Take on the NES Library

An 8-bit Extravaganza!

activision

FEB
27
2017
0

#36 – The Adventures of Rad Gravity

A “Rad” adventure that may or may not pull you in.

Rad floats around and points at which option is selected. Neat!

To Beat: Reach the ending
To Complete: Beat the game with all health upgrades and items
What I Did: Beat the game
Played: 10/17/16 – 11/1/16
Difficulty: 8/10
My Difficulty: 8/10

One of my favorite game styles is the open world platformer, more commonly known as a Metroidvania. The Adventures of Rad Gravity does not feel like a Metroid game but it is sort of a similar experience, which took me by surprise when I started to get into the game. While the Metroid series is one of my favorite game series, this particular game is not nearly on the same level though it does have some moments that are really quite interesting. Let’s take a deeper dive so you can better understand what I mean.

The Adventures of Rad Gravity was developed by Interplay and published by Activision. It was released in December 1990 on the NES in the US and it later made its way to Europe and Australia in 1991. The Australian version was distributed by Mattel. The game is an NES exclusive since it was not released in Japan and had no ports to any other system.

The story of Rad Gravity starts with a colonization effort long ago between nine planets. During this effort Compuminds were developed that could communicate instantly between all the colonized worlds. At some point, a wizard named Agathos was transformed by some kind of weird space magic into a huge brain. Because of this, Agathos came into power and decided that he wanted to take over the colony and shut down all the Compuminds, leaving the worlds to fade away and decay. Some time later, one of the Compuminds named Kakos was discovered and turned on. He came up with a plan to restore the rest of the Compuminds and bring back the former colony to glory. Kakos cannot physically explore the planets and must employ Rad Gravity as the best space cadet suited to travel to each world and restore both the Compuminds and the colony.

Rad gets stuck doing the dirty work.

The Adventures of Rad Gravity is a side-scrolling platformer game where you play the role of Rad. You team up with Kakos to explore each of the nine worlds. The game begins in your spaceship where you can select an available planet from your monitor and Kakos will beam you down to the surface. Here you control Rad directly from a side-scrolling view. At the start of the game you only know the location of one planet, but as you explore you will come across the coordinates for other worlds. You will also accumulate different kinds of equipment to help you explore later levels. You can travel to almost any unlocked world at any time. Thus the item and level progression is how the game resembles Metroid.

The controls are simple. When controlling Rad use the D-Pad to move around, press A to jump, and press B to use a weapon or item. The Start button pauses the game and brings up the item selection bar at the top of the screen. Press either Left or Right to select the item you want to equip and then press Start to unpause the game with the item you selected. You can press Up on the D-Pad to enter doors or interact with computer terminals, and you press Down to duck. You can also jump down through certain floors by holding Down while jumping with A.

When inside your spaceship looking at the map, there are colored circles that indicate places you can reach by teleporting. Use the D-Pad to choose a teleport location and press A to go there. If you choose one of the planets you will zoom in on it to see either one or more possible landing spots. There are also stargates on the map that will warp you to a different part of the colony where you can see different planets. I found that the map can be pretty confusing to navigate when the stargates are used, so sometimes I had to bounce around for awhile just to figure out what areas were available to me, but it’s something I eventually got used to.

Enter your coordinates and get going!

There is a menu bar at the top of the screen displayed during the platforming sections. You can see which item is equipped as well as Rad’s health bar. There is also a score counter that is completely frivolous because you only earn points when collecting items. There are no points awarded for defeating enemies which seems pretty unusual for an action game.

Rad collects many items along the way to help in his quest. You begin the game with three very useful items. The Communicator item is your method to travel from a planet back to your spaceship. You can use it at any item to leave a level whether you are done looking around or if you get into a bad spot. When you teleport back to your ship your health is completely restored. That sounds really nice but there really isn’t much of a penalty if you die. Actually you can teleport out during the death animation and you still get full health back, making death a personal choice! The second item is the Translator which allows you to read messages found on computer terminals. The third item is a Laser Sword for close range combat.

The rest of the items are found along the way. The most common upgrade is the health upgrade. The item itself looks similar to a chunk of your health meter. Collect it to add another bar of health to your maximum. There are 15 of them in the game and some of them are well hidden. The teleport beacon is a neat item with some really clever uses for the resourceful player. It comes in two parts. Press B when equipped to throw one on the ground, and press B again to teleport to the exact spot you dropped it. The beacon location is lost whenever you go back to your ship, but you can use to teleport back no matter how far away you go or how many screens away you are. Another item is the Energy Disk that acts like a hoverboard. Deploy it with B and hop onto it and you can float on it while moving left or right. You can move downward with it but you cannot go up. If you jump off then it vanishes. This item does force you to spend a bar of your health to use it so you will only use it in a few cases. There are also three different levels of armor upgrades that lower the health loss when taking damage.

