Take on the NES Library

An 8-bit Extravaganza!

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JUN
07
2019
0

#122 – Videomation

It’s true, video games are art.

For an art game, the title screen is very plain

To Beat: Create a Videomation
Played: 5/1/19
Difficulty: 1/10
My Difficulty: 1/10
My Video: Videomation Longplay

It is another milestone for Take On The NES Library. The NES has some truly great games, but it also includes a small handful of applications and things that are not games. Some of them I could construct some kind of goal for. You could “beat” Color A Dinosaur by coloring in every dinosaur available, for example. Videomation is the rare example of an NES cartridge that doesn’t have any ending or any sort of goal at all. The only thing I can come up with here is just to create something, so that’s what I did. Let’s take a look and see what Videomation is all about.

Videomation was released on the NES in June 1991. It was published by THQ and developed by FarSight Studios. The title screen credits Western Technologies as the developer, but multiple places online state that it is FarSight Studios. You get the full credits on the title screen if you are interested. This was a North American exclusive title.

All of your drawing will have to be done with the NES controller, but it’s not as bad as it sounds. The D-pad lets you move a cursor around the screen. This lets you point to anywhere on the screen to draw and also at the buttons on the top menu to select different options. The A button is your primary drawing and action button. Conversely, the B button acts as a cancel button or a way to let you move the cursor around without drawing. Press Select to bring up the menu. When you have made your menu selections, press Select again to get back to drawing. The Start button toggles how fast your cursor moves around the screen.

Starting out with some simple shapes

Let’s check out the menu from left to right. First up is the color palette. There are ten different colors you can choose from. Simply hover over the color you want and press A. This color applies to whatever type of operation you want to do. Some of the colors are solid, while others are dithered blends of other colors to make some in-between shades. This is the best the NES can do under its limitations. The next icon with the letter A in it lets you change the color palette. This affects both the color palette from the menu and the color palette of the entire drawing. Sometimes it is neat to change the colors of the entire drawing just to see what it looks like. Some of the color palettes have animated colors. The icon above the palette change is the line width selection. You can toggle between a thin line or a thick line when drawing with the tools.

The next group of eight icons are your drawing tools. Hover over and press A to select the active tool. The most interesting one is the arrow tool in the upper-left. This is as close as you can get to a free hand drawing tool in the game. Use the D-pad to point the arrow in the direction you want. The arrow rotates around in all directions. The dot past the tip of the arrow is where lines will start from. Press and hold the A button to move the arrow in the desired direction and start drawing. While the arrow is moving, you can change direction while still holding A, allowing you to draw curves. You can go all the way around and draw a circle if you want. Letting go of A stops the arrow and stops drawing. You can also move the arrow around without drawing by holding down the B button instead. What’s interesting is that the arrow’s movement is a bit different depending on if you are drawing or not. If you draw a curve by changing arrow direction, the arrow will completely circle around without you having to change D-pad direction. While just moving the arrow with B, the arrow stops turning as soon as it is moving the same direction you are pressing with the D-pad. It’s hard to explain, it’s just something interesting I noticed while toying around.

Too bad there is no triangle tool.

The rest of the top row are the pencil, line, and bucket fill tools. You probably know what these do already. The pencil is another simple free hand tool. Move the pencil anywhere with the D-pad and draw by holding down the A button. The line tool lets you draw straight lines, including at an angle. First, position the cursor at the start of the line. Then press and hold A and move the D-pad to where you want the end of the line. If you stop moving the cursor with A still held, it will show you a sample line without actually drawing anything. Once you let go of A, then it draws the line between the two endpoints. The bucket fill tool lets you color in an enclosed shape. The lowest tip of the paint out of the bucket icon is where filling starts. Press and hold A to fill with color. The painting algorithm colors in horizontal stripes. You can color by just briefly pressing A long enough to color just one stripe, then move the cursor around and repeat to draw as many stripes as you want. To completely fill in the space, you have to hold down A for the whole time.

The next tool on the bottom row is the circle tool. It has the same controls as the line tool. The starting position is the center of the circle. Then you can control how long and wide it is depending on how far away each cardinal direction is from the center. You can draw ovals in either direction with this tool. The rectangle tool is also the same thing as the line tool with both endpoints being opposite corners of the rectangle. The eraser tool is like the pencil tool but it erases anything drawn underneath.

The last icon in that section is the stamp tool. Selecting the stamp tool displays a new menu on top of the main menu. There you will see a row of four stamps. To use a stamp, cursor over the one you want and press A. Then press Select to get out of the menu. Use the D-pad to position the stamp and press A to stamp it down. You can continue stamping with the same one as much as you want. Back on the stamp menu, there are two buttons. More lets you see more available stamps, and the right arrow changes the colors of the stamps. The last page of stamps are letters and numbers. Place these stamps the same way as the others. To help facilitate writing text, there are additional controls. While placing letters on the screen, you can press the B button to advance to the next letter right there so you don’t have to go back to the menu to choose a new letter. If you hold the B button, then you can use Up or Down on the D-pad to cycle through all the characters. Let go of B to select that letter and then you can press A to stamp it.

