Take on the NES Library

An 8-bit Extravaganza!

distinctive

JUN
26
2020
0

#153 – Where in Time is Carmen Sandiego?

Taking things case by case (by case)

TIME: For the amount of time it takes

To Beat: Solve 80 Cases
Played: 3/18/20 – 4/5/20
Difficulty: 3/10
My Difficulty: 3/10
My Video: Where in Time is Carmen Sandiego? Longplay (Part 1) (Part 2)

Much like the titular character, I never really got close to Carmen Sandiego.  In grade school, I remember our computer lab consisted of all Apple II’s plus a lone Macintosh computer.  During computer time one student a day got to do activities on the Mac and I do remember that there was a Carmen Sandiego game as an option.  I don’t even remember what I did when my turn came up, and even if I did play Carmen Sandiego, I don’t recall anything about it.  The closest I got to Carmen was occasionally watching Where in the World is Carmen Sandiego on PBS, listening to Rockapella serenade the audience and seeing if the winner could mark off all the countries on the map.  I know there were plenty of educational games bearing her name, but I didn’t seek that stuff out on my own and my parents didn’t force educational games on me.  Much like the main character once more, time has eventually caught up to me and now I am finally playing a Carmen Sandiego game to catch her for myself.

Carmen Sandiego is the lead character in a set of educational video games.  Common to all games, the player’s task is to look for clues and use knowledge to follow her and her henchmen around the world, eventually leading to her capture.  The series was created by Broderbund and began in 1985 with Where in the World is Carmen Sandiego?  Broderbund continued to make Carmen Sandiego games until 1998 when the company was acquired by The Learning Company, who have continued to make games in the series to the present day.  Where in Time is Carmen Sandiego? is the 5th game in the series.  It was first released on Apple II in August 1989, then was ported to various PCs, the NES, SNES, and Sega Genesis.  The NES version was released in October 1991 in North America only.  This port was developed by Distinctive Software and published by Konami.

In Where in Time is Carmen Sandiego?, you play the role of a fresh recruit to the Acme Detective Agency.  Carmen Sandiego and her team of V.I.L.E. henchmen have gotten a hold of a time machine and have been using it to heist various well-known treasures across history.  Fortunately, the agency has access to a portable time travel device called the Chronoskimmer 325i and has assigned it to you so that you can chase Carmen and her gang across time.  There are time restrictions to the device so you can only use it for a short time.  You will need to gather clues to follow the bad guys around and hopefully arrest them before time expires.  As you are making a career out of this, you will need to solve 80 cases before you can retire.  Buckle in, this is gonna take a while!

Fresh-faced and ready to go!

The first thing you would notice upon buying this game brand new at retail was that it came in an oversized box.  This is because the game comes with a paperback desk encyclopedia.  Coming in at 1374 pages, it is a comprehensive encyclopedia.  In this game you will gather clues that you reference in the encyclopedia to find out when and where one of the criminals has run off.  I made sure to buy a complete copy of the game with encyclopedia so that I could play the game as it was intended.

At the start of the game, you have just arrived at headquarters.  Your view is from the inside of an elevator at the lobby level.  Use the hand cursor to select an elevator button to move between floors.  In the basement, you can view the game’s credits.  The third floor is the lab where you can peek in on a science experiment.  You can grab a cup of coffee (hopefully) on the fourth floor lounge.  These things are just for fun.  The real destination is the personnel department on the second floor.  Here you enter in your name up to eight characters, then a password if you want to continue from a previous game.  Passwords are seven alphabet characters long.  It seems from my list of passwords that not all letters are used even though you can select any of them.  If either starting a new game or continuing, you will power up the Chronoskimmer and get to searching!

All of your time playing will be spent on one screen.  At the top are a couple of boxes that display which country and year you are currently located.  The left side box is your graphical display while the right side box is for text.  In the center columns are buttons to select options as displayed in either window at times.  The bottom of the screen shows the time remaining in hours as well as your main menu options: Travel, Search, Data, and Abort.  You navigate this screen via a simple hand cursor.  Simply use the D-pad to move across each button and press either A or B to press the button.

This is a learning game, so there’s plenty of historical facts.

The first thing you will want to do in your investigation is look for clues.  You can do that with the options within the Search menu.  Select Search and then choose from either Witness, Informant, or Scanner.  Choosing Witness and Informant does pretty much the same thing.  You will question someone at your location, and they will tell you something they heard about where the criminal is going next.  You take that piece of information to the encyclopedia to figure out the country and rough time period that it relates to.  Sometimes the witness or informant will also give you an additional piece of information related to the description of the criminal.  These extra clues are essential for determining exactly who you are pursuing for this case.  More on that later.  The Scanner lets you sweep the environment for objects the crook may have dropped, which can also be referenced in the encyclopedia.  Sometimes you can do additional scans on the object you found to get a more detailed hint.  Every time you ask a witness or informant, or do a scan or follow up scan, it costs some hours off the clock.

