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17
2021
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#169 – Jack Nicklaus’ Greatest 18 Holes of Major Championship Golf

Is this the longest NES title?  There may be something to that.

I guess Jack talks to you directly after this screen.

To Beat: Finish a Round
To Complete: Win a match against the CPU
My Goal: Beat Jack Nicklaus
What I Did: Won a skins match and stroke play
Played: 10/22/20 – 11/1/20
Difficulty: 1/10
My Difficulty: 3/10
My Video: Jack Nicklaus’ Greatest 18 Holes of Major Championship Golf Longplay

When I think of Jack Nicklaus’ NES golf game, I think about Twitter.  That is probably going to need some explaining, but it’s simple.  I can’t believe it, but Twitter is already 15 years old.  I got in on it about three years after it first launched, so I’ve been around awhile.  The thing about Twitter starting out was that you were restricted to 140 characters per tweet.  Well in 2017 they expanded the limit to 280 characters, and I remember tweeting about how now I wouldn’t have to worry about completing what I think may be the game with the longest name on the NES: Jack Nicklaus’ Greatest 18 Holes of Major Championship Golf.  (Just in case you want proof, here’s the tweet.)  Pretty close to three years later, I finally got to make good on that by playing this game.

Jack Nicklaus is often considered the greatest golfer of all time.  Before turning pro, he won the U.S. Amateur in both 1959 and 1961, and finished 2nd in the U.S. Open in 1960.  He would win the U.S. Open in 1962 after turning pro, the first of his 18 major championship wins, the most all time in professional golf.  In 1986, at age 46, he won The Masters for his final PGA Tour win, capping off at 73 Tour victories.  Only Sam Snead and Tiger Woods have won more, with 82 each.  Nicklaus would move on to the Senior Tour, racking up wins there, and he also made further appearances on the PGA Tour.  He finished his career at The Open Championship in 2005 at St. Andrews, where he had long hoped to play his final professional game.

Jack Nicklaus gave his name to a series of golf games.  The first of these is the game I played here, Jack Nicklaus’ Greatest 18 Holes of Major Championship Golf.  The game initially appeared on various home computers in 1988.  It was developed by Sculptured Software and published by Accolade.  The NES version was released in March 1990 in North America and June 1991 in PAL territories.  The game was ported by the original developers but published by Konami on NES.  This game was also ported to the TurboGrafx-16/PC Engine in 1991 and the Game Boy in 1992.  There are six other games in the Jack Nicklaus series, the latest of which released in 2016.  There were also several add-on discs for the original game that only appeared on home computers, adding many courses and sometimes extra features.

What round hair you have!

As this is the first golf game I’ve covered for this project, I’ll go over the rules of briefly.  This game has only one course of 18 holes, but what is special about this course is that it is comprised of Jack Nicklaus’ favorite holes across every course he’s ever played, a “best of” pack if you will, something that can only be done in video games.  Anyway, to get started you begin with the ball on a tee.  You select a club, a driver in this case, and hit the ball toward the tiny hole at the other end.  Wherever the ball lands, that’s where you will hit from the next time, no matter if it lands on the fairway, rough, or a sand trap.  The idea is to hit the ball as few times as possible to put it into the hole.  Scoring in golf is done by strokes, or how many times you hit the ball, including penalty strokes in certain cases.  Everyone plays golf separately, and the competition is who can complete the course in the fewest strokes.

This game offers two different ways to score golf.  The standard mode is Stroke Play.  Simply keep count of all strokes made over 18 holes.  Each hole has a par score, which is an expected number of strokes per hole.  Score is traditionally tracked by how many strokes you are above or below par.  Professional courses have Par 3, Par 4, and Par 5 holes, and 18-hole courses in whole almost always add up to 72 strokes in par.  The other mode in this game is the Skins game.  Instead of trying to win by strokes, you are trying to win by money.  Each hole is assigned an amount of money, and the player that finishes the hole with the fewest strokes wins the money.  However, if there’s a tie at the top, the money is carried over to the following hole, with that hole’s money added in.  The first six holes are worth a certain amount, the next six holes are worth more, and the final six holes are worth even more, typically in single amount, double amount, and triple amount fashion.  Tiebreaker holes are played for any ties after the final hole to see who wins the last prize.

The gameplay screen is where you will play golf.  The game is played from a sort of 3D perspective where the game draws out your view before taking every swing.  It is a neat idea, except for how slow and long the drawing takes, every single stroke.  Like you can say the entire, full name of this game more than once in the time it takes to render the screen.  The top of the screen shows where you are aiming, designated by a golf ball shaped cursor.  Move the ball cursor with Left or Right to aim.  A flag will show where the hole is, particularly useful if the hole is too far away to see from where you are.  There are bars on either side of the aiming cursor.  If you cross these bars, your golfer will turn in that direction and the view will redraw completely.  This is so you can aim in any direction, 360 degrees, should you desire.  The left hand side has a color bar which is your swing meter.  The bottom of the screen contains all other pertinent information.  You can see the wind measured in both direction and strength on the bottom left.  The bottom right shows your club selection and difficulty level, as well as arrows showing your button presses, for some reason.  The bottom middle shows all other stats, such as player name, hole number, stroke number, par, and distance to the hole.

It’s golf!

When it’s time to swing the club, pay close attention to the swing meter on the left-hand side.  Swinging the club is a three step process.  First press A to start the cursor moving upward.  To set the power, press the A button again.  Now the cursor will go back down.  Press A once more to set the angle of the ball.  The swing meter is scaled differently here than in most golf games I played.  Normally hitting the ball with full power uses the full strength of the club, and all other power settings in between have a linear effect in regard to power.  For instance, setting power in the middle of the meter gives you a half-swing.  This game has a non-linear power bar, which is confusing for the first time player.  The green portion of the meter represents 0% to 100% power.  A red line most of the way up represents 50% power, and the white lines in between break up the power meter into 10% segments, with smaller-sized segments appearing at the top of the power bar, meaning you need to be more precise if you want accuracy on longer shots.  The red area at the top of the power bar is for an overswing.  Setting the cursor in the red hits the ball harder than 100% power at the cost of some left-to-right variance.  If you must hit the ball straight, don’t go into the red.  To set the angle straight, you want to press A for the last time at the line between the green and the brown.  Press early and your ball will hook left, press late into the brown area and your ball will slice right.  Sometimes this is what you want depending on if trees or other obstacles are in the way.

Putting the ball is pretty much the same as swinging.  The swing itself is still a three-part process, same as above.  There are two considerations you will want to make before putting.  The angle of your shot is pretty important.  The ball cursor at the top still determines that angle.  If the green is flat, you will want to line up the shot so that your ball, the hole, and the ball cursor all fall in a straight line on screen.  Which brings me to my next point, reading the slope of the green.  Here the wind meter is replaced with the break meter, which behaves in a similar way.  The arrow shows the direction of the slope and the red and green break meter shows how steep it is.  The more red showing, the steeper the slope.  Upward directional arrows indicated you are putting downhill, and downward facing arrows mean you are hitting uphill.  Downhill shots are tricky in that if you overshoot, the ball will roll and roll a long way.  Take your time.  One other interesting aspect of this game is that the hole position itself on each hole is set randomly every time you play.  You may approach certain holes differently depending on where the hole is on the putting green.

Be sure to read the break on the green and take your time.

You will set up and configure your game on the menu screen before golf.  Right after the title screen, you’ll select your game mode between Skins and Stroke Play, as well as the number of players for each, either 2-4 players for Skins or 1-4 players for Stroke Play.  On the next screen you will set up each player.  Use the arrow keys to move around the highlighted cursor and press A to make selections.  You can choose either Male or Female as well as if this player is CPU controlled or not.  If you choose a CPU player, Jack’s name is populated in the name field.  You can press Left or Right to cycle between the CPU players and all the other settings are updated to match the particular CPU player. Otherwise, you can enter a human player’s name up to 8 characters and set the gender manually.  Next is the Skill setting, either Beginner or Expert.  On Beginner the game auto selects the best club for you considering your current distance to the hole, and also it shows on-screen the max distance for that club.  On Expert you choose clubs on your own with no on-screen indicator for club distance.  It’s unnecessary, seeing as you can use the distance table provided in the manual, but I played on Expert anyway.  Finally, you choose which tee you’ll play from, either Pro, Men’s, or Ladies’.  This sets the initial distance from the hole, with the earlier settings starting you farther away.

There are 8 computer players, named Jack N, Nancy D, Lars X, Babs R, Art M, Natasha, Eddie C, and Sally C.  Each character has their own personality more or less as listed in the manual.  Since their settings are pre-populated in-game, you can get a sense of how well each character plays just from the menu.  You really can’t tell though how they compare to each other, and the names aren’t in any discernible order.  Jack is clearly the best player available.  From the manual descriptions Eddie C seems to be next best, and Natasha seems like the best female player.  I played against these three players only through my various attempts.

This was my first time playing through Jack Nicklaus’ Greatest 18 Holes of Major Championship Golf.  By my count there are 7 golf games on the NES, and I had played about half of them before, but not this one.  This is a common game, among the cheapest NES carts you can find.  As of this writing, it is worth about $3 on Price Charting loose and $10 CIB.  I imagine it isn’t hard to find in a lot, that’s how I got mine.

Most of the time is spent watching this slow rendering.

It turns out that beating this game is completely free, hence the 1/10 difficulty rating.  Simply finish any round, win or lose, to get the same ending screen no matter what.  According to the manual, after 50 strokes on any one hole, the game pushes you along to the next hole, so it is truly 100% free.  Playing the game against the CPU is harder but not too hard if you pick an easy opponent.  The difficulty ramps up a lot with the more challenging players.  After a few rounds I discovered it was gonna take perfect, and I mean perfect, play to beat Jack Nicklaus.  I abandoned that idea rather quickly.  Eddie C was a real challenge himself.  I managed to squeak by him in Skins play in a back and forth match that went to sudden death.  But I was no match for him in Stroke Play.  On one particular round he shot a 59, a massive 13 strokes under par, and it was then I decided to find a different CPU player to beat.  I settled on Natasha who also gave me some real trouble.  After a few tries I shot a 65 and beat her by one stroke, which included an eagle (two strokes under par) on the final hole to come from behind and seal the deal.

Of all the NES golf games I’ve played, in this project or not, I think Jack Nicklaus’ Greatest 18 Holes of Major Championship Golf is probably the weakest one.  The graphics are a little bit hard on the eyes, and some of the views don’t line up well visually with where your ball is.  That’s the cost of essentially rendering the graphics at run time from wherever your ball is.  While a really neat trick, the NES can’t quite pull it off convincingly.  There’s little music to speak of here, just menu music, end of hole music, and some voice samples and sound effects.  The controls are responsive and simple, just what you would expect in a golf game.  The gameplay itself suffers from the rendering issues I mentioned above.  Lining up putts can occasionally be a challenge.  It’s also interesting how easy it is to hit the pin from a great distance.  Hitting the pin often ensures you’ll have just a short putt to finish off the hole.  The modes in this game are interesting, and there are plenty of AI options.  This is definitely not a bad game, but it’s not great either, so this is why it is a bargain bin type of game.  Sorry, Jack.

#169 – Jack Nicklaus’ Greatest 18 Holes of Major Championship Golf (Skins Game)

#169 – Jack Nicklaus’ Greatest 18 Holes of Major Championship Golf (Stroke Play)

 
MAR
22
2021
0

#164 – Days of Thunder

Here we go ‘round the race driving track so early in the morning.

One of the few songs in the game is here!

