Take on the NES Library

An 8-bit Extravaganza!
AUG
22
2016
3
Ikari Warriors Box Cover

#24 – Ikari Warriors

This challenging top-down shooter is an early contender for most difficult NES game ever.

Not shown is the neat animation with the heroes wasting a lot of ammo on nothing.

Not shown is the neat animation with the heroes wasting a lot of ammo on nothing.

To Beat: Reach the ending after Level 4
My Goal: Beat the game without using the continue code
What I Did: Beat the game without continues
Played: 4/26/16 – 8/18/16
Difficulty: 10/10
My Difficulty: 10/10

I think that I have accomplished many impressive feats in a number of NES games over the years. Name a popular NES game that has any pedigree of difficulty and I have most likely beaten the game with ease many times over. There are many other NES games out there that are less talked about that also pose a stiff challenge. This is where Ikari Warriors fits in. I have come to find out that the NES version is known primarily for two reasons. One reason is that it is part of a series of three NES games, and the other is that it is generally mentioned in a short list of the most difficult NES games to clear among players with a broad understanding of the library. Now that I have experienced this game in full on my own, I can attest that it deserves its rank among the most challenging games on the console.

Ikari Warriors started out in the arcades in Japan in February 1986 titled simply as Ikari, meaning Fury. It was released worldwide a month later in March 1986. Ikari Warriors was developed by SNK and published by Tradewest in the United States and Europe. It is regarded as the first major arcade hit for SNK in the US. The NES game was developed by Micronics and published by SNK. It was released on the Famicom in Japan in November 1986 and it made its way to North America in June 1987. In addition to the NES version, it was also ported to the Atari 2600 and Atari 7800 as well as several home computers.

The arcade cabinet utilizes rotary joysticks, and though the game was not the first to use that type of joystick it is the first major hit to use one for the controls. A rotary joystick is a standard eight-way joystick that can also be twisted like a dial or knob providing additional input into the game. In Ikari Warriors, the player character can walk around by tilting the entire joystick and aim weapons in another direction by rotating the joystick handle in the desired direction.

The plane crash cutscene is surprisingly well done!

The plane crash cutscene is surprisingly well done!

Ikari Warriors is a vertically scrolling top-down shoot-em-up game. Paul and Vince are two soldiers who are tasked to invade an enemy nation as their plane crashes into enemy territory. The game begins with the crashed plane at the bottom and play constantly continues upward as they make their way deeper into enemy territory. In single player only Paul is used. Paul is equipped with a machine gun capable of firing three on-screen bullets at once. He is also armed with grenades that can be thrown in an arc and they deal more damage than the standard bullets. Press A to throw a grenade and press B to shoot the machine gun. Ammunition is limited to a max of 99 bullets and 99 grenades, and while that sounds sufficient it is easy enough to run out of weaponry in a critical spot unless more ammo is found.

There are a bunch of enemies to contend with along the way. Most of the enemies encountered are blue foot soldiers but they have several different attack patterns that they can use and you can only tell how they will behave by observing them. Some soldiers simply run forward and retreat, some shoot bullets and change walking direction every few steps, some chase you around, some toss grenades, some hide underwater and pop up occasionally to shoot, some snipe you from afar, some fire missiles, and some trigger a suicide explosion when you get too close.

There are also several types of larger enemies that require more than the standard bullet to dispatch. There are tanks that drive around a defined path and shoot missiles, including a big tank that can be difficult to take out. There is a large stationary tank that fires a spread shot as well as a large fortress with a gunner inside. There are other enemy types that are local to specific areas in the game and as a result they appear less frequently than the standard enemies described here.

If only the plane had crashed further ahead...

If only the plane had crashed further ahead…

In addition to the enemies there are three other recurring hazards that must be dealt with. The ground in Ikari Warriors is scattered with landmines that only reveal themselves when in close proximity. There is ample time to recognize and avoid them, but in the heat of battle a little bit of lost focus is all it takes to collide with a mine and lose a life. The next recurring annoyance are sensors that also show up when standing nearby just like the landmines. Get too close to a sensor and a guided missile shows up from offscreen and explodes right on top of the sensor. In some cases, it is possible to run right through a sensor and miss the eminent explosion entirely, although that is a risky strategy that does not always work. The third danger is what I like to call the “hurry up” missile. The game requires constant progress and so to enforce that if the screen does not scroll for awhile or even advances ahead too slowly, a series of missiles will fire down randomly from above until you make enough forward progress. It’s really important to take your time in this game while also being mindful of moving forward enough to avoid triggering these missiles.

Fortunately Paul and Vince have a number of upgrades and pickups that are essential to completion. The most important of these is the rideable tank. A flashing stationary tank indicates that it is ready for personal use. Press A while standing on the tank to get in. While in the tank you can only attack by pressing B to fire missiles that deal grenade damage at the cost of one grenade. When on foot grenades only deal damage when they hit the ground, but missiles fired while in the tank hurt enemies at any time along the flight path. The tank does not take damage from bullets, but being hit by a grenade, missile, or even a grenade explosion causes the tank to stop working and self destruct after a few seconds. In that case, you must exit the tank by holding the A button and pressing B and get out of the way quickly. The other benefit to the tank is that you can aim in one direction while moving in another direction. The NES does not have any sort of rotary joystick, and with the lack of buttons on the controller that means on foot you can only fire weapons in the direction you are walking. The tank gets around this by taking advantage of the unused A button while riding. Hold the A button and press the direction pad while not moving to rotate the turret in one of eight directions.

While tanks are incredibly useful, they do have some drawbacks. Typically a tank will start off with 100 units of fuel that tick down via an onscreen counter. When it reaches 10 it will set off an annoying low fuel chime, and when it hits 0 it stops working and starts the self destruct sequence. Just like when the tank is destroyed you can escape when out of fuel, but you must be quick! Tanks also cannot be driven in water. The game is very intentional about placing bodies of water where you are forced to ditch the tank to proceed forward.

That sweet, sweet tank!

That sweet, sweet tank!

It’s worth mentioning that in a few spots you get the chance to pilot a helicopter for a very short time. You can fly over the water and most solid obstacles as well as fire both a triple shot and missiles if you so choose. The only problem is that it only starts with 28 units of fuel, but it is fun and helpful while it lasts.

