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An 8-bit Extravaganza!

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NOV
15
2019
0

#133 – Casino Kid

It’s gambling that’s wrapped up loosely in an RPG.

Dark and sparkly, just like a real casino.

To Beat: Reach the ending
Played: 8/6/19 – 8/10/19
Difficulty: 3/10
My Difficulty: 3/10
My Video: Casino Kid Ending

Today we have our first NES gambling game. I’m a little surprised that there aren’t that many of these games on the console. It seems like they would be more plentiful as gambling is quite popular. My guess is that they are too simple to make a full game from, and most people would rather have the thrill of putting money on the line in the hopes of a big payday. From glancing through the short list of gambling games, replicating a huge day at the casino seems to be the common approach. This is what Casino Kid does, using two casino games combined with some light RPG elements. It’s an interesting idea for a game, so let’s take a look and see how it shakes out.

Casino Kid was both developed and published by Sofel. The Famicom release is named $1,000,000 Kid: Maboroshi no Teiou Hen and is based on the manga 100 Man $ Kid which ran from 1986-1988. The game was released in Japan in January 1989. The NES release was localized to Casino Kid in October 1989. It appears the Famicom and NES releases are significantly different. The Famicom version follows the manga, while the NES version has those references removed and contains somewhat simplified gameplay. The NES would later receive an exclusive sequel Casino Kid II in 1993.

In this game, you play the role of the Casino Kid. You step foot inside a prominent casino with only $500. By playing multiple rounds of Blackjack and Poker against several dealers, you earn $1 million dollars and the right to square off against the Casino King. Win against him to become the new Casino King and win the game.

Lots of hustle and bustle here.

Casino Kid starts off looking like a top down RPG. You need to walk around the casino looking for opponents to play. Use the D-pad to walk and press A to talk to someone. There is only one active blackjack dealer and one active poker player at a time. Blackjack dealers appear behind tables and you have to talk to them from across the table, while poker players are just standing around. Talking to the wrong one gets you brushed off, however, sometimes the person will give you a hint to where you might find the opponent you need to play next. Tourists and casino workers also give you some basic hints about the names and personalities of the different players. While walking around, you can press Select to see how much money you have and your password for later play. Passwords in this game are 30 characters long, all capital A-Z. Lengthy, but not bad.

Walking around the casino for your next matchup is just window dressing for the meat of the gameplay, which are the games of blackjack and poker. The screen layout and basic betting structure is the same for both games. Your cards are on the bottom of the screen and the opponent’s cards are at the top. The middle of the screen contains a picture of your opponent along with a textbox for dialog. Below that is the amount of money your opponent has, the current bet, and your total money. Each matchup has a specific betting range. For instance, the first opponent establishes a betting range of $10-$100. During betting, you press either Left or Right to choose the amount of your chip. In the example case, you can choose from either a $10 chip or a $100 chip. Then you can press Up or Down to either add or remove chips for your bet. You will press A to place your bet.

First, let’s cover blackjack, quick and dirty style. Your goal is to have a higher point value in your hand of cards than the dealer without going over 21. The face value of each card is its point value. Jacks, queens, and kings are worth 10. Aces are worth 11 if the total would be under 21, otherwise it counts as 1. First you place your bet, then the dealer gives you two cards face up, and the dealer gets one card face up and the other face down. Casino Kid shows your total in the corner of your hand of cards. You can decide if you want to Hit and get another card or Stand and go with what you have. If you stand, the dealer plays his or her hand. The dealer always hits on 16 or lower and stands on 17 or higher. Either player loses when going over 21, otherwise the higher value wins and earns the bet. Getting the same total is called a push and no money is exchanged. If you are dealt both an Ace and a 10-point value card, that is considered blackjack and you win automatically. Blackjacks are paid 3 to 2 in this game, meaning you earn your wager plus an additional 50%.

Some of the people walking around give you tips.

There are some additional choices you can make during blackjack in certain situations. If you are dealt two identical cards, you can decide to Split hands. This lets you play two hands at the same time against the same dealer hand. You must play one hand all the way before playing the second hand. If you split Aces, you are only allowed to draw one additional card. If you win both hands, you effectively double your original wager. I believe you can get the additional payout if you get blackjack on a split hand as well. The double down option lets you double your bet while hitting only one card. A common double down situation is a 11-point hand with a high probability of getting a 10-point card on your extra card. A third option is surrender. Immediately and only after the initial deal, you can surrender your hand and forfeit half of your initial wager. I never used this option but it can be helpful to limit your loss if you have a high probability of losing your hand if you tried to play.

