Take on the NES Library

An 8-bit Extravaganza!
SEP
17
2021
1

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

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

I guess Jack talks to you directly after this screen.

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

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

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

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

What round hair you have!

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

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

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

It’s golf!

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

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

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

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

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

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

Most of the time is spent watching this slow rendering.

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

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

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

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

 
AUG
06
2021
0

#168 – Street Fighter 2010: The Final Fight

Neither Street Fighter nor Final Fight.

The real 2010 wasn’t this exciting.

To Beat: Reach the ending
Played: 10/15/20 – 10/18/20
Difficulty: 7/10
My Difficulty: 7/10
My Video: Street Fighter 2010: The Final Fight Longplay

Knowing what we know now about video games of the past, if you were to see the name Street Fighter 2010: The Final Fight without knowing anything about it, you might get pretty excited.  Street Fighter II and Final Fight are both among the greatest arcade games of their generation, so even under NES limitations, you would be right to expect something great.  Plus, it’s made by Capcom, the same developer for all three!  Well, we didn’t get some glorious NES adaptation of Street Fighter or Final Fight.  What we did get is a futuristic, sci-fi action platformer that ends up one of the more interesting NES titles, for better or worse.

Street Fighter 2010: The Final Fight was both developed and published by Capcom.  It first appeared on the Famicom in August 1990 under the slightly different name 2010 Street Fighter.  The game released on the NES just a month later in September 1990.  Of note, this game released after both Street Fighter and Final Fight in arcades, but before Street Fighter II, when the series exploded.  This game also released on 3DS Virtual Console in all regions in 2014 and also on Wii U Virtual Console in Japan and PAL regions in 2014, with an early 2015 release in North America.

In this game, you play the role of Ken, the greatest Street Fighter in the world.  Defeating all the best fighters in the world doesn’t leave Ken satisfied, so he pursues university studies in the field of Cybotics.  Along the way he befriends Troy, and the two of them invent something called cyboplasm.  In proper doses, this makes men very strong, even helping them stay alive long beyond their normal life span.  At the same time, others in society have perfected travel to distant worlds, though Ken has no interest in all that.  Except now he has to, for one day back at the lab, his cyboplasm was stolen and Troy was murdered.  Ken will avenge the death of his partner, having to defeat many super creatures along the way that have taken too much cyboplasm, which causes them to lose their minds.  This journey takes you across five planets with multiple levels each.  Clear all the levels to see the ending and beat this game.

This first fight is pretty tough just starting out.

This is a side-scrolling platformer game with rather complex movement and controls.  Ken can perform standard platformer movements.  Use the D-pad to walk around, jump with A, and attack with B.  Ken can cling to walls by moving into them while holding A, then he can press Up or Down to climb the walls.  Press away from the wall and jump to jump away.  He can jump down through certain floors by holding Down and pressing A.  When falling through a floor, if you hold Up you can grab onto the underside of the floor.  Continue to hold Up to pull yourself back up onto the ledge, or you may let go of the D-pad and just hang there.  Later you may press A to jump down from the hanging position.  Ken can perform all sorts of punches and kicks with the B button that throw out some sort of energy for a short distance.  Press B rapidly to do a flurry of quick punches, either facing left or right, or while holding Up.  If you hold either Left or Right, you can mash the B button to perform some longer distance attacks.  These always come in a combo, some of them curve downward or upward slightly.  Eventually they turn into kicks that attack at an upward diagonal before cycling back around to the punches again.  If you hold Down and mash B, you’ll perform the diagonal kick attacks first, then start throwing punches in the same cycle as above.  You definitely want to play around with it to get the feel for how it works and how the attacks move.  One more thing.  If you do a neutral jump straight up, then hold the opposite direction you’re facing, you’ll backflip.  When you are upside down in the backflip, you can attack to fire straight down, which is the only way to do so.

Each planet has multiple stages that are framed as one-on-one combat matches.  You’ll get a screen that say “Target vs. Ken” with an image of the enemy you need to take out in this stage.  The levels themselves can take many different forms.  There are single screen levels, scrolling levels, and autoscrolling levels.  Some areas are simply boss fights, some involve infinitely spawning enemies, and others are stages with a boss fight at the end.  Sometimes the target is just one enemy you need to defeat, and sometimes you have to defeat multiple target enemies to proceed.  The goal of each stage is to open up a portal to the next one.  Defeating the target produces some glowing energy that you touch to collect.  This fills up the Open bar at the bottom of the screen, and when it is completely filled up, the portal to the next level appears.  There is a normal stage timer during regular play that sets itself to 10 seconds whenever the portal is open, so you must move quickly to find the portal and enter in time to proceed.

Anticipate spending a lot of time climbing this.

There are items you can collect to help you power up.  Many stages have rocks that you can destroy, some of them hide powerups.  The most common one looks like a circle with a C in the middle.  This increases your power level half a segment.  Each segment of the power bar makes your attacks go a longer distance, but I’m not sure if attacks are more powerful or not.  I never got to full power at any time, but apparently your stronger shots look like spinning disks at full power.  There are some rare powerups that only appear in certain stages.   One is an orb that attaches to your back and deals damage to enemies that touch it.  Another gives you some sort of slash kick.  When you perform a backflip, your feet do damage to enemies on contact.  There are also some items that enemies drop.  Glowing orbs restore half a bar of health, and large glowing orbs restore two bars of health.  You can also get 1ups but they are uncommon.

Structurally, each planet has some sort of theme.  Planet 1 is mostly cityscapes, Planet 2 is jungle-like with lots of vines, Planet 3 is the desert planet, Planet 4 is the water planet, and Planet 5 is pretty much a space station.  Not all levels in each planet strictly follow the theme, but for the most part they make sense.  In between each planet are cutscenes that advance the story, showing where Ken is off to next, that sort of thing.

This is a pretty challenging game for a variety of reasons.  Most enemies and traps take one bar of damage out of the starting five.  Your health carries over from stage to stage, so you’ll often lose lives just from having low health to start a new area.  Health pickups from enemies seem to happen every four kills, which doesn’t help any in pure one-on-one fights.  When you die, you lose your entire power bar.  This is the main reason why I never was able to see what full power was like.  There are no mid-stage checkpoints in the game, and that includes the gauntlet in the final level.  The only aspects in your favor are that you get a health refill at the start of each planet, sub areas stay cleared when you move through the portals, and you get infinite continues.  

A … sanderfall?

This was my first time clearing this game, though I have played it before.  This was a rental way back in the day, and it is the only time I remember playing it up to now.  I seem to remember the final stage, though I’m probably getting my memories crossed up as that would be quite a feat for me as a rental.  I saw the AVGN review of the game a few years back, that’s probably the most of what I remember about this game.  I would consider this game a tad obscure, but it is relatively common from a collector perspective.  This was a $5-$10 game for quite a long time, and I see now it has crept up to around $15 for a loose cart.

This is the type of game that I can sit and grind out a victory in a few hours, depending on length and difficulty.  Street Fighter 2010 took me close to four hours to beat, over two nights.  The first night I worked on it for a couple of hours and got to the final planet before turning it off for the night.  I beat the game the next stream.  It took me about an hour to reach the final stage, then a full hour just to finish off the game.  That last area is no joke.  You have to clear three past bosses, one of those a double fight, and then the final boss, all on one life.  This is the only level where the timer is a major issue as well.  Thankfully I managed it.  As of this writing, it has been over 9 months since I beat the game for this blog.  I ended up replaying the game last week just to refresh myself, and I beat the game in about an hour and a half this time.  I’m honestly surprised I didn’t lose much skill on this.  It’s pretty hard to go back and beat old games that I haven’t touched in some time.  Maybe now I’ll be serious about getting caught up on these writings!