Aside from the heavy equipment there are several other powerups. The basic ones are usually dropped when pink soldiers are defeated. The F powerup allows bullets to penetrate walls and other solid obstacles. The L powerup extends the range of shots and the S powerup makes shots travel faster. The B powerup strengthens the grenade by greatly extending the damage radius of the blast. All four of these powerups will also apply to the missiles fired while riding in the tank. Occasionally a green soldier will appear that leaves a K powerup behind that destroys all enemy soldiers on screen when grabbed. There are also ammo pickups typically found when destroying the larger stationary enemy types. Grenade ammo restores 50 grenades up to the 99 maximum and the bullet ammo fully restores the bullet count back to 99. The fuel pickups are the best. Not only do they restore fuel back to the maximum of 100 if you are riding in the tank, but they also act as both grenade ammo and bullet ammo even when not in the tank. Sometimes when destroying a small enemy tank a regular rideable tank is left behind that you can get in. These tanks can be a really useful surprise but they only give you 32 fuel to start with so their use is limited.

There is also a set of special powerups that do not appear from enemy drops except in some very rare cases. These powerups are hidden throughout the levels and are made visible by shooting their hiding places. Memorizing the location of these special powerups is essential to success in Ikari Warriors. The SS powerup doubles the walking speed from lethargic to at least an acceptable pace. The knife powerup allows Paul and Vince to defeat most enemy soldiers by simply bumping into them instead of taking a death when that occurs. It also makes them immune to a few types of enemy attacks making the knife more of a defensive upgrade than an offensive upgrade. There is a super fuel powerup that looks like a fuel can with the letter H written on it. It restores all ammo as well as setting the fuel to 200 when in a tank, though I found that only came into play one time in the entire game. There is a triple shot powerup which sounds great but ultimately it should be avoided at all costs. Upon collecting the triple shot all bullet powerups are stripped away. If you have the triple shot and grab a bullet powerup, then you lose the triple shot. Now only does it downgrade your machine gun but it also affects tank missiles so it is not worth it at all. Finally, the heart powerup is the most critical powerup in the entire game. Collecting a heart allows you to keep all of your weapon powerups including super speed and the knife if you die. It only works once so you will need to find another heart if you die while having one.

Gates aren't really checkpoints but they do provide a brief change to the main music loop.

Gates aren’t really checkpoints but they do provide a brief change to the main music loop.

There is also one more set of items that simply add to your score. An ammo box is worth 1000 points, the clock is worth 2000 points, and gold bars add 5000 points. There is also the bikini-clad Athena from another popular SNK arcade game that bestows a random number of points. You can earn 1500, 2500, 5000, or 10,000 points when you touch her. That is not nearly as creepy as it sounds!

You may have noticed I did not mention any extra life pickups. That would be because there are none in the game. The scoring items are useful because you can gain extra lives via point milestones. You get an extra life at 50,000 points, another at 100,000 points, and an additional life at every 100,000 points beyond that. You start the game with two lives and adding more through score is the allotment for the entire game. While there is a score counter, grenade counter, and an ammo/fuel counter, there is no way to see how many lives you have other than tracking it mentally yourself.

There are no continues in the game, so when the lives are through it is Game Over and back to the start. Now there is a continue code that is just about as well known as the game itself. There is a lengthy delay between losing the last life and Game Over, and if you input the buttons ABBA within that period you will respawn with two additional lives. It is a simple code, but unfortunately it is not published in the manual that came with Ikari Warriors. Therefore to me the usage of the continue code is strictly off limits. As it turns out there is a specific part of the game where the continue code is rendered useless anyway.

These club wielding hulks only show up in Stage 2.

These club wielding hulks only show up in Stage 2.

I think the picture is starting to paint itself for why Ikari Warriors is so challenging, but it gets far worse from here. While the arcade version and all the other Ikari Warriors ports to my knowledge contain only one long level, for some reason the developer Micronics decided to lengthen the NES game considerably by adding three more levels of equal length. I watched a full playthrough of the arcade version and the entire game consists of the first three-quarters of NES Ikari Warriors Level 1 with the other quarter of the game loosely resembling part the end of Level 3. This is the root of why Ikari Warriors is such an incredible gaming feat to finish. The four long levels add up to about an hour of play all the way through with a strictly limited allotment of lives. Even with the continue code there is still a portion of the game that needs to be memorized where the code fails, not to mention the effort it takes just to reach that point in the first place.

Truly the way to beat Ikari Warriors on NES is to flat out master the game all the way through by playing it over and over again. Many of the enemies and powerups are predetermined so the game is largely an exercise in anticipating the enemy threats and developing the muscle memory to fight through these threats in an appropriate manner. However some of the enemies and hazards have randomness to them that can easily throw a wrench into the best laid plans. One unexpected fatal attack with no heart to revive powerups can utterly cripple a playthrough at just about any time. The game also pulls a dirty trick by removing all powerups at the start of a new stage unless you happen to hold a heart all the way to the end of the previous level.

Naturally with the amount of time I spent trying to beat Ikari Warriors I think it is clear that this was my first time beating the game. There is no special story to how I got the game because it is pretty common to find and cheap to boot. I think it’s easy to find because it is both an early NES game and one that not many people want.

This is both the hardest screen in the game as well as the strangest one.

This is both the hardest screen in the game as well as the strangest one.

Here are some statistics of my time spent with Ikari Warriors that should indicate just how deep this rabbit hole went. I started playing the game on April 26th and my winning run was on August 18th which is a span of 115 days. There were 14 days where I was not able to make an attempt so I played the game for 101 days. It took me a whopping 328 attempts from the start to beat Ikari Warriors and my total game time was 103 hours and 50 minutes. (My timekeeping was rough at best but it’s reasonably close.) Including off days I played slightly fewer than three attempts per day with an average play time of 19 minutes per run. The most impressive stat of all is that I did not break a single controller while playing this game. Talk about willpower!

I also documented some milestones because why not?