Now let’s talk about Poker. Your goal is to get a better five-card hand than your opponent. There are many variants of Poker, but in Casino Kid you play five-card draw. At the start of every hand, both players put a little bit of money into the pot, called ante. Each player is dealt five cards face down. You get to see your cards. Next is a round of betting. Players alternate first move here every hand. You can either place a bet or fold your hand. The opponent can either call the bet and chip in the same amount, raise the bet by throwing more money in, or folding their hand to quit. If play continues, you choose which cards you want to hold and you are dealt replacement cards for the others. You can see how many cards your opponent chooses to hold. Armed with that knowledge, there’s another round of betting before revealing hands. The best hand wins all the money in the pot.

The ranking of hands in poker, from best to worst, are royal flush, straight flush, four of a kind, full house, flush, straight, three of a kind, two pair, one pair, and high card. You may know what all of these terms mean already. If not, many of these hands are self-explanatory but I’ll review a few of the others just in case. A full house is a three of a kind and a pair together. A straight occurs when all five cards are in ascending rank. For example, a 4, 5, 6, 7, and 8 is a straight. The ace can either be the low card or high card but doesn’t wrap around. A flush is when all five cards are the same suit. A straight flush then is when you get both a straight and a flush. A royal flush is a straight flush with an Ace, King, Queen, Jack, and 10. Usually the type of hand determines the winner. Ties are broken using the remaining cards in the hand. For example, if both players have a pair of 5’s, whoever has the next highest card is the winner. While uncommon is it possible to tie outright, in which case each player gets their half of the pot back.

Anything you can do to win money faster is worth it.

In both blackjack and poker, there is a hidden menu. Press Select during either placing a bet in blackjack or placing your ante in poker. Your options here are to Bet All Money or Final Hand. Bet All Money does just that, up to either your max or your opponent’s max. However, your opponent may not let you bet everything. Final Hand means you play out that last hand and then go back to the casino floor. You get to keep your winnings as well as maintain your opponent’s cash stash. There may be some strategy here in stopping early to have a better shot at winning a different game. A better use of the Final Hand is to get back to the floor so you can get your password for later if you decide to quit mid-game.

This was my first time playing Casino Kid. I do like card games a little bit. I’m pretty sure when I tested my copy at least I found an opponent and played a few hands before switching to something else. This is a common cart that is only worth a few dollars. The sequel, however, was an uncommon, late release and is much more valuable.

My playthrough of the game ended up being more tedious than fun. Once you’ve played a little bit of blackjack and poker, you’ve seen everything the game has to offer. Beating the game became a test of optimization for me. To that end, my efforts started out poorly. Poker ended up being fairly manageable. Even without making max bets all the time, betting twice per round goes a long way toward exchanging money quickly. After several hands, my opponent offered to go all in and bet everything, to which I gladly agreed. In blackjack, this situation never happens. In fact, for some opponents, the max bet is so small that you have to win about 50 more hands than the dealer to empty them of cash. You can try counting cards to help your odds, but the better option in my mind is the Bet All Money option in the Select menu. After playing awhile, the dealer will accept your request and now your fate rests in one or two hands. I was totally fine with that. The sad thing is that I wasn’t aware of that option until roughly halfway through the game, so I wasted a lot of time. I read the manual before playing these games, but I need to revisit them after playing some because I often end up missing these little tips to speed things up. Armed with a better game plan, I made short work of the rest of the game.

Every once in a while you get extremely lucky.

After playing eight rounds of blackjack and eight rounds of poker, you finally earn the million dollars and get to face off against the king of the casino in poker. This is a long, drawn out match to the bitter end for a couple of reasons. You are unable to bet everything you have, no matter what the situation. This is what sped up the other poker matches. Early poker opponents wore their emotions on their sleeve to where you can figure out if they have a good hand or not. Even later opponents sometimes have a tell in that they can show opposite emotion in trying to bluff you. You don’t get that with the king. You need to make smart bets, fold when hands are bad, and go for broke when you get something good. It took me over 30 minutes to finally overcome the king and beat the game. While it started looking bad at times, I did have a little unexpected help. I ended up getting a royal flush one time, dealt straight up. The odds of that are so low that I felt the game was taking pity on me and did it on purpose. I caught it on video so I have proof it happened. If only I could have that luck for real!

