Take on the NES Library

An 8-bit Extravaganza!

atari

SEP
18
2020
0

#156 – Millipede

Bug hunting on your NES!

More text than title.

To Beat: Beat Wave 16
To Complete: Beat Wave 16 in Game Modes A and B
What I Did: Completed the game
Played: 5/12/20
Difficulty: 3/10
My Difficulty: 3/10
My Video: Millipede Longplay

It’s another day and another arcade port.  Centipede was an arcade smash hit and still holds up today as a fun game to play, even if it is a product of its time.  Millipede was not as popular of a follow up.  I think it is a more interesting game, expanding on the base action of Centipede with more enemy types and various effects on the playfield.  The translation of this trackball game to the NES and its controller loses the precision movement and feel of the arcade game.  There was no trackball accessory for the NES so this was the best we could get.  While the game is hampered a little by standard controls, it still carries plenty of action.

Centipede is a 1981 arcade game from Atari Inc.  It was designed by Donna Bailey and Ed Logg.  It was a big hit for Atari, eventually making its way to various home consoles and computers in the years following.  A sequel, Millipede, was released in 1982 in arcades.  This game had a few home releases on Atari computers and consoles, as well as a port on the NES.  This version was developed by Hal Laboratories.  It was first released on Famicom in October 1987 and received an NES release in October 1988.  It was published by HAL in both regions.

Casual bug blasting at first.

While Millipede is a simple arcade-style game, there is a story listed in the manual.  You play the role of an archer lost in a dark forest, when a giant millipede appears and starts moving toward you.  Fortunately, you are able to fire magic arrows that transform a segment of the millipede into a harmless mushroom.  You need to defend yourself for as long as possible against the millipede as well as from the other creepy crawlies that inhabit the forest.  Sadly, we all know how this will end as there’s no ending in this game, but the story does serve to raise the stakes a little.

First things first, you need to select which kind of game you want to play.  Press the Select button to move the marker between options on the title screen.  You choose from either a 1-player or 2-player game, either in Game A or Game B, for the four total options.  Two players play in alternating turns.  Game A is the standard game mode, while Game B starts you off at a higher difficulty.  For the purposes of my challenge, I decided to tackle both Game A and Game B.  Press Start when you make your choice to get started!

This is a simple game to play and control.  Your character is the archer at the bottom of the screen.  You can move in eight directions with the D-pad.  Press A to shoot an arrow.  You can only have one arrow on the screen at any given time, but you can do “rapid fire” by holding down A, which fires an arrow as soon as the other one exits the screen or hits something.  The bottom portion of the screen has a gray background which is where your movements are limited.  Enemies can come and go within that space, but you cannot.

Be careful, it can get crowded at the bottom.

The main attraction in this game so to speak is the millipede itself.  It’s behavior, and many of the enemy behaviors in this game, come directly from Centipede.  The millipede comes down from the top of the screen, moving one row at a time.  The playfield is littered with mushrooms that help divert the millipede on its way down.  Whenever the millipede collides with something, it moves down a row and toward the opposite horizontal direction, always moving one space horizontally through objects if they are in the way at the start of the new row.  The millipede is made up of a head segment and several body segments.  You can blast any part of the millipede away with one arrow, splitting it into multiple millipedes if body segments are left without a head.  You can also have a single head segment go off on its own.  If the millipede reaches the bottom of the screen, it will start working its way back up but it is now locked into the same grey area you are restricted to.  Later waves of the game start off with the new millipede split off into smaller parts.  Once all the millipede is destroyed, the next wave begins with a brand new millipede from the top.

The mushrooms in the playfield play a vital role in the flow of this game.  Obviously the millipede is steered down the screen due to the layout of the mushrooms.  The mushrooms themselves are solid and absorb hits from your arrows.  Sometimes they get in the way of reaching the enemies, but thankfully you can blast them away.  Each mushroom takes four hits to remove and the size shrinks with every hit until it’s gone.  Plus you get an entire point for removing one completely!  When you lose a life, all partial mushrooms are restored to full and you get 5 points for each one.  A difference in this version of the game compared to others is that there is no enemy that poisons mushrooms.  When the millipede touches the poison mushroom, it wiggles down directly to the bottom of the screen.  It is weird that this does not exist in this port of the game.

Another enhancement from Centipede is the DDT bomb.  These are very clearly marked on the playfield, appearing with the mushrooms from time to time.  When you shoot them, they explode into a large cloud that sticks around on the screen for a second or two.  Any enemy that touches the DDT is defeated.  What you want to do if possible is to shoot the bomb as the millipede is approaching so that it heads directly into the cloud.  You will destroy most or all of the millipede this way and you get a lot of points in doing so.

Don’t worry too much about the long term effects of pesticides.

There are quite a few other enemy types in this game you can categorize as either ground enemies or flying enemies.  The ground ones are the most disruptive so we’ll start with them, beginning with the ubiquitous spiders.  They appear low from each side of the screen and move across the screen zigzagging vertically, occasionally stopping horizontally.  You need to pay the most attention to these as they are very likely to collide with you.  You earn points depending on how close you are to them when you shoot them.  Scoring is from 300 to 1200 in 300 point increments.  Ladybugs are another nuisance.  They move slowly from the edge of the screen, moving down, then across, then back up and out.  Shooting them moves all objects on the playfield down a row, same as when you clear a wave.  Any mushroom they touch turns into an indestructible flower which can be quite bothersome.  The other two ground enemies are easy to deal with and can’t hurt you.  Caterpillars crawl across the center of the screen and they slow enemies down if you defeat them.  Longicorns (yes that’s their name) move across the top of the screen and give you a lot of points if you can reach them with a shot.

The flying enemies are all similar to each other.  Mayflies simply move in a straight line down the screen.  Mosquitos move down the screen in small zig-zags making them slightly harder to hit.  Dragonflies move diagonally down the screen bouncing off the sides of the screen only.  This game has special waves every four waves featuring just the flying enemies.  Wave 4 is a swarm of mayflies, wave 8 is a swarm of mosquitoes, and wave 12 is a swarm of dragonflies.  That pattern repeats every four waves thereafter.  Dying in the special wave moves you up the next wave on your next life.

