Take on the NES Library

An 8-bit Extravaganza!

arcade

MAY
17
2021
1

#166 – Bubble Bobble

And we’ll all float on okay.

The bubbles only get bigger from here.

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

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

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

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

The first stage is pretty iconic.

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

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

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

Bundle them up for a big combo!

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

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

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

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

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

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

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

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

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

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

Some enemies walk, some enemies fly.

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

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

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

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

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

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

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

Ride the bottle wave! (Actually don’t)

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

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

Super Bubble Bobble tweaks the game with swapped enemies.

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

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

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

#166 – Bubble Bobble

by :
comment : 1
 
NOV
22
2017
0

#58 – Snow Brothers

This game is SNOW much fun!

These brothers slim down a bit during gameplay.

To Beat: Reach the ending
To Complete: Beat the game without continuing
What I Did: Completed the game
Played: 9/11/17 – 9/19/17
Difficulty: 4/10
My Difficulty: 3/10
Video: Snow Brothers 1CC Longplay

There are several genres of games that I have had a fondness for from an early age. I cut my teeth on Super Mario Bros. and have always enjoyed platformers of that kind. The SNES affirmed my interest in RPGs, and although for the most part that didn’t carry over beyond that, those RPGs are still among my favorite games. The Adventures of Lolo games, as well as Tetris, paved the way for getting interested in many different types of puzzlers. As an adult, my tastes haven’t changed much, but they did get more refined. I discovered that I really enjoy games like Bubble Bobble, a single-screen arcade style platformer with a focus on clearing out all enemies to proceed to the next room. It’s a specific type of experience, but there are several titles that fit the bill. One of my favorite games in this style is Snow Brothers.

Snow Brothers was originally released in arcades in 1990, developed by Toaplan. It was later ported to the Game Boy, NES, Famicom, and the Mega Drive in Japan only. Each version has slight differences and enhancements. The NES and Famicom versions add story cutscenes at the start of the game. The Game Boy port is single player only, but ten levels were added. The Mega Drive version includes an expanded story and twenty additional levels from the original arcade game. The NES version of Snow Brothers was released in November 1991. It was published by Capcom and appears to be developed by Sol. I could not find much information on the web on Sol, but they are also credited with developing both NES Flintstones titles. Toaplan’s final game was Otenki Paradise in 1994, which was localized in the US as Snow Bros. 2: With New Elves. A third game under this name was created by a company called Syrtex Games in 2002 called Snow Brothers 3: Magical Adventure. It was never officially released and could potentially be a hack of the original arcade game.

Always saving the princesses in these games, sheesh.

The story of Snow Brothers is a basic one. King Scorch cursed brothers Nick and Tom by turning them into snowmen, and he also captured the princesses Teri and Tina because of course he does. It’s up to the brothers do to their thing and defeat the king to save their land. You can play Snow Brothers in single player with the blue-clad Nick, or play simultaneous two-player with the other player using Tom dressed in red. To beat the game and save the day, you must clear all 50 floors.

Snow Brothers is a single-screen arcade platformer. Just like Bubble Bobble, the object of the game is to defeat all enemies on screen so you can proceed up to the next floor. Use the D-pad to move Nick and Tom both left and right. The A button jumps, and the B button throws a handful of snow forward. The idea here is to throw enough snow on an enemy to encase it in a giant snowball. Then, you push the snowball and it rolls to the bottom of the screen and defeats the enemy inside. If the pushed snowball collides with other enemies on the ledges below, they also get defeated and will leave an item behind for you to collect.

The gameplay is both simple and straightforward, but there is some nuance to the mechanics that gives you some surprising versatility. You can jump up through floors allowing you to climb higher more easily. A pushed snowball disappears once it hits a wall on the ground level, and it rebounds off any other wall above. Sometimes you can get a snowball trapped within a ledge off the ground level and it will bounce back and forth a bit before vanishing on its own. You can have the snowball hit you and carry you along with it. While riding, you can either jump out early on your own or let the snowball run its course. Once you finish your ride, you will gain some brief invincibility. You can throw a bit of snow on an enemy to start the process of forming a snowball, briefly stunning the enemy in the process. As partially covered enemies sit there untouched, they slowly melt the snow until they can break out and freely move around again. You can defeat an enemy by running it over with a snowball even if it is partially covered, which is an effective strategy. If two full snowballs collide, they rebound off each other and both start descending which can knock out enemies on both sides of the stage if done right. Some levels have slopes and snowballs can roll up these hills with no problems. You can use a stationary snowball as a platform to reach higher ledges, and you can even lift a snowball by jumping into it from below. All these techniques give you plenty of ways to approach any challenge.

This early level has a great setup for teaching the player how to clear many baddies at once.

Bowling over enemies with a snowball will reveal some kind of item once the defeated enemy is removed from play. These stay on screen temporarily, but usually long enough for you to reach them across the stage if you go at them right away. Most of the time you get some sort of money or food item that gives you points, like candy or a slice of cake. What you really want are powerups. The manual for Snow Brothers calls them hot sauce, but they are clearly potions in jars as far as I’m concerned. The red potion gives you speed skates allowing you to move much faster. The blue potion lets you throw larger handfuls of snow so you can cover enemies with fewer shots. The yellow potion increases your throw distance, letting you heave snow over halfway across the screen. All three powerups stack together too, but you lose all of them if you die. Losing a fully powered character is quite a setback, but that’s just the nature of the game.

