Take on the NES Library

An 8-bit Extravaganza!

professor

APR
17
2020
2

#148 – Gyromite

As they used to say in Good Times, Gy-ro-mite!

People didn’t care about box and title screen discrepancies.

To Beat: Beat Game A and Game B
To Complete: Beat Game A and 3 Loops of Game B
My Goal: Beat the game using R.O.B.
What I Did: Beat the game with R.O.B. and completed the game without R.O.B.
Played: 2/3/20 – 2/16/20
Difficulty: 2/10
My Difficulty: 4/10
My Video: Gyromite Longplay

Good old R.O.B., our Robotic Operating Buddy.  This robot toy was something of an icon for Nintendo in its early days in the American market.  Since then, he has mostly faded away, sometimes appearing as a period piece in media or as a reference in some of Nintendo’s own games.  It’s good that he gets to join the battle in Smash Bros. though, that was a nice minor renaissance for him.  Today, R.O.B. will get a little bit of the spotlight back as I review one of his games, Gyromite.

R.O.B. played a key role in both Nintendo’s entrance to the North American market as a return-to-form of video games in the home.   The video game crash of 1983 was still looming large as Nintendo wanted to get a foothold in the gaming market.  Their idea was to brand the NES as an “Entertainment System,” placing more focus on the toys, i.e. the Zapper and R.O.B. than on the games themselves.  R.O.B. was intended to be the centerpiece of the marketing for the NES.  The move worked out for Nintendo as the NES became a massive success throughout the late ‘80s and early ‘90s.  R.O.B. though did not fare as well, only receiving two compatible games at launch, Gyromite and Stack-Up, and nothing more.  These games released alongside R.O.B. and NES in October 1985 in North America.  Gyromite also released in Japan as Robot Gyro in August 1985 and in Europe in 1986.

There were a couple of ways to acquire R.O.B. back in the day.  The most common way was through the NES Deluxe Set.  This was a very large box set that contained the NES, TV hookups, two controllers, a Zapper, R.O.B, all the parts required for Gyromite, and boxed copies of both Gyromite and Duck Hunt.  The Deluxe Set retailed for $179.99, which in today’s money closes in on $500.  R.O.B. could also be purchased standalone for $49.99, but he did not come with any parts and couldn’t be used as-is to play a game.  Gyromite has a standalone big-box set containing all the pieces and the game.  This set is really tough to find and very expensive nowadays.

Here’s my good buddy hard at work!

Here is how R.O.B. works in practice.  R.O.B. sits in place with his two arms outstretched.  He has the capability to raise and lower his arms, turn his arms left and right, close his arms, and open them.  R.O.B. is powered by 4 AA batteries, and when you turn him on, he goes through a calibration routine.  He raises his arms and opens them all the way while turning to the right.  Then he rotates back to the left to position himself facing forward.  Now you don’t trigger any movements from R.O.B. directly, rather you send him signals through the TV screen.  The NES generates a series of screen flashes that R.O.B. can read and translate that to his basic movements.  There are some considerations when getting him to work.  R.O.B.’s head must be pointed at the TV screen for this to work.  There is a Test mode within Gyromite to ensure he can read the signals.  If he’s positioned properly, a red LED light on top of his head will be lit.  Furthermore, A CRT TV is required for R.O.B. to work.  Similar to the Zapper, he cannot read the signals from a modern TV.  Certainly, there is a lot of setup required to get R.O.B. up and running in the year 2020.

Getting R.O.B. set up to play Gyromite takes even more work.  There are several required parts that need to be set up.  First up are the gyros.  There are two of them in the set and they are spinning tops.  You can hold the top piece and the rest of the gyro below will spin freely.  Along the robot’s base there are evenly spaced notches numbered 1 through 5 where you attach the parts to R.O.B.  In slot 1 you place the gyro spinner.  This takes 2 D batteries and has a power switch to turn it on.  There’s a motor inside that you’ll hear rev up.  If you place the gyro through the hole on the top it will get it spinning fast.  The next piece goes into slots 2 and 3 together.  It is a rail with blue and red concave buttons and a shallow rectangular slot on the far end.  You take the second controller (don’t forget to plug it in) and stand it up in the rectangular slot.  The arms with the red and blue buttons, when pushed down, also press the A and B buttons on the second controller.  The idea is that once a gyro is spinning up, you can rest it on top of the red and blue button keeping the controller button pressed down.  Another rail goes into the remaining slots 4 and 5.  This is just a holder for the two gyros to get it in R.O.B.’s reach.

