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An 8-bit Extravaganza!

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22
2019
0

#110 – Pipe Dream

I can’t imagine anyone really dreams about pipe laying.

Featuring some very peppy music for pipe laying.

To Beat: Beat Round 16-1 in Game B
To Complete: Beat Round 16-4 in Game A, Beat Round 16-1 in Game B, and get the high score in Game C
My Goal: Complete the Game and get the high score in each game mode
What I Did: Met my goal
Played: 12/14/18 – 12/26/18
Difficulty: 4/10
My Difficulty: 4/10
My Videos: Pipe Dream Game A, Pipe Dream Games B & C

I have not played a puzzle game for this project in a very long time. Tetris certainly counts as a puzzle game and I think you can count Lemmings too. Other games like Mendel Palace and Q*bert are more action and arcade oriented and less centered around puzzles. There’s a fair amount of other puzzle games on the console so maybe this is a turning point where we will see more of them come up soon.

Pipe Mania is a 1989 Amiga puzzle game developed by The Assembly Line. The game was widely ported to many different platforms by Lucasfilm Games over the next couple of years, where they distributed the game as Pipe Dream. A popular version was the Windows version as part of the MS Windows Entertainment Pack. The NES version was released in September 1990 in North America only. This version was developed by Distinctive Software and published by Bullet-Proof Software.

Pipe Dream is a straightforward puzzle game. The game takes place on a grid and you have to build the longest consecutive pipeline as possible. One piece is the start where the liquid called the flooz will flow from. You get a series of pieces at random and must lay them down on the board so that you can build out a pipeline to help contain the flooz. The goal in each level is to meet a minimum pipeline length before moving on. There are three different game modes.

Starts out simple enough.

The controls are simple. Use the D-pad to move your piece around the grid. Press A to place it down on the board. The Start button pauses the game. The Select button speeds up the flow of the flooz, typically used when you have built a long enough pipeline and want to complete the level quickly. There is a menu before play that you control with the D-pad. Up or Down moves the cursor and Left and Right adjusts the values on that line. On the menu you can change the number of players, game mode, starting level and round, and the game music.

The screen consists of the top status bar, the main playfield, the flooz timer, and the dispenser of pieces that you will place on the board. The status bar contains your score and your bonus points. Wrenches are shown which act as your lives. You also see the level number and round number. Level represents the complexity of the game board, while round influences the speed of the flooz. Dist is how many tiles the flooz must occupy before you can clear the stage. There is a vertical bar to the right of the playfield called the flooz timer. It counts down before the flooz starts flowing out of the start pipe, giving you time to get a head start on building your pipeline. The dispenser on the left side is your queue of pieces to place on the board. The bottom most piece is the current piece you are placing, and the queue is always five deep so you can start to plan out your moves a bit ahead of time.

Your dispenser only distributes a few types of pieces. There are straight pieces, both vertical and horizontal. There are four elbow pieces. You can’t rotate the pieces you are given so you’ll need to wait for a specific elbow. There are also cross pieces that you can use both horizontally and vertically. In later levels, you will get arrow pieces and the flooz may only flow in the pointed direction.

The special reservoir piece slows down the flow.

The first level just contains the start piece while later levels introduce other special fixed pieces on the board. Reservoir pieces are thick, straight pieces that take longer for the flooz to fill up. These are nice to incorporate so that you get some more time to work in a round. Conversely, pump pieces speed up the flooz for several tiles. An end piece is labeled with an E. You are not required to finish your pipeline with this piece, but if you do you get double bonus points. Tunnels may also appear on the playfield edges. They aren’t pieces, but instead let you direct the flow from one edge of the playfield to the opposite side.

It’s very likely that you will put a piece in the wrong spot. As long as the flooz hasn’t entered a piece already, you can drop a different piece on top of another one. This is called blasting a piece. The primary downside of blasting a piece is that there is a slight delay introduced before you can drop the next piece. You also lose 50 points per blasted piece.

Pipe Dream has two ways of scoring points. First are the non-bonus points which are scored per piece as the flooz moves through. Normal pieces give you 50 points. One-way pieces earn you 100 points. Special pieces are more lucrative. Reservoirs give you 200 points each. Pumps give you 1000 points, which is the price to pay for forced increased flow speed. Crossing a tunnel gives you 800 points. End pieces don’t award you any points. Once the flooz can’t proceed any further, the level ends. Each piece not used by the flooz loses 100 points. A pump piece speeds up the flow temporarily, and you can also force the speed to increase for the rest of the round manually by pressing Select. The base points are doubled for each piece filled during the fast flow.

Make loops to add bonus points.

The big points are earned through bonus points. You earn bonus points each time you create a loop in the pipeline through one of the cross pieces. Basically, you need to guide the flooz through a cross piece in both directions. The first loop gives you 100 points times the level number. Subsequent loops increase this value by 100 times the number of special pieces on the board, tunnels excluded. Let’s use Level 3 as an example. This level has two special pieces, the start piece and a pump piece. The first loop is worth 300 points. The second loop adds 200 points to the first loop score, and so on for each further loop. So, loop 1 is worth 300 points, loop 2 is 500 points, loop 3 is 700 points, and so on.

There are also loop bonus multipliers granted for including special pieces within a loop. So, for instance, if a reservoir is one of the pieces within a loop, your bonus is doubled. Pumps give x4 multiplier, while incorporating a tunnel gives you a x8 multiplier. These multipliers are additive if multiple special pieces are included within a loop. Including both a reservoir and a pump gives you a x6 multiplier, as an example. Once you can wrap your brain around using tunnels in a loop, you can get a huge multiplier giving you a bunch of points. If you can do these things while also linking to the end piece, that doubles your entire bonus score for the round. There’s one additional bonus. If you somehow manage to have the flooz touch every square on the playfield, you get 10,000 points times your level number added to your score.

Pipe Dream features a simultaneous two player mode. Both players can lay pieces on the game board and each player gets their own dispenser. You need to work cooperatively to make it through each round. The fun of it comes if you want to compete for score. Each player gets credit for the basic scoring for each piece utilized, including losing points for blasting pieces or leaving some unused. The player dropping the piece that directs the flooz into a special piece gets the points for that special piece.

There are three game modes that all function about the same. Game A is Standard Play and for each level you play four rounds. In Game B, Tournament Play, you only play one round per level. Game C is one-shot play and you only play a single round. The gameplay in each game mode is exactly the same. In Game A, you can choose the starting level from 1-12, but you always begin at round 1. Game B is the opposite; you pick the starting round from 1-4 but always begin from level 1. For Game C you can pick both the level and round you want. The main games have 16 levels. In Game B you play only 16 boards, but in Game A you play a whopping 64 game boards. Once you complete Level 16 in either mode, you start back at Level 1 on a new round. In Game A you go to round 5 and in Game B you go to round 2. Sadly, there is no ending to this game as play will continue indefinitely. Each game mode has its own high score table as well.

There’s a falling block style mini game!

After every four rounds in Games A and B, you play a bonus game. This is a falling block style game. The starting piece is in the center and new pieces appear from the top left corner, one at a time. Each piece slides along the top of the playfield automatically and you press A to drop it straight down. Then a new piece will appear. Simply build the pipeline as long as you can for the most points. Typically, you will have a very short pipeline because you can only see one piece at a time and all pieces fall to the bottom of the pile every time. Still, it’s possible to do a loop or two for some big bonus points if it comes together correctly.

Pipe Dream has lives in the form of wrenches. You get three wrenches at the start of modes A and B. If you fail to meet the minimum pipeline length, you lose a wrench and start the round over. You can’t earn any more wrenches throughout play. There are no formal continues in the game, but in Game A you can choose your starting level up to a certain point which achieves the same function.

This was my first time beating Pipe Dream. I’m sure I’ve tinkered with the game a little bit but didn’t play beyond one screen. This game was supposed to come one game earlier in the list sandwiched between Robocop and The Terminator. I had a little problem with my game cart. I normally play on my AVS so I can record video in 720p, only this time the graphics were glitchy and the game would not play. That cart worked just fine on a regular NES console. I really like having HD video longplays where possible, so instead of recording off my CRT and stock console, I decided to try buying another cart in hope that it would work. While waiting for my replacement to arrive in the mail, I decided to skip ahead and beat The Terminator. Luckily the other cart worked great and I was able to clear the game.

With some hard work, you can set up for huge points.

Pipe Dream has an unclear winning condition with all the modes and levels and whatnot. My take is that the levels are what is most differentiated in the gameplay. There are 16 levels in all, so beating Level 16 should be enough to consider the game beaten. The quickest way to get that done is to play Game B, so that is what I chose for considering the game done. Just for completeness sake, I also did all 64 rounds of Game A and also played some Game C as well. I ended up beating both Game A and Game B and set the high score in all three game modes. I had to continue a few times in Game A and I beat Game B on my first attempt. It took me quite a few tries to get a good round going in Game C.

I believe the trick to getting high scores in Pipe Dream is to best understand conceptually how looping works. The way I think about it is that a loop begins when the flooz passes through a cross piece the first time and it ends when the flooz crosses it the second time. Any piece in between that is part of the loop. What I do is put a cross piece in the pipeline early on, cross it once, and then leave it alone. Then I work on directing the pipeline through as many special pieces and tunnels as I can before I connect it back to that initial cross piece. Pulling that off makes almost the entire pipeline one giant loop and makes it eligible for a huge multiplier. My best multiplier was a x48 in Game A and I managed a x40 in my Game C high score.

Pipe Dream is a good puzzle game that is a good fit for the NES. The controls are simple and responsive. The graphics are nice for a game like this. I thought the music was catchy and not bothersome. The gameplay is solid and I found it very satisfying whenever I got the right piece at the right time to pull off a clever turn in the piping. It felt good to pull off a big multiplier too. The game modes leave a little to be desired since the game is almost always the same no matter what, and playing an extended game gets tiring and monotonous. That kind of comes with the territory of a puzzle game like this. I would say this game is best enjoyed by fans of puzzle games, otherwise, you probably won’t find the game interesting.

#110 – Pipe Dream (Game A)

#110 – Pipe Dream (Game B)

#110 – Pipe Dream (Game C)

 
OCT
12
2018
0

#98 – Defender of the Crown

One must obtain the crown before he can defend it.

The detailed title screen sure looks like a PC conversion.

To Beat: Defeat the Normans to reach the ending
Played: 8/15/18 – 8/19/18
Difficulty: 5/10
My Difficulty: 5/10
My Video: Defender of the Crown Longplay

The beauty of this NES completion project is that I get to experience new games and am able to build an appreciation of them I would not have had naturally. Defender of the Crown at first glance lulled me in as something interesting. I mean, it’s a Konami/Ultra game and they make great games, so it ought to be good. Then I booted it up and saw that it was a strategy game with a goal of map conquest. I turned a complete 180 from my original impression in my head. I put the game on my deferred list. Fast forward to now and things are much different. I have now beaten Gemfire, a game that I originally didn’t want to play but ended up liking quite a bit. Defender of the Crown is also more action based than I first realized which is another way the game appeals to my tastes. I started up the game with feelings of intrigue and excitement, rather than an attitude of indifference. Would I have a good experience after all?

Defender of the Crown is a game for the Commodore Amiga that released in 1986. It was developed by Cinemaware as their first release. It was best known for setting the graphics standard in video games at the time of its release. Later the game was ported to various home computers while taking a hit in the graphics and audio compared to the Amiga version. The NES port of the game was released in July 1989 in the US and in PAL regions in July 1991. Ultra Games published the US version and Palcom published the PAL version. Beam Software appears to be the developer but the evidence I have found isn’t conclusive. It’s possible Konami developed it themselves.

Defender of the Crown is a strategy title that includes some action elements. The game takes place in England in the year 1149, mired in a civil war. The king has died and someone has to take the throne. To the north are the Saxons displayed in blue, and to the south are the Normans in orange. You play the role of one of the Saxon lords. Your task is to take over all three Norman castles, thereby ending the war so that you can be crowned king. The other Saxons are your allies, but they too want the crown and may come after you as well. You will beat the game if you turn the entire map to blue.

Hey, it’s Robin Hood!

There are many different modes to this game so the controls change frequently to follow suit. Most of the time you will control a cursor on the map screen. Use the D-pad to move the arrow and press A to make selections. The map shows all the separate regions of England. There are colored shields with symbols on them that denote which lord owns that territory. Your army is displayed as a man on horseback within the region you currently occupy. At the start of the game you are randomly assigned one of the three Saxon castles. This map fills up most of the screen, but there is a white banner in the upper left corner that acts as your menu. Press A while on the banner to bring up the menu. A dagger appears as the menu cursor.

Before starting a game, you get to choose one of four knights as your main character. They are Wilfred of Ivanhoe, Wolfric the Wild, Cedric of Rotherwood, and Geoffrey Longsword. Use the D-pad or the Select button to switch between profiles, then press A on the one you want. Each knight has ratings in Leadership, Jousting, and Swordplay ranging from Weak to Average to Good to Strong. The manual says Wilfred of Ivanhoe is the best knight to start off with, and this is the one I chose to play.

