Take on the NES Library

An 8-bit Extravaganza!

2

JAN
31
2020
0

#141 – Bases Loaded II: Second Season

The second season went more smoothly than the first.

The logo flashes, that’s as exciting as you can get!

To Beat: Win the World Series
Played: 11/11/19 – 12/12/19
Difficulty: 3/10
My Difficulty: 3/10
My Video: Bases Loaded II World Series and Ending

Uh oh, here we go again!  The first Bases Loaded was a very easy game that took a really long time to beat, solely because you are required to grind through a full season to get the ending.  Bases Loaded II: Second Season has a similar requirement to the original.  I’m not sure to what end the developers were able to take feedback from the first game to apply it to the second, but I did notice differences between the games that made the entire playthrough of Bases Loaded II more streamlined.  Despite the improvements, this is still a long season and another game to grind.

For more information about this series, check out my review of the original Bases Loaded.  In this review I will be focusing mostly on the changes made to this game.

Bases Loaded II: Second Season was first released on the Famicom.  In Japan the game is called Moero!! Pro Yakyuu ’88 Kettei Ban, which translates to Burn!! Pro Baseball ’88 Decision Version.  The game was developed by Tose and published by Jaleco, releasing in Japan in August 1988.  The NES release in North America was delayed until February 1990.

The first differences are notable before even starting the game.  The title screen contains Start for a new game or season and Continue to resume an existing season.  When starting a new game, you will first decide if this is a 1 or 2 player game.  A single player game always begins a season even if you just want to play one game.  First choose either the Eastern or Western division, then select a team and the opposing team.  For a two player game, you first choose a calendar date sometime from 1989-1993 (I guess they didn’t expect people to be playing this game now), then each player selects any team.  The teams in this game are the same one from the first game with half of the teams in the Western Division and the other half in the Eastern Division.  Teams only play against teams in the same division in the season mode.  The Continue option first prompts you for a password which is in the same format as the first game.  The character entry is slightly changed in that each character has a scrolling animation when moving to the next character.  This is the kind of design decision that infuriates me.  This game is long enough, why lengthen it even a little with unnecessary animation on password entry?  Before starting each game, you have the option to modify the lineup.  The Player Change option substitutes bench players into the lineup, while Line Up rearranges the order of the lineup.  Choose Play Ball to start the game!

Let’s get it started.

The pitching controls are the same: Hold a direction and press A to choose a pitch, hold a direction while winding up to set direction, and press directions while the pitch is moving to adjust it mid-flight.  In this game you cannot adjust the pitcher’s position on the mound prior to the pitch.  The manual has a chart with some detail pitching stats.  Each player’s ERA is listed, top speed in MPH, which role they play, i.e. starter or reliever, and curve ball ability separated by vertical curve, left curve, and right curve.  Curveball scores are from 0-15, which mean 0 being no curve and 15 as maximum curve.  These metrics are not listed in-game (aside from ERA) but are useful to know.

Fielding has a couple of differences.  First is that you can now dive for a ball by pressing B.  Just B alone makes your fielder jump, and B with a direction dives in that direction.  The jumps and dives only work when you are close to the ball.  The other, more significant change is that there are two fielding views.  The first game has the view from up above behind home plate while the second game has views from above both the first base and third base dugouts.  When the home team is batting, the view is behind first base, otherwise it is from behind third base.  This is a very strange decision.  You can plan ahead if you think about it, but I just adapted from game to game. Due to the perspective, I found right field defense tough from the first base view and left field defense difficult from the third base angle.

Hitting has one minor tweak and one hidden feature I discovered.  In the last game you bunt by pressing B before the windup.  This time all batting is done by the A button, so to bunt you tap A to prepare the bunt before the pitch or you do a very quick half swing when the pitch arrives at home plate.  When you set up the bunt early you can aim the bat with the D-pad just like in the original Bases Loaded.  There is an advanced hitting technique I discovered very late in the season that may have been present in the first game, I’m not sure.  There are nine hitting zones you can target with the D-pad, either low, middle, or high combined with left, middle, or right.  As you are swinging in one of those zones, you can shift the D-pad direction to sort of swipe the bat in between those nine zones.  You have to swing toward one of the nine zones with A and then immediately after press a nearby D-pad direction.  It’s tough to explain, hopefully that was sufficient. Sometimes pitchers will throw pitches in between the standard bat zones and they are nearly impossible to hit unless you aim in between zones.

The sweet swing of a game-winning home run is magical.

Baserunning is exactly the same between the two games from what I noticed.  It retains the strange convention where the D-pad direction is the base either behind you or where you are standing.  While holding the direction, you press A to retreat or B to advance.  I didn’t really grasp it the first time around, despite the long season, but I got it this time.

The biggest difference in Bases Loaded II is the introduction of the biorhythm system.  This mechanic attempts to simulate streaks and slumps over the course of a long season.  There are three ratings, physical, sensitivity, and intellectual, that are rated with a score from -8 to +8 for each player.  There are in-game charts of these three ratings for each player that are displayed either after the game for the entire lineup, for a relief pitcher, or a pinch hitter.  Charts are color coded with red for physical, blue for sensitivity, and white for intellectual.  Each space on the grid on the x-axis represents a single game, while each mark on the y-axis represents a point of the stat.  The bottom of the screen shows the actual values of those stats for the next game.  Curvy lines are animated on the grid for each of the three stats going out the next 20-30 games.  When two or all three of those lines come together at the top of the chart, you know that player is going to be a major force for a few games.

The biorhythm ratings mean different things for pitchers and hitters.  The pitcher physical stat relates to stamina and for how long the pitcher can both control his pitches and throw them at a high speed.  Pitcher sensitivity is the adrenaline level and affects how fast pitches are thrown.  The pitcher intellectual rating influences the tightness of the curveball, though it will not suddenly give a curveball to a pitcher whom does not already have one.  The hitter physical stat correlates to getting base hits.  A hitter with a high physical rating will tend to get base hits more easily.  Hitting sensitivity is for power and how far a ball can be hit.  The hitter intellectual rating is for clutch hitting and the ability to get hits with runners in scoring position.  As these stats fluctuate game per game, they determine how well a player will perform in relation to his natural abilities.

It’s a long season and you can see these stats far out.

To beat this game, first you need to win 75 games out of a 130-game season.  This requirement is similar to the first game’s winning condition of 80 games out of 132.  This time, when you win 75 games, you have won the pennant in your division and you get to face off against the winning team from the other division in the World Series.  The opposing Western Division champ is Los Angeles and the opposing Eastern Division champ is New York.  The World Series is a best-of-7 series against one of those two teams.  If you win four of those games, then you win the season and beat the game.  So, you need 79 totals wins, one less than the 80 in the first game.

I had never beaten this game before, but I had a much quicker time finishing the season off in the second game than I did in the first game.  One major contributor was that the pace of play was greatly increased.  Minor actions like throwing pitches back to the pitcher that were very slow in the first game, while still present, take place faster here.  There are a few small tweaks like this that add up to a lot of time savings per game.  In Bases Loaded, games took 25-30 minutes, while in Bases Loaded II matchups lasted closer to 20 minutes each.  Perhaps my favorite new feature in this game is a mercy rule.  If a team is leading by 9 or more runs after at least 5 innings, the leading team wins automatically.  Games won by the mercy rule, if finished optimally, could run closer to 15 minutes total.  I won enough games by the mercy rule to reduce my total game time by a few hours over playing the full 9 innings every game.  I estimate I was able to complete this game in about 25-30 hours as opposed to 40 hours in the first game.  It is still a long, repetitive game, but it was a significantly improved experience.

For my playthrough of the game, my team was Kansas of the Western Division.  The manual has all the stats you need to compare the teams, and Kansas stood out to me for a few reasons.  They have two players appearing in the short list of best players in the league.  Yu is second best in homers and third best in average in the league, while Binder is third best in homers.  (It helped too that the Chicago Cubs have Yu Darvish pitching for them now, who is an incredible pitcher!)  I also wanted to find a pitcher with modest curving ability in all directions.  The pitcher May on the Kansas squad fits the bill for that.  I considered picking Omaha again like I did in the first game, but their team is uninspiring on the stats sheet and none of the same players from the first game show up at all.

In the original game, pitching was so consistent that I was able to figure out a super pitch that the opponent could do nothing with.  I spent a lot of time messing around with the pitching to try and find this game’s version of a super pitch, but sorry to say I did not find one.  I had hoped May would be able to find that sweet spot with his modest curve and throw balls into a dead zone consistently, but it just didn’t pan out.  I had to be more creative in finding exploits for this game.

With a big lead, I sometimes throw down the middle.

For pitching, I eventually settled on throwing fastballs fading slightly down and right.  I wanted to induce groundballs where possible.  I ended up allowing mostly fieldable balls in play, a few strikeouts, some hits, and the occasional home run.  The best exploit I found was my ability to pick runners off base.  With a runner on first, I would do a pickoff throw to second base and have the shortstop run the wrong way toward left field.  Go far enough and the runner will take off toward second.  When the runner reached about two-thirds of the way to second, I would throw to second to get the runner to go back toward first, then I would throw to first to get the runner caught in a rundown.  I would usually make the out at second base as baserunners are slower to take a base than to retreat to their previous base.  If that failed, sometimes throwing a ball home or to first with a runner on second got him to leave his base.  I had a few backup pickoff strategies that mostly worked out.