The Data menu is helpful for learning more about the different criminals you are chasing as well as logging any descriptions you may have uncovered during your search of the scene.  In the submenu you can pick from either Evidence or Dossiers.  The Evidence menu lets you log the criminal description clues.  There are five categories of evidence: Sex, Hair Color, Eye Color, Favorite Artist, and Favorite Author.  Some of the descriptions you’ll uncover are very straightforward, while others may require some encyclopedia research.  Log whatever you find, then when you have enough clues you can use the Compute function.  This lets you know how many criminals fit the description you have gathered so far.  Once you narrow it down to one criminal, you will receive a warrant for their arrest.  The Dossiers submenu lets you browse the known criminals and read some basic information about each one from which you can glean some of his or her attributes.
 
When your search turns up enough information to know where your criminal went, now you must to travel through time to catch up with them.  The travel menu pulls up a list of four countries along with a time period displayed on a graph.  The time periods you can travel to are 400-1299, 1300-1699, 1700-1899, and 1900-present.  Sometimes you get the same country multiple times in the list in different time periods, and occasionally there are only three selections in the list instead of four.  When you are confident, click your selection and travel through time.  At your next location, if you have tracked the criminal successfully, once you search for help you will see a cutscene displaying V.I.L.E. Henchman Detected.  Then you look for more clues and keep following leads.  If you miss and travel to the wrong location, the search comes up empty and you will have to backtrack in time to get set on the correct course, wasting your precious hours.

When you see More, you’ll get information about your suspect.

With enough investigation, you will have tracked the criminal through multiple locations and have gathered enough descriptive evidence to have collected a warrant for their arrest.  Now it is time to make your capture.  At your final destination, you simply need to search the location to find them.  There are special cutscenes that play to indicate you are at the final location and time period for this case.  You just need to attempt either two or all three of the search options before you finally see them.  Then you catch the criminal via a cutscene, reveal his or her identity, and see if your warrant matches.  If so, then congratulations, that case is completed!

The game is a very long grind with the 80 cases required to beat it.  There are some milestones along the journey that slightly help to break up the monotony.  As you complete more cases, you advance job titles.  You begin as a Time Cadet, but at certain numbers of cases completed, you will get a promotion to such job titles as Time Investigator and Time Detective, among others.  You get special text upon completing the required case to show your promotion.  Also, at one point during your journey, you will finally catch up to Carmen Sandiego.  Now you would think that this would complete the game, but it only serves as your signature achievement.  You still need to get to the full 80 cases completed to officially retire from the force.

This was my first time playing Where in Time is Carmen Sandiego?  As an educational game in a popular series, it seems to have sold well enough.  I wouldn’t say it’s a common title, maybe slightly uncommon, but not too hard to track down.  Finding the game in the big box with the encyclopedia is not as easy to find, but even then it’s not terribly expensive.  Expect to pay around $10 for a loose cart and $35-$40 for the complete set.  I had the loose cart from a lot purchase, and I bought my CIB for around $30 about 3-4 years ago.

Enter in enough evidence to find who your suspect is.

The first thing I needed to do was some research on my potential criminals.  I figured out right away that the criminals themselves have pre-defined characteristics and tastes, so that part is not randomized.  Then, I set out to create a table of names along with their hair and eye color and all that.  There are 16 criminals in the game and four types of each of the five attributes.  It is set up so that exactly four criminals have each specific attribute, such as red hair or Kipling as their favorite author.  Reading through the dossiers, I figured out two or three attributes of each person, and then from there I was able to deduce almost all the rest.  That’s when I figured out that I could have done all this legwork much easier.  If you enter in any arrangement of evidence, even with some left blank, and do the Compute function, then the game lists out every criminal matching that description.  You can build a table more quickly that way, but oh well, my work was already done.

The next step was to do some research on the list of favorite authors and artists.  This part was really straightforward.  I simply looked up each person in the encyclopedia and jotted down notes of every significant mention in the entry.  Specific events, acknowledgements, or works of art included in the encyclopedia were often mentioned in a specific clue in the game, which was huge for setting up the evidence.  It was much easier to use a cheat sheet than to keep referring to the encyclopedia entries every single time.

Even with the best laid plans, there were still clues in the game that I could not find any reference at all in the encyclopedia.  This was true with pieces of evidence as well as location clues for when you time travel.  Other clues could be ambiguous, such as in cases were events or lifespans occurred across two time periods.  In those instances, I kept another sheet of paper keeping track of those clues along the solutions after I deduced them through gathering additional information.  I had documented maybe 15-20 pieces of information like this, which really isn’t that many considering the scope of the game.  Some less obvious clues are just part of the experience.