Casino Kid is a fine gambling simulation to play for fun, but offers little beyond that. The graphics are pretty good. Character portraits are a nice touch, and the playing cards are clear to read. One little thing I noticed was that some people in the casino are purely background elements and you have to get an eye for them so you don’t wait around hoping they will walk out of your way. The music is pretty good, in step with the presentation. Controls are accurate, though betting can be cumbersome since you need to switch chip size to place a precise bet. The core gameplay is solid. Betting rounds are done well in poker and there are all the different options in blackjack. The major issue I had with beating the game is that it drags on a long time. I finished the game in maybe 6-8 hours but it’s a lot of repetition. I would have liked pick up and play options to jump straight into the cards. These are fun poker and blackjack games but there’s some rigamarole just to get to playing. This game tries to be something of a gambling RPG, but history would prove that gambling works better as a mini-game in an RPG, making Casino Kid feel quite outdated. You can’t blame them for trying something different though.

#133 – Casino Kid

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AUG
10
2018
0

#88 – Gemfire

My first foray into Koei strategy games went better than I expected.

There’s a long introductory scene before this, it’s nice.

To Beat: Win Scenario 4
Played: 5/30/18 – 6/7/18
Difficulty: 3/10
My Difficulty: 3/10
My Video: Gemfire Ending

So here we are at the dreaded Koei game. I was fearful of this day. Koei is responsible for creating strategy games on the NES, often games based on historical figures and their conquest of territories. These are very sophisticated games with thick manuals and a staggering number of options when considering the scope of the NES. When I put together my list of games to play for this project, Koei games were the very first ones to get put aside. One brief look at each game was enough for me to decide that I wanted nothing to do with them. Now that I’m over two years into this project, it was finally time to get acquainted. I did my research and learned that for a first-time player to this subgenre, Gemfire is the one to play first. That turned out to be a very wise decision.

Koei was first established in 1978 by Yoichi Erikawa and Keiko Erikawa. Their first strategy game was Nobunaga no Yabo in 1983, better known as Nobunaga’s Ambition in the west. They became known for creating this and other strategy games in this similar style, including many sequels to Nobunaga’s Ambition. In 1988, Koei created a subsidiary in North America for localizing their games outside of Japan. This is how the NES received Koei’s games. Koei would later acquire Tecmo in the late 2000s and the company is now called Koei Tecmo Games.

Gemfire was developed and published by Koei, just like all of their other NES games. It was first released on the Famicom as Royal Blood in August 1991. It was widely ported to other home computers and consoles throughout 1991 and 1992. The NES version came out in March 1992.

The graphics are quite nice.

Gemfire is a fantasy-based war strategy game with an involved storyline. The kingdom of Ishmeria was attacked by a sorcerer named Zemmel and his Fire Dragon. The water creature Pastha appeared to extinguish the flames of the dragon and keep the kingdom from burning down but it was not enough to stop the dragon. The King of Ishmeria summoned his six wizards and sorceresses to seal the dragon. Just as they were about finished with their spell, Zemmel cursed them before fleeing. This caused the six wizards and sorceresses plus the Fire Dragon to turn into gems. These seven gems were inlaid into a crown called Gemfire. The King discovered the crown held special powers and he used them to help his people and bring peace to Ishmeria.

Eventually the King grew old and passed down both his reign and Gemfire over to his son, King Eselred. Unfortunately, he used the power of Gemfire to oppress his people. His daughter, Princess Robin, was kind and hoped to stop her father. One night she peered into the throne room and found the King asleep, holding Gemfire. She sneaked in, grabbed the crown, and broke the spell. She removed the gems and threw them out of the castle. But just as she was removing the final gem representing the Fire Dragon, King Eselred awoke and stopped her. Feeling betrayed, he locked Princess Robin away in a tower. However, the spell was broken, and the six wizards and sorceresses resumed their normal form. They sought out other rulers of Ishmeria, vowing to use their powers for good. Their hope was for someone virtuous to restore Gemfire and bring unity and peace back to Ishmeria.

At the start of the game, you will choose from four scenarios. The map is the same for all scenarios and is split up into 30 numbered provinces. Icons on each province indicate the ruler of that province. The scenarios differ by which families rule over which provinces, and what families you can choose to control for the game. You pick the scenario and the family you wish to control. You also get to select an advisor that can give you tips during the game. In any case, the goal is the same. You must rule over all 30 provinces. By doing that, you will collect all the gems and restore Gemfire, and of course, beat this game.