There is another pitching strategy applicable to this game that also applied to the first game that I forgot to mention in that review.  It has to do with pitcher rest in between games.  Normally, starting pitchers cannot be used for a few games after they have pitched in a game.  The password only tracks wins and losses for your team, so all you have to do is reset the game and apply the latest password, and then you can use whatever pitchers you want in any game.  If you play multiple games per session without resetting, then you have to deal with pitcher rest.  This was much more important in the first game where I needed to constantly use my pitchers with the super pitch.  In this game, I mostly rotated between three starting pitchers.  May was my preferred pitcher, and Holler was really good too.  I used Anders occasionally, but I may have been better off skipping him more often.  In a few cases, I used Antman in relief because he has a decent ERA and a marvelous name.

On the hitting side, I had to play things straight for the most part.  Just put the ball into play and hope for the best.  Watch the opposing catcher’s glove during the pitch to determine where to aim your bat and try to make contact.  I got pretty decent at the timing for stealing bases and with a good baserunner I could take second base easily.  Another minor trick I picked up was with a runner on third, I could distract the fielders into throwing home to get batters to reach either first or second base.  Otherwise, the computer-controlled defense was very good.  Most of the times I got caught in a rundown ended with me getting called out on the bases.  The opponent’s pitching was really feast or famine.  Many pitchers just throw hittable junk near the middle of the plate and often I could score a lot in those games.  A few pitchers found the unhittable zone I was hoping to find when I was pitching.  It was most of the way through the season before I figured out I could put the bat in that zone with just the right touch and hit those pitchers too.  I suppose the opposing batters already could do that when I was pitching.

This resulted in the final out of a winning season!

Over a full season, there were various events I took note of.  My season record at the end was 79-5.  Somehow, I won the very first game I played, I’m not sure how that happened but it did.  I lost the next three games, then I won a game, then I lost another game.  With a 2-4 record, I went 77-1 the rest of the way to finish off the season.  My first mercy rule win came in Game #13, a 9-0 victory after 7 innings.  The next game I hit a grand slam to win 12-1 after 6 innings.  I won 25 games total by the mercy rule, about a third of my total wins.  Two games ended in a tie after 12 innings and I was credited with a win in both.  Game #29 was a walkoff win 1-0.  In Game #44, down 1-0 in the 9th, Norton hit a 3-run homer to win that one for Kansas.  Yu bailed me out with a late two-run homer in a 2-1 win in Game #57.  Every player in my lineup hit at least one home run in the season.  Yu didn’t turn out to be near the offensive powerhouse I expected.  He didn’t hit his first home run until Game #37.  He did have a 3-game stretch where he hit 5 homers.  Saigun had a major hot stretch at one point.  He had a 3-homer game and hit 3 grand slams within a 6-game stretch.  The World Series ended up being a complete joke.  I won 10-0, 9-0, 9-0, and 5-0.  All four games combined were completed in just over an hour, which was easily the quickest stretch of games I played in the whole season.

You might be wondering about what exactly happened in the one random loss I had in the season, and it is so dumb that I have to tell the story here.  It happened in Game #71, breaking a 64-game winning streak.  Once I got good, I still knew that I was susceptible to a loss at any time.  I was vulnerable to the solo home run and any lapses in defense.  I had a few near misses along the way.  Therefore, it wasn’t necessarily a surprise, but frankly it was upsetting that it happened at all, especially so close to the end of the season where a loss feels like a huge waste of time.  What happened was I ran into a hot team.  Two opposing players were knocking the cover off the ball hitting long fly ball outs and some solo home runs.  The game prior I won 6-4, allowing 4 solo homers.  In this game, I had a 3-1 lead in the 9th when things unraveled, but not in the way you are expecting.  I was getting sleepy and nodding off a little in this game.  I had a runner reach second base, and sometimes you just cannot get him to move off the base on a pickoff attempt, which is what happened here.  A base hit scored him, and then more bad defense brought that runner around to tie up the game.  I woke up then and pushed the game into extras.  I made it to the 11th inning still tied 3-3 in fear of a game ending solo homer.  One of the hot batters stepped up to the plate, and I figured he was gonna go deep.  That’s when I had a revelation.  Why don’t I throw pitches way off the plate to walk him intentionally, then pick him off the bases?  It was so obvious I was surprised it took me that long to think of it.  The next pitch I tried to throw something different.  Maybe I was still tired and my thoughts didn’t translate down into my fingers because I threw a meatball right down the middle that sailed over the fence for the game-ending home run.  I went to bed sad after that loss.  At least it made for a good story!

I thought Bases Loaded II: Second Season was a major improvement over the first game with a few issues.  The pace of play is increased to a more sensible level, making for more engaging gameplay.  The graphics aren’t changed too much from the first game, but they are pretty good.  I like the pitching windup animations, and bunting, though mostly unused, had really smooth animation too.  The music is just okay, nothing memorable to me.  There is good variety in control in both pitching and hitting and everything responds appropriately.  The only minor issues were the timing when you can dive on defense and the silly baserunning controls carried over from the first game.  A gameplay nitpick is the unnecessary view shift on defense, as it is disorienting when suddenly in the next game you might see the field from the opposite angle.  The hitting perspective, while nice to look at, still takes some getting used to.  The second game was a little more difficult to win, but it was still pretty easy overall.  The glitches I found from Bases Loaded were all cleared up in the second game.  While it has a few new issues, this was the better game by far, though that doesn’t mean I ever want to play it again.

#141 – Bases Loaded II: Second Season

 
JUN
08
2018
0

#78 – DuckTales 2

Scrooge McDuck decided he didn’t have enough money after all.

Look at that shiny gold!

To Beat: Reach the ending
To Complete: Beat the game with the best ending
What I Did: Completed the game with all endings
Played: 3/12/18 – 3/15/18
Difficulty: 3/10
My Difficulty: 3/10
My Video: DuckTales 2 Longplay with Best Ending

It’s another milestone of my Take On The NES Library project, sort of. DuckTales 2 is not the first sequel on my list. That goes to Super Mario Bros. 2. However, DuckTales 2 is the first direct sequel, in the sense that it is basically the same game. Milestones are going to be harder to find the longer I go into the project, so I like pointing them out and celebrating the ones we have. DuckTales 2 doesn’t do a whole lot in changing the formula of the original game, but I think that’s okay. NES DuckTales is quite good, and more of the same shouldn’t necessarily be a bad thing.

For more information on the background of this series, check out my DuckTales review.

DuckTales 2 was first released on the Famicom in April 1993. The NES release in North America followed in June 1993, and a PAL release followed later in the year. It was published by Capcom. Make Software is credited as the developer, although from what I can find, they may have only been responsible for the sound engine in the game. My belief is that Capcom and Make Software co-developed the game. That is pure speculation on my part just because of how similar this game is to the original DuckTales which was developed by Capcom. A Game Boy port followed in November 1993 in North America and December 1993 in Japan.

Travel the world in search of treasure again!

DuckTales 2 is a side-scrolling platformer where you control Scrooge McDuck. The story begins with Huey running to Scrooge with a torn piece of paper. They figure out that it is a portion of a treasure map left by the late Fergus McDuck. Naturally, they want to try and rebuild the map so they can locate the lost treasure of McDuck. Scrooge and company start an expedition to five different locations both to find the remaining portions of the map and to collect highly guarded treasures along the way.

The game controls the same as the first game. You walk around with the D-pad and you can duck by holding Down. The A button jumps. While jumping, if you hold Down and B you use your cane as a pogo stick. You bounce high off the ground, and this is how you defeat enemies and pass over spikes. If you walk into a wall or solid block for a little bit, you will see Scrooge stand in place for as long as you hold the direction button. If you press B in this state, he will swing his cane like a golf club and whack the object next to him. You can also jump with A in this state and then swing your cane to hit objects off the ground. You can press Start to pause.

A few features were added to DuckTales 2. Scrooge’s cane is used to hook certain objects. Perform the golf swing on these things to grab onto them with the cane instead of hitting them. You can then hold the opposite direction on the D-pad to pull on them. You can drag certain blocks on the ground, as well as pull switches and activate objects. Release the B button to let go of your hooked object. There are hooks above the ground that you can grab onto simply by jumping to them. Press A again while hooked to jump off or press Down to fall.

Scrooge’s cane is more versatile.

At the start of the game, you see a map of the game world. There are five levels and you can play them in any order you like. Simply use the D-pad to move a cursor to the different stages. The icon next to a stage will show Scrooge’s face if you have already completed the level once. Otherwise, it shows the treasure you can find guarded by the boss at the end of the stage. Launchpad will read some information about the level you selected. You can choose to play that stage or switch to a different one.