Street Fighter 2010 is a difficult, complex action game that’s not for everyone, but it is a technical showpiece for the console for sure.  The graphics in this game are really good looking.  There’s lots of detail in the backgrounds and enemy sprites, and good animations too.  There’s plenty of variety here as well.  Some levels scroll fluidly in all directions, and there is some split scrolling in some of the boss fights that can be tricky to pull off well on the console.  One autoscroller level drifts in an unorthodox pattern, similar to the airships in Super Mario Bros. 3.  The music is top notch, certainly with some of Capcom’s best composers hard at work.  The controls, while they let you accomplish a lot of moves, can get in the way of the action sometimes.  Clinging to walls, hanging off ledges, and swinging around pillars takes a fine touch, while those same obstacles can get in the way of you trying to avoid enemy attacks.  This is a game that is just as much about mastery of the player character as mastery of the levels and boss designs.  This game is often overlooked as far as Capcom games go, and I think in part that is because it is not as accessible as other games of this style.  And let’s be honest, naming it Street Fighter 2010: The Final Fight was not the best choice.  This game is derided just off the name, but there’s a quality experience here if you can wrap your head around it.

#168 – Street Fighter 2010: The Final Fight

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comment : 0
 
JUN
25
2021
3

#167 – StarTropics

Long neglected, but never forgotten.

Those chill nighttime vibes

To Beat: Reach the ending
Played: 10/8/2020 – 10/11/2020
Difficulty: 5/10
My Difficulty: 3/10
My Video: StarTropics Longplay

In my quest to beat all the NES games, there are times of great productivity and times of, well, little productivity.  I have started writing this blog post in late May, as the weather is starting to get hot.  As you can see above, I played through this game in early fall.  It feels kind of poetic to have pretty much skipped all the cold weather in between, seeing as StarTropics is very much a tropical game.  Or, on the flip side, it can be seen as a missed opportunity to celebrate some warmth when I could have used it the most.  Either way, there is no bad time of year to play through StarTropics, as it is a delightful game to play whenever you can.

StarTropics is an odd duck in terms of its history.  It was an NES-exclusive game, released in December 1990 in North America and August 1992 in Europe.  Despite being developed completely in Japan, it was never intended for Japanese release and indeed never made it officially to the Famicom.  The game was developed and published by Nintendo, specifically Nintendo’s R&D3 division.  That part of the company primarily developed hardware and peripherals from Nintendo 64 through the Wii U, and was renamed to Nintendo Integrated Research & Development Division, or IRD for short.  IRD has since merged with Nintendo System Development to become Nintendo Platform Technology Department, named PTD, who have been responsible for Nintendo Switch hardware and peripherals.  Anyway, back in the R&D3 days, they did develop a few games, namely both StarTropics games and the Punch-Out!! series, both arcade and home versions of the first two titles.  Locomotive Corporation also has development credits on this game as well its sequel.

StarTropics follows the journey of 15-year-old Mike Jones.  His Uncle Steve is a world famous archaeologist and he sends Mike a letter inviting him to come visit him at his laboratory on C-Island.  Mike arrives and meets the villagers of Coralcola, only to talk with the village elder and discover that Dr. Jones has been abducted.  Naturally, young Mike is best prepared to tackle the dangers of the islands in search of his uncle.  This adventure takes place over eight chapters spanning across multiple locations.  Clear all the chapters to beat this game.

Of course you are!

At the beginning of the game you need to set up your save file.  This file selection screen is quite reminiscent of the loading screen of The Legend of Zelda.  First, Select Register Your Name and press Start.  You then enter your name up to 8 characters, then press Select to move to End and press Start to create your file.  The Elimination Mode allows you to delete save files.  The Review Mode is an interesting feature that I completely forgot about and probably never used.  Select your file and press Up or Down to select from any available chapter, then you can press Start to play the game from the beginning of that chapter.   You can choose from any chapter reached so far.  This does not affect your save file in any way.  Just for the sake of science, I loaded up my completed save game and replayed a full chapter in the Review Mode.  When the chapter is finished you are simply sent back to the title screen.

There are two main modes of play in this game, which the manual calls Travel Mode and Battle Mode.  You start off in Travel Mode.  This is a top-down view where you move similar to an RPG.  You can explore areas, enter towns, and talk to people.  Use the D-pad to move around and press A to speak to people.  You can press Select to bring up a limited status view, displaying your current chapter, health meter, and score.  At the start of the game you are on C-Island.  You can explore the island in a limited fashion, and then proceed into the town where you will need to talk to the townspeople.  The chief in each village is who you need to speak with, but either they or something else is often blocked off until you gather more information in town.  Once you gain an audience with the chief, he explains the abduction and gives you the legendary island yo-yo, which is your default weapon for the journey.  After meeting with the island shaman, you proceed underground for your first challenge.

The other mode in this game where all the action takes place is called the Battle Mode.  This also takes place in a top-down mode but with a much larger character sprite.  Here you battle enemies while proceeding through caves or other areas room by room.  The main gimmick here, if you can call it that, is that your movement in combat is gridlocked.  It helps to think of each room overlaid with an invisible grid.  When you walk in one of the four directions, you keep moving until you lock to the next tile of that grid.  This concept does take shape in the actual game, too.  There are green squares that are raised up and you must jump on top of them.  Then, you can jump from tile to tile with A. You may also leap across water safely to another tile two spaces away.  For battling enemies, you wield your trusty yo-yo with B.  Enemies, by and large, play by the same rules you do as far as movement.  This all may seem restricting, but the game was built around the concept and it works better than you might think.

Yo-yo-ing slugs was not the vacation I had in mind.

In The Legend of Zelda, your heart-shaped life meter could be expanded by collecting Heart Containers.  StarTropics functions a lot in the same way.  Clearing each dungeon area gives you a free health refill.  At some locations, you also earn max health upgrades.  Every once in a while, you will find this game’s version of Heart Containers to extend your life.  Your health is not only important for staying alive, but it also helps you with your weapons.  There are two upgrades to your yo-yo: the Shooting Star and the Super Nova.  These not only increase the power of your attack, but also increase your range for distance attacking.  The catch is that you need a certain heart requirement to use them.  The Shooting Star activates with six hearts, while the Super Nova requires eleven hearts to wield.  At any time, if you don’t have enough health for the weapon, it drops back down to the prior level weapon.  Likewise, as you regain health, your better weapons kick back in.  Having low health once you acquire these weapons is a real double whammy.

There are lots of items along the way.  Basic items that defeated enemies drop are hearts and stars.  Hearts add one to the health meter, while stars function as sort of partial hearts.  Every five stars give you one heart.  Other types of items are available either out in the open or revealed by switches.  Those raised green tiles I mentioned earlier can reveal door switches or items when you step on them.  Better items are revealed in this way.  Clocks either freeze or slow down enemies on the current screen.  The anklet lets you jump over two spaces instead of one.  The vitamin X is an interesting item in that it fills up your health and overflows it to the max the game allows.  Over time, that excess health is eaten away bit by bit until you are back to your current max health.  The try-your-luck sign is another weird one.  In each stage you get three lives.  The try-your-luck sign can give you an extra life, sometimes two lives, but also it can remove a life from your stock.  Running out of lives forces you to restart caves from the very beginning, especially painful in some of the longer stages.

Mike also can acquire a plethora of special weapons.  There are three boxes in the status area to hold any special weapons you pick up, along with their ammo counts.  Switch weapons by pressing Select, or you can make selections while the game is paused.  Weapons are only available for the current area and cannot be transferred to other stages.  Many of these weapons, like the bolas or the flame, are simple projectile weapons.  The baseball bat is swung all around you to clear out enemies in close proximity.  The shurikens are neat.  They are double shurikens that are thrown in a straight line, and you can press B at any time to split them up, launching them sideways in opposite directions.  The spike shoes automatically toss Mike all around the screen, stepping on each enemy on screen for you.  There’s even a mirror to reflect some enemy projectiles.

You even get a submarine to traverse the islands.

There’s another category of items too, called Magic Items.  These are stored when you collect them but are activated only through the pause menu.  Press Up or Down when paused to toggle between the weapons and magic items.  Some examples of magic items are the medicine, snowman, magic rod, and the lantern.  The medicine restores five hearts of health, and there’s even a special counter for the medicine on the main status bar.  The snowman temporarily freezes all enemies.  The magic rod is used to reveal hidden enemies that exist on some screens.  This is important as some screen exits are only activated when all enemies are beaten.  The lantern lights up darkened rooms so you can see!