After choosing your knight, and before each turn, you see your status screen. You get to see your character portrait, as well as the portrait of the fair maiden should you rescue her. At the top is the current date, both month and year. Below that is your monthly income and your current gold. Next are the Leadership, Jousting, and Swordplay ratings. At the bottom the current forces of your army are shown. You see the number of soldiers, knights, and catapults in your army. You also see how many soldiers are staying behind to defend your home castle. You always get the first turn every month. You will see the map activity of the other lord’s turns afterward. While you can see the location of your army, you cannot explicitly see where the enemy armies are positioned on the map.

Study the map, then conquer it.

The main menu in the corner of the map screen contains your main commands. Tournament lets you spend five gold to hold a jousting tournament. Conquest is one of your primary commands. It contains sub commands that allow you to move your army and forces around the map. Go Raiding lets you do a raid for gold against one of the castles. Buy Army lets you spend gold to buy more troops. Use the Read Map option to check the stats on any of the provinces. You can also choose to Pass your turn.

With the Conquest command, you can control your army. The sub commands are Read Map, Move Army, Transfer, and Done. Read Map under the Conquest command is the same option as on the main menu. Move Army lets you move your army between territories, but before you can do that, you first select the Transfer command to move troops between your castle and your army. You begin the game at your home castle with 20 soldiers and none are in your army, and you can’t move your army with no one in it! On the transfer screen, you see Soldiers, Knights, and Catapults in the middle. On the left side is the count of each in your home garrison, and the right side is the count of each in your army. Use the D-pad to move the dagger cursor and press A to select a unit type. You can use either Left or Right to move troops between the army and garrison, and then press A again to de-select the cursor. Choose Done when finished moving troops. This action doesn’t cost a turn.

Now that you have troops in your army, you can use Move Army to move them to a new territory. You can move the army to any adjacent territory you already own without losing your turn. You can also move freely through other Saxon territories and you decide if you want to just pass through or attack them. If you move to either an empty or hostile territory, this will end your turn. It’s a good idea to use Read Map to examine other territories. Pull up a territory to see the name of it, who owns it if applicable, the number of vassals, and the monthly income generated from owning the territory. Moving to an empty territory claims it for yourself, and in addition, the number of vassals in that territory are added to your army. Adding vassals only happens when taking previously unclaimed territories and not when taking a territory from someone else. If you move to a territory owned by someone else, and there’s no army or castle there, you claim it. Otherwise you will do battle with the occupant. More on that later. All claimed territories generate income that you earn in gold at the start of every turn.

Try to hit the center of the shield to knock him off.

You can compete in jousting tournaments either by paying five gold from the menu or participating for free in a tournament arranged by someone else. You can either compete for Fame or for Land. If you have no land to gamble, or if the game doesn’t let you choose, you automatically compete for fame. When jousting for land, you get to pick an enemy territory that you want to claim. Then that ruler will choose one of your territories and the winner of the joust gets both. When jousting for fame, select the name of the lord you want to compete against. The tournament can last for three rounds as long as you keep winning, and you can only compete against a lord once per tournament. One key point here is that jousting for fame will increase your Leadership stat if you are successful. In fact, Leadership is the only rating that can either rise or fall depending on actions you make throughout the game.

The joust consists of two phases: The joust and the morning star battle. The joust portion is the face-off on horseback that you would normally think of. Two riders on horseback take opposing sides. The action takes places from a first-person perspective with the opponent approaching from the other side of the low fence. Use the D-pad to adjust the position of your spear. Movement is erratic and stiff, but what you want to do is try and put the tip of the spear as close to the center of the opponent’s shield as you can. Then you see an animation with the results. One man can be knocked off his horse, or neither. If no one falls you try again up to three times. If you are unsuccessful by the third attempt, you automatically get knocked down. The worst possible outcome is if you accidentally spear and kill the opponent’s house. This is considered most dishonorable, and if you do that you lose most of your stuff. The results of this joust play into the morning star battle.

Morning star your opponent into submission.

The other half of the match is the morning star battle. You are the blue knight on the left and the opponent is the red knight. There are health bars at the bottom for each participant. Winning the joust gives you a larger health bar. Use Left or Right on the D-pad to move your fighter. Press the A button to swing your morning star. This does a high strike. You can do a low strike by holding Down when pressing A. You have a shield that defaults to defending low. Hold B to raise your shield and block high. The idea is to hit where he is not blocking by striking when his morning star is pointed the farthest away from you. The winner of this fight wins the round.

Swordfights occur when you go on a raid, or if another ruler approaches you to save the damsel in distress. This takes place from a side view. You approach the castle and must take out three guards outside. Then you go inside to battle with the captain of the guard. Use the D-pad to inch either Left or Right. Press A to strike with your sword, or you can parry by holding Up and pressing A. You can also escape by moving all the way to the left but that reduces your leadership rating. The best strategy is to hit him with as much space between the two of you as possible, then back up a bit and strike again. It’s possible to get through without damage though I haven’t done it. The outside guards have small health bars, but the captain inside has a long health bar plus the advantage of stairs on his side of the room. If you initiate a raid and win, you steal half the gold from the enemy castle.

Raiding a castle for gold isn’t supposed to be easy.

As the main purpose of this game is map conquest, you need to build up a powerful army by spending cash and buying troops. Use the Buy Army command. All troops purchased here are assigned to your home castle, so to use them in your army you need to be able to move the army home and then transfer them over. There are four types you can buy. Soldiers cost one gold each and are the bread and butter of your army. Knights cost eight gold each. Naturally with the price difference you will have far fewer knights than soldiers. Knights are powerful fighters on the battlefield but are not that useful for defending your home turf. Catapults cost fifteen gold each. You must have at least one catapult if you intend on attacking an opposing castle. You can also buy castles here for twenty gold. This option lets you build a castle on a territory you occupy and provides you ten soldiers to go along with it. A castle on a territory gives you an option to defend yourself and makes things more difficult for enemies to claim it.

Battles take place out on the open field between opposing armies. There’s no action here, rather the battles play out automatically via what amounts to invisible dice rolls behind the scenes. The battle screen displays one soldier per every 25 commanded and one knight per every 10 commanded on each side. The actual numbers are displayed at the bottom. There is a menu at the bottom where you can change your tactics. Use the D-pad to position the cursor and A to make your selection. The command may take some time to take effect depending on your leadership level. The idea to battles is that there are different tactics you can try based on the situation. Hold Your Ground is suitable when you have the size advantage and are a strong leader. Ferocious Attack is a risky move that could help if you are outnumbered. Bombard takes advantage of your catapults. The Outflank tactic can be effective if you are a weak leader with the larger army. You can also Retreat, which saves your men but affects your leadership rating. Battles can play out very fast so you need to make quick decisions for best results during battle.

Punch a hole in the enemy’s defenses.

If you have a catapult, you can perform a catapult siege against your enemy. Simply attack an enemy castle with a catapult in your army. This mode is all about timing. You get six times to attack the enemy castle before engaging them in battle, no matter how many catapults you have. Each time you get to choose your ammo from either a boulder, disease, or Greek fire. Then you get a view of the castle from behind your catapult. Press and hold A to pull the catapult back and let go to fire away. The castle has a low wall in the front. What you want to do is hit the top of the wall with a boulder first to break a hole in the castle. You can expand the hole with multiple boulders by hitting the top of the wall each time. Then you can use either the Greek fire or disease shots to fire into the hole in the wall you made. The fire shot defeats 10% of the home army, while the disease can kill enemy soldiers over time, particularly if you score a hit with it early in the siege. After all attacks are made, then you go automatically into a normal battle.

Should an enemy attack one of your castles, you then play yet another mini-game to defend it. This is a crossbow battle played from a first-person perspective from inside your castle. Enemy soldiers will pop up at predefined points on the wall and fire at you. You move the crossbow at the bottom of the screen with the D-pad. It moves freely left and right, while it will sit at only three vertical levels that you can shift between by pressing Up or Down. Press A to fire arrows. The number of hits you can take and the number of enemy soldiers you have to dispatch depend on how many soldiers are in each army. The higher your leadership rating, the faster you can slide the crossbow around the screen. The enemy’s leadership rating determines how quickly enemy soldiers fire. If you lose your home castle, you lose all your territory and the game is over. This goes the same for enemy castles, so if you successfully take the enemy’s home castle you get all of their territories.

Outnumber your opponent for best results.

Finally, in a pinch, you can call on Robin Hood to help you. On your turn, point the cursor to Sherwood Forest in the center of the map and press A to talk to Robin Hood. He will help you out up to three times during the game. He can help you raid a castle, siege a castle, or help you out in battle. To use him, you must perform one of those three actions right after asking him for help, otherwise you forfeit his assistance. For the normal battles, Robin Hood will swoop in and knock out a chunk of the opposing army.

This was my first time playing Defender of the Crown. I’m glad I got to play it since it was something I had ignored for a long time. A cart copy only costs around $5, but even with that price it’s not one I see as often as I would expect.

The 5/10 difficulty rating I gave Defender of the Crown is misleading. If you haven’t played this game before, you will get destroyed quickly and often. Any time I encountered an enemy on the map, I suffered for it heavily. The fights I did win left me so crippled that I didn’t last much beyond that, and the ones I lost were over almost as fast as I could issue any command. I fared a little better with gold raiding and the joust, however, you can’t win a game with those skills alone. I couldn’t maintain territories long enough to have enough gold to afford even a modest army. The castle defense sections were also tough to get the hang of. Several attempts ended swiftly. I combed through the manual several times for help, and against my normal policy, I also read parts of an FAQ I found online. The FAQ really helped to clarify the tips in the manual and steered my focus, rather than tell me outright the best way to win the game. I was now able to put together a successful strategy for beating the game. My first win was a little drawn out, but I played a few more rounds and started to win pretty easily. My experience with Defender of the Crown went just like AD&D: Heroes of the Lance. The game starts off challenging, but soon gets much easier when you learn to make sense of what to do.

Defending your home turf is the most important ability.

Here was my strategy for beating the game. If you want to figure it out yourself, now is the time to look away. The first thing you need to do is learn the map. Take some time to use the Read Map feature and check out the territories to see which ones are valuable. There is one near the middle of the map that is really good and one of the starting positions will allow you to claim it right away. Instead of building up my army early on, I spent my gold on castles to lock down the best territories. To properly defend the castles, you really need a quick crossbow. This leads to the most important piece of advice. The key ingredient for success is maintaining a high leadership rating. As you could tell from reading here, many positive outcomes all throughout the game are born from having high leadership. If no one started up a tournament after sticking castles on two or three territories, I made sure to hold one to joust for fame and build up my leadership. The sooner you get to Strong leadership, the better. Then you’re in the driver’s seat. Make sure you keep ten soldiers in each castle, especially the ones that border enemies. You can use your army to help distribute soldiers all over your territories, all on one turn. Having a bunch of castles and getting good at defending them with the crossbow is what you want to focus on. You can opt to play the long game here and start rolling out castles on more territories, slowly dominating the map that way. My way was a little faster. Once I had a territory in reach of an enemy’s home castle, I then splurged on a single catapult and the biggest army I could get, splitting my money about evenly between soldiers and knights. Sometimes I went on a gold raid against a home castle for a nice cash infusion. You can also borrow soldiers from castles that aren’t at risk from enemies to add to your army. Do the best you can at a catapult siege, but even if it doesn’t go the best, I vastly outnumbered my opponent anyway and just did Hold Your Ground until victory. Taking a home castle can give you other territories all in one shot. It should be easy to win from here.

I guess you could say I had a love/hate relationship with Defender of the Crown. I was never interested in this game. When it appeared on my list, I was excited to try it. I liked it at first, even though I got hammered. Then I started to dislike the game from all the losing. Once I figured it out, then I had a lot of fun with the game. The graphics are pretty decent. They are a far cry from the original Amiga version, but are more than passable. I don’t remember the music very well, which I suppose means it’s forgettable. I found the controls to be slow and stiff, especially in the jousting and sword fighting. I realize that this is not exactly selling the game to you. What I enjoy about the game is the variety. There are several ways to play this game and you only have to work hard at one or two of them. There are different characters with his own strengths, plus some random starting positions that give you some replayability. It’s a quick game too, which is unusual for a map conquest game. I think it’s the ideal pick-up-and-play game of this style and I can see myself playing it through again, which I would have never said just a few months ago.

#98 – Defender of the Crown

 
AUG
07
2018
0

#87 – RoadBlasters

Do what the title says and blast your way through this action driving game.

Pretty nice tune here.

To Beat: Reach the ending after Level 50
To Complete: Beat the game and play all levels
What I Did: Completed the game without dying
Played: 5/28/18
Difficulty: 6/10
My Difficulty: 3/10
My Video: RoadBlasters Longplay

I’m noticing that a lot of video game names are long and complicated these days. Part of that is because modern games are also longer and more complicated, and they do seem to trend that way all the time. It’s tough to sum up modern games with short names that can also carry the idea of the game itself. The other part is that most of the simpler names are already taken. With early games especially, the ideas are simple enough to sum up in a word. I’m thinking of games like Asteroids or Centipede where you don’t need to go any further in explanation to know what they are about. RoadBlasters has a straightforward name and you know what you are getting into when you play it.