  • 05/08/16 – Attempt #91 – Finished Level 1
  • 05/13/16 – Attempt #106 – Cleared Level 1 deathless
  • 06/15/16 – Attempt #210 – Finished Level 2
  • 06/28/16 – Attempt #237 – Cleared Levels 1 and 2 deathless
  • 07/13/16 – Attempt #269 – Finished Level 3
  • 08/04/16 – Attempt #303 – Reached the Final Boss
  •  

My last day of playing Ikari Warriors was somewhat interesting due to some external circumstances. I have had times where I really struggle to get gaming time in my personal life and I had to go to some lengths to try and get attempts once each good run started reaching 45 minutes and beyond. I typically stay up really late to play but sometimes I sleep for a couple of hours and then wake up to do some chores and sneak in some video games while everyone else is asleep. My winning run happened during the early morning but this time it was way later than normal. I got up at 3:00 a.m. to do dishes and then against my better judgment I decided to start a run after 4:00 a.m. My penultimate run was a pure throwaway run when I lost all my lives at the very beginning of the game, and then I started a new game and made it to the end. I finished at 5:20 a.m. and my hands were shaking as I took as many pictures as I could while trying to cherish the moment. I was beyond pumped but I had to keep it down not to wake up anyone. I tried to go back to bed for a little while but I think I got barely a few minutes of sleep after all of that!

Behold this rare screenshot of the final level!

Behold this rare screenshot of the final level!

My winning run was really solid from a game play perspective. I cleared the first two levels without dying which had been a problem on many late attempts. I died once at the end of the helicopter section in Level 3 and I took an intentional death at the end of the stage to clear it. I never could figure out how to finish that section without dying so sacrificing a life there to ensure forward progress is the next best thing. Level 4 was the best I have done on that stage. I can’t remember if I died once randomly there but if I did it was only once and in a good spot. The final segment of the last stage is very difficult but manageable with all powerups intact and I got there with maybe five lives remaining. I died a few times to the last couple sets of enemies and I lost all of my powerups right before the final boss. I died once or twice to the final boss but I managed to get into what I think was a safe spot and I beat the game from there. I think I may have had one life remaining but I could very well have been on my last life. The ending screen is just horrible but oh so sweet to lay eyes on!

I think most people would agree that the legitimate way of beating Ikari Warriors is to avoid using the continue code, even though the premise of trying to beat the game on a single credit is ridiculous enough to begin with. The question I have is if the developers intended for players to use the continue code to work through the game normally. The ABBA code is both short and easy to remember and there is a long enough window before the Game Over screen to input the code successfully. On the other hand, there is a stage select code that is a whopping 32 key presses long, so why would the continue code be so much shorter if it were really meant to be hidden? The thing is that I can’t find any evidence of how the continue code was first revealed. It’s not included in the manual, so perhaps it was spread by word of mouth, published in a gaming magazine, or revealed publicly by the creators somewhere. The truth may never be known. That said, there’s a documentary video of SNK on YouTube that contains a segment about the decision to add the continue code to the NES version of Ikari Warriors. I will leave it up to you to decide what that true intention was.

I really can’t recommend anyone to try and play through Ikari Warriors like I did. I was dedicated to beating this game as much as anyone and it took every ounce of effort and time I could pour into it. The game itself is competent for 1987 but not particularly notable outside of its crushing difficulty. The player character is way too slow for this kind of game and the NES port is hurt by not allowing walking in one direction and aiming in another. The graphics are okay and the music is okay as well even though there are only two songs in the entire game that loop constantly. The game is average at best and the difficulty for sure drags it down to below average overall. If you are dead set on trying it out, please consider using the continue code. If you want to try beating it the same way I did, then you have my deepest sympathy.

I don’t know if Ikari Warriors is the hardest NES game, but of all the games I’ve played on the console I know this is easily the most difficult game I’ve finished and I consider my victory one of my top achievements in all of gaming. In spite of all the flaws and difficulty, I had fun with it. If I ever have the opportunity to show off my NES gaming skills this will be the game I pick now that I know I can handle it, and now I won’t be embarrassed to use the continue code!

#24 - Ikari Warriors

#24 – Ikari Warriors

Final Score - 577,600

Final Score – 577,600

 
AUG
08
2016
0

Ikari Warriors Update 6: Down with the Sickness

I was hoping I would be sharing my victory today, but instead I will have to settle for another update post!

This was the first time since I’ve started playing Ikari Warriors where real life got in the way of making progress. I was in a wedding two weekends ago and with all the activities going on I didn’t get to play any NES for four days. This was easily my longest stretch without playing in quite some time. Then last week I got sick which led to both playing less and playing badly whenever I got around to it. I’m feeling better now so hopefully this will be the week I beat Ikari Warriors. I’m looking forward to moving on to something new for sure!

I did reach a new personal best last week. I made it all the way to the final boss with a couple of lives but I could not finish off the game. The final stretch introduces a couple of new elements to the game that were quite a surprise to see so late in this long game. Honestly I’m surprised I got as far as I did. It was one of those lucky runs that I have written about before. The next run like that will probably be the winning run, but with Ikari Warriors you never really know for sure!

One common thread of my relatively poor playing lately has been a resurgences of deaths in Level 2. I have beaten this stage without dying many times. However I have not had a clean Level 2 since my personal best run almost a week ago. There is really no explanation for it either. I had a run where I lost a tank in Level 2 at a really awful spot and yet I somehow managed to clear a large chunk of the level on foot without dying. I still have these moments of awesome playing that get lost in the mistakes I am making that cause decent runs to fizzle out.

With any luck this will really be the last Ikari Warriors update. I am still targeting a Monday update either next week or in two weeks, but that might change depending on when I finish the game. I’m excited to share my final thoughts with you on this grueling NES game!

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JUL
25
2016
0

Ikari Warriors Update 5: Looking for Lady Luck

It was about time to start numbering these updates!

I have made some good progress since my last update. A few days after my previous update post, I beat Level 3 for the first time and then made it probably halfway through the final level on that same run. My best run so far happened a couple of nights ago where I got about two-thirds of the way through Level 4. It seems like all the stages are the same length or very close, so that is my best guess for where I’m at in the game. I haven’t been keeping track but I have made it to Level 4 probably 8-10 times so far over the past two weeks. Like I’ve mentioned several times before it is all a matter of repeating the game in order to build my knowledge so that I can better cope with the enemy attack.

I feel at this point that all it takes for me to beat Ikari Warriors is to have that one lucky attempt where the randomness works in my favor and my playing ability is up to par enough to make significant progress with a fully powered character. It could be any day now when that happens, so I need to keep putting the time in and at least get more exposure to the late game on unsuccessful runs. I’m really close to putting this one to bed for good!

