Take on the NES Library

An 8-bit Extravaganza!

donald

NOV
23
2018
0

#102 – Snoopy’s Silly Sports Spectacular

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

Where’s the rest of the title?

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

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

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

Try to keep up, Spike.

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

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

Weeeee!

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

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

Looks like I will just barely clear the wall.

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

Spike is having a rough day.

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

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

No leaning for this tower.

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

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

It’s not as tough as it seems.

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

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

#102 – Snoopy’s Silly Sports Spectacular

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

 
NOV
06
2017
2

#57 – M.C. Kids

This fun, golden platformer isn’t kidding around!

This screen doubles as a little playground to move around in.

To Beat: Reach the ending
To Complete: Beat all stages and collect all puzzle cards
What I Did: Completed the game
Played: 8/27/17 – 8/29/17
Difficulty: 6/10
My Difficulty: 6/10
Video: M.C. Kids 100% Longplay

McDonald’s is one of the most iconic and ubiquitous brands in the world. Ronald McDonald is a household name, and just about everyone recognizes the golden arches. It’s no surprise that there are licensed video games based on their cast of characters. What may be surprising is that the NES game is quite good. M.C. Kids channels the spirit of Super Mario Bros. 3 with some clever twists that makes it a great NES platformer.

McDonald’s is an American fast food restaurant that was first founded in 1940 by Richard and Maurice McDonald as a barbecue restaurant. In 1948, they changed over to a hamburger stand and subsequently expanded to other locations. Ray Kroc purchased the chain from the McDonald brothers in 1955 and established McDonald’s Corporation. Today, McDonald’s has vastly expanded worldwide approaching 40,000 total restaurants in over 100 countries.

The character Ronald McDonald may have been created by Willard Scott. The former NBC Today Show’s weatherman was the original Ronald McDonald in three television ads in 1963, and he claims to have created the clown character himself. McDonald’s expanded their advertising by introducing McDonaldland in 1970-1971. Many new characters came and went over the years to accompany Ronald. McDonaldland was officially phased out of advertising in 2003.

Something tells me the kids weren’t part of McDonaldland.

A few video games were created using the McDonaldland characters. The Famicom exclusive Donald Land was released in Japan in 1988, and was both developed and published by Data East. The NES game M.C. Kids was released in North America in January 1992. It was both published and developed by Virgin Games. The European version was renamed McDonaldland and was published by Ocean Software in 1993. In a strange twist, the Game Boy port of this game was released as McDonaldland in Europe and rebranded as Spot: The Cool Adventure for North America. A Sega Genesis follow up named Global Gladiators was also released in 1992. Another Genesis game, McDonald’s Treasure Land Adventure, was released worldwide in 1993 by the developer Treasure.

M.C. Kids (pronounced “Em-Cee” Kids) is a side-scrolling action platformer. The Hamburgler has stolen Ronald’s magic bag, and Ronald asks the kids Mick and Mack to help him track it down. To do this, the kids must locate some of Ronald’s puzzle cards from the levels in the world. When you collect enough puzzle cards, the path to the next world is open. This cycle repeats until you track down the Hamburgler and recover the magic bag.

On the title screen, you take control of Mick. This is a great place to get a basic feel for movement and jumping in a safe environment. There is a signpost pointing to the left labeled 1up, and another pointing to the right labeled 2up. Walk off the appropriate side of the screen to activate either one-player or two-player mode. Above the signposts are moon blocks. Bumping your head into the block changes you between Mick and Mack. They control the same, so simply pick the one you prefer. For two-player mode, the second player gets the other character. Two-player mode is alternating play.

This map style reminds me of some other game…

After the introductory story, you are taken to the world map. Use the D-pad to walk on the predefined paths between stages. Press A to enter a stage or house. Each stage is noted with a flashing M with a signpost next to it indicating the level number. At the top of the screen, you see the name of the world you’re in, as well as the level name if you are standing on a stage tile. You also see how many puzzle cards you need for this stage, the number of lives remaining, and how many arches you have collected. The puzzle is on the top right of the screen in a rectangle of six tiles. The cards not yet collected are displayed as M tiles. For each puzzle card you find in the levels, a tile is flipped over revealing part of the puzzle for this world.