To Beat: Finish 8 Races
To Complete: Win the Championship
What I Did: Completed the game
Played: 8/16/20 – 9/27/20
Difficulty: 9/10
My Difficulty: 9/10
My Video: Days of Thunder Longplay

I can’t say if this is true of all NES racing games, but the ones I have played and beaten so far have been awfully hard.  Bill Elliott’s NASCAR Challenge was surprisingly puzzle-like in configuring the car properly for top speed, and it also had a low threshold for failure that made the game very challenging.  Nigel Mansell’s World Championship Racing had more arcade style racing but required near perfection to post top times and win races.  That game also had randomness in the pit stops that often made good finishes next to impossible.  Days of Thunder has a pretty strong claim for being the hardest of these three games and was very close to earning a surprise 10/10 difficulty rating.  Read on to discover why this game is so hard and I had to do to clear it.

Days of Thunder was a Summer 1990 racing film.  It stars Tom Cruise, was directed by Tony Scott, and produced by both Don Simpson and Jerry Bruckheimer.  Production on the film seemed troubled with many reported arguments between the director and producers on how certain scenes were shot.  As a result, the film went way over budget, coming it at around $55 million.  Despite all the issue involved, the movie ended up a financial success, grossing over $150 million worldwide, plus tens of millions more in rentals.  The film was received by mixed reviews critically.

Days of Thunder was adapted into a couple of video games.  The initial version was a PC release in 1990, developed by Argonaut Software and published by Mindscape.  This version was ported to many other computers, as well as the NES.  The NES version of Days of Thunder was released in October 1990.  This port was also published by Mindscape but was developed by Beam Software.  PAL versions were released in April 1991.  A Game Boy version also followed in 1992.  The 2nd Days of Thunder game was a PS3 and Xbox 360 release in 2011 for the 20th anniversary of the film.  This game had very few critical reviews, but of those it had it was received poorly.

You can pull right up to the front of the place.

The story of this game follows in line fairly well with the source material.  You play the role of Cole Trickle, a rookie driver who has never driven in stock car racing before.  Even still, he has his eyes on winning and winning big.  To win the championship, he will need to win many races including beating his rivals Rowdy Burns and Russ Wheeler, both characters from the film.  This game features an eight-race series with a leaderboard and you will need to perform very well if you expect to win.

The racing controls are very straightforward.  All races in this game are run on circular tracks driving counter-clockwise around the track.  You use the A button to accelerate and the B button to brake.  After accelerating you can let go of the A button and maintain speed without pressing anything.  Tap the B button to brake.  Once you initiate the brake, you will continue to slow down until you press A again.  Naturally, you will use Left and Right to turn.  The Select button pauses the game.  

While racing in this game takes place from behind the car, you still see different indicators about the car along the edges of the screen.  The top left shows your fuel gauge, nice and big.  The top right side shows which lap you are on, as well as either timings for qualifying or your position in the current race.  The two round meters are your speedometer and tachometer respectively.  The speedometer indicates how fast you are going, while the tachometer shows how many RPMs your engine is running.  You may notice during driving that your acceleration and braking most directly affect your tachometer.  The lower right shows a top down image of your car, with color coded damage and wear indicators.  You can see the condition of your tires, engine, and fuel tank.  Green is good, yellow means some wear, purple means significant wear, and red is extreme wear.  Condition is affected both by normal driving over time, as well as collisions with other drivers or the sides of the tracks.  Your driving performance is reduced once components begin to wear.

Before competing in each race, you must run qualifying laps first.  The first thing you’ll see is a top down overview of the racetrack along with a text scrawl at the bottom of the screen.  Move past this screen and you go directly into the action.  Each course requires you to drive four qualifying laps first.  The bottom text as the laps begin show you the target time you are trying to beat in any one lap of the four.  On the right side you will see your current lap timer as well as your best completed lap, which starts off at 0.  It turns out the lap you want to focus on the most is the second lap because the first lap begins with you not at top speed, and by the third lap you will start having tire wear which reduces your performance just enough to make a difference.  Your best lap determines where you begin the race.  Beat the target time to start in pole position, tie the target time to start second, and then you lose a place for every tenth of a second slower than that.  At worst, you’ll start the race in eighth place.

Just you and the track. Go fast!

Now that qualifying is finished, it’s time to race.  You will first see the same top down view as before, but also you see your starting position.  If you pay attention to the text on this screen, it will tell you how many laps the race is, which is very important to know.  Press Start to immediately begin the race.  Now the real fun begins as you try to handle the turns, weave around other drivers, and avoid collisions to keep your car in tip-top shape.  You earn points for completing each race that are reflected on the overall leaderboard.  The scores from 1st through 8th place are 175, 170, 165, 160, 155, 150, 146, and 142.  No matter how many cars are in the race, it seems you cannot do worse than 8th place if you finish the race.  If you are unable to finish the race, you get no points, which is disastrous.  There is also a 5 point bonus for leading any individual lap, as well as another 5 point bonus to the driver who led the most laps in the race.  The leaderboard is cumulative over all races.

Racing is tough, and sometimes you don’t drive all that well and finish poorly.  Eventually, your team and sponsors have had enough of bad driving and demand that you run additional time trials to prove your mettle.  If this happens, after a race you will receive a telegram expressing disappointment along with a goal time they want you to meet.  This part functions the same as qualifying, only the goal time is an average of your laps, not just the best lap.  If you average ahead of the goal time, they allow you to continue racing, but if you fail, it is Game Over and you must restart from the beginning.  This sequence can happen up to three times in the game with stricter goal times each time.  Poor enough racing to trigger this for a fourth time is automatic Game Over as well, though I never saw this scenario.

A unique, and frustrating feature of this game are what happens in the pit stops.  Pit lane appears on the left side just before the lap finishes.  You must slow down and drive left into pit lane.  Go too fast and you will drive right through, wasting time and putting you at risk if you are in a dire situation with the car.  In the pits, you can refuel, replace your tires, and repair your engine, but you must do so manually.  Upon entering, fresh tires and jacks are in position, as well as your crew members.  There are three roving crew members that handle tires, one dedicated refueler, and one dedicated engine mechanic.  One at a time you control the pit crew members, putting them into place and performing actions.  Press the B button to cycle between the pit crew members.  You control the flashing person directly with the D-pad.  Press the A button to perform a context-specific action.

Pit stop management can be super tedious.

Juggling all the pit crew members around to perform the actions you need while under the clock can absolutely make or break your race, so you need to have a plan and execute quickly.  Replacing the tires is the most complicated, time consuming, and necessary procedure.  First off, you need a person in front of the jack, then press A to lift up that side of the car.  Next, switch to another roving member, put them in front of the old tire, and press A to start replacing it.  You will do the same thing with the other tire while this is taking place.  The tire replacement happens completely without any further interaction, and the pit crew member automatically backs away when finished.  To complete this, you need the center person to unjack the car and set it back down.  Now if you need to replace the right side tires, which you most likely will do, you need to run those same members one at a time around the car to the opposite side and perform the same procedure as above.  The positioning in front of the jack and tires is very precise and they won’t do the work unless they are just in the right spot.  Crew members can also get stuck on the sides of the car while running around, adding to the frustration.  Refueling is more simple, just move the refueler to the right and press A to start fueling.  However, the car must be lowered on that side.  Similarly, move the mechanic to the left to start fixing the engine, however in this case the car must be raised on the right side to perform the repairs.  You will often want to do everything in the pits, and there is a flow to it once you do it enough.  You have to do it fast as the race keeps happening and you lose position the longer you spend in the pits.  The most effective pit stops with all repairs take between 18-22 seconds, often it ends up longer than that due to the controls.

Something special happens at the end of the game that lines up well with the events of the movie.  Before the final race, you receive a telegram that says Rowdy, the leaderboard champion, has suffered some serious injuries and cannot compete in the final race.  You have been asked to drive his car in his stead, presumably to allow him to remain sponsored or something like that.  For this final race, you will be driving his Mello Yello car.  This helps a lot because he won’t receive any points for the race, allowing you to come from behind and become the champion if you are also able to fend off Russ.  This also means for the duration of the game you only need to worry about maintaining second place overall.

Feels good to pull out in front!

Beating this game is one of those nebulous situations.  Just completing all the races is difficult enough, with the threat of getting kicked out for driving too poorly looming all the time.  But with a little practice, you can finish all the races and get an ending screen.  It turns out it is the same ending screen you get if you win the championship.  Does that make it a bad ending or a normal ending?  I suppose that is up for debate, though it is clear in my mind.  Considering it is a racing game, and that most of the other racers I’ve played on the NES require winning the title, that’s what I settled on here as well.  It doesn’t feel right to simply finish without being the best, plus there is a congratulations sequence for getting first place, an actual good ending.  Making this difficult is that this game has no continues or passwords whatsoever.  It is only 8 races, but there is little room for error over a full season.

This was my first time playing Days of Thunder.  I know I sound like a broken record at this point, but I don’t care for racing games at all, and also I never saw this movie.  This is one of those cheap, filler NES games that is not super common but easy to come across eventually in a game lot, for instance.  The one thing I did remember about my time from testing my cart was that the track animation as you are driving looks really nice.  That was my only memory of this game.

This game works against the player in several ways.  The driving mechanics seem straightforward enough.  You don’t have to hold A the entire time and slowing down in the curves is a matter of tapping B to slow down a bit and tapping A to maintain speed.  If you do it correctly, by holding left throughout the turn and starting low, you should move slightly toward the outside and finish the curve near the edge without touching the outside wall.  This is the standard technique that you will do over and over.  Navigating around the cars while doing this isn’t too bad, until you get to Rowdy in 1st and Russ in 2nd.  Their AI is different than all the other drivers.  Russ in particular is really a jerk as he always moves to get in front of you.  Rowdy tries to do the same but always holds the line in the curves, giving you a little more room to get around him.  There isn’t much room to squeak by them, so you need to get in close and sort of slingshot around them without touching them.  Any kind of bumping will add extra wear to your tires, and what’s worse is that if your fuel tank or engine gets degraded at all, there’s really nothing you can do to advance until you pit.  Pitting pretty much always loses you position even if you are on top of your game.  And that’s another thing, planning out when you should pit is also important.  Usually you will need to pit twice per race and you need to space them out as much as possible so as to keep in good running shape while also properly managing fuel usage.  Running out of fuel is a lost race and an automatic reset if you are set on winning the title.

It can feel hopeless attempting to pass your rivals.

My trajectory through this game to completion was about what you might expect.  I didn’t get very far for the first couple nights, struggling through pit stops and ending with poor results.  You can get decently far into the game even when you drive badly; the third time trial is really tough without proper seasoning but it takes several races to trigger that.  Within a few days I was able to finish 3rd in a lot of the races, enough to get through the game 2nd overall due to Rowdy dropping out.  This is where I stalled out for a long time.  I was always losing ground in the turns but couldn’t get the hang of taking them properly.  I spent one entire night grinding the first track just to see what kind of edge I could find, ultimately finding nothing.  After 10 hours total and over half of that with no progress, I decided to research proper strategies, and the answer was pretty simple.  I needed to start braking before the turn, not into the turn.  You don’t need to brake that much, just a little bit slower going into the turn and I took the whole thing at a higher speed than I was before.  Before I could do turns with the tachometer pointed between 3 and 4, now I could have it pointed at the 5 and still handle the turns perfectly.  This was the edge I needed.  Now I can get right behind the lead car just before the turn starts, and then whip around the outside and get in front.  On my winning attempt, I was able to win both of the first two races, setting the pace.  I didn’t do nearly as well from then on, even a 5th place finish in there, but by the end I edged out Russ by only five points on the board.  It was a hard fought victory for sure.

In early to mid-2020, the Video Game History Foundation acquired development materials from the late Chris Oberth, such as old computers and floppy disks.  Among these items was the source code for a completely different NES version of Days of Thunder that had never saw that light of day.  Thanks to the tireless efforts of these video game preservationists, the source code was compiled, and they managed to create a working build of this long lost title.  You can watch a gameplay video right here, the source code has been made public, and you can find a downloadable ROM floating around the Internet.  This version of the game features qualifying laps in the first-person perspective, with races taking place in a side view.  The pit stop mechanics are also different but do carry over the “do it yourself” feel from the released version.  I am so glad that things like this are still being found today.

