Take on the NES Library

An 8-bit Extravaganza!

system

JAN
15
2021
1

#162 – The Last Ninja

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

Prepare to be stared at the whole time.

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

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

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

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

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

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

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

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

Piles of bodies left behind.

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

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

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

I spend a lot of time on the computer too.

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

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

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

#162 – The Last Ninja

 
AUG
03
2018
0

#86 – Kung-Fu Heroes

Punch, kick, and flip your way through this challenging action game.

The title logo palette changes, I think this color looks best.

To Beat: Reach the ending
To Complete: Reach the ending without warping
What I Did: Completed the game
Played: 5/19/18 – 5/26/18
Difficulty: 9/10
My Difficulty: 9/10
My Video: Kung-Fu Heroes Longplay

As you may know, before I started Take On The NES Library, I generated a randomized list of games and I am clearing games in that order. Once that list was set, I have completely ignored it aside from revealing only the next game in the list as I finish new games. I love the mystery of it all and I’m glad I’m doing it this way. Still, there are a few games that I remember where they fall on that list. For no particular reason, I remembered that Kung-Fu Heroes appeared somewhere in the 80s. Well, here we are! Perhaps this game stuck out to me because I knew that it was a sneaky difficult game. Let’s jump in and see what I was up against.

Kung-Fu Heroes began as an arcade title named Chinese Hero. It was developed by Nihon Game and published by Taiyo System in Japan and Kitcorp in North America. It released in 1984. A Famicom port of the game released in 1986 under the name Super Chinese. That version was published by Namco under the Namcot label. The NES version wouldn’t come out until March 1989. The NES version was also developed by Nihon Game, but by then they had renamed the company to Culture Brain. They also published the game on NES. Kung-Fu Heroes is the first game in the Super Chinese series. There were three Famicom games in the series. Super Chinese 2 would release on the NES as Little Ninja Brothers, and Super Chinese 3 is exclusive to the Famicom.

Kung-Fu Heroes is a top-down action game. You’ve heard this kind of story before. Monsters come and capture Princess Min-Min while also taking away ten treasures. You control either Jacky or Lee to battle the monsters and restore peace. (I wonder where their names came from?) Kung-Fu Heroes has a two-player mode with simultaneous gameplay if you want to tackle the game with a friend. The game takes places over eight castles with four areas each. Your task is to defeat enough monsters in each area so that the door opens to the next area. Once you complete all 32 areas, you save the princess and beat the game.

A nice courtyard becomes a battleground.

The controls to this game are more complicated than they first appear. You walk with the D-pad, moving in the four cardinal directions. Press A to punch. You reach forward by stepping quickly ahead and back when you punch and enemies break apart completely when you defeat them. You can perform the moon sault kick by pressing the B button. This also acts as a jump button. Hold down a direction and press B to jump kick into the air. You can defeat some enemies while airborne, and others you can defeat when you land on top of them with the kick. If you press B while standing still, you will perform a special move called the miracle kick. During the miracle kick, you move really fast and can jump much further than with the moon sault kick. There are a few other things you can do under special circumstances that I’ll cover later.

It’s a little unclear what you have to do in this game when you first start playing the game, so I’ll clear that up first. All the action takes place on a single screen. Enemies will appear one at a time periodically from the sides of the screen. There will be no more than four enemies on the screen at one time. After defeating twelve enemies, the door at the top of the screen will open, accompanied by a loud beeping noise. Unfortunately, there is no indicator for how far you have progressed within a level. Sometimes you don’t need to defeat all twelve enemies. Either way, as soon as the door opens the enemies speed up significantly. You can continue to beat them up if you want. To end the level, walk through the open door.

The top of the screen contains most of the information you need during game play. The first row has a bunch of icons and counters. The first one is of a little face that displays how many lives you have remaining. The next one is a letter K which indicates how many miracle kicks you can use. The second player also has these indicators on the right side of the screen. There are three more counters in the middle that are shared between both players. E indicates the number of E-balls you have, the fist icon indicates your punching power, and the money bag displays how much money you have. The second row on the menu bar contains the score for each player. In the middle of the row is a space reserved for any permanent treasures you acquire.

Punch to collect treasures, for nothing is fist-safe.

As you can see, there are a lot of items and abilities in this game. Most of them are acquired through collecting items within each area. Many levels will contain several rocks or blocks. You can punch these blocks to reveal an item that emerges from the block as a bubble. Then punch the item to collect it. The most common item you will see is a treasure box. This will hold one of many different items or upgrades that may not be immediately apparent. It may upgrade your punching power one level, which caps out at three, and you need certain power levels to defeat certain enemies. It may give you five miracle kicks. It might give you a money bag, which you can hold up to six. It might also contain one of the ten treasures. A new treasure will appear blinking at the top of the screen when you get a new one.

Another item you can find is a key. Collecting this opens up a staircase on the block where the key came from. It will close up after some time, but you can enter the stairs before then to go to one of two areas. The more common area is the bonus room. This is a timed room that generates items for you to collect. Red apples just give you points. The E balls are better in that collecting five of them gives you an extra life. This is also what E balls do in the main levels, however collecting them in the bonus area is separate from collecting them during levels. Also, in the bonus areas are a stream of bullets that you should dodge. Dying in the bonus area just ends it early without losing a life. Besides the bonus room, stairs may also lead to a warp room. In this room there are two holes and you can jump in the one you want to advance either a few levels or several levels ahead.

Some levels contain a gun ball item. This is a ball with the letter G on it. When you collect it, you can fire gun balls when you punch for a short time. Firing horizontally causes the gun balls to bounce on the ground as they move ahead. Firing vertically throws them in a straight line very quickly. There are a few upsides to the gun ball. You can use this to kill enemies that usually require more difficult techniques to defeat. Enemies will run away from you while the gun ball is active, and they are unable to shoot projectiles of their own. A few enemies take several gun balls to defeat, so fighting them may not always be worth it.

Bonus rooms are full of items and bullets.