Beating this game requires determining an end condition as this game does not have an ending.  The first stage starts with a full length millipede and you get smaller, segmented millipedes through the first 16 waves, starting over at Wave 17.  So beating 16 loops makes sense for the winning condition, and I decided to do that on both game modes just for completeness sake.  Getting there for me required some extra lives, which this game provides as you play.  The text at the bottom of the screen kindly lets you know how many points you need to earn your next free life.  It goes every 20,000 points until 100,000 total points, and then you get extra lives at every 50,000 points afterward.  The screen shows up to eight extra lives but I am not sure if you can earn beyond that.

Gameplay becomes fast and frantic in a hurry.

Millipede on NES was a game I had in my NES collection very early on.  I don’t remember how I got it exactly but it was most likely a yard sale buy from the 90s.  I played it off and on as it fits the bill for a game to play for a few minutes.  I may have beaten the game before by my standards but I have no way of knowing for sure.  This is an inexpensive game that is easy to find, and I’ve had a few copies of it go through my hands.

Beating this game wasn’t really that difficult, but I often seem to have some hiccups along the way.  Starting with Game A, I got through Wave 16 on my second try.  I wanted to capture the Game Over screen for documentation here, but it does not stay up long and I completely whiffed on taking a picture.  I moved on to Game B anyway and met my goal on the 5th try.  Everything starts off harder, which isn’t terrible early on but becomes a bigger problem in double-digit waves.  Then after that I beat Game A again, this time getting the picture I needed.  The entire run of playing, including the Game A replay, took about 45 minutes.  Short, quick, and fun games are always welcome here!

The NES port of Millipede was fun to play through, but I’m not sure I would say it is a great port of the game.  The graphics are very simple, with basic border tiles, solid color backgrounds, and tiny objects and sprites.  The music in this game is all sound effects, save for the catchy jingle on the title screen.  The soundscape gets pretty grating after a little bit.  The controls are solid, as they should be for a simple game like this.  The gameplay is fast paced and it plays well.  There are some missing features here that I have noticed in other versions, such as the poison mushrooms and backward playfield scrolling.  My favorite version of this game is the Game Boy Arcade Classics version, which seems to be closer to the arcade version just on a smaller scale.  The NES port is a step back from that.  It’s still fun, but there are better ways to play this game.

#156 – Millipede (Game A)

#156 – Millipede (Game B)

 
JUN
28
2019
0

#124 – Marble Madness

This classic arcade game is right at home on the NES.

Simple title screen, saving the graphics for later.

To Beat: Finish Level 6
My Goal: Beat the game without dying
What I Did: Beat the game with 2 deaths
Played: 5/6/19
Difficulty: 6/10
My Difficulty: 2/10
My Video: Marble Madness Longplay

There are some games on the NES where there is a large gulf in perception of difficulty. Marble Madness is one of these games. I’ve played this game a lot and have gotten pretty good at it. I know a few people that have put in a lot of time to get high scores and know this game like the back of their hand. I have also had a few people tell me that this game is too hard and they haven’t gotten very far. One thing I do know is that from either crowd, this game is always a popular pick.

The original arcade release of Marble Madness was in late 1984. It was developed and published by Atari Games. Mark Cerny was the lead designer and Bob Flanagan was the primary developer. The original run of 4,000 arcade machines was deemed a success, though interest tapered off a few weeks after release. Marble Madness would be widely ported after that to many home computers and game consoles. The NES port of Marble Madness was released in North America in March 1989 and in PAL regions also in 1989. It was developed by Rare and published by Milton Bradley.

Marble Madness is a simple game to pick up and play. The object of the game is to guide your marble through each of six courses to the goal line at the end. The entire game is played from an isometric perspective. Use the D-pad to move your marble in any direction. Press and hold A to move faster. You can pause the game by pressing Start. You will have to pass through all kinds of obstacles, traps, and enemies along the way, but your biggest enemy is the timer. The game ends when the timer hits 0. If you can clear all six courses before running out of time, you win the game.

A nice easy course to get things started.

You begin the game by selecting one or two players. Marble Madness features two-player simultaneous play with one player controlling the blue marble and the second player moving the red one. Then each player enters his name up to six characters long. Next, choose with directional option you want. The 90-degree option is the standard control scheme where you move in the direction you press. For the 45-degree option, you will rotate your controller clockwise at an angle so that the primary D-pad directions point diagonally. While the 45-degree option makes sense given the perspective, I have always used the 90-degree setup.

Death is a very common occurrence in this game. There are several enemies that will get rid of your marble or knock you around. There are many pits for you to fall into. Your marble is also fragile and breaks if it falls from too high. The good thing is that you have unlimited lives. The bad part is that each death and restoral takes precious time away. Some deaths are worse than others in the time department. Falling off the side, for instance, is a brief setback and you get back to the action quickly. If your marble gets crushed from falling too far, you must sit through a short animation of a broom sweeping up the marble dust left behind. You can survive shorter falls but your marble will spin out a little and it becomes difficult to control for a second. Some death animations from being killed by enemies are longer than others. Obviously, you want to avoid dying if you want to get through this game, but you can suffer many deaths and still win.

The clock may be the major enemy in the game but there are some ways to add precious seconds to the timer. At the start of Level 2, you are given a bunch of time to start off with. You are awarded added time at the start of each subsequent course. Every now and again, a magic wand will appear. Your marble will stop dead in its tracks and the wand bestows you with 10 added seconds. It is a welcome sight that seems to be completely random. For experienced players, you might see your timer capped at 99 seconds.

These worm sucker enemies aren’t too scary.

Marble Madness is a brief experience from start to finish, so it is quite popular as a score attack game. You can earn some points from obstacles on the course. There is a black marble enemy that you can get 1000 points from if you knock if off the side of the ledge. Chutes suck in your ball to transport them, giving you points for doing so. Most of your score is earned from the time bonus at the end of each level. If you beat the game, you also earn a bunch of points depending on how much time is remaining on the clock and how many marbles you lost along the way.