So far I have been able to complete both Level 1 and Level 2 without dying numerous times, including clearing both together deathless in the same run on a few occasions. I have not been able to clear Level 3 deathless and that is because the end of level gauntlet I mentioned last time has no clear solution that I have found to be able to survive it unscathed. At best, I can take a single death and use the invincibility period to finish the remaining enemies. I haven’t seen anything approaching that level of difficulty so far in Level 4, so that says to me that a deathless run of Ikari Warriors is dependent on figuring out the last part of Stage 3. Of course, I don’t need to do a deathless run! If I am able to reach the beginning of Level 4 with only one death, then that sets me up with a pretty good chance of lucking into beating the game.

As an aside, it’s funny how I am mastering this game and yet I can still make some awful errors that completely kill a good run. Lately I have been dying way too many times within the first 30 seconds of the game. I had a run recently where I accidentally self-destructed my tank in a bad spot where I couldn’t recover. I had another run with a string of simply unacceptable deaths that were spread out enough that I somehow managed to reach the final level anyway. I still have the occasional attempt that bombs out in Level 1. I seem to be able to string together a series of good runs followed by a string of mostly unsuccessful runs that frankly are a waste of time at this point. It has been downright frustrating at times to play Ikari Warriors, but in spite of that I keep coming back for more.

This week is shaping up to be a busy one for me, so chances are I will skip next week’s update in favor of real life activities. I am feeling pretty good about beating Ikari Warriors in the next two weeks. I hope that my next update will be the full length blog post on Ikari Warriors that everyone has been waiting for. Stay tuned!

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JUL
18
2016
0

New Walkthrough: Ghoul School

I suppose I am all about starting up completely new categories on this blog!

I decided that I wanted to try my hand at writing up my very first game walkthrough. I had teased this idea in my Ghoul School blog post and today I made it a reality. I had mentioned this in that same article, but for my first playthrough of Ghoul School I meticulously mapped out each new room that I entered so that I could more coherently explore the school to complete the game. A walkthrough really makes sense as the next logical step to consolidate all of the information I collected while I played. This would be a good resource for someone who either got stuck in the game or for someone who wants to just cut to the chase and take the most straightforward way through Ghoul School.

Ghoul School Walkthrough

In addition to the walkthrough, I edited the Ghoul School blog post with a link to the walkthrough, and I also added a link to it in the Game List. That should give it enough visibility!

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JUL
11
2016
0

Within Shooting Distance

The last couple of weeks have been mostly kind to me by Ikari Warriors standards! At my last progress report I was starting to learn Level 3. I would not say that I have really learned the level yet in the last two weeks, but I can consistently make it far into the level in spite of my incomplete knowledge. In fact, I have reached the end of Stage 3 several times and I have gotten really close to clearing the level. I anticipate that I am going to start the final level by the end of the week. Maybe I can have that magical run and beat the game by the end of the month!

I think it is fair to say that I have the first two levels completely memorized as well as several sections of Level 3. The best way for me to play Ikari Warriors is to learn both the level layout and enemy spawns so that I can position myself to clear enemies quickly before they can become a real threat. However, when fully powered up I can get through many situations by playing in a reactionary and cautious manner. I am getting through Level 3 with a combination of both of these approaches. I don’t know what Level 4 has in store for me, but I suspect that I am going to rely more on playing by reaction.

Just a heads up that this is a bit of a spoiler. My attempt just last night was my best run to date. I reached the end of Level 3 with only two deaths, both of which were in Level 3. The very end of the stage is easily the most brutal section of the game I have encountered so far. It is just swarming with enemies that actively aim at me. I have developed somewhat of a strategy for that part, but I am not sure if I will come up with a method for getting through it without dying. This time I was able to clear out all of the enemies, but after that there is no apparent exit to the level. I lost all my remaining lives to the “hurry up” missiles while trying to figure out what to do. I was a bit stunned to say the least! Of course, once it was all said and done I think I realize where I went wrong. I can’t wait to get back to that part with a clear head and see about moving on toward the end of the game.

In other news, you may have noticed that I posted this up on a Monday instead of my normal Friday schedule. I get the feeling my posts are more easily ignored when posted on Friday afternoon. I know this sounds crazy, but people have better things to do over the weekend than read this blog! I chose Friday as my posting day because it is the most convenient day for me to put these posts and articles together. If I can get more attention with a post earlier in the week then it is worth working around my schedule to accommodate it. I do this blog for myself but at the same time I want this project to become more popular and generate fun discussions over obscure and overlooked NES games. I will stick to the Monday posting schedule for awhile to see how it pans out.

I am planning to do something different once again for my next post. It was something I potentially teased in a past article, so if you are a very attentive reader with a good memory then you may already know what I will be writing up!

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JUL
01
2016
0
Crystal Quest Box Cover

Game Boy #2 – Crystal Quest

I thought I was getting some kind of RPG, but I ended up with an arcade game instead!

The title screen is misleading too, but it works!

The title screen is misleading too, but it works!

To Beat: Set the high score
To Complete: Beat Wave 99
My Goal: Complete the game
What I Did: Completed the game
Played: 6/28/16
Difficulty: 3/10
My Difficulty: 3/10

Crystal Quest caught me a bit by surprise in a number of ways. I was not expecting to be writing a Game Boy post right now, but circumstances can be a funny thing sometimes and so here we are. I didn’t know anything about the game until just last week, but when I saw the cart I figured it would be something I would want to have for my collection. When I ended up with was not the game I was guessing I would get, but it turned out to be a fun little diversion that took me almost no time at all to complete.

It all started last week while looking at game lots for sale on eBay. I am always keeping an eye out for good deals as well as games to add to my ever growing collection. One listing I found was for a small Game Boy lot that included Crystal Quest. This was the first time I had ever seen the game while looking at Game Boy games over the last several months. It looked intriguing just based on the cover art alone. I put it in my watch list and hemmed and hawed about buying it before deciding to let the auction end without placing a bit.

I still wanted to know more about the game so I did a little bit of research about the gameplay. Surprising to me, this game with the word Quest in the title was actually an arcade shooter. I hopped on over to eBay and found a copy for under $7 shipped, and when researching prices it seemed to be worth around $10, so that was enough for me to take the plunge and pick up a new game for the collection.

Yep, definitely not an RPG!

Yep, definitely not an RPG!

I received the cart earlier in the week along with a few other games I had ordered. I opened up and cleaned the carts like I always do, and then later on I fired the games up to test them out. When I got to Crystal Quest, I played through a few levels only to lose all of my lives rather quickly. Rather than putting it away, I decided to go for one more try. All of a sudden, I had that beautiful moment where the game clicked with me. I played and played and I got to the point where I could play indefinitely, which is about as good as it gets for an endless game like Crystal Quest. It started with cart testing time, and it ended up with the base for a new blog post!