Now that R.O.B. and the NES are all set up, it’s time to launch the game and see what we can do with it.  An interesting thing here is that this version of the game is exactly the same in all regions, which is why the title screen reads Robot Gyro, the Famicom’s release name, instead of Gyromite.  After the title screen you get to the main menu.  Press either Up, Down, or Select to choose a menu item, then press Start to select it.  The A and B buttons update the phase number at the top, cycling from 1 through 40.  These are the levels in Game A, so you can choose any stage you want.  The Test mode puts the game on a flashing screen which is used to ensure that R.O.B. is facing the TV correctly and is ready to go.  The Direct mode allows you to test all of R.O.B.’s movements.  You press a directional key to issue Up, Down, Left, or Right commands, A to open his arms, and B to close them.  If the robot responds appropriately to all actions, you are ready to play Gyromite!  Press Select to go back to the menu.

This is probably the most viewed screen in the game.

Game A is the meat of this game.  It be played solo or with a friend in alternating play.  Here you control Professor Hector (or Professor Vector as Player 2) directly to help him remove all the dynamite in the room to prevent a big explosion.  Use the D-pad to move Hector around.  He can climb ropes with Up or Down.  Right off the bat in Phase 1 you are stuck behind a blue column.  To get anywhere in this game you will need to move the red and blue columns littered around the room with R.O.B.’s help.  Press Start to get ready to issue a command to the robot.  This turns the screen a tint of blue and Professor Hector will face the screen awaiting your command.  Press a button after that to do the screen flash and move R.O.B.  You will need to control R.O.B. one movement at a time to grab a gyro and place it on top of the blue button.  While held down, this lowers all the blue columns in the level, giving you a path forward.

There are some other things you’ll need to know to play this game.  The object of the game is to collect all the dynamite to advance to the next stage, simple as that.  This game has one enemy type, named Smick.  He can walk around and climb ropes and is generally in the way.  You lose a life if you touch him.  Smick’s one weakness is turnips, which you can find in the stages.  Use either A or B to grab a turnip off the ground and carry it, then press the button again to set it down.  If Smick finds a turnip he will sit down and eat it for a long time, allowing you to pass by him safely.  You can also fight Smick with the columns themselves.  If timed just right, you can smush him against a wall with a moving column removing him altogether.  You might need some time to strategize how to approach a level.  Press Select to pause the game, then use Left or Right to pan across the entire level.  Be careful when unpausing.  Use Select to resume play or press Start while paused to go back to the main menu.  Each level is timed at a generous 999 that ticks down fairly slowly.  Usually this is more than enough time even with the slow process of using R.O.B.  You get five lives to complete this game.  Lives are kind of useless here because you can select any level you want at any time and the only penalty of losing them all is that your score resets back to 0.

Game B plays differently.  This is another level-based game where Professor Hector is sleepwalking and you have to move the columns to guide him through the level.  Here you control R.O.B.’s movements with the controller exactly like in the Direct mode.  Many of the stages have branching paths, some of which lead the professor directly into a Smick.  Arrow signs along the course help point you in the right direction.  The professor only moves to the right or climbs up a rope any time he finds one.  You can predict where he is going to go and can plan ahead to set up the correct path in front of him.  Some levels even have two exits, a high and low path, that influence where the professor enters the next stage.  This mode has 25 levels, but there are only three lives and you can’t select your starting stage like you can in Game A.  

Sometimes you have to lower both colored pillars together.

