Take on the NES Library

An 8-bit Extravaganza!

Finished

AUG
06
2021
0

#168 – Street Fighter 2010: The Final Fight

Neither Street Fighter nor Final Fight.

The real 2010 wasn’t this exciting.

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

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

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

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

This first fight is pretty tough just starting out.

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

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

Anticipate spending a lot of time climbing this.

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

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

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

A … sanderfall?

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

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

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

#168 – Street Fighter 2010: The Final Fight

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JUN
25
2021
3

#167 – StarTropics

Long neglected, but never forgotten.

Those chill nighttime vibes

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

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

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

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

Of course you are!

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

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

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

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

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

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

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

You even get a submarine to traverse the islands.

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

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

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

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

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

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

#167 – StarTropics

 
MAY
17
2021
1

#166 – Bubble Bobble

And we’ll all float on okay.

The bubbles only get bigger from here.

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

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

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

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

The first stage is pretty iconic.

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

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

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

Bundle them up for a big combo!

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

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

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

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

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

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

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

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

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

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

Some enemies walk, some enemies fly.

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

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

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

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

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

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

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

Ride the bottle wave! (Actually don’t)

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

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

Super Bubble Bobble tweaks the game with swapped enemies.

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

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

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

#166 – Bubble Bobble

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APR
16
2021
0

#165 – The Karate Kid

Wax on, wax off!

Some chill vibes here to get focused.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

#165 – The Karate Kid

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MAR
22
2021
0

#164 – Days of Thunder

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

One of the few songs in the game is here!

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

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

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

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

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

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

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

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

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

Just you and the track. Go fast!

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

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

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

Pit stop management can be super tedious.

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

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

Feels good to pull out in front!

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

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

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

It can feel hopeless attempting to pass your rivals.

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

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

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

#164 – Days of Thunder

 
FEB
19
2021
2

#163 – The Lone Ranger

Hi-Yoooooooooo Silver!

With a silver bullet!

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

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

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

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

Walk on the path, engage enemies, and enter towns

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

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

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

Even towns aren’t a safe haven from gunslingers.

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

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

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

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

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

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

Shooty shooty bang bang

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

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

#163 – The Lone Ranger

 
JAN
15
2021
1

#162 – The Last Ninja

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

Prepare to be stared at the whole time.

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

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

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

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

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

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

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

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

Piles of bodies left behind.

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

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

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

I spend a lot of time on the computer too.

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

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

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

#162 – The Last Ninja

 
DEC
11
2020
0

#161 – Lode Runner

Get a lode of this classic game!

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

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

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

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

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

A simple concept … at first.

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

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

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

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

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

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

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

Fake ground tiles can be in annoying, unexpected places.

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

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

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

Some arrangements like this take some thought to solve.

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

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

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

#161 – Lode Runner (Before Last Stage)

#161 – Lode Runner (After Last Stage)

 
NOV
13
2020
0

#160 – Donkey Kong

DK –- Donkey Kong is here!

A well constructed title!

To Beat: Reach the ending
To Complete: Beat Loop 6
What I Did: Completed the game
Played: 6/16/20 – 6/17/20
Difficulty: 2/10
My Difficulty: 4/10
My Video: Donkey Kong Longplay

Donkey Kong is a special NES game for several reasons.  It was Nintendo’s first huge arcade hit.  It was the debut game for Shigeru Miyamoto, who went on to create countless new series and characters, including some of the best games of all time.  This is part of the “Black Box” series of games which were the first set of games released on the NES in 1985.  Large chunks of gaming history can be traced back to Donkey Kong.  I may not be able to do full justice to this pivotal and essential video game, but I am happy to cover it today.

The history of Donkey Kong begins with Radar Scope.  Space Invaders was a gigantic hit in the arcades and companies raced to create their own clones of Space Invaders to cash in on the hype.  Radar Scope was Nintendo’s answer to Space Invaders.  It did well in Japan and they wanted to release the game in North America.  The problem was that the arcade machines took 4 months by boat to reach the US and by then interest had waned.  Nintendo sent 3000 machines to the US but only 1000 sold, with the other 2000 units languishing in a warehouse.  Nintendo’s president Hiroshi Yamauchi had the idea to convert the unused Radar Scope cabinets into a different game, so he tabbed Shigeru Miyamoto to come up with a replacement game, and thus Donkey Kong was born.  

