Take on the NES Library

An 8-bit Extravaganza!

magic

AUG
14
2020
4

#155 – Magic Darts

So magical!

It’s darts but magical!

To Beat: Win each mode
To Complete: Win each mode with the high score against computer opponents
What I Did: Completed 301, beat the others
Played: 5/10/20 – 5/11/20
Difficulty: 2/10
My Difficulty: 2/10
My Video: Magic Darts Longplay

The game of darts is a pretty good metaphor for this project.  The random nature of the order I’m playing the games is equivalent to just tossing up darts at a dartboard and seeing where it sticks.  That’s true for novice darts players like myself, anyway.  I just came off of completing two long games to get this nice, short game, so it is true that just about anything can go at any time.  Naturally, since the NES library is so diverse, sure enough there’s a darts game.

The game of darts has origins dating back hundreds of years.  It is said that English soldiers would throw knifes or spears at the bottom of a wine cask and they began competing among themselves.  Later on, slices of tree trunks were used instead, and the natural rings of the trunk became an easy way of seeing who was closest to the center, spawning a rudimentary scoring system.  The game was played in pubs for years and years, and even nobles enjoyed the game.  In 1896, Brian Gamlin is widely considered to have created the scoring layout on the common dartboard that is used today.  There are a couple of organizations, the World Darts Federation and the Professional Darts Corporation, that host the best of the sport’s players in various tournaments.

Magic Darts was released on the Famicom and the NES in the US.  The game was developed by SETA and was published by SETA in Japan, releasing in April 1991.  The US version was published by Romstar and released in September 1991.  To my knowledge, this is the only game developed by SETA that appeared on the NES, though there were a few Famicom titles from them that were not localized.

Plenty of options in the game, including these game modes.

Magic Darts uses a standard dartboard that is used all around the world, one that you are probably already familiar with.  The board is round and broken up into twenty pie-shaped segments of alternating colors red and black.  Numbers along the perimeter designate the point value for placing a dart within its associated segment.  An outer ring around the board is worth double the points, and the ring splitting the center of the segments is worth triple score.  The two small, concentric rings in the very center are the bullseye target.  The outer ring of the bullseye is worth 25 points while the inner ring in the very center is worth 50 points.

To get started playing this game, you’ll have to wade through a slew of options, game modes, and settings.  First up after the title is the game mode screen where you’ll pick from one of six game modes.  Press Up or Down to go through the selections, and you can also press Left or Right to toggle the background music off and on.  Press either A, B, or Start to proceed.  Depending on the game mode, you may have to choose the in and out rules next before moving on.  Next, choose the number of players from 1-4 or the Watch Mode to watch the CPU players go at it.  Players 1 and 3 use Controller 1 and the others use Controller 2.  For each player, choose from one of twelve player avatars, then press A to go to name selection for that character.  Press Up or Down to cycle through each letter of your initials and press A to lock in each one.  After initials, then you select your dart weight from either Light, Medium, or Heavy.  After all players are entered, if there are any open slots remaining, you can choose Extra Player to set CPU players.  Now you are done and ready to begin playing!

Most of the game takes place actually throwing the darts.  The largest panel at the top left contains the facing of the full dartboard.  The score table is to the right of that with a section for each player’s scoring along with the round number and game name.  The bottom of the screen shows the player character and dartboard from a side view.  You can see the darts thrown from that angle during gameplay along with the associated controls for aiming the dart.  This layout is a pretty good use of screen space in my opinion.

Position and set meters for accurate throws.

The basic controls for throwing darts are pretty straightforward.  On your turn you’ll see a dart appear at the bottom of the board.  You can position this dart with Left and Right while at the same time a meter marker pans from left to right.  This represents the horizontal angle of your shot determined by pressing A with the proper timing.  Next, at the bottom, you will see a wedge shaped meter appear with a line segment than waves up and down.  This represents the vertical angle of your shot.  When it lines up where you want it, press A to lock it in.  After that, you will need to set the power of your throw using the vertical meter in the bottom right corner.  Again, when you get the power you want, press A with good timing to set it.  Once you set all these meters and positions, you’ll finally throw the dart as inputted.  It seems like a lot of hassle, but it gives you a ton of control over your throw, plus it goes quicker than you think once you get into it.

