Take on the NES Library

An 8-bit Extravaganza!

bird

AUG
29
2018
0

#91 – Jordan vs. Bird: One on One

I’ve already played two-on-two basketball, now it’s time for one-on-one!

They look a little too kind on the rebound here.

To Beat: Win a single match
To Complete: Win all game modes
What I Did: Completed the game
Played: 6/23/18, 7/1/18
Difficulty: 3/10
My Difficulty: 3/10
My Video: Jordan vs. Bird: One on One Longplay

I like watching sports but I don’t follow them too closely. The one exception is the Chicago Cubs. I became a baseball fan and Cubs fan somewhere between the 1994 baseball strike and the 1998 home run chase, and I’ll for sure be a dedicated fan for the rest of my life. Being tuned into the Cubs back then led me into recognizing what the Chicago Bulls were doing at that same time. Now the Chicago Bulls dynasty in the 90s would have been hard to miss anyway, and I’d like to believe I was aware of how special that run was, but I may have been too naïve to truly appreciate it. However, there’s no denying how special Michael Jordan is as an all-time great basketball player. I don’t have a similar connection with fellow hall of famer Larry Bird as I missed seeing him play in his prime. Those two were among the biggest names in basketball of the time, so I can see why they made a game featuring the two of them.

Jordan vs. Bird: One on One originally released for the PC and Commodore 64 in 1988 and was developed and published by Electronic Arts. This game is a sequel of sorts to the 1983 computer game One on One: Dr. J vs. Larry Bird. The NES version of Jordan vs. Bird released in August 1989. The port was developed by Rare and published by Milton Bradley. This was a US release only. In 1992, the game was ported to both Game Boy and Sega Genesis.

Jordan vs. Bird, for the most part, is a simple basketball game. You get to choose either Michael Jordan or Larry Bird and square off against the other. There are several options for customizing your game and you can play against the computer in single player or play against a friend in simultaneous two-player mode. In addition to a standard basketball game, you can play a couple of mini games. You can play as Michael Jordan in a slam dunk contest or as Larry Bird in a three-point shooting contest. To beat the game, you simply need to win a single game. If you want to do more, you could also aim to win both the slam dunk and three-point shooting contests.

Power past Bird and go for the dunk.

In this game, the controls on offense and defense are similar so I will cover them here together. You move around in all directions by using the D-pad. On offense, you will always face toward the basket, whereas on defense you will face either up toward the basket or down toward the screen, depending on where the ball handler is in relation to you. If you hold the B button down while moving, you will turn your body in that direction and move. On offense, you can lock yourself into facing away from the basket by holding B, pressing Down, and letting go of B. The A button shoots the ball. Press and hold A to jump, then let go of A to release the ball. Jordan can dunk by shooting with A as you move near the basket. You can also press A on defense to jump if the opponent is shooting. Press B while on defense to attempt a steal. You can hold the B button down and continuously try stealing so long as you are standing still. If the offensive player has not yet moved once he has gotten possession of the ball, you can press Select to take a timeout and pause the game. Pressing Start exits the game and takes you back to the Options screen.

The Options Screen is the main menu of this game. For a one-on-one game, you can select from a full game, a game to either 15 or 11 points, and a warm up for practicing. For the slam dunk contest, you can select from the main contest, warm up, or a follow the leader game to help you learn the dunks. For the three-point contest, you can select either the main event or a warm up.

Starting a one-on-one match brings up another options screen. First, select who you want to be. Press B to toggle Larry Bird’s setting and press A to toggle Michael Jordan’s setting. For each player, you can cycle through first player, second player, or computer player. The Play to 11 option lets you choose from either an 11-point game or 15-point game, provided you chose that option from the main menu. You can set the computer’s skill level anywhere from one to four. Winner’s outs determines who gets the ball after scoring. The default of no gives the ball to the defensive side. Fouls can be toggled on or off. Finally, for a full game, you can select the length of the four periods. Selections are two, five, eight, and twelve minutes.

You can play tough defense.

Now you can start shooting some hoops! The basket is in the middle with details written on the scoreboards on either side. The left side shows Bird’s score, followed by the period number, and the 24-second shot clock. The right side shows Jordan’s score, followed by the time remaining in the period, and a repeat of the shot clock. The view pans side to side as you move toward the edges of the screen, leaving part of one scoreboard off screen if you move all the way to the opposite side.

