Take on the NES Library

An 8-bit Extravaganza!

fighter

AUG
06
2021
0

#168 – Street Fighter 2010: The Final Fight

Neither Street Fighter nor Final Fight.

The real 2010 wasn’t this exciting.

To Beat: Reach the ending
Played: 10/15/20 – 10/18/20
Difficulty: 7/10
My Difficulty: 7/10
My Video: Street Fighter 2010: The Final Fight Longplay

Knowing what we know now about video games of the past, if you were to see the name Street Fighter 2010: The Final Fight without knowing anything about it, you might get pretty excited.  Street Fighter II and Final Fight are both among the greatest arcade games of their generation, so even under NES limitations, you would be right to expect something great.  Plus, it’s made by Capcom, the same developer for all three!  Well, we didn’t get some glorious NES adaptation of Street Fighter or Final Fight.  What we did get is a futuristic, sci-fi action platformer that ends up one of the more interesting NES titles, for better or worse.

Street Fighter 2010: The Final Fight was both developed and published by Capcom.  It first appeared on the Famicom in August 1990 under the slightly different name 2010 Street Fighter.  The game released on the NES just a month later in September 1990.  Of note, this game released after both Street Fighter and Final Fight in arcades, but before Street Fighter II, when the series exploded.  This game also released on 3DS Virtual Console in all regions in 2014 and also on Wii U Virtual Console in Japan and PAL regions in 2014, with an early 2015 release in North America.

In this game, you play the role of Ken, the greatest Street Fighter in the world.  Defeating all the best fighters in the world doesn’t leave Ken satisfied, so he pursues university studies in the field of Cybotics.  Along the way he befriends Troy, and the two of them invent something called cyboplasm.  In proper doses, this makes men very strong, even helping them stay alive long beyond their normal life span.  At the same time, others in society have perfected travel to distant worlds, though Ken has no interest in all that.  Except now he has to, for one day back at the lab, his cyboplasm was stolen and Troy was murdered.  Ken will avenge the death of his partner, having to defeat many super creatures along the way that have taken too much cyboplasm, which causes them to lose their minds.  This journey takes you across five planets with multiple levels each.  Clear all the levels to see the ending and beat this game.

This first fight is pretty tough just starting out.

This is a side-scrolling platformer game with rather complex movement and controls.  Ken can perform standard platformer movements.  Use the D-pad to walk around, jump with A, and attack with B.  Ken can cling to walls by moving into them while holding A, then he can press Up or Down to climb the walls.  Press away from the wall and jump to jump away.  He can jump down through certain floors by holding Down and pressing A.  When falling through a floor, if you hold Up you can grab onto the underside of the floor.  Continue to hold Up to pull yourself back up onto the ledge, or you may let go of the D-pad and just hang there.  Later you may press A to jump down from the hanging position.  Ken can perform all sorts of punches and kicks with the B button that throw out some sort of energy for a short distance.  Press B rapidly to do a flurry of quick punches, either facing left or right, or while holding Up.  If you hold either Left or Right, you can mash the B button to perform some longer distance attacks.  These always come in a combo, some of them curve downward or upward slightly.  Eventually they turn into kicks that attack at an upward diagonal before cycling back around to the punches again.  If you hold Down and mash B, you’ll perform the diagonal kick attacks first, then start throwing punches in the same cycle as above.  You definitely want to play around with it to get the feel for how it works and how the attacks move.  One more thing.  If you do a neutral jump straight up, then hold the opposite direction you’re facing, you’ll backflip.  When you are upside down in the backflip, you can attack to fire straight down, which is the only way to do so.

Each planet has multiple stages that are framed as one-on-one combat matches.  You’ll get a screen that say “Target vs. Ken” with an image of the enemy you need to take out in this stage.  The levels themselves can take many different forms.  There are single screen levels, scrolling levels, and autoscrolling levels.  Some areas are simply boss fights, some involve infinitely spawning enemies, and others are stages with a boss fight at the end.  Sometimes the target is just one enemy you need to defeat, and sometimes you have to defeat multiple target enemies to proceed.  The goal of each stage is to open up a portal to the next one.  Defeating the target produces some glowing energy that you touch to collect.  This fills up the Open bar at the bottom of the screen, and when it is completely filled up, the portal to the next level appears.  There is a normal stage timer during regular play that sets itself to 10 seconds whenever the portal is open, so you must move quickly to find the portal and enter in time to proceed.

Anticipate spending a lot of time climbing this.

There are items you can collect to help you power up.  Many stages have rocks that you can destroy, some of them hide powerups.  The most common one looks like a circle with a C in the middle.  This increases your power level half a segment.  Each segment of the power bar makes your attacks go a longer distance, but I’m not sure if attacks are more powerful or not.  I never got to full power at any time, but apparently your stronger shots look like spinning disks at full power.  There are some rare powerups that only appear in certain stages.   One is an orb that attaches to your back and deals damage to enemies that touch it.  Another gives you some sort of slash kick.  When you perform a backflip, your feet do damage to enemies on contact.  There are also some items that enemies drop.  Glowing orbs restore half a bar of health, and large glowing orbs restore two bars of health.  You can also get 1ups but they are uncommon.

Structurally, each planet has some sort of theme.  Planet 1 is mostly cityscapes, Planet 2 is jungle-like with lots of vines, Planet 3 is the desert planet, Planet 4 is the water planet, and Planet 5 is pretty much a space station.  Not all levels in each planet strictly follow the theme, but for the most part they make sense.  In between each planet are cutscenes that advance the story, showing where Ken is off to next, that sort of thing.

This is a pretty challenging game for a variety of reasons.  Most enemies and traps take one bar of damage out of the starting five.  Your health carries over from stage to stage, so you’ll often lose lives just from having low health to start a new area.  Health pickups from enemies seem to happen every four kills, which doesn’t help any in pure one-on-one fights.  When you die, you lose your entire power bar.  This is the main reason why I never was able to see what full power was like.  There are no mid-stage checkpoints in the game, and that includes the gauntlet in the final level.  The only aspects in your favor are that you get a health refill at the start of each planet, sub areas stay cleared when you move through the portals, and you get infinite continues.  

A … sanderfall?

This was my first time clearing this game, though I have played it before.  This was a rental way back in the day, and it is the only time I remember playing it up to now.  I seem to remember the final stage, though I’m probably getting my memories crossed up as that would be quite a feat for me as a rental.  I saw the AVGN review of the game a few years back, that’s probably the most of what I remember about this game.  I would consider this game a tad obscure, but it is relatively common from a collector perspective.  This was a $5-$10 game for quite a long time, and I see now it has crept up to around $15 for a loose cart.

This is the type of game that I can sit and grind out a victory in a few hours, depending on length and difficulty.  Street Fighter 2010 took me close to four hours to beat, over two nights.  The first night I worked on it for a couple of hours and got to the final planet before turning it off for the night.  I beat the game the next stream.  It took me about an hour to reach the final stage, then a full hour just to finish off the game.  That last area is no joke.  You have to clear three past bosses, one of those a double fight, and then the final boss, all on one life.  This is the only level where the timer is a major issue as well.  Thankfully I managed it.  As of this writing, it has been over 9 months since I beat the game for this blog.  I ended up replaying the game last week just to refresh myself, and I beat the game in about an hour and a half this time.  I’m honestly surprised I didn’t lose much skill on this.  It’s pretty hard to go back and beat old games that I haven’t touched in some time.  Maybe now I’ll be serious about getting caught up on these writings!