The final items you can collect are question balls and 1ups. Blocks that do not hold items any more, or blocks that don’t hold items at all, can still be interacted with in a couple of ways. Some blocks go flying when you punch them. You can shove the blocks into other enemies and defeat them for more points than with standard attacks. Otherwise, you can keep punching an empty, stationary block to eventually generate a question ball. This will either contain a money bag or an X ball. The X ball resets your money bag count to zero. These blocks are the easiest ways to collect money bags but it is risky. 1ups are uncommon items that tend to appear on empty spaces and you reveal them by punching the air. Makes sure to take note of these special locations if you happen to find one. Finally, the last thing you can find in the levels is another bonus area called Break Time. This takes you to a separate screen where you gain half a million points and can take a free 30-second break if you desire. You can’t control your character or do anything aside from leave early.

Money bags are used to trigger two special items. Simply collecting five money bags generates an E ball somewhere on screen, and remember, five E balls equals an extra life. If you have six money bags, you can redeem them for a P ball. Press A and B together while standing still to make the P ball appear. Be patient because the controls for this are very rigid and I think you have to press both A and B together on the exact same frame to get the P ball to appear. Collect the P ball to turn invincible to enemies for a little while. Enemies turn blue and will run away from you. You can defeat them by simply running into them. It’s a great way to help when clearing difficult rooms.

The ten treasures you find throughout the game all have various effects. Most of them boil down to making it easier either to defeat or to avoid certain enemies. A couple of them reveal hidden dangers in later levels. If you mysteriously die in some of the later levels, you might be missing a treasure that could help. One treasure is a sword. You unsheathe the sword by pressing both A and B at the same time while you are walking, and you put it away the same way. The trigger is similar to the P ball and it’s important to remember the difference so that you don’t accidentally reveal the P ball when you don’t need it. Our hero will hold the sword out while it is in use. There are a couple of enemies that are only vulnerable to the sword.

Uni-Gon is the closest thing to a boss in the game.

There is a wide variety of enemies in this game. Most of them have different attacks, too. The standard commando enemies can punch and kick just like you. There are spear men and gun men. There’s a coffin enemy that will hold you inside of him briefly. A couple enemies fire medusa beams that freeze you for a bit and leave you vulnerable. One enemy just pushes you around. There are two large enemies that you need to watch out for. Uni-Gon is a huge, mummy-like monster that pursues you alone. All other enemies leave when he shows up. He can also breath fire. You can defeat him by punching him five times, but it is extremely risky. I’ve only done it once and usually I just avoid him until he goes away. If you can defeat him, he will leave an E ball behind. The other large enemy is a dragon. He is only vulnerable to the sword and you also have to hit him five times.

There are other features to some levels. One useful feature is the quick passage. These are doors on the left and right edges of the screen and most levels have them. If you walk through the door you will wrap around to the other side of the screen. Some levels have two pairs of quick passage doors. These are most helpful in evading Uni-Gon, but enemies can use them too so that’s another thing to keep in mind. Some levels have wells in them. These are just like the holes you enter in the warp room, only these kill you if you fall in. Some levels have fireballs streaming out of these wells. They are deadly to the touch, even if you are jumping in the air or are invincible with the P ball. Stay away. Some levels have pools of water or lava, and those kill you too. Finally, a few of the later levels have moving or disappearing blocks within the water or lava. If you can get on top of those blocks for just a brief time you will earn a bunch of points as well as some E balls.

You start the game with five lives. You can earn up to nine through the various methods already described. It’s a little frustrating to get good enough at the game to go beyond nine lives only for them not to count. There are no continues to the game either. There is a continue code I found by holding A and pressing Start at the title screen. It will take you back to the first area of the castle you were on. However, it is not listed in the manual so it is off-limits for me. The only nice thing Kung-Fu Heroes does for you is that you will always start each new level with at least three lives. If you finish a level with one or two lives remaining, you will get three lives to start the next area. I believe this is a holdover from the arcade game. It’s very generous, but it also speaks to the difficulty of the game in that death is so swift and frequent that those extra lives don’t always help.

If you’re playing for score, don’t miss Break Time.

This was my first time beating Kung-Fu Heroes. This is a game I have tinkered with a little bit off and on. Mostly I didn’t get through the first castle before turning off the game, but it was fun to pick up and try out a few times. I also played this game for the NintendoAge contest a few years back, but I didn’t get much beyond the third castle. I remember buying my copy of the game at my local game store several years ago when prices were still cheap. This game is still cheap today if you are looking to buy a copy.

I was able to beat the game in about a week. I sure played the game a lot in that one week, however. I think it took me over thirty attempts to beat the game. I took detailed notes on item locations which I found helpful for learning the game. By the end, I had all the item locations memorized that I needed. The first couple days of attempts didn’t get me very far. This was because I was spending all the time combing levels for items while also properly learning how to fight the enemies. Soon enough I was getting to the 6th, 7th, and final castle somewhat regularly when I hit another wall. Many of the final areas have no items along with difficult sets of enemies. A few areas include enemies that cannot be defeated, so you have to wait for them to leave so they can be replaced with enemies you can attack. I could do the early game really well only for it all to be wiped out in a flash at the end. I resorted to warping just so I could quickly get to the end of the game to practice. I beat the game that way once, and then the next day I beat it again without warping. The game loops continuously after you beat it, but the difficulty does not seem to change and there’s no special ending beyond the first loop.

It gets tough when there are no items late in the game.

Beating this game requires good technique and strategy. I found each enemy has either a specific way to beat them or a preferred way to beat them. Mastering the moon sault kick is important since you can dodge enemy projectiles and even get a nice point bonus for jumping over attacks. Then you land on top of the enemy to defeat it. It’s dangerous to jump on enemies that can also jump since they will evade your attack. For them, I approach them from the side and punch them or slice them with the sword before they go airborne. Defensively, I always keep my finger on the B button to moon sault kick my way out of danger, such as when the lightning obstacle quickly appears. I didn’t have much use for miracle kicks offensively, but they are very helpful as an evasive maneuver since you move so fast. It might not be best practice, but I use miracle kicks sometimes to go straight at the open door when it’s surrounded by enemies. Miracle kicks are also useful in the bonus room and they are unlimited for that room only. I just avoid both Uni-Gon and the Dragon. Shuffling back and forth through the quick passage keeps Uni-Gon away pretty easily. I also came up with a nice strategy for the final area. I saved four E-balls and six money bags for that stage since it’s the hardest one. I spent the money bags on a P ball when there were four enemies on screen, and then I went to town wiping out as many enemies as possible using the quick passages. Uni-Gon appears here and I can beat him with the invincibility, and then he drops the fifth E ball I need for an extra life. This level is still awfully tough after that, but every little bit helps.