There are only a few differences between the two types of one-on-one modes. We already know the full game is a timed game with four periods, while the other mode is a race to either 11 or 15 points with no time limit. The only other difference is in the scoring. The full game follows standard basketball scoring, with two points for a field goal and three points from beyond the three-point line. In the 11 or 15 game, field goals are worth one point and three-pointers are worth two points.

Both modes display a results screen at the end of each period. This is the same screen that appears when you take a time-out with Select during the game. For each player and period, you get stats like total points scored, shot attempts and percentages, steals, and blocks. You also get some nifty profile pictures of our two stars.

In the Slam Dunk Contest, you can show off Jordan’s dunking ability. You can play this mode with one to four players. In a single player game, the first player is computer controlled and you play second player. For multiplayer, only controller one is used and shared by all the players. At the start, you get a screen where you can choose from one of ten dunks to perform. Move the cursor and select the one you want. Here’s a tip. The dunks on the left side of the list are initiated from the left side of the basket. Same thing for the dunks in the center column and right side of the list. Now you control Jordan alone on the court. Approach the basket from the appropriate direction and hold A to start the dunk. If you hold A the entire time, you will make the basket but not score very high with the judges. A panel of five judges replaces the right scoreboard and your dunk is scored from zero to ten from each judge. The slam dunk contest is secretly a timing game. You want to release the A button as far away from the basket as you can while still successfully dunking. Let go too early and you miss the dunk, but let go too late and you lose points. This mode just takes repetition to learn. Each player gets three dunks and the highest cumulative score wins.

Everyone wants to dunk like Mike.

The other two slam dunk modes are just for practice. Warm up plays just like the normal contest, only you play solo. In Follow the Leader mode, first the computer player selects a dunk at random and shows you how it works. Then, you get a chance to perform the same dunk. This is a useful mode to see what the dunks look like and how to perform them, but it is annoying that you don’t get to pick the dunk you want to follow in this mode.

The three-point contest puts you in Larry Bird’s shoes as you try and score as many shots as you can. In this format, you get 60 seconds to shoot up to 25 basketballs. There are five racks of five basketballs each positioned around the three-point line. You first shoot all five balls in the rack to make the next one appear, and then you walk over to it and start shooting. The judges’ scoring is used to show how many basketballs remain in each rack. The left scoreboard shows the total score and the time remaining. The shooting controls are different in this mode for some reason. You press A to grab a basketball and start your jump, then press B to release and shoot the ball. You get one point for each basket made, while the last basketball in each rack is worth two points. You can play this mode with multiple players or single player against the computer over three rounds. A quirk about this mode is that once you grab a basketball from the rack, the one you previously shot disappears even if it is in midair on the way to the basket. Just make sure you know the outcome of your last shot before you start the next one.

This was my first time playing through Jordan vs. Bird. I know I’ll say this for just about all sports games, but I enjoy watching sports more than playing video games about sports. This is a cheap, affordable game, although it’s one I’ve only owned once out of the many games I’ve had in my house.

Shoot as quickly and accurately as possible.

This turned out to be a game that I figured out on the first day of trying. Unfortunately, I wasn’t recording my trial run and it took me a week before I was able to get some free time and play again. Normally in a basketball game I will look to shoot as many threes as possible, but this time I figured out an exploit right away that goes a little differently. I started off with the main game as Jordan, two-minute periods, and computer level 1, which is said in the manual to be the hardest setting. On offense, I immediately go around Bird and dunk for an easy two points every time. On defense, Bird will start sliding in one direction. If you follow him to the back corner, you can get him trapped there. I hold the B button to steal and make small positional adjustments until I steal the ball, then take it to the basket and dunk. In the worst-case scenario, he will make the three-pointer from the back corner with 3 seconds left on the shot clock. If he misses it, you can hold him back until the ball lands and then recover the rebound easily. I won my game with no trouble. I also played to 11 using Larry Bird. The defensive technique remains the same. On offense, I moved toward the top-right corner and shot the three for two points. Another easy win. Between modes, I switched the computer player level from one to four and I didn’t see any noticeable difference in difficulty.

I found the two mini games harder than the main game. Neither one is particularly easy to win, however attempts are short so eventually one will come through in your favor. In the slam dunk contest, the computer player often seems to score around 35-40 points out of 50 per dunk, while I am usually good for 25-30 points. In my longplay video, after several failed attempts, I won with an above average round for me and a below average round for the computer. On my initial, unrecorded playthrough, I saw the computer outright miss dunks, so it does happen and that can lead to an easy win. The three-point shooting contest goes much the same way. The only advantage you have against the computer is in your shooting speed. The computer player does not finish the final rack, while if you play as fast as possible, you should be able to shoot every single ball. With some of these games, you just have to take every edge you can get!