There are a couple of rare item drops that you should make sure to grab right away if you see one. The first of these is a green potion. Grab it to inflate Nick or Tom like a balloon. You can then fly freely across the level and simply run into enemies to defeat them. You should have plenty of time with this power to clear all enemies on screen. The second rare powerup is a white smiley face. This item changes the color of the background and temporarily replaces the normal enemies with these blue face enemies. Turning the blue enemy into a snowball displays a letter in the word “SNOW” and pushing it lets you acquire the letter. You will see a space at the top of the screen above your score showing which letters you have. Spell out SNOW for an extra life! You can also destroy the special enemies with a snowball for a large 30,000-point bonus.

There are several different enemies in the game. Most of them have some way of climbing around the level. Some enemies will attack you if you come near, a couple breath fire at you, some fly around, and so on. All normal enemies can be covered in snow and must be defeated. One neat thing you can try to do is clear all the enemies by pushing only one snowball. You can do this with a single snowball, or with more than one as long as you set up a chain reaction first. Defeating all the enemies at once causes some paper money to rain down to the bottom of the level. These disappear very quickly, but are worth either 10,000 or 20,000 points each. If you are playing for high score, you want as many of these as possible.

It doesn’t matter how cold it is, we’re making it rain!

There are two enemies that you cannot cover in snow. There is a sumo enemy appearing in the middle levels that doesn’t need to be killed. He sits at the top of the screen and is tough to reach. If you can pelt him with a little snow, he will go away and leave some paper money behind for big points. The enemy that can show up in any level is Pumpkin Head. This is a “hurry up” enemy that appears when you are spending too much time in a stage. He floats around slowly, but freely, and you can’t hurt him at all. After a little while, he will begin spawning invincible ghosts that home in on you. These spell certain death for Nick and Tom. The idea is to clear levels quickly enough so that you don’t have to deal with Pumpkin Head. The only two ways to get rid of him are to defeat all remaining enemies or let him or one of his ghosts kill you.

Every tenth level is a boss stage, so in this 50-stage game there are five bosses. These are your typical large enemies that take many hits to defeat. All of them generate smaller enemies which you turn into snowballs and send flying into the boss to do damage. You can also throw snow at them directly. I don’t know if that does damage or not, but you can earn a small amount of points for each direct hit. After each boss fight is a slot machine mini-game. There are three reels that each give you a bonus depending on where they stop. The reels contain a big X which gives you nothing, each of the four letters in the word “SNOW,” and a figure of Nick that gives you an extra life. Each letter you collect also nets you 10,000 points, and each extra life adds 50,000 points. It is possible to time the slots for specific outcomes, but it’s tricky to do so and I couldn’t quite get the hang of it. Each reel needs time to slow down to a stop so you need to anticipate your mark early. It is also difficult to make out specific letters while the slots are going, but extra lives stand out more and that’s really what you want anyway.

You begin the game with only two extra lives. These can go by quickly when you are just starting out. The good news is that you get many continues. The manual states you get four continues, but you actually get nine. Upon losing your last life, the life counter at the top will blink and instead display the number of continues remaining. You resume play with three new lives exactly where you left off. In a two-player game the continues are shared, so lives are more precious here than in single-player.

I’ll take the red speedup potion any day!

I have a little history with Snow Brothers, and actually I give the game some credit for getting me back into game collecting. I first played the NES game as a rental at a babysitter’s house, so I probably played it soon after release. I enjoyed playing it, but that was the extent of my experience for many years. I’m sure I’ve mentioned this before, but in 2013 we bought a house and I could display all my NES games properly for the first time. As I was getting everything set up at home, I got the urge to expand my collection. I owned around 250 NES games then, so there were plenty of fun individual games left to start looking for. My memories started to stir and the first game that came to mind was Snow Brothers. Unfortunately, this was also the exact moment I realized this collecting journey was not going to be cheap. You see, Snow Brothers is among the most expensive NES carts.

The cost of some individual games like Snow Brothers caused me to divert my attention toward buying games in bulk. I focused heavily on games that fell in the $15-$30 price range. I could make consistent progress through the deep middle ground in the NES set and often found these titles bundled with cheaper games to fill that part of the collection at the same time. That strategy paid off immensely because many of the $20 carts I bought soon became $50 titles or higher. I would eventually need a plan to buy all these high-end titles at the end.

I had nearly doubled my NES loose cart collection in what seemed like such a short time. I was doing a good job at tracking my total and noticed I was sitting on 499 total games. Lacking many of the most expensive carts, this was the perfect time to take a bulk-buying break and acquire something special for Game #500. The choice was easy; this was the time I would finally purchase Snow Brothers. My wife gave her blessing, and so I started searching. I am very price conscious and all I found were high-priced copies and sellers that wouldn’t budge. It seemed like a long time, but it only took a couple of weeks to find my mark. A new eBay listing for Snow Brothers showed up at $130 with best offer, and I worked the price down to $117.50 shipped. That was essentially market price at the time and I was glad to pay it. I probably shouldn’t admit this, but this was also the time I first purchased a screwdriver bit to open and clean cartridges. Better late than never! Snow Brothers was either the first or second cartridge I opened to clean those pins nice and shiny. I played through the game three or four times in my first week of ownership and then mostly left it on the shelf until now.

Snow Brothers features some pretty fun boss battles.

I have owned Snow Brothers for three years now, and I had no trouble beating the game again. The entire game takes around 30 minutes to beat. I needed only two continues and so I punched in an easy victory. Because I enjoy this game so much, I set out to beat the game using no continues simply as a fun challenge. This took a bit more effort but I didn’t find it all that difficult. I needed around five attempts and the failed ones all ended within the last 15 levels or so. The only reason it took me so long to finish the game between my first and last attempts was because it took me a week to make time for my next NES session.