Donkey Kong was first released in arcades in July 1981 in both Japan and North America, with a European version appearing later in 1981.  It was published and developed by Nintendo.  This is one of the few Nintendo games to be ported to other consoles and computers.  It appeared on all sorts of home computers, as well as home console ports for the Atari 2600, Colecovision, and Intellivision.  Coleco developed a mini arcade version of Donkey Kong, and Nintendo made a Donkey Kong Game & Watch handheld.  Donkey Kong was one of three launch titles for the Famicom, alongside Donkey Kong Jr. and Popeye.  Those three games and the Famicom console was released in July 1983 in Japan.  Surprisingly, Donkey Kong was not a launch title for the NES in 1985, instead releasing in June 1986 in North America and October 1986 in Europe.  This version of Donkey Kong was re-released several times in various forms.  The NES has a compilation cart, Donkey Kong Classics, that contains both Donkey Kong and Donkey Kong Jr.  It was released in 1988.  The game appeared within Animal Crossing on Gamecube in 2002.  It was a downloadable title on Virtual Console for Wii, Wii U, and the Nintendo 3DS.  It has a GBA port as part of the Classic NES series, and it even had an e-Reader version on scannable cards.

Iconic platforming action!

The plot and outline of the game are very simple.  You play as Mario who is ascending a construction site to save Pauline from the clutches of Donkey Kong.  Our antagonist has several traps to thwart Mario, including rolling barrels, fireballs, and bouncing jacks.  The game takes place over three rounds, all single-screen levels.  The original arcade version has four distinct stages, but famously the cement factory stage was omitted from this version of the game entirely.  Clear all three stages to beat this game.

The title screen is a simple one.  It does include a tune that was created new for this port of the game.  You can select from either single player or two-player alternating play, and you can also choose from Game A or Game B.  Mode A is the standard mode, and Game B starts off more difficult.  Press Select to choose which option you want, then press Start to begin the game.

This is a simple game to play.  You use the D-pad to move Mario around.  He can move Left and Right with the respective buttons.  He can climb ladders by pressing either Up or Down, but he must be positioned pretty close to the center of the ladder to move successfully.  You can move partway up or down on the ladder and Mario will hold on.  He can jump by pressing A.  Mario can jump across gaps that are two girder tiles wide — about the width of Mario himself.  He is only permitted to jump down that same distance.  Any falls further down and Mario dies.  He also cannot jump off ladders, only climb up and down.

Some information is displayed at the top of the screen.  The top row contains your score.  The left side, labeled with an I, is score for the first player.  In a two-player game, the second player’s score is shown on the right side, labeled with II, otherwise it is omitted.  The high score for this session is in the center.  On the right side there are three boxes with more information.  The M shows how many extra Marios you have in reserve.  The game begins with two extra lives and you can earn an additional life if you reach 20,000 points.  The bonus is the number of points you get added to your score when you finish the stage.  This acts as a timer as well, counting down from 5000 slowly as you play.  If the bonus reaches 0, the timer runs out and you lose a Mario.  The L is the loop counter.  The game starts off on Loop 1 and this counter increments every time you clear the game.

The final approach in this stage is the hardest.