I enjoyed my time with Kung-Fu Heroes. It does feel a little out of place for a 1989 NES release. The graphics and aesthetic are nice. The music is catchy at its best, and a bit dull at its worst. The controls are fine aside from trying to press A and B together. The action is very quick. This is an easy game to pick up and play for a few minutes or to sit down and try to dig into it. This game is also part of a trend among early NES games I’ve noticed where there is more internal complexity to the game systems than it first lets on. All the treasures with different effects and all the other things to keep track of like miracle kicks and money bags seem so overwhelming for what looks like a simple action game at first glance. Therefore, this game is easy to start playing but tough to master. This is a game for people who like quick action games and don’t mind a challenge in the endgame, but I think it’s also a great NES game if you don’t take it too seriously and just want to carve up some enemies for a little while.

#86 – Kung-Fu Heroes

 
APR
02
2018
1

#70 – Puss ‘N Boots: Pero’s Great Adventure

You won’t need any cat-like reflexes to get through Puss ‘N Boots.

This static title screen’s theme music has an ending.

To Beat: Reach the ending
Played: 1/7/18
Difficulty: 2/10
My Difficulty: 2/10
Video: Puss ‘N Boots Longplay

Most people familiar with NES games know of the concept “Nintendo Hard.” Things like limited continues, unfair enemy patterns, fragile heroes, and little to no checkpoints are just some of the features of games that have this reputation. In this case, Puss ‘N Boots: Pero’s Great Adventure has virtually none of these issues. That sounds great, but what is left is a game that is super short and way too easy. I’ll spend far more time explaining the game than it took me to play it. Maybe Puss ‘N Boots is the kind of romp that you might be looking for in an NES game, so read on to see if it’s something you might want to try on for size.

You have to go way back to find the roots of this game’s character. Puss in Boots is an old European fairy tale about a cat who tricks others in order to gain power and fame. The oldest known telling of the story was from the Italian author Giovanni Francesco Straparola around the year 1550. The most famous version of this story was later written by French author Charles Perrault in 1697 within a collection of eight fairy tales. There were many adaptations and retellings of this fairy tale, and the one of importance here is the 1969 Japanese animated film The Wonderful World of Puss ‘n Boots by Toei Animation. In this version, the cat was named Pero after Charles Perrault and he would become the mascot for Toei Animation.

Starting off within a ghost town.

There are two games based on The Wonderful World of Puss ‘N Boots. The first is the Famicom exclusive Nagagutsu o Haita Neko: Sekai Isshu 80 Nichi Dai Boken. It was released in November 1986, published by Toei Animation and developed by Shouei System. The developer is mostly known for Fist of the North Star games in addition to Puss ‘N Boots. The NES received the sequel Puss ‘N Boots: Pero’s Great Adventure in June 1990. The games are both loosely based on Jules Verne’s Around the World in Eighty Days and are quite similar in style and structure. The NES game was also developed by Shouei System but published by Electro Brain.

The story is a little bit more interesting than your typical NES game. You play the role of Pero who was ordered by Count Gruemon to get rid of a mouse in his castle. Pero befriended the mouse and helped him escape. This really upset Count Gruemon, so he enlisted the help of Dr. Gari-gari to send Pero in a time machine to the past. To make matters worse, Pero is being pursued by hitmen from the Cat Kingdom because Pero violated Cat Kingdom law by helping a mouse. Pero must travel through seven different areas all over the world in order to track down and defeat Count Gruemon and Dr. Gari-gari and take their time machine to get back home. Do this and you beat the game.

Puss ‘N Boots is a side-scrolling platformer with a typical control scheme. You use the D-Pad to walk around left and right. Press the A button to jump and press B to fire your weapon. The Start button pauses the game. While paused, you can press Left or Right to select one of Pero’s three weapons. Then press B to equip the weapon and unpause the game. Pero can squat by holding Down. If you are standing on top of a ledge, you can squat and press B to fall through the platform. I’m not sure if this even works since I didn’t need to try it.

Pero travels by steamboat in mostly calm waters.

All of Pero’s weapons have unlimited use and you can pick whichever one you want at any time. The default pistol fires a straight bullet ahead. The bomb is thrown in more of an arc. It goes upward a little bit and then falls quickly, exploding when it hits the ground. It’s useful for lower targets. The boomerang is a pretty large weapon that is thrown in a huge loop spanning most of the length and height of the screen. You can have two pistol shots on-screen at once, but only a single bomb or boomerang.

There are a bunch of vehicles you get to ride throughout the game, all with slightly different controls and capabilities. The ship floats on top of the water. All you can do it in is fire missiles straight ahead or move left and right. The underwater submarine can move in all directions and you can also raise it by holding the A button. The B button fires torpedoes that can destroy pieces of land that get in your way. The car has the same missiles as the ship, but you can jump and move similar to how Pero moves on foot. The airplane has the same movement as the submarine but is armed with a machine gun that functions similarly to the missiles, and it only faces to the right so you can’t shoot behind you. The hot air balloon is more like the submarine but uses missiles like the ship and the car.

There are some items you can find along the way. The boot makes Pero invincible briefly and awards 500 points. The hamburger is also worth 500 points and restores some of Pero’s health. The money bag is just for additional points, but you can earn either 1000 or 3000 points each. The Pero face powerup is an extra life. You can see Pero’s remaining lives, health, score, high score, and weapon selection at the bottom of the screen during play.

Just driving through the desert, no big deal.

Puss ‘N Boots has quite the variety of enemies. For the most part, the enemies are suitable for the levels they are found in. There are pirate ships on top of the water, piranhas in the water, and birds and other balloons while airborne. There are weird enemies too, such as flying horseshoes and UFO’s. Perhaps my favorite are the giant lightning bolts that you can blow up with your firepower. Puss ‘N Boots also features a few boss battles at the end of some stages. These are neat but don’t really make much sense. After the ocean stage, for instance, the boss is this giant mechanical frog. You have to hit him in the mouth while he spews out smaller frogs. Bosses have a health bar displayed below yours during these fights.

