Take on the NES Library

An 8-bit Extravaganza!

Finished

MAR
18
2016
0
Astyanax Box Cover

#18 – Astyanax

Does anyone even know how to pronounce Astyanax?

The graphics are quite nice!

The graphics are quite nice!

To Beat: Reach the ending
Played: 2/29/16 – 3/4/16
Difficulty: 5/10
My Difficulty: 5/10

With NES game prices still on the collective rise, there are plenty of inexpensive games remaining and a number of them are more fun to play than their price tag would suggest. Astyanax is a common game that runs around $5 and I think the experience here is good enough to justify the cost. It’s a bit clumsy at times, the story is pretty hokey, and it takes some time to get accustomed to the gameplay, but nevertheless I had fun with the game.

The Astyanax was released in arcades in late 1989. In Japan, the game is known as The Lord of King. It was developed by Aicom and published by Jaleco. The NES version was just called Astyanax and was released on the NES in March 1990. It was released in Europe and Japan around the same time as the US. This is the first Jaleco game covered for Take On The NES Library. Jaleco is one of the more prolific NES publishers with 22 games to their credit. Sometimes, Jaleco is also attributed as the developer for the NES game. It’s hard to say for sure who actually developed Astyanax. The NES game maintains similar mechanics to the arcade version, but it is a completely different game with a different story, levels, and bosses.

Astyanax is a side-scrolling action game. You play as a high school student named Astyanax who gets pulled into another dimension and you must save Princess Rosebud from the evil wizard Blackhorn. You are armed with a battle axe used to defeat enemies. You can also jump and use magic spells. One of the primary mechanics in this game is the power meter. The power meter determines how much damage your attacks will do. It charges up until it either reaches the max or you attack. Swinging the axe resets the power meter back to zero. The idea is that you can swing the axe constantly for little damage, or wait a little bit to perform a much stronger attack. Either approach can work depending on the situation.

Yup gotta save that princess

Yup gotta save that princess

You also have a magic meter that lets you cast three magic spells. You can switch the active spell at any time by pausing the game and selecting which spell to use. Spells are activated by holding up and pressing B just like the subweapons in Castlevania. The first spell is Bind which freezes all enemies for a few seconds. This spell is incredibly useful because it also lets Astyanax walk right through frozen enemies without taking any kind of damage or knockback. The Blast spell attacks all enemies within a pretty wide range and it costs more than the Bind spell. The Bolt spell is the most expensive spell but it does major damage to all enemies on screen.

There are also powerups you can obtain by destroying statues placed throughout the levels. Red potions recover a bit of health and blue potions fully restore health. The power supply looks sort of like a worm and it increases your maximum power meter. The wing lets you recharge your power meter faster. The axe powerup lets you change your weapon. You start off with the axe. The first powerup switches the axe for a spear, and the next one upgrades from the spear to the sword. The spear is weird in that is it pretty much a downgrade as it’s the weakest weapon. The default axe is in the middle and the sword is the most powerful. The stronger the weapon, the stronger the magic attacks are, but the tradeoff is that spells are more expensive when using stronger weapons. Sometimes it is to your advantage to carry the spear for awhile to be able to cast the Bind spell more often in order to clear tough sections of a level. Another powerup you’ll find is the fairy Cutie. She acts like your guide throughout the story segments of the game. When you find her in the levels, you can either have her refill all your magic or she will let you select which weapon you want to use. Finally, you can find a mini Astyanax figure for a 1up.

I know there's danger ahead but don't skip the powerups!

I know there’s danger ahead but don’t skip the powerups!

Astyanax has six levels and each level except for the first level has two sub-levels. The levels take place in typical locales such as a castle, the forest, the mountains, and so on. Most of the levels have you going from left to right, but a few levels are vertical. One of the later levels is a maze where you need to navigate a series of rooms while looking for the correct door in order to proceed. Along the way you will fight stronger ground enemies like skeletons or trolls as well as weaker airborne enemies like birds. There is some platforming involved as well which is pretty tricky given the onslaught of enemies. This is where plant enemies tend to appear up out of the ground and toss projectiles at you that will often knock you back into pits. The Bind spell is almost essential for these platforming portions since the spell effect usually lasts long enough to cross over all the pits ahead. If you run out of magic at any time it makes the levels quite a bit more challenging.

At the end of each sub-level you are greeted by a mini-boss. Each one is about your size and they have a lot more health than the average enemies. Some have more complicated movement patterns, some throw projectiles, and others even have magic spells that they cast against you. They are often accompanied by a full health powerup so they aren’t too difficult to deal with at full health. About half of the sub-levels follow up these fights with a real boss encounter. These bosses are much larger and they usually are as tall as the screen so they can be much more formidable just due to their size. There is no health recovery between the mini-boss and the level boss so that adds to the challenge. In a departure from most games, all the spells are equally as effective against the bosses as they are against the basic enemies. Even the Bind spell stops them dead in their tracks, so that alleviates some of the frustration. Dying against the boss is a real pain because any death sends you all the way back to the beginning of the sub-level, plus it degrades your weapon down one level. You do get unlimited continues though so you can just keep plugging away at it and make progress that way.

There is also an overarching story that is driven via cutscenes in between each level. This is very much like the Ninja Gaiden games in that you play some levels, fight a boss, and watch story cutscenes. The story itself is nothing to write home about, but it’s there and can provide a reason to keep going I guess.

Cut him in the face just like a hero

Cut him in the face just like a hero.

This was my first time playing Astyanax. I didn’t own this one as a kid but I remember reading about it in some gaming guidebooks I had. I ended up with several copies through buying game lots. That means I have had lots of opportunities to play the first three or four screens of the first stage! My first impression was that the game is really clunky. The jumping is slow and the attack is just a bit slow too. I had to play around a bit and get used to the timing, but it eventually clicked. Attacking enemies in the air is really difficult to get the hang of because you have to attack a bit earlier than you would think to make contact, and whenever the enemies are moving too it makes it all the more difficult. I got better at it but I still missed attacks a lot. Utilizing the spells makes the game so much easier. Pretty much any time I encountered a gap I would cast the Bind spell so that I could happily pass right through. I used Bind almost exclusively in the game though I made headway on some of the later bosses with the Blast spell. I didn’t use Bolt at all because I rarely had enough magic power to use it anyway.

It only took me two nights of playing to finish Astyanax. The first night was sort of a trial run to get used to the game. I spent the majority of my time clearing the first level. I found the game pretty challenging right from the start. The first stage is decently long and there was a lot of dying and restarting while I was getting used to the game. I died at the boss a couple of times and had to start all over. I think the game gets easier during Levels 2 and 3 before ramping up in Level 4 and beyond, but I believe that has more to do with getting acclimated to the controls than to the levels themselves. It was in Level 4 where I drew the line and stopped playing for the night.

I just now noticed that poor guy locked up in the background.

I just now noticed that poor guy locked up in the background.

I wasn’t able to play any NES for three nights in between my attempts. I almost didn’t play the night of my winning run either. I went to bed really early and got up in the middle of the night to do some stuff around the house. After I was done I figured what the heck, I’ll play for an hour and see what happens. I blasted through the early game without much trouble and then I decided to just go for it. The last level stumped me for awhile. That one is the maze level I mentioned earlier. I thought I had a handle on it but after awhile I realized I wasn’t actually getting anywhere. There’s a trick to the level that took me awhile to figure out and I’m a bit surprised I figured it out without any help. Even with that knowledge I still had to replay the level a few times to get through it, but that was my last real hurdle with Astyanax and I beat it soon after. I didn’t beat it in a single credit but I only had to continue twice, so that’s pretty good for my second try. The ending to the game is exceptionally cheesy too. I won’t spoil that one here! That one hour of playing turned into almost two hours but I have no regrets!

Astyanax seems to have a reputation for being a very challenging game but I found it to be right about average difficulty. The hard part is learning how to land your attacks, but the very useful spells and unlimited continues really evens things out overall. If I can clear it for the first time in a couple of days, then I think average difficulty is a pretty fair assessment. The music in the game is pretty good too. I don’t think I played it quite enough for the music to lodge itself in my brain, although I have heard the theme in the first level a few times before and I like that one.

Astyanax is a pretty good game to have on the cheap. It has nice colorful graphics and lot of large, detailed sprite work, as well as some nice music to go with it. The game plays fine too. It’s a nice little romp. I don’t think everyone will like it but at least it won’t be much of a loss in that case. I mean, I’d rather play Ninja Gaiden when choosing a game in this style, but I think most people would agree with that.

Astyanax Ending Screen

#18 – Astyanax

 
MAR
04
2016
0
Lemmings Box Cover

#17 – Lemmings

Follow the leader to the ends of the earth no matter what the cost.

Let's play a New Level!

Let’s play a New Level!

To Beat: Beat the last level (Mayhem 25) to reach the ending
To Complete: Beat all 100 levels
My Goal: Complete the game
What I Did: Complete the game
Played: 2/5/16 – 2/28/16
Difficulty: 9/10
My Difficulty: 8/10

I haven’t looked ahead at my master game list for Take On The NES Library since I first finalized it many months ago, but I remember Lemmings was on the list early on and I knew it was going to take me a long time to get all the way to the end. That proved to be correct! Despite the long play time and figuratively banging my head against the wall on some of the final levels, I had a lot of fun with Lemmings. The NES port has many limitations but despite that it is a surprisingly faithful version of this classic title.

Lemmings was originally released on the Amiga in February 1991. It was developed by DMA Design and published by Psygnosis. The NES version was developed by Ocean Software and published by Sunsoft. There is an account on the history of the development of Lemmings by Mike Dailly, who is one of the founding members of DMA Design as well as a programmer and artist. Definitely check that link out if you want to read the whole story. The idea for the game all started with an animation of what would become the lemmings in the game. They were mocking up little men as targets for a game they were creating called Walker. The idea was to make very tiny men around 8×8 in pixel size. After some refinement of the animation, one of the team members, Russell Kay, noted that “there’s a game in that!”

Update 5/27/16: There is some confusion around who exactly developed the NES port of Lemmings. The opening scene and most sources I found say that Ocean Software developed the port, but in the credits of the PAL version of the game the developer is listed as Special FX Software. They are not listed in the credits of the NTSC version that I played. It appears that Special FX Software was formed by members of Ocean Software after they left the company, so perhaps they acted as a contractor to Ocean at the point of release. It is also possible that they only worked on some sort of conversion to the PAL release, though from what I can tell the NTSC and PAL versions are the same except for the difference in the credits. My hunch is that Special FX Software was indeed the developer of NES Lemmings, but I cannot say with 100% certainty. Special thanks to Nintendo Age user ruudos for the tip!