Arrest made! Just 79 to go…

It bears repeating that this is such a long game to complete.  The first few cases you’ll solve are pretty short with only 5 stops or so.  I actually find these harder than in the later game because you have fewer opportunities to get the clues needed to get the arrest warrant.  The amount of time you have to complete each case is randomized but generally scales up to the size of the case as you go up in rank.  The shorter cases require more questioning of people which cuts into the amount of time you need to solve, track, and arrest.  The animations throughout the game also add a bunch of filler time to the game experience as they are both slow and plentiful.  I moved as quickly as I could once I started to get the hang of it.  I also started to memorize some of the clues which saved a bunch of empty research time.  Each case took me roughly 8-10 minutes each to solve, even as they got larger later in the game due to optimization of research.  The full playthrough lasted a little over 12 hours, in addition to roughly an hour or so of research and early, unrecorded attempts.  In the larger scheme this isn’t a super long game, but boy does it feel longer than that.

There’s one minor quirk of gameplay that I noticed happen a few times.  Normally when you time travel to the wrong location, the criminal will never have been there so you get no hints and you know you have to try and go back. However, it is possible to go to the wrong location in the sequence but be at one of the places you have already hit on your search.  When this happens, you will still see the V.I.L.E. Henchman detected scene which leads you to believe you are on the right track, when in fact you have probably messed yourself up from completing the entire case.  I noticed one time I kept having the same clue come up, while another time I had no idea I was off the path until time ran out.  It all depends on which location in the sequence that you backtrack to.  This is a completely sensible thing to happen and I totally get it.  I was understandably frustrated to have that happen over the course of such a long game.

Where in Time is Carmen Sandiego? does exactly what it sets out to do.  It is a solid educational title with tons of historical information inside and plenty to learn about.  The graphics are well drawn and there are so many different scenes and animations from all the different time periods and locations.  There is very little music in the game, which in one way is a shame since there is so much silent gameplay and, in another way, maybe a blessing in disguise if the music were to be bad.  The controls work fine as they don’t need to be complicated in this game.  The gameplay is good enough for what it is, however the decision to make the game so long to reach the end is what drags it down.  The game is already repetitive by nature and 80 cases is such a weird, arbitrary number to choose.  You’ll have to time travel hundreds of times just to see the basic ending screens.  It is hardly worth it, but at least I’ve learned some things along the way.

#153 – Where in Time is Carmen Sandiego?

#153 – Where in Time is Carmen Sandiego?

 
FEB
22
2019
0

#110 – Pipe Dream

I can’t imagine anyone really dreams about pipe laying.

Featuring some very peppy music for pipe laying.

To Beat: Beat Round 16-1 in Game B
To Complete: Beat Round 16-4 in Game A, Beat Round 16-1 in Game B, and get the high score in Game C
My Goal: Complete the Game and get the high score in each game mode
What I Did: Met my goal
Played: 12/14/18 – 12/26/18
Difficulty: 4/10
My Difficulty: 4/10
My Videos: Pipe Dream Game A, Pipe Dream Games B & C

I have not played a puzzle game for this project in a very long time. Tetris certainly counts as a puzzle game and I think you can count Lemmings too. Other games like Mendel Palace and Q*bert are more action and arcade oriented and less centered around puzzles. There’s a fair amount of other puzzle games on the console so maybe this is a turning point where we will see more of them come up soon.

Pipe Mania is a 1989 Amiga puzzle game developed by The Assembly Line. The game was widely ported to many different platforms by Lucasfilm Games over the next couple of years, where they distributed the game as Pipe Dream. A popular version was the Windows version as part of the MS Windows Entertainment Pack. The NES version was released in September 1990 in North America only. This version was developed by Distinctive Software and published by Bullet-Proof Software.

Pipe Dream is a straightforward puzzle game. The game takes place on a grid and you have to build the longest consecutive pipeline as possible. One piece is the start where the liquid called the flooz will flow from. You get a series of pieces at random and must lay them down on the board so that you can build out a pipeline to help contain the flooz. The goal in each level is to meet a minimum pipeline length before moving on. There are three different game modes.

Starts out simple enough.

The controls are simple. Use the D-pad to move your piece around the grid. Press A to place it down on the board. The Start button pauses the game. The Select button speeds up the flow of the flooz, typically used when you have built a long enough pipeline and want to complete the level quickly. There is a menu before play that you control with the D-pad. Up or Down moves the cursor and Left and Right adjusts the values on that line. On the menu you can change the number of players, game mode, starting level and round, and the game music.

