, they can carry other units (up to three at a time) over long distances, as well as directly fire missiles or beams at other units on the map (missiles do a lot of damage but are most likely to miss, while beams do little damage but are most likely to hit). I probably should've used these units more strategically in this match, especially with all the obstacles making movement from one end to the other pretty slow-going, but... hey, the CPU was an idiot, so it didn't really matter in the end. Heheh.
Anyway, I hope you enjoy this footage! There's a little bit of gameplay from the MSX version to be found on YouTube already, but it's very minimal, and doesn't show an entire match from beginning to end, so I figured I'd do the honors of being the first to upload that for your viewing enjoyment. This isn't a quick game to play, but it is a lot of fun, and has sparked my interest in the other SD Gundam games (none of which I've ever played!), so all in all, I'm really glad to have gotten my hands on this one, and definitely give it a recommendation for other MSX gamers -- especially those looking for a really nice 2-player title!
![[Unreleased Game Music] Multiverse - Montys Theme
Music from the 2018 homebrew MSX action/adventure game Multiverse by Hikaru Games and Micromancers, composed by Carlo Bandini.
This Metroidvania-esque game sees two characters a boy named Monty Scott and his loyal dog, Nicemoon traversing two parallel worlds named Terra and Fable to rescue Montys missing scientist father.
Players can switch between Monty and Nicemoon on the fly, and will need to do so frequently, as each character has different core abilities needed to complete the game: Monty can jump high, climb ladders, and use weapons, while Nicemoon can jump far and is invulnerable to monsters and basic hazards. Both characters can flip switches, and this will become the main reason to swap between them, as certain switches can only be reached by either Monty or Nicemoon, generally causing obstructions in the other characters section to vanish when flipped.
The game is a lot of fun, and is full of really cute, vibrant, detailed backgrounds, though the character-swapping mechanic is a bit underutilized IMHO Nicemoons role in the adventure is over well before the games halfway point, and hes only used for brief segments before that, so youll be spending a good 80% or more of your time playing as Monty.
Fortunately, playing as Monty is fun, and the world is a joy to explore, so Multiverse still comes very highly recommended though I do feel Hikarus previous MSX offerings, Caos Begins and Children of the Night, are overall better games.
One things for sure, though: Carlo Bandinis PSG music is absolutely superb in every Hikaru Games release, and Multiverse is most certainly no exception to that! There are two main tracks that play throughout your advehture, changing depending on which character youve selected (though this video is accompanied by Montys theme ONLY, without sound effects, so as to showcase that particular piece of music).
Montys theme is the catchier of the two IMHO, but Nicemoons is very cute and happy, just like Nicemoon himself! It calls to mind Pochis theme from the MSX versions of Dragon Slayer IV: Drasle Family (and given his invulnerability to monsters, Nicemoon himself seems more than a little inspired by Pochi!).
Please enjoy, and if youre a fan of MSX homebrew (or Colecovision homebrew!), be sure to support Hikaru Games physical releases and keep up with their future titles via the Micromancers website here:
http://micromancers.com/ [Unreleased Game Music] Multiverse - Montys Theme](https://i.ytimg.com/vi/zCFURheuVUA/mqdefault.jpg)
![[MSX wo 10-bai Tanoshimu Disc] - 04 - Super Laydock - In the Defence Line
Track ripped from the 2008 WOODSOFT indie/doujin music CD MSXを10倍楽しむディスク (MSX wo 10-bai Tanoshimu Disc / Disc for Enjoying MSX 10x as Much).
This CD is currently out-of-print and unavailable outside of resellers, so Im uploading it to YouTube to help give it more exposure. If anyone from WOODSOFT sees this video and wishes for it to be removed, please let me know and I will gladly defer to your wishes. There are numerous other out-of-print WOODSOFT albums available on YouTube, but this one was notably absent from the mix, and its simply much too good an album not to share!
Homepage for the album:
http://woodsoft.jp/html/msx.html
Track: IN THE DEFENCE LINE
Game: Super Laydock
Arranger: mobius [MSX wo 10-bai Tanoshimu Disc] - 04 - Super Laydock - In the Defence Line](https://i.ytimg.com/vi/zFF2dhuC6BE/mqdefault.jpg)
![[♫] Wings of Arguis (MSX2) - Town Theme
Music from the MSX2 game アルギースの翼 (Arugiisu no Tsubasa) by Kogado Studio.
Pretty cool little obscure RPG with a really nice soundtrack!
This particular track is one of the first youll hear in the game, and if youre a classic gamer, your first thought will inevitably be... isnt that the Wonder Boy stage theme? ;) But fortunately, this town theme diverges in a very interesting direction after just a moment, turning all sorts of jazzy. I didnt like it at first, but it very quickly grew on me!
Loops only twice before fading out, since its a deceptively long track. [♫] Wings of Arguis (MSX2) - Town Theme](https://i.ytimg.com/vi/zS39T_EICzk/mqdefault.jpg)
![[MSX2 Game OST] Kyokugen - GO MAD! (9th BOSS2)
BGM from the indie homebrew MSX2 shmup Kanzen Kouryaku Kyokugen, a.k.a. The Ultimate Conquest KYOKUGEN: The Shooting Star Children, developed and released in 1997 by M-KAI and receiving a Dutch English release in 2000 from MSX-Info Blad.
A soundtrack CD for both this title and its sequel, Pleasure Hearts, was produced and sold in Japan by Primitive Sound, though the websites order form unfortunately no longer seems to be active. Im still seeking a copy of this soundtrack, but in the meantime, a kindly anonymous donor ripped the disc for me after I mentioned how much I liked it, and Im sharing it on here in its entirety with his permission. This is an unauthorized upload done for the purpose of preservation, and I will gladly and immediately take down this video if M-KAI, Primitive Sound, or anyone else associated with this music asks me to. I claim no ownership of it, and sincerely apologize if this upload causes anyone any trouble in any way.
As far as I can tell, its composer is the same guy who made the entire game: Shinobu Hatakeyama, who went on to create a ton more shmups for a bunch of different systems, including legendary titles like Judgement Silversword and Eschatos. (The music is simply credited to M-KAI, but the in-game credit scroll accompanying B- and C-rank endings seems to imply that M-KAI was basically just him at this point in time.) This was his very first shmup, and its pretty much one of the best shmups on the entirety of the MSX in my opinion you can choose from any of 12 different playable characters at the start of the game (including Izumi from his previous JRPG title, Izumic Ballade), all of which have wildly different shot and bomb types, as well as different attack, defense, and speed stats. There are also 2 time-attack modes, 4 additional unlockable characters/ships, 7 difficulty levels (the upper 3 of which bring with them an FMV-esque cutscene and an additional stage with additional bosses), 2 gameplay styles (regular and double-size), and a second loop through the game when completing it on the hardest difficulty. Add to that unique endings for each character on each difficulty level (most of them consisting of textual changes only, but still!), and you have one impressive outing for a game made on an 8-bit platform by a single high school kid (yeah, he was still in high school when he made this!).
For more information on the soundtrack CD, please check out its listing on Primitive Sounds official website here (though, again, the order form seems to no longer be functional):
http://www.primitivesound.info/pscd1001.html
You can also check its VGMdb listing here:
https://vgmdb.net/album/17784
I hope you enjoy this music as much as I do! [MSX2 Game OST] Kyokugen - GO MAD! (9th BOSS2)](https://i.ytimg.com/vi/zer8XVRUK6k/mqdefault.jpg)