The first stage is the iconic climb to the top.  Donkey Kong hangs out at the top next to a stack of barrels, dropping them down.  Mostly he rolls them down the slanted girders as they zig-zag down the screen.  Sometimes he throws one directly down, skipping the girders.  He can also throw a barrel that bounces down diagonally.  There is an oil drum at the bottom next to where Mario starts.  When a barrel strikes the oil drum, it catches fire and a flame pops out that patrols the bottom two girders.  There can be two flames going at once, forcing you to climb up quickly to avoid them.  Mario can avoid the rolling barrels by jumping over them, which nets you 100 points.  Sometimes the barrels can roll down ladders instead of continuing on their natural path.  Also, there are broken ladders that Mario can climb up or down partway, but the barrels can fall through no problem.  You always should be prepared for an unexpected barrel drop either down a ladder or thrown down by Donkey Kong.  Mario has a form of attack with the two hammers located in this stage.  Simply jump into it to collect it.  Now Mario will temporarily swing the hammer around, destroying barrels at a 500 point bonus.  The downside is you cannot climb ladders when wielding the hammer, so you have to wait until the effect wears off.  This is a simple screen by appearances but has a lot of complexity to it.

The second stage throws some new tricks at you.  To start, you have an elevator to the right that moves upward.  Mario must jump onto the moving platform as it is rising to cross over.  At the top is Pauline’s parasol that you can collect for an 800 point bonus.  There is another elevator that moves down farther right, and in the island in between are two platforms connected by ladders and a flame that patrols the area.  Mario dies if he touches either the top or the bottom of the elevator.  Once you time your way through this section, now there is another climb up to the top of the screen.  Here you will have to deal with the bouncing jacks that you have watched up above.  They enter the screen from the top left, bounce along the top girder and fall all the way down when they reach the end.  The jack’s path crosses the platforms Mario uses to get to the top.  There is also another patrolling flame along a side path to the purse, another point-netting item.  Once you get to the topmost girder, now you have to time your approach and ladder climb to the top without getting hit by the constantly spawning jacks.

Avoid the fireballs and bring DK down.

The third and final stage takes a different approach.  Donkey Kong is at the top-center, next to Pauline, on a simple screen of straight girders and ladders.  Fireballs appear off the sides of the screen, which wander around the playfield.  There are 8 orange bolts on this screen, and your task is to remove all of them.  Simply walk over them to pick them up, leaving a gap behind.  The gaps also block the fireballs as well, which can sometimes trap them on the edges of the screen.  There are a couple of hammers you can use for some extra protection.  Once all 8 bolts are removed, there is a cutscene where Donkey Kong falls to the bottom and Mario and Pauline are reunited again!

Since this is a short game, the experience is extended through looping the game.  There are six distinct difficulty settings in this game.  Once you get to Loop 7 and beyond, the difficulty caps and you can keep playing for a long time if you are good enough.  In general, the enemies and traps move faster.  On the first screen, Donkey Kong throws barrels more quickly.  You will see them stack up in groups of two or three sometimes, and if there are too many some of them quietly roll off the edge of the screen before they reach the bottom.  In stage two, the fireballs move faster and the jacks appear slightly more often.  That becomes a major issue when trying to reach the top ladder.  In the final level, there are up to four fireballs and they move more quickly.  While the first loop isn’t too difficult, it gets trickier in the higher levels.

Donkey Kong on NES is a game I played a lot.  I got the Donkey Kong Classics cart early on when I was a kid.  As I remember it, we went to visit my aunt and uncle for Thanksgiving, and my cousin had a bunch of NES carts he didn’t play.  I got to take three of them home with me.  I chose Mega Man 2, Ironsword, and Donkey Kong Classics.  I had decent taste!  So, I played a fair amount of both DK games on that cart, never really getting much further than Loop 3 or 4.  This was the first time I tried to grind out the full six loop experience.

Things become a lot more hectic in later loops.

I expected this to be a more challenging goal than it ended up.  I actually completed my goal on the very first try, having not played the game in quite some time.  I reached the second stage in Loop 8. However, some technical issues prevented me from accepting that run.  First of all, I didn’t capture a picture of the Game Over screen in time to show the loop counter.  Second, I had messed around with OBS and accidentally had my voice commentary included in the recorded video.  The following night I played two more times to replicate the feat.  I ended up with a higher score, losing the game at the exact same spot as the first time.  I got my picture this time too.