The first three game modes, 301, 501, and 701, all play the same.  In these games you will decide before starting what you want to do with the ins and outs.  Double in means you must hit a double first to open the scoring, otherwise any throws are invalid and worth 0 points.  Double out means you must end on a double.  Open in or open out means any scoring is valid at that end of the match.  In this mode you start off with points, either 301, 501, or 701 depending on which game.  The object of this game is to get your score down to 0 exactly.  On your turn you get three throws.  After the three darts are thrown, your scoring for the round is deducted from your total.  If your score at any time would drop below zero, you bust and any points you would have deducted in that round are instead forfeited.  For example, say your score is 10 and you throw a 5 and a 9.  That 9 would put your score into the negative, so your round ends and your score goes back to 10.  The first player to 0 wins, and all other players continue until all but one finish their game.

The other three game modes have different rule sets but are pretty simple.  In Count Up, you play eight rounds and try to see how many points you can earn in total.  In Round the Clock, you have to hit numbers 1 through 10 sequentially, using as many rounds as needed to hit all 10 in order.  Half It has somewhat more complicated rules.  You start off with 40 points.  In each of the eight rounds, there is a target value that you must hit to score points.  The targets are 16, double, 17, 18, triple, 19, 20, and bullseye.  Only hitting those targets in the assigned round add to your total.  If you miss the mark in all three darts in the round, then your total score is cut in half.

Thank you dart monkey!

This is my first time playing through Magic Darts.  I have played real darts before a few times but with nothing approaching actual skill.  I don’t spend a lot of time in bars, and that is where darts are typically played.  As a kid, I really wanted an electronic dartboard, the ones with the tiny holes all over that you throw plastic-tipped darts into.  I didn’t end up getting one until I rented an apartment, and even then I didn’t bother actually hanging it up proper.  Knowing me, I would have ended up with a bunch of holes in the wall anyway so maybe I dodged a bullet there.  Good thing I have my cart copy of Magic Darts anytime I need a darts fix.  The game isn’t too common but it’s not expensive.  Typically it is around a $5-$7 game cart only, but they are teetering closer to $10 right now.

In beating this type of game, it makes sense to play through every mode just to see if there’s something unique about beating each one.  So that’s what I did.  Taking it a small step further, after reading through the manual I noticed that, while a little cumbersome to configure, you can play against CPU opponents.  For 301, I played with double in, double out rules against three CPU opponents, choosing the self-proclaimed expert player and the next two in line.  (I see now re-reading the manual I missed choosing the expert female player.  I think that’s a big miss and I should have played against her too.)  I did play a little bit before recorded attempts just to get a feel for the game.  After that, I went right into this setup of 301 and ended up winning in Round 6 on my first try.  For the remaining games, I played them all solo.  The winning screen is pretty much the same for all modes regardless of number of players or CPU opponents.  The winning player has his or her picture displayed along with the placings of each participant.  For Count Up and Half-It, a high score is also displayed.  I assume the default is 100 points for the high score; it only shows up after finishing the mode.  In Count Up I scored 466, but in Half-It I only got 96 points on my first go which fell just short of 100 points.  I played again and had a much more robust 300 score the second try.  I don’t think there’s much left to do other than beat CPU opponents in every mode.  It would not be hard to accomplish, but I don’t think it’s strictly necessary as far as completion goes.

You can fly solo for a more leisurely game.

I developed some minor strategies with this game.  I always made sure to hit center on the first meter indicating horizontal curve.  For the vertical angle and power, I roughly set those proportional to how high on the board I was aiming.  For instance, to hit dead center I would aim for middle angle, middle power, adjusting both meters higher to aim higher and both lower to go lower.  It wasn’t an exact science but it tended to get me close.  Since it is a lot easier to aim horizontal than vertical, when I needed a double, I aimed for the ones on the far left and right of the circle, giving me the tallest band of vertical space to aim for.  It would have made more sense to go after the double 11 on the left, but I preferred the double 6 on the right during gameplay.  Maybe because I’m right-handed.

This game has a few interesting secrets.  A few of the characters have secret trick shots.  My player character was the robot, and in 301 I inadvertently triggered the trick shot.  It seems to have to do with hitting the center angle both ways just to get the random chance to do it.  I was aiming for the double 6 on the right.  The trick shot has the robot stretch his arm out all the way across the room to place the dart directly on the board, which is definitely cheating!  The shot ended up on double 9, almost on the complete opposite end of the board.  I needed a double to start, so I’ll take it.  Sometimes there is a fly buzzing around the board.  The alien character has a trick shot allowing you to freely point to where you want the dart placed on the board.  Pulling the trick shot off to nail the fly changes your character to some weird looking dude.  It’s strictly a cosmetic change.  You can actually play as the weird looking character from the start by entering SEX as your initials.  So there you have it.