There are three equipment upgrades you can find. You can speak with characters by walking up to them. Normally they give you some advice about the level you are in. In certain levels, you can find and talk to Gyro and he will give you an adaptor upgrade for your cane. The hammer adaptor gives you a more powerful golf swing, the iron adaptor gives you a stronger pogo jump, and the power adaptor lets you pull heavier things. They are applied automatically when you get them and they are permanent. Now you can break or pull certain blocks that hide treasure or other paths you can explore.

Like in the original game, you can find different items in the stages. Sometimes enemies will drop jewels that add to your money total at the top of the screen. Small diamonds are worth $1000, large diamonds give you $10,000, and red diamonds yield $50,000. Items mostly come out of treasure boxes, both small and large, that you can open by bopping them with your cane, either by pogo jump or golf swing. Boxes may also hide ice cream cones that restore one point of health and cakes that refill your entire health meter. Extra lives in the shape of a small Scrooge also appear occasionally inside a treasure box. A couple large treasure boxes hide special treasures that are worth a million dollars each. Also, each stage has one large treasure box containing a piece of the treasure map. The difficulty level chosen on the title screen influences the items you’ll find. The harder difficulties have fewer health recovery items, replacing them with jewels.

Check every nook and cranny for the map pieces.

DuckTales 2 features an item shop. Like in the first game, each level ends in a boss fight and you earn a treasure worth a million dollars. Combine that with your earnings from the stage, and then you get a chance to spend it in the item shop. Two items in the shop are ones you can bring into the stages. The cake acts just like the cake item from the treasure chests, but this one you can use anytime. Pause the game, then use the D-pad to scroll through your items to select the cake. The other item is the safe, but unlike the cake you don’t have to use it through the menu. The safe lets you keep your money earned if you lose a life within a stage. Normally you lose your accrued cash when you die. You can buy extra lives and a continue globe that lets you continue if you run out of lives. The extra energy item adds a point to your maximum health. You begin with three points and can buy two of these items to get up to five health. You can also buy a piece of the treasure map, but this isn’t always for sale.

Here are the five stages in the game:

Niagara Falls: This is the first level in the list and not a bad one to start off with. This level has water in it that you can cross on a life raft. Knock the raft into the water and smack the wall while standing on the raft to push it to the other side. There are logs falling down the falls that you must cross, as well as a crumbling bridge.

Bermuda Triangle: This stage takes place on a ship near the Bermuda triangle. This level has barrels that you can smack with your cane that sometimes give diamonds. One neat object is a cannon that you can fire by hooking with your cane and pulling a cannonball loose. There are also conveyor belts that you can drive by pulling them with the cane.

Behold the rare spring blossom!

Mu: This level takes you below ground passing through the ruins of past civilization. There is an ancient city here that can give you something special if you can find it. There is a flower that you can tug on with your cane to springboard you across a large gap. It’s the only one in the game but it’s neat.

Egypt: This pyramid level is the most maze-like stage of all. It has several looping paths and hidden floors. There’s a lot of treasure for the taking if you are willing to look for it.

Scotland: This stage is a large castle, and there are plenty of knights and spikes to contend with. One enemy here is a floating hand carrying a lantern. It shows up a lot and sometimes you can bounce off it to reach treasures.

There’s a bit more to play past these five stages. Scrooge’s rival, Flintheart Glomgold, appears on the pirate ship. You have to go there and deal with him to beat the game. If you can find all seven pieces of the map, you get to play one additional level containing the lost treasure of McDuck before the final showdown.

Snakes and quicksand are a dangerous combination.

This was my first time playing DuckTales 2. It’s one of those late lifespan NES games that is both fun to play and very expensive to buy. A loose cart sells around $125 these days. It has been near that amount for several years now. The first DuckTales game was popular enough that DuckTales 2 seems to have sold decently well for a 1993 NES game. I say that because it is easier to find than many of the other expensive NES games. I have seen a few copies for sale in stores since I’ve been looking for games, and I can’t say that for other games this costly. It’s also the most expensive NES game I’ve owned more than one copy of. I bought my first one for $100 on eBay, and the other I found in an eBay lot of six games that I bought for $60 total.

I struggled a little bit more playing DuckTales 2 than I would have expected. I got Game Over a couple of times while I was l learning the levels and looking around for secrets. I suppose it’s easy to be careless when you aren’t focusing solely on surviving and beating levels. Once I committed to buying the health upgrades and whatever else I needed, I didn’t have any problems beating the game after that. I got the normal ending of the game with plenty of lives to spare.

Getting the best ending like I wanted took a little more effort. Through normal play and exploration, I found all of the map pieces but two. The one in Niagara Falls I thought was very well hidden. I found that one last though I found it on my own. The map piece in Egypt gave me real trouble. To get it, you have to solve a puzzle that opens a gate leading to the map segment. There’s a clue before the area that gives you the hint needed to solve it, but I just couldn’t figure it out. I tried everything I could think of and got nowhere. I had to look up the solution to that one online. I gave it my best try so I have no issues with looking up the answer, even if I prefer not to.

These lantern hands show up in tricky spots.

Just like in the first DuckTales game, there is a third, bad ending if you finish the game with no money remaining. There’s a clearer path to the ending in DuckTales 2 because you can spend extra money in the shop, and you spend in smaller amounts than in the first game. If you need some extra money to balance it out, or simply more chances to buy in the shop, you can leave a level through Launchpad. This lets you keep the money you have earned in the stage plus lets you shop again. You can do this as many times as you want. I was able to get the bad ending on my second try. This means I got all three endings in DuckTales 2.

I think DuckTales 2 is a little bit easier than the first game. I rated DuckTales a 4/10 and gave DuckTales 2 a 3/10. Most of that difference is due to the ability to purchase additional lives and continues. Another difference is that I believe you can earn unlimited money in DuckTales 2. In the original, you could only leave with Launchpad once per stage. Here you can revisit a level you are good at, take the money or any extra lives you can find, and leave with Launchpad as many times as you want. It’s grinding made easy. The difficulty of the levels themselves are roughly the same in my mind. It’s not a complete pushover of a game but it shouldn’t take experienced players very long to beat.

DuckTales 2 is a great NES game, but doesn’t offer as much as you might expect from a sequel. The graphics, music, controls, and gameplay are all top notch. It’s the kind of quality you would expect from a Capcom-published NES game from the 90s. The upgrades are nice and help add a bit of exploration to the game even though it can be a little tedious replaying stages. The levels all have a good amount of secrets to find, as well as branching paths and some neat obstacles to interact with. It’s a fine game, but it does feel just like the first DuckTales game. I appreciate games like DuckTales 2 that give you more of what you want. I know not everyone feels that way. Plus, it’s hard to recommend buying the game when it’s so expensive and is over so quickly. It’s worth a play any way you can manage it if you like DuckTales.

#78 – DuckTales 2 (Best Ending)

#78 – DuckTales 2

 
JUN
04
2018
0

#77 – Roundball: 2-on-2 Challenge

The name pretty well sums it up, save the “challenge.”

Another very highly detailed title screen!

To Beat: Win the Tournament (3 rounds)
Played: 3/6/18
Difficulty: 2/10
My Difficulty: 2/10
My Video: Roundball: 2-on-2 Challenge Tournament Longplay

It has been some time since I played a sports game! Roundball 2-on-2 Challenge is the first basketball game covered on this site. I don’t care for most sports video games and the NES is just littered with them. Maybe you like basketball more than I do, and if so you might know the answer to this question. How many NES basketball games are there? I spent five minutes thinking about it and I came up with six games. There are ten basketball games on the console, and I’m surprised I didn’t think of so many of them. I guess we are going to find out which ones are good and which ones are truly forgettable. For now, Roundball may have been a decent introduction to the genre on NES, but let’s reach in and see how it stacks up.

Roundball: 2-on-2 Challenge was developed by Park Place Productions and published by Mindscape. It was released in North America in May 1992 and was also brought to Europe in 1992. It’s an NES exclusive. Park Place Productions was a short-lived company that primarily developed sports games. This was their only NES release. Mindscape, on the other hand, is one of the bigger publishers on the NES with 24 titles. This is their second release that I have beaten for this project.

Roundball is a basketball game played on a half-court. As the title suggests, games are meant to be played two-on-two. You can choose to play one-on-one instead if you want and there are a bunch of customization options for structuring a match the way you want. There is also a roster of 24 fictitious players to choose from, each with his own stats and named after one of the developers. The two main modes are Exhibition and Tournament. To beat the game, you must win the tournament. Rounds of the tournament are the Semi-Finals, Finals, and Championship. You only have to win three total matches to win the tournament.

Look at all the options!

The main menu contains several different options for customization. You will see a box on the left containing the options, and then the box on the right will display the choices for that option. Press Up or Down to scroll through the options. Pick an option and press Right to point to the choices panel. Press Up or Down to select your choice and then press A to lock in it. This moves the cursor back over to the options window and also writes down your selection at the bottom of the screen. When you are done, press Start to advance to player selection.