Street Fighter 2010 is a difficult, complex action game that’s not for everyone, but it is a technical showpiece for the console for sure.  The graphics in this game are really good looking.  There’s lots of detail in the backgrounds and enemy sprites, and good animations too.  There’s plenty of variety here as well.  Some levels scroll fluidly in all directions, and there is some split scrolling in some of the boss fights that can be tricky to pull off well on the console.  One autoscroller level drifts in an unorthodox pattern, similar to the airships in Super Mario Bros. 3.  The music is top notch, certainly with some of Capcom’s best composers hard at work.  The controls, while they let you accomplish a lot of moves, can get in the way of the action sometimes.  Clinging to walls, hanging off ledges, and swinging around pillars takes a fine touch, while those same obstacles can get in the way of you trying to avoid enemy attacks.  This is a game that is just as much about mastery of the player character as mastery of the levels and boss designs.  This game is often overlooked as far as Capcom games go, and I think in part that is because it is not as accessible as other games of this style.  And let’s be honest, naming it Street Fighter 2010: The Final Fight was not the best choice.  This game is derided just off the name, but there’s a quality experience here if you can wrap your head around it.

#168 – Street Fighter 2010: The Final Fight

by :
comment : 0
 
NOV
08
2019
0

#132 – Kabuki Quantum Fighter

The game with the hair whip.

Nice bold heading!

To Beat: Reach the ending
Played: 8/5/19
Difficulty: 5/10
My Difficulty: 2/10
My Video: Kabuki Quantum Fighter Longplay

There aren’t many NES games that have a more interesting title than Kabuki Quantum Fighter. Once you know a little more about the background of the game and a bit of history, the title makes perfect sense. Your main character resembles an ancient Kabuki dancer, complete with elaborate makeup and clothing. The game takes places inside of a large, probably quantum computer. And, of course, in a game you will be doing some fighting. There you have it: Kabuki Quantum Fighter. Beyond the surprisingly accurate name, this is a real gem of a game that I enjoy playing quite a lot.

Kabuki Quantum Fighter was first released on the Famicom under the title Jigoku Gokurakumaru. The game was developed by Human Entertainment. The Japanese release was published by Pack-In Video and came out in December 1990. The NES release shortly followed in North America in January 1991, published by HAL America. The European NES release was in February 1992, published by HAL Laboratory. Sadly, this game has not been re-released digitally and is only available on these older platforms.

The game’s story takes place in a futuristic Earth. The planet has a main defense computer that has been affected by a nasty virus. The only way to combat the virus is to go inside the computer and take it out from within. You play the role of the brave Colonel Scott O’Connor who has volunteered to neutralize the threat. To do this, he has to be converted into raw binary data through the untested Image Transfer System in order to fight the virus. The transfer works, but his appearance is altered to that of one of his ancestors who was a Kabuki dancer. To beat the game, just clear the game’s six stages.

A powerful head of hair.

Kabuki Quantum Fighter is a platformer with a standard control scheme. You use the D-pad to walk around left or right. The A button jumps and you can control the height of your jump with how long the button is held. The B button attacks, only this game uses Scott’s flowing red locks as a whip to damage enemies. You can crouch down by holding Down. Your attack in the crouched position is a short-range punch. There are hooks scattered throughout the stages than you can hang from by jumping into them from below. While hanging, the B button performs a sweeping kick. You can drop down from hanging by pressing Down or you can jump with A, allowing you to flip up to a higher ledge or to another nearby hook. You can attach to some walls and you can climb them by pressing Up or Down. The Select button switches your weapon, and the Start button pauses the action. You can switch weapons while paused.

Your status bar is at the bottom of the screen. On the left, you see your life bar, your chip meter, and the boss’s health bar. Below that is your score, the number of lives remaining, and the stage timer. The far right contains an icon indicating your currently equipped weapon. Nice and straightforward.

Normal attacks are all short range, so to compensate you can use special weapons. (Of random note: The names in game don’t line up with the ones in the manual, so I’m going with the in-game descriptions for these.) You begin the game with one special weapon and earn others by completing stages, using memory chips for ammo. The first attack is the energy gun, which is a tiny projectile attack. In level 2, you get a larger, upgraded version of the energy gun. In level 3, you get the fusion gun which is a three-way spread attack. Starting in level 4 you can use quantum bombs. These are sticks of dynamite thrown forward in an arc and they have a wide attack splash. Finally, in level 5 you earn the remote control bolo. This is a set of three star-shaped weapons that home in on and wrap around enemies, dealing small damage for as long as they last. Naturally, the better weapons use up more of your chip stash.

This game contains many swinging challenges.

Enemies in this game sometimes drop basic items. Hearts refill a segment of your health meter, and flashing hearts refill several segments at once. You can also grab chips as ammo for your special weapons. Flashing chips give you several rounds of ammo. Occasionally, enemies will drop clearly labeled 1up items. There’s enough versatility in the move set that these pickups are enough for this game.

Kabuki Quantum Fighter plays out similarly to Ninja Gaiden but has a few significant differences. Each level is a long scrolling stage. Some levels have more than one of these segments. At the end of each one, you get some bonus points for each bar of health and each chip you have remaining. Then the bars refill back out along with some extra health and ammo. Every level ends in a boss fight. There is a neat mechanic that appears only during these boss encounters. When you pause the game and press either Up or Down, you can exchange your health for chips and vice versa. This gives you some choice during fights. Do you want to sacrifice health so that you can do more long range attacks with your special weapons, or you do you want to give up your special weapons and try to fight close quarters with extra health points? You can mix and match as much as you want as long as you have enough health and ammo to swap. After beating the bosses, you can view cutscenes that progress the story and show you which new weapon you have acquired.

The enemies are quite varied from what you would expect fighting inside of a computer. Sure, there are tiny tanks and some robot-esque enemies. There are also flamethrowing heads, jumping dogs, hovering mouths, and gremlins that throw boomerangs, among others. The designs definitely make the game more interesting. There are also different kinds of traps you contend with. These are things like spike pits, conveyor belts, flowing water, and spike balls. A devious little device you’ll see sometimes is a hanging hook with a tiny conveyor belt on top. I give the designers credit for combining things in interesting ways, even if it’s a little mean in that case.

I wouldn’t deal with a floating mouth either.

Kabuki Quantum Fighter is a game I have owned since childhood and have plenty of experience in playing. I’m pretty sure this game was a bargain pickup for brand new back in the 90s. Unfortunately, I don’t think I kept the box and manual for this one unless it somehow turns up at my mom’s house. This is a reasonably affordable game, so I’m not too upset about it. Carts copies sell for around $15 today.