StarTropics also has a scoring system that isn’t often discussed.  It does not appear on the status bar or on the pause screen in the Battle Mode, but you can see it when you stop in the Travel Mode.  Points are awarded after you finish Battle Mode sections.  This isn’t mentioned in the manual, but I have learned how the scoring system works.  Each level in the game is worth a set amount of points, and behind the scenes, every enemy you kill reduces from that total.  If you are high score chasing this game, you will need to learn how to play pacifist, as much as the game allows.

Finally, I would be remiss if I didn’t mention the letter that comes with this game.  Retail copies of StarTropics came with a rather thick, standard size NES manual that has a folded up letter attached to it.  The letter is from Uncle Steve, inviting Mike to come to his island, beginning the adventure.  However at the bottom of the letter is a rather stern warning from Nintendo that pretty much says “don’t eat this letter, save it until the end of the game.”  That’s weird, but reasonable.  The letter is mentioned in-game as well, and when you reach a certain part of the game you are instructed to dip the letter in water, the actual letter.  If you take your unsoaked letter and do this, a secret message appears.  (I guess the invisible ink is what Nintendo is trying to protect you from.)  There is a frequency given that you must enter or you will not be allowed to complete the game.  That frequency is 747.  I might as well say it without spoiler warnings because I can’t imagine anyone playing this game for the first time with the original letter intact, and there’s no reason to make anyone brute force the answer.

Bosses can put you in hot water, so to speak.

StarTropics was a game that I owned brand new back in the day.  At some point we ordered games directly from Nintendo.  Maybe it was something from Nintendo Power, I can’t be too sure.  We bought StarTropics and Punch-Out!!, the version without Mike Tyson.  Nothing too rare, but certainly good games.  Here’s a little story about my original playthrough.  I got to wet the letter to reveal the code just as intended.  But at the time, I didn’t know the best way to do it.  I ended up running the faucet over the letter, but I did it full blast and it ended up almost destroying the letter.  I don’t think I was able to read the entire message, but I did at least see the code so that I could progress.  Funny thing is, if I had to do it over today, I bet I would end up doing the same thing.  For certain things or situations, I don’t know why, but my brain picks the least effective way to do it and I just run with it.  That drives my wife crazy, but at least it gets done I guess.
 
StarTropics is a game I’ve played many times before.  I never forgot the 747 code, I know the route through the game, and where all the major items are.  Still, I expected this game to take several hours to clear since it always takes me multiple sittings to beat the game.  This time, I finished up the game over two sessions in three hours total, about half the time I expected.  It was nothing special either, just a normal playthrough with plenty of deaths and mostly decent playing.  This is now the kind of game that if I had a block of time with nothing to do, I know I could power through it in one shot and have a pretty good time doing so.

I very much recommend StarTropics as one of the essential NES games that belongs in every collection.  The graphics are simple in spots, but everything is bright and colorful.  There are very detailed character portraits in some of the cutscenes.  The music is catchy and easy to listen to, and the boss theme is good for getting your heart pumping during some difficult fights.  The game controls very well within the constraints of the grid system.  The scenes only have a little bit of graphical variation, but the level design has some good variety with some navigation puzzles and all sorts of traps, enemies, and bosses.  There are plenty of special weapons and items that mix up the formula even more.  The game is not too easy, but not too hard, with a smooth difficulty curve over the entire game.  Best of all, this game is still affordable at around $10.  If you haven’t tried it, go check it out, and I hope you enjoy it as much as I still do.

#167 – StarTropics

 
MAY
17
2021
1

#166 – Bubble Bobble

And we’ll all float on okay.

The bubbles only get bigger from here.

To Beat: Defeat the final boss
To Complete: Get the true ending
What I Did: Completed the game
Played: 10/4/20 – 10/7/20
Difficulty: 4/10
My Difficulty: 4/10
My Video: Bubble Bobble Longplay

The “clear ‘em up” is a game subgenre that I have heard of in passing but has not stuck as any sort of general gaming term.  With a little explanation, I can get it to make sense.  Clear ‘em up refers to a single screen action platformer where the object is to clear out all the enemies in the stage before moving on to the next.  These games at one time were really prominent in the arcades, and I think they hold up as an ideal arcade experience.  These are simple games that you can look at and understand easily, often with very colorful, eye catching graphics and tons of powerups and collectables.  They are fun games that can ramp up in difficulty quickly enough to convince you to pop in more quarters and keep going.  I really enjoyed playing Snow Brothers a few years back, but now it’s time to get to the most well known game of this style that certainly inspired many others after it.

Bubble Bobble was first an arcade release in 1986, developed by Taito.  The game was designed by Fukio Mitsuji.  He wanted to make a game that would appeal to everyone, particularly women.  Therefore, he put focus on bubbles as a core gameplay component as something that he thought would be appealing, as well as two-player cooperative play as a way to engage couples to play together.  The game was a big hit for Taito and was widely ported to many computers and consoles.  Bubble Bobble would go on to have around 20 sequels as well as an entire side series, Puzzle Bobble.  The NES version began in Japan on the Famicom Disk System, released in October 1987.  The North American NES port was released in November 1988, and the PAL version came out in October 1990.  All these versions were developed and published by Taito.

The story of this game follows two brothers, Bubby and Bobby. The evil Baron Von Blubba has kidnapped their girlfriends and transformed the brothers into bubble-blowing dinosaurs named Bub and Bob.  To rescue them, they must go 100 levels deep into the Cave of Monsters.  The NES manual tells a slightly different story for this port of the game.  Bub and Bob are already dinosaurs and must rescue two friends who were captured by Baron Von Blubba.

The first stage is pretty iconic.

The gameplay loop is Bubble Bobble is simple.  Like the arcade version you can play alone or with a friend.  Both players control identically.  Bub can walk around with the D-pad.  You press A to jump and press B to blow bubbles.  The idea is that you blow a bubble at an enemy, trapping it inside.  You then pop the bubble to defeat the enemy.  You can jump up into the bubble, fall through the bubble, shove it again the wall, or simply run through it.  You just need to apply enough force to pop it, otherwise you push it around.  If a bubble is popped, any bubble it touches is also popped, chain reaction style.  If you clear multiple enemies in this way, you get a nice score bonus that scales up with how many enemies you kill at once.  When all enemies are defeated, there is a short delay before you proceed via bubble to the next stage.

The bubbles also afford you some movement options.  By holding down the A button, you will bounce off of any bubble in the stage.  This is most easily done from above, but you can also jump up against the side of a bubble if you can get just slightly above it.  You can use this bubble riding technique to reach higher ledges or escape enemies in some situations.  Every level has these invisible currents in the open spaces that push the bubbles in some direction.  Throwing bubbles all over the place (and you can throw a lot of them, go crazy!) will help reveal the currents and help you route the stage.

The walls also have some interesting properties in this game.  Each stage layout consists of only open spaces and solid tiles.  A lot of times enemies appear to be trapped inside the walls, but they are reachable.  The wall tiles are solid in every direction except from underneath, so that you can jump up and through the floor.  But once part of you is inside the wall, then you can pass through any consecutive wall tiles freely.  From there, any open spaces make adjacent walls solid again.  This is a tricky explanation that probably doesn’t make much sense, but it is easy to grasp when you actually play the game.  It’s both complicated and intuitive.

Bundle them up for a big combo!

There are many different enemies in this game.  They have different names depending on where you look, but for this review I’ll use the names listed in the NES manual.

Bubble Buster: Basic enemy that appears in the first stage.  They walk slowly.  Sometimes they stop and jump up, catch the ledge above them if there is one.  This is the basic enemy movement that is shared with several other enemies.

Stoner: This is a white hooded enemy that looks like a ghost.  He moves similar to Bubble Buster.  Sometimes he will toss out a slow, indestructible rock at you, so you don’t want to spend too much time on his level.

Beluga:  Kind of looks like a beluga whale if you squint hard enough.  This enemy flies through the level at diagonals, bouncing off any walls in his path.