Here are the options you can pick from. Team Size lets you pick between either a one-on-one or two-on-two game. Players lets you pick from one to four human players. This game supports the NES Four Score for a full four-player game. The Teammates option is for a two-player game only to decide if you want the two players on the same team or on different teams. Mode is for selecting either Exhibition or Tournament modes. Steals lets you decide both your effectiveness at stealing the ball and the opponent’s effectiveness at stealing from you. You can pick from Easy, Normal, or Hard. Time lets you choose how long each quarter of the game is. You can pick from 4, 8, 12, or 16 minute quarters. Outs means who gets the ball after a basket, either the team the made it or the other team. The Control option is for single player only with a two-on-two team size. Primary means on offense you always control the teammate holding the ball. Same Guy means you always control the same player the entire game.

The player selection menu differs if you are playing either Exhibition or Tournament mode. For Exhibition mode, you can pick from any of the 24 players. Highlight the player you want and he will appear on the left side of the screen. You see the player’s portrait and his associated statistics. The first three stats are percentages. 3PT is for three-points shots, FG means field goals, and FT is for free throws. The remaining five stats are all per-game average numbers. RBD are rebounds, STL are steals, BLK are blocks, AST are assists, and PF are personal fouls. The bottom part of the screen shows already chosen players as well as which person is making their selection currently. You may pick a player with A or assume the default player with Start.

Hanson is a great player in this game.

If you chose Tournament mode, first you have to pick if you want to start a new tournament with A or resume a previous tournament with B. If you press B, you go to the password screen. Passwords are only three characters, nice and short. It also seems a little unnecessary since there are only three tournament matches anyway. You can also cancel out of the screen if you don’t have a valid password. Then you proceed to the team selection screen. There are eight preset teams to choose from. You may also highlight an individual player in the menu and view his stats. The same rules for selecting players also apply here.

Before starting a game, you have to shoot for outs. Each team has one player stand behind the three-point line and take a shot. To shoot the ball, hold down A to jump and let go to release the ball. You want to shoot the ball at the top of the jump to get the best chance of scoring. Then the opposing player makes his shot. The player who makes a shot while the other misses gets the ball first. If there are too many ties eventually the computer decides who gets the ball. I didn’t win outs in any of the games I played.

Now the game starts for real. On the gameplay screen, the score for each side is displayed at the top. Standard NBA scoring applies here, so two points are scored on a shot from the field, three points if made beyond the three-point line, and one point for a successful free throw. The bottom of the screen shows the rest of the details. First is the shot clock, which is how many seconds you can maintain possession. Next to that is the time remaining in the period. The period indicator shows which quarter of the game you are playing, and the ball handler is the name of the player currently holding the ball.

I don’t understand why I missed this shot.

There are several things you can do while on offense. Use the D-pad to run around the court. Press A to shoot the ball, just like when shooting for outs. If you are moving near the basket and press A, you’ll do a layup. You will actually perform one of several kinds of dunks or layups automatically just for show. Press the B button to pass the ball to your teammate in a two-on-two game. You can pass the ball while taking a shot if you press B while you are still holding the ball. The Start button pauses the game. When paused you can press Select to toggle the music on and off. There are also pre-set plays you can use during the action by holding Select and pressing a direction on the D-pad. Up clears the forward away from the defender, Right sets up a pick play, Down puts both players under the basket, and Left puts both players in three-point range.

There are fewer actions for playing defense. The most common action is attempting to steal. Rapidly tap the A button when you are near the ball and you might steal it away. If you press the A button and hold it a bit, you will jump and try to block the ball. You can block a shot from the field or underneath the basket. Press the B button to switch control to the other defender. You can also try and rebound the ball if the opponent misses a shot. When you get the ball back, you aren’t allowed to score until you first take the ball past the top of the key. If you fail to do this and try and shoot anyway, the game yells at you to “take it back!” It’s considered time out until you take the ball out.

The referee may call fouls in this game and a player will go to the line to shoot free throws. This takes place from the perspective of behind the backboard. There will be a white cursor that jiggles around near the basket and you want to press A to shoot when the cursor is over the basket. After free throws are completed, play resumes as normal.

The free throw perspective is quite nice.

At the end of each quarter, a detailed stats screen is displayed. It shows stats for every player both for the last quarter and the full game thus far. You’ll see number of field goals made, number of steals, number of rebounds, and so on. It’s a nice touch, but it’s a little bit of information overload and the stats don’t persist after the game is over.

This was my first time playing Roundball. I don’t even remember trying it. Maybe I didn’t make it through the menu. It’s not a rare game, but it’s not one I see around often. I’m pretty sure I bought my copy from a nearby game store. It sells for around $8 to $10 now, which sounds about right for this kind of game.

Just like I did with my last game, The Rocketeer, I tried this one out very early in the morning and went ahead and beat it later that night. I started by playing an exhibition match with the default settings, and I ended up winning by something like 90 points. I imagined I wouldn’t have too much trouble with the tournament, and I was right. I did notice that the competition got better in the later rounds of the tournament, but I was never close to losing any of the three rounds. I won 180-82, 195-116, and 177-134 and got the simple ending screen I wanted.

Rinse and repeat.

I don’t think that Roundball is necessarily an easy game, but it sure is exploitable. The first thing I decided was that I wanted to find the player with the best three-point shooting. I also wanted a player good at stealing. This is because it’s one of the few defensive moves you can do and there’s even a setting controlling stealing success, which leads me to believe it’s one of the more important features in the game. The best players between those two stats are Hanson and Lyndon. In the tournament, you can’t have them on the same team, so I went with the team Hanson and Belanger, a solid player in his own right. On offense, I only shot threes. On defense, I tried stealing every chance I got and tried to rebound any missed shots. That strategy alone gave me comfortable wins in each match. It makes me wonder if the other basketball games have similar strategies, at least offensively.

The rest of the game isn’t all that thrilling. It’s a slow-paced game, especially the timer. When it says four-minute quarters, that’s a reasonably accurate time in the real world. When playing it feels even longer. I can’t imagine sitting through sixteen-minute quarters, so I didn’t. I’m confident I would have been successful no matter how long the games took. The other things slow are layups. Each opponent almost exclusively did layups and I had to wait for him to take his time making each shot. Fouls slowed the game down too, but that’s part of the game and they didn’t happen too often anyway. Aside from the timer, my other major issue was defense. When stealing didn’t work, my opponent could drive to the basket and there was nothing I could do about it besides sit back and watch. Roundball has its problems, but I can look past them because I had little trouble beating it.

For my first basketball game, I think I did okay with Roundball. A four-player basketball game makes sense with managing NES sprite limitations, and four player games are few and far between on the NES anyway. The graphics aren’t too bad, and the voice samples are very clear to hear. I got tired of hearing “take it back!” all the time though. The music is decent but unmemorable. The game controls fine, except for maybe having to hold down A to block. Most importantly, the game was easy to beat with a sensible approach that was simple to pull off. That’s the kind of game I can get behind for this project. I wouldn’t recommend playing it otherwise. I’m willing to bet I will play some better NES basketball games before this is all said and done.

#77 – Roundball: 2-on-2 Challenge

 
MAR
26
2018
0

#69 – Desert Commander

A nice introduction to turn-based strategy on the NES.

Not pictured is the tank that blew up.

To Beat: Win any scenario
To Complete: Win all scenarios
What I Did: Completed the game
Played: 12/30/17 – 1/4/18
Difficulty: 2/10
My Difficulty: 5/10
Video: Desert Commander Final Scenario

Hot off the heels of the Power Pad running game Super Team Games, I completely switched gears and played a relaxing, low-key NES strategy game. Desert Commander and other similar strategy titles were once relegated to the end of my game list. Here I thought it was fitting to go from a physical game straight into a more cerebral experience, and Desert Commander slots in perfectly. I wrote off Desert Commander as not for me almost instantly. I do like puzzle games and the occasional RPG, but strategy games are just different enough from those to dissuade me from playing. Once I gave it a chance, I actually had fun. Without anything else to compare it to, I believe Desert Commander was the right choice for my first NES strategy title.

Desert Commander was first released in Japan under the name Sensha Senryaku: Sabaku no Kitsune. There it was released in late April 1988, both published and developed by Kemco. The setting for the game is World War II and is based on the North African Campaign. In the Famicom version, you can choose either the Axis or Allied side, but that was removed in the US release in favor of a more generic setting. The NES release of Desert Commander was in June 1989, also by Kemco.

Desert Commander is a turn-based strategy game for one or two players. Each side gets a specific amount of units and an initial setup on one of several maps. On your turn, you may assign up to one command for each available unit. For instance, you may move units to a different space on the map or engage a nearby enemy unit in combat. When you command each unit or decide to end your turn, your opponent may do the same. Each player has a special unit called Headquarters, and if you can defeat the enemy headquarters you win the battle. There are five scenarios to choose from and winning any one of them is good enough to get the ending.

It’s a hot day at the battlefield.

The controls are straightforward. Use the D-pad to move a cursor around the screen when it is your turn in the battle. Move the cursor toward any edge of the screen to scroll in the desired direction. Press A when the cursor is above one of your units to bring up a unit status display and menu. Use the D-pad to choose an item from the menu, press A to make your selection, or press B to go back. You cannot view the enemy units, only yours. Press the B button to automatically move the cursor on top of the next available unit. This is especially handy if you have many units spread out on the map. The Select button brings up a screen showing how many units of each kind both you and the enemy still have available on the battlefield. The Start button brings up a map of the entire battlefield.