The game even has a cute little intro scene when the game is turned on.

The game even has a cute little intro scene when the game is turned on.

There most definitely was a game in that! Lemmings was a big hit for DMA Design and it was easily their most successful game to date. It is also one of the most widely ported games ever. I found a list of Lemmings releases in this article in Hardcore Gaming 101: Amiga, Amiga CD32, Amiga CDTV, IBM PC, Windows 95, Apple IIGS, Macintosh, Atari ST, ZX Spectrum, PC-98, Acorn Archimedes, Amstrad CPC, Commodore 64, SAM Coupé, NES, SNES, Game Boy, Game Boy Color, Turbografx CD, Lynx, Master System, Game Gear, Genesis, 3DO, CD-I, PlayStation, PlayStation 2, PlayStation 3, PSP, and Mobile. As you can see, Lemmings was just about everywhere! There would be a few Lemmings sequels and additional level packs along the way. It may have been DMA Design’s biggest hit, however the company would go on to later launch the first game in an even bigger and more successful franchise. DMA Design created Grand Theft Auto in 1997. After a series of acquisitions, DMA Design became Rockstar North and they are still developing Grand Theft Auto today.

Now, onto the actual game! Lemmings is a puzzle platformer, but it can also be considered as a predecessor to the real-time strategy genre. The object of the game is to guide a group of lemmings to a goal. The lemmings themselves have very basic behavior. They will always walk forward only turning around in the other direction if they collide with a solid object. They will fall off ledges and into traps to their death if you let them. You cannot directly control the lemmings, Instead, you control a cursor by which you can assign specific lemmings a task. There are eight tasks that you can give to the lemmings that aid in creating a path to the end of the level. There is a limit to how many times a task can be given within a level and sometimes a skill is unavailable. The game plays out over 120 levels spread out in groups of 30 levels over four difficulty settings, and there are passwords handed out after every level. Each level dictates how many lemmings appear in the stage, what percentage of lemmings must be saved to win the level, the amount of time given, how fast the lemmings emerge from the entrance, and how many of each skill is available. Early on the game provides more than enough options and leeway to finish a level, but later on you are not given that much to work with so you must be creative and resourceful in determining how to solve a level. In fact, some levels are repeated with a different, more limited mix of skills that greatly changes the way you approach the solution.

The game starts off with a nice safe area.

The game starts off with a nice safe area.

These are the eight tasks at your disposal:

  • Climber: Allows a lemming to climb vertical walls. This skill stays with the lemming for the entire level.
  • Floater: Lets the lemming pull out an umbrella to float down when falling. Lemmings will die if they fall from too high so this skill lets them survive. It is a persistent skill just like the climber.
  • Bomber: Sets a countdown timer from five and when it runs out the lemming explodes! This explosion kills the lemming of course but it puts a hole in the ground where the lemming used to be. Other nearby lemmings are unaffected when he explodes.
  • Blocker: The lemming stands in place holding his arms out so that no lemmings can pass. If a lemming runs into a Blocker he will turn around. Blockers cannot be assigned any further tasks except for the Bomber skill to blow them away. There is one exception. If a blocker has the ground removed out from under him, he will fall down and resume walking as an ordinary unskilled lemming.
  • Builder: Allows the lemming to build a bridge. The lemming will put down the sections of the bridge piece by piece, building upwards around a 30 degree angle. A Builder will need to be reassigned the Builder skill multiple times consecutively to create large bridges.
  • Basher: The lemming will claw horizontally through the ground clearing a path forward. This must be used near a wall or a mound where the dirt is right in front of the lemming. When the path forward is clear, the lemming resumes his walking.
  • Miner: Same as the Basher except the lemming carves a path at a downward diagonal slope.
  • Digger: Same as the Basher and Miner except the lemming digs straight down.
This ledge is too high without some lofty assistance.

This ledge is too high without some lofty assistance.

As the game progresses, you will discover certain behaviors or tricks that are vital to solving later levels when the available skills are much more limited. One example is that if a Builder bumps his head against the ceiling, he will stop building and start walking in the opposite direction. This is one way to get a lemming to turn around. Sometimes you will need a Blocker and you don’t have one. A way to get around that is to have a Miner go partway into the ground to create a wall and then assign him the Builder skill to stop mining and turn him around since he can’t build into a solid wall.

What I have been describing up to this point is how most of the versions of Lemmings play. The NES version of the game has some significant changes that are there primarily because of the limitations of the NES hardware. There are only 100 levels with 25 per each difficulty level. The maximum number of lemmings per level is 14 instead of 100. This is because the NES can only display 8 sprites per scanline at one time. The lemmings themselves are drawn as sprites and they flicker whenever there are more than 8 in a row so that you can see them all. I suppose the development team decided that 14 lemmings was as high as they could go to make the flickering tolerable in the worst case scenario, and this also keeps the game from slowing down too much. Curiously, there is one level that has a maximum of 20 lemmings but only 14 will appear at the same time. The rest of the lemmings will emerge only if a lemming is killed or exits the stage. The level layouts themselves are shrunk down so that they fit in a map exactly two screens wide. This is done because the NES can have two screens worth of level data drawn out side by side with smooth scrolling without having to draw additional columns of tiles on the fly. I’m sure this was done to save memory of map data as well as for avoiding any possible slowdown or display corruption by drawing out the level one time at the start.

None shall pass!

None shall pass!

The change that has the biggest effect on game play has to do with aligning actions to a grid. The NES background layer that holds the level layout consists of a grid of 8×8 pixel tiles. Every action that affects the level map adheres to this grid, while in other versions these same actions can take place on any pixel. It’s hard to explain but video should help. If you look at this footage of the SNES version, whenever a lemming bashes through a wall he shaves off individual pixels, whereas in this video of the NES version the lemming will remove an entire 8×8 pixel tile at one time. In the NES version, whenever Bashers, Miners, or Diggers are assigned, they will not being taking action until they move to the middle of the tile so that they can remove the entire tile ahead of them. Miners actually affect two tiles at once to make the slopes work. Builders will not start building until they move to the seam between two tiles and they build upward at a 45 degree angle. This causes the segments of the newly built bridge to occupy a full tile when they are finished. To pull off the animation of building the bridge, I think the game swaps in a new tile containing the next step of the bridge. The exceptions to this rule are that Blockers and Bombers take effect immediately after the skills are assigned regardless of tile position.

So after that long explanation that probably made no sense, how exactly does this affect gameplay? This gives you a timing window to make moves that are applied to a very specific location. Because the lemmings must walk a bit to align to the tile, there are several frames where that task can be given which affects the same spot. A practical example of this is with building bridges. A Builder will create a bridge spanning exactly two horizontal tiles before he resumes walking. If you need to cross a gap exactly four tiles wide but you only have two Builders remaining, you can pull it off quite easily. You can assign the Builder when he is standing anywhere on the last tile before the gap and he will walk right up to the very edge and start building. Chain two builds together and his finished bridge will end exactly on the other side so that lemmings can cross. Making exact moves like this is very helpful. The downside to this is that in the later levels you get exactly enough skill assignments to complete the level though you will have plenty of opportunity to practice your precision. The levels were tailored from their original versions to fit the NES limitations which shows how much care was put into making the port work despite the differences between other platforms. There was some really nice programming done on this game to really pull everything together and make this a good experience on NES.

Sometimes sacrifices must be made.

Sometimes sacrifices must be made.

One real negative of NES Lemmings that I want to address is that it is almost impossible to give tasks to the lemming you want whenever they are bunched together. There is just not enough precision in the cursor and when lemmings overlap while walking in different directions that doesn’t make a difference anyway. I can’t tell you how many times I wasted tasks and restarted levels because I couldn’t make the assignment I wanted. Unless my solutions were sub-optimal, sometimes I was required to try making an assignment and hope for the best that it was what I wanted. It’s just a limitation of the game as it’s designed but that doesn’t make it any less frustrating to deal with. The pause feature of Lemmings occasionally will make this somewhat easier. You can move the cursor around and scroll the level when paused. A good technique is to frequently pause the game to try and isolate a lemming who is a bit separated from the pack. You can then take your time and put the cursor exactly where you want it so you can unpause and very quickly assign the skill. It’s far from perfect but with some patience it does increase the odds of making a successful move. You cannot assign a task while paused which is consistent among all ports of the games. However, the NES version does not allow switching the skill selection when paused which the original version of the game and many ports allow. This can lead to some frantic switching when the situation calls for giving distinct tasks at the same time, but for most purposes you just need to remember to switch which task you want to use before pausing.

Before this blog, most of my experience with Lemmings was with the SNES version which is said to correlate quite closely to the Amiga version. I have owned the game since the 90’s and I made it maybe three-quarters of the way through before I moved on to some other game. The NES port of Lemmings was among the first games I sought out when I set out to complete my NES licensed cart set just because of my fondness for the SNES version. I ended up buying it at a used game store for $13 in late 2013 which was a solid price. They had it listed for $18 but I had a $5 off coupon that I used. It was the last coupon I have ever seen from that particular chain of game stores but I made sure I put it to good use. I went out with a couple of my friends to make a special trip out to that particular store to get the game. I got a ribbing from one of my friends for buying it because he had no idea why I would want the NES port of Lemmings. I didn’t care because I knew I wanted the game for my collection! I ended up getting a double of the game in an eBay lot for a good price because the game had a ripped label. It turns out the label was fine and it was a sticker over the top of the label that was torn instead. The cart cleaned up really nice and it ended up being the copy I kept for my collection.

You can only bash through arrow walls in the direction of the arrow.

You can only bash through arrow walls in the direction of the arrow.

Even though I spent the most amount of time on Lemmings for any game covered thus far, I don’t have a whole lot to say about my playthrough. I mowed through levels early on and I had to spend some time solving later levels just as one would expect. I didn’t get stuck on any one level for too long. In fact, nearly every time I sat down to play I would complete at least one level and some of those play sessions were only 20-30 minutes long. I’m really thankful for password saves after every level so I could inch my way through to the end. My prior experience with Lemmings helped me remember many of the tricks needed to solve the puzzles. I decided to drop the difficulty down a notch for me because of this. I was very tempted to put this game as the first 10 on the difficulty scale, but for now I will leave it at 9. It is quite challenging but I think it will probably fall just a bit short of the hardest games the NES has to offer.