To my surprise, Snow Brothers has an extended ending sequence if you clear the game on a single credit. I haven’t seen this distinction called out anywhere specifically, and I only found out about it once I beat the game this way on my own. I always shoot for the best ending on games like this, but I didn’t even know it applied to Snow Brothers until I saw it for myself. I’m sure I will find more secrets like this as I continue my deep dive into the library.

Snow Brothers is one of my favorite NES games, and it’s a shame is so expensive. Games of this nature can get repetitive, but Snow Brothers lasts just long enough to avoid mid-game burnout. The boss fights are fun and a nice change of pace, and the difficulty curve is even and fair. The graphics are clean and the music is good, although some of the tracks are repeated within the different groups of ten floors. The two-player mode is a blast to go through with a friend. It’s a great game for high score challenges too. I don’t like that it’s so expensive to buy, but it does make sense. The game is a true uncommon title that probably had a low print run, it was a later run NES game, and the game is fun. It fits the profile of an expensive game, as I like to say. Definitely check this one out even if you have to emulate it.

#58 – Snow Brothers

 
APR
07
2017
0

#40 – Paperboy

Delivering the fun!

The newspaper title screen was a great choice!

To Beat: Complete Sunday to reach the ending
Played: 11/28/16
Difficulty: 7/10
My Difficulty: 5/10
Video: Paperboy Longplay

Today we have another arcade conversion on the NES. These types of ports tend to have varying quality, but I see Paperboy on NES as a well done game. It may not be the definitive version of the game, but I do think that the game is best known on the NES. It is still a popular title today and a fun game to pick up and play anytime.

Paperboy was released in the arcades in 1985. It was both developed and published by Atari Games. The arcade game is housed in an upright cabinet that features a set of handlebars used to control the game. The game was ported to almost twenty different computers, home consoles, and handhelds. The NES port of Paperboy was released in November 1988 and published by Mindscape. There are two sequels to the game. The first is the aptly named Paperboy 2 which debuted in 1991 on home consoles including the NES. The second is the Nintendo 64 game also called Paperboy. There have also been several re-releases of the original Paperboy on systems such as the Game Boy Color, Playstation 2, Xbox 360, and mobile.

In Paperboy, you play the role of a young boy making the rounds on a daily paper route. The object of the game is to deliver newspapers to a series of homes on a two-block street using his trusty bicycle to ensure the deliveries are made in time. There is only one level in the game but you repeat it for every day of the week, which makes for seven levels in total. You win the game if you survive a week’s worth of newspaper delivery.

Get used to this street because you will see it a lot.

When you start the game you see an overhead map of the street. One at a time, blue homes will appear in random locations on the left side of the street. These are subscribers to the newspaper. The remaining spaces on the map are filled in with red houses representing non-subscribers. Logically, you want to deliver papers to the subscribers and ignore the non-subscribers.

The controls are very simple. Use the D-Pad to steer your bike. You can go left and right, speed up by pressing Up, and brake by pressing Down. You can grind and squeal your brakes all you want, but you cannot come to a complete stop and must always keep moving ahead. You toss newspapers with either the A button or B button. The Start button pauses the game, and the Select button only comes into play on the title screen for choosing either 1 Player or 2 Player mode. Multiplayer in Paperboy is alternating play.

The game utilizes an oblique perspective in gameplay which is not often seen. It resembles a three-quarters view a little bit. The street you are riding travels upward while slanting to the right, and the playfield scrolls in that same direction. The houses are all modeled in this view giving them a pseudo-3D appearance. The graphics may not be mindblowing, but they are both presentable and suitable for this game.

As stated above, the objective each day is to deliver papers to subscribers. While the subscriber houses appear blue on the introductory map, during gameplay they are either white, blue, or yellow. The non-subscriber homes are always red, so just by color it is easy to tell if you should deliver a paper to a home. To successfully deliver a paper, you must throw it and land it either at the front door or in the mailbox. If successful, a sound effect will play and you will be awarded points.

The newspaper in the mailbox is the best outcome.

Paperboy is primarily a score attack game, and so there are quite a few ways to earn points aside from successful deliveries. There are several objects in the game that you can strike with papers that will award points. There are garbage cans, tombstones, and lamps that you can demolish to add to your score. The most fun way to earn points is to smash a paper through the window of a non-subscriber. Most homes in the game have several windows facing the street providing many opportunities to cause some damage and pad your score.

Your bicycle can only hold up to ten newspapers at one time. In the upper-left corner of the screen you can see how many papers you are holding, as well as how many lives you have and your current score. There is a balancing act between saving enough papers to serve your subscribers while throwing them at all the various targets and windows for points. As you bike up the street you will occasionally find a bundle of newspapers that you can pick up by riding over them. The bundles always restock you to the full ten papers. These extra newspapers are scarce in the beginning of the week and more than plentiful by the end of the week. It makes sense that early on you want to be more conservative to get a feel of the neighborhood before going all out for points toward the end.

Other than the level layout, there are many obstacles that stand in your way of a successful day. Many houses have static objects in the yard such as fences, doghouses, signposts, and fire hydrants. More dangerous are the moving objects. There are various people and children that either hang out in their yard or move around. There’s a skateboarder that appears quickly down the sidewalk. There’s a runaway tire that comes down a driveway and veers down toward you. One of the more annoying obstacles is a dog that will give chase as soon as you pass by, but fortunately you can stymie him with a newspaper. There is also a mini-tornado and the Grim Reaper himself that appear later in the week. As the game progresses there are more obstacles that appear at once making it more difficult to pass through and finish the day. If you collide with anything you crash your bike and lose a life. You resume play near where you crashed your bike.