Pero begins his journey with two extra lives. I don’t think you can earn more lives with your score, just by grabbing 1ups. If you lose all your lives you may continue. There is a Continue option on the title screen that starts you off with three more lives. Either using a continue or resuming after death puts you back at the most recent checkpoint. Some levels don’t have any checkpoints and other stages have more than one part to them with a checkpoint at the start of each section. It’s a generous system. The catch is that you can only continue three times before starting over from scratch.

This was my first time playing Puss ‘N Boots. It’s not the most common game out there, but it is inexpensive. I’m pretty sure I got my copy in one of those eBay bulk lots I bought often while actively collecting. It wasn’t until after that that I learned that it is regarded as one of the easiest NES games. It did seem pretty simple when I tested my cart out but I only played a couple of minutes.

Puss ‘N Boots is also part shooter.

The game’s reputation did not disappoint. I was able to beat Puss ‘N Boots in 20 minutes on my first try. It’s such a simple game and you don’t even have to take your time in the levels to have a decent shot at getting through successfully, at least until the end of the game. Most of the experience is move to the right and defeat any enemies that approach you. The final area is a door maze that also has some sections that scroll upward. There are two bosses in this stage. The first one isn’t too bad, but the final boss is surprisingly tricky and easily the most difficult part of the game. It’s easy to have your health sucked away fast. I used up a bunch of lives here but eventually I got through. I would have given the game a 1/10 difficulty rating up until the final boss.

There is nothing notable about Puss ‘N Boots on the NES. It doesn’t look very good for a 1990 NES game. I don’t recall anything about the music. They tried to introduce some variety with the different vehicles and weapons, but everything feels roughly the same. The physics feel very unpolished. Jumping and throwing projectiles is rigid, and you move forward faster by jumping all the time. Levels are straightforward and end before they get going. It’s the brevity of it all that makes Puss ‘N Boots completely forgettable. If you are in the mood for a short, easy game or get a thrill out of beating something new, then this is definitely the game for you. Games like this are very welcome for my kind of long-term project but aren’t all that interesting otherwise. You aren’t missing anything special if you take a pass on Puss ‘N Boots.

#70 – Puss ‘N Boots: Pero’s Great Adventure

#70 – Puss ‘N Boots: Pero’s Great Adventure

 
JUL
31
2017
0

#48 – BurgerTime

Build the biggest believable burgers in BurgerTime.

Another plain arcade title screen.

To Beat: Finish 6 Levels
Played: 3/28/2017 – 3/29/2017
Difficulty: 6/10
My Difficulty: 6/10
Video: BurgerTime Playthrough

BurgerTime is another one of the many arcade ports that made its way to the NES. I did not play the arcade version of the game, but I do have some nostalgia for this NES port. I had left the game mostly untouched for the past 25 years as just about all my experience of this game came when I was young. It’s time for me to experience this blast from the past and shed some new light on both this game and its successors.

BurgerTime was first released in arcades in Japan as Hamburger, and then the name was changed over when it came to the US. It was originally released in 1982 by Data East as part of the company’s DECO Cassette System. This was the first arcade system where one could buy a standardized cabinet and load different games to the machine using cassette tapes. BurgerTime also got its own standalone cabinet published by Bally Midway. The game received around ten ports to various computers and consoles, such as Intellivision, ColecoVision, and the Apple II. The Famicom port of BurgerTime was developed by Data East and published by Namco. It was released in November 1985. BurgerTime was brought to the NES in May 1987, this time published by the developer Data East.

There are also a number of sequels and spin-offs for BurgerTime. An Intellivision-only sequel named Diner was released in 1984 where you push balls of food to the bottom of the screen and into enemies. Peter Pepper’s Ice Cream Factory was also a 1984 release in arcades where you build ice cream cones. Super BurgerTime was a 1990 arcade game that is an enhanced version of the original concept. The Game Boy received BurgerTime Deluxe in 1991. Namco released an updated version of the original game for mobile devices named BurgerTime Delight in 2007. Lastly, a 3D version of the game called BurgerTime World Tour was released in 2011 on Xbox Live Arcade and the Playstation Network, with a Wiiware version arriving in 2012.

Who put all this stuff here in the first place?

BurgerTime is a single screen action game. The screen is filled with platforms and ladders, and there are various slices of hamburgers, buns, and toppings across the board. You control the chef Peter Pepper as he must use all the ingredients on screen to build gigantic hamburgers underneath the level. You do this by running across the ingredients causing them to fall to the level below. If an ingredient falls on top of another one, it falls as well potentially setting off a chain reaction. Once all the burgers are assembled, you complete the round and move on to the next stage.

A game like this wouldn’t be complete without enemies, and there are three different types in BurgerTime. They are named Mr. Hot Dog, Mr. Egg, and Mr. Pickle. All three enemies behave in the same way by following you around the board. Mr. Hot Dog is the most numerous of the enemy foods. Mr. Egg appears in fewer numbers and he tends to be a little bit smarter as he tracks you. Mr. Pickle appears in the later levels and also tends to be a bit smarter like Mr. Egg. The only way the enemies defeat Peter Pepper is to run into him, so you should always be on the move.

Peter Pepper can use the ingredients to his advantage in dealing with the enemies. If one of the ingredients falls on an enemy, they get squished and you get points. After a few seconds, a new enemy will take his place and join the fray. You can also displace enemies by dropping an ingredient they are standing on. Not only does this knock out enemies for a short time, but it also causes the ingredient to drop more ledges than when dropped alone. You score double points for each additional dropped enemy on the same ingredient, so this is the best way to rack up points in a hurry as well as clear the level more quickly.

A dash of pepper can help if you get trapped like this.

The only weapon our chef has at his disposal is pepper. It is only limited to a few uses but it is incredibly useful to get out of a bind. Simply press A or B to throw a dash of pepper in the direction you are facing. Pepper stuns all enemies it touches and you can run right through them without getting hurt. It can be used as an evasive move if you get trapped, but you can also use it to stack several enemies together on top of an ingredient and then drop them all at once for huge points. You get five peppers at the start of the game and you can acquire additional ones from powerups that appear in the middle of the level periodically. Depending on the level you will find an ice cream cone, a cup of coffee, or a bag of fries that give you points as well as pepper.