Oh boy oh boy oh boy a health upgrade!!

The rest of the items are weapons. There is a sword upgrade called the Super Sword that gives slightly longer range and more attack power than the base sword. You get a Power Pistol that fires bullets horizontally across the screen. You can upgrade it to the Vertigun that lets you also fire vertically, and you can later find the Maxigun that gives it a power boost. Saurian Crystals act as bombs that you toss in an arc ahead of you, and you can find the Crystal Bombs to power them up even further.

There are ten levels in The Adventures of Rad Gravity. Cyberia looks like a cityscape with a few buildings to explore. Effluvia is the garbage dump of the colony. Sauria is a jungle styled level with some vicious baby dinosaurs. Turvia is flipped completely upside down for a unique experience. Vernia is another city high up in the clouds. The Asteroid Belt contains an abandoned spaceship. Utopia is a planet with two sides and an underground factory. Odar contains an underground maze. Volcania is a burning planet with active volcanoes as you might expect from the name. Telos is the final planet shrouded in mystery!

There are quite a few enemies and traps that stand in Rad’s way. Most of them are your run of the mill enemy types that can be killed with a few attacks. However there are quite a few obstacles that have some kind of unique behavior attached to them. Some enemies you can kill and they explode after a short pause sending shrapnel across the screen. Other enemies cannot be killed but they can be manipulated by how you shoot them. Some enemies can be pushed around if they are blocking a critical path. Sometimes an enemy can push Rad through small spaces that he cannot walk through by himself. There are some enemies that Rad can safely ride on top of. These enemies tend to be put in places where you have to think more about what to do to get past them rather than just engaging in pure combat.

Weaving and bouncing through the asteroid belt can be really taxing.

By the same token, there are certain kinds of mechanics that only appear in a single area in the game. In one level, you have to place a peg inside a hole on top of a gate that opens it. One levels has keys to find. There are blocks you can push that you need to use as stepping stones to clear certain jumps. In the Asteroid Belt you need to navigate between obstacles by firing your gun in the opposite direction to push Rad around as he floats in space. The game does have a variety of things to do in all kinds of environments that make the game interesting.

The Adventures of Rad Gravity does feature a few boss battles mostly in the second half of the game. Similar to the enemies, the bosses tend to have some kind of unique gimmick associated with them where you have to figure out what to do to effectively fight them. These solutions are not always obvious and there was more than one moment where I was left scratching my head.

While not overly long, this is not a game you can finish in a single sitting unless you have already played through it a few times. Fortunately the game has a password system! The only way to trigger the password screen is to actually die in a level without teleporting out of it, which is a little annoying to do. The passwords themselves are 20 characters long and they track all of the items collected and planets unlocked.

Hmmm I wonder how to fight the green blob?

This was my first time playing The Adventures of Rad Gravity. I did not really know about this game until I started my big push for collecting NES. The only way it really stood out at all early on is because of the bright orange label. I ended up buying this cart individually on eBay in 2014 for a little over $7 shipped. While not a terribly expensive game, that cart had the best price I have seen on it so I snagged it right away. The game now sells typically in the $15-$20 range and that price is not too much higher than it was when I bought the game.

I started playing Rad Gravity when my wife was out of town for a couple of days. I was able to put in about 4-5 hours of play time and that got me about halfway through the game. The latter half of the game took longer and I spent two weeks grinding through it. Some of the difficulty stemmed from not knowing which area was the correct one for my current item loadout and some of it came from figuring out how to best clear the areas themselves. I struggled some on the bosses too. I am happy to report that I managed to beat the entire game without looking up anything in a walkthrough. Some of the solutions are obtuse enough that it was no small feat to clear the game on my own. Now this was not a 100% complete run because I missed some health upgrades as well as one of the powered up weapons if I recall correctly. I watched a longplay of the game with all items and some of the ones I missed I probably would not have found on my own. There is only one ending regardless of item completion so reaching the credits is enough to consider the game beaten.

Here’s a tip that helped me get through the game. I found the manual to be particularly helpful for a specific reason. Toward the back of the manual is a section called Top Secret Clues. These hints in and of themselves were only occasionally helpful. The clues are grouped by planet and the order of the planets listed in this section is the same order you can play through the levels. It turns out you do not have to follow this exact order but this way definitely works if you want to take the guess work out of where to go next.

Trying to figure out this stage had me running on fumes.