Crashes are pretty painful!

At the end of the street is a training course that acts as a bonus stage. You get unlimited papers and there are targets that you can hit with them that bestow a few points. Aside from that, there are ramps, puddles, walls, and a moving ramp that is tricky to get the hang of clearing. There is also a timer that begins at 45 seconds, but it is more than enough time for the course. If you crash here you don’t lose a life, but you end the level right away. If you make it to the end you meet a small crowd cheering you on and you are awarded 100 points for each second remaining on the timer.

After the training course the map of the street appears displaying all the houses on your route and your results for the day. If you fail to deliver a paper to a subscriber or accidentally break one of their windows, you lose them as a subscriber and their house blinks on the map to indicate their change in status. The residents get so sad when they don’t get their paper that they not only cancel their subscription, but they paint their entire home red so that you know not to give them a paper anymore, unless you want to put some through their window for points! If you retain all your subscribers for the day, then you get a new subscriber and their house changes color from red to one of the other colors.

For the entire game, you get three additional lives to work with, and there are no ways to earn extra lives. This makes the game challenging to beat even though you get used to the few house layouts very quickly. If you lose all your lives, the game ends with a newspaper and the headline “Paperboy Calls It Quits.” You also lose the game if you lose all your subscribers. You are taken to the high score screen where you can put in your initials and try again.

What a show-off!

I have owned Paperboy since childhood, so it has gotten a lot of playtime over the years. We got it secondhand and I don’t remember how we acquired it. It is a common cart and I have had several copies of it that I pick up in lots. I don’t remember if I ever beat the game as a kid, but if not I did get deep into the game at least. Paperboy came up as a game in the NA weekly contest, and during those plays I have beaten the game a few times and have gotten increasingly better at improving my score.

My official Paperboy finish for this project was the best run I have ever had to date. I got to Saturday in my first attempt and then cleared the game on the next try. I had a couple of lame crashes early in the game and then I got on a roll and breezed through the rest of the game. My final score was 152,250 and that is a personal best! I do wish I had a crashless run, but maybe that is something I can tackle in the future. There’s room for score improvement as well.

While trying to play this game for points, I learned of a few tricks to optimize scoring. Since both the A button and B button throw papers, you can press both buttons at almost the same time to throw two papers very close together. Doing this, it is possible to land both papers inside the mailbox for double points. This works in some other places as well, such as the training course targets. I do some of this in my run to boost my score. There are some houses where you can get two in the mailbox and at least one paper at the door, but I didn’t try doing that myself.

Paperboy is a classic arcade game that is right at home on the NES. It is a simple game that has a surprising amount of depth for someone interested in going for high scores. The graphics are simplistic, and there is only one song that loops continuously, but I don’t find that they detract from the game. Paperboy is great for picking up whenever there’s time to kill. This is another example of a game that would be a good fit in any NES collection.

#40 – Paperboy

#40 – Paperboy (Final Score)

 
MAR
13
2017
2

#38 – Spy Hunter

Take pursuit of the top score as the bad guys pursue you.

The font is a bit hard to read.

To Beat: Complete the Winter season and the River section
Played: 11/21/16 – 11/23/16
Difficulty: 5/10
My Difficulty: 5/10
Video: Spy Hunter Longplay
Bonus Video: Spy Hunter Glitch

This is another first for Take On The NES Library with the first racing game covered on the site. However, if you know anything about Spy Hunter then you’ll already know that this is a loose claim at best. Since Spy Hunter is less about racing and more about combat, survival, and high scores, we will have to save the first true racer for another day.

Spy Hunter is originally an arcade title released by Bally Midway in 1983. It was supposed to be a James Bond game and it carries that kind of vibe. Spy Hunter was popular enough to spawn a pinball game bearing the same name in 1984. Later the game was ported to a host of home computers and other consoles. The sequel Spy Hunter II was released in 1987 and featured more of a 3D perspective from above and behind the car as opposed to an overhead view. The NES port of Spy Hunter was also released in 1987 and was both developed and published by Sunsoft. In 1991, Sunsoft released a Famicom title called Battle Formula which plays as a racing shooter game similar to Spy Hunter. When they brought the game to the NES, they obtained the Spy Hunter license from Bally Midway and released the game as Super Spy Hunter in 1992.

Spy Hunter experienced periods of dormancy sandwiched between a number of reboots. The next Spy Hunter game was released in 2001 along with a sequel, Spy Hunter 2, in 2003. Around that time a Spy Hunter movie was starting up but it has not yet seen the light of day. There was a movie tie-in game called Spy Hunter: Nowhere to Run that was released in 2006 anyway despite no movie release to go with it. After another long quiet spell, yet another video game reboot of Spy Hunter was developed for handhelds in 2012. There have been rumors that a Spy Hunter film is still in development as recently as 2015, but at this point it seems unlikely this will ever come to fruition.

Just crusin’ along!

Spy Hunter is a top-down racing and shooting game. You control the G-1655 CIA Prototype Interceptor as you are being chased by a bunch of enemy agents who only want to destroy you. Your task is to take out the enemy agents, protect innocent bystander vehicles, and drive as far as you can.

The controls are simple. Use the D-Pad to steer your vehicle left and right. You go faster by holding up and you slow down by pressing Down. Your Interceptor is armed with a machine gun that you can fire with the B button. If you have a special weapon you can use it with A, and the Select key will switch between special weapons if you have more than one. There is no pause feature with the game which is a significant omission as far as I’m concerned.