This is a game I have gone back and played many times over the years, so I breezed through it again for this playthrough. I completed the game without dying and I only used special weapons once or twice. I always use weapons on the final boss, but with a little practice I’m sure I could beat it without. (That’s an idea for a future challenge run, deathless and no special weapons!) My longplay video of the game was solid, however there was one omission I’m minorly annoyed about. After you beat the game and get through the credits, you can press B to see the sound test. You see a unique animation of our hero along with some text indicating another future adventure that never came to be. I cut the video before that only to see it come up when I was messing with the controller afterward. Oh well.

It is tough for me to pin a difficulty on a game like this that I know so well, but I decided on average difficulty. For the most part, the action is straightforward enough. There are plenty of item drops and even some places to grind them if necessary. Special weapons help for tricky spots. Being able to trade up for more health on the bosses also makes battling them easier. You also get two continues for when you run out of lives. That’s all the good stuff. Now what really makes this game difficult are the vertical levels. There are a couple of these in the game that you have to climb all the way to the top. By this point, you should have experience with the hanging hooks, and now your skills are put to the test. It is really easy to fall down. So not only do you have to manage your health for longer if you fall and enemies respawn, but also the timer becomes your biggest enemy. You do have plenty of time to complete the level since I can do it with a lot of time left over. These stages are difficulty spikes the first time through.

Vertical stages are the main pain point in the game.

I played Kabuki Quantum Fighter for high score as part of a weekly contest several years ago, and that gave me with a new way to play the game that I appreciated. The rules were one life only, scoring as many points as possible. It turned the game into a bit of a puzzle. I paid attention to the enemies and how many points I could earn from each one. Then I needed to grind the most lucrative enemies by scrolling back and forth to keep spawning them. I needed to know how much time it took to get from the grind point to the end of the level so that I had as much time to grind points as possible. The other thing I strived for was beating the bosses with normal moves. After I beat the boss, I would swap for as many chips as possible, hopefully up to the max. You trade chips for health at a two for one rate, so more chips mean more bonus points at the end of the level. That also means you might not have that much health for the next stage. I also wanted every extra life I could find since those go for big points at the end of the game. I must have enjoyed doing all that because I know I won the contest that week.

I really like Kabuki Quantum Fighter and I think it is a great platformer on the system. The graphics are well drawn with some good animation, particularly on the player character and the bosses. I think the music in the game is great with several good tunes. The controls work well, giving you many options with the short range standard attacks, long range special weapons, hanging from hooks, and climbing walls. Swinging around is a lot of fun and you have pretty good precision to jump from one hook to the next. The boss encounters are all varied and are pretty good fights in general. Personally, I wish the game were a little bit longer. I think they could have done more with the mechanics to make some additional challenges in the stages. I am a big fan of Kabuki Quantum Fighter and I encourage you to check this game out if you haven’t tried it.

#132 – Kabuki Quantum Fighter

 
SEP
09
2019
0

#129 – Dragon Warrior III

More dragons, more warriors.

Pretty menacing dragon there.

To Beat: Reach the ending
Played: 5/24/19 – 6/30/19
Difficulty: 4/10
My Difficulty: 4/10
My Video: Dragon Warrior III Final Area and Ending

Exactly 50 games later, I’m back with another Dragon Warrior game. The NES does have a few JRPGs of this style, yet the only ones I’ve played so far are all Dragon Warrior games. Actually, I haven’t played many RPGs on this project yet period. The only games remotely close in style I’ve beaten already were AD&D Heroes of the Lance and Gemfire. It’s just a curiosity of the randomized list. I am not complaining though since I thoroughly enjoyed playing through Dragon Warrior III over the course of several weeks.

Dragon Quest III: And thus into Legend… was released in February 1988 on the Famicom in Japan. Just like the other games in the series, the NES version wasn’t released until way later and it was renamed to match the others. Dragon Warrior III appeared on the NES in March 1992, over four years later! The game was developed by Chunsoft and published by Enix. There were many ports and remakes of this game. A Super Famicom remake released in 1996, and the Game Boy Color port appeared in 2001. The game was also ported to mobile phones as well as the Wii. The English Android/iOS release in 2014 added the subtitle The Seeds of Salvation.

For more information on the series, check out my previous posts of Dragon Warrior and Dragon Warrior II. For this review, I will be focusing on things new to this installment in the series.

Scene not indicative of actual gameplay

The story for this game is simple. Our hero awakes on his 16th birthday at home in the kingdom of Aliahan. He is now of age to begin a great adventure, and that first step begins with visiting the king. When you meet with him, he tells you of the archfield Baramos and gives you the task to defeat him. From here, you will travel the world in search of Baramos.

One of the first things you will do before you leave the castle is build your party. On the west end of town is Luisa’s Place and you can do a few special things here. The first counter you will see is for the Vault. You can leave items and gold here and retrieve them later. There is a cost associated with retrieving stored items, but since you will hit full item capacity on your journey this is a great place to stash things for later. Saving your gold here protects it from being lost if your party is wiped out in battle. Past the Vault is the counter where you can add new members to your party. In Dragon Warrior III you can have a party of four people. The default characters available for your party right now are a Soldier, a Pilgrim, and a Wizard. This is the recommended party for starting out and the group I went with. These members are pre-assigned a name and a gender. My party was all men. I had Ragnar the Soldier, Petrus the Pilgrim, and Mathias the Wizard.

If you go upstairs, you can register brand new party members. You can choose the name, the sex, and the class. There are eight characters classes in Dragon Warrior III. Your main character is the Hero class which is an exclusive class with strong stats all around as well as some unique spells. The Soldier is a very strong warrior that can equip most weapons and armor. Soldiers level up quickly but cannot cast spells. Pilgrims are average strength characters with a set of healing and effect spells. Wizards are more fragile but can cast powerful attack spells. More or less, Pilgrims have white magic and Wizards have black magic. Fighters have very high agility, leading them to attack quickly in battle and they have a high critical hit rate. The tradeoff is that the Fighter cannot equip most things and is more effective fighting with bare hands than with most weapons. The Merchant is an average character with a couple of unique capabilities. Merchants can obtain more gold from defeated enemies in battle and they have the ability to appraise items. Select an item held by a Merchant and choose the Appraise option to see who can use the item or how much it might be sold for in a store. The Goof-Off does not offer much in battle. They do have a very high luck stat which helps in getting rare item drops from enemies. Finally, the Sage is a strong class with average battle capabilities but can cast both Pilgrim and Wizard spells. Unfortunately, you cannot start off with a Sage and have to wait to add one to your party until later in the adventure.

Make sure to have a full party before leaving the castle.

With a full party, you are now ready to leave town and begin your adventure, just in time to see the next major development of Dragon Warrior III. This game has a day and night cycle which can impact your journey. The longer you walk outside, time passes and the color palette changes to indicate the time of day. Stronger monsters may appear at nighttime. Shops are closed at night, though inns are always open. Towns are often different at night as far as the townspeople and what they tell you. Several events in the game occur only at day or night. There are a few things you can do to influence the cycle, aside from wandering the overworld. For instance, staying at an inn always brings you back to the start of the day when you wake up. Later in the game, you have more direct options to change to either day or night.