Each course in the game has a name and some features specific to that course. The first course is called the Practice Race. You start with 60 seconds but this is a very short level. I normally clear it in 6 seconds. It’s just meant to give you a little time to play and get accustomed to the controls, movement, and physics. Even so, this level has an additional bonus. There is a half-pipe-like structure at the bottom and if you speed your marble into it and cross the pit to the other side, you can hit what looks like a tic-tac-toe puzzle on the ground and earn some points.

Level 2 is the Beginner Race. Your time from the first level does not carry over. You start off with a fresh 65 seconds. There are a couple of enemies at the first part of this level. The infamous black marble appears right off the bat. I don’t think it is too difficult to get past. After that are these green worms that hop and suck your marble up if they land on it. Near them is a panel that pops up and prevents you from crossing until it goes down. Past that, you have a branching path. The left side is longer but easy to clear. The right side you have to take a chute down and then cross some narrow hilly ledges. It’s significantly tougher this way, but you get points for the chute and it is faster. The final obstacle is this deep net with a hole on the other side. I go along the very edge so I don’t fall in.

This is one of those iconic images in gaming.

The third course is the Intermediate Race. You get 35 seconds of time added to your clock that carries over from the previous stage. A new acid puddle enemy appears here. They appear to move randomly but I always seem to pass by them the same way every time. Don’t touch them at all or you lose your marble and some time. Near the end of the stage is another branching path. The quick way is across a conveyor belt that has a wave in it that shoves you off.

Course 4 is the Aerial Race. You have 30 more seconds added on. This level has several new traps and gadgets. First up are the vacuums that appear along a straight stretch early on. You have to go fast to get by them. There is another branching path after the catapult. The way I go takes you through these pistons that pop up out of the ground and throw you in the air. As always, the fast way is the trickier way. The final obstacles are these hammers that pop up along a narrow stretch of track just before the goal line. There is a pattern to them that is hard to discern early on. This level was my first roadblock when I was learning the game years ago.

Level 5 is the Silly Race. This time you only get 20 additional seconds. This is the only level in the game where you go from the bottom up to the top. It takes some getting used to. Up the initial slopes takes you to a section that looks like a miniature version of the game, complete with tiny little enemies that you can crush and get a few seconds of time added. Up the branching chute always pushes you to the left side in a single player game. This section is nasty because the gravity is weird here and it is hard to parse how you need to navigate the slopes. Past that are these endless flying birds that destroy your marble.

The final course is the Ultimate Race. You only get 20 more seconds here for the end. This level features an ice surface that causes your marble to slide and a grooved surface that causes you to move slowly against the grain. Some familiar traps make a reappearance here. The final section is a brutal gauntlet of appearing and disappearing ledges that puts your skills to the test. It is the Ultimate Race after all!

This obvious looking trap is not so predictable.

I have played a lot of Marble Madness before but I didn’t start on NES. I grew up owning the Game Boy version and that was what I was familiar with. Probably due to space limitations, the Game Boy port only has the first five levels in the game. I was always interested in playing that mysterious final level. I am not sure if I ever beat the NES version before 2014 when I first played it in the Nintendo Age contests. Since then I have beaten the game many times over.

For this playthrough, I wanted to see if I could beat the game without dying. It is not an easy task. I set aside about an hour to play and took the best attempt out of that hour of recording. I usually end up dying 15-20 times, so I figured, if I’m careful, I should at worst come up with a run around 5 deaths. Pretty early on, around the 5th try or so, I managed a two-death run with a nice score of 156K. To get the big scores, you need to go quickly but also get lucky with some wands so that you have a bunch of time remaining at the end. You can get up to three wands if the luck falls your way. I had two of them in my run, so combined with only two deaths I came away with my personal best high score. I could have had 160K if I had tried for the bonus points in the Practice Race. I kept on playing and had a couple more two-death runs but with lower scores because of no wands. It probably wouldn’t take much longer for me to get that no-death run, but this is good enough for now.

Marble Madness is a classic arcade game that I think should be in every NES collection. It is a very short game but with good action and it is fun to replay over and over. The controls are not ideal without the trackball from the arcade version, but they are good enough. It is nice to have two control options. The graphics are kind of plain but in a good way. The tracks are clear and the slopes are shaded differently to help you see them better. The game casts a lot of shadows too which gives it a more realistic look. The music is very good as well. This is a cheap cart to own that is very common, which is always appreciated for good games. This is a game that has wide appeal to all demographics, so if you haven’t played it before, you owe it to yourself to give it a try.

#124 – Marble Madness

 
SEP
07
2018
0

#93 – Indiana Jones and the Temple of Doom

More like the Temple of Pain, Suffering, and Doom.

The top title text is usually cut off on old TVs

To Beat: Reach the ending
Played: 7/5/18 – 7/12/18
Difficulty: 9/10
My Difficulty: 9/10
My Video: Indiana Jones and the Temple of Doom Longplay

I’m here to talk about Indiana Jones and the Temple of Doom on NES, but what I really want to talk about is La-Mulana. I’ve long thought the game La-Mulana is secretly the best Indiana Jones game, or at least the best interpretation of that concept. In La-Mulana, you play as the archaeologist Lemeza as you seek to follow your father’s footsteps in exploring and discovering the secrets of the ruins of La-Mulana. It’s a Metroidvania game with a huge emphasis on solving complex, intricate puzzles spelled out through cryptic textual monuments. You really need a pencil and notebook as you gather clues and piece them together throughout the journey, while also collecting various artifacts, battling huge bosses, and avoiding constant death traps. This is not a game for everyone, but I fell hard for it and it is one of my favorite games, both the original freeware version styled like an MSX game, and the newer remake available on Steam and elsewhere. Actual Indiana Jones games seem to take a safer stance in terms of gameplay. There are several Indiana Jones games on the NES that are standard platformers. Indiana Jones and the Temple of Doom, on the other hand, is less of a platformer and a lot closer to my La-Mulana-like ideal than I originally thought.