Crystal Quest was originally released in 1987 for the Apple Macintosh and the Apple IIgs. It was developed by Patrick Buckland and published by Casady & Greene. The game is notable for being the first game in color for the Macintosh. Crystal Quest is loosely based on the Atari 800 XL game Crystal Raider, which is a platformer instead of a shooter style game but with a similar premise. There would later be a sequel released in 1993 named Crystal Crazy, and much later in 2006 Crystal Quest was ported to the Xbox 360 on the Xbox Live Arcade. A Kickstarter was launched in 2015 to create a new version of the game, but unfortunately it did not meet its funding goal. The Game Boy version I played was released in September 1991, published by Data East, and developed by Novalogic.

Crystal Quest is a top down arcade shooter with a very simple goal. You pilot a spaceship inside an arena that is scattered with crystals. The goal is to collect all the crystals and escape through the hatch that opens at the bottom of the screen. That sounds simple, but of course there are obstacles designed to prevent you from easily clearing the room. Randomly strewn on the screen are mines that will explode the ship if touched. There are also two hatches. One is on the left side of the screen and the other on the right side, and they spawn various types of enemies. Each wave consists of a single screen of randomly placed crystals and mines, and the enemies will keep flowing until you escape to the next wave.

Death is pretty common in this game.

Death is pretty common in this game.

The controls are really simple. Use the D-pad to move in any direction. Press the A button to fire a bullet, and press the B button to use a bomb. The movement in the game is very inertia heavy so it is pretty easy to slide around all over the place. Pressing in the opposite direction to slow down is an essential skill. The shooting in this game is unique in that the bullets go in exactly the same direction as the ship is moving. For instance, to fire right means having to move to the right. That makes it challenging to attack enemies coming directly toward you. Even more strange is that shooting without moving at all will place a stationary bullet as sort of a makeshift mine.

The bombs are very powerful weapons that wipe out all of the enemies on the screen. Of course bombs like this can only be used a limited number of times so they must be used conservatively. There are bomb icons in the levels that can be collected to add a bomb to the supply. These turn out to be crucial in keeping alive through as many waves as possible.

There are several different enemy types that will stand in the way of completing the level. They are very tiny sprites and it is typically difficult to distinguish exactly how they will move and attack by sight alone. I just observed them for a second to see how they would attack instead. Some enemies shoot, some enemies home in on you, some enemies drop mines, some randomly bounce around the screen, and so on.

Ride the wave!

Ride the wave!

Crystal Quest is primarily a score attack game and as a result there are several ways to earn points. Collecting crystals and killing enemies give a small amount of points. There are diamonds sometimes dispersed in the level that are there to provide a nice point boost. Occasionally a large diamond will appear that appears to be an enemy at first, but it can be collected and it is worth a lot of points. After the wave is completed, there is a time bonus that depends on how long it takes to complete the wave. The score starts out adding up slowly but it really ramps up after about a dozen stages or so.

There are 99 Waves total in Crystal Quest. I know that because I got to Wave 99 and after beating it the game just loops Wave 99 over and over until you quit or run out of lives. Every 15 waves or so there is a small cutscene where a bug gets shot and explodes, and you are rewarded with a one-word attaboy like “Radical” or “Awesome.” Eventually these cutscenes cease once the Wave 99 loop starts. At some point, the escape hatch start moving back and forth along the bottom of the screen which adds a little extra challenge to slipping out of the arena at the end.

I found that the game takes a little bit of practice to get used to, but after that the Waves become really short. It doesn’t take long to start making good progress into the game. Crystal Quest is also very generous with extra lives doled out at a regular pace. I couldn’t discern any sort of pattern of when I would get an extra life but I would earn one at least every other level, and so I could earn lives faster than I could spend them. At the very least I could maintain roughly the same number of lives. The bombs worked the same way so I never ran out of them or even got particularly low.

The high scores may seem out of reach but they are managable.

The high scores may seem out of reach but they are managable.

I developed a good strategy for playing Crystal Quest. I would sweep each level counter-clockwise starting with the right side of the screen. Early on I stopped shooting altogether in favor of collecting the crystals and exiting the stage as quickly as possible. If I got into any trouble I dropped a bomb and kept moving. This was tricky when collecting crystals around the side enemy hatches. Usually activating a single bomb as I approached the left hatch and quickly flying through seemed to do the trick most of the time.

With repeating that strategy, I reached Wave 99 in a little over a half hour with about 5 million points. I figured that the score would either cap or loop at 9,999,999 so I kept going until then. As it turns out the score keeps tallying above 10 million points, so I called it quits shortly after that. There’s no way I wanted to spend several more hours in an attempt to max out the score just to see what happens!

Endless games are always a challenge to pin on a winning condition. There are several options and there’s a good argument for every one of them, but I had to choose something so this is what I decided. I like to choose the point where all the levels are completed, but that does fit well here since the level layouts are completely random. Beating Wave 99 seems a little excessive to me, so I opted to use that as the Completed winning condition. The next option is either setting the high score or finding where the difficulty maxes out. I decided upon setting the high score as the winning condition since Crystal Quest looks to be all about getting a high score. The high score on the hall of fame screen is 1,750,000, so exceeding that score is the minimum to consider the game beaten in my opinion.

Crystal Quest is a fine option to pick up and play for a few minutes every now and then, but there’s not really enough to the game to want to play it any more than that. It’s a competent game for sure, but I feel that it’s not worth seeking out unless it’s really cheap. I had a fun time with it however so it was worth the cost to me!

Game Boy #2 - Crystal Quest

Game Boy #2 – Crystal Quest

Game Boy #2 - Crystal Quest (High Score)

Game Boy #2 – Crystal Quest (High Score)

 
JUN
24
2016
0

Halfway Home

Ikari Warriors is still beating me down, but I am getting much better at fighting back! In the last two weeks I have seen some steady progress in my grueling quest. Last time I predicted that I would see the end of Level 2 and start learning Level 3 over repeated attempts, and that prediction turned out to be accurate! It did take me a few more days to get the hang of Level 2 enough to complete it, but then my first attempt at Stage 3 was a really solid run. Looking back, that day in particular was a significant turning point. For whatever reason, Stage 2 was a real hurtle and after clearing it just once I can now get through it about half of the time. I still don’t know the exact enemy spawn points but I know them well enough that I can slow play the level just a bit and get through it without losing too many lives.