You’ll see this screen a bunch.

A large portion of this game is menu-driven, so the controls are straightforward and you can figure them out depending on the situation. Use the D-pad to move a cursor around. Sometimes this is an arrow on the map, sometimes it is an arrow at the bottom of the screen, and sometimes it controls a square box around some icon. You use the A button to make selections and press the B button to cancel or go back. When you need to enter in a number, you press Up and Down to increase or decrease the highlighted digit. On the main game screen, you can press Select to bring up an options menu. Here you can save or load a game, set the text speed, during the sound on or off, and quit the game. If you choose Quit, you can let the computer take over and play out the rest of the scenario. Be warned that this may take hours if you let it run, but it’s neat to see this game have that capability.

The game begins in January of Year 1 as noted at the top of the screen. Gemfire plays out a little bit like a board game. Each of the 30 provinces gets one turn per month. The turn order is random. You get to make a turn for each province you control each month. You can also decline to make a move, but there are so many things you can do in this game that you should be able to find something to do. After all turns are taken, the calendar moves to the next month. At the start of each month, there are special events that randomly occur. Weather negatively affects some regions of the map. For instance, snowstorms may affect northern provinces, or flash flooding may hurt southeastern provinces. The plague can come upon any region. There are also elves and ogres that can influence individual provinces. Some help and some hurt in various ways.

The main screen contains a bunch of information. The right side displays the calendar date and the map of Ishmeria. The left side contains province specific information. On your turn, you see your province data here. The top-most box shows the ruling family’s name, province number, province name, and family crest. Below that is the current ruler of that province with a space for a symbol of the status of that province. For instance, one province is the home province and there are certain moves only the home province can make. Below the ruler is a set of province data, four icons representing your commands, and the text box at the bottom.

It’s a good idea to start developing early.

The province data is very important to understand. The dollar sign indicates the amount of gold you have, the apple indicates how much food you have, and the little people icon shows how many soldiers you have in your army. These are your assets for the province. The right side shows statistics. The flag indicates the measure of the people’s loyalty to their leader. The plant icon is your farming statistic. This is how effective you are at growing crops. The castle icon shows the level of protection of the province. The higher this stat is, the better you are at defending from attack or some natural disasters.

The four icons near the bottom left are for your main commands. From left to right, they are military commands, domestic commands, diplomacy commands, and vassal commands. On your turn, you get a cursor hovering over those icons. Pressing A on one of them changes the main commands over to subcommands. Each of the four main commands has four subcommands, so there are sixteen different commands you can select. Some of those commands have even more options available to them as displayed in the text box. This is where the game really got my head spinning at first, but soon enough I got the hang of it and it wasn’t all that bad.

The military commands are straightforward. I’ll capitalize the subcommands so you can see them more clearly. You can Attack a neighboring province. First, choose how many troops you want to send into battle. This costs some gold and you also have to send food with the troops for the fight. You can Recruit more troops into your army which also costs gold. You can Move Troops to a neighboring province you control. While you send troops, you can also send any amount of food or gold along with them. You can also Hire Monster to add a fifth unit to your army. I’ll get more into fifth units later in combat, but all armies have four standard units plus an additional fifth unit. From the Hire Monster command, you can Hire a monster or Dismiss one you previously hired. When you Hire, you get a list of available monsters. You can put the cursor over the monster to display a panel showing the size of the unit, the quarterly cost in gold to retain the monster, and the attack range in battle.

Other provinces may decide to attack.

Domestic commands are also easy to understand. The Develop command lets you build up your province. For ten gold, you can pay for Cultivation to increase your farming stat or Protection to build up your protection stat. You can engage in Trade with a merchant. You can either Buy or Sell food in exchange for gold. Before you decide, you see if food prices are low, average, or high. You can play this like the stock market by buying low and selling high. Another subcommand is Give Food to your people. This increases your loyalty stat. You can also Transport food and gold. This is different from sending your troops from the military command in three ways. You can transport between any province you control, not just your neighboring ones. You can choose whether you want to Send to a province or Receive from a province. Using the Transport command also does not end your turn. You can transport goods as many times as you want, plus get another turn to do something else.