Indiana Jones is a well-loved film franchise. There have been four major films to date: Raiders of the Lost Ark in 1981, Temple of Doom in 1984, The Last Crusade in 1989, and Kingdom of the Crystal Skull in 2008. A fifth movie is slated for production beginning in early 2019 with a tentative release date in 2021. A TV series, The Young Indiana Jones Chronicles, ran from 1992-1993, and that series was followed by four made-for-TV movies between 1994 and 1996. There have been plenty of books, comics, video games, toys, and attractions revolving around Indiana Jones.

There are two video games based on Temple of Doom. The first was a 1985 arcade game that was later ported to various home computers. The NES game, Indiana Jones and the Temple of Doom, was released in 1988. It was developed by Atari Games and published by Tengen. In December 1988, Temple of Doom was licensed by Mindscape, so that’s the version I played for the project. Both the unlicensed Tengen version and the licensed Mindscape version are identical games. This version was also ported to a few home computers.

Whip it, whip it good!

I have seen all of the Indiana Jones movies, but it’s been a few years and I don’t remember much of anything about Temple of Doom. From what I’ve read, the story and gameplay both follow the movie. You play as Indiana Jones who, along with his companions Willie and Short Round, reach the village of Mayapore. The Sankara Stones have been stolen and the children of the village have been captured by evil people from the Pankot Palace, led by the high priest Mola Ram and his Thuggee guards. The children have been forced to mine for the missing Sankara Stones, so Indy sweeps in to save the children and recover the stones. The game consists of twelve levels, or waves, that you need to beat to complete the game.

Indiana Jones and the Temple of Doom is an action game from what I’ll call a near top-down perspective. You use the D-pad to move in all directions. Indy is armed with his trusty whip that you wield with the A button. You can whip in all eight directions by holding the direction and pressing A. The B button is for jumping. A for jumping was a standard convention by now, but nope, it’s B. If you just press B, you will jump downward. If you want to jump in a different direction, hold the D-pad in that direction and then press B. The Start button pauses the game and brings up a status screen. Use the Select button to switch weapons. You hold Select and press either Up, Down, Left, or Right to switch between the four weapons in the game.

You will spend a lot of time in this game saving children. They appear within holes along the cave walls. Simple walk or jump up to them to save them. You will earn some points and they often will leave weapons behind that you collect. Usually, they drop either a gun or a sword. These are limited use weapons that have secondary functions. In the first room of Wave 1, you can use the sword right away. There are small tunnels boarded off by wooden planks. If you slash them with the sword, they will reveal TNT to collect. These are your base weapons in the game that you switch between with Select. Left is for the gun, Right for the sword, Up for TNT, and Down to go back to your whip.

I’m coming to save you! (For equipment and points)

There is limited information on-screen during play. There is a countdown timer at the top of the screen that counts down from 99. The timer speed varies depending on the level. If it goes down to 0, Mola Ram appears, which causes you to lose a life and you have to start the wave over. Below the timer is an icon for the current weapon equipped if it’s something other than the whip. When you switch weapons, you briefly see the ammo count next to Indy. The Status screen when pausing the game gives you a lot more information. You are shown your current score and lives remaining. Below that are all your weapons and ammo accumulated. You also see any special items you’ve collected. Next are the number of children remaining in the wave and how many map pieces are remaining in the game.

There are other items to collect from the children. Some children have map pieces that you hold onto until a later event in the game. An arrow may be left behind. You can pick this up for points, but it’s main purpose is to point the way toward a warp room. Small jewels restore your level timer. Hats are extra lives, and they play a familiar tune when you earn a new life. The key opens the locked door to the next wave.

Most waves in the game follow a similar pattern. Each wave has two rooms. One is a cave room, and the other is a mine cart room. You can switch freely between the two rooms within a wave. The cave rooms have open doors that lead to the mine cart room, and the mine cart tracks may end in tunnels that lead back to the cave room. Each room has a locked door leading to the next wave. To open the locked door, you first obtain the key from the opposite room. The key in the cave room opens the locked door in the mine cart room, and vice versa. Each room has its own key so it is up to you how you want to approach clearing each wave.

Come along for a ride.

The movement mechanics allow for some complex scenarios that the game takes full advantage of. The rooms start getting really large within just a few waves. They also loop around in all directions, which makes them seem even bigger than they really are. Sticking to the main paths will not get you very far, especially in the mine cart rooms. You are going to have to leap from ledge to ledge to explore every nook and cranny of the rooms. Jump while holding Up to jump on the same ledge you are standing on. Otherwise, you fall through all solid objects until you reach a walkable area. The mine cart rooms have a bunch of disconnected conveyor belts so you need to jump to get around those for sure. You also must contend with lava rivers all over these rooms too. Falling onto a lava tile is instant death, so you have to be smart and not just jump all willy-nilly through the rooms.

The mine carts add some additional movement options within those rooms. First, you must jump onto the mine cart to climb in. Then you get to ride around! Carts move from left to right and you can slow them down by pressing Left and speed them up by holding Right. Press Up to lean the cart to the left and Down to lean the cart to the right. Sometimes lava or something is obstructing part of the path and you can lean one way to get through. Be careful as other mine carts appear periodically and they can get in your way, causing you to crash and die if you collide. Tracks sometimes merge which also facilitates collisions. Getting the mine carts to appear in the first place can also be a hassle. Usually you need to scroll the screen horizontally to get one to appear from the left side. In later waves, enemies are in the carts and you need to whip them or defeat them some other way before entering.

The enemies in this game as a huge nuisance. They don’t typically kill you, rather they stun you. This pushes you somewhat and often forces you to fall to the ledge below. Those falls can drop you to your death or leave you vulnerable in other ways. The most common enemy is the Thuggee guard. You can kill them with other weapons or stun them with the whip. You can knock them into the lava for an easy kill. Once a guard is whipped, he becomes an attacker and will kill you outright with a hit. There are bats, rats, snakes, and spiders that move erratically and stun you. Retractable spikes and lava pools kill you. Some guards drop boulders in the mine cart rooms that kill you if they drop on you, but the rocks also provide the benefit of temporarily stopping the movement of conveyor belts.