While the first two levels are similar in structure, the third level introduces some new wrinkles that ramp up the challenge even further. The general strategy of learning where things are in the level is still the same, but the new elements take some getting used to. It’s no different than what it was like starting from the beginning. Hopefully progress can continue to remain steady, but in case it does not this can be part of the reason why.

I am starting to get far enough into the game now where I am only able to get one or two attempts in per day. I play roughly one hour a day on average and it takes me 30 to 40 minutes to reach part way into Level 3. Time management has always been an issue for me and my project and that is going to be amplified in the coming weeks as runs start taking up to an hour each. There are days when I am pretty sharp and I wish I could spend more time playing on those days as I am more likely to break new ground when I’m playing better. Some days are a step forward and other days are a step back. I have to take the hand that I have been dealt, so to speak.

I have mentioned before that my policy for beating games more or less boils down to treating the game as if I bought it brand new on launch day. I try to adhere to this as much as possible on games I have no experience with. For Ikari Warriors, I want to admit here that I bent my rule just a little bit. I did a little research online in order to find the location of a Super Speed powerup in the first stage, and I was able to find one that I wasn’t able to locate on my own. Ikari Warriors has a selection of special powerups that only appear by shooting at specific locations. Walking in this game is slow and the Super Speed doubles my walking speed into a much more manageable pace. I have beaten the first level numerous times without having the speed boost but I wanted to have it if possible to clear the first stage faster. If I can shave even thirty seconds off of my Level 1 time, that will add up to significant time savings over possibly hundreds of future attempts. It is really only helpful for Level 1 because there is another Super Speed right at the beginning of Level 2, and it certainly does not increase my chances of making it through the stage unharmed as I seem to die just as often with Super Speed as I do without!

With the way things are going, I am guessing I will be playing Ikari Warriors for another couple of months. I am afraid of running out of secondary material to write about in the long term. I just don’t have a lot of experience with many other NES and Game Boy games that I want to cover, and I insist on putting in the time to beat the game before writing it up. I estimate that I will have fewer additional games in total than licensed NES games for this project. I have to consider that there will be large gaps just like this with other difficult or lengthy games and I want to have the right amount of new content no matter what the circumstances. I am thinking about either going back to posting every other week or spreading out the secondary content even further apart. I know that I want to keep this site active no matter what, but exactly what I will post about next is very much up in the air at this time. Let’s say that next week’s update will be a surprise for now! In the meantime I will keep chugging away at the game so we can move on to better and brighter things!

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JUN
17
2016
0
Battle Kid Box Cover

Homebrew #1 – Battle Kid: Fortress of Peril

One kid, one fortress, and one big adventure awaits!

Let the peril begin!

Let the peril begin!

To Beat: Reach the ending
To Complete: Beat the game on Unfair difficulty
My Goal: Beat the game on Normal difficulty
What I Did: Beat the game on Normal difficulty
Played: 6/11/16 – 6/13/16
Difficulty: 8/10
My Difficulty: 6/10

The homebrew scene for the NES seems to be one of the largest and most active of all older consoles. The NES is an intriguing intersection of both complexity and simplicity, representing a relatively low barrier of entry for anyone willing to learn the ins and outs of assembly language, limited pixel graphics, and the NES sound chip. There are dozens of existing game releases and a large number of projects in various states of completion. It’s exciting to see new releases on a console that I enjoy. Picking a game to start off this section was pretty straightforward. Battle Kid: Fortress of Peril was the first homebrew game that grabbed my attention enough to buy a cart, and it remains one of the quintessential experiences on the NES.

Battle Kid: Fortress of Peril was released in early 2010. The game was almost entirely created by a single developer known as Sivak. He tells the story on his website, but I’ll note a few highlights. Development started in 2008 after Sivak created three smaller NES games. This was the first major platformer game released on the NES in almost 15 years, and it is quite a lengthy game with a lot of content. Sivak would go on to make a sequel that came out in late 2012. I own and have beaten that game as well so I will be covering it sometime in the future.

This is one of the more challenging rooms early on.

This is one of the more challenging rooms early on.

Battle Kid: Fortress of Peril is an action platformer game. You play the role of Timmy as he invades a huge fortress in order to stop the creation of a Supermech weapon. I have heard the game compared to a mix of both Mega Man and Metroid, and I think that is a pretty good way to start the conversation. Timmy is equipped with a basic forward shot that is reminiscent of Mega Man’s normal weapon, and he also has little to no inertia in his movement which is another quality of Mega Man. Timmy does not gain the abilities of the bosses he defeats, but he will collect various items that will enhance his skills in order to navigate the fortress. This is where the game resembles a Metroid-style adventure. Each collected item gives you more skills in which to battle and avoid enemies, but it also lets you reach certain areas otherwise inaccessible. The fortress is open-ended and you can explore as much as you are allowed to do with your current equipment.

The controls are very simple. You can move left and right, shoot with the B button, and jump with the A button. The game is very easy to control and you can move Timmy exactly how you want. There are also unlimited shots but only three of them can be on the screen at one time.

The game plays out through this large fortress of many interconnected rooms. There is no scrolling in this game but Timmy moves seamlessly from one screen to the next. Each screen is its own tiny self contained challenge. There are only one or two enemy types per room, but they are introduced gradually and they are often combined in interesting ways that present a good challenge. Some rooms have no enemies and act as platforming challenges.

Another Mega Man mechanic at work are the disappearing blocks.

Another Mega Man mechanic at work are the disappearing blocks.

Battle Kid has a flow to it that is worked throughout the entire game. Timmy will need to cross through roughly 10 to 15 screens at a time with checkpoints in between. You can save your progress here if you choose to activate the continue point. After clearing several sections, there will be a boss encounter. These are typically large characters that have several different attack patterns that you will need to learn well enough to win the fight. These boss battles either open up a new path forward or they lead to a new ability for Timmy. There are six bosses scattered throughout the fortress that must be beaten to unlock the final area. Sometimes the path to the next boss is not always clear, so you must search out a way forward with your current equipment.