While it’s no surprise that I was less than thrilled about playing this game, I can definitely respect the work that went into making it.  The graphics in this game are well done.  The way the track redraws as you approach curves really gives the game a sense of depth, done in a different way than other racers.  The music, like many racing games, is all sound effects during the races, but the smaller tunes in between parts sound good.  The game controls well during the actual racing and the driving feels right.  The controls during the pit stops are both finicky and challenging, not in a good way.  This is what sets this game apart, but also what leads to frustration and guaranteed time loss no matter how efficient you are.  That part could have been improved for certain.  Having no password or retry system really pushes the difficulty near the max.  As far as movie adaptations goes, this one is just fine.  I think it has some good qualities as a racing game.  I am happy this one is in my rearview mirror.

#164 – Days of Thunder

 
JAN
15
2021
1

#162 – The Last Ninja

After this game, I can see why there would be no more Ninjas.

Prepare to be stared at the whole time.

To Beat: Reach the ending
Played: 7/9/20 – 7/12/20
Difficulty: 5/10
My Difficulty: 5/10
My Video: The Last Ninja Longplay

Ninjas are well known in popular culture.  They are traditionally known as assassins from feudal Japan, known for moving quickly, quietly, and discretely, with deadly force.  It is no surprise then that Ninjas would be the main characters in video games quite often.  The Ninja Gaiden series, for instance, is a very popular game series with sword slashing and climbing through fast-paced platformer stages.  The Last Ninja, on the other hand, features a ninja that is pretty much the polar opposite of Ryu from Ninja Gaiden.  It might seem like this would make for a bad game, but different doesn’t necessarily mean bad.  Let’s take at look at what makes this game tick.

The Last Ninja is a series of three games originally for the Commodore 64 and other computer platforms.  The games were all developed by System 3, beginning with The Last Ninja in 1987.  The game was released to critical acclaim and sold well enough to give the developers the go ahead for sequels.  The Last Ninja 2 was released in 1988 and was far and away the biggest success of the series, selling 5.5 million copies of just the Commodore 64 version alone.  The Last Ninja 3 came out in 1991, also selling millions of copies and was a critical success much like the first two entries.  Curiously, despite all of its success, this was the end of the series.  The NES version of The Last Ninja is actually a port of The Last Ninja 2.  The NES version released in February 1991, developed by Beam Software and published by Jaleco.  This is a North American exclusive game for the NES only.

The Last Ninja has a pretty lengthy story written up in the manual.  You play the role of the Ninja named Armakuni.  In the first game, he battles and defeats the shogun Kunitoki and collects sacred scrolls.  After that, Armakuni seeks to reinstate a new order of Ninja warriors.  One night there was a meeting of his inner circle, when all of a sudden he is whisked away through time to 20th century New York.  Armakuni doesn’t understand how he got there, but he knows that Kunitoki is here as well, so he goes off toward another battle against his archenemy.  There are six stages in this adventure.  Clear them and defeat Kunitoki to win the game.

The first puzzle sets the stage for the rest of the game.

This game is an action-adventure game taking place in an isometric perspective.  This is a “screen-by-screen” kind of game, where the view is locked in place and you exit either off the side of the screen or through doors to a new screen.  Contrary to other Ninja games, this has very slow movement and pacing all throughout. Levels are more or less open and often you can backtrack several screens to use new items as needed.  You use the D-pad directions to move, though the cardinal directions on the controller result in diagonal directions on screen.  For example, Up on the D-pad moves your character up and left.  If you rotate the controller in your hand 45 degrees counter-clockwise, you get the rest of the directions to line up.  I had trouble with this as it was the opposite orientation for Q*bert, and even a few years later I couldn’t wrap my head around it right away.  While moving, if you press A you will do a forward jump.  This is a fixed distance jump and you are locked into the movement after leaving the ground.

Some screens contain weapons and other items on the ground.  To pick them up, you’ll need to stand close to them and press B to bend down and grab them.  The positioning is very precise and not as intuitive as it should be, usually requiring some guesswork and wiggling about to find the right spot.  The things you collect are classified as either weapons or items.  To swap weapons, hold Select and press B.  To switch items, hold Select and press A.  To use a selected item, press B, though you must be standing in the correct, particular spot to actually use it.  The default action of the B button is a standing kick.  Press A to punch, or if you have a weapon selected, press A to attack with that weapon.

There are enemies that patrol many of the screens.  Sometimes they charge at you, while other times they walk along a set path.  Some can throw objects at you from across the screen.  You can fight them with your weapons or punches and kicks.  Your power meter is the swirly blue icon at the lower left of the screen, with two layers of health shown.  There can only be one enemy on screen and their power meter is to the left of yours.  When you deplete your enemy’s power, they crumple to the ground in a heap, but they will slowly regenerate their health before getting back up again.  You can take the opportunity to leave the room or do whatever, but if allowed to get back up you will have to fight them again.  The second time you knock them out, they stay down for good.

Piles of bodies left behind.

There are six distinct stages in the game, each one its own self-contained area.  The stages are Central Park, the Street, the Sewers, the Office, the Mansion, and the Final Battle.  The variety in the stages mostly has to do with the locale and the puzzles within.  Some levels are pretty straightforward, and others are more open ended and you will have to do exploring while trying not to get turned around too much.  The goal in each stage boils down to finding keys, finding items, or solving puzzles that let you make progress.  It can be tough the first time through to know what to do or how to clear the way ahead.  This is made more difficult because of the positioning issues I’ve mentioned earlier.  Sometimes you will miss out on the correct solution just because you were a couple of pixels off, which is very frustrating.  One more thing to know is that your items carry over from one stage to the next, occasionally in a way that can get you stuck badly if you don’t have the right thing.

At the start of the game you have five lives to work with, plus the one you start off with.  You lose a life when your energy is depleted, which can happen anywhere between slowly and instantly depending on the trap or enemy attack at hand.  In some of the levels you can pick up a hamburger for an extra life.  This game has a password system where you get a password after completing each stage.  The passwords here are 15 characters long consisting of 0-9 and the letters B, C, D, F, G, and H.  The passwords retain the current level, the items collected, and the lives remaining.  Because the passwords keep your life total, this is a game where it pays to replay levels efficiently to get a better password.

This was my first time playing through The Last Ninja.  I sort of remember seeing this game long before I played it, but I’m not sure how far back that memory goes.  I would consider this a slightly uncommon game as it is one I don’t see much.  I have owned two copies of this game, both bought on eBay.  The first one cost me $8 shipped in 2014, and the other was in a small lot of games I bought to upgrade and resell a few years later.  This game sold for around $10 back in 2014, but now is worth double or more for just a loose cart.

I spend a lot of time on the computer too.

I can see where this might be a difficult game, but I didn’t really have that much trouble with it.  I have timing data now since I’ve been streaming, and I beat this game in a little over 3 hours, spread out over three evenings.  This is the kind of game that could take a lot longer if you miss out on small details or you fail to interact with things properly.  I only had one case in this game where I looked up the solution to a puzzle.  Maybe I jumped the gun a little bit, but I was pretty well stuck for 20-30 minutes in about a four screen stretch and I don’t have much patience for that kind of stuff these days.  There’s a section where you have to get past a panther guarding a door.  You grab a chicken leg, and I assumed you had to distract it with food, but that wasn’t good enough.  You need to dip the leg into a box of poison and then you kill the panther with the tainted food.  The box looked too much like the background and I didn’t recognize that it was part of the solution.  The rest of the game I managed to figure out on my own.

I went back and recorded a full playthrough of the game after beating it on stream, and it took me roughly 18 minutes to beat the game.  In a rare twist, later on I had a much faster playthrough that is lost to time.  I had participated in the Big 20 speedrun race in September 2020, and that inspired Twitch streamer ShesChardcore to create her own version she called the Chardcore 20.  Since then there have been multiple Chardcore 20s, but I participated in the first one and The Last Ninja was included in the list.  My speedrun of the game was not well optimized at all compared to leaderboard times, but I managed a 12 minute clear of the game.  The route is pretty close to the same and most of the time saved is from kicking enemies to stun them before running past.  Imagine a Ninja running away from fights!  Anyway I failed to record that playthrough, but I am satisfied with the 18-minute run I captured.

The box of The Last Ninja has Game of the Year written on it, but I don’t find any evidence of it actually winning Game of the Year.  It was the runner-up for Game of the Year from the Golden Joystick Awards out of the UK in 1988/1989.  Even still, this was a critically acclaimed game that makes sense to reach the NES.  Based on my experience with this one, I would have to imagine that the NES port of the game misses a lot of what made the original game great.  Graphically it looks nice, with plenty of varied environments and some great animation, particularly of our hero.  The music is limited to just a few songs, but they are catchy and enjoyable to hear.  The controls do take some getting used to, particularly in my case with the “swapped” directions.  It’s in the gameplay where this game falters.  The level design is solid, and most of the puzzles are fair.  Lining up either to grab items or interact with the environment provides some of the most frustrating moments in a game in quite some time.  Enemies bearing down on you during that is even worse.  All in all, it really isn’t a bad game, but nowhere near Game of the Year material to me.
 

#162 – The Last Ninja

 
OCT
23
2020
0

#158 – Day Dreamin’ Davey

A good game?  In your dreams!

Not pictured is Davey’s PogChamp face.

To Beat: Reach the ending
Played: 5/24/20 – 5/31/20
Difficulty: 5/10
My Difficulty: 5/10
My Video: Day Dreamin’ Davey Longplay

When I was building my licensed NES collection, I would always get excited when I saw a new game I had never seen before.  I browsed eBay lots of NES games looking for deals, so I saw plenty of games all the time.  I knew of the really rare games and what to look for, but there were also uncommon games that don’t demand much value but are hard to come by when you are looking to add them to the shelf.  Day Dreamin’ Davey is a game that immediately takes me back to that phase of my collecting days.  It has an interesting, kind of goofy cover, the kind that really piques my curiosity.  In this particular case, the allure of owning it exceeded the quality of the game found inside.

Day Dreamin’ Davey was released on the NES in the US only in June 1992.  The game was developed by Sculptured Software and published by HAL Laboratory.  I was surprised when I researched that Sculptured Software developed 10 NES games, by my count.  This is the first game by this developer that I have played for this project.

In this game you play the role of Davey.  He is a boy in school who has trouble focusing and staying awake in class.  During class or even when talking to people like the school principal, he will doze off, taking whatever discussion is going on into his daydreams.  The game takes place inside of Davey’s dreams as he travels in his mind to various locations.  Your goal is to get Davey through his school day by navigating through all his dream scenarios.  There are 11 levels to play to beat the game.

First things first, you gotta jump the rocks.

Day Dreamin’ Davey is a top-down action game.  You move Davey with the D-pad in four directions throughout the large, free-scrolling stages.  Press the Start or Select button to bring up the menu.  Here you can see your items in columns sorted by B button items, A button items, and consumable items.  Navigate with the D-pad and select any item per column with either the A or B button.  Typically, the A button is for your permanent melee weapons like swords, while the B button weapons are limited by the ammo you carry.  You can also jump by pressing A and B together.  While being able to jump is not intuitive, you can hold down A and press B to jump while repeatedly attacking, making things a bit easier.  (The inverse is not true, holding B and pressing A does not jump.)  Sometimes you will talk to people in your adventure and you can progress through their words by pressing A.

The first area you’ll come across is the Medieval World.  You begin with only a short sword that attacks straight ahead with A.  You’ll need to use your jumping skills to jump out of the rock circle you start in and talk to the first white knight you see.  You might mistake him for your enemy, and you can actually defeat him if you really want.  The goal for this level is to find you a better sword, Excalibur to be exact, and defeat the dark knight Lumper.  Explore through the woods maze to complete these objectives.

