Take on the NES Library

An 8-bit Extravaganza!

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FEB
01
2019
2

#108 – RoboCop

Dead or alive, you’re coming with me!

I don’t usually see a “subtitle” before the title like this.

To Beat: Reach the ending
Played: 12/9/18 – 12/14-18
Difficulty: 4/10
My Difficulty: 4/10
My Video: RoboCop Longplay

Usually when I play a game based on a movie, I always end up saying something about how I never saw the movie because my childhood was deprived and all that stuff.  This time I actually have seen the original RoboCop.  It’s just that it was several years ago and even then I barely remember anything about it.  RoboCop is one of those gritty late 80’s action movies that is ripe for a video game.  I would say it’s a pretty decent one.  Let’s take a look.

RoboCop is a 1987 action movie written by Edward Neumeier and Michael Miner and directed by Paul Verhoeven.  The film is about a dystopian, run-down Detroit, Michigan that makes a deal with a huge corporation, giving them control of the police department in exchange for renovating part of the city.  RoboCop was born out of an idea from one of the company executives where a recently-deceased person would have most of his or her body replaced with cybernetics, transforming the person into RoboCop who will help drive down crime.  The movie was a financial success and had relatively positive reviews from critics.  RoboCop would become a big media franchise including three feature films, a 2014 remake, two live-action TV series, two animated series, and several runs of comic books.

There were also several video games based on RoboCop.  All three feature films received a video game adaptation.  There was a RoboCop vs. The Terminator game based on the comic mini-series.  There is a Game Boy Color game that appears to have been released only in Europe.  A PlayStation 2 and Xbox RoboCop game came out in 2003.  There were also two mobile games.  The NES received three RoboCop games while a RoboCop vs Terminator NES port was developed but never released.  The NES RoboCop game was released first on the Famicom in August 1989.  The North American version came in December 1989, and the PAL version launched in April 1991.  The game was developed by Sakata SAS who ported many Data East games to the NES.  The game was published by Data East except in PAL territories where it was published by Ocean Software.

Just casually punching thugs on the street.

This game loosely follows the plot of the film.  You play as RoboCop over six different assignments.  Your first missions don’t seem to be based on the movie.  You follow RoboCop as he cleans up the streets, takes out some bad guys, and deals with a hostage situation at City Hall.  Later, you encounter and go after Clarence Boddicker and Dick Jones, both villains from the movie.  You beat the game once you complete all six missions.

RoboCop is a side-scrolling action game with basic controls.  Use the D-pad to walk around Left and Right.  You can’t jump in this game.  The B button punches while the A button fires weapons.  If RoboCop doesn’t have a weapon drawn, the A button also punches.  RoboCop can take the stairs by pressing either Up or Down while standing near the stairs, but the positioning for this is a little tricky at first.  You can press Down to duck and fire low.  You can press Up to enter doorways.  RoboCop can fire his guns in any direction including diagonals by pressing the desired direction when shooting.  The Select button with the Down arrow is used to block punches.

The lower portion of the screen contains your useful information.  The left side shows your energy level and your power level.  Below that is your score.  Your currently selected weapon is in the center followed by your ammo count and maximum ammo.  You can switch between weapons by pressing either Up or Down when the game is paused.  The four boxes on the right side are your function indicators.

One of the main mechanics in the game is the connection between the energy and power meters.  The energy meter corresponds to your battery while your power meter is more like your health meter.  When you take damage from enemies, it always drains your energy meter a little bit.  Some enemies also deal damage that affects your power meter more drastically.  Your energy slowly drains away as you play, acting like a timer.  You die when either meter is depleted so you need to manage both as you play.

Both the lower indicator and wall flashing make this obvious.

The four indicators at the bottom of the screen will blink to notify you of certain things during the game.  The first is the infrared indicator which blinks whenever your infrared vision is turned on.  When this happens, part of the stage will blink and you have to attack it with punches.  The second indicator is the punch indicator.  When blinking, it means the enemies on screen can only be defeated with punches.  The third is the foe detector which blinks faster the closer you get to the end-level boss.  The final indicator is the energy and power alarm.  This indicator blinks either when you are low on energy or power or when either meter has dropped quickly.

There are a couple of different weapons you will acquire through the game.  Your default gun is the Auto-9, a handgun with unlimited ammo.  It is basic but effective.  There is a machine gun with rapid fire capability that burns through bullets very fast.  The best weapon is the cobra gun.  It launches huge bullets that do massive damage.  However, you don’t find the gun until late in the game, and when you do it can only be fired a few times before it’s gone.  Use it wisely!

There are a few pickups during the game that help you out.  Sometimes defeated enemies drop them, but mostly you will find them lying on the ground.  Walk over them and duck with Down to bend over and pick them up.  A lightning canister fills up part of your energy meter, while the canister with the letter P on it restores part of your power meter.  You can also find machine guns and cobra guns on the ground to give you more ammo.

Pickups aren’t usually this plentiful.

RoboCop is quite a straightforward game.  The levels are relatively small and self-contained.  You usually travel to the right with only a few stages that have different paths through.  There are simple enemies that run at you.  Guys with guns fire out of windows and you have to aim your guns to defeat them.  RoboCop does not always have access to his gun.  At certain points, RoboCop will either draw his gun or put it away.  This means you have to get used to punching, but often the enemies you get are suited to your weapon loadout at the time.  All levels end in a boss fight.  Simple stuff.

After the second and fourth missions, you get to play a shooting mini-game.  This is a first-person style game where you move a targeting reticle with the D-pad and press A or B to shoot.  Targets appear and you have to blow away as many open ones as you can.  You will get a feel for which ones appear quickly and which ones take a while to set up.  If you manage to take out all the targets, you will earn an extra life.  You also get a bunch of points here during the mini-game if you care at all about your score.

RoboCop has only one life in the game.  Your extra life is extremely valuable because when you die you get all your energy and power restored right away and can keep playing from that same spot.  Otherwise, you can continue up to three times.  You will continue at the start of the current mission with just your base equipment.  Normally you get to keep your weapons from level to level, but continuing is better than starting over.  One really annoying thing about this game is that when you run out of continues, the game freezes on the Game Over screen and you have to physically reset the console to start over.

Just a handgun? No problem!

I have played RoboCop many years ago as a kid.  I remember a babysitter had the game with her NES and I’m pretty sure that I even beat the game back then.  This was my first time playing the game in probably 25 years, so it might as well have been a new game to me.  I don’t think I owned a copy of the game until during my collecting days, though it is a common one and I have owned several copies.  You could probably get a copy yourself for around $5.

I only needed a few attempts to complete the game.  It wasn’t until the end that I managed enough shots in the target game to earn an extra life.  That pushed me over the top.  I can handle each level on its own well enough except the final level, but with the extra life I can make it.  Nowadays, I tend to play through games like this twice.  The first playthrough is casual, and then I do another one for video.  My casual playthrough and my recorded longplay ended up just about identical from what I remember.  I think I needed the extra life a little earlier in the longplay but it’s not a big deal.  Even with limited continues and no lives to start, the fact that I can now beat the game quickly after only a few tries makes this game a little bit below average difficulty in my view.

RoboCop is kind of a no-frills, average action game.  The graphics and music are pretty decent.  There are some animated cutscenes that are nice.  The controls are stiff and triggering the stairs could have better hit detection.  I like that you can fire in all directions and that shooting is responsive.  I think the boss encounters are pretty neat.  The energy and power meters maybe don’t make the most sense in gameplay, but it forces you to play quickly and effectively which I think is okay.  I like this game, but I admit that it is average and doesn’t really stand out so much.  It is far from an essential game and can probably be skipped, but I feel it’s worth a look anyway, especially if you don’t have to spend much on it.

#108 – RoboCop

 
JAN
25
2019
0

#107 – Isolated Warrior

Taking care of threats from all angles.

Nicely animated title here.

To Beat: Beat all six stages
To Complete: Beat the game without continuing and finish the final special stage
What I Did: Completed the game
Played: 11/28/18 – 12/7/18
Difficulty: 6/10
My Difficulty: 6/10
My Video: Isolated Warrior Longplay

I will always find it fascinating whenever I play an NES game that has some kind of quality to it that isn’t often seen, and then very soon after I play another game that shares that same quality.  This might be the only time anyone has ever linked Bill & Ted’s Excellent Video Game Adventure with Isolated Warrior, but here we are.  I went from an adventure game with an isometric perspective to a shoot-em-up also in that same view.  The difference is I enjoyed playing Isolated Warrior much more.

Isolated Warrior was released in February 1991 in both Japan and North America.  The Japanese title is Max Warrior: Wakusei Kaigenrei.  This game also had a PAL release in 1991.  Isolated Warrior was developed by KID and published by Vap in all territories.  NTVIC is also credited as a co-publisher on the NES title.  I was surprised to learn that KID developed several NES games, including the already completed Burai Fighter.  That tells me that they know how to develop a good shooter.

Isolated Warrior is a shoot-em-up with an isometric perspective.  It follows the story of the fall of the planet Pan which exists outside of our galaxy.  Aliens have taken over the planet and all are advised to evacuate the planet, including the army.  The commander of the army, Max Maverick, refuses to evacuate and goes to take on the alien forces all by himself.  His journey takes him over six stages of shooting action.  If you play well enough, you may unlock the final seventh stage.  Beating that gives you the proper ending to this game.

Just a casual stroll down the street

The controls here are mostly straightforward.  You use the D-pad to move in all directions.  This game includes some light platforming elements and you can press A to jump.  If you hold the A button down, you will perform a somersault in the air.  Press A again while airborne to launch bombs.  The B button fires your normal weapons with unlimited ammo.  Press Select to switch between two different types of firing modes.  You may also press Start to pause the game.

The obvious gimmick here is the isometric viewpoint.  This game is an upward-scrolling vertical shooter that also pans slightly to the right.  Your normal shooting direction is fixed in the direction of the scrolling, which can make it a little tricky to line up with the enemy at first.  You will get used to it rather quickly.

There is a healthy amount of information on the bottom of the screen.  The left side contains your high score in the first row, and your health bar and number of lives remaining in the second row.  The center portion displays which weapon mode you are using, along with the number of weapon pickups collected of that type.  Below that is the current weapon level.  It’s a little confusing but I’ll clear it all up shortly.  The right side contains your current score.  You also see the power level of your bombs and a meter displaying how many bombs you have at your disposal.

At any time during gameplay, you can toggle between the two firing modes by pressing Select.  One is a straight shot and the other is a wide spread shot.  You can upgrade these as you go by collecting L and W icons, which upgrade the standard shot and wide shot respectively.  The game keeps a counter of how many icons you have collected.  You can go from 1 to 12 for each weapon.  You might think there would be twelve power levels for each weapon, but there are only five.  You have to reach a certain number of pickups to level up the weapon.  You can see both the number of pickups collected and the weapon level on screen, but the power level is what really matters.  Each weapon power level gives you an extra shot on-screen to work with.  For instance, at level 3 wide shot you get a three-way spread shot.  In straight shot mode you can fire both straight ahead and backward.

Five-way shot is useful against waves of smaller enemies

You also get five levels of bomb power.  There are B icons that increase your bomb power level directly.   You can power up to level 5.  Levels 1 through 4 give you a single bomb, three-way spread, five-way spread, and eight-way spread respectively.  For the first three bomb levels you can choose the direction you want to toss bombs with the D-pad as you use them.  Level 5 is a more powerful version of the eight-way spread but you can only use it once before being downgraded back to Level 4.  You can hold up to ten bombs, which is quite a lot of firepower if you can keep it at a high level.

There are other powerups.  The S powerup increases your movement speed.  There are also 1ups appearing on occasion.  The remaining powerups look similar enough that it is tough to tell what they are in the heat of the fight.  A long pill-shaped powerup is called The Bullet, which gives you an extra bomb.  A purple sphere is just for bonus points.  Another purple sphere with a wave on either side restores two points of your health bar.  The Barrier is a football-shaped powerup with waves around it and a white center.  This powerup is often carried on-screen by an enemy group near the stage boss and you get to knock it out of their grasp.  The Barrier puts a shield around you that lets you get hit five times without losing health.  After taking four hits, the shield will start blinking to indicate it is almost gone.

Isolated Warrior’s jump mechanic puts a little bit of platforming in this shooter.  There are various traps you will have to avoid by jumping.  There are simple walls that will crush you against the bottom of the screen if you don’t jump in time.  There are hazards on the floors like lava or electricity where you will suffer heavy damage if you set foot there.  Pits are also common and you lose a life if you fall in.  Jumping mostly keeps you from danger because most of the bullets are fired along the ground and you can just leap over them.  I found it normal to spend a lot of time jumping and weaving my landings around bullets.  Sometimes enemies are in the air and you can only defeat them by jumping and shooting precisely.

The purple goop hurts and is everywhere

While most of the game is spent traveling on foot, there are two stages where you get to drive other vehicles.  The second stage features a hovercraft over a river.  You drive upstream much faster than you walk.  The controls are the same and you can still jump and everything, so it’s really just an excuse to make the scrolling faster.  In the fourth stage, you drive a motorcycle up a destroyed highway.  This level feels the fastest of them all.  There is one slight quirk to the motorcycle.  If you press Down before pressing A, instead of jumping you will perform a wheelie.  This lets you pass through bullets that would normally hit you directly.  You can still fall through holes or crash into walls no matter what.

Isolated Warrior has a power down system in place for when you die.  Your current weapon goes all the way back to Level 1 and you also lose a level of bomb power.  Being able to keep your other weapon at its current strength gives you a fighting chance to get back into the game.  If you take a few deaths close together and lose both of your weapons, well, good luck.  Some enemies take enough firepower to defeat that you start stacking them up with the next set of enemies and it becomes too much.  It’s not full-blown Gradius Syndrome, where powering down means a near-impossible road ahead, but resetting and starting over begins to sound like a decent idea.

To combat the powering down, there are a few things that work in your favor.  Having a life bar really helps you plan ahead a little bit so you can stash away the weapon you really want in case you perish.  The game is also somewhat friendly with extra lives.  You earn lives every 300,000 points on top of the pickups.  If you get pretty far in the game on one life, you should have enough lives to at least learn that level so that you’ll be better off the next time.  This game also features passwords after every stage.  These are four-digit passwords that start you at the beginning of the stage with the base equipment.  I found that I was better off playing from the start every time and that the passwords were only useful for practice.