RoadBlasters originated as an arcade title in 1987. It was both developed and published by Atari Games. The arcade version came in both a standard upright cabinet and a large, cockpit-style cabinet. This game was ported to various home computers and game consoles, including the Atari Lynx and the Sega Genesis. The NES port, released in January 1990 in North America, was published by Mindscape. PAL versions were released in Europe sometime in 1990. A lot of what I read said that Atari Games or Tengen developed the NES version, but I believe it was Beam Software as they are mentioned on the title screen for producing the game.

RoadBlasters is a driving game that’s more of a shoot-em-up than a racing game. There’s no story here for a change. You drive an armored car that is outfitted with guns on the front. Simply drive ahead and blast away anything that stands in your way. Your task is to reach the end of each course before running out of fuel. There are 50 courses in RoadBlasters and you beat the game when you reach the end of the final course.

Blow them up! It’s more of a shooter than a driving game.

This game has simple controls. You use the D-pad to drive. Press Up to accelerate and Down to brake. If you let go of both Up and Down, your car will maintain speed as long as you stay on the road. Press Left or Right to steer in the desired direction. Press the A button to fire your main guns. You have unlimited shots! The B button is used to launch any special items you have. The Start button pauses and unpauses the game.

The game screen mostly consists of the open road and your car with the view from behind your vehicle. The bottom part of the screen contains all pertinent information. The left side shows your score multiplier. The small, vertical rectangle to the right of the multiplier is an indicator light that flashes when you are approaching mines. Next to that is your fuel gauge, both your normal fuel and your reserve fuel tank. You also see your current speed as well as your score. The round number is displayed in the upper-right corner of the playfield.

One of the main mechanics to this game is the score multiplier. It begins at one and can go as high as ten. You accrue points rapidly just by driving and the multiplier determines how quickly your score increases. Every way you can earn points is influenced by the multiplier, whether it is from shooting enemies or earning a bonus at the end of each course. You increase the multiplier by one when you shoot down an enemy, but it decreases by one if you miss with a shot. You really need to work on your accuracy and not just spew fire all over the road if you want to have a high multiplier.

Orange cars sometimes leave behind fuel pickups.

Another mechanic is the fuel system. Naturally, you use fuel in this game as you drive and you don’t want to run out before reaching the end of the course. There are a few ways to earn fuel. Sometimes there are fuel globes on the road and all you have to do is drive over them to add fuel. There are green ones that appear on the course that add a tiny amount of fuel, and there are orange ones you get by blasting certain cars that add more fuel than the green ones. Many levels have a checkpoint halfway through that automatically refills your main fuel tank back to the starting amount. You also have a reserve fuel tank. Only when you run out of fuel in the main tank will you automatically draw fuel from the reserve tank. When you complete a course, you get a point bonus that doubles as a reserve fuel refill. The more bonus points you get, the more reserve fuel you get. This is the real reason why you want to keep your multiplier as high as possible. A multiplier of ten at the end of the level fills up your reserve tank all the way.

There are some special items available. Periodically, a support plane will fly above and drop off some special gear containing one of four items. The item name will appear on the bottom of the screen after you collect it. The U.Z. Cannon mounts a turret on the top of your car. There is an ammo meter and the U.Z. Cannon is lost as soon as you run out of ammo. Firing the U.Z. Cannon does not affect your multiplier so you are more at liberty to fire at will. The other items can be used three times each. Round icons at the bottom show how many uses are remaining. The Electro Shield causes your car to flash colors for a while and you can drive through anything on the road unscathed. The Nitro Inject gives your car a huge speed boost. Normal max speed is 212 but you can get up to 298 with it. The Cruise Missile destroys everything on the road. Be careful because it also removes fuel globes on screen. All items are lost when either you use them all up or you crash your car.

Speaking of crashing, that’s another interesting thing about RoadBlasters. In most games, you would normally lose a life or lose a bunch of time when you crash. Here you can crash just about as often as you want and you come right back. The only penalty is a slight loss of fuel since you have to accelerate from a standstill each crash. I wrecked my car plenty of times when playing through RoadBlasters. It’s nice that the game is lenient in this regard.

The U.Z. Cannon is helpful against these off-road turrets.

There are several types of enemies and hazards on the road. The most common enemy is the orange Stinger car. These are taken down with one shot and can hide precious fuel globes. Small motorcycles can also be shot down, but they are a narrower target. Blue Command Cars aren’t damaged by normal fire and are often in your way. You can take them out with Cruise Missiles or the Electro Shield. Rat Jeeps are annoying enemies that only show up on a few courses. They drive in front of you from behind and then slam on the brakes to try and crash into you. You can blow them up but be quick. Gun Turrets sit on the sides of the road and shoot at you. They are difficult to shoot because of their positioning and are best left alone in my experience. Mines are telegraphed by the flashing indicator light but are tough to see on the road even if you know they are coming. Just avoid them. There are also rocks on the road that cause you to crash. Finally, oil slicks cause you to spin out and lose control when you drive over them. They are not deadly on their own if you manage to stay on the road.

The fifty stages in the game are grouped into twelve regions. At the start of the game, you may select from any of the first three regions, skipping some levels if you choose. When you complete a region, you are brought back to the select screen and you can choose a new region. This is really nice for practicing certain sections or getting to the end of the game faster. If you want to play every course in the game, then you must select the next region manually each time you get the opportunity.

You lose a life anytime you run out of fuel and are unable to reach the end of the stage or a checkpoint. You can continue from the start of the current course. After two continues, you have to start all over.

It gets tense when fuel is running low.

I have beaten RoadBlasters many times before. This was one of the earliest NES games my family owned and one of the few that was purchased new. I still have the same cart we bought back then and that’s what I used to play this time. I also beat RoadBlasters a couple of years ago for the NintendoAge NES contests. This is an affordable NES game that only costs around $5.

RoadBlasters isn’t exactly what I’d call an easy game. Some of the levels are very dependent on fuel globes and you need to be almost perfect to get through, even with a full reserve tank. You also have to do the dance of driving without shooting unless it’s necessary to keep the multiplier up so that you can top off your reserve tank for later. My past experience paid off big time, for I had no trouble beating RoadBlasters this time around. I played through every course and didn’t lose a life. My final score was a little over 1,950,000 which was better than I scored during the last NintendoAge contest. There were a few close calls in some of the later levels where I just barely survived, but overall I am very pleased with my run and my video longplay. It takes about an hour and a half to do a full run and it was good to get it done on my first try.

RoadBlasters is a fun action game that plays well on the NES. The controls are simple and work well for this kind of game. You can start out with easy levels or fast forward to some more difficult levels right away. This makes RoadBlasters a good game to play for just a few minutes or for longer stretches. The graphics are good and the roads curve quite a lot without any technical issues or slowdown. The sound is lackluster. All you hear during the game are car noises and sound effects. That can be exhausting for such a long game. The few songs that do play on the title screen and after each course are catchy and provide a nice sound break after the droning of the main action. One knock against RoadBlasters is that it’s a long game that is very repetitive if you take on all fifty courses. There’s also little room for error with only two continues to draw from. I’d say this a good NES game and a fun one to try out, even if you don’t care for racing games.

#87 – RoadBlasters

#87 – RoadBlasters (1,953,567 Points)

 
JUL
10
2018
0

#81 – Bill Elliott’s NASCAR Challenge

The thrills and heartbreak of NASCAR, now on your NES!

Featuring one of the few songs in the entire game!

To Beat: Win the Championship Season
Played: 4/17/18 – 4/23/18
Difficulty: 9/10
My Difficulty: 9/10
My Video: Bill Elliott’s NASCAR Challenge Final Races

Let me be clear of something right away. I don’t like racing, I don’t like NASCAR, and I don’t like racing video games. I can understand the appeal of the sport, I suppose, but it’s just not for me. I only wanted to play a few of the more popular NES racers, some of the more arcade style ones like Rad Racer and R.C. Pro-Am. Bill Elliott’s NASCAR Challenge was nowhere in my radar. Sure enough, this is a game that tries to emulate real racing with the ability to customize cars. That’s the kind of complexity that scares me a little bit. Though I did have some struggles with the game, I was able to figure it out enough to share my findings with you today.

NASCAR stands for the National Association for Stock Car Auto Racing. It was founded by Bill France Sr. in 1948 in Daytona Beach, FL. The company headquarters is still located there today. NASCAR as most people know it these days arose from the Strictly Stock Division of racing, which was one of the three initial divisions created for this form of auto racing. Today, NASCAR sanctions over 1500 races every year, mostly across the US and Canada.

Bill Elliott’s NASCAR Challenge was developed by Distinctive Software and published by Konami. The original release was on MS-DOS in 1990, with NES, Amiga, and Macintosh versions appearing in 1991. While not the first game featuring stock car racing, it is believed to be the first game with the NASCAR license. The NES version of the game was released in December 1991 and only appeared in North America.

It’s not fun watching Bill Elliott win all the time.

In this game you compete in several NASCAR races against other drivers, including Bill Elliott. He was a 1988 Winston Cup champion and a very popular racer during his time in NASCAR. He is the best racer in the game and the one you want to beat if you hope to finish this game. Each race consists of sixteen drivers and there are four tracks to choose from. Two courses, Daytona and Talledega, are high-banked ovals, and the other two, Sears Point and Watkins Glen, are road course with various twists and turns. There are several options to play the game, but to beat the game you want to compete in the Championship Season. This consists of eight total races so each track appears twice. You and the other racers earn points based on the overall standings after races are finished. If you are in first place in the standings after the season, you win the game.

The driving in this game takes places in first-person view from inside the car. The controls are straightforward. Use Left and Right on the D-pad to steer the car. The A button hits the gas to accelerate, and the B button brakes. Release the A button and press Up to upshift the car and Down to downshift the car when driving with manual transmission. That’s all you need to know!

There’s a lot of information inside the car. The top of the screen displays how many laps are remaining and which position you are in the race. You also have a rear-view mirror to see anyone coming up behind you. The bottom of the screen has even more information. To the left of the steering wheel is your speedometer, and through the wheel is the tachometer to see your RPMs, or revolutions per minute. The steering wheel is static but has a little knob on it that moves as you drive so you can more accurately see how you are steering. The three gauges in a row on the right are for oil pressure, temperature, and fuel. Below them are the damage light and the fuel warning light. The far right displays a flag indicating the current race conditions, and under that is the gearbox and gearshift. It might seem overwhelming but it’s really not.

There are many options for setting up the game listed out on the main select screen. The first option is to choose your track, and you go to a screen that shows a map of each course along with the name. Use the D-pad to select a track or choose the Championship Season if you want to play a full game. Press the A button to decide, and then you can choose how many miles you want to run. You can choose from 10 all the way up to the full 500 miles. The default is 20 miles, and that’s what I went with. On the next screen you can choose which car you want. Your choices are a Pontiac Grand Prix, a Ford Thunderbird, or a Chevrolet Lumina. Each one handles a bit differently, but it’s not clear what the differences are just from looking.

So many options it’s hard to find the main game.

The NASCAR license screen lets you enter your name for the standings. Use the D-pad to choose a letter and press A to enter it. There are arrows at the bottom to reposition the cursor, and the RUB option deletes the highlighted character. Select the End option when you are finished. You can also press Select to put the cursor to the box below to enter your password. This applies to the Championship Season only and is a huge, 35-character password. It’s a little longer and a little less complicated than The Guardian Legend passwords.

Auto-qualify can be set to either Yes or No. This determines if you run qualifying laps before the race to determine your pole position. If you choose No, before you start the race you will run two laps on the track yourself. Then your time is compared with the other racers. Your rank here determines both your starting position for the race and which pit area you will use for pit stops. If you choose Yes, then this process is done for you and you are given a randomly selected position. Unfortunately, this position is always near the back of the pack, but it saves you time if you want to get into a race quickly.

The skill level can be set to either Novice, Rookie, or Pro. In the Novice level, the opponents drive slower and you cannot crash. This is perfect for practicing courses under normal racing conditions. In both Rookie and Pro levels, you can crash. The Pro level racers go all out compared to the Rookie level drivers. The bad part is that when you run the Championship Season, you are locked into the Pro level no matter what.

Once you have made all your selections to this point, it is time to race. Well, almost. The final two options are Race and Practice. The Race option is for running an actual race, either a single course or the Championship Season. First you see the track you have chosen. Then you will see the standings if you are in the Championship Season. Next you will fine tune very specific settings for your car, and you can watch the animation of the crew making changes to your vehicle if you want. Finally, it’s time to drive either in the actual race or qualifying if you haven’t done that already.

Watching the mechanic work!

Practice mode puts you in special situations. You get another screen and can choose from Drafting, Passing, Following a Line, or Pitting. Choose your option and then you can read some advice from Bill Elliott himself. Then you can tune your car and go right to practicing. Some of these techniques are really valuable to learn.

Drafting is an important technique you will want to learn. This happens when you are following behind a car closely. The lead car moves so fast it creates a partial vacuum behind it, so following a car gives you less air resistance and you can go faster. The idea is you can let off the gas a little bit while still maintaining the speed to stay behind the lead car. This allows you the opportunity to sling shot by hitting the gas and using the additional acceleration you saved by drafting to pass the lead car. Trying to sling shot at the wrong time can leave you out of position to draft the car if you are unable to pass them during the move.