Hullaballoon:  This floating enemy sort of resembles a balloon, I guess.  This enemy bounces off of walls like the Beluga, opting for greater horizontal movement than vertical movement.

Coiley: An enemy with a spring bottom, Coiley moves in forward hops.  He is a faster moving enemy than most.

Incendo:  Looks like a rock with a face.  Incendo has the standard movement pattern but will fire a quick moving fireball at you.

Willy Whistle:  Another standard walking enemy.  This one throws a bottle at you with boomerang action and will throw his bottle rather quickly if you cross his path.

Super Socket: This enemy is called Invader in other regions and understand why when you see it.  This enemy only walks, no jumping, and he fires a downward laser shot at a consistent rhythm.

Baron von Blubba: This enemy is shaped like Beluga and only appears when you have been in a stage for too long.  You’ll get a “Hurry!” message first, followed soon after by the Baron’s ominous arrival tune.  Baron von Blubba is invincible and moves orthongonally toward your position through walls in short spurts until either he catches you or you defeat all the enemies.

Some enemies walk, some enemies fly.

This game is also known for the wide variety of items and powerups.  Simply defeating enemies cause them to get knocked away dramatically until they land and turn into a food item.  Beating enemies in a combo turns each enemy into progressively better and better food items, from a points perspective.  There are many, many other items that appear throughout the game, too many to list.  Evidently, all of them have some sort of condition that triggers them, stuff that you will do naturally through gameplay but are not tracked in any visible way so that it feels random.  Some examples of items are candy that enhances your bubbles, shoes that increase your running speed, umbrellas that warp you several levels ahead, crosses that give you various screen clearing capabilities, and many more.  There are also gobs of items that just give you points, like food, gems, crystals, etc.

Some stages also have attack bubbles in them.  There are three kinds of attack bubbles.  The blue water bubbles when popped drop a small stream of water that flows down through the bottom of the screen, defeating any enemy it touches, leaving a nice point item behind.  The red fire bubbles that look like they have balloons on them drop a flame that covers the ground in flames for a short while.  These flames kill enemies but stun you a bit, preventing you from jumping and causing you to walk slowly while touching them.  Green lightning bubbles fire a bolt of lightning across the screen in the opposite direction you are facing.  When enemies are placed in hard-to-reach spots, these attack bubbles are most useful.

Another thing you will see are letter bubbles.  These are triggered by combos of three or more enemies.  They can only appear on stages with an open top or bottom as that is how they enter the screen, but they will queue up for later stages in you spawn them in an area they cannot enter.  There are also powerups that can cause these to appear.  Pop these bubbles to add the printed letter to your side of the screen.  The goal is to spell out EXTEND which, when all collected, ends the current level immediately and gives you an extra life!

The coileys are hard to reach, so lightning bubbles are useful.

Once you reach stage 100, you come across the boss.  In the manual he is named Grumple Grommit, though I have always heard him referred to as Super Drunk.  This is a very large enemy that looks like a Willy Whistle but moves like a Beluga.  He also shoots a spread of bottles ahead of him periodically.  The boss is too big to capture in a bubble on your own.  At the top of the stage is a lightning potion that turns your bubbles into lightning bubbles.  The level counter at the top of the screen becomes the boss’s health meter.  Run his health out to enclose him inside a bubble, then pop it to defeat the boss, but what happens next you’ll have to read about in the spoiler section later on.

At the start of the game, you are given two extra lives per player.  One way to earn extra lives is by meeting these point thresholds: 30,000, 100,000, 200,000, 400,000, and 1,000,000.  The EXTEND bubbles also give you an extra life, as well as a rare item.  When you run out of lives, if you are playing two player and the other player has lives remaining, they can gift you a life to get you back into the game.  When all lives are lost, it is Game Over.  There are passwords for each stage in the game.  The passwords are five letters long, only characters A-J.  The only downside to Game Over is that your score resets to 0, if you care about such things.

Bubble Bobble was one of my childhood games.  We had picked it up used at some point, not sure where.  I do remember reading about this game a lot in old gaming magazines, and I’m sure that was what prompted us to search this one out.  It is a common enough game that we may have grabbed it at a yard sale or something.  It will forever be a mystery.  I do recall that I liked this game enough to search out its sequels: Rainbow Islands and Bubble Bobble Part 2.  I was able to get the former but not the latter.  Bubble Bobble has hovered around a $20 price point for many years now.  I know I sold a couple of extra copies for about that much a few years ago back.

Ride the bottle wave! (Actually don’t)

Now it’s time to dive into spoiler territory about how this game ends.  Playing straight through to the boss and defeating him gives you the bad ending and the following text: “This is not a true ending! Take the magical crystal ball.  And you will find the door to secret road!”  This is in reference to Level 99 just before this.  If you read the manual, it discloses a secret in Level 99 as well.  In that stage there is a crystal ball that appears on the right side.  Grab it to open a secret door hidden behind an enemy boxed off in the low part of the screen.  You enter that door to proceed to stage A0, the true stage 100.  The door is meant to be entered using both players, one to grab the crystal and the other to go through the door, as the items only appear for a short time.  It is tough but possible to do it solo, which is what I did.  After this sequence, levels proceed on as normal, A0-A9 and B0-B2.  Following that is the same boss fight as before.  Defeat him this time, and you get something a little different.  You float over to the left and your girlfriends break free and float to the bottom, but they disappear in a puff of smoke.  You see this text displayed: “This is not a true ending! Try again with your friend.” The trick here is that you are supposed to beat the boss with two players.  Since you are saving two friends shown on screen, it does make some sense.  However, you can do this with one player as well.  Pressing Select when paused brings the second player in, even on one-player mode, if you have a life to spare.  You bubble up the boss, bring your partner in, and pop the boss bubble to trigger the Happy End.  But we aren’t quite done here, as the ending scrawl states that “your adventure is not over yet.”  You are given a password that begins an entirely new quest from the beginning.

Super Bubble Bobble is the name of this game’s second quest.  There aren’t that many changes between this and the normal game.  The level layouts are exactly the same, but the level palettes and block styles are changed.  The biggest difference is that some of the enemies are swapped around.  I had thought it was as simple as exchanging one enemy for another throughout all levels of the game, but looking deeper at individual levels, I couldn’t find any consistent pattern.  It simply depends on the stage for what enemy mix you get.  Generally, weaker enemies are replaced with stronger ones, while some levels contain easier enemies than their normal mode counterparts.  Overall, I’d say Super Bubble Bobble is only slightly more challenging as a whole.  To get the true ending, you need to follow the same beats at the normal game: Get the crystal in 99, enter the secret door, and defeat the boss in B3 with two players active. This time Super Drunk has 80 health instead of 60, but the fight stays the same.  When you defeat Super Drunk in the normal mode, he falls away typical of any Bubble Bobble bad guy.  In Super mode, he explodes in a puff of smoke when popped, and Bub and Bob’s mama and papa appear.  The true ending features a bonus screen of all characters with their non-localized names, a nice little treat.

Super Bubble Bobble tweaks the game with swapped enemies.

Here’s a small bit of minutia about this game and its endings.  I had read about there being four endings, but I could only trigger three of them easily, the missing one being the alternate bad ending.  In normal mode only, if you continue with a password beyond Stage 99, the game gives you the “get the crystal ball” bad ending instead of the “try again with a friend” bad ending.  I tried a few different passwords but all gave the same result.  I then took a password to Stage 99, went through the door, and beat the boss one player in Room B3, and that time I got the proper “try again with a friend” ending that I would have expected.  Super Bubble Bobble does not have this same effect; I always get the “try again with a friend” ending from any password I tried past Level 99.  I think this is some kind of bug or omission in the game programming.  Unless you play straight through, I can see where this might have led to some confusion on how to get the better endings.