I found a video solution guide for the NES version of Lemmings for all difficulty levels: Fun, Tricky, Taxing, and Mayhem. I solved all the levels on my own without any outside help but I liked having a solution from someone else to watch. I looked at quite a few of these after I finished the game and most of the solutions differed slightly from how I solved the stage. It’s a testament to good game design here that despite some strict limits there is still more than one way to get to the same place in the end.

Lemmings on NES is an example of a well-done port on a limited platform in spite of some significant changes needed to make it work. If the developers would have tried to shoehorn in all the levels and allow more lemmings on-screen than the NES could handle, it would have bogged the game down into a much worse overall experience. Instead, they tweaked the game just right and made the NES port very playable, even if it is not the best way to experience Lemmings. If you really want to play this game, I would skip the NES version in favor of one that is more true to the original Amiga game. Maybe now I am well prepared to finish off the SNES version that I started long ago.

#17 - Lemmings

#17 – Lemmings

 
FEB
25
2016
0
Spy Vs. Spy Box Cover

#16 – Spy Vs. Spy

Don’t forget your spy gear because you will need it to make your escape!

It’s nice that they are saving the fight for the actual game

To Beat: Win against the computer on any difficulty
To Complete: Beat all 8 difficulty levels
My Goal: Complete the game
What I Did: Complete the game
Played: 2/1/16 – 2/3/16
Difficulty: 1/10
My Difficulty: 2/10

When playing two-player NES games, I think it’s better to have simultaneous play compared to alternating between two separate one-player games. Most of the time if the game is fun two-player it is probably just as much fun playing single player, however some games are tailor made for two players and Spy Vs. Spy falls in that category. I only player single player for the blog and Spy Vs. Spy left a lot to be desired, although I bet it really shines in two-player mode and I’m looking forward to trying it out sometime.

Spy Vs. Spy is a comic strip that debuted in January 1961 in issue #60 of MAD Magazine. The creator and cartoonist Antonio Prohias fled his native Cuba and pitched the idea of the Spy Vs. Spy cartoon to MAD Magazine in New York. They hired him and he would go on to write Spy Vs. Spy for over 27 years. The comic strip has been passed on to a few other writers over the years and it is still being created today.

The Spy Vs. Spy video game was released in 1984 for a large variety of computer platforms. It eventually made its way to the Famicom in 1986 but it wouldn’t debut on the NES until two years later in October 1988. All versions of the game were developed by First Star Software and Spy Vs. Spy is the only game they would develop for the NES. It was published by Kemco and it was their first NES release.

That briefcase might be up for grabs soon.

Spy Vs. Spy is an action game where you must race both your opponent and the clock to retrieve a set of items and escape the embassy. The embassy is a maze of single screen rooms and you can move to and from the interconnected rooms freely as you choose. This is a split screen game where both the white spy and the black spy are exploring the embassy and racing to meet the same goal. Everything is done in real time so you can see your opponent’s every move while they can also see yours. To escape the embassy and win you must first collect a briefcase, a passport, a bag of money, a key, and secret papers. Each room has a number of objects you can interact with such as furniture, pictures on the wall, doors, and so on. These hide the items you need so you will need to look in and around everything to find what you are looking for. Normally you can only hold one item at a time, however once you have the briefcase you can store all the required items inside of that. When a spy has an item you can see him visibly holding it on screen. You can also hide an item you are holding inside the furniture as well. Once you have recovered all of the items in hand, you must locate the exit door to escape and win the game.

While all this is going on, your opponent is also looking to complete the same objective so he will be actively trying to run your plan. If both spies end up on the same screen then they square off in hand to hand combat. A club and a knife are hidden in the embassy and these weapons can be held alongside one of the required items. The weapons are stronger than the default punch and will certainly swing the tide of combat. The spies don’t have to fight if they are in the same room and sometimes escaping into the next room is a smart strategy. Each spy has a power gauge which indicates health remaining. When a spy runs out of power in combat he is killed and floats up off the screen as an angel. That spy is out of the game for 10 seconds giving the other spy the advantage of free time as well as the ability to recover any items the defeated spy held. There is also a 30 second deduction to the clock when a spy is killed. Each spy has his own clock and whenever time runs out that spy is killed permanently for the rest of the game. Both spies will not necessarily run out of time at the same time which may be all the edge needed in a close game.

There’s nothing like a little slapstick!

The other major feature of the game in which to hurt the opponent is with booby traps. The spies have a seemingly unlimited number of them to use. Holding a trap will cause you to automatically hide any other item you are carrying so that’s something to be mindful of. The traps must be hidden inside the furniture and you can see the spy laughing to himself any time a trap is successfully placed. There are four booby traps at your disposal. Both the bomb and the spring can be hidden inside any of the pieces of furniture except for the room doors. A water bucket must be hidden on the top of a closed door. The time bomb can be hidden in any room regardless of furniture. If a spy peeks into a piece of furniture armed with a trap, that spy is killed with the same penalty as if he died in combat, along with a humorous death animation. The time bomb is a bit special as it kills a spy if he is in the room for too long. You know you are in a room with a time bomb if your face turns blue, so escape right away. There are also remedies hidden in the embassy that disarm traps. A water bucket (not the trap water bucket) is found in a red fire box and disarms a bomb, the wire cutters are found in a white wall-mounted tool box and they disarm the spring, and an umbrella can be found on the coat rack and prevents damage from the water bucket trap. The time bomb is effectively disarmed if you are able to leave the room before it goes off. A remedy for a trap can only be held only if the spy’s hands are empty, so you can’t hold another item and a remedy at the same time.

This all seems really complex, and it is in the beginning, but it all eventually makes sense. One thing that helps is that each spy can also look at the map of the embassy. The map screen appears after cycling through all the possible traps. It shows the location of both spies, which rooms have items, and which rooms have traps. It is quite helpful but it does have a few shortcomings. It doesn’t show which rooms are connected, it doesn’t indicate if a room has both an item and a booby trap, and it doesn’t show the presence of an armed time bomb. Despite all that, the map is very much appreciated as it makes the levels much more manageable.

The map preview shows what you are up against.

When starting a game there are three modes to choose from. Training mode simplifies the game by requiring only the briefcase and one additional item instead of needing all of them to escape. Vs Com is the main game against a computer opponent, and Vs Player is the main game against a human opponent. You can also choose from one of eight levels. Each level is a different embassy map and they are progressively larger and more complex. The lowest level embassy only has 6 rooms in total while the later levels have 30 or more rooms as well as a second floor in some instances.

I have played Spy Vs Spy before when I was a kid. One of my babysitters had an NES with some games and this is one she had. I sort of remember playing it but that’s all. I acquired the game in a three game lot on eBay around 2009. It came with Stinger and Bump ‘N Jump. It’s an ordinary game lot for sure, but the real reason I remember that lot is because those carts arrived in mint condition. I don’t like how often the word mint is used in describing condition as I feel it is mostly exaggerated whenever it’s used. In this case it’s true. They are beautiful carts and they will be on my shelf for a very long time!

I admit I was not looking forward to playing this game. I felt that it was too complicated after reading the manual and that I was going to struggle completing all eight levels. As it turned out, I more or less breezed through this game. There is a bit of a learning curve to be sure but a quick run in training mode alleviated those issues for me. I started on the levels after that and didn’t lose once. I found the AI to be pretty dumb overall. He moves between rooms slowly and focuses more on setting traps and less on acquiring the items needed to win. In the early levels, it’s possible I guess to lose if you don’t get the hang of combat and run out of time quickly. I can see it happening too if I were to get all the items and get killed right in front of the exit door. Other than that, I’m not so sure if the AI is good enough to win legitimately on its own. The later levels are big but as a result you don’t interact as much so it is more about figuring out the layout of the level and beating the time limit.

Somebody set up us the bomb (sorry)

I developed a successful strategy early on that carried me through, so if you want to try this on your own skip this paragraph. You’ve been warned! I use the map to locate the rooms with items and seek them out as quickly as you can. I would usually acquire the knife during my search giving me the upper hand in combat. The priority is the briefcase so if I come across it, great! If the other spy has the briefcase, then I would go after him right away and take it for myself. I would also make a mental note of where the exit is if I passed by since it doesn’t appear on the map. I barely bothered with traps at all. One time I trapped the other spy in a dead end with the water bucket, and the time bomb is useful at the bottom of a ladder for a guaranteed kill if entering the room from above. I don’t know if this is the optimal strategy but it certainly worked for me!

There were two other Spy Vs. Spy games but neither one made it to the NES. The second game is Spy Vs. Spy II: The Island Caper which takes place on a tropical island. Features include larger rooms that scroll instead of the fixed sized room in the original game. Players must also build their own traps from parts found on the island. The game did receive a release on Famicom. The third and final game is Spy Vs. Spy III: Arctic Antics and it was only released on various PCs. This one obviously takes place in the arctic! A fourth game was planned and would have likely been called Spy Vs. Spy IV: Spies in Space if it had been released.

The black spy may be in the lead but it’s far from over.

You may be wondering what is up with my difficulty assessment on this one. There are two things I want to address. The first is the 1/10 difficulty. I went on and on about the initial complexity and I’m not backing down from that. The game is so easy simply because it is very short. Considering strictly the bare minimum to get the ending, I say the game can be beaten in 15 minutes or less on the first time playing. It takes a little bit of time on training to get used to the controls, how the traps work, and how combat plays out. The first level has a time limit of only 5 minutes and it doesn’t take that much time to finish since that first area is so small. I’m sure it’s possible to luck into a win even if things don’t go too well. The other spy has a bad habit of running into his own traps. The ending sequence is the same after each level and the only difference is the text showing which level was completed.

The other thing you may have noticed is that this is the first time I gave a game a higher personal difficulty than the overall difficulty. I based my difficulty on my goal instead of just the minimum to beat the game. I didn’t find the game to be very difficult, but it does take some trial and error to navigate some of the larger levels. I don’t think Spy Vs. Spy is quite among the easiest NES games when going for completing all the levels.

Spy Vs. Spy is a clever concept that plays well, but it ultimately falls short as a single player experience. I am definitely keeping this game in mind to play with friends sometime. As it stands for me right now, this is just another easy title for me to mark as finished.

Spy Vs. Spy Ending Screen

#16 – Spy Vs. Spy

 
FEB
18
2016
0
BreakThru Box Cover

#15 – BreakThru

The title of the game is a pretty fair assessment of what to expect here.

It’s not really a breakthrough of title screen design (sorry!)

To Beat: Reach the ending
Played: 1/30/16
Difficulty: 4/10
My Difficulty: 3/10

For as many classic NES titles as there are, there have to be others that fall on the other side of the coin. I’m sure there are many poor NES games that I will get to, but then there are others that are just kind of okay and don’t really stand out in any significant way. BreakThru seems to be exactly that kind of middling game that is buried deep within the NES library.