Another important technique is holding a line. The idea is that a straight line is the shortest distance between two points, so you go faster along the track if you can hold a line versus moving around along the track. On an oval course, the best line is the inside track during the turns and the outside track during the straightaways. For the road courses, it’s more important to get through curves as quickly as possible.

Fine tuning your vehicle is the most important process for racing in this game. The manual covers all this information really well. The first two options on the left are the most straightforward. You can choose either a manual or automatic transmission, and also either the racing engine or qualifying engine. The automatic transmission means you don’t have to shift gears while driving, however this engine will always fall short of peak performance. You must learn to drive manual to have a shot at beating the game. The qualifying engine is designed to give you the best performance for qualifying, but it is prone to failure if you are running a long race.

Ah, the open track, no one in sight! Oh it’s just qualifying…

The other three options on the right are more detailed. The first of these is the spoiler angle. You can set it anywhere between 20 and 70 degrees. When the angle is higher, this puts more force down on the car. That helps you hold a line better and not slide out so much during turns. Lower spoiler angles help the car run a bit faster at the expensive of less handling.

The gear ratio can be set at predefined values between 2.00 and 4.57. This determines how many RPMs you run the engine. If you run at too many RPMs for too long, your engine with blow up and you will be knocked out of the race. Lower gear ratios run at higher RPMs, which means you get better acceleration but have to shift more often. Higher ratios give you less acceleration and may prevent you from running at optimal speed. This is the setting you really want to tinker with the most to get the best top speed out of your car.

The last option is tire stagger. This is the size difference between the inside and outside tires. This is most important on the oval tracks with the high-banked curves. A higher tire stagger helps you hold a line within a curve better, which in turns helps you go a bit faster. If you are pointing too much toward the inside of a curve, you might want to increase stagger. If you are sliding toward the outside wall too much, you might want to decrease stagger.

During a race you might need to make a pit stop to repair damage, adjust settings mid race, or refuel. There are red arrows along a portion of the track that point to the pit lane. Cross the red-dotted line and drive to the end of it to enter the pits. The view will change to a top-down view, and here you always drive automatic to help make this easier. You need to remember which position you started in so that you can stop at the same numbered pit area, and you want to come to a complete stop. If you go too far, you have to make another lap and try again.

Don’t forget to make an accurate pit stop.

On the pit stop screen, you have to work quickly. You see your position and stopwatch for time spent in the pits. There are a bunch of meters showing how different components are doing, and you see your spoiler angle and tire stagger at the bottom. You can tell your pit crew to focus on any of these items by selecting one with the controller. The top meter is fuel, followed by left side tires, right side tires, all tires, and general damage. Pick an option to perform repairs by replacing tires, fixing damage, or refueling. All repair or replacement options include refueling. Replacing tires or repairing damage take the longest. It’s up to you to decide what you want to fix to get better handling. The race is still going on in the meanwhile, so the less time you spend in the pits, the better your position.

As you could probably guess, this was my first time playing Bill Elliott’s NASCAR Challenge. I don’t remember where I got the cart, probably in one of my random eBay lots. It costs around $5 or a little more, so it’s not expensive. I bet there are more copies of this game floating around because it’s a Konami published title and that keeps the price down. In my experience, it’s a game I don’t see around much even though it’s readily available online. My collection copy is the only copy I’ve owned.

It really helps to read the manual for the game before playing it. There are hints for how you might customize your car to get the best performance. Unfortunately, it doesn’t tell you everything. First you have to select a car, and then the tweaks you need are dependent on the particular car. I think there are hidden stats on each of the three cars, and I bet one of them is geared toward the highest speed and other toward the best handling. I messed around with different cars and settings in the Practice mode. I started out with drafting practice since that seems like the most important skill in the game, and I couldn’t keep up with Bill Elliott at all. I got my car to top out at 199 mph but that was too slow.

After a few hours of getting nowhere, I took to the internet for help. There is not much to go on. GameFAQs has two FAQs on this game, and neither one is very detailed. One of them had speed/handling stats for the cars, but I have no idea where that came from or if it is even accurate. Ignoring that, I looked on YouTube. I found a video where the creator wins Daytona using the Chevrolet Lumina. He got the car to top out at 202 mph which was better than I figured out on my own for any setup. I copied his configuration to get that top speed, and now I was at least keeping pace with Bill Elliott in practice.

You can extensively customize what you want to fix.

It was time to start trying out the Championship Season. The first race was the oval track at Daytona. With the 20 mile default race, that meant 8 laps around the track. I decided to qualify myself. I wasn’t placing that well at first, about as well as auto-qualifying. The strategy is to take the turns as far inside as you can. Near top speed, you need to rapidly tap Left as you hold the gas the whole time through the turn. With the proper settings, you can stay on the inside without veering off line for best results. To get into the turn, I let off the gas briefly to help steer. It’s a precise setup and technique, and any variance means you can start sliding out and lose speed.

There is an easy trick that really increases the odds of winning a race on an oval track. At around four laps in, the low fuel light flashes and you have to make a pit stop. Everyone will pit halfway through the race. You have enough fuel to go further than that. I didn’t pit with everyone else and tried to do so on the next lap. If you are near the lead, that will put you in first place for a little while. Now I don’t think you can get by the whole race without stopping for fuel, which is too bad because that would almost assure first place every time. What you can do is make your pit stop and fill up your gas tank only about halfway. You can leave pit lane anytime you want for any repair other than tire changes. You can save several seconds by filling up a bit and leaving early. It doesn’t seem like much, but saving just a few seconds extends your lead by a lot. Once I figured out the driving and pitting techniques, I had no trouble winning first place on any oval track. So that’s half the game figured out.

The road courses, on the other hand, I found much more difficult. The imminent danger here is crashing. It only takes one crash to knock you out of the race entirely. The first road course is Sears Point, which in my opinion is the hardest course in the game. It is almost all turns with few places you can speed up. The opponents are strong at taking turns, and they tend to get in your way when trying to pass. My keys to success here were learning the course and determining what top speeds I could take each turn without crashing. A couple turns are so sharp that I have to slam on the brakes early just to go slow enough to clear them. You then have to remember to downshift to get the best acceleration and get back to good racing speed. I had to tweak the settings again, most notably increasing the gear ratio so that I could get better acceleration at the expense of needing to shift more frequently. The good news is that with the default settings, you only run three laps. The bad news is that no one pits so you can’t save time there. It’s best to finish at least 3rd, but maybe you can get by with a spot or two lower if you can make it up later.

I can barely see Bill Elliott behind all this traffic.

The other road course in the game is Watkins Glen. This course has fewer turns than Sears Point and contains some long straightaways where you can build up good speed. Again, it’s best to learn what speed you can take each turn for best results. I figured out an exploit on this course. If you stay on the far outside entering a turn, you can drive straight as fast as you want and the outside grass of the course nudges you along through the curve. That means for a right turn, get all the way left to start, and vice versa. As long as you get all the way to the side and drive completely straight, you won’t crash. You do lose a lot of speed doing this and it damages your car, but it is much more consistent than braking and steering into the turn yourself, plus avoiding crashes is wonderful. I learned I could also use this strategy on Sears Point, but it was not very effective since there isn’t enough room to build up speed for the really sharp turns. I didn’t crash, but I always lost position. But the strategy is perfect for Watkins Glen.

My entire run of the game took 12-15 hours to complete. I reset the game countless times after crashing or finishing poorly, and luckily the game retains your password when you reset so you can go right back where you left off. I managed first place on all the oval tracks and I always gained 10 points in the standings each time. The way the scoring works is that there is a 5 point difference between places within the top 6, a 5 point bonus for leading any lap, and a 10 point bonus for leading the most laps. You can’t get both bonuses. Bill earned the 5 point bonus since he led initially, but then I got 10 points for leading the rest of the way after pitting. The second race, Sears Point, was where I spent the bulk of the time playing. I managed a first-place victory after many attempts but broke even in the standings. Bill got the 10 point bonus for leading the first two laps before I won the final lap. Race 4 at Watkins Glen I won and extended my lead by 15 points by leading all laps. Race 6 was a replay of Sears Point and I just barely finished in second place, losing those 15 points right back to Bill in the process. That gave me a 40 point lead entering the final race at Watkins Glen. In my gameplay video I attempted the course a couple times and only finished once in 5th place. That was good enough to secure a 10 point season victory!

I found Bill Elliott’s NASCAR Challenge to be, well, quite a challenge to play. The game itself is well made. Graphics are quite nice. The physics and handling are about as realistic as you would expect on the NES. There isn’t a bunch of music in the game, but the few tracks are well composed. There is no music when driving. You hear the engine and squealing noises as you drive around, but the audio cues you get are very helpful as your attention visually is often divided. The passwords are awful, especially with punctuation like slashes involved. I think they could have been made smaller, but it’s really a minor gripe. Kudos to Distinctive Software for creating a quality NES racing title. This game did not turn me into a racing fan and I am not going to start liking playing racing games very much. I just think it’s important to give credit where it’s due. Bill Elliott’s NASCAR Challenge is a good NES game, even if I don’t care for it.

#81 – Bill Elliott’s NASCAR Challenge

 
JUN
08
2018
0

#78 – DuckTales 2

Scrooge McDuck decided he didn’t have enough money after all.

Look at that shiny gold!

To Beat: Reach the ending
To Complete: Beat the game with the best ending
What I Did: Completed the game with all endings
Played: 3/12/18 – 3/15/18
Difficulty: 3/10
My Difficulty: 3/10
My Video: DuckTales 2 Longplay with Best Ending

It’s another milestone of my Take On The NES Library project, sort of. DuckTales 2 is not the first sequel on my list. That goes to Super Mario Bros. 2. However, DuckTales 2 is the first direct sequel, in the sense that it is basically the same game. Milestones are going to be harder to find the longer I go into the project, so I like pointing them out and celebrating the ones we have. DuckTales 2 doesn’t do a whole lot in changing the formula of the original game, but I think that’s okay. NES DuckTales is quite good, and more of the same shouldn’t necessarily be a bad thing.

For more information on the background of this series, check out my DuckTales review.

DuckTales 2 was first released on the Famicom in April 1993. The NES release in North America followed in June 1993, and a PAL release followed later in the year. It was published by Capcom. Make Software is credited as the developer, although from what I can find, they may have only been responsible for the sound engine in the game. My belief is that Capcom and Make Software co-developed the game. That is pure speculation on my part just because of how similar this game is to the original DuckTales which was developed by Capcom. A Game Boy port followed in November 1993 in North America and December 1993 in Japan.

Travel the world in search of treasure again!

DuckTales 2 is a side-scrolling platformer where you control Scrooge McDuck. The story begins with Huey running to Scrooge with a torn piece of paper. They figure out that it is a portion of a treasure map left by the late Fergus McDuck. Naturally, they want to try and rebuild the map so they can locate the lost treasure of McDuck. Scrooge and company start an expedition to five different locations both to find the remaining portions of the map and to collect highly guarded treasures along the way.

The game controls the same as the first game. You walk around with the D-pad and you can duck by holding Down. The A button jumps. While jumping, if you hold Down and B you use your cane as a pogo stick. You bounce high off the ground, and this is how you defeat enemies and pass over spikes. If you walk into a wall or solid block for a little bit, you will see Scrooge stand in place for as long as you hold the direction button. If you press B in this state, he will swing his cane like a golf club and whack the object next to him. You can also jump with A in this state and then swing your cane to hit objects off the ground. You can press Start to pause.

A few features were added to DuckTales 2. Scrooge’s cane is used to hook certain objects. Perform the golf swing on these things to grab onto them with the cane instead of hitting them. You can then hold the opposite direction on the D-pad to pull on them. You can drag certain blocks on the ground, as well as pull switches and activate objects. Release the B button to let go of your hooked object. There are hooks above the ground that you can grab onto simply by jumping to them. Press A again while hooked to jump off or press Down to fall.

Scrooge’s cane is more versatile.

At the start of the game, you see a map of the game world. There are five levels and you can play them in any order you like. Simply use the D-pad to move a cursor to the different stages. The icon next to a stage will show Scrooge’s face if you have already completed the level once. Otherwise, it shows the treasure you can find guarded by the boss at the end of the stage. Launchpad will read some information about the level you selected. You can choose to play that stage or switch to a different one.

There are three equipment upgrades you can find. You can speak with characters by walking up to them. Normally they give you some advice about the level you are in. In certain levels, you can find and talk to Gyro and he will give you an adaptor upgrade for your cane. The hammer adaptor gives you a more powerful golf swing, the iron adaptor gives you a stronger pogo jump, and the power adaptor lets you pull heavier things. They are applied automatically when you get them and they are permanent. Now you can break or pull certain blocks that hide treasure or other paths you can explore.

Like in the original game, you can find different items in the stages. Sometimes enemies will drop jewels that add to your money total at the top of the screen. Small diamonds are worth $1000, large diamonds give you $10,000, and red diamonds yield $50,000. Items mostly come out of treasure boxes, both small and large, that you can open by bopping them with your cane, either by pogo jump or golf swing. Boxes may also hide ice cream cones that restore one point of health and cakes that refill your entire health meter. Extra lives in the shape of a small Scrooge also appear occasionally inside a treasure box. A couple large treasure boxes hide special treasures that are worth a million dollars each. Also, each stage has one large treasure box containing a piece of the treasure map. The difficulty level chosen on the title screen influences the items you’ll find. The harder difficulties have fewer health recovery items, replacing them with jewels.