There are other items you can pick up here.  Sometimes enemies drop them and sometimes you find them in dead-end or other nooks and crannies.  There are spears that you can throw as a consumable weapon.  There are two kinds of potions you can find that look the same but appear in different spots in your inventory.  One of these is a healing potion and the other damages you, so beware.  An hourglass freezes all the enemies in their tracks, while a magic bag of fairy dust makes Davey invincible for a short time.

Here’s the *checks notes* John Smith building.

When you complete your goal and wake up from your daydream, you’ll advance the story via cutscenes before slipping into your next daydream which brings you to the Western World.  Our hero dons a cowboy hat and carries a whip as you explore an Old West town.  There are gunslinger enemies as well as other desert hazards such as rattlesnakes and tumbleweed.  This area has several buildings and you can go into some of them for different things.  The first goal should be to find the sheriff’s office where he will give you a mission and some cash.  There are some stores in the town.  The gunsmith shop lets you buy different firearms as well as ammo for them.  At the Trading Post, you can exchange items you find for cash as well as purchase random items like deer tails and spirit powder.  Some of the items you buy have good effects, while others have negative effects.  You can find some items on the ground as well, such as ammo, snake skins, and TNT.

The goal in the Western World is to defeat a specific gunslinger found somewhere in town.  You’ll follow the directions from the sheriff to figure this out, plus you’ll need to acquire a gun for the shootout.  When you encounter the enemy, the perspective changes to a screen with the bad guy in full view facing you.  He will tell you to “draw” and then you have to shoot the gun out of his hand before he blasts you first.  It costs you a life if you lose.  You can fight this battle in one of two ways.  The most straightforward way is to use the controller to aim a targeting reticle at his gun, then press A to fire.  In a neat twist, the other way to defeat him is to use the Zapper gun, specific to just this fight.  When you first encounter him, you will have pick up the Zapper quickly, then shoot the gun to beat him.  Nowhere in the manual or on the box does it tell you that this is a Zapper-compatible game, but it works and that’s how I played this game.

The third area in the game is the Greek Mythology World.  Here you don’t start with a weapon but you can punch with either A or B to start.  You will need to speak to various Greek gods and goddesses for tips on how to clear this area.  You will need to acquire both a bow and arrow and a shield.  Along the way you will fend off guards, eagles, and satyrs with whatever you have on hand.  Droppable items include apples, some of which heal you while others hurt you, and sundials to freeze time.  The goal of this stage is to find and defeat a cyclops.  There are several temples to enter as well as gates that connect different sections of the stage together.

Shoot his eye out!

The rest of the stages are in one of the three above themes.  The neat thing is that you will go back to the same areas you were before but this time you will have access to different portions of the stages.  Some areas expand further out to brand new sub areas.  For instance, in the Greek Mythology world you go down into the Underworld and meet with Hades himself.  This means that the later levels are longer than the earlier ones, even with the benefit of having been to those stages before.

You start the game with one extra life and there’s no way to earn any more.  This is the only game I’m aware of that has a lives system with only one spare life.  Losing a life lets you keep any items you’ve acquired, but when you continue after your next death, then you have to start the level all over again.  A few of the stages are long enough that it is a pain to have to go back and replay, but having one retry is better than nothing.  Thankfully, the game is long enough that there are passwords.  The codes are short, five-letter codes made up of all consonants.

This was my first time playing through Day Dreamin’ Davey.  I am pretty sure I picked up my copy of this game at my local game store.  It would have sold for either $5 or $8.  I didn’t keep any records of local purchases, but I believe that to be correct.  I do know that I sold a double of this at some point, but I don’t remember where I got the other one either.  I would not be surprised if I picked up both locally.  In fact, I think there might be another copy at my local store now, though I have not been there in months.  They raised their prices a few years back across the board so I suspect they have it listed at either $15 or $20.  This is an uncommon game that sells for around $15 cart only.

Zapper this varmint’s gun right out of his hand!

My playthrough of this game was not notable except for one thing.  This was the first game I successfully streamed in its entirety!  Of course, since it was Zapper-compatible, that meant I recorded in standard definition off my modded top loader and CRT in the other room, but everything went well.  It took me four nights of streaming to beat the entire game, taking a little over 5 hours total.  I was expecting the game to last longer than that.  I went back later and recorded the entire game from start to finish for YouTube, which lasted about 80 minutes.  That took two tries over two separate nights because I accidentally started the game over instead of continuing when I was in Stage 8.

Despite the interesting premise and late release date, this is not a good game.  The biggest issue with the game is the lack of any polish, like the game feels rushed to completion.  Enemies often disappear for no reason, sometimes glitching through solid walls.  Sometimes an enemy can get stuck to you and deal crazy damage.  It is often hard to tell if you are damaging the enemy because damage flashes are inconsistent and there’s no clear sound effect to show that you are hurting the bad guys.  A few places in the game have invisible quicksand where you need to mash A and B to jump out of them lest you die.  Having one extra life was a strange decision.  Collision detection feels off.  It’s a shame because the theme of the game is interesting, so there could have been a good game here.  With mediocre graphics and music, the gameplay needed to be strong for this to have been a fun game, and that is definitely missing.  It feels to me like they spent their entire development budget on the voice samples found throughout the cutscenes.  I would say skip this one unless you are desperate to try something different on the NES.

#158 – Day Dreamin’ Davey

 
JUN
26
2020
0

#153 – Where in Time is Carmen Sandiego?

Taking things case by case (by case)

TIME: For the amount of time it takes

To Beat: Solve 80 Cases
Played: 3/18/20 – 4/5/20
Difficulty: 3/10
My Difficulty: 3/10
My Video: Where in Time is Carmen Sandiego? Longplay (Part 1) (Part 2)

Much like the titular character, I never really got close to Carmen Sandiego.  In grade school, I remember our computer lab consisted of all Apple II’s plus a lone Macintosh computer.  During computer time one student a day got to do activities on the Mac and I do remember that there was a Carmen Sandiego game as an option.  I don’t even remember what I did when my turn came up, and even if I did play Carmen Sandiego, I don’t recall anything about it.  The closest I got to Carmen was occasionally watching Where in the World is Carmen Sandiego on PBS, listening to Rockapella serenade the audience and seeing if the winner could mark off all the countries on the map.  I know there were plenty of educational games bearing her name, but I didn’t seek that stuff out on my own and my parents didn’t force educational games on me.  Much like the main character once more, time has eventually caught up to me and now I am finally playing a Carmen Sandiego game to catch her for myself.

Carmen Sandiego is the lead character in a set of educational video games.  Common to all games, the player’s task is to look for clues and use knowledge to follow her and her henchmen around the world, eventually leading to her capture.  The series was created by Broderbund and began in 1985 with Where in the World is Carmen Sandiego?  Broderbund continued to make Carmen Sandiego games until 1998 when the company was acquired by The Learning Company, who have continued to make games in the series to the present day.  Where in Time is Carmen Sandiego? is the 5th game in the series.  It was first released on Apple II in August 1989, then was ported to various PCs, the NES, SNES, and Sega Genesis.  The NES version was released in October 1991 in North America only.  This port was developed by Distinctive Software and published by Konami.

In Where in Time is Carmen Sandiego?, you play the role of a fresh recruit to the Acme Detective Agency.  Carmen Sandiego and her team of V.I.L.E. henchmen have gotten a hold of a time machine and have been using it to heist various well-known treasures across history.  Fortunately, the agency has access to a portable time travel device called the Chronoskimmer 325i and has assigned it to you so that you can chase Carmen and her gang across time.  There are time restrictions to the device so you can only use it for a short time.  You will need to gather clues to follow the bad guys around and hopefully arrest them before time expires.  As you are making a career out of this, you will need to solve 80 cases before you can retire.  Buckle in, this is gonna take a while!

Fresh-faced and ready to go!

The first thing you would notice upon buying this game brand new at retail was that it came in an oversized box.  This is because the game comes with a paperback desk encyclopedia.  Coming in at 1374 pages, it is a comprehensive encyclopedia.  In this game you will gather clues that you reference in the encyclopedia to find out when and where one of the criminals has run off.  I made sure to buy a complete copy of the game with encyclopedia so that I could play the game as it was intended.

At the start of the game, you have just arrived at headquarters.  Your view is from the inside of an elevator at the lobby level.  Use the hand cursor to select an elevator button to move between floors.  In the basement, you can view the game’s credits.  The third floor is the lab where you can peek in on a science experiment.  You can grab a cup of coffee (hopefully) on the fourth floor lounge.  These things are just for fun.  The real destination is the personnel department on the second floor.  Here you enter in your name up to eight characters, then a password if you want to continue from a previous game.  Passwords are seven alphabet characters long.  It seems from my list of passwords that not all letters are used even though you can select any of them.  If either starting a new game or continuing, you will power up the Chronoskimmer and get to searching!

All of your time playing will be spent on one screen.  At the top are a couple of boxes that display which country and year you are currently located.  The left side box is your graphical display while the right side box is for text.  In the center columns are buttons to select options as displayed in either window at times.  The bottom of the screen shows the time remaining in hours as well as your main menu options: Travel, Search, Data, and Abort.  You navigate this screen via a simple hand cursor.  Simply use the D-pad to move across each button and press either A or B to press the button.

This is a learning game, so there’s plenty of historical facts.

The first thing you will want to do in your investigation is look for clues.  You can do that with the options within the Search menu.  Select Search and then choose from either Witness, Informant, or Scanner.  Choosing Witness and Informant does pretty much the same thing.  You will question someone at your location, and they will tell you something they heard about where the criminal is going next.  You take that piece of information to the encyclopedia to figure out the country and rough time period that it relates to.  Sometimes the witness or informant will also give you an additional piece of information related to the description of the criminal.  These extra clues are essential for determining exactly who you are pursuing for this case.  More on that later.  The Scanner lets you sweep the environment for objects the crook may have dropped, which can also be referenced in the encyclopedia.  Sometimes you can do additional scans on the object you found to get a more detailed hint.  Every time you ask a witness or informant, or do a scan or follow up scan, it costs some hours off the clock.

The Data menu is helpful for learning more about the different criminals you are chasing as well as logging any descriptions you may have uncovered during your search of the scene.  In the submenu you can pick from either Evidence or Dossiers.  The Evidence menu lets you log the criminal description clues.  There are five categories of evidence: Sex, Hair Color, Eye Color, Favorite Artist, and Favorite Author.  Some of the descriptions you’ll uncover are very straightforward, while others may require some encyclopedia research.  Log whatever you find, then when you have enough clues you can use the Compute function.  This lets you know how many criminals fit the description you have gathered so far.  Once you narrow it down to one criminal, you will receive a warrant for their arrest.  The Dossiers submenu lets you browse the known criminals and read some basic information about each one from which you can glean some of his or her attributes.
 
When your search turns up enough information to know where your criminal went, now you must to travel through time to catch up with them.  The travel menu pulls up a list of four countries along with a time period displayed on a graph.  The time periods you can travel to are 400-1299, 1300-1699, 1700-1899, and 1900-present.  Sometimes you get the same country multiple times in the list in different time periods, and occasionally there are only three selections in the list instead of four.  When you are confident, click your selection and travel through time.  At your next location, if you have tracked the criminal successfully, once you search for help you will see a cutscene displaying V.I.L.E. Henchman Detected.  Then you look for more clues and keep following leads.  If you miss and travel to the wrong location, the search comes up empty and you will have to backtrack in time to get set on the correct course, wasting your precious hours.

When you see More, you’ll get information about your suspect.

With enough investigation, you will have tracked the criminal through multiple locations and have gathered enough descriptive evidence to have collected a warrant for their arrest.  Now it is time to make your capture.  At your final destination, you simply need to search the location to find them.  There are special cutscenes that play to indicate you are at the final location and time period for this case.  You just need to attempt either two or all three of the search options before you finally see them.  Then you catch the criminal via a cutscene, reveal his or her identity, and see if your warrant matches.  If so, then congratulations, that case is completed!