When you begin the game you are unloaded by the big brown weapons van and you can start driving right away. Your score counter is displayed on the upper-right of the screen and it increases as you drive. You want to stay on the pavement since you don’t get score while you are riding along the edge of the road. If you go faster you accrue points more quickly while at a higher risk of crashing. There are a number of vehicles and hazards that will get in your way from both ahead and behind so you want to maintain a decent speed. You also earn points by defeating the enemy agents. If you happen to bump into or destroy a non-enemy vehicle your score counter blinks and stops increasing for a little while.

Try to avoid shooting the regular cars.

There is also a time counter on the bottom-right that ticks down pretty fast from 999. The timer ties to an interesting mechanic concerning your lives. As long as the timer is running, you can crash your vehicle and you can get right back on the road with no penalty. The timer runs out quickly and it only counts down once at the start of the game, so this juncture is when you want to be more careful. You want to drive well enough to earn at least 10,000 points before the timer runs out. Fail to reach that score and your next crash ends your game immediately. However, if you reach that mark then you get an extra life that is shown where the timer used to be displayed. If you play really well and get to 30,000 points you get another extra life, and you can earn another life at every 30,000 points beyond that.

The enemy vehicles on the road all share the same deep blue color so you can easily distinguish them from the others. There is a skinny enemy called the Tire Slasher. You can easily shoot it with your machine gun when it is in front of you, but if it gets to your side it will deploy spikes out of its tires and try to collide with you, causing you to lose control of your vehicle completely. The second enemy agent is a thick car called a Bullet Proof Bully. Naturally this vehicle is immune to your machine gun, so the way to take it out is to bump it off the road with your Interceptor. This enemy will try and do the same to you, so be careful. The third agent is a long Limousine. This vehicle attacks you via a backseat passenger firing a pistol out the side windows whenever you run along side of it, so you want to avoid approaching it just as you want to avoid the Tire Slasher. There is a fourth enemy which is a white helicopter. This is the only flying vehicle and you can hear it coming long before you see it. The helicopter drops deadly bombs on the road that create a deadly pothole in the ground should you run over it.

The helicopters are relentless!

To help fend off the enemies, you can find three special weapons. At certain times the same brown van that drops you off at the start appears with a symbol on the top. If you get close to the van it drops a ramp so that you can drive up into the back of the van. If you do this, the van will pull over to the side of the road and drop you off with your new weapon. The weapons are indicated by letters in the upper-left corner of the screen. The one denoted by an S is the smoke screen which lets you spew a wide fan of smoke out of the back of your Interceptor. This pretty much causes everything behind you to crash, including innocent drivers which halts your score counter. The M is a homing missile that is used solely to take out the helicopter. You have to drive in a way to keep the helicopter still long enough so that you can hit it, and getting the hang of it takes some time. The O is an oil slick which drops a car-wide stream of oil behind you. The effect is similar to the smoke screen but it is much easier to target a single enemy. These weapons are useful but if you crash you lose them all.

As you drive you will occasionally find forks in the road. You have to be careful to pick a side so that you don’t crash in the median. You will also drive across long bridges. When you come out of the other side the background scenery changes. There are four different areas you drive through and each one corresponds to a season. You can bounce around a bit between the different seasons, but usually you go through Spring, Summer, Fall, and then Winter.

If you get really far into the game you will eventually come across a small branching path to the left with a small building at the end. It’s very easy to miss it when you are going fast, and it is completely optional anyway. Drive into the building and you switch over to a boat and drive on the river. There are two types of enemy boats you will encounter and no friendly vehicles to avoid. Cruise boats fire torpedoes both ahead and behind them, and speed boats drop explosive barrels you need to navigate around. Enemy helicopters can also join the fray. You can stay on the water for as long as you want, or eventually you can find a path back to the boathouse and get back on the road.

The water is more dangerous than the road.

Looking around online, it seems a common rumor about Spy Hunter back in the day was that the game eventually has an ending if you play long enough. I can put that rumor to rest: Spy Hunter is an endless game. With an endless game comes deciding on what constitutes a win. The closest thing Spy Hunter has to levels are the seasons and the river. Winter is always the last unique season you will encounter in the game, so my winning condition is to drive through the Winter scene and also survive one loop of the river.

Spy Hunter is one of my childhood games and one that I spent time with on an occasional basis. Play sessions are pretty short so this was a good choice for a pick up and play game. I never committed to it long enough to ever get really good at the game, so this was my first real shot and beating it and seeing everything the game has to offer.

Because Spy Hunter is a pretty short game I ended up recording all my attempts, so I have some hard data on my effort in beating the game. It took me 18 attempts over almost exactly an hour and a half of total playtime. 17 of those attempts took place the first night I played, and the next time I sat down to play I had my winning run on the first try. I took on the river at my first opportunity and ended up getting through it for the first time in my life. The river scene was a childhood gaming nemesis that I was super proud to finally conquer. Going from car to boat or vice versa is the only time the game stops for long enough to capture a proper picture since there is no pause feature. I managed to capture a quick image with my camera even though I hadn’t technically finished the game yet. I was able to drive well enough to pass through Winter and beat the game with a final score of 108,595.

I don’t think many Spy Hunter players have seen this snow!

My 11th attempt was where I got my highest score. I looped through Winter twice and was going pretty well when I decided to go for it and try the River. Unfortunately, I failed out pretty fast. I earned a score of 134,525. I don’t remember what happened after that but I must have been pretty disappointed that I missed my best chance to that point. I stopped recording for a little while and then started back up again a little later. Those last attempts that night were not very good so I smartly cut my losses and went to bed.