Check every nook and cranny for the map pieces.

DuckTales 2 features an item shop. Like in the first game, each level ends in a boss fight and you earn a treasure worth a million dollars. Combine that with your earnings from the stage, and then you get a chance to spend it in the item shop. Two items in the shop are ones you can bring into the stages. The cake acts just like the cake item from the treasure chests, but this one you can use anytime. Pause the game, then use the D-pad to scroll through your items to select the cake. The other item is the safe, but unlike the cake you don’t have to use it through the menu. The safe lets you keep your money earned if you lose a life within a stage. Normally you lose your accrued cash when you die. You can buy extra lives and a continue globe that lets you continue if you run out of lives. The extra energy item adds a point to your maximum health. You begin with three points and can buy two of these items to get up to five health. You can also buy a piece of the treasure map, but this isn’t always for sale.

Here are the five stages in the game:

Niagara Falls: This is the first level in the list and not a bad one to start off with. This level has water in it that you can cross on a life raft. Knock the raft into the water and smack the wall while standing on the raft to push it to the other side. There are logs falling down the falls that you must cross, as well as a crumbling bridge.

Bermuda Triangle: This stage takes place on a ship near the Bermuda triangle. This level has barrels that you can smack with your cane that sometimes give diamonds. One neat object is a cannon that you can fire by hooking with your cane and pulling a cannonball loose. There are also conveyor belts that you can drive by pulling them with the cane.

Behold the rare spring blossom!

Mu: This level takes you below ground passing through the ruins of past civilization. There is an ancient city here that can give you something special if you can find it. There is a flower that you can tug on with your cane to springboard you across a large gap. It’s the only one in the game but it’s neat.

Egypt: This pyramid level is the most maze-like stage of all. It has several looping paths and hidden floors. There’s a lot of treasure for the taking if you are willing to look for it.

Scotland: This stage is a large castle, and there are plenty of knights and spikes to contend with. One enemy here is a floating hand carrying a lantern. It shows up a lot and sometimes you can bounce off it to reach treasures.

There’s a bit more to play past these five stages. Scrooge’s rival, Flintheart Glomgold, appears on the pirate ship. You have to go there and deal with him to beat the game. If you can find all seven pieces of the map, you get to play one additional level containing the lost treasure of McDuck before the final showdown.

Snakes and quicksand are a dangerous combination.

This was my first time playing DuckTales 2. It’s one of those late lifespan NES games that is both fun to play and very expensive to buy. A loose cart sells around $125 these days. It has been near that amount for several years now. The first DuckTales game was popular enough that DuckTales 2 seems to have sold decently well for a 1993 NES game. I say that because it is easier to find than many of the other expensive NES games. I have seen a few copies for sale in stores since I’ve been looking for games, and I can’t say that for other games this costly. It’s also the most expensive NES game I’ve owned more than one copy of. I bought my first one for $100 on eBay, and the other I found in an eBay lot of six games that I bought for $60 total.

I struggled a little bit more playing DuckTales 2 than I would have expected. I got Game Over a couple of times while I was l learning the levels and looking around for secrets. I suppose it’s easy to be careless when you aren’t focusing solely on surviving and beating levels. Once I committed to buying the health upgrades and whatever else I needed, I didn’t have any problems beating the game after that. I got the normal ending of the game with plenty of lives to spare.

Getting the best ending like I wanted took a little more effort. Through normal play and exploration, I found all of the map pieces but two. The one in Niagara Falls I thought was very well hidden. I found that one last though I found it on my own. The map piece in Egypt gave me real trouble. To get it, you have to solve a puzzle that opens a gate leading to the map segment. There’s a clue before the area that gives you the hint needed to solve it, but I just couldn’t figure it out. I tried everything I could think of and got nowhere. I had to look up the solution to that one online. I gave it my best try so I have no issues with looking up the answer, even if I prefer not to.

These lantern hands show up in tricky spots.

Just like in the first DuckTales game, there is a third, bad ending if you finish the game with no money remaining. There’s a clearer path to the ending in DuckTales 2 because you can spend extra money in the shop, and you spend in smaller amounts than in the first game. If you need some extra money to balance it out, or simply more chances to buy in the shop, you can leave a level through Launchpad. This lets you keep the money you have earned in the stage plus lets you shop again. You can do this as many times as you want. I was able to get the bad ending on my second try. This means I got all three endings in DuckTales 2.

I think DuckTales 2 is a little bit easier than the first game. I rated DuckTales a 4/10 and gave DuckTales 2 a 3/10. Most of that difference is due to the ability to purchase additional lives and continues. Another difference is that I believe you can earn unlimited money in DuckTales 2. In the original, you could only leave with Launchpad once per stage. Here you can revisit a level you are good at, take the money or any extra lives you can find, and leave with Launchpad as many times as you want. It’s grinding made easy. The difficulty of the levels themselves are roughly the same in my mind. It’s not a complete pushover of a game but it shouldn’t take experienced players very long to beat.

DuckTales 2 is a great NES game, but doesn’t offer as much as you might expect from a sequel. The graphics, music, controls, and gameplay are all top notch. It’s the kind of quality you would expect from a Capcom-published NES game from the 90s. The upgrades are nice and help add a bit of exploration to the game even though it can be a little tedious replaying stages. The levels all have a good amount of secrets to find, as well as branching paths and some neat obstacles to interact with. It’s a fine game, but it does feel just like the first DuckTales game. I appreciate games like DuckTales 2 that give you more of what you want. I know not everyone feels that way. Plus, it’s hard to recommend buying the game when it’s so expensive and is over so quickly. It’s worth a play any way you can manage it if you like DuckTales.

#78 – DuckTales 2 (Best Ending)

#78 – DuckTales 2

 
JAN
17
2018
2

#63 – Kiwi Kraze

A fun platformer with a somewhat unfortunate name.

Nice graphics AND catchy music!

To Beat: Reach the ending
Played: 10/22/17 – 12/1/17
Difficulty: 8/10
My Difficulty: 8/10
Video: Kiwi Kraze Longplay

I haven’t traveled all that much in my life. I have only flown a few times and never over the ocean. I guess I have just as much fun staying at home playing all these NES games. New Zealand seems like it would be a lovely place to visit if I ever decide to go overseas. The country is beautiful and many notable movies have been filmed there. It stands to reason that it would also make a great setting for a video game. It also makes sense that a game based in New Zealand would use the native kiwi bird as the basis for the protagonist. Kiwi Kraze is a fun game that is often overlooked among the glut of NES platformers.

The NewZealand Story started as an arcade game both developed and published by Taito and released in September 1988. The game was later ported to a wide number of home computers and consoles worldwide over the next few years. The NES version of the game was renamed to Kiwi Kraze, A Bird-Brained Adventure! in North America and is the only version of the game that was renamed. Kiwi Kraze was developed by Software Creations and published by Taito, and was released in March 1991. In Europe, the NES port retained the name The NewZealand Story and was published by Ocean sometime in 1991. The NewZealand Story was later included in the 2005 compliation Taito Legends. New Zealand Story Revolution is a Nintendo DS remake of the game released in 2007. That game was developed by Taito and published by Ignition Entertainment in North America.

In Kiwi Kraze, you play the role of the Kiwi bird named Tiki. Wally Walrus has captured Tiki and all his friends, but Tiki was the only one who managed to escape. Wally then sells all the Kiwi birds to various zoos across New Zealand, so Tiki sets off on a grand adventure to rescue all his friends, including his girlfriend Phee-Phee. Tiki’s journey spans five separate worlds, each containing four levels. In each level, one of Tiki’s friends is locked in a cage and you must reach and free them to move on to the next stage. You win the game after you have completed all twenty stages.

Yep, definitely New Zealand!

Kiwi Kraze is a side-scrolling platformer game. On the title screen, you can press Select to choose either a one-player or two-player game. It is alternating play so it’s not that useful. You use the D-Pad to move Tiki around during gameplay. Jump by pressing the A button. You can control the height of the jump a little bit by how long you hold the button. When descending, you can tap the A button to flap Tiki’s wings which slows down his fall. The B button is for attacking and the default weapon is a bow and arrow. You can fire quite a few of these straight-shooting arrows at one time to quickly mow down a row of enemies. Pressing Start to pause the game also displays a mini map overlayed on the screen that displays the relative size of the level, your current location, and the exit location. There are no walls or anything else displayed on the map, but it can be a handy reference at times to gently guide you in the right direction.

There are two main mechanics that distinguish Kiwi Kraze. The first is that Tiki can jump up through any floor. This must be a Taito thing because this is also how things work in Bubble Bobble. You can even jump through walls from underneath. You only land on a ledge successfully if Tiki isn’t stuck partway within a wall. When airborne within a wall, you are only allowed to move laterally away from the wall. Otherwise you will fall through the wall back to where you started. I know I’m not explaining it very well, but when you play the game for a little while it starts to make sense. These details of the movement are important because it has a direct effect on the level design. Stages scroll in all four directions. Moving sideways is straightforward, but it is much easier to climb to the top of the level than to get back down. The level design takes advantage of this by creating many paths that look closed off at a glance, but can be entered through some shrewd jumping. The stages also contain many winding pathways and often include multiple paths to reach the end of a level.

The other important mechanic is that Tiki can fly around the stages. Kiwis are flightless birds and Tiki uses balloons to fly. These can occasionally be found on their own, but most often you will acquire a balloon by stealing one from an enemy. Shoot the enemy and then jump on top of its balloon to take it for yourself, but aim carefully because you can also pop the balloon with your weapon if your aim is too low. You can even jump on a balloon while an enemy is still standing on it, which will knock the enemy to the ground and let you take control. Balloons fall under Tiki’s weight and you hold the A button to slowly raise the balloon and move upward. You can still use the D-Pad for horizontal movement and fire your weapon while flying. Press Down while resting on the ground to dismount. You can also lose your balloon if it gets popped by an enemy projectile or hits a spike. Any case where you require a balloon to progress is accompanied by an enemy spawn point so that you can commandeer a new balloon.

I’m gonna need that balloon, thanks!

Some levels contain water and Tiki can swim through these portions. He will don a snorkel while underwater and it’s pretty cute. At the bottom left of the screen, you will normally see your score counter alternating with your lives display. When underwater this display switches over to an air meter that slowly dwindles away. You swim with the D-Pad in all eight directions and the A and B buttons do nothing. Floating on the water’s surface allows you to breathe again, and you can also press the B button to spit water at an upward angle to attack enemies. Spitting water like this also refills your air meter much faster. For long water sections, you must find pockets of air and stop to take a breath before moving on.

There are many different kinds of enemies in Kiwi Kraze. Most enemies are not deadly to the touch, which is a departure from most platfomers. The ones that don’t hurt you will occasionally fire projectiles that do hurt. Bats are particularly sneaky because they toss out a projectile whenever you are directly underneath them, causing them to act like an enemy that kills you on contact. All other enemies telegraph their attacks in some way. Tiki is pretty fragile so a single hit kills him instantly, and you also lose lives by touching spikes and drowning.

One special enemy that can appear in any stage is the red devil. This is the invincible “hurry up” enemy that will chase you around if you are taking too long to finish a level. He can move freely through walls and you can’t get him to go away. You will receive an actual Hurry Up message prior to his appearance. Unlike most enemies of this type, he keeps a steady speed and you are able to keep away from him if you have enough space to maneuver.

There are several different items in the game. Some levels hold extra lives in the shape of a tiny Kiwi bird. The most common item you find are apples. These are dropped by defeated enemies and are worth 500 points each. If you come across a secret room, apples there are worth 5000 points. You need 100,000 points to earn an extra life. Sometimes an enemy will drop something other than an apple. These items are either different weapons or magic items.

Just about every enemy drops something.

There are three different weapons Tiki can use. The default is the bow and arrow which you can reacquire if you collect the red arrow powerup. The bombs are a downward-moving attack, and I find these have limited usefulness. The best weapon in my mind is the green laser gun. This gun fires straight shots like the arrows, but they move quickly and can also travel through walls. It’s great to blast an enemy on the other side of a wall so you don’t have to deal with them later. You keep your weapons until you lose a life or exit the stage.

There are four magic items. The magic book is a single-use screen-shaking attack that defeats all enemies. The magic watch freezes all enemies in their tracks for several seconds. Likewise, the magic staff gives you invincibility flashing for a little while. Perhaps the most interesting item here is the magic joystick. This gives you direct control over either your current or next balloon. You no longer have to toggle A to either rise or fall, rather you use just the D-Pad to move precisely in all directions. If you dismount the balloon or pop it, you lose the powerup. There are some locations where you can take shortcuts with some precise movements that are only possible with the magic joystick.

There are also different balloon types that have slightly different capabilities. The most common one looks like the head of a sheep, and you will use this one most of the time. There is a tall, red balloon that is very slow to accelerate upward, however the tradeoff is that this is the only balloon that is immune to spikes. Another balloon looks like a green ostrich and it accelerates the quickest. The last balloon looks like a carriage. This is the very first balloon you find naturally in the game, but you also get it automatically after you die while on a balloon. All balloons appear to have the same horizontal movement.