The game is a very long grind with the 80 cases required to beat it.  There are some milestones along the journey that slightly help to break up the monotony.  As you complete more cases, you advance job titles.  You begin as a Time Cadet, but at certain numbers of cases completed, you will get a promotion to such job titles as Time Investigator and Time Detective, among others.  You get special text upon completing the required case to show your promotion.  Also, at one point during your journey, you will finally catch up to Carmen Sandiego.  Now you would think that this would complete the game, but it only serves as your signature achievement.  You still need to get to the full 80 cases completed to officially retire from the force.

This was my first time playing Where in Time is Carmen Sandiego?  As an educational game in a popular series, it seems to have sold well enough.  I wouldn’t say it’s a common title, maybe slightly uncommon, but not too hard to track down.  Finding the game in the big box with the encyclopedia is not as easy to find, but even then it’s not terribly expensive.  Expect to pay around $10 for a loose cart and $35-$40 for the complete set.  I had the loose cart from a lot purchase, and I bought my CIB for around $30 about 3-4 years ago.

Enter in enough evidence to find who your suspect is.

The first thing I needed to do was some research on my potential criminals.  I figured out right away that the criminals themselves have pre-defined characteristics and tastes, so that part is not randomized.  Then, I set out to create a table of names along with their hair and eye color and all that.  There are 16 criminals in the game and four types of each of the five attributes.  It is set up so that exactly four criminals have each specific attribute, such as red hair or Kipling as their favorite author.  Reading through the dossiers, I figured out two or three attributes of each person, and then from there I was able to deduce almost all the rest.  That’s when I figured out that I could have done all this legwork much easier.  If you enter in any arrangement of evidence, even with some left blank, and do the Compute function, then the game lists out every criminal matching that description.  You can build a table more quickly that way, but oh well, my work was already done.

The next step was to do some research on the list of favorite authors and artists.  This part was really straightforward.  I simply looked up each person in the encyclopedia and jotted down notes of every significant mention in the entry.  Specific events, acknowledgements, or works of art included in the encyclopedia were often mentioned in a specific clue in the game, which was huge for setting up the evidence.  It was much easier to use a cheat sheet than to keep referring to the encyclopedia entries every single time.

Even with the best laid plans, there were still clues in the game that I could not find any reference at all in the encyclopedia.  This was true with pieces of evidence as well as location clues for when you time travel.  Other clues could be ambiguous, such as in cases were events or lifespans occurred across two time periods.  In those instances, I kept another sheet of paper keeping track of those clues along the solutions after I deduced them through gathering additional information.  I had documented maybe 15-20 pieces of information like this, which really isn’t that many considering the scope of the game.  Some less obvious clues are just part of the experience.

Arrest made! Just 79 to go…

It bears repeating that this is such a long game to complete.  The first few cases you’ll solve are pretty short with only 5 stops or so.  I actually find these harder than in the later game because you have fewer opportunities to get the clues needed to get the arrest warrant.  The amount of time you have to complete each case is randomized but generally scales up to the size of the case as you go up in rank.  The shorter cases require more questioning of people which cuts into the amount of time you need to solve, track, and arrest.  The animations throughout the game also add a bunch of filler time to the game experience as they are both slow and plentiful.  I moved as quickly as I could once I started to get the hang of it.  I also started to memorize some of the clues which saved a bunch of empty research time.  Each case took me roughly 8-10 minutes each to solve, even as they got larger later in the game due to optimization of research.  The full playthrough lasted a little over 12 hours, in addition to roughly an hour or so of research and early, unrecorded attempts.  In the larger scheme this isn’t a super long game, but boy does it feel longer than that.

There’s one minor quirk of gameplay that I noticed happen a few times.  Normally when you time travel to the wrong location, the criminal will never have been there so you get no hints and you know you have to try and go back. However, it is possible to go to the wrong location in the sequence but be at one of the places you have already hit on your search.  When this happens, you will still see the V.I.L.E. Henchman detected scene which leads you to believe you are on the right track, when in fact you have probably messed yourself up from completing the entire case.  I noticed one time I kept having the same clue come up, while another time I had no idea I was off the path until time ran out.  It all depends on which location in the sequence that you backtrack to.  This is a completely sensible thing to happen and I totally get it.  I was understandably frustrated to have that happen over the course of such a long game.

Where in Time is Carmen Sandiego? does exactly what it sets out to do.  It is a solid educational title with tons of historical information inside and plenty to learn about.  The graphics are well drawn and there are so many different scenes and animations from all the different time periods and locations.  There is very little music in the game, which in one way is a shame since there is so much silent gameplay and, in another way, maybe a blessing in disguise if the music were to be bad.  The controls work fine as they don’t need to be complicated in this game.  The gameplay is good enough for what it is, however the decision to make the game so long to reach the end is what drags it down.  The game is already repetitive by nature and 80 cases is such a weird, arbitrary number to choose.  You’ll have to time travel hundreds of times just to see the basic ending screens.  It is hardly worth it, but at least I’ve learned some things along the way.

#153 – Where in Time is Carmen Sandiego?

#153 – Where in Time is Carmen Sandiego?

 
MAY
22
2020
1

#151 – Indiana Jones and the Last Crusade (Taito)

A somewhat more pleasant Indiana Jones game this time.

I remember the color gradient is a special programming trick.

To Beat: Reach the ending
To Complete: Finish all levels and get the best ending
What I Did: Completed the game
Played: 2/29/20 – 3/7/20
Difficulty: 5/10
My Difficulty: 5/10
My Video: Indiana Jones and the Last Crusade (Taito) Longplay

I have seen all of the Indiana Jones movies, even the fourth one that everyone seems to want to forget ever happened.  I watched them all just once, all in a row, probably 10 years ago or more by now.  It was so long ago that I forgot pretty much everything from any of the movies, but not so long ago that I remembered that I enjoyed this one the most.  That seems to fall in line with the consensus of the series.  This movie had to have been well loved because the NES ended up with two video game adaptations of the movie, both bearing the name of the film.  These aren’t just label variants, but two completely different games.  They are distinguished by the publisher, so this game is considered the Taito version and the other is the Ubisoft version.  While the comparison between those two may be more interesting, I can safely say I enjoyed this one more than Temple of Doom, at least.

Indiana Jones and the Last Crusade is the third movie in the Indiana Jones saga, releasing in May 1989.  It was a huge success, grossing nearly $500 million.  The film was directed by Steven Spielberg and was co-written by George Lucas.  There were three games based on the film.  One was a graphical adventure game by LucasArts for home computers.  Another was a more action based game that launched the same year for home computers.  This was the version that was eventually ported to the NES as the Ubisoft version.  The third game, the one I played for this review, was an NES-exclusive game that released in March 1991.  It was developed by Software Creations and published by Taito Corporation.

Indiana Jones and the Last Crusade, the Taito version, is a side-scrolling platformer that loosely follows the plot of the film.  You play the role of Indiana Jones in his quest to find the holy grail.  The game is played out via multiple scenes, leading up to the final scene in the lost temple where Indy chooses the holy grail.  There are cutscenes in between the levels to advance the story and set up future events.  What makes this game interesting is that you can choose which stages you want to play.  Furthermore, the more stages you complete, the more difficult later stages will become.  You can opt to play the minimum amount and skip straight ahead to the final stage.  A regular ending done that way will do for this game, but I achieved the best ending for beating all the stages.

Kick the ship out of these guys.

Considering that there are different stages made available at different times, I’ll cover the stages in the same order I chose for my playthrough, beginning with the search for the Cross of Coronado.  This stage takes place on a ship with a bunch of enemy sailors that you’ll need to fight off.  The captain of the ship carries the cross and you need to make your way over to the left side of the ship to reach him, fighting off the other baddies along the way.  At the top of the screen you’ll see your health bar, number of lives remaining represented as grail icons, and a number of sailors left to defeat before the captain shows up.  Even though the captain may be outside ready for a fight, you might have to beat up extra sailors to reach him.  This mission goes away for good if you complete two other missions ahead of it, so I like to do this one first.  At the start you have to fight 15 sailors, but if you choose this mission second then you have to fight through 30 sailors.  The game is over if you lose this mission.

The controls for Indy on this ship are shared with some other missions.  They are also the most complex out of all the missions.  You move Indy around with the D-pad.  You can double tap either Left or Right to run in that direction, holding down the directional button on the second press to continue running.  When standing or walking, the A button does a kick attack while the B button punches.  Run and press A to perform a flying kick.  Indy can get his whip out or put it away with Select, which replaces his punch attack.  Indy can duck by holding Down, and you can do low punches, whips, or kicks.  You can climb Up and Down ladders, and even kick enemies from ladders, but this leaves you vulnerable to being knocked off the ship entirely.  Indy has two more attacks.  He can throw a haymaker by holding Up and pressing B and do a jump kick by holding Up and pressing A.  The fighting in this game does not feel very good.  It seems random how you fare when fighting enemies.  Sometimes you land a good hit and knock the bad guys out right away, other times you land a bunch of hits that don’t seem to do anything.  I had the most success with the flying kick, which the manual itself mentions is best.

Hooray a door maze…

The next thing that happens in the story is Indy gets a telegraph stating that both his father is being held captive and his family friend Marcus is missing, so now you have three options for your next stage. I picked going to Castle Brunwald to save Indy’s father.  Indy is controlled in this area the same as on the ship, identical moves and all.  Only this time, you are in a giant maze.  This is a really cumbersome area to figure out.  There are doorways all over this place, some leading into other layers of the castle and some leading to staircases to bring you up and down.  The castle is three floors high and five layers deep, but you only see one layer and two floors at one time.  There are notches on the floors in groups of one through five that indicate which layer you are on, and every floor has its own shield displayed on the wall.  But essentially you are navigating in 3D space, and so this area is pretty difficult to clear.  Making matters worse is that in later difficulty levels some doors are locked.  In that case, there are some hidden passageways revealed by whipping torches on the wall.  The route through the castle is very different per difficulty level.  I had a tough time getting the hang of it on later levels, so I opted to do this one earlier.

From here you have found about where the grail is located, so now you can skip ahead to the final area if you want, but you will have a hard time without knowing what the grail looks like.  So next I went to Venice to the catacombs where a scrambled photo of the grail is found.  However, fire is raging through so you must put the pieces together and get out in time.  This stage is a sliding puzzle level.  There is a 5×5 set of tiles and you move a hand cursor with the D-pad.  Press A or B to slide either a single piece or part of a row or column toward the empty square across from the hand.  While you are constructing the grail photo, a scene below shows the fire catching up to you.  You need to complete the puzzle as best as you can, then escape by pressing Select.  In the following cutscene you will see either a full or partial picture of the grail depending on how much of it you pieced together.  You need this information to pick the proper grail at the end of the game.  You still survive if you don’t leave in time, but you lose the picture and will have to remember what the grail will look like when you make it to the end.  In later difficulties, the puzzle time is shorter and the puzzle gets more scrambled.

The final stage before the end is in the Desert of Iskenderun.  This time you are on top of a tank fighting off enemy soldiers one at a time to save Marcus.  The tank is heading for the edge of a cliff as displayed at the bottom of the screen, so that’s your time limit to complete the stage.  The controls and combat are the same as in the other side-scrolling segments.  This time, if you get knocked off the tank, you lose a life, your health bar isn’t restored, and you lose time while waiting for Indy to climb back up.  In this stage the flying kick is essential to both survival and clearing the stage in time.  There are more enemies to fight in the higher difficulties.

Solve the puzzle while also remembering the picture.