Some towns or castles in the game contain a battle arena. This is like a gambling mini-game where you can watch a fight and bet on which monster will win. You can get the odds of victory or see what other spectators think might happen in a match. You can then place your bet, pick your fighter, and watch a battle play out automatically among the monsters. This is something I only did one time just for kicks. I would rather spend time continuing the journey, but who knows, maybe this is a good way to earn cash quickly if you can game the system somehow.

Speaking of combat, random battles in this game are just like in Dragon Warrior II. Enemies can appear in groups and you decide which group you attack. There is still the problem of wasting an attack on an enemy group that no longer exists. However, I figured out over the course of many battles that your party members do attack somewhat intelligently. When attacking a group, the attacker tends to target the monster with the most HP remaining that they can take out in one hit. In Dragon Warrior II, it sure seemed random which player hit which monster. This is quite helpful for the speed of the game because combat is already plentiful in these games. One issue with this I found was that the AI tends to spread hits around evenly in a group if all the monsters have high HP, meaning those baddies tend to stick around longer. A more intelligent system might opt to gang up on one monster in a group in those situations. As it stands, I do like this hidden system and I’m glad it’s something I paid attention to.

Numbness is a nuisance.

There is one new status ailment in the game. In addition to becoming poisoned, confused, put to sleep, or cursed, now you can become numbed by paralysis. In this state, you cannot do anything except wait it out. It will eventually go away by walking on the world map, or you can use an item or spell to remove the status. Should all your party members become numbed, you lose the fight. I had this happen to me one time and I made sure it didn’t happen again.

The spell list is more expansive in this game. Three character classes, Hero, Pilgrim, and Wizard, all get spells and some are unique to that class. Many of them are various attack spells that are elemental in nature and can target individuals, groups, or entire enemy parties. Rather than go over every spell, I want to draw attention to a few interesting ones. There are two revive spells. Vivify only works half the time to bring back a party member with half HP, while Revive works nearly every time and gives full HP. X-Ray is used to examine treasure chests before opening. Some treasure chests are enemies and this spell lets you know if the chest is safe or not. The DayNight spell lets you switch between day or night. You can turn invisible with the Invisible spell, which can be useful for encounters both good and bad. Bounce can be cast on an ally to have all magic spells bounced back to the caster. BeDragon lets you turn into a dragon and breathe flames every turn for the duration of a battle. Transform lets the caster turn into another party member for the entire fight. The last two related spells I want to mention are Expel and Limbo. This lets you knock enemies out of fights with no gold or experience gained. Expel works on a full party while Limbo only targets one enemy but is much more successful. Sometimes a enemy will cast Limbo on you, and if it works that member is removed from the party entirely. Don’t worry, you can get your ally back but you have to look for him somewhere in the world.

A good part of the way through the game, you can find a place that lets you change your character classes. There are a few rules around this. First off, you cannot change your Hero at all, since he is one of a kind. A character must reach at least level 20 before changing class. After class change, that character goes back to level 1 with half of his current stats. He keeps any spells learned to that point. This is also the only way you can become a Sage if you meet the criteria. Since each class has some better stats than others, you can shape your party any way you want, given enough time grinding for levels.

There are plenty of dungeons, caves, and towers to explore.

The overall flow of the game is similar to the previous one. Roughly halfway through the game or so you get a ship that opens up the entire world. This time instead of collecting five crests, you are searching for six orbs. The map is just as large as in Dragon Warrior II, maybe even larger. Since early on you move around through travel doors between some destinations, it can be a little tricky to piece together the entire map. This game came with an insert containing the world map and charts for monsters, spells, weapons, armor, and items. The manual is a tall, 80-page book that even contains a partial walkthrough and tips for some more difficult sections. While not essential to beating the game, it does help. I did not need the walkthrough but I did refer to the map once or twice.

I beat Dragon Warrior III one time before about 10 years ago. I remember spending a lot of time sitting on the couch in my apartment just grinding away at the game on an emulator. I had picked up all four Dragon Warrior loose carts many years before but I was not able to beat the game on a real cart until now. I had tried several times. It always happened after playing for a few hours where the console got bumped, the game locked up, and I was forced to reset to an empty save file. This was long before I knew how to take games apart and clean the pins. I have owned at least a couple of copies of this game before, including my current CIB copy with the map in decent shape. Just to be sure, I know I let my old cart go in favor of a different one with a confirmed good save battery. Now that I clean carts and consoles I didn’t have any issues holding a save the entire time playing. Dragon Warrior III has always retained value. Loose carts sell around $50-$60 with CIB copies at $150+.

It had been long enough since my first playthrough that I didn’t remember all that much about the finer details of this game, including where most of the quest items were. I knew enough though to have a solid attack plan, particularly around class changes. I changed Ragnar from a Soldier to a Fighter and converted Mathias from a Wizard to a Sage. Switching to a Fighter was a bit experimental. I thought it might be useful to have a decent fighter with high agility. That worked out for a couple of reasons. Fighters are better at getting critical hits and his attack stayed high enough that I could deal out some heavy damage early in a turn. The other thing is that Fighters only benefit from a few cheap pieces of equipment, versus Soldiers that can equip many expensive items. Extra gold in my pocket freed me up to spend on my other characters earlier. Having a Wizard become a Sage gave me two good characters with healing spells, since Sages learn two sets of magic. I always opt for having good healing options in my RPGs whenever I get a choice.

The bad guys get pretty nasty toward the end.

There were a few interesting notes concerning this playthrough. I spent over five weeks beating the game, and one of those weeks I was away on business. I was able to take my game with me in an unexpected way. The AVS can connect to a computer and it has the capability to both apply and back up save files from an emulator. Before my trip, I dumped my save file to the computer, then I continued that file on my laptop that I brought with me. When I got home, I put my updated save file back to the cart and completed the game from there on normal hardware. I’m really glad I tried out that feature. I’ll be using that again to back up save files on longer games. This time I kept better track of my hours spent on the game. I beat the game in a little over 36 hours, right in line with the 30-40 hour estimate I had in mind. I feel like I did very well in solving issues and finding items as they came up throughout the game. Perhaps I had some of those events stuffed into my subconscious from my previous playthrough. Lastly, I am a tiny bit disappointed that I remembered a twist that occurs in the endgame. It would have been nice to have experienced that anew.

If you like these kinds of games, you will find a lot to like about Dragon Warrior III. In some ways it doesn’t feel all that different from Dragon Warrior II. It certainly is less of a leap from the second to the third as it was from the original to the sequel. Most of the main beats are the same. There’s a linear start, then the world opens up with a ship, then you explore the world looking for items, then that opens up the end of the game which is quite challenging. Then again, this game is quite different. The map is new, the enemies are almost completely different, there are more spells to learn, more items to buy, and more places to visit. Changing classes has a huge effect on the way the game is played, making it easier if you can find the right tweaks to make and put in the time to build up your characters. The difficulty curve is gentler than the second game which I found a welcome improvement. The graphics, music, and gameplay are all very good. I imagine the NES version is not the definitive version of Dragon Quest III, but the game does stand up as one of the best RPGs on the console.