Magic Darts is a well made adaptation of video game darts for the NES.  It is quite similar to Championship Bowling, also published by Romstar.  This is a game pretty much about setting timed meters, just like in bowling.  The graphics are both functional and clear, with nice window dressing in the different characters and their throwing animations.  The music is done well, nothing too memorable but blends in well with the gameplay.  The game controls accurately and responsively, leaving it all down to setting the right timing to make your best throws.  The gameplay includes much of what you could ask for, with multiple game modes and ways to play them with friends or against the computer.  I suppose there could have been additional gameplay modes added to fill the game out even more, but as it stands it is a well-made darts game done as well as I think can be done on the console.  

#155 – Magic Darts

by :
comment : 4
 
MAR
20
2020
1

#145 – The Magic of Scheherazade

Come with me on a genre-blending adventure.

Always choose Fast!

To Beat: Reach the Ending
Played: 1/9/20 – 1/26/20
Difficulty: 6/10
My Difficulty: 6/10
My Video: The Magic of Scheherazade Longplay

I think it’s common to form a pre-conceived notion about a piece of media before you experience it yourself.  This feels especially true about movies with all the teaser trailers and YouTube video dissections going on today, but I think it applies to games as well.  The Magic of Scheherazade on NES isn’t often talked about within retro gaming circles.  Before playing it, from what I could tell, it was regarded as a fun game and looks to play similarly to The Legend of Zelda or Crystalis.  That was enough to pique my interest.  As it turns out, this game still had ways to surprise me.

The Magic of Scheherazade was first released on the Famicom as Arabian Dream Scheherazade in September 1987.  The game was both developed and published by Culture Brain.  The NES version was released over two years later in December 1989.  The reason for that is the game was massively overhauled for the NES release, changing everything such as the graphics, music, level design, and progression.  A sequel was planned but never released, nor has this game seen any kind of re-release.

This game is loosely based on the Middle Eastern folklore collection One Thousand and One Nights.  The set of stories in the collection are all framed around a single story featuring a woman named Scheherazade.  In this story, the king Shahryah discovers his wife has been unfaithful, so he has her killed, marries a virgin every day, and has her killed the next day.  This goes on for 1001 days until Scheherazade offers to spend a night with the king.  She tells him a story but stops halfway.  The king wants to know how the story ends, so he spares her until the next night.  She then finishes the story but starts up another more interesting tale, again stopping partway.  This goes on for 1001 nights, at which point the king spares her permanently and makes her the queen.

You’ll get sucked in!

The story of the NES game centers around the great magician Isfa.  He battles and defeats the great demon Goragora, sealing him and other demons away underground.  The evil wizard Sabaron eventually comes around and frees the demons.  You play as a descendant of Isfa who alone holds the power to defeat Sabaron, but unfortunately, his memory has been lost, his powers are gone, his princess Scheherazade has been captured, and he has been sent to a completely different time period.  Talk about a bad day!  He is found by the time spirit Coronya who can help the hero travel through the time door.  To defeat Sabaron and save Scheherazade, the hero goes on a time travelling journey joining up with many different allies to help him regain his powers.  This is a chapter based game and you beat the game once you complete the fifth chapter.

On the title screen, you can adjust the text speed from either Slow, Normal, or Fast, and then select to Start a new game or Continue an existing one.  When starting a new game, first enter in your name up to four characters long.  Then you choose your class from the choices Fighter, Saint, or Magician.  Fighters are good with swords and can get little fireballs firing from swords later in the game, but they are not skilled with the magic rod.  The magician is the inverse; he is good with the rod but not so much with the sword.  He is also best suited to fight the bosses.  The saint is kind of an in-between character.  He is not that great offensively, but he can make use of special items to reflect enemy bullets and be spared from damage when touching certain ground tiles.  Shopkeepers may give discounts to certain classes as well.  Don’t worry too much about making a bad decision upfront because you can change your class later.

This game controls like a normal action game, for the most part.  You move Isfa in four directions with the D-pad.  No diagonal movement here.  The A and B buttons are for your actions.  By default, A jumps and B lets you speak to people you find.  The Start button brings you to what the game calls the Select screen.  Maybe not the best choice of name.  Anyway, the Select screen lets you reassign the action buttons.  There is a list of items for the A button and a separate list for the B button.  The A button list is mostly dedicated to spells, while the B button is for your weapons, speaking, or other consumable items.  The Jump action can be assigned to either button or both.  Go through the list, then press A to assign that item to its button.  When you’re done, press Start to go back.  Pressing Select during the game brings you to the subscreen.  There’s a lot of information here.  You can see your list of allies, a map for some sections, your spell list, your items, and your equipment, among other things.

That guy’s gonna get a face full of magic.