BreakThru was developed and published by Data East in 1986 as an arcade game. It was released on the Amstrad CPC, ZX Spectrum, and Commodore 64 before making its way to the NES in November 1987. Data East was responsible for publishing over 20 NES games between 1986 and 1992 covering most of the NES lifespan. There really aren’t exact dates for NES game releases but from what I found BreakThru was released in the same month as Kid Niki: Radical Ninja and Side Pocket.

BreakThru is a side-scrolling shooting game where you take control of some kind of armored car. Your mission is to plow through enemy territory in order to recover a stolen aircraft. Your vehicle is equipped with a cannon that lets you shoot forward, and I guess it also has some sort of advanced hydraulic system that lets you jump. You can also speed up and slow down by moving backward or forward. Adjusting the speed more or less affects the scrolling speed of the game but you do need to speed up fast to make some jumps across obstacles. The jumping is also useful as a dodging mechanic since you can’t take any damage from enemy fire whenever the car is in the air.

Shoot the crates!

Shoot the crates!

There are five stages in total: Mountain, Bridges, Prairie, City, and Airfield. There are various enemy tanks, soldiers, and other hazards that stand in your way. There are no bosses in this game so levels end whenever you reach the end. The closest thing this game has to a boss is a giant helicopter that appears a few times through the course of the game. There are a few powerups that drop down on parachutes occasionally but there’s not much variety here. There are three powerups that all give you a three-way spread shot with the only difference being how long you have the weapon. There is also an extra life to grab. I found the powerups to look just about the same so I couldn’t really tell what the differences were without the manual, and they are also kind of tricky to grab in the first place. I think I had to jump to pick them up because they floated too far away if I stayed on the ground.

I picked up my copy of BreakThru a long time ago from a used game store. I bought it solely on the name. What I was really after was a breakout-style game and Arkanoid was too expensive for me. At that store the NES games were in a case with only the end labels showing so I didn’t actually get to see the game cart until after I paid. I think it was only $5 so it wasn’t that much, but unfortunately the cart had a huge crack in the back covered with tape. It’s the only copy I’ve ever had so it’s still in my collection. I took it home, played it once, and put it away for years. I wouldn’t pick it up again until it showed up in the NA weekly contest last year.

Did they blow up the lines on the road too?

Did they blow up the lines on the road too?

My run of BreakThru was really simple. In the prior contest, the object was to score as many points as you can before you start your last life. You only get three lives to start and they don’t show up in the levels that often, but you can also earn additional lives by reaching certain scores. I know you get one life for getting 20,000 points but that’s all I could reach. Under those conditions, I got roughly halfway through the second level. When I played this time obviously I could play however I wanted and it was much easier to get through. There are unlimited continues and each level has a pretty generous amount of checkpoints. You get to restart at those checkpoints after each death, even when continuing after Game Over. The game must be beaten in one sitting but you can just keep chipping away at it until you beat it. When I sat down to play I only intended to play for a little while just to get used to the early part of the game. I ended up finishing the game in a little over 30 minutes.

After the ending scene plays out, the game starts over from the beginning. I played the first level again just to see if it is more difficult the second time but it looked exactly the same to me. Because of that I didn’t bother completing the second loop. Now in the arcade version, I read that after beating all five levels you get to choose which level to start on the second time through. The game ends after the second loop. On the NES version, I couldn’t find any evidence of anything different after winning the second loop and there was no level select after the ending like in the arcade version. I didn’t want to spend any more time playing the game just on the chance of there being something more. If there actually is a true ending, then I guess I’ll have to go back to it sometime later!

Stay above 50!

Stay above 50!

The game may be on the short side with unlimited continues and checkpoints, but it does pose a moderate challenge. I could see there being several sections of the game that would take some practice to pass even though I got through it quickly without much trouble when I played. For instance, there are some large jumps from one bridge to another in the second level and they roll right into a first helicopter attack that catches you off guard the first time. It’s these kind of sections that put the difficulty near average. Now, if you are a purist that believes these games must be beaten on a single credit, then that bumps the difficulty quite a few notches higher. For my purposes, I think my difficulty assessment is appropriate based on what I’ve played, but of course that’s always true for these rankings!

BreakThru isn’t that bad of a game, especially as an early NES title. By today’s standards, the game doesn’t really stand out all that much and it shows its age. I haven’t played the arcade version but I’m betting it’s the superior experience of BreakThru. Either way, it’s a nice little game to check off of my list!

BreakThru Ending Screen

#15 – BreakThru

 
FEB
08
2016
0
Journey to Silius Box Cover

#14 – Journey to Silius

This is one journey that is well worth going on!

Another sweet title screen tune!

To Beat: Reach the ending
Played: 1/25/16 – 1/29/16
Difficulty: 8/10
My Difficulty: 8/10

Okay, now we’re talking! Probably the biggest thrill of Take On The NES Library is whenever a random game shows up that I’m really excited to play and Journey to Silius fits the bill completely. Appearing on many “hidden gems” NES lists over the years, I think the cat is let out of the bag on this one. It’s a little pricey as a result but not too expensive and it’s a game that fits well in just about any NES collection.

Journey to Silius was released in the US in September 1990, just after the Japan release in August 1990 named Raf World. It was developed by Tokai Engineering and published by Sunsoft. Tokai Engineering developed three games for the NES: Blaster Master, Journey to Silius, and Super Spy Hunter. Their first game was a Famicom only game called Ripple Island and their fifth and final game is Albert Odyssey on the Super Famicom.

Journey to Silius is a run-and-gun action game. You play the role of Jay McCray as he fights a terrorist group responsible for the death of his father. You can jump and shoot a basic hand gun and you can also duck and shoot low. There are six weapons total but you only start with two and have to acquire the other four along the way. The initial special weapon is the shot gun that is a three-way shot useful for reaching high enemies. The machine gun is like the hand gun with rapid autofire. Homing missiles target the enemy for you. The laser gun shoots a beam that blasts through enemies. The grenade launcher is a single but powerful straight shot.

Quite a few enemies pose a challenge even early on.

Jay has both a health bar and a gun energy bar indicated on the upper left of the screen. The hand gun has infinite shots but the other weapons drain your gun energy gauge. This is shared between all the weapons and when it runs out you can only use the hand gun. Enemies will occasionally drop a blue power up that refills a portion of your gun energy, and enemies can also drop a red powerup that restores some health.

This is kind of an aside, but one criticism I have about the game is the low drop rate on the powerups. The blue ones show up often enough but the red ones drop far less often. In most playthroughs I see maybe two or three health drops total, and I bet someone could play the whole game without seeing a single one. They pop up so infrequently it’s hard to believe that they exist at all. I once encountered two in a row and I didn’t know how to handle it! It would have been nice if I actually needed the health at that time.

There are five levels in total: Outside a deserted space colony, an underground tunnel, the enemy headquarters, the enemy spaceship, and the enemy factory. These are all horizontal scrolling levels with the occasional brief vertical section mixed in. Each level except the last has a mini-boss at the end that drops a new special weapon when defeated and there is also a main boss at the end of each one. The mini-bosses are unique enemies a bit larger than the normal ones but the end level bosses are huge and fill up the screen. You only have three lives with no way to gain any extra lives which contributes to the overall difficulty. The levels have checkpoints scattered about so there isn’t a ton of ground to gain back if you die, but if you lose all your lives you have to continue back at the beginning of the stage. You are only allowed three continues before having to start all over from Stage 1 so it’s important to take your time and preserve as much health as you can as you progress deeper into the game.

Some serious firepower here!

I remember renting and playing Journey to Silius when I was a kid. I overlooked it quite a few times in favor of something else and once I did rent it I don’t think I got very far in the game. I was really into games that had score at the time and Journey to Silius doesn’t have any points, so looking back I’m surprised I gave it a chance at all.

Journey to Silius was one of the first games I tracked down individually when I hunkered down to pursue the rest of the NES licensed set. I learned an interesting thing today. When doing some research on the game I Googled it and it pulled up my eBay order for the game in the search. I guess Google searched my gmail and noticed I had ordered it, so you can use Google to look up past orders. It’s a little unsettling that they can do that. Anyway, I won it in an auction on eBay in 2013 with no picture for $5 plus shipping. A few weeks after that my local store got a copy of the game in and I bought it for $3 which was a great deal so why not! I ended up with a third copy that I bought in an eBay lot in practically mint condition and that’s the one in my collection.

I have played the game in the past couple of years but I never committed to beating the game before. That recent experience did give me a bit of an edge for the first half of the game. Overall it took me four attempts to beat the game. My first two runs ended at the Level 4 boss and Level 5 boss respectively, and on my third try I regressed a bit and died earlier in Level 5. My fourth and winning run was quite the rollercoaster of emotion … at least it was for me. I will be spoiling the endgame so if you’re looking to avoid spoilers just skip the next two paragraphs. It’s okay, I don’t mind!

Huge boss, huge claw, huge pain!

My final run started out as just about the perfect run. Mind you, I’m not saying that I’m so good that I can get far without taking damage, but on this run I limited it enough to keep alive. I made it all the way to the Stage 4 mini-boss before I took my first death and I finished the level on my next life, so I reached the final level with the two lives remaining and all three of my continues. Of course, this is where the wheels fell off. The first four levels I found myself taking things slow and focusing on killing the enemies quickly and with this strategy the game is pretty straightforward after enough attempts. The last level completely changes things. It’s an auto-scrolling level with a heavy emphasis on platforming with no enemies to shoot at all. You are fighting against the level and the level is just brutal. There are crates that fall, lava that flows down from the ceiling, conveyor belts, moving crushers, you name it. I find the jumping to be a little bit inconsistent and that becomes a problem when every jump matters. The game expects you to jump off of moving crates as well. There’s one part in particular where the best way to get through is to jump on a moving crate as soon as it scrolls on screen. Missing that, which you absolutely would the first time through, leaves you only one more narrow opportunity to get through or you have no choice but to die. It takes a lot of practice to get through this level and being the last level you have to work hard to get that far in the first place.