It was already recognizable, but now it’s clear.

The icon with the stick figure person is the animation icon. This brings up a separate menu that functions just like the stamp menu. Cursor over the animation you want and press A to select it. When you press Select to exit the animation menu, it brings up another menu called the motion menu. Here there are five options for how you want the animation to move across your drawing. Highlight what you want and press either A or Select to play the selected animation with the selected motion. The first motion labeled Follow lets you move the animation with the D-pad. Next is the random path, and the other three are preset paths. You can walk back and forth in a straight line, around the screen in an oval, or in a wave pattern back and forth. Press either A or Select to stop the animation and go back to drawing.

Here are the remaining options. Clear lets you erase everything and start over. You will have to confirm Yes or No on clearing the screen. No Menu lets you remove the menu temporarily so that you see your completed drawing without cursors in the way. Either Select or A brings the menu back. The music note toggles the sounds on or off. Drawing operations and animations have music and sound effects that go with it and you can turn them off if you want. The final icon lets you change the cursor speed of the drawing tools. You can press Start at any time to do the same thing. There are five speeds. At the lowest speed with no bars showing, the cursor moves one pixel at a time so you can do some very fine detail drawing.

I added a little animation flair at the end.

I’m going to say this is my first time playing Videomation. I bet I have “played” it before at least a little bit when I tested my cart. It is not all that common, but when you do see one it is not expensive. This is about a $6 cart. I have had a couple of copies of this cart before. The first one I had for several years had a bad label. My current copy isn’t the best but certainly in better shape than what I had before.

This sounds silly to say, but I am not an artist and I had a little bit of anxiety figuring out how I was going to demonstrate Videomation. I settled on drawing a picture of the NES. I figured that was simple enough to draw, was something I know well, and would make use of most of the tools. I created a sample drawing that turned out okay, and I replicated that a little bit better in my recording. I was happy for the text stamps so I could label it as a Nintendo, and it was a nice bonus that Take On The NES Library fit the width of the screen. The worst part was trying to draw tiny circles for the controller ports. That turned out terrible. It’s recognizable, at least. I also forgot to shade in the lower half of the console. It’s not like it was going to be incredibly realistic anyway. I’m sure a real artist could do some amazing drawings with this tool, but for me I’m satisfied.

So there you have it. Videomation is an art, drawing, and animation tool. Anything that is not tile based on the NES I find impressive from a technical standpoint. Tools like this suffer from not having mouse or touch screen controls, but for what it is, I think the developers did a good job of providing enough features and options to give you the best control you could get out of an NES controller. Personally, I am happy I followed up a 10/10 in difficulty with a 1/10. Otherwise, I could do without Videomation and I am looking forward to playing some actual video games next.

#122 – Videomation

 
JUL
13
2018
0

#82 – Teenage Mutant Ninja Turtles

Turtle power! Times four!

The music starts simple and builds up nicely.

To Beat: Reach the ending
Played: 4/26/18
Difficulty: 9/10
My Difficulty: 5/10
My Video: Teenage Mutant Ninja Turtles Longplay

If you have been reading along for a while, you probably know that I am all about video games, and not much else. For instance, I don’t watch too many movies and often don’t watch the ones that have NES games tied to them. The Teenage Mutant Ninja Turtles were quite the phenomenon in the early 1990s, so much so that even I was all about them for a time. I had a bunch of the toys, I watched the cartoon, I saw the movies, and of course I played a lot of the NES games. The first of these games poses a stiff and often unfair challenge but is still a well-remembered game regardless, owing a debt to the source material for keeping it held in esteem among 90’s kids like myself.

The Teenage Mutant Ninja Turtles were created by Kevin Eastman and Peter Laird. They first appeared in a 1984 comic book published by Mirage Studios. The two creators were approached by licensing agent Mark Freedman to try and expand the franchise. They teamed up with Playmates Toys to create a line of action figures, and the company insisted on creating a cartoon to help tie in with the toy line. The Teenage Mutant Ninja Turtles TV series began in 1987, and though it took a little while to catch on, it blew up in popularity over the late 1980s and early 1990s. The comic book continued to run alongside the TV show, and several movies and video games followed throughout the 1990s. The series is still going on today, most notably in the Nickelodeon animated series ending in 2017, with a new series slated for the network later in 2018.

