Take on the NES Library

An 8-bit Extravaganza!

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FEB
07
2020
0

#142 – Metal Gear

Get your cardboard box ready.

One of the most briefly shown title screens ever.

To Beat: Reach the ending
Played: 12/14/19 – 12/27/19
Difficulty: 7/10
My Difficulty: 7/10
My Video: Metal Gear Longplay

Metal Gear is one of those long beloved series in all of video games.  It didn’t really start out that way though.  It didn’t catch on until Metal Gear Solid came out on PlayStation, which in my opinion was the turning point for the series and elevated creator Hideo Kojima to auteur status.  While not normally my kind of game, I have played some of the Metal Gear Solid series.  Therefore, I came into Metal Gear on NES knowing the sensibilities of the Metal Gear series but not so much how to approach or play this particular entry.  How much of Metal Gear Solid and its ideas originated from earlier titles like this one?  I doubt I’ll be able to answer that question, but I can provide some background information and my thoughts on how this game played.

The first Metal Gear released on the MSX2 in Japan in July 1987.  It was developed and published by Konami and designed and directed by Hideo Kojima.  Metal Gear was quickly ported to Famicom for release in December 1987, and it reached the NES in North America in June 1988 and Europe in 1989.  The North American version was the first NES game Konami published under the Ultra Games label.

The overarching story of Metal Gear is already fairly well known, and the NES version does not differ much from it.  You play the role of Solid Snake, a fresh recruit of the special forces unit called FOXHOUND, who is sent on a special mission codenamed Intrude N313 by his commanding officer Big Boss.  FOXHOUND’s best agent, Gray Fox, was previously sent to a fortress near South Africa called Outer Heaven run by an evil dictator.  Gray Fox was to investigate Outer Heaven and neutralize any imminent threats found within, however, FOXHOUND lost contact of Gray Fox.  Solid Snake has been sent to find out what happened to Gray Fox.  I’m jumping ahead a bit, but a little while into the game you find out Outer Heaven is housing a weapon of mass destruction called Metal Gear, a walking tank capable of firing nuclear weapons from anywhere in the world.  Your mission then is to destroy Metal Gear.

It’s always important to have good communication.

Metal Gear, the game, is a top-down action-adventure game.  Solid Snake is controlled with the D-pad and he can move in four directions.  Press the B button to punch.  The A button fires weapons though you do not start out with any.  The Start button simply pauses the game, while the Select button brings up a selection menu.

The game begins with you being airdropped into the jungle.  Upon arriving you are immediately called via your transmitter as the word “CALL” is flashed at the bottom of the screen.  Press Select to bring up the menu, then choose “TRANS” to use your transmitter.  There you will automatically receive a message from Big Boss.  He gives you the frequency on the transmitter where you can reach him again if needed.  After the message is over you’ll hear this super-annoying horn sound.  At this time, you can tune the transmitter to help you send or receive messages.  Use Left and Right on the D-pad to scan through frequencies 120.00 through 120.99.  If someone is already trying to reach you, simply landing on the proper frequency will deliver the message automatically.  If you want to reach out yourself, tune the frequency and then press Up to switch to Send mode.  Solid Snake will call for help and in the right situation with the right frequency you will make contact and get a message back.  As you can imagine, using the transmitter is good for advancing the story and getting tips on forward progress.  When you are all done, press Select to go back to the action.

Your first task is to proceed through the jungle, moving downward through several screens.  Here you get a taste of using stealth to make your way forward without being noticed.  If you walk in front of a soldier, he sees you and puts the game into an alert state.  Firing a noisy weapon also draws attention to you.  Defeating all the enemies on screen or simply moving to the next screen is enough to escape the alert state and go back to quiet.  Until then, all enemies start moving in on you.  Soldiers have guns and aren’t afraid to use them.  If some enemies are left alone long enough, other enemies may start appearing and make things more difficult.  Of course, you can avoid alert state by staying out of line of sight.  You can punch enemies three times without them seeing you to take them out and stay quiet.  You can also wait for soldiers to leave or fall asleep, giving you an edge.  The third screen of the game introduces you to guard dogs that go alert when you get near, which always happens.  I found it is best to be as quiet as possible and avoid confrontation, but it is helpful to know how to navigate the alert state as it is hard to avoid sometimes.

Sneaking isn’t easy in close quarters.