Pretty soon I burned through my lives and had to continue. Pretty soon I used up all of my continues too with nothing to show for it. The worst is when you are interacting with a moving platform and you somehow get pinched and immediately die. It feels like such a cheap death and this happened to me two or three times. In times like this my emotions can really vary. I can get pretty frustrated at time but here I wasn’t even angry. I first laughed it all off and accepting all these weird deaths and that shifted to getting despondent. I was already thinking about having to start the game all over again. My last continue started off better. I got a good start to the level before dying and on my second life I was finally clearing some difficult obstacles but draining health quickly in the process. At my last sliver of health I got hit by a falling crate for my second death, but somehow during the death animation I teleported into the boss room and finished dying there. I wish I knew how that happened, but I’ll take it. My last life began at the boss and I had a game plan after dying there once before in a prior attempt. It didn’t go the best but it was okay. However after the boss there is a second, final boss which is a tall humanoid robot. There is no refilling of your health and weapons before the fight so I was left with no gun power and about a third of a health bar left. I got backed into the corner and ducked, which turns out to be a safe spot since the boss stops advancing that far against the side and is unable to punch you when you duck. I got him stuck in a loop! After observing the timing for awhile I could jump up to shoot him in the face and resume ducking while missing his punches. It took a bit of time and I got down to my very last sliver of health but I beat the boss and beat the game. Whew! That was one of my best wins in quite awhile!

Falling crates on conveyor belts while scrolling. It’s tough!

After the ending and credits, you go back to Level 1 exactly as you ended the final boss fight. So I started over with no weapons and that sliver of health. I kept going and it didn’t take long before I ended up dead and back at the title screen. From what little I played it didn’t seem to be any more difficult, and I couldn’t find any information on it so it looks like there is no hard mode here.

I think this has sort of become well known regarding this game, but originally Journey to Silius was supposed to be a licensed game based on the movie The Terminator. Somewhere during development Sunsoft lost the Terminator license so they took the work that was already done and retooled it into the game we got today. There is a licensed Terminator game on NES that I haven’t played much, but I think Journey to Silius is the better game of the two. Also, the game has a really good soundtrack. Naoki Kodaka is the composer for the game and his style tends to revolve around using the NES DPCM sound channel to play bass samples. The Stage 2 music is a deep, moody track and is a favorite among NES music enthusiasts.

Journey to Silius is a lot of fun to play and I’m glad that the game is getting more recognition in NES collecting circles. It feels good to beat this one having tinkered with playing it off and on!

Journey to Silius Ending Screen

#14 – Journey to Silius

 
FEB
05
2016
0
Pictionary Box Cover

#13 – Pictionary

Who needs pen and paper when you can play Pictionary on your NES?

That title screen music! So good!

To Beat: Finish the Regular Game
What I Did: Beat the Regular Game and Alternate Game just for fun!
Played: 1/24/16
Difficulty: 1/10
My Difficulty: 1/10

The NES has several games of game show and board game adaptations so it’s no surprise that one would show up on the blog fairly early. Pictionary plays like the classic board game but it has some surprises in the single player that make the game a little bit more interesting.

Pictionary was released in July 1990 on NES. It was developed by Software Creations and published by LJN. Software Creations developed a dozen NES games and LJN published a whopping 25 NES games by my records. There are only three developers attributed to creating Pictionary. Tony Pomfret was the programmer, Craig Houston created the graphics, and Tim Follin wrote the music. It probably should be four people as Stephen Ruddy’s sound engine was used in the development of the sounds and music. LJN has a reputation on NES for publishing many bad games but in the case of Pictionary I would say the game is pretty decent.

Pictionary on NES is a pretty straightforward board game. Up to four teams compete by drawing pictures and having their fellow team members guess what is being drawn. Correct answers allow the team to roll a die to advance their marker along the board and the first team to reach the end and guess a final drawing wins the game. Simple enough!

It’s the board … yawn.

There are three game modes. Regular Game is the base game with some twists to it that I will explain shortly. Alternate Game is a way to play Pictionary using the NES as the game board, timer, and drawing area but you must supply your own Pictionary word cards (or your own words) to determine what to draw. The players are responsible for inputting into the game which team guessed the drawing correctly so it can handle everything properly for you. Drawing Practice gives you a free area for doodling so that you can get a handle for how the drawing in the game works. The drawing interface simulates a little bit like drawing lines with a pencil and paper. You can aim your cursor in I believe 16 different directions by pushing Left or Right. Press and hold A to draw in the direction of the cursor or press and hold B to move the cursor without drawing. Pressing Up or Down draws either a small or large circle. Select removes the last thing drawn, Start finishes the drawing early, and Select and Start pressed together erases the board. It’s a robust enough system without relying on complete freehand control.

The Regular Game mode plays more like a complete game of Pictionary with the computer providing words to draw for the teams, but most of the game is played out through mini-games instead of drawing out pictures. If there is one player per team then there will be all mini-games, otherwise there will be standard drawing mixed in. You can play single player with just one player on one team which is what I did. There are four mini-games that all play a little bit differently but they all help play out Pictionary the same way. Completing tasks within each mini-game reveal pieces of a pre-drawn puzzle and the object is to reveal as much of the picture as you can within the time limit to give yourself the best chance of identifying the drawing. Let’s get in to each mini-game!

The first one is Attack of the Paint Zombies. This is exactly like Space Invaders except the enemies are on the bottom instead of the top and you control a paint bucket dropping red paint down upon the purple paint zombies. Yeah, paint zombies, I don’t get it either. Each one you knock out reveals a square on the picture and if you get shot with paint you lose a few seconds off the timer. This one is my favorite of them all and I didn’t have much trouble revealing the whole board before time nearly every round.

It's gotta be a mess down there.

It’s gotta be a mess down there.

The second game is The Warehouse Shuffle. I did not understand what to do in this game at all until I checked the manual. There’s just a man you control along the bottom and there are these balls with eyes that bounce around and nothing else was happening. What you are supposed to do is push up against the left side and press Up to grab boxes that are offscreen, then carry them across to the right and drop them off with Down. Each box you deliver knocks off a square and if the balls (called gremlins in the manual) come in contact with a box you lose time. You can carry a huge stack of boxes at once if you wan but you move slower the more you carry so there’s a basic risk/reward system at play. Once I knew what I was doing, I still didn’t do very well at this one.

I appreciate the eagerness but that's too many boxes.

I appreciate the eagerness but that’s too many boxes.

The third game is Four Alarm Rescue. There are eight windows arranged in two rows of four columns and people randomly appear to jump out from one of the windows in the burning building. You control firefighters at the bottom with a net to catch the people as they fall. Catching each person reveals a square and having a person fall to the hard ground below removes that precious time. This game is so unfair. Often two people will jump out at the same time from opposite ends of the screen and it is impossible to catch both. Sometimes multiple people will jump one after the other from the same window but there’s no way to tell until the first person jumps out of the way. You can lose multiple people quickly if you are trying to catch a different person elsewhere. This game is very flawed and I don’t think it’s possible to reveal the whole board with this game unless the randomness is entirely in your favor.

Probably just as messy as the paint game to be honest.

Probably just as messy as the paint game to be honest.

The fourth and final game is Leapin’ Energy Capsules! This is a simple single screen platformer where you control an astronaut who is collecting these capsules or orbs that appear in a few pre-defined spots. Once you collect one or take too much time the next one appears. There are a couple of cannons that shoot a rising and falling bullet and they operate on a slow rhythm. Collect a capsule, reveal a square. Take damage, lose time. The only really annoyance is when a capsule appears in the upper left because you can only climb up to the upper level from the far right. Otherwise, this one is pretty simple and kind of boring.

That upper left one gets the most screen time for certain.

That upper left one gets the most screen time for certain.

Playing through the game is really simple in single player. Play the mini game and try to guess what the picture is. You get 45 seconds to scroll through the alphabet picking out letters to spell out your guess. The game shows the number of words in the answer plus the number of letters in each word just like Hangman, so that helps in solving these drawings. If you are correct, you get to roll a die and move up that many spaces on the board. There is no penalty if you miss so you just keep trying until you guess correctly. Eventually you will run into a solution and move up the board so there is really no way to lose. It took me around 30-45 minutes to reach the end of the board with I’m guessing a 30-40% success rate. And that’s the end!

In my run I tested out Alternate Game just to see what it is all about. I played with one team and it was all drawing. After the drawing phase you get to indicate which team answered correctly and that team rolls the die. I would just end the drawing early every time and say I answered it correctly so that I could always roll and move my marker on the board. It took hardly any time at all to reach the end. You get the same ending either way so you can technically beat the game without identifying a single drawing and no one would know the difference. It was an utter waste of time, but eh, I did it for completeness!

Yay!  You did it!

Yay! You did it!

There was an unexpected casualty that happened while playing Pictionary. It was the weirdest thing. I turned the NES on and I was walking over to the couch when my hands got static shocked through the controller. Getting shocked in my basement is pretty normal in the winter but never through the game controller. Nothing worked when I tried to start the game even after powering off and resetting a few times. I swapped in another controller and that one worked fine, so I guess my controller is dead. It’s too bad because it is a nice condition dogbone controller and they aren’t exactly cheap to replace. I have a few other dogbone controllers in various states so I can probably hack together a nice working controller.

The one really remarkable thing about Pictionary is that it has a really good soundtrack. If you have heard some of the top NES music then you have almost certainly heard Tim Follin’s music and he did some fine work on the music in Pictionary. Tim has two brothers, Geoff and Mike, and all three brothers have worked in video games at some point. Geoff was also a game composer and he would work with Tim on music for several other NES games. The Follin brothers have a very distinct style to their music with very complex sounding pieces that really take advantage of the NES sound chip in ways that not many other musicians did. In Pictionary the title screen music is just awesome, and the Pictionary page on the Video Game Music Preservation Foundation website has links to all six music tracks for your listening pleasure!

Pictionary is a faithful adaptation of the board game and is a perfectly serviceable game on NES, even though it is very easy and barely worth playing even once. It’s fine but there’s so many better games on the NES. You would probably have more fun playing Pictionary with a group of friends on the actual board game but it could be fun at parties or whatever. At least the music is good! Plus, I don’t mind having a short, easy game to check off the list!

Pictionary Ending Screen

#13 – Pictionary

 
FEB
02
2016
0
TaleSpin Box Cover

#12 – TaleSpin

A cleverly named Disney cartoon becomes an intriguing NES shooter.

Let's go flying!

Let’s go flying!

To Beat: Reach the end credits
Played: 1/22/16 – 1/23/16
Difficulty: 4/10
My Difficulty: 3/10

Well that didn’t take long to reach another Disney-to-NES conversion courtesy of Capcom! Based on the animated Disney television series of the same name as part of The Disney Afternoon, TaleSpin is unique among its NES counterparts in that it’s not a platformer but an aerial adventure true to the cartoon series.