Diplomacy commands are a bit more involved. Use the Ally command from the home province only to either make or break alliances. You can only be allied with one family at a time. If you have no ally, you can send a proposal to any family you want. If accepted, then there is peace between the two families and you are unable to attack each other’s provinces. You can break an alliance if you want out of the deal. The Negotiate command lets you perform a couple of secret missions. Here you can select Defection to entice a vassal from another family to leave them and join you, or you can choose Surrender to perhaps force the entire family to give up if you would really overpower them. A successful surrender turns over all their provinces and gems to you! The Sabotage command lets you choose a province to potentially damage their fields and that ruler’s reputation. The Plunder command lets you send spies into a neighboring enemy province to steal gold and food from them. This also damages the invaded ruler’s reputation.

All other commands go into the Vassal commands. The View command is an expansive command that allows you to look up just about all data in any province. You can View any single province, a list of family members from any family, a list of land data for any family, and look at any fifth units you have hired. The only thing you can’t look up freely are enemy’s fifth units. The Change Lord command lets you appoint vassals to any province you control. This can only be done by the home province. The Entrust command lets you give control over to the current ruler of the province. When you do this, you no longer provide monthly commands from that province, thereby speeding up the game. These three above commands can be done as many times as you want within a turn. The Search command lets you spy on another province to see its fifth unit or any gems they hold. This costs five gold.

You can look up the enemy army size before you invade.

The rulers and vassals also have statistics associated with them. You can use the View command to look at the ruler data. The sign icon represents leadership and how effectively he or she can rule a province. The sword icon is for commanding ability when going to war. The heart icon is for charm which gives you a better chance at making alliances or recruiting other vassals. The last icon is for fame which helps you with secret missions like sabotaging enemy provinces. You can also see which gems that leader holds.

A large part of Gemfire is in the combat system. You can initiate battles on your own with the Attack command or respond to an enemy’s attack on your land. If the enemy engages you first, you have the ability to either Fight, Retreat, or Surrender. If you Retreat, you must choose either a neighboring province or the home province and the enemy will take control of your province. Surrender is an option of last resort since you turn over your goods to the enemy. If you decide to invade an enemy province, then you get to choose how many soldiers to send over. You also need to send food along to sustain your troops for the expected duration of the battle. In either case, you also must choose a fifth unit. This can be one you hired or one of the wizards or sorceresses if you hold their gem. For the wizards and sorceresses, there may be a number next to their name. They are required to rest a certain number of months between battles and this number means they still need to recharge and cannot be used in this fight. Hired monsters or soldiers do not need this rest and can enter any battle without limitation. You also get to see the attack power and attack range of the fifth unit. If you do not have a fifth unit available then you can go without one, putting you at a significant disadvantage for the fight.

The battle screen contains a bunch of information. The attacking side is always on the left and the defending side is on the right. At the top of the screen on each side is the name of the ruler in charge of the battle. Below that are two numbers. The first one is how much food you have with you, and the second number is how many days you can last on your current food supply. The top center shows the day of the battle along with a picture depicting the time of day. Battles begin on Day 1 and days are split up so that each side gets four turns per day. The sides of the screen show the battle units along with how many soldiers are in that unit. Each side gets four units automatically, which are one cavalry unit, one archer unit, and two infantry units. The number of troops you bring to the fight are divided evenly among these four units, so for instance if you bring 200 troops then each unit will have 50 troops each. The fifth unit you brought along also appears here. The center of the screen is the battlefield. Battles are fought using a grid-based system.

Strategize for both the offensive and defensive.

Each battle unit behaves a little bit differently. On your turn, you may command all of your units. Select a unit to get started. First you can move from one square to another. Cavalry units can move up to three spaces, while archers and infantry can only move up to two spaces. Fifth units may move either two or three spaces depending on the unit. After you move, you can select an additional action. All units can simply wait, ending control of that unit for the turn. If you are in attack range, you can attack an enemy unit. Archers can only attack two spaces ahead, while other units can only attack adjacent units. Fifth units have their own range, and some can attack from several spaces away. Archers and infantry can build a fence on an open, adjacent square. This occupies the square and can set up a blockade. Fences may also be broken, which takes a turn and may not always work.

Press B to bring up an options menu. Choose Done if you have made all of the movements you want for your turn. You can Retreat if the situation is out of hand and the options are the same as retreating prior to a battle. You can select Auto Mode and the computer will play out the rest of the battle for you. You can also turn the battle animations off and on.

