Take on the NES Library

An 8-bit Extravaganza!

course

MAR
09
2018
0

#68 – Super Team Games

Great, another exhausting Power Pad game!

Some balloons burst to get you started.

To Beat: Win all four events in single player
To Complete: Win all events on the highest difficulty
What I Did: Beat all events on the lowest difficulty
Played: 12/21/17 – 12/28/17
Difficulty: 7/10
My Difficulty: 7/10
Video: Super Team Games – All Events

Another Power Pad game already? I just finished World Class Track Meet not even a week before this. There are only a handful of Power Pad games that reached the NES, and it is just dumb luck that we get two such games almost back to back. This may have been a good thing here since my Power Pad muscle memory from the previous game carried over to this one. I needed that because Super Team Games is significantly more challenging than World Class Track Meet.

Super Team Games was developed by Sonata (who would later become Human Entertainment) for release in Japan in November 1987. It was originally published by Bandai, and it was the seventh game in their Family Trainer series. Nintendo published the NES release in November 1988, branded as a Power Pad game. It did not include any Family Trainer or Family Fun Fitness branding, just like World Class Track Meet. This was the final game of the Famicom’s Family Trainer series to reach North America.

Super Team Games is a running race game where you compete in different types of events and try to beat your opponent. There are several smaller events that are arranged into larger obstacle courses. There are several different modes for single player, two players, and two teams of players. Since multiplayer modes are competitions against each other, only the single player modes count for beating Super Team Games. There are four different obstacle courses in single player mode, and when you win all of them you have won the game.

You gotta start jumping pretty early.

This Power Pad game uses Side B, which contains blue buttons on the left and red buttons on the right, all individually numbered from 1 to 12. In single player, we are only concerned with the blue buttons. The top row buttons are 1 and 2, the middle row buttons are 5 and 6, and the bottom row buttons are 9 and 10. Multiplayer games use the red buttons, so just add two to each button number to get the same mappings for the second player.

The menu controls are the same as World Class Track Meet. On the title screen, press Select to move the cursor and press Start to go to name entry. In the tournament mode, you first select how many teams you want between three and six. Use the D-Pad to move the cursor at the bottom and press Select to lock in your choice. You then move to name entry which is identical for all modes. The blinking cursor at the top part of the screen determines which character in the name you want to choose, and you move that cursor by pressing B to move it left and A to move it right. Use the D-Pad to move the letter selection cursor at the bottom part of the screen. Press Select to write the selected character in the name field. When all names have been entered, press Start to begin.

Now you move to the event screen. There are flags displayed with the names of all the events. Press Select to choose the event and press Start. In 1 Player and 2 Player modes, the events are Super Obstacle Course, Obstacle Course A, Obstacle Course B, and Skateboard Race. The 2 Team Play and Tournament mode events are 6 Legged Race, Tug of War, and Relay Race. More on these modes later. The next screen is the versus screen showing who is competing in the race. If you are playing Tournament mode, you will see a screen in between showing the bracket setup. In single player, the versus screen lets you decide which computer character you want to race against. Press Select to choose from either Ollie, Jimmy, or Jack, and press Start to go to the race. Ollie is easy mode, Jimmy is medium difficulty, and Jack is the fastest.

What lovely flags!

The gameplay screen has the same structure in all events. The left runner, designed as the White team, is displayed on the top part of the screen and the right runner, or Red team, is below. At the bottom of the screen is a minimap that shows how far each player or team has reached in the current race. You also see times for each runner. This timer freezes briefly during checkpoints so you get a better glimpse of how you are doing as you compete. To begin the race, all active participants must be standing on the Power Pad in their designated spots. For single player, stand on 5 and 6. A whistle is blown and soon the referee fires the starting gun.

Let’s look at each of the events first. Then I will explain how they combine into the different courses.

The Log Hop is exactly how it sounds; you run and jump over stationary logs. This introduces the standard controls that apply to many events in the game. Run on 5 and 6 in the middle row to move forward. Take a step back and run on 9 and 10 to back up a little bit if you need to. You can run right up to the log and then jump in the air so that your character jumps as well. The logs are medium height so they aren’t too tough to jump over. You can even land on top of the log and run right off.