Jordan vs. Bird is another mediocre basketball game. I don’t mean that in a bad way. On a technical level, it plays well. There isn’t any noticeable flickering or slowdown and the gameplay is clear. The graphics are music are fine but don’t stand out in a meaningful way. It’s the slam dunk contest and three-point contest that make this game stand out. While not enough to base an entire game on, they fit pretty well within the confines of a simple one-on-one basketball game. I would rather play Jordan vs. Bird again than I would want to play Roundball again, but I am also happy enough keeping them both on the shelf. I’m starting to wonder now if there is a truly good basketball game on the NES. It seems that Jordan vs. Bird was ported over because the NES could support one-on-one basketball better than with full teams on either side, which could easily devolve into a flickery, unplayable mess. I suppose we will find out after I play more basketball games.

#91 – Jordan vs. Bird: One on One

#91 – Jordan vs. Bird: One on One (Game to 11)

#91 – Jordan vs. Bird: One on One (Slam Dunk Contest)

#91 – Jordan vs. Bird: One on One (Three-Point Contest)

 
JAN
17
2018
2

#63 – Kiwi Kraze

A fun platformer with a somewhat unfortunate name.

Nice graphics AND catchy music!

To Beat: Reach the ending
Played: 10/22/17 – 12/1/17
Difficulty: 8/10
My Difficulty: 8/10
Video: Kiwi Kraze Longplay

I haven’t traveled all that much in my life. I have only flown a few times and never over the ocean. I guess I have just as much fun staying at home playing all these NES games. New Zealand seems like it would be a lovely place to visit if I ever decide to go overseas. The country is beautiful and many notable movies have been filmed there. It stands to reason that it would also make a great setting for a video game. It also makes sense that a game based in New Zealand would use the native kiwi bird as the basis for the protagonist. Kiwi Kraze is a fun game that is often overlooked among the glut of NES platformers.

The NewZealand Story started as an arcade game both developed and published by Taito and released in September 1988. The game was later ported to a wide number of home computers and consoles worldwide over the next few years. The NES version of the game was renamed to Kiwi Kraze, A Bird-Brained Adventure! in North America and is the only version of the game that was renamed. Kiwi Kraze was developed by Software Creations and published by Taito, and was released in March 1991. In Europe, the NES port retained the name The NewZealand Story and was published by Ocean sometime in 1991. The NewZealand Story was later included in the 2005 compliation Taito Legends. New Zealand Story Revolution is a Nintendo DS remake of the game released in 2007. That game was developed by Taito and published by Ignition Entertainment in North America.

In Kiwi Kraze, you play the role of the Kiwi bird named Tiki. Wally Walrus has captured Tiki and all his friends, but Tiki was the only one who managed to escape. Wally then sells all the Kiwi birds to various zoos across New Zealand, so Tiki sets off on a grand adventure to rescue all his friends, including his girlfriend Phee-Phee. Tiki’s journey spans five separate worlds, each containing four levels. In each level, one of Tiki’s friends is locked in a cage and you must reach and free them to move on to the next stage. You win the game after you have completed all twenty stages.

Yep, definitely New Zealand!

Kiwi Kraze is a side-scrolling platformer game. On the title screen, you can press Select to choose either a one-player or two-player game. It is alternating play so it’s not that useful. You use the D-Pad to move Tiki around during gameplay. Jump by pressing the A button. You can control the height of the jump a little bit by how long you hold the button. When descending, you can tap the A button to flap Tiki’s wings which slows down his fall. The B button is for attacking and the default weapon is a bow and arrow. You can fire quite a few of these straight-shooting arrows at one time to quickly mow down a row of enemies. Pressing Start to pause the game also displays a mini map overlayed on the screen that displays the relative size of the level, your current location, and the exit location. There are no walls or anything else displayed on the map, but it can be a handy reference at times to gently guide you in the right direction.