Whipping guards into lava seems excessive.

Indy has his set of weapons to help out. Furthermore, all of them have secondary uses for moving around the levels. The whip is your primary weapon for stunning guards and killing minor enemies. You will find hooks on the walls that you can latch onto with your whip to swing over gaps. The gun does not actually fire bullets, but instead does instant damage to the first object within its line of sight. There are skulls on the wall that you can shoot with the gun to reveal hooks for swinging with your whip. Swords kill guards and enemies, while they are also used to open up blocked caves containing TNT. The TNT can be thrown in eight directions and leaves a blast that kills enemies. This explosion removes spikes and certain lava tiles that obstruct walkable paths. I found myself switching weapons all the time for each need as it appears.

Another use of the TNT is to reveal hidden rooms. In waves 1, 4, and 6, some children will hold arrows that point in the direction of a hidden room. When you think you’ve found the spot, bomb it to hopefully reveal the door. This takes you to a warp room, which is its own unique stage. Pass through any door in the warp room to advance to a future wave. Doors farther out in the warp room advance you further along in the game. As a bonus, you earn all the map pieces in a wave where you don’t rescue any children, including the waves you skip via warp. Waves without a warp room also have hidden doors revealing either a large cache of normal items or a special item.

The first eight waves all follow the two-room structure and get difficult fast. Wave 9, however, is where the game takes a turn into a devious direction. This wave contains only one room called the Chamber of Kali. Your goal is to reach the Statue of Kali and the three Sankara Stones at the top of the room. You have to forge a path across the lava river to get there. There are several locations where lava monsters appear randomly out of the lava. Hitting a monster with either the gun or TNT turns the monster to permanent stone and you can walk across. The idea is to find the area with the most lava monster activity so that eventually you will clear a path across. You are at the mercy of randomness as you wait for the monsters to line up properly. Once you get to the other side, retrieve the stones and then locate the exit door to Wave 10.

Building your own lava bridge is excruciating.

This is where the map pieces you have been collecting come into play. Before starting Wave 10, you are presented with a crude map of one of the rooms in the wave. There are 25 pieces of the map in all so you may see a partial map excluding sections at random representing map pieces you did not collect. The map shows skulls, doors, children, and an X indicating the exit door for the wave. This is the only time you see the map, so commit what you need to memory or make notes before proceeding.

Wave 10 consists of six large rooms with several doors connected to other rooms. Your task is to use the map to determine which room contains the exit and where the exit is positioned within the room. The exit door itself is hidden and must be revealed by TNT. Each room has four possible locations for the exit door, so there are 24 possible exits. When you find the exit door, you will not be allowed to exit the wave unless you are holding the three Sankara Stones. Unfortunately, if you die in Wave 10, you drop all the stones you are holding. Each room has three large skulls in it and these are where the stones are placed should you drop them. It would really behoove you to get all three stones back in your possession before moving to a different room. God help you if you drop stones in two or even three different rooms at once. All the while, you have to deal with lava pits, lava monsters, conveyor belts, swarming enemies, and all that good stuff. Without a doubt, this is one of the nastiest challenges I’ve experienced in this project to date.

If somehow you survive Wave 10, there are still two more waves to finish. These are more straightforward challenges, but you still need to hold all three stones to exit the wave and you must collect them from skulls if you die in the wave. These scenes are meant to follow the movie as you destroy the rope bridge and keep Mola Ram from escaping. The good thing is that you have unlimited continues throughout your entire journey. The bad thing is that once you get past Wave 9, you go back to Wave 9 when you continue. Still, it’s better than starting from scratch.

This just gets ridiculous.

This was my first time playing Indiana Jones and the Temple of Doom. I do remember that this game seemed awfully challenging when I tested out my carts, and I have heard that this is one of the most difficult games on the NES. This is an inexpensive game, but it’s not one I see a whole lot, either in licensed or unlicensed form. I think I owned the Tengen unlicensed version before I owned the licensed Mindscape version. Both versions cart only are worth around $8-$10.

I had what I consider an unusual path to completing this game. I struggled the first couple of times I tried. Wave 1 is really small, but after that, the rooms seem to increase in size drastically up through either Wave 5 or 6. There are several doors connecting each room together and I couldn’t keep track of where I was. I had a couple attempts where I gave up around the middle of the game, but it felt like I was on the brink of getting the hang of this game. One morning I got up early and tried again, and I finally reached Wave 9 without warping before I had to stop. I was able to leave the NES on all day and chipped away at attempting the end of the game, and then before bed I was able to beat the game. I didn’t expect to finish it, so I wasn’t recording, and I wasn’t exactly thrilled with the prospect of playing through the entire game again. So it goes. I was able to block out a few hours during the evening on another night to set up the recording and play through the whole game again. Sadly, this game is a little buggy. It crashed on me somewhere around Wave 7. I was able to jump straight to Wave 9 with the continue code but all my item counts were screwed up. I started over and then it crashed on me again in Wave 10. This time I was able to continue from Wave 9 with everything normal. I ended up going to bed and came back early in the morning before work to finish the game on video. I was running low on time but I managed to beat the game again with all the proper documentation.

There are a couple of optional special items that make this journey a lot easier. These are called out in the manual directly. There is a hidden door in Wave 7 that hides the special key, and another hidden door in Wave 8 that hides a secret idol. Both these items have their locations randomized at the start of their respective waves. The special key unlocks any locked door in the game but you can only use it once. There is a locked door in Wave 9 that can only be opened with the special key. It takes you to an island partway across the lava river in that wave, saving you a lot of time. The secret idol is much more useful. If you have it, the secret idol will appear within Wave 10 on top of the hidden door to Wave 11. It takes much of the guesswork out of where the exit is hidden. The secret idol item is permanent too. In my opinion, the secret idol might as well be mandatory to finish the game. The map, even a full map, is far too sparse and lacks enough detail to be useful. With enough plays, I suppose you could learn how to connect the map data to the location you need to search, but believe me, I’d rather not. If I have to find something hidden, I’d rather bomb around the two rooms of Wave 8 than the six rooms of Wave 10, especially since I can keep continuing on Wave 8 for as long as I need to.