TaleSpin, the Disney animated series, had a 65-episode run all within a span of a year running from September 7, 1990 to August 8th, 1991. It tells the story of Baloo, a pilot for his freight service, and his navigator Kit as they aim to deliver goods while avoiding and fighting air pirates lead by Don Karnage and other foes that attempt to steal their cargo. I’m simplifying this as it’s a show I didn’t watch and I’m not familiar with it. The NES game was likely developed during the show’s initial run on TV since it was released in December 1991 after the final episode had already aired.

Make those shots count because you only start with one!

Make those shots count because you only start with one!

TaleSpin on NES is a horizontal scrolling shooter with a few interesting mechanics. You can fly Baloo in eight directions and fire bullets with the B button to attack enemies. If you press the A button, Baloo flips around and flies both backwards and upside-down causing the screen to scroll left instead of right. Not many autoscrolling shooters allow you to scroll both left and right at will – this is the only one that I’m aware of. Your only attack is the default shot but you can aim your shots diagonally if you shoot while moving up and down, so altogether you can fire in six directions. It’s an interesting mechanic and it makes sense since the plane banks up and down pretty severely as you fly. However it takes some getting used to and it will cause misfires. This mostly occurs because to fire straight you must not be moving vertically, so to properly aim at something straight ahead you must line yourself up and stop completely before shooting. The game will occasionally scroll vertically and in these parts the scrolling is forced with no backtracking like in the horizontal scrolling areas.

Along the way you will pick up money bags and cargo containers that look like little briefcases. Collecting these will give you money at the end of the stage that can be spent on upgrades for your plane, the Sea Duck. You can buy extra shots for your plane as well as a permanent speed increase and some armor to increase your total health. You can also buy extra lives and even extra continues if you need some additional tries. You start the game with three hearts for health but only one bullet on the screen at a time causing the game to be fairly challenging at the start as every shot counts. Buying an extra shot right away is crucial to help ease the later levels.

Extra shot purchased.  Good player!

Extra shot purchased. Good player!

Enemies when destroyed will occasionally drop fruit on a parachute and this is the only way to earn points during the levels. Some parts of the levels hide pickups and they are revealed if you shoot their hiding spots. These often appears in nooks in the stages or in corners and thankfully you don’t take damage from touching the walls so feel free to look to your heart’s content. Just make sure not to get pinched by the scrolling screen as that will cost you a life. The entrances to the bonus stage are also hidden and revealed when shot. In these areas you switch to Kit who rides on this air surfboard called an airfoil. You can pop balloons that reveal fruit and extra lives and you can really stock up on lives by hitting every bonus area.

There are eight levels in total and each level ends in a boss encounter. There are a variety of locales to journey through and some of them are interesting for a shooter such as a haunted house and a baseball stadium. The bosses tend to be fairly challenging particularly since the Sea Duck is a pretty big sprite with equally large hitbox, the bosses spray a fair amount of bullets and other moving parts around, and also because each boss has an invincibility period after taking a hit.

How many times do I have to tell you?  No flying inside the house!

How many times do I have to tell you? No flying inside the house!

Like I mentioned before I had not watched the cartoon basically at all, and in the same way I did not play TaleSpin on NES until adulthood. I think I bought my copy for $8 as part of a buy two get one free sale at my local game store. The game came up awhile back as part of the NA weekly contest as a high score challenge and I’m pretty sure I beat the game on either my first or second try at that time. I also got acquainted with the locations of the bonus areas back then because they are very point-heavy with all the fruit you can collect, so that experience helped me here too.

My playthrough of the game was fairly ordinary and unremarkable. I was very rusty at the start and I lost all my lives on the first level, but once I started it up again I was cruising through the levels with little trouble until I ran out of time that night and had to turn the game off. Starting over the next evening I beat the game with at least a dozen lives to spare and I didn’t need any continues to get the job done. There was one boss at the end of the fifth stage that gave me some trouble. It’s a crane with a wrecking ball that drops down on you and the boss shoots these bouncing shots so you are being attacked from above and below. It’s just about impossible to not take damage here. The only way I could beat it was to get there with full health and just sit in the middle constantly shooting it while avoiding attacks as best I could and taking advantage of my invincibility period to move to safety. I was able to beat it that way by attrition. With that in mind, here’s a hot tip for this boss! When doing some research for this post I found out that you can destroy the wrecking ball which completely takes out the attack from above. Look at me, I did it the hard way!

This boss is so hard with that wrecking ball intact.

This boss is so hard with that wrecking ball intact.

I had some trouble coming up with a difficulty for TaleSpin. The game isn’t exactly a cakewalk and it takes a few levels for the difficulty to ease up once you get some powerups under your belt. That was the way it went for me but once I got over that hurdle I thought the game was pretty easy. There are so many extra lives available not to mention continues I never had to touch. I decided to place the game just below average difficulty although I could be persuaded to slide the game up or down a notch.

TaleSpin is a solid experience from a good developer based on a quality Disney property, so it’s hard not to recommend the game. The mechanics are neat but they do require some practice and thoughtfulness that takes some time to get used to. Boss fights aside, TaleSpin isn’t all that memorable to me, but that’s not really a negative thing. With Capcom on NES you are pretty much assured of getting a good game no matter what and that is definitely the case here. My advice is if you decide to play TaleSpin, stick it out past the first level and buy that extra shot. I think you’ll have fun with it!

TaleSpin Ending Screen

#12 – TaleSpin

 
JAN
27
2016
1
The Immortal Box Cover

#11 – The Immortal

For being named The Immortal there certainly is a lot of dying!

Missing is the wizard walking across the screen

To Beat: Beat all the levels
What I Did: Beat the game
Played: 1/14/16 – 1/21/16
Difficulty: 8/10
My Difficulty: 8/10

What a way to kick off the random portion of Take On The NES Library! I’m comfortable saying that I am good at video games and in particular NES games, but if I have one real weakness it is adventure games. I have no real interest in them and when I have played them trying to figure obscure uses of items leaves me frustrated and not having much fun. The Immortal was a new game for me and now that I am looking back at it I think this may have been good game to kind of ease into how to handle adventure games. It’s either that or I was just really excited about playing something new that I looked beyond my past struggles and actually sort of had a good time with this game.

The Immortal was released in 1990 on a variety of PC platforms, the Sega Genesis, and of course the NES. It was published by Electronic Arts now much better known as EA. For as ubiquitous as EA is in modern gaming the company was not as well known back then. They only published two games on the NES: The Immortal and Skate or Die 2. The developer for the game, Sandcastle, only made two games themselves. The first was Will Harvey’s Zany Golf in 1988 for various PC platforms. Will Harvey is the lead developer on The Immortal and figurehead for the game. I mean, his name is listed all over this game! Will Harvey didn’t make another game after this that I found. He would go on to form his own company and focus his efforts more on gaming architecture and networking from the technical side instead of game design. The Immortal is kind of a one-off looking at it this way.

You can die on the very first screen.  The Immortal doesn't care.

You can die on the very first screen. The Immortal doesn’t care.

The Immortal is an isometric adventure game broken up into levels. The player character – a wizard – must descend through a large dungeon in search of his mentor Mordamir. Along the way, he must avoid traps, fight monsters, and collect various items that are needed to get by hazards and obstacles along the way as he makes his journey. Every item has a use somewhere in the game so the wizard will have a nice collection of devices and spells at his disposal. There are 7 levels in the Immortal (some other versions have 8 levels) and you get three lives. You have to start the level over if you lose all three lives. Passwords are given after each level which is nice because the game would nearly be unbeatable otherwise!

One of the main features in this game is the combat. There are two main types of enemies that appears within the dungeon: Goblins and Trolls. They are at war with each other but both see you as a threat and they will either seek you out or attack when you approach. When engaging with the enemy, the perspective shifts from exploration to a dedicated combat screen. The combat is very basic. You can dodge left or right, stab, and slash left or right. Both combatants have a health bar and a fatigue meter. Every attack increases the fatigue meter which causes attack to take longer. Resting by dodging attacks decreases the meter. The enemies strike very quickly so combat is a test of reflexes more than anything. It’s really important to recognize which direction the enemy is going to attack so that you can dodge it quickly, otherwise combat will be very challenging. Of course in this game combat is only half of the equation.

Dodge to the left, dodge to the right.

Dodge to the left, dodge to the right.

There are many action elements within the normal gameplay as well. Fire plums, poison darts, acid slimes, trap doors, and giant wizard-eating worms are just some of the obstacles that must be overcome. Some enemies will chase you around requiring quick intentional movement to reach the next room. One of the most frustrating elements of this game is the bat enemy. These bats spawn in every room just flying around and they will deal damage to you whenever they come in contact. You have a fireball spell used in the exploration scenes that lets you shoot fireballs which kill the bats, although if they get near sometimes they just stay on top of you and keep dealing damage. The worst of all is when you are trying to focus on figuring out a puzzle and a bat appears to take the focus right back. The bats will kill you if you don’t deal with them. This happens way too often and just frustrates the puzzles even more.

As I mentioned before The Immortal was new to me. I have the Top Secret Passwords NES player’s guide from the early 90’s and I remember seeing the game in that book. For some reason I always thought the game had 10-12 levels so I was glad to see the game was shorter than I thought. I have no idea why I always remembered more levels. The other lingering memory of the game was seeing the screenshot of a huge dragon which shows up during the attract mode after the title screen. I knew I would be facing that dragon at some point!

Bats will surely attack as you decide what to do!

I was excited to get this game going and in preparation I found a PDF online of the game manual and read through it prior to starting. I’ve decided I am going to look up and read the manual before every game I play from now on. The manual for The Immortal was a godsend because not only does it have a complete walkthrough for Level 1 but it also has hints for nearly every puzzle in the game. When first playing I ignored it to see if I could get through on my own. On my first night of playing I couldn’t figure out how to clear the first stage. I could get pretty far but I got stuck at a dead end and couldn’t see how to proceed. The next day after reflecting on the game I went ahead and peeked in the manual to see what I was missing. I had made it to the end of the level but I didn’t quite understand the trick to opening up the path at the end. You pick up an amulet and when you try to use it the game asks if you want to hold it up to the light. I said yes. Next the game asks if you want to read an incantation on the amulet, so I also said yes. That caused the screen to flash white killing me. You are supposed to stand on a beam of light, hold the amulet up to the light, but not read the incantation. I was close but I didn’t fully understand. Anyway I don’t feel that bad about using the manual here to guide me in the right direction.