There are two main mechanics that distinguish Kiwi Kraze. The first is that Tiki can jump up through any floor. This must be a Taito thing because this is also how things work in Bubble Bobble. You can even jump through walls from underneath. You only land on a ledge successfully if Tiki isn’t stuck partway within a wall. When airborne within a wall, you are only allowed to move laterally away from the wall. Otherwise you will fall through the wall back to where you started. I know I’m not explaining it very well, but when you play the game for a little while it starts to make sense. These details of the movement are important because it has a direct effect on the level design. Stages scroll in all four directions. Moving sideways is straightforward, but it is much easier to climb to the top of the level than to get back down. The level design takes advantage of this by creating many paths that look closed off at a glance, but can be entered through some shrewd jumping. The stages also contain many winding pathways and often include multiple paths to reach the end of a level.

The other important mechanic is that Tiki can fly around the stages. Kiwis are flightless birds and Tiki uses balloons to fly. These can occasionally be found on their own, but most often you will acquire a balloon by stealing one from an enemy. Shoot the enemy and then jump on top of its balloon to take it for yourself, but aim carefully because you can also pop the balloon with your weapon if your aim is too low. You can even jump on a balloon while an enemy is still standing on it, which will knock the enemy to the ground and let you take control. Balloons fall under Tiki’s weight and you hold the A button to slowly raise the balloon and move upward. You can still use the D-Pad for horizontal movement and fire your weapon while flying. Press Down while resting on the ground to dismount. You can also lose your balloon if it gets popped by an enemy projectile or hits a spike. Any case where you require a balloon to progress is accompanied by an enemy spawn point so that you can commandeer a new balloon.

I’m gonna need that balloon, thanks!

Some levels contain water and Tiki can swim through these portions. He will don a snorkel while underwater and it’s pretty cute. At the bottom left of the screen, you will normally see your score counter alternating with your lives display. When underwater this display switches over to an air meter that slowly dwindles away. You swim with the D-Pad in all eight directions and the A and B buttons do nothing. Floating on the water’s surface allows you to breathe again, and you can also press the B button to spit water at an upward angle to attack enemies. Spitting water like this also refills your air meter much faster. For long water sections, you must find pockets of air and stop to take a breath before moving on.

There are many different kinds of enemies in Kiwi Kraze. Most enemies are not deadly to the touch, which is a departure from most platfomers. The ones that don’t hurt you will occasionally fire projectiles that do hurt. Bats are particularly sneaky because they toss out a projectile whenever you are directly underneath them, causing them to act like an enemy that kills you on contact. All other enemies telegraph their attacks in some way. Tiki is pretty fragile so a single hit kills him instantly, and you also lose lives by touching spikes and drowning.

One special enemy that can appear in any stage is the red devil. This is the invincible “hurry up” enemy that will chase you around if you are taking too long to finish a level. He can move freely through walls and you can’t get him to go away. You will receive an actual Hurry Up message prior to his appearance. Unlike most enemies of this type, he keeps a steady speed and you are able to keep away from him if you have enough space to maneuver.

There are several different items in the game. Some levels hold extra lives in the shape of a tiny Kiwi bird. The most common item you find are apples. These are dropped by defeated enemies and are worth 500 points each. If you come across a secret room, apples there are worth 5000 points. You need 100,000 points to earn an extra life. Sometimes an enemy will drop something other than an apple. These items are either different weapons or magic items.

Just about every enemy drops something.

There are three different weapons Tiki can use. The default is the bow and arrow which you can reacquire if you collect the red arrow powerup. The bombs are a downward-moving attack, and I find these have limited usefulness. The best weapon in my mind is the green laser gun. This gun fires straight shots like the arrows, but they move quickly and can also travel through walls. It’s great to blast an enemy on the other side of a wall so you don’t have to deal with them later. You keep your weapons until you lose a life or exit the stage.

There are four magic items. The magic book is a single-use screen-shaking attack that defeats all enemies. The magic watch freezes all enemies in their tracks for several seconds. Likewise, the magic staff gives you invincibility flashing for a little while. Perhaps the most interesting item here is the magic joystick. This gives you direct control over either your current or next balloon. You no longer have to toggle A to either rise or fall, rather you use just the D-Pad to move precisely in all directions. If you dismount the balloon or pop it, you lose the powerup. There are some locations where you can take shortcuts with some precise movements that are only possible with the magic joystick.

There are also different balloon types that have slightly different capabilities. The most common one looks like the head of a sheep, and you will use this one most of the time. There is a tall, red balloon that is very slow to accelerate upward, however the tradeoff is that this is the only balloon that is immune to spikes. Another balloon looks like a green ostrich and it accelerates the quickest. The last balloon looks like a carriage. This is the very first balloon you find naturally in the game, but you also get it automatically after you die while on a balloon. All balloons appear to have the same horizontal movement.

