Are you prepared to enter... the Riot Zone? That's what this game probably didn't ask players rhetorically in its advertising, but I'm doing so on their behalf. Riot Zone (JP: Crest of Wolf) is one of a small handful of brawlers on the TGCD, a genre that seems oddly under-represented given how ubiquitous they were everywhere else in the early 90s. It's also based on an Arcade game, but isn't quite a complete conversion: Y'see, the developers Westone teamed up with Hudson to produce their Sega-published Arcade game Riot City on the TurboGrafx-CD. Because Sega owned the rights to all the character and location names, all those aspects had to be changed. The rest of the game is identical, save for the new redbook CD audio score.
This practice wasn't new for Westone and Hudson. Best known for the Wonder Boy series, Westone originally produced Arcade and console versions of the Wonder Boy games for Sega and found ways to sidestep any litigation issues with their subsequent publishing deals with Hudson, eventually leading to Adventure Island (Hudson's take on the first Wonder Boy) and The Dynastic Hero (Hudson's take on the fifth Wonder Boy, Wonder Boy in Monster World. It's also another TG-CD game, so I might have to cover that next time).
I mean, I say this game is based on Riot City, but perhaps I should cut out the middleman and just say that this game is based on Capcom's Final Fight. It's kind of shameless, even. That said, at least they didn't steal the plot from Final Fight (they stole it from Streets of Rage instead). But hey, we came here to Riot, not to get all angry about things.
Highway to the DragonZone
Riot Zone isn't terrible, honestly, and you could probably ascertain as much from watching Jeff play it during Vinny's moment of triumph. I mean, sure, it's a brazen Final Fight knock-off, but given the slim pickings for Turbo-CD brawlers, it's not too bad as far as Hobson's (Hudson's?) choices go. It moves at a leisurely pace and enemies drop a lot of food items (well, when they feel like it) so it doesn't quite make the mistake of bringing an Arcade brawler to consoles and forgetting to ease off the quarter-munching difficulty. That might just be the limitations of the hardware though, reducing the number of simultaneous enemies on the screen and making sure everything isn't flitting by at 60fps. Ah, early 90s console ports.
Anyway, we never did see the DragonZone, but perhaps we'll see something equally dangerous in the next (and final!) episode of Octurbo-CD. Until then, I'm going to finish my laundry and then jab a knife through a picture of that laundry. "To Do" lists are for chumps.