Most of the time you will be on the action screen.  The bottom display shows some stats as you play.  You see your current class as well as your experience level.  You see which actions you have assigned to A and B.  Next are your Hit Points and Magic Points, labeled H and M.  Then you see your total experience points and how much money you have.  Finally, you see counts of some of your consumable items.  The left items are your keys and amulets, and the right items are your bread and mashroob.  Keys are for opening locked doors in the palaces at the end of each chapter.  Amulets keep you from being transformed by an enemy and are used automatically as needed.  Bread heals HP and mashroob restores MP, and they are consumed automatically if you run out of either one.

Each of the game’s chapters is self-contained, and they often follow a similar structure.  You start off in a town and you can gather information from the townspeople about what is bothering them and what to do next.  You venture out of the town going screen by screen.  Many of these screens contain enemies that you can fight for experience points, using either your sword or rod.  Sometimes defeated enemies drop money, or occasionally health and magic pickups.  Eventually you gain experience levels where you gain more max HP, max MP, and sometimes power upgrades to your rod and sword or new spells.  You find other towns to advance the story and recruit allies to join you.  Out and about, sometimes Coronya will alert you to use the magic of Oprin to reveal a staircase.  One of these staircases leads to a time door.  Depending on the situation, taking the door will either put you back in time or send you ahead in time.  You can move between time periods freely through the door.  The maps in both time periods have similarities but have changed a little due to the passage of time.  By visiting towns and following leads, you will eventually make your way to a temple or palace where you square off against a powerful demon at the end of the chapter.

Sometimes between screens outside of town, you can trigger a random RPG battle against a set of enemies.  From the start, you can choose to fight, try and escape, or try and make peace with the enemy via a charitable contribution of your own cash.  If you can’t get away, you’ll have to fight.  You can choose up to two of your allies to join you in battle.  You may also pick from a pre-determined formation, provided you have already learned about the formation outside of battle and have the allies that are part of the formation.  You can also fight alone if you want.  Before the fight, the game distributes your bread and mashroob automatically between you and your allies only for the duration of the fight.  You can adjust the distribution as you desire.  If you have hired troopers, they will also appear for your fight.  Now you are finally ready to battle.

Gather a team for some RPG battles.

The battles themselves play out like standard turn-based RPG battles.  For your and your allies, you choose to attack with one of your weapons or cast a spell.  Troopers only attack, though their attacks are strong.  If you selected a formation for this fight, you can choose to cast combined magic.  These powerful spells are cast as a team and they work best against specific sets of enemies that you’ll learn about when you learn about the formation.  In winning a battle, you are awarded with experience points and money, and occasionally a free item.  I’ve learned these battles are the best way to earn money, so usually they are worth it.

The towns contain some locations that help you in your journey.  Use shops to buy items.  You can try haggling with the shopkeeper to reduce your cost, but he can threaten you out of the shop and take some of your cash in the process, so be wary.  You can also take out loans from the shopkeeper.  I never took advantage of this in the game, but it can be helpful if cash is tight.  You will have to pay interest, and if you borrow too much you can’t borrow any more.  You can also get locked out of buying items and supposedly lose the game entirely if you don’t pay it back.  Hotels in towns restore all HP and MP for you and all your allies.  You can gamble money in the casino, but not if you set your class to Saint.  The troopers’ office lets you hire troopers for the turn-based battles.  The mosque gives you some additional options.  Here you can change your class or revive allies for a fee, or you can get your password for later play.  The last place you can find in the towns is the Magic University.  This is where you learn about the formations and combined magic for the turn-based battles as well as the Grand Magic that you can learn in each chapter.

There are a bunch of spells in this game.  I found this the most confusing part of this game because they have strange names and I found it hard to connect the names with what they do.  The one I used the most was Pampoo, which restores 20 HP during battle or 10 HP in the field.  Bolttor and Flamol are lightning and fire spells that get powered up twice during the game.  Mymy turns enemies during turn-based battles into hamburgers, stopping them for a few turns.  Defenee cuts damage taken in half for the entire turn-based battle.  Sillert is a reflect magic spell.  There are other spells, but this is just an example of how confusing these can be and how the manual really helps sort out what they are.

It’s not nighttime, just the solar eclipse.

There’s another mechanic in the game called the Alalart Solar Eclipse.  This event happens periodically during your adventure, dimming the screen colors a little bit for effect.  There are things you can do only during the eclipse.  In each chapter, you will find a wise man who will give you Grand Magic.  These are single-use spells that can only be cast during the eclipse.  These spells can change the landscape of the map, revive your fallen allies, and other powerful things.  The eclipse is the best time to visit the casino as you will have great luck gambling.  You can also create a money tree.  You need a Rupia’s seed to do this, which you can buy in some shops.  There is a specific place on the map where you need to plant the seed and you need to do so in the past during the eclipse.  When you visit that same place in the future, a money tree will have grown, and you get to collect a bunch of cash when harvesting it.
 