#129 – Dragon Warrior III

 
NOV
15
2018
0

#101 – F-117A Stealth Fighter

Not exactly a stealth mission, but whatever.

So dark and stealthy

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

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

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

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

Travel the globe!

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

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

See the lay of the land and choose your target.

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

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

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

Enemy fighters are ruthless in this game.

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

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

It hurts to lose your radar.

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

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

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

Easiest landing sequence thus far.

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

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

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

The explosion animation is pretty neat.

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

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

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

Be decorated with medals and accolades.

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

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

#101 – F-117A Stealth Fighter

#101 – F-117A Stealth Fighter

 
SEP
11
2017
0

#51 – Dragon Fighter

Don’t just fight a dragon, become one!

You can’t start until you see this title screen twice. Lame!

To Beat: Reach the ending
To Complete: Beat the game in the secret hard mode
What I Did: Completed the game
Played: 5/19/17 – 5/22/17
Difficulty: 6/10
My Difficulty: 6/10
Video: Dragon Fighter Hard Mode

It’s funny. I just finished playing through Dragon Warrior, and then the next game to come up on the list is Dragon Fighter. Don’t let the names fool you, for these two games are really quite different. Dragon Fighter is a side scrolling action game, not an RPG. Dragon Warrior is an early NES game, while Dragon Fighter is a later release. While Nintendo Power gave away Dragon Warrior, Dragon Fighter is a hard to find game that is very expensive now. Finally, Dragon Warrior is really well known, and Dragon Fighter is still pretty obscure. While I can’t get the price down on a cartridge, I can help make this fun game a little more well known.

Dragon Fighter was first released on Famicom in August 1990. The game was developed by Natsume and published by Towa Chika. Natsume developed a few action games on the NES, including S.C.A.T. which I have already completed. Towa Chika did not publish any games outside the US. Perhaps the most infamous game they published is the Famicom platformer A Week of Garfield. Dragon Fighter was brought over to the NES in January 1992. The NES version was published by Sofel, who brought only five games to the NES.

Dragon Fighter is a side-scrolling action game. An evil warlock named Zabbaong attacks the land of Baljing, who are known as a peaceful people with a dragon statue as a symbol of their good nature. The Dragon Spirit had given the people the dragon statue, and now under the enemy attack he brings the statue to life as a fierce warrior. You play as this warrior as you strike back again Zabbaong.

Don’t run away! The green guys aren’t that scary.

This is a relatively straightforward game. In fact, this is a pure horizontal scroller with the playfield only scrolling to the right, just like Super Mario Bros. As the fighter, you wield a sword and can perform basic techniques. Use the D-pad to walk around. You can crouch by holding Down. Press A to jump, and B to swing your sword forward. You can swing your weapon when standing, jumping, or crouching. If you hold down the B button, you will start to flash. Hold it for long enough, and then release the button to perform a charge attack.

The main feature of Dragon Fighter is that you can become a flying dragon. At the top of the screen there are two meters. The top one is your health meter and the bottom one is called the metamorph meter. For each enemy that you defeat with the sword, you will add to the metamorph meter. Enemies beaten by charge attacks do not fill the meter. Once this meter is at least halfway full, then it will start flashing indicating you can morph into a dragon. Hold Up and jump with A, and at the top of your jump you switch over to a flying dragon.

In dragon form, you can fly around in all eight directions and you can fire with B. You always face to the right in this form. Also, the screen begins to scroll forward automatically as your metamorph meter dwindles away. You get more firepower and can avoid attacks much easier as a dragon, so this form is very useful. You can switch back to the fighter at any time by holding Down and pressing A. Keep in mind that you may need to fight more enemies in fighter form to build the metamorph meter back up before you can switch back to a dragon again. If the meter runs out, then you will automatically shift back into the fighter.

Sometimes a defeated enemy will drop a helpful item. There are only a few item drops. The power pearl will restore a couple points of health, while the larger pearl pot will restore eight health units. The power ring wipes out all enemies on the screen. Finally, the dragonweed, shaped like a dragon’s head, will fill up eight points in the metamorph meter.

With the dragon, you can fly over enemies.

In some of the stages, you will find powerups labelled G, R, and B. These are always found in the same location and are not dropped by enemies. Picking up one of these icons will change your fighter into the Green fighter, Red fighter, or Blue fighter. Each color fighter has both a distinct charge attack and dragon attack. The default fighter at the start of the game is the Green fighter. Your charge shot is a green ball that travels to the right, and the dragon form gets a three-way spread fire. The Red fighter’s charge shot is a set of three fireballs that arc in the air and fall down. The Red dragon’s attack is a fireball that spreads out when it hits the ground similar to the holy water in Castlevania. The Blue fighter gets a homing charge shot and the Blue dragon can fire two homing shots.

At the end of each stage is a boss battle. These include a fight with a werewolf, a giant centipede, and a large skeleton with floating hands. The metamorph meter is emptied upon starting the next stage, so don’t be afraid to use the dragon form for the fight. When you defeat the boss, it will drop a staff that you acquire to end the level. Collecting the staff increases the size of your health meter and also restores some health for the next stage. A little spoiler here: The sixth and final stage plays entirely as a horizontal scrolling shooter and you are forced into dragon mode for the whole thing. It culminates in a final boss battle with Zabbaong.

There are no extra lives in Dragon Fighter, so when all your health is depleted it is Game Over. You do have three continues. However, using one sends you back all the way to the start of the stage. Even if you reach the boss and die, you have to replay the entire level. This is the kind of game that you learn over multiple plays.

This was my first time playing through Dragon Fighter. It was among the final 30 games or so I bought for my NES licensed collection, mostly because the game is hard to find and expensive. I bought it in February 2015, and at the time the game was selling for around $100 for a loose cart. I explored many avenues looking for these final games, and for this one I ended up taking a chance on an Amazon listing with no pictures. The cart was only $50, but the game was badly cracked. It was punctured right over the label causing attached shards of plastic to be pushed into the cart shell. I opened the cart up and pushed the damaged part outward to make it flatter. It’s a shame because the cart is in really nice shape otherwise. It does look great on the shelf at least! As of August 2017, a Dragon Fighter loose cart sells in the $250-$300 range, so I’m happy with my choice.

Deploy the dragon strategically during boss battles.

Beating the game wasn’t too much of a challenge for me. I ended up beating the game the first night in over two hours with a few practice runs. A lot of it was figuring out when to deploy the dragon and which color fighter to use. There is a little bit of platforming, but most of the game centers around enemy combat. I think I’m pretty good at seeing the enemy patterns and figuring out how to react. Some fortuitous item drops also came in handy! I gave the game a difficulty rating of 6/10 because of the limited continues and no checkpoints when you use one. I maybe should have rated it higher because I think many players are going to have more of a struggle with it, but I’ll stick with my choice because I figured it out so quickly.