During my 4th attempt I unintentionally triggered a glitch that soft-locked my game. I was trying to drive into the weapons van when I bumped into another car at the same time. The game started the sequence of steering the Interceptor into the van without actually putting the car inside. It left my car in a state where it was hovering over the road where I couldn’t move it and no one could touch it. That’s the first time I’ve seen that happen while playing and I had no choice but to reset and start over. I bet the timing of the glitch is really tough to reproduce!

Spy Hunter is a classic game that would be a good fit it any NES collection. There may not be a lot of substance to the game, but it plays well and it is a great game to pop in if you just want to kill a few minutes. I’m just glad to say that after all these years of playing that I have finally seen all there is to see, and it didn’t take me nearly as long as I thought!

#38 – Spy Hunter

 
SEP
06
2016
1
MagMax Box Cover

#25 – MagMax

This simple shooter does not crank up the fun to the max as the name might suggest.

Basic title screen but it does the job.

Basic title screen but it does the job.

To Beat: Defeat the Dragon after Level 4
To Complete: Complete 3 loops
My Goal: Complete the game
What I Did: Completed 3 loops
Played: 8/20/16, 8/25/16
Difficulty: 3/10
My Difficulty: 3/10

Playing games at random like I am doing for this blog means that progression is going to be terribly unpredictable. Ikari Warriors and MagMax couldn’t be any more different in terms of time spent beating the game. While I am thankful that MagMax was a very welcome breather in terms of pushing toward the overall goal, the game itself was not all that interesting.

MagMax was released in the arcades in Japan in 1985. All versions were developed by Nihon Bussan. The arcade version was also published by the developer under the brand Nichibutsu. The NES port was released on the Famicom in March 1986. The US version was published by FCI and was not released until October 1988, nearly two and a half years apart from the Famicom release. The game also received ports to the ZX Spectrum, Commodore 64, and Amstrad CPC all in 1987.

MagMax is a side scrolling shooter. The story goes that aliens conquered the Earth and put the super-computer beast Babylon over the humans. The people fight back by creating a mech named MagMax that is their only hope to take back Earth.

It's pretty slow going starting out.

It’s pretty slow going starting out.

The game has two somewhat interesting gimmicks going for it. The first feature is that as you play you collect and merge the different parts of MagMax to create a fully powered robot. You start off with a basic spaceship that eventually becomes the midsection of MagMax. You can attach the head and legs separately as you come across them. Each segment has its own gun adding more shots to the fray. There is also a wave beam gun that attaches to the head providing even more firepower. You are completely MagMax whenever all four pieces are put together.

The other feature is that there are two separate fields of play and you are able to switch between them periodically. The game starts on the surface and from time to time there will be warp holes that show up. You can choose to descend down the hole and continue play underground. Similarly there are warp holes underground that bring you back up to the surface. The surface has different enemies and obstacles than the underground. The other difference between the fields is in visual perspective. The surface is sort of halfway between side view and top down view while the underground is purely side view. No matter which side you choose, play always scrolls to the right.

The gray warp hole carries you to the underground.

The gray warp hole carries you to the underground.

When only the basic starting ship, it only takes one hit to lose a life. However, as you merge with the other parts of MagMax, both the head and the legs can be destroyed separately which lets you take a bullet and survive. You lose your extra firepower but you stay alive which is a fair tradeoff. It gives you a bit of a cushion to survive until finding other replacement parts to build back up to full strength. It should be noted that the wave beam gun gets destroyed along with the head if that part is lost.

The difference in perspective means that each field plays a little bit differently. On the surface, the full MagMax stands taller than all the enemies, so the bullets fire slightly downward and move forward across the ground. The enemies also fire across the ground, so the player hitbox is merely the bottom part of the MagMax. Bullets that appear to hit the top of MagMax actually travel behind it due to the perspective. The wave beam gun on the surface is a constant beam that drags along the ground in front of the player. This can be used to destroy enemies that are otherwise immune to standard shots.

Having to point the beam downward seems like bad robot design.

Having to point the beam downward seems like bad robot design.

The underground perspective plays by different rules than the surface. The most visible change is that having multiple parts attached gives the MagMax three distinct vertical levels of shooting the standard beam. In effect this is akin to a spread shot. The downside is that the hitbox is the exact size of the MagMax so when fully powered up the hitbox is three times larger than with the bare ship or on the surface. The wave beam gun underground provides a fireball that blasts across the screen cutting through all enemies in its path.

There are many different types of enemies to deal with. They are your typical nondescript robot ships for the most part all with different attack patterns. The surface tends to have more stationary targets, many of which are only vulnerable to the wave beam gun. The underground tends to have more waves of moving enemies that can be destroyed with any weapon. A few elements in the game have unique properties. There is an enemy type that fires a spread of cannonballs when it’s destroyed that can also defeat other surrounding enemies for bonus points. Underground there are stalactites that will fall to the ground when shot. If an enemy is hit by one of these on the way down it is destroyed for bonus points.

You start the game with two lives and you can earn more from points. There is an extra life at 30,000 points and another awarded at every 50,000 points beyond that. It does take some time to accumulate enough points to rack up lives but each one is worth it.

Lots of swarming enemies underground to blow away!

Lots of swarming enemies underground to blow away!

There are four levels in MagMax that blend seamlessly into the next during play. They are the forest, desert, sea, and automated city. At the end of the second and fourth levels you get to square off against Babylon himself. The battle is exactly the same both times and you will come across him on both the surface and underground. After the fight in the fourth stage there is a little bit further to go and then the game loops back to the beginning. Consider the game beaten when this loop point is reached.