The end of each chapter culminates in a boss battle against one of the demons.  There are a few things to keep in mind.  You will have to explore a palace that is sort of like a Legend of Zelda inspired dungeon.  If you purchased a map this chapter, this is what it’s for.  Some items you buy are used here specifically.  For instance, keys open locked doors (though many can be opened without them), and horns can help you fight some gatekeepers in some of the rooms.  When you make your way to the demon, often you need a specific ally available to help fight with you or even trigger the demon to appear.  You will want to be in the Magician class since the demons are best fought with the rod and the Magician is the best with that.

The game has a lives system, on top of everything else.  It is kind of a weird choice, especially since you auto-heal with bread.  During the action scenes, you can fall or jump into water which is instant death.  In turn-based combat, sometimes an enemy will hit you or your party with an instant-death spell.  You get three lives with no opportunities to gain more.  Running out of lives gives you a password, which happens to be the most convenient way to get one.  If you keep playing, you will resume at the starting town of that chapter with all of your items, experience, and gold intact.

The password system has some interesting quirks to it.  Passwords vary in length depending on where you are in the game.  I’ve had passwords lengths of 35 characters up to 43 characters.  This is a game where the passwords encode exact amounts of stats.  This is the first game I’ve heard of that has a password failsafe built in just in case you fail password entry three times.  From what I’ve read, the game prompts you for your name and class, then puts you at the start of the chapter you are on with minimal equipment.  Much better than starting over, that’s for sure.

Nothing better than a good boss battle.

This was my first time playing through The Magic of Scheherazade.  I read about this game a little bit in old gaming magazines and it looked interesting.  I did not get a copy of the game until my collecting days in adulthood.  I am not sure where I bought my first copy of the game, but I did track down an extra one later that came with the travel map.  The cart and map cost me $10, not a bad deal at all.  Even though I wanted that map specifically, I didn’t use it at all for my playthrough of the game.

I decided for this playthrough that I would record the entire thing and post up a true longplay on YouTube.  I tend to shy away from that because I often play games in short bursts and there’s a lot of overhead when I have to set everything up for video capture.  I don’t have a dedicated recording or streaming setup at my house.  I set my laptop up in the family room to record, then take it all back down later so my kids aren’t tripping over wires.  Despite all that, it is a good idea to try something different. In the long run, it will be better to have full recordings for long games.  This was a good guinea pig since the game isn’t terribly long, but long enough that I would not be able to beat it on one sitting on my second try.

I would say my playthrough of the game for the first time playing is pretty average.  I spent 10 hours playing through this game, fewer than I thought.  There were a few hangups that I remember, mostly minor things.  In Chapter 3, I got stuck for a little while and kind of wandered the map until I realized I needed to change my class to advance the plot.  Some of the demon fights I did not understand the first time through, so I spun my wheels and messed around until I figured it all out.  I got lost in a few of the maps.  Some of the maze areas have hidden holes that take you out of the maze entirely.  It took quite a few tries on some of them to figure out how to get through.  I often backtrack short distances and test out different branching paths just to be sure I’m not missing anything that I would have a hard time coming back to later.  There was also time lost to context switching.  Because I played in shorter sessions, there was more backtracking to the mosque to get my password, and then the next session I needed a little extra time to reorient myself to my current situation.  These kinds of things are bound to happen in a blind playthrough on my schedule.  I don’t expect anyone to actually watch my longplay, but now that I’ve done a full, long game, I’m happy to have the archive of it available.

The Magic of Scheherazade can probably be classified as a hidden gem on the NES.  The graphics and music are mostly well done, just a little on the simpler side.  The controls work well, and I like that you can configure your action buttons, though being able to assign any command to either button would have been a nice improvement.  Jumping can be a little wonky at time, particularly in the towns around townspeople.  Minor issues aside, the gameplay is where this game really shines.  There are so many different systems at play, and once you break through in understanding how it works, the variety of gameplay and the amount of content really drive the experience.  There’s a wide cast of characters so you can configure your party whichever way you want.  You have plenty of options with the different spells and weapons at your disposal.  There’s time travel!  There are mappable dungeons with cool boss battles at the end.  There’s a lot here, almost too much at times.  The game has just the right amount of length and you are almost always making progress, which sure feels good.  This is a neat game and I’m glad I got to experience it all.