Identifying the hidden exit is a huge relief.

Lastly, I want to discuss the difficulty rating. A fellow who goes by Electric Frankfurter helped compile a list of the Top 30 most difficult NES games. My two 10/10’s so far, Ikari Warriors and Q*bert, are both featured on the list, and so is Indiana Jones and the Temple of Doom. Make no mistake, this game is hard, ridiculously hard, with what is asked of you to complete the final stretch of the game along with unlimited enemies that are all over you all the time. It falls short of 10/10 for me because of the infinite continues. I have many of the 10/10 games already in mind, and I’m really going to have to take a deep look at the ones that have infinite continues to see if they are truly deserving of the hardest of the hard. The fact is that if you can reach Wave 9 with a good number of items (and hopefully the secret idol), you can just keep hammering away with the exact same item loadout until you beat it. Total play time is another factor I consider. I beat the game twice within a week and I don’t think I spent any more than 10 hours total. That’s not quite 10/10 for me either. I don’t do fractional scores, but I would say the game is more challenging than most of its peers in the 9/10 area.

I am more impressed with the idea of this game than how it actually turned out. There are some clever concepts here with collecting pieces of a map, locating secret items, and using multiple weapons that double as tools. Randomization adds some replay value to the mix. The rest of the game is kind of a mess. The rooms are huge, complex, and tough to successfully navigate under constant enemy threat. Whip swinging has poor hit detection, both on hooking with the whip and landing on the other side of the swing. The jump mechanics are confusing and many jumps to below ledges don’t make physical sense. Locating hidden doors are all trial and error that require limited resources to reveal. The controls for switching weapons don’t always trigger correctly, which always happens when I am in a rush. The graphics are okay and the music is poor, aside from the Indiana Jones theme. There is bad programming that can occasionally lead to crashes. The game is playable, but for the most part it is more frustrating than fun. If you are looking for a new challenge, this game certainly has it. Now if you’ll excuse me, I think I need to go play some La-Mulana.

#93 – Indiana Jones and the Temple of Doom

 
AUG
07
2018
0

#87 – RoadBlasters

Do what the title says and blast your way through this action driving game.

Pretty nice tune here.

To Beat: Reach the ending after Level 50
To Complete: Beat the game and play all levels
What I Did: Completed the game without dying
Played: 5/28/18
Difficulty: 6/10
My Difficulty: 3/10
My Video: RoadBlasters Longplay

I’m noticing that a lot of video game names are long and complicated these days. Part of that is because modern games are also longer and more complicated, and they do seem to trend that way all the time. It’s tough to sum up modern games with short names that can also carry the idea of the game itself. The other part is that most of the simpler names are already taken. With early games especially, the ideas are simple enough to sum up in a word. I’m thinking of games like Asteroids or Centipede where you don’t need to go any further in explanation to know what they are about. RoadBlasters has a straightforward name and you know what you are getting into when you play it.

RoadBlasters originated as an arcade title in 1987. It was both developed and published by Atari Games. The arcade version came in both a standard upright cabinet and a large, cockpit-style cabinet. This game was ported to various home computers and game consoles, including the Atari Lynx and the Sega Genesis. The NES port, released in January 1990 in North America, was published by Mindscape. PAL versions were released in Europe sometime in 1990. A lot of what I read said that Atari Games or Tengen developed the NES version, but I believe it was Beam Software as they are mentioned on the title screen for producing the game.

RoadBlasters is a driving game that’s more of a shoot-em-up than a racing game. There’s no story here for a change. You drive an armored car that is outfitted with guns on the front. Simply drive ahead and blast away anything that stands in your way. Your task is to reach the end of each course before running out of fuel. There are 50 courses in RoadBlasters and you beat the game when you reach the end of the final course.

Blow them up! It’s more of a shooter than a driving game.

This game has simple controls. You use the D-pad to drive. Press Up to accelerate and Down to brake. If you let go of both Up and Down, your car will maintain speed as long as you stay on the road. Press Left or Right to steer in the desired direction. Press the A button to fire your main guns. You have unlimited shots! The B button is used to launch any special items you have. The Start button pauses and unpauses the game.

The game screen mostly consists of the open road and your car with the view from behind your vehicle. The bottom part of the screen contains all pertinent information. The left side shows your score multiplier. The small, vertical rectangle to the right of the multiplier is an indicator light that flashes when you are approaching mines. Next to that is your fuel gauge, both your normal fuel and your reserve fuel tank. You also see your current speed as well as your score. The round number is displayed in the upper-right corner of the playfield.

One of the main mechanics to this game is the score multiplier. It begins at one and can go as high as ten. You accrue points rapidly just by driving and the multiplier determines how quickly your score increases. Every way you can earn points is influenced by the multiplier, whether it is from shooting enemies or earning a bonus at the end of each course. You increase the multiplier by one when you shoot down an enemy, but it decreases by one if you miss with a shot. You really need to work on your accuracy and not just spew fire all over the road if you want to have a high multiplier.

Orange cars sometimes leave behind fuel pickups.

Another mechanic is the fuel system. Naturally, you use fuel in this game as you drive and you don’t want to run out before reaching the end of the course. There are a few ways to earn fuel. Sometimes there are fuel globes on the road and all you have to do is drive over them to add fuel. There are green ones that appear on the course that add a tiny amount of fuel, and there are orange ones you get by blasting certain cars that add more fuel than the green ones. Many levels have a checkpoint halfway through that automatically refills your main fuel tank back to the starting amount. You also have a reserve fuel tank. Only when you run out of fuel in the main tank will you automatically draw fuel from the reserve tank. When you complete a course, you get a point bonus that doubles as a reserve fuel refill. The more bonus points you get, the more reserve fuel you get. This is the real reason why you want to keep your multiplier as high as possible. A multiplier of ten at the end of the level fills up your reserve tank all the way.