I didn’t spend much time with Gyromite prior to playing it here.  I remember playing the game at a babysitter’s house long ago, but there was no robot and I didn’t understand that you needed the second controller to play the game without him.  This is a very common game that is inexpensive, however finding every little thing needed to play this game does not come easy or cheap.  Browsing eBay one day, after I had finished my licensed cart collection, I found a listing for a R.O.B. with all of the Gyromite parts in a lot for $80.  Most sets you’ll see online are incomplete, and the ones that have everything can run you $150 to $200, so this was a very good deal for me.  The Gyromite cart itself also has some more expensive variants.  As an early NES game, some copies have the 60-pin Famicom board inside with a converter to the 72-pin format the NES uses.  You can harvest these converters to play Famicom games on the NES.  These used to be more valuable as these were pretty much the only Famicom-to-NES converters you could find for a long time, but loose Gyromite carts with them still go for around $15-$20.  There is also a 3-screw variant where the Canadian version is relatively common while the US version is quite rare and valuable.

When trying to play this game with R.O.B. for the first time, I soon found out that my robot was not ready for prime time.  During setup he went through all his motions just fine.  During playtime, however, I noticed at times he would struggle to lift a gyro.  I could hear the motors working (My R.O.B.’s motors were particularly loud) so I wasn’t sure what the issue was.  I figured out that if I applied very slight pressure with a finger from underneath his torso when he was going up that I could give him enough of a boost to lift all the way.  I played through several levels this way and was making progress.  I just wasn’t happy with the state of affairs and so I decided to take to the internet and figure out how to go about repairing R.O.B.

The next thing that I learned is that there’s not a plethora of documentation out there on how to do repairs.  I went down just about every rabbit hole I could to figure out the complete picture.  A few links I found led to dead pages.  There were some forum threads and blog posts, some with pictures which was helpful.  Probably the best source is YouTube as I found maybe 8-10 videos of varying quality.  Putting it all together, through many attempts, I was eventually able to get R.O.B. back in order.

Definitely save this stick of dynamite for last.

To the best of my understanding, here is how R.O.B. works internally and how I was able to fix my problem.  There are three motors inside R.O.B.  One is inside R.O.B.’s base.  You can set him upside-down, remove the battery cover, and unscrew the bottom plate.  There’s a covered section inside that you can open up with your screwdriver further that exposes gears and the motor.  This assembly is responsible for twisting his torso left and right.  His control board and wiring are also around here as well.  The remaining two motors and gears are inside of R.O.B.’s body.  For this you still want the robot standing on his head with his arms facing you, but you will also need to support his arms or they will fall out when you open him up, probably scattering several gears on the floor too.  Four NES carts stacked are just the right height to rest the arms while you look inside.  When unscrewed, the bottom cover of the torso has to be held up so you can work inside.  I used a couple of big rubber bands to hold the cover against R.O.B’s base.  Inside here are the remaining two gear sections both connected to an axle in the front.  The left motor opens and closes the arms, while the right motor is responsible for up and down movement.  At first, it’s a little confusing because both motors connect to the common axle.  On the left side, the gear assembly is supposed to be attached to the axle so that it turns the axle which connects to the arm assemblies to open and close the arms.  On the right side, this motor connects to the vertical track that moves the torso vertically, so that gear assembly must spin freely around the axle.  I realize that these text descriptions may not be all that helpful in an actual repair, so please go to YouTube and watch some videos in that case.