Both the NES and arcade versions of Donkey Kong have a kill screen, where the game glitches out to the point when you can no longer clear it.  While the arcade version ends in Loop 22, the NES version goes all the way out to Loop 133!  The kill screen in both games happens due to an overflow bug in the bonus point calculation.  You start the game with 5000 bonus points possible, and it increases by 1000 each loop until it gets to 8000 in Loop 4 and after.  The calculation for the increase continues to take place, but after Loop 4 it is intentionally rounded down to 8000.  At Loop 133, the calculated value becomes greater than 255, the maximum value of an 8-bit number, at which point it loops back around 0.  Since this value would set the bonus lower than 8000, it is not rounded down.  In this particular case, Loop 133 begins with the bonus at 400 points.  Since this acts as a timer too, it is impossible for Mario to reach the top before the time runs out, causing Mario to lose all his lives.  There is a video by Tom Votava where he covers the kill screen and gameplay strategies for playing Donkey Kong at the highest level.

The arcade version of Donkey Kong is a timeless classic.  While not the first platformer, it was the first one to reach mainstream and inspired many other classic platformers.  The NES version plays very well, but it does feel incomplete missing the pie factory stage.  When you consider the time this game was made, the NES port was done very well.  The graphics closely resemble the arcade version.  The music is basic, and mostly just sound effects, but it is still iconic in its own right.  The controls work well, though climbing ladders requires a little bit more precision than you might expect.  The game is short and repetitive, but I think it holds up well enough.  There is enough randomness in the game to keep it appealing when the levels stay the same.  All that said, I don’t really recommend the NES version of the game when better, more complete versions of the game are available.

#160 – Donkey Kong

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comment : 0
 
OCT
30
2020
0

#159 – Nigel Mansell’s World Championship Racing

Let Nigel guide you through this racing season.

World Championship Challenge may be a better name.

To Beat: Win the Championship
Played: 6/1/20 – 6/13/20
Difficulty: 8/10
My Difficulty: 8/10
My Video: Nigel Mansell’s World Championship Racing Longplay

In a perfect world, I would be able to crank out these reviews roughly in line with when I beat the game.  It turns out I enjoy playing the games more than writing about them, so naturally I’ve fallen behind.  For this game, it may work to my benefit to be behind.  This is the second racing game I have beaten for this project, but between beating the game and writing this review I have already beaten a third racing game.  My struggles with all three games have indicated that I am not good at racing games.  Because of that, in part, I also do not like them very much.  I don’t have to like the game to recognize that this is a solid racing game.

Nigel Mansell had a 15-year career in Formula One racing, active from 1980 through 1995.  His early career started out slow but when he joined the Williams racing team in 1985 he became a real contender for the World Championship.  He finished second overall in both 1986 and 1987 and placed Top 10 for the next several years. After a brief foray with the Ferrari team in 1989 and 1990, he went back to Williams in 1991.  That year he placed second for the third time in his career.  Finally, in 1992, he had his best year and won the World Championship.  Due to some disagreements with his team, he switched over to the CART series for the 1993 season, where he won that as well.  That made him both Formula One and CART champions at the same time, the only racer to ever accomplish this feat.  He returned to Formula One for 1994 and 1995, retiring for good after the 1995 season.

Nigel Mansell’s World Championship Racing was first released on the Amiga in 1992.  It was developed and published by Gremlin Graphics.  The company changed names to Gremlin Interactive Limited in 1994 and was acquired by Infogrames in 1999 before closing down in 2003.  The game was widely ported to other home computers and game consoles mostly in 1993, including the NES, SNES, Game Boy, and Sega Genesis.  The NES version was released in October 1993, developed by Gremlin Graphics and published by Gametek.  The game was also released in Europe in 1993, slightly retitled to Nigel Mansell’s World Championship and published by Gremlin.

Ready. Set. Go!

Nigel Mansell’s World Championship Racing is a Formula One simulation game.  You have the option to run single races, but the meat of the game is the full season mode.  This is a 16-race season.  Depending on your placement at the end of each race, you are awarded points that are cumulative throughout the season.  To beat the game, you must complete the season as the points leader.