The NES port of this game is a solid home conversion, but there are several differences from the arcade version.  The NES version omits many point-bearing items from the arcade version but introduces a few new ones to make up for it.  Some levels were changed while others were added to the NES version.  Of course, this game has a password system that the arcade version understandably lacks.  The arcade version also includes secret rooms accessible by reaching certain areas without losing any lives up to that point.  These secret rooms have encoded messages for players to decipher that explain the conditions for getting the true ending, including a secret code to start the game in Super Bubble Bobble mode.  Perhaps the definitive version of this game is on Sega Master System, released in Japan as Final Bubble Bobble and Europe as simply Bubble Bobble.  This game is a set of 200 levels with no Super Bubble Bobble mode, but the biggest change is that this game has secret rooms that contain special items that are required for the best ending.  There are special conditions to trigger these rooms and I presume they are difficult to find.  The Japanese version contained hints as to the whereabouts of these rooms, but those were omitted from the European version, making it that much harder to finish.  I am definitely going to check this game out someday on my own.

I would say that Bubble Bobble on NES is one of those essential games to have in any collection.  Now I’ll be the first to admit that the presentation is a bit lacking.  This game has simple graphics and really just the one song that plays over almost the entire game.  I like the song though I know it can be a nuisance.  The controls are solid and responsive but take some getting used to.  Your jump works better in the vertical than it does horizontally, making movement across some stages challenging.  This is amplified by the fluidity in which you can enter and exit from walls.  I find the gameplay loop very satisfying.  Though the action stays largely the same, the level layouts do enough to change things up in small ways.  The vast breadth of items you can collect is really fun, and sometimes you get an item you’ve never seen before that has drastic effects on the stage, sometimes outright clearing it for you. Those moments of discovery are pretty cool.  This game is an excellent two-player game that is very beginner friendly.  The game also has depth for the player who wants challenge in seeking out the true ending.  Bubble Bobble is the main reason why I find this weird subgenre of games so enjoyable.

#166 – Bubble Bobble

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comment : 1
 
APR
16
2021
0

#165 – The Karate Kid

Wax on, wax off!

Some chill vibes here to get focused.

To Beat: Reach the ending
Played: 9/27/20 – 10/1/20
Difficulty: 4/10
My Difficulty: 2/10
My Video: Karate Kid Longplay

Hello, and welcome to another edition of “NES Game Based on a Movie that I Have Not Seen”!  I know.  This one feels more egregious than some of the others, for reasons I don’t fully understand.  It’s not that I don’t like watching movies, but there are just so many things vying for my time and movies are always at the end of the list.  Especially older movies.  Today some older movies are hard to find in the streaming era.  DVDs are much less common now, and not every classic movie is easily obtainable at the local store.  I guess the other thing is that I was too little to watch 80s movie back at the time of release, and many of them I never got around to checking out when I got older.  Anyway, we aren’t here to talk about movies of the past, we are here to talk about their video games!

The Karate Kid is a film released in June 1984.  It was written by Robert Mark Kamen, directed by John G. Avildsen, and produced by Jerry Weintraub.  The movie stars Ralph Macchio, Pat Morita, Elisabeth Shue, and William Zabka.  The film was both a critical and financial success.  It had a small budget of only $8 million but grossed well over $100 million, making it a sleeper hit and one of the best performing movies of the year.  This would become a movie series with two numbered sequels plus The Next Karate Kid.  Of current note is the TV series Cobra Kai which had its third season released earlier in 2021.  The film is also said to have increased the popularity of karate in the US.  There were only a couple of Karate Kid video games released at the time, one of which is this NES version.  The Karate Kid on NES was a North American exclusive game, releasing in November 1987.  It was developed by Atlus and published by LJN.  

Despite the game being named The Karate Kid, the plot of the game follows the story beats of The Karate Kid Part II.  The manual is very lean on story, opting for generic platitudes about using his training, practicing self-control, and such.  This side-scrolling platformer game will start you at the karate tournament at the end of the first film, with the rest of the game taking place in Okinawa in line with Part 2.  This game has four stages and you just need to clear them all and beat Chozen to win.

The climax of the first film is a throwaway stage in this game.

On the title screen, you can select either one or two players.  This is alternating play for the two-player mode, nothing to be excited about.  However, there is a one-on-one mode.  This is a simple fighting game for two player simultaneous play only.  Player 1 controls Daniel on the left and Player 2 controls Chozen on the right.  This is a very simple, bare-bones fighting mode.  You could use it to get accommodated with the controls in a safe space, should you choose, but this mode is too lean to be of any value for two players.

Here are the controls for the main game.  You use the D-pad to move.  This includes walking with Left and Right, crouching with Down, and jumping with Up.  Yeah, it’s one of these games.  The A button does a punch, while the B button does a kick.  You can do jump kicks and jump punches, as well as crouching attacks.  You also possess a couple of special techniques.  Crane kicks and drum punches do a lot of damage as well as help you parry attacks.  However, you have a limited number of these you can utilize, as noted at the top of the screen.  You perform a crane kick by pressing B without pressing any direction, and similarly you do a drum punch by pressing A while standing still.  The Start button pauses the same.  Select is only used to choose options on the title screen.

The first stage in the game is the karate tournament.  Here you will face off against four opponents one at a time.  You begin with four crane kicks if you need them.  The health bars of both you and your opponent is displayed at the top, so you can see your progress for these brief encounters.  This stage is short and sweet, and a fair example of how the combat works for the rest of the game.

The second stage takes place in Okinawa.  This is a side scrolling level with the scrolling locked as you go so you cannot backtrack.  You’ll be faced with enemy fighters that are simpler to defeat than who you faced in the tournament.  You’ll notice the enemy health bar has been replaced with a map indicator.  This is a long bar with a small arrow to show how far you have gone in the stage.  The stage also introduces powerups.  You will sometimes see a small yellow letter C or a small letter D floating in mid-air.  Grab one to add one to your crane kicks or drum punches respectively.  You also gain a small amount of health as a bonus.  The only other powerup you’ll find is one of three bonus characters.  You “collect” them and you restore a large portion of your health bar.  Nice!

While it requires precision, I always liked catching the flies.

The side scrolling stages also contain hidden bonus games.  You’ll find these by jumping into doorways and such that appear in the background.  There are three bonus games you will encounter.  The first of these is the Chopsticks Fly Catch.  Six flies will fly around the screen in a loop-de-loop pattern.  Move Daniel Left and Right and press either A or B to pinch the chopsticks together to catch flies.  The second bonus game is the Ice Block Break.  Here your life meter becomes a power meter that waves back and forth.  The size of the power meter is determined by how much health you have entering the bonus game, so to break through them all you really need full health entering the bonus area.  Press A or B when the bar is as far right as possible.  The third bonus game is the Swinging Hammer.  Daniel is on a center platform with a swinging hammer on a rope going back and forth.  You need to face the hammer as it swings down and press A or B with good timing to parry the hammer, allowing it to swing to the other side.  If you miss you get knocked in the water and the bonus game ends.  Depending on how well you do in the bonus games, you can earn points, crane kicks, and drum punches.

While the first two stages are pretty simple, the final two stages up the ante in difficulty.  Stage 3 is the same exact setting and level design as Stage 2, only it takes place during a typhoon.  So that means you have wind blowing you backward the whole time, as well as flying objects to avoid and to fight through.  These new additions are on top of the enemy fighters you always are fending off.  A patient approach is helpful to avoid falling in pits, but the enemies have a knack of bopping you around and pushing you in anyway.  The final stage does away with the wind, and in fact is a different stage altogether.  This stage features the spear fighters that have greater range.  The crane kicks and drum punches help a lot here if you still have some.  There are not as many bonus opportunities in this stage either.  The stage and game ends with the final battle against Chozen.

Despite not seeing the film ever, I have played this NES game before.  I remember playing this game at my cousin’s house as a kid, falling off the stage over and over in Levels 2 and 3.  This might have also been a rental once, though looking back that doesn’t really make much sense not having seen the movie.  For a long time this was a ubiquitous game that always sold cheap, but this game has eased upward in price over the years.  When I was big into collecting the set, this was a $5 game, and now it is trending more toward a $10 game.  I got it as common filler in a lot and I’m sure I’ve had more than one copy of it too.

Wind, pits, and being surrounded can make this game tough.