The common method for repairing R.O.B. is to super glue some of the gear assemblies together.  The final gear opposite the motor is supposed to be connected to some round metal plates.  Over time the glue can dry out and become brittle, and when it breaks free, it causes R.O.B. to either function poorly or not at all.  The other thing specific to the arm movements is that that gear assembly must also be glued down to the axle for it to work.  That was not my issue, but it is a common one.  This glue fix for the gear assembly connected to the vertical track was what worked for me.  I just applied a few tiny drops of glue to hold together what was supposed to be held together and let it dry for a few hours before trying it out.  I have read however that you really aren’t supposed to do that. There is a thin, curvy metal plate in between some of the parts that is there to apply pressure to help with R.O.B.’s function.  Evidently the proper fix is to get that plate loose and pinch it down a little so that it applies the proper pressure when put back together.  I think those curvy plates are there to help the gears slip if the motors are forced, like if a little kid grabs it and starts pulling or pushing his body or arms the wrong way.  I am probably not explaining that or understanding that correctly.  I’m just mentioning it as a caution that I read about that made sense at the time.  In my opinion, since R.O.B. is so sparingly used as intended these days, the glue fix is fine.  I won’t have any trouble applying more glue if he breaks again down the line, plus I only use him when my kids aren’t around so I’m not worried about forcing the gears.

Do the juggling column act.

My repair experience was not the best, to say the least.  Getting R.O.B. opened up and messing around inside was no trouble at all.  I looked inside before I realized I didn’t have any super glue.  I guess the tube we had dried out.  I made a special trip to the store just for super glue.  (This was before all of the social distancing measures were in effect.)  My wife does not seem to get the importance of repairing a R.O.B. to play NES Gyromite, so explaining this to her was half the battle.  Anyway, I got me a tube of Gorilla Glue.  Unfortunately, I misinterpreted the glue fix and glued the wrong gear assembly to the axle, the one that was not supposed to be stuck to the axle at all.  When put back together R.O.B. didn’t move much at all.  I thought I messed it up for good and was convinced I burned out the motors, which I would not be able to fix or replace.  I took it apart again and managed to break the glue so that gear spun freely again.  At this point I decided to leave things alone as R.O.B. went back to his normal state of good movement but not lifting the gyro.  I got pretty far into the game with giving him lifting assistance like I had been doing.  Then one time out of nowhere, his torso fell all the down and didn’t lift at all.  Great, now he’s broken for real, I thought.  I opened him up one more time, and now I finally saw what came loose.  This time I got the glue in the right spots, put him all back together, and now he works just fine.  I finally have a fully working R.O.B.  I am not a repair kind of guy, so looking back I should have known these tribulations would have happened.

Actually playing all of Gyromite with a functional R.O.B. as originally intended was an interesting experience.  Not necessarily good, just interesting.  You have to train your brain a little to do this.  Getting past the initial blue pillar in Phase 1, for example, takes 10-20 individual movements to pull it off.  Each one requires pressing Start, then a direction or button, then waiting a few seconds for R.O.B. to finish moving so you can trigger the next action.  If you want to spin the gyro for this, that adds another 10 steps or so.  This for me was an obvious strategy, but most of the time you don’t need to spin up a gyro at all.  R.O.B. can hold a gyro and lower it enough in his hands to press the button.  Only in situations where you need both buttons held down together do you need to spin up one gyro, leave it on a button, then go grab the other gyro and hold it down on the other button.  The latter scenario happens far less often than I would have expected. Because of the deliberate nature of the game, I was incentivized to plan ahead and figure out the least amount of movements to grab all of the dynamite. It is also beneficial to play consecutive levels because you may already be set up from the last level to grab some dynamite in the next.  Occasionally there were missteps, such as a gyro falling down or me knocking it over with R.O.B. by accident.  In those cases, I reset the setup by hand and just restarted the stage.