Before starting the game, each side may determine which units they want to deploy for the battle. The screen shows all possible units and how many of them are allocated to each player. Next to the number of units are plus and minus buttons. Move the cursor to a button and press A to add or subtract to the number of units. Each battle has a maximum number of units already preconfigured, so if you want to add units of one type, you must first remove units of another type. For example, if you want more fighter jets, you might decide to reduce the number of tanks. You can make as many of these swaps as you want. The counter at the bottom labeled Units Left shows how many units are unassigned. The second controller modifies the units for the second player, and you can also use this in single player to redistribute the opponent’s side if you want.

There are several different types of units, and they can most easily be grouped together as air units or ground units. The two types of air units are fighters and bombers. The remaining units are ground units: tanks, armored cars, troop transports, infantry, field cannons, anti-aircraft guns, supply trucks, and the headquarters. For the most part, ground units are more effective in combat against ground units, and the same goes for air units. The exceptions are bombers and anti-aircraft guns which are more effective against the opposite types. The different unit types vary by how many spaces they can move per turn and how much ammo they can hold. There is a handy chart in the manual for these figures and you can also pull up this information directly in a game.

You can customize both your army and your opponent’s army.

When you choose a unit, you get both a status display and a small command menu. The status display shows ammo, fuel, the unit number, and the type of terrain it is currently occupying. Ammo dictates how many times you may attack the enemy. Each combat reduces this amount by one and if you run out you can’t deal any damage. Each space you move on the map reduces your fuel by one and every unit begins with one hundred fuel points. The unit number represents both the health of the unit and its attack power. For example, if your unit number is ten, you get to attack ten times on your turn in combat. You lose units when you get attacked, and the unit is destroyed when the unit number goes down to zero. I’ll explain more about terrain shortly.

The command menu has four options: Movement, Attack, Power, and Change. Movement, naturally, lets you move the unit to a new space. For ground units, the terrain determines how far you can move in one turn. It makes sense that you can move better on easier terrain. You can move the furthest on roads, less so in the desert, and the least in the wilds such as mountains or the oasis. You can press B to cancel movement anytime until you move the maximum amount of spaces. If you move a unit adjacent to an enemy unit, your movement stops immediately and the game asks if you want to attack the enemy. Say yes to fight, or say no to end movement. Attack lets you engage in combat with an adjacent enemy. Most units may only attack ones directly next to them, but field cannons and anti-aircraft cannons have a wider radius to attack more distant targets. Choose Power to bring up a box that shows how many spaces you can move on each terrain, the maximum ammo and fuel, and its attack range. The Change option lets you end your turn manually. You will end your turn automatically if you move or attack with all your units.

Combat is really simple and plays out automatically. During the attack phase, a new screen appears showing your unit on the left and the enemy unit on the right. You will see individual attackers on each side corresponding with the unit number. The side initiating combat strikes first, and then the other side counterattacks with the number they have remaining. You need one ammo to either attack or counterattack. Certain units are more effective against other types of units, even within air and ground units. I think it’s difficult to tell exactly which units are best suited for a situation. Combat is like a hidden dice roll and the amount of damage you either deal or receive is luck-based after strengths and weaknesses are considered.

Lots of combat in this game.

There are some spaces on the map that have effects on the battle. Towns replenish ammo and fuel when ground units occupy the space. You see a special screen and animation when someone moves onto the space. In fact, all of these special spaces have their own screen like this. It gets annoying after the first time but you can get out of them quickly. Aircraft can refill fuel and ammo by landing on an air strip. A palm tree is an oasis and it gives occupying ground unit a boost in defense. There is also a wall that provides greater defensive help.

Two units provide additional capabilities. The supply truck replenishes both fuel and ammo for other units when it is placed next to them. You can arrange your units in a way where two or three of them can be filled up at the same time. Curiously, the supply truck cannot refill its own ammo or fuel. The troop transport can load up infantry to greatly increase their range. First, place an infantry unit next to the troop transport to bring up a dialog box asking if you want to load them into the troop transport. Then both units combine into one unit with a different color to indicate they are combined. Later when you move the troop transport, you get the option to unload your infantry and then they can have a turn.

There are five scenarios in single player mode to choose from. Later scenarios increase in difficulty but maybe not in the way you would expect. The AI almost always performs the same way, but they get more units than you do in later scenarios. All things are even in the First Battle scenario, but by the last one the computer has more than double the number of units you get. Speaking of the map, it turns out it is one gigantic map and each scenario focuses on some subset of this global map. You will see some map overlap between scenarios. I know at least once I saw a town on the edge of the map that I couldn’t get to because the game prevents you from utilizing the fringes of the scenario map.

Nice looking scenes, but they show up all the time.

This was my first time playing Desert Commander. I have some vague memories of seeing someone play the game back when it was released. I do think it was somewhat popular back then. I had a couple of people tell me that they used to play a lot of Desert Commander. I did not buy the game myself until I started actively collecting. I got another copy in a lot not that long ago and it came with the manual, so that was nice to have for this playthrough.

I decided that I would complete all scenarios with the default unit deployment. I wasn’t sure if there was some kind of special ending for beating harder scenarios, plus I like playing all the levels a game has to offer anyway. It turns out you get the same ending no matter which scenario you win. You even get a similar ending if you lose. The first scenario was very easy and I won with little difficulty while I barely knew what I was doing. You will get a scoring screen at the end that shows how many turns you took, along with damage and results numbers. I don’t understand what they mean or how they are calculated. I was happy with beating the game no matter how I scored.

I would say for a first time player that the game has a smooth difficulty curve. I coped well with the increase in enemy forces by using better tactics I came up with through the mistakes and experimentation of past attempts. Both the third and fourth missions took two attempts to beat and I just barely lost the initial attempts on those scenarios. The final scenario is quite the challenge and you are severely outnumbered. I got lucky enough to pick off the enemy headquarters before things got really bad for me. I’m glad for that because the scenarios take a long time when each side issues commands to every unit on the battlefield on every turn.

The default armies leave you vastly outnumbered.

I’m no expert at these kinds of games and there may be a better strategy, but these are the techniques I came up with. The computer tends to send a chunk of their force directly at you, leaving some units behind with the headquarters. Some of the ones left behind will join the offensive as others get defeated. Eventually this leaves an opening to engage the headquarters. I put infantry in troop transports and broke that group off separately, moving them near the enemy headquarters so that they could strike as soon as they got a good opening. In the last scenario, I sent a couple extra units with the transports for protection since the enemy may spread out their advance and start attacking this group. I put my headquarters on a wall to give them the greatest defense and surrounded it with my remaining units. I put my cannons in the back because they can attack anything trying to breach my tightly packed wall of defense. I just tried to survive as long as I could to give my small attack group the opportunity to knock out the enemy headquarters.

Desert Commander has a few quirks that I find annoying. I would like there to be a way to cancel your movement once you hit your max, just in case you come up a little short. You can cancel your movement at any time up to that, so why does your max automatically lock you in? Another similar gripe is that you cannot move past another unit without being forced to stop and ask if you want to battle. This one at least makes logical sense since you would not be able to skip past your enemy like that, but it doesn’t make it any less annoying. Enemy turns are also ridiculously slow. You have to wait for their cursor to slowly scroll across the map to each and every unit, and the order the computer chooses units seems awfully inefficient. You also have to sit through each and every combat screen, and there are also the little cutscenes every time a unit gets placed on a special space. The last scenario takes a long time with the high number of computer units.

I’ve knocked Desert Commander a bit, but it’s a pretty good game. I like the music quite a bit. You can change the background music in one of the menus and all four tracks are pretty good. I liked the first one well enough to keep it playing over all scenarios. The graphics are well defined and I really like the Kemco font. A few of the units look similar enough that it does take some time to distinguish them, but that’s a minor issue. I bet this game is really fun against another human player where you can’t exploit the AI and need to form different strategies. Single player is fun enough, but the way they decided to increase the difficulty is cheap. There aren’t too many NES strategy games, but Desert Commander is a good example of how to do one on the console. I think that’s high praise for a genre I don’t care about much.

#69 – Desert Commander

 
MAR
02
2018
0

#67 – Rambo

Stab your way through the jungle in this action-packed movie tie-in.

This animated title screen is hard to capture properly.

To Beat: Reach the ending
Played: 12/18/17 – 12/21/17
Difficulty: 4/10
My Difficulty: 4/10
Video: Rambo Final Area and Ending

It’s time for another NES game based on a film license. John Rambo is a character ripe for a video game. He’s a tough soldier type with expertise in weaponry and hand-to-hand combat, and he gets to use his skills in the NES game to mow down enemy soldiers. Of course, he will also have to fend off snakes and birds and such because it’s a video game, but Rambo is more than up to the task. Rambo on NES is perhaps best known for its gameplay similarities to Zelda II: The Adventure of Link. Now that game may be one of the least heralded Zelda adventures, but it is still a great game that plays well. Let’s see if the NES version of Rambo can hold up to that kind of pedigree.