Hello there giant screen-filling boss!

Reaching the end of stage six gives you an ending, but it’s a crummy one.  You are advised to beat all six stages before the game is over to reach a special seventh stage.  I have read that some people think you have to beat all six stages on one life, but you only need to finish them without continuing or using passwords.  The secret stage is challenging and ends in the true final boss fight.  This gets you the good ending.  I am okay with someone getting the bad ending and saying that they beat it.  I think most players would argue that you really need the good ending on this one.  Of course, that’s what I planned to go for anyway.

I played Isolated Warrior a little bit as a Nintendo Age contest game back in 2016.  I stalled out in Stage 4 but didn’t really give it my full effort.  I bought this game for a cool $7 on eBay in August 2014.  It was a good deal for a $12 game at the time, though there is a tear in the back label.  In February 2015, a Nintendo Age thread was created that hyped the game up as hidden gem.  Sure enough, the game price saw a steady climb for the next couple of years, topping out at over $30 for just a loose cart.  The game sells now for around $20-$25.

I ended up with a pretty good run of this game.  I didn’t have a whole lot of trouble learning the game, but I was a little short on time and I needed over a week before I got it all completed.  The run before I recorded was the first time I reached Stage 7, and I just barely beat it.  I had close to ten lives but piddled them away before beating the final boss on my last life.  Even though the game does give you the Stage 7 password, I didn’t need it.  For my longplay video, I beat the game with four deaths.  The first one was during the Stage 6 boss, and then I lost the remaining ones trying to clear Stage 7.  While not an incredible run, it was one I’m quite happy with.

This part is unfair

There’s only one part of the game I dislike, but it is so flawed that it nearly turned me off from this game entirely.  I’m talking about doing wheelies on the motorcycle in Stage 4.  The problem is that it takes away your jump if you happen to be holding Down.  The level design features huge chunks of highway that are broken up by gaps, so you have to jump.  The level also has the fastest scrolling in the game. Instinctively, you would be moving downward often so that you are at the bottom of the screen which gives you the most time to react.  This results in doing a wheelie and you don’t have enough time to let go of Down and jump again before you fall to your doom.  Even worse, the stage boss is played on a looping section of highway with forced jumps, and the boss itself is tiny and slides around a lot.  It is ridiculously easy to fall here given you have to make so many jumps while you wait to align yourself with the boss.  I had to train myself to jump before pressing Down.  The wheelie itself is a useless move anyway since you can dodge normally or jump in a pinch.  This is a real “what were they thinking?” moment in this game.  No wonder I didn’t get past it in 2016.

Level 4 notwithstanding, Isolated Warrior is a really neat shooter that I’m glad I got to play.  The graphics are nice and unique given the isometric perspective.  I dig the enemy and boss designs, and there’s even cutscenes between stages to advance the story.  The soundtrack is energetic and upbeat.  The controls work great.  I like having two base weapons to work with that I can switch between at will.  The game can be hard but I don’t think it’s too challenging if you stay powered up.  Going for the good ending is a solid challenge.  Isolated Warrior has a good number of stages, but the game itself is on the shorter side and it doesn’t overstay its welcome.  One small negative is that there is some noticeable slowdown at times.  There’s a lot to like about this game.  I don’t know that the game is so hidden anymore, but I feel good saying that it is still a gem.

#107 – Isolated Warrior

 
JAN
11
2019
0

#106 – Bill & Ted’s Excellent Video Game Adventure

This game is not so bodacious, dudes!

It’s one of the longer NES game titles.

To Beat: Reach the ending
Played: 11/5/18 – 11/28/18
Difficulty: 5/10
My Difficulty: 5/10
My Video: Bill & Ted’s Excellent Video Game Adventure Final Level

Another day, another video game adaptation of a movie I haven’t seen.  In this case, I have at least played the game before.  Bill & Ted’s Excellent Adventure seems like a strange choice for a tie-in video game.  It could make for a decent educational game with all the historical figures from different time periods.  Instead, we ended up with a game that’s not much educational but has all the fun of an educational game, meaning it’s not that exciting.  Kudos to the developers for trying, at least.

Bill & Ted’s Excellent Adventure is a comedy from 1989.  In the movie, two high school students from San Dimas, California get access to a time machine that allows them to collect various historical figures to help them complete a history project.  Stephen Herek directed the film which stars Keanu Reeves, Alex Winter, and George Carlin.  While not a critical success, it performed well at the box office.  A sequel, Bill & Ted’s Bogus Journey, was released in 1991.  A third installment is reported to be in the works as of May 2018.

The movie spawned several video games that are all unique from each other.  The NES game, Bill & Ted’s Excellent Video Game Adventure, was released in August 1991.  It was developed by Rocket Science Games and was published by Acclaim Entertainment under the LJN label.  This wasn’t the first game based on the movie.  The PC version from 1989 was a graphical adventure game.  The Game Boy game, aptly title Bill & Ted’s Excellent Game Boy Adventure, was a puzzle platformer.  Finally, the Atari Lynx version also from 1991 is a top-down adventure game.

Clearly, the stakes are high.

Bill & Ted’s Excellent Video Game Adventure on the NES is an isometric adventure game with a plot loosely based on the movie.  Rufus from the movie summons both Bill and Ted to help on an important mission.  Space-time rebels have used the time machine to take historical figures and put them in the wrong time periods.  Both Bill and Ted must work separately to find each person and return him or her to the correct time period.  They need to do this because if history isn’t made right again, our heroes will miss the big concert that will launch the career of their band the Wyld Stallyns.  Unfortunately, they only have access to a pay phone that requires coins before they can time travel.  Your job as Bill or Ted is to find both the historical figure and a specific item that you can use to lure them back home.  You beat the game once you finish all six levels.

After finishing or skipping the introductory story segments, you are presented with a phone book of sixteen historical figures.  (Interestingly, none of these people played a part in the film from what I’ve read.)  The last page in the phone book is your password, which is a seven-digit telephone number that always starts with the fictitious prefix 555.  As you thumb through the phone book, you will come across a second telephone number on one of the pages that blinks red.  This is the number for the person you need to locate in the wrong period.  Press Select at any time to bring up the telephone.  Press A to dial digits and press B to undo them if you make a mistake.  When you have the blinking red number entered correctly, press A to connect the call.  You also use this same telephone screen to enter passwords.

Placing a call puts you in the Circuits of Time.  This is a mini-game that allows you to complete the call.  There are circuits in the background along with circled junctions, one of which contains a spinning phone booth.  Most of the junctions contain one digit of the call you are placing.  The idea is to move to the right from junction to junction until you get to the junction with the last digit of the phone number.  If you don’t do anything on this screen for too long, you will automatically transfer the phone booth to the next junction along the circuits.  You want to avoid this if possible because each automatic transfer costs two coins.  You start out with 15 coins but they get spent very fast this way.  What you can do is press A to launch the phone booth out of its junction in the direction it is facing.  This costs no coins and lets you skip ahead digits if you aim properly.  There is also a red floating junction that you can control with the D-pad used to catch the phone booth if it goes in the wrong direction.  Some junctions contain skulls which both deduct a coin and fire off the phone booth in a random direction, often setting back your progress.  When you reach the last digit, you will have to leave things alone and let the call finish.  The circuit ends in a three-way fork, and as the call is finishing you can take the top fork by holding Up, the bottom fork by holding Down, or the center fork without touching the D-pad.  This determines where you land in the next area.

I’d be dizzy in that phone booth.

The main part of the game takes place on the ground in one of five time periods: Medieval World, Western World, U.S. Revolutionary World, Modern World, and Ancient World.  These levels are in the isometric perspective and you can walk around freely.  Use the D-pad to walk around.  Pressing Up moves you to the upper-right and all the other directions follow from that same angle.  It acts just like the default movement in Q*bert.  Press the A button to jump.  You take pretty large jumps and you can leap over some areas you can’t normally walk on.  However, if you land in a non-walkable area you will fall down and get temporarily stuck.  The only way out is to jump your way out, and sometimes it can take several jumps to get back on the path.  Use the B button to toss out your Good Stuff to help ward off some of the angrier locals.

Pressing either Start or Select during gameplay brings up a menu screen where you can see and do a few things.  The upper left shows where you place another call, should you so choose.  Hold Up and press A to bring up the touch pad to place a call.  In the upper right are the keys you need to get you out of jail.  Your Good Stuff is in the middle, along with a red selection box that you can move to choose which item you want to use with the B button during play.  You also see your coin count and which historical items you have collected so far.

As you are exploring the worlds, there are locals also moving around.  There are three types of locals who are distinguished by how they behave.  One type is the standing local.  You can walk up to them and talk to them.  They can give you items, coins, or hints on where items or historical figures might be found.  They also might tell you to leave them alone.  After speaking with them, they turn into the second kind of local which is the walking local.  They move slowly and mind their own business.  Don’t try to talk to them or even walk up to them.  When they are on the move they get angry and standing in their way will cost you a coin.  If you don’t have any coins left, then you get thrown in jail instead.  The third kind of local is the angry local.  They will pursue you directly with arms outstretched.  If you get caught by one of them, you get thrown directly in jail.

Don’t let them catch you!

When locals are causing you trouble, you can use your Good Stuff.  These are four different disposable items that affect the locals.  Press the B button to throw them.  You can throw different distances depending on how long you hold the button.  Pudding cups draw all locals toward them.  You normally want to throw them in the opposite direction you want to go.  Should a local grab the pudding off the ground, all the locals will go back to their original state except for the one who got the pudding.  That person mellows down.  Firecrackers have the opposite effect; when you throw one everyone runs away.  You can also throw a firecracker close enough to someone to blow them up.  Harsh!  Highly dangerous textbooks are smart bombs that clear the screen of locals.  Finally, cassette tapes start up some music that makes everyone dance.  Now you can go freely for a little while, but you still need to keep from running into a dancer or you’ll get tossed in jail.  Also, when the music runs out, any local on screen will switch to angry mode.

At the start, you are dropped off in a world you don’t know while trying to find someone without knowing their location.  You are going to need some assistance from the locals.  Occasionally, a standing local will provide some information on where you might look for items or which direction you should go to find the historical figure.  You will have better luck holding conversations with people indoors, but they aren’t always easy to find.  Throughout the worlds there are several buildings or houses with open doors.  Sometimes the door is locked and you can’t get in.  Other times you come into an empty room.  These rooms often act as warp rooms where you can jump to a different building across the map by leaving through the other door in the room.  Other rooms will have someone standing inside that you can talk with.

You can engage in conversation with a person within their home or building.  Walk up to them to start talking, then press A to advance the dialog.  When it is your turn to respond, you will see some possible numbered responses.  Press A to cycle through the different options, then press B on the one you want to say.  Each person has at least one possible conversation where they will be persuaded to help you out by giving you a hint on where you can find something outside.  Say the wrong thing and you will either anger all the locals outside or even get thrown directly in jail.  You get to learn which things to say to help get what you want.  After you leave, you can’t go back into the building you just left until you enter another one first.

Dialogue choices are uncommon in NES games.

The historical figures will always be located inside one of the buildings, however either they won’t be in the room or the outside door will stay locked until you first hold their historical item to lure them out.  There are both sixteen historical figures and sixteen historical items in the game, and it’s up to you to figure out which item belongs to which person.  All the people and items are listed out in the manual, so I did some pre-work to try and match them up beforehand.  Some pairs make sense right away, like King Arthur and the Holy Grail.  Some of them are silly matchups based on jokes, like Julius Caesar and Salad Dressing.  A few of them had an unexpected match.  For instance, I assumed Elvis would like the CD Player but that’s not the right pairing.

Finding the items is one of the biggest challenges in the game.  The items are located outside in very specific locations.  These are all off the main walking path and you have to reach them by jumping on top of them.  Did I mention they are invisible?  The hints you get for their locations are generally unclear, like “check the last fence” or “there’s something near a rock in the north.”  What helped me the most were the maps listed in the manual.  They give you the general structure of the world as well as a few specific locations marked.  They show you where the jail is, as well as the lower, middle, and upper portals, which correspond to which branch you took entering the world through the Circuits of Time.  The unmarked dots on the map represent either a building you can enter, a hidden stash of Good Stuff, or one of the historical items.  (I deduced that after playing for a while.)  The specific location of those dots on the map are not accurate, but they do help determine how many things you should be looking for between intersections.  You will still have to comb over areas well enough to find the item spots.  When do you find one, write the location down so that you can better find it again later.

The maps also indicate horse paths and canoeing sections.  You can take a canoe or ride a horse by approaching the path from the southmost entrance and hopping on.  Both generally function the same way.  Use Left or Right to steer, press Up to move faster and press Down to move slower.  On horseback you can jump over obstacles with A.  In the canoe you can find items on bubbling spots in the water.  If you make it all the way to the end, you earn some coins.  If you crash, then you don’t get anything.  Falling in the water pushes you all the way upstream, while if you fall of the horse you have to walk from where you landed.  I had a bad habit of missing the jump to the canoe at the start of the path, which also pushes you all the way upstream with no rewards.

Canoeing is a great way to earn coins.

When you find both the item and historical figure, you get a chance at sending them back to their own time.  You speak with the person and select the item the same way you handle conversation dialogs.  Pick the wrong item and you get thrown in jail, plus you have to locate the historical figure all over again.  Choose the right one and they will call a phone booth over so that you can complete the call through the Circuits of Time.  Completing the call returns the person, but if you run out of coins you get returned to the world and must collect enough coins to try again.

I’ve mentioned jail a lot and all the different ways you get sent there.  The concept is simple enough.  You can get out of jail by using one of your skeleton keys and walking right out the door.  It’s weird that the jailer doesn’t confiscate your things.  If you run out of keys, you are stuck there and it’s Game Over.  The worst part of jail is that it’s often located far away from where you need to go.