I got the hang of Gyromite pretty quickly and I didn’t think it was a very difficult game.  The first level in Game A is a little bit unfair, especially to kick things off.  Being trapped behind the initial blue pillar is a safe playground to get acquainted with using R.O.B. in a gameplay setting.  Once you get past that though, you are face-to-face with a Smick.  Depending on the timing when you lower the pillar, he might be already on a crash course with you.  At least then the pillar should already be lowered for the next life.  Many levels require only one button pressed to clear the whole thing.  Some later levels have a stick of dynamite placed in a spot where you’ll have to grab it last, otherwise you’ll be stuck and have to reset the level.  A few times you’ll have to set the professor on top a pillar, instruct R.O.B. to raise it, then walk off while it’s moving to grab dynamite in the air before you get squished.  Those parts are a little tricky.  The final level in Game A gave me the most trouble for sure.  It starts with two Smicks nearby and a set of red and blue pipes that require you to juggle two gyros to position them properly to pass.  The way the level is structured you will have to loop through that pipe section twice to get all the dynamite.  This takes a lot of time and I almost didn’t have enough left on the timer to complete everything.  I ended up employing a pause buffering technique to clear it.  Once you issue a command to the robot, you can pause the game to halt the timer while he finishes his seconds-long movement.  I did this for several consecutive moves toward the end of the stage to help keep the timer from running out.  I don’t prefer pause abuse as a strategy in general, but I did it anyway, and I hope this ends up the lone exception across this project.

Game B requires some intuition and some trial-and-error.

Game B is a nice twist that is simpler to play but was more challenging to clear.  Focusing only on moving R.O.B. makes the game more straightforward.  Having only three lives and no level select makes this the harder mode to clear.  In a few stages, I was naturally drawn to the incorrect path leading to a Smick, so I had to memorize those.  Sometimes the professor sleepwalks into a pillar, locking him into place and giving you enough time to open the path for him.  In other cases, you must set up the pillars before he gets there lest you lose him to a Smick.  You’ll have to track out where he is going to end up walking to properly do the necessary setup.  This mode took me a few tries before I cleared it with R.O.B.  The second loop of the game has the professor walking faster.  I only got a few levels in before losing and not trying again.

For my recorded playthrough, I decided to replay the game using both NES controllers by hand and going without R.O.B.  I did borrow his rail and set the second controller into it so I could hit the red and blue buttons.  It just seemed appropriate and a little easier than trying to remember which button does which color.  The game is a lot easier and quicker this way.  I managed to clear all 40 phases in Game A on my initial set of five lives, though I did have to play the last dozen levels on my final life.  I ended up clearing three loops on Game B, though that was on my second R.O.B.-less try.  The professor clearly moves faster between Loops 1 and 2, and on inspection at runtime I thought he also sped up at Loop 3.  I used my recording to time it and found that Loop 3 was 2-3 minutes faster than Loop 2, enough to say that he did walk faster.  Loop 4 did not appear noticeably different and so I let my run end there, but it is certainly possible that he keeps walking faster there too and I just didn’t catch it.  Three loops of Game B are more than enough for me to feel good about completing it.

Gyromite is a pretty good introduction for using R.O.B. despite the fact there are only two games for him.  Gameplay is unique for sure, and I could see how it turned heads at its time.  In reality, the novelty wears off quickly.  Gyromite with R.O.B. becomes tedious.  Without R.O.B., there is really no substance to the game.  As an early NES game, it is a simple game in all aspects that is at least competent in all of them.  The graphics are clear, the music is catchy but repetitive, and the controls work.  That’s really all it has to offer.  For me, it was cool to play this game in its purest form.  It was a neat change of pace from my normal playing and I did enjoy my time with it.  It’s just that there’s no reason to go back to it and no reason for me to recommend playing it.

#148 – Gyromite (Game A)

#148 – Gyromite (Game A)

#148 – Gyromite (Game B)

 
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

 
MAY
02
2017
0

#42 – The Adventures of Gilligan’s Island

Getting lost takes on a whole new meaning.

Seeing the year 1964 feels so bizarre.

To Beat: Reach the Ending
Played: 12/4/16 – 12/6/16
Difficulty: 3/10
My Difficulty: 3/10
Video: The Adventures of Gilligan’s Island Longplay

As a rule, I tend to be overly optimistic in my impressions of NES games. Even the worst of the games I have played so far have had redeeming qualities and I have had fun with them. However, even my constant optimism can’t save the fact that The Adventures of Gilligan’s Island is an unpleasant experience. I made the best out of it anyway and now I can share what I feel is the worst NES game I have played yet.