There are some special items available. Periodically, a support plane will fly above and drop off some special gear containing one of four items. The item name will appear on the bottom of the screen after you collect it. The U.Z. Cannon mounts a turret on the top of your car. There is an ammo meter and the U.Z. Cannon is lost as soon as you run out of ammo. Firing the U.Z. Cannon does not affect your multiplier so you are more at liberty to fire at will. The other items can be used three times each. Round icons at the bottom show how many uses are remaining. The Electro Shield causes your car to flash colors for a while and you can drive through anything on the road unscathed. The Nitro Inject gives your car a huge speed boost. Normal max speed is 212 but you can get up to 298 with it. The Cruise Missile destroys everything on the road. Be careful because it also removes fuel globes on screen. All items are lost when either you use them all up or you crash your car.

Speaking of crashing, that’s another interesting thing about RoadBlasters. In most games, you would normally lose a life or lose a bunch of time when you crash. Here you can crash just about as often as you want and you come right back. The only penalty is a slight loss of fuel since you have to accelerate from a standstill each crash. I wrecked my car plenty of times when playing through RoadBlasters. It’s nice that the game is lenient in this regard.

The U.Z. Cannon is helpful against these off-road turrets.

There are several types of enemies and hazards on the road. The most common enemy is the orange Stinger car. These are taken down with one shot and can hide precious fuel globes. Small motorcycles can also be shot down, but they are a narrower target. Blue Command Cars aren’t damaged by normal fire and are often in your way. You can take them out with Cruise Missiles or the Electro Shield. Rat Jeeps are annoying enemies that only show up on a few courses. They drive in front of you from behind and then slam on the brakes to try and crash into you. You can blow them up but be quick. Gun Turrets sit on the sides of the road and shoot at you. They are difficult to shoot because of their positioning and are best left alone in my experience. Mines are telegraphed by the flashing indicator light but are tough to see on the road even if you know they are coming. Just avoid them. There are also rocks on the road that cause you to crash. Finally, oil slicks cause you to spin out and lose control when you drive over them. They are not deadly on their own if you manage to stay on the road.

The fifty stages in the game are grouped into twelve regions. At the start of the game, you may select from any of the first three regions, skipping some levels if you choose. When you complete a region, you are brought back to the select screen and you can choose a new region. This is really nice for practicing certain sections or getting to the end of the game faster. If you want to play every course in the game, then you must select the next region manually each time you get the opportunity.

You lose a life anytime you run out of fuel and are unable to reach the end of the stage or a checkpoint. You can continue from the start of the current course. After two continues, you have to start all over.

It gets tense when fuel is running low.

I have beaten RoadBlasters many times before. This was one of the earliest NES games my family owned and one of the few that was purchased new. I still have the same cart we bought back then and that’s what I used to play this time. I also beat RoadBlasters a couple of years ago for the NintendoAge NES contests. This is an affordable NES game that only costs around $5.

RoadBlasters isn’t exactly what I’d call an easy game. Some of the levels are very dependent on fuel globes and you need to be almost perfect to get through, even with a full reserve tank. You also have to do the dance of driving without shooting unless it’s necessary to keep the multiplier up so that you can top off your reserve tank for later. My past experience paid off big time, for I had no trouble beating RoadBlasters this time around. I played through every course and didn’t lose a life. My final score was a little over 1,950,000 which was better than I scored during the last NintendoAge contest. There were a few close calls in some of the later levels where I just barely survived, but overall I am very pleased with my run and my video longplay. It takes about an hour and a half to do a full run and it was good to get it done on my first try.

RoadBlasters is a fun action game that plays well on the NES. The controls are simple and work well for this kind of game. You can start out with easy levels or fast forward to some more difficult levels right away. This makes RoadBlasters a good game to play for just a few minutes or for longer stretches. The graphics are good and the roads curve quite a lot without any technical issues or slowdown. The sound is lackluster. All you hear during the game are car noises and sound effects. That can be exhausting for such a long game. The few songs that do play on the title screen and after each course are catchy and provide a nice sound break after the droning of the main action. One knock against RoadBlasters is that it’s a long game that is very repetitive if you take on all fifty courses. There’s also little room for error with only two continues to draw from. I’d say this a good NES game and a fun one to try out, even if you don’t care for racing games.

#87 – RoadBlasters

#87 – RoadBlasters (1,953,567 Points)

 
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)

 
DEC
02
2016
0
Archon Box Cover

#31 – Archon

Let’s kick the board game format up a notch with Archon.

Dueling dragons!

Dueling dragons!

To Beat: Win a match
To Complete: Win as both the Light team and Dark team
What I Did: Completed the game
Played: 9/21/16 – 9/23/16
Difficulty: 3/10
My Difficulty: 3/10
Video: Archon Longplay

Today is a big day for Take On The NES Library! I am finally incorporating game play videos for some games going forward, and we are kicking off this momentous occasion by talking about the first strategy game covered on this site.

Archon: The Light and the Dark was originally released in 1983 for Atari 8-bit computers. It was developed by Free Fall Associates and published by Electronic Arts. The game is notable both for being among the first titles published by EA and a huge hit for Free Fall Associates. The game was so popular that EA wanted a sequel quickly, so the developers released Archon II: Adept the following year in 1984. The original Archon was ported to many home computer systems and was a success on pretty much every one. The NES would receive a port of this game all the way in December 1989 published by Activision and Bullet-Proof Software.

Archon can be adequately summarized as an action chess game. There are two sides, light and dark, composed of fantasy creatures that duke it out for control of a 9×9 grid. Each side takes turns moving a creature from one space to another. If a character is placed on a square occupied by a member of the opposite team, the gameplay switches to the combat arena. Here you take direct control of your creature as you attempt to defeat the opponent by thumping or shooting them enough to deplete their life bar. Defeated creatures are removed from the board and the winner occupies the square. There are also five power spots on the board: One in the middle of each of the four edges of the board and one in the center. You can win by either destroying all of the enemy creatures on the other team or by occupying all five power spots at the same time.

One strategy is to try and hold the power points.