BurgerTime has six levels and it only takes a couple of minutes to clear each one. However, it’s a challenging game. At first, it gets overwhelming being chased around by four or five enemies at one time. After getting used to it, the first couple of levels are pretty straightforward. The third level requires you to work your way up through narrow space to reach the top part of the stage. This is a solid test for understanding how the enemies route their way across the level in order to navigate around them. The fifth stage has long platforms without branching paths, leading you to get trapped easily if you aren’t careful. The final stage is nasty, including several ingredients placed on dead ends. Having several shots of pepper handy goes a long way to clearing it. After all six stages are finished, the game loops back to the first level with faster enemies. It will keep looping until you run out of lives.

BurgerTime was one of the very first games my family owned for our NES. If memory serves it was the third game we owned after Super Mario Bros./Duck Hunt and Pinball. Therefore, BurgerTime is among my earliest gaming memories. I do remember beating this game as a child by hoarding pepper for the final stage and setting up a super combo with all the enemies included. As we collected new games, I put BurgerTime on the back burner for many years. I played it again in 2015 when it showed up as a NintendoAge contest game. I did not beat the game that week, but now I got to beat the game again for the first time since I was 7 or 8 years old.

The level layouts get tricky at the end.

I beat BurgerTime in one late night, but it wasn’t easy. Stage 6 is the most challenging by far, but Stage 5 is the make it or break it level for me. I typically have to use a lot of pepper because it’s easy to get surrounded on the long platforms, and I need to hold on to as much pepper as possible for the final level. When I did reach the final level, I had some close calls. I was one ingredient drop away from beating the game on my first attempt. On a couple of later tries I botched some near finishes with several lives remaining. I completed the game on my ninth attempt, and I finished it off by playing into the second loop until I lost all my lives.

The one thing I run into trouble with in this game is moving on and off ladders. You have to be lined up with them pretty close to center before you can climb them. To get off, you must be at the very top or bottom before you can move laterally. The inability to make precise movements when you get stuck on an edge makes BurgerTime much more frustrating than it should be. I like it when games automatically nudge you the rest of the way if you start to switch direction just a tad early. That would have really come in handy here.

BurgerTime is a serviceable arcade game port that plays just fine on the NES. As this port is based on an older game, the presentation matches the arcade version. However, on the NES it comes off as a bit sparse. The graphics are plain and include solid black backgrounds. The music is one continuous, droning loop and the sound effects are simplistic. Gameplay is what matters most, and BurgerTime has it where it counts. Rounding up the enemies and dropping them in bulk is satisfying, as is crushing them with a bun or lettuce leaf. It’s fun to play for high scores and it’s fun to work through all the levels. BurgerTime is not a bad choice to consider adding to your NES collection if you are interested in 1980s arcade games.

#48 – BurgerTime

 
SEP
27
2016
0

New Developments and Other Thoughts

The last couple of weeks have brought about some things that will lead to some major changes to my project and this website. Let me be clear that I am not stopping anything and these changes could be very good! I have also had a few other thoughts that I might as well air out now and get some discussion going. Even though this is my pet project I do want to keep this interesting for you and everyone else that has been reading and following along thus far. With all that in mind, let’s get started!

I have recently made two purchases that directly impact Take On The NES Library. The first purchase is the brand new RetroUSB AVS console! I have been using it for a week and a half and I really like it! In case you haven’t heard about it, the AVS is a brand new HDMI based NES console. This is great for me because aside from a few exceptions I do all my NES gaming on a flat screen TV. It displays games in clear 720p and it has a good amount of customization options to the video to make it look just about as nice as possible on my TV. Some other features that I really like about it are the Famicom slot, PAL region support, and the Scoreboard for uploading high scores on dozens of games. It has held up very well with every game I have tried so far. I am planning to use it as my primary system for playing NES games going forward.

Even though the AVS is a great system, I do have a couple of concerns around legitimacy. The AVS contains a built-in Game Genie for applying cheats without using any extra peripherals. Unfortunately with that as part of the firmware it’s not easy for me to prove that my playthroughs are cheat-free. Up until now I have played on a top loading NES and I have included a picture of my TV screen and console when I beat the game. From there it will be obvious if I am using a cheat device and that approach will not cut it with the AVS. The only way to really prove it is with video. Otherwise, legitimacy is only as good as my word. Though my detailed reviews and stories may be good enough for most readers, I am certain there is at least one person out there that would be willing to call me out and claim that I have not cleanly beaten some game. It may never happen but I don’t exactly have a leg to stand on in an argument if it comes up. The other concern is about accuracy. It has come to light recently that the AVS plays games a tiny bit slower than on an original NES console. Informal testing has shown that the AVS plays about a second behind an original console for every 10 minutes of play. It is a very small imperceptible difference, but it’s there. Both of these issues in my mind are not enough for me to stay away from using the AVS for my primary console. If I am able to win on an AVS, certainly I can win on a normal console and I would be able to back that up and prove it in some extreme case of doubt.

The other device I bought is a brand new Elgato Game Capture HD. This is very exciting! With this device I can connect my console with my PC and record video of my playthroughs, and combining that with the AVS will produce high-quality video for personal use. It’s obvious there are some great possibilities for enhancing the site with this. One thing I want to try is uploading games to my YouTube channel. I’m not that big on video editing but it shouldn’t be too difficult to create longplay videos for games I finish. I imagine there are quite a few obscure NES games that don’t have a lot of video on the web and I will be able to generate some archival footage that may prove useful. Videos will also provide me proof of victory that could come in handy! The video quality is so good with the AVS that I can grab my own screenshots from the captured video for use in my blog posts. I have resorted to extracting images from emulators or finding them on the web, so the ability to generate my own screenshots on console is really going to enhance my reviews as well.