My difficulty rating of this game might be controversial.  I know when I played this as a kid it felt nearly impossible.  Having not played this game in many, many years, I cleared it on stream on my first try.  There’s a little trick I learned from seeing speedruns of this game.  In the platforming stages, the game can only spawn two soldiers at a time.  If you can get them behind you, they will follow you, leaving the path ahead wide open.  That helps a lot, but even without that, they aren’t too tough to fend off.  Jump kicks or attacks at the edge of your range work well to defeat enemies, and if they gang up on you the crane kicks and drum punches can cut through their attacks.  The patient approach to jumping pits got me through Stage 3 and maintaining a supply of crane kicks got me through Stage 4.  All that said, this game only gives you three lives to get through it, and there are no continues.  You do gain an extra life for every 20,000 points earned.  I feel like the short length of the game is a good enough reason to give this a lower-than-expected difficulty.  But feel free to disagree with me!

There is one, small goof I committed in playing this game.  I ended up playing and beating this the same night that I beat Days of Thunder.  It was an excellent pallet cleanser, and I’m glad my skills kept up to beat the game right away.  The only problem was that I did not have recording enabled.  I stopped the recording when I completed Days of Thunder but forgot to turn it back on for The Karate Kid.  It would be a few days before I was able to sit down and beat the game again, and it took me two more tries to do it that night.  Making weird mistakes off-game like this is one of my superpowers, I think.

There’s not too much more to say about this game.  I liked it well enough.  The graphics are mostly well done, perhaps a little cluttered at times.  Some of the bonus entrances are unclear.  The music is good with some catchy tunes to accompany the action.  The controls work well enough, even with Up jumping.  There isn’t a better control scheme I can think of to trigger the special moves that wouldn’t interfere with the gameplay the way it is.  This is a simple game to get into and quick to replay after Game Over.  The bonus games are fun and you get rewarded well for playing them well.  All in all, it was a good, slightly frustrating, and brief experience.  Just what the doctor ordered, in my case.

#165 – The Karate Kid

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comment : 0
 
MAR
22
2021
0

#164 – Days of Thunder

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

One of the few songs in the game is here!

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

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

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

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

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

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

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

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

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

Just you and the track. Go fast!

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

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

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

Pit stop management can be super tedious.

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

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

Feels good to pull out in front!

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

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

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

It can feel hopeless attempting to pass your rivals.

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

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

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

#164 – Days of Thunder

 
FEB
19
2021
2

#163 – The Lone Ranger

Hi-Yoooooooooo Silver!

With a silver bullet!

To Beat: Reach the ending
Played: 7/20/20 – 8/1/20
Difficulty: 8/10
My Difficulty: 8/10
My Video: The Lone Ranger Longplay

Konami is at it again.  This time, they are reviving an old, mostly forgotten property into an NES game.  Normally, I would be reminded right away of similar adaptations such as The Adventures of Gilligan’s Island or Dirty Harry, taking a pretty much dormant property and turning it into a Nintendo game, with little success.  Instead, after exploring this game a bit, my mind went quickly to Laser Invasion.  Both games switch between genres during gameplay.  I liked Laser Invasion quite a lot.  On the other hand, The Adventures of Gilligan’s Island and Dirty Harry did not fare as well.  Let’s see which way The Lone Ranger goes.

The Lone Ranger first appeared on a radio program out of WXYZ in Detroit in 1933, created by station manager George Trendle and writer Fran Striker.  The show blew up in popularity, running until 1954 and surviving the death of the voice of The Lone Ranger, Earle Graser, who died in a car accident in 1941.  The television series, The Lone Ranger, ran for 8 seasons and 221 episodes from 1949 to 1957, starring Clayton Moore for most of the series run.  There were a slew of other media properties starring The Lone Ranger, including 6 films, 18 novels, a long running comic strip, comic books, and some animated adaptations.  The NES game, The Lone Ranger, was released in August 1991 in North America only.  It was developed and published by Konami.

The story is based off of the 1981 film The Legend of the Lone Ranger.  In the Old West, the Texas Rangers were the law enforcement of the day, led by Dan Reid.  His son, John Reid, was also a Texas Ranger.  During a shootout with the Texas Rangers, Butch Cavendish, a bank robber, lost his father to a bullet, and from then on he held a grudge against the Texas Rangers.  Butch and his outlaw gang set up an ambush against the Texas Rangers and had them all killed.  Only they thought they were all killed, as John Reid survived.  A Native American named Tonto found John and got him back to health.  John formed a mask out of his father’s vest and did away with the rules of the Texas Rangers, going at it alone as The Lone Ranger with Tonto as his partner.  Now Butch Cavendish has kidnapped the President and it is up to The Lone Ranger to both rescue the President and get his revenge against the man who killed his father.

Walk on the path, engage enemies, and enter towns

After the initial text scrawl of the story, you start off in the overworld.  Simply use the D-pad to walk around here.  You are forced to stay on the dirt trails but otherwise you can explore the map as you please.  There are several buildings around the map that you can enter that take you into town.  Here you will switch to a more zoomed-in overhead view, where much of the game is played.  You can walk around in all eight directions with the D-pad.  Press A to talk to people, and press B to use your weapons.  Select changes weapons and Start pauses the game.  The towns contain women that you can talk to for information, or bad guys in cowboy hats that you’ll have to shoot before they get you.  Generally, you explore the towns for information to advance the story, or to restock on supplies, typically of many games.

The bottom of your screen shows all the info you need during play.  First up is your life bar, pretty self-explanatory.   You can recover health with the uncommon heart item drop or top it off by paying a doctor in town.  Below that is your money.  Coins are dropped by almost every defeated enemy.  Money is most commonly used to buy more bullets for your revolver, other weapons, and gun upgrades.  The square box with the X in the middle is used in the 3D sections that I will describe later.  Next is your currently selected weapon.  You can fight bare-handed, use a revolver, or TNT.  When weapons require ammo, that is displayed directly above.  Finally, the cylinder of your gun shows how many bullets are loaded and ready to fire.  When empty, you will reload with one of your supply.

There are some special locations inside many towns.  The sheriff’s office is usually a point of interest for gathering critical information on what to do next.  At the gunshop, you can buy normal bullets, silver bullets, and TNT.  You can hold up to 50 clips each of normal and silver bullets, and up to 10 TNT sticks.  Silver bullets cost more but they do twice the damage and pierce enemies so you can hit multiple bad guys with one bullet.  TNT is thrown in an arc and blows up after a short time.  You can also buy upgrades to your gun that let your bullets fly farther across the screen.  The doctor’s office is where you want to go to restore your health bar, at a cost.  A few places in the game even let you play poker for money.  There are other unmarked buildings you can enter, as long as the front door is open.

Even towns aren’t a safe haven from gunslingers.

As teased earlier, there are several types of gameplay in The Lone Ranger.  Aside from the top-down exploring and fighting, there are side scrolling platformer sections.  These parts have standard controls.  You use the A button to jump.  The jumping in this game is reminiscent of Castlevania.  It is a very heavy jump and once you commit to a moving jump you will keep going in that direction, though you are able to slow down a little by pressing the opposite direction on the D-pad.  Another thing I noticed is that you have to be real close to the edge of a platform to make the leap across to another one.  If you press Down while pressing A, you will jump down through some ledges.  The B button attacks with any of your weapons similar to the top-down sections.  With the gun, you can fire in all directions and diagonals except for straight down.  Movement is normal stuff with the D-pad.  You can navigate stairs with Up and Down.

This game also features 3D mazes.  Much like in Laser Invasion, these are Zapper-compatible sections.  At the very start of the game you can choose if you want to use the standard controller or the Zapper for these parts.  You will use the D-pad to navigate the maze.  Press Up to walk forward, Left or Right to turn in that direction, and Down to turn around.  You move in increments through the maze, and at some of these steps you will run into a group of enemies.  You can only fight with your guns in these parts so you better have enough bullets handy.  Use the Zapper to shoot the enemies and collect powerups, including hearts to restore health, packs of bullets, and of course money bags for cash.  Here the X mark in your status bar tells you from which direction the enemies are approaching.  You also get to see the compass direction you are facing to assist in navigation.  You will use the D-pad to turn in the appropriate direction and then shoot with the Zapper.  I had to hold both the controller and Zapper at the same time to play this.  If you are in controller-only mode, instead you move a targeting reticle with the D-pad.  Press B to fire a shot.  Holding a direction and pressing A will turn you in that direction.