This game was another new one for me. I didn’t have much trouble with it at all. In fact I beat the game on my very first try. I kept playing and ended up dying for good early on in the second loop. Even though I beat the game I wanted to take it a step further by playing an entire loop on the surface followed by another full loop underground. That way I get to experience the full content of the game. My second attempt was all I needed to complete that goal.

Having completed all of the surface followed by all of the underground, I can safely say that going underground is significantly more difficult than above. Almost all of the difficulty underground can be attributed to the larger hitbox of MagMax. When fully powered up, the spread firepower is excellent but with the large hitbox it doesn’t last very long. The enemies underground seem to swarm me more. I think MagMax moves slower underground but that may just be me. I did notice that having the legs increases the movement speed and I think that is more important to survival then having the head and wave beam gun. Overall the easiest way to beat the game is to stay above ground as much as possible.

You get a large swath of bullets but you are also a very tall target.

You get a large swath of bullets but you are also a very tall target.

A few days after beating MagMax I did a bit more research and found out that there is a small change even deeper into the game that I should see for myself. After completing three full loops of the game on one credit, the word “MEIGETSU” appears for a little while above the score counter. It is unclear exactly what this means or is supposed to indicate. It seems to translate to something like “harvest moon” or “great moon,” but I have no clue how that applies to MagMax at all. Either way, I went back and beat three loops so I could see the text. I did notice that the game got harder in the second and third loops, so it is possible that this message indicates that the difficulty is maxed out. I didn’t play a fourth loop to see if I could tell the difference. Anyway, now I think I have seen everything there is to see in MagMax.

The NES port of MagMax is really faithful to the arcade version. It looks and plays just about the same. From what I can tell there are only two noticeable differences. The surface view has a neat parallax scrolling effect in the arcade version where the bottom of the screen scrolls by a bit faster than the top of the screen. This effect is not present in the NES port. In the arcade version Babylon moves around a bit so his attacks are harder to dodge than in the NES version where the boss is stationary.

There is a neat minor Easter egg that I noticed right away when booting up MagMax for the first time. The default high score is set to 65,020 which is clearly a nod to the 6502 processor that the NES runs. I think that reference would have been lost on everyone when the game first came out.

The big bad boss Babylon!

The big bad boss Babylon!

I thought it was a bit difficult to pin an appropriate difficulty rating on MagMax. My decision of 3/10 was the first thing I thought off and I decided to make it stick. The game is very short clocking in at around 10 minutes. There are no continues and only a few lives, but the MagMax pieces doubling as an extra hit goes a long way toward extending each life. By staying on the surface and getting some practice it should not take very many attempts to complete one loop. It is not a cakewalk necessarily, but it is easy enough that 3/10 works I think.

It would be easy to cut MagMax some slack if it were released in the US much closer to the Famicom release. It’s not a great game for 1986 though it is acceptable, but the more than two year delay before the US release does not distinguish this game at all from its contemporaries. I know I would be disappointed if I got this game new in 1988. The good thing is now the game is both common and cheap, and it is much harder to be disappointed when both the acquisition cost and amount of time one would reasonably get out of it is so low. Overall this game is not special and it is fine to skip.

#25 - MagMax

#25 – MagMax

 
JUL
01
2016
0
Crystal Quest Box Cover

Game Boy #2 – Crystal Quest

I thought I was getting some kind of RPG, but I ended up with an arcade game instead!

The title screen is misleading too, but it works!

The title screen is misleading too, but it works!

To Beat: Set the high score
To Complete: Beat Wave 99
My Goal: Complete the game
What I Did: Completed the game
Played: 6/28/16
Difficulty: 3/10
My Difficulty: 3/10

Crystal Quest caught me a bit by surprise in a number of ways. I was not expecting to be writing a Game Boy post right now, but circumstances can be a funny thing sometimes and so here we are. I didn’t know anything about the game until just last week, but when I saw the cart I figured it would be something I would want to have for my collection. When I ended up with was not the game I was guessing I would get, but it turned out to be a fun little diversion that took me almost no time at all to complete.

It all started last week while looking at game lots for sale on eBay. I am always keeping an eye out for good deals as well as games to add to my ever growing collection. One listing I found was for a small Game Boy lot that included Crystal Quest. This was the first time I had ever seen the game while looking at Game Boy games over the last several months. It looked intriguing just based on the cover art alone. I put it in my watch list and hemmed and hawed about buying it before deciding to let the auction end without placing a bit.

I still wanted to know more about the game so I did a little bit of research about the gameplay. Surprising to me, this game with the word Quest in the title was actually an arcade shooter. I hopped on over to eBay and found a copy for under $7 shipped, and when researching prices it seemed to be worth around $10, so that was enough for me to take the plunge and pick up a new game for the collection.

Yep, definitely not an RPG!

Yep, definitely not an RPG!

I received the cart earlier in the week along with a few other games I had ordered. I opened up and cleaned the carts like I always do, and then later on I fired the games up to test them out. When I got to Crystal Quest, I played through a few levels only to lose all of my lives rather quickly. Rather than putting it away, I decided to go for one more try. All of a sudden, I had that beautiful moment where the game clicked with me. I played and played and I got to the point where I could play indefinitely, which is about as good as it gets for an endless game like Crystal Quest. It started with cart testing time, and it ended up with the base for a new blog post!