Level 2 was what nearly broke me. There were a few pretty clever puzzles that I was able to reason out on my own, but that wasn’t the real issue. The slimes that show up in this level really made my blood boil. They are deadly to the touch and will occasionally corner you with no hope of escape. There are two in the level and neither one can be skipped. A merchant sells some kind of slime oil that helps you either evade them or resist them but I wasn’t able to afford it. There was a trick to getting the oil that I completely missed which would have made the level so much easier and instead I did it the hard way. I guess it’s nice that there is more than one way to solve a level sometimes! I spent a lot of time replaying the level simply because of slime deaths. That led to more enemy fights and as a result I got pretty good at the combat which prepared me for the rest of the game. I also have a confession. I peeked at an online walkthrough for one of the minor puzzle solutions. I got the in-game clue for how to solve it but I misinterpreted the hint and I couldn’t quite figure out on my own. The manual wasn’t much help here as it didn’t have the specific hint I needed for that particular puzzle. So this wasn’t a purely blind beat, and I know someone in the comments will make me feel bad about it, but eh, it’s fine by me.

Certainly this is the most iconic scene of the game.

Certainly this is the most iconic scene of the game.

This could go on for a long time and I’m not going to write a paragraph on every single level. The first two levels were formative for this playthrough as I experienced the getting my feet wet phase followed by the frustration phase so they deserved exposition. Once I got to Level 3, I started to really “get” the game for the first time and as a result I enjoyed playing it a lot more. I didn’t need any hints to solve Level 3 even though I did not complete it in the optimal way. I did Level 4 without help except for another small online hint due to another clue misinterpretation that I would have probably stumbled into accidentally if I just kept messing around with it. Level 5 only required a peek at the manual for confirmation that I was triggering a puzzle correctly, and from then on I figured out the rest of the game myself. The encounter with the dragon was a pretty cool moment of the game, but it was one of those situations where I solved it but I am surprised that I figured it out, if that makes any sense. If I had been in a different frame of mine I may have not solved it alone, but fortunately I got it. The ending was kind of a letdown but I left the game feeling satisfied of my accomplishment.

I dare say once I got over the hurdle of understanding the game I kind of enjoyed playing it a little bit. It has a good amount of action over what I was expecting which plays more to my strengths, and the puzzles were pretty good even though some went over my head. The game has pretty good graphics too. However the combat was tedious and repetitive, and those darn bats really soured a lot of my experience. Some of the action scenes require very specific movements which can be quite frustrating, and when it’s combined with constantly restarting the level and needing to repeat combat scenes it really wears on you after awhile. The Immortal has a reputation for being a difficult game and those are just some of the reasons why. I personally wouldn’t call it a hidden gem, but The Immortal is a pretty decent game. If any of what I described sounds interesting then it’s worth giving it a try. Just make sure you have the manual!

The Immortal Ending Screen

#11 – The Immortal

 
JAN
25
2016
0
DuckTales Box Cover

#10 – DuckTales

Jump, hop, and bounce your way all over the world, and make a fortune in the process!

DuckTales! A-woo-o-o-o-ooo!

To Beat: Reach the end credits
To Complete: Beat the game on Difficult setting with the best ending
My Goal: Complete the game
What I Did: Completed the game
Played: 1/10/16 – 1/13/16
Difficulty: 4/10
My Difficulty: 3/10

The world of Disney and its many franchise characters have held a place in the public consciousness for nearly 100 years. In the late 1980s and 1990s, Disney would have a prolonged period of success in both feature films and animated TV series which just so happens to coincide nicely with the NES era. It’s no surprise then that Disney and Nintendo would converge into something special, and perhaps there is no better proof of that than DuckTales on NES.

DuckTales, the animated TV series, ran from 1987-1990 and spanned 100 episodes over either three or four seasons depending on how you want to slice it. The series centers on Scrooge McDuck, the richest duck in the world, and his three grandnephews Huey, Dewey, and Louis in their various adventures which often revolve around either obtaining more treasure or protecting his wealth from the bad guys. The series was the first Disney cartoon produced solely for syndication and that approach paved the way for other Disney daytime cartoon series to follow suit in the following years.

Whoa!  I didn't know this could be so risqué!

Whoa! I didn’t know this could be so risqué!

DuckTales on NES, however, was not the first Disney property to appear on the console. That honor belongs to Mickey Mousecapade. Capcom published Mickey Mousecapade but the game was actually developed by Hudson. Starting with DuckTales, Capcom developed the rest of their Disney-published games themselves, and all of these titles are widely recognized as fun games for the console. Many members of the team that created Mega Man would go on to work on DuckTales.

DuckTales is a side-scrolling platformer game where you take on the role of Scrooge McDuck as he goes off on a worldwide (and briefly interstellar) treasure hunt. The main feature of the game is Scrooge’s cane which is primarily used as a pogo stick. Holding down and B while in the air deploys the pogo stick allowing Scrooge to bounce higher than a standard jump, defeat enemies, and traverse hazards that would damage Scrooge when touched directly. There are five levels to start with and each level can be chosen to play in almost any order. Each level is open ended and contains branching paths, hidden secrets, and a boss fight at the end. The object of the game is to complete the levels while amassing as much treasure as you can find.

Let’s look at each level in a bit more detail:

The Amazon: This is a pretty straightforward level. Cross through the jungle, optionally go underground, and then climb up through some ruins. The middle portion of the level can be bothersome as there are bees that fly in a sine wave that spawn where they are likely to knock you right into a pit. Toward the end of the level there is a requirement to pay money to spawn a platform needed to proceed, but if you are an intrepid adventurer you can skip it without needing to pay, as I did when I played!

A good place to practice dealing with the bees

A good place to practice dealing with the bees

Transylvania: This is the most maze-like level in the game. There are a few branching paths as well as mirrors that teleport you around the level. There is also a hint that points out an “illusion” wall, and all that means is there is a fake wall you can walk through to proceed forward. There is also a mine-cart section hidden away in this level where you just ride along and jump out right before you hurdle into a pit!

Dem bones, dem bones gonna walk around.

Dem bones, dem bones gonna walk around.

African Mines: The first time you enter this level you get booted out pretty quickly because you need a key from Transylvania to proceed, so the game sends you back there to search out the key. Once you get that, you’ll find a level that is mostly linear. Hidden in this level is one of two hidden treasures that really boosts Scrooge’s money count, and there is also a huge shortcut that will allow you to skip most of the stage. Otherwise, there are a couple of tricky portions you will have to contend with.

It's a bad time to forget swimwear.

It’s a bad time to forget swimwear.

Himalayas: This level starts out above ground under complete snow cover and if you try to pogo into the snow you will briefly get stuck. Pretty clever! The middle part of the level takes place underground with lots of spiders that zip down to hit you when you attempt to pass. This level has a lot of places where you could fall and die which makes this level a bit more difficult than the rest.

Oh Scrooge what have you gotten yourself into!

Oh Scrooge what have you gotten yourself into!

The Moon: This level starts off on the surface and there is an alien spaceship that you must explore to find a couple of items that more or less amount to keys needed to reach the ending stretch. Okay, one of the items is literally a key, and the other is a remote control. It’s more interesting than I’m making it out to be. I would be completely remiss if I didn’t mention the iconic music track that plays throughout the stage. This song always seems to come up in any discussion around the best NES music and I can’t argue with that as it’s one of my favorite game tunes as well. I particularly like this arrangement of the song!

Good music helps distract from all of the danger!

Good music helps distract from all of the danger!

When all five stages are finished, the last stage opens up which unfortunately is yet another trip to Transylvania with a different boss at the end. This is the biggest letdown in the game but it’s really the only glaring negative thing about it either.

I have to admit that I have never really watched DuckTales much on TV and I also do not have much history with the game either. This is one of those games that I was aware of but never owned and I didn’t bother going out of my way to get it. When I really started collecting NES again for good, DuckTales may have been the most significant omission in my collection at that time considering the quality and recognition of the game as well as the relatively cheap price. I ended up buying my copy at my local game store for $10 which was a price I couldn’t pass up. The game would later come up as part of the Nintendo Age weekly contest that I participate in and that’s when I really spent some time getting acquainted with the game.

Even though I haven’t played that much of DuckTales compared to the other games I’ve played so far, I do have a personal story about it. Back in 2009, my best friend lived a few hours away and I would go up with some friends to spend the weekend at his duplex every now and then. One of the activities we came up with was racing random NES games on our laptops to see who could beat the game the fastest. We did this maybe three or four times and one of the games we did was DuckTales. From what I remember I won every race we did except for DuckTales. I chalk that up to my inexperience with the game relative to my friends. I think now I could perform way better!

So many spikes!

So many spikes!

At this point DuckTales is a pretty straightforward game for me, even on the Difficult setting. The only difference I see between difficulties are the types of item drops you get from the chests. The endings are not dependent on the difficulty settings anyway. The endings are determined by the amount of money you have at the end of the game and you need $10 million to achieve the best ending. I took my time and explored everything I could remember but I only ended up with $9.5 million. There is a bit of a trick to getting more money that I ignored. In most levels you can find Launchpad and if you talk to him you have the option of leaving the level to choose a different stage. If you do that, you get to keep all the treasure you found and the level resets completely so that next time you can collect all of the money again. Doing this at every opportunity makes it easy to reach the $10 million mark.

So, back to the drawing board. My second attempt went much smoother but it ultimately ended in disaster. I fell victim to an undocumented feature. Huh? It’s not listed in the manual but there is a way to refill your health in case it is running low. When the game is paused, pressing Select refills your health but it costs $3 million. I accidentally pressed Select when trying to unpause the game and I spent that precious money. I was on The Moon which was the 5th level I was playing and I had no opportunity to grind out enough money after that to eclipse the $10 million mark. Another attempt gone to waste!

I didn't completely run out of money like this but you get the idea.

I didn’t completely run out of money like this but you get the idea.

My third attempt was more or less the ideal run. There are some other ways to squeeze even more money out of a run, but I ended up with more than enough money to get the best ending. I was feeling pretty good so I decided just for fun to make one attempt at getting the bad ending. Yes, DuckTales has a bad ending and it is quite difficult to pull off. You need to finish the game with no money at all. This seems impossible since beating each boss gives you an unskippable treasure that adds $1 million to your score. However, with some creative money collecting and spending all of it on health refills, the game can be finished with Scrooge completely broke. Now the typical way to do it is to not grab any money at all except for the boss treasures and one of the two large hidden treasures. That leaves Scrooge with $6 million that can be spent on two health refills. The downside is that each level needs to be played perfectly and each level must end with less than 10 seconds remaining on the clock because every 10 seconds turns into $1000 at the end of the stage. With that method there is perfect playing combined with a lot of waiting, so I chose a different strategy. I played the game normally and had my money set up to be close to $6 million right before the boss of the last regular stage. From there I would time the treasure grab after the boss is defeated so that I would end with the exact amount I need. I had it all set up and it would have worked out, except that I died at The Moon boss on my last life. I guess I should have paid more attention to grabbing extra lives along the way!