Another benefit of the capture device is that I can stream gameplay on my Twitch channel. This is actually the main reason why I bought it, but for a non-obvious practical application. My wife likes to watch me play but it’s been difficult to set it up when my young daughter isn’t sleeping well. Streaming lets me play downstairs while she watches and lays in bed upstairs! We have already tried it a couple of times and it works well. The Elgato makes it easy to stream and I should be able to broadcast a few times a week whenever I get to play. My schedule makes it difficult to stream at a convenient time, so when I do it will generally be after midnight for up to an hour on a good night. Despite that it’s another way to expand my reach for the site!

Since I started the blog I have kept a tight lip on what games I am playing until I reveal my review. I have wanted to keep things a surprise in the same way that the next game I play is a surprise to me. Obviously if I am going to start live streaming that will be impossible. I have had more than one person show interest in my current progress and I suspect it will be better overall if I am more transparent with my progress especially if that information is going to be out there anyway. Therefore I am going to start revealing more about what’s happening here on places such as my Twitter account and my Nintendo Age discussion thread. I hope these things may spark some more interest and discussion in what I’m doing here.

In the spirit of transparency, I am revealing today that I have been working a bit on the side learning to play piano using the NES Miracle Piano Teaching System. A little over a month ago I bought the CIB Miracle Piano set from a collector that was selling off all of his games. The set is a bit challenging to track down and I jumped at the opportunity to obtain a good condition set for what I think is a good price. This appeared on my list immediately before Ikari Warriors but at that time I didn’t have the set so I couldn’t even show it off. Good thing I put it off! I have the entire setup connected to my CRT TV in my office for the near future so that I can work on the teaching program a few times a week. Now, I have no music experience in any form whatsoever so I am learning from scratch. From what I have done so far I think the program is quite good, but it is also shaping up to be a very difficult endeavor. It may be harder to finish than Ikari Warriors! I have just started Lesson 8 out of 36 total lessons and this new lesson really beat me up when I first started. It will take a lot of effort to finish everything but I am dead set on completing it. I estimate that it will take me at least a year to finish the program but at this point I won’t be surprised if it takes two or three years to complete.

A part of my project methodology has been bothering me for awhile. When I first created my master game list I bumped a number of games that I wasn’t interested in trying to beat down to the bottom of my list. That mini-list mostly consists of sports games, strategy games, and flight simulation games. There were 83 games that got this treatment which is really a significant portion of the library. I’m starting to regret that choice. There’s really no point in delaying these games considering my goal of beating them all. I did that initially to minimize the chance of losing interest in the project if I got stuck with a long uninteresting game. I think I have proven by now that I am willing to spend a lot of time working through any game so I want to reintroduce those skipped games in some way. The most likely option is to periodically sprinkle one of these games into my master list. Another possibility is to work on two active games, one from each list. If I decide to go that route I will defer that until after I finish Miracle Piano since that is already my alternate game!

Since I’ve been working on the website and project I have always been thinking of doing things to expand my reach and get the word out about Take On The NES Library. I am getting ready to take a big step forward with attempting to expand my content to Twitch and YouTube. I am wondering if I should take it even further and set up dedicated channels and accounts for the blog, or if it is fine using my personal accounts for that. I even wonder if I should bother trying to market the site in the first place and just stick to word of mouth and keeping things small. I don’t really have the bandwidth in my life to have a dedicated streaming schedule or upload schedule. I have a hard enough time keeping up with posting reviews every couple of weeks. It’s probably best right now to stick with my foray into video and see how that goes first!

I think that’s all that has been on my mind. I would love to hear from you! I know my blog comments have barely been used, but please feel free to try them out and send something my way if you have any suggestions for how I can further improve this site. You can also find me on the Nintendo Age forums as arnpoly as well as that active forum thread there specifically for this project. Keep your eyes peeled for more frequent updates!

 
SEP
20
2016
0
Kid Icarus Box Cover

#26 – Kid Icarus

As long as you don’t fly into the sun, you will probably enjoy this game!

Nice cheery title screen music is an excellent way to start!

Nice cheery title screen music is an excellent way to start!

To Beat: Reach the ending
To Complete: Get the best ending
My Goal: Complete the game
What I Did: Got the best ending
Played: 8/22/16 – 8/29/16
Difficulty: 7/10
My Difficulty: 6/10

It’s always a good day whenever one of the classic NES titles comes up in my list! It can be a little rough around the edges at times, but Kid Icarus has a lot of neat ideas that come together well for a game this early in the library.

Kid Icarus was first released on the Famicom Disk System in Japan on December 19, 1986 under the name Hikari Shinwa Parutena no Kagami which translates to Myth of Light: The Mirror of Palutena. It was co-developed by Nintendo R&D1 and Tose with R&D1 handling the design and Tose handling the development work. The game took advantage of the expanded capabilities of the FDS by including more game content than what was previously done on cartridge, a save game feature, and enhanced audio. Kid Icarus was later ported to a cartridge for release in Europe in February 1987 and a few months later in North America in July 1987.

Kid Icarus received a sequel on Game Boy in North America in November 1991 and Europe in May 1992. Curiously it was not released in Japan until appearing on the Japanese 3DS Virtual Console. The gameplay is very similar to the NES version but it is an all new game. The series would then go into hibernation for over 20 years aside from seeing a Virtual Console release in 2007. The newest title in the series is named Kid Icarus Uprising released in 2012. In that same year the original game received a 3D Classics remake on the Nintendo 3DS.

Kid Icarus is a side-scrolling platform action game. You play as the angel Pit in his quest to save the goddess Palutena and Angel Land from the evil Medusa. The game takes place over four main areas: Underworld, Overworld, Skyworld, and the Palace in the Sky. The first three areas are comprised of four sections each and the final section is a fortress that plays differently than the rest of the game. The object is to recover one of the sacred treasures in each of the three fortresses and use all three of them for the final battle against Medusa.

Thus begins the long ascent...

Thus begins the long ascent…

The first thing you’ll notice when playing Kid Icarus is that play advances upward with vertical scrolling. This is one of the few early NES games to employ vertical scrolling like this as a main component of the game right from the start. Unfortunately the game only handles one-way scrolling upward, and if you happen to fall back down you will die regardless of what platforms you left behind. This is why Kid Icarus seems to be regarded as a difficult game because the early game platforming must be completed with minimal mistakes. The reasoning behind the vertical level is symbolic as Pit begins at the bottom of the Underworld and must ascend upward to reach the Overworld. Stage 2 switches to more traditional horizontal scrolling before going vertical again in the Skyworld. The overall idea here makes sense from a storytelling perspective but it tarnishes the initial impression of the gameplay experience.