I have mixed emotions about the game. There are some really neat elements to the game that I have already mentioned, but the whole package doesn’t add up quite right. If I had to describe my experience in a single word, I would choose clumsy. The jumping physics feel really heavy most of the time, meaning you can jump pretty high and then fall down hard. In contrast, the level design is often claustrophobic with long tight horizontal corridors. The jumping combined with the level design can lead to missed jumps and a lot of unnecessary frustration. The sword is not really a great weapon and you are stuck with dealing with close combat and hardly any health at the beginning of the game. The backgrounds can be very unclear on which blocks are solid and which ones are just decoration. The way to make progress is not always obvious making it easy to get fed up with the game, at which point you might drop it altogether or dip into a walkthrough at the slightest hint of getting lost. But I have to say, there were some moments where I figured out something that was so cleverly done that it will stick with me for a long time. It is really hard for me to pick a side here!

The Adventures of Rad Gravity is a really tough game for me to give a strong recommendation. It’s not a great game, it’s not a hidden gem, and it’s not really even an average game. Instead it is a combination of varying highs and lows. I think this is a game that you have to play to know if it’s something you will like. Watching videos or looking at screenshots do not convey well what this game is all about. And frankly reviews don’t do it much justice either. It seems to me that most reviews give up on the game before some of the neat stuff starts. My hope is that this post will highlight the game just enough for you to decide if you want to seek it out on your own and form your own opinion.

#36 – The Adventures of Rad Gravity

 
DEC
02
2016
0
Archon Box Cover

#31 – Archon

Let’s kick the board game format up a notch with Archon.

Dueling dragons!

Dueling dragons!

To Beat: Win a match
To Complete: Win as both the Light team and Dark team
What I Did: Completed the game
Played: 9/21/16 – 9/23/16
Difficulty: 3/10
My Difficulty: 3/10
Video: Archon Longplay

Today is a big day for Take On The NES Library! I am finally incorporating game play videos for some games going forward, and we are kicking off this momentous occasion by talking about the first strategy game covered on this site.

Archon: The Light and the Dark was originally released in 1983 for Atari 8-bit computers. It was developed by Free Fall Associates and published by Electronic Arts. The game is notable both for being among the first titles published by EA and a huge hit for Free Fall Associates. The game was so popular that EA wanted a sequel quickly, so the developers released Archon II: Adept the following year in 1984. The original Archon was ported to many home computer systems and was a success on pretty much every one. The NES would receive a port of this game all the way in December 1989 published by Activision and Bullet-Proof Software.

Archon can be adequately summarized as an action chess game. There are two sides, light and dark, composed of fantasy creatures that duke it out for control of a 9×9 grid. Each side takes turns moving a creature from one space to another. If a character is placed on a square occupied by a member of the opposite team, the gameplay switches to the combat arena. Here you take direct control of your creature as you attempt to defeat the opponent by thumping or shooting them enough to deplete their life bar. Defeated creatures are removed from the board and the winner occupies the square. There are also five power spots on the board: One in the middle of each of the four edges of the board and one in the center. You can win by either destroying all of the enemy creatures on the other team or by occupying all five power spots at the same time.

One strategy is to try and hold the power points.

One strategy is to try and hold the power points.

The game board consists of light squares, dark squares, and shifting squares called Lumina squares. Light squares and dark squares always stay the same, but the Lumina squares change color throughout the game after every other turn. There are five different shades of Lumina square: light, light blue, blue, dark blue, and dark. All the Lumina squares start off blue and shift toward dark, then reverse and shift toward light. This cycle repeats through the course of the game. The color of these squares is important because light characters are stronger on lighter squares and dark characters are stronger on darker squares. It is to your advantage to engage in combat on those squares when they match your color.

There are several types of creatures in the game and they can be separated into two groups. There are ground creatures and flying creatures. Ground creatures cannot move through squares occupied by other characters and must have a direct walking path to the desired square. Flying creatures can go over units and land on any square within flying range. Each character has a range of squares they are allowed to travel during a move ranging from three squares to five. If a ground character can walk four squares, then it gets a combination of four horizontal or vertical steps and that’s all for that turn. If a flying character can move four squares, then it gets up to four squares of horizontal movement and up to four squares of vertical movement. As a result, flying creatures can cover significantly more ground per turn than ground creatures.

Ground characters on each side match up against each other on the board for the most part. The leaders are the light Wizard and dark Sorceress. They are the only characters capable of spell casting which I will get to in a little bit, and they also move via teleporting which evidently is exactly the same as flying but with a different animation. The light Knights and dark Goblins are the pawns of this game with short range attacks and weak stamina. The light Unicorns and dark Basilisks are quick and reasonably strong. The light Archers and dark Manticores are a tad on the weaker side but have long range attacks. The light Golems and dark Trolls are very slow but very strong.