The Rambo series of movies began with the 1982 action movie called First Blood. It is based on the book First Blood written in 1972 by David Morrell. The film was co-written by Sylvester Stallone who also stars in the movie as John Rambo, a misunderstood Vietnam War veteran. Stallone would co-write and star in all four movies in the series. The next movie, Rambo: First Blood Part II was released in 1985 and this is the film the NES game is based on. Rambo III was released in 1988 and the simply-titled Rambo came out in 2008. The original series is effectively over as Stallone has stepped down from any future films. However, there is a Bollywood remake of Rambo slated for 2018 as well as a rumored future reboot of Rambo without Stallone.

The second Rambo film spawned three different video games. The first game is from 1985 that was released on the Amstrad CPC, Commodore 64, and ZX Spectrum and plays as a top-down action game. The 1986 Sega Master System game plays in similar fashion even though it is a different game. The NES version of the game is a side-scrolling action-adventure game. The Famicom version was first released in December 1987, and the North American version came in May 1988. This game was developed by Pack-In-Video and published by Acclaim.

Watch out Rambo! It’s a small bird!

Rambo on NES follows close to the story of Rambo: First Blood Part II. Rambo is imprisoned at the end of the first film and Colonel Trautman enlists Rambo on a mission that will allow him to get out of prison. He is tasked to go back to Vietnam to take pictures of the military bases to prove to the United States that there are no more POWs in the country after the war. Rambo discovers that there are still POWs in the country and he gets captured as he attempts to rescue one. You play as Rambo as you follow these and the rest of the main events from the film, and you beat the game once you reach the ending.

The game is an exploratory side-scrolling platformer in the vein of Zelda II. There is no overworld in Rambo and everything is played in the side-scrolling view. Play scrolls either left or right as you explore, and often you can venture off either side of the screen to different areas. There are also buildings you can enter as well as entrances to parallel areas. You may also talk to people you encounter to gain clues and figure out where you should head next. For the most part, the world is open to you and you can explore almost anywhere you want, although there is a critical path that is required to proceed with the story.

You use Left or Right on the D-Pad to move Rambo around. Press the A button to jump. Rambo ducks when you hold Down. You can jump down through some ledges by holding Down when you jump. Press Up when standing in front of someone to talk to them, although you can’t talk to everyone. Sometimes you can enter doors or buildings by pressing Up. You also use Up to move to different “rooms” either north or south whenever you stand on a tile marked with either an N or an S. You attack with your weapon with the B button. The default weapon is Rambo’s combat knife and it is a strong, close range attack. You can attack while standing and you may also perform a low stab by pressing B while ducking. The Start button pauses the game. The Select button is used to choose your weapon from the weapons displayed on the top status bar. You can also switch weapons when the game is paused.

Rambo has to deal with ankle-biting fish in shallow rivers.

Most of the game takes places within the action screens, but there are some additional actions you can perform during conversations. When speaking with someone you will see their picture and text on the top half of the screen. Rambo’s dialogue is on the lower half. Press A to advance the conversation. Sometimes you must choose your own response, in which case an arrow appears so you can select your choice with A.

Press Start during conversations to bring up the Status screen. I’m glad the manual explained this to me because I wouldn’t have figured that out on my own. There is some good information on the Status screen. At the top, you see your current health, the maximum possible health, your current experience points, and the number of points needed to advance to the next experience level. The middle of the screen shows your inventory. The lower part of the screen is your mission code, or password. These are complicated 32-character passwords that may contain numbers, lower case letters, upper case letters, and symbols. It’s on par with The Guardian Legend as far as passwords are concerned. You can input passwords when you select Continue on the title screen.

The top status bar contains information and weapon selection. Life and experience points are the same as show on the Status screen, and then the rest of the bar is dedicated to your weapons. First is the standard knife, and underneath that you see Rambo’s current strength level. To the right of that is the throwing knife which is a short range projectile attack. Underneath the throwing knife and every other weapon is Rambo’s current ammo count for that weapon. The bow and arrow has a longer range than the throwing knife and is more powerful. Exploding arrows do twice as much damage as the regular arrows. The machine gun is a powerful weapon that shoots quickly. Next are grenades which can be thrown a short distance in an upward-looping arc. Finally, you see the medicine bottle which restores 100 health when used. Rambo can have up to 99 of all weapons except for the grenades and medicine which max out at nine each.

Go crazy and use those throwing knives.

You gain experience points as you fight enemies. Defeated enemies display the number of experience points earned when you beat them, just like in Zelda II. Gain enough experience points to level up and increase the strength of your weapons. There are seven experience levels in Rambo and you become a one-man wrecking crew by the end of the adventure.

Some enemies will give you ammo or item drops instead of experience points. Each ammo drop gives you ten shots to add to your arsenal, but medicine jars are only accrued one at a time. Here’s a tip. The same enemies always drop the same kind of item, so you can leave and come back and stock up on anything you want. There are also a couple of temporary powerups you may find when you defeat certain enemies. The S powerup lets you move faster and the J powerup lets you jump higher. These abilities only apply to the current room. You can also find item drops inside breakable boxes.

There are a few boss fights sprinkled throughout Rambo. These are more like unique enemy encounters and you need to land a lot of hits to defeat these bosses. Beating a boss drops a heart which restores all your health and adds 100 to your maximum health. It’s possible to skip some of these fights altogether if you aren’t careful, so I recommended taking the time to find and fight them.

Boss battles can be mildly frantic.

This was my first time playing Rambo. I knew that it had the resemblance to Zelda II which is a game I really like, but I didn’t give the game a real try until now. It’s a common game that’s worth about $5. I do remember that it took me some time to get a copy of the game for my collection even though it should have been easy enough to run into by chance. It’s just a weird quirk of collecting that happens sometimes. Of course, since then I’ve had 5-6 copies of the game through buying game lots.

I found Rambo to be a pretty easy game, but maybe it shouldn’t have gone that well. The biggest issue with the game is that the map can be confusing to navigate. Screen exits off either side of the screen may behave differently depending on where you are. Sometimes they go to unique screens and sometimes they loop around to the other side of the area you just tried to leave. You get in situations where you exit the screen, then go right back where you came from and end up somewhere completely different. Some areas will let you fall to a different area below. There are also the entrances that take you either north or south, and occasionally these paths are one-way only and now you have to go around a different way to get back to where you were. It’s disorienting, and there is no in-game map to tell you where you are in the world. But somehow, it is less complicated in practice than it would seem. The characters give you a general direction you need to go and that was enough for me to figure it out.

My playthrough of the game was a little unusual. I struggled some with the combat at first and died a lot. I took every path I could find just to make sure I wasn’t missing anything. Maybe I took a little too long. In the middle of the game, you rescue one of the POWs and have to take him to the extraction point. You are supposed to get captured again and Co breaks you out of the enemy base. The game plays out these exact scenes, only that didn’t happen for me when I played. Co said that I was too late to meet the helicopter at the extraction point. Now I still had to go there, but instead of doing the following side section as Co, I had to wander back to the next location on my own with no real idea of where to go. In a way, it’s interesting that the game allows you a different way through the game under certain circumstances, but they definitely could have handled it better. The rest of the game took a little time to figure out, but it went well enough. The final boss was the most difficult part of the game and I ended up beating it just barely on my first attempt.

The enemies at the end of the game get a bit ridiculous.

I went through the game again with the intention of recording a longplay and checking out the content I missed previously. The first time through took around four to five hours, and the second time took under two hours. This time I did the scene with Co like I was supposed to, and the flow of the game and story was more sensible. Unfortunately, my computer crashed about halfway through the game and it ate the footage I had recorded up to that point. I think I’ve played enough Rambo, so my video of the final boss and ending will have to be good enough.

There are a couple of interesting things about the ending to the game, so this is your spoiler warning. In the film, Co gets shot and killed. The same thing happens in the NES game but there is a way to avoid it. You reach a screen with Co and a waterfall background. Talking to her here triggers the scene where she is killed. If you don’t talk to her, she never dies and you can speak with her again in the ending. After beating the final boss, you get to walk around the base until you talk to Troutman. Co will be here and she and Rambo share a touching moment. The other awesome thing you can do during the ending is turn Murdock into a frog! It’s totally weird, but you can do it. Attacking on that screen in the ending causes Rambo to spew out a huge Kanji character. It stands for Ikari which means rage. Your anger toward Murdock turns him into a frog. The only explanation for that is the experience meter is referred to as the anger meter in the Japanese version of the game. Thus, you are building up your rage through your journey and you are letting it all fly out quite literally in the end.