Getting out of the jungle is not an easy task.  Not only is this first part of the game pretty challenging, it was also a little unclear how to get out of the jungle at all.  Go down far enough and you reach a fence locked off by a gate that you can’t open.  It turns out you need to enter a covered truck simply by approaching it from the back.  If you’re like me and didn’t know about that until the end of the section, it’s a good idea to go back and investigate the other ones you passed as some of them contain items or weapons.  When you have something usable, you can go into the menu and equip it.  There are two screens for this, one for weapon selection and the other for item selection.  The weapon selection screen shows all weapons you’ve collected as well as ammo for each.  Simply point the cursor to the weapon you want, then press Select to leave the menu and equip your new weapon.  Choosing an item from the item selection screen functions in much the same way.  Sometimes items, such as rations, must be used from this screen with the A button.  A few items are equipped permanently without you selecting it, but most items need to be selected to be used outside of the menu.  Anyway, one of the trucks in the jungle transports you in front of the first building.

Most of the game is spent inside of buildings.  These can have pretty large layouts with multiple floors, so creating a map might be helpful, or maybe you can do what I did and memorize the basic structure.  To get inside of the initial building to begin with, you need to locate and equip a keycard.  Many of the rooms inside the buildings are behind locked doors that require some keycard.  These secured rooms hold a majority of the weapons and items in the game.  More commonly you will find ammunition for your weapons or rations for restoring your health.  You can also find captured soldiers, who you can free simply by walking up to them.  They will sometimes give you advice or at the very least a thank you.  For every five captured soldiers you free, you go up in rank.  Increasing your rank increases the size of your health bar as well as letting you hold more ammo.  You can go up to four stars in rank, and you need that rank to finish the game.  If you shoot and kill a hostage, then you go down in rank, so don’t do that.

Be someone’s hero today.

There are several weapons in the game.  You can fire standard bullets with either a handgun or machine gun.  The handgun shoots straight while the machine gun fires bullets one at a time in a spread pattern.  A grenade launcher and a rocket launcher fire their respective shots.  Plastic explosives blow up on a timer, while mines explode on contact with an enemy.  There is a remote-controlled missile.  When firing this weapon, you sit still while you set the rocket’s direction with the D-pad.  You can also pick up a silencer for your handgun and machine gun so that you can use them without causing alerts.

You will acquire roughly a screen full of items of all sorts.  Many of these are the card keys, and some of them are items that open up progress in a part of the game, which makes them just like keys.  I won’t go through all of the items but a few of them have different uses.  The binoculars let you peek into an adjacent room briefly to see its layout.  A mine detector lets you see hidden enemy mines in a few screens.  Infrared goggles allow you to see invisible lasers that alert the enemy when touched.  A gas mask lets you breathe in a gas-filled room so that you don’t suffer any damage.  The antidote is good for curing poison if you get bitten by a spider.  Not everything is required to beat the game, but it’s a good idea to pick up whatever you find.

When you die, you can choose to Continue or End.  Continuing puts you at a checkpoint with all of your stuff intact.  Evidently checkpoints are determined by your rank, not by your equipment or by distance reached.  This means a one-star rank puts you back all the way at the start, which is definitely frustrating when you’ve reached deep into the building.  Choose End to see your password.  Passwords are 25 characters long consisting of all capital letters and numbers 1-6.  This is a game where the passwords store all of your information, such as weapons, items, hostages saved, and even your ammo counts.  Part of the password is a checksum just to ensure you have entered a valid password and aren’t just typing in random stuff on the password screen to try and skip ahead.  This game takes several hours to play through for the first time and so passwords are appreciated.

There are plenty of traps, some often unseen.

This was my first time playing through Metal Gear.  I knew about this game and read about it a lot in old gaming magazines.  I never ran into a copy back then, but then later when I got one I didn’t play it past the first few screens.  I was more intrigued by it conceptually than I was interested in actually playing it.  That was how I felt about the Metal Gear Solid games too.  However, years ago I decided to finally buy Metal Gear Solid: The Essential Collection on PS2 and played through all three games at that time.  I struggled through them but wanted to see them all to the finish.  I suppose that satiated me as I haven’t touched Metal Gear again until now.

Playing through Metal Gear on NES for the first time was an interesting experience.  The first stretch of the game is tough on a new player and the game doesn’t open up until you get through the jungle.  I really got into it once I reached the first building.  At that point, Metal Gear starts to feel like a dungeon crawler.  I explore the building, getting a little bit further each time and picking up new items that make future runs easier.  I caught my groove in the middle part of the game before getting hung up some toward the end.  I have the map that was included with the NES game, and I looked at it once or twice just to make sure I understood the layout of the game.  This wasn’t a spoiler free playthrough because I needed to look up the solutions to the maze zones.  It was frustrating that the game didn’t tell you anywhere what to do there, and I gave up trying to figure it out on my own.  I would say my time with the game was fun with a few annoying parts.