The starting lineup!

The starting lineup!

The remaining matchups demonstrate the differences between the two teams. The light Valkyrie is a bit stronger than the similar Archer. On the other side, the dark Banshee has a scream attack that drains the enemy health when in close range, and it is the only attack in the game that allows the character to move while the attack is in action. The light Djinni is the best light attacker though only a little better than the Valkyrie. Opposite it, the dark Shapeshifter turns into whichever enemy opposes it in combat, matching its stats exactly. The light Phoenix can explode dealing massive damage when touching an opponent while doubling as a defensive move that nulls any attack during the move’s duration. The dark Dragon has both the strongest long-range attack in the game as well as the most health.

Combat is pretty straightforward. The arena contains the two combatants and a seemingly random arrangement of objects. You can move in eight directions and attack with the A button. When you or an opponent fires off an attack, there is a delay before the next attack is allowed. This recharge time varies per character. A noise will sound whenever the next attack is ready to go. The tone is a higher pitch for the light character and a lower pitch for the dark character so you can easily distinguish the two. The objects in the arena are stationary but shift state frequently enough that there’s no real way to determine how those spaces will behave. Sometimes attacks will go right through them and sometimes they get blocked. Character movement through these obstacles may or may not be permitted or it might be allowed at a slow, plodding pace. It adds enough randomness to the battles so that combat is tense and exciting.

Both the Wizard and Sorceress have access to the same complement of spells. Each spell may only be used once per game, and the spell may not target a character stationed on one of the power spots. If the Wizard or Sorceress is defeated then no spells may be cast by that side. Another interesting wrinkle is that using a spell drains a bit of health from the spellcaster. To use a spell, press A when selecting the caster and a spell dialog will appear at the bottom of the screen. You may cycle through the spells with Up and Down and cast the spell by pressing A. You can also select the Cancel option if you don’t want to use a spell.

Attack from afar with an elemental if you want!

Attack from afar with an elemental if you want!

There are seven spells in Archon. The Teleport spell moves any character on your team to any square not already occupied by another team member. You can move a character onto an opponent to engage them in battle directly. The Heal spell restores the health of any one of your characters. The Shift Time spell reverses the flow of the Lumina squares. The Exchange spell swaps any two creatures on the board no matter which team they belong. The Summon Elemental spell calls a temporary elemental to attack any opponent on the board. It could be an earth, air, water, or fire elemental that is chosen at random and each has different characteristics in combat. Either win or lose, the elemental is removed from play after the battle is over. The Revive spell brings a defeated creature back into play. The revived character must be placed on a square adjacent to the spellcaster. The Imprison spell can be cast on any creature locking them to the board. The affected creature is not able to move on the board until the Lumina squares match the team color, though opponents may engage an imprisoned creature in battle at any time.

One more interesting thing to mention is that there is the possibility of a tie game. If there are few characters remaining on each side and no combat or spellcasting occurs in a set number of turns, the game will be called a draw. This was implemented to encourage combat. The other more straightforward stalemate happens when the last two characters on the board kill each other at the same time.

Combat is a balance of staying out of danger while finding an open line of fire when you can.

Combat is a balance of staying out of danger while finding an open line of fire when you can.

This was my first time playing Archon but I had great success for a beginner. I started playing as the Light team and I got beat down pretty quickly. I was losing characters left and right as I got used to the combat and characters. About halfway through the match the game clicked with me and I started mounting a comeback, but despite that it started to look like it was too little to late. The best character I had remaining was my Wizard and I decide to go for broke and try to take out the Sorceress. She had not moved the entire game and her square is always dark, but despite the disadvantage I managed to win that fight. After that I picked off all the remaining enemies for a win by brute force.

Since it didn’t take me very long to win the game and the dark team plays differently from the light team, I wanted to get a win from the other side. This was the run I recorded for YouTube. It did not start out particularly well but I ended up winning in half the moves required for my first victory. I also won the match by occupying all five of the power spots instead of defeating all the enemies.

Archon is a fun, short game that might be worth a look if you are interested in chess or light strategy games. The graphics and music are adequate and don’t get in the way of the action at all, but the gameplay is solid and that’s what’s important in a game like this. I didn’t even mention yet that the game has a 2-player mode that is sure to be a lot of fun once both players get a few matches under their belt. For myself, I enjoyed playing the game but unless I get another player involved I don’t see myself playing very much more Archon in the future.

Archon Ending Screen

#31 – Archon