Most worlds end in a boss battle. The very first fight is the cleverest one, where you get swallowed and have to defeat the boss from the inside. That concept was also used in one of the bosses in Yoshi’s Island on the SNES, but Kiwi Kraze does it here first. The other bosses play more like a shootout and you have to land a lot of attacks to take them down. One world uses a complicated maze section in lieu of a boss fight. There is a least a little variety here, as well as using a different type of challenge than what is derived from the level design.

The best boss in the game.

Hidden within some levels are warps. These are invisible and are revealed by shooting their location several times. If you are firing arrows that vanish in mid-air, keep shooting. Then hop into the warp block to go to a new place! Some of these will lead to special rooms where you can find apples and maybe extra lives. Others take you to a location one or more levels ahead. You normally see a map of New Zealand with the level number before each stage. Take a warp, however, and you don’t see where you end up. Like extra lives, these are hidden in out of the way places. I only found a few of these and I’m sure there are many more that I didn’t find.

You begin Kiwi Kraze with three lives, and they can go by quickly. You can continue with a fresh set of lives, but you can only do this three times before being bumped back to the title screen. It’s the kind of game where you progressively learn the levels and usually get a little farther the more times you play. Kiwi Kraze has a wrinkle to this to make it more challenging. Typically, when you lose a life, you resume play from right where you died with an invincibility period. That safety net goes away when you reach World 4. For the rest of the game, a death sends you back all the way to the start of the stage. I was able to beat World 3 within my first few tries and then the rest of the game felt like wading through mud.

This was my first time playing Kiwi Kraze. I know the term is overblown these days, but I have considered the game a hidden gem. I bought my copy in the back half of collecting licensed NES games and it was one I was looking for specifically once I knew what it was all about. My cart is a very clean copy too, courtesy of a seller on Nintendo Age. I played through the first world right away and knew this was a game I would really like. But, it went back on the shelf like most others and I didn’t get into it until now.

Paths between spikes are slightly less dangerous than they look.

You might have noticed from the start of this post that it looks like I spent nearly six weeks playing Kiwi Kraze. Those dates are not what they seem! I had a little bit of free time on a Saturday afternoon and spent it on my first couple of attempts at the game. That following Monday was the beginning of the year-end tournament of an NES contest hosted on the Nintendo Age forums. That tournament lasted four weeks and I didn’t play Kiwi Kraze at all while that was going on. It didn’t take much to pick back up from where I started. I still needed around ten tries or so before I beat the game. Then another few days went by before I could record my full run.

I really like Kiwi Kraze. I think it’s a fun game with a lot of character. There are just a couple of things about it that I’m not entirely sure how I feel about. First off, the hitboxes seem a little off. Any balloon you ride on becomes the focal point of contact, and you can scratch your head on some spikes and enemies and not be hurt. Without the balloon, that kind of contact gets you killed. At least it feels that way. It’s just something you have to be actively aware of during play. Your instinct while on the balloon is to protect Tiki, but it needs to be on the balloon instead when gliding around spikes. The other thing is that the level design has a different feel that I don’t experience much. Most games like this rely on a larger 16×16 pixel tile, but the levels in Kiwi Kraze are based on tiny 8×8 tiles. This give more space for very detailed structures and challenges that are more puzzle-like. So you have these dense little areas connected together with wide open spaces where you can fly more freely, since the levels are still reasonably large. They chose to incorporate many narrow tunnels to connect all these pieces as well, not to mention the ability to jump through any floor like I already mentioned. I think it’s neat how it all comes together, but I can also see how this kind of design might be off-putting to someone else.

If you like platformers, cute characters, or both, I think you should try Kiwi Kraze. It’s a brightly colored game with neat, intricate design. The graphics are highly detailed with many neat drawings and backgrounds that add character. The downside here is that some of the tiny spikes don’t stand out. This music is catchy, which is no surprise given that the Follin brothers ported the music to the NES. However, they chose to use one song for every level in the game. It’s a good song, but it can get stale. The maze-like design might leave some players frustrated too. This is a flawed game for these few reasons and others, but I can easily look past them. I was really excited to spend some time with Kiwi Kraze, and I still have good feelings about this game now that I’ve seen it all for myself.

#63 – Kiwi Kraze

 
NOV
06
2017
2

#57 – M.C. Kids

This fun, golden platformer isn’t kidding around!

This screen doubles as a little playground to move around in.

To Beat: Reach the ending
To Complete: Beat all stages and collect all puzzle cards
What I Did: Completed the game
Played: 8/27/17 – 8/29/17
Difficulty: 6/10
My Difficulty: 6/10
Video: M.C. Kids 100% Longplay

McDonald’s is one of the most iconic and ubiquitous brands in the world. Ronald McDonald is a household name, and just about everyone recognizes the golden arches. It’s no surprise that there are licensed video games based on their cast of characters. What may be surprising is that the NES game is quite good. M.C. Kids channels the spirit of Super Mario Bros. 3 with some clever twists that makes it a great NES platformer.

McDonald’s is an American fast food restaurant that was first founded in 1940 by Richard and Maurice McDonald as a barbecue restaurant. In 1948, they changed over to a hamburger stand and subsequently expanded to other locations. Ray Kroc purchased the chain from the McDonald brothers in 1955 and established McDonald’s Corporation. Today, McDonald’s has vastly expanded worldwide approaching 40,000 total restaurants in over 100 countries.

The character Ronald McDonald may have been created by Willard Scott. The former NBC Today Show’s weatherman was the original Ronald McDonald in three television ads in 1963, and he claims to have created the clown character himself. McDonald’s expanded their advertising by introducing McDonaldland in 1970-1971. Many new characters came and went over the years to accompany Ronald. McDonaldland was officially phased out of advertising in 2003.

Something tells me the kids weren’t part of McDonaldland.

A few video games were created using the McDonaldland characters. The Famicom exclusive Donald Land was released in Japan in 1988, and was both developed and published by Data East. The NES game M.C. Kids was released in North America in January 1992. It was both published and developed by Virgin Games. The European version was renamed McDonaldland and was published by Ocean Software in 1993. In a strange twist, the Game Boy port of this game was released as McDonaldland in Europe and rebranded as Spot: The Cool Adventure for North America. A Sega Genesis follow up named Global Gladiators was also released in 1992. Another Genesis game, McDonald’s Treasure Land Adventure, was released worldwide in 1993 by the developer Treasure.

M.C. Kids (pronounced “Em-Cee” Kids) is a side-scrolling action platformer. The Hamburgler has stolen Ronald’s magic bag, and Ronald asks the kids Mick and Mack to help him track it down. To do this, the kids must locate some of Ronald’s puzzle cards from the levels in the world. When you collect enough puzzle cards, the path to the next world is open. This cycle repeats until you track down the Hamburgler and recover the magic bag.

On the title screen, you take control of Mick. This is a great place to get a basic feel for movement and jumping in a safe environment. There is a signpost pointing to the left labeled 1up, and another pointing to the right labeled 2up. Walk off the appropriate side of the screen to activate either one-player or two-player mode. Above the signposts are moon blocks. Bumping your head into the block changes you between Mick and Mack. They control the same, so simply pick the one you prefer. For two-player mode, the second player gets the other character. Two-player mode is alternating play.

This map style reminds me of some other game…

After the introductory story, you are taken to the world map. Use the D-pad to walk on the predefined paths between stages. Press A to enter a stage or house. Each stage is noted with a flashing M with a signpost next to it indicating the level number. At the top of the screen, you see the name of the world you’re in, as well as the level name if you are standing on a stage tile. You also see how many puzzle cards you need for this stage, the number of lives remaining, and how many arches you have collected. The puzzle is on the top right of the screen in a rectangle of six tiles. The cards not yet collected are displayed as M tiles. For each puzzle card you find in the levels, a tile is flipped over revealing part of the puzzle for this world.

The levels themselves are large side-scrolling levels where you control the kid directly. The controls are easy to understand but movement takes time to master. You move with the D-pad and use A to jump. You can duck by holding Down. You get a higher jump by jumping while ducking. You run automatically by walking on the ground in one direction for a while. Movement is momentum based and you maintain your speed well while jumping around. There are slopes that can either boost or reduce your speed accordingly. Running at full speed or close to it produces the highest jumps.

The B button is used to pick things up. The most common thing to grab are blocks that you hold above your head and use as weapons. Walk into a block and press B to lift it, or you can stand on a block, duck, and press B to grab them that way. You then throw the block with B. You can throw the block up or down, or press B without a vertical direction to throw the block forward. Thrown blocks will bounce once or twice before dropping off the screen, and sometimes you can hit more than one enemy with the same block.

Well, I need health, so this little bird has got to go!

At the top of the screen in a level you see a few indicators. The M stands for how many arches you have. These are floating M’s within the levels that you collect just by touching them. The L shows how many lives you have. Underneath that are hearts that represent your health. You begin each new life with three hearts. You lose single hearts when colliding with enemies, and you die when all hearts are depleted. There are no item drops or health pickups in M.C. Kids, but you can restore hearts in a couple of ways. Defeating ten enemies will restore one heart, and if you defeat two enemies with the same block you also recover a heart. You start with three hearts but can go up to four. Health also carries over between stages which is something to keep in mind.

The most important item in M.C. Kids is the puzzle card. They are solid blocks with an M on them and you collect the card by picking up the block. To keep the card permanently, you need to finish the level after grabbing it. You end a level by touching the goal line situated between two goal posts. There is a floating M across the line that will give you some arches if you touch it while breaking the string. When the level ends, you will high five your friend and see a message indicating which puzzle card you acquired, if any. Some cards in a world are for a puzzle in a different world, and some levels have two cards instead of one. The cards can be well hidden or stashed in hard to reach places, so it’s crucial to explore the levels thoroughly.

Most puzzle cards are a little harder to find.

There are several types of blocks in M.C. Kids. Blocks with a 1 on them are extra lives, and you will see many of them in the game. The reverser is a left-facing arrow block that sends you flying and flipping all the way back to the start of the level. Sometimes you will see a block outline moving around in a level. If you find a similarly shaped fill-in block and touch it to the outline, it will make the block solid and you can use it as a platform. A boat lets you float on water and you can climb in it and use the D-Pad to move the boat across water left and right. You can even grab this boat like a block and throw it into a different body of water. There are also porous blocks that float in the water and drift forward on their own. There are sand tiles that you can dig through like in Super Mario Bros. 2.

One of the neatest elements in M.C. Kids is the spinner block. It is a solid, fixed block that is located at the end of a long platform. You want to get a running start and run right over the spinner block. Do this and you will run around to the underside of the block, letting you walk on the ceiling with reversed gravity. You can reach high areas this way. One thing to note with reversed gravity is if you fall off the top of the screen, you lose a life just as if you fell down a pit.

There are also several different springboards and lifts found in stages. Small springboards let you jump high. These are usually found in the open but sometimes are hidden behind grabbable blocks. Super springboards require you to carry a block with you to spring very high. The travel lift is a platform that begins stationary and starts moving when you jump on it. The continuous lift winds around in a predefined pattern and you have to watch it for a while to see its path so you can reach it safely. The conveyor lift shows up near the end of the game. It travels along a guidewire and you move it yourself by standing in the center of it and walking either left or right. Walking left moves it forward and walking right moves it backward. This lift is particularly tricky to learn. The zipper is neither a springboard or lift, but it comes up often. Press B while standing in front of it to transition to either a new room or different location within the level.

This path for this lift winds around a lot.

As you play, you will accumulate arches. You will lose some whenever you collide with an enemy. If you manage to collect over 100, the arch counter rolls over and starts blinking. If you finish the level from here without dying, then you get to play a bonus game. This is a small level containing four blocks on upward rails. One of the four will light with an up arrow, and then shortly after the rest will display downward arrows. You want to jump quickly to the one with the up arrow to slide it upward a little bit before the down arrows activate and lower the block you are standing on. The idea is to lift at least one block high enough to reach a ledge at the top with a couple of zippers. Use the zipper to go to a 1up room with several 1up blocks suspended over a pit. Grab as many as you can! If you fall off the blocks in the bonus game, there’s a moon block on the floor you can use to switch characters if you want.

When you collect enough puzzle cards, you can go to the house in that world and speak with its owner. He or she will then provide you a path to the next world. If you are missing cards for a particular puzzle, you can drop by the house for a hint. Collecting all the cards for a world and visiting the house may provide some other benefits. There is nothing on the map to indicate if a completed level still holds a card, which makes it more difficult to track down missing cards. However, you don’t need every card to beat the game. You may also find secret cards. There is an optional secret world in the game that you can find that only opens if all secret cards are collected.

This was my first time playing through M.C. Kids, though I have owned the game for quite a while. I bought it during a brief collecting phase I had around 2009 or so. There was a deal on eBay where you could pick 10 games for either $20 or $30, and M.C. Kids was one of the games I chose. Those kinds of deals make me wonder if I had missed out on another game that would eventually become more expensive. M.C. Kids sells in the $10-$15 range these days, so it ended up being a good purchase.

This bonus level features multiple fake goal markers.