There are six levels in the game.  In Levels 1 and 2, you only have to return one person.  In Levels 3 and 4 you need to find two people, and in Levels 5 and 6 you get to return three people.  Each historical figure is in a separate world along with his or her corresponding item, so thankfully there are no crossing time periods to match an item up with its historical figure, at least that I noticed.  After completing each stage, you get to see the Wyld Stallyns in concert.  While not great musicians, they do progressively get better the further you get in the game.

I’m not sure how I ended up with this game, but I had just the loose cart in my childhood game collection.  I do remember spending some significant time with the game, but I have no idea how far I got or what I accomplished.  With no manual I had to go at it truly alone.  When you’re a kid who likes video games, you will spend a lot of time playing just about anything.  A loose cart is cheap, but in my experience, it was one I didn’t see much.  I believe my childhood copy is the only one I’ve owned.

Invisible hidden items make this game a chore.

It took me some time to get going on this game.  I managed to clear a couple of levels in the first week mostly by dumb luck.  A few days in I figured out what kind of information I could glean from the maps, so then I started mapping everything I could find.  Most of my time spent playing the game was doing the mapping and carefully examining every stretch of land.  I figured out most if not all of the possible landing spots for the historical figure in each world as well as all item locations but one.  Each world has four historical items but I only located three in the U.S. Revolutionary World.  The last level turned out to be pretty challenging and I just barely finished it in my video.  I ran out of keys after returning two of the three people and had to play super carefully.  The last person was in the U.S. Revolutionary World and the item I needed was found in the third and final position I documented, so I almost got stuck not knowing where the item would be.

Bill & Ted’s Excellent Video Game Adventure is always perceived as an undesirable NES game.  My view is that the game is essentially video game busy work.  The recipe for success in this game is having a good sense of direction and taking notes all the time, with a side of endless perseverance.  I made progress just about every time I played, no matter how little time I spent.  Every element on the map marked, every conversation I figured out, and every historical item properly associated with its owner helped the next time I played go a little bit smoother.  This makes the game tedious to play, but not necessarily difficult.  The number of angry locals increases in the final stages, but by then you know how to handle them with items or getting yourself off the main path where they can’t reach you.  The person’s location and items are always randomized, but there are only so many places they could be and you will narrow things down.  Sometimes you just get lucky and find what you need right away.  I imagine few people have beaten the game due to the time it takes to build up a knowledge base and catch a lucky streak, while stretching that out over several levels.  I feel comfortable saying it’s an average difficulty game with an above average amount of time and effort needed to see it through.

I will say that Bill & Ted’s Excellent Video Game Adventure is mostly a technically solid game.  There aren’t that many NES games with isometric viewpoints, and this game manages that along with a jumping mechanic for veering off the path occasionally.  The graphics are nice, particularly the character sprites and some of the background elements.  The music is pretty good but they didn’t loop any of the tracks, while eventually results in silence a lot of the time.  The controls work well.  The only sticking point is that jumping when off the path only works if you allow Bill or Ted time to stand up first.  The music issue is kind of bad, but other than that the game works well enough.  It’s just that the gameplay is dull, repetitive, and dragging.  It’s like filling out a spreadsheet where the cursor repositions itself at random.  One wrong step and you get thrown in jail, and now you have to backtrack or try a different way.  You are asked to do this history hunting too many times over.  I’m not sure what they could have done to make the game more varied.  Maybe you already knew about this game and just thought maybe you misunderstood it.  I’m here to tell you all your assumptions were true.  I don’t hate this game, but I wouldn’t recommend playing it.

#106 – Bill & Ted’s Excellent Video Game Adventure

 
JAN
04
2019
0

#105 – Felix the Cat

Felix the Cat, the wonderful, wonderful game.

A lot of folks have their eye on ol’ Felix.

To Beat: Reach the ending
Played: 10/28/18
Difficulty: 2/10
My Difficulty: 2/10
My Video: Felix the Cat Longplay

I’m starting to get a little worried that I’m running out of easy NES games to play.  Felix the Cat is another example of a solid platformer game that can be beaten with no prior knowledge in an hour or two.  Perhaps I never realized the NES has a bunch of easy platformers.  I have already beaten such games as DuckTales, DuckTales 2, Chip ‘n Dale Rescue Rangers, Puss ‘n Boots, and Wacky Races, all within the first 20% of this project.  Let’s see how Felix the Cat stacks up against those titles.

Felix the Cat is a cartoon character created in the late 1910’s.  Felix was either created by the cartoonist Pat Sullivan or his lead animator Otto Messmer.  His first appearance was in the short animated film Feline Follies in 1919 before he was even named Felix.  The cartoon cat’s popularity waned in the late 1920s in part due to making a late and poor pivot to movies with sound.  The Felix the Cat comic strips lasted in various forms from 1927 through 1966.  He also had a TV series from 1959 to 1962 produced by Joe Oriolo, who would go on to obtain the full rights to Felix the Cat in the 1970’s.  There have been a scattering of films and cartoon shorts related to Felix the Cat throughout the 1990’s and 2000’s.

Felix the Cat managed to get a single video game.  Felix the Cat was released on the NES in North America in October 1992 and a PAL release also in 1992.  A Famicom release in Japan appeared to have been planned but was cancelled.  A Game Boy port was released in North America and Europe in 1993.  It features the same game play but with fewer levels.  Hudson Soft developed and published the NES game.  The Game Boy version was developed by Hudson Soft as well but was published by Electro Brain in North America and Sony Electronic Publishing in Europe.

He’s a mischievous cat.

Felix the Cat is a straightforward platformer game.  The story is just another version of the typical trope.  The evil Professor has captured Kitty Cat and wants Felix’s Magic Bag of Tricks.  Felix of course uses the powers available from the Magic Bag to go and rescue his girlfriend.  The game takes place over nine areas, including multiple rounds per area.  You win the game when you clear all nine areas and save Kitty Cat.

The controls are what you expect from a platformer game.  Use the D-pad to walk around.  The A button jumps, and the B button attacks.  You can press Down to crouch for dodging, but it doesn’t make your attacks any lower.  The manual says you can hold Up and jump with A to jump higher, but it doesn’t work.  You don’t really need a higher jump anyway.

The primary gimmick to this game is that Felix has many different weapons he can produce out of his Magic Bag.  Felix can only use one of these at a time.  The default weapon is a punching bag which is a short-range attack.  By collecting hearts and powering up, Felix undergoes a short transformation and either changes his outfit or his gear, enabling him to switch up attacks.  One upgrade gives Felix a top hat and he can radiate a circle of stars that damages nearby enemies.  Other transformations give Felix a vehicle to ride in and some projectile attacks.  The effects of powering up depend on which level you are in.

The locals are angry and you must fight back!

As you go through the levels, you will find tokens shaped like Felix’s face.  For every ten of these you collect, a heart appears that you grab to power up.  When you do this, the game displays a series of ten small hearts in the upper left corner of the screen.  This acts as your timer for the powerup as they slowly dwindle away as you play.  For every five Felix tokens you collect, you will create a few milk bottle powerups.  Each of them restores two hearts to your meter.  Collecting a heart also fills up your meter.  As long as you keep a steady pace through the stages and keep collecting tokens and powerups, it is not too difficult to remain powered up.

Felix does happen to be pretty fragile.  One hit from an enemy or falling into a pit loses a life.  This puts you back to the default state.  Levels have checkpoints at arrow signposts and you go back there when you die.  Powerups are great in that they also act as a shield when taking damage from one of the bad guys.  When you are powered up and take a hit, you simply drop back a level.  Many stages provide Felix with three distinct levels of powerups which gives you some leeway if you make a mistake.  I found that I played slowly and conservatively at the start, and then got progressively more aggressive and quicker once I knew I could take damage and still be alright.

Each of the nine areas in the game can have multiple rounds.  Levels are straightforward left-to-right affairs with some verticality to them as well.  The last round in the area ends with a large magic bag.  Stand on top of the bag and press Down to enter the bag and go to the boss fight.  The bosses in this game are simple and take just a few hits to beat.  You then earn a nice point bonus and move on to the next area.  Sometimes you are treated to a small cutscene where you take a phone call from the evil Professor before pressing onward.

You can descend into the magic bag to get prizes.

You can also find the large magic bags within individual levels.  Some are on the main path and others are found high up off screen that you can reach through platforming or bouncing on large springs.  Enter these bags to go to a bonus room.  These rooms consist of several Felix tokens and contain an exit magic bag.  Leaving the bonus area can sometimes drop you off further ahead in the level.

There are other types of stages than just platforming levels.  There are swimming levels, flying levels, and even a space level.  There are different transformations you get to support these other stage types.  For example, you can fly in an airplane or man a hot air balloon.  In these levels you have to keep pressing A to stay afloat or to swim around.  Variety never hurts in a game like this.

Extra lives are very easy to come by in this game, even though there are no extra life pickups to be found.  For every 100 tokens you collect, you earn a new life.  Collecting a heart while fully powered up gives you an additional Felix, and you also get a life for every 50,000 points.  If you can get through the first area or so without taking any damage, you are well on your way to stocking up for the rest of the game.  Should you run out of lives, you can continue up to three times.  Continuing places you at the start of the current round, which is a slightly worse position than a normal death.

Cats aren’t afraid of water if they have a submarine.

I have played and beaten Felix the Cat once before as part of the Nintendo Age weekly NES contests a few years ago.  It was a one-life contest and I got near the end on my first life over just a few tries.  I went ahead and beat the rest of the game then just to see what was left.  This is a later release that is uncommon.  I have owned a few copies of the game cart.  Two I bought at local game stores.  One cost $12 and the other cost $10.  They were selling for $30-$40 at the time so it was a no-brainer to pick them both up.  I acquired a third copy as part of a mega haul of games I found on eBay late in 2014.  A loose cart of Felix the Cat now costs upwards of $60.

I didn’t have any trouble beating Felix the Cat again.  This is an easy game to beat for the very first time playing if you are any good at platformers.  There are quite a lot of areas and the levels themselves seem to go on and on at times.  It feels that you are making progress for most of the game, with a few sections that seem like they will never end.  Some parts of the game do take some careful play to clear effectively, but by then you probably have a huge stash of lives to burn so it’s no big deal.  I think the game takes about an hour to beat if played blind, maybe longer that that if some of the later sections cause some problems.  My longplay video took a little over 45 minutes with a little over half a dozen deaths.

Felix the Cat is a good NES game but isn’t anything special.  The game plays and performs very well.  The graphics are cute and nicely animated.  Felix has a lot of expressions in all his movements and attacks.  The controls are spot-on and handle properly through all the movement variety the game has to offer.  The gameplay is solid but nothing more.  Don’t get me wrong, the game is good, it’s just that it feels so ordinary.  This is the kind of game that you can shut your brain off and mindlessly play.  You’ll have a good time doing it for the first or second time, and then there’s not much reason to go back to it.  I bet some players get bored of it and quit partway through.  From my perspective, it’s hard to have a problem with a game that plays great and is just a bit bland in gameplay. 

#105 – Felix the Cat

 
DEC
19
2018
0

#104 – James Bond Jr.

The name’s Junior … James Bond Jr.

Quite the wordy introduction

To Beat: Complete all missions twice
Played: 10/20/18 – 10/24/18
Difficulty: 6/10
My Difficulty: 6/10
My Video: James Bond Jr. Longplay

I have some strange memories around James Bond Jr., or more accurately, the idea of it.  I was only vaguely aware that there was an animated series of the same name, but I never watched it.  Ardent fans of the blog will know that a lot of that stuff passed by me as a kid.  I never played or even saw the NES game, although again, I was vaguely aware of its existence through magazines.  I didn’t know anything about the series or the game. When I got back into collecting NES games a few years ago, I must have seen the name in a list that tickled something in my brain.  The green cart label seemed so familiar though I had no real understanding of why. All I knew is that I had to have this game in my collection.  I know I was more excited to hold the game in my hands than I was to try playing it.  The human brain is a mysterious thing, isn’t it? Anyway, now that I’ve completed the game, I found it to be a mostly fun experience with some flaws holding it back.

James Bond is a character created by the writer Ian Fleming in 1953.  He is the star of many books and the longest running film series of all time, dating back to 1962.  James Bond Jr., this famous agent’s nephew, was created out of the 1967 novel The Adventures of James Bond Junior 003½, written under the pseudonym R.D. Mascott.  The author’s identity has never been clarified for sure.  There were plans to do more with the character, but they fizzled out until the idea was brought back in 1991.  James Bond Jr. the animated series ran for 65 episodes in 1991 and 1992.  This series was developed by Michael G.Wilson, Andy Heyward, and Robby London. There were also novels, comic books, and a toy line for James Bond Jr.  Of note here are the two James Bond Jr. video games, one for the NES and the other for the Super Nintendo.  James Bond Jr. on NES was released in November 1992 in the US.  It was developed by Eurocom and published by THQ. The PAL version was also released in 1992.

James Bond Jr. is a side-scrolling platformer.  You play the role of our hero as he is trying to stop the S.C.U.M. Lord over four missions.  Colonel Monty will guide you through the mission objectives.  First you must deactivate the S.C.U.M. missiles.  Next, you sneak into a complex to recover blueprints. Then you go to a weapons factory to destroy the World Domination Device.  Finally, you perform a rescue mission to save scientists, culminating in a final battle against the S.C.U.M. Lord.

This guy is huge but not that powerful.

For much of the game, James Bond Jr. uses standard controls.  You use the D-pad to move around, press A to jump, and B to fire weapons.  He can duck by holding Down.  You can use Up and Down to climb ladders or enter doorways.  The jumping in this game is long and floaty, mostly emphasizing the vertical and less so for horizontal movement.  You can control the height of your jump a little bit, but you really need a quick tap of the A button to perform small hops.  Most of the time you will do a full jump.  The B button fires your weapons.  The default is a simple gun with tiny, straight-shooting bullets. If you hold Down and press Select, you will cycle through James Bond Jr.’s weapons.

All the necessary information is at the bottom of the screen. Starting from the left, you will see the number of lives remaining and associated icon. Next to that is the currently selected weapon along with the ammo count. In the middle is your score, and underneath that is your health bar. To the right of that is a count of the number of objectives remaining in the stage. Finally, the far right shows the level timer.