#145 – The Magic of Scheherazade

 
MAY
03
2019
0

#117 – Magic Johnson’s Fast Break

Now Get Ready To Catch The Magic!

Pink on gray isn’t usually the best color choice.

To Beat: Win a game
Played: 3/10/19
Difficulty: 2/10
My Difficulty: 2/10
My Video: Magic Johnson’s Fast Break Longplay

I realize that many of these reviews I write are too wordy and descriptive. It’s kind of my thing and I’m not going to stop doing it this way. Deep dives can be interesting and fun! Magic Johnson’s Fast Break is testing my ability here. So far, I have been able to find enough to write about for all the sports games I’ve done so far, but Magic Johnson’s Fast Break is such a bare bones game that this is destined to be one of my shortest reviews. Sorry if that will disappoint you! I’ll see what I can do.

Magic Johnson’s Fast Break was originally released in arcades in 1988. It was developed by Arcadia Systems. The game was also called Magic Johnson’s Basketball in some cases. It was released on several home computers as well as the NES. Software Creations developed and Tradewest published the NES version of the game. It released in March 1990 and was a US-only release.

Since it’s called Magic Johnson’s Fast Break, Magic Johnson’s likeness is featured in this two-on-two basketball game. This game was also sponsored by Pepsi and you can see the old Pepsi logo in the game. Leaving some of that graphical flair aside, this is a simple basketball game. You can only play single games and you just need to win one game to consider this one beaten.

While nicely detailed, you see this way too often.

When you start up the game, you’ll see a nice-looking title screen. Leave it on the screen for awhile and you’ll see a profile for Magic Johnson next to a picture of his face. Then you’ll see some developer credits. You’ll also see an attract mode of the game play. Press Start to bring up the menu. You can choose from either one-player, two-player, or four-player game. Yes, Magic Johnson’s Fast Break supports the NES Four Score accessory. After this selection, for a single player game only, choose the computer’s difficulty setting from A-E. A is Rookie, B is Average, C is Advanced, D is Expert, and E is Professional. Then you start the game!

This is a two-on-two full court basketball game. You control the blue team with your basket on the left. The opponent is the red team shooting for the opposite basket on the right. Two-player games have the first player playing the blue team and the second player using the red team. In a four-player game, the first two controllers are for the blue team and Controllers 3 and 4 are used to move the red team. Each game of basketball consists of four, three-minute quarters. Every quarter begins with a jumpball to see which team gets control. Press either A or B to jump for the ball and pass it to a teammate. During play, the view scrolls left and right to follow the ball-carrier.

Controls in the game are easy. Use the D-pad to move around. You only control one player at a time as indicated by an arrow. Switch control to the other player by pressing B. When holding the ball, B passes the ball to the other player while also switching control. Press A to shoot the ball or press A to try and steal the ball from the opposing team. You also steal the ball if you are in the middle of a pass attempt between players. You can press A to jump and try to recover a rebound.

Faceless wonders, these guys.

The referee will blow the whistle to signal the end of the quarter. You transition over to a statistics screen. You see the score for both teams. You can view the attempts, shots made, and percentages for both free throws and field goals. For three-point shots, you only see the number made. You also see the number of rebounds and steals. Press A to move on. You get to see Magic’s face again along with some advice for the next quarter based on how you played.

You can get fouled in the game or commit fouls. The most common violation you will likely see is the back court violation. Once you bring the basketball to your half of the court, you can’t step back over the line again or you cause the violation and have to give up the ball. This is not actually considered a foul, however. Each team can commit up to five fouls each quarter and turn the ball over to the other team. Any fouls after that award free throws. There was only one foul in the entire match that I committed, so I didn’t see anyone shoot any free throws and I don’t know how it works. If back court violations had counted I might have seen some free throws.

Magic Johnson’s Fast Break also has a salary system. Depending on the difficulty of the opponent and how well you play against them, at the end of a game you will be given a salary. You don’t get to spend the money on anything; you just see what you earned. If you think that sounds like a high score table, you would be correct. You can enter in your initials and everything. There’s no visibility into the scoring system at all, just the final tally at the end.

This was the best place to shoot from.

This was my first time playing Magic Johnson’s Fast Break. This is the third of ten NES basketball games I’ve played so far. It’s a common cart that is dirt cheap. If you collect NES, you probably have this one already without even trying. I have only owned a few copies of this game though. One copy I sold had checkerboard lines cutting through the entire label down to the plastic. I guess someone thought so highly of this game that they decided it would be more fun mutilating the game than playing it.