Gilligan’s Island is a sitcom that ran on CBS for three seasons spanning 1964 to 1967. It was created and produced by Sherwood Schwartz. The premise of the show is that a Hawaiian tour boat gets caught in a bad storm and wrecks on an uncharted island in the Pacific Ocean. The castaways work together to try and escape the island only to almost always be thwarted by Gilligan’s antics. The show was reasonably popular during its initial run but it grew in popularity later in syndication. This late popularity is likely what inspired a trio of Gilligan’s Island made-for-TV movies and a pair of animated series all in the late 1970’s and early 1980’s.

The Adventures of Gilligan’s Island is the NES game based on the sitcom. It was developed by Human Entertainment, Inc. and published by Bandai America, Inc. Released in July 1990, not only was it an NES exclusive game, but it is the only video game based on the show. While not a video game, there was a pinball machine based on the sitcom. Named Gilligan’s Island, the machine was manufactured by Bally Midway in 1991.

If Gilligan thinks this is a good spot, it probably isn’t.

In The Adventures of Gilligan’s Island, you play as the Skipper with Gilligan following you along during your adventure. The game is broken up into four levels which are cleverly referred to as episodes. The levels act like a separate episode of the show each with their own self-contained story. Here you explore the island from a side view as you venture out to locate both your fellow castaways and items in order to progress the story to its conclusion.

The game has simple controls. Use the D-Pad to walk around in eight directions. The A button is for jumping, and the B button is used to attack. The Select button pulls up the in-game menu. In the menu, A is used to select the options and Select returns control back to the gameplay. Start is only used to start the game on the title screen.

Exploration is the main objective in this game. You are provided with a map that you can pull up from the menu that really helps. Each section of the map is its own side scrolling area and exits to other areas are located on either the top or the bottom of the screen. Capital letters are located on the map that indicate the locations of one of the other castaways. Typically, you will want to talk to them right away to find out what is going on and what they want you to do. The levels are all timed encouraging you to keep moving along.

The main mechanic in the game is that Gilligan must go along with you as you progress. However, you do not control Gilligan directly, rather he automatically follows behind you trying to keep up with you. The game is essentially one giant escort mission. Gilligan controls much like you expect his character would move in that he bumbles behind you and can often get stuck or left behind in some way. Despite your best efforts, it is assured that at some point you will lose track of Gilligan. When this happens, the clock temporarily changes over to a special two-minute timer. If you don’t locate Gilligan before the timer runs out, it’s Game Over. You need him with you to advance the story, so find him as soon as possible.

Gilligan forgot to follow me again.

One interesting aspect in the game is that the Skipper and Gilligan have conversations that carry on throughout the action. There is a lot of empty space at the bottom of the screen next to the life indicator and timer, so it is constantly filled with scrolling text. The banter is typical of what the characters would say on the show. This also applies to the conversations with the other castaways. I found myself talking to the characters again after each event just to see the different dialog.

There are enemies and traps that stand in your way. Most enemies are wild animals that are annoying. For instance, birds dive bomb you from overhead, and leopards run you over. You can attack the enemies but I find they are best ignored. There are also rolling and falling boulders and other similar obstacles that hurt you. Many screens have rocks that you can jump over, but if you land on one you can trip and take damage that way. There is also running water and quicksand that slows you down instead of dealing damage. In these places, you have to mash the jump button in order to get through. Sometimes you can get swept away to a different part of the map altogether. These places can be useful to jump closer to the next objective or alternately force you to backtrack several minutes.

There are several items available in the episodes. Many of them are quest items that you need to carry in order to progress the story, and these items are specific to a particular episode. One recurring item is the club that gives the Skipper better attack capability and this is often found early in the episode. There are also random item drops that occasionally appear on the ground. The banana restores two hearts of health when used from the menu. The hourglass adds a minute to the timer. A rope is a very useful item as this lets you immediately bring Gilligan back to you if you get separated no matter where he is.

Seeing an item on the ground is always a nice surprise!