No, you can’t run around the ball.

The Belly Bump Ball has the same controls as the Log Hop. Here a giant beach ball is in the middle of the track and you have to bump it forward by running into it. The faster you run into it, the farther down the track it goes. Ideally you want to get into a good rhythm of bouncing it far ahead and then running fast to knock the ball ahead again. If you come at it slow, the ball won’t go very far and then you don’t have the distance necessary to build up speed unless you take a few steps back and give yourself some running room.

Water Cross is similar to the Log Hop. There are pools of water on the track that you want to jump completely over if you can. Run up to the edge and jump to hopefully get across. More than likely you will fall into the water. You can swim by running on 5 and 6, but you will cross very slowly and use up a lot of time.

In the Crab Walk, I guess you wear a crab outfit? It’s weird. You want to put your left foot on the 1 and your right foot on the 9 and then run in place to inch ahead. It’s different than the other events since your feet are much further apart. I could move forward but really couldn’t get the hang of this one like I should have.

The Wall Jump is exactly like the Log Hop. The walls are thin and much taller than the logs. You really need to jump high to get to the top of the wall. Not only that, but there are two different heights of walls just to make things more exhausting.

This is a very sturdy bubble.

In Bubble Run, you first approach an air pump and must blow up your bubble. Hit 1 and 2 in the first row to inflate your balloon. The manual says to hit the buttons with your hands, which makes sense since you are working an air pump. You can run on it if you want, but my legs needed a break! Once the bubble is filled, then run on 5 and 6 and take the bubble to the end.

These are all the basic events that combine to form the larger events that you choose from the menu before play. In the Super Obstacle Course, you run all six of the above events in that exact order. In Obstacle Course A, you do the Log Hop, Water Cross, and Wall Jump, and in Obstacle Course B you do the Belly Bump Ball, Crab Walk, and Bubble Run. The Relay Race in the team play modes is the same as the Super Obstacle Course. Instead of running the whole thing alone, you pass the baton and substitute team members after each pair of events.

That’s not all! There are also three other unique special events:

The Skateboard Race is for one or two players. In this mode you don’t have to run, which is quite the relief! Your front foot position will either be on the 5 or 6, and your back foot position is either 9 or 10. First, stand on 5 and 6 to start with the whistle blow, then put your front foot on 5 and your back foot on 9. I like to face right while on the mat. This will position you in the top row in your course. Move your front foot to the 6 and then move your back foot to the 10 to move your character to the bottom row in the course. You can switch positions one step at a time to slide your skateboarder. You may rhythmically step between positions to slalom and that lets you move faster down the course. You also need to sidestep to dodge obstacles on the course. Some obstacles block both lanes and you must jump to get past them. If it sounds complicated, I’m sure you will get it once you finish the course once or twice.

Try to weave around the obstacles.

The 6 Legged Race is a team event only. You need six players for this event! Each team of three stands back to back on the respective spaces on the Power Pad so that there is a foot on every button. Each team must take left and right steps together as if their feet are tied together. If someone is out of step the racers will fall over and make it harder for the team to continue to walk. There’s no feasible way for me to play this event, but I bet it would be hilarious!

The Tug of War is another team event that can be done with either two, four, or six players against each other. Within a team, the first player stands on 5 and 6, the second player stands on 1 and 2, and the third player stands on 9 and 10. The other team takes the respective positions on the right side of the Power Pad. When the firing gun starts, everyone runs as fast as they can. Whichever side has pulled more of the rope after 30 seconds wins the Tug of War.

I’ve never been a Power Pad player, so this was my first time playing through Super Team Games. All of the Power Pad games tend to teeter between common and uncommon, but they are neither difficult nor expensive to track down if you really want them. Well, aside from Stadium Events that is. I got my original copy in a lot on eBay early on when I had made my big push to collect the other half of the NES licensed set. I remember seeing it and getting pretty excited since I had never seen the game before and thought it might have been worth something. I quickly found out that it was cheap because no one wants it. I’ve had a few different copies come through my possession.

