This game is not so bodacious, dudes!
It’s one of the longer NES game titles.
To Beat: Reach the ending
Played: 11/5/18 – 11/28/18
Difficulty: 5/10
My Difficulty: 5/10
My Video: Bill & Ted’s Excellent Video Game Adventure Final Level
Another day, another video game
adaptation of a movie I haven’t seen. In
this case, I have at least played the game before. Bill & Ted’s Excellent Adventure seems
like a strange choice for a tie-in video game.
It could make for a decent educational game with all the historical
figures from different time periods.
Instead, we ended up with a game that’s not much educational but has all
the fun of an educational game, meaning it’s not that exciting. Kudos to the developers for trying, at least.
Bill & Ted’s Excellent Adventure is
a comedy from 1989. In the movie, two
high school students from San Dimas, California get access to a time machine
that allows them to collect various historical figures to help them complete a
history project. Stephen Herek directed
the film which stars Keanu Reeves, Alex Winter, and George Carlin. While not a critical success, it performed
well at the box office. A sequel, Bill
& Ted’s Bogus Journey, was released in 1991. A third installment is reported to be in the
works as of May 2018.
The movie spawned several video games that are all unique from each other. The NES game, Bill & Ted’s Excellent Video Game Adventure, was released in August 1991. It was developed by Rocket Science Games and was published by Acclaim Entertainment under the LJN label. This wasn’t the first game based on the movie. The PC version from 1989 was a graphical adventure game. The Game Boy game, aptly title Bill & Ted’s Excellent Game Boy Adventure, was a puzzle platformer. Finally, the Atari Lynx version also from 1991 is a top-down adventure game.
Clearly, the stakes are high.
Bill & Ted’s Excellent Video Game
Adventure on the NES is an isometric adventure game with a plot loosely based
on the movie. Rufus from the movie
summons both Bill and Ted to help on an important mission. Space-time rebels have used the time machine
to take historical figures and put them in the wrong time periods. Both Bill and Ted must work separately to
find each person and return him or her to the correct time period. They need to do this because if history isn’t
made right again, our heroes will miss the big concert that will launch the
career of their band the Wyld Stallyns.
Unfortunately, they only have access to a pay phone that requires coins
before they can time travel. Your job as
Bill or Ted is to find both the historical figure and a specific item that you
can use to lure them back home. You beat
the game once you finish all six levels.
After finishing or skipping the
introductory story segments, you are presented with a phone book of sixteen
historical figures. (Interestingly, none
of these people played a part in the film from what I’ve read.) The last page in the phone book is your
password, which is a seven-digit telephone number that always starts with the
fictitious prefix 555. As you thumb
through the phone book, you will come across a second telephone number on one
of the pages that blinks red. This is
the number for the person you need to locate in the wrong period. Press Select at any time to bring up the
telephone. Press A to dial digits and
press B to undo them if you make a mistake.
When you have the blinking red number entered correctly, press A to
connect the call. You also use this same
telephone screen to enter passwords.
Placing a call puts you in the Circuits
of Time. This is a mini-game that allows
you to complete the call. There are
circuits in the background along with circled junctions, one of which contains
a spinning phone booth. Most of the
junctions contain one digit of the call you are placing. The idea is to move to the right from
junction to junction until you get to the junction with the last digit of the
phone number. If you don’t do anything
on this screen for too long, you will automatically transfer the phone booth to
the next junction along the circuits.
You want to avoid this if possible because each automatic transfer costs
two coins. You start out with 15 coins but
they get spent very fast this way. What
you can do is press A to launch the phone booth out of its junction in the
direction it is facing. This costs no
coins and lets you skip ahead digits if you aim properly. There is also a red floating junction that
you can control with the D-pad used to catch the phone booth if it goes in the
wrong direction. Some junctions contain
skulls which both deduct a coin and fire off the phone booth in a random
direction, often setting back your progress.
When you reach the last digit, you will have to leave things alone and
let the call finish. The circuit ends in
a three-way fork, and as the call is finishing you can take the top fork by
holding Up, the bottom fork by holding Down, or the center fork without
touching the D-pad. This determines
where you land in the next area.
I’d be dizzy in that phone booth.
The main part of the game takes place
on the ground in one of five time periods: Medieval World, Western World, U.S.
Revolutionary World, Modern World, and Ancient World. These levels are in the isometric perspective
and you can walk around freely. Use the
D-pad to walk around. Pressing Up moves
you to the upper-right and all the other directions follow from that same
angle. It acts just like the default
movement in Q*bert. Press the A button
to jump. You take pretty large jumps and
you can leap over some areas you can’t normally walk on. However, if you land in a non-walkable area
you will fall down and get temporarily stuck.
The only way out is to jump your way out, and sometimes it can take
several jumps to get back on the path.
Use the B button to toss out your Good Stuff to help ward off some of
the angrier locals.