When I booted up the game for the first time, I decided to try playing on a lighter difficulty just to get a feel for the game. My goal is always to find some kind of exploit in the AI or a way to consistently hit three-pointers. I played through a quarter on Average difficulty, and though I didn’t find a good technique, I was leading by 10 points already. I reset the game, started the recording, and set the game to Professional difficulty. After the first quarter this time, I was losing by a score of 38-24. I figured it out partway through the second quarter, cruising to a final score of 139-101. The best place I found to shoot threes is from the top of the key. (I think that’s the right terminology.) On an inbound, position your other player at either sideline at midcourt. Then pass the ball to him and you will be in good position to go right to the spot and shoot. Any misses are compensated by the times you will steal the ball back from the opposing team. I didn’t have any trouble taking and keeping the lead once I got consistent at getting to the right spot to shoot. I finished with a salary of $2.4M which was good for 2nd place. A better first quarter should have put me at the top spot but reaching the top of the chart was not important to me for this game.

I guess that’s pretty much everything to say about this game. It’s not an awful game, just trimmed down to the bone. The music was written by Tim Follin, my favorite NES composer, so it’s got great tunes that are a bright spot here. The graphics, controls, and gameplay are all at least average. It’s a very easy game to beat and the quickest one to finish so far. Compared to the other two basketball games I’ve played, Roundball and Jordan Vs. Bird, I would put this one at the bottom of the list. There’s just no substance to this game at all, especially for a 1990 release. The game kind of reminds me of NBA Jam without any of the things that made that game interesting and fun. There’s no player selection, no dunks, none of that good stuff, just the same visual perspective, the two-on-two action, and lots of stealing the ball. Happy to have another game quickly checked off the list!

#117 – Magic Johnson’s Fast Break

 
JAN
04
2019
0

#105 – Felix the Cat

Felix the Cat, the wonderful, wonderful game.

A lot of folks have their eye on ol’ Felix.

To Beat: Reach the ending
Played: 10/28/18
Difficulty: 2/10
My Difficulty: 2/10
My Video: Felix the Cat Longplay

I’m starting to get a little worried that I’m running out of easy NES games to play.  Felix the Cat is another example of a solid platformer game that can be beaten with no prior knowledge in an hour or two.  Perhaps I never realized the NES has a bunch of easy platformers.  I have already beaten such games as DuckTales, DuckTales 2, Chip ‘n Dale Rescue Rangers, Puss ‘n Boots, and Wacky Races, all within the first 20% of this project.  Let’s see how Felix the Cat stacks up against those titles.

Felix the Cat is a cartoon character created in the late 1910’s.  Felix was either created by the cartoonist Pat Sullivan or his lead animator Otto Messmer.  His first appearance was in the short animated film Feline Follies in 1919 before he was even named Felix.  The cartoon cat’s popularity waned in the late 1920s in part due to making a late and poor pivot to movies with sound.  The Felix the Cat comic strips lasted in various forms from 1927 through 1966.  He also had a TV series from 1959 to 1962 produced by Joe Oriolo, who would go on to obtain the full rights to Felix the Cat in the 1970’s.  There have been a scattering of films and cartoon shorts related to Felix the Cat throughout the 1990’s and 2000’s.

Felix the Cat managed to get a single video game.  Felix the Cat was released on the NES in North America in October 1992 and a PAL release also in 1992.  A Famicom release in Japan appeared to have been planned but was cancelled.  A Game Boy port was released in North America and Europe in 1993.  It features the same game play but with fewer levels.  Hudson Soft developed and published the NES game.  The Game Boy version was developed by Hudson Soft as well but was published by Electro Brain in North America and Sony Electronic Publishing in Europe.

He’s a mischievous cat.

Felix the Cat is a straightforward platformer game.  The story is just another version of the typical trope.  The evil Professor has captured Kitty Cat and wants Felix’s Magic Bag of Tricks.  Felix of course uses the powers available from the Magic Bag to go and rescue his girlfriend.  The game takes place over nine areas, including multiple rounds per area.  You win the game when you clear all nine areas and save Kitty Cat.

The controls are what you expect from a platformer game.  Use the D-pad to walk around.  The A button jumps, and the B button attacks.  You can press Down to crouch for dodging, but it doesn’t make your attacks any lower.  The manual says you can hold Up and jump with A to jump higher, but it doesn’t work.  You don’t really need a higher jump anyway.

The primary gimmick to this game is that Felix has many different weapons he can produce out of his Magic Bag.  Felix can only use one of these at a time.  The default weapon is a punching bag which is a short-range attack.  By collecting hearts and powering up, Felix undergoes a short transformation and either changes his outfit or his gear, enabling him to switch up attacks.  One upgrade gives Felix a top hat and he can radiate a circle of stars that damages nearby enemies.  Other transformations give Felix a vehicle to ride in and some projectile attacks.  The effects of powering up depend on which level you are in.