At the title screen, where the game is named Nigel Mansell’s World Championship Challenge for some reason, press Start to advance to name entry.  The game tells you on screen the controls for entering your name, which is nice!   You can enter your name up to 13 characters, then there’s a forced space, and then the final 3 characters for your country.  One thing to note here is that the character entry is extremely touchy.  You can scroll through characters quickly but you have to tap briefly to advance one at a time.  After entering your name, you go to the main menu.  Here you can choose to run a single race or the full season mode, as well as a training mode called “Improve with Mansell.”  You can also toggle the music on and off.

The driving is very straightforward.  The game takes place from behind the wheel.  Use the D-pad Left and Right to steer the car.  For manual transmission, press Up or Down to shift gears.  There are six gears in this engine.  Press and hold A to accelerate, and press B to hit the brakes.  The bottom of the screen shows all the information you need.  On the bottom left, you see the current lap timer as well as how far ahead or how far behind you are in time from first place.  The middle contains the track map as well as your current position ranking and current lap.  The bottom right shows your speedometer and gear setting, as well as a meter denoting the quality of your tires.

Set up your car for peak performance.

The setup of your car is important to how well it will perform during the race.  You can set the transmission, tires, and the angle of the wing on the back of the car.  First up is manual vs automatic transmission.  Manual transmission translates to faster driving because you can more optimally shift gears, but it requires more skill to pull off.  The tire choice determines how they wear out and the amount of grip they have.  Hard tires wear slower, but they have less grip making it harder to turn.  Wet tires are very useful during rainy weather conditions.  With a wet track, the wet tires wear out same as the hard tires and handle turns well.  In dry conditions, the wet tires wear out the fastest and handle the poorest.  For the wings, the angle determines the acceleration and handling of the car.  A low angle of 10% gives the car the best acceleration but poorest cornering.  The angle of 30% is the opposite: The acceleration is degraded but the cornering is the best.  You can also choose in the middle at 20%.

The single race option is good for trying out the game.  You begin with the Track Select screen.  Each track is represented by the flag of the country it is located, and when you hover over the flag you can see the map of the track below.  Choose a track to go to course information.  You’ll see the name of the course and the map, as well as the distance, fastest lap, weather conditions, and number of laps.  After this screen, you’ll have a submenu.  Setup lets you configure your car for the race.  Now you can either qualify for the race or jump straight into the race.  When qualifying, you run a single lap of the course, and the ranking of times from fastest to slowest among the 12 total racers determines everyone’s starting position for the race.  If you go directly to the race without qualifying, you always begin at the very end of the starting lineup.  After the race, you’ll see how you placed, followed by the full leaderboard of all 12 racers.

May the pits be ever in your favor.

The Improve with Mansell mode functions similarly to setting up a single race.  First you go to track selection, then the circuit information screen.  Next you go straight to the setup screen for customizing your car.  Now you are ready to drive.  You will run the full number of laps with Nigel’s floating head in the upper right the entire time, with no other drivers on the track.  There is a race line arrow that shows you generally how you should align yourself throughout this race.  Nigel will give you tips as you drive, from basic stuff like staying on the track and staying in the racing line, to important information like watching your tires so you remember to make a pit stop.  When you finish the laps, you go back to the main menu.  The purpose of this mode is not to go fast, but to drive accurately.  While it is helpful to learn the basics, you will need to learn how to handle the courses at or near top speed to win races.

The main mode in the game is the full season mode.  Since this is a long mode, there are passwords, which are 14 characters long consisting up all consonants, digits, and the period.  The entry screen also has the same finicky character selection as name entry, making passwords frustrating to input.  Upon either continuing a game or starting a new one, the rest of the mode functions the same as a standard race.  You get course information, you can configure your car, and you can optionally run a qualifying lap before starting the race.  You will run all 16 races one at a time until a champion is crowned.

This was my first time playing Nigel Mansell’s Championship Racing.  This is an uncommon, late release, however I’ve been able to find this one locally several times.  My local store had it at one point for pretty cheap, either $5 or $10, and that’s where I got mine.  I know I bought some locally and at least one more on eBay in a lot.  Loose carts of the game sell for $15 or so.  I think my local store sells it for $20 now.