Crystal Quest was originally released in 1987 for the Apple Macintosh and the Apple IIgs. It was developed by Patrick Buckland and published by Casady & Greene. The game is notable for being the first game in color for the Macintosh. Crystal Quest is loosely based on the Atari 800 XL game Crystal Raider, which is a platformer instead of a shooter style game but with a similar premise. There would later be a sequel released in 1993 named Crystal Crazy, and much later in 2006 Crystal Quest was ported to the Xbox 360 on the Xbox Live Arcade. A Kickstarter was launched in 2015 to create a new version of the game, but unfortunately it did not meet its funding goal. The Game Boy version I played was released in September 1991, published by Data East, and developed by Novalogic.

Crystal Quest is a top down arcade shooter with a very simple goal. You pilot a spaceship inside an arena that is scattered with crystals. The goal is to collect all the crystals and escape through the hatch that opens at the bottom of the screen. That sounds simple, but of course there are obstacles designed to prevent you from easily clearing the room. Randomly strewn on the screen are mines that will explode the ship if touched. There are also two hatches. One is on the left side of the screen and the other on the right side, and they spawn various types of enemies. Each wave consists of a single screen of randomly placed crystals and mines, and the enemies will keep flowing until you escape to the next wave.

Death is pretty common in this game.

Death is pretty common in this game.

The controls are really simple. Use the D-pad to move in any direction. Press the A button to fire a bullet, and press the B button to use a bomb. The movement in the game is very inertia heavy so it is pretty easy to slide around all over the place. Pressing in the opposite direction to slow down is an essential skill. The shooting in this game is unique in that the bullets go in exactly the same direction as the ship is moving. For instance, to fire right means having to move to the right. That makes it challenging to attack enemies coming directly toward you. Even more strange is that shooting without moving at all will place a stationary bullet as sort of a makeshift mine.

The bombs are very powerful weapons that wipe out all of the enemies on the screen. Of course bombs like this can only be used a limited number of times so they must be used conservatively. There are bomb icons in the levels that can be collected to add a bomb to the supply. These turn out to be crucial in keeping alive through as many waves as possible.

There are several different enemy types that will stand in the way of completing the level. They are very tiny sprites and it is typically difficult to distinguish exactly how they will move and attack by sight alone. I just observed them for a second to see how they would attack instead. Some enemies shoot, some enemies home in on you, some enemies drop mines, some randomly bounce around the screen, and so on.

Ride the wave!

Ride the wave!

Crystal Quest is primarily a score attack game and as a result there are several ways to earn points. Collecting crystals and killing enemies give a small amount of points. There are diamonds sometimes dispersed in the level that are there to provide a nice point boost. Occasionally a large diamond will appear that appears to be an enemy at first, but it can be collected and it is worth a lot of points. After the wave is completed, there is a time bonus that depends on how long it takes to complete the wave. The score starts out adding up slowly but it really ramps up after about a dozen stages or so.

There are 99 Waves total in Crystal Quest. I know that because I got to Wave 99 and after beating it the game just loops Wave 99 over and over until you quit or run out of lives. Every 15 waves or so there is a small cutscene where a bug gets shot and explodes, and you are rewarded with a one-word attaboy like “Radical” or “Awesome.” Eventually these cutscenes cease once the Wave 99 loop starts. At some point, the escape hatch start moving back and forth along the bottom of the screen which adds a little extra challenge to slipping out of the arena at the end.

I found that the game takes a little bit of practice to get used to, but after that the Waves become really short. It doesn’t take long to start making good progress into the game. Crystal Quest is also very generous with extra lives doled out at a regular pace. I couldn’t discern any sort of pattern of when I would get an extra life but I would earn one at least every other level, and so I could earn lives faster than I could spend them. At the very least I could maintain roughly the same number of lives. The bombs worked the same way so I never ran out of them or even got particularly low.

The high scores may seem out of reach but they are managable.

The high scores may seem out of reach but they are managable.

I developed a good strategy for playing Crystal Quest. I would sweep each level counter-clockwise starting with the right side of the screen. Early on I stopped shooting altogether in favor of collecting the crystals and exiting the stage as quickly as possible. If I got into any trouble I dropped a bomb and kept moving. This was tricky when collecting crystals around the side enemy hatches. Usually activating a single bomb as I approached the left hatch and quickly flying through seemed to do the trick most of the time.

With repeating that strategy, I reached Wave 99 in a little over a half hour with about 5 million points. I figured that the score would either cap or loop at 9,999,999 so I kept going until then. As it turns out the score keeps tallying above 10 million points, so I called it quits shortly after that. There’s no way I wanted to spend several more hours in an attempt to max out the score just to see what happens!

Endless games are always a challenge to pin on a winning condition. There are several options and there’s a good argument for every one of them, but I had to choose something so this is what I decided. I like to choose the point where all the levels are completed, but that does fit well here since the level layouts are completely random. Beating Wave 99 seems a little excessive to me, so I opted to use that as the Completed winning condition. The next option is either setting the high score or finding where the difficulty maxes out. I decided upon setting the high score as the winning condition since Crystal Quest looks to be all about getting a high score. The high score on the hall of fame screen is 1,750,000, so exceeding that score is the minimum to consider the game beaten in my opinion.

Crystal Quest is a fine option to pick up and play for a few minutes every now and then, but there’s not really enough to the game to want to play it any more than that. It’s a competent game for sure, but I feel that it’s not worth seeking out unless it’s really cheap. I had a fun time with it however so it was worth the cost to me!

Game Boy #2 - Crystal Quest

Game Boy #2 – Crystal Quest

Game Boy #2 - Crystal Quest (High Score)

Game Boy #2 – Crystal Quest (High Score)