The screen consists of the top status bar, the main playfield, the flooz timer, and the dispenser of pieces that you will place on the board. The status bar contains your score and your bonus points. Wrenches are shown which act as your lives. You also see the level number and round number. Level represents the complexity of the game board, while round influences the speed of the flooz. Dist is how many tiles the flooz must occupy before you can clear the stage. There is a vertical bar to the right of the playfield called the flooz timer. It counts down before the flooz starts flowing out of the start pipe, giving you time to get a head start on building your pipeline. The dispenser on the left side is your queue of pieces to place on the board. The bottom most piece is the current piece you are placing, and the queue is always five deep so you can start to plan out your moves a bit ahead of time.

Your dispenser only distributes a few types of pieces. There are straight pieces, both vertical and horizontal. There are four elbow pieces. You can’t rotate the pieces you are given so you’ll need to wait for a specific elbow. There are also cross pieces that you can use both horizontally and vertically. In later levels, you will get arrow pieces and the flooz may only flow in the pointed direction.

The special reservoir piece slows down the flow.

The first level just contains the start piece while later levels introduce other special fixed pieces on the board. Reservoir pieces are thick, straight pieces that take longer for the flooz to fill up. These are nice to incorporate so that you get some more time to work in a round. Conversely, pump pieces speed up the flooz for several tiles. An end piece is labeled with an E. You are not required to finish your pipeline with this piece, but if you do you get double bonus points. Tunnels may also appear on the playfield edges. They aren’t pieces, but instead let you direct the flow from one edge of the playfield to the opposite side.

It’s very likely that you will put a piece in the wrong spot. As long as the flooz hasn’t entered a piece already, you can drop a different piece on top of another one. This is called blasting a piece. The primary downside of blasting a piece is that there is a slight delay introduced before you can drop the next piece. You also lose 50 points per blasted piece.

Pipe Dream has two ways of scoring points. First are the non-bonus points which are scored per piece as the flooz moves through. Normal pieces give you 50 points. One-way pieces earn you 100 points. Special pieces are more lucrative. Reservoirs give you 200 points each. Pumps give you 1000 points, which is the price to pay for forced increased flow speed. Crossing a tunnel gives you 800 points. End pieces don’t award you any points. Once the flooz can’t proceed any further, the level ends. Each piece not used by the flooz loses 100 points. A pump piece speeds up the flow temporarily, and you can also force the speed to increase for the rest of the round manually by pressing Select. The base points are doubled for each piece filled during the fast flow.

Make loops to add bonus points.

The big points are earned through bonus points. You earn bonus points each time you create a loop in the pipeline through one of the cross pieces. Basically, you need to guide the flooz through a cross piece in both directions. The first loop gives you 100 points times the level number. Subsequent loops increase this value by 100 times the number of special pieces on the board, tunnels excluded. Let’s use Level 3 as an example. This level has two special pieces, the start piece and a pump piece. The first loop is worth 300 points. The second loop adds 200 points to the first loop score, and so on for each further loop. So, loop 1 is worth 300 points, loop 2 is 500 points, loop 3 is 700 points, and so on.

There are also loop bonus multipliers granted for including special pieces within a loop. So, for instance, if a reservoir is one of the pieces within a loop, your bonus is doubled. Pumps give x4 multiplier, while incorporating a tunnel gives you a x8 multiplier. These multipliers are additive if multiple special pieces are included within a loop. Including both a reservoir and a pump gives you a x6 multiplier, as an example. Once you can wrap your brain around using tunnels in a loop, you can get a huge multiplier giving you a bunch of points. If you can do these things while also linking to the end piece, that doubles your entire bonus score for the round. There’s one additional bonus. If you somehow manage to have the flooz touch every square on the playfield, you get 10,000 points times your level number added to your score.

Pipe Dream features a simultaneous two player mode. Both players can lay pieces on the game board and each player gets their own dispenser. You need to work cooperatively to make it through each round. The fun of it comes if you want to compete for score. Each player gets credit for the basic scoring for each piece utilized, including losing points for blasting pieces or leaving some unused. The player dropping the piece that directs the flooz into a special piece gets the points for that special piece.

There are three game modes that all function about the same. Game A is Standard Play and for each level you play four rounds. In Game B, Tournament Play, you only play one round per level. Game C is one-shot play and you only play a single round. The gameplay in each game mode is exactly the same. In Game A, you can choose the starting level from 1-12, but you always begin at round 1. Game B is the opposite; you pick the starting round from 1-4 but always begin from level 1. For Game C you can pick both the level and round you want. The main games have 16 levels. In Game B you play only 16 boards, but in Game A you play a whopping 64 game boards. Once you complete Level 16 in either mode, you start back at Level 1 on a new round. In Game A you go to round 5 and in Game B you go to round 2. Sadly, there is no ending to this game as play will continue indefinitely. Each game mode has its own high score table as well.