Most worlds end in a boss battle. The very first fight is the cleverest one, where you get swallowed and have to defeat the boss from the inside. That concept was also used in one of the bosses in Yoshi’s Island on the SNES, but Kiwi Kraze does it here first. The other bosses play more like a shootout and you have to land a lot of attacks to take them down. One world uses a complicated maze section in lieu of a boss fight. There is a least a little variety here, as well as using a different type of challenge than what is derived from the level design.

The best boss in the game.

Hidden within some levels are warps. These are invisible and are revealed by shooting their location several times. If you are firing arrows that vanish in mid-air, keep shooting. Then hop into the warp block to go to a new place! Some of these will lead to special rooms where you can find apples and maybe extra lives. Others take you to a location one or more levels ahead. You normally see a map of New Zealand with the level number before each stage. Take a warp, however, and you don’t see where you end up. Like extra lives, these are hidden in out of the way places. I only found a few of these and I’m sure there are many more that I didn’t find.

You begin Kiwi Kraze with three lives, and they can go by quickly. You can continue with a fresh set of lives, but you can only do this three times before being bumped back to the title screen. It’s the kind of game where you progressively learn the levels and usually get a little farther the more times you play. Kiwi Kraze has a wrinkle to this to make it more challenging. Typically, when you lose a life, you resume play from right where you died with an invincibility period. That safety net goes away when you reach World 4. For the rest of the game, a death sends you back all the way to the start of the stage. I was able to beat World 3 within my first few tries and then the rest of the game felt like wading through mud.

This was my first time playing Kiwi Kraze. I know the term is overblown these days, but I have considered the game a hidden gem. I bought my copy in the back half of collecting licensed NES games and it was one I was looking for specifically once I knew what it was all about. My cart is a very clean copy too, courtesy of a seller on Nintendo Age. I played through the first world right away and knew this was a game I would really like. But, it went back on the shelf like most others and I didn’t get into it until now.

Paths between spikes are slightly less dangerous than they look.

You might have noticed from the start of this post that it looks like I spent nearly six weeks playing Kiwi Kraze. Those dates are not what they seem! I had a little bit of free time on a Saturday afternoon and spent it on my first couple of attempts at the game. That following Monday was the beginning of the year-end tournament of an NES contest hosted on the Nintendo Age forums. That tournament lasted four weeks and I didn’t play Kiwi Kraze at all while that was going on. It didn’t take much to pick back up from where I started. I still needed around ten tries or so before I beat the game. Then another few days went by before I could record my full run.

I really like Kiwi Kraze. I think it’s a fun game with a lot of character. There are just a couple of things about it that I’m not entirely sure how I feel about. First off, the hitboxes seem a little off. Any balloon you ride on becomes the focal point of contact, and you can scratch your head on some spikes and enemies and not be hurt. Without the balloon, that kind of contact gets you killed. At least it feels that way. It’s just something you have to be actively aware of during play. Your instinct while on the balloon is to protect Tiki, but it needs to be on the balloon instead when gliding around spikes. The other thing is that the level design has a different feel that I don’t experience much. Most games like this rely on a larger 16×16 pixel tile, but the levels in Kiwi Kraze are based on tiny 8×8 tiles. This give more space for very detailed structures and challenges that are more puzzle-like. So you have these dense little areas connected together with wide open spaces where you can fly more freely, since the levels are still reasonably large. They chose to incorporate many narrow tunnels to connect all these pieces as well, not to mention the ability to jump through any floor like I already mentioned. I think it’s neat how it all comes together, but I can also see how this kind of design might be off-putting to someone else.

If you like platformers, cute characters, or both, I think you should try Kiwi Kraze. It’s a brightly colored game with neat, intricate design. The graphics are highly detailed with many neat drawings and backgrounds that add character. The downside here is that some of the tiny spikes don’t stand out. This music is catchy, which is no surprise given that the Follin brothers ported the music to the NES. However, they chose to use one song for every level in the game. It’s a good song, but it can get stale. The maze-like design might leave some players frustrated too. This is a flawed game for these few reasons and others, but I can easily look past them. I was really excited to spend some time with Kiwi Kraze, and I still have good feelings about this game now that I’ve seen it all for myself.

#63 – Kiwi Kraze