At the very beginning of the game you are entrusted with Indy’s father’s grail diary.  As a result, the enemies are out to get it at all costs.  Aside from the Coronado, if you lose in a level the diary is taken by the bad guys.  You can keep playing stages but if you lose one, it is Game Over.  An alternative is to go to Berlin to take the diary back and make your escape.  The Road to Berlin is a top-down motorcycle driving level.  You’ll have to avoid all kinds of stuff like mines, gun turrets, ravines, and enemy motorcycles as you make your way up the road.  You use the D-pad to move Left and Right as well as speed Up or slow Down.  You can jump with A or whip to the side with B.  Every time you crash, you’ll restart from a checkpoint with a little health loss.  The goal is to make your way to the end before running out of health.  This is not an easy level, but the good thing is you can keep trying as many times as you want without penalty.  For reasons I’ll explain shortly, it is best if you keep the diary for the end of the game.

The final scene in the game is The Lost Temple.  This has a few different parts to it.  First off, you’ll see a map showing a path or two through the temple.  There is an icon at the top if you have the diary, and you’ll want to make a mental note of that.  You move across the floor of the temple one step at a time with the D-pad.  Tiles on the ground have the letters in JEHOVAH and you need to walk the path of God by spelling out JEHOVAH step-by-step several times.  If you step on the wrong letter, you’ll fall and that’s Game Over.  If you happen to go the wrong way you can backtrack.  You are also racing the torch you are carrying.  When it goes out, you can’t see the letters on the floor and you’ll have to guess.  Once you make it to the other side, the next part is to walk across the invisible path as noted by the symbol that was written on the diary.  If you didn’t bring the diary with you, you can guess.  If you pass that, then your final task is to choose the Holy Grail out of a lineup.  Before choosing, you will see your note of what the grail looks like that you put together earlier.  If you choose right, you beat the game, otherwise you lose completely.  No pressure!

This was my first time playing this game.  I remember testing my cart and playing a little bit of the ship, and I didn’t do so well.  While this cart is the cheaper of the two, it is not that easy to find and costs in the $30-$40 range, which is more than I remembered when I was actively collecting.  I bought a copy of this game for about $10 in 2014, only for the seller to cancel the order because it sold too low.  A few months later I bought a different cart for $12 which is in my collection now.

Walk the path of God.

This game started out like a normal playthrough, just testing levels out and figuring the best way through.  The castle gave me the most trouble as I couldn’t find the exit.  After exploring multiple times for a few days, I gave into an FAQ and found that what I was looking for was in a room I had visited a bunch and didn’t recognize the exit.  (Perhaps this is a direct reference to the movie that I didn’t notice?) I also had some struggles with the Road to Berlin.  I could clear it on the easiest difficulties but not on the higher settings.  That became a moot point because I stopped going there when I played well elsewhere.  On either the 2nd or 3rd day I beat the game.  When you know what to do, the game is pretty short.

My next step was to beat the game while recording before moving on to the next.  In theory this should have been easy, but goodness gracious did it go poorly.  I could do the entire game fine up to choosing the grail, and then I failed over and over and over again.  It took nine tries before beating the game again.  In pretty much all attempts, I had it nailed down to two or three grails and I just kept picking the wrong one.  Re-reading the manual finally helped bail me out.  There are, at least, five attributes of the grail to examine: The lip, the handle, the cup shape, the stem, and the base.  It was the shape of the cup that I wasn’t paying close attention to that messed me up the most, though it was a few tries in before I realized I wasn’t noticing the lip of the cup also.  That first time I won I must have really been lucky.  I get that the developers were trying to do something interesting for the end of the game, and the randomized nature of it is a good idea.  It was just so frustrating and maddening to fail completely at the very end of the game to something that doesn’t at all reflect the ending of the film anyway.

Indiana Jones and the Last Crusade, the Taito version, is a pretty good game that has some issues.  Presentation-wise, this is very well made.  The gameplay graphics are decent enough, but the cutscenes are digitized images from the movie that look nice in a sepia-tone.  The music is pretty good and includes the iconic theme from the film series.  The gameplay provides plenty of variety, including side-scrolling platforming, top-down action, and even a sliding block puzzle.  The controls and feel of the side-scrolling action is rough and is the most obvious issue with the game.  Combat feels clunky and random.  I can swing away at enemies, not sure if I’m doing damage, and sometimes I beat them right away and other times I get knocked around a bunch.  There’s a lot going on with the controls, making things more cumbersome when things don’t go well.  Another thing is the maze design in the castle is brutal at the higher levels.  Once you get used to things, this is a short game, and you can get skilled enough that the combat issues don’t really matter.  Just make sure that if you play this game that you are more observant with the grail than I was.

#151 – Indiana Jones and the Last Crusade (Taito)

 
OCT
11
2019
0

#130 – Bad Street Brawler

Here’s another accurately named game.

He’s so bad.

To Beat: Reach the ending
My Goal: Beat the game with the Power Glove
What I Did: Beat the game
Played: 7/2/19 – 7/21/19
Difficulty: 8/10
My Difficulty: 8/10
My Video: Bad Street Brawler Longplay

This is another one of those milestone posts. There aren’t too many of them left, so let’s enjoy them while we can! Not only am I going to cover Bad Street Brawler, but we are also going to talk about the Power Glove. While maybe an odd choice for a compatible title, it does bear the label “Power Glove Gaming Series” on the cart. Sadly, it doesn’t play very well as one, leading me to believe this was just tacked on and not specifically designed to work with the peripheral. Still, I made it a point to play this game with the glove and try to make sense of it for you.

Bad Street Brawler was originally named Bop’n Rumble when it released on the Commodore 64 and MS-DOS in 1987. In Australia, the game was renamed Street Hassle. This game was developed by Beam Software and published by Mindscape. The NES version was renamed to Bad Street Brawler when it released as a Power Glove compatible title in September 1989. This port was also developed by Beam Software but published by Mattel, the manufacturer of the Power Glove accessory.

The Power Glove was an officially licensed peripheral for the NES that was made by Mattel, releasing in October 1989, a month after Bad Street Brawler. The Power Glove was heavily inspired by the Dataglove originally created by Thomas Zimmerman. VGL, Zimmerman and Jaron Lanier’s company, partnered with Abrams/Gentile Entertainment to possibly adapt the glove for video games. They pitched the idea to Mattel, who eventually pitched the idea to Nintendo, making it a reality for the holiday season in 1989. The Power Glove ended up selling well but didn’t work very well with Nintendo’s back catalog of games. There were only two NES games released for it before the glove was discontinued the following year. Still, it remains one of the most recognizable gaming peripherals of all time. You could say it laid the framework for motion controls in more modern gaming, such as the Wii and today’s VR headsets. There is a very good documentary from The Gaming Historian that will give you much more information about the glove’s history.

Imparting words of wisdom as you practice.

The Power Glove is a right-handed controller that you wear on your arm attached by Velcro. A wire from the Power Glove connects to a box that has a second wire going to the NES and the third to a set of three sensors that are positioned around the TV screen. The glove contains two ultrasonic speakers that interface with the three ultrasonic microphones on the sensors by the TV. This triangulates the glove’s position so that it can detect both roll and yaw. Conductive ink in the fingers allows the glove to detect finger bends from all fingers aside from the pinky. All these inputs translate into button presses on the NES. A set of lights on the corner TV sensor translates which directions and buttons are held down. The glove comes with 14 built-in programs that you can set with number buttons on the glove. These programs map movements and gestures to NES button presses. Bad Street Brawler comes with its own program along with some special programs that can be used in other NES games. First you initialize the program on Bad Street Brawler, then you turn the game off and quickly insert a new cartridge while the glove briefly “remembers” the program during power down. The Power Glove also has the same buttons as an NES controller so that you can use the glove as a controller itself or get direct inputs while using the glove. Finally, the Center button on the glove resets the positioning in relation to the sensors during a game. The Power Glove came with a couple of detailed manuals that show how the glove can be used and which programs might work best for some games.

Bad Street Brawler doesn’t have much of a story. You play as Duke Davis, a definitive 1980s Cool Guy. He wears big sunglasses with a yellow vest and green shorts. Basically, the streets are filled with criminals and Duke wants to clean up the streets. He will beat up the bad guys and take their weapons, throwing them away in the dumpster after each stage. In this game there are 15 levels and you must clear them all to beat the game.

Cleaning up the streets of short men and dogs.

The controls in this game are simple enough … with a controller that is. Use the D-pad to move around Left or Right. Press Down to duck and press Up to jump. You have three different attacks at your disposal in each stage called Force Moves. One is triggered with A, the second with B, and the third with both A and B pressed together. You can also press Start to pause the game. Controlling the game with the Power Glove is more cumbersome. Your steady arm movements control Duke’s movements. Move the glove up, down, left, or right to move Duke in that direction. The A button move is performed by rotating your wrist left or right. This action both moves Duke in the turned direction while rapidly pressing A. Bend your thumb to do the B button move. Bend the middle finger to perform the A and B button move. (I bend all my fingers aside from the thumb for this.) If you push the glove forward toward the screen, you do a special move once per stage called the Glove Zap. This automatically defeats one enemy. From watching the lights on the sensor, I learned the Glove Zap is actually performed by pressing both Left and Right together, which makes this move impossible to perform on a standard controller and making it ”exclusive” to the Power Glove.

Each level flows the same way. You begin on the left and need to make your way to the right. Enemies will appear two at a time on screen. You can fight them or you can simply run all the way to the right. Each level has three points where the scrolling stops and you are forced to fight a couple of bad guys before continuing. At the bottom of the screen you see your health bar, the active enemy’s health bar, your score, and lives remaining. The top of the screen displays some buildings that indicate how far along you are in the stage. Every three levels there is a stronger encounter, often with a unique enemy, at the end of the stage. The music changes to signal the event. Upon victory, you are rewarded with an extra scene of Duke celebrating his win or chatting with the local media.

At the beginning of each stage, you are placed on a special screen. You can read some encouraging words from Duke as well as practice your moves against a punching bag. The Force Moves change between levels and each stage has its own set of three moves. This gives the game some variety since you can’t get comfortable with any one move. It is helpful to see what moves you get in a safe space before tackling the level itself.

You leap during some attacks which lets you dodge too.

There are fifteen Force Moves in the game broken up in the manual into three groups. The first group is called the Fast-Footwork Force Moves. The Drop Kick is a standard kick. A Sweep Kick is a low kick that knocks the enemy into the air and stuns him briefly. Trip just knocks a guy down by pulling his legs out from under him. While attacking, you duck down and can avoid some attacks. The Roundhouse Kick is a powerful move with a very long windup that leaves you vulnerable. The High Kick is similar to the Drop Kick, only Duke does a tiny hop during this kick. I like this move a lot because the hop also dodges enemy bullets.

The next set of moves are the Fist-To-Fist Force Moves. Punch is just a standard attack. The Pile Driver lifts an enemy over your head before slamming him literally into the ground, stunning him briefly. The Stooge Hit is analogous to the Roundhouse Kick. It has a significant windup but is pretty strong. The Ear Twist is such a goofy move. You grab the guy by his ears and pull on them. You can hold the move down for a little while and increase the damage. The Arm Spin acts similar to the Ear Twist. You grab an attacker by the arm and spin them around. You can hold the move for more damage, then toss the enemy behind you. It’s a nice move for avoiding combat.

The final set is Fancy Force Moves. In the Aeroplane Spin, you lift an enemy overhead, spin him around a while, and then throw him to the ground. The Body Fling is another attack that doubles as a dodge. You jump into the air and slam on top of an enemy, sending him into the ground with a brief stun. The Gut Knee is an amazing move. You grab the enemy slamming your knee into his gut. This knocks the bad guy into the air, putting you in the best position to grab him again while on the way down to land another Gut Knee. The Head Butt causes the enemy to recoil a bit on attack. Lastly, the Bull Ram does a brief dash forward and you toss the enemy into the air.

The Gut Knee is positively overpowered.