I was able to record a full playthrough of Metal Gear.  My first time through the game took about 8 hours or so.  The second time for my longplay was much faster at around 1 hour and 45 minutes.  The game really isn’t all that big once you know where everything is and how to navigate the buildings.  I wanted to beat the game without dying but I didn’t quite get there.  I died once to the tank by mistake in the middle of the game.  I also died a few times trying to get through the dark rooms with all the holes.  I only cleared that part once in my first playthrough and I don’t think I ever found the right strategy for it.  That section is completely skippable, so after a few deaths, I went the long way around just to get it done.  I’m not completely happy with this run but it is good enough.

Don’t get run over like I did.

It’s hard to play this game without noticing how glitchy and unpolished it is, so I want to list some things I took note of during my time playing.  The most obvious characteristic of the game is its poor English translation.  Some examples are the well-known “I feel asleep!” and “The truck have started to move.”  This lack of grammar and spelling is all over this game, some things more obvious than others.  The card system has a major flaw in that doors require a certain card and only that card can be equipped to open the door.  There’s no indication what card is needed, and there are eight cards total, so you have to go in and out of the menu over and over swapping cards until you find the right one.  It is possible to reach late game sections early in the game and that causes some weird things to happen.  I had my transmitter go off only to pull up the transceiver to nothing.  Something happened to one of the characters and I presumed them dead though you can backtrack and communicate with them as if nothing happened.  There are also hints you can only get once when you rescue prisoners.  If you speed through the text or skip it, then it’s gone, and it might have been a vital clue for what to do next.  All of these things detracted from my enjoyment of the game a little bit.

There’s one more oddball thing about Metal Gear that has nothing to do with the game itself.  I’ve mentioned screw variants before on this blog.  To quickly recap, early NES games had five screws holding both sides of the cartridge together, and sometime in late 1987 the molds changed to a three-screw design for all future licensed NES carts.  Metal Gear was released long after three-screw carts were the standard, but somehow a few copies out there are in the five-screw form factor and I happen to own two of them.  These late five-screw variants are exclusively Konami or Ultra published titles, and all of them are missing the Caution label on the back of the cart.  These carts technically should not exist, but there are a couple of theories.  One is that these are refurbished games that were sent back for repair and they were fixed using leftover five-screw shells.  Another theory is that these were sample carts used for demos or in kiosks.  Whatever the case may be, these are very hard to find, and I am not sure if every Konami game has one of these variants as some have not yet been discovered.  Variant collectors will pay a lot of money for these.  I have a few others in my collection that I’ll mention when I play those games in the future.

Metal Gear is a game that both has a lot going for it and has a lot holding it back.  The graphics are very nice with lots of detail.  Even though the color scheme is a lot of green, brown, and gray, it still looks good to me.  I am not a fan of the font with the empty lines across almost every character.  I think the music is good.  The controls function appropriately with clean design.  The gameplay is fun and engaging, and I enjoyed exploring the buildings and sneaking past the guards.  I can see why this was a popular game for its time.  All the glitches and weird inconsistencies I mentioned before break the immersion a little bit.  Snake only moves and attacks in four directions which feels limiting, though at least the enemies behave the same way.  This is a game that will grab you by its story and its exploration, and it’s safe to say it delivered for me in both those departments.

#142 – Metal Gear

 
NOV
08
2016
0
The Simpsons: Bart vs. the Space Mutants Box Cover

#29 – The Simpsons: Bart vs. the Space Mutants

All the shorts-eating you could ever hope for!

The Simpsons: Bart vs. the Space Mutants Title Screen

This looks really nice on the NES. I’m impressed!

To Beat: Reach the Ending
Played: 9/5/16 – 9/14/16
Difficulty: 8/10
My Difficulty: 7/10

I think it’s safe to say that The Simpsons has been the most successful US cartoon of all time. Such success leads to branching out all over the place and particularly into video games. There are many Simpsons games and today I will be writing about the first one!

The Simpsons show was created by Matt Groening and debuted on FOX on December 17th, 1989. The family was actually created two years prior appearing in animated shorts for The Tracey Ullman Show before appearing in their own half-hour show, and the series has lived on ever since. As of this writing, The Simpsons is in its 28th season spanning just over 600 total episodes. It is the longest running American sitcom and is near the top of many other lists of long running television programs. I have watched several episodes of the show but not regularly since I was a teenager.