The NES game Teenage Mutant Ninja Turtles (abbreviated TMNT) was first released on the Famicom in May 1989. The NES release in North America followed soon after in June 1989, and the PAL release occurred in August 1990. Konami developed the game. It was published by Konami in Japan, under the Ultra Games label in the US, and Konami’s Palcom label in Europe and Australia. The Japanese version was called Geki Kame Ninja Den, meaning Legend of the Radical Ninja Turtles. The European version was renamed Teenage Mutant Hero Turtles to remove references to ninjas, just like with Ninja Gaiden. This version of the game was ported to various home computers, and even appeared in arcades as a Playchoice-10 title.

You can explore the map or get into the sewer.

TMNT is a side-scrolling action game. The plot begins with the standard “save the girl” trope, as Shredder has captured April O’Neil and you have to get her back. Ultimately, your task is to locate and defeat Shredder, the leader of the Foot Clan. The turtles want to retrieve his Life Transformer Gun, which they hope to use on Splinter to restore him back to his human form. This journey will take you through six stages, culminating in a final battle with Shredder himself.

When you start the game from the title screen, you are first dropped into a top-down view of a portion of the New York City streets. You control a tiny Ninja Turtle here. You can walk in four directions with the D-pad, and attack straight ahead with the B button. Right next to you is an opening to the sewer, and you can go inside if you want. There the gameplay changes to the side-scrolling view where the action takes place. You can also walk around the building and take the path on the left but be careful if you do. Right around the corner is a large steam roller that will drive toward you, and if you touch it you get crushed and die instantly, or in this game, get captured. You can explore the map freely and go in and out of the sewers or doorways freely as well. The idea is to locate the end level boss and defeat him to move on.

You can press Start to pause the game. This brings up an information screen. On the left side there is a minimap of the current area. Red squares indicate where you can walk around, and white squares indicate entrances to the side-scrolling areas. There is also a small, flashing plus sign that shows where you are on the map. On the right side is a small profile of each of the four turtles: Leonardo, Raphael, Michelangelo, and Donatello. You see a small picture of each turtle, his shortened name, a life bar, and what special weapon he has, if any. You can switch between turtles anytime in this game. Press Up or Down to highlight which turtle you want, and you will control him directly when you unpause. The lower part of the screen shows an informational message from one of the other characters, typically master Splinter.

Words of encouragement AND character selection!

Most of the game is played within the side-scrolling areas. You move around with the D-pad, jump with A, and attack with B. The turtles take high, loopy jumps and will curl up into a ball. You can take shorter jumps by tapping the A button. Once you start moving sideways in the air, you can’t stop until you land, making precision jumps on small ledges difficult. The B button attacks straight ahead. You can attack above by holding Up and below by holding Down when you strike with B. Your turtle crouches with Down while standing on the ground.

The lower part of the screen during gameplay holds vital information. The left shows both your current score and high score. The middle part displays your health bar. You begin with eight squares of health and you can get damaged in half-square increments. Below that is an enemy health bar that only appears during bosses or stronger enemy encounters. The right side shows your main weapon, sub weapon, and any other items you may encounter.

Each of the Ninja Turtles is known for mastering a specific weapon and you get to use them as your default weapon depending on which turtle you choose. Leonardo wields a katana. This has the best total range for all directions. Raphael uses sai, which is easily the weakest weapon in the game. It is very fast to deploy repeatedly but has virtually no range and isn’t as strong as you might expect given its natural handicap. Michelangelo wields nunchucks, which have good horizonal range but weak vertical range. Donatello is a master of the bo staff. This weapon has the best reach, but not necessarily the best range. Attacking enemies at your feet is tricky since you either have to attack while crouched, which gives you very little range, or attack downward while jumping. However, the bo is the most powerful of the standard weapons, therefore making it the most useful weapon in the game.

This screen should bring back some painful memories.

There are secondary weapons in the game that you mostly pick up from defeated enemies. They are uncommon drops, but you will see a few of them during play. Shurikens are simple projectile weapons that pack some surprising punch. There is also a three-way shuriken with a much wider range. Boomerangs are slow moving and don’t travel very far, but they come back toward you and you can grab them again to add them back to your stock. There is also the infamous scroll weapon that is not dropped by enemies and can only be found in a few places. This is a wide projectile attack that does heavy damage. Each weapon pickup gives you twenty ammo. Grabbing a new weapon replaces an old one, so typically you will switch turtles to spread the weapons around.

Other items are planted in the levels. Health-restoring pizza is the most common pickup you will find. Slices restore a quarter of your health, half pizzas give you back half of your health, and a full pizza restores it all. This only applies to your active turtle so you may choose who gets health if several turtles are in danger. Missile pickups give you ten missiles for the turtle van in the overhead view of Level 3. Ropes are used in special sections to help you cross large gaps. Finally, there is an invincibility item in the shape of a Ninja Turtle face. Grab it to ball up and swing your weapon all around you for several seconds. Then you can wipe out pretty much any enemy by bumping into them.