There are a few items in the game. An orange spy often appears after forced encounters. Sometimes he will drop a bomb that hurts you if on screen when it blows up. You need to either move forward quickly or hit the bomb with a low attack to disable it. The spy also can drop a heart with wings. Grab it to restore all your health. Some fallen enemies also drop a weapon. You just collect these for points later. At the end of each stage, you see a cutscene where Duke throws each item into a dumpster and gets points for each one.

You start the game with two extra lives. You can earn more lives every 10,000 points. However, you cap off at five lives and any earned beyond that are forfeited. Every death starts the stage over. You can continue twice with a fresh set of lives from the same stage you died. Your score resets to 0, but you do get a chance to enter your initials on the high score list!

This was my first time beating Bad Street Brawler. I first played the game a few years ago for the Nintendo Age contests and reached the final level, only to fail pretty hard when I got there. This is a relatively common game though I do not know if it sold as well as the Power Glove did the first year. I have had a few copies of the game through buying lots. It will only cost you around $5-$7 if you are looking for one.

If you were paying attention, I sort of gave this away already. Unfortunately, I did not complete this game with the Power Glove. Not even close. I spent about three weeks with this game with the intent of beating it with the Power Glove but the results were too inconsistent. The furthest I reached was Stage 8, which is honestly an achievement in and of itself. Most of my runs ended in Stage 3. The mix of enemies, the available Force Moves, and no healing item until the 2/3 point of the level caused me to crumble up a lot. The first time I cleared Level 3, the game locked up on me and I was forced to reset. Perhaps I should have taken that as a sign to move on, but I kept at it. I had a few runs to Stage 5 and one or two to Stage 6 or 7. There wasn’t even any sign of continual improvement because good attempts were scattered among multiple Stage 3 failures. I do think if I kept at it for a long time, maybe things would have clicked and I would have figured it out. Ultimately, I did not want another Ikari Warriors situation where I spent four months on the same game. Settling on a controller clear for this game sounded just as good. I bought a Power Glove with the intent to use it for both this game and Super Glove Ball, so when I reach that game I will have to make good on clearing it with the glove.

Thank you trench coat man for this helpful healing heart.

This game is still difficult even on controller. Many of the enemies in this game are borderline unfair. A baseball bat wielding punk is a common enemy that normally isn’t hard to deal with. If I let him get close enough to hit me, I normally get whacked a few times before I can counter or escape. Skateboarders telegraph their attacks somewhat, but if you get hit it drops 40% of your health bar in one shot. Good luck if you have to fight two of them at once. Knife-wielding women are hard to approach when they start throwing blades. The worst enemy in the game is the break dancer guy. When he rolls around, he is invincible. You have to get close enough to get him to stand up but stay far enough away to hit him. Then you only get one hit in before his routine loops. Normally I try and jump over him but sometimes it works and sometimes it doesn’t. I will say most stages are pretty easy. You can run past most of the level and get at least one health refill in the stage. Some Force Moves let you dodge attacks and some let you stun lock enemies where you hit them over and over before they can recover. The levels without these helpful moves are much harder to clear.

My winning run of the game was one of those magical, miracle runs. It started off well enough. Stage 12 is one of those tough levels that typically costs me several lives, but I coasted through everything else. I reached the final stage with 3 lives and both continues but then it all went downhill. The last stage is very hard. It starts off with two break dancers, and then the first forced fight is between a break dancer and a knife thrower. Most of the time I didn’t get past that part. Then you have to pass the next third of the level before you can get a health refill. On one life I scrolled away the health pickup and died shortly thereafter. It was starting to look like a failed run. On my last life of my last continue, I finally broke through. I just barely survived the first section with only two health points left, and I got down to one just before I got the health refill. I had a solid final boss fight to put this game in the books.

Avoidance is good strategy but doesn’t always work.

I would go as far to say that playing with the Power Glove worked out better than I expected. After all, I’ve heard plenty of tales over the years that the Power Glove is unplayable garbage and what have you. Some facets of the Glove worked out better than others. The directional movements were pretty much spot on. The first thing to figure out is how to position your arm in the sweet spot. For me, it was about 5-6 feet away from the TV screen in the center of the three sensors. You will have to center the glove a ton with the Center button, but Bad Street Brawler provides enough opportunities to do that without pausing. Twisting my wrist to the right worked out okay, but to twist left far enough I had to lift my elbow which was very uncomfortable. The finger bends were by far the most inconsistent, or at worst not working at all. The instructions say to make a fist a few times to calibrate the glove. Maybe I wasn’t doing it right, but I had wildly varying results that often changed mid-game. Grabbing with my four fingers worked much of the time, but bending my thumb rarely worked. Losing the thumb control cost me one entire move unless I used the B button on the glove. I only got it to work well once or twice.

I know I have not made a case for the Power Glove being feasible as a controller, but perhaps I am still optimistic. The trick seems to be finding the optimal conditions. Unfortunately, the documentation around this feels incomplete. This is my best guess at what you need to do to set it up properly, at least for Bad Street Brawler. Get your arm into that sweet spot I mentioned above: In the center of the sensor zone about 5-6 feet away from the TV screen. Press Start to get to the menu, hold your glove in position, center it, make 2-3 gentle fists, center it again, then start the game. On the intro screen, test out all your moves. Make more fists and re-center as often as needed. Now, I couldn’t get it to work consistently well so this is still not optimal. I would say, at best, I was operating about 80% as efficiently as I would with a controller. The Glove Zap is quite helpful when used strategically, closing that control gap a tiny amount. If I could get the calibration routine right, really homed in my Power Glove dexterity, and keep the glove from going out of whack randomly in the middle of a level, I could definitely see me beating the game this way. But that’s just too many factors that have to line up to make it happen, in any sensible timeframe at least.

I understand why Bad Street Brawler was selected as the first of the Power Glove Gaming Series. It is an inherently simple game. Simply walk left to right and beat up a few bad guys using rotating move sets. It’s not a great game though. The graphics are okay, but the color choices are garish are unappealing. The music is just okay. It’s a little bit catchy at times but the tunes are short loops that may become grating. The controls work well with a standard controller and poorly with the Power Glove. The gameplay, despite trying to vary things, is essentially repeating the same things. Some of the enemies, even the early ones, can cheap shot you unfairly. While it is fun and encouraged to stun lock enemies, getting stun locked yourself is frustrating. Overall, this is a below average game. It has kind of grown on me though and I do like it a little bit.

#130 – Bad Street Brawler

 
MAY
17
2019
0

#119 – Boulder Dash

This action-puzzler gives you more than you bargain for.

Clouds rolling in and Rockford running around!

To Beat: Beat World 24 to reach the ending
Played: 3/16/19 – 4/3/19
Difficulty: 9/10
My Difficulty: 9/10
My Video: Boulder Dash Longplay

Boulder Dash and I go way back. All the way back to high school, that is. I was very mathematically minded and so I joined the math team. As part of the deal, all of us on the team were loaned a TI-85 graphing calculator. It had some capabilities, including being programmable, so naturally I started tinkering around making small games on it. Things really blew open when we found that some smart people had hacked into the calculator and wrote programs in assembly language that took full advantage of the hardware. I purchased a computer-to-calculator cable, hacked it myself, and started downloading fun games. One of those was Boulder Dash and I spent a lot of time playing it. Now, years later, I finally beat the game on the NES.

Boulder Dash was originally released for Atari 8-bit home computers in 1984. It was originally developed by Peter Liepa and Chris Gray and the game was acquired by First Star Software in 1983. The company is still around and continues to hold the license to Boulder Dash. The game has been widely ported to various home computers, consoles, handhelds, and mobile phones. The NES version of Boulder Dash was released first on Famicom in March 1990. The NES release followed in North America in June 1990 and in Europe sometime in 1990. This port was licensed by First Star Software but was developed by Data East, specifically Sakata SAS. The Japanese version was published by Data East, the North American version by JVC, and the European version by Nintendo.

The story for the game is a simple one. An old explorer named Stoneford is on his death bed. Before he passed away, he called over his son Rockford and handed him a map. He tells his son to do the adventure he couldn’t complete and find the secret jewels among the six worlds. You play the role of Rockford as he plans to fulfill his father’s wishes. Each of the six worlds contains four levels that the game manual calls towns. Within each world, you can play each level in any order you choose. When all levels are completed, you proceed to the next world. Your task is to complete all the worlds.

There’s even a World Map!

Boulder Dash is an action game, occasionally containing puzzle elements. The object is straightforward. Each level contains gems and there is a counter of how many remaining you need to collect. Once the minimum is gathered, a door will open up somewhere in the level and you need to enter it to complete the level. As you move through the levels, you will clear out dirt that is in your path. There are solid boulders that will fall if they are unobstructed by dirt or other objects. You must take care not to get hit in the head with a falling boulder or you will lose a life. Gems fall by the same rules as boulders and you can be killed by a falling one too.

The controls are easy. This is a top-down game with levels that scroll in all directions. Simply press and hold the D-pad to move around. You can only move in the four cardinal directions and the game is grid based. You move from space to space and you can hold a direction down to move multiple spaces consecutively. You move plenty fast. Everything else in the game plays by the same rules moving one space at a time but with much more rigid movement. You can move through dirt freely as well as into spaces occupied by gems. If you press up against a boulder from the side, as long as there is space on the other side, you will push the boulder one space at a time. Holding down either the A or B button combined with pressing a direction allows you to interact with an adjacent space. You can collect gems, dig dirt, or push rocks the next tile over without moving using this technique. Sometimes you will get trapped where you cannot move at all. You can let the timer run out, or you can hold down A and B to suicide.

There are two primary types of enemies in this game. In the original game, they are fireflies and butterflies, but here they take the form of enemies graphically depending on what world you are in. I’ll refer to them by fireflies and butterflies because even if that’s not what they look like, you can tell them apart by their behavior. Both enemies move around the level by hugging the walls. Fireflies move clockwise while butterflies move counter-clockwise around the walls. You can defeat these enemies by dropping either a boulder or a gem on top of them. They explode and clear out all spaces around them in a 3×3 area. Defeated butterflies generate a 3×3 area of gems instead. You need to take advantage of this right away in the first world where you can only harvest gems from the butterflies. The enemies will defeat you not only if you touch them, but also if they occupy the space next to you. You really have to be careful around the enemies.

Wait for the enemies and knock ’em cold!

There is another special enemy type called an amoeba. This one does not hurt you at all, but instead it tries to take over the entire level once space at a time. It begins as a single tile and expands to an adjacent open space or dirt tile. It has some special properties. Fireflies or butterflies are defeated when they touch the amoeba, exploding into either empty space or gems as if you defeated them with a boulder. If the amoeba gets too big, it will transform into all boulders which is disastrous. However, if you can enclose the amoeba to where it is unable to expand, it will transform into gems. Levels featuring amoebas usually require you to turn them into a large pile of diamonds.

Some other levels appear impossible to clear at first look. There aren’t enough gems within the level, there is no amoeba, nor enough butterflies. That means the level probably contains a magic wall. The manual for the NES version calls this a Special Stone Wall. The magic wall takes falling rocks and transforms them to gems on the other side of the wall. The first rock to fall into the wall activates the magic wall and then it wears off automatically after some time. You need to make sure there is enough space underneath the wall for the transformed gems, and boulders must fall at least one space into the wall before it will transform. Otherwise rocks will sit there and potentially block other rocks from falling through.

As levels get more complicated, some techniques begin to emerge. Though the enemy movements may seem erratic at first, they are very predictable. Since they hug the walls, by cleverly digging dirt as they pass, you can get them to loop around constantly within a small area. You can blow holes in the wall by defeating an enemy next to the wall. There can be gems in blocked off areas that you can now access. A little trick I picked up is that you can use Rockford himself in place of a boulder to help block off an amoeba. This also provides you an entry point into the new pile of gems once it transforms. On that note, using your “grab” technique with the A button gives you the ability to harvest gems out of a large pile while helping you stay just out of harm’s way. Some parts of the game require meticulous digging through the middle of a large pile of gems and boulders. These are puzzles that you have to reason your way through in order to collect as many jewels as possible without getting trapped or killed.