One neat aspect about the vertical levels is that Pit can loop around the screen horizontally. You can leave the screen on the left and reappear on the right, and vice versa. This leads to some interesting level design in a few places where you will need to take advantage of the looping mechanic to overcome some obstacles.

Pit can walk left and right and jump typical of a normal platformer game. He can fall through some thin flooring by pressing Down, which can sometimes lead to unintentional falling to your death. He can also shoot arrows from his bow to the left, right, and upward. Pit also has a health bar and he can take a few hits from enemies before defeat. The enemies tend to appear in groups though there are stray single enemies every once in awhile. When they are defeated they leave hearts behind and these are used as currency. Small hearts are worth one, large half hearts are worth five, and large full hearts are worth ten. Pit can hold up to 999 hearts and there are many items that can be found or purchased with these hearts. You can track just about all of the items on the subscreen that is displayed when the game is paused with the Start button.

Kid Icarus sure doesn't pull punches early on.

Kid Icarus sure doesn’t pull punches early on.

There are several types of chambers that appear throughout the levels by way of open doors. Among the most common rooms are two different kinds of shops. The basic shop has items that are fairly priced. The mallet is the cheapest item and is a limited use subweapon that can be equipped by pressing Select during play. It is very strong but each mallet acquired only allows for a single swing before it is depleted. They have a special use in the end of level fortresses that I will cover later. The Water of Life chalice restores some health, and the Water of Life in a bottle will automatically deploy its health boost as soon as Pit runs out of energy. The Angel Feather lets Pit survive a fall off the bottom of the screen by initiating a brief period of flight to recover onto a ledge. These are very useful but are pretty expensive and therefore are not as easy to acquire when you really need one early in the game.

The other kind of shop is the Black Market. This shop is overpriced compared to the normal shop, but these are worth visiting in some situations. The Water Barrel item can only be purchased on the Black Market and it allows Pit to hold more than one Water of Life bottle at a time. If you don’t already have a Water of Life it gives you one for free, otherwise the one you are carrying gets saved in the barrel. There are also some other special items that show up here under special circumstances that I will also mention later.

There is a treasure room that contains eight pots each with a question mark on them. You can destroy a pot to reveal an item but it costs five hearts per pot. You may destroy as many pots as you want. Collecting a revealed treasure removes all the remaining pots but you can grab all the items you found. However one of the pots contains the God of Poverty and if you find him you lose all of the items and are booted from the chamber empty handed. If you break all the pots and leave the God of Poverty for last, the final pot instead contains a more substantial treasure. The bonus treasure can be an Angel Feather, a Water of Life Bottle, a Water Barrel, or the Credit Card. This is the only way in the game to obtain the Credit Card. You can use it in the Black Market to buy items that you cannot afford. Of course if you do so you will be in his debt and are unable to buy any more items until you pay off what you owe him.

Decisions, decisions!

Decisions, decisions!

Another type of room is the Sacred Training Chamber. A God in this room will summon a bunch of randomly moving enemies that look like floor tiles. The object here is simply to survive, and if you do so you are rewarded with your choice of one of three special weapons. The Fire Arrow adds a little fireball to the standard arrow that deals extra damage to an enemy. The Sacred Bow increases the range of Pit’s arrows. The Protective Crystal spawns two crystals that spin quickly around Pit and give him a way to easily defeat weak enemies up close. Over the course of the game you can acquire all three at once, however you cannot use them until you have enough health. There are some enemies in the game that will steal one of these weapons if they collide with Pit. You can recover the stolen weapons by buying them for very inflated prices in the Black Market, or you can earn it back by completing the training again in a later chamber.

The other three chambers you can encounter are more straightforward. The enemy lair contains a swarm of enemies that all drop big hearts for a quick money boost. The Strength Upgrade chamber contains a God that will give you a stronger arrow. There are five levels of arrow strength and you increase it by one for each God you find in this chamber. However, there are some special hidden requirements defined by how well you play that determine if you qualify for the upgrade at all. Finally there are hot springs that restore your health slowly just by relaxing inside!

To cap off the normal item list, sometimes in the levels you will find a harp that turns all of the enemies into mallets for a brief period. This is the easiest way to collect lots of mallets. You can also find the chalices here that restore health.

There is a scoring system in place as well. The score for the current level and the total cumulative score appear on the subscreen. You get points for defeating enemies, although the enemies inside the enemy lairs do not give any points at all. After each section is completed your points are added to the total score. Reaching specific point intervals here will trigger the message Power Up and Pit is awarded an increase to his maximum health. You begin the game with one segment of health and can get up to a maximum of five.

More health makes the journey more manageable.

More health makes the journey more manageable.

As mentioned above, the last section of the first three levels is a fortress that mixes up the formula of the game. The fortress is a non-linear maze that contains a boss hidden within. There are even more items here that assist in exploring the fortress. The check sheet is a blank map of the fortress that draws a grid on the subscreen. It must be found in a specific location in the fortress. The pencil can be bought in a shop and marks off each room on the check sheet that you enter for the first time. The torch must also be bought in a shop and it highlights the current room Pit is in. These items are helpful to show both where you are and where you have been so that you can narrow down where the boss is located.

There are a couple of interesting elements in the fortresses. There are statues scattered all around the fortress that can be broken with the mallet revealing a centurion. Each centurion saved here flies away for now but shows up later during the boss fight to aid Pit in the battle. On the flip side, there is an awful enemy type unique to the fortress called the eggplant wizard. They toss eggplants around that turn Pit into an eggplant himself should he be struck by one. While in eggplant form Pit is unable to fire arrows at all and it is a permanent state that leaves Pit defenseless. The goal from here is to find a nurse inside the fortress who will restore Pit back to normal at no cost. The eggplant wizards are often placed along the critical path to the boss and it is a huge hassle to go back and find the nurse.