There’s a falling block style mini game!

After every four rounds in Games A and B, you play a bonus game. This is a falling block style game. The starting piece is in the center and new pieces appear from the top left corner, one at a time. Each piece slides along the top of the playfield automatically and you press A to drop it straight down. Then a new piece will appear. Simply build the pipeline as long as you can for the most points. Typically, you will have a very short pipeline because you can only see one piece at a time and all pieces fall to the bottom of the pile every time. Still, it’s possible to do a loop or two for some big bonus points if it comes together correctly.

Pipe Dream has lives in the form of wrenches. You get three wrenches at the start of modes A and B. If you fail to meet the minimum pipeline length, you lose a wrench and start the round over. You can’t earn any more wrenches throughout play. There are no formal continues in the game, but in Game A you can choose your starting level up to a certain point which achieves the same function.

This was my first time beating Pipe Dream. I’m sure I’ve tinkered with the game a little bit but didn’t play beyond one screen. This game was supposed to come one game earlier in the list sandwiched between Robocop and The Terminator. I had a little problem with my game cart. I normally play on my AVS so I can record video in 720p, only this time the graphics were glitchy and the game would not play. That cart worked just fine on a regular NES console. I really like having HD video longplays where possible, so instead of recording off my CRT and stock console, I decided to try buying another cart in hope that it would work. While waiting for my replacement to arrive in the mail, I decided to skip ahead and beat The Terminator. Luckily the other cart worked great and I was able to clear the game.

With some hard work, you can set up for huge points.

Pipe Dream has an unclear winning condition with all the modes and levels and whatnot. My take is that the levels are what is most differentiated in the gameplay. There are 16 levels in all, so beating Level 16 should be enough to consider the game beaten. The quickest way to get that done is to play Game B, so that is what I chose for considering the game done. Just for completeness sake, I also did all 64 rounds of Game A and also played some Game C as well. I ended up beating both Game A and Game B and set the high score in all three game modes. I had to continue a few times in Game A and I beat Game B on my first attempt. It took me quite a few tries to get a good round going in Game C.

I believe the trick to getting high scores in Pipe Dream is to best understand conceptually how looping works. The way I think about it is that a loop begins when the flooz passes through a cross piece the first time and it ends when the flooz crosses it the second time. Any piece in between that is part of the loop. What I do is put a cross piece in the pipeline early on, cross it once, and then leave it alone. Then I work on directing the pipeline through as many special pieces and tunnels as I can before I connect it back to that initial cross piece. Pulling that off makes almost the entire pipeline one giant loop and makes it eligible for a huge multiplier. My best multiplier was a x48 in Game A and I managed a x40 in my Game C high score.

Pipe Dream is a good puzzle game that is a good fit for the NES. The controls are simple and responsive. The graphics are nice for a game like this. I thought the music was catchy and not bothersome. The gameplay is solid and I found it very satisfying whenever I got the right piece at the right time to pull off a clever turn in the piping. It felt good to pull off a big multiplier too. The game modes leave a little to be desired since the game is almost always the same no matter what, and playing an extended game gets tiring and monotonous. That kind of comes with the territory of a puzzle game like this. I would say this game is best enjoyed by fans of puzzle games, otherwise, you probably won’t find the game interesting.

#110 – Pipe Dream (Game A)

#110 – Pipe Dream (Game B)

#110 – Pipe Dream (Game C)

 
JUL
10
2018
0

#81 – Bill Elliott’s NASCAR Challenge

The thrills and heartbreak of NASCAR, now on your NES!

Featuring one of the few songs in the entire game!

To Beat: Win the Championship Season
Played: 4/17/18 – 4/23/18
Difficulty: 9/10
My Difficulty: 9/10
My Video: Bill Elliott’s NASCAR Challenge Final Races

Let me be clear of something right away. I don’t like racing, I don’t like NASCAR, and I don’t like racing video games. I can understand the appeal of the sport, I suppose, but it’s just not for me. I only wanted to play a few of the more popular NES racers, some of the more arcade style ones like Rad Racer and R.C. Pro-Am. Bill Elliott’s NASCAR Challenge was nowhere in my radar. Sure enough, this is a game that tries to emulate real racing with the ability to customize cars. That’s the kind of complexity that scares me a little bit. Though I did have some struggles with the game, I was able to figure it out enough to share my findings with you today.

NASCAR stands for the National Association for Stock Car Auto Racing. It was founded by Bill France Sr. in 1948 in Daytona Beach, FL. The company headquarters is still located there today. NASCAR as most people know it these days arose from the Strictly Stock Division of racing, which was one of the three initial divisions created for this form of auto racing. Today, NASCAR sanctions over 1500 races every year, mostly across the US and Canada.