If I had to describe Rambo in one word, it would be janky. Enemy movement is often erratic. Bosses may spam floating projectiles. It’s tough to make contact with your knife, at least early on. Sometimes breaking a box with your knife destroys the wrong tile. Good luck trying to break a specific box that you have to jump to reach, by the way. Rambo’s character portrait can only be described as derpy. The experience point balance is way off. Early enemies give a point or two while some endgame enemies give you a whopping 500 points. The game feels unpolished, but it’s not necessarily a bad game. I think the game follows the story pretty well, and the music is good too. If Pack-In-Video was earnestly trying to make a Zelda II clone, I would say they didn’t hit the mark. It’s not nearly as good of a game and it was released almost a full year later. Still, Rambo is interesting enough that it might be worth a look.

#67 – Rambo

 
JUL
21
2017
0

#47 – Gargoyle’s Quest II

Every Gargoyle deserves an adventure.

The dark, foreboding music fits perfectly!

To Beat: Reach the Ending
Played: 3/9/17 – 3/17/17
Difficulty: 6/10
My Difficulty: 3/10
Video: Gargoyle’s Quest II Longplay

The concept of a spin-off in media makes a lot of sense. A spin-off can take a supporting character from an existing TV show or movie and give them their own story while giving the storytellers an already established base to work from. Spin-offs have naturally made their way into video games too. One notable example is the Wario Land series which started as a spin-off of the Game Boy game Super Mario Land 2: 6 Golden Coins. Wario was the villain of that game but became the protagonist in his own adventure. On the NES, there aren’t very many examples of spin-offs, but today I am going to cover one. The annoying “red devil” enemy from Ghosts ‘N Goblins gets not only an actual name, but also his own adventure in Gargoyle’s Quest II.

The Gargoyle’s Quest series originated on the Game Boy. All games in the series were developed and published by Capcom. Gargoyle’s Quest was initially released in Japan in May 1990. The US would get the game shortly thereafter in July 1990, and it also saw release in the UK in 1991. The game was popular enough to warrant a sequel that jumped platforms to the NES and Famicom. Gargoyle’s Quest II was named Red Arremer II in Japan, seeing release in July 1992. The US received Gargoyle’s Quest II in October 1992, and the European release was in June 1993. The NES game was also ported to the Game Boy in 1993 under the name Makaimura Gaiden: The Demon Darkness, though only in Japan. The third and final game in the series was named Demon’s Crest in both the US and Europe and Demon Blazer in Japan. This Super Famicom and SNES game was nearly released simultaneously in Japan and the US, coming in late October 1994 in Japan and early November 1994 in the US. The European release was also released last, launching in March 1995.

Gargoyle’s Quest II is a hybrid between a platformer and a top-down RPG. You play as the red devil Firebrand, who upon returning from training, finds his home has been wiped out by the mysterious Black Light. Firebrand sets off on a journey to solve this mystery and save the Ghoul Realm. The game initially looks and feels like an RPG. In this top-down view, you can explore towns, enter buildings, collect items, and talk to other ghouls to gain valuable information for your adventure. These towns and other areas in the game are all connected via a large overworld. However, all the action scenes take place in a side-scrolling view. Here you control Firebrand as you jump and fight your way through various stages of action gameplay.

The overworld ties the action sequences together.

During exploration, you can use the D-pad to travel in four directions. You’ll notice right away that Firebrand moves around very quickly in this view. He goes much quicker than the slow, plodding movement in other NES RPGs around this period. Use the A button to talk to other ghouls and interact with some objects. You will also use A to advance the text when talking. The Start button brings up the menu where you can choose from a few options. The Level menu item lets you view your current status. The Tool option lets you look at and choose certain quest items you will find. The Magic option lets you view and choose which attack you can use during the action sequences.

In the side-scrolling sections, use the Left and Right on the D-pad to walk around. Contrary to the other view, Firebrand moves slowly and deliberately. Press the A button to jump. If you press A again while in the air, Firebrand will flap his wings and hover for a short while. While hovering you can move left and right, allowing you to fly and cover much greater distances than just jumping alone. Press B to attack by spewing a small projectile. The Start button both pauses the action and brings up a sub-menu at the bottom of the screen where you can switch between attacks.

There are two mechanics in the side-scrolling areas that complement each other and form the basis for Firebrand’s movement. First is the hover ability briefly mentioned above. In the game, it is referred to as Wing Level. There is a large bar on screen that indicates how long Firebrand can hover in place, and it depletes quickly. When it runs out, Firebrand will fall, or you can choose to fall before it runs out by pressing A again. This wing stamina will restore to full strength as soon as Firebrand lands on solid ground or clings to the wall. This brings me to the second mechanic which is wall climbing. The Wing Level gives Firebrand extended horizontal movement while wall climbing gives him vertical movement. Thus, the levels extend in all directions to accommodate all his movement capabilities, as well as involving spikes and other such hazards in many places to keep Firebrand on course.

Climbing around spike-laden walls is required often.

There are a few items Firebrand can find during the side-scrolling levels. Hearts restore some of Firebrand’s health. There is a life meter on the status bar indicated by small hearts that show how many hits Firebrand can take. There are also red jars called vials that act as the game’s currency. Every now and then you can find a light-colored jar that will expand the maximum number of hearts.

Firebrand can expand his capabilities by items he acquires on the overworld. These are generally given to Firebrand after completion of certain stages or by talking to creatures. They are pretty weird items that slot into a few different categories. There are nail items that increase his Jump Level so that he can jump higher. There are wing items that increase his Wing Level which lets Firebrand hover for a longer time. There are armor items that increase Firebrand’s Life Level which gives him more hearts on his life meter. There are magic items that provide him new attacks. Finally, there are tools which are passive items that are needed to interact with certain characters to advance the story.

The magic items are the most interesting as they both give Firebrand new attacks as well as expand his capabilities in interesting ways. Firebrand starts with the Fire attack that launches a small projectile for attacking enemies. Next is the Buster attack that is a bit stronger than Fire but also can break blocks. The Tornado attack generates a small temporary platform that Firebrand can land on and restore his wing stamina. The Claw attack can form a protective surface against a wall of spikes, giving Firebrand a way to cling to them temporarily. There is also a final magic ability that is useful at the end of the game.

Creating your own platforms sure comes in handy!

I mentioned the vials earlier as the currency in the game. It turns out they are only used for one thing. There are certain creatures throughout the game that will allow you to exchange your vials for the Power of Maelstrom. It is the game’s fancy way of saying an extra life! They do come in handy for tricky areas. However, they get more expensive later in the game.

One more optional item you can find in the game is the Essence of Soulstream. To get it, you have to find two different items in the world and bring them to a person who can combine them into the Soulstream. This item can be used in the platforming levels from the menu. It can only be used once but it lets you restore your health all the way to the maximum. The best place it comes in handy is during one the boss fights that occurs at the end of some stages.

There are some ghouls on the overworld that will provide you with a password if you talk to them. Not only do you get the password, but you also set a checkpoint here that you will return to if you lose all your lives. The passwords are 16-digits, all 0-9, with a mandatory dash in the middle for readability. The passwords have just the right amount of complexity to save all your items and vials, yet they are not unwieldy to use.

Gargoyle’s Quest II has fun boss fights, including this difficult one.

I have played all the way through Gargoyle’s Quest II a few times before this run. Like many late NES Capcom games, it is pretty expensive at around $75 or so. This was one game I bought long before the prices skyrocketed. I had learned of this game in college and I decided to search it out on eBay. It may well be the game that got me to create my eBay account in the first place, I’m not sure. I found a copy for $6, and I even remember the seller was only 30 minutes away from me. I played through the game when I got it and I went back to it periodically over the years.

I’m not incredibly familiar with the game but I was able to work through it without a lot of trouble. The game takes several hours to play through the first time, and I can get through it in around two hours. I played it over three separate nights just due to time constraints. There was only one spot in the game where I lost all my lives and had to restart, but otherwise I think I played well. This is the kind of game where I normally would not record an entire longplay, but I was good enough at the game that I captured one this time. So, if you would like to see the game in its entirety, you may!

Gargoyle’s Quest II is a quality platformer that is fun to play. When you see the Capcom logo on an NES game, chances are it’s a good one and this game is no exception. It has detailed graphics, sprawling stages with good platforming, a haunting soundtrack, and a large overworld that ties it all together. There are only a few things I don’t like about the game. The overworld can be dull to traverse, and there is a bit of a difficulty spike early in the game where you need to cross over a fiery river. There is also some slowdown when many enemies are on the screen. Frankly those are minor complaints. The game is solid and I find it fun to play through every now and again. I’m glad I had the good sense to seek out this game many years ago!

#47 – Gargoyle’s Quest II

 
JAN
04
2017
0
Super Mario Bros. 2 Box Cover

#33 – Super Mario Bros. 2

Jump into the Mario game of your dreams!

You can already tell the game play will be a bit different!

To Beat: Reach the ending
Played: 10/9/16 – 10/10/16
Difficulty: 6/10
My Difficulty: 2/10
Video: Super Mario Bros. 2 Longplay

I was pleasantly surprised to see Super Mario Bros. 2 at a mere 33 games into this project. This is also the first sequel covered on the blog! Despite significantly changing the style from the original game, this one is a classic NES game and a must play for anyone who may have passed on it back in the day.