The level structure straddles the line between open-ended and linear. Your task is to clear a certain number of objectives in each stage, such as disabling missiles or cracking safes. You explore the levels in search of these things and you can backtrack at will. Once you have cleared all the objectives, an exit door will appear to the next mission. The level layouts often involve branching paths, but there is typically one main path through the level with small branches that contain your tasks. There is no in-game map to help guide you, and if you miss something at the end you may have to backtrack a long way to find it. I navigated on my own just fine, though your results may vary.

Most enemies drop some kind of pickup.

There are pickups to help you out. These are sometimes found out in the open, but they are usually held by enemies. You can find an ammo box to restore your default bullet count to 99. You have unlimited bullets, but when you run out they refill slowly back up to 20. With the ammo box you go back to the max. You can pick up bombs which are a stronger, arcing weapon. Flares stun most enemies temporarily; bad guys wearing protective glasses are unaffected. A big bomb shaped like a nuke functions like a smart bomb that damages everything on screen. A James Bond Jr. head is worth an extra life. A spikey version of that head is a shield weapon. When equipped, it protects you from damage and hurts enemies by contact at the rapid cost of its ammo. You can find a clock that adds to your time. There are also two types of health-restoring hamburgers. There are a few other items that only appear in certain missions.

Each mission has at least one unique element to it, usually in the form of its mission objective. In Level 1, you disable each missile by playing a mini-game. First, locate the missile rooms and navigate up to the computer. Press Up to launch the mini-game. This one is a puzzle in the likeness of Yoshi’s Cookie. You have a four-by-four square grid of colored tiles. You can shift each row and each column around, and your task is to form the pattern shown on the right. Press A and B to point to a different row or column respectively, then press Left or Right to shift colors in a row and Up or Down to shift columns. These controls are not as intuitive as Yoshi’s Cookie’s controls, but they work well enough. These puzzles aren’t necessarily easy, but straightforward once you see how it works. One puzzle in particular is really hard until you see the trick to it.

The other thing you can do in the first level is don scuba gear. This is a pickup from certain enemies that lets you enter water. If not equipped, water hurts you like it is electricity and you bounce off it. Select the scuba gear as a weapon to wear it. You can’t attack or do much above water with it equipped, so dive right in. Underwater, use the D-pad to move either left, right, or down. Press A to swim upwards a short distance. If you need to rise, you have to tap out A many times. The B button shoots a bubble gun for underwater foes. Your air supply is shown as ammo. Using your bubble gun causes the air to deplete more quickly. To restore your air, you can find another scuba pickup or exit the water. You will find little pockets of air throughout the underwater screens that can also help. You have to tap A to float just underneath the surface which will increase your air supply. If you run out of air, then you start losing health quickly.

Who put puzzles in my action platformer?

In Level 2, your mission objective is to open safes to locate blueprints. You open these safes through another mini-game. There are four dials on the safe, each with a digit above it. Use the D-pad to highlight a dial, then press either A or B to turn the dial and change the number above it. There is a number in the middle for how many times you can attempt to open the safe. Pick a number for each dial, and then move the cursor over the door catch and press either A or B to try and open it. The individual dial numbers will glow if that is the wrong digit, and they will switch to solid gray if it is the correct number. If you don’t get the right combination, you can try again. Most of the safes hold the blueprints you need, but some hold bombs that hurt you. Unrelated to the mini-game, Level 2 is a door maze. You can sometimes see safes but need to enter the room from a different door to get access.

The objective for Level 3 is to destroy all the panels within weapon rooms. Go through the facility to search out the rooms. The targets are these wall fixtures with guns flanked on either side. You have to shoot them enough times to destroy them, and you have to break them all inside the room to consider it complete. There are other cannons and traps that get in the way, but you can leave them alone if you want. I usually clear out everything anyway for prizes. Some areas in Level 3 are unreachable without the jetpack item you can find here. Collect and equip the jetpack, then press and hold A to boost upward. Fuel depletes rather quickly. You can also press B to shoot fireballs while in jetpack mode, but this costs precious fuel. I didn’t use the fireball weapon in my playthrough.

Level 4 doesn’t have a mini-game either. You have to seek out scientists in rooms that are guarded by large enemies. Simply take out the threat to save the scientist. The potion item is another unique feature of the level, which turns you into a werewolf. This is another limited effect that consumes ammo, and this one lasts about as long as the scuba gear. As a werewolf, you can do a charge attack with B, which I found was effective against some enemies where anything else failed. You can also jump higher in this form, which is essential to reaching some rooms within the level.

Sorry doggie but you’re blocking the elevator.

Once you clear all four missions and defeat the final boss, you find out that he escaped. Then, for some inexplicable reason, you are asked to complete all four missions again to catch him for good. There’s no ending yet, and you go back to Level 1 as if nothing happened. I did not notice any difficulty increase in the second loop, but there is one difference. In the first loop, if you run out of lives, you can continue. This puts you exactly where you died with a fresh set of lives and all your equipment intact. As far as I know, you have infinite continues. Once you reach the second loop, running out of lives is Game Over and you can’t continue. There are passwords to help, with a simple format of six digits in length only zero through eight. After each stage, you receive a password. Using it puts you at the beginning of the stage with the starting amount of lives and the base equipment. The passwords do keep track of if you are on your first or second time through the game. This makes the first loop a dry run of sorts where you can figure everything out slowly without much penalty. Then the second time through you just have to remember where to go and execute properly.

This was my first time playing through James Bond Jr. I thought it might be one of the first games I sought out in the summer of 2013 when I got back into collecting, but I see I bought it later than that. I bought my first copy in early 2014 for just under $8. I bought it on eBay with a stock photo in the listing, and when I got the cart it had a terrible white smear on the plastic underneath the label. I bought a replacement copy for $10 a couple years later after I had finished collecting licensed games. I sold the messed up copy to someone on Nintendo Age. He determined that the stain came from using nail polish remover on the plastic, likely in an attempt to remove permanent marker. Pro tip: do not use nail polish remover on game carts because it will deform and discolor the plastic. The buyer ended up transplanting the label off the damaged cart onto a donor cart. I’ve never gone that far to repair a cart, and I’m not sure I ever will because it’s a little questionable to me. I guess it’s okay if all the authentic parts are there since games were assembled from a common supply of parts to begin with. James Bond Jr. is an uncommon NES cart that sells for around $25 today. I ended up with my current copy for free from prior pricing and sale of my duplicate.

My run of the game was ordinary. I spent a few days playing through the stages slowly with the passwords to get a feel for it, then I put it all together in one playthrough for my longplay video. A full run over both loops while knowing where to go took me a little over two hours, which is long for a game that only has four stages. I was lucky enough to get that kind of time the day after beating the game for the first time with passwords.

Blowing up the walls is kinda dangerous.

The first stage is the longest one, serving as the ideal implementation for what the developers were going for. There are several branching paths of several rooms each, many of them ending in the sliding puzzle games. Mini bosses are sprinkled throughout for a somewhat gentle introduction. The puzzles are well done and ramp up in difficulty aside from the one that’s a difficulty spike of its own. There’s even a boss fight at the end of the level. While the platforming and the combat later gets more challenging, the levels are shorter and less ambitious. That made the game seem easier the deeper I got.

The main flaw with James Bond Jr. is that just about every enemy in the game is a bullet sponge. The very first enemy you encounter is a mini-boss type that takes somewhere around 30 hits to defeat with the default weapon. Sadly, this is what you get for the rest of the game. Smaller enemies routinely take 10-15 bullets each before going down, and those values fluctuate all over the board. It’s good that you have unlimited bullets for your standard weapon, but the cool down period when you run out of ammo slows fights down even more. Compounding the problem is that your special weapons don’t help as much as they should. Bombs, for example, are two to three times more powerful than your standard shot, but they run out leaving you with just the pea shooter. Some items deplete rapidly, like the spike shield and the jetpack. Both are better used defensively than offensively. It feels like the game was designed this way intentionally to lengthen the experience. I think reducing enemy health would have made the game snappier and more fun to play while only decreasing the difficulty slightly. That’s a tradeoff I would have made.

I’m making a value judgment here based on limited experience and knowledge, but I’ll say it anyway. I’ve read a lot about what NES publishers were the worst in terms of the quality of games published, and THQ has some growing notoriety as the worst one. I’ve looked at the list of games from them, and from what I can tell I would agree with that sentiment. I have only played two of their games so far, the other one being Attack of the Killer Tomatoes. That game turned out to be fun, but I think James Bond Jr. is better and likely the best one of the bunch. The graphics are well drawn but a bit drab in the color department. The music is above average. The game play is varied and interesting with lots of weapons to use and several ways to play from puzzle solving to scuba diving. The controls are responsive as well. The downsides are too much enemy health and the wholly unnecessary but mandatory second loop. The good parts outweigh the bad ones since you can somewhat manage the detriments. This is a game that doesn’t stand out much but is better than you would expect.

#104 – James Bond Jr.

 
DEC
07
2018
0

#103 – Baseball Simulator 1.000

Possibly the most detailed and comprehensive NES baseball game.

Pronounced “one thousand,” not “one dot oh oh oh.”

To Beat: Win a season
What I Did: Went undefeated in a short season in the Ultra League
Played: 10/15/18 – 10/20/18
Difficulty: 1/10
My Difficulty: 3/10
My Video: Baseball Simulator 1.000 Final Game

There are so many baseball games on the NES that each one should have something interesting or unique to offer. At least, I would hope that’s true. R.B.I. Baseball is always the nostalgic choice for all the good memories I’ve had playing games with friends. Bases Loaded emulates the grind of a long season. Baseball Simulator 1.000 hits along both of those lines but dials it up even further in a few different ways. While I did not spend a huge amount of time playing Baseball Simulator 1.000, it is definitely in the running for my new favorite NES baseball game.

Baseball Simulator 1.000 was developed and published by Culture Brain. The Famicom version was first, releasing in October 1989 under the name Choujin Ultra Baseball. The NES version came out in March 1990. There are several other games in this series, all on Super Famicom. The only other game to get a US release was Super Baseball Simulator 1.000 for SNES in 1991. In Japan it is known as Super Ultra Baseball. A direct sequel on Super Famicom was released in 1994. The other three games were Japan-only baseball games named Ultra Baseball Jitsumeiban. These games have the same structure as the others but include licensed rosters from the Japan’s NPB league.

Baseball Simulator 1.000 has several game modes with a wide variety of configuration options. You can play a simple exhibition game by yourself or with a friend, or you can play a full season. There are three leagues of teams to choose from for playing a season, one of which is the Ultra league where players have super skills that can be strategically deployed. You can create your own teams or even your own league. In season play, statistics are calculated for the duration of the season. Things like batting average, home runs, and ERA are tabulated and you can see how your players stack up with the rest of the league. To beat the game, simply be the league champion at the end of a season.

Lots of stats in this one!

The first menu screen presents you with five options that do a pretty good job of outlining what features to expect in the game. Exhibition mode lets you play a simple game. You can play this game with either one or two players. In single player this is just one game, but for two players you can also choose to play a best-of-seven series. Season mode is the primary mode in the game. You can choose the number of games you’ll play in the season from either 5, 30, 60, or a whopping 165 games. Season play is contained in one league of six teams all vying for the best record. Edit mode lets you take an existing team and edit it in many ways to create a brand new team. In the New League option, you can take any six teams you want in the game and combine them together into a new league that you can play in the Season mode. Finally, if you just want to sit back and watch the computer go at it, you can select Watch and just watch a game.

The in-game controls are largely the same as in R.B.I. Baseball, so I recommend reading my review there if you want more detail. I’ll cover the highlights. Batting and baserunning I believe is exactly the game. You can move your batter around the batter’s box with the D-pad and press A to swing the bat, tapping A to bunt. While baserunning, the D-pad points to whichever base you want. Press B with a base direction to advance a runner and use A instead to go back.

On defense, you both pitch and play the field. For pitching, you can move the pitcher left or right prior to starting the pitch with A. You can use the D-pad to influence the direction and movement of the pitch both prior to the pitch and when the pitch is on the way to the plate. A quirk about this game is the “pinch” indicator which sometimes turns on during a crucial plate appearance. The pitcher will start to sweat and can have an effect on his performance, either positively or negatively at random. On defense, you control most of the fielders at the same time, but more specifically the ones closest to where the ball is headed. Move on top of the ball to grab it, then press A and a direction to throw the ball to that base. Press B and a direction to run the ball there yourself. In this game, you can press A to jump or dive for a ball that is just out of reach.

Get a view of some fielding stats and make adjustments.

You can do player substitutions. Before a pitcher winds up, either team can press Start to call time. While batting, you can choose a pinch hitter. He will play the field wherever you sub him, no problem. Well, unless you are hitting for a pitcher, in which case both pinch hitter and pitcher are out of the game and you must choose a new relief pitcher after the half inning. On defense, you can sub out either the pitcher or any fielder. This brings up a view of the entire field with a small table for each player. Select a player, then choose Change from the box on the lower right. One thing you cannot do is swap two fielders already in the lineup; you must sub in a brand new player. If you choose a player and select Move, you can shift the fielder to just about any position on the field you want no matter what position they currently play. So, for example, if you know the batter will probably hit the ball to right field, you can move several fielders out there for a better chance of making a play. The custom fielding positions reset back to default after that batter is finished. There are a few limitations. You cannot move either the pitcher or the catcher, you can’t put a fielder in between the pitcher and catcher, and you can’t put a fielder in foul territory.

The main feature that sets this baseball game apart is included in the Ultra League. In this league, pitchers can use Ultra Pitches, batters can perform Ultra Hitting, and fielders can do Ultra Fielding. These are special, supercharged moves that can really swing the game in an instant. Each team in the Ultra League has a set number of Ultra Points for each game played, and performing an Ultra Play requires spending some of those points. Ultra Pitchers and Ultra Hitting costs 3 points each, while an Ultra Fielding play costs 5 points. To choose an Ultra Pitch, press Up twice before the windup. You will see an icon appear next to the pitcher. Then press Up or Down to choose the Ultra Pitch you want. While batting, press B to show the Ultra Hitting icon, then swing normally with A to use it. To perform an Ultra Fielding move, press B while the fielder is near the ball.