There are a total of six upgrades to find in the fortress. The Coordinate Display item shows the coordinates of your current position in the game. There is no map feature in Battle Kid but this item helps identify where you are located in the fortress. The Feather Fall item slows down your falling speed by holding Up while in the air. The Infinite O2 upgrade gives you unlimited breathing capability while underwater. There is a High Jump and a Double Jump to find. Finally there is the Damage Amplifier which lets shots deal double damage. This item is available from the beginning on Easy difficulty but can also be optionally found in the fortress in all other difficulties.

The first boss fight is rather prickly!

The first boss fight is rather prickly!

In addition to the upgrades, there are keys to collect. Keys are permanent collectibles that let you destroy key blocks matching the type of key. Most often, the key blocks are barriers that block off various areas of the game map. Sometimes the key blocks are used in clever ways to add to the challenge of some of the rooms.

There are five different difficulty settings in Battle Kid. Easy starts you off with the Damage Amplifier while Normal difficulty does not. Both settings allow for unlimited continues as well as a password system so you can continue your adventure later. The other three settings give you a limited number of continues and no passwords, so you must clear the whole game at one time. Hard difficulty gives 50 continues, Very Hard gives 20 continues, and Unfair has no continues at all.

The number of continues may sound generous, but in reality it is quite limiting. That is because Timmy only has one life and he dies immediately when damaged by anything. So really fifty continues is just fifty lives. Those long stretches between checkpoints become pretty challenging when you need to get through completely unscathed, and the bosses are bullet sponges which make for long, grueling battles. The game map itself is quite large spanning over 550 total rooms, so there is a lot of ground to cover in the game and every continue matters in the higher difficulties.

Reaching the save point is such a relief.

Reaching the save point is such a relief.

As mentioned in the introduction, Battle Kid was the first homebrew NES game I bought, and it would be the only one I would own for a couple of years. I was enamored with the game from the moment I started playing it. Back in 2010, I had a lot more time for gaming so I decided to beat the game for the first time on the Hard setting. That meant restarting the game all over after the 50 continue allotment and making incremental progress every new attempt. Now that I think about it, I am not actually sure I accomplished that. I think I stalled out toward progress at the end of the game and ended up clearing it on Normal difficulty first after working at it for a few weeks. I did keep playing and beat the game on Hard not long after that. The neat thing about the difficulty settings is that there are passwords given after the ending for bonus content depending on the chosen difficulty, so there is reason to keep trying for lower death runs after beating the game.

Now in 2016, it has been roughly five years since I last put serious time into playing Battle Kid, and if my current run was any indication, then I have some work to do if I ever want to get back to the level of play I was at back then. The levels and challenges were very familiar and I picked back up on it much more quickly than if I were playing it completely blind, but I feel I died way too many times considering all that. There is no tracking on Normal difficulty, but I estimate I died somewhere around 150 to 200 times trying to clear the game again. It also took me three straight nights to beat the game, so I am thankful for the password system! I know I have so many other games in front of me, but I would love to put in the time to clear it on Hard and Very Hard. It’s the kind of game you want to go back and play again just to speed through it in style.

This may look impossible, but instead it's just really hard!

This may look impossible, but instead it’s just really hard!

Battle Kid is still on sale at RetroUSB and it is worth every penny. I own the original 1.0 release but the version for sale is the updated 1.1 version and that appears to be the final version of the game. It includes a few tweaks and bug fixes as well as an additional 10-room demo not available in the previous version. Once you have purchased the game and played it to your satisfaction, then you can check out the developer commentary and full walkthrough. Then play the game again and try to improve!

I know that I am gushing just a little bit, but Battle Kid is truly a well made platformer game and I maintain it is one of the best experiences on the NES. The game is a stiff but fair challenge and the level design is top-notch. I didn’t even mention the music, but there are bunch of great songs and sound effects to accompany you on your adventure. I am glad there are games that continue to be made on the NES and I can only hope that the homebrew scene is going to keep getting better and better so that we can play more games like Battle Kid.

Battle Kid Ending Screen

Homebrew #1 – Battle Kid: Fortress of Peril

 
JUN
10
2016
0

Baby Steps

Progress on Ikari Warriors is creeping forward. There are no huge milestones to report but there are some tiny pebbles of progress at least! I reached my personal best just last night which is some point deep into Level 2. My hunch is that I got to the final segment of that stage, but until I actually clear the stage I can’t say for sure if I am really close or not. I had two other attempts yesterday that were just about as far as my best. Hopefully that means I am better handling the more random aspects of the game. That should turn into advancing my progress more quickly as I will have more opportunities to memorize the fixed enemy positions. However, Ikari Warriors has a tendency to beat me down so the next attempts may very well be worse!

I am continuing to evolve my strategy on the first level and I am at the point now where I can clear it just about every time. I am finishing it without deaths a whole lot more often too. There are still some attempts where I make horrible mistakes that contain me to the first level, and there are a few points in the stage toward the end where I am not yet consistent. Some of that is on me and some of that is on the game being mean.

Progress in a given run is tied very closely to keeping a tank. The tank gives better firepower, absorbs small bullets, and gives you an extra hit against stronger attacks. Lose the tank and the difficulty leaps up considerably. Some spots are mandatory on foot and those are the exact portions that give me problems. What’s worse is that a good chunk of the beginning of Level 2 must be done without the tank, and whenever I do reach the first tank in the level there is a decent probability of losing it right away. This initial segment currently demands the most practice.

Before my next progress report, my goal is to start learning Level 3. I think I am a few days away from beating Stage 2 for the first time. With enough repetition I should be able to begin clearing the entire first half of the game with some consistency. We shall see if my prediction comes true!

In other news, I did have a bit of distraction last week that limited my time with Ikari Warriors. Last week’s game in the NintendoAge weekly contest was Battletoads and I spent a significant amount of time playing it. Even though it is highly regarded as one of the most difficult NES games, I know the game inside and out and I can beat the game pretty easily. The contest was scored on furthest progression without warping with the tiebreaker of lowest score wins. Battletoads is difficult enough to play normally, but beating the game while keeping the score low provides a very interesting challenge. I won the exact same contest a year ago and I successfully defended my title this time around! My final score was 673,150 and as far as I know that is the lowest final score ever recorded in a warpless run of Battletoads. I’ll confidently lay claim to this unofficial world record!

Next week I will be reviewing another game! I know which one I would like to cover but I will need to set aside some time to play it. In case that falls through I have a backup already in mind. Until then, happy gaming!

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JUN
03
2016
0
Super Mario Land Box Cover

Game Boy #1 – Super Mario Land

Let’s begin this spinoff series with the first handheld Mario adventure!