The levels themselves are large side-scrolling levels where you control the kid directly. The controls are easy to understand but movement takes time to master. You move with the D-pad and use A to jump. You can duck by holding Down. You get a higher jump by jumping while ducking. You run automatically by walking on the ground in one direction for a while. Movement is momentum based and you maintain your speed well while jumping around. There are slopes that can either boost or reduce your speed accordingly. Running at full speed or close to it produces the highest jumps.

The B button is used to pick things up. The most common thing to grab are blocks that you hold above your head and use as weapons. Walk into a block and press B to lift it, or you can stand on a block, duck, and press B to grab them that way. You then throw the block with B. You can throw the block up or down, or press B without a vertical direction to throw the block forward. Thrown blocks will bounce once or twice before dropping off the screen, and sometimes you can hit more than one enemy with the same block.

Well, I need health, so this little bird has got to go!

At the top of the screen in a level you see a few indicators. The M stands for how many arches you have. These are floating M’s within the levels that you collect just by touching them. The L shows how many lives you have. Underneath that are hearts that represent your health. You begin each new life with three hearts. You lose single hearts when colliding with enemies, and you die when all hearts are depleted. There are no item drops or health pickups in M.C. Kids, but you can restore hearts in a couple of ways. Defeating ten enemies will restore one heart, and if you defeat two enemies with the same block you also recover a heart. You start with three hearts but can go up to four. Health also carries over between stages which is something to keep in mind.

The most important item in M.C. Kids is the puzzle card. They are solid blocks with an M on them and you collect the card by picking up the block. To keep the card permanently, you need to finish the level after grabbing it. You end a level by touching the goal line situated between two goal posts. There is a floating M across the line that will give you some arches if you touch it while breaking the string. When the level ends, you will high five your friend and see a message indicating which puzzle card you acquired, if any. Some cards in a world are for a puzzle in a different world, and some levels have two cards instead of one. The cards can be well hidden or stashed in hard to reach places, so it’s crucial to explore the levels thoroughly.

Most puzzle cards are a little harder to find.

There are several types of blocks in M.C. Kids. Blocks with a 1 on them are extra lives, and you will see many of them in the game. The reverser is a left-facing arrow block that sends you flying and flipping all the way back to the start of the level. Sometimes you will see a block outline moving around in a level. If you find a similarly shaped fill-in block and touch it to the outline, it will make the block solid and you can use it as a platform. A boat lets you float on water and you can climb in it and use the D-Pad to move the boat across water left and right. You can even grab this boat like a block and throw it into a different body of water. There are also porous blocks that float in the water and drift forward on their own. There are sand tiles that you can dig through like in Super Mario Bros. 2.

One of the neatest elements in M.C. Kids is the spinner block. It is a solid, fixed block that is located at the end of a long platform. You want to get a running start and run right over the spinner block. Do this and you will run around to the underside of the block, letting you walk on the ceiling with reversed gravity. You can reach high areas this way. One thing to note with reversed gravity is if you fall off the top of the screen, you lose a life just as if you fell down a pit.

There are also several different springboards and lifts found in stages. Small springboards let you jump high. These are usually found in the open but sometimes are hidden behind grabbable blocks. Super springboards require you to carry a block with you to spring very high. The travel lift is a platform that begins stationary and starts moving when you jump on it. The continuous lift winds around in a predefined pattern and you have to watch it for a while to see its path so you can reach it safely. The conveyor lift shows up near the end of the game. It travels along a guidewire and you move it yourself by standing in the center of it and walking either left or right. Walking left moves it forward and walking right moves it backward. This lift is particularly tricky to learn. The zipper is neither a springboard or lift, but it comes up often. Press B while standing in front of it to transition to either a new room or different location within the level.