The Ultra moves can be intense

The Ultra moves themselves are fun to use with a wide variety of interesting effects. There are pitches with all sorts of movement, including a snaking pitch and a super fastball. You can throw a stop ball that freezes on the way to the plate by pressing A. You can throw a pitch that splits up into many balls. There’s a pitch that disappears on the way to the batter, and another that is a heavy ball that the batter has to hit just right to put it into play. On the hitting side, you can simply do an Ultra move that hits the ball with more power. There’s a hit that casts multiple shadows on the ground so it’s tougher to see where the ball will land. There’s a hit that spins the ball off in a drastically different direction when it hits the ground. There’s a missile hit that pushes the fielder back far, sometimes even through the outfield wall. For fielding, you can jump super high or do a super dive. You can also throw the ball extra fast to help catch a runner between bases. This isn’t a full list, but a good summary of the kinds of things you can do in the Ultra League.

There are six different stadiums in the game. You can pick which one you want to play in an exhibition game, or in a season you can assign each of the six teams to any stadium you want as their home field. The stadiums have different dimensions and characteristics, just like baseball stadiums in professional leagues. One stadium that stands out from the rest is the space stadium. Graphically it is unique, but here there is less gravity so the ball can really carry. It’s possible to hit some long homeruns, especially in the Ultra League.

Baseball Simulator 1.000 features a full Edit mode where you can build a team. To start, you must pick one of the eighteen built-in teams as a base. When creating an Ultra team, you have to use one of the existing Ultra teams as a base. You also can’t have the original team and the edited version of that team in the same league together. Other than that, there’s a lot you can change. You can rename the team and any of the players. You get to distribute both batting stats and pitching stats. You can a base amount for the entire team in each category and you can distribute those points as you see fit. You can edit things like their contact ability, power, running speed, position on the field, and fielding ability. For pitchers, you can choose if he is left or right handed, pitching speed, stamina, and strength of breaking pitches. Pitchers all have the same, weak hitting stats that cannot be changed. If you are editing an Ultra team, you can also choose and distribute the Ultra moves. You can create up to six new teams altogether.

Good idea to have the ball hit directly to the pitcher.

Season play is also a comprehensive mode. While only one season can be saved at a time, there are many ways you can choose to go through it. For a new season, first select a league. This can be one of the three built-in leagues or the fourth custom league. Then assign home stadiums to each team in the league. Next, choose the season length from either 5, 30, 60, or 165 games. Since there are six teams, each team will play against each of the five other teams the same number of times. For each team, you then select which teams are played automatically by the computer and which ones are played manually by a player. You can play an entire season automatically if you want. The game will generate a schedule of the order of games played and go through them one at a time. If a team is set to Manual, then that game will be played with a player at the helm. If both teams are set to Auto, you can then choose if you want to watch the game or skip it. Skipping a game simulates the contest more quickly than watching the game play out. All stats are kept and calculated from the simulated game.

The season ends whenever a team clinches the league championship. As the season draws to a close, the standings will display the Magic Number. This number is wins by the first place team or losses by the second place team needed to secure the league title. A Magic Number of 0 means that team wins the league no matter how the rest of the games play out. You then see a victory celebration for the winning team. If two or more teams are tied after season play, there will be playoffs to determine the winner. The playoff bracket is set up automatically and are single elimination games. Most likely there will only be two teams tie, so in that case a single game determines league champion.

This was my first time playing through Baseball Simulator 1.000. I do like baseball quite a lot but I’m not so interested in baseball video games, so this has sat on my shelf for some time. This is the first game with a battery backup I’ve played in a little while, and thankfully my battery was still good. I probably picked this game up in a lot of games for next to nothing. A cart-only copy costs around $6, so it’s quite affordable for baseball fans.

This poor fielder is getting knocked into the wall by an Ultra hit.

I figured that if I’m going to play this game, I might as well play in the Ultra League to check out the enhanced features. The ending is the same no matter what. I also decided on a short, five-game season. A friend of mine suggested I play with the team called Heroes, which is the team with the icon of a smiling baseball abbreviated HE. (You can read his review of the game.) This team is likely the best team in the game for a few reasons. The team has the most Ultra points of any team in the league. The starting pitching is very strong and each pitcher can last several innings. This team also has two players that are borderline ludicrous. The leadoff hitter, Boyd, is the fastest player in the game easily. Anything hit on the ground is a guaranteed hit, and usually more. In one game, using an Ultra Hit, I performed an unheard-of infield inside-the-park home run. Yes, he’s that fast. The fifth hitter, Bret, has some of the best power in the game. When combined with Ultra Hitting, you should mostly hit home runs with him. I only hit nine homers with him in five games since I was a bit conservative with spending Ultra points, although he did have one four-homer game.

I went undefeated in a short season and all the games but one were blowouts. This game has the same rule from R.B.I. Baseball where games are called if one team is winning by 10 or more after any inning. The first four games went as follows: A 12-2 win in 5 innings, a 15-1 win in 6 innings, another 12-2 win in 7 innings, and a 14-0 shutout in only 3 innings. I hit nine home runs in both the first and fourth games. Game 2 was the four-homer game by Bret, and Game 4 was played in the space stadium which explains all the home runs there. The fifth and final game of the season was the biggest test by. Both teams were undefeated so it functioned the same as a one-game playoff for the title. I played a full 9 inning game and won 7-4. It got a little scary at the end because I gave up a three-run homer in the bottom of the 9th and they had the tying run at the plate. I just barely held on. That team had really good pitching and they messed up my rhythm. I also played conservatively with the Ultra moves the entire season. I rarely used Ultra Pitches or Ultra Fielding, spending most of my points on Ultra Hitting. Even then, I mostly utilized Ultra Hitting when I had runners on base. The idea was to keep the rally going or go for the big home run. I had an easy time with the game up until that final game, but it still wasn’t too tough.

Sponsored by Kung-Fu Heroes

Baseball Simulator gets a 1/10 difficulty because you can trigger the ending without playing a single game. You are allowed to play a full season with every game played automatically. The winner of the league gets the victory screen no matter who it is. I know this is true because I played out a separate 5-game season automatically, just to make sure. I’m sure you can see the same ending screens if you play a full season and don’t win. The end of my winning season and the end of the simulated season were both completely identical from what I could tell. If you are going to play the game at all, then you might as well try to win it, but here you can lose and just tell people you won, and they would be none the wiser. I try to go about it honestly. The game gets a 3/10 from me because I made the effort to win and it wasn’t too challenging in the Ultra League.

It’s a little early to say, but I think Baseball Simulator 1.000 might well be the best baseball game on the NES. If not, it’s certainly one that is overlooked. The gameplay is rock solid and easy to play. The graphics and music are nice. The controls work well. What sets this game apart is the huge number of features for such a game, such as custom teams, custom league, the Ultra League, statistics tracking, and full season play. I think the Ultra League is the real draw here as you can spice up the gameplay dramatically. Hitting a home run off a tough pitch or spoiling an Ultra Hit with a great play is very satisfying. The only thing I don’t like about the game is how long it takes to simulate unplayed games in a season. Even when skipping a game, it takes about five minutes of real time for it to play out entirely. All you are left to do is watch the scoreboard for updates and twiddle your thumbs. Or look at your phone like I did. I suppose that is the price to pay for tracking every pitch, every hit, and every out, all with cumulative statistics. I did not expect to get all of this out of an NES baseball game, but I’m happy I did.

#103 – Baseball Simulator 1.000

 
NOV
23
2018
0

#102 – Snoopy’s Silly Sports Spectacular

I like good alliteration, and I like this game too.

Where’s the rest of the title?

To Beat: Score 10,000 points in the Total Game Mode
To Complete: Score 15,000 points in the Total Game Mode
What I Did: Scored 16,460 points
Played: 10/9/18
Difficulty: 2/10
My Difficulty: 2/10
My Video: Snoopy’s Silly Sports Spectacular Longplay

Today we have a sports game that doesn’t feel like one. I remember one time when I was browsing through game lots on eBay. I was looking into one where the seller highlighted that there were all good games in the lot and no sports titles. Just about the first game I saw in there was this Snoopy game. I just rolled my eyes and said, “oh come on, the word sports is right there in the title!” Sports games have this negative stigma with them, particularly in collector mindsets for older systems. Games like this will blur the lines and somehow avoid all that negativity. I can see why Snoopy’s Silly Sports Spectacular would fit that mold with its cartoon events that don’t always make sense but are pretty fun to play.

Snoopy’s Silly Sports Spectacular was released on the NES in April 1990 in North America only. Kemco both developed and published the game. This is another game with an interesting background. It is a loose port of the game Alternative World Games created by Gremlin Graphics in 1987 for Commodore 64, ZX Spectrum, and Amstrad CPC. Kemco adapted the game for the Famicom in September 1988. In Japan, they had the licensing rights for Disney, so they made Donald Duck the main character and named the game Donald Duck. Capcom held the rights for making Disney games in the US, so when Kemco brought the game over, they licensed the Peanuts characters and changed the game into Snoopy’s Silly Sports Spectacular.

Try to keep up, Spike.

The game is an Olympic-style contest. These are Snoopy’s International Games consisting of six different events: Sack Race, Boot Throwing, Pogo, Overboard, Pile of Pizza, and River Jump. You can play the game with either one or two players. Should you choose two-player mode, two events are simultaneous play and the rest are alternating play. The games are set in Italy and Greece so you have nice architectural backdrops to go along with the silly games. You can play events individually for fun or practice, but the main mode is the Total Game mode where you play all six events in a row. In this mode, you want to break the world record of 10,000 points to win 1st place and beat the game.

The Sack Race takes place on a city street. You control Snoopy and either the second player or computer controls his brother, Spike. You begin waiting behind the starting line waiting for a balloon to pop to signal the start of the race. Press and release the A button to jump forward. Just tapping A will only perform a tiny hop. You’ll have to learn the rhythm to go as fast as possible. Use the D-pad to adjust your position on the street. There are manholes littered around the course that open at random, and if you get caught up in one you will trip and fall behind. You can’t interfere with your opponent at all, so you only need to worry about the manholes. If one player falls too far behind, Woodstock will push that player up to close the gap so that both characters remain on screen. You have 50 seconds to reach the end of the course. In the Total Game mode, you earn 40 points for every second remaining on the timer, minus some points if you need a Woodstock push.

Weeeee!

In the Boot Throwing competition, you want to throw your boot as far as possible. Begin by pressing Down, then rotate your thumb around the D-pad in a counter-clockwise motion. It turns out you only need to alternate between pressing Down and Right, but doing the rotation helps greatly. This will wind up your throw, and then you press A to let it loose. With good timing you will throw it far ahead, but you can also throw it straight up, straight into the ground, or even backwards for no distance. On a forward throw, Woodstock will go out and tell you how far you threw. You get two separate throws. The best throw I could do was 30 feet which was worth 500 points. The scoring is prorated for shorter distances, and both throws are scored separately and added together for the event.

The Pogo event is a simple obstacle course. Press Right to move Snoopy forward and press and hold A to bounce high. Snoopy will do small bounces automatically. He also cannot move backward. There are four tall walls of equal height that Snoopy must jump over to get all the points. If you crash into the wall, the event ends right there. This event takes a lot of practice to get the timing and button presses right. For the Total Game mode, each wall cleared is worth 250 points.

Looks like I will just barely clear the wall.

Overboard is a two-player pushing game. You are on a boat in a canal, and as Snoopy you try and push Spike off the boat. Use the D-pad to walk around and tap the A button quickly to push. This is kind of a button masher, at least in my experience. The boat also rocks side to side, which from your view is in and out of the screen. You can use Up and Down on the D-pad to favor either side of the boat, and you want to be on the high side of the boat as much as possible. You can get knocked off the back of the boat or fall off the sides in the middle of the boat if you don’t adjust your position. You are trying to push Spike off the right side of the boat. The scoring in this game is a little different. If you fall then you get no points. The base score is 1000 points, and you lose 20 points for every second of the match, rounded up. For example, if you win in five seconds, take 100 points off the base score for a total of 900 points for the event.

Spike is having a rough day.

The Pile of Pizza event asks you to carefully carry a large stack of pizzas across the finish line. Similar to the Sack Race, you press and release Right on the D-pad to move forward. You can hold right to keep walking, but you are going to drop a bunch of pizzas. If you walk too fast or too erratically, the stack will shake enough to drop pizzas. This is a tortoise and the hare situation where slow and steady wins the race. Tap out Right a little at a time to inch forward and keep your pizza stack nice and tall. Your stack is displayed as ten pizzas high, however the game counts each one as two pizzas for a total of twenty pizzas. This game has another interesting scoring setup. You get 80 seconds to complete the event, but you can get a perfect score of 1000 by carrying all pizzas past the finish line with at least 20 seconds remaining. You lose points for every second taken beyond 20 seconds remaining, and you also lose points proportionally to every pizza dropped.

The River Jump is straightforward. This is kind of like a pole vaulting event, only you are using the pole to jump over a river instead of clearing the high bar. Press A rapidly to run. When you get to the river, press B to stick your pole in the water. This is an all or nothing event. You get 1000 points if you make it across and nothing if you don’t. This event seems to give people a lot of trouble, and the reason is the manual doesn’t make it clear exactly how this event works. What you are supposed to do is press A quickly to run, then press and hold B at the river’s edge for a while before letting go of the button to dismount. When you learn the timing, it becomes the easiest event.

No leaning for this tower.

In the Total Game mode, when all events are completed, the scores are added together to give you a sub total. The scoring screen has a field called Clear Point which starts at 2000 points. If your total is more than that, you get to compete in the same six events again. If your cumulative score after two rounds is more than 5000, you get to do all the events again the third time around. Your final score is the sum of the score in all six events played three times.

I spent a week in 2017 playing Snoopy’s Silly Sports Spectacular for the NintendoAge contest. I managed a score of 16,930 and placed 4th that week. I could have sworn I’ve played this game for points before that, but it didn’t show up in the contests before then and I’m pretty sure I didn’t play it on my own. In a different contest year, I won a copy of this game and that’s the copy I kept for my collection. It’s slightly less than common but one I’ve owned a couple copies off. It sells for around $8 or so.

It’s not as tough as it seems.