The wide cars can be difficult to pass.

It’s a small sample size so far, but I have learned that racing games such as this one demand a high level of skill to compete against the computer.  Furthermore, this game is biased against you in some unexpected ways.  Take qualifying as an example.  It is common to make a mistake or two in qualifying and end up in last place by many seconds.  To make this worse, you have to navigate around other cars during your lap.  Qualifying is supposed to be just you and the track, nothing else.  When you bump into a car from behind, your car always drops a gear, which is frustrating when driving manual.  That also drives home the importance of figuring out how to qualify on top in as many races as possible.  Other racers are large on the screen, easy to bump into, and usually tricky to pass.  Probably the biggest hurdle in the game is that the other racers never take a pit stop, where you will always have to take one in the middle of the race.  Moreover, the pit stops take anywhere from 5 to 9 seconds, and it is random.  At least you can take as much time as you want to choose your new tires.  This is not an easy game to beat.

Figuring out the car setup was very important.  I went with manual transmission all the way.  I learned that even though the soft tires wear more quickly, you can still run every race with only one required pit stop.  The better handling of the soft tires was the clear winner.  Of course, use the wet tires if it is raining, obvious best choice there.  For the angle I eventually settled on 20 degrees.  Early on in the playthrough I varied a lot, winning some races with hard tires and 10 degrees, and others with soft tires and 30 degrees.

The best way to win races is to get yourself into first place as early as possible.  With no one in front of me, it was much easier to build up a good lead.  Usually this means qualifying in first place, but sometimes I settled for lower than that, especially on difficult tracks.  Many times I qualified lower but worked my way to first before pitting.  You really want to build up a much of a lead as possible since you will lose time during your mandatory pit stop.  You do need to get lucky to get a short pit time since it is random.  It’s very frustrating to get several seconds ahead, then be behind and unable to catch up because you got stuck with a 9 second pit stop.  But that’s the way it goes.

Sweet victory!

My strategy on racing games with a leaderboard is that I always want to be in first place at every point in the season.  In this playthrough, I mostly accomplished that.  I struggled learning the first track and settled for a second place finish after trying over and over.  Then I won the next two races and earned an 8-point lead.  I maintained the lead the rest of the way.  This was the point in the game that I noticed that the other top racers tend to share the leaderboard points.  There is no clear rival in this game, and any racer can win one race and end up fifth or sixth the next race.  The placements tend to be random.  Sometimes this meant I could place lower than I wanted and still feel comfortable proceeding because I only lost a point or two on the leaderboard between me and second place overall.  Over the 16 races my lead varied quite a lot.  I got down to a 4-point lead, then later built up a 20-point lead, and finally finished 5 points ahead.

There’s one final point I want to make.  My longplay video for this game is just stitched together with the final attempts at each race before moving on.  I spent nearly 11 hours of attempts to come up with the 2.5 hour longplay.  Very few times did I place well enough in consecutive attempts.  I absolutely abused the password system, and I expect that most people that play through this game will do the same.  There’s no sense in accepting bad results when you can just input the previous password and try again.  I set up the video to make it look like I did the whole game single segment, but I assure you that I did not.

Nigel Mansell’s World Champion Racing is a pretty good racer.  This is a good looking game.  The cars are well detailed, the scrolling is smooth, and there are some neat effects such as hills when driving and the accurate rear view mirrors from inside your car.  The tunes that play in the menus and leaderboards are pleasing to the ears.  It doesn’t bother me that there are only car noises and sound effects during gameplay.  The controls during driving work great, and they are annoying and tedious when inputting names and passwords.  The racing itself is well done with good track variety.  The races don’t overstay their welcome at 4-6 laps each.  The game is a little long, but not too bad.  The game does things that are unfair, but it is structured in a way where you can mitigate that.  I still don’t enjoy racing games, but I can’t deny that this one is quality.

#159 – Nigel Mansell’s World Championship Racing