This was a really bad jump attempt.

Super Team Games is a significant step up in difficulty from World Class Track Meet. Naturally, I learned this the hard way. My first time playing I picked the Super Obstacle Course against the fastest computer runner Jack. He completely blew me away. He completed the entire course in under three minutes while I hadn’t even reached the halfway point yet. I had to stop and step away in the middle of the race for a little while to catch my breath. I kept at it just to get through it, but I never did finish the race. After 10 minutes have elapsed, the race just ends. I was at the very end of the course with the finish line in sight when this happened. So annoying. I’m calling it impossible for me to beat this on the hardest difficulty and immediately accepted the idea of beating it on Easy and stopping there.

I moved on to the Skateboard Race next which is the easiest mode and much less strenuous. It still took me two attempts to beat easy difficulty Ollie. The first attempt was learning the course and the controls, and then the second try was enough to win the race. I then switched over to trying Obstacle Course A and managed to win that race too. The only problem is I forgot to hit the record button on my PC. That really upset me and I knew I wouldn’t be happy unless I completed it again. I was completely spent from playing this game to the point where I had to rest for a couple of days before trying again.

I finished all of the modes over the next three play sessions. The Super Obstacle Course took me two tries to win against Ollie. He finishes the race in around six minutes. I was about twenty seconds behind the first try and then I won by more than that the next try. It also took me two tries to beat the Obstacle Course A again. The first try I quit part way because I was too far behind and exhausted from winning the Super Obstacle Course just before. The next try I won the race by just barely passing Ollie on the final stretch. That was way too close for comfort. Obstacle Course B is quite a bit easier than the other two obstacle courses, but I think that took a couple of tries as well. I used the Skateboard Race as a warm up exercise and finished it a couple more times for good measure. I learned from my mistakes and recorded everything the way I wanted.

That’s how close I was to losing Obstacle Course A.

I think Super Team Games requires more consistency and better form than World Class Track Meet. You can be successful by stepping on the Power Pad as quickly as possible, since that’s more or less what I did. However, it does seem that you are rewarded for having proper form in your steps and jumps. I will caution that I cannot be entirely sure about this. The manual tells you what to do, but not how to do it well. It’s not really feasible for me to test any hypotheses either because I can only play a little bit at a time before wearing out. My theories will have to do. I was able to do a really long jump a few times and I never understood how it happened. I’m sure it has to do with the timing of my jump while running with some speed, maybe even by jumping off of one foot and landing on the other. I also noticed that I accelerated sometimes while jogging for some distance. There does seem to be some momentum inherent in the game physics as long as you keep going without slowing down too much or missing any steps on the buttons. Again, these are just theories. I assume there has to be some kind of technique that I didn’t understand that could help me perform at a higher level.

I do have a few observations about racing Ollie that might be helpful if you want to play this game single player. I found that I was about on par with Ollie in all events but two. Ollie does the Crab Walk well, but does the Belly Bump Ball terribly. I have no idea what the secret is to crab walking and I always lost ground during that event. The Belly Bump Ball is best way to take a big lead. Ollie gets no momentum at all and only pushes the ball a short distance while never backing up to get a better shot at it. If you run fast, pause briefly just after you bump the ball, and repeat, you should clear the event quickly. This was the key for me completing the Super Obstacle Course and Obstacle Course B, leaving only Obstacle Course A without an easy exploit. The sad thing is that the game manual tries to make you feel bad for even coming close in a match with Ollie. From the manual: “Ollie: A push over. Shame on you if you lose!” Let me tell you, there is no shame in losing to Ollie. This really is a tough game.