I think this is a game that many players could do well enough to beat after a couple hours of practice. The events are all small and you can practice them quickly to get the hang of them. If you are pretty good at about half of the events, that can earn you enough points to clear the game. When you beat the game, you get a medal depending on your score. Just beating the game gets you the bronze medal. You need at least, I believe, 12,500 points to get the silver medal and 15,000 points to get the gold medal. While optional, I knew I wanted to get 15,000 again. It took me about half a dozen tries to get a run I was happy with. I struggled with the timing on the Pogo event and Boot Throwing was inconsistent. I’ve never been great at Overboard either. Most of my attempts would have ended in the 13K-16K range. I didn’t want to just barely get 15K, rather I wanted a run with few mistakes. I’m happy with my longplay video with a score of 16,460. The only thing keeping me from 17K were some bad boot throws. It’s possible to get over 18K by playing near perfectly on all events.

Snoopy’s Silly Sports Spectacular delivers all that the title describes. The graphics are nice and Snoopy is a good fit for the game, even though that wasn’t how it was imagined originally. The music is decent as well. The controls all work like they are supposed to. A mini-game compilation may not appeal to everyone, but as these kinds of games go I think this is a good one. There is a good variety of events and they all perform well with no obvious glitches or exploits. The only downside is that it’s a short game and there’s not much lasting appeal beyond beating the game. It’s a fun game to try out, but maybe not one you need to own unless you are a collector.

#102 – Snoopy’s Silly Sports Spectacular

#102 – Snoopy’s Silly Sports Spectacular (16,460 points)

 
NOV
15
2018
0

#101 – F-117A Stealth Fighter

Not exactly a stealth mission, but whatever.

So dark and stealthy

To Beat: Reach the ending
To Complete: Get the highest rank and win all medals
What I Did: Completed the game
Played: 9/22/18 – 10/8/18
Difficulty: 7/10
My Difficulty: 8/10
My Video: F-117A Stealth Fighter Final Mission

Flight games are way out of my interest level and not really in my wheelhouse. So far, I have dealt with two such games with mixed results. Top Gun had fast action but was difficult. Laser Invasion had several different modes and was a surprise fun game on my list. Those two games had the benefit of being developed by Konami, one of the most prolific and successful developers on the system. How do other developers fare in this genre? F-117A Stealth Fighter is an ambitious game featuring open-ended missions and a lot to keep track of throughout. Let’s take a closer look.

F-117A Stealth Fighter has quite a convoluted past. Let’s start with the PC game F-117A Nighthawk Stealth Fighter from 1991. That game was a remake of F-19 Stealth Fighter from 1988, which was itself a remake of Project Stealth Fighter from 1987. Those games were all computer games developed and published by Microprose. The NES game appears to be a trimmed down version of those games. F-117A Stealth Fighter on NES was released in December 1992, both developed and published by Microprose. It turns out that I unintentionally broke my rule of playing games out of order, sort of. F-117A Stealth Fighter is not a sequel, but more of a spiritual successor to the game F-15 Strike Eagle, which debuted on computers in 1984. That game had a couple of sequels released in 1989 and 1992 before the original F-15 Strike Eagle was ported to the NES in early 1992.

F-117A Stealth Fighter is a flight combat game. You are simply the pilot of the F-117A who carries out several missions. These missions are comprised of flying your fighter through enemy territory to destroy a primary target and a few secondary targets. There are six main missions in the game. Do well enough in those missions to unlock some secret missions. Complete the secret missions to reach the ending and beat the game.

Travel the globe!

Before you get started, use the main menu to set up your game. There are four options here. You press Select to make decisions on this screen, and then press Start when you are ready to fly. The Options selection lets you choose what kind of game you want to play. You can play the game single player, with a friend as a team, or against a friend in competition. Team play is interesting in that the first player controls the F-117 fighter’s movement while the second player controls the weapons. I have no idea how the competitive mode works; the manual doesn’t even mention it. The other three options on that screen are for starting up a saved game with a password. The Theater screen lets you pick which mission you want to try. You can only do the Libya mission at first. The Enemy level can be chosen from Green, Average, Veteran, or Ace. You can also decide which missiles you want to bring along using the Weapons screen. There are different loadouts of air-to-air and air-to-ground missiles to choose from.

The controls are complex for an NES game. The view is in first person from inside the cockpit. Use the D-pad to steer your F-117A fighter. Up and Down are inverted in this game, while Left and Right steer your aircraft in the appropriate direction. The A button fires your Vulcan Cannon while the B button launches missiles. You have to be locked on to a target before firing missiles, while the Vulcan Cannon can be shot at any time. Press Start to launch decoys, either chaff or flares depending on the situation. The Select button is used for many different things. Simply press Select during a mission to bring up the map screen. Hold Select and press either Up or Down to adjust the throttle, which speeds up or slows down your fighter. There are two screens in the center of your cockpit display. The left one is toggled by holding Select and pressing B. This side displays either a minimap or your radar. Hold Select and press A to toggle the right screen between your missile ammo and current damage display. Press Start and Select together to toggle autopilot. Then your fighter jet will automatically steer toward whichever main target you chose on the map screen.

See the lay of the land and choose your target.

There is a ton of information on screen that is useful during play. The main action takes place on the top half of the screen. The square in the center is the focus of the action and you have to have an enemy within that square to target it with missiles. There will be a lock indicator that appears around the target when you have successfully locked on. The red arrow around the perimeter is your navigation arrow. This points to either the primary target, secondary target, or home base, whichever you selected. On the map screen, you press Left or Right to adjust which target you want the arrow to point. (You can also eject from your fighter jet from this screen.) On the right side of the center window is an altitude indicator. When you are flying too low, this indicator will blink red.

The bottom half of the screen shows all the bells and whistles from inside your cockpit. On the far left, you see your digital altitude display, the speed display, and your compass display. The compass displays from 0 to 360 degrees depending on your flight direction. 0 is due north, 90 is due east, 180 is south, and 270 is west. Above those displays on the top is your autopilot indicator. Just to the right of that is your throttle gauge and your fuel gauge. In the middle are the map/radar displays and the weapons/damage display. Above the weapons/damage display are four indicators. Lock displays when enemy radar has locked on to you. The I or R display lights up when either an enemy infrared missile or enemy radar-locked missile is headed your way. The Fire indicator lights up when you are locked on to a target and can fire a missile. To the right of that is your stealth gauge. On the far right is your decoy ammo and Vulcan cannon ammo. The long box at the bottom is a text display for various events, and next to that is your score.

The idea in each mission is to destroy a primary target on the ground. You can set the navigation arrow to point toward it and go straight there if you want. That might not be the best course of action. Piloting a stealth fighter means you can opt to sneak in as quietly as possible. The stealth meter has two bars on it. The left one shows how effective the enemy radar is, while the right bar is how visible you are. I’m not really sure I understand it, but from experience you want the left bar to be higher than the right bar. By avoiding enemy bases on the map, you keep the enemy’s radar less effective and the left bar higher on the display. The way you fly influences the right bar. Flying slower, lower, and away from radar stations keep your visibility low. When the bars cross, the right one will turn red and that means you are being tracked by radar. Since you have to get close to enemies to take out the targets, this is inevitable. Soon an enemy will lock on to you with a missile.

Enemy fighters are ruthless in this game.

When you get tracked and locked by an enemy, there’s really no maneuver you can do to avoid missiles. You want to pull up your radar to see the missile approaching and press Start to launch a decoy. If done at a good time, this should steer the missile away from you and you can proceed. The radar is also helpful for seeing nearby enemy fighters and ground targets. While you can steer away from ground targets, enemy fighters are relentless and will follow you around if you let them. With the help of radar, get the enemy fighters in front of you and blow them up so that they will stop bothering you. Take the time needed to blow them up so that you can continue with your mission.

There are two ways you take damage. Enemies will fire with cannons if you get too close to them. Eventually this will knock you out of commission, though the damage is slow to build up. Most of your damage will come from enemy missiles that you couldn’t decoy or were targeted from too close. These have the added detriment of sometimes disabling some functionality of your stealth fighter. Any damage that affects your fighter’s capabilities will cause the right-hand display to switch over to a top-down view of your fighter highlighting where the damage took place. The status bar will tell you what part got hit. Often the missiles will disable something you can live without, like your digital altimeter, speedometer, compass, or autopilot system. If the fuel line gets hit, you will start to lose fuel much faster, affecting the amount of time you can maintain flight. You can’t fire missiles or decoys if those systems are hit, and if your Vulcan cannon is damaged you will fire sporadically. Losing your radar display puts you at a significant disadvantage. The worst is if you take a direct hit to the engine because then you are done for. I think it’s best to be generous in deploying your decoys so that you can maintain top performance as long as possible.

It hurts to lose your radar.

Changing your weapon loadout can be helpful for clearing some missions. You set this up in the Weapons option before each mission. You can hold two types of missiles at once and there are several predefined loadouts set up for you to pick from. To use missiles in combat, simply press B when you lock on to an enemy by getting it in front of you. For ground targets, you must be at 20,000 feet or below to be able to lock on. I found that it didn’t really matter what type of air missiles you use as the basic ones were incredibly accurate and deadly. The air-to-ground missiles however have varying results. The basic ones are not very effective, but you can opt for fewer, more powerful missiles that don’t often miss their mark. The longer you play the game, the more weapon packs you can choose from. Later, you can get missiles designed for taking down boats, as well as some highly accurate air-to-ground missiles in higher quantities. There’s even a weapon set that gives you extra fuel and another that gives you extra ammo for your Vulcan Cannon. Be sure to check the weapons screen between missions to see what’s changed.

The enemy ground targets in a mission have various icons to represent them. You can see these icons on the map or on your minimap during flight. It took me a while to realize that you can derive some benefit from taking down specific units. Little satellites are radar stations, and destroying them reduces the effectiveness of enemy radar targeting. Destroying runways helps keep enemy fighters out of the air. Two important ones replenish some of your supplies on the fly. An icon shaped like a capital A is an ammo dump that restores all of your Vulcan Cannon ammo when destroyed. Blow up the oil well over the water to restore all your fuel. I’m not sure what effect some of the other ones have. It’s not a bad idea to plan your route around specific targets.

Once you have completed your mission, land back at the home air strip. You have to be flying lower than 10,000 feet while over the runway to engage the landing sequence. This view changes to behind the stealth fighter. Simply use the D-pad to steer in all directions, and remember, use Up to go lower here. I think you can crash if you descend too quickly but I never had that happen, just be careful.

Easiest landing sequence thus far.

After the mission, you go through debriefing where your score is totaled. Destroying the primary target gives you 10,000 points, each secondary target is worth 5,000 points, other ground targets are worth 3,000 points each, and enemy fighters are worth 1,000 points each. Then, optionally, you may earn bonus points. I’m not sure how the scoring works for these. You can get points for saving missiles, flying stealthily, or landing well. Your mission score is then added to your total score over all missions to date. These are just the base points for the Green difficulty level. These point values are doubled for Average, tripled for Veteran, and quadrupled for Ace difficulty.

You earn medals and ribbons for meeting certain criteria. Each of the six main missions award you a medal if you score enough points. Unfortunately, the digital manual I found for the game was almost too blurry to read, but I can tell you the point thresholds are 50,000, 125,000, 175,000, 200,000, 300,000, and 325,000 for each respective mission. There are four additional medals that can be earned in any mission. One you get by completing any mission, and another you receive by clearing multiple missions. The Air Force Achievement Medal is awarded by destroying at least 15 enemy airplanes in a single mission. The Superior Service Medal is earned by destroying at least 75% of all ground targets in a mission. You can only get each medal once, but you can earn more than one at a time. You also receive ribbons and get promoted for meeting certain total score thresholds. To achieve the highest rank of General, you must score 4,000,000 points cumulative over all mission attempts. Just keep playing long enough and you will get there!

While the ribbons and associated promotions are merely cosmetic, the medals have a greater significance. Earn all ten medals to open up some secret missions. The only way to beat the game and see the ending is to complete these secret missions. Furthermore, completing the final secret mission and scoring at least 325,000 points earns you the Congressional Medal of Honor, the game’s highest award. If you’ve gone this far, you might as well go all the way.

The explosion animation is pretty neat.

This is a lengthy game, so good thing there are passwords. These are displayed after completing a mission or if you eject from your stealth fighter. The game calls them save codes. These passwords are eight characters long, consisting of most of the alphabet, digits, and a couple of symbols. Your total score and all medals are maintained within the passwords, Also, your difficulty level and last mission completed will be pre-selected on the Options screen. There is a weird quirk around these passwords. If you crash your fighter, then your career is over and you get no password. You can choose to eject from your plane if you start to spin out or whatever. In that case, sometimes you get rescued and sometimes you get captured. You get a password either way. If you get captured, sometimes your password doesn’t work right away! It’s a coin flip whether or not you get free or remain captured, but if you don’t get free, you have to enter your password from scratch and try again. You don’t get any points or medals for failing a mission, so there’s little benefit in keeping your new password at all unless you succeed in a mission.

This was my first time playing F-117A Stealth Fighter. Nearly all flight simulator games of this ilk were relegated to my deferred list, including this one. This is an affordable game, but not too common. I think I picked my copy up at a used game store near me for under $10, which is the going rate for a loose cart right now.

The reason for the discrepancy in my difficulty ratings for this game was that I learned something most helpful about this game just prior to the final secret mission. I looked online but didn’t see this fact documented anywhere. So, here’s a red-hot tip for this game. If you have not yet destroyed the primary target in a mission, you can land back home and refresh your stealth fighter as many times you want while remaining in the mission. Before that, I was planning a single route around the level map that netted me the most points while also managing my initial ammo and fuel. The final mission would have been a real pain without learning this trick. It’s kind of a miracle that I managed to get as far as I did. I was all set to rate this game a 9/10, but I think I’ve had enough of them this year! It is a difficult game to get into and any kind of loss or missing a medal costs you a lot of time. That to me justifies 7/10.

Be decorated with medals and accolades.