When each fortress boss is defeated, one of the sacred treasures is left behind inside a treasure chest. When all three chests are collected all treasures are revealed and equipped for the final level and showdown against Medusa. Here the game switches play to an auto-scrolling shooter that is unique to this last area.

A nightmare scenario...

A nightmare scenario…

Just like Metroid before it, Kid Icarus was updated to include a password system for its NES cart release. The passwords are 24 characters long and comprised of many different characters. The long passwords allow a lot of information to be stored within them. When you continue your game with a password, it saves the level you last played, your heart balance, and all your items, weapons, and upgrades. Even though they are tedious to document and input, it works just as good as a save game and makes it much easier to slowly work though the game a stage or two at a time.

Kid Icarus was one of the titles I have held onto since childhood. I know that I spent some time with it growing up but I could never quite remember if I had played the game all the way through for myself. I definitely beat the game with a password taking me straight to the final level, but I imagine I pulled that out of Nintendo Power or a guidebook. As an adult I have picked it up casually a number of times and I always would stall out prior to the first fortress. The first level is quite difficult with the vertical layout combined with a lack of powerups and abilities for starting out. It took me a dedicated effort this time to finally mark it off as complete.

During my playthrough I really struggled to get through Level 1-3. I did not earn enough points in the first two levels to increase my health bar which really made things harder on myself. I also insisted on clearing the first Sacred Training Chamber since I didn’t how many opportunities I would have later on in the game. It was tough but I made it through after nearly a dozen attempts.

Of course there also has to be fire pits to deal with while you climb.

Of course there also has to be fire pits to deal with while you climb.

From the first fortress onward, the game eased up in difficulty considerably. In the fortresses all the enemies respawn any time you leave the room. I found an area near the boss that had a hot spring a few rooms away from a room full of enemies that left behind big hearts. Between those two rooms I maxed out on hearts plus I managed to earn enough points to max out the health bar at the end of Level 1. Having full health allowed the weapon I earned prior to kick in which also helped. I focused more on the platforming and I was able to beat the game without too much trouble. I would say the third fortress was the hardest challenge remaining and that took some practice with some of the eggplant wizard placements.

Once I completed the game, I decided to investigate how to get the best ending. I had collected everything except for the credit card and I was missing two strength upgrades. I figured that had something to do with it and it turns out my suspicions were mostly correct. Here is how the endings work. There are four separate goals to complete: Have the maximum health bar, have maximum strength, have all three special weapons, and have the maximum number of hearts. You get a different ending for how many of those goals are completed at the end of the game. I got the middle of the road ending by having all the health and all three special weapons. I would have had enough hearts had I not spent some on a Water of Life right before the third fortress boss, but I missed out on two of the strength upgrades and I couldn’t understand why I missed them.

The easiest way to get the best ending is to start a new game immediately after winning. You will restart at Level 1-1 with everything carried over from the end of the previous game. Since I already had found two of the strength upgrades the first time through I earned those again which put me at maximum strength. Then it was only a matter of making sure I had enough hearts before the final level to meet all the requirements.

The boss encounters were among the highlights of the game for me.

The boss encounters were among the highlights of the game for me.

Now this replay wasn’t exactly smooth sailing. Upon beating the game the first time, I killed myself off in Level 1-1 and saved my password to play later on. When I started up the next day and input my password, I began at Level 1-1 but I had lost all of my progress. It was the same as starting a brand new game. I thought that I had either messed up my password or the passwords don’t work on subsequent playthroughs. I found out there is a glitch in the game where it does not save your data on any password starting in Level 1-1. If I had gone on to at least Level 1-2 and took my password there, then the data would carry over. I suspect that when the game loads the first stage it always runs the code to initialize the game state even if the game is loaded from a saved password. I had actually started to replay the game from scratch for a little while before using my old password to resume at the start of the final level.

There are some interesting technical tidbits I think are fun to examine for a little while. Some fine folks have deconstructed the system by which you qualify to earn the strength upgrades. It really is based on how well you play. There is a hidden scoring system calculated behind the scenes in each stage and you need to earn a certain number of these “skill” points to trigger the god to appear in the Strength Upgrade Chamber. Some actions add skill points and others take away points. I won’t go into all of them. You earn points for things like defeating enemies, collecting hearts (but not when you are maxed out), buying an item, or just entering any chamber. You lose points for taking damage, shooting arrows, or breaking pots in the Treasure chamber. Typically all you need to do is take your time and kill many enemies and that will be enough to earn the upgrade.

The password system retains all of the data associated with a playthrough, but it also contains information that determines if the password is legitimate or not. The first 22 characters of the password translate to all of the data the game tracks between sessions. For instance, some of the characters relate to the saved score, some of the characters track how many hearts you have, and so on. The final two characters are called the checksum. Basically the game runs some kind of formula against the password and generates the checksum and adds it to the end of the password. Upon submitting a password on the continue screen, the game runs the same calculation and sees if the last two characters of the submitted password matches the checksum. The password is accepted if it matches and rejected if it doesn’t. Many of the more well-known passwords are not hard coded in the game but are just a byproduct of how the password system works.

The final area mixes up the gameplay one last time.

The final area mixes up the gameplay one last time.

The final tidbit I want to share is that the endings differ between the Japanese release and the US release. Not only are the endings a bit different but the way to get them is completely different. The ending calculation in the Japanese version is the number of health bar segments plus the number of strength upgrades minus the number of deaths in the game. This number determines which of the five endings is received. The best ending in the NES version is not present in the Japanese version. Instead of that ending, there is an even worse version of the bad ending that takes its place. The Japanese version does not allow you to replay the game with item carryover, so instead you would have to play near perfectly in one try to qualify for the best ending. The save system in the Disk System version was likely the driver behind the ending criteria. The method in the US version works better for me anyway!

Kid Icarus is one of those classic NES titles that I think belongs in any library. The graphics are not too bad and the music is pretty catchy. The controls are a little slippery at times but they perform well enough. The major thing going against it is the uneven difficulty curve. The game starts out challenging and gets easier the further you go. Too bad many people would likely give up before getting to some of the later parts of the game that are a lot of fun to play. I enjoyed the game a lot and I am glad that I can finally claim for certain that I have beaten this game!

Kid Icarus Ending Screen

#26 – Kid Icarus