Pressing either Start or Select during
gameplay brings up a menu screen where you can see and do a few things. The upper left shows where you place another
call, should you so choose. Hold Up and
press A to bring up the touch pad to place a call. In the upper right are the keys you need to
get you out of jail. Your Good Stuff is
in the middle, along with a red selection box that you can move to choose which
item you want to use with the B button during play. You also see your coin count and which
historical items you have collected so far.
As you are exploring the worlds, there
are locals also moving around. There are
three types of locals who are distinguished by how they behave. One type is the standing local. You can walk up to them and talk to
them. They can give you items, coins, or
hints on where items or historical figures might be found. They also might tell you to leave them
alone. After speaking with them, they
turn into the second kind of local which is the walking local. They move slowly and mind their own
business. Don’t try to talk to them or
even walk up to them. When they are on
the move they get angry and standing in their way will cost you a coin. If you don’t have any coins left, then you
get thrown in jail instead. The third
kind of local is the angry local. They
will pursue you directly with arms outstretched. If you get caught by one of them, you get
thrown directly in jail.
Don’t let them catch you!
When locals are causing you trouble,
you can use your Good Stuff. These are
four different disposable items that affect the locals. Press the B button to throw them. You can throw different distances depending
on how long you hold the button. Pudding
cups draw all locals toward them. You
normally want to throw them in the opposite direction you want to go. Should a local grab the pudding off the
ground, all the locals will go back to their original state except for the one
who got the pudding. That person mellows
down. Firecrackers have the opposite
effect; when you throw one everyone runs away.
You can also throw a firecracker close enough to someone to blow them
up. Harsh! Highly dangerous textbooks are smart bombs
that clear the screen of locals.
Finally, cassette tapes start up some music that makes everyone
dance. Now you can go freely for a
little while, but you still need to keep from running into a dancer or you’ll
get tossed in jail. Also, when the music
runs out, any local on screen will switch to angry mode.
At the start, you are dropped off in a
world you don’t know while trying to find someone without knowing their
location. You are going to need some
assistance from the locals.
Occasionally, a standing local will provide some information on where
you might look for items or which direction you should go to find the
historical figure. You will have better
luck holding conversations with people indoors, but they aren’t always easy to
find. Throughout the worlds there are
several buildings or houses with open doors.
Sometimes the door is locked and you can’t get in. Other times you come into an empty room. These rooms often act as warp rooms where you
can jump to a different building across the map by leaving through the other
door in the room. Other rooms will have
someone standing inside that you can talk with.
You can engage in conversation with a
person within their home or building.
Walk up to them to start talking, then press A to advance the
dialog. When it is your turn to respond,
you will see some possible numbered responses.
Press A to cycle through the different options, then press B on the one
you want to say. Each person has at
least one possible conversation where they will be persuaded to help you out by
giving you a hint on where you can find something outside. Say the wrong thing and you will either anger
all the locals outside or even get thrown directly in jail. You get to learn which things to say to help
get what you want. After you leave, you
can’t go back into the building you just left until you enter another one
first.
Dialogue choices are uncommon in NES games.
The historical figures will always be
located inside one of the buildings, however either they won’t be in the room
or the outside door will stay locked until you first hold their historical item
to lure them out. There are both sixteen
historical figures and sixteen historical items in the game, and it’s up to you
to figure out which item belongs to which person. All the people and items are listed out in
the manual, so I did some pre-work to try and match them up beforehand. Some pairs make sense right away, like King
Arthur and the Holy Grail. Some of them
are silly matchups based on jokes, like Julius Caesar and Salad Dressing. A few of them had an unexpected match. For instance, I assumed Elvis would like the
CD Player but that’s not the right pairing.
Finding the items is one of the biggest
challenges in the game. The items are
located outside in very specific locations.
These are all off the main walking path and you have to reach them by
jumping on top of them. Did I mention
they are invisible? The hints you get
for their locations are generally unclear, like “check the last fence” or
“there’s something near a rock in the north.”
What helped me the most were the maps listed in the manual. They give you the general structure of the
world as well as a few specific locations marked. They show you where the jail is, as well as
the lower, middle, and upper portals, which correspond to which branch you took
entering the world through the Circuits of Time. The unmarked dots on the map represent either
a building you can enter, a hidden stash of Good Stuff, or one of the
historical items. (I deduced that after
playing for a while.) The specific
location of those dots on the map are not accurate, but they do help determine
how many things you should be looking for between intersections. You will still have to comb over areas well
enough to find the item spots. When do
you find one, write the location down so that you can better find it again
later.
The maps also indicate horse paths and
canoeing sections. You can take a canoe
or ride a horse by approaching the path from the southmost entrance and hopping
on. Both generally function the same
way. Use Left or Right to steer, press
Up to move faster and press Down to move slower. On horseback you can jump over obstacles with
A. In the canoe you can find items on
bubbling spots in the water. If you make
it all the way to the end, you earn some coins.