Good luck getting through that pile later.

Boulder Dash has a dirty trick up its sleeve. When you clear all levels in the six worlds, you get a pseudo ending but not a complete one. Then the game continues with Worlds 7-12. This is a second loop of the game with all the same levels but with higher gem requirements to reveal the exit. There is also a third and fourth loop of the game that you must complete before getting the actual ending to the game. Altogether there are 24 worlds. The third loop is particularly devious in that some of the level layouts have been slightly tweaked to make them much harder. The very first level in that third loop is a good indicator of what’s to come. That level is normally a quick clear, but this time the walls go all the way across, sealing off the bottom. You have to dig out a firefly and quickly try to defeat it along the floor so that you can blast a hole to the middle section, then you have to do that again to reach the lower section. Aside from layout changes, some of the gem requirements are even more strict. The fourth loop introduces more changes. Sometimes you have to harvest every possible gem in the level to move on. It gets very challenging.

At the start of the game, you get three spare lives. You get to change the color of your character to just about any color the NES offers. You get a map where you can choose which level in the world you want to try. If you die, you go back to the map and you can choose a different level if you want. Rockford earns a new life every 2000 points, which are a little tough to come by until the later levels. You have unlimited continues but you have to replay all already-completed levels within the world. Boulder Dash has a password system and you can get the password for any world, all the way up to World 24. That’s essential for beating this game. Passwords are simple six-digit codes that are easy to jot down.

This game combines elements in interesting ways.

I have played a lot of Boulder Dash casually, but never made a true effort to clear every level in the game until now. I picked up my cart copy of Boulder Dash many years ago. It was a game I knew I had to have. I played a fair amount of it back then but never really got very far. The last time I played Boulder Dash was in 2014 for the Nintendo Age contest. That time I reached World 13 with a strong score from replaying levels and earning enough points to keep up with lives. That was way farther than I ever made it before.

My complete run of the game took a few weeks to complete. I got through the first two loops fairly quickly and then stalled out on the other two loops. I don’t think I spent more than a couple of hours on any single world in the game, even the difficult ones at the end. I just had to keep at it and chip away. Due to my schedule, I cleared about a world a day toward the end, so that’s why it took so long. The whole game was probably a 20-hour completion. For my longplay video, I recorded just Worlds 19-24. It was too much to do the entire loop at once, so I recorded each world individually and just stitched them together into one video. There is plenty of failure there even without seeing any Game Over screen.

After all I went through to beat the game, I would still say Boulder Dash is a great game. I don’t necessarily think it is a great NES game. The graphics are pretty nice with different settings for each world. It is evident what each element is just from looking at it even though they can vary graphically. The music is good. The controls are simple but work just like Boulder Dash is supposed to work. The level design is good and provides you with varied challenges from pure action to puzzle solving. The problem with Boulder Dash on NES is that the game design is from an earlier time and it doesn’t really fit what an NES game should be like. The action is completely tile based with only the player character moving smoothly. There is some stiffness in the controls as well to match the gameplay. You can put a fresh coat of paint on it, but you can’t change the fundamentals of the gameplay and have it work right. This is the way Boulder Dash has to be to succeed as a concept. It’s not your typical NES game, but it is a good one if you can live with its limitations.

#119 – Boulder Dash

 
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

 
MAR
01
2019
0

#111 – Smash TV

Big money! Big prizes! I love it!

No music, but nice detailed title graphics!

To Beat: Reach the ending
Played: 1/2/19 – 1/4/19
Difficulty: 8/10
My Difficulty: 5/10
My Video: Smash TV Longplay

I had Super Smash TV on the SNES growing up. I probably got it from a yard sale or something, but I remember spending a lot of time playing the game. I wasn’t really that good at the game though. Maybe that version is really tough to beat. I didn’t know the NES had a port of the game until I started digging deeper into the library. With as frantic and sprite heavy as the SNES version is, it blows my mind that they even tried to replicate this style of game on the NES, let alone pull it off. Even though I still can’t believe this game exists on the NES, I’m glad it does.

Smash TV is a 1990 arcade game both developed and published by Williams. The game creators are Eugene Jarvis and Mark Turmell. The game was ported to several home consoles under the title Super Smash TV. The home computer versions, as well as the NES version, retained the Smash TV name. The NES version was released in September 1991. It was developed by Beam Software and published by Acclaim Entertainment. The game also had a PAL release in 1991.

Smash TV takes place in 1999. Thankfully, we didn’t get this timeline where TV has become ultra-violent. Game shows have turned into life-or-death competitions with huge prizes at stake for the survivors. Smash TV is the biggest hit show at the time where one or two contestants fend off hundreds of opponents in the arena in hopes of becoming grand champions. You play the role of one of these contestants as you try to survive over four levels.

Defeat enemies from all sides.

This game is a top-down twin-stick shooter game. Hordes of enemies appear from the four doors on each side of the room. Your job is to shoot down all of the threats that appear before you can move on to the next room. Of course, since it’s a game show, you also want to pick up as much cash or prizes as you can carry. Clearing each room opens at least one exit to an adjacent room. There is a map that shows which rooms connect so that you can plan your way to the boss room at the other end of the stage.

The basic controls are simple enough but tricky to use. Use the D-pad to move in all eight directions. The A button fires your weapons in the direction you are moving. The B button lets you focus your firepower in the last direction you shot so that you can shoot and move in different directions at the same time. This is a far cry from the arcade version where you had two joysticks for independent walking and firing at all times. The SNES version with the four face buttons on the controller worked well for a twin-stick setup. Fortunately, there’s a much better way. Smash TV on NES features a two-controller setup. Plug two controllers in and hold one in each hand with the D-pad at the top. The controller 1 D-pad moves the player while the controller 2 D-pad controls shooting. Smash TV has a two-player mode and supports four controllers so that both players can enjoy the two-controller setup. I highly recommend playing this game with the dual-controller option.

Your standard weapon is a pea shooter with unlimited ammo. While sufficient, you will do better with different weapons. Pickups appear on the ground as square icons while you fight. There are three special weapons. First is the scatter gun. This gives you three-way shooting which clears up a lot of space. Next are the missiles. These are powerful, piercing shots that can take out a row of enemies or even some stronger ones in just one hit. The spew weapon looks like a grenade and fires a swarm of short-range projectiles out in front of you. Each of these three weapons has limited ammo. Underneath your score is a green bar that indicates how much ammo you have. Grab a new weapon to change weapons or grab the same one to top off your ammo.

You need to be a real weapons powerhouse.

There are other helpful pickups too. Cash, gold bars, and presents are just for points, so while not necessary for survival, this is kind of your goal and you might as well grab some. The shoes increase your walking speed, but it seems to last just for your current screen and you lose it if you die. A circular ring icon is the shield, which makes you invincible so you can defeat enemies by running into them. This is given to you by default when you begin a new life. The icon with triangles gives you ninja blades. These are five blades that circle around you and wipe out enemies. Individual blades eventually go away after hitting so many targets. This powerup stops you from moving all the way to the edge of the screen, so that’s something to keep in mind. A little person icon gives you an extra life.

There are several types of enemies to deal with. Most of the enemies are standard grunts that always move toward you. Others take more effort to defeat. Orbs bounce around the playfield and shoot lasers. Shrapnel bombs walk the perimeter before exploding into shards that kill you. Tanks absorb a lot of firepower before going down. Wall gunners are very resistant to firepower and repeatedly shoot at you. Huge robot snakes slide around the screen and you have to destroy each piece of it to put it down. Red swarmers are many little red dots that clump together and fly around the screen. There are also stationary mines that kill you if you take a wrong step.

After the first screen of each stage is completed, a map is displayed. This shows the end level boss room as well as any treasure rooms. These rooms provide you with a bunch of cash and prizes from the moment you step inside. The rooms then get filled with enemies and tend to be more difficult than other rooms. These are good places to go if you want a high score.

Each stage ends in a boss battle. The arcade version has huge bosses that weren’t possible on the NES hardware. On the NES, they are smaller in size and seem to be easier fights than on other platforms. The cobra boss takes on a different form than the arcade version so that fight is the most different from the others. No matter what, you have to use a lot of firepower to put them out of their misery.

Mutoid Man is still recognizable here.

You begin each stage with five lives. Extra life pickups appear at random, but they tend to show up often. Due to the nature of the game and all the constant enemies, death is common. This is a problem for a few reasons. There are no continues in the game so you have to start all over if you run out of lives. You are capped at nine lives and can’t pick up any more beyond that. Also, each new stage after the boss puts you back at the default number of lives, so there’s no benefit to stockpiling lives in early levels since they don’t carry over to later stages.

I beat Smash TV once before back in 2014 as part of the NA weekly contest. I got 4th place that week with a score over 12 million points. I don’t remember where I picked this game up. It’s not very common but not too expensive when you do find a copy. Carts cost around $10. An interesting side note on collectibility is that Acclaim at one point manufactured their own carts. This matters because their carts have poorer quality labels where the glue bleeds through the white part of the label and the label fold starts to chip a little bit. My copy of Smash TV looks really good all things considered, but some of my other Acclaim games are not so hot.

While Super Smash TV is challenging enough that I haven’t yet finished it on my own, the NES port of Smash TV is easier. That’s not to say the game is easy at all. I didn’t have a lot of trouble with the game playing it for myself. There’s a bit of luck involved if you happen to run into more extra lives than usual, but skill is king and what will push you through. To that end, using the two-controller setup is essential for succeeding in this game. I tried out the normal control setup for a level or so and managed okay, but that would become a problem in the later levels where the enemies get tougher and the screens take longer. There’s no substitute for having separate movement and shooting controls in all directions.

Twin-stick shooting is so helpful when surrounded.

This game was tough to pin a difficulty on. I’m not so sure my past experience beating the game helped me that much. It was more my skill with this style of game. I don’t hear about people playing and beating this game very much. In the contest I played in 2014, only four people beat the game, and there were a lot of skilled gamers playing then. I don’t think this is an undesirable game that people are avoiding because they don’t think it’s fun to play. My gut tells me that this is an above-average game in difficulty that I happen to be good at. Having no continues bumps it up a notch too.

One thing I noticed playing this time was that my ending score was significantly lower than what I scored back in 2014. I played through all levels taking the top route just because I like consistency. The first stage has only one treasure room that is located on the top route so I just stuck with that path in the other levels too. Based on my 2014 score and forum posts from that week, I am pretty sure the lower routes in the other two stages are more lucrative for scoring. Points in this game are highly correlated with the number of enemies defeated. This leads me to believe that in general the upper routes have fewer enemies and therefore are easier than the lower routes. The ending doesn’t change on score or route or anything like that, and there’s no difficulty setting, so just pick whichever way you want.

There’s one more interesting tidbit about this game. The arcade version and at least the SNES version from my experience feature keys as item pickups. After the third stage boss, there are key rooms that unlock depending on if you hold enough keys. The manual for the NES game briefly mentions both key rooms and keys. However, there are no keys to pick up in the NES version at all. You still get to play the key rooms anyway between the third boss and the final boss which is often considered the fourth and final level of the game. It’s just a small, weird oversight of the NES port.

Smash TV is a really fun action game and the NES port is a great one to play. The gameplay and controls are both excellent. Movement is responsive and enemies get blasted constantly. The graphics are on the simplistic side, but the sheer number of enemies and bullets rendered on screen at the same time is awfully impressive for the NES. There is some sprite flickering which is to be expected, but there is either infrequent or no slowdown. The music is okay but gets repetitive and takes a backseat to the action anyway. The game is also repetitive and lengthy and will wear out your thumbs after some time. Smash TV on NES is an admirable port and worth playing for NES fans, even though I like the SNES version much better.

#111 – Smash TV