Attacking a unit brings up the battle animation screen. You will see the size of the units on each side of the fight. The bottom of the screen shows what kind of attack you are performing. Attack an enemy straight on to do a frontal assault. You can also approach the enemy from the side for a flanking assault, or if you get the opportunity you can approach the enemy from behind for a rear assault. You will do more damage catching an opponent with a rear or flanking attack, and similarly you should be mindful you don’t put yourself in a position where the enemy can attack you from the rear or side. The defending side counterattacks automatically if they are in range, reducing the amount of attacking units to a lesser degree. Attacking with a wizard or sorceress loses attack power every time. If an enemy unit is reduced to zero, that unit is defeated and removed from battle. Wizards and sorceresses cannot be defeated and will flee the battle on their own if they are low on power.

Detailed battle animations are neat to look at.

There are several ways to end a battle. Each side has a flag as one tile on the battlefield. If an opposing unit occupies the flag, the battle ends immediately. Battles end when all units are defeated or if one side retreats. One side wins if the other side runs out of food. If you are on the defensive side, you win if you repel the enemies for five days. The winning side attains control of the province. Furthermore, if the attacking side wins, they may decide the fate of the defending ruler. If there is enough gold or food remaining, they can buy their way free from you. Otherwise, you have some options. You can try and Recruit the ruler to join your side as a vassal. You can simply Release the ruler to retreat elsewhere, or you can Banish the ruler away from Ishmeria forever.

This was my first time playing through Gemfire and my first attempt at a Koei game period. These games attracted a small number of loyal players and most of them are on the uncommon side. Gemfire is a late NES release and one of the harder ones to find. I bought my cart only copy used for $62 in early 2015. It sells for around $80-$90 today and my price was maybe a touch above market value at the time I bought it. Gemfire was one of the last twenty or so licensed games I bought for my collection. Going through some old emails, I see I bought it just a few days after my daughter was born! My copy of the game came with a hard plastic case with Power Line instructions glued on the inside, which I later sold.

My run began by selecting the Gemfire scenario with Erin of the Blanche family as my ruler of choice. I have read that the last scenario is usually the one you want in these games, so I chose that here. My first name is Aaron so it made sense to choose my namesake as my character for this game. It turns out this is as close to easy mode as Gemfire gets. Erin begins with seven of the thirty provinces under his control, comprising the entire northeast corner of the map. The game manual gives some advice for the early part of the game which I followed for the most part. The first several turns I focused on developing my cultivation and protection. Cultivation is especially important because food is the only resource you can provide on your own. Once harvest rolls around in September, you can begin trading food for gold and using that to build your army. Early on, the Divas family approached me to form an alliance. They controlled a row of provinces just south of mine, providing an instant protective border between me and the Lankshire family with King Eselred, so I accepted that easily.

The end of the game becomes a formality with all this power.

This setup allowed me to begin my conquest of the map. My overall path for the game was in an S shape. I struggled for the first two or three battles and had at least one embarrassing loss when I left my flag wide open for no reason. That was all I needed for the combat system to click with me. My main idea was to gather troops into provinces with only one or two neighboring enemies and then steamroll them into defeat. Ideally, I could empty out a province of soldiers when attacking, leaving my old province defenseless but also landlocked away from any further threats. I focused mostly on military might and didn’t bother with trying to negotiate my enemy into surrender. I had it set up where my enemies hardly messed with me, allowing me to drive the offensive. Soon enough I was taking over fortified provinces with relatively little loss. Adding gems and the corresponding wizards and sorceresses helped me even further. It took time, but I took over everything with little issue after my first few struggles. Maybe I could have sped things up by pushing toward forcing surrender instead, but I had fun the way I played it.

These Koei games are really involved titles from the NES perspective, and if you’re like me you would probably find them intimidating without much fun to be found. For this type of game, I found Gemfire engaging and fun. The initial complexity is going to be an issue. In time, I was able to weed out what options weren’t so important and identify a successful strategy that led to a surprisingly easy completion. This is a beautiful game. The graphics are clean and the animations looks great on this hardware. The soundtrack is so good. This has to be one of the most underrated NES soundtracks just because of how obscure this game is. I need to repeat and re-emphasize this point. There is absolutely a steep learning curve here. This may be the most inaccessible 3/10 difficulty game on this entire list of games in my assessment. This game is not for everyone and I think most people won’t bother with it. If you have wondered what playing one of these games is like, I don’t think you can go wrong with trying out Gemfire. I think it’s a great game and a perfect introduction to this specific genre. Now I feel much better about tackling one of the more complex strategy games by Koei later in the project.

#88 – Gemfire