Super Team Games is not fun to play in my opinion, but it is a competent title. The graphics are simple and clean. The music, while not notable, is decent. The controls work well once you learn how to navigate the menu. There is a wide variety of events, especially when you include many players. The real fun of Super Team Games lies in playing this game with someone else. Racing against another player or coordinating large groups for team events are the kind of activities that form memories and build bonds, even in the heart of strenuous competition. Super Team Games is also a good exercise tool for Power Pad owners, so long as you take it easy and don’t worry about trying to outrun the computer players. Trying to beat the game in single player mode is too tedious and exhausting to be fun, and I missed out on everything in the other modes that would have made it enjoyable. I think the best part of Super Team Games was the feeling of relief to check it off the list and move on to the next game.

#68 – Super Team Games (Super Obstacle Course)

#68 – Super Team Games (Obstacle Course A)

#68 – Super Team Games (Obstacle Course B)

#68 – Super Team Games (Skateboard Race)

 
APR
07
2017
0

#40 – Paperboy

Delivering the fun!

The newspaper title screen was a great choice!

To Beat: Complete Sunday to reach the ending
Played: 11/28/16
Difficulty: 7/10
My Difficulty: 5/10
Video: Paperboy Longplay

Today we have another arcade conversion on the NES. These types of ports tend to have varying quality, but I see Paperboy on NES as a well done game. It may not be the definitive version of the game, but I do think that the game is best known on the NES. It is still a popular title today and a fun game to pick up and play anytime.

Paperboy was released in the arcades in 1985. It was both developed and published by Atari Games. The arcade game is housed in an upright cabinet that features a set of handlebars used to control the game. The game was ported to almost twenty different computers, home consoles, and handhelds. The NES port of Paperboy was released in November 1988 and published by Mindscape. There are two sequels to the game. The first is the aptly named Paperboy 2 which debuted in 1991 on home consoles including the NES. The second is the Nintendo 64 game also called Paperboy. There have also been several re-releases of the original Paperboy on systems such as the Game Boy Color, Playstation 2, Xbox 360, and mobile.

In Paperboy, you play the role of a young boy making the rounds on a daily paper route. The object of the game is to deliver newspapers to a series of homes on a two-block street using his trusty bicycle to ensure the deliveries are made in time. There is only one level in the game but you repeat it for every day of the week, which makes for seven levels in total. You win the game if you survive a week’s worth of newspaper delivery.

Get used to this street because you will see it a lot.

When you start the game you see an overhead map of the street. One at a time, blue homes will appear in random locations on the left side of the street. These are subscribers to the newspaper. The remaining spaces on the map are filled in with red houses representing non-subscribers. Logically, you want to deliver papers to the subscribers and ignore the non-subscribers.

The controls are very simple. Use the D-Pad to steer your bike. You can go left and right, speed up by pressing Up, and brake by pressing Down. You can grind and squeal your brakes all you want, but you cannot come to a complete stop and must always keep moving ahead. You toss newspapers with either the A button or B button. The Start button pauses the game, and the Select button only comes into play on the title screen for choosing either 1 Player or 2 Player mode. Multiplayer in Paperboy is alternating play.

The game utilizes an oblique perspective in gameplay which is not often seen. It resembles a three-quarters view a little bit. The street you are riding travels upward while slanting to the right, and the playfield scrolls in that same direction. The houses are all modeled in this view giving them a pseudo-3D appearance. The graphics may not be mindblowing, but they are both presentable and suitable for this game.

As stated above, the objective each day is to deliver papers to subscribers. While the subscriber houses appear blue on the introductory map, during gameplay they are either white, blue, or yellow. The non-subscriber homes are always red, so just by color it is easy to tell if you should deliver a paper to a home. To successfully deliver a paper, you must throw it and land it either at the front door or in the mailbox. If successful, a sound effect will play and you will be awarded points.

The newspaper in the mailbox is the best outcome.

Paperboy is primarily a score attack game, and so there are quite a few ways to earn points aside from successful deliveries. There are several objects in the game that you can strike with papers that will award points. There are garbage cans, tombstones, and lamps that you can demolish to add to your score. The most fun way to earn points is to smash a paper through the window of a non-subscriber. Most homes in the game have several windows facing the street providing many opportunities to cause some damage and pad your score.