This is not all Dragon Fighter has to offer. The game has an unlockable hard mode. When you beat the game and leave it on the ending screen for a little while, a cheat code is displayed. Correctly inputting it at the title screen changes the copyright text from blue to red, indicating hard mode is activated. There are two major differences in hard mode. First, there are no item drops. This makes health preservation critical as you can only heal once per level after defeating a boss and grabbing the staff. The other difference is that for each enemy you kill in dragon form, a homing bullet fires as the enemy’s death explosion finishes. As far as I recall there were no further changes to the game. It’s a good mode that tweaks how you approach levels. I spent a separate night beating hard mode. For some reason, I was determined to beat the game on hard mode without dying, and I’m happy to report that I accomplished it. It’s one of my better achievements captured on video.

I know the term is overblown to NES fans, but Dragon Fighter is indeed a hidden gem. It’s a straightforward but competent hack and slash action game with the ability to morph into a dragon, so there’s already a lot going for it. The graphics are well done, the music is good, the gameplay is solid, the bosses are fun to fight, the challenge is appropriate, and the optional hard mode is well thought out. Dragon Fighter checks most of the boxes from what you would expect out of one of the most expensive NES games. The price is obviously a major barrier if you want the authentic experience, but if you have a Powerpak or play on an emulator, Dragon Fighter is a game that is worth checking out.

#51 – Dragon Fighter

 
OCT
05
2016
1
S.C.A.T. Box Cover

#27 – S.C.A.T.: Special Cybernetic Action Team

You would think this game stinks, but it’s actually really fun!

It's an ordinary title screen, but the introductory cutscene is really nice!

It’s an ordinary title screen, but the introductory cutscene is really nice!

To Beat: Reach the ending
To Complete: Beat the game with each character
My Goal: Complete the game
What I Did: Completed the game
Played: 8/30/16 – 8/31/16
Difficulty: 5/10
My Difficulty: 5/10

This is one NES game that stands out almost completely because of its unfortunate name. It’s also known based on the high price tag a loose copy of the game commands. The going rate in October 2016 is around $120 for just the cart and with NES game prices showing no sign of slowing down that price likely will be outdated in a matter of months. S.C.A.T. fits the profile of a high value NES cart as it is both a late run title and a quality game.

S.C.A.T is interesting in that it has three different names depending on the region where it was released. The Famicom version is called Final Mission and it was released in June 1990. The game was localized for North America as S.C.A.T. in June 1991. The game was renamed once again to Action in New York for its European release sometime in 1992. The game was developed by Natsume and also published by Natsume in both Japan and the US. The publisher for Action in New York is Infogrames. I have found several claims that Action in New York was also released in Australia and published there by Konami, however I cannot find solid evidence to back up those claims. As far as releases go, S.C.A.T also saw Virtual Console releases on Wii, 3DS, and Wii U in both North America and PAL territories.

S.C.A.T is a side scrolling shoot-em-up. The story goes that aliens led by Vile Malmort are planning to invade Earth through an “Astrotube” connected to New York City and the Special Cybernetic Action Team (abbreviated of course as S.C.A.T.) was formed to combat this invasion. You play the role of one of two S.C.A.T members and you can choose either the blue clad Arnold or the red clad Sigourney. I’ll leave it to you to figure out how those character names may have been inspired! Both characters play the same so the choice is just cosmetic. This game has a two player simultaneous mode where controller #1 is Arnold and #2 is Sigourney.

This is my second shooter game with a man that flies around!

This is my second shooter game with a man that flies around!

The game play feels reminiscent of Burai Fighter that I played earlier this year. The player sprites in both games are an armor-wearing human wearing a jetpack and the character can fly freely in eight directions. In both games the levels are auto scrolled and change direction periodically however the level is laid out. Here is where the games diverge somewhat, but this is the general idea of how both games play.

A unique feature of S.C.A.T. is the inclusion of two attack orbs that constantly swing back and forth in half circles, one above and the other below the player. The character’s primary weapon can only be fired either left or right, but the orbs fire their own shots in a wide range of directions both upward and downward depending on where they sit relative to the player. They can fire straight up or shoot at an angle either forward or backward. This is really useful for targeting enemies along walls and in hard to reach spots. Furthermore, the orbs can be locked in place at any time by pressing the A button. You will have to use good timing during combat to lock them to the angle you want. They can be unlocked by pressing A again, allowing them to resume their arcs. The key to success in S.C.A.T. is to get the hang of being able to lock the orbs in the optimal direction so that you can attack any threat in firing range.

There are item pickups that will help power up Arnold and Sigourney. These are represented by gray squares with a letter written on them. The L powerup changes the standard gun into a laser that can be auto-fired by holding the B button. It can cut through walls although not consistently so, limiting its usefulness. The W powerup is a wide beam that shoots a tall but powerful shot that can hit multiple targets just because the shot is so large. The B powerup is a bomb shot that generates an explosion on contact that can deal extended damage to stationary targets and anything that flies into the explosion. You can only have one of these weapons at once, so any other powerup will replace the current weapon. There are a couple of other non-weapon powerups. The S powerup increases the movement speed, and the R powerup restores two points of health.

Two player co-op is always an excellent feature.

Two player co-op is always an excellent feature.

You begin the game with six bars of health. When shot you lose a bar of health, so you are able to take some hits before being killed. However, you can be crushed by the stage hazards or pinned against the wall by the screen scrolling which is always instant death. If you die it is Game Over but you may continue at the start of the stage and there are infinite continues. The screen displays up to eight points of health but it is possible to get more than that with some good dodging and some health powerups.

S.C.A.T. has five levels each with a boss battle at the end:

Stage 1 is the New York City ruins. Despite the theme of a wrecked iconic city, this level is a good introductory level that is not too difficult so you can get the hang of positioning the orbs. The level winds around skyscrapers and such which demonstrates just how small you are. The end of the stage has you blowing up the core of a large battle tank.

This is one of many large scale bosses in the game.

This is one of many large scale bosses in the game.

Stage 2 is the Subterranean Realm. You wind through underground corridors and the enemy attack steps up a bit. One enemy of note is an excavation drone that sort of acts like an arm rising out of the ground that reaches out to you. When you destroy it the pieces fly outward that you also have to dodge. The boss is a large worm that winds around the screen and only its head is vulnerable. This boss happens to be very similar to the boss at the end of Stage 2 in Burai Fighter. It must be coincidence!

Stage 3 is the Astrotube. The level is mostly comprised of a very long vertical section where you fly up the Astrotube from New York up to the aliens. When you get settled into the tube the scrolling goes super fast for awhile and it’s a great effect. The boss I guess is some kind of large enemy base where you have to blow up all the weak spots that also fire away at you.

Stage 4 is the Battleship. To me this is the coolest level in the game. It takes place outside of this gigantic enemy dreadnaught and you fly around the outside of it while destroying all the cannons and enemy hatches that sit along the exterior of the ship. The boss appears to be the back engine of the ship and you need to destroy all of the cores.

This is just a tiny corner of this huge battleship.

This is just a tiny corner of this huge battleship.