It took me a couple of days to beat M.C. Kids. The first night I streamed gameplay on Twitch, and I was doing decently until the end of the third world. I was really struggling to figure out a few different sections, and after 90 minutes or so I called it a night. The next night I pushed my way through to the end of the game in a near three-hour session. It wasn’t pretty but I got the job done. However, I wasn’t recording my attempt, and I also beat the game without visiting the special world at all. Once you get to the ending, there’s no way to go back. I also missed two puzzle cards that weren’t necessary to play all the levels and I looked online to find out where they were hiding. I had ideas on where both cards were located, but I don’t think I would have found them on my own unless I grinded out a few more hours of playing. With all that in mind, I beat the whole game again on my third attempt and captured video this time. I had to play the special world blind, but it went relatively well for the toughest stages in the game.

The deeper I get into this project, the harder time I have figuring out how to rate games on difficulty. If you can keep your NES running for a long time, then you could probably beat M.C. Kids. There are unlimited continues, and beyond that there are several places where you can grind out extra lives to not even need to continue. There is at least one level that has two extra lives right at the beginning, so by grabbing both and dying right away, you can slowly build up a stock at any time. I also found a cache of eight lives or so in a level in the first world, which is even better for grinding. Therefore, lives are not much of an issue in beating the game. The two things that make the game challenging are the momentum-based physics and locating some of the trickier-to-find puzzle cards. This seems like an average difficulty game to me, but I decided to tick up the rating to a 6 since I had trouble the first night I played.

M.C. Kids is a fun NES game that I recommend playing. The levels are often sprawling with many things to do, and the game introduces many different elements along the way that keep the experience fresh. The reverse gravity gimmick works well and it is used in clever ways. The graphics are very clean with some nice animation, and the music is equally great. I had this track stuck in my head for several days after playing. It’s no Mario 3, but it resembles it enough that it’s an easy game to recommend. The AVGN video on M.C. Kids has raised awareness of the game, but it’s been long enough since that review that the game has backed up a bit into mild obscurity. Now that I’m shining some light on the game, make sure you don’t skip this one.

#57 – M.C. Kids

 
SEP
25
2017
0

#52 – Sky Shark

If only it were literally a sky shark!

Good music and developer info works for me!

To Beat: Finish Level 5
Played: 6/6/17 – 6/12/17
Difficulty: 7/10
My Difficulty: 7/10
Video: Sky Shark Playthrough

Today’s game is a port of an arcade shooter. I have covered a few arcade ports of shooters already. One of them is MagMax, which although it was true to the arcade game, it was ported far too late and wasn’t that much fun to begin with. On the other extreme, I played Gyruss and found the expanded NES port to be a better experience than the arcade version. BreakThru sits somewhere in between the two. It was like the arcade game, but was a decent port and reasonably fun to play. Of those three games, Sky Shark sits pretty close to BreakThru.

Flying Shark is an arcade shoot-em-up released in 1987. It was developed by Toaplan and was published in North America by Romstar. The game was ported to many different home computer systems in Japan, North America, and Europe. Flying Shark was renamed to Sky Shark in North America. Toaplan also developed the 1989 sequel to this game called Fire Shark. The NES version of Sky Shark was released in September 1989. This port was developed by Software Creations, and Sky Shark was their first NES game. Despite being based in England, Sky Shark on NES was only released in North America. You may also remember them as the developer of Pictionary that I played last year. The NES version was published by Taito, who also published the arcade version of Flying Shark in Japan.

Sky Shark is a top-down vertical scrolling shoot-em-up. You play the role of the best fighter in the best squadron of the US forces in World War II. He is given the nickname of the Sky Shark, and according to the comic in the game’s manual, even his plane is painted to look like a flying shark. I guess the name makes sense now! Your task is to fly through enemy forces and rescue your POWs. The mission is broken up into five stages separated by landing your aircraft. Don’t worry, the game does this for you. Survive through all five levels and you have beaten Sky Shark.

Plenty of planes and tanks early on in the game.

This is a simple game with equally simple controls. Use the D-pad to fly in all directions. Press A to fire your machine guns. Ammo is unlimited, but there is no autofire so you have to mash away at the fire button. The B button drops bombs. The Start button begins the game and pauses the action during play. Select is used to choose between one or two player mode on the title screen. Two-player mode is alternating play. That’s all there is to it!

Each aircraft comes equipped with three bombs, and dropping one inflicts heavy damage over a large portion of the screen. Bomb blasts absorb bullets too, so they can get you out of a tight spot if used defensively. Some enemies leave behind a B icon when defeated. Fly over this icon to collect an additional bomb. You can hold up to eight bombs, so you might as well use one before trying to grab a ninth. If you are interested in getting a high score, save up some spare bombs because at the end of each level you earn 3,000 points for each bomb in your inventory.

During play, the status bar is located at the bottom of the screen. You can see the current score for both players in addition to the high score. Underneath the score, you see icons that indicate how many additional fighters and how many bombs you have. Like bombs, you can have up to eight lives. There are no extra lives found on the battlefield, but you earn one every 50,000 points. It’s pretty unlikely you would reach the maximum number of lives, but it could happen!

Red planes are about the only welcome sight in Sky Shark.

One recurring feature in the stages is a wave of eight planes. They all fly in together in one of several formations and leave the screen quickly. Destroying all eight planes of the wave gives you a bonus. If the planes are yellow, you earn 1,000 points, but if the planes are red they leave behind an S powerup. The S flies around in loops on the screen so it can be tricky to grab, but you want to grab it because it powers up your machine gun. You can upgrade your weapon six times total. The first upgrade increases your gun from two shots to four, and you eventually work your way up to the fully powered gun giving you seven shots at once with a slight spread. Any time you die by taking a hit, your weapon reverts to the basic double shot. The S powerups tend to be spread out, so it takes a long time to power up all the way if you can survive that long. The sad thing is that the best weapon is not nearly as powerful as you would like.

Both the levels and enemies are generic, World War II styled elements. The stages do not distinguish themselves very well. Each level is composed of several of the same kinds of locations stitched together. There are jungle, ocean, and desert segments dispersed throughout the stages. The best level type is the trainyard area. Each level ends in an airstrip where you land the plane and get your bomb bonus. The enemies are all planes, tanks, and boats. In the ocean sections, you will pass by huge ships with cannons that you can destroy. Tanks emerge from the sides of the screen and behind buildings, and plane formations fly in often. There is not much variety overall.

There are a few bosses in the game. The Super Tank shows up at the end of the first stage. You don’t have to blow it up though because it will eventually run out of driving room and you can leave it behind. There is an upgraded version of the Super Tank that appears in a few places in the middle of stages, and just like the first boss they don’t follow you very long. There are also some large planes that act the same way, but it’s not exactly correct to call them bosses. There is also a giant final boss near the end of the fifth level.

Giant planes and battleships together at last!

When you are shot down, you resume play from the nearest checkpoint. Each stage has several hidden checkpoints, and I’d say the length between them is just about right. Some areas are harder than others so a checkpoint is a nice relief. When you run out of lives, you can continue up to three times. On the Game Over screen, you see the number of credits remaining and a countdown timer with some ominous music for an accompaniment. Press Start to continue your game from the nearest checkpoint, just as if you lost a life. You do lose your score when you continue. If you run out of credits or choose not to continue, you are taken to the high score screen where you can enter your initials.

This was my first time playing Sky Shark. I don’t remember how I acquired the cart, but it is a common game that I probably got in a bulk lot somewhere. It’s worth about $3 today, so hopefully I didn’t pay much for it. At least I knew it was a shoot-em-up, so that alone got me interested to see what it was all about.

Sky Shark is a tough game. I spent about a week playing the game over maybe a dozen attempts before I reached the end. I wanted to beat the game without continuing, but by the time I beat it I was ready to move on. The game overwhelms you early on with several tanks and aircraft at once, many of which fire aimed shots at you. Tanks appear and start firing right away, so you are forced to be on your toes and keep moving. You really need to know where enemies appear to stand a chance. Enemies have a bad habit of firing off one last shot just before they despawn off the sides of the screen. Even though the enemy bullets are large and change colors, they are often hard to see in the thick of the fight. Your only gun fires mostly straight, limiting its effectiveness, and bombs tend to be used to extend a life just to reach the next checkpoint. Thankfully the game has a continue system, otherwise I would have rated the game either an 8 or a 9.

Busy backgrounds mean it is hard to identify everything going on.

Sky Shark does not have an ending. Once you fight the final boss and reach the end of level five, the game loops seamlessly. In a small twist, the game restarts from level two, so if you keep looping the game you will just repeat levels two through five without every playing level one again. Luckily, there is a way to tell if you have finished the game. I left this little tidbit out intentionally until now. When you enter your initials on the high score screen, there is also a two-digit value displayed on the right-hand column. I can’t confirm this for certain, but that value appears to be a percentage of how much of the game was completed.

There are two quirks about this value that make me doubt my theory a bit. The first thing is that this value is more heavily weighted toward the end of the game. For example, you could Game Over deep in level two and only get a value in the teens when you would expect that you’ve completed nearly 40% of the game by then. It seems to increase more quickly at the end of the game. The other thing about it is that it never reaches 100 but stops at 99. I haven’t seen any evidence that you can achieve 100 here, so the assumption is that a value of 99 is the max value and indicates that you have seen all there is to see in Sky Shark. Capturing a picture of the final landing doesn’t seem to be conclusive, so I also took a photo of the high score screen.

Perhaps the best element of Sky Shark is the music. Tim Follin is the game’s composer and he is one of the best on the NES. I gushed over his music in my Pictionary review. While he does not hit the highs of that sweet Pictionary title theme, the music is still very enjoyable. I think the title screen music is my favorite. It is also played during some of the levels, so you get to hear it often enough.

Aside from the music, Sky Shark is a mediocre game. It does nothing in gameplay to set itself apart from other NES shooters. There’s not much variety here. The levels are generic, and so are the enemies and bosses. There aren’t many enemy types, and they all shoot the same type of bullet. I’ve already outlined the problems in gameplay in light of its difficulty. Now, Sky Shark is not a bad game per say. It controls well, the hitboxes are fair, and there aren’t any glitches to speak of. The graphics are a downgrade from the arcade version, but are still fine for the NES. It’s a game that doesn’t quite match up in quality when compared to other releases of its time. I expect a little more technical prowess from an NES game from 1989, especially when Taito is attached to it.

#52 – Sky Shark

#52 – Sky Shark

 
DEC
14
2016
0
Alien 3 Box Cover

#32 – Alien 3

Is it a run-and-gun game or a maze game? Well, how about both!

The title fades in a piece at a time which I thought was neat!

To Beat: Reach the ending
To Complete: Beat the game on Hard difficulty
What I Did: Completed the game
Played: 9/25/16 – 10/2/16
Difficulty: 7/10
My Difficulty: 8/10
Video: Alien 3 Longplay

Hot on the heels of Bram Stoker’s Dracula comes another licensed NES game based on a movie. Both games are late, obscure NES releases that even share the same developer. I thought that Bram Stoker’s Dracula was pretty fun, so let’s see if the same holds true with Alien 3.

The film Alien is a 1979 science fiction movie about a crew who comes across an old alien spacecraft. One of the crew members becomes the host to one of the aliens who then attempts to kill every living thing on their spaceship, and the crew is forced to come up with a way to get rid of the alien to ensure their own survival. (Hopefully this is a sufficient explanation since yet again I have not seen the movie.) The film was both a box office and critical success and is widely regarded today among the best movies ever made. Later there would be three movie sequels, a prequel movie, and a spin-off series Alien vs. Predator. Currently there is another prequel movie in the works and possibly more in the future.

This popular series made its way into several video games based on most of the movies. Alien 3 was the base of three distinct games. The SNES game was released in 1993 and it is run-and-gun platformer with a mission-based style. The Game Boy game is a top-down survival adventure style game. The Master System version is a run-and-gun platformer with maze-like levels. This version was also released on the Genesis, Game Gear, Commodore 64, and Amiga. The NES version of Alien 3 has the same format as the Master System version but it has a unique set of levels. Because of the different stages it can be considered a fourth unique adaptation of Alien 3. The NES version was developed by Probe Software and published by LJN. Acclaim manufactured the carts and may also have had a role in its publishing. It was released in March 1993 almost a year after the film and also has a PAL version that was released in Europe and Australia.

Let’s get down to business.

In Alien 3 your goal is to guide Ripley through the prison on Fiorina 161. The aliens have taken the prisoners captive and along the way you must seek out and free each of these prisoners as well as escape safely to the next area. There are many aliens that will stand in your way including the guardian alien boss battles. There are eight levels total in the game as well as four boss levels. Clear all the levels and you win the game!

Before starting the game there are some options available on the title screen. You can turn both the music and sound effects either on or off. There is also a Configure menu with more options. Here you can set the difficulty level to either Easy, Normal, or Hard. You can also play any of the songs and sound effects, as well as set the number of lives from one to nine. The defaults are Normal difficulty and three lives.

The game has pretty nice graphics. The backgrounds and sprites are clear for the most part and there is a fair amount of color considering the mostly drab setting of a prison. However, what stands out the most in this game is the music. The soundtrack to Alien 3 was written by Jeroen Tel and the sound to me is both atmospheric and tense. It’s worth listening to outside of the game for sure.