The levels also include a cave system. Generally, you enter the caves by falling down a hole. These can be the biggest annoyance of all. If you want to go through a hole, Gilligan needs to go down first and you must walk around in a way to guide him into it. If you don’t want to go that way, then you should tread carefully so he doesn’t fall in by mistake. There are ladders but some of the holes are one-way without a ladder and that can set you in the wrong direction. Moreover, the caves are not always charted on the map, leading to getting lost.

Each episode features at least one boss encounter. These are simply larger enemies that try and beat you down. You want the club for these skirmishes and you fight them by hitting them before they hit you. The bosses take several hits to defeat and the fights themselves become repetitive and tedious. It’s also tough to tell if you are even damaging the boss or not.

At the end of each episode, you are greeted with a cutscene that completes the storyline. Then you are taken to a score screen where you get points based on your time, health, and items remaining. I have no idea why this game has a scoring system since this is the only time points are visible in the entire game. More useful than the scoring screen is the password screen. The game has only four levels, but they are lengthy enough that passwords are welcome. Passwords are simple sequences of eight capital letters A-P, which are still too long for this game but acceptable.

Gilligan is a boss fight spectator too.

This was my first time playing The Adventures of Gilligan’s Island. Before beating the game, I had only seen brief amounts of gameplay a few times, so the game was mostly a mystery for me. For collecting purposes, the cart itself isn’t common but not that expensive either. Today it sells in the $10-$20 range. I bought my cart off eBay in 2014 for about $9 shipped. I remember seeing this game at my local game store for I think $18 when I was actively buying. Eventually it sold but I’m glad I passed on it.

It only took me a couple of days to finish the game. I am good at mental mapmaking and so exploring the maps only taxed me a little bit. I was quick to latch onto using the rivers as warps, so that helped me clear the game more quickly. I only had to repeat levels once or twice before I had it figured out well enough to complete it in time. The pathing does get complicated in Episode 4 and writing my own map for some segments could have proven handy if I weren’t so stubborn.

I neglected to take video of my run through the game the first time, but I suppose I felt the need to have it recorded so I sat down and completed the entire game a second time. The length was just barely short enough to justify recording a longplay. The problem with doing this is that all the levels blend together because the graphics are consistent throughout the game. I know that I got turned around a few times and had to resort to the map much more often than I would have liked, but that was a necessity to getting it all completed in one attempt. I ended up dying once in Episode 3 and again in Episode 4, but in retrospect I think that’s actually a pretty good outcome.

The stream, mud, rocks, and bats all at once!

The Adventures of Gilligan’s Island is misleading in that it has the appearance of being a decent game. The graphics and music aren’t special, but they are adequate. The character portraits and cutscene graphics are nice, and the theme song sounds fine on the NES sound chip. The writing is probably the best thing about the game. I think the writers nailed the personality of the characters and dialog to the point that it feels like an episode of the show. The boss fights can be a bit tricky, but aside from those the game is easy enough that anyone with enough patience and a willingness to map out the levels can finish it. By all appearances, the game is a competent one.

The failing is entirely in the gameplay. This is the most boring game I have ever completed. The Adventures of Gilligan’s Island is window dressing surrounding a myriad of dull, lengthy fetch quests. You talk to people, you find an item, you talk to more people back and forth, you fight a boss, you talk to more people, and so on ad nauseam. You constantly need to wait for Gilligan to catch up to you lest you leave him behind. Nuisances surround you at every twist and turn. A single misstep can lead to several minutes of tedious backtracking on top of the normal backtracking already required. Death is particularly painful and is most likely to lead to shutting the game off, putting it back in storage, and never looking back. I would only hesitantly recommend this game to someone who is trying to complete all NES games, looking for something with easy difficulty, and possesses either elite patience or a glut of free time. Appreciating bad games would be a plus, too. That subset of people is tiny, and I would still feel bad recommending it even if all those boxes are checked. If you happen to be a fan of the show, just watch the longplay I posted. But if you do, don’t blame me if you come to realize it wasn’t worth your time after all!

#42 – The Adventures of Gilligan’s Island