Bill Elliott’s NASCAR Challenge was developed by Distinctive Software and published by Konami. The original release was on MS-DOS in 1990, with NES, Amiga, and Macintosh versions appearing in 1991. While not the first game featuring stock car racing, it is believed to be the first game with the NASCAR license. The NES version of the game was released in December 1991 and only appeared in North America.

It’s not fun watching Bill Elliott win all the time.

In this game you compete in several NASCAR races against other drivers, including Bill Elliott. He was a 1988 Winston Cup champion and a very popular racer during his time in NASCAR. He is the best racer in the game and the one you want to beat if you hope to finish this game. Each race consists of sixteen drivers and there are four tracks to choose from. Two courses, Daytona and Talledega, are high-banked ovals, and the other two, Sears Point and Watkins Glen, are road course with various twists and turns. There are several options to play the game, but to beat the game you want to compete in the Championship Season. This consists of eight total races so each track appears twice. You and the other racers earn points based on the overall standings after races are finished. If you are in first place in the standings after the season, you win the game.

The driving in this game takes places in first-person view from inside the car. The controls are straightforward. Use Left and Right on the D-pad to steer the car. The A button hits the gas to accelerate, and the B button brakes. Release the A button and press Up to upshift the car and Down to downshift the car when driving with manual transmission. That’s all you need to know!

There’s a lot of information inside the car. The top of the screen displays how many laps are remaining and which position you are in the race. You also have a rear-view mirror to see anyone coming up behind you. The bottom of the screen has even more information. To the left of the steering wheel is your speedometer, and through the wheel is the tachometer to see your RPMs, or revolutions per minute. The steering wheel is static but has a little knob on it that moves as you drive so you can more accurately see how you are steering. The three gauges in a row on the right are for oil pressure, temperature, and fuel. Below them are the damage light and the fuel warning light. The far right displays a flag indicating the current race conditions, and under that is the gearbox and gearshift. It might seem overwhelming but it’s really not.

There are many options for setting up the game listed out on the main select screen. The first option is to choose your track, and you go to a screen that shows a map of each course along with the name. Use the D-pad to select a track or choose the Championship Season if you want to play a full game. Press the A button to decide, and then you can choose how many miles you want to run. You can choose from 10 all the way up to the full 500 miles. The default is 20 miles, and that’s what I went with. On the next screen you can choose which car you want. Your choices are a Pontiac Grand Prix, a Ford Thunderbird, or a Chevrolet Lumina. Each one handles a bit differently, but it’s not clear what the differences are just from looking.

So many options it’s hard to find the main game.

The NASCAR license screen lets you enter your name for the standings. Use the D-pad to choose a letter and press A to enter it. There are arrows at the bottom to reposition the cursor, and the RUB option deletes the highlighted character. Select the End option when you are finished. You can also press Select to put the cursor to the box below to enter your password. This applies to the Championship Season only and is a huge, 35-character password. It’s a little longer and a little less complicated than The Guardian Legend passwords.

Auto-qualify can be set to either Yes or No. This determines if you run qualifying laps before the race to determine your pole position. If you choose No, before you start the race you will run two laps on the track yourself. Then your time is compared with the other racers. Your rank here determines both your starting position for the race and which pit area you will use for pit stops. If you choose Yes, then this process is done for you and you are given a randomly selected position. Unfortunately, this position is always near the back of the pack, but it saves you time if you want to get into a race quickly.

The skill level can be set to either Novice, Rookie, or Pro. In the Novice level, the opponents drive slower and you cannot crash. This is perfect for practicing courses under normal racing conditions. In both Rookie and Pro levels, you can crash. The Pro level racers go all out compared to the Rookie level drivers. The bad part is that when you run the Championship Season, you are locked into the Pro level no matter what.

Once you have made all your selections to this point, it is time to race. Well, almost. The final two options are Race and Practice. The Race option is for running an actual race, either a single course or the Championship Season. First you see the track you have chosen. Then you will see the standings if you are in the Championship Season. Next you will fine tune very specific settings for your car, and you can watch the animation of the crew making changes to your vehicle if you want. Finally, it’s time to drive either in the actual race or qualifying if you haven’t done that already.

Watching the mechanic work!

Practice mode puts you in special situations. You get another screen and can choose from Drafting, Passing, Following a Line, or Pitting. Choose your option and then you can read some advice from Bill Elliott himself. Then you can tune your car and go right to practicing. Some of these techniques are really valuable to learn.

Drafting is an important technique you will want to learn. This happens when you are following behind a car closely. The lead car moves so fast it creates a partial vacuum behind it, so following a car gives you less air resistance and you can go faster. The idea is you can let off the gas a little bit while still maintaining the speed to stay behind the lead car. This allows you the opportunity to sling shot by hitting the gas and using the additional acceleration you saved by drafting to pass the lead car. Trying to sling shot at the wrong time can leave you out of position to draft the car if you are unable to pass them during the move.