Bad guys, money, and Castlevania stairs, oh my!

Early on in the game you will reunite with your trusty horse Silver.  There are a few minor sections in the game where you will ride on horseback.  There are side scrolling sections where Silver runs forward automatically, functioning as an auto-scroller.  You can jump between ledges and fire your gun.  It is different but plays a lot like you are already used to.  You also get into gunfights while on horseback.  These encounters take place in first person similar to the mazes, only you don’t have to wander around, just fight off the bad guys with your Zapper.

To beat this game, you must clear all 8 stages.  Each new level begins at a new subsection of the map and all your money and weapons carry over from one stage to the next.  You typically get an explanation from Tonto on what you need to accomplish next.  This game has a password system to retain your progress, and all your money and weapons carry over through the passwords as well.  Passwords in The Lone Ranger are 16 characters long, comprised of a weird subset of capital letters and the digits 0-9.  In this game there are no lives, and when you die you return back to the start of the current stage.  Some of the stages have several parts and can go on pretty long, so it’s a steep penalty.

This was my first time playing The Lone Ranger.  I was only sort of familiar with the premise and I never knew anything of substance about the character or series.  I bought my copy of the game on eBay for only $6 shipped back in the summer of 2014.  I remember religiously checking new eBay listings for NES games to fill out my collection back then and this one was an instant purchase.  The game was selling for around $10-$15 in 2014, and when I checked the current pricing I was shocked.  The Lone Ranger is now close to a $60 game.  It was averaging around $30 from 2017-2019 and just about doubled in 2020 alone.

Shooty shooty bang bang

This game was a bit more challenging than I would have guessed going in.  Most levels comprise of walking around to get a sense of what to do, and then working through the setpiece parts in that stage.  The difficulty varies throughout the game depending on how many special segments there are and what kinds.  There was only one area that I completed the first time through.  A few times I got lost in identifying the intended route.  When I played this I streamed fairly often, and it took me 8 nights of playing to beat the game.  I made progress every night except one, only to beat that stage the first time the next night.  This was almost a 10-hour playthrough from start to finish, condensed into a video lasting a little over 2 hours.  The last couple of stages were pretty tough, with long segments that really try and whittle away your life.  I want to specifically mention the final boss fight.  When I reviewed my video of it, I had forgotten just how close I was to failing that attempt.  I had sort of found a way to trap the boss but he very nearly took me out on several occasions.  I’m proud to have clutched out victory there!

The Lone Ranger is a game that does a lot of things but does them all well.  This is a very nice looking game, from the character sprites to the detailed portraits at the end of each stage.  The music is all very well done, but to me it is mostly music that could fit any game.  The William Tell Overture certainly is evocative of the time, and the rest of it sounds good, but I am not sure it really fits the game.  The controls are responsive and work well, particularly the Zapper and top-down play.  Konami seems to have a handle on games with multiple genres, and this one is no exception in the gameplay department.  There are only a few things about it that I don’t care about.  The platforming and jumping are a little too stiff for my tastes.  That to me is the least polished bit of this game.  The forced reloading every 7th shot is a pain to handle too.  The difficulty and setback on dying would be turnoffs to some, though I relish the challenge.  This is a very good game that is mostly forgotten or unheard of.  I would suggest checking it out!

#163 – The Lone Ranger

 
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

 
DEC
11
2020
0

#161 – Lode Runner

Get a lode of this classic game!

One of the few songs in the game is on this screen.

To Beat: Finish all 50 levels
Played: 6/19/20 – 6/22/20
Difficulty: 4/10
My Difficulty: 4/10
My Video: Lode Runner Longplay

I am sure I have written this time and time again, but one of the best parts of this project is getting to play classic games that I have either overlooked or not made time for.  Lode Runner seems like the type of game that I would enjoy, but for whatever reason I did not play it seriously until now.  Actually I am not sure I played it even casually for any length of time.  Thankfully the wrongs of yesterday can be righted now, even as Lode Runner has mostly become a thing of the past.

Lode Runner was first developed by Doug Smith in 1982 while he was a student at the University of Washington.  There he was working a computer lab job that gave him a lot of free time during the summer semester to begin work on the game.  He pitched a basic version of the game to Broderbund who rejected it.  He borrowed money to buy a color monitor and joystick, further refining the game before submitting it to four companies.  All four gave him an offer and he accepted the one from Broderbund.  Lode Runner became a huge success for both Doug Smith and Broderbund.

One of the reasons Lode Runner was so successful was because it was widely ported, sometimes finding big audiences.  The original game ran on the Apple II, Atari 8-bit computers, the VIC-20, the Commodore 64, and IBM PCs, containing 150 levels and a level editor.  The biggest hit was the Famicom version which was one of the first third party titles for the Famicom in July 1984.  The game sold well over a million copies there.  It was so big that Championship Lode Runner was released on Famicom only in April 1985, which contained 50 new levels of much higher difficulty than the original.  The NES version released in September 1987 in North America only.  The NES ports were developed by Hudson Soft in all regions, published by Hudson Soft in Japan, and published by Broderbund in North America.

A simple concept … at first.

Despite amounting to a fairly simple game, it has some surprisingly deep lore from reading the manual.  You play as a “Galactic Commando” within enemy lines.  The Bungeling Empire is at it again, this time by stealing piles of gold from the people via … fast food taxes?  That’s right!  In the game you will go into each of the treasury rooms, slip past the guards, collect all the gold, and get out.  There are 50 stages to clear in order to beat this game.

Lode Runner is a side-scrolling action puzzle game with a simple concept and controls.  Each level is two-screens wide that scroll freely as you explore the stage.  You move around the levels with the D-pad.  You can walk Left and Right, and you may fall down gaps or off ledges without damage.  There are ladders you can climb with Up and Down, and horizontal ropes you can scuttle across with Left and Right.  In this game you cannot jump, but you can escape the enemies by digging holes.  The B button digs a hole to the left of you into the floor, and the A button does the same but to the right.  Holes will eventually refill themselves after a short time, in part to keep you from trapping yourself if you dig holes on both sides.  Press Start to pause the game.

It’s worth noting that there is a very powerful feature available to you from the start.  Pressing Select at any time, either during play or before the level starts, brings up Stage Select.  Press A and B to toggle through the stages 1 through 50, then press Start to resume.  On the stage select screen, if you hold down Select, you can press A to speed up the game or press B to slow down the game.  There is no indication when you adjust the speed, so it is hard to tell what effect it may have until you start playing.  When I messed with this feature after I beat the game, I ended up slowing the game down to an unplayable speed.

Dig holes to trap enemies or make your own escape route.

Managing the enemies is a major requirement for beating this game.  There is only one enemy type in the game, but several can appear in each stage.  They move around the stage in the same way as you move as they try and surround you.  When you get cornered, dig a hole and the enemies will get themselves trapped inside.  They get stuck inside for a little bit, and you can walk on top of their heads to pass to safety.  It takes a little time to actually dig out the entire hole, which may give the enemy time to walk across if they are too close.  Also, the enemies wiggle themselves out of the hole quicker than the hole refills.  If the timing is right, you can get the hole to close up on the enemy entirely, in which case the enemy is defeated and another one respawns in the level somewhere else.

The object of the game is to collect the gold piles that are strewn throughout the level.  Simply move over it to pick it up.  Sometimes you will have to fall through gold from above to collect it.  When you collect all the gold in the stage, a sound will chime and a ladder will appear somewhere in the stage.  Now you can climb up and out of the stage.  Something to keep in mind is that the enemies can also pick up gold and hold on to it.  If you pick up everything and there’s no ladder, you’ll have to coax the enemy into dropping the last gold.  Sometimes they drop it randomly as they move around, but most often you will have to trap the enemy in a hole to get it to drop its gold.