DuckTales was remade in 2013 by Wayforward as DuckTales Remastered. Now I have no experience with the remake at all, but it came out on a bunch of platforms and I’m sure I will spend some time with eventually. I bring it up because it has an interesting tie back to the NES. Capcom sent out some promotional material for the release of DuckTales Remastered consisting of a lunchbox with promotional paperwork inside along with a gold DuckTales NES cartridge. It’s not just some kind of showpiece but rather an actual working copy of the game. There were only 150 made so they are hard to come by and expensive, and it makes for some interesting discussion among NES collectors whether or not this game is an official release.

Simply beautiful

Simply beautiful

DuckTales on NES is really a charming, fun game that looks to be relevant to the source material. It was a great cartoon series and an equally great game. It is also coming back to relevancy. Not only did it receive a recent remake, but also there is a new DuckTales animated series in production slated for a debut sometime in 2017. I suppose the saying is true that everyday they’re out there making DuckTales!

With DuckTales completed, I have now finished the first ten games of Take On The NES Library! Hooray! Now the real fun will begin as the project shifts from games I specifically chose to games that are chosen at random. If you want to know more about how I designed my master list, check out my Methodology page that explains the overall selection in far too great of detail. My list has been set for many months but by now I have mostly forgotten where certain games reside in the list. I’m excited to start jumping into the unknown. The blog posts may take a different tone for games I haven’t played. This is always a work in progress and I hope you’ll stick around to see where we go from here!

DuckTales - Best Ending

DuckTales – Best Ending

#10 - DuckTales

#10 – DuckTales

 
JAN
20
2016
0
Metroid Box Cover

#9 – Metroid

Curl up on the couch and get rolling with the game that launched an entire sub-genre.

The title screen music is particularly chilling.

To Beat: Reach the ending credits
To Complete: Get the best ending
My Goal: Beat the game with 100% completion and/or get the best ending
What I Did: Beat the game just short of 100% completion and beat the game with the best ending
Played: 1/4/16 – 1/13/16
Difficulty: 6/10
My Difficulty: 4/10

Metroid is yet another classic game franchise that launched on the NES, but it wouldn’t have made waves if it weren’t for the trailblazers Super Mario Bros. and The Legend of Zelda ahead of it. Take the side scrolling style of Mario and pair it with the exploration and character development of Zelda and you pretty much have the recipe for Metroid. This style of gameplay has been iterated on many times over the years and is still quite popular today in large part due to the indie games’ sea of Metroid clones — many of which are excellent games in their own right. It may be unfair to refer to modern takes on the formula as a clone, but they certainly owe their heritage to this NES classic.

Metroid was developed by Nintendo, specifically the R&D1 division, and Intelligent Systems. Generally speaking, R&D1 was responsible for creating more experimental games. The R&D4 division, later known as EAD and which had famous director Shigeru Miyamoto as a team member, was responsible for more mainstream popular titles. Super Mario Bros. and The Legend of Zelda were developed by R&D4 and I am sure R&D1 decided somewhere along the way to merge these two styles into one game.

The first in a long line of power suit accessories!

The NES Metroid was just the start to what has been one of Nintendo’s marquee game franchises. Metroid II: Return of Samus would curiously appear on Game Boy instead of a home console. It’s a bit of a strange game but it would introduce some key elements to the series such as the spazer and plasma beam weapons. The series would come back to console form in Super Metroid on SNES, which is lauded as one of the best games ever made and my personal favorite game of all time. The series would go stagnant for eight years before having two new titles released in the same year: Metroid Fusion on GBA and Metroid Prime on Gamecube. Metroid Prime eventually became a trilogy spanning Gamecube and Wii, and the NES Metroid was remade as Metroid Zero Mission on GBA. A few spinoffs later, unfortunately, Metroid: Other M on Wii was a very divisive title among fans and now the series is back into a drought again. The foundation is strong so hopefully the series will find a way to make a triumphant return once more.

Metroid, as eluded to above, is a side-scrolling action game with a heavy focus on exploration and discovery. You play as Samus Aran, a bounty hunter set with the task of retrieving stolen Metroid organisms before they are reproduced and used as bioweapons by the Space Pirates who stole them. Samus starts off with only a short range pea-shooter but she can pick up several upgrades that give her new capabilities to explore the planet Zebes. The very first ability named Maru Mari or Morphing Ball is found just to the left of the starting screen and is needed to navigate through short passages that Samus is unable to squeeze into without it. This was contrary to typical early platformer games that primarily focus on left-to-right progression and this simple item placement emphasizes the need for exploration right away. Just as in The Legend of Zelda, nearly all the upgrades enhance Samus offensively while simultaneously doubling as tools used to progress further into the game world. For instance, bombs give Samus an attack in ball form but also break blocks that uncover secret passages to new areas. Missiles give Samus a more powerful long-range attack but also unlock doors to item rooms. By virtue of exploration and progress, Samus becomes a one-woman wrecking crew capable of handling any challenge the game throws at her. The goal of the game is to destroy Mother Brain, the core of the Space Pirate lair. To reach Mother Brain, Samus must first find and destroy two Space Pirate bosses named Kraid and Ridley. Each boss has his own lair hidden within Zebes. Samus must explore not only to find them and defeat them, but power up enough to have enough weaponry to beat them in a straight fight. Once both are defeated the path to Mother Brain is open. After penetrating the defenses and destroying Mother Brain, Samus will make her escape quickly before the base self destructs.

Ominous elevator entrances abound within!

Metroid is a game that I have played many times over the years and I have had the cart in my collection for a very long time. My original cart has a lot of character, and by that I mean it has the label half torn off. We got it second hand and it was that way when we got it. It wasn’t until a couple of years ago that I got a double in much better shape. Like Punch-Out!! before it, Metroid was also re-released with an alternate yellow label that is harder to come across than the standard gray label. I have both but the yellow label version was tricky to come by without paying full price for it online.

As far as the game goes, it doesn’t have a particularly large map by today’s standards but the game seems so much bigger than it actually is due to the lack of in-game map that would become standard after Super Metroid. I have a general idea of where the main items are, but it is still pretty easy to get lost in the depths of the world trying to hit every nook and cranny for missile upgrades. I decided to take it slow and explore everything trying to find every item for 100% completion. Doing it this way gives Samus a lot more health and missiles which make the rest of the game easier as well. The game did not give me much trouble, but when it was all said and done I came up a whopping one missile pack short. I was sure I had explored everything, but I missed a side passage in Ridley’s lair that held the last missile expansion. I had to look it up after I completed the game for my sake. I didn’t get 100% as I was shooting for but I got close and it was a good enough run after having not played Metroid for many years.

It’s important to fully investigate your surroundings!

Now, the Metroid story doesn’t end here! I happily went ahead playing the next game on my list while I was two blog posts behind. I soon started writing up Castlevania when conviction started to set in. Let me explain. I had just finished writing on why I did not complete hard mode in Castlevania in part due to there being no better ending or reward for finishing up hard mode. I re-read what I wrote and it hit me – Metroid has a best ending! Furthermore, it has nothing to do with item completion at all, but rather how long it takes to beat the game from start to finish. Getting the best ending in Metroid means I have to beat the game from scratch in under an hour. Now I had already finished what most reasonable people would think was good enough, but it bothered me and I didn’t want to have to explain myself again for skipping the best ending in the very next game I played! I decided if I got the time that I would take a stab at a speedrun and hope for the best. In my head I picked out a decent route that should get me close to the time I needed.

The next day, a fortuitous confluence of events happened at home that gave me a couple of free hours I could dedicate to gaming. This was one shot at attempting the best ending. I ended up making two attempts. During the first attempt about 10 minutes in I realized I skipped the ice beam when I really needed it and I didn’t want to waste time backtracking to get it. It turns out I could have doubled back a bit after picking up the high-jump boots and nabbed an alternate ice beam upgrade. I probably could have completed that run with a decent enough time but whatever.

It’s a lot harder to approach the fight this way.

I started over. The next run I picked up the ice beam in its normal spot and trudged forward. The first hang-up of this attempt was the Ridley fight. Ridley is ridiculously easy if you stand right next to him because he can’t move forward to run into you and his fireballs arc over your head so you can just fire away. However, he has one fireball pattern where that doesn’t work and that was the one I got. You can freeze the fireballs with the ice beam to give yourself an opening and with that technique I was able to win just barely. A little later I had all kinds of trouble with Kraid. I fought him with less health than I was used to and I ended up getting killed and had to retread through his lair. I picked up a backup energy tank for full health that I ended up spoiling on the way back to the boss. Kraid’s room has an energy tank hidden inside but it is risky to reach. I decided to go for broke and try to pick it up mid-fight and much to my surprise I was successful leading me to victory. The rest of the run was pretty smooth and I was fast enough to achieve the best ending for the first time! By my clock I beat the game in 50 minutes, and even if in-game time is kept differently I still made it under the threshold. It was fun trying a speedrun and I feel so much better about my outcome now!

It feels good to shoot their statues again after you’ve defeated them!

Metroid was first released in Japan on the Famicom Disk System which featured additional sound channels for richer sound as well as a save system instead of the password feature on the NES cart. The Legend of Zelda was released in the US around the same time but for that game Nintendo opted to implement the save battery system, while Metroid made the switch to passwords. It’s a curious outcome that I don’t fully understand since the developers had to spend extra work coding in the password system for the NES release. After finishing up Metroid, the same development team would go right into making Kid Icarus. I won’t be covering that game for awhile but it has quite a few similarities to Metroid. Both games share the password system, they both have exploration segments, they both have long stretches of vertical areas, and so on. I have heard that both games run on the same game engine but I wasn’t able to find any hard proof of that, though with the similarities it seems likely.

Finally some Metroids!

For as iconic as the Metroid series is, the first installment has not aged particularly well. Many of the map screens are repeated over and over creating large expanses of dull, tedious design. It’s difficult to gauge progress with no in-game map. The passwords are long and difficult to get right as some pairs of characters in the passwords are very similar. The series would go on to fix all of these problems and deliver some of the best games ever made, and it’s easy to forget that a game of this scope and scale had never really been done before. The core design of Samus and her arsenal was so well done right from the start that nearly all of these upgrades continue to be part of her progression, and this alone is the main reason why Metroid is such a great game in spite of its flaws.

Metroid Best Ending

Metroid Best Ending

Metroid Ending Screen

#9 – Metroid