Mario sure looks ready to get going!

Mario sure looks ready to get going!

To Beat: Reach the end credits
To Complete: Beat both difficulty loops
My Goal: Complete the game
What I Did: Completed the game

Take On The NES Library is bringing Game Boy games into the fold! This is the first of many games I will be covering that fall outside my overall goal for the site. Now there are plenty of NES games to choose outside of just the US licensed set, and I have many unlicensed, homebrew, PAL exclusives, and Famicom games to pick from. Game Boy games may seem like an odd choice at first blush, but they are true 8-bit games that often run alongside NES counterparts. They are also much easier for me to pick up and play in between other games. Lately, I have been working on my Game Boy cart collection and so I have some momentum to try out and play through some of my recently acquired finds.

My plan for secondary content such as this runs similar to my posts on NES licensed games in content, though the aim is to make these shorter entries. (Though I tend to ramble on when I get writing, so maybe not!) I will still be beating the games before writing about them. The big difference here is instead of going off of a preset, random list, I am picking whatever I want to play! I will however play game series in order and I will hold off on selecting games that have NES versions until after I cover the NES game. For instance, I won’t be playing through the Famicom exclusive Gradius II until after I write about Gradius on NES. There are plenty of exclusive games that aren’t bound by that restriction so I won’t be short of options.

For playing Game Boy games, my handheld of choice is the Game Boy Advance SP. In particular, I have the later version model AGS-101 that has a backlit screen instead of the early version front light model. The screen is very bright and clear and I find it hard to play Game Boy games on any other model after using it. From the Game Boy Color system on up, you can select a color palette to use for older Game Boy games by way of a button combination on system startup. There are 12 pre-defined palettes. My preference is the grayscale palette and that is selected by holding Left and B before the game starts. These are the same colors that the Game Boy Pocket screen displays and I find it to be the most natural look.

I think that covers what my plan is. With all that out of the way, it’s time to dive into Super Mario Land!

A tiny world and a tiny adventure awaits!

A tiny world and a tiny adventure awaits!

Super Mario Land was a launch title for the Game Boy worldwide. It was released in April 1989 in Japan, August 1989 in North America, and September 1990 in Europe. The game was developed by Nintendo’s R&D1 department and was the first Mario game not developed by its creator Shigeru Miyamoto. The game was originally slated to be the pack-in game with the original Game Boy system, but Nintendo changed direction and included Tetris instead. Super Mario Land sold incredibly well with over 18 million copies purchased in spite of the fact that Tetris seems to be the main reason for moving Game Boy hardware.

Super Mario Land is set in the world of Sarasaland where Mario sets off to save Princess Daisy from the evil Tatanga. The game plays very much like Super Mario Bros but quite literally on a smaller scale. Several early Game Boy games used very tiny character sprites to maximize the miniscule Game Boy screen’s real estate, and that is the case in Super Mario Land. There’s plenty of room to see what’s ahead and you never feel crowded. There are many familiar mechanics here that fall in line with the NES games. Pipes will occasionally hide coin rooms. There are mushrooms to make Mario big and fire flowers to provide additional attack power. Invincibility stars are here and they work the same as in the NES games. It looks and feels just like a console Mario game.

Nintendo’s R&D1 team implemented a number of tweaks to the core gameplay that differentiate Super Mario Land from the other Mario platformers. For instance, there are Koopa Troopas in the game but when you jump on them you cannot kick the shell. Instead, it explodes like a bomb causing damage to Mario. His bouncing fireball attack is replaced with a Super Ball. It reflects off surfaces at a 45-degree angle and flies around without being affected by gravity. It also collects coins on contact which is useful for grabbing coins far out of Mario’s reach. The end-of-level flagpole is replaced with a pair of exits. The top exit is harder to reach but the reward is a bonus game where you can collect extra lives or a fire flower upgrade.

Every Mario game needs an underground level.

Every Mario game needs an underground level.

There are 12 levels in the game with three levels in each of the four worlds. Just about every level is in a unique location which keeps the game fresh. There is an Egyptian themed tomb level, a Moai-head level, a spider-infested cave, and even a Japanese themed level. The most unique levels are the final levels in Worlds 2 and 4 where the game switches from a platformer to a side-scrolling shooter. In 2-3 Mario guides a submarine underwater and in 4-3 Mario takes to the skies in an airplane. They play quite well and the levels are an interesting change of pace from the typical action.

The last level of each world contains a boss battle at the end. Each of the bosses are unique, however the four of them fall into two basic types. The World 1 and World 3 bosses are the Bowser-style fights where you just have to get behind them and hit a switch. The World 2 and World 4 bosses are in the shooter stages and there you get to gun them down and dodge shots. There is a final boss fight with Tatanga as well.

Super Mario Bros may be the quintessential Game Boy game but it was one that I did not own for quite a long time after getting a Game Boy. I was able to borrow it from friends often enough that I got very familiar with the game without owning it. With so many copies out there it is one of the easiest Game Boy games to find so I did eventually get one of my own.

The shooter segments are pretty neat!

The shooter segments are pretty neat!

I haven’t played Super Mario Land in many years, but as the old adage goes it is just like riding a bike. The game isn’t all that challenging and I was able to clear the game in 20-30 minutes. I did make a lot of mistakes leading to deaths which probably shouldn’t have happened, but even then I ended the game with double-digit lives remaining. Once the game is beaten, you can restart the game and play it at a higher difficulty. The level layout is the same but the enemy placements have changed with more monsters to deal with overall. I think some of the moving platforms were shrunk down too but I’m not completely sure. The second playthrough is only just a bit harder than the first in my opinion. After the second time through the game, there is a stage select option on the title screen. I’m not sure why you would want to play the stage of your choice after playing through the game twice in one sitting, but the option is there! I always used it to play the airplane stage over and over.

One notable quality of Super Mario Land is the music. Each song is just great and even more impressive coming from one of the earliest games on the Game Boy. Here is a video that covers the entire soundtrack and it’s worth a listen for sure.

Super Mario Land is an excellent Game Boy game and one of the essentials to any Game Boy collection. The game is a lot of fun to play and it holds up very well all while maintaining its own identity with mechanics and such not seen in many other Mario games. It’s too bad the game is on the short side and fairly easy to beat, but that makes it a great choice for a game to pick and up play once in awhile.

Super Mario Land Ending Screen

Game Boy #1 – Super Mario Land