There are a lot of weird enemies in this game. Some are TMNT staples, like foot clan soldiers and mousers. There’s an enemy that’s all legs that jumps off ceilings with reverse gravity. There are weird glowing men, and chainsaw-wielding freaks, and flying saucer shaped robots, and men completely on fire, and robot soldiers with detachable heads, just to name a few. Some enemy encounters lock the screen for awhile and one of the stronger enemies will appear with its own dedicated health bar. There’s a weird quirk about the enemies that happens a lot in this game. Most areas have two enemy groups but only one is active at a time. The one you get when you enter a new screen appears to be chosen at random. You’ll find you prefer certain groups over others. Even weirder is that the enemy group can change in the middle of an area if all on-screen enemies are cleared out first. It’s one of the stranger game mechanics I’ve seen, which seems to fit given the equally strange enemies within the groups.

Heads will fly.

Let’s take a brief look at the stages in this game. This is already dipping into spoiler territory, if you care about such things. The first level is a good introductory stage to get used to the map and game mechanics. You will face both Bebop and Rocksteady as bosses here. The second stage is the infamous dam level. In the latter part of the stage you go underwater to disable eight bombs before time runs out. Swim by tapping A to rise and the D-pad to move around. There are electrical barriers and painful seaweed to deal with, but the timer is essentially the boss of this stage. In Level 3, you take control of the turtle van, or party wagon, as you seek out the boss. You can fire small bullets or large missiles that take out barricades in your way. Level 4 takes place at an airport and contain 18 numbered areas to explore. Level 5 has a dark map with searchlights that drop foot soldiers near you if you get caught. The boss is randomly hidden within one of the sewers and the enemies are very difficult. The final area has no map, playing only in the side-scrolling view. This large area contains one of the nastiest stretches of gameplay I’ve witnessed in this project.

You can survive a long time in this game because you manage four full health bars all at once. Inevitably, one turtle will succumb to damage or an instant death trap. In this case, that turtle gets captured and you have to go without him. There is one spot each in Levels 3, 4, 5, and 6 where you can recover a captured turtle, but you can only get one back per level. If all turtles are lost, it’s Game Over. You can continue twice which sends you back to the start of the level.

TMNT was one of the NES games I acquired back in the Ninja Turtles heyday of the early 90s. I have played the game a lot and have beaten it many times before. I remembered all the main points of the adventure despite not playing through the game for a long time. I think the last time I played through the game before now was in college just to show off to my friends. It’s regarded as a difficult NES game for good reason.

Some areas get clogged up with enemies.

It took me two attempts to beat the game. The first time was meant to shake off the rust, so to speak. I almost beat the game anyway. I was able to reach the last level without too much trouble, but that nasty corridor I mentioned earlier reared its ugly head and I couldn’t make it through. That spot is a long area littered with these flying robot soldiers that shoot lasers. They appear constantly throughout the length of the room, while the height of the room gets narrower and you have no room to dodge. They take at least two hits to kill with the best weapons as well. There is a bit of a trick to passing through the area, but it eluded me the first time through. I was successful on my next attempt though I had to use up both continues before figuring it out.

I will defend TMNT as a fun game, but it is kind of a mess in a few regards. The turtles themselves are unbalanced. Raphael is practically useless, mostly serving as either a damage sponge or special weapons expert. Donatello is easily the best character, but the game gets a lot more challenging should you lose him. The changing enemy group mechanic is strange and can hinder you as much as it can help you. I think some enemies take too many hits to beat. I can try and skip some, but that becomes an issue because there is significant slowdown and flicker when too many enemies are stuck on screen. The slowdown isn’t helpful from an enemy avoidance perspective since your movement is on the sluggish side normally. Many areas are too narrow to properly avoid enemies anyway. Another bonus mechanic is that a turtle gets an attack power boost when he is low on health. However, this doesn’t always seem to work, and I don’t think it’s something you can depend on even though it is useful when it happens.

Now that I’ve said my piece on TMNT, I think it is a disappointing game. The technical issues and balancing issues mentioned above hold the game back. I expect more out of a Konami game on NES. TMNT lacks the typical Konami polish, particularly from a 1989 release. By then, Konami had already released several games, including ones I’ve already played like Top Gun, Contra, and Gyruss. All of those games are a better technical experience than TMNT. The game does have some good qualities. The music is really good, and the graphics are solid. I like the overhead map and the variety of the gameplay it provides. The idea of switching between the four turtles each with different weapons is a great idea. I think the difficulty curve is even and each stage is harder than the one before it. The structure of a great game is here, but it falls a tad short of the mark for me. Maybe it’s the nostalgia talking, but I find TMNT to be a fun game anyway despite its flaws.

#82 – Teenage Mutant Ninja Turtles