One strategy is to try and hold the power points.

The game board consists of light squares, dark squares, and shifting squares called Lumina squares. Light squares and dark squares always stay the same, but the Lumina squares change color throughout the game after every other turn. There are five different shades of Lumina square: light, light blue, blue, dark blue, and dark. All the Lumina squares start off blue and shift toward dark, then reverse and shift toward light. This cycle repeats through the course of the game. The color of these squares is important because light characters are stronger on lighter squares and dark characters are stronger on darker squares. It is to your advantage to engage in combat on those squares when they match your color.

There are several types of creatures in the game and they can be separated into two groups. There are ground creatures and flying creatures. Ground creatures cannot move through squares occupied by other characters and must have a direct walking path to the desired square. Flying creatures can go over units and land on any square within flying range. Each character has a range of squares they are allowed to travel during a move ranging from three squares to five. If a ground character can walk four squares, then it gets a combination of four horizontal or vertical steps and that’s all for that turn. If a flying character can move four squares, then it gets up to four squares of horizontal movement and up to four squares of vertical movement. As a result, flying creatures can cover significantly more ground per turn than ground creatures.

Ground characters on each side match up against each other on the board for the most part. The leaders are the light Wizard and dark Sorceress. They are the only characters capable of spell casting which I will get to in a little bit, and they also move via teleporting which evidently is exactly the same as flying but with a different animation. The light Knights and dark Goblins are the pawns of this game with short range attacks and weak stamina. The light Unicorns and dark Basilisks are quick and reasonably strong. The light Archers and dark Manticores are a tad on the weaker side but have long range attacks. The light Golems and dark Trolls are very slow but very strong.

The starting lineup!

The starting lineup!

The remaining matchups demonstrate the differences between the two teams. The light Valkyrie is a bit stronger than the similar Archer. On the other side, the dark Banshee has a scream attack that drains the enemy health when in close range, and it is the only attack in the game that allows the character to move while the attack is in action. The light Djinni is the best light attacker though only a little better than the Valkyrie. Opposite it, the dark Shapeshifter turns into whichever enemy opposes it in combat, matching its stats exactly. The light Phoenix can explode dealing massive damage when touching an opponent while doubling as a defensive move that nulls any attack during the move’s duration. The dark Dragon has both the strongest long-range attack in the game as well as the most health.

Combat is pretty straightforward. The arena contains the two combatants and a seemingly random arrangement of objects. You can move in eight directions and attack with the A button. When you or an opponent fires off an attack, there is a delay before the next attack is allowed. This recharge time varies per character. A noise will sound whenever the next attack is ready to go. The tone is a higher pitch for the light character and a lower pitch for the dark character so you can easily distinguish the two. The objects in the arena are stationary but shift state frequently enough that there’s no real way to determine how those spaces will behave. Sometimes attacks will go right through them and sometimes they get blocked. Character movement through these obstacles may or may not be permitted or it might be allowed at a slow, plodding pace. It adds enough randomness to the battles so that combat is tense and exciting.

Both the Wizard and Sorceress have access to the same complement of spells. Each spell may only be used once per game, and the spell may not target a character stationed on one of the power spots. If the Wizard or Sorceress is defeated then no spells may be cast by that side. Another interesting wrinkle is that using a spell drains a bit of health from the spellcaster. To use a spell, press A when selecting the caster and a spell dialog will appear at the bottom of the screen. You may cycle through the spells with Up and Down and cast the spell by pressing A. You can also select the Cancel option if you don’t want to use a spell.

Attack from afar with an elemental if you want!

Attack from afar with an elemental if you want!

There are seven spells in Archon. The Teleport spell moves any character on your team to any square not already occupied by another team member. You can move a character onto an opponent to engage them in battle directly. The Heal spell restores the health of any one of your characters. The Shift Time spell reverses the flow of the Lumina squares. The Exchange spell swaps any two creatures on the board no matter which team they belong. The Summon Elemental spell calls a temporary elemental to attack any opponent on the board. It could be an earth, air, water, or fire elemental that is chosen at random and each has different characteristics in combat. Either win or lose, the elemental is removed from play after the battle is over. The Revive spell brings a defeated creature back into play. The revived character must be placed on a square adjacent to the spellcaster. The Imprison spell can be cast on any creature locking them to the board. The affected creature is not able to move on the board until the Lumina squares match the team color, though opponents may engage an imprisoned creature in battle at any time.

One more interesting thing to mention is that there is the possibility of a tie game. If there are few characters remaining on each side and no combat or spellcasting occurs in a set number of turns, the game will be called a draw. This was implemented to encourage combat. The other more straightforward stalemate happens when the last two characters on the board kill each other at the same time.

Combat is a balance of staying out of danger while finding an open line of fire when you can.

Combat is a balance of staying out of danger while finding an open line of fire when you can.

This was my first time playing Archon but I had great success for a beginner. I started playing as the Light team and I got beat down pretty quickly. I was losing characters left and right as I got used to the combat and characters. About halfway through the match the game clicked with me and I started mounting a comeback, but despite that it started to look like it was too little to late. The best character I had remaining was my Wizard and I decide to go for broke and try to take out the Sorceress. She had not moved the entire game and her square is always dark, but despite the disadvantage I managed to win that fight. After that I picked off all the remaining enemies for a win by brute force.

Since it didn’t take me very long to win the game and the dark team plays differently from the light team, I wanted to get a win from the other side. This was the run I recorded for YouTube. It did not start out particularly well but I ended up winning in half the moves required for my first victory. I also won the match by occupying all five of the power spots instead of defeating all the enemies.

Archon is a fun, short game that might be worth a look if you are interested in chess or light strategy games. The graphics and music are adequate and don’t get in the way of the action at all, but the gameplay is solid and that’s what’s important in a game like this. I didn’t even mention yet that the game has a 2-player mode that is sure to be a lot of fun once both players get a few matches under their belt. For myself, I enjoyed playing the game but unless I get another player involved I don’t see myself playing very much more Archon in the future.

Archon Ending Screen

#31 – Archon