Stage 5 is the Orbiting Platform. This level has a couple of nasty gimmicks that set it apart in difficulty from the rest of the game. There are diagonally oriented cannons that intermittently fire off very long laser beams. The shots reflect off of the walls so you have to be mindful of where they end up so you can sit in the safe spots. In some places they bounce several times before eventually landing off screen and in some spots there are more than one to work with at a time. There are also crushers that kind of slowly work their way up and down and you have to fly through when they leave you enough space. They don’t seem like much of a threat since they move slowly, but if you touch the end of them you die instantly. The final boss is Vile Malmort himself.

I mentioned earlier that S.C.A.T. is an expensive game and unfortunately for me it is one I had to pony up and pay retail price to acquire. This was one of the last games I needed to buy to finish off the licensed NES set and at that point stumbling into a copy for a great price was unlikely. I wish I had kept better collecting records, but for this game it turns out I gleaned some information out of some emails with a very good friend of mine. S.C.A.T. was the 12th to last licensed NES cart I bought for my set and I won it in an eBay auction for a little over $80 shipped in March 2015. That was a decent price at that time and in light of current pricing I can’t really complain.

The wide beam rips through enemies like butter!

The wide beam rips through enemies like butter!

S.C.A.T. was a new completion for me. As usual, I had not played it before aside from cart testing. I was aware of the game and I knew it would be one I would like. I wouldn’t say it’s an easy game, but I managed to beat the whole game on my first night with a few continues. I found out early on that the wide beam weapon is clearly the best weapon in the game. Not only does it cover a large area in its path but it also destroys larger enemies in less time than the other two weapons. It definitely helped me beat the game on the first night. I think the whole game took about an hour to finish and about half that time was spent on the final stage alone. Those lasers required some memorization to clear and the last boss is difficult to avoid taking damage. Other than that I found the game to be a romp, but it was fun while it lasted. The ending was pretty cheesy, and that is something I have noticed with a few NES games I’ve done already.

Now for a tiny little spoiler! After I beat the game I checked out the trusty NES Ending FAQ and it states that the ending varies a bit different depending on which character you play with. I figured since the game was short enough it wouldn’t be unreasonable to play through it again to see the other ending. The second time through S.C.A.T. I only died once on the final stage. I’m sure I clear it without dying pretty easily if I wanted to. Back to the endings, the FAQ says that the ending changes again if you beat it in two-player mode. So if you want to see everything you will have to beat the game three time in total. Since I play alone I am fine seeing just the two single player endings. I believe the differences are only in dialogue so it’s not like I missed out on much anyway.

The lasers are a real nuisance on top of the other enemy attacks.

The lasers are a real nuisance on top of the other enemy attacks.

There are some differences between the various versions of the game. The Famicom Final Mission has some significant differences than S.C.A.T. For starters, the game is much harder on Famicom than NES. You start with only three health instead of six, and taking damage causes you to lose your weapon back to the default. S.C.A.T. lets you keep your powerup until either you die or grab a new one. The orb shots are much weaker and they do not automatically orbit the player. Instead you have to aim them by press A and inching either left or right. When you do that they slide behind you a bit and that’s how you set the aim. Press A again to lock them into place just like in S.C.A.T. Final Mission does not show the map screen in between levels like S.C.A.T. does, and Final Mission has both playable characters as men instead of having both male and female players. Finally the introductory cutscenes are different. The ones in Final Mission are much darker as they show the annihilation of New York.

The changes between S.C.A.T. and Action in New York are minor. The characters were renamed Silver Man and Spark, and the team is called S.A.T. instead of S.C.A.T. The title screen was also changed obviously. Other than that the game play is the same as the US version.

S.C.A.T. would be an easy game to recommend if it weren’t for the high price tag. Thankfully it is still on Virtual Console as that version is much more affordable. If you like shoot-em-ups then you will like this game. The graphics, sound, and gameplay are top notch, the difficulty is fair, and you can even play through it with a friend if you are inclined. I just wish they had picked a better name for the US release!

S.C.A.T. Ending Screen

#27 – S.C.A.T.: Special Cybernetic Action Team

 
APR
25
2016
0
Burai Fighter Box Cover

#22 – Burai Fighter

That menacing dragon and his friends pose quite a stiff but fun challenge.

Not pictured is the dancing circle of letters in "Burai Fighter"!

Not pictured is the dancing circle of letters in “Burai Fighter”!

To Beat: Finish all 7 stages
To Complete: Beat the game on the highest difficulty
My Goal: Complete the game
What I Did: Completed the game
Played: 3/31/16 – 4/14/16
Difficulty: 7/10
My Difficulty: 9/10

I’ve taken on a number of shooter games already for the blog but there has yet to be a more typical style space shooter until Burai Fighter. The game stands out a bit with its bright yellow label, but behind the scenes there is a fun and challenging action game that is worth a play.

Burai Fighter was originally developed for the NES and released in March 1990. It was developed by KID and published by Taxan. It was released on the NES in Europe and Australia later in 1990 and was also released on the Famicom in July 1990, published by Taito. Burai Fighter was also developed for the Game Boy and was released first in Japan just prior to the Famicom version, debuting in June 1990. It would come out in North America and Europe in 1991. The Game Boy game is called Burai Fighter Deluxe even though some elements of the game were lost in moving to the handheld. There was also a Game Boy Color version released in Japan in 1999 as Burai Fighter Color and in North America in 2000 as Space Marauder.

Burai Fighter is one of the first games designed and produced by Ken Lobb. He is perhaps best known as a designer for the original Killer Instinct. After Taxan closed, he briefly worked for Namco contributing on Splatterhouse 2 and 3 for Sega Genesis. Next he would work for Nintendo where he worked on Killer Instinct and other games such as Super Punch-Out!!, Donkey Kong Country, Goldeneye 007, Banjo-Kazooie, and many others. He left Nintendo to work at Microsoft Game Studios where he is still employed today. It’s always nice to see where a well known personality in gaming starts out!

Starting off the game with a wall of enemies!

Starting off the game with a wall of enemies!

Burai Fighter is a shoot-em-up where you control an unnamed protagonist in his efforts to defeat the evil Burai and their armies from taking over the universe. You are equipped with a jet pack that lets you fly in any direction as the game scrolls forward. One of the unique features of this game is that the scrolling isn’t just in one direction. The scrolling direction changes in whichever direction the level was designed though it does follow a linear path. It’s important to pay attention to your surroundings so that you can avoid getting trapped if the level veers in an unexpected direction. Because of this scrolling, you can fire your gun in eight directions. Holding down the fire button locks the direction you are shooting so you can maneuver at will while firing in whatever direction you want.

There are three types of weapon enhancements to your standard gun. The Laser changes your standard shot into a high powered beam similar to the Laser powerup in Gradius. The Ring power fires a round projectile in addition to your standard gun and this shot can go through walls. The Missile powerup also augments your standard gun but always fires to the right no matter what direction you are aiming the basic shot. These weapons can be powered up by collecting powerup icons. The letter on this icon cycles between L, R, and M for their respective weapons. You can switch your weapon by grabbing this icon whenever the letter on it changes to which weapon you want. Certain enemies drop these but they are also scattered throughout the levels. There are a couple of other powerups to collect. The S icon increases your movement speed, and there is a spiked ball you can grab that rotates around you killing most enemies when they touch it.