Normally I would refer to the Super Mario Bros. post to recap the history of this game and series, but I went pretty skimpy on the words in that original entry and so it’s time to make up for it here. Nearly everyone knows about Mario and many people in all walks of life remember the groundbreaking NES platformer Super Mario Bros from 1985. Mario originally debuted in the arcade smash hit Donkey Kong in 1981, though he was known at the time as Jumpman. He joined with his brother Luigi in Mario Bros in 1983, but it was Super Mario Bros that really put Mario in the limelight. The iconic plumber has more or less been the mascot for Nintendo ever since. Mario is the star of around 20 platformer style games but has also been the poster child for the Mario Party series, the Mario Kart series, several sports games, and more. Include the spinoffs games from all the supporting characters and there are dozens and dozens more games based around the universe of the one and only Mario.

Nintendo designers Shigeru Miyamoto and Takashi Tezuka quickly set out to create a sequel to Super Mario Bros, but this is not the sequel that we know of in the US. Super Mario Bros. 2 for the Famicom Disk System was released in 1986 and expands on the concepts of the original game. Luigi is a playable character here with a higher jump but slippier momentum on the ground. The game is perhaps best known for its high level of difficulty compare to its predecessor. Nintendo deemed it too difficult for American audiences and decided not to release it in the US. They instead decided to take one of their other games, Yume Kojo: Doki Doki Panic, and update it into a game with Mario characters. This became our Super Mario Bros 2.

No goombas here!

The series in both Japan and the US would converge again with Super Mario Bros. 3 which was identical between the regions. Nintendo would eventually embrace both Super Mario Bros. 2 games in all regions. The original Super Mario Bros. 2 on FDS was eventually released on the Super Nintendo as part of Super Mario All Stars. Here it was named Super Mario Bros: The Lost Levels. The American release of Super Mario Bros. 2 was released on the Famicom in 1992 and renamed as Super Mario USA. Super Mario Bros. 2 also made it to handhelds in 2001 as the Game Boy Advance launch title Super Mario Advance with a few more enhancements.

Now let’s talk about the NES title! Super Mario Bros. 2 is a side-scrolling platformer game. Mario comes across a land named Subcon in his dreams that he eventually discovers is real. He brings along Luigi, Toad, and Princess Toadstool and they set out to save Subcon from the evil frog Wart.

At the start of each level you may choose from any one of the four playable characters. Once a character is chosen you must use that character until either the level is cleared or you lose all your lives. Each character has different traits and abilities that come in handy depending on the situation. Mario is the straight average character. Luigi jumps the highest with a slow, loopy flutter jump but he is a bit weaker than Mario. Toad is both the strongest and the fastest –especially when carrying an item — but he has the weakest jump. The Princess is the weakest character but she has the very useful ability to float in midair for a few seconds during a jump.

The princess’ float ability is very useful!

The game has standard platformer controls. Use Left and Right on the D-Pad to walk. Press Up and Down and climb ladders or vines. You can also press Up to enter doors and press Down to duck. The A button is for jumping and the B button is for running when held down. The B button also lets you pick up an item or an enemy. You can carry it around for awhile and later throw it with the B button. There is also a special move called the Power Squat Jump. Press and hold down to duck and after ducking for long enough you will start to flash. Jump while flashing to perform a very high jump.

In this game you cannot defeat enemies by simply jumping on them. In fact most enemies can be ridden safely with no damage to either you or them. When riding on an enemy you can pick it up and toss it into another enemy to defeat both of them. You will find grass on the ground all over the place in this game. You can stand on top of the grass and pluck it out of the ground to reveal an item. Most of the time this will be a vegetable that you can throw into enemies, and these come in ripe and unripe varieties. Other times it will be a useful item. You can find turtle shells that slide along the ground when thrown killing enemies just as in the original Super Mario Bros. Bombs will detonate after a few seconds so you need to get rid of them quickly, but they are useful for destroying crumbled blocks to open up passages. Occasionally you will find a Bob-Omb enemy that explodes almost instantly. You can also find 1up mushrooms that give you an extra life. If you happen to pull four ripe vegetables in a level, the fifth one will be replaced with a stopwatch that freezes all the enemies in place for a little while.

The most important item you find from a plant is a magic potion. Throw it into the ground to create a door leading to Sub-space. This is a shadowy, mirrored version of the current screen where the scrolling is locked into place. Here is where you will sometimes find a large mushroom that expands your life meter when you pick it up. You start each level with two points of health and there are two mushrooms in nearly every level that help increase your maximum health to four. These mushrooms are always in the same location when you play so you will need to enter Sub-space near where the mushroom is hidden to be able to grab it. Also in Sub-space any plants you pull up will reveal coins which I will explain what they are used for a little later. You can collect coins in Sub-space only twice per stage. Sub-space ends on its own after a short while unless you go back through the door, returning you back to the normal level to continue your journey.

Some places have both a mushroom and a lot of coins.

There are other useful items that are out in the open. Cherries can be found floating all over the levels. Collect five of them to spawn an invincibility Starman which rises up from the bottom of the screen. For every five enemies you defeat, a small heart will appear that restores one point of health. POW blocks shake the entire screen when thrown on the ground defeating every enemy touching the ground. Mushroom blocks can be thrown over and over again. You can use them to defeat enemies or stack them on top of each other to reach otherwise inaccessible areas. There are also keys that will unlock a nearby door, but beware of Phanto chasing you around whenever you carry the key.

At the end of each level, you must grab a crystal ball to open the mouth of a giant bird head. Usually the crystal ball is carried by the recurring mini-boss Birdo, but in some cases you find it alone. Proceed through the open bird mouth to clear the stage. It’s definitely weird the first time! Here you get to play a bonus chance slot machine game to earn extra lives. Each coin you collect in Sub-space gives you a chance at the slot machine. If you match three of the same icon you get an extra life. Cherries show up here and they award a little differently. If you get a cherry in the first slot you get one life, if you get cherries in the first two slots you get two lives, and if you get all three cherries you get five lives. It is possible to skillfully stop the slots in order to get the best prizes, and if you play well during the game you will have dozens of opportunities to try.

The last level in each world contains a boss battle at the end. There are five bosses in total. Mouser is a large rodent that tosses bombs at you. Tryclyde is a three-headed fire breathing snake. Fryguy is a floating plumb of fire. Clawgrip is a crab that throws rocks. The final boss Wart is a giant frog that shoots deadly bubbles at you. You won’t attack these bosses directly but fight them with the means given to you inside the boss chambers. The fights can be difficult but I find them to be interesting to play.

Fight fire with … mushroom blocks?

There are 20 levels in Super Mario Bros. 2 over 7 different worlds. Each world has an overall graphical theme but the levels themselves often deviate into other caves and areas. There are three levels within each of the first six worlds, and World 7 only has two stages to round out the 20 levels. You start the game with three lives and you are only allowed to continue twice if you run out of lives. The game is pretty long with no passwords or saving, though there are four hidden warp points that will bump you ahead in the game if you are able to find them. The lack of lives and continues does make the game pretty challenging overall, though this is mitigated by collecting coins and getting either skilled or lucky at the slot machine.

Super Mario Bros. 2 is one of the earliest NES games I had growing up, so I have spent a lot of time playing it through the years. I have a relatively good memory of the game overall aside from many of the mushroom locations, but I am good enough at the game that I can get by without them. I knew this one would be pretty easy for me to clear once I sat down to play it.

To spice things up for my run of the game I used a random number generator on the side while playing to help select the character for each level of the game. It made things a little harder as some of the levels are best suited for one particular character. I ended up getting the Princess the most often though each character got a few stages of play. It was not a great run of the game for me as I feel I died far too often, but I managed to spread those deaths out enough that it wasn’t too repetitive. I captured footage of my playthrough and decided to edit out a bit of the backtracking after some deaths for my upload to YouTube. It really wasn’t necessary and maybe only saved a couple of minutes overall on the video.

Toad is not the best suited for tiny jumps like this.

I had a couple of interesting things happen during my run worth pointing out. During the Fryguy boss fight, we both defeated each other at the same time. I got the exit door to spawn during the death animation which was kind of cool. I had to do the battle over again though. I also triggered a glitch that I wasn’t aware of. In the second to last level, I managed to throw a mushroom block inside of a ladder. When that happens the mushroom overwrites the ladder tile but the color palette for that location stays intact, so the mushroom is the same color of the ladder until it is picked back up. I almost got it stuck in a spot where I couldn’t get through. That would have meant replaying the game from the start but I avoided that. A little further ahead I got another mushroom block stuck into the top of the ladder where I could pick it back up. I got it all captured on video!

Super Mario Bros. 2 provided a lot of new characters that persisted in future Mario games, such as Birdo, Shyguys, and Bob-Ombs. It also gave new life and personality to Luigi, Toad, and the Princess. Each of those characters has starred in their own game as well as had major supporting roles in other mainstream Mario titles and spin-offs. This game really left a lasting impression. I don’t think that it is publicly regarded as well as it should be and if true that’s a shame. Super Mario Bros. 2 is not just a good Mario game but a good game period and it’s one that should not be missed.

Super Mario Bros. 2 Ending Screen

#33 – Super Mario Bros 2.