Most of the stage designs consist of the diggable blocks, ladders, and ropes.  Although there are some complex and thoughtful designs with just those elements, there are a few more things that sometimes show up.  Solid blocks show up as nearly solid brown colored tiles, and you cannot dig through them.  There are false blocks that look like diggable blocks but you fall through them like they are open space.  These tend to be put in places just to be annoying, but the enemies fall through them the same way so if you pay attention you can notice them ahead of time.

Fake ground tiles can be in annoying, unexpected places.

There are a few tricks needed to solve some of the stages.  You dig diagonally down, so the rules of digging require the tile above the digging spot be open, which leads to a couple of interesting scenarios.  Some rooms require you to dig through more than one layer of diggable tiles.  You cannot dig straight down because you need the space next to you open.  If you are not careful, you can easily get stuck and have to reset the stage.  The idea is that you need to dig out a wider section of the floor before you can fall down and start digging out the next layer.  For example, to dig through two layers of dirt, you need to first dig out two adjacent tiles in the first layer, then fall into the double-wide hole and dig a hole through the second layer.  Once you get fast at it, you have enough time to dig through quite a few layers as needed.  Another little trick is that you can dig off of a ladder.  If there’s a column of dirt next to a ladder, starting from the top you can dig out the entire column one square at a time.  Sometimes you must dig out a wall in this manner to access a segment of the stage, in which case you will need to escape through the opening you made or you’ll get trapped.

This game also features a limited level editor.  You can only design single screen levels here, no scrolling.  You start off with permanent walls and flooring that surround the room.  Move the blinking cursor around with the D-pad, then press A and B to change the selected tile from all the choices.  You can add every object available to you in the main game.  The half dirt tile in the list is the fake floor tile, and the broken ladder tile is the hidden ladder that shows up when you collect all the gold.  Press Start to try out your level.  Press Select to go back to editing.  You also go back to editing if you die or clear the level.  Once you get into Edit mode, you will have to reset to go back to the normal game, and also there is no way to save your levels for later.

Even though you have free stage select at any time, this game still has a lives system.  You start the game with five lives and you earn a new one after beating any stage.  You can only have up to 9 lives in reserve, any more than that are lost.  Losing all your lives means your score goes back to zero, and that’s pretty much it.  To that note, I did not yet mention there are points in this game.  You earn 100 points per gold and 100 points per enemy kill.  You collect points after clearing each stage.  Every now and then, a piece of fruit will appear in the stage that you can collect for additional points.

Some arrangements like this take some thought to solve.

I would say this was my first time playing Lode Runner, at least on NES.  The only other experience I had with this game that I recall was Lode Runner 3D on the Nintendo 64, but I barely played that game and don’t remember anything about it now.  Even then, I did know how to play this game, so maybe I tinkered with it sometime long ago or I read enough about it to understand the digging mechanics.  The NES cart of this game costs about $10 or so and I am pretty sure this was a bulk lot pickup for me.  I did buy a Famicom copy of Championship Lode Runner that I should probably try out now, and I even have the uncommon label variant of the Famicom version of Lode Runner.

Having already understood the mechanics more or less, plus refining that knowledge through play, I was able to clear all 50 levels without that much trouble.  Overall it took a little over three hours, split up over three separate nights.  One thing I noticed was that the difficulty curve was uneven.  A few early levels, such as Stage 6, require some advanced techniques that I wouldn’t expect to use until much later in the level set.  On the opposite end, some of the later levels were straightforward enough to clear on the first try.  Overall, levels do get harder the farther you go, and some of them are pretty tricky to solve even without the enemies, let alone with them getting in your way.  Too bad there is no ending in this game.  You start back over at Stage 1 after clearing Stage 50.  I showed this by taking a picture with Stage 50, then another of Stage 1 with increased score.  I also have it all on video as well, which is nice to have in cases such as this.

Lode Runner is a classic game that I feel has limited appeal today.  As an early Famicom and NES title, it is a simplistic game all around.  The graphics consist of only a few enemies and tile types, with plain black backgrounds.  The level music consists of a baseline combined with the sound effects of digging and climbing.  There are a couple of nice sounding tunes during the title screen and level clear screen.  The controls are simple but straightforward.  The gameplay does a lot with only a few elements, and the level design has some interesting ideas and traps.  I think this probably has something to do with cart size limits at the time, but I think it’s a shame that this doesn’t include the full 150 stages as seen in other versions.  I think this is a fine game that doesn’t do anything wrong, other than being too simple for even NES standards.  

#161 – Lode Runner (Before Last Stage)

#161 – Lode Runner (After Last Stage)

 
NOV
23
2020
2

Happy 5th Anniversary!

Today is the five-year anniversary for Take On The NES Library!

It feels like this should have been a year of great progress.  We are living in COVID-19 times, with many people like myself not going out much.  I am still working but I get to work from home full time now.  Without having a commute to worry about, plus staying at home in general a lot more often, it should lead right into having a huge year and beating a lot of games.  The thing is, I have played a lot of games, maybe more than in years past, but it did not translate to more NES completions.

The new yearly tradition in these reflections is to look at project progress stats as a whole.  Let’s look at the table:

Year Beaten Total Beaten Yearly Average Days/Game End Date Average Difficulty
1 38 38 38 9.6 7/14/2033 5.5000
2 24 62 31 11.8 6/27/2037 5.4355
3 43 105 35 10.4 1/5/2035 5.3238
4 35 140 35 10.4 1/3/2035 5.3286 *
5 30 170 34 10.7 7/30/2035 5.2059

* I must have updated some difficulty rankings or miscalculated because this average came out higher than it did last year.

There are two things that jump out at me.  First of all, I completed 30 games this year, my second to lowest output over these 5 years.  The other thing I noticed is that my average difficulty took a nose dive, still above 5 but creeping closer to that mark.  How could both of these things happen when I am likely spending more time playing games now?  I have some reasons why.

1.  I played longer games this year.  This was something I stated in last year’s post, but it was also true in Year 5.  I had quite a few games cover two weeks, including some in the 4-6 week range.  I had a 2-month span where I only finished 3 games total.  That certainly will limit how many games I can clear.

2.  The longer games I played this year were easy, but very lengthy.  During last year’s anniversary reflection I was in the middle of Bases Loaded II, which required 79 wins.  I could win games in 10-15 minutes by the time I learned how, but it is quite a slog.  Same goes for Where in Time is Carmen Sandiego? which lasted almost exactly the same number of cases with similar time to solve each one.  Those 2 games in particular took close to 2 months between them.

3.  I started recording complete playthroughs of every game.  To keep things simpler before, I would only record a full game if it was short enough to complete in one sitting.  I decided to change that this year, only to have a few games go over 10 hours long start to finish.  I still do not have a dedicated recording setup, so I have to put everything together in the family room and tear it back down at the end.  That time cuts into the actual playing.

4.  I started streaming on Twitch this year.  This has been the best part of this year’s progress.  I played offline because I wanted specific recording settings that I could not get while also streaming.  It turns out all I needed was a tool change and some setup to get it to work for both simultaneously.  Streaming is really fun, I am beginning to form a community, and I have made a bunch of friends this year on Twitch.  These are all good things, but the interaction with viewers takes a bit of focus away as well.  Not a bad thing!

5.  I started speedrunning.  I have long admired speedrunners and what they can accomplish, and so I have replaced a little NES completion time with some speedrunning.  I picked up TMNT as my main speed game, and additionally I spent a month preparing for and participating in the Big 20 race that happened in September.  (Which, by the way, I took 22nd place out of about 100 players.)  I see now first-hand why people commit their gaming time to speedrunning.  It is a lot of fun, and the community of runners are some of the nicest people I’ve met online.

My goal for Year 6 is to cross the 200 completions mark.  I get the feeling that it might be a difficult goal to achieve.  I’m still dealing with limited time for playing due to family commitments.  I still want to do speedrunning stuff periodically, including some community events with other streamers.  I also know that my next NES game is a long RPG that will probably take me a couple of months to clear.  I will have to push hard and stay focused, but I know I am up to the challenge.  It helps that I am having more fun than ever with all this!