This path for this lift winds around a lot.

As you play, you will accumulate arches. You will lose some whenever you collide with an enemy. If you manage to collect over 100, the arch counter rolls over and starts blinking. If you finish the level from here without dying, then you get to play a bonus game. This is a small level containing four blocks on upward rails. One of the four will light with an up arrow, and then shortly after the rest will display downward arrows. You want to jump quickly to the one with the up arrow to slide it upward a little bit before the down arrows activate and lower the block you are standing on. The idea is to lift at least one block high enough to reach a ledge at the top with a couple of zippers. Use the zipper to go to a 1up room with several 1up blocks suspended over a pit. Grab as many as you can! If you fall off the blocks in the bonus game, there’s a moon block on the floor you can use to switch characters if you want.

When you collect enough puzzle cards, you can go to the house in that world and speak with its owner. He or she will then provide you a path to the next world. If you are missing cards for a particular puzzle, you can drop by the house for a hint. Collecting all the cards for a world and visiting the house may provide some other benefits. There is nothing on the map to indicate if a completed level still holds a card, which makes it more difficult to track down missing cards. However, you don’t need every card to beat the game. You may also find secret cards. There is an optional secret world in the game that you can find that only opens if all secret cards are collected.

This was my first time playing through M.C. Kids, though I have owned the game for quite a while. I bought it during a brief collecting phase I had around 2009 or so. There was a deal on eBay where you could pick 10 games for either $20 or $30, and M.C. Kids was one of the games I chose. Those kinds of deals make me wonder if I had missed out on another game that would eventually become more expensive. M.C. Kids sells in the $10-$15 range these days, so it ended up being a good purchase.

This bonus level features multiple fake goal markers.

It took me a couple of days to beat M.C. Kids. The first night I streamed gameplay on Twitch, and I was doing decently until the end of the third world. I was really struggling to figure out a few different sections, and after 90 minutes or so I called it a night. The next night I pushed my way through to the end of the game in a near three-hour session. It wasn’t pretty but I got the job done. However, I wasn’t recording my attempt, and I also beat the game without visiting the special world at all. Once you get to the ending, there’s no way to go back. I also missed two puzzle cards that weren’t necessary to play all the levels and I looked online to find out where they were hiding. I had ideas on where both cards were located, but I don’t think I would have found them on my own unless I grinded out a few more hours of playing. With all that in mind, I beat the whole game again on my third attempt and captured video this time. I had to play the special world blind, but it went relatively well for the toughest stages in the game.

The deeper I get into this project, the harder time I have figuring out how to rate games on difficulty. If you can keep your NES running for a long time, then you could probably beat M.C. Kids. There are unlimited continues, and beyond that there are several places where you can grind out extra lives to not even need to continue. There is at least one level that has two extra lives right at the beginning, so by grabbing both and dying right away, you can slowly build up a stock at any time. I also found a cache of eight lives or so in a level in the first world, which is even better for grinding. Therefore, lives are not much of an issue in beating the game. The two things that make the game challenging are the momentum-based physics and locating some of the trickier-to-find puzzle cards. This seems like an average difficulty game to me, but I decided to tick up the rating to a 6 since I had trouble the first night I played.

M.C. Kids is a fun NES game that I recommend playing. The levels are often sprawling with many things to do, and the game introduces many different elements along the way that keep the experience fresh. The reverse gravity gimmick works well and it is used in clever ways. The graphics are very clean with some nice animation, and the music is equally great. I had this track stuck in my head for several days after playing. It’s no Mario 3, but it resembles it enough that it’s an easy game to recommend. The AVGN video on M.C. Kids has raised awareness of the game, but it’s been long enough since that review that the game has backed up a bit into mild obscurity. Now that I’m shining some light on the game, make sure you don’t skip this one.

#57 – M.C. Kids