Choose your path wisely because the level can smash you.

Choose your path wisely because the level can smash you.

Each weapon type can be powered up between three different strengths. Collecting 5 icons of the same type gives you the Level 2 weapon, and collecting 10 icons gives you the Level 3 weapon. The Level 2 Laser fires a second laser in the opposite direction of your shot, and the Level 3 Laser shoots in all four diagonal directions plus it restores your basic gun for even more firepower. The Level 2 Ring similarly adds another Ring shot behind you, and Level 3 adds a spread effect in the direction you are aiming. The Level 2 Missile adds missiles that shoot to the left, and the Level 3 Missile adds missiles that fire both up and down giving you four missiles at once. The game keeps track of how many icons of each type you have so you know when you are about to add some firepower. When you die, the weapon currently in use goes all the way back down to zero. However, the other two weapons maintain their current level so this is less of a setback than in many other shooters. Of course if you have to continue then everything resets back to square one.

Lesser enemies will occasionally drop these shards that you can collect in order to fill a meter at the bottom of the screen. This meter has notches in it breaking the meter down into eight segments. Each segment of this bar represents a cobalt bomb that you can fire off by pressing A. This is a very powerful bomb that destroys all bullets and most enemies on screen. However it deals no damage to the bosses. I found it especially useful as a defense move to get out of situations where I was trapped by oncoming enemy fire. If you are able to fill the meter up completely it will award you an extra life but you lose all your bombs in the process.

Burai Fighter has seven levels in two distinct styles. The majority of the levels play out with the multi-directional linear scrolling as described previously. Each level has a boss encounter at the end. They are huge screen-sized bosses with lots of moving parts and they put up quite a fight. These levels also contain hidden rooms that can be found in the gaps on the edge of the screen. When you find a hidden room the level scrolls briefly to reveal the room and all the nice powerups and prizes hidden inside. There are ten hidden rooms in the game and they are difficult to find. I only found two or three of these rooms when I played and I had problems getting in to the room even when I knew where it was. Maybe there’s a trick to it that I didn’t figure out but after awhile I didn’t even bother looking for them.

It wouldn't be a shoot-em-up without needing to destroy all the cores!

It wouldn’t be a shoot-em-up without needing to destroy all the cores!

Levels 3 and 6 deviate by playing from a top-down perspective. These stages were removed from the Game Boy versions. Before you start the level you are presented with a map indicating your starting position and the location of the base that you must destroy. The map shuffles these placements every time you restart the level so some attempts will have a more favorable setup than others. The idea is to head in the direction of the base and destroy all the targets on the base once you find it. If you get lost trying to find the base it is almost always a lost cause since you only see the map one time before the level. The other important element is that you cannot lock the firing direction in these stages. You can only shoot in the direction you are moving. This can be pretty challenging whenever you are being tailed by an ever-growing group of enemies. The level ends whenever the base is completely destroyed. It’s a short stage and it’s a decent diversion from the normal levels.

Graphically the game has very nice visual effects and the coloring is pretty bright and varied for this type of game. The level graphics themselves are kind of non-descript and don’t really stand out much aside from the organic look in Stage 2. I like the music in this game, particularly the track from the first level. This game really shines in visual flair. The game makes heavy use of rotating individual sprites, such as in the swinging arms of bosses and the star splash effect when using a cobalt bomb. It’s even evident from powering on the game and watching the letters in Burai Fighter form a circle and rotate around. This makes the game look really interesting.

There are three difficulty levels in Burai Fighter: Eagle (easy), Albatross (normal), and Ace (hard). Each difficulty level increases the number of enemies and the rate of enemy fire. There are multiple endings based on the difficulty level, so in order to get the best ending you have to take on the challenge of the hardest difficulty. Fortunately to help out there are not only unlimited continues but also stage passwords. The passwords are only four characters long and they are actual English words so they are really easy to memorize and input. The downside with simple passwords is that the game will start you off with no powerups every time.

Meet the rotating arm of death!

Meet the rotating arm of death!

This was my first attempt at beating Burai Fighter, but I had completed the first level on Albatross difficulty when testing out my cart. From that short experience I knew this game was good and I was very excited to take on the challenge. Since I want the best ending I started right off on Ace difficulty. The first level took a bit of time though I learned it fairly quickly, but Stage 2 slowed me down almost from the start. That level goes on for awhile and it winds around with different challenges at every turn. Each continue is a setback as it bumps you back to the start of the stage. About halfway through I got my groove and that led me to finishing the stage. Level 3 is the first top-down level and I died and lost my weapons while trying to get my bearings. After that small setback it didn’t take too long to finish, and Level 4 also went by quickly.

Level 5 was my biggest stumbling block in the whole game. The initial scrolling segment is really erratic with tight quarters and it took a lot of trial and error to figure out the best way through the mess of enemies. This was where I realized I should probably start using cobalt bombs! Even with the bombs I needed lots of practice on this stage. The boss was hard too as there are several moving parts to account for and avoid. Level 6 is the other top-down stage and this time I cleared it on my first try! The final level is the hardest of all but I spent less time here than on Stage 5. The final boss is the Slimedragon that you see on the cover of the game. The best way I can describe this creature is he is an elusive bullet sponge. It’s okay once you figure out the rhythm of the fight but the battle goes on and on for quite some time because he is so hard to hit. Beating that boss was a real feel good moment and a weight off my shoulders.

Now, it’s spoiler time! Skip ahead if you don’t want to know what happens next. After sitting through the ending, the developers felt that it was a great time to reveal that the game actually has a hidden fourth difficulty level labeled Ultimate that contains the true best ending. So it was back to the drawing board for another playthrough. From what I could tell there were no significant differences between Ace and Ultimate. The enemies move a little bit faster and fire more bullets. The bosses have higher health as well. I thought for awhile that the scrolling was a tiny bit faster than before but now I’m not so sure that’s true. This mode was no cakewalk for certain but I got through it quicker the second time around since I already knew what to expect in the levels.

Tough boss fights look really good in full action.

Tough boss fights look really good in full action.

This game was quite a challenge even with continues and a password save. Having to beat the game on the hardest difficulty may have made it seem harder to me than it really was. I don’t think Burai Fighter is in true top tier difficulty but it’s up there. I am guessing clearing the game on Eagle difficulty is still a stiff challenge but much more manageable than the higher levels. My difficulty assessment here is really a gut feeling and may be completely off base. Either way, I am sticking with my choices.

I get the impression that Burai Fighter is an unheralded good game on NES since I hardly ever see it discussed. It’s a great original title that I think would be a lot of fun for shooter fans. I particularly like the bosses and how they are technical showpieces while they also pose a nice challenge. The game has this visual pizzazz to it that doesn’t show up in many other NES games. Plus the game is still very affordable for a loose cart. It’s a mystery to me why this game is not more popular. It’s a fun game and I recommend it!

Burai Fighter Ending Screen

#22 – Burai Fighter

by :
comment : 0