Another important technique is holding a line. The idea is that a straight line is the shortest distance between two points, so you go faster along the track if you can hold a line versus moving around along the track. On an oval course, the best line is the inside track during the turns and the outside track during the straightaways. For the road courses, it’s more important to get through curves as quickly as possible.

Fine tuning your vehicle is the most important process for racing in this game. The manual covers all this information really well. The first two options on the left are the most straightforward. You can choose either a manual or automatic transmission, and also either the racing engine or qualifying engine. The automatic transmission means you don’t have to shift gears while driving, however this engine will always fall short of peak performance. You must learn to drive manual to have a shot at beating the game. The qualifying engine is designed to give you the best performance for qualifying, but it is prone to failure if you are running a long race.

Ah, the open track, no one in sight! Oh it’s just qualifying…

The other three options on the right are more detailed. The first of these is the spoiler angle. You can set it anywhere between 20 and 70 degrees. When the angle is higher, this puts more force down on the car. That helps you hold a line better and not slide out so much during turns. Lower spoiler angles help the car run a bit faster at the expensive of less handling.

The gear ratio can be set at predefined values between 2.00 and 4.57. This determines how many RPMs you run the engine. If you run at too many RPMs for too long, your engine with blow up and you will be knocked out of the race. Lower gear ratios run at higher RPMs, which means you get better acceleration but have to shift more often. Higher ratios give you less acceleration and may prevent you from running at optimal speed. This is the setting you really want to tinker with the most to get the best top speed out of your car.

The last option is tire stagger. This is the size difference between the inside and outside tires. This is most important on the oval tracks with the high-banked curves. A higher tire stagger helps you hold a line within a curve better, which in turns helps you go a bit faster. If you are pointing too much toward the inside of a curve, you might want to increase stagger. If you are sliding toward the outside wall too much, you might want to decrease stagger.

During a race you might need to make a pit stop to repair damage, adjust settings mid race, or refuel. There are red arrows along a portion of the track that point to the pit lane. Cross the red-dotted line and drive to the end of it to enter the pits. The view will change to a top-down view, and here you always drive automatic to help make this easier. You need to remember which position you started in so that you can stop at the same numbered pit area, and you want to come to a complete stop. If you go too far, you have to make another lap and try again.

Don’t forget to make an accurate pit stop.

On the pit stop screen, you have to work quickly. You see your position and stopwatch for time spent in the pits. There are a bunch of meters showing how different components are doing, and you see your spoiler angle and tire stagger at the bottom. You can tell your pit crew to focus on any of these items by selecting one with the controller. The top meter is fuel, followed by left side tires, right side tires, all tires, and general damage. Pick an option to perform repairs by replacing tires, fixing damage, or refueling. All repair or replacement options include refueling. Replacing tires or repairing damage take the longest. It’s up to you to decide what you want to fix to get better handling. The race is still going on in the meanwhile, so the less time you spend in the pits, the better your position.

As you could probably guess, this was my first time playing Bill Elliott’s NASCAR Challenge. I don’t remember where I got the cart, probably in one of my random eBay lots. It costs around $5 or a little more, so it’s not expensive. I bet there are more copies of this game floating around because it’s a Konami published title and that keeps the price down. In my experience, it’s a game I don’t see around much even though it’s readily available online. My collection copy is the only copy I’ve owned.

It really helps to read the manual for the game before playing it. There are hints for how you might customize your car to get the best performance. Unfortunately, it doesn’t tell you everything. First you have to select a car, and then the tweaks you need are dependent on the particular car. I think there are hidden stats on each of the three cars, and I bet one of them is geared toward the highest speed and other toward the best handling. I messed around with different cars and settings in the Practice mode. I started out with drafting practice since that seems like the most important skill in the game, and I couldn’t keep up with Bill Elliott at all. I got my car to top out at 199 mph but that was too slow.

After a few hours of getting nowhere, I took to the internet for help. There is not much to go on. GameFAQs has two FAQs on this game, and neither one is very detailed. One of them had speed/handling stats for the cars, but I have no idea where that came from or if it is even accurate. Ignoring that, I looked on YouTube. I found a video where the creator wins Daytona using the Chevrolet Lumina. He got the car to top out at 202 mph which was better than I figured out on my own for any setup. I copied his configuration to get that top speed, and now I was at least keeping pace with Bill Elliott in practice.

You can extensively customize what you want to fix.