The controls are straightforward. Use the D-Pad to walk around. You can use Up and Down to climb ladders, and Up is also used to open and close doors. The A button jumps and the B button fires your weapon. Weapons can be aimed diagonally upward as well as straight up for a total of five different firing directions. Press Select to change weapons and press Start to pause.

You begin the game with a full assortment of four weapons. The base weapon is the pulse rifle that is weak but has a high rate of fire. It is an effective weapon but burns through ammo very quickly. The flamethrower is an excellent close range weapon with a large swath of flame to engulf nearby aliens. The grenade launcher is a powerful weapon at long range with a lower rate of fire as a trade off. The hand grenades can be tossed and bounced on the ground and they pack a pretty good punch if you can get the timing right. All of the weapons prove useful especially when utilized in the correct situation.

Applying a flamethrower to the face is often useful.

There are a number of pickups as well that will help you out. There are ammo refills for each of the four weapons. First aid kits will restore your health just as you would expect. There is also a radar item that will active the tiny radar in the corner of the status bar. The radar generates a little blip in the direction of a nearby prisoner.

There are only a few enemies that show up in the game. The most prominent enemy is the adult alien though they do have a variety of patterns and moves to mix things up. Some move fast and some move slow. Sometimes they spit acid at you. Other times they latch on to the ceiling and drop down right in front of you if you get too close. The other enemy type is the face-hugger. These are small aliens that burst out of pods and latch onto your face if they touch you. If this happens you need to shake Left and Right on the D-pad to get them off. I never let them latch on to me in all the times I played but that is how the manual describes it. You can also destroy their pods before they come out and defeat them that way which is much easier.

The game is an action game on the surface but it really plays like a maze game. Each level is an arrangement of corridors, shafts, and dead ends. You need to search out all of the paths in order to locate the prisoners and find out which sections are best left ignored. Each stage has a set number of prisoners that you must untie and free, and then once all the prisoners are saved you will need to locate the exit in order to escape.

Don’t worry … I’ll save you!

The aliens in the game are not nearly as scary as the time limit. On the one hand you need to take the time to explore everything in order to find both the prisoners and the proper route through the facility. On the other hand, you need to rush through everything to make it to the end in time. There’s nothing more frustrating than seeing the last stretch of the stage just as you run out of time knowing you will need to repeat the level all over again. The one nice thing the game does for you here is that if you missed any prisoners the game pans through the level revealing the location of each missing inmate. However you also get to see that prisoner get murdered right before your eyes as a little mental punishment.

After every two stages there is a Guardian level where you square off against one of the boss creatures. The levels themselves are small battle arenas so the focus is purely on combat. There is still a relatively strict time limit in place so you need to work quickly. You might think the Guardians would actively hunt you down, but instead they have a set pattern that they patrol constantly. The key here is to find where the save spots are and fire away until you defeat the boss. I found these fights to be much easier than the normal levels.

I mentioned earlier that there were three difficulty levels. I only played the game on Hard difficulty and tinkered a bit with the lower settings. As far as I could see, the only difference is that the time limit is lower on the harder settings. I think everything else is the same though I haven’t played enough to see if there are other changes.

It can get a little hairy when time winds down.

This was my first time playing through Alien 3. I remember acquiring this game in an eBay game lot in the summer of 2013. I think it was in the first batch of games I bought whenever I decided that I would pursue NES collecting for good. I would say it’s an uncommon game so that was a good pickup for me at the time. I know I had a double of the game that I sold off at some point as well.

Alien 3 is the type of game where you need to play it over and over again just to make a little bit of progress each time. I finished the game in a week over close to a dozen attempts. I insist on beating the game on the hardest difficulty right off the bat, but in this case I could have benefited from learning the levels on Easy and then putting it all together for a run on Hard. I think there is at least some benefit to learning the levels under a tighter timeframe that probably helped me out a little bit. A week is a good amount of time to spend on a game anyway!

I was able to capture my winning run on video. It was a really solid run with only a few minor mistakes and stumbles, but that is only because I had to hone in my strategy through repetition. It was very close to being a deathless run as well. It was close enough that I decided to leave that death in there as a reminder of how mean this game can be sometimes. Other than that one big mistake it was a nice run for my first time clearing the game.

This was not the best location for a boss battle.

I decided to rate Alien 3 with a 7 on difficulty just because it is a game you have to learn over time. There are no continues so you can’t really grind through the game apart from starting from scratch each time, though you can set up to nine lives for the most opportunities to practice the later stages per attempt. Actually, I was all set to give it an 8 in difficulty but I realize that I only made it harder on myself so that I could clear it on Hard.

Alien 3 is a competent and playable game, but it has a few issues that make the game not as much fun as it could be. The most notable issue is that the screen scrolling only kicks in when you get really close to the edge of the screen. You can hardly see what is in front of you and it is very annoying. I actually wonder if that was done intentionally to introduce the element of surprise when an alien shows up in your face. Either way it is not a fun gameplay element to have so little visibility. The other somewhat related thing is that I don’t find the aliens to be that much of a threat in the first place. I found that unless you play very carelessly you are more likely to run out of time than to run out of health, at least on Hard difficulty. I was more concerned with running recklessly through the stage to outrun the clock and just take damage in places to get through quicker. There are other more minor issues as well. The jumping is kind of loopy and slow, and the screen scrolling stutters sometimes. The boss battles are pretty lame. There are also a lot of dead ends and loops in the stages that are frustrating to pass through.

Alien 3 is a competent and playable game, but it is these issues that really hold the game back from being a better game. I can see that there is a good game there that just can’t shine through like I would want. Mediocre games such as Alien 3 are really not that bad for me in terms of my project, but I would not give them a strong recommendation either. Alien 3 is fine but there are better games out there that are more worth your time. If anything it is worth checking out just for the music!

#32 – Alien 3

 
DEC
02
2016
0
Archon Box Cover

#31 – Archon

Let’s kick the board game format up a notch with Archon.

Dueling dragons!

Dueling dragons!

To Beat: Win a match
To Complete: Win as both the Light team and Dark team
What I Did: Completed the game
Played: 9/21/16 – 9/23/16
Difficulty: 3/10
My Difficulty: 3/10
Video: Archon Longplay

Today is a big day for Take On The NES Library! I am finally incorporating game play videos for some games going forward, and we are kicking off this momentous occasion by talking about the first strategy game covered on this site.

Archon: The Light and the Dark was originally released in 1983 for Atari 8-bit computers. It was developed by Free Fall Associates and published by Electronic Arts. The game is notable both for being among the first titles published by EA and a huge hit for Free Fall Associates. The game was so popular that EA wanted a sequel quickly, so the developers released Archon II: Adept the following year in 1984. The original Archon was ported to many home computer systems and was a success on pretty much every one. The NES would receive a port of this game all the way in December 1989 published by Activision and Bullet-Proof Software.

Archon can be adequately summarized as an action chess game. There are two sides, light and dark, composed of fantasy creatures that duke it out for control of a 9×9 grid. Each side takes turns moving a creature from one space to another. If a character is placed on a square occupied by a member of the opposite team, the gameplay switches to the combat arena. Here you take direct control of your creature as you attempt to defeat the opponent by thumping or shooting them enough to deplete their life bar. Defeated creatures are removed from the board and the winner occupies the square. There are also five power spots on the board: One in the middle of each of the four edges of the board and one in the center. You can win by either destroying all of the enemy creatures on the other team or by occupying all five power spots at the same time.

One strategy is to try and hold the power points.

One strategy is to try and hold the power points.

The game board consists of light squares, dark squares, and shifting squares called Lumina squares. Light squares and dark squares always stay the same, but the Lumina squares change color throughout the game after every other turn. There are five different shades of Lumina square: light, light blue, blue, dark blue, and dark. All the Lumina squares start off blue and shift toward dark, then reverse and shift toward light. This cycle repeats through the course of the game. The color of these squares is important because light characters are stronger on lighter squares and dark characters are stronger on darker squares. It is to your advantage to engage in combat on those squares when they match your color.

There are several types of creatures in the game and they can be separated into two groups. There are ground creatures and flying creatures. Ground creatures cannot move through squares occupied by other characters and must have a direct walking path to the desired square. Flying creatures can go over units and land on any square within flying range. Each character has a range of squares they are allowed to travel during a move ranging from three squares to five. If a ground character can walk four squares, then it gets a combination of four horizontal or vertical steps and that’s all for that turn. If a flying character can move four squares, then it gets up to four squares of horizontal movement and up to four squares of vertical movement. As a result, flying creatures can cover significantly more ground per turn than ground creatures.

Ground characters on each side match up against each other on the board for the most part. The leaders are the light Wizard and dark Sorceress. They are the only characters capable of spell casting which I will get to in a little bit, and they also move via teleporting which evidently is exactly the same as flying but with a different animation. The light Knights and dark Goblins are the pawns of this game with short range attacks and weak stamina. The light Unicorns and dark Basilisks are quick and reasonably strong. The light Archers and dark Manticores are a tad on the weaker side but have long range attacks. The light Golems and dark Trolls are very slow but very strong.

The starting lineup!

The starting lineup!

The remaining matchups demonstrate the differences between the two teams. The light Valkyrie is a bit stronger than the similar Archer. On the other side, the dark Banshee has a scream attack that drains the enemy health when in close range, and it is the only attack in the game that allows the character to move while the attack is in action. The light Djinni is the best light attacker though only a little better than the Valkyrie. Opposite it, the dark Shapeshifter turns into whichever enemy opposes it in combat, matching its stats exactly. The light Phoenix can explode dealing massive damage when touching an opponent while doubling as a defensive move that nulls any attack during the move’s duration. The dark Dragon has both the strongest long-range attack in the game as well as the most health.

Combat is pretty straightforward. The arena contains the two combatants and a seemingly random arrangement of objects. You can move in eight directions and attack with the A button. When you or an opponent fires off an attack, there is a delay before the next attack is allowed. This recharge time varies per character. A noise will sound whenever the next attack is ready to go. The tone is a higher pitch for the light character and a lower pitch for the dark character so you can easily distinguish the two. The objects in the arena are stationary but shift state frequently enough that there’s no real way to determine how those spaces will behave. Sometimes attacks will go right through them and sometimes they get blocked. Character movement through these obstacles may or may not be permitted or it might be allowed at a slow, plodding pace. It adds enough randomness to the battles so that combat is tense and exciting.

Both the Wizard and Sorceress have access to the same complement of spells. Each spell may only be used once per game, and the spell may not target a character stationed on one of the power spots. If the Wizard or Sorceress is defeated then no spells may be cast by that side. Another interesting wrinkle is that using a spell drains a bit of health from the spellcaster. To use a spell, press A when selecting the caster and a spell dialog will appear at the bottom of the screen. You may cycle through the spells with Up and Down and cast the spell by pressing A. You can also select the Cancel option if you don’t want to use a spell.

Attack from afar with an elemental if you want!

Attack from afar with an elemental if you want!

There are seven spells in Archon. The Teleport spell moves any character on your team to any square not already occupied by another team member. You can move a character onto an opponent to engage them in battle directly. The Heal spell restores the health of any one of your characters. The Shift Time spell reverses the flow of the Lumina squares. The Exchange spell swaps any two creatures on the board no matter which team they belong. The Summon Elemental spell calls a temporary elemental to attack any opponent on the board. It could be an earth, air, water, or fire elemental that is chosen at random and each has different characteristics in combat. Either win or lose, the elemental is removed from play after the battle is over. The Revive spell brings a defeated creature back into play. The revived character must be placed on a square adjacent to the spellcaster. The Imprison spell can be cast on any creature locking them to the board. The affected creature is not able to move on the board until the Lumina squares match the team color, though opponents may engage an imprisoned creature in battle at any time.

One more interesting thing to mention is that there is the possibility of a tie game. If there are few characters remaining on each side and no combat or spellcasting occurs in a set number of turns, the game will be called a draw. This was implemented to encourage combat. The other more straightforward stalemate happens when the last two characters on the board kill each other at the same time.

Combat is a balance of staying out of danger while finding an open line of fire when you can.

Combat is a balance of staying out of danger while finding an open line of fire when you can.

This was my first time playing Archon but I had great success for a beginner. I started playing as the Light team and I got beat down pretty quickly. I was losing characters left and right as I got used to the combat and characters. About halfway through the match the game clicked with me and I started mounting a comeback, but despite that it started to look like it was too little to late. The best character I had remaining was my Wizard and I decide to go for broke and try to take out the Sorceress. She had not moved the entire game and her square is always dark, but despite the disadvantage I managed to win that fight. After that I picked off all the remaining enemies for a win by brute force.

Since it didn’t take me very long to win the game and the dark team plays differently from the light team, I wanted to get a win from the other side. This was the run I recorded for YouTube. It did not start out particularly well but I ended up winning in half the moves required for my first victory. I also won the match by occupying all five of the power spots instead of defeating all the enemies.

Archon is a fun, short game that might be worth a look if you are interested in chess or light strategy games. The graphics and music are adequate and don’t get in the way of the action at all, but the gameplay is solid and that’s what’s important in a game like this. I didn’t even mention yet that the game has a 2-player mode that is sure to be a lot of fun once both players get a few matches under their belt. For myself, I enjoyed playing the game but unless I get another player involved I don’t see myself playing very much more Archon in the future.

Archon Ending Screen

#31 – Archon