Your bicycle can only hold up to ten newspapers at one time. In the upper-left corner of the screen you can see how many papers you are holding, as well as how many lives you have and your current score. There is a balancing act between saving enough papers to serve your subscribers while throwing them at all the various targets and windows for points. As you bike up the street you will occasionally find a bundle of newspapers that you can pick up by riding over them. The bundles always restock you to the full ten papers. These extra newspapers are scarce in the beginning of the week and more than plentiful by the end of the week. It makes sense that early on you want to be more conservative to get a feel of the neighborhood before going all out for points toward the end.

Other than the level layout, there are many obstacles that stand in your way of a successful day. Many houses have static objects in the yard such as fences, doghouses, signposts, and fire hydrants. More dangerous are the moving objects. There are various people and children that either hang out in their yard or move around. There’s a skateboarder that appears quickly down the sidewalk. There’s a runaway tire that comes down a driveway and veers down toward you. One of the more annoying obstacles is a dog that will give chase as soon as you pass by, but fortunately you can stymie him with a newspaper. There is also a mini-tornado and the Grim Reaper himself that appear later in the week. As the game progresses there are more obstacles that appear at once making it more difficult to pass through and finish the day. If you collide with anything you crash your bike and lose a life. You resume play near where you crashed your bike.

Crashes are pretty painful!

At the end of the street is a training course that acts as a bonus stage. You get unlimited papers and there are targets that you can hit with them that bestow a few points. Aside from that, there are ramps, puddles, walls, and a moving ramp that is tricky to get the hang of clearing. There is also a timer that begins at 45 seconds, but it is more than enough time for the course. If you crash here you don’t lose a life, but you end the level right away. If you make it to the end you meet a small crowd cheering you on and you are awarded 100 points for each second remaining on the timer.

After the training course the map of the street appears displaying all the houses on your route and your results for the day. If you fail to deliver a paper to a subscriber or accidentally break one of their windows, you lose them as a subscriber and their house blinks on the map to indicate their change in status. The residents get so sad when they don’t get their paper that they not only cancel their subscription, but they paint their entire home red so that you know not to give them a paper anymore, unless you want to put some through their window for points! If you retain all your subscribers for the day, then you get a new subscriber and their house changes color from red to one of the other colors.

For the entire game, you get three additional lives to work with, and there are no ways to earn extra lives. This makes the game challenging to beat even though you get used to the few house layouts very quickly. If you lose all your lives, the game ends with a newspaper and the headline “Paperboy Calls It Quits.” You also lose the game if you lose all your subscribers. You are taken to the high score screen where you can put in your initials and try again.

What a show-off!

I have owned Paperboy since childhood, so it has gotten a lot of playtime over the years. We got it secondhand and I don’t remember how we acquired it. It is a common cart and I have had several copies of it that I pick up in lots. I don’t remember if I ever beat the game as a kid, but if not I did get deep into the game at least. Paperboy came up as a game in the NA weekly contest, and during those plays I have beaten the game a few times and have gotten increasingly better at improving my score.

My official Paperboy finish for this project was the best run I have ever had to date. I got to Saturday in my first attempt and then cleared the game on the next try. I had a couple of lame crashes early in the game and then I got on a roll and breezed through the rest of the game. My final score was 152,250 and that is a personal best! I do wish I had a crashless run, but maybe that is something I can tackle in the future. There’s room for score improvement as well.

While trying to play this game for points, I learned of a few tricks to optimize scoring. Since both the A button and B button throw papers, you can press both buttons at almost the same time to throw two papers very close together. Doing this, it is possible to land both papers inside the mailbox for double points. This works in some other places as well, such as the training course targets. I do some of this in my run to boost my score. There are some houses where you can get two in the mailbox and at least one paper at the door, but I didn’t try doing that myself.

Paperboy is a classic arcade game that is right at home on the NES. It is a simple game that has a surprising amount of depth for someone interested in going for high scores. The graphics are simplistic, and there is only one song that loops continuously, but I don’t find that they detract from the game. Paperboy is great for picking up whenever there’s time to kill. This is another example of a game that would be a good fit in any NES collection.

#40 – Paperboy

#40 – Paperboy (Final Score)