There are over 20 Simpsons video games spanning the NES all the way to Xbox 360, PS3, and mobile. Bart vs. the Space Mutants was released in February 1991 and it is the first game with The Simpsons license followed just one month later by the arcade game simply titled The Simpsons. The most recent game is Tapped Out on iOS and Android which is still receiving gameplay updates today. The NES had four titles in total: Bart vs. the Space Mutants, Bart vs. the World, Bartman Meets Radioactive Man, and Krusty’s Fun House. Bart vs. the Space Mutants also appeared on the Sega Genesis, Game Gear, and various PCs. The NES version was developed by Imagineering and published by Acclaim. It was also released in Europe in late 1991.

The humor you know and love can be found here!

The humor you know and love can be found here!

Bart vs. the Space Mutants is a sidescrolling platformer. Aliens are attempting to take over the world and Bart Simpson eavesdrops in on their diabolical plan. They need to collect specific items in order to build an ultimate weapon, and so Bart sets out to remove those items before the aliens get them first. The story plays out exactly like this in the gameplay. Each level begins with the aliens discussing what object they need to collect, and then you set out to collect a specific number of that item to help clear the level.

The graphics have a cartoon look to them that is pulled off well on the NES. All the characters are recognizable and there are many objects that only appear once in the game so there is a lot of variety. The main issue with the graphics is that it can be tough to distinguish which background elements you can interact with in some areas. The music isn’t that bad either. The rendition of The Simpsons theme is done quite well, and there are some voice samples included too. However much of the soundtrack isn’t all that memorable.

The controls in this game are more involved than your typical platformer. The D-Pad moves Bart and the A button jumps. Bart can do a super jump by pressing both A and B at the same time and the feel for this is important as this move is used often. The run button is also A, so Bart jumps first and then he runs once A is held down. The run button is not obvious but it does come in handy. The B button is used for specific weapons. The game also has an inventory system. You can cycle through the inventory by pressing Select, and if you hold Down and hit Select the items will scroll in reverse order. Press Start to use the selected item. The Pause option shows up as part of the inventory so you will need to select the Pause option and press Start to pause the game.

Show yourself alien scum!

Show yourself alien scum!

One of the default items is the X-Ray Specs. The aliens disguise themselves as ordinary humans walking the streets, so the X-Ray Specs can reveal if a person of interest is either a normal person or one of the aliens. When you use the Specs the entire screen color changes to sepia tone and the alien heads are revealed if a person is indeed an alien. If it’s an alien Bart can jump on his head to defeat him. However if it is not an alien then Bart takes damage for trying to hurt an innocent bystander. When an alien is bopped a trinket is left behind that represents the proof of their existence. That’s how it’s described in the manual! Collect enough of these proof tokens in a level and one of Bart’s family members will help out in the boss battle at the end of the level. Progress is tracked by spelling out the letters of the name of the family member. For instance, the first level spells out MAGGIE and so six proofs need to be collected, one for each letter in her name. It is not required to do this but it can be helpful.

The other default items are coins. Bart can find these behind objects in the levels by jumping around. Do this in the right places and bouncing coins pop out. These can be spent just like money in certain places in the game. They also grant Bart extra lives if you collect enough. When you earn 15 coins you automatically earn an extra life, but it only costs 10 coins to buy one. I assume this was done so that you will never have fewer than 5 coins at any time unless you intentionally spend them.

There are some other items that appear but are not part of your inventory. Krusty the clown emblems give Bart an extra life and they are most helpful. Jebediah Springfield bestows the power of invincibility if you are able to locate his severed statue head powerup.

This mall definitely would have shoes your size.

This mall definitely would have shoes your size.

The status screen at the bottom has all the necessary information for playing the game. It shows which family member is featured in the stage along with how many letters are currently spelled out. Next to this are tiny Bart heads that show how many hits are remaining. For each life, Bart can take two hits from enemies. If he has been hit once already then one head will display and the next hit will cause a loss of life. Next to that in the status screen is the current inventory item, the score, remaining lives, the level timer, and the number of remaining goal items required to complete the level. If you reach the end of the stage without meeting the goal requirement, then the boss will not appear and you will need to backtrack to find more items. Finally on the far right the current weapon ammo is displayed.

Here are each of the five levels in the game:

Level 1 is the streets of Springfield. Bart must collect (or destroy) purple colored objects. These take all kinds of different forms and there are a number of ways to deal with them. The most common way is to collect the spray paint weapon and change the color of purple items to red, rendering them completely useless to the aliens. Other purple things need to be hidden or removed in specific ways. The first level of the game has a puzzle feel to it that is kind of a novelty for its time. This is also the main level where you purchase items to help with the purple cleanup. For instance, you can buy a wrench and use it on a fire hydrant to spray a stream of water that washes off fresh purple paint from a nearby awning. The level is challenging because there are only a few excess purple items that can be bypassed. Maggie is in this level and she will help by rolling bowling balls that Bart can use to damage the boss.