I played through most of the game on Veteran difficulty. While a harder difficulty, I didn’t find it that much more challenging than the easier difficulty levels, at least once I learned the ins and outs of gameplay. Getting triple points was quite lucrative for only a modest increase in difficulty. Ace difficulty on the other hand is ridiculous. My technique for decoying missiles is to wait until it appears on the radar before deploying a decoy. Unless you are flying directly at the missile, that should be enough to keep it from hitting you. On Ace difficulty, I needed two or even three decoys per missile to keep from getting hit. Enemies are more aggressive and appear more frequently, and it takes fewer hits to knock you out of the sky. While I’m sure these things all increase with the difficulty, it became far too overwhelming for me to stick with Ace difficulty. I completed one mission on Ace just to see if I could do it, and it was not worth it at all. I could only knock out one or two ground targets of any kind before needing to return to base. I repeated that several times just to clear one mission. Even with that strategy, it still took a few attempts to get it right. In my video, I played only the final mission on Veteran difficulty. I returned to base a few times just to ensure I could earn enough points safely. I set it up so that I would get both the final medal and final promotion at the same time, thereby meeting every possible goal of the game to cap it off.

F-117A is an alright game, but not one I’m planning on returning to. The graphics are serviceable, as in not too exciting but not bad. There’s very little music to speak of and what’s there isn’t very good. I found the controls to be stiff. This game suffers from some moderate to severe frame rate issues. I get that there is a lot to cover all at once, and I imagine the game performs many calculations to handle the flight angles and missile trajectories and all that. When the frame rate drops, the controls become less responsive. As a result, there’s a lot of wiggling back and forth to stabilize your fighter so that you can move in a precise direction when you need it. My other issues are just minor gripes. The Select button is an odd choice as a confirmation button instead of using A like many games do. The password system has some annoying quirks to it and it’s annoying when passwords don’t work right away. While rough around the edges, I could see this providing some fun with the freedom to play the way you want to among all the missions. I just hoped for more polish out of an NES game from 1992.

#101 – F-117A Stealth Fighter

#101 – F-117A Stealth Fighter

 
NOV
02
2018
0

#100 – Milon’s Secret Castle

I like to think every castle has secrets like this.

They never show above the castle during the game, just here.

To Beat: Reach the ending
To Complete: Beat the game twice to see a special message
My Goal: Complete the game and beat the first loop without dying
What I Did: Met my goal
Played: 9/8/18 – 9/17/18
Difficulty: 7/10
My Difficulty: 4/10
My Video: Milon’s Secret Castle Longplay

Here we are at triple digits! It took nearly three years to get here, but now that I’m at Game #100 there’s really no turning back. I could have picked any game I wanted to play here and I don’t think anyone would have complained. Instead I decided to keep on trucking with whatever happened to be here on the list. Milon’s Secret Castle is not a flashy choice for a milestone game whatsoever. The good thing for me is that I grew up with the game and have played and beaten it quite a few times before. For this special occasion, I was successful in beating the game without dying for the first time. I even learned a few things in the process. Let’s get started!

Milon’s Secret Castle first appeared on the Famicom in November 1986 titled Meikyu Kumikyoku: Milon no Daiboken. That translates to The Maze Suite: Milon’s Great Adventure. The NES version was delayed almost two years, appearing in September 1988. The game was both developed and published by Hudson Soft in both regions. Milon’s Secret Castle was re-released on Wii Virtual Console in Japan and North America in 2007 and in PAL territories for the first time ever in 2010. There was a sequel on the Super Famicom in 1996 called DoReMi Fantasy: Milon no Dokidoki Daibouken that made its North American debut on Wii Virtual Console in 2008.

Milon’s Secret Castle is a platformer game that takes places inside many rooms of a large castle. In the story, people communicate exclusively through music. Milon is unable to make music and can’t communicate with the people in his land, so he decides to leave hoping to find others like him. Before leaving he decides to visit the queen in the castle, which was a good thing. An evil warlord has stolen all the musical instruments, taken over the castle, and locked away Queen Eliza. Milon volunteers to resolve the problem. The castle’s magician provides Milon the ability to shoot bubbles. He also tells Milon that Eliza has left tools and money throughout the castle to help. Milon must seek and defeat the seven demon monsters inside this maze of a castle before taking on the evil warlord himself.

The scale of the size of the castle here is not too far off.

The game begins with Milon outside the castle. With limited abilities, he is restricted to the first floor for now. He can walk around, jump, and fire bubbles even though they have no use outside. Milon can enter doors by standing in front of them and pressing Up. The first floor has three doors. Two of them lead to maze rooms, and the third leads to a shop. You may also discover that you can enter windows outside the same way you enter doors. The solitary window of the first floor leads to an empty room and you can’t do anything here for now. The action takes place within the maze rooms so this is where you start.

Controls are basic, but movement takes some getting used to. Move left or right with the D-pad and press A to jump. You discover right away that Milon is slow to accelerate from standing skill. Once you get him moving by holding the directional button, he can go pretty quickly. You jump up quickly enough, but side-to-side movement depends on how fast you are moving before jumping. You need to get a running start to make far jumps. Milon can adjust left or right a little bit while jumping or falling. The B button fires bubbles that move in the direction he is facing at a slight upward angle. If you hold Down and press B you will shoot bubbles with a slight downward slope. Bubbles are used to defeat enemies and break blocks within the maze rooms. They travel a short distance before popping, and they also travel through walls unless they hit something significant.

Who knew bubbles were such a good weapon?

The maze rooms for the most part have several things in common. There are different enemies wandering around that you can fight off with bubbles. Most enemies in the game take one hit to defeat, but some take a lot more. There are breakable blocks all over the place in this game. Usually they block off some path within the room, but other times you’ll find money tiles inside. Collect the money tile to add a dollar to his stash as indicated in the upper left of the screen. To exit the maze room you must find the hidden door that is revealed by firing a bubble at its location. You need the key to take the exit to go back outside the castle. The key appears within the room in one of a few predefined spots after defeating enough enemies or breaking enough blocks. The collected key is displayed in the upper right of the screen. Once you collect the key, you keep it permanently and can take the exit anytime. All this means you really need to cover these rooms in bubbles to reveal all of their secrets.

There are other items to collect besides money. Defeated enemies may leave hearts behind that restore a point of health. Milon’s health bar is the vertical bar on the left. After defeating several enemies, an umbrella may appear. This powerup floats up and can get away from you. Grabbing it lets you blow an additional bubble on-screen. Milon starts out with having one bubble on screen at a time and you can shoot up to three at once if you collect two umbrellas. Milon goes back to one bubble whenever you enter a maze room from the outside. Most maze rooms have a honeycomb hidden within a breakable block. This increases your maximum health while also fully restoring Milon’s health. You definitely want to find these. Shooting certain locations may also reveal the Hudson bee. This powerup flies away and can get out of reach like the umbrella. Collecting the bee produces a shield around Milon that lets him take a couple of hits without losing health. You can also collect hearts while holding the shield to strengthen it.

Item shop, hints, and an inventory screen all in one.

Spend Milon’s hard-earned cash within the shops. Some of the shops are found through doors or windows into the castle. Others are hidden within the maze rooms themselves. The shops double as an inventory screen, so you can see the items you’ve purchased and collected throughout the adventure. Milon can walk along the bottom of the shop and jump into a button with his head to interact with the shopkeeper. In addition to purchasing items, you can get hints here for locating items you need. The Power option in some shops let you buy health. You can even get free money occasionally. The main draws here are the permanent items that increase Milon’s abilities.

One of the first-floor shops contains the hint “Bump head to find box.” In each of the maze rooms, there is a music box. There is a specific solid tile that you need to jump into from below to reveal the box. Touch the music box to go to a musical mini-game. Musical icons will arise from the bottom of the screen and you want to grab as many notes as you can. There are three kinds of icons to collect: Notes, sharps, and flats. Sharps count as two notes, while flats take away one note. The number of notes collected is displayed at the top. After some time, the bonus game ends and you earn money. You get a dollar for every four notes collected. If you somehow grab 50 notes or more, then you get a dollar for every two notes. This is a good way to save up for expensive items. A great detail about this mini-game is that every time you play it, the background song gets more and more complex each time as new instruments are added. You can only use each music box once, so to get the full effect you have to find them all.

Stay sharp and don’t fall flat.

Armed with all this knowledge, it’s time to clear the first floor. There are two items you must collect to proceed, which are the shoes and the medicine. The shoes let you bounce up high on certain floor tiles, allowing you to reach areas too high to jump normally. The medicine causes you to shrink whenever you touch a green glove present in some areas. A smaller Milon can fit into tiny gaps to reach previously inaccessible areas, and also gives you a smaller hitbox. For some reason acquiring these two items allows a demon monster boss to appear in the empty first floor room through the window. Go there and beat him by shooting him a bunch of times in the head with bubbles. These bosses are no joke and quite challenging. The defeated boss drops a crystal ball that opens the door to the second floor. There are seven bosses and seven crystal balls in the game. Not only do the crystal balls open pathways deeper into the castle, but they also gradually enhance your bubble by making it bigger, faster, and travel farther.

Access to the second floor starts to open the game up more. Now there are more maze rooms and shops, as well as more money, items, and powerups to go with them. You also have access to the well in the lower right corner of the castle. This area and others like it don’t count as maze rooms. There’s no key and hidden door to be found, instead you exit off one of the sides of the screen. The areas often consist of multiple, connected rooms. There are still items to be found there, as well as money, honeybees, honeycombs, etc. The well in particular has a unique way to exit. There is an enemy resembling a small octopus that takes several hits to defeat and drops a balloon. Grab it before it floats away and it will take you up out of the well.

The well is the first real challenging area.

There are some inconsistencies and a couple other miscellaneous points I want to mention. In addition to the crystal balls, there are two secret items you must track down to beat the game. Money can only be collected once, which is a problem as some items are expensive. Fear not, for there’s one room in the game that replenishes most of its money each time. It does get tedious farming money. One of the maze rooms does not have a honeycomb in it. I went crazy looking for it until I gave up and looked it up after I beat the game. They made up for it elsewhere as another area holds two honeycombs. Another area has a hidden exit that is really tricky. This secret castle does have some baffling mysteries to it.

Milon dies when he loses all his health. Normally the game starts all over again when this happens. There are continues in the form of a continue code, but luckily for us it is spelled out plainly in the manual. On the title screen, hold Left and press Start to continue. This only works after you have collected the first crystal ball. It seems to me there are two different types of continuing. Sometimes continuing plays a different introductory tune and you get dropped off in the same room you died in. Other time, it plays the normal intro song and drops you off at the starting position with all your collected items and money intact. Either way, continues are unlimited and better than starting over each time.

Milon’s Secret Castle was a game I’ve had since childhood. It was bought used since I only had the cart and I read the manual for the first time playing it here. I remember seeing this game in the rental stores and reading about it in some old gaming magazines we had. That was how I knew about the continue code and how to make progress in the game. I distinctly recall getting stuck on the first floor for a long time until later seeing how to proceed in one of those magazines. The game is inexpensive at around $6 and easy to find.

Milon used Bubble Beam. It’s super effective!

Even though I picked the game up for the first time in many years, I still knew enough to clear the game on my own over a couple of hours. I tinkered a little bit more to locate all the hidden music boxes and honeycombs, and then set out to try and beat the game 100% without using a continue. It took a few attempts but I was able to get it done. Some minor missteps in routing and a little bit of health farming are the only issues with my recorded video. Somewhere in post-completion research I found out that there is a hidden ending screen if you beat the game twice in a row. The second loop is hard mode. The differences I noticed are that both the bosses’ attacks and the umbrella powerup move much quicker. Continues still work here thankfully because I needed them. Beating the game the second time gave me the additional screen for what I consider the best ending. It’s underwhelming but still a decent achievement.

In the interest of full disclosure, as well as make an interesting discussion point, due to my inability to set aside a large block of playing time, I used a cheat code to enable hard mode. This is a good of a time as any to talk about NES cheat devices. The most popular one of the era was the Game Genie. It is a passthrough device that you put your cart into and then insert the connected cartridges into your NES. A menu comes up when the game is turned on and you enter either six or eight letter codes to get different effects to appear in your game. You can get more lives, skip levels, jump higher, etc. I have a little bit of expertise in building my own Game Genie codes by using an emulator and debugger to find parts in the game code that I can change to trigger the desired effect. In this case I couldn’t figure out how to enable hard mode with a Game Genie code. There is another NES cheat device called the Pro Action Replay. It functions similarly to the Game Genie but uses a different set of codes. The primary difference between the two devices other than the code format is that the Game Genie can set different ROM addresses while the Pro Action Replay can set RAM addresses. The NES Ending FAQ author did some legwork for me by figuring out that setting the RAM address $00B8 to 01 enables hard mode. Don’t worry if I’m going a bit over your head here. The takeaway is that the Pro Action Replay is the more appropriate device for turning on hard mode. Now I don’t own the Pro Action Replay, but the AVS console I use does accept its codes. Even better is that the AVS also accepts what it calls RAW codes, which I figured out means if I enter the code 00B801 (meaning set $00B8 to 01), I can get hard mode like I want. I played normal mode and hard mode two separate nights and then combined the footage into one longplay video. I hope this was an interesting look into NES cheat devices. I also hope that this doesn’t cast any doubt into the validity of my playthroughs. I don’t use cheat devices even for practice and I didn’t know how to enable them on my AVS until now. You will have to take my word for it though, so I do hope you believe me!

Disappearing floors make this maze room frustrating.

Milon’s Secret Castle has the reputation of a difficult game and I can see why. For a long time, I could not figure out how to get out of the first floor. I bought the medicine, but I couldn’t reach the green glove to use it. I believe the upper portion of the second maze room on that floor is unreachable from the start. It’s too high to reach with even a running jump. I found out there are shoes in a hidden shop up there, but I don’t see how to reach that shop without the shoes! The place I buy shoes is in a hidden shop in the first maze room. On the bottom right there is a discolored block next to two breakable ones. What you are supposed to do is push the block by walking into it for several seconds, then shoot a bubble to reveal the hidden door to the shop. I get that this discoloring is the tell, but this is a terrible idea. There’s no indication at all you can even push blocks, and then you have to push for what seems like forever before it actually moves. If you didn’t already know what to do, it would be hard to stumble upon it. There are other things about the game that can cause issues. Using the hammer item is not exactly obvious to me. The third floor has some rooms that are hard to understand without having certain items or seeing the proper pathway. Combat also proves challenging sometimes. Milon has a ridiculously short invincibility period upon taking damage, so if he gets stuck on top of an enemy his health drains fast. Bosses are difficult because they throw projectiles at random and Milon lacks the mobility to dodge them effectively. He jumps fast but otherwise accelerates slow, so quickly jumping to dodge projectiles is the only way. There are items later that allow you a different, safer strategy to boss fights. Until then, you either get lucky or get good at dodging.