The locals are angry and you must fight back!

As you go through the levels, you will find tokens shaped like Felix’s face.  For every ten of these you collect, a heart appears that you grab to power up.  When you do this, the game displays a series of ten small hearts in the upper left corner of the screen.  This acts as your timer for the powerup as they slowly dwindle away as you play.  For every five Felix tokens you collect, you will create a few milk bottle powerups.  Each of them restores two hearts to your meter.  Collecting a heart also fills up your meter.  As long as you keep a steady pace through the stages and keep collecting tokens and powerups, it is not too difficult to remain powered up.

Felix does happen to be pretty fragile.  One hit from an enemy or falling into a pit loses a life.  This puts you back to the default state.  Levels have checkpoints at arrow signposts and you go back there when you die.  Powerups are great in that they also act as a shield when taking damage from one of the bad guys.  When you are powered up and take a hit, you simply drop back a level.  Many stages provide Felix with three distinct levels of powerups which gives you some leeway if you make a mistake.  I found that I played slowly and conservatively at the start, and then got progressively more aggressive and quicker once I knew I could take damage and still be alright.

Each of the nine areas in the game can have multiple rounds.  Levels are straightforward left-to-right affairs with some verticality to them as well.  The last round in the area ends with a large magic bag.  Stand on top of the bag and press Down to enter the bag and go to the boss fight.  The bosses in this game are simple and take just a few hits to beat.  You then earn a nice point bonus and move on to the next area.  Sometimes you are treated to a small cutscene where you take a phone call from the evil Professor before pressing onward.

You can descend into the magic bag to get prizes.

You can also find the large magic bags within individual levels.  Some are on the main path and others are found high up off screen that you can reach through platforming or bouncing on large springs.  Enter these bags to go to a bonus room.  These rooms consist of several Felix tokens and contain an exit magic bag.  Leaving the bonus area can sometimes drop you off further ahead in the level.

There are other types of stages than just platforming levels.  There are swimming levels, flying levels, and even a space level.  There are different transformations you get to support these other stage types.  For example, you can fly in an airplane or man a hot air balloon.  In these levels you have to keep pressing A to stay afloat or to swim around.  Variety never hurts in a game like this.

Extra lives are very easy to come by in this game, even though there are no extra life pickups to be found.  For every 100 tokens you collect, you earn a new life.  Collecting a heart while fully powered up gives you an additional Felix, and you also get a life for every 50,000 points.  If you can get through the first area or so without taking any damage, you are well on your way to stocking up for the rest of the game.  Should you run out of lives, you can continue up to three times.  Continuing places you at the start of the current round, which is a slightly worse position than a normal death.

Cats aren’t afraid of water if they have a submarine.

I have played and beaten Felix the Cat once before as part of the Nintendo Age weekly NES contests a few years ago.  It was a one-life contest and I got near the end on my first life over just a few tries.  I went ahead and beat the rest of the game then just to see what was left.  This is a later release that is uncommon.  I have owned a few copies of the game cart.  Two I bought at local game stores.  One cost $12 and the other cost $10.  They were selling for $30-$40 at the time so it was a no-brainer to pick them both up.  I acquired a third copy as part of a mega haul of games I found on eBay late in 2014.  A loose cart of Felix the Cat now costs upwards of $60.

I didn’t have any trouble beating Felix the Cat again.  This is an easy game to beat for the very first time playing if you are any good at platformers.  There are quite a lot of areas and the levels themselves seem to go on and on at times.  It feels that you are making progress for most of the game, with a few sections that seem like they will never end.  Some parts of the game do take some careful play to clear effectively, but by then you probably have a huge stash of lives to burn so it’s no big deal.  I think the game takes about an hour to beat if played blind, maybe longer that that if some of the later sections cause some problems.  My longplay video took a little over 45 minutes with a little over half a dozen deaths.

Felix the Cat is a good NES game but isn’t anything special.  The game plays and performs very well.  The graphics are cute and nicely animated.  Felix has a lot of expressions in all his movements and attacks.  The controls are spot-on and handle properly through all the movement variety the game has to offer.  The gameplay is solid but nothing more.  Don’t get me wrong, the game is good, it’s just that it feels so ordinary.  This is the kind of game that you can shut your brain off and mindlessly play.  You’ll have a good time doing it for the first or second time, and then there’s not much reason to go back to it.  I bet some players get bored of it and quit partway through.  From my perspective, it’s hard to have a problem with a game that plays great and is just a bit bland in gameplay. 

#105 – Felix the Cat