This is where the difficult platforming is put front and center.

This is where the difficult platforming is put front and center.

Level 2 is the Springfield shopping mall and the goal items are hats. There are stray hats all over the level but you can also lift them off a person’s head if they are wearing one. This is where the game ditches the puzzle elements of the first stage and switches to a more straightforward platforming challenge. There are lots of enemies that walk and fly around and you just need to get by them since there are no weapons in this stage. There are also areas of wet concrete that kill Bart if he sinks in them. These sections have tricky jumps that are pretty unforgiving. Marge is in this level and she will help deflect some of the boss projectiles for you.

Level 3 is Krustyland and Bart must get rid of balloons. There are some carnival mini games that Bart can play as well as one puzzle challenge for free balloons if you can figure it out in time. Bart can find slingshots here. They only damage a couple of enemies but they are most helpful in popping floating balloons that are too high to reach. There are some neat setpieces here and some tough platforming as well. Lisa can occasionally stun the boss to give Bart a breather during the fight.

Level 4 is the Springfield Museum of Natural History and Bart is collecting the exit signs. You only need to deal with six exit signs, so the level is more about surviving the obstacles than any other level in the game. Bart can get a dart gun here that can hurt some enemies as well as blow away the exit signs that are otherwise unreachable. This stage has the toughest platforming with sections that must be navigated perfectly. In some areas it is really difficult to tell what is a platform and what is just background detail, and also some of the platforms are not as big as they appear. I found it very frustrating. At the end of the stage, Homer will drop wet towels that block projectiles and cause the boss to slip up a bit.

These platforms are way smaller than they appear.

These platforms are way smaller than they appear.

The final level is the Springfield Power Plant and Bart must find all of the nuclear power rods. This is a large maze with multiple floors to explore. Bart can take the elevator as well as emergency stairways and he must take every path to explore every nook and cranny of the place. There are doorways here that are blocked off unless you have the keycode to open the door. There are 16 rods to find but Bart can only hold four of them at once. You have to go into the basement and drop them off at the reactor to collect more. All of the family members are here and they assist Bart in their own way. Lisa knows the door codes and she will share one if you talk to her. Marge will take your collected rods to the reactor for you sparing you a trip to the basement. Homer will scare off all the enemies from the screen if you give him a box of donuts that you find throughout the maze. Maggie wanders around but she does help you out in a specific way.

In Bart vs. the Space Mutants, you begin with 3 lives and can collect up to 9 total. There are no continues and no passwords, so the game must be cleared in one try. The challenge here comes in several ways. The first stage requires the most thought initially but it is the easiest level once you know how to do it. The three middle stages have some tough platforming and several instant kill spots. Sometimes you will have to spend all your lives getting the feel for overcoming an obstacle and then you have to start all over again. The final level doesn’t have a map of any kind, so if you miss a rod or two you are up against the clock if you get lost. The penalty for failure is steep and the game is lengthy enough that it takes several long attempts to get good enough to beat the game. I think 8/10 difficulty is a fair assessment.

Lisa wants to help out from as far away as possible.

Lisa wants to help out from as far away as possible.

I have played and beaten Bart vs. the Space Mutants but not since I was a kid. I owned all three of the “Bart” NES games in my childhood collection and I beat all three back then, but I didn’t retain a whole lot of knowledge from prior play. I remembered all of the puzzles in the first stage but that was about all I could recall.

I foolishly thought that my old knowledge would be good enough to clear the game quickly. I beat the first level with relative ease on my first playthrough, but the rest of the game featured the same kind of incremental progress I experience when playing new games. I think it took me around a dozen tries to finish this game. The latter part of the museum level took a lot of practice, and the final maze really got to me. I am generally good with maze levels and mapping things out in my head, but I got down to the last two rods and got completely stuck until I got Game Over. It’s frustrating getting so close to the end like that. Luckily the next run was the winning run and I had plenty of lives left over for a comfortable win.

The Simpsons is such an iconic television series and by extension I think there is a lot of nostalgia for Bart vs. the Space Mutants. The development team managed to put in a lot of Simpsons references in the game and the Simpsons theme sounds nice on the NES. From my playing experience, the game is rough around the edges and not all that fun to play at times, but the first level at least is genuinely clever and holds up nicely today. It’s a mediocre game with a few redeeming qualities.

The Simpsons: Bart Vs. The Space Mutants Ending Screen

#29 – The Simpsons: Bart Vs. The Space Mutants