I think Milon’s Secret Castle is an interesting NES game that was released too late on the NES. I’ve seen this happen quite a lot in this project already. For 1986, this is a complex game that plays pretty well. For 1988, while it still has good secrets and complexity, the controls and movement feel like a significant step back. The graphics and music are both pretty good. I like the different items and the effects they have on both Milon and the world around him. The main issues I have are the controls and the obscurity of some of the secrets and traps. Though they diminish the experience a little bit, I have seen far worse things already in NES games than this. This is probably nostalgia-tinged, but I do like this game. It’s worth a look for fans of Metroid.

#100 – Milon’s Secret Castle

#100 – Milon’s Secret Castle

 
OCT
23
2018
2

#99 – Sky Kid

Take to the skies in this lengthy shoot-em-up.

It’s called Sky Kid, not SkyKid.

To Beat: Defeat the spaceship to see the ending
To Complete: Complete two loops
What I Did: Reached the halfway point of the second loop
Played: 8/21/18 – 9/7/18
Difficulty: 9/10
My Difficulty: 9/10
My Video: Sky Kid Longplay

This project is constantly full of surprises. Most of them are good, and I’d like to think I have hit a nice string of positive surprises. Sky Kid was the kind of surprise that blindsided me a little bit. Here we have a cutesy shoot-em-up game with little airplanes, tanks, and loop-de-loops. It’s just the happiest looking game. Underneath the pretty exterior, however, is something far more devious than I would have imagined. Sure, the missions get more challenging as you go, but Sky Kid just keeps going and going. Just how many missions does this game have? I won’t keep you waiting too long for the answer.

Sky Kid was first released in the arcades in Japan in December 1985. It was developed and published by Namco. It was quickly followed by a sequel, Sky Kid Deluxe, in February 1986, featuring expanded missions, enemies, music, and other features. The original version of the game was ported to the Famicom in August 1986. The NES port came out later in September 1987 and was published by Sunsoft. Both the arcade version and NES versions were released on all versions of the Virtual Console.

Sky Kid is a horizontal scrolling shoot-em-up. You play the role of Baron and the second player is called Max. The names are short for Red Baron and Blue Max. There’s no story here, just fly your plane through the standard missions as they are called out on the screen. Sky Kid features a whopping 26 missions. It may not sound like a big deal, but trust me, it’s quite a lot for a game like this. The goal of the game is to destroy a spaceship that appears in the final mission. Do that to get the ending.

Up, up, and away!

The controls are simple. Use the D-pad to fly in all directions. This game is an auto-scroller so when you fly left or right, you are actually just speeding up or slowing down. The A button fires your machine gun. You have unlimited shots and can have three bullets on screen at a time. The B button lets you perform a loop-de-loop move. If you collect a bomb, drop it with the B button. The Start button pauses the game.

All missions share the same structure. You begin a mission on the runway with the goal of bombing the target. Then the game starts scrolling to the left, instead of to the right like most horizontal shooters. You have to steer upward right away so you don’t crash into the scenery ahead. When you approach the end of the mission, you will see a row of three girls wearing red. Soon after that is the runway with text on the screen telling you to Land Here. Simply touch the runway to land and end the mission, no matter if you actually bombed the target or not. If you skip the runway you will be taken over open water and will automatically crash into the sea. I guess this is the way the game tells you that you have no more fuel. Crashing past the runway does complete the mission, at least.

A game mechanic clear from the start is that you can fire your machine guns in three directions. Shots will fire only in the direction you are facing. Fly up and your plane will angle upward, allowing you to shoot diagonally. Same thing goes for flying down. Hold steady to shoot forward. To take advantage of this style of aiming, the game has both air enemies and ground targets for you to blow up.

You can aim upward or downward toward pesky enemies.

The loop-de-loop is a handy maneuver that you can perform at any time. Simply press B while holding still to fly quickly in a clockwise arc. This moves you backward to the right a fair distance and you can use the move while being tailed to get behind the enemy. You can also perform an upward loop by pressing B while flying up, and a downward loop while flying down. The upward loop pushes you both up and to the right a little bit, while the downward loop pushes you down and slightly forward. Beware that some enemy aircraft can also perform loops. While in the loop, you are invincible to both enemy fire and enemy planes, so this is both an evasive move and a defensive move. You can’t just spam the loop-de-loop the whole time because there is a brief delay between finishing one loop and starting another, not to mention you can still collide with the scenery while looping and die that way. You can loop as many times as you want! You can also shoot your gun while looping. With good timing you can fire backward. In my experience this isn’t something you can reliably count on, rather it’s more of a happy accident if you hit someone behind you.

In addition to the basic air and ground enemies, there are large bases on the ground. You destroy these bases with bombs. As you are flying along you will hear a beeping indicator over the music to tell you a bomb is approaching. The bomb lays on the ground and you pick it up simply by flying into it. Now you will hold the large bomb underneath your plane. You can deploy the bomb at any time by pressing the B button. Now since the B button is used for this purpose, that means you can’t do loops while holding a bomb. Ground bases are comprised of three parts and you want to aim for the center section. Hitting the middle destroys the entire base and gives you more points than if you hit either side of the base.

Sky Kid also has a recovery mechanic for when you get shot or fly into an enemy. When you get hit you start to spin out and descend, and you lose complete control of your plane. You can regain control by holding Up on the D-pad while pressing A and B rapidly. You are bound to hit the loop button after recovering like this, and normally that is okay. It does put you at risk of colliding with something else and spinning out all over again. It takes longer to recover for every time you get hit and eventually you will end up crashing if you take too many collisions like that. During a two-player game, a player can shoot his partner to recover him during a fall instead of performing the button mashing. Teamwork does make a difference!

Enemies come from almost every direction.

There is a wide variety of enemies and enemy types. Air enemies are mostly planes that resemble yours, however there are a few different movement patterns and tactics to deal with, plus they can enter the field from either the left or right side of the screen. Large planes fly in from the right side and drop several slow-moving bombs that you can destroy with normal fire. There are green parachute enemies that have an upper and lower portion. You get a point bonus for destroying both parts before they get away. Ground targets include armored cars that have no guns and tanks that either fire straight ahead or up at an angle. Ground turrets fire large shells that have a spread effect when they blow up, and these shells are even aimed at you a little bit. Boats can fire both normal and large shots. Submarines pop up briefly but give you a point bonus if you take them out. In later levels, if you hang out in the upper-right part of the screen for too long, Kamikaze pilots will come at you and detonate large explosives. There are other hazards that show up in later stages.

At the end of each mission you can earn bonus points. Sky Kid keeps a tally of each air target, ground target, and base you destroy within the mission. For both air and ground targets, you get a medal for every five enemies of each type you shoot down up to a total of six medals for destroying thirty or more enemies. The bonus points are awarded depending on your medal count. You get 1,000, 2,000, 3,000, 5,000, 7,000, or 10,000 points for one through six medals respectively. You earn a large medal for each base you destroy which is worth 10,000 points. You must blow up the entire base by hitting the center to earn the medal.

Drop your bomb early so that it hits the center of the base.

Missions 8, 16, and 24 are Shooting Gallery stages. There are no enemies at all, just targets to aim at. These are short levels and are a nice breather from the normal firefights. After the mission you get medals and bonus points depending on how well you do. You can earn up to four medals for a total of 20,000 points. I know you get 10,000 points for three medals. I never scored any worse than that. Interestingly, there is no bonus for shooting all the targets beyond the 20,000 points for four medals. You are allowed to miss either three or four targets and still get the best bonus.

There are a few other fun ways to earn even more bonus points by clever use of loop-de-loops. Some stages will have ladies dressed in blue. Fly above her and loop to cause her to release several hearts. Each heart collected is worth 1,000 points given out in a special scene after the mission. Some levels have large billboards in them. Loop above the billboard to generate either a medal or an explosive. The medal is worth 1,000 points but the explosive will kill you. I think this was more lucrative in the arcade version. In this port it’s neat to try but not worth it. Some stages have background elements that you can interact with by looping. For example, in the second level, you can loop while flying in front of the sun to turn it into the moon. This also changes the entire color palette of the level from day to night. You get a 1,000 point bonus too. There are a few of these one-off type interactions over the course of the game.

Each game of Sky Kid begins with three lives and you can earn more lives through your score. You earn a life at 30,000 points, another at 80,000 points, and one for every 80,000 points thereafter. There are no continues in the game and no other ways to earn extra lives. Every life you can earn and every life you can save from crashing matters in this game.

Break the targets!

This was my first time playing Sky Kid on NES. I know I tested this game when I bought my cart but I only vaguely remembered it. I believe I bought this game at a local game store for cheap. Sky Kid was featured on a James and Mike Mondays episode in February 2016 and the game shot up in value for a short time. It started under $10 and peaked at $25 and above for loose carts only. Now it has settled back down into the $10-$15 range. For some reason, 5-screw variants of Sky Kid tend to sell at $15 while 3-screw copies sell for closer to $10. As far as I know, there’s no real difference in rarity between the two games.

It turns out I was misled a little bit on where the game ends. The very useful NES Ending FAQ states you get the ending by blowing up the spaceship in Mission 11 and every eleven missions after that. It also says later that you have to let it go in Mission 11 and get it when it shows up next in Mission 26. Allow me to clear it all up here. The spaceship does appear in Mission 11 but it is just a tease. You need a bomb to destroy it as your bullets go right through it harmlessly, but the issue is there isn’t a bomb available until after the spaceship leaves. You could theoretically beat the game in Mission 11 if you used some kind of cheat code to get a bomb early, and it sounds like that’s what the author of the FAQ did. In Mission 13 there’s a large blimp that appears and you can shoot it down by dropping a bomb right on top of it. It’s not the spaceship though. It counts the same as blowing up a base and the game keeps going. I had hoped that maybe the game looped after Mission 15, and that Mission 26 was just the second run of Mission 11 with an early bomb. That was wishful thinking too. Indeed, there are 26 unique missions you have to play under normal circumstances.

What a tease!

Playing through the whole game is quite a feat. I really had no idea this game would be so challenging to beat. I wish now that I had better documented my attempts. I estimate that it took me 30-40 attempts to beat the game over 15-20 hours total. Progress through the game was slow but steady. At first I could only beat a couple of missions. By the end of the first day I reached only Mission 7 or 8. Missions 11-14 represented the first major roadblock and a noticeable bump in difficulty. Mission 20 was a particularly challenging one as it introduces a new hazard that appears to be somewhat randomized. The last two missions are very difficult. Once I was consistently reaching the 20’s, it became a matter of getting that far with enough lives in reserve to survive until the end.

I experienced several near misses and heartbreak before finally beating the game. I reached Mission 25 seven or eight times and Mission 26 at least four times. One time I got to Mission 25 with four or five lives in reserve and lost them all in a row. I had a run where I played almost perfectly through the 20s only to have the TV get shut off during the final mission. My AVS console is powered by the TV through USB so that run vanished when I lost power to both. I saw the Mission 26 spaceship for the first time on my last life of a run. I picked up the bomb I needed, but I got shot soon after which causes you to drop the bomb. I watched the spaceship go by hoping the stage would repeat somehow. It turns out the final mission has no runway, just the final expanse of water. Watching my plane crash into the sea was devastating. The next time I saw the final spaceship I kept my bomb and didn’t miss. Sky Kid’s second loop increases the difficulty by making everything fire much more frequently. In my longplay video, I got up to Mission 39 before losing for good. Reaching halfway through the second loop was more than I could have hoped for.

The action can get a little overwhelming.

I have a few tips and observations of the game that might be a little helpful. I appreciate that Sky Kid has some innate risk and reward elements to its playstyle. If you think about it, the safest place for you to be is the top of the screen. Being as high as you can offers you the most time to make a recovery if you are shot down. It also helps you fly over the hills and buildings that often appear in a level’s landscape that force you to the top anyway. Now you don’t want to be in the upper-right corner because that triggers the Kamikaze pilots. I found the safest location on-screen is a bit left of center at the top. There’s enough time to handle threats from the left while keeping distance from everything else. Ground turret shells can still reach you but there’s enough time to react. If you are being pursued by a plane from behind, you can sometimes do a loop at the top of the screen so that they will follow you and despawn. Now you could stay up there the whole game but you will forfeit a lot of points. Bombs must be obtained from the bottom of the screen and blowing up bases is the key to racking up points and extra lives the fastest. Besides, you are in danger at the top of the screen more often than you would think. There’s room here to play the way that fits your style. I like to score a bunch of points anyway, but here it’s a good strategy because I know I’m better off with more lives and more chances. I tend to stay in the middle of the screen where I can just reach the ground targets. Of course, there’s value in learning the mission layouts and being in position to nix enemies before they become threats. You do have to know some of that to have any shot at later challenges. I have proven you can beat the game with an aggressive approach, and I’m sure you can beat the game with a low score and conservative approach as well.

Sky Kid is a cute shoot-em-up that is fun to play. The graphics are cartoonish in quality and lack some detail, but it looks nice for an early NES game. One graphical issue I failed to mention is the white text is hard to read against a light blue background. There are only a few short songs in the game but they are upbeat and happy for the most part. The controls are responsive. Looping is a fun mechanic that can bail you out of a tough spot but can also get you in trouble if you abuse it. There are several neat details and embellishments such as interacting with background elements and all the ways to earn points. This is a game suitable to play casually, with a friend, or just for points. Trying to beat the game will test you for sure and not many are going see it through to the end. Because this is a simple game, I am going to assume that most people interested in NES games will pass over this one in favor of better, more complex games, and I think that’s okay. Even an average NES game can still provide a good time.

#99 – Sky Kid