It was time to start trying out the Championship Season. The first race was the oval track at Daytona. With the 20 mile default race, that meant 8 laps around the track. I decided to qualify myself. I wasn’t placing that well at first, about as well as auto-qualifying. The strategy is to take the turns as far inside as you can. Near top speed, you need to rapidly tap Left as you hold the gas the whole time through the turn. With the proper settings, you can stay on the inside without veering off line for best results. To get into the turn, I let off the gas briefly to help steer. It’s a precise setup and technique, and any variance means you can start sliding out and lose speed.

There is an easy trick that really increases the odds of winning a race on an oval track. At around four laps in, the low fuel light flashes and you have to make a pit stop. Everyone will pit halfway through the race. You have enough fuel to go further than that. I didn’t pit with everyone else and tried to do so on the next lap. If you are near the lead, that will put you in first place for a little while. Now I don’t think you can get by the whole race without stopping for fuel, which is too bad because that would almost assure first place every time. What you can do is make your pit stop and fill up your gas tank only about halfway. You can leave pit lane anytime you want for any repair other than tire changes. You can save several seconds by filling up a bit and leaving early. It doesn’t seem like much, but saving just a few seconds extends your lead by a lot. Once I figured out the driving and pitting techniques, I had no trouble winning first place on any oval track. So that’s half the game figured out.

The road courses, on the other hand, I found much more difficult. The imminent danger here is crashing. It only takes one crash to knock you out of the race entirely. The first road course is Sears Point, which in my opinion is the hardest course in the game. It is almost all turns with few places you can speed up. The opponents are strong at taking turns, and they tend to get in your way when trying to pass. My keys to success here were learning the course and determining what top speeds I could take each turn without crashing. A couple turns are so sharp that I have to slam on the brakes early just to go slow enough to clear them. You then have to remember to downshift to get the best acceleration and get back to good racing speed. I had to tweak the settings again, most notably increasing the gear ratio so that I could get better acceleration at the expense of needing to shift more frequently. The good news is that with the default settings, you only run three laps. The bad news is that no one pits so you can’t save time there. It’s best to finish at least 3rd, but maybe you can get by with a spot or two lower if you can make it up later.

I can barely see Bill Elliott behind all this traffic.

The other road course in the game is Watkins Glen. This course has fewer turns than Sears Point and contains some long straightaways where you can build up good speed. Again, it’s best to learn what speed you can take each turn for best results. I figured out an exploit on this course. If you stay on the far outside entering a turn, you can drive straight as fast as you want and the outside grass of the course nudges you along through the curve. That means for a right turn, get all the way left to start, and vice versa. As long as you get all the way to the side and drive completely straight, you won’t crash. You do lose a lot of speed doing this and it damages your car, but it is much more consistent than braking and steering into the turn yourself, plus avoiding crashes is wonderful. I learned I could also use this strategy on Sears Point, but it was not very effective since there isn’t enough room to build up speed for the really sharp turns. I didn’t crash, but I always lost position. But the strategy is perfect for Watkins Glen.

My entire run of the game took 12-15 hours to complete. I reset the game countless times after crashing or finishing poorly, and luckily the game retains your password when you reset so you can go right back where you left off. I managed first place on all the oval tracks and I always gained 10 points in the standings each time. The way the scoring works is that there is a 5 point difference between places within the top 6, a 5 point bonus for leading any lap, and a 10 point bonus for leading the most laps. You can’t get both bonuses. Bill earned the 5 point bonus since he led initially, but then I got 10 points for leading the rest of the way after pitting. The second race, Sears Point, was where I spent the bulk of the time playing. I managed a first-place victory after many attempts but broke even in the standings. Bill got the 10 point bonus for leading the first two laps before I won the final lap. Race 4 at Watkins Glen I won and extended my lead by 15 points by leading all laps. Race 6 was a replay of Sears Point and I just barely finished in second place, losing those 15 points right back to Bill in the process. That gave me a 40 point lead entering the final race at Watkins Glen. In my gameplay video I attempted the course a couple times and only finished once in 5th place. That was good enough to secure a 10 point season victory!

I found Bill Elliott’s NASCAR Challenge to be, well, quite a challenge to play. The game itself is well made. Graphics are quite nice. The physics and handling are about as realistic as you would expect on the NES. There isn’t a bunch of music in the game, but the few tracks are well composed. There is no music when driving. You hear the engine and squealing noises as you drive around, but the audio cues you get are very helpful as your attention visually is often divided. The passwords are awful, especially with punctuation like slashes involved. I think they could have been made smaller, but it’s really a minor gripe. Kudos to Distinctive Software for creating a quality NES racing title. This game did not turn me into a racing fan and I am not going to start liking playing racing games very much. I just think it’s important to give credit where it’s due. Bill Elliott’s NASCAR Challenge is a good NES game, even if I don’t care for it.

#81 – Bill Elliott’s NASCAR Challenge