If you crash, then you don’t get anything. Falling in the water pushes you all the way
upstream, while if you fall of the horse you have to walk from where you
landed. I had a bad habit of missing the
jump to the canoe at the start of the path, which also pushes you all the way
upstream with no rewards.
Canoeing is a great way to earn coins.
When you find both the item and
historical figure, you get a chance at sending them back to their own
time. You speak with the person and
select the item the same way you handle conversation dialogs. Pick the wrong item and you get thrown in
jail, plus you have to locate the historical figure all over again. Choose the right one and they will call a
phone booth over so that you can complete the call through the Circuits of
Time. Completing the call returns the
person, but if you run out of coins you get returned to the world and must
collect enough coins to try again.
I’ve mentioned jail a lot and all the
different ways you get sent there. The
concept is simple enough. You can get
out of jail by using one of your skeleton keys and walking right out the
door. It’s weird that the jailer doesn’t
confiscate your things. If you run out
of keys, you are stuck there and it’s Game Over. The worst part of jail is that it’s often
located far away from where you need to go.
There are six levels in the game. In Levels 1 and 2, you only have to return
one person. In Levels 3 and 4 you need
to find two people, and in Levels 5 and 6 you get to return three people. Each historical figure is in a separate world
along with his or her corresponding item, so thankfully there are no crossing
time periods to match an item up with its historical figure, at least that I
noticed. After completing each stage,
you get to see the Wyld Stallyns in concert.
While not great musicians, they do progressively get better the further
you get in the game.
I’m not sure how I ended up with this
game, but I had just the loose cart in my childhood game collection. I do remember spending some significant time
with the game, but I have no idea how far I got or what I accomplished. With no manual I had to go at it truly
alone. When you’re a kid who likes video
games, you will spend a lot of time playing just about anything. A loose cart is cheap, but in my experience,
it was one I didn’t see much. I believe
my childhood copy is the only one I’ve owned.
Invisible hidden items make this game a chore.
It took me some time to get going on
this game. I managed to clear a couple
of levels in the first week mostly by dumb luck. A few days in I figured out what kind of
information I could glean from the maps, so then I started mapping everything I
could find. Most of my time spent
playing the game was doing the mapping and carefully examining every stretch of
land. I figured out most if not all of
the possible landing spots for the historical figure in each world as well as
all item locations but one. Each world
has four historical items but I only located three in the U.S. Revolutionary
World. The last level turned out to be
pretty challenging and I just barely finished it in my video. I ran out of keys after returning two of the
three people and had to play super carefully.
The last person was in the U.S. Revolutionary World and the item I
needed was found in the third and final position I documented, so I almost got
stuck not knowing where the item would be.
Bill & Ted’s Excellent Video Game
Adventure is always perceived as an undesirable NES game. My view is that the game is essentially video
game busy work. The recipe for success
in this game is having a good sense of direction and taking notes all the time,
with a side of endless perseverance. I
made progress just about every time I played, no matter how little time I
spent. Every element on the map marked, every
conversation I figured out, and every historical item properly associated with
its owner helped the next time I played go a little bit smoother. This makes the game tedious to play, but not
necessarily difficult. The number of
angry locals increases in the final stages, but by then you know how to handle
them with items or getting yourself off the main path where they can’t reach
you. The person’s location and items are
always randomized, but there are only so many places they could be and you will
narrow things down. Sometimes you just
get lucky and find what you need right away.
I imagine few people have beaten the game due to the time it takes to
build up a knowledge base and catch a lucky streak, while stretching that out
over several levels. I feel comfortable
saying it’s an average difficulty game with an above average amount of time and
effort needed to see it through.
I will say that Bill & Ted’s Excellent Video Game Adventure is mostly a technically solid game. There aren’t that many NES games with isometric viewpoints, and this game manages that along with a jumping mechanic for veering off the path occasionally. The graphics are nice, particularly the character sprites and some of the background elements. The music is pretty good but they didn’t loop any of the tracks, while eventually results in silence a lot of the time. The controls work well. The only sticking point is that jumping when off the path only works if you allow Bill or Ted time to stand up first. The music issue is kind of bad, but other than that the game works well enough. It’s just that the gameplay is dull, repetitive, and dragging. It’s like filling out a spreadsheet where the cursor repositions itself at random. One wrong step and you get thrown in jail, and now you have to backtrack or try a different way. You are asked to do this history hunting too many times over. I’m not sure what they could have done to make the game more varied. Maybe you already knew about this game and just thought maybe you misunderstood it. I’m here to tell you all your assumptions were true. I don’t hate this game, but I wouldn’t recommend playing it.
#